Riftbound’s Free-For-Alls Combine Chaos and Strategy In A Promising TCG Package

Riftbound’s Free-For-Alls Combine Chaos and Strategy In A Promising TCG Package

This past week, Riot Games hosted the Riftbound Summit, an invitational event that showed off more of their upcoming League of Legends-themed trading card game. There were presentations, slideshows, and plenty of opportunities for hands-on time. On top of revealing the game’s booster rates and some of the Champions that will make the jump from MOBA to card stock, there were other new cards shown and even some opportunities for deckbuilding.

If you haven’t read our PAX East preview of Riftbound, that article has a more extensive breakdown of the game’s rules, but the basic gist is that this is a physical trading card game where players fight over Battlefields. If you conquer a Battlefield by defeating all the foes there, you earn a point. If you hold a Battlefield until the start of your next turn, you gain a point for each held. You win the game if you reach eight points and then either control at least one Battlefield until the beginning of their turn, OR conquer all Battlefields in a single turn (while reaching or exceeding eight points). Of course, things become considerably more nuanced when you consider the numerous keywords, abilities, and card types at your disposal, many of which will be at least vaguely familiar to Magic: The Gathering players.

As for the Summit, I got to use each of the four Trial Decks, which are pre-constructed loadouts that will be available to demo in physical stores when the game releases. Each is designed to showcase the unique strengths of that deck’s central Champion, as best represented by three different cards: a Unit card (Champion that will be face up at the start of the game), their Signature Spell (an extremely powerful spell tailored to that Champion), and their Legend card (which starts in play and also defines what colors of cards you can put in your deck). To give an example, one of the decks has a Blue and Yellow Champion Viktor card that spawns weak fighters called Recruits when his non-Recruit allies die, a Legend card that’s Blue and Yellow and lets you spawn Recruits every turn, and a Signature Spell that essentially clears out all Battlefields, which the deck can theoretically capititalize on thanks to its strength at pumping out units.

Riftbound Yasuo

That said, of the four trial decks, my personal favorite was Yasuo, in large part because he showcases the unique movement-based mechanics that make this game feel unique compared to its peers. Since Riftbound is all about shifting your units between your Base, where they start by default, and Battlefields, this makes it so that abilities that allow you to get units from point A to point B can be quite powerful. In particular, the card Unforgiven, which is the Legend in the Yasuo deck, enables you to move at least one extra time per turn if you can pay the Rune (energy) cost. When combined with Yasuo, who has a potent skill that deals damage to a unit before he even enters a Battlefield, and his Signature Spell that lets you deal damage and ready units that have already moved this turn, it sets up for board wipe situations that are very satisfying to pull off. Essentially, it’s a deck that showcases the potential complexities associated with movement and highlights what’s unique and interesting about this TCG compared to its peers.

And beyond further showcasing Riftbound’s interesting gameplay systems, these matches also drove home just how fun this game’s free-for-all mode can be. Three or four players compete to score eight points first as alliances naturally form and come apart. Because players don’t have health, this means that no one can be eliminated early, avoiding the Magic: The Gathering free-for-all problem where everyone gangs up on the ramp deck before they can get their big boys out (I may still be a bit salty about all the times this happened to me). Additionally, there are other mechanics that encourage interaction between multiple players, like how you can “invite” another person to aid you in a battle against a mutual enemy, which further emphasizes the importance of impromptu diplomacy. This is probably the only TCG I can think of where I preferred the larger multiplayer mode over 1v1, and apparently, many of the cards are specifically designed for this kind of play.

According to the Riot developers at the event, one of the main reasons for this focus is that they’re trying to reach people who don’t usually play trading card games: the emphasis on three and four player matches potentially appeals to board game groups and other types of in-person gatherings that are less interested in sweaty one on ones (although Riot is also funding a competitive circuit that will start soon after the game launches Summer in China and October in the United States). Having played Riftbound with people who don’t normally play this type of nerdy card game, I was surprised by how quickly they picked up the basic rules and enjoyed their time, even if some amount of keyword explanations were necessary. And while it’s clear the game is aimed at bringing in genre newcomers, especially those already into League of Legends, Arcane, or other Runeterra-related properties, it also seems to have enough depth to appeal to genre veterans as well.

Riftbound Green and Purple

Much like my previous hands-on experience, I came away quite impressed with how Riftbound plays, and at this point, most of my biggest concerns can only be answered around launch. Specifically, how will it avoid the ongoing distribution headaches currently plaguing trading card games? You can’t go far in the space right now without hearing some ridiculous story about the newest defense mechanism storefronts are taking against scaplers as supply continues to undershoot demand across the genre. While the developers at the event ensured they would closely observe the market at launch and increase card production if the situation demanded it, it seems like a difficult situation to navigate.

Specifically, I’m concerned about the availability of Legend and Champion cards, because these restrict which kind of decks you can build. Not only do Legend cards determine which color combinations you can use in your deck, but the Champion unit you play face up at the start of the game needs to match the Legend. And since Legends and Champions are either Rare or Epic rarity, they may be difficult to find in packs, upping their cost on the secondary market. While the $19.99 Challenger Decks each include a Legend card, there are only three of these confirmed for launch, meaning they will only cover three potential Rune color combinations out of many.

Riftbound rules

On a brighter note, the monetization seems relatively reasonable otherwise, with booster packs coming in at $4.99 for 14 cards, two of which are guaranteed to be Rare or better. For comparison, that’s about the same price as packs for Pokémon or One Piece and undercuts Magic: The Gathering’s $7.99 pricing. TCGs are admittedly a very expensive hobby in general, and only time will tell where Riftbound falls on that spectrum—it’s impossible to predict how the secondary market will turn out, but hopefully, its collector craze will be limited to affecting the cost of alternate art cards that function the same as their less flashy counterparts. Essentially, as someone who doesn’t care as much about collecting and is more into the mechanics-driven side, I’m hoping that building a decent deck is affordable.

And the main reason I’m invested in this outcome continues to be that the more I play Riftbound, the more its central systems click, and the more I’m eager to dig into its central deckbuilding. We got a chance to put together our own decks at the event, and while the Legends cards proved a bit restrictive, there were already lots of strategies on display: some decks built by the devs, like Teemo’s, were built around trap cards, while others like Za’asa’s were centered around counter-spell play, and so on. While we’re still several months out from Riftbounds’s debut, my time with the game has me hoping that it’s in store for a smooth launch, because if nothing else, I’d like to be able to cheese my friends with Yasuo as soon as possible.


Elijah Gonzalez is the assistant Games and TV Editor for Paste Magazine. In addition to playing and watching the latest on the small screen, he also loves film, creating large lists of media he’ll probably never actually get to, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Bluesky @elijahgonzalez.bsky.social.

 
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