Section 3 of 13 · free · no account

Your turn

Five phases in order, what readies when, and paying for a card before you play it.

2lessons
4hands-on tests
6rules cited
Start Your turn

What this section covers

  1. 1

    The five phases

    Always the same order, and only one where you decide anything.

    The two leftover energy vanished. Rune pools empty at the end of every turn (rule 317.2.d), so energy never carries. Runes carry, energy does not.

    No structure at all (rule 316.5): play cards, move units, activate abilities, in any order. Every other phase happens to you.

    2 hands-on tests · Core Rules 315, 316, 317
  2. 2

    Playing a unit, in the right order

    Pay first, then play. Get it wrong and you start again.

    Pools empty at end of turn (rule 317.2.d). Planning your turn so that little is wasted is a real skill in a game where you only get two runes a turn.

    It arrives exhausted (rule 143.4), and you chose where it landed. By default that is your base or a battlefield you already control (rule 355.2.a).

    2 hands-on tests · Core Rules 143.4, 463, 355.2

How this section is taught

Your turn is 2 lessons and 4 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

143.4 315 316 317 355.2 463

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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