01
The turn
Six phases, always in this order. Scoring happens at the START of your turn — you hold battlefields through everyone else's turns to get paid.
- 1
Awaken
Ready everything you control — units, gear, runes, your Legend. Everything that was exhausted stands back up. - 2
Beginning
Start-of-turn effects happen, Temporary permanents die, and then you score 1 point for every battlefield you control (a Hold). This is where patience pays out. - 3
Channel
Channel 2 runes from your Rune Deck. They enter ready. - 4
Draw
Draw 1 card. If your Main Deck is empty you Burn Out first — an opponent of your choice gains a point, your trash reshuffles into a new deck — and then you still draw. - 5
Main
First, every player's Rune Pool empties. Then do things in any order: play cards, move units, activate abilities, start fights. Combats and showdowns happen inside this phase. - 6
Ending
End-of-turn effects trigger, then everything winds down: all units heal fully, "this turn" effects expire, stuns wear off, and every rune pool empties. The next player becomes the turn player.
Scoring is at the start of your turn, before you channel or draw. Taking a battlefield does nothing at your own end of turn unless you can keep it — every opponent gets a full turn to knock you off it before it pays a Hold point.
02
Scoring & winning
Conquer battlefields to score now; hold them to score every turn. The last point has a special rule.
- Conquer — you take control of a battlefield you haven't scored this turn: 1 point, immediately.
- Hold — at the start of your turn, each battlefield you still control: 1 point.
- Each battlefield pays each player at most once per turn, by either route.
- Battlefields' own "Conquer" and "Hold" abilities fire when you score them — at most once per turn too.
- Some cards grant points directly, and an opponent Burning Out hands you a point if they pick you.
The Final Point restriction: when a Conquer would put you at the Victory Score, it only counts if you have scored every battlefield this turn. Otherwise you draw a card instead of gaining the point. Hold points and points from card effects are exempt — they always count.
In practice: you can't snipe the winning point off one lucky conquer. The conquest win means running the whole table in one turn — otherwise your winning point usually arrives by holding a battlefield into the start of your next turn.
What the full rules say
CR 467–476
- The restriction applies while at Victory Score − 1 or higher, and "scored every battlefield" counts both Conquers and Holds this turn.
- Burn Out points cannot be prevented or replaced after the first Burn Out in a sequence — an empty deck and empty trash spiral ends the game.
- Team modes: battlefields a teammate controlled during your Beginning Phase can't be scored by your team that turn.
15
Domande frequenti
Risposte dirette alle domande sulle regole di Riftbound che interrompono più spesso una prima partita, con i riferimenti RUP4 attuali per ogni decisione.
- What happens when I try to draw from an empty Main Deck?
- You Burn Out: complete as much of the draw as possible, recycle your trash into your Main Deck, choose an opponent to gain 1 point, then finish the draw. If both deck and trash remain empty, repeated attempts can cause repeated Burn Outs.
- Regole 431.1.a., 431.2., 431.3.
