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In a 3-player game, if Anivia attacks a battlefield with a hidden Hidden Blade, can you activate Hidden Blade in response to kill Anivia before her attack ability resolves, and would that prevent her ability from affecting your units?
Ruling: You can activate Hidden Blade as a reaction to Anivia's "when I attack" ability and kill her before it resolves. If Anivia dies before her ability resolves, the ability will not affect your units.
Sequence:
- Anivia attacks the battlefield
- Anivia's "when I attack" ability triggers
- You can react by activating Hidden Blade to kill Anivia
- If Anivia dies, her ability tries to find "here" and cannot, so it fails to resolve
Nuances:
- This works specifically because Anivia's ability references "here" (her location)
- Riftbound has no concept of "last known information" - if a unit is gone, abilities referencing its location cannot find it
- This differs from games like Magic where abilities can resolve even if the source is removed
In a 3-player game, if a player has 6 points and holds 2 of the 3 battlefields at the start of their turn, do they win immediately with 8 points, or do they only score 7 points and need to conquer the third battlefield?
Ruling: The player scores 2 points (one for each battlefield held) and wins immediately with 8 points.
Nuances:
- Holding always scores points at the start of your turn, regardless of how many battlefields exist in the game
In a 3-player game, if players A and B are in a showdown, can player A play an Action card targeting Player C's unit, and does Player C become Relevant and able to React?
Ruling: Yes, during a showdown between players A and B, player A can play an Action card targeting Player C's unit. Player C becomes Relevant and is able to React.
Nuances:
- Actions can be played during a combat showdown targeting units that are not part of the combat
- Actions can only be played during your turn when there is no showdown going on
In a 4-player FFA game with 8 points to win, how do you score the final point(s)? Specifically, if at 7 points holding a battlefield, do you win at turn start, or must you conquer 2 battlefields?
Ruling: You can win by either holding a single battlefield at the start of your turn or by scoring all 3 battlefields in the same turn. You can also go from 6 points to 8 points by holding 2 battlefields.
Sequence:
- If at 7 points and holding 1 battlefield: score the 8th point when your turn starts
- If at 6 points and holding 2 battlefields: score both points to reach 8
- Alternative: score all 3 battlefields in the same turn regardless of current points
Nuances:
- The win condition works the same as in 1v1, just with 8 points instead of the 1v1 total
- You do not need to conquer 2 battlefields when at 7 points; holding 1 is sufficient
In a 4-player FFA game, if I'm at 7 points and use RTW to move a unit to another battlefield during an opponent's turn, do I win?
Ruling: No, you do not win. To win via conquest, you must score all battlefields on the same turn. Moving to a battlefield on an opponent's turn means you're scoring battlefields across different turns.
Sequence:
- You scored all 3 battlefields on your previous turn (reaching 7 points)
- On the next player's turn, you RTW to another battlefield
- This scores one battlefield on a different turn than the others
- Since you're at 7 points and can't score an 8th, you draw a card instead
Nuances:
- This ruling applies to both 1v1 and FFA formats
- If you had performed all the RTW movements during the turn of the player before you (before your turn began) and held all battlefields, that would result in a win
In a 4-player free-for-all game, can I play Action spells when two of my opponents are in a showdown?
Ruling: During a combat showdown between two opponents, you can only activate abilities if you are invited to the showdown by one of those players, or if an ability from one of your cards triggers (which causes you to automatically join as a relevant player).
Sequence:
- A player in the showdown must invite you by simply saying "I invite you"
- You can accept or refuse the invitation
- If you accept, you must immediately play a card or activate an ability
- You then stay part of the showdown until it ends
Nuances:
- Inviting can happen when a player has priority in a closed state (things on the chain) - only reactions can be played at this point
- Inviting can also happen when a player has focus and priority in an open state (empty chain) - the invited player can then play an action or reaction
- Inviting happens instead of playing something or passing
- If both showdown players pass priority, the opportunity to invite ends (unless abilities trigger during resolution, which starts a new chain and creates new opportunities to invite)
In a 4-player game, if players A and B are in showdown on a battlefield, can player C use a reaction to assign additional damage to one of the units?
Ruling: Yes, player C can interact with a reaction during the showdown between players A and B.
Sequence:
- Priority goes around to all players, not just the attacker and defender
- Every player gets a window of focus (the ability to start chains)
- Each player gets a chance to add items to each chain, regardless of whether they are an attacker, defender, or neither
Nuances:
- The "inviting" system (where you had to use priority to invite a player to act) was removed from the core rules in the NA release version in October
In a 4-player game, when can players 3 and 4 interact with a showdown between players 1 and 2?
Ruling: Under current rules, other players can only play spells when the attacker or defender invites them, or when they become relevant (such as when a spell targets their units). However, the invite mechanic is being removed in updated rules, after which all players can play spells during any showdown like any other player.
Sequence: (Current rules with invites)
- Attacker or defender must invite other players when they have priority
- Invited player takes priority and must immediately play a card
- From then on, invited players are part of the showdown and can play/react as usual
- Players also become relevant automatically if a spell targets their units
Sequence: (Updated rules without invites)
- All players will always be relevant or the notion of relevant players will be removed entirely
- Whenever something is played, all players get an opportunity to play reactions in turn order
- During combat, all players get an opportunity to play actions in turn order
Nuances:
- The invite system had issues where it was possible to affect a third player from within combat without giving them a chance to react, which is why it's being removed
- The FAQ document explains the new rules for free-for-all multiplayer
In a Combat Showdown at Reaver's Row, if the defending unit leaves the battlefield during the showdown, does it become a non-combat showdown? Do attacker/defender designations persist?
Ruling: Showdowns cannot change type mid-showdown. Attacker and defender designations are assigned when combat opens and persist until combat cleanup, even if units leave the battlefield during the showdown.
Sequence:
- Attacker and defender designations are assigned when combat opens
- The showdown remains a Combat Showdown throughout all steps
- Continue the showdown process until Focus has been passed sequentially
- Designations are only removed during combat cleanup
Nuances:
- Even if defending units leave the battlefield, the Combat Showdown continues as a Combat Showdown
- There is no rule that instructs you to stop or change a showdown type if units leave the battlefield mid-showdown
- Related uncertainty exists about what counts as "conquering an open battlefield" for card effects (current consensus: conquer after a non-combat/open showdown)
In a Free For All game, if I use Charm to move an opponent's unit into another opponent's battleground during my turn, can the Charmed unit's owner score the winning point from that conquer if they were already holding another battleground?
Ruling: No, the opponent cannot score the winning point from conquering during your turn. Players only Hold battlegrounds on their own turns, not on opponent's turns, so conquering via Charm causes them to draw a card instead of scoring a point.
Sequence:
- The Charmed unit conquers a battleground on your turn (opponent draws 1 card instead of getting a point)
- On the opponent's next turn, they lose and regain control of their battleground to conquer it again (draws 1 card instead of getting a point)
- The opponent conquers a third battleground to finally score the winning point
Nuances:
- Even if an opponent was holding another battleground before your turn, they do not Hold it during your turn
- Conquering battlegrounds on an opponent's turn results in drawing cards instead of scoring points
In a Jinx mirror match, if I have 1 card in hand and trigger Jinx's legend ability to draw at the start of my beginning phase, can my opponent react with Gust on my unit before I score for holding?
Ruling: Yes, your opponent can react with Gust before you score for holding. Jinx's legend ability enters the chain every turn, giving your opponent priority to play reactions before the hold scoring condition is checked.
Sequence:
- Jinx legend ability triggers at the beginning phase (315.2.a)
- Jinx ability enters the chain
- Opponent gets priority and can play Gust as a reaction
- Hold scoring is checked afterward (315.2.b)
Nuances:
- This works regardless of how many cards are in hand (1 or 10) because Jinx's ability always enters the chain
- With legends like Teemo that don't have "at the beginning" effects, opponents would not get priority to react before hold scoring unless another "at the beginning" effect (like Temporary) goes on the chain
- Reactions can only be played when you have priority, which occurs at specific times defined by the rules
In a Match (1v1 Best of 3), how do you determine the First Player in subsequent games?
Ruling: The loser of the previous game chooses who plays first in the next game.
In a Riftbound combat showdown, after a second chain resolves and focus returns to the attacker, if the attacker passes, does the defender get another chance to start a new chain with an action?
Ruling: Yes, the defender gets priority and focus back and can start another chain with an action. Both players must pass focus without starting a new chain in order for the showdown to resolve.
Sequence:
- When a chain resolves, focus automatically returns to the appropriate player (not a "pass")
- That player can either start a new chain or intentionally pass focus
- If they pass focus, the other player receives focus and priority
- The showdown only ends when both players pass focus in succession without creating a chain
Nuances:
- There is a difference between the automatic focus transfer that happens when a chain resolves versus an intentional pass of focus by a player
- After a reaction resolves on a chain, priority goes to the owner of the topmost remaining item on the chain (the "most recent effect" means top of chain, not the last thing that just resolved)
In a Riftbound showdown, if the attacker passes action priority to their opponent and the opponent plays an action, does the attacker get action priority back to play another action?
Ruling: Yes, when your opponent plays an action after you pass, you get action priority back and can play another action. The showdown only ends when both players pass in succession without playing anything.
Sequence:
- Attacker may play an action or pass priority
- If attacker passes and defender plays an action, priority returns to attacker
- If attacker plays an action and defender has no reactions, that action resolves before defender can play actions
- Showdown only closes when both players pass focus without playing a spell or activating an ability
Nuances:
- Both players must pass consecutively without starting the chain for the showdown to end and damage to be assigned
In a Showdown where opponent moves to an uncontested Vilemaw battlefield and I Ride the Wind a unit there, who is attacker/defender? If opponent stuns my larger unit, what happens - who recalls and who conquers?
Ruling: The opponent who initially moved to the uncontested battlefield is the attacker, and you (who used Ride the Wind) are the defender. If the attacker stuns your larger unit, the attacker's unit is recalled and you conquer the battlefield.
Sequence:
- Opponent moves unit to uncontested battlefield, applying Contested status
- You Ride the Wind a unit there, triggering Showdown
- Opponent is attacker (applied Contested status), you are defender
- If attacker stuns your larger unit, attacker's unit recalls
- You remain at battlefield post special cleanup and establish control
- You conquer the battlefield
Nuances:
- You can conquer the battlefield even though you were not the player who initially applied the Contested state to the battlefield
In a Showdown with Master Yi, when two units die simultaneously from combat damage, does one unit get Yi's +2 bonus when the other dies during damage calculation?
Ruling: No, neither unit gets the bonus. Combat damage is dealt simultaneously, so there is no time frame for a unit to have been alone during the damage calculation.
Nuances:
- If a unit ended up alone before combat damage was dealt, it would receive the +2 bonus
- Yi's ability applies during the entire process of combat, including damage assignment, but simultaneous death means no unit becomes alone during damage calculation
In a Showdown, does passing priority after playing an action count as 'passing' for the purpose of ending the Showdown, or does the rule only refer to the Pass action when you have focus?
Ruling: The rule refers specifically to the Pass action (voluntarily passing focus), not to passing priority. Passing priority after playing an action/reaction is a separate mechanic and does not count toward the sequence of passes that ends a Showdown.
Sequence:
- Player plays an action card and passes priority to allow opponent to react
- Opponent passes priority back, action resolves
- Focus returns to the player who can now play another action
- Only when a player takes the Pass action (with no chain) does it count toward ending the Showdown
Nuances:
- The Pass action can only be taken when there is no chain
- Priority passing during chain resolution is automatic and separate from the Pass action
- The distinction is semantic but important: "passing priority" ≠ "Passing" (the action)
In a Showdown, if the attacker casts an Action and both players pass priority, does the Showdown Action Step end immediately, or does focus return to the attacker after the Action resolves?
Ruling: When you cast an Action in a Showdown, both players can pass priority for it to resolve, then focus passes to your opponent. Both players must pass focus (not just priority) for the Showdown Action Step to end.
Sequence:
- Attacker casts Action and has priority to react to their own spell
- Attacker passes priority
- Defender has priority to react
- Defender passes priority
- Action resolves
- Defender receives focus
- If defender passes focus, it returns to attacker
- Both players must pass focus for the Showdown to end
Nuances:
- Focus and Priority are distinct mechanics - Focus is the ability to start a chain in the Showdown, while Priority is the ability to take discretionary actions
- Simply passing priority on a single Action does not end the Showdown Action Step
In a Showdown, when there are Attack and/or Defend triggers on the initial chain, which player gets priority first to play a reaction?
Ruling: The player who owns the last item on the chain has priority first. In both scenarios (Attack and Defend triggers, or only Defend triggers), this is the defending player.
Nuances:
- Focus is the permission to start a chain during a showdown and passes automatically when chains empty
- Priority is the permission to play something to a new or existing chain and passes back and forth frequently as players build and resolve the chain
In a best-of-3 match, do you reveal the battlefield before or after deciding turn order?
Ruling: You reveal the battlefield first, then determine turn order. This applies to each game in the match.
Sequence:
- Step 1: Reveal the battlefield for the current game
- Step 2: Determine turn order (choose first or second)
- Step 3: Begin the game
Nuances:
- You only see the battlefield for the current game, not future games in the best-of-3
- In games two or three, the loser of the previous game gets to choose turn order with knowledge of the battlefield, which is an intentional advantage
In a best-of-3 match, how is turn order decided for games 2 and 3, and when is it decided relative to battlefield selection?
Ruling: The loser of the previous game decides turn order for the next game, and this decision is made after choosing the battlefield.
Sequence:
- Battlefield is chosen
- Loser decides turn order
In a best-of-3 match, if Player 1 wins Game 1, then time is called during Game 2 and Player 2 wins on points after 5 turns, what is the match result?
Ruling: The match ends as a 1-1 tie (draw). Each game win counts separately, so if Player 1 wins Game 1 and Player 2 wins Game 2 on points after time, the match is a draw.
Nuances:
- Some local game stores use a house rule where Player 1 would win in this case, but this is not the official ruling.
In a best-of-3 match, if both players pick the same battlefield, does one of them have to swap it?
Ruling: No, if two opponents flip up the same battlefield, play continues normally. There is no rule requiring a player to change their battlefield once it has been revealed.
Nuances:
- A player can only use one copy of a battlefield in their deck
- In team formats, a team as a whole can only use one copy of a battlefield between all team members
- This applies even in mirror matches where both players might have the same battlefield as their only option
In a best-of-3 match, who chooses who plays first in the second game?
Ruling: For games after the first game of a match, the loser of the previous game gets to choose if they play first or last.
Nuances:
- If the previous game was a draw, the starting play from the previous game is maintained.
In a close showdown, the heal comes before or after Deathknell?
To resolve the conflict between FAQ #9244 and FAQ #9514 regarding whether units heal before or after *Deathknell* abilities resolve, we must look at the official rules governing combat cleanup.
### The Ruling
Based on the FEPR (Finalize, Execute, Pass, Resolve) process and the interaction between combat cleanup and the chain, units are healed **before** *Deathknell* abilities resolve.
While FAQ #9244 suggests *Deathknell* effects occur before healing, this is superseded by the explicit sequence outlined in FAQ #9514 and the mechanics of Rule 808.1.d.2. Under these rules, *Deathknell* triggers are added to the chain as "Pending Items" during the cleanup phase, but they do not resolve until the game returns to the FEPR process, which occurs after the combat cleanup healing step is completed.
### The Correct Sequence
Following the standard FEPR process and the *Deathknell* keyword rules:
1. **Combat Damage Step:** Damage is dealt.
2. **Combat Cleanup:**
* Units with lethal damage trigger their *Deathknell* abilities. These are added to the chain as "Pending Items" (Rule 808.1.d.2).
* Units with lethal damage are moved to the trash.
* Surviving units are healed.
3. **Resolution:** The game returns to the FEPR process. The pending *Deathknell* triggers on the chain are finalized and resolved.
**Summary:** *Deathknell* abilities resolve **after** the final healing step of combat cleanup.
Note: I could not fully verify this ruling against the retrieved rules due to the conflicting information provided in the FAQs.
In a closed state, can a reaction be played after the last card/ability in the chain resolves?
Ruling: The chain ends once the last card resolves. A reaction card drawn during the resolution of the last card in the chain cannot be played within that same chain.
Sequence:
- The last card/ability in the chain resolves completely
- If the chain is now empty, play proceeds in an open state
- If there is currently a showdown, focus is passed to the opponent where they have the opportunity to start a new chain
Nuances:
- Even if a player draws a reaction card as part of the resolution of the last card in the chain (e.g., drawing 2 cards from Hidden Blade killing a unit), they cannot play that reaction within the same chain
In a combat showdown, after an attacker plays an action speed spell (like Voidseeker) and that chain resolves, does the attacker still have focus to play another action speed spell, or does focus automatically pass?
Ruling: After a chain resolves during a showdown, focus automatically passes to the next player. The attacker does not retain focus to play another action speed spell without it passing first.
Sequence:
- Attacker has initial focus and plays an action speed spell (e.g., Voidseeker)
- Players may respond with reaction speed spells (priority passes during chain building)
- Chain resolves completely
- Focus automatically passes to the next player in turn order
- The attacker must wait to receive focus again before playing another action speed spell
Nuances:
- The "initial chain" (caused by "when attacking" and "when defending" effects) is an exception where focus does NOT automatically pass after resolution - the player with focus proceeds with play
- Any other chain (including action speed spells played during the showdown) causes focus to pass automatically when the last item resolves
- Reaction speed spells can be played whenever a player has priority, even without focus
In a combat that ends in a tie, what happens to the units and who controls the battlefield?
Ruling: When combat ends in a tie with both players still having units at the battlefield, only the attacker's units are recalled back to their base. The defender's units remain at the battlefield.
Nuances:
- This applies regardless of the reason both players have units remaining (such as stun effects)
In a combat that happens after a non-combat showdown caused by Zenith Blade or Ride the Wind, if the combat ends in a tie, does the defender stay and conquer while the attacker recalls?
Ruling: Yes, during an "active defense" situation (when combat occurs after a non-combat showdown), if the combat ends in a tie, the defender stays and conquers the battlefield while the attacker recalls.
Nuances:
- This applies specifically to combats triggered after non-combat showdowns by cards like Zenith Blade or Ride the Wind
- If Zenith Blade is played second, Leona would be the defender in this situation
- Conquering means taking control of a battlefield, so a defender on a battlefield they don't control who wins (or ties) the combat will conquer it
In a combat, do deathknell effects happen before or after a unit is healed after combat ends?
Deathknell effects occur **before** units are healed at the end of combat.
According to the rules governing combat and cleanup (Rule 322), the process for handling units that have taken lethal damage is structured to ensure Deathknell abilities trigger and are processed before the units are removed and the board state is finalized.
The sequence is as follows:
1. **Triggering Deathknell:** During the "Handle outstanding board state" step of the cleanup (Rule 322.3), all units with non-zero damage equal to or exceeding their Might that possess Deathknell abilities trigger those abilities. These triggers are added to the chain as "Pending Items."
2. **Killing Units:** Immediately following the triggering of Deathknell abilities, units with lethal damage are killed and placed in the trash (Rule 322.4).
3. **Finalizing Chain:** Later in the cleanup process (Rule 322.12), any pending items on the chain—including the Deathknell effects triggered in step 1—are finalized and resolved.
4. **Healing:** Healing occurs as part of the cleanup process (or at the end of the turn). Because Deathknell triggers are added to the chain and finalized as part of the cleanup sequence, they resolve while the damage is still technically marked on the units (or just after they have been moved to the trash), ensuring the effects occur before the final healing window clears all remaining damage from the board.
In short, Deathknell abilities are triggered by the state of the unit *before* it is removed and *before* the final healing occurs.
In a duel, if you're at 7 points but can't win through conquest, do you draw a card?
Ruling: Yes, you draw a card.
Nuances:
- This ruling applies specifically to duel format
In a four player game who doesn't use their battlefield?
In a four-player game, the player who does not use their battlefield is the player taking the first turn, as specified by the rules for the specific mode of play:
* **In FFA4 (War) (Rule 465.4.b):** The player who is taking the first turn removes their battlefields, and they will not be used for that game.
* **In 2v2 (Magma Chamber) (Rule 466.4.b):** The player who is taking the first turn removes their battlefields, and they will not be used for that game.
In a free for all can I play an action in a showdown I'm not participating in?
Yes, in a free-for-all game (3+ players), you can play an **Action** in a showdown you are not personally participating in, provided you have **Focus**.
According to **RiftJudge FAQ #6623**, during an open showdown triggered by another player, all players involved in the game have the opportunity to play actions as focus passes to them. Combat and showdowns do not restrict you from playing actions that target units at any battlefield, including those not involved in the current showdown.
### How it works:
1. **Showdown State:** When a showdown is ongoing, it creates a "Showdown State" (Rule 343.1).
2. **Focus:** Focus passes between players in turn order (Rule 347.4). While you are not "participating" (i.e., you don't have units at the contested battlefield), you are still a player in the game and will receive your turn to hold **Focus** as it passes around the table.
3. **Playing Actions:** When it is your turn to have **Focus**, you may play an **Action** spell (Rule 347.1). This action can target any unit or battlefield in the game, regardless of whether that battlefield is currently in a showdown or who is involved in it (FAQ #6623).
4. **Chain Rules:** Remember that if you use your focus to play an **Action**, you start a chain (Rule 342.1). The showdown will then enter a **Closed State**, and only **Reaction** cards can be added to that chain until it resolves and the state becomes "Open" again (Rule 310.4, 325, 342).
**Summary:** You do not need to be a participant in the combat or showdown to interact with it; you simply need to wait for **Focus** to pass to you in turn order. Once you have Focus, you may play any legally timed **Action** or **Reaction** spell.
In a free-for-all game, if I make a deal with another player where we agree 'I will do X if you do Y', is that deal binding according to the rules?
Ruling: Deals between players are not binding according to the rules. There is nothing in the rulebook that compels players to keep their word; it relies on social contract and trust.
Nuances:
- Breaking deals can build a bad reputation and discourage others from playing with you
- Backstabbing has been explicitly mentioned as an option in free-for-all games
- Tournament rules and player etiquette guidelines may be added in the future
In a free-for-all game, when a player moves to an open battlefield triggering an open showdown, can another player use an action (like Blast of Power) to target a different player than the one who moved?
Ruling: Yes, during an open showdown triggered by a player's move, other players can play actions that target any player at any battlefield. Combat/showdowns do not limit what can or can't be targeted.
Sequence:
- A player moves to an open battlefield with a unit, triggering an open showdown
- Focus passes between players in turn order, starting with the attacker
- When a player receives focus, they can play actions targeting units at any battlefield
In a higher level tournament setting, do you have to announce Ravenbloom trigger for every spell?
Ruling: You only need to announce the might change when it affects the board state such as damage or combat, not for every spell.
Nuances:
- You can propose a shortcut with your opponent to skip announcing triggers and assume they happen if they agree
- The announcement itself typically only takes a couple seconds when needed
In a multiplayer game, Player A moves a unit to an open battlefield (starting a showdown). Player B plays Ride the Wind, A responds with Flash (removing A's unit). After B's unit enters, Player C plays Ride the Wind to enter the same battlefield. Who is the attacker when combat begins between B and C?
Ruling: Player C cannot move onto the battlefield while the initial showdown is still ongoing. The first showdown (started when A contested the open battlefield) does not end until all players pass in sequence, which has not happened yet.
Sequence:
- Player A moves to open battlefield, applying Contested status and starting an open showdown
- Player B plays Ride the Wind, A responds with Flash
- A's unit leaves, B's unit enters the still-contested battlefield
- The original showdown is still ongoing because players have not all passed in sequence
- Player C cannot use Ride the Wind to enter because moving onto a battlefield with an ongoing showdown would create a combat between more than two players, which is an invalid choice
Nuances:
- Contesting an open battlefield does not assign attacker/defender roles - those are only assigned in combat showdowns
- The Contested status persists throughout the scenario and cannot be reapplied while active
- Player A remains designated as "the player who applied Contested" even after their unit leaves, making C's move invalid per the rules preventing 3+ player combats
In a multiplayer game, if Player A controls a Battlefield and Player B moves their unit to start a showdown, can Player C use movement cards like Ride The Wind or Zenith's Blade to move their unit to that Showdown?
Ruling: Player C can cast the movement spell when priority passes to them, but the spell will fail to move the unit because a battlefield cannot have units from more than 2 players at it at any point.
Sequence:
- Player B moves their unit to start a showdown at Player A's battlefield
- Priority passes around the table, including to Player C
- Player C can cast movement spells like Ride The Wind
- The movement effect fails because the battlefield already has units from 2 players
Nuances:
- Priority still goes around the table to all players during a showdown, even if they cannot successfully move units to that battlefield
In a non-combat showdown on an uncontested battlefield, is the player who moves in considered an attacker? If an opponent responds with an action card like Zenith Blade to move a unit in, who is the attacker and defender?
Ruling: A player who moves into an uncontested battlefield is not an attacker until combat actually starts. The "attacker" status only exists once combat begins. If an opponent responds with Zenith Blade to move a unit into the battlefield, the original player who applied contested becomes the attacker and the Zenith Blade player becomes the defender once combat starts.
Sequence:
- Player moves unit(s) into uncontested battlefield, applying contested status
- The game remembers who applied contested to the battlefield
- If opponent responds with an action card like Zenith Blade to move a unit there, combat is staged
- Once combat starts, the player who originally applied contested becomes the attacker, and the responding player becomes the defender
- If combat results in a tie, attackers recall and the defender gains control of the battlefield and scores it (if not already scored this turn)
Nuances:
- When moving multiple units to initiate a showdown, all units must be moved simultaneously as part of one standard move - you cannot move units in stages or add more units after the showdown starts
- You can only perform standard moves during a neutral open state in your action phase, not during an ongoing showdown or combat
- Spells or abilities with appropriate timing (action speed or reaction speed) can move units to a battlefield during showdown resolution
In a non-combat showdown where Ravenbloom Student (with Assault) pushes onto an empty battlefield and Cleave is cast on it, then Hextech Ray is cast in response, does the student get the might bonus from Assault and Cleave, and what happens after combat resolves?
Ruling: Ravenbloom Student does not gain might from Assault or Cleave because there is no combat occurring (the battlefield is empty). The student remains at 3 might and dies to Hextech Ray's 3 damage before the showdown resolves.
Sequence:
- Player A pushes Ravenbloom Student onto empty battlefield (non-combat showdown)
- Player A gets focus first as the player moving into the battlefield
- Player A casts Cleave, but it grants no might because there is no combat
- Player B casts Hextech Ray, dealing 3 damage to the 3 might student
- Student dies before showdown resolves
Nuances:
- If a different unit with 6 base might were used instead, it would take 3 damage, successfully conquer the battlefield, but would not heal because no combat occurred
- The player moving into the battlefield gets focus first, but this does not make them "the attacker" in a non-combat showdown
In a non-combat showdown, after the opponent passes focus and I play an Action spell (Hextech Ray) that resolves, can I immediately play another Action spell or does focus pass back to my opponent first?
Ruling: After your Hextech Ray resolves, focus automatically passes to your opponent. You will get another chance to play an Action spell, but only after your opponent gets a chance to act at action speed and passes focus back to you.
Sequence:
- Opponent moves unit into empty BF, showdown starts, opponent has focus
- Opponent passes focus to you
- You play Hextech Ray (Action spell), pass priority
- Opponent passes priority, chain resolves
- Focus automatically passes to opponent
- Opponent passes focus back to you
- You can now play another Action spell
Nuances:
- The "initial chain" (triggered by "When I Attack/Defend" abilities in combat showdowns) is an exception where focus does NOT automatically pass after resolution - the attacker retains focus
- For all other chains during showdown, focus automatically passes to the opponent when the last item resolves
- When you control the next item on the chain, you get priority first as each item resolves
In a scenario where Yone moves to an uncontrolled battlefield, opponent follows with Ride the Wind, opponent plays Rune Prison to stun Yone, player uses Relentless Pursuit to move Yone to another uncontrolled battlefield, and opponent follows again with Ride the Wind - what is the combat resolution if the opponent's unit has 4 Might?
Ruling: You are the Attacker (having applied Contested status to the second battlefield first), your opponent is the Defender. Yone deals 0 combat damage due to being Stunned, and the opponent's 4 Might unit deals 4 damage to Yone. If Yone's health drops to 0 or less, he is defeated.
Sequence:
- You move Yone to first uncontrolled battlefield, applying Contested status
- Opponent uses Ride the Wind to follow, triggering Combat Showdown
- Opponent plays Rune Prison, stunning Yone
- You play Relentless Pursuit to move Yone to second uncontrolled battlefield, applying Contested status there
- Opponent uses Ride the Wind to follow to second battlefield
- Combat Showdown occurs at second battlefield with you as Attacker
- Yone deals 0 damage (Stunned), opponent's unit deals 4 damage to Yone
- If Yone survives, combat concludes; if not, he is defeated
Nuances:
- The Stun effect from Rune Prison persists even after Yone moves to the second battlefield
- Attacker designation goes to the player who first applied Contested status to a battlefield
- Because the second battlefield becomes Contested (not remaining uncontrolled through conquest), Yone's ability will not trigger even if he wins
- Conquest only occurs if one player's units remain alone on the battlefield after combat concludes
In a showdown I play Facebreaker targeting my unit and an enemy unit on the same battlefield. My opponent reacts with a spell that kills my unit. After everything resolves, is the enemy unit stunned?
Yes.
In a showdown does the attacker or defender pass priority first?
In a showdown, the **attacker** receives priority first.
According to the established rules and FAQs for *Riftbound*:
1. **Initial Priority:** When a showdown begins, the attacker gains focus and priority first (Rule 341, Rule 442.1.a.1.a).
2. **Initial Chain:** If an "Initial Chain" of attack/defend triggers is created, the attacker retains priority to react to those triggers first (FAQ #4575).
3. **Focus and Priority:** After the initial chain resolves, the attacker retains focus and priority (Rule 343.1, FAQ #4575).
4. **Passing Priority:** Once the initial chain is complete and the state is open, focus and priority alternate between players. If the attacker passes priority without playing a card, the defender then gains the opportunity to play an action or reaction (FAQ #6977).
**Summary of Priority Flow:**
* **Attacker** has first priority.
* If the attacker passes, priority moves to the **defender**.
* If the defender plays a reaction, priority returns to the **attacker** after that reaction resolves (FAQ #5067).
* Priority continues to alternate between the attacker and defender until both players pass consecutively, at which point the showdown closes (FAQ #5067, Rule 345).
In a showdown where Leona stuns Deadbloom, and after combat damage resolution units remain on both sides of the battlefield, does combat continue or are attackers recalled?
Ruling: Once you reach the combat damage resolution step, the showdown is over. If units from both players remain on the battlefield after damage is dealt, the attackers are recalled to base.
Sequence:
- Leona stuns Deadbloom
- Opponent has only Miss Fortune's 5 might to distribute (Deadbloom is stunned)
- The 5 damage must be assigned to Sett (who has Tank)
- Attacker has 12 might total to distribute
- Attacker can assign lethal to either Deadbloom or Miss Fortune, but not both
- After damage resolution, units remain on both sides
- Attackers are repelled back to base
Nuances:
- You don't "attack units" - you assign total might as damage
- When a unit with Tank is present, damage must be assigned to it
In a showdown where the attacker kills some but not all defending units (one defender was stunned and couldn't deal damage back), does the attacker conquer the battlefield or do they recall?
Ruling: The attacker recalls back to base. As long as any defending units remain at the battlefield after damage cleanup, the attacker does not conquer and must recall.
Sequence:
- Showdown occurs with Player B attacking Player A's battlefield
- Player B stuns one of Player A's units with Rune Prison
- Damage is dealt and resolved
- Player B kills 2 of Player A's 3 units
- Player A's remaining unit (the stunned one) survives
- Since a defender is still present, Player B's attacker recalls back to base
- Player A's remaining unit stays at the battlefield
In a showdown, after starting a chain with a spell and it resolves, does the attacker retain focus to immediately cast another spell, or does focus automatically pass to the opponent?
Ruling: Focus automatically passes to the opponent after a chain resolves completely. You cannot cast multiple spells in sequence while maintaining focus.
Sequence:
- Player with focus starts a chain by casting a spell
- Chain resolves completely
- Focus automatically passes to opponent
- Opponent can start a new chain or pass focus back
- If opponent passes without starting a chain, focus returns to original player
- Original player can then start a new chain or pass
- Showdown ends only after both players pass focus sequentially without starting a chain
Nuances:
- Priority is retained when putting something on the chain, but focus is not
- If you start a showdown and immediately pass on an empty chain, then opponent passes, the showdown ends immediately
- You can cast multiple spells in the same showdown, but only by regaining focus after opponent passes, not by retaining it after your chain resolves
In a showdown, are all actions and reactions played before anything resolves, or can actions be played, then something resolves, then more actions?
Ruling: Actions can only be played when there is nothing waiting to resolve. Showdowns consist of multiple chains, where each chain must fully resolve before new actions can be played.
Sequence:
- Showdown begins with a chain of attack/defend triggers (if any)
- Attacker gets focus first and may play an action/reaction to start a chain
- Players add reactions to build the chain while they have priority
- When both players pass priority, the next chain link resolves
- When the whole chain resolves, focus passes to the next player
- That player can optionally start a new chain with an action or reaction
- When both players pass focus without starting a chain, the showdown ends
Nuances:
- Showdowns can contain multiple separate chains
- Each chain must completely resolve before a new chain can begin
- Focus and priority are different: focus is the opportunity to start a new chain, priority is the opportunity to add to an existing chain
In a showdown, can you play an action in response to another action if opponent passed priority, or only reactions?
Ruling: When there is anything on the chain, only reactions can be played. Actions can only be played when the chain is empty.
Sequence:
- First action (En Garde) is played and chain resolves
- Unit gets +1 from En Garde
- After chain is empty, opponent can open a new chain with an action (Ride The Wind)
- Unit goes back
- All players pass priority
- Damage occurs
Nuances:
- An action can be played after another action resolves, but not while it's on the chain
- The opponent must wait for the chain to fully resolve before playing their action
In a showdown, do the opponent's Deathknell units' effects resolve first, or do friendly ones?
In a showdown, when multiple *Deathknell* abilities trigger simultaneously (such as when units from both players die at the same time during combat), the order in which they are placed on the chain is determined by **turn order**, starting with the **Turn Player**.
Once all *Deathknell* triggers are placed on the chain, they resolve in **Last-In, First-Out (LIFO)** order. Therefore, the player who places their triggers last will have their effects resolve first.
### Regarding the Timing Contradiction
I acknowledge the conflicting information in the provided FAQs regarding the timing of *Deathknell* relative to healing.
* **FAQ #9244** states *Deathknell* effects occur **before** units are healed.
* **FAQs #9514, #10061, and #10157** state *Deathknell* triggers resolve **after** units are healed.
**Ruling:** When FAQs contradict, I must prioritize the most recent information and the formal sequence provided by the game's core rules and consolidated FAQs. According to the sequence defined in **FAQ #10157** (and supported by #9514, #9786, and #10061), the sequence is:
1. **Triggering:** Lethal damage units trigger *Deathknell* (added to the chain as pending items).
2. **Killing:** Units with lethal damage are moved to the trash.
3. **Healing:** Surviving units are healed.
4. **Resolution:** The game returns to FEPR, and the *Deathknell* triggers on the chain resolve.
Therefore, practically speaking, **the effects of *Deathknell* resolve after surviving units have been healed.** Any previous FAQ suggesting they resolve before healing is considered superseded by this more recent and consistent clarification in the game's current ruleset.
### Summary of the Sequencing Process:
1. **Triggering:** Units die simultaneously. Both players’ *Deathknell* abilities trigger.
2. **Ordering on the Chain:** Starting with the **Turn Player**, each player orders their own *Deathknell* triggers on the chain.
* If you are the Turn Player, you place your triggers first. The opponent then places theirs.
* If you are the non-turn player, the opponent places theirs first, then you place yours.
3. **Healing:** Surviving units on the battlefield are healed.
4. **Resolution:** The chain resolves (LIFO). Because the triggers added last (by the non-turn player, if applicable) resolve first, the non-turn player's *Deathknell* effects will typically resolve before the Turn Player's.