416. Add for more information.
5 subsections
400.1. Drawing a card takes a single card from the top of the Main Deck and adds it to the player's Hand.
400.2. This is a Limited Action.
2 subsections
400.3. This action, when instructed, is formatted as "Draw X."
400.4. If a player attempts to draw more cards than are available in their Main Deck , they do the following:
3 subsections
401. Exhaust
5 subsections
402. Ready
3 subsections
403. Recycle
6 subsections
404. Deal
7 subsections
405. Heal
3 subsections
406. Play
4 subsections
407. Move
3 subsections
408. Hide
4 subsections
409. Discard
5 subsections
410. Stun
2 subsections
411. Reveal
4 subsections
412. Counter
3 subsections
413. Buff
3 subsections
414. Banish
5 subsections
415. Kill
6 subsections
417. Channel
4 subsections
418. Burn Out
5 subsections
419. Double
2 subsections
420. Swap
2 subsections
421. Attach
4 subsections
422. Detach
4 subsections
423. Movement
424. Moving is a Limited Action.
3 subsections
425. Moving is defined by the Origin and Destination of the Permanent that is changing locations.
3 subsections
426. Players may choose to move their Units with the Standard Move. See rule 142. for more information on the Standard Move.
427. Spells , Abilities , or other effects may cause a Move to occur.
2 subsections
428. The Destination becomes Contested if it is a Battlefield not controlled by the controller of the Unit or Units that moved.
429. Units may cause a Showdown without a Combat when they Move.
1 subsection
430. Units may cause Combat when they Move.
1 subsection
431. When a Move action is complete, perform a Cleanup.
432. Recalls
433. A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move.
434. Recalls are not Moves.
3 subsections
435. Gear can be Recalled.
1 subsection
436. Recalls do not affect the state of the Permanent being recalled.
1 subsection
437. Combat
438. A Combat occurs when a Cleanup occurs, there are no items on the Chain , and a Battlefield has Units controlled by two opposing players.
439. Combat is considered Staged if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been initiated.
2 subsections
440. Combat can only occur between Units controlled by exactly two players.
3 subsections
441. The Steps of Combat
442. Step 1: The Showdown Step
1 subsection
443. Step 2: The Combat Damage Step
1 subsection
444. Step 3: The Resolution Step
2 subsections
445. Scoring
446. A player Scores in one of two ways:
2 subsections
447. A player may only Score , from either method, once per Battlefield per turn.
448. When a player Scores , two things occur:
2 subsections
449. When a player accrues Points equal to the Victory Score for their Mode of Play , they Win the Game immediately.
450. Layers
451. Layers are the mechanism in which Game Effects alter the Traits, Intrinsic Abilities, or other properties of Game Objects.
452. Layers are an organizational structure.
1 subsection
453. The layers are applied repeatedly until all effects operating on objects have been applied once and no changes have been processed.
3 subsections
454. Layers are applied in the following order:
3 subsections
455. If more than one effect applies to the same Game Object in the Same Layer , or to each other in the same layer, then both effects will apply but their order may be determined by Dependency.
1 subsection
456. To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other.
1 subsection
457. If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects within that layer and sublayer
3 subsections
458. Modes of Play
459. There are multiple methods of playing Riftbound.
460. A Mode of Play must define several variables for the game.
8 subsections
461. Sanctioned Modes
462. 1v1 (Duel)
7 subsections
463. 1v1 (Match)
7 subsections
464. FFA3 (Skirmish)
7 subsections
465. FFA4 (War)
7 subsections
466. 2v2 (Magma Chamber)
8 subsections