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For cards with Accelerate, do you have to pay the Accelerate cost when playing/summoning the unit, or can you pay it later in your turn?
Ruling: When you play a unit with Accelerate, you may choose to pay the Accelerate cost or not at that time. You cannot pay the Accelerate cost later in your turn.
Sequence:
- When playing the unit card, decide whether to pay the Accelerate cost
- If paid, the Accelerate effect occurs as part of playing the card
- Once the unit is on the board, Accelerate can no longer be paid
Nuances:
- Accelerate costs can only be paid as part of the steps of playing a card, not while the unit is on the board
For cards with optional effects (using 'may'), are targets in those optional effects still mandatory to declare when playing the card?
Ruling: Yes, targets in optional effects using "may" must still be chosen when finalizing the spell. If there are no legal targets for any part of the effect that involves targeted game objects, you cannot play the spell at all.
Nuances:
- The "may" decision is made on resolution, but target selection happens when finalizing the spell
- This applies even though the effect itself is optional
- A target on the same battlefield as another target is a legal target choice
- Cards using "up to" work differently than "may" for this purpose
For cards/abilities that say 'any number of units' (like Volibear Furious or Foxfire), can you choose 0 targets?
Ruling: No, you cannot choose 0 targets for abilities that say "any number of units." These abilities require at least one legal target to be put on the chain.
Sequence:
- When an ability that targets is triggered, it must have legal targets to enter the chain
- If no legal targets exist when the ability would trigger, it does not enter the chain
- If legal targets exist, you must choose at least one target (minimum of 1)
- The ability then resolves with those chosen targets
Nuances:
- For damage-dealing effects like "deal 5 damage split among any number of units," the damage must be dealt to something - you cannot deal damage to nothing, which requires at least one target
- For effects like Foxfire that target "any number" of units, you need legal targets to cast the spell in the first place
- Card text saying "any number" does not include 0 because the action (dealing damage, killing, etc.) requires at least one valid target to be performed
For deck building, do we only need to focus on Domain (runes) when considering Domain Identity restrictions, or could there be other identity restrictions later?
Ruling: For beginners, only focus on Domain (runes) matching your Legend. Cards with one Domain must match that Domain, cards with two Domains must match both, and Signature Spells must match the Legend's name.
Nuances:
- While the rules mention Domain Identity could theoretically include Type, Tag, or other attributes, currently only Domain (runes) matters for deck building
- The Domain Identity rules section may be clarified in future versions
For example, I'm playing Teemo and I just used the legend effect to move a Teemo from the board into my hand. I want to hide a card but not make it obvious it's Teemo. Am I allowed to shuffle my hand or place my hand below the table so the opponent can't track the card I'm hiding?
According to the rules of Riftbound, you are **not** allowed to shuffle your hand below the table or outside of the visible playing area to obscure which card you are hiding.
Here is the breakdown of why based on the rules and policy provided:
1. **Rule 424.1 (Display):** During a match, players must keep cards above the vertical level of the playing surface. This is to ensure that game actions are transparent and to prevent the manipulation of game objects in a way that is hidden from the opponent's view.
2. **Rule 128.4 (Privacy):** While cards in your hand are private information (meaning your opponent cannot look at their faces), they must still be maintained in a way that respects tournament policies regarding the playing surface and physical game state.
3. **Hiding Action (Rule 421):** The act of Hiding requires you to take a card from your hand (or Champion Zone) and place it facedown at a battlefield. While you are allowed to *choose* which card you hide from your hand, you must do so in a way that maintains the integrity of the game state as specified by tournament rules.
**Regarding your strategy:**
While you cannot hide your cards below the table, you **are** permitted to obscure your choice naturally within the constraints of the game. Once you have moved the Teemo to your hand using the Legend ability, you may take a moment to look at your hand before choosing which card to place facedown. You are not required to reveal your hand to the opponent, and they cannot demand to know which card you selected. However, you must keep your hand above the table at all times.
For green Irelia champion, if I play a spell and target her to get a +1, if my opponent counters the spell, do I still get the +1?
Yes, you still get the +1 Might bonus.
According to **RiftJudge FAQ #9108** and **#9163**, this interaction works because of the timing of when "choosing" occurs and how the chain resolves:
### Why Irelia still gets the bonus:
1. **Trigger Timing:** Irelia’s triggered ability ("When you choose... me") triggers at the moment she is chosen during the spell's **finalization** process, which happens *before* the spell is fully on the chain and *before* your opponent has an opportunity to play a "Counter" effect.
2. **Independence on the Chain:** Once the trigger condition is met, the triggered ability is placed on the chain as a separate item, sitting *above* the spell that targeted her.
3. **Resolution (LIFO):** Even if your opponent counters the spell, the spell is removed from the chain and goes to the trash, but Irelia’s triggered ability remains on the chain. Because the chain resolves in **LIFO (Last-In, First-Out)** order, her ability resolves normally, granting her the +1 Might.
### Sequence of Events:
1. **Play:** You play a spell and choose **Irelia, Fervent** as the target.
2. **Trigger:** Irelia's ability triggers and is placed on the chain on top of your spell.
3. **Counter (Reaction):** Your opponent plays a "Counter" effect targeting your spell.
4. **Resolution:**
* Irelia's triggered ability resolves first: **She gains +1 Might.**
* The counter effect resolves: Your original spell is countered and sent to the trash.
5. **Result:** The spell is countered and does not resolve, but Irelia keeps the +1 Might bonus for the turn.
This is consistent with **Rule 412.1.b**, which notes that while a countered card is not considered to have been "played," it does not retroactively remove triggered abilities that were already placed on the chain as a result of the targeting process.
For move effect cards like Charm and Ride the Wind, when must the destination of the move be chosen - when playing the card or when it resolves in the chain?
Ruling: The destination of the move must be chosen when the spell enters the chain (i.e., when playing the card), not when it resolves.
Nuances:
- The unit being moved is also chosen when playing the card
- This ruling comes from a recent FAQ update
For the card Get Excited, do you see what they discard before you can react or counter?
No, you do not see what your opponent is discarding before you have the opportunity to react or counter *Get Excited!*.
According to the RiftJudge FAQs for *Get Excited!*:
* **Targeting:** You must declare the targeted unit when you put *Get Excited!* on the chain.
* **Reaction Window:** Once the spell is on the chain, your opponent has the opportunity to react or counter it.
* **Discard Timing:** The discard is not a cost; it is part of the spell's resolution. You do not choose or reveal what you are discarding until the spell is resolving.
Because the discard happens during resolution, your opponent will not know how much damage *Get Excited!* will deal until after the window to react or counter has passed. If the spell is countered (e.g., by *Defy* or *Windwall*), it does not resolve, and therefore no discard occurs.
For the purposes of layers, is doubling a unit's might counted as assignment or arithmetic?
Ruling: Doubling a unit's might is counted as arithmetic, not assignment.
Nuances:
- Assignment would require language like "a unit's might becomes double its current might" using words like "becomes" or "is"
- Without "becomes" or "is", doubling should be treated as arithmetic (essentially "give a unit +X Might where X is its current might")
- When both a doubling effect and a flat bonus (like +2) apply with the same timestamp, the doubling effect depends on the flat bonus, so the flat bonus is applied first, then the doubling
For triggered abilities like Vayne - Hunter's that instruct you to pay energy, is the payment done at activation or at resolution of the ability?
Ruling: The payment is made at resolution of the triggered ability, not when it is placed on the chain.
Sequence:
- When the trigger condition is met, the triggered ability is placed on the chain
- Any targets are declared when the ability is placed on the chain
- When the ability resolves, the player decides whether to pay the cost (if optional) and the cost is paid
- The effect then occurs based on whether the cost was paid
Nuances:
- Costs within instructions (formatted as "Do X to Do Y" or "You may pay X to do Y") are paid at resolution, not when the ability goes on the chain
- This is different from "additional costs" which use the phrase "as an additional cost" and are paid when finalizing the card to the chain
- The "may" is part of the instruction itself, not a choice made before placing the ability on the chain
- Targets and other choices defined in rule 352 are still made when the ability is placed on the chain
For triggered abilities with optional costs (like Vayne's 'pay 1 energy to return me to hand'), when do you decide whether to pay the cost and actually pay it - when adding the trigger to the chain or on resolution?
Ruling: Costs formatted as "do X to do Y" within triggered ability instructions are paid on resolution, not when adding the trigger to the chain. You decide whether to pay the optional cost and pay it when the trigger resolves.
Sequence:
- The triggered ability is placed on the chain when its condition is met
- Other triggers and effects can be added to the chain and resolve first
- When the triggered ability resolves, you decide whether to pay the optional cost
- If you pay the cost, the effect happens (e.g., Vayne returns to hand)
- Opponents cannot react during resolution (i.e., while you're paying the cost and the effect is happening)
Nuances:
- These are called "costs within instructions" and are distinct from costs paid when playing/triggering abilities (which appear before the ':' in activated abilities)
- If multiple triggers occur simultaneously (like Vayne's trigger and another trigger from the same event), the owner can order them and resolve other triggers first before deciding whether to pay Vayne's optional cost
Guardian Angel makes you heal, exhaust, and recall the unit it is attached to.
What is recalling? Putting back to hand or base?
Recalling is the action of moving a permanent from its current location (such as a battlefield) to its controller's **base**.
According to Rule 450 and the associated Patch Notes, a recall is specifically defined as relocating a permanent to its base. It is not a move action (Rule 451), and it does not return the card to your hand.
As noted in your reference to *Guardian Angel*, when a unit is recalled, it retains its current state (damage, exhausted status, buffs, and attached equipment) unless the specific effect text states otherwise (Rule 453).
Hall of Legends, do you need to pay right away as a cost, or can I wait for other conquer triggers to finish before I choose to pay?
To address your question regarding **Hall of Legends**, the card ability reads: *"When you conquer here, you may pay [1] to ready your legend."*
### Ruling
You must pay the cost at the time you place the ability on the chain (the finalization step). You do not pay the cost upon resolution.
According to **Rule 742.1.b**, **Rule 383.3.b.2**, and the **Rules FAQ Clarification (2026-04-29)**, costs associated with "you may" triggered abilities are paid when the ability is placed on the chain, not when it resolves.
1. **Triggering:** When you conquer the battlefield, the condition is met, and you may place the ability on the chain (**Rule 383.3.a**).
2. **Finalization:** If you choose to use the ability, you must pay the [1] cost at the moment you place the ability on the chain. If you do not pay the cost, the ability is not placed on the chain.
3. **Resolution:** Once the ability is on the chain and resolves, the effect (readying your legend) occurs automatically. Because the cost is paid during finalization, you cannot wait for other conquer triggers to resolve before deciding whether to pay for the Hall of Legends trigger.
**Summary:** You must decide whether to pay the [1] cost and perform the payment at the time you place the trigger on the chain. If you have other conquer triggers, you must decide whether to pay for this ability when you choose to place it on the chain, prior to the resolution of any triggered abilities.
Note: I could not fully verify this ruling against the retrieved rules.
Harnessed Dragon can't be countered with Not So Fast.
Actually, **Harnessed Dragon's "When you play me" ability *can* be countered by *Not So Fast***.
According to RiftJudge FAQ (ID 11198 and ID 9377):
* **Interaction Mechanics:** *Harnessed Dragon's* "When you play me" effect is a triggered ability that enters the chain. Because it chooses an enemy unit (which is a friendly unit from the perspective of the player being targeted), it satisfies the targeting requirement for *Not So Fast*.
* **Official Precedence:** While there is a general rule that there is no broad "Counter Unit Ability" mechanic, *Not So Fast* is a specific, conditional card that governs this exact interaction.
### Sequence of Interaction
1. **Play Phase:** The opponent plays *Harnessed Dragon*. The unit enters the battlefield.
2. **Triggered Ability:** *Harnessed Dragon's* "When you play me" ability is placed on the chain, choosing your unit as a target.
3. **State Change:** The game state becomes **CLOSED** (a chain exists).
4. **Reaction:** You play *Not So Fast* as a [REACTION], targeting the triggered ability.
5. **Resolution (LIFO):**
* *Not So Fast* resolves first. It counters the *Harnessed Dragon* ability (Rule 425.1).
* The countered ability is cleared from the chain and does not execute (Rule 425.1.a). Your unit is not killed.
Heimerdinger's champ unit has all the tapped abilities of all legends, units, and abilities. Does Heimerdinger need to be at a battlefield for him to mimic Renata? Does Renata need to be?
### Heimerdinger, Inventor and Renata Glasc, Mastermind Interaction
**Does Heimerdinger need to be at a battlefield to use Renata's ability?**
**No.** Heimerdinger copies the ability itself but does not copy the passive restriction attached to Renata Glasc, Mastermind.
* **Ruling:** Heimerdinger can use the copied ability from the backline (his base). He is not required to be at a battlefield to activate it.
* **Cost:** He must still pay the full cost of the ability as written on Renata's card (recycle 4 blue runes, tap 4, and exhaust himself).
**Does Renata Glasc, Mastermind need to be at a battlefield?**
**Yes.** Renata Glasc, Mastermind must adhere to her own card text, which requires her to be at a battlefield to activate her abilities.
* **Ruling:** For Renata to activate her own ability, she must be located at a battlefield and must be in a ready state to pay the exhaust cost.
**Summary of Interaction**
* **Heimerdinger, Inventor:** Copies the ability but ignores the location-based restriction. He can activate the ability from his base.
* **Renata Glasc, Mastermind:** Must adhere to her own text and be at a battlefield to activate her ability.
Note: I could not fully verify this ruling against the retrieved rules.
Heimerdinger, Inventor has all [T] abilities of all friendly units, including Renata Glasc, Mastermind, which has the text saying her abilities can only be used at a battlefield. Does Heimerdinger need to be at a battlefield to use Renata Glasc, Mastermind's [T] abilities?
No, Heimerdinger, Inventor does not need to be at a battlefield to use Renata Glasc, Mastermind's exhaust abilities.
According to the RiftJudge FAQ (Ref: 650), while Heimerdinger inherits the activated exhaust ability from Renata Glasc, Mastermind, he **does not** inherit her passive battlefield restriction. He is free to activate that copied ability from his base location.
**Important Note on Exhausting:**
While Heimerdinger gains access to these abilities, remember that he still functions as a single source for them. When you exhaust Heimerdinger to pay the cost of one of these copied abilities, you choose only one specific ability to activate, not all of them simultaneously (Ref: 8927, 1044).
Here to help used as a reaction from hidden, can you play your chosen champion with it?
No, you cannot use *Here to Help* to play your Chosen Champion from the Champion Zone.
According to the card text, *Here to Help* allows you to "play a unit from **hand**." The Champion Zone and your hand are distinct, separate zones. Therefore, a card that specifically references your hand cannot target or access a card located in your Champion Zone.
**Summary of the interaction:**
1. **Zone Restriction:** *Here to Help* explicitly requires the unit to be played from your hand.
2. **Zone Distinction:** The Champion Zone is not considered your hand.
3. **Result:** Because your Chosen Champion is in the Champion Zone, it is not a legal target for the effect of *Here to Help*.
*Note: While you can hide your Chosen Champion from the Champion Zone, once it is hidden, it is no longer in the Champion Zone; however, it is also not in your hand, so it still does not satisfy the "from hand" requirement of Here to Help.*
Note: I could not fully verify this ruling against the retrieved rules.
Hey, I have a question. I'm defending a camp with a traveling merchant, enemy player attacks that camp with an overzealous fan. In his priority attacking player plays a spinning axe. Is it possible for defending player to answer to that spinning axe with a gust?
Yes, you can respond to the *Spinning Axe* with *Gust*.
According to the **Showdown Timing Flowchart**, once a Showdown has begun, the state is generally "Closed" when items are on the chain. During this time, players can alternate playing [Reaction] cards.
Here is the sequence of events based on your situation:
1. **Initial Chain:** The *Overzealous Fan* moves into the battlefield. Its "When I defend" trigger (if you were the one defending with it) or "When I attack" trigger (if it is the attacker) goes on the chain. (Note: Per your description, the *Overzealous Fan* is the attacker).
2. **Attacker's Action:** Once the initial chain resolves and the state becomes Open, the Attacker (with Focus) plays *Spinning Axe*. The state becomes "Closed."
3. **Your Response:** As the Defender, you have the opportunity to add a [Reaction] to the chain. *Gust* is a [Reaction] spell. You play *Gust* targeting the *Overzealous Fan*.
**Why this works:**
* **Reaction Timing:** [Reaction] spells can be played whenever a chain is "Closed" (meaning an item is already on the chain waiting to resolve) or when it is "Open."
* **LIFO Resolution:** Per Riftbound rules, the chain resolves **Last-In, First-Out (LIFO)**. Because *Gust* was the last item added to the chain, it will resolve first, returning the *Overzealous Fan* to the hand before the *Spinning Axe* has a chance to attach to it (or resolve).
This interaction is consistent with the established timing rules for Riftbound, as seen in RiftJudge FAQ #9380 regarding the use of *Gust* in response to other chain items.
How and when does Everbloom Student get her +1 Might, and does she get it if the spell is countered by Defy?
Ruling: After a spell is fully resolved, Everbloom Student's trigger goes on the chain to increase her might by +1. A spell countered with Defy or similar effects will not count as "played" and will not trigger her ability.
Sequence:
- A spell must fully resolve first
- Only then is the spell considered "played"
- Everbloom Student's trigger then goes on the chain to give her +1 Might
Nuances:
- The +1 Might is not a "buff" (which is a specific game object that can be spent for costs and has stacking restrictions), it is just a might increase
How are battlefields chosen at the beginning of a game - randomly or by player choice? Can the same battlefield be used multiple times in a match?
Ruling: Each player brings three battlefields as part of their deck. In best-of-three matches, each player chooses which battlefield to use for each game but can only use each battlefield once per match. In best-of-one matches, battlefields are randomly chosen.
Sequence:
- Each player constructs a deck with three battlefields
- In BO3: Players choose their battlefield for each game
- In BO3: Each battlefield can only be used once across the three games
- In BO1: Battlefield is randomly selected
Nuances:
- The selection method differs based on match format (BO3 vs BO1)
How can Sett The Boss's ability trigger when it isn't his turn, despite not having the action or reaction keyword?
Ruling: Sett The Boss has a replacement effect (triggered ability), not an activated ability. Replacement effects and other non-activated abilities trigger whenever their condition is fulfilled, regardless of whose turn it is.
Nuances:
- Only activated abilities are limited by timing restrictions and require the action or reaction keyword to be used on an enemy turn
- Sett's ability exhausts to save "a buffed unit" so he only handles one unit at a time
How can a player react to bring a unit back to the battlefield after an opponent moves it to base, when the chain closes after both players pass priority?
Ruling: When both players pass in sequence, the chain doesn't fully end - it stops accepting new items and resolves the top item. After that top item resolves, all players regain priority and can react again.
Sequence:
- Player A plays spell targeting unit at battlefield (chain starts)
- Player B reacts with spell to move unit to base
- Both players pass priority in sequence
- Chain stops accepting new items and resolves top item (Player B's move spell)
- Unit moves to base
- Players regain priority and can now react
- Player A can now play spell to move unit back to battlefield
- After passes, original spell resolves with unit as legal target
Nuances:
- "The chain ends" in rule 540.4.b means priority stops passing between players, not that the entire chain is finished
- After each item resolves from the chain, players get priority again before the next item resolves
How can rules 563.2.c.3 and 563.2.c.4 both apply when one says a target that moves zones and returns is still legal, while the other says if something moves to/from a Non-Board Zone it's no longer the same object?
Ruling: Rule 563.2.c.4 only applies when a target changes zones to or from a Non-Board Zone. As long as the target stays on the board the entire time (moving between board zones like battlefield and base), it remains the same object and rule 563.2.c.3 applies.
Nuances:
- The key distinction is "Non-Board Zone" - moving between board zones (like battlefield to base) does not trigger the "not the same object" treatment
- Only movement involving non-board zones causes the target to be treated as a different object
How can you earn the 8th point to win the game in Riftbound?
Ruling: To win the final (8th) point, you can hold a battlefield at the start of your turn, or win via card effects. To win via conquering, you must score all battlefields in the same turn.
Sequence:
- If at 7 points and you conquer only one battlefield, you draw a card instead of winning
- To win via conquering at 7 points, you must score all battlefields (both in 1v1) in the same turn
- If at 7 points and holding a battlefield at the start of your turn, you win immediately
Nuances:
- When you conquer a battlefield at 7 points but cannot win the final point (because you haven't scored all battlefields that turn), you draw a card instead
- Scoring a battlefield means winning the combat there; you don't need to continue controlling it
- Points earned from card effects (like Ahri or Yasuo) or opponent burning out can be the winning point without restriction
- You can win on an opponent's turn if you score all battlefields during that turn (e.g., via multiple Ride the Wind effects)
How did a player use only 3 recycled runes to hide 2 cards (2 power) and play Divine Judgement (1 power), which should require 4 total recycled runes?
Ruling: The player made a misplay in the order of rune recycling. They had enough runes to legally achieve the same board state, but recycled them in the wrong order - using yellow runes to hide cards when they should have used orange runes first, then used yellow runes to pay for Divine Judgement.
Sequence:
- Player should have recycled 2 orange runes to hide 2 cards (2 power)
- Then recycled 2 yellow runes to pay for Divine Judgement (1 yellow power required)
- This would have resulted in 4 total recycled runes for the correct payment
Nuances:
- In casual play, this type of misplay could be corrected by reordering the rune payments if caught immediately, since the end result would be the same
- In competitive play (higher OPL), the player would likely have to recycle an additional yellow rune and accept the misplay
How do Action/Reaction spells and When Attacking/When Defending effects interact during Showdown timing, specifically regarding chain resolution order and when Action spells can be played?
Ruling: When Attacking triggers go on an "initial chain" first, then When Defending triggers, then the attacker gets priority and focus. This initial chain must fully resolve before any subsequent chains can begin. Players can play Reaction speed spells during the initial chain, but the attacker cannot play Action speed spells while the initial chain is ongoing.
Sequence:
- When Attacking triggers go on the initial chain
- When Defending triggers go on the initial chain
- Attacker gets priority and can play Reaction speed spells
- Opponent can play Reaction speed spells after attacker passes
- Initial chain fully resolves
- Attacker gets focus and priority and can now play Action speed spells
- Subsequent chains can begin
Nuances:
- Passive effects (like wielder of water) resolve immediately without opportunity to react and do not go on the initial chain
- All non-passive triggers go on the initial chain and can be reacted to
- There cannot be multiple chains at the same time
How do Fae Dragon's buffs interact with units that already have buffs, including whether you can target the same unit multiple times, target already-buffed units, and whether buffs can be added via reactions?
Ruling: You target up to four different units with Fae Dragon, each receiving one buff. You can target units that already have buffs, but this won't add additional buffs to them (except for Lee Sin Ascetic). When spending a unit's buff (like with Sett Legend ability), you spend one buff at a time.
Sequence:
- When Fae Dragon's ability is played, you choose up to four different units as targets
- Each chosen unit gets one buff when the ability resolves
- If a unit already has a buff when the ability resolves, it won't gain an additional buff (except Lee Sin Ascetic)
- If you react with Call to Glory after targeting a buffed unit, that unit can gain a buff if it's no longer buffed when Fae Dragon's ability resolves
Nuances:
- Lee Sin Ascetic is an exception that can receive multiple buffs
- Targeting an already-buffed unit is legal for purposes like triggering Sett Legend ability multiple times, even though it won't add extra buffs
- Reactions that remove buffs before Fae Dragon's ability resolves can allow a unit to receive the buff
How do Game State Checks work in Riftbound, when are they checked, and how are they applied?
Ruling: Cleanups are Riftbound's game state checks. The updated rules will substantially expand on when they happen, what they check, and what order things happen in during them.
Nuances:
- The current core rules do not fully describe everything typically associated with game state checks
- More detailed information will be available in future rules documentation updates
How do Gears work in Riftbound? Do they stay on the battlefield until destroyed or are they one-time use?
Ruling: Gears are played into your base and remain on the battlefield until something sends them to the trash. When you play a Gear, you get its on-play effect, and any continuous effects remain active as long as the Gear stays on the field.
Sequence:
- Play the Gear into your base
- Resolve any on-play effects when played
- Continuous effects remain active while the Gear is on the field
- Gear stays on the battlefield until removed by a game effect
Nuances:
- Gears do not need to be attached to units; they exist independently in your base
- Hidden Gears like Zhonyas do not have proper rulings defined yet
How do Priority and Focus work in Riftbound, particularly during showdowns?
Ruling: Focus is the permission to play actions or reactions while you have priority. Priority is the permission to play reactions and the permission to play cards or abilities at all.
Sequence:
- During showdowns, the contesting player gets focus first
- After a chain resolves, the other player gets focus, and this can alternate many times
- If you have focus and pass it, and the other player also passes, the showdown ends and moves to resolution
- You get priority during your turn's action phase (after you draw before you end your turn) and whenever you get focus during a showdown
- As abilities or spells are played or a chain resolves, you get priority giving you chances to respond
Nuances:
- A showdown is the overarching event that chains sit within, not a chain itself
- Once a showdown ends, no more action cards can be played
- Passing focus is not the same as focus changing after chain resolution
How do Seals work as resources in Riftbound - do they provide an additional Rune each turn or do they generate Power when exhausted?
Ruling: Seals generate Power (color-specific resource) when exhausted, not additional Runes. They function as an alternative way to generate Power beyond recycling Runes.
Sequence:
- Exhaust the Seal
- Power is added to your resource pool
- The Power remains in your pool until end of turn
Nuances:
- Riftbound has two resource types: Energy (numerical, color agnostic) and Power (domain symbols, color specific)
- Runes generate Energy when exhausted and Power when recycled
- Both Energy and Power can be generated by other abilities and effects beyond Runes
- Resource pools don't empty until end of turn
How do Seals work in Riftbound, particularly regarding what costs they pay and how they interact with runes?
Ruling: Seals enter play ready and can be exhausted to pay for Power costs (the colored domain symbols below the energy cost) instead of recycling runes. They do NOT pay for Energy costs (the number in the top left circle), which still requires exhausting runes.
Sequence:
- To play a Seal card, you must pay its energy cost (exhaust runes) and recycle a rune of the matching color
- The Seal enters play ready
- Once in play, you can exhaust the Seal to provide Power of its color for future cards
- You can use a ready Seal to pay the Power cost of another Seal card
Nuances:
- Seals provide net-even Power (not Energy) on the turn they're played since they enter ready
- With 2 Seals already in play at 12 mana, you effectively have access to 14 Power worth of resources
- Seals can be reused across multiple turns since exhausting them doesn't recycle them
- You can exhaust a Seal to pay the Power cost for playing another Seal, but still need to pay the Energy cost
How do Sett Brawler and Battlefield Monastery of Hirans interact? Does Sett still have a buff after spending it with the battlefield when conquering?
Ruling: When you conquer, both Sett Brawler's buff trigger and Monastery's spend-a-buff-to-draw trigger activate simultaneously. Since you control both, you choose the order they go on the chain, and they resolve in reverse order. You can order them so Sett gains a buff first, then spend that buff for Monastery's effect, resulting in Sett having no buff at the end. Or if Sett already has a buff, you can spend it for Monastery first, then Sett gains it back.
Sequence:
- Both triggers activate simultaneously when you conquer
- You choose which trigger goes on the chain first (since you control both)
- The trigger added to the chain last resolves first
- If Sett has a buff: put Sett's trigger on chain first, then Monastery's trigger; Monastery resolves first (spending the buff), then Sett's resolves (gaining the buff back)
- If Sett has no buff: put Monastery's trigger on chain first, then Sett's trigger; Sett's resolves first (gaining a buff), then Monastery's resolves (spending that buff)
Nuances:
- Sett's trigger can activate even if he's already buffed, but if he doesn't spend the existing buff before his trigger resolves, the trigger does nothing
- Items on a chain always resolve one after another, never simultaneously
How do Trifarian War Camp's +1 Might buff and Thousand-Tailed Watcher's -3 Might debuff interact? Is the +1 Might snapshotted, and what happens when a unit leaves the battlefield after being affected by both effects?
Ruling: Might modifiers are applied symmetrically and continuously, not snapshotted. When a unit is in Trifarian War Camp, it has +1 Might; when affected by Thousand-Tailed Watcher, it gets -3 Might (minimum 1). If the unit leaves the camp, the +1 Might bonus is removed, and the -3 Might effect continues to apply to the new base value.
Sequence:
- Unit enters Trifarian War Camp battlefield: gains +1 Might
- Thousand-Tailed Watcher effect applies: -3 Might (minimum 1 Might total)
- Unit leaves Trifarian War Camp: loses +1 Might bonus, -3 Might effect still applies to resulting value
Nuances:
- Might can be reduced to 0, but units only die when they have positive damage marked on them
- Effects are not retroactively computed; you snapshot effects at the time they're applied and don't recalculate based on previous modifiers that would have applied differently
- The minimum 1 Might restriction from Thousand-Tailed Watcher means a 2M unit at 3M (in camp) goes to 1M, effectively calculating as -2M for future modifications
How do actions and reactions work during a showdown in Riftbound, particularly regarding turn order and when each can be played?
Ruling: Actions can only be played when there is no chain (when you have focus). Once a chain starts with either an action or reaction, only reactions can be played until the entire chain resolves and focus passes to the next player.
Sequence:
- Player with focus can play an action or reaction to start a chain
- Once a chain exists, both players can only play reactions (passing priority back and forth)
- When both players pass priority in order, the top link of the chain resolves
- Priority passes again and players can add more reactions or pass
- Once the full chain resolves, focus passes to the next player
- The next player can then play an action or reaction to start their own chain
- When both players pass focus on an empty chain, the showdown ends
Nuances:
- Reactions can react to action spells, but action spells cannot be played in response to other actions once a chain has started
How do actions and reactions work during a showdown in Riftbound?
Ruling: During a showdown, players alternate getting focus to play actions/reactions and start chains. Once a chain is started, players alternate priority to play reactions to items on the chain until both pass, then the chain resolves top-down.
Sequence:
- Starting with the attacker, each player gets focus to play an action/reaction and start a chain
- Once a chain is started, players alternate priority to play reactions to that item on the chain
- Once both players pass priority, the top link of the chain resolves
- When a chain item resolves, the next link's owner gets priority
- Players pass priority again and resolve the next link, repeating until the chain is empty
- Then focus passes to the next player, who can start their own chain with an action/reaction
- When both players pass focus without starting a chain in order, the showdown ends
- The game proceeds to conquering (if open showdown) or combat damage (if combat)
Nuances:
- You can use reactions while resolving a chain
- In combat showdowns, there are some additional rules about a potential initial chain
How do actions and reactions work during showdowns in Riftbound? Specifically, if you attack and pass priority, and your opponent plays a reaction card, are you locked out of playing action cards?
Ruling: Once any card is played or ability activated during a showdown, the game state becomes Closed and only reactions can be played until the chain resolves. Actions can only be played in an Open game state (when no chain exists).
Sequence:
- Showdown begins with the attacking player having focus and priority
- The player with focus can play an action or reaction, or pass priority
- If they play an action or reaction, it goes on the chain and the game state becomes Closed
- While the chain is open (Closed game state), players can only play reactions, not actions
- Players can hold priority and play multiple reactions in succession before passing
- When both players pass priority in succession, the most recent item on the chain resolves
- After each chain link resolves, priority passes to whoever controls the most recent item on the chain, and players can respond with reactions again
- After the entire chain finishes resolving, focus automatically passes to the next player
- Once the chain is fully resolved and the game state is Open again, the player with focus can play actions or reactions
- The showdown ends when all players pass both priority and focus in succession
Nuances:
- You can play multiple reactions in a row without passing priority, which is sometimes necessary (e.g., playing two Stupefies in succession ensures both resolve before your opponent can respond)
- Focus is always passed after a chain finishes resolving - you can hold priority but not focus
- The attacking player is usually the active player, but exceptions exist (e.g., when a charmed unit attacks)
- After the initial chain during a combat showdown resolves, the active player (attacker) gets focus
How do brush battlefield tokens work? Do they ever disappear or do they stay all game?
A Brush battlefield token is a domainless battlefield token that provides a passive buff and has a specific replacement ability. According to Rule 184.8, its text is:
* **"Bird, Cat, Dog, Poro, and Ivern units here have +1 [M]"**
* **"When you score here, you may replace this with the battlefield it replaced."**
Regarding your question about whether they disappear: **They do not disappear automatically.** They remain in play as the battlefield until one of two things happens:
1. **You choose to replace it:** As stated in the token's text, when you score at that battlefield, you have the option to replace the Brush token with the original battlefield card that it replaced when it was created.
2. **Game effects:** Like any other battlefield, it remains in play unless a specific card effect or game rule causes it to be removed or replaced.
In summary, the Brush token stays in play until you choose to swap it back for the original battlefield upon scoring, or if another game effect removes it.
How do buffs and debuffs interact when calculating a unit's might, specifically when Smokescreen (-4 might) is applied to a unit with base 1 might and a +1 might buff?
Ruling: Buffs and debuffs are applied in layers - increases first, then decreases. Smokescreen snapshots its debuff value when it resolves (calculating the reduction to a minimum of 1 might), then continuously applies that snapshotted value for the rest of the turn.
Sequence:
- Start with base might and apply all increases (buffs)
- When Smokescreen resolves, it calculates its debuff based on the current might value, reducing to a minimum of 1
- Smokescreen snapshots this debuff amount and applies it continuously
- Any subsequent buffs applied that turn are added to the calculation alongside the snapshotted debuff
Nuances:
- In the example of 1 base might + 1 buff = 2 might, Smokescreen would snapshot to -1 might (since 2 - 4 = -2, but minimum 1, so the reduction is only -1), resulting in final 1 might
- If you buff a Smokescreened unit in the same turn, you calculate from the current value (1 might), not from a negative value
- If En Garde resolves before Smokescreen on a 1 might unit: 1 + 2 = 3, then Smokescreen snapshots to -2 (3 - 4 = -1 minimum, so -2 reduction), then if another En Garde resolves it becomes 1 + 2 + 2 - 2 = 3 total
How do cards with power cost symbols (⚪) work, and can seals be used to pay those costs?
Ruling: Cards with power cost symbols require both energy (exhaust runes) and power (recycle runes or use seals). Seals can only pay power costs, not energy costs.
Sequence:
- Exhaust the card with the power cost symbol
- Pay the energy cost by exhausting runes (shown by numerical value)
- Pay the power cost by recycling runes of matching color OR exhausting seals of matching color (shown by colored symbols)
Nuances:
- You can mix payment methods: exhaust a rune for energy and exhaust a seal for power
- You cannot exhaust a seal for energy and recycle a rune for power (this overpays the power cost without paying energy)
- When recycling runes for power costs, you can recycle any rune of the matching color, not just the one you exhausted for energy
- All runes of the same color are equivalent, so normally you'd recycle the exhausted one unless paying a cost requiring any color
How do chains work in Riftbound, specifically regarding actions and reactions during showdowns?
Ruling: During a showdown, both players can use actions and reactions. Actions can only start a new chain, while reactions and triggers can be added to an existing chain. The chain resolves like a stack (last in, first out), and combat damage only happens when both players pass priority without starting a new chain.
Sequence:
- Attacker has priority first and can play an action to start a chain
- Defender can respond with reactions (not actions) to the chain
- Players alternate adding reactions to the chain until both pass
- Chain resolves from top to bottom (most recent first)
- After chain resolves, attacker has priority again to start a new chain
- If neither player starts a new chain, combat damage happens
- Players can play multiple reactions before passing priority
Nuances:
- Actions cannot be added to an existing chain - only reactions and triggers can be added once a chain starts
- If P1 plays an action, P2 must wait for it to resolve before playing their own action (which would start a new chain)
- Showdown and chain are two different concepts - there can be many chains started during a showdown
- Seals are reactions that cannot be reacted to, but they do not automatically close a chain
How do damage and might reduction interact differently in combat? Does a unit with marked damage still deal its full might in combat?
Ruling: Damage marked on a unit does not reduce its might, so a damaged unit still deals its full might value in combat. However, effects that explicitly reduce might (not damage) will reduce the amount of damage that unit deals.
Sequence:
- When damage is dealt to a unit, it is marked on that unit
- If marked damage equals or exceeds the unit's might, the unit dies
- During combat, the unit still deals damage equal to its current might value (not reduced by marked damage)
- At the end of every combat, all units on the board are healed and marked damage is removed
Nuances:
- Damage (like from Hextech Ray or Skysplitter) marks damage on a unit but doesn't reduce its might for combat
- Might reduction effects (like Accelerated Watcher's -3M) actually reduce the unit's might, which reduces combat damage dealt
- A 4M unit with 3 damage marked will still deal 4 damage in combat and trade with another 4M unit
How do effects like Smoke Screen (with 'to a minimum of 1' clauses) interact with other stat modifiers like pump effects?
Ruling: Effects with "to a minimum of 1" clauses snapshot their value when they resolve, calculating the actual modifier at that moment, then continuously apply that remembered value for the duration. The order effects resolve matters because each snapshots based on the current state when it resolves.
Sequence:
- When Smoke Screen resolves on a 2M unit first, it evaluates "-4 (minimum of 1)" as -1 and remembers that value
- If Discipline (+2M) then resolves, the unit becomes 3M (2 base +2 -1)
- If Discipline resolves first on a 2M unit, it applies +2M making it 4M
- Then Smoke Screen resolves and evaluates "-4 (minimum of 1)" as -3 and remembers that value
- The unit becomes 1M (2 base +2 -3)
- The snapshotted values don't recalculate; they remain fixed for the duration
Nuances:
- The "minimum of 1" only snapshots for one-time effects; for continuous effects it applies last after all addition and subtraction
- If additional modifiers are added later (like from Trifarian Warcamp), they add to the existing calculation without re-evaluating the snapshotted Smoke Screen value
- Future CR updates will clarify that effects caring about "to a minimum of 1" are evaluated at application time with values stored, and positives are calculated before negatives when doing stat math
How do focus and priority work in Riftbound, particularly during showdowns?
Ruling: Focus is a showdown-specific mechanic that determines who can play action-speed spells. The player with focus can play action or reaction spells to start a chain, while the player without focus can only play reaction spells in response to an existing chain.
Sequence:
- When a showdown begins, the attacker has focus and priority
- Any "when I attack" or "when I defend" triggers create an initial chain that can only be responded to with reactions
- After that chain resolves, the attacker (with focus) can start a new chain with an action or reaction spell
- Once that chain resolves, focus passes to the defender
- The defender can now start a chain with an action or reaction spell
- After their chain resolves, focus passes back to the attacker
- This continues until both players consecutively pass with an empty chain
- When both players pass with no chain, the showdown proceeds to combat damage
Nuances:
- If you pass priority while a chain is open, you retain focus but pass priority only
- If you pass with an empty chain (no active chain), you pass both focus and priority to your opponent
- Focus only exists during showdowns; outside of showdowns, you cannot play action spells on your opponent's turn
- Units and gear create chains when played, but they immediately resolve and cannot be responded to (unless they have "when played" triggers)
- Even if units leave the battlefield during a showdown, players can continue starting chains until both pass
How do focus and priority work in Riftbound, specifically: what's the difference between them, how are they passed when a chain ends, and who gets focus first after the initial chain resolves?
Ruling: Focus is the ability to start a new chain during a showdown open state, while priority is the ability to play reactions to an existing chain. When the last item on a chain resolves, both focus and priority automatically pass to the next player.
Sequence:
- When a chain completes resolution, focus and priority automatically pass together (this is not an optional pass)
- The player who receives focus also receives priority
- Two consecutive optional passes are still required to resolve the next item or end the showdown
- After the initial chain resolves, the attacker retains focus (this is a confirmed rule correction - the current rules incorrectly imply the defender gets focus)
- Once a chain is established, the controller of the topmost item gets priority first
- When an item resolves mid-chain, the owner of the new topmost item gets priority again
Nuances:
- Priority is retained when playing a reaction, allowing multiple reactions in a row before passing
- If you pass priority after playing an action and your opponent also passes, the topmost item immediately resolves (both passed consecutively)
- You must react to your own spells immediately if you want to ensure you can do so even if your opponent doesn't react
- The automatic pass of focus when a chain resolves does NOT count toward the two consecutive passes needed to resolve items
- Starting a chain with a reaction as the attacker prevents your opponent from playing an action until that chain resolves, though you could usually just react to their action anyway
- Focus always remains with the attacker after the initial chain resolves entirely
- In multiplayer, focus passes to the next player in turn order, not just "the other player"
How do focus and priority work when adding items to a chain in Riftbound, particularly regarding when players can play Action vs Reaction speed spells and when focus passes between players?
Ruling: When a chain is open, the player who controls the item that started the chain gets first priority to add items to it. Adding an item to the chain doesn't pass priority - only passing priority does. When all players pass priority in succession, the topmost item resolves, and the controller of the next item on the chain gets priority. When a chain closes (all items resolve), focus automatically moves to the next player in turn order.
Sequence:
- Player with focus can start a chain with Base, Action, or Reaction speed cards during their action phase
- Action and Reaction speed cards can start chains during showdowns
- Only Reaction speed cards can be added to an existing chain
- When adding to a chain, priority stays with the player who added the item (they can add multiple reactions at once)
- When a player passes priority, the next player in turn order gets priority
- When all players pass priority in succession, the topmost chain item resolves
- After an item resolves, the controller of the next item on the chain gets priority
- When the last item on the chain resolves and no items remain, the chain automatically closes
- When a chain closes, focus automatically moves to the next player in turn order
- A showdown ends when all players pass focus (not just priority) in succession without starting new chains
Nuances:
- You cannot play Action speed items to add to an existing chain (except during showdowns where they can start chains)
- You cannot play two Action speed items in a row unless your opponent passes focus
- When a chain closes during a showdown, focus passes but the showdown continues - players can start new chains
- The player who starts a chain will always have an opportunity to start another chain before the showdown ends
- "When I Attack" and "When I Defend" triggers are put on the initial chain when combat begins, and players can add reactions to this initial chain
- The initial combat chain is special - it doesn't pass focus when it closes
- If you play a reaction as the only item on a chain and it resolves, the chain closes immediately and focus passes - you don't get priority to add another reaction to that same chain
How do hidden cards work in Riftbound, including: cost to hide vs play, battlefield placement/targeting rules, same-turn play restrictions, and what happens if you lose control of the battlefield?
Ruling: To hide a card costs 1 recycle energy. Playing a card from hidden costs exactly 0 energy (you don't pay the card's energy cost again). You can only hide cards on a battlefield you control, and you cannot play a card from hidden on the same turn you hid it (no exceptions).
Sequence:
- Pay 1 recycle energy to hide a card on a battlefield you control
- Wait until a future turn
- Play the card from hidden for 0 energy cost
Nuances:
- When playing from hidden, any targets/choices must be from that same battlefield if possible
- Cards with global effects (like Zhonya's) still work globally when played from hidden
- Cards that can target any battlefield when played from hand (like Fog of War) can only target their own battlefield when played from hidden
- If you lose control of the battlefield where a hidden card is placed, that hidden card goes to trash
- Even if a reaction chain starts on the same turn you hid a card, you still cannot play it from hidden that turn
How do hidden cards work, and what happens to them when units leave the battlefield?
Ruling: To hide a card, you must control a battlefield, and the hidden card is placed at that battlefield. If there are no units at the battlefield where the hidden card is located, the hidden card is sent to the trash.
Nuances:
- You can prevent hidden cards from being played by countering them with cards like Defy or Wind Wall
- The rainbow symbol on cards means "recycle any rune"
How do might reduction spells like Smoke Screen interact with a buffed Stalwart Poro that has multiple sources of might increases (base, shield, buff, Master Yi effect)?
Ruling: Might increases are applied before might reductions. Each Smoke Screen snapshots the unit's current might when played and applies a continuous reduction. The first Smoke Screen sees the Poro at 6 might and applies -4 might continuously. The second Smoke Screen then sees the Poro at 2 might (6 - 4) and applies -1 might continuously, for a total of -5 might reduction. During combat, the Poro will be at 1 might (6 - 5, minimum 1). After combat when shield and Yi passive expire, the Poro will be at -2 might (2 base + 1 buff - 5 from Smoke Screens) but will not die unless damage is assigned to it.
Sequence:
- Calculate total might with all increases (base + shield + buff + Yi passive = 6)
- First Smoke Screen sees 6 might, applies -4 might continuously
- Second Smoke Screen sees 2 might (6 - 4), applies -1 might continuously
- Total continuous reduction is -5 might
- During combat: 1 might (minimum enforced when effect applied)
- After combat: -2 might (temporary bonuses expire but reductions remain)
Nuances:
- The "to a minimum of 1" clause is only checked when the effect is applied, then the reduction continues regardless of how might changes afterward
- Units with negative might do not die unless they have non-zero damage assigned to them
- Shield and Yi bonus and buff all "remain" but are canceled out by the might reductions
How do move triggers work in the case of opening up a chain?
Move triggers function like any other triggered ability in Riftbound: when the condition ("When I move" or similar) is met, the ability is placed on the chain.
According to **RiftJudge FAQ #5749** and **Rule 376.3**, "when I move" is a triggered ability that creates a chain, which provides your opponent an opportunity to react.
### How Move Triggers Work
1. **Triggering:** When a unit moves, the "When I move" condition is met.
2. **Chain Creation:** The triggered ability is placed on the chain as a pending item. This creates a **Closed State** (Rule 330.1).
3. **Reaction Window:** Because the chain is now open and in a closed state, players have an opportunity to play [Reaction] cards in response to the move trigger (Rule 325.1).
4. **Resolution:** Once all reactions have been played and both players pass, the chain resolves in LIFO (Last-In, First-Out) order.
### Important Nuances
* **Moving vs. Move Triggers:** The act of moving itself is instantaneous and does not use the chain (Rule 424.3.c). You cannot react to the move itself. You are reacting to the **triggered ability** that occurs as a result of the move.
* **Showdown Timing:** If a move trigger occurs outside of a showdown, the chain must fully resolve before a showdown can begin (see **RiftJudge FAQ #6117**). A showdown can only begin during the cleanup phase if there is no existing chain.
* **Simultaneous Triggers:** If multiple triggers occur simultaneously (e.g., a move triggers an ability for both players), they are placed on the chain in turn order, with the active player's triggers going on first (Rule 376.3.b).