Section 5 of 13 · free · no account

Taking ground

Moving costs exhausting. Walking into an empty battlefield scores. Walking into a full one starts a fight.

2lessons
6hands-on tests
7rules cited
Start Taking ground

What this section covers

  1. 1

    Moving out

    Exhaust a unit to send it somewhere. The core action of the game.

    3 Might against 3. Both sides trade, and because they assign first you may still come off worse, but sending one unit alone would simply have handed them a free kill.

    She exhausts to pay for it (rule 144.2) and the battlefield becomes Contested, because she is somewhere you do not control (rule 450).

    3 hands-on tests · Core Rules 144, 450
  2. 2

    Nobody is home

    Taking an undefended battlefield, and what a Showdown really is.

    That makes it a Combat (rule 344.1). Your 1 Might Sentry faces a 3 Might Skulker and it will not end well. Committing one small unit to an unsupported push is how you lose material for nothing.

    The Stalker goes and takes the point. Keeping the Shield unit home means that if they attack it next turn it defends at 3. Sending everything forward wins the ground and loses the board.

    3 hands-on tests · Core Rules 341, 344, 345, 347, 348

How this section is taught

Taking ground 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

144 341 344 345 347 348 450

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.

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