Section 13 of 13 · free · no account

Play a full turn

Whole turns from real positions. Eight to fourteen moves each, and every decision sits inside the turn rather than being announced before it.

4lessons
11hands-on tests
13rules cited
Start Play a full turn

What this section covers

  1. 1

    A full turn: developing

    Nine moves. Awaken, channel, draw, spend everything, take ground.

    Only the one that was already ready. The Stalker was exhausted at the start, and the Poro you just played entered exhausted. A standard move costs exhausting the unit, so neither of those can pay.

    Stalwart Poro costs 2, Evershade Stalker costs 3, Determined Sentry costs 1. You have five runes. You can afford the 2 and the 3 together, or all three if you are willing to be empty.

    2 hands-on tests · Core Rules 315.1, 315.2, 315.3.b, 315.4, 316, 317.2.d, 172
  2. 2

    A full turn: with a fight

    Eleven moves. Develop, commit, resolve combat, decide what stays home.

    Attacking their battlefield means your attacker against their defender. Their Poro defends at 3. Your Daring Poro attacks at 3 because of Assault. Three against three trades: both die. Send both your units and you have 3 plus 2, which is 5 against 3, and only the defender dies.

    At the battlefield. Your side is now a 2 Might Poro shielding to 3 plus a 3 Might Guardian shielding to 4, which is 7 defending. Their 3 Might unit cannot take it. Playing it at home would have left the point undefended.

    3 hands-on tests · Core Rules 315.3.b, 316, 144.2, 172
  3. 3

    A full turn: behind on points

    Ten moves. They are scoring every turn. Stop it and still develop.

    Take the empty battlefield. Trading your 3 Might unit to deny one of their points is a good deal when you are behind and a bad one when you are ahead, because you need two more points and they need six. Ahead, you race. Behind, you deny.

    You went from 2-5 to 3-5, took a battlefield, denied a Hold and added a wall. That is what climbing back looks like: it is never one big move, it is denying their scoring while building something they have to answer.

    3 hands-on tests · Core Rules 315.2.b.2, 173, 172
  4. 4

    A full turn: winning it

    The last turn, and the rule that decides whether it is actually the last turn.

    Take the empty one anyway. You cannot score both this turn, so this does not win: you draw a card instead. But you now control a battlefield, and if it survives their turn you Hold it at the start of yours and that does win. One turn slower, and it is the only line that exists.

    Conquering to win needs every battlefield in one turn. Holding to win needs one battlefield that survived a full rotation. Late in a close game, keeping what you have is often easier than taking everything at once.

    3 hands-on tests · Core Rules 466.1.b.1, 466.1.b.2, 480.4, 173

How this section is taught

Play a full turn is 4 lessons and 11 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

144.2 172 173 315.1 315.2 315.2.b.2 315.3.b 315.4 316 317.2.d 466.1.b.1 466.1.b.2 480.4

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.

All thirteen sections