Learn Riftbound

When can I play this card?

Every Riftbound card answers two questions: is there a showdown going on, and is there a chain open? Pick a card, pick whose turn it is, and the board lights up wherever it can be played. Tap any square for the reason, straight from the Core Rules.

Playable any time you have Priority.

No chain
Chain open
No showdown
Showdown or combat

Yes — Wind Wall, neutral closed, your turn. Reaction, so it can go on top of a chain that's already open — it resolves first.

1

The chain: last in, first out

Playing a card puts it on the chain. While anything is on the chain, only Reactions can join it. Priority goes around the table; when everyone passes in a row, the newest item resolves, then the next.

Try it: play Falling Star at their unit, pass, have them answer with Discipline, then counter that with Wind Wall. Then start over and let Discipline resolve instead — the unit lives.

Opponent
waiting
The chain empty
Neutral Open

Nothing on the chain. Play Falling Star to start one.

Their unit · 4 Might
You
has Priority
2

Showdowns: take turns with Focus

Moving your units onto a battlefield where an opponent has units starts combat, and combat opens with a showdown. The attacker gets Focus first. The player with Focus plays one Action or Reaction (its chain resolves, then Focus passes) or passes. Two passes in a row end the showdown, and the units fight.

Falling Star won't work here — it has no timing keyword. Cleave will.

You · attacker
4Might
Opponent · defender
5Might
3

Keywords that change when you can play

Timing keywords only give permission — they never change what a card does. Everything else about the card stays the same, including where a unit can go.

Falling Star

No timing keyword

Your turn, when nothing else is going on.

  • You need Priority, no showdown and no chain. That's the Main Phase between everything else.
  • Units go to your base or a battlefield you control.
  • Units and gear land the moment they're finalized — nobody can respond in between. Their “When you play me” abilities still go on the chain, and those can be answered.
Disintegrate

Action

Your turn, plus any showdown — yours or theirs.

  • In a showdown you play it when you have Focus and no chain is open.
  • Action never lets you add to a chain. Once something is on the chain, only Reactions can join.
Wind Wall

Reaction

Any time you have Priority — including on top of a chain.

  • Whatever is played last resolves first, so a Reaction answers what's already on the chain.
  • A unit with Reaction still goes only to your base or a battlefield you control.
Long Sword

Quick-Draw

Reaction timing, then it attaches itself.

  • It's short for Reaction plus “When you play this, attach it to a unit you control.”
  • Its Equip ability is a separate activated ability with normal timing — Quick-Draw is what lets you suit up mid-fight.
Chakram Dancer

Ambush

Reaction timing — when played to a battlefield where you already have units.

  • Played anywhere else, it's an ordinary unit with normal timing.
  • It's how a defender drops a surprise blocker into a fight.
Block

Hidden

Hide it on your turn; play it from facedown from your next turn on, at Reaction speed, for free.

  • Hiding costs one Power of any domain, needs no chain to be open, and puts it facedown at a battlefield you control (one per battlefield).
  • Playing it from facedown ignores its base cost and opens a chain like any play. A hidden unit or gear can only be played at that battlefield.
  • You can also just play it from your hand at its normal timing and cost.

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