Riftbound
Most Riftbound points come from conquering and holding battlefields, each battlefield scores for you once a turn, and the last point has its own rule. This guide covers all of it, plus the victory score in each mode and what happens when time is called at an event, as of Riot's July 2026 rules.
A battlefield scores for you in one of two ways, and each is worth 1 point. Riot's Core Rules call both of them scoring, and they are where almost every point in a game comes from.
You can score each battlefield only once per turn, whichever way it happens. That is why the two methods fit together: the turn you take a battlefield, the conquer is its point for that turn, and if your units are still there when your next turn begins, it scores again as a hold.
The limit follows the battlefield through the whole turn. If you conquer a battlefield, lose it and take it back before the turn ends, the second conquer doesn't score, because that battlefield has already scored for you.
Points also come from two places that aren't battlefields. Some spells and abilities tell you to gain points directly. And when a player has to draw or move more cards from their main deck than it holds, they burn out: they shuffle their trash back in as a new deck and choose an opponent, who gains 1 point.
Burning out never makes you lose on its own, but the point it hands an opponent counts like any other, and it can be the one that wins them the game. A player whose deck and trash are both empty keeps burning out each time they try to draw, giving away a point each time.
When your score is one point short of the victory score or higher, a conquer gives you a point only if you have already scored every battlefield this turn. If you haven't, you draw a card instead and your score stays where it was.
The rule applies only to conquering. A hold can score your final point, and so can a card that gives you a point or an opponent's burn out. So a player on 7 in a 1v1 game usually wins one of two ways: by holding a battlefield at the start of their turn, or by scoring both battlefields in the same turn.
The order matters on a turn where you take both. Say you are on 7 with neither battlefield scored yet this turn. Your first conquer doesn't give you a point, because the other battlefield hasn't scored, so you draw a card. That battlefield still counts as scored, though, so when you conquer the second one you have scored every battlefield this turn, and that conquer is your eighth point.
In 2v2 the team plays to 11, so the rule applies once the team is on 10, with one adjustment: a battlefield your teammate occupied during the scoring step of your Beginning Phase doesn't count toward "every battlefield". Your team can't score a battlefield your teammate controlled at that point anyway, so without the exception a conquer could never win that turn.
You don't win the moment your score reaches the victory score. The game checks during a cleanup, and you win if you have at least the victory score and more points than any other player. Both have to be true. Riot spelled this out in its Unleashed Core Rules update.
In a 1v1 game the second half rarely comes up. In a free-for-all it matters more. If more than one player is at or above the victory score in a cleanup, the one with more points wins. If they are tied, nobody wins yet, and play continues until one of them has more points in a cleanup.
Repeated burn outs are the one exception to waiting for a cleanup. When a player burns out several times in a row, a point from the second or a later burn out that takes an opponent to the victory score, and ahead of everyone else, wins the game immediately.
Riot's Core Rules define five sanctioned modes. Every one is played to 8 except 2v2, where the team plays to 11 and shares a single score: both teammates have the same number, and a point either one gains goes to the team.
In a Match, a battlefield used in a game somebody won is set aside for the rest of that match, so each game is played on new ones. More battlefields than players changes the arithmetic of the final point too: in Skirmish, War and 2v2 there are three battlefields to score before a conquer can win.
How a Riftbound turn works →Riot's Tournament Rules recommend 60-minute rounds for the Swiss part of an event. If time runs out before a game is won, the player whose turn it is finishes that turn, and then three more turns are played. Those extra turns aren't timed.
If the game still isn't over after them, a player with a lead of two or more points wins it. Otherwise the game is a draw. The match then goes to whoever has more game wins, and it is a draw if game wins are tied. If time ends between games, no new game starts.
Single elimination rounds are meant to be untimed. If an event has to time them, the Tournament Rules use a different procedure in which the player with the most points after the extra turns wins the game, without the two-point lead. Riot's 60 minutes is a recommendation, so check the event's own announcement for its round length.
The same rules say every player at the table is responsible for every player's score, each change should be announced, and scores are kept legibly in writing. At casual events, called low Organized Play Level in the rules, an electronic device, dice or something similar is allowed instead. Since July 24, 2026, players also have to keep resources like XP and floating Energy or Power represented clearly, with dice or counters for example.
Say each point out loud as you score it, with the battlefield and the method, such as "conquer on your battlefield, that's 6". Most score disputes are a battlefield scored twice in one turn, or a final point taken by a conquer that shouldn't have counted, and both are easy to catch when the point is announced.
TurnZero HQ's free score tracker keeps one score per player, or one per team in 2v2, and can record where each point came from: a conquer or a hold on a named battlefield, or a card ability. When you mark a conquer that would be the final point and the tracker hasn't seen every battlefield scored this turn, it asks whether to draw a card instead or score anyway. It is a reminder, not a block, because the table decides. In 2v2 it can't see which battlefields your teammate held at the start of the turn, so the prompt states the teammate exception and leaves that call to you.
The tracker applies the same win check as the rules: a player or team wins only at or above the victory score and ahead of everyone else, and a tie keeps the game going. Its optional 60-minute round clock follows the End of Match Procedure for Swiss rounds. Call time lets the current turn finish, counts the three extra turns as you pass, and then gives the game to a lead of two or more, or offers to record a draw. It doesn't apply the timed single elimination procedure, and it doesn't end the game early on repeated burn outs, so handle those at the table.
How the Riftbound score tracker works →You conquer a battlefield when you gain control of one you haven't scored this turn, usually by winning a combat there. You hold a battlefield when you still control it during your Beginning Phase. Each scores 1 point, and each battlefield can score for you only once per turn.
Only if you have scored every battlefield that turn. When you are one point from the victory score or higher, a conquer gives you the final point only if every battlefield has already scored for you this turn; otherwise you draw a card instead. Holding and points from card effects aren't restricted this way.
The win is checked in a cleanup, and you need at least the victory score and more points than every other player. If two players are at or above 8, the one with more points wins. If they are tied, play continues until one of them has more points in a cleanup.
11, and the team shares them: both teammates have the same score, and a point either one gains goes to the team. Every other sanctioned mode (Duel, Match, Skirmish and War) is played to 8.
Under Riot's Tournament Rules, the player whose turn it is finishes that turn, then three more turns are played. If the game still isn't over, a player with a lead of two or more points wins it, and otherwise the game is a draw. If time ends between games, no new game starts.
Points by battlefield and source, a reminder on the final point, the round clock, and every game saved with the gathering. Free on iPhone, Android and the web.
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