Poracle

Spelbegrip per concept

De flow van het spel, gedistilleerd uit de officiële regels en door de beheerder goedgekeurd. De regels zelf blijven normatief — elke alinea verwijst naar de §-secties waarop hij is gebaseerd. Speltermen blijven Engels, zoals ze op de kaarten en in de officiële regels staan.

De beurtstructuur

Turn order is established at the very start of the game as a repeating set of all players, forming a looping queue that cycles indefinitely until the game ends (§116.1, §116.1.c, §736). Play begins with the First Player taking the first turn (§119), and from that point the queue advances automatically through each player in sequence, without interruption. Each turn moves through a fixed sequence of phases. After all steps of the Start of Turn phase have been completed, the Main Phase begins (§316.1). Once the Main Phase concludes, play proceeds to the Ending Phase (§316.6.b), where Game Effects tied to the end of the turn are then resolved (§317.1.a). Only once a player has reached the end of all phases of their turn does the Turn Player designation pass to the next player in the queue (§306). A crucial distinction governs how players act within this structure: the phases themselves are rigid and must occur in their established order, but the actions a player takes during the steps within those phases may be performed in any order unless a rule specifies otherwise (§303). Players therefore have meaningful flexibility inside a phase, but cannot skip ahead to or return to an earlier one — the phase sequence is locked. The most common misconception is that the Turn Player can change before all phases are fully completed. This is incorrect: the designation shifts only after the current Turn Player has passed through every phase of their turn (§306). In certain game setups, the team that earned a relevant decision may choose where within the established turn-order positions play begins (§603.7.c), but once that starting point is determined, the looping queue runs forward without deviation for the remainder of the game.

Nog geen Nederlandse weergave — dit is de canonieke Engelse tekst.

Gebaseerd op: § 116.1.c§ 736§ 316.1§ 116.1§ 306§ 303§ 317.1.a§ 316.6.b§ 119§ 603.7.c

Battlefields veroveren en punten scoren

Control over a battlefield is established through the course of play (§187.1). Moving a unit to an unoccupied battlefield immediately grants control (§13). Scoring is the act of gaining a point by seizing or maintaining that control (§463), and a Conquer occurs whenever a player gains control of a battlefield they had not yet scored that same turn (§464.1). When you move units onto a battlefield held by an opponent, combat begins (§13). The sequence matters: "When I defend" abilities resolve first, then "When I attack" (§13). Players may play hidden actions or cards, and whenever a spell or ability is used, either player may use Reactions before it resolves — Reactions are settled before the original effect (§13). Only after all participating players have passed does the fight occur (§14). Each player totals the Might of their units and distributes that much damage among enemy units (§14). Lethal damage must be assigned to one unit before any can go to another, and units with TANK must receive damage first (§14). All damage is dealt simultaneously; units whose damage equals or exceeds their Might are destroyed, and then every unit at every location heals (§14). Damage does not reduce Might — a unit with 5 damage still deals its full Might value (§14). If only attackers survive, the attacker conquers the battlefield and scores 1 point; if any defenders remain, no conquer occurs and surviving attackers return to base (§14). Establishing control triggers a Conquer only if that player has not yet scored that battlefield this turn (§461.5.d). The most common misconception concerns the Winning Point. A player cannot win simply by conquering one final battlefield (§14). The final point can come from holding a battlefield already under control, or — if achieved through Conquer — only when every battlefield is scored in that same turn, excepting any occupied by an ally during the turn's Beginning Phase (§484.8.f). A Conquer that falls short of that complete sweep yields a card draw instead (§466.1.b). The game ends at cleanup when a player's total meets or exceeds the Victory Score and they hold more points than any opponent (§467).

Nog geen Nederlandse weergave — dit is de canonieke Engelse tekst.

Gebaseerd op: § 13§ 463§ 466.1.b§ 14§ 484.8.f§ 461.5.d§ 464.1§ 464.1.b§ 187.1§ 467

Combat en showdowns

Combat begins the moment units controlled by opposing players are present at the same Battlefield (§316.4.a). The most common way this arises is through movement: units may cause Combat when they Move onto an occupied Battlefield (§447). As soon as Combat opens, it must include a Showdown (§316.4.f) — specifically, a Combat Showdown. Either Combat opens directly with one, or, if a Showdown is already in progress at that moment, that existing Showdown becomes the Combat Showdown rather than a new one being created (§459.2). Because a Showdown occurs whenever Combat occurs (§316.5.a), and that Showdown is a Sub-Phase of Combat (§316.5.a), the two are inseparable in practice: Combat cannot exist without its accompanying Showdown. While either is active, the turn is considered to be in a Showdown State (§308.1), which signals to both players that the game is in a heightened, time-sensitive phase. The Showdown is where the outcome is settled. When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might at that precise moment (§460.2.1). This means any change to a unit's Might that takes place before the Showdown closes will directly affect the final damage calculation. Spells, units, abilities, and other game effects may all Deal Damage to units during this window as well (§417.1), and Battlefields themselves can be targeted by spells or game effects (§169.7), so neither the combatants nor the location of the fight are beyond reach. The most common misconception is that opening Combat always produces a brand-new Showdown. In reality, if a Showdown is already underway when Combat opens, that Showdown is converted into the Combat Showdown (§459.2) — it is not discarded and replaced, but simply assumes the Combat Showdown role going forward.

Nog geen Nederlandse weergave — dit is de canonieke Engelse tekst.

Gebaseerd op: § 316.4.f§ 316.5.a§ 459.2§ 447§ 316.4.a§ 308.1§ 169.7§ 417.1§ 460.2

Zones en de stroom van kaarten

Every player's card pool is divided into six non-board zones: the Main Deck, the Rune Deck, the Trash, the Hand, the Chosen Champion zone, and the Banishment (§056.1). Each player maintains their own separate set of these zones, including a dedicated Champion Zone (§108.3.a). Before play begins, each player shuffles their decks separately and places them into their respective zones (§115). Most cards start in the Main Deck, but a Chosen Champion begins the game already placed in the Champion Zone rather than the deck (§133.4). Because the Champion Zone is populated before the first turn, and because all cards there are Public Information, both players can observe its contents at any time throughout the game (§108.3.e). As the game unfolds, cards move between zones through play and effects. Zone placement is itself part of the process of being played (§328.1). A rule that governs all non-board zone movement is that a card always goes to its owner's corresponding zone, never an opponent's (§056.2). This means that regardless of which effect causes a card to move, it cannot end up in a zone belonging to the wrong player. Banishment is handled distinctly from other zone transitions. When a card is Banished, it is placed directly into the Banishment zone from its origin, with no intermediate steps involved (§427.2). The Hand, while normally private in practice, is a full zone in the rules sense: it can be targeted as a zone, and cards within it can be affected by spells and effects when those effects specifically say so (§108.7.e). A common misconception is that cards in the Hand are entirely beyond the reach of game effects, but the rules make clear this is not the case.

Nog geen Nederlandse weergave — dit is de canonieke Engelse tekst.

Gebaseerd op: § 108.3§ 056.1§ 108.3.e§ 115§ 056.2§ 108.3.a§ 427.2§ 328.1§ 108.7.e§ 133.4

Spells en gear

When a Gear card is played, it transitions from being a card into a Game Object (§351.1), and unlike many other permanents, it enters play in the Ready state (§149.1). This means Gear is immediately available for use the moment it resolves — players should not assume it needs to wait a turn before it can act. Activated Abilities may be present on Gear (§150), and more broadly, Activated Abilities can appear on Game Objects as well as on some Spells (§379). This dual presence is worth noting: a Spell does not need to become a permanent to carry an Activated Ability. Both Gear and Spells use the self-referential term "this" when their text needs to point back to the specific card generating the effect (§053.2). This anchors each ability to that individual card rather than to any broader category of cards sharing the same name. When multiple actions are taken, each Game Action of any nature is performed one at a time and must be executed completely before the next one begins (§303.1). Specific effects and abilities will themselves reference the precise timing and phase in which they apply (§317.1.b), so ability text must be read carefully to determine when any given ability may legally be used. A common source of confusion involves Add abilities — those that grant resources. Spells, triggered abilities, and activated abilities that Add resources finalize immediately rather than waiting behind other pending effects (§429.2). More specifically, when an Add ability is activated, it immediately finalizes and resolves even if that activation occurs during the resolution of another spell or ability (§429.3.a). Players who expect all ability types to resolve in strict sequence are often surprised to find that resource-adding effects jump ahead of whatever is currently resolving, making resource generation one of the fastest interactions in the game.

Nog geen Nederlandse weergave — dit is de canonieke Engelse tekst.

Gebaseerd op: § 429.2§ 811.1.a§ 351.1§ 317.1.b§ 429.3.a§ 379§ 150§ 053.2§ 149.1§ 303.1

De kernkeywords in de praktijk

Keywords in Riftbound TCG are first recognized visually: any word with a colored highlight behind it is a keyword (§801.2), and a keyword can itself function as an ability (§801.1). Knowing which category a keyword belongs to tells you immediately when and how it operates during play, which is the essential first step before resolving any interaction. Passive Ability keywords apply without requiring any triggering event. Deflect (§809.1), Shield (§814.1), and Tank (§815.1) all fall into this category, meaning they are continuously in effect by virtue of being passive. A frequent misconception is that these keywords activate in response to something — they do not. They are simply present and working at all times. Triggered Ability keywords, by contrast, only function once a specific trigger condition is met. Deathknell (§808.1), Hunt (§823.1), and Temporary (§816.1) all belong to this category. Players who treat these as always-on passive effects will misplay them — unlike the passive group above, triggered keywords wait for their condition before doing anything. Legion (§812.1) is classified as a Dependent Keyword, which sets it apart from both passive and triggered keywords. Its function relies on an external dependency rather than applying continuously or responding to a trigger independently. Hidden (§811.1) occupies its own space: it is a keyword that acts as a prerequisite to perform the Hide Discretionary Action. Unlike triggered or passive keywords, Hidden does not add an effect by itself — instead, having it is a requirement that must be satisfied before the Hide action can be attempted at all. The most common error here is players attempting the Hide action on cards that do not have Hidden, which the prerequisite structure of the rule does not allow.

Nog geen Nederlandse weergave — dit is de canonieke Engelse tekst.

Gebaseerd op: § 808.1§ 815.1§ 812.1§ 801.1§ 816.1§ 809.1§ 811.1§ 814.1§ 801.2§ 823.1

Golden en Silver Rules: wat gaat vóór

The fundamental precedence structure in Riftbound rests on two layered principles. The Golden Rule establishes that whenever a card fundamentally contradicts the general rules, the card's text is what holds true (§002). This means the Rules Text of a card — the section that describes how it affects the game (§135.1) — overrides the rulebook the moment a genuine conflict arises. Players should work through any apparent contradiction by first confirming it is a real contradiction, not merely a difference in vocabulary; card text is written in its own terminology and must be interpreted through the rules framework, not as if it were text within the rules themselves (§051). The Silver Rule adds a second layer specifically for card-versus-card conflicts: a card that forbids or prevents an action supersedes a card that allows or permits that same action or effect (§054.1). This is the most common source of confusion — players frequently assume the most recently played card or the more specific card wins, but prohibition defeats permission regardless of timing or specificity. Some cards carry Effect Text in a separate section below the Rules Text (§136.1). Both sections can influence the game, but recognising which section you are reading matters when determining how the Golden and Silver Rules apply to a particular line of text. For competitive play, a further layer sits above all of this: when this document and the Riftbound Core Rules conflict or diverge, this document takes precedence in competition settings (§104.1). The practical priority chain therefore runs from the competition supplement document, through prohibiting card text, through permitting card text, down to the Core Rules. The flow in practice is: identify the conflict, determine whether it is a card-versus-rules conflict (§002 applies) or a card-versus-card conflict (§054.1 applies), read all card text through the interpretive lens of §051, and then resolve.

Nog geen Nederlandse weergave — dit is de canonieke Engelse tekst.

Gebaseerd op: § 000§ 002§ 054.1§ 104.1§ 051§ 135.1§ 478.6§ 136.1§ 135.2.e§ 603.7.c