Riftbound

How to Win at Riftbound

You win Riftbound by reaching 8 points with more points than anyone else (11 in 2v2). Points come from taking and keeping battlefields, and the last point has a rule of its own: a conquer only gives it to you if you've scored every battlefield that turn. This guide covers every way to score and how to plan the final point.

The short answer

The game checks for a winner each time it cleans up, which happens after almost anything that changes the board. You win at that moment if you have at least the victory score and more points than every opponent. The victory score is 8 in 1v1 and in free-for-all games, and 11 in 2v2. Most of those points come from the battlefields in the middle of the table, so the whole game is a fight over which units are standing where.

The four ways to gain points

SourceWhen it happensPoints
ConquerYou take control of a battlefield you haven't scored this turn, usually by winning a combat there or moving onto an empty one.1
HoldYou still control a battlefield in your Beginning Phase, before you channel and draw.1 per battlefield
Card effectsA spell or ability says you score points.What the card says
Opponent burns outAn opponent draws from an empty deck and chooses you to gain a point.1

Each battlefield can score for you only once per turn, by conquer or by hold, never both. In 1v1 there are two battlefields, so a normal turn is worth at most 2 points from them. A battlefield you take on your turn and keep through your opponent's turn scores twice: once for the conquer, once more for the hold at the start of your next turn.

The end of a Riftbound Duel: Daniel wins at 8 against Jordan's 6 after 26 minutes, and a Points by turn chart below shows each point on turns 2 to 9 as an orange Conquer, blue Hold, green Ability or gray Untold square lettered A for Back-Alley Bar or B for Zaun Warrens
A finished Duel in TurnZero HQ, each point colored by where it came from. Daniel conquered Back-Alley Bar on turn 5 and held it on turn 7, and won on turn 9 with a hold, a conquer and a point from an ability. View full size

You only control a battlefield while you have units there. If your last unit at one dies or goes home, you stop controlling it, and there is nothing to hold next turn. Keeping a unit at each battlefield you want to hold is most of what defending means in Riftbound.

The 8th point: the final point rule

The last point is harder to get on purpose. When you are one point from the victory score, a conquer gives you that point only if you have scored every battlefield this turn. If you haven't, you still take control of the battlefield, but you draw a card instead of gaining the point.

The rule only touches conquering. A hold, a point from a card and a point from an opponent's burn out all count normally, at 7 points or at any other score.

A prompt over the Riftbound board reading Final point needs every battlefield scored this turn. Draw a card instead? It lists Zaun Warrens and Grove of the God-Willow as not scored yet, explains the 2v2 ally exception, and offers Draw a card instead or Score anyway
TurnZero HQ's score tracker asks before a conquer counts as the last point, and names the battlefields not yet scored this turn. View full size

Without this rule, a player at 7 could win with a single attack on an empty battlefield. With it, winning by conquest means controlling the whole board for a turn, which gives the player behind a real chance to stop it.

Flowchart of Riftbound's final point rule: when you conquer a battlefield one point from the victory score, you gain the point only if you have scored every battlefield this turn (a hold earlier in the turn counts), otherwise you draw a card and still take the battlefield. Holds, card effects and an opponent's burn out always count. Three ways to the 8th point in 1v1: hold, hold one and conquer the other, or conquer both.
The final point rule as a flowchart, with the three ways to get your 8th point in 1v1. View full size (SVG) → View full size (SVG) →

Three ways to get the 8th point in 1v1

PlanHow it worksWhat your opponent can do
HoldStart your turn at 7 with units on a battlefield. The hold in your Beginning Phase is the 8th point.Attack that battlefield on their turn and win the fight, or kill your units there with spells.
Hold one, conquer the otherHold battlefield A at the start of your turn (that scores it), then conquer battlefield B. You have now scored every battlefield, so the conquer counts.Win the fight at B, or keep you from holding A in the first place.
Conquer bothStart your turn without a hold and conquer both battlefields in the same turn. The second conquer is the one that can give the final point.Defend either battlefield. Losing one fight is enough to stop it.

The second plan is the one beginners miss. A hold counts as scoring that battlefield for the turn, so holding one battlefield at 6 points takes you to 7 and also unlocks the final point for a conquer later the same turn.

There is one more route: a card that says you score a point. Those points ignore the final point rule, so a deck with one can finish a game without controlling the board.

Ties, burning out and conceding

If two players are at or above the victory score at the same time, the one with more points wins. If they are tied, nobody wins yet, and the game goes on until one of them is ahead when the game checks again.

You don't lose for running out of cards. When you have to draw from an empty main deck, you burn out: shuffle your trash into a new main deck, choose an opponent to gain 1 point, then draw. With a 40-card deck this is rare, but a long game or a deck that draws a lot can get there, and that 1 point can be your opponent's last.

A player can concede at any time. When only one player is left in the game, that player wins.

Beginner strategy: playing for points

These are habits rather than rules, and good players break them when the board calls for it. They are a solid starting point for your first games.

Count both scores every turn

Before you move anything, count what you can score this turn and what your opponent can score on theirs. A battlefield they will hold next turn is worth a point to them, so taking it away is often worth as much as scoring one yourself.

Leave units behind to hold

A conquer is 1 point. A conquer you keep through your opponent's turn is 2. Moving every unit out to chase a second battlefield can leave the first one empty, and an empty battlefield can't be held.

Don't attack into a fight you can't win

If the defender still has units after damage, your survivors go back to your base and nothing is scored. Add up both sides' Might before you move, and remember your opponent may have an Action or Reaction card waiting for the showdown. How combat works walks through the math.

Plan the last point a turn early

At 5 or 6 points, look at how you will get to 8, not just to the next point. Ending your turn with units on a battlefield sets up a hold, and a hold at the start of the next turn opens the hold-one, conquer-the-other route. Your opponent knows the final point rule too, and will spend their turn trying to clear the battlefield you plan to hold.

Keep a trick for the showdown

Most close fights are decided by a card played during the showdown. Holding one Action or Reaction card, and the runes to pay for it, makes attacking into you riskier for your opponent and defending against you harder.

Winning in other modes

ModePlayersVictory scoreBattlefields in play
Duel (1v1, one game)282
Match (1v1, best of three)28 per game, first to 2 game wins2
Skirmish (free-for-all)383
War (free-for-all)483
2v24 in two teams11, shared by the team3
Riftbound game setup on a phone with four seats split into two teams, and the Riftbound card offering Duel, Match, Skirmish, War and 2v2 with 2v2 selected: two teams share their points, three battlefields, the first player brings none, the first team to 11 wins
The five sanctioned modes in TurnZero HQ's game setup. Choosing 2v2 sets the victory score to 11 and three battlefields. View full size

With three battlefields in play, the final point by conquest needs all three scored in one turn, which is harder than in 1v1. In 2v2, a battlefield your teammate controlled during your Beginning Phase doesn't count against you. How scoring works in Riftbound has the full scoring rules for each mode and what happens when time is called at a tournament.

Frequently Asked Questions

How do you win a game of Riftbound?

Reach the victory score with more points than every opponent: 8 points in 1v1 and free-for-all, 11 in 2v2. Most points come from battlefields: 1 for conquering one and 1 for each one you hold at the start of your turn.

How do you get the 8th point in Riftbound?

At 7 points, a conquer only gives you the 8th point if you have scored every battlefield this turn. So you either hold a battlefield at the start of your turn (a hold is never restricted), conquer the other battlefield after holding the first one, or conquer both battlefields in the same turn. Points from card effects also count without the restriction.

Why did I draw a card instead of scoring my last point?

Because of the final point rule. When a conquer would take you to the victory score, you gain the point only if you have scored every battlefield that turn. If you haven't, you draw a card instead, and you still take control of the battlefield.

Can you win Riftbound by holding a battlefield?

Yes. The final point rule only applies to conquering. If you start your turn at 7 points and control a battlefield, the hold in your Beginning Phase gives you the 8th point and you win.

What happens if both players reach 8 points in Riftbound?

The player with more points wins. If they are tied at or above 8, play continues until one of them has more points when the game checks for a winner.

Do you lose if you run out of cards in Riftbound?

No. When you have to draw from an empty deck, you burn out: shuffle your trash into a new deck, choose an opponent to gain 1 point, then draw. That point can win the game for them.

How many points do you need to win Riftbound 2v2?

11, and teammates share one score. Every other sanctioned mode, including three- and four-player free-for-all, is played to 8.

Never miscount the last point

TurnZero HQ's Riftbound score tracker keeps each player's points by battlefield and source, and reminds you of the final point rule before a conquer counts. Free to start.

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TurnZero was created under Riot Games' "Legal Jibber Jabber" policy using assets owned by Riot Games. Riot Games does not endorse or sponsor this project. Card data comes from Riot Games' official Riftbound card gallery, and prices from TCGplayer via TCGCSV.