Getting Started
Your First Turns in Riftbound
Build resources, get units into play, and prepare to contest Battlefields during your first turns.
Guide overview
What you’ll learn
- Understand what you are trying to accomplish during your first turns.
- Connect resources, units, movement, Combat, and Battlefield scoring.
Guide content
Understand the concept
Your first turns are about building your resources, getting units into play, and preparing to contest Battlefields. This guide walks through those goals without covering every possible card or strategy.
Build Your Resources
As the game begins, you'll gradually bring RuneRunes are your resources for paying for cards and abilities. They come from a separate Rune Deck and are brought into play as the game progresses.View in Glossary into play. They give you the resources you need to play cards and use abilities, and having more runes available gives you more options during your turn.
When you use your runes, you'll often Exhaust them to pay for what you want to play. Some more specific costs can instead require you to Recycle runes back into your Rune Deck.
Early in the game, you're usually building up these resources while deciding which cards you want to play.
Get Units Into Play
Units are the characters you'll use to move around the board, contest Battlefields, and fight your opponent's units.
Units normally enter play Exhausted, which means a unit you just played usually isn't immediately available for something that requires it to Exhaust.
At the start of your next turn, it normally becomes Ready, giving you more options for what to do with it.
Start Moving Toward Battlefields
Once your units are Ready, you can start using them to contest Battlefields.
A Standard MoveA Standard Move is the normal way a unit moves between its Base and a Battlefield.View in Glossary normally lets a unit move from your Base to a Battlefield, or from a Battlefield back to your Base. Making that move Exhausts the unit.
Getting units onto Battlefields matters because that's where you'll compete for control and create opportunities to score points.
Fight for Control
When opposing players contest the same Battlefield, a Showdown can lead to CombatCombat is the part of play where opposing players' units fight for the same Battlefield.View in Glossary .
During Combat, your units' Might helps determine both how much damage your side can deal and how much damage your units can take before being defeated. Abilities and other effects can also influence how the fight plays out.
Winning that fight can let you take control of the Battlefield and Conquer it.
Turn Control Into Points
Taking a Battlefield is useful because Battlefields are one of the main ways you score.
When you successfully take control of one, you can Conquer it and score a point. If you keep control until your next turn begins, you can HoldHold means Scoring a Battlefield you already control during the Beginning Phase of your turn.View in Glossary it and score again.
Keep that control for longer, and the same Battlefield can continue scoring through Hold on later turns.
Keep the Goal in Mind
All of these actions ultimately help you work toward the same goal: reaching the Victory Score while staying ahead of your opponents.
In a standard game, that normally means reaching 8 points and having more points than every opponent.
You don't need to rush every Battlefield immediately. Your cards, resources, units, and the current board will determine how you choose to work toward that goal.
Keep in mind
Key points
- Build available resources with Runes.
- Play Units and let them become Ready.
- Move Units toward Battlefields.
- Fight opposing Units when control is contested.
- Conquer and Hold to score.
- Build toward the Victory Score.
In practice
Example
You begin building your resources and play a unit to your Base. Once that unit becomes Ready, you can use a Standard Move to send it to a Battlefield. If your opponent contests that Battlefield, you may have to fight for control. Winning the Combat can let you Conquer the Battlefield and score. If you still control it when your next turn begins, you can Hold it and score again.
