Riftbound
A game of Riftbound is a race to 8 points, scored by conquering and holding battlefields. TurnZero HQ's tracker knows the battlefields in play, records each point by where it came from, reminds you of the final point rule, and keeps the round clock. Here is how to use it, and how the points themselves work.
Every mode from Duel to 2v2, points by battlefield, a reminder on the final point, and every game saved with the gathering. Free on iPhone, Android and the web.
Create Free AccountTurnZero HQ doesn't play Riftbound for you. You play with real cards at a real table, and the app keeps the score. A game lives inside a gathering, which is set up for one game, here Riftbound, and holds as many games as you play that night.
Tap Play, set the game menu at the top of the sheet to Riftbound, and tap Start a Riftbound game. Add each player, or share the gathering's code so friends can take a seat from their own phone.
The Riftbound card in setup offers Duel, Match, Skirmish, War and 2v2, each with its player count and victory score. Picking one sets the seats, the teams for 2v2, or best of three for a Match.
Pick a deck for each seat from that player's Riftbound decks, or leave a seat without one. Then tap Start game.
The Battlefields sheet opens for the host. Mark who goes first, then pick each seat's battlefield from its deck's three, find one in the catalog, or choose Brings none. A seat without a deck can name its Legend here. Tap Start turn 1, and the battlefields appear in the band across the middle of the board.
Tap a battlefield in the band to score it for the player whose turn it is, then choose Conquer or Hold. Ability +1 covers a card that gives a point. A long press on a seat's number scores for that seat instead. Undo takes back the last point.
Tap Pass turn when a turn ends. The board moves the Your turn marker to the next player, counts the turn, and clears which battlefields have scored, so each one can score again.
When a player or team is at the victory score and ahead of everyone, the band shows Record the result. Save it, and the game goes into the gathering's history with its points by turn.
One device keeps score at a time. The host or a player seated at the table can keep score, and anyone else who opens the game watches it update live. The host or a seated player can tap Keep score here to take over from another device. Each seat shows its deck's Chosen Champion behind the score, picked in the Riftbound Deck Lab.
The Riftbound card in game setup lists the five modes in Riot's rules, and the one you pick sets how many seats there are, how many battlefields are in play, and the score to win.
Battlefields are set on the board rather than in setup, because games 2 and 3 of a Match start from the end of the previous game. When a game starts, the host gets the Battlefields sheet: who goes first, then each seat in turn order. A seat with a deck sees that deck's three battlefields to pick from. Find a battlefield searches the whole catalog, and Brings none covers the first player in War and 2v2. For a guest with no deck, Name their Legend saves it for the table's later games. In a Match, battlefields a player used earlier are grayed out. Change battlefields in the Game Menu reopens the sheet at any time.
Tap a battlefield in the band and the score sheet opens for the player or team whose turn it is, with that battlefield first. Each battlefield has a Conquer and a Hold button, and Other sources has Ability +1 for a card that gives a point. The chips at the top switch to another side, which is how you mark a burn out point for an opponent. A long press on a seat's number opens the same sheet for that seat.
You don't have to say where a point came from. The plus and minus zones on each seat still add or take away a point, and you can tap the number to type one. A point added that way is recorded without a source. If you score a battlefield twice in one turn, the tracker adds the point and shows a note that each battlefield scores once per turn, so you can undo it if it was a slip.
When you mark a conquer that would be the winning point and not every battlefield has scored this turn, the tracker stops to ask: Draw a card instead, or Score anyway. It names the battlefields that haven't scored. This is a reminder, never a block, because rulings belong to the table and the tracker can't see everything on it.
In 2v2 the rule doesn't count a battlefield your teammate held at the start of the turn. The board only knows teams, not which teammate controls what, so the prompt says the exception in words: if one of those battlefields is the only gap, score anyway.
The win check follows the rules too. A player or team wins only at or above the victory score and strictly ahead of everyone else. If two players are tied on 8 or more, nobody has won yet and the game carries on, which is why the tracker lets a score go past 8. More on the final point and ties.
The Game Menu can show four counters on every seat: XP, Runes (0 to 12), and floating Energy and Power. Tap a counter to add one and hold it to take one away. Energy and Power empty when you pass the turn, as floating resources do. Since July 2026 Riot's Tournament Rules ask players to keep XP and floating Energy or Power clearly represented, and these counters are one way to do it. Turn them off if you use dice.
On a new game the board also shows a first-turn reminder you can dismiss: the last player in turn order channels 3 runes, and with three or more players the first player skips their first draw.
Start the 60-minute round clock from the Game Menu, and the time left shows under the band's button next to the turn number. When the round ends, Call time follows Riot's End of Match Procedure: the current turn finishes, then three extra turns count down each time you pass. After the last one, a lead of 2 points or more wins. Anything closer is a draw, and the band offers Record a draw.
The clock is a convenience for casual and local play. At an event, the judge's call and the event's own round length are what count, and timed single elimination rounds use a different procedure that the tracker doesn't apply.
The end-of-game screen draws Points by turn: a row per player or team and a column per turn, with a square for every point. Squares are colored by how the point was scored (Conquer, Hold, Ability, or Untold when you didn't say) and lettered by battlefield, with a key underneath. Tap a square to read that point. In a Match, the loser of the last game chooses who goes first, and Start game 2 begins the next one from here.
Every tracked game also feeds your own Riftbound stats: your record by deck version, on the play and on the draw, by battlefield and by the Legends you faced, and how your points split between conquering and holding. Only you see them. Your Riftbound stats and match log →
Every player starts on 0 points, and in a standard game the first to 8 wins. Nearly all of those points come from battlefields, the landscape cards in the middle of the table, and there are two ways a battlefield scores:
Each battlefield can score for you only once per turn, whichever way it happens. So on the turn you conquer a battlefield, it has already scored; it earns its hold point at the start of your next turn if your units are still there.
Two other things move the score. Some cards give points directly. And a player who has to draw or move a card from an empty deck burns out: they shuffle their trash back in as a new deck, and an opponent of their choice gains 1 point. Nobody loses for running out of cards in Riftbound, but the point it gives away can end the game.
If you would score your winning point by conquering, you get it only if you've already scored every battlefield that turn. If you haven't, you draw a card instead, and your score stays where it was.
Holding has no such restriction: a battlefield you control at the start of your turn can score your last point. Points from sources other than a conquer, such as a card that gives points, aren't held to this rule either. In practice, a player sitting on 7 in a Duel usually wins by holding at the start of their turn or by taking both battlefields in the same turn.
How scoring works, ties and tournament time limits →It doesn't rate players or decks, rank anyone, predict who will win, or write a recap of the game; those are Magic features today. It doesn't let you play Riftbound online. Its rule checks are reminders, so a ruling at the table or from a judge always wins over the board. How to use TurnZero HQ for Riftbound →
8 in Duel, Match, Skirmish and War. 2v2 raises the victory score to 11, shared by the team. Whatever the mode, the last point has to be earned under the final point rule: by holding a battlefield, by a card that gives points, or by a conquer when you've already scored every battlefield that turn.
Mostly from battlefields. You score 1 point when you conquer a battlefield, meaning you take control of one you haven't scored this turn, and 1 point at the start of your turn for each battlefield you hold. You can score each battlefield only once per turn, whichever way. Some cards give points directly.
It reminds you. When you mark a conquer that would be the final point and not every battlefield has scored this turn, it asks whether to draw a card instead or score anyway. It never blocks the point, because the table makes the call. In 2v2 it can't see which battlefields your teammate held at the start of the turn, so the prompt states that exception for you to apply.
No. Running out is called burning out: you shuffle your trash back in as your new deck and an opponent of your choice gains 1 point. That point can win them the game, so mark it on their score.
Yes. Tracking games comes with a free TurnZero HQ account on iPhone, Android and the web.
Yes. Pick Match on the Riftbound card in setup. Games 2 and 3 start from the end of the previous game with Start game 2 or 3, and the battlefield sheet grays out the battlefields each player already used in the match.
Yes. With four players seated, choose 2v2 in setup. Each team gets one shared score, either teammate can add to it, and the first team to 11 that is ahead of the other wins. Recording the result marks both teammates as winners.
Yes, if you turn it on. The Game Menu starts a 60-minute round clock. Call time lets the current turn finish, then counts three more turns as you pass. After the last one, a lead of 2 points wins, and anything else can be recorded as a draw.
Points by battlefield and source, the final point reminder, the round clock, and each game saved with the gathering. Free to start.
Create Free AccountTurnZero 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.