Section 6 of 13 · free · no account
Fighting
Might, damage and assignment. Who dies, who heals, and why two small units beat one big one.
What this section covers
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1
Combat, in three steps
Attacker, defender, damage, and who is left standing.
Their unit dies and yours survives on 3 damage against 3 Might, which would normally be lethal, except Shield makes it a 4 while defending. Damage clears at end of turn, so a unit that survives comes back whole.
2 and 1 is 3 combined, which is exactly enough to kill a 3 Might defender. Might is counted across every unit at the battlefield, so two small units do what one big one could not.
3 hands-on tests · Core Rules 459, 463, 464, 459, 466 -
2
Assigning damage properly
You do not get to spread damage around. The rules are strict.
The Tank died and Evelynn walked away with 1 damage on her. A cheap Tank protects an expensive threat by controlling assignment order, not by having lots of Might. It did not block the damage, it just made you spend it in the wrong place.
Tank: "I must be assigned combat damage first." Backline: "I must be assigned combat damage last" (rule 459.2). Requirements, not suggestions. Their labels are printed on the cards.
3 hands-on tests · Core Rules 459.2
How this section is taught
Fighting is 2 lessons and 6 tests, played on a board with real cards. Every idea above is shown with the card that does it and then handed to you to perform. Get it wrong and the trainer names the rule you missed at the moment you miss it.
Core Rules cited in this section
459 459.2 463 464 466
Every clause number above is checked against the official Riftbound Core Rules and printed on screen inside the lesson, so you can read the rule the trainer is teaching from.