How to Play Riftbound: A Simple Guide for New Players - Landfall Outpost blog banner

How to Play Riftbound: A Simple Guide for New Players

Riftbound is the League of Legends trading card game, where you send your units to take control of battlefields. You build a deck around a Legend, pay for cards with runes, and score points by conquering and holding battlefields. In a standard 1v1 game, reach 8 points and you win. This guide walks you through it one step at a time, with no experience needed, and then shows you the other ways to play.

Riftbound League of Legends Trading Card Game logo

What you need to play Riftbound: 1 Legend, a 40-card main deck and 12 runes, shown with Jinx, Loose Cannon, Jinx, Demolitionist and a Fury Rune

Download the free printable quick guide (PDF)

Three pages you can print and keep next to the table while you learn, including a page on the different ways to play.

Want the full official rules? Visit Riot's official Riftbound Rules Hub.

Prefer to watch? Official how-to-play video

Riot Games, the company behind Riftbound, has an official video that teaches you how to play. It's about 43 minutes and plays a whole game from start to finish. It uses cards from the Proving Grounds set, and Riot has updated the rules with later sets, so if the video and the current Core Rules ever differ, go with the Core Rules.

Video: Riftbound: League of Legends TCG Learn To Play ft. Good Time Society. Official Riftbound YouTube channel.

What do you need to play?

  • 1 Champion Legend. This is your main card. It stays in play the whole game and decides which colors your deck can use.
  • A main deck of at least 40 cards. Units, gear and spells, including your Chosen Champion.
  • A rune deck of exactly 12 runes. Runes are how you pay for your cards.
  • 3 battlefields. One is picked at the start of each game.

Easiest way to start: buy a preconstructed deck. The Riftbound Vendetta Showdown Decks (Zed vs Shen) come with two ready-to-play decks, two playmats, two deck boxes, two booster packs and a rulebook, so two people can sit down and play right away. Stock changes, so check our Riftbound collection or ask us at the counter.

How do you build a deck?

Riftbound deck building with the Jinx, Loose Cannon Legend: its Fury and Chaos domains decide your cards and runes, no more than 3 copies of a card, 12 runes

Your Legend has one or more domains, which are the colors printed on it. Your deck can only use cards and runes from those domains. There are six: Fury (red), Calm (green), Mind (blue), Body (orange), Chaos (purple) and Order (yellow). A card with two domains needs both of them on your Legend.

Deck rules

  1. 1 Champion Legend.
  2. A main deck of at least 40 cards, with no more than 3 copies of any card name.
  3. Your Chosen Champion is one champion unit that shares your Legend's champion name. A Jinx Legend goes with a Jinx champion unit, for example.
  4. Exactly 12 runes, all from your Legend's domains.
  5. 3 battlefields, each with a different name.

Playing in a store tournament? In Constructed events, main decks are exactly 40 cards, and Riftbound has a banned card list. Sealed and Draft events use different deck sizes, which are covered below. Ask us at the counter, or check the official Rules Hub.

What do the cards do?

Card What it is What to look at
Legend Your main card. It stays in the Legend Zone all game and sets your domains. Its domains and its abilities.
Chosen Champion A champion unit that starts in your Champion Zone. You play it like any other unit. Cost, Might and abilities.
Unit Your fighters. You play them to your Base, then move them to battlefields. Cost (top left), Might (its combat strength) and abilities.
Gear Stays in your Base. Equipment is gear that attaches to a unit and adds Might. Cost and what it does.
Spell A one-time effect. Do what it says, then it goes to your Trash. Cost, and whether it says Action or Reaction.
Rune Your resource cards, kept in a separate rune deck. Its domain (color).
Battlefield Where units fight. It stays in the middle of the table all game. Its text. Some battlefields have abilities.

Might is the number that shows how strong a unit is in a fight. A unit dies when the damage on it equals or is more than its Might.

Where do the cards go?

Riftbound play area: battlefields in the middle, your Base, Legend Zone, Champion Zone, Main Deck, Rune Deck and Trash

Area What goes there
Base Your own space for your units, gear and runes that are in play.
Battlefields In the middle of the table, shared by both players. Units fight here.
Legend Zone Your Legend. It stays here all game.
Champion Zone Your Chosen Champion, ready to be played.
Main Deck Your draw pile, face down.
Rune Deck Your 12 runes, face down, kept separate from your main deck.
Hand The cards you're holding. Keep them secret.
Trash Your discard pile: cards that died or were used.

How do you set up a game?

  1. Put your Legend in the Legend Zone and your Chosen Champion in the Champion Zone.
  2. In a 1v1 game, each player picks 1 of their 3 battlefields (at random in a single game). Both battlefields go in the middle of the table. Other game modes set up a little differently, so see the play types below.
  3. Shuffle your main deck and your rune deck. Keep them separate.
  4. Decide who goes first with any fair method, like a coin flip.
  5. Draw 4 cards. Don't like your hand? Set aside up to 2 cards, draw that many new ones, then put the set-aside cards on the bottom of your deck.
  6. The first player takes the first turn. The player going second channels 1 extra rune on their first turn.

Riot is playtesting a bigger going-second bonus at a few selected events. Until Riot publishes an official rules update, use the steps above for your games.

What happens on your turn?

Riftbound turn at a glance: Awaken, Beginning, Channel, Draw, Main and End

  1. Awaken: stand all your sideways cards back up. This is called readying them.
  2. Beginning: for each battlefield you still control, you Hold it and score 1 point.
  3. Channel: take the top 2 runes from your rune deck and put them into play.
  4. Draw: draw 1 card.
  5. Main: do any of these, in any order, as many times as you can: play units, gear and spells, move your units, and fight.
  6. End: all damage heals, effects that only last this turn wear off and any unspent Energy or Power disappears. Then it's your opponent's turn.

A, B, C, D helps you remember the start of your turn: Awaken, Beginning, Channel, Draw.

How do runes work?

Two ways to use a Riftbound rune: turn a Fury Rune sideways for 1 Energy, or send a Chaos Rune back to the rune deck for 1 Power of its color

Runes are your resource cards. You channel 2 every turn, and each rune can be used in one of two ways.

  • Turn it sideways to get 1 Energy. Energy pays the number in the top left corner of a card.
  • Send it back to your rune deck to get 1 Power of that rune's color. Power pays the colored symbols on a card. The rune goes to the bottom of your rune deck and comes around again later.

Example: a card costs 3 and has one blue symbol. Turn 3 runes sideways for 3 Energy, and send 1 blue rune back for the blue Power. That's 4 runes in all. Some cards have no colored symbol, so they only need Energy.

Use your runes each turn. Whatever you don't spend disappears at the end of your turn.

How do units move and fight?

Riftbound battlefields in 3 steps: move a unit, fight by adding up Might, then conquer to score 1 point, shown with Jinx, Demolitionist

  1. Move. New units come into play sideways, so they can't move until your next turn. After that, turn a unit sideways to move it from your Base to a battlefield, or back to your Base.
  2. Fight. If you and your opponent both have units at a battlefield, they fight. Add up the Might of each side. Both sides deal that much damage at the same time, filling one unit with damage before moving on to the next.
  3. Conquer. If only one side has units left, that side takes control of the battlefield. Taking control of a battlefield you haven't scored yet this turn is a Conquer, and it scores 1 point.

Empty battlefield? Move a unit in, and if nobody stops you, it's yours.

Example: you move a 3 Might unit and a 2 Might unit to a battlefield with one enemy 4 Might unit. You deal 5 damage, which is enough to kill it. They deal 4 damage back, so they can kill your 3 Might unit and put the last 1 on your other unit. After the fight, damage heals. Your 2 Might unit is the only one left, so you take control of the battlefield and score a point.

If both sides still have units after the fight, the attackers go back to their Base and the defender's units stay put.

How do you score points and win?

How you win Riftbound: reach 8 points by conquering and holding battlefields, plus the final point rule

The first player to reach 8 points wins. You score in two main ways.

  • Conquer: take control of a battlefield you haven't scored yet this turn. That's 1 point.
  • Hold: keep control of a battlefield until the start of your next turn. You score 1 point for each one in your Beginning Phase.

Each battlefield can only score once per turn, and some cards give you points too.

The final point

To win by Conquer, you must have scored every battlefield that turn. If you haven't, you draw a card instead of scoring. A Hold at the start of your turn can still give you the last point.

Running out of cards

If you need to draw and your main deck is empty, you shuffle your trash back into your deck, and your opponent gains 1 point. Keep an eye on your deck size in long games.

What do the common keywords mean?

Keyword In plain English
Accelerate Pay a little extra as you play this unit, and it comes into play ready instead of sideways.
Action You can play this during a showdown, even on your opponent's turn.
Reaction Like Action, and you can also play it in response to another card.
Assault X This unit gets +X Might while it's attacking.
Shield X This unit gets +X Might while it's defending.
Tank This unit has to be assigned lethal damage before your other units.
Ganking This unit can move from one battlefield straight to another.
Hidden You can hide this card face down at a battlefield you control, then play it later.
Legion You get a bonus if you played another card this turn.
Deathknell Something happens when this unit dies.
Deploy (new in Radiance) Gear with Deploy can be played straight to any battlefield, even one an opponent controls. It stays there, but if an opponent holds that battlefield, the gear is killed.
Disarm X (new in Radiance) When this unit attacks, an enemy unit at that battlefield gets -X Might this turn. With no number, X is 1. Extra Disarm adds up into one trigger.
Show Off (new in Radiance) When you play this card, you may reveal matching cards from your hand, or pick matching friendly things on the board, to unlock a bonus. Look for text like "Show Off a unit."

The Radiance set, out October 23, 2026, adds three new keywords, shown at the bottom of the table: Deploy, Disarm and Show Off. Riot's glossary has more keywords than this table, such as Empower and Flow. When one is new to you, check the card text and look it up in the Core Rules.

A showdown starts when units meet at a battlefield. For a moment, both players can play cards with Action or Reaction before the fight happens.

What are the different ways to play Riftbound?

It helps to split Riftbound play into three layers. A game mode is how many people are at the table and how many points win. A format is how you get your deck: building it yourself ahead of time, or building it from packs you open at the event. An event is where you play, from a casual weekly night to a world championship. Everything above this section covers the standard 1v1 game, which is the best place to start.

Game modes: 1v1, free-for-all and 2v2

Riot's Core Rules list five sanctioned game modes. The turn, runes, fights and scoring all work the same way in each. What changes is the number of players, the points you need and how you set up.

Mode Players Points to win Battlefields in play What changes
1v1 Duel 2 8 2 One game. Each player picks 1 of their 3 battlefields at random. The second player channels an extra rune on their first turn.
1v1 Match 2 8 2 per game Best of 3 games: win 2 to win the match. A battlefield used in a game that someone won is retired, so you rotate through all three of yours.
Free-for-all, 3 players (Skirmish) 3 8 3 Everyone for themselves. The first player skips their first draw, and the last player channels an extra rune.
Free-for-all, 4 players (War) 4 8 3 Same as 3 players, except the first player's battlefields aren't used. The other three players each add 1.
2v2 (Magma Chamber) 4, in 2 teams 11 3 Teams share points and win or lose together. Turns alternate between teams. The first player's battlefields aren't used.

Every player still brings 3 battlefields in their deck, but only the ones listed above are used in each game.

How is a 2v2 game different?

  • Your team scores together. Both teammates always have the same number of points, and a team wins by reaching 11.
  • Turns go back and forth between teams. You play, then an opponent, then your teammate, then the other opponent.
  • Teammates can help on each other's turns. During your teammate's turn, they can invite you to play a spell or use an ability.
  • Control isn't shared. You can't move your teammate's units, and a battlefield can only score once per team per turn.
  • If one player loses or concedes, the whole team loses.

Not sure where to start? Learn the game in 1v1. Free-for-all and 2v2 are great once everyone at the table knows the basics.

Formats: Constructed, Sealed and Draft

The format decides where your cards come from. This is separate from the game mode, so you could play a 1v1 Sealed game or a 2v2 Constructed game.

Format How you get your deck Deck rules Where you'll see it
Constructed You build it ahead of time from your own collection. 1 Legend, 12 runes and 3 battlefields. The main deck is at least 40 cards (exactly 40 in tournaments), with up to 3 copies of any card and Riot's banned list in effect. Skirmishes, Regionals and other competitive events.
Sealed You open 6 booster packs at the event and build only from what you get. At least 25 cards in the main deck, up to 3 domains, and no copy limit. Runes can come from outside your packs. Pre-Rift events (the prerelease for each set).
Draft You open 3 packs in a group of about 8 players. Pick 1 card, pass the rest to your left, and repeat until the packs are gone. You end up with 39 cards. The main deck is at least 20 cards, with up to 3 domains and no copy limit. Limited events and side events.

Sealed and Draft are a good way to learn deckbuilding without owning a big collection, because your packs are your whole card pool. Some Sealed events, including the Radiance Pre-Rift, give you a kit instead of six plain packs. The Radiance kit has five Radiance booster packs and a champion pack built around one of nine new Legends.

Events: from Nexus Nights to Worlds

Riot runs Riftbound Organized Play in steps. Casual events at local stores sit at the bottom, and the big championships sit at the top.

Event What it is When
Nexus Night A casual weekly night at a local store. The store picks the format, and 1v1, 2v2 and free-for-all are all fair game. Riot's plan has players earning 3-card promo packs. Weekly
Pre-Rift The prerelease for a new set. You open packs and play Sealed on the spot. The week before each set. Radiance Pre-Rift runs October 16 to 22, 2026, and the set releases October 23.
Summoner Skirmish A competitive 1v1 Constructed event at local stores. Riot is retiring it after the Radiance set. Radiance Skirmishes begin November 9 and December 14, 2026.
Nexus Cup A new monthly tournament at local stores, meant to crown a local champion. New for 2027. Riot hasn't shared the format yet.
Challenge Series The new competitive entry point in 2027, replacing Summoner Skirmish. It runs at a curated network of stores. 2027 season
Regionals Big qualifying events run with Riot's partners. Called Regional Qualifiers until 2027. These events qualify players for Continentals. 3 to 4 per set
Continentals Large championships in four cities a year. Called Regional Championships until 2027. One per set
Worlds The Riftbound World Championship, the finale of the season. Once a year

Riot's published plan has the Regionals, Continentals and Worlds played as 1v1 Constructed, with matches that are usually best of 3. The biggest events are also expected to add side events, like free-for-all and team games. Riot has said more details about the 2027 programs are coming, so check the official pages before planning a trip.

Which way should you try first?

  1. Learn in a 1v1 Duel. A preconstructed deck is the easiest way to start.
  2. Add a 2v2 game when you have four players. It's the same rules plus the team rules above.
  3. Try Sealed or Draft if you'd like to build a deck from packs and don't have a big collection yet.
  4. Find a Nexus Night. It's the easiest place to meet other players. Ask us what we're running, or check our events page.

Last checked: October 22, 2026. Game modes and keywords are from Riot's Core Rules (updated October 9, 2026). Formats are from Riot's Tournament Rules. The playtest note is from Riot's Testing Start of Game Rules article (October 15, 2026). Events are from Riot's Organized Play overview, the August 2026 State of Play, the Radiance Overview and the Radiance Pre-Rift guide. Riot changes these often, so check the Rules Hub for the newest versions.

What are the best tips for your first game?

  1. Use your runes every turn. Unspent Energy and Power disappear.
  2. Play units early. A new unit can't move the turn it arrives, so get them out before you need them.
  3. Take empty battlefields. Moving into one can score a point right away.
  4. Hold what you win. Every battlefield you keep at the start of your turn is another point.
  5. Check the final point rule before you count on winning.
  6. Card text always wins. If a card says something different from this guide, do what the card says. Ask us if it's unclear.

Quick reference

Deck 1 Legend, 40+ card main deck, 12 runes, 3 battlefields
Start Draw 4 (mulligan up to 2), second player channels an extra rune
Your turn Awaken, Beginning (Hold), Channel 2 runes, Draw 1, Main, End
Runes Sideways is 1 Energy. Sent back is 1 Power of its color.
Fight Add up Might, deal damage at the same time, last side standing wins
Score Conquer +1, Hold +1, once per battlefield per turn
Win Reach 8 points (11 in team games)
Game modes 1v1 (8 points), 3 or 4 player free-for-all (8 points), 2v2 (11 points)
Formats Constructed (40-card deck), Sealed (6 packs), Draft (3 packs)

Printable quick guide

The basics fit on two printable pages, and a third page covers the different ways to play. Print it and keep it at the table.

Preview of page 1 of the Landfall Outpost Riftbound printable quick guide

Download the printable guide (PDF)

Official Riftbound rules and resources (free)

Riot Games posts the official rules for free.

Riot updates the rules and card wording with new sets. The newest versions are always on the Rules Hub.

Where can you learn and play Riftbound near Newport, TN?

Landfall Outpost carries Riftbound booster packs, booster boxes and Showdown Decks in our Riftbound collection. Stock changes, so ask us in-store if you don't see what you want. New players are welcome, and we're happy to teach you your first game. Any card game is welcome for open play when we're open: Friday and Saturday 12–8, Sunday 12–6, at 138 North St, Newport, TN 37821. Free on-site parking. See our events page for what's on.

Keep reading


Tags:
How to Play Magic: The Gathering Commander (EDH): A Simple Guide for New Players