Last Updated: 2026-07-16

700. Additional Rules

701. Buffs
702. Buffs are counters placed on Units.
703. Each Buff individually contributes +1 Might to a Unit.
704. Buffs are Game Objects and may be referenced, counted, or affected by other effects as specified.
705. If a Unit leaves play, remove all Buffs from it.
706. Mighty
707. Mighty is a description that applies to some units. Other game effects can check whether a unit is Mighty.
708. A Unit "is Mighty" as long as its Might is 5 or greater.
709. A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater. Example: A Unit with Might 4 that gets +1 [M] becomes Mighty. Example: A Unit with Might 5 that gets +1 [M] does not become Mighty, because it was already Mighty.
710. Units on the board are evaluated according to their current Might. Example: A unit with a base Might of 3 is targeted by a spell that reads "A unit gets +3 [M] this turn." As that spell resolves, its Might changes from 3 to 6, and it becomes Mighty. When that effect expires at the end of the turn, it will no longer be Mighty.
711. Units in Non-Board Zones are evaluated according to their printed Might. Example: A unit in the trash is Mighty if its printed Might is 5 or greater. It doesn't matter if there were effects raising or lowering its might while it was on the board.
712. Bonus Damage
713. Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of Damage that the action is distributing.
714. If more than one instance of Bonus Damage is applied or granted to a Deal action, all instances are summed and applied once.
715. Bonus Damage applies to the total damage Dealt by one instance of the action.
717. Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one card to become Attached and the other to become A Top-Most Card. See rule 434. Attach for more information.
718. Attached is the state of a card being linked to another card in this way.
719. A Top-Most Card is a card that has one or more cards linked to it through the process of Attaching.
720. Inactive
722. Inactive text is still present on cards.
723. Rules Text is never Inactive by default.
724. Effect Text is Inactive unless the card with the Effect Text is Attached.
725. Inactive text can partially cease to be Inactive under specific circumstances and exceptions.
726. Dependent Keywords
727. Keywords can be Dependent Keywords
728. XP
729. XP is a resource that is accrued, spent, or otherwise modified by Players through the course of play.
730. XP can be Gained and Spent.
731. XP is not a Game Object.
732. XP is not shared between Allies in Game Modes with Teammates.
733. There is no limit to an amount of XP a player can accrue.
734. Additional Turns
735. Certain Game Effects will instruct a player to "take a turn after this." These effects create a temporary Additional Turn owned by that player that is inserted into the turn queue after the current turn.
736. Turn order is established when the game begins as a repeating set of players. This populates a looping queue of turns that each player will take, starting with the first turn taken by the First Player, and repeating indefinitely.
737. When an Additional Turn is inserted into this queue, it does not change the Turn Order of the game. The owner of the Additional Turn just has the next queued turn. After that turn is completed, it will be removed and the queue will proceed with its previously queued turns.
738. If multiple Additional Turns are queued, they are added to the queue in the order the Game Effects that generated them occurred. Example: The First Player plays, through some means, two Time Warps during their turn. The Time Warps create two Additional Turns for their controller and insert them into the turn queue after the current turn. If the turn queue is represented as [> A > B > C > D >], then these Additional Turns will appear as [> A > A* > A* > B > C > D >]. After the last Additional Turn is played, the queue returns to its previously queued turns. The "*" denotes that a turn is an Additional Turn. Example: The First Player plays Promising Future during their turn, during the resolution of which the Second and Fourth Player choose, banish, and play one Time Warp each. The Fourth Player's Time Warp resolves first, inserting an Additional Turn for them in the queue as such: [> A > D* > B > C > D >]. The Second Player's Time Warp resolves afterwards, inserting that turn: [> A > B* > D* > B > C > D >]. When the First Player passes the turn, the Second Player will take their turn, followed by the Fourth Player, after which the queue returns to its previously queued turns.
739. Special Terms
740. Card text and this rules document use certain terms in specific ways that are different from their common usage.
741. Counters
742. Counters are Game Objects generated by and given to other Game Objects on the board during play.
716. Attachment
721. Card text can occasionally be assigned to be ignored, disregarded, or otherwise rendered as not applicable during the course of play. This state is referred to as Inactive.
743. Counters serve to track semi-permanent effects on Game Objects.
744. Counters can have game effects themselves, or serve as the prerequisite for game effects.
745. Counters can be spent by game effects.
746. Some effects may move a Counter between two Game Objects. The Counter is either on the first Game Object or the second. There is no state for a Counter being between either object.
747. Counters that leave a Game Object without being placed on another game object cease to exist.
748. Game Objects that change zones to a non-board zone lose all of their Counters. See rule 124. for more information on temporary modifications.
749. Counters do not have a controller.
750. Making New Choices
751. Some Game Effects will instruct a player to make new choices for a finalized item on the chain.
752. This refers to the choices normally made during finalization, with some exclusions. See rule 355. Make Relevant Choices for more information.
753. When making new choices in this way, a player can choose any subset of the possible choices to remake, so long as doing so doesn't lead to an illegal state.
754. If, as a result of new choices, the spell or ability targets a Game Object it previously did not target, any Targeting Effects of that Game Object will trigger as appropriate at that time.
755. Any costs "to play" the spell or ability that are incurred as a result of new choices made in this way are ignored.
756. Untargetability
757. Some Game Effects declare that a Game Object can't be chosen by a certain set of spells and abilities. Those effects designate the Game Object as Untargetable.
758. Untargetable Game Objects are not legal targets for the indicated spells and abilities. See rule 355.6. Targeting for more information.
759. Naming Cards, Types, and Tags
760. Some Game Effects may instruct a player to name or guess a card, type, or tag.
761. The act of naming a card in this way may be accomplished in one of two ways:
762. When instructed to name a card, a player must name a card that is legal in the Format being played.
763. When instructed to name a tag, a player cannot choose to name a tag that does not exist on cards or tokens in Riftbound.
764. Ignoring Effects
765. Some Game Effects may instruct players to ignore abilities while performing a game action or procedure.
766. Any abilities ignored in this way are treated as inactive for the purposes of the game action or procedure. Example: A spell reads "Ignore Deflect while paying this spell's costs." Any instances of the Deflect keyword on relevant units are treated as inactive while paying the costs of the spell. Example: A unit reads "You ignore Backline while assigning combat damage here." While assigning combat damage in the combat damage step with this unit present, any instances of Backline on enemy units is treated as inactive. The unit's controller can assign damage to any units with Backline as if they didn't have it.
767. Ignored abilities are only treated as inactive for the specific game action or procedure described, and only by the players directed by the ability. Example: A spell reads in part "Ignore Deflect while paying this spell's costs." If another player attempts to play a spell targeting the same units that the above spell does, that other spell will not ignore Deflect. Example: A unit reads "You ignore Backline while assigning combat damage here." Any other player assigning combat damage at the same location as that unit will not be able to ignore Backline.