Gameplay Basics
What Changes in a Two-Versus-Two Game?
Magma Chamber shares points and victory, while players keep separate control of their cards and separate XP.
RiftPal explanation · Answer first
The short answer
In Magma ChamberThe two-versus-two mode. Teams share points, win or lose together, and use a Victory Score of 11. Players keep separate control of their cards and separate XP.View in Glossary , two teams of two share points and use 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 11. TeammateA player on your team. Their cards count as friendly to yours, but you do not share control of cards or XP.View in Glossary win or lose together, but do not share control of cards or XPA personal resource a player gains and spends as instructed. Keep the total visible; teammates do not share XP.View in Glossary . Take turns alternating teams.
RiftPal explanation
How it works
Setup: teammates must bring different Champion Legends and cannot bring the same battlefields as each other. The first player contributes no battlefield; each other player randomly supplies one of their three. Reveal the three together. Turn order is first player, opponent, teammate, other opponent. The first player skips their first Draw Phase card draw; the last player channels one extra Rune in their first Channel Phase only.
Card reference
Captain Farron
Working together: on your turn, you may invite your teammate to play a spell or activate an ability using your 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 , including one without Action or Reaction when that timing permits it. This does not give them a general permission to play units on your turn. "FriendlyDescribes something controlled by you or a teammate, from the perspective of the card or ability referring to it.View in Glossary " includes both players' cards; "you control" still means your own. You cannot issue a Standard Move to your teammate's unit or hide a card at a battlefield they control. Your units also cannot move to a battlefield occupied by your teammate's units; an instructed move to that invalid destination becomes a RecallRecall means moving a permanent back to its controller's Base.View in Glossary .
Unit
Captain Farron
Other friendly units here have [Assault]. (+1 [Might] while they're attackers.)
Scoring: any points gained or lost affect the shared team score. A battlefield your teammate controlled during the Beginning Phase scoring step cannot be scored by your team that turn, even if they leave and you take it.
For a Final Point from ConquerConquer means taking control of a Battlefield you did not already control and Scoring it for the turn.View in Glossary , you must score every battlefield that turn except those your teammate occupied during that turn's Beginning Phase scoring step. The other Final Point rules still apply. Winning by points requires your team to reach at least 11 and be ahead of the opposing team when Cleanup checks.
Keep XPA personal resource a player gains and spends as instructed. Keep the total visible; teammates do not share XP.View in Glossary separate. Hands also remain private, although you may voluntarily show yours to your teammate. Showing it this way is not the Reveal game action. If either teammate concedes or loses, the whole team loses.
The special Final Point exemption applies during your turn or your teammate’s turn. During an opponent’s turn, use the usual Final Point Conquer requirement without that teammate-occupation exemption.
In practice
Example
At your Beginning Phase scoring step, your teammate occupies one battlefield. That battlefield is excluded from your Final Point Conquer requirement this turn. You must still score the other two battlefields that turn to gain that Final Point through Conquer.
