Guides

How to read a Riftbound card

The cost in the corner is two numbers, not one. What every part of a Riftbound card means, and which bits change during a game.

Riftbound cards are dense. Before you can play a turn you need to be able to look at one and know, without thinking, what it costs and what it does. This is that.

The cost, top left

This is the part that trips people up, because it is two costs printed together.

A card showing 3 and one Fury pip costs 3 Energy and 1 Fury Power, which needs four runes total: three exhausted, one Fury one recycled off your board.

If there are no pips, the card has no Power cost and you only need to exhaust. Those cards are quietly cheaper than they look, because they do not eat into your rune row.

The Might, bottom right

Only units have it. It is the number that does everything in combat:

Both at once. There is no separate attack and toughness. A 3-Might unit hits for 3 and dies to 3.

Important: the Might printed on the card is the base. During a game the number that matters is the current one, which includes buffs, "this turn" effects, and keywords like Assault and Shield that only apply in one direction.

The domain colour

Six domains: Fury (red), Calm (green), Mind (blue), Body (orange), Chaos (purple), Order (yellow).

The domain does two things:

Domains have flavour tendencies, but mechanically the domain on a non-rune card is only about what it costs to play.

The type line

Champion is a supertype you will see on some units. It marks the named characters.

The tags

Things like Jinx, Zaun, Dragon, Pirate. On their own they do nothing at all (rule 143.1.a). They exist so other cards can refer to them.

The text box

Card text follows a few consistent patterns worth recognising:

Keywords in brackets are shorthand with reminder text after them. Common ones:

"When you play me" is a triggered ability that fires as the card arrives.

"While I'm ..." is a passive that is true whenever the condition is.

A cost before a colon is an activated ability. Everything left of the colon is the price. "Recycle 1 from your trash: give me +1 Might this turn" means you must actually have a card in the trash to use it (rule 416.3).

Which numbers change during a game

This is the bit worth internalising, because the card is not the whole truth once it is on the board:

So a 4-Might unit with a buff, attacking, with Assault 2, is a 7-Might unit for that moment. Reading the board means doing that arithmetic, not reading the printed numbers.

A quick drill

Pick up any unit card and answer these in order:

  1. How many runes do I need, and do any of them have to be a specific colour?
  2. What is its Might, and does it get more for attacking or defending?
  3. Can it act the turn I play it, or does it arrive exhausted?
  4. What does its text do, and when does it happen?

If you can do that in a couple of seconds for any card in your deck, you are ready to play.

Practising it

The Trainer has a lesson early on that does exactly this drill on real cards, pointing at each number and colour in turn and then testing you on cards you have not seen. It is the second lesson, right after the board itself.

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