RIFT Get notified

One game

One turn, three phases, always in the same order

You cannot change that order, and that is exactly what makes the combos possible. Everything below is captured on the running game, none of it is a mock-up.

In motion

The game, filmed as it runs

A minute and a quarter. The cards, a full turn, the Rift striking both sides, the table flat and in volume. Nothing is a mock-up. Sound only starts when you press play.

Everything you see is in the game. The artwork, the kingdoms and the Rift are the ones you play, not a mock-up built for the video.

The board

Everything is on one screen

The RIFT board on turn one: both heroes, their life, the column of three phases, the Rift at the centre and a hand of four cards.
Turn one. Your hero at the bottom with life and souls, your opponent at the top, the phase column on the left, the Rift in the middle, and your hand of four cards. There is nothing else to learn.

One card

Everything on it, and nothing more

Six pieces of information, always in the same places. No sixth line to learn, no reminder text, no cross-reference to a manual.

Ancien chêne d’or 5 The Sylves

Ancien chêne d’or

Garde, une forteresse vivante.

4 JOUER 7

The cost5 souls. They come back in full every turn, and you gain one more, up to six.
The kingdomEvery card belongs to one of the four. A deck rarely mixes two.
The typeThe emblem says creature or spell. A creature stays on the table ; a spell acts and is gone.
The effectOne line, never two. Guard is the only keyword in the game : it intercepts the assault aimed at your hero.
The attack4, what it takes away when it strikes.
The life7, what it absorbs before it falls.

Ancien chêne d’or. Rare, The Sylves. It is rendered here to the game's own standard : 272 × 408, a two-line border, and the same emblems as on screen.

The turn

What happens, in order

  1. You summon

    Laying a creature or casting a spell costs souls. You have one on the first turn, one more each turn, six at most, and they refill completely at the start of your turn. Nothing to draw, nothing to manage: both players have exactly the same means at the same moment.

  2. The assault goes on its own

    Your two strongest allies cross the Rift together. You choose when, never who: there is nothing to point at, nothing to drag, and no blockers declared across the table. The real decision came earlier, which creatures you laid down, in what order, across three slots only.

  3. Combos land

    If the right ingredients met during your turn, the combo fires by itself. There is no button to find and no combination to memorise: fifteen exist, three per kingdom, and they arrive because you played well.

A combo, for real

The game names it, and tells you why

The combo Embuscade féerique fires in the middle of the board, with its rule shown and the damage rising.
"Embuscade féerique". A trick and an attack met inside the same turn: 1 damage to the enemy hero. The game announces it at the centre, damage rises where it lands, and the log at the bottom right keeps everything that happened.

The third player

The Rift strikes both sides

The Rift opens mid-game: two damage to each hero, one to each creature.
It chooses nobody. It feeds on what dies and on what fires; at its threshold it deals 2 damage to each hero and 1 to each creature. Then its threshold rises: the more you feed it, the dearer it becomes to wake.

It is the one thing at the table that belongs to nobody. Where it comes from.

What RIFT doesn't have

Four things left out, on purpose

On a phone

The same game, on a phone

The board plays in portrait, with the same rules and the same cards. Nothing is removed, nothing is simplified, it is the format the game was composed for.

On a computer, the table rises into 3D, scenery, not another way to play. On a phone it's the flat board, and that is a choice: a card game reads better flat, under one thumb.

A game of RIFT on a phone, in portrait.

The grimoire

The rules, as the game hands them to you

They fit on one page, and the game opens it at your first duel. These are exactly the same words.

What else you need to know

Three things that decide close duels.

Guard
A creature with guard intercepts the assault aimed at your hero. As long as it holds, he cannot be touched.
The Rift
It feeds on every creature that falls. Once it reaches its threshold, it strikes both sides, it is on nobody's side.
Souls
They come back every turn, and you gain one more. Whatever you do not spend is lost.

The waiting list

The rest is played, not read

One address, and you play your first game on launch day, early January 2027.

An address, nothing else. What we do with it.