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Section 400
Last Updated: 2026-10-09
400. Playing or activating Abilities follows the same steps of playing cards.
Save
Cancel
416.
Ready
401.
Abilities when added to the Chain become Pending Items until they complete the steps of Playing.
402.
1. Activate or trigger the Ability
403.
2. Make relevant choices
404.
3. Determine Total Cost
405.
4. Pay Costs
406.
5. Check Legality
407.
6. Proceed with Play
409.
Game Actions are actions players may perform at any given time during the game.
410.
A player, unless otherwise specified or prompted, may only perform actions on their turn.
411.
There are two types of Game Actions:
412.
Responsibility
413.
Types of Actions (A Non-Exhaustive List)
414.
Draw
415.
Exhaust
417.
Recycle
418.
Deal
419.
Heal
420.
Play
421.
Move
422.
Hide
423.
Discard
424.
Stun
425.
Reveal
426.
Counter
427.
Buff
428.
Banish
429.
Kill
430.
Add
431.
Channel
432.
Burn Out
433.
Double
434.
Swap
435.
Attach
436.
Detach
437.
Predict
438.
Prevent
439.
Replace
440.
Create
441.
Burn
442.
Empower
443.
Disempower
444.
Skip
445.
Pay
446.
Copy
448.
Moving is a Limited Action.
449.
Moving is defined by the Origin and Destination of the Permanent that is changing locations.
450.
Players may choose to move their Units with the Standard Move. See rule
144
. for more information on the Standard Move.
451.
Spells, Abilities, or other effects may cause a Move to occur.
452.
The Destination becomes Contested if it is an Uncontested Battlefield not controlled by the controller of the Unit or Units that moved.
453.
Units may cause a Non-Combat Showdown when they Move. See rule
341
. Showdowns for more information.
454.
Units may cause Combat when they Move. See rule
461
. Combat for more information.
455.
When a Move action is complete, perform a Cleanup.
456.
Recalls
457.
A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move.
458.
Recalls are not Moves.
459.
Gear can be Recalled.
460.
Recalls do not affect the state of the Permanent being recalled.
462.
A Combat occurs when a Cleanup occurs, there are no items on the Chain, there is a staged Combat at a Battlefield, and no Showdown or Combat is ongoing at any other Battlefield. See rule 318. Cleanups for more information.
463.
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.
464.
Combat can only occur between Units controlled by exactly two players.
466.
Step 1:
The Combat Showdown Step
408.
Game Actions
447.
Movement
461.
Combat
465.
The Steps of Combat
467.
Step 2:
The Combat Damage Step
468.
Step 3:
The Resolution Step
469.
Scoring
470.
Scoring is the act of a Player seizing or maintaining control over Battlefields they have not yet Scored this turn.
471.
A player Scores in one of two ways:
472.
A player may only Score, from either method, once per Battlefield per turn.
473.
When a player Scores, two things occur:
474.
When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than every opponent, they Win the Game.
475.
Layers
476.
Layers are the mechanism in which Game Effects alter the Traits, Intrinsic Abilities, or other properties of Game Objects.
477.
Layers are an organizational structure.
478.
The layers are applied repeatedly until all effects operating on an object have been applied once and no changes have been processed.
479.
Layers are applied in the following order:
480.
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.
481.
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. Example:
A unit with 4 [M] is under the effects of a passive ability that reads "Units you control here have their Might increased to 5 [M]." Its controller plays Discipline on the unit, giving it +2 [M]. When applying Layer alterations, both effects are applied in the same layer. If we apply the passive ability first, the passive ability will give +1 [M] while the Discipline effect will give +2 [M]. If we apply them in the other order, the Discipline effect will give +2 [M], and the passive ability will give +0 [M]. The passive ability is altered by the sequence of applications, so it depends on the Discipline effect.
482.
If more than one effect applies to the same Game Object in the same layer but no dependency is established, then Timestamp order is applied to the effects within that layer and sublayer
483.
Modes of Play
484.
There are multiple methods of playing Riftbound.
485.
A Mode of Play must define several variables for the game.
486.
Sanctioned Modes
487.
1v1 (Duel)
488.
1v1 (Match)
489.
FFA3 (Skirmish)
490.
FFA4 (War)
491.
2v2 (Magma Chamber)
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