Browse Riftbound Rules Questions

Page 80 of 128 · 6,389 verified questions. Each links to the full ruling.

Can I hold one point for 7 points then gank the other to win the game or do I need to occupy both to win?

Yes, you can win the game by holding one battlefield to reach 7 points and then ganking to conquer the second battlefield in the same turn. You do **not** need to occupy both battlefields simultaneously to win.

Who decides first/second after game one?

In a best-of-3 match, the loser of the previous game decides who plays first or last in the next game.

If you attempt to conquer an empty battlefield and play Arcane Shift, can you play the unit you banish back into the same showdown?

No, you cannot play the unit back to the same battlefield in this situation. According to the card text and established rulings, **Arcane Shift** requires you to target both a friendly unit AND an enemy unit at a battlefield to be played. If you have moved your unit to an empty battlefield, there are no enemy units present at that...

What does a number in a circle represent?

In Riftbound, a number in a circle (e.g., [1], [2], [3]) represents an **Energy cost**. These symbols indicate the amount of Energy required to play a card or activate an ability. You can find this information in the "Reference" section of the provided game documentation:

Are units revealed exhausted?

Yes, units revealed from hidden enter the battlefield exhausted. According to **Rule 142.4**, "Units enter the Board exhausted." Playing or revealing a unit from hidden follows the same rules as playing a unit from your hand. While a card is hidden, it does not have a ready or exhausted state; once it is revealed and enters play, it defaults to...

Do I draw cards or reveal Battlefueled first?

According to the standard Start of Game procedure, you determine your Battlefields before you draw your opening hand. The sequence is as follows: 1. **Reveal Legends** 2. **Choose Champions** 3. **Determine Battlefields** 4. **Decide Play Order** 5. **Resolve Mulligans** (which involves drawing your opening hand of 4 cards) 6. **Start the Game**

Do I draw cards or reveal Battlefueled first?

According to the standard Start of Game procedure, you determine your Battlefields before you draw your opening hand. The sequence is as follows: 1. **Reveal Legends** 2. **Choose Champions** 3. **Determine Battlefields** 4. **Decide Play Order** 5. **Resolve Mulligans** (which involves drawing your opening hand of 4 cards) 6. **Start the Game**

If a unit has deflect and is the target of a repeated spell, must you pay double the cost?

Yes, you must pay the Deflect cost for each time the spell chooses your unit. According to **Rule 735.1.c**, the Deflect keyword functions as: > "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost **for each time they choose me.**"

If I attack with a unit and neither of us die, do I go back to where I came from?

No, you do not return to the battlefield you came from. When an attacking unit is recalled after combat, it always returns to your base.

What happens if you kill a unit with an attack trigger before it resolves like Azir?

If you kill a unit with an "attack trigger" (or any triggered ability) after it has been added to the chain, the ability **still resolves**, but it may fail to have an effect depending on its specific text.

Does vision stack if I have two Forecaster in the base?

Yes, **Vision** stacks if you have multiple Forecasters in play. According to **RiftJudge FAQ #84**: > "Multiple Forecasters do stack, so playing a mech with multiple Forecasters in play will trigger vision multiple times."

In a three player game, does Sabotage reveal a hand to everyone, or just the person that played the Sabotage?

In a three-player game, when you play **Sabotage**, the opponent you choose reveals their hand to **everyone** at the table.

If I play Watcher and there's a Trifarian at play, do the units at Trifarian get the +1 still after Watcher's effect?

When you play **Thousand-Tailed Watcher** while enemy units are at **Trifarian War Camp**, the units do not "lose" the War Camp's +1 Might buff, but the interaction results in a snapshotted value that effectively overrides the continuous application of the War Camp's bonus for the remainder of the turn.

Does Defy stop Piercing Light repeated?

Yes, **Defy can counter a repeated Piercing Light.** According to the card text and notes for both cards:

Can Bellows Breath target the same unit 3 times?

No, **Bellows Breath** cannot target the same unit multiple times with a single instance of the spell. According to the RiftJudge FAQ #168 and #1871: * **Bellows Breath** deals 1 damage to up to three *different* units at the same location. Each target must be a distinct unit. * You cannot choose the same unit multiple times to deal 3...

Can you spend a buff on Sett Brawler gained that same turn?

Yes, you can spend a buff on Sett, Brawler that was gained during the same turn. According to **RiftJudge FAQ #3329**: "Ruling: You can immediately spend the buff when Sett Brawler is played. You do not need to wait for Sett Brawler to be in the ready state before spending the buff."

What happens if two units are attacking, both with 4 might, to a unit with 6 might, but one of the 4-might units gets killed by an effect? Do they lose the combat?

In this scenario, you do not necessarily lose the combat, but the outcome depends on the total Might remaining on your side versus the defender's side at the moment combat damage is resolved.

Does the repeat of Called Shot count as a second card played?

No, the **Repeat** effect of *Called Shot* does not count as a second card played. According to **Rule 746.3.a**: "Regardless of the number of times a spell's instructions are executed with this keyword, the spell is only Played once."

Does Switcheroo use only base Might for switching, or does it take into account buffs or equips or something like Rumble that applies +1 Might?

Switcheroo takes into account the **current Might** of the units, which includes all active modifiers, buffs, equipment, and passive abilities. It does not look only at base Might.

If I have 1 Ezreal, and I play Hard Bargain, then my opponent pays 2, do I repeat the cost of Hard Bargain to play it again for 1 or 2? Now what happens if I have 2 Ezreals in this situation? What about 3?

Hard Bargain costs [2] energy and has **Repeat [2]** (an optional additional cost). **Ezreal, Prodigy** has the ability: "Optional additional costs you pay cost [1] or [A] less."

Can Jax's Quick-Draw be played against Falling Star to increase Might on the chain?

Yes, you can play an Equipment card with **Quick-Draw** (granted by **Jax, Unmatched**) in response to **Falling Star** to increase a unit's Might.

Does Vex make opponent pay 1 extra power and 1 extra energy?

Yes, Vex, Cheerless makes your opponent pay 1 extra Energy and 1 extra Power for their spells while she is in combat.

How does Forecaster work? Do I get multiple procs of Vision every turn?

Forecaster works by granting the **Vision** keyword to your Mechs (including itself, as it is a Mech). Because Vision is a triggered ability that activates when a unit enters the board, you will trigger it whenever you play a Mech.

Can not so fast counter Singularity attacking two different units?

Yes, **Not So Fast** can counter **Singularity**. According to the card text for **Not So Fast**, it can counter an enemy spell or ability that chooses a friendly unit or gear. As established by the official rulings for **Singularity** (FAQ #8662, #3483, #7180, #8602, #5969, #2714), **Singularity** targets units. Because **Singularity** requires you to select units to deal damage to,...

If Acceptable Losses is played and I have to kill Forge of the Future, does it effect take place?

No, the effect of **Forge of the Future** does not take place if it is killed by **Acceptable Losses**. Here is the breakdown of why:

Does Defy cancel a repeated spell in its entirety if the repeat cost was paid for?

Yes, **Defy** cancels the entire spell, including the repeated portion, if the Repeat cost was paid. According to **FAQ #256** and **FAQ #658**, when you cast a spell with **Repeat**, you must choose whether to pay the Repeat cost as an additional cost before the spell is finalized onto the chain. Once finalized, the spell (including any Repeat) exists as...

If I attack an empty battlefield with Immortal Phoenix, can my opponent kill it with Void Seeker or does it have assault?

If you move your **Immortal Phoenix** to an empty battlefield, it does **not** gain the +2 Might from **Assault**. According to **Rule 733.1.c**, Assault is functionally short for "While I am an attacker, I have +X [M]." **Rule 733.1.d** clarifies that "Being an attacker means the Unit has gained the Attacker designation during Combat."

Does Lucian's Legend ability work when using a challenge to attack a unit?

No, Lucian's legend ability does not apply when using the spell **Challenge** to attack a unit, unless that unit is already engaged in combat.

If my opponent plays Challenge, can I play Punch first?

No, you cannot play **Punch First** in response to your opponent playing **Challenge**. ### Reasoning 1. **Timing:** Both **Challenge** and **Punch First** have the **[Action]** keyword. According to **Rule 334.1.a.1**, cards cannot be played during a "Closed State" (when a Chain is active) unless they have the **[Reaction]** keyword. 2. **Chain State:** When your opponent plays **Challenge**, it is placed...

If I want to play a card with hidden that has an additional cost to enter ready when it's played, if the additional cost was paid, when do I have to pay the additional cost, when I hide the card or when I reveal it?

When you play a card with the **Hidden** keyword from its facedown position, you pay any additional costs **at the time you play the card (when you reveal/flip it)**, not when you initially hide it.

How does Assembly-Rig work? Can they summon a 3 token every turn?

### How Assembly Rig Works **Assembly Rig** is a Gear card with the following activated ability: > "[1] [C], Recycle a unit from your trash, [T]: Play a 3 [S] Mech unit token to your base."

How does Fizz work and resolve? For example, if I want to target Frigid Touch in the trash, explain the chain.

To explain how **Fizz, Trickster** works when targeting a spell in your trash, we must look at the sequence of playing a unit and the subsequent resolution of its "When you play me" (WYPM) ability.

Does the Rek'Sai legend's ability allow a player to play a card for free after conquering or do they have to pay the cost of the card they keep?

When you use the Rek'Sai (Void Burrower) legend ability to play a card, you must pay the full cost of that card.

If I play Piercing Light and apply its damage to a card in a battlefield, but my opponent reacts and moves the card to their base does it negate the additional damage effect on the card?

No, moving the target to the base does not negate the second part of the effect. According to **RiftJudge FAQ #813** and **#6726**, the word "then" in *Piercing Light* is a timing instruction, not a condition that requires the first target to remain valid for the second part of the spell to resolve.

If Kog'maw attacks a battlefield with a 5 might unit defending it, will the 5 might unit die to Kog'maw's Deathknell after Kog'maw deals combat damage?

Based on the official rules and the specific interaction documented in **FAQ #7306**, here is the ruling for your scenario:

Can I use a Hidden Tide Turner from another battle field to react to save my unit on the attacking battle field?

Yes, you can use a hidden Tideturner from another battlefield to swap with a unit on the battlefield where combat is occurring.

If Kog'maw attacks a battlefield with a 5 might unit defending it, will the 5 might unit die to Kog'maw's Deathknell after Kog'maw deals combat damage?

No, the 5 might unit will not die. According to **RiftJudge FAQs #7306 and #1082**, the game proceeds to the healing step before the *Deathknell* ability resolves. Because combat damage is cleared during the healing step, the 1 damage from combat is removed before the 4 damage from *Deathknell* is applied.

Do all units heal after a non-combat showdown (unit gets rebuked or FoFd and no combat damage is assigned)?

No, units do not heal after a non-combat showdown. According to RiftJudge FAQ #7792 and #3513, healing only occurs after **combat showdowns** and at the **end of the turn**. Non-combat showdowns do not trigger this healing process.

Does Baron Nashor score when entering and getting played to Baron Pit from his ability?

Yes, playing Baron Nashor to the Baron Pit battlefield token can result in scoring a point for conquering that battlefield, provided you have not already scored that battlefield during the current turn.

If I have 4 Might Unit and my opponent Void Seekers first and then I play Quickdraw Gear and a Hidden Gear to live and then my opponent moves their unit in afterwards to finish me off, does my health heal or do I have X health remaining? When does health heal?

To answer your question, we must look at how damage persists on units and when healing occurs in *Riftbound*. ### Does your unit heal? **No, your unit does not heal immediately.** Damage marked on a unit persists until a specific healing event occurs. Dealing damage with a spell (like *Void Seeker*) or playing gear does not trigger healing.

Does Vex reduce the total cost of a repeat spell?

Yes, Vex can reduce the total cost of a spell with the **Repeat** keyword. According to the RiftJudge FAQ #8444, Vex's ability reduces the total cost of a spell, which includes base costs, repeat costs, and mandatory additional costs (like Deflect).

When a Gold Gear token adds a rune, is that rune added exhausted?

To answer your question: **No, a Gold gear token does not add a rune to the board.** According to the *Unleashed* patch notes, a Gold gear token's ability is: **"Gold gives you one Power when you exhaust and kill it."**

Can I hide a card from Rek'Sai legend ability?

No, you cannot hide a card using the ability of the Rek'Sai legend (Void Burrower). According to the card text for Void Burrower, its ability allows you to "reveal the top 2 cards of your Main Deck. You may banish one, then play it."

How does Stacked Deck and Nocturne work? Explain how do they enter the chain and resolve. Do a deep analysis.

The interaction between **Stacked Deck** and **Nocturne** is a specific sequence where a card's ability triggers during the resolution of another card's effect.

Does Diana No Longer Human get +2 from being brought back by Heedless Resurrection?

### Ruling **No, Diana, No Longer Human does not receive the +2 Might bonus from her ability when she is brought back by Heedless Resurrection.**

If I have a sprite in a battlefield with a hidden Sprite Call, how would that resolve? Can I react with Sprite Call to my sprite's death and keep a new sprite on the battlefield?

Yes, you can react to your Sprite's *Temporary* trigger by playing *Sprite Call* from its hidden state, and the new Sprite will survive the current turn.

Do you need to capture both battlefields in the same turn to win the last point? Or if you had one already coming into your turn and capture the second does that count as 2 points in 1 turn since you held and captured?

To win the game by scoring your 8th point, you do not necessarily need to conquer both battlefields in the same turn. The requirement depends on how you earn that final point.

If I steal an enemy equip with a unit ability, but it says the gear is kept until my unit is gone. But I move the gear to a new unit via Jax. Do I lose the gear when the original unit dies?

I cannot provide a definitive ruling on this interaction because the card "Jax" is not found in the *Riftbound* database, and there is no official FAQ or rule covering the specific interaction of moving stolen equipment between units via a legend ability.

Can you use the ability of dusk rose lab to kill a sprite before it dies to draw?

Yes, you can use the ability of **Dusk Rose Lab** to kill a Sprite token before it is removed by its *Temporary* trigger to draw a card.

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