Diving into a new trading card game can feel overwhelming, especially when it is backed by years of deep lore and history. You might be wondering where to start, which cards to look for, or how the universe even works if you've never played the PC game.
This handbook is your shortcut.
We've stripped away the noise to give you a straightforward guide to the essentials. Inside, you'll find clear breakdowns of card types, collecting tips, and the basic foundations of the world. Think of this as your companion guide, built to get you up to speed so you can focus on the fun of building your collection.
New info gets added as Riot posts it on the official Riftbound news page.
Every Riftbound card is laid out the same way. Hover over — or tap — any outlined part of the card below to see what it means, from the cost in the corner to the artist credit along the bottom edge.
Every card has a rarity attached to it, ranging from a basic Common all the way up to a Promo Champion card. Learn what sets each version apart below.
A broad category given to Alternate Art and Overnumber cards after the Origins release — different in treatment and playability rules.
Fall within the set's normal card count and are legal in tournament as long as the base card is legal. The main champions get an alternate-art version of their Champion Unit for each domain they're assigned — the champion in another skin, with a more extravagant foil.
Falls outside the set's normal card count — artist-commissioned styles and premium foil/UV treatments. These do not count as a reprint and are the hardest single pulls in any box (see the pull-rate table further down).
Riftbound is built around six domains — philosophies of power each champion aligns with (or against). Every deck is built around one or two.
The core rules vocabulary every Riftbound match runs on — plus every new keyword, token, and mechanic each set has added since Origins.
A quick key to the icons printed on Riftbound cards and in their text boxes.

Recycle any one domain rune as Power.

Pay this much Energy by exhausting any runes.

Appears on cards with the Flow keyword. It shows the card has an ability while in your trash.
It stays visible when cards are fanned face-down, so players can see active trash effects at a glance.

A unit's combat strength, or a modifier to it (like +2).
It appears on unit cards and shows how powerful the unit is in combat. A higher Might number means the unit deals more damage and is harder to remove from a battlefield. It's one of the most important numbers on any unit card.

Cards, runes and legends exhaust, or turn sideways, to move or use abilities. They can’t exhaust again until readied.






Recycle doesn’t have an icon of its own. A Power cost is shown with a colored domain symbol — here Fury, Calm, Body, Order, Mind and Chaos — and you pay it by recycling a rune of that domain, putting it on the bottom of the appropriate deck. The rainbow Wild Power symbol lets you recycle a rune of any domain.
That’s different from Energy, which is the number in a circle and is paid by exhausting runes. Some effects also tell you to recycle cards from your trash or other zones, which moves them to the bottom of their deck.

Also called an activated ability. Exhaust one rune of that specific domain to activate the ability.
Requires 3 Energy plus 1 Fury rune to play.
Requires 1 Energy plus 2 Body runes to play.
Requires 1 Energy plus 1 Fury rune or 1 Energy plus 1 Body rune to play.
The two domain icons in the top left of a Legend card show which domains it belongs to, which defines the card types you can include in your deck.
Add 2 Energy to your pool this turn.
Pay 1 Energy and recycle 1 Fury rune, then return a unit from your trash to your Main Deck. Exhaust this card. If you do, play a 3 Might Mech unit token to your base.
Deflect 2 means Deflect with a value of 2, and the two wild powers shown are the cost opponents must pay to target the unit.
Destroy this Gold token as the cost (the token must be ready). As a Reaction, you immediately add 1 Power to your resource pool. Because this ability adds resources directly, your opponent can’t react to it — the Power is added instantly.
Pay 1 Energy AND recycle 1 Fury rune as the additional Accelerate cost.
Recycle 1 Calm rune to attach this equipment to a unit you control.
Repeat (1) means you may pay the additional cost to repeat the spell’s effect once. Some spells can be repeated any number of times — for example, each repeat costing 4 Energy and 1 Mind rune.
Assault 2 means the unit gets +2 Might while attacking.
Pay 4 Energy AND recycle 4 Mind runes, then exhaust this card to score 1 point.
Shows how much Might a gear card adds to the unit it’s attached to.
Hunt 2 means this unit gains 2 XP when it conquers or holds a battlefield. XP builds up for your Legend across the whole game and raises your level as it grows. Level 3 means the unit gains the stated effect permanently while your Legend has 3 or more XP — no spending required, it’s always active once you meet the threshold. On Mosstomper that is +1 Might and Deflect, so opponents must pay a Wild Power cost to target it with a spell or ability. Hunt builds your XP; Level abilities unlock automatically once you have enough.
Ambush means this unit can be played as a Reaction to a battlefield where you already have units. You can’t drop into an empty battlefield — you need presence there first. Individual cards can extend this: Rengar, Trophy Hunter can Ambush into any battlefield, even without your units there, because his card text overrides the base keyword.
Empower appears on some Vendetta cards as an activated ability. Pay the cost shown on that card, and it becomes Empowered for as long as it stays in play, gaining access to its Empowered abilities. Punching Poro’s Empower cost is discarding 1 card from your hand, and it gains +1 Might while Empowered. Each card can only be Empowered once per game, and it stays Empowered until it leaves play or is Disempowered by another effect.
Flow appears on spell cards as an alternative way to play them. Instead of playing the card from hand at its normal cost, you can pay the Flow cost to play it directly from your trash. After it resolves, the card is banished permanently. For example, Flow 2 means you pay 2 Energy to play the card from your trash; if its effect is Draw 1, you draw a card for 2 Energy straight from the trash. The Flow symbol printed above and left of the text box stays visible when your trash is fanned face-down, so you and your opponent can see a card there has an active ability.
Equipment is a kind of gear that makes your units stronger. Every Equipment card has a new frame with two text boxes — while unattached, only the upper box is active (usually including EQUIP); once attached, the lower box takes over and is granted to the unit it's on, covering (and disabling) the upper box.
EQUIP Pay the listed cost to attach this to a unit you control.
Tokens represent units and gear created during play by some Riftbound cards. They can be represented by anything you have handy, as long as it's clear where they are and whether they're ready or exhausted. Once played, a token is treated just like any other card — except it stops existing the moment it leaves the board.
None of these existed at launch — every keyword, token, and mechanic below was introduced in a set released after Origins.
Every deck is built from the same five pieces, and all of them (except your Legend itself) must share its Domain Identity.
This is the standard Riftbound playmat — the layout nearly every mat shares, whatever art is printed behind it. Tap or hover a zone to see what it does, and watch the Runes row: upright runes are ready; runes turned sideways are exhausted (in use).
Points are scored on the battlefields. Pick a scenario below and step through it — watch the score track on the left.
The rules above describe what happens in combat — here's what it actually looks like with real numbers, start to finish.
How competitive play works on top of the Core Rules above — deck legality, match structure, and conduct at the table.
Decide who goes first and second — now before battlefields.
Each player picks a battlefield knowing the turn order and places it face down.
Games 2 and 3 only.
Channels 2 runes and draws 1.
Channels 3 runes, then gets the compensation being tested.
Best of 1: same idea, but battlefields stay random. You see your own battlefield before sideboarding; your opponent’s is revealed after.
The second player starts the game with 1 point.
The second player draws an extra card.
The second player may Predict before their first draw — a softer version of Option B.
Radiance-season City Tournaments in China, and the Friday and Sunday Standard Challenges at the European Regional Championship in Stuttgart. Staff announce which option is used before each event. Premier events, Skirmishes, and Showdowns don’t use it unless organizers are told to; casual players are welcome to try it. Riot will decide before Legacy launches and explain the result in the Legacy patch notes.
Two separate lists, each organized by set: errata (wording fixes) first, then the ban list. Both go all the way back to Origins itself, not just the newer sets.
Three-letter codes printed on every card, used to identify the expansion in deckbuilding tools and price databases. New codes are added with approximately every new collection box and quarter — once information is available to the public, this list will be updated.
Abbreviations you'll see stamped on promos and tossed around by tournament organizers.
Card treatments, promo formats, and prize-specific stamps — filter by category or browse everything.
New types and treatments are introduced throughout each set release — they'll be added here once they're confirmed.
Official pull rates for high-rarity chase cards differ heavily between English (UVS Games) standard packs and Chinese (Shining Soul) box formats.
Beyond booster packs: what’s inside the other sealed products, as listed on the English-language releases.
The sealed products above are English-language releases. French and Korean launched later and are catching up on accelerated schedules, so which products exist, what’s inside them, and when they arrive can differ from English — and plans can change. Treat this as a reference and check Riot’s announcements before buying.
Secondary-market snapshots collectors ask about most, anchored to confirmed sold prices where possible. Prices move fast on a young TCG — treat these as a starting reference, not an appraisal. Chase-card figures last cross-checked September 2026.
Standard (Core Constructed) rotates on a rolling clock; Infinity Constructed supports the entire card pool with no rotation at all.
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🔍 Click to enlargeRiot's published roadmap for the next year of sets, products, and premier events — tap an image to enlarge.
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🔍 Click to enlarge| Date | What's happening |
|---|---|
| Aug 14–17, 2026 | T1 Signature Edition drawing |
| Aug 21–23, 2026 | Regional Qualifier — Barcelona |
| Sep 4–6, 2026 | Regional Qualifier — Singapore |
| Sep 25–27, 2026 | Regional Qualifier — Los Angeles |
| Oct 23, 2026 | Radiance (Set 5) releases |
| Nov 6–8, 2026 | Regional Championship — Europe |
| Dec 4, 2026 | Gift of the Rift Bundle |
| Dec 11–13, 2026 | Regional Championship — North America |
| Jan 29, 2027 | Legacy (Set 6) releases |
| Feb 19, 2027 | Proving Grounds 2nd Edition |
| Apr 30, 2027 | The Reckoning (Set 7) releases |
| Q3 2027 | Set 8 (not yet named) |
| Q4 2027 | Set 9 (not yet named) |
France launched later than English and Chinese, so Riot is releasing several sets together to close the gap.
🔍 Click to enlargeKorea launched on September 18, 2026 with Origins and is on an accelerated schedule to reach global parity by the start of 2028. Only Origins and Spiritforged have confirmed timing; later dates are still to be announced.
🔍 Click to enlarge| Set | Name | Korean release |
|---|---|---|
| Set 1 | Origins | September 18, 2026 (launched) |
| Set 2 | Spiritforged | December 2026 |
| Set 3 | Unleashed | Early 2027 |
| Set 4 | Vendetta | 2027 (date to be announced) |
| Set 5 | Radiance | 2027 (date to be announced) |
| Set 6 | Legacy | 2027 (date to be announced) |
| Set 7 | The Reckoning | 2027 (date to be announced) |
| Set 8 | Not yet named | 2027 (date to be announced) |
| Set 9 | Not yet named | Late 2027 |
| Set 10 | Global parity set | Early 2028 — simultaneous global launch |
Riot is renaming and expanding the competitive ladder for 2027. Names elsewhere in this handbook reflect the current season.
A new monthly local game store tournament program for recurring community competition outside Premier Play.
Replaces Summoner Skirmishes as the local on-ramp and base rung of the competitive ladder, held once per set.
Replaces Regional Qualifiers, with more events and more global locations through the year (Madrid and Philadelphia are listed for early 2027). These are 3-day events.
Replaces Regional Championships as the cornerstone event tied to each set release, held at four global destinations (Dallas in March 2027, for example). Three days, with Day 1 an open qualifier for players who weren’t invited.
Every sanctioned event sits at one of three levels — the further you climb, the higher the stakes and the stricter the rules.
From your first release-event precon battle to the World Championship stage — tap any stage to expand it.
China and France both do their own thing. The tournaments are set up differently, the prize walls look nothing alike, and the metas have drifted apart.
China hosts the largest and most highly funded tier of physical Riftbound competitive play globally — large player turnouts, highly structured convention-scale infrastructure, and its own prize-wall culture built around licensed merchandise rather than flat prize cards.
English cards are manufactured and published globally by UVS Games; Chinese editions are handled regionally by Shining Soul. The physical differences are real and affect value.
Because official French cards are restricted to the Origins set, the French scene has developed its own distinct habits.