Gameplay Basics
How Do Three- and Four-Player Games Work?
Skirmish and War are free-for-all games with three battlefields. Everyone can respond, but each combat still involves only two players.
RiftPal explanation · Answer first
The short answer
SkirmishThe three-player free-for-all mode. It uses three battlefields, one randomly contributed by each player, and a Victory Score of 8.View in Glossary is a three-player free-for-all; WarThe four-player free-for-all mode. It uses three battlefields, contributed randomly by everyone except the first player, and a Victory Score of 8.View in Glossary is a four-player free-for-all. Both use three battlefields and a Victory ScoreThe point threshold for winning in a mode. A player or team must also be ahead of every opponent when Cleanup checks for a winner. Standard Duel, Match and free-for-all games use 8; Magma Chamber uses 11.View in Glossary of 8. The first player skips their first Draw Phase card draw, and the last player channels one extra Rune during their first Channel Phase.
RiftPal explanation
How it works
Choose the first player by an agreed fair random method; Turn OrderThe repeating player order established for the game. It governs regular turns and procedures such as passing Priority. An additional turn changes the queue of upcoming turns without changing this player order.View in Glossary normally runs clockwise. In Skirmish, everyone randomly selects one of their three battlefields. In War, the first player contributes none and each other player randomly selects one. Reveal and place the three selected battlefields together. Everyone still gets their opening hand and Mulligan.
The draw and Rune adjustments happen only on those players' first turns. Play one game. Winning by points still requires at least 8 points and more than every opponent when Cleanup checks.
Everyone gets their normal opportunities to respond, even to a fight between other players. PriorityThe right to take a legal action now. Only one player can have Priority at a time, and having it does not remove a card or ability's timing restrictions.View in Glossary passes in turn order; everyone must pass in sequence for the next Chain item to resolve. Passing FocusThe opportunity to act in a Showdown when the Chain is empty. Gaining Focus also gives Priority; you need both to act. Passing Priority during a Chain does not itself pass Focus.View in Glossary around the table follows the usual ShowdownA Showdown is a structured opportunity for players to act when a Battlefield is contested.View in Glossary rules.
Combat still has exactly two opposing players. Once combat is staged or underway, a third player cannot move or play units into that battlefield. If an effect requires such a move, RecallRecall means moving a permanent back to its controller's Base.View in Glossary the unit instead; if it requires playing a unit there, play it to its controller's Base instead. Any subsequent "here" in that play effect refers to that Base. You cannot choose a play that would create a three-player combat.
If establishing attackers and defenders creates triggers, put the attacker's triggers on the Chain first, then the other non-defenders' in turn order, and the defender's last.
In practice
Example
In War, player A takes the first turn and supplies no battlefield. B, C and D each randomly supply one. A does not draw in their first Draw Phase; D channels one extra Rune in their first Channel Phase. Later turns use the normal draw and channel amounts.
