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How to Play

The board, the turn, the card types and every keyword — before you play a single game.

A card game with a board

Most trading card games line the two sides up facing each other. Riftborn Tactics puts your creatures on a 7×7 grid instead. They enter play at your corners, walk out across the board, and fight over ground — where a creature is standing decides what it can reach and what can reach it.

Each turn you collect Resources equal to your level, spend them on cards, move and attack with the creatures you already have, and try to bring your opponent to zero Health. The full rules are on this page. Nothing is held back for sign-up.

Your summoning tiles Your opponent’s Towers

The modes

Standard is where everyone starts. Blitz and Guardian unlock after ten Standard games.

Alliance Coming Soon Not released yet.

The Board

Standard is played on a 7×7 board. You sit at the bottom of it and your opponent at the top. Your two summoning tiles are the two bottom corners, which is where you play your creatures.

Two towers sit halfway up the left and right edges, the same distance from both players. Whoever captures a tower with a creature extra experience at the start of their turns, so most games are decided by who takes them and who can hold them.

Levels, Experience, and Resources

You earn experience every turn, and more of it for playing cards, killing your opponent's creatures and holding towers. Enough experience raises your level.

Your level is your income: at the start of each turn you get that many Resources to spend, and anything you do not spend is gone when the turn ends.

Card Types

  • Creatures: enter play on one of your summoning tiles. Once on the board they can move and attack.
  • Spells: resolve once and are then discarded. They deal damage, provide healing, grant buffs, or move creatures around.
  • Weapons and Armour: equip to your player. Weapons let you attack directly; armour keeps you alive longer.

On Your Turn

  • Collect Resources equal to your level.
  • Play cards from your hand by spending them.
  • Move creatures, and attack with them.
  • End the turn. Unspent Resources do not carry over.

Other Mechanics

  • Retaliation: a creature that is attacked hits back for half its current Attack, rounded down. Attacking a healthy creature costs you something.
  • Attack of Opportunity: walking a creature out from beside an enemy takes half that enemy's Attack, rounded down. Disengaging is not free.
  • Tokens: small counters that sit on a creature.
    • Rage: +1 Attack
    • Health: +1 Health
    • Weakness: −1 Attack
    • Decay: −1 Health

How to Win

Bring your opponent to 0 Health. Nothing else ends the game.

Every keyword

These appear on card text throughout the game. The same table is available from the card catalog.

Keywords

Keyword Trigger Description
AURA(X) Always Active Applies a continuous effect to all friendly creatures within X tiles.
BLOCK On Attack Prevents Retaliation damage when attacking.
CHARM As Action Target adjacent creature cannot attack on their next turn.
DASH(X) On Move Creature can move up to X tiles per turn instead of only 1.
DEPLETED When Played When played, the card is removed from the game instead of going to the discard pile.
DORMANT Always Active Creature cannot move, use actions, give Attacks of Opportunity, or Retaliate
DOUBLE ATTACK On Attack Attack twice, with the second attack further defined per creature. Retaliation damage is receieved for each attack and both attacks go to the same target, unless stated otherwise.
DRAW(X) When Played Draw X cards from your deck.
FLIGHT Always Active Creature can move over and on top of any other creature without FLIGHT. Creatures with FLIGHT cannot be attacked by non-RANGE creatures in a different tile.
HASTE When Played Creature is able to use its action on the same turn it is played.
HEAL(X) As Action Restore X Health to target adjacent creature or player.
HERO Always Active You may only have a single copy of a card with HERO in your deck, but can have multiple different HERO cards in the deck.
MAGIC Always Active Does MAGIC damage when they attack, bypassing RESISTANCE.
MORALE(X) Always Active/As Action Friendly adjacent creatures receive +X Attack, but using the creatures action can change it to grant +X Health instead.
PACIFIST Always Active Creature cannot attack.
PACIFY As Action Target adjacent creature cannot use their action on their next turn.
PIERCE(X) When Attacked Up to X amount of Retaliation damage bypasses BLOCK.
RAGE(X) After Damage Received Creature gains X Rage tokens when it takes damage.
RANGE(X) On attack Creature can attack targets up to X tiles away.
READY(X) As Action Creature increases the damage of its next attack by X.
REGEN(X) End of Turn Creature heals for X at the end of its turn.
RELENTLESS After Damage Dealt When this creature defeats an enemy creature, it automatically moves to the defeated creature's tile.
RESISTANCE When Damaged Takes half damage (rounded down) from non-MAGIC attacks, Attacks of Opportunity, and Retaliation.
ROOTED Always Active Creature cannot move.
SCRY(X) When Played Look at the top X cards of your deck and return them in any order.
SIPHON After Damage Dealt Heal for the amount of damage dealt. Does not trigger on Retaliation.
SPELL As Action Further defined per creature.
SPY(X) When Played Look at the top X cards of your opponent's deck and return them in the same order.
STEALTH When Played Creature enters the field face-down and flips face-up when using its action, if its attacked, or if one of its effects are triggered (eg TRICK). Creatures with STEALTH can only be attacked by adjacent creatures.
SUMMON(X) As Action Place X of the defined creature(s) adjacent to the creature using the action.
SWARM(X) Always Active The creature's Attack and Health are multipled by X and it loses all other keywords.
TRANSFORM As Action Creature is discarded and replaced with the defined Token creature.
TRICK When Played/Always Active When played, the player may choose an unchosen Trick card to play face-down near the board. If the conditions on a played Trick card are met, the owner removes it from play and chooses a TRICK effect from one of their living creatures with TRICK to activate. TRICK abilities can be activated any number of times.
UNDEATH On Death For each UNDEATH, the creature returns to life with 1 Health. Each UNDEATH on a creature can only trigger once for that creature. A creature with UNDEATH is only considered killed and grants experience once all UNDEATH on the creature have been resolved or removed.
VANGUARD Always Active Creature does full damage when delivering Retaliation or an Attack of Opportunity.

Ready to take the field?

Making an account takes a minute. You start with gold, a tutorial that walks you through your first decks, and a practice opponent to try them against before you queue for real.