Riftbound Glossary

Key terms and concepts you’ll see while playing Riftbound—quick, scannable, and linked from the sidebar.

Mulligan:

Replace cards from your opening hand before the game starts.

Archetype:

A family of decks that share a game plan and key pieces (e.g., discard aggro with Jinx, go-wide with Viktor, buffs with Lee Sin). Usually derived from your two Domains and chosen Legend.

Base:

Your home zone. Some objects enter or “return” here. For example, Gear can only be played at Base. Zone rules live in the Rules document.

Battlefield:

Each player brings 1; they’re shuffled and all are “contested.” Conquer a battlefield (win a combat as attacker) to gain +1 point; Hold it at the start of your turn for +1 more. Win by reaching 8 points (11 in team formats).

Chain:

The effect stack. While the Chain exists, the game is in a Closed state and only Reactions may be played.

Champion Unit:

A unit card with your Legend’s champion tag (name must match the Legend). Played normally from the Champion Zone.

Champion:

The champion unit copy that starts available in your zone. Build around it— you’ll always have access to play it.

Conquer:

Attack and win the combat on a battlefield. Score +1 and often trigger the battlefield’s own effects.

Domains (Colors):

Six identities: Fury (red), Calm (green), Mind (blue), Body (orange), Chaos (purple), Order (yellow). Your Legend sets 2 Domains— all cards in your main & rune decks must belong to them.

Gear:

A card type with intrinsic properties. Enters Ready and can only be played at Base. Activated abilities are typically used on your turn in Open state.

Turn States:

  • Neutral Open: no Showdown, no Chain → active player may act.
  • Neutral Closed: no Showdown, Chain present → only Reactions.
  • Showdown Open: during combat, no Chain → combat Actions & Reactions allowed.
  • Showdown Closed: during combat, Chain present → only Reactions.

Focus & Priority:

Priority decides who may act; Focus is the special permission to start Chain in Showdown Open. After resolving the Chain, Focus/Priority pass to the next player.

Hold:

At the start of your turn, if you control a battlefield (you have a unit there), score +1. Complements Conquer.

Legend:

The deck’s centerpiece. Defines your two Domains and often grants a strong passive. In Origins, all Legends are dual-domain.

Main Deck:

Typically 40+ cards, up to 3 copies per name (including your Champion if it’s in-deck). Practical rule of thumb: ~9+ cheap units and ~6+ interactive cards for consistency.

Rune Deck:

A separate 12-card deck of runes (resources). Each turn draw 2 runes: either exhaust (temporary) or recycle (strong) to pay. Managing rune split vs your costs is key to tempo.

Points:

Victory condition. 1v1/FFA/3P: 8 points. Teams: 11. Earned by Conquering and Holding battlefields.

Reaction:

Speed/timing: playable only in Closed state (when the Chain exists) or during Showdown per timing—respond to Actions/effects before they resolve.

Rune (Resource):

Resource cards that pay costs. Basic runes exist for each Domain (Fury, Calm, Mind, Body, Chaos, Order).

Showdown:

The combat window. During Showdown, players can play combat Actions/Reactions, then units deal damage and casualties are removed. Surviving units heal after combat ends.

Signature:

Special associated cards for some Legends (e.g., Tibbers for Annie). Not a champion unit; cannot be your Champion.

Card Types:

Unit, Spell, Gear, plus Legend, Runes, and Battlefields. Each type has distinct rules/timing.

Trash / Discard:

Where used/removed/discarded cards go (spells after resolving, destroyed units, etc.). Public info; each player has their own Trash.

Zones:

  • Legend Zone
  • Champion Zone
  • Main Deck Zone
  • Rune Deck Zone
  • Trash
  • Banishment

Their behavior (public/private info, zone changes, clearing temporary modifiers) is defined in the Rules.

“Card” (rules text):

In card text, “card” refers to a card from the Main Deck unless otherwise specified.