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400. Draw

416. Add for more information.
400.1. Drawing a card takes a single card from the top of the Main Deck and adds it to the player's Hand.
400.2. This is a Limited Action.
400.3. This action, when instructed, is formatted as "Draw X."
400.4. If a player attempts to draw more cards than are available in their Main Deck , they do the following:
401. Exhaust
402. Ready
403. Recycle
404. Deal
405. Heal
406. Play
407. Move
408. Hide
409. Discard
410. Stun
411. Reveal
412. Counter
413. Buff
414. Banish
415. Kill
417. Channel
418. Burn Out
419. Double
420. Swap
421. Attach
422. Detach
423. Movement
424. Moving is a Limited Action.
425. Moving is defined by the Origin and Destination of the Permanent that is changing locations.
426. Players may choose to move their Units with the Standard Move. See rule 142. for more information on the Standard Move.
427. Spells , Abilities , or other effects may cause a Move to occur.
428. The Destination becomes Contested if it is a Battlefield not controlled by the controller of the Unit or Units that moved.
429. Units may cause a Showdown without a Combat when they Move.
430. Units may cause Combat when they Move.
431. When a Move action is complete, perform a Cleanup.
432. Recalls
433. A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move.
434. Recalls are not Moves.
435. Gear can be Recalled.
436. Recalls do not affect the state of the Permanent being recalled.
437. Combat
438. A Combat occurs when a Cleanup occurs, there are no items on the Chain , and a Battlefield has Units controlled by two opposing players.
439. Combat is considered Staged if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been initiated.
440. Combat can only occur between Units controlled by exactly two players.
441. The Steps of Combat
442. Step 1: The Showdown Step
443. Step 2: The Combat Damage Step
444. Step 3: The Resolution Step
445. Scoring
446. A player Scores in one of two ways:
447. A player may only Score , from either method, once per Battlefield per turn.
448. When a player Scores , two things occur:
449. When a player accrues Points equal to the Victory Score for their Mode of Play , they Win the Game immediately.
450. Layers
451. Layers are the mechanism in which Game Effects alter the Traits, Intrinsic Abilities, or other properties of Game Objects.
452. Layers are an organizational structure.
453. The layers are applied repeatedly until all effects operating on objects have been applied once and no changes have been processed.
454. Layers are applied in the following order:
455. If more than one effect applies to the same Game Object in the Same Layer , or to each other in the same layer, then both effects will apply but their order may be determined by Dependency.
456. To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other.
457. If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects within that layer and sublayer
458. Modes of Play
459. There are multiple methods of playing Riftbound.
460. A Mode of Play must define several variables for the game.
461. Sanctioned Modes
462. 1v1 (Duel)
463. 1v1 (Match)
464. FFA3 (Skirmish)
465. FFA4 (War)
466. 2v2 (Magma Chamber)