
Keywords and Card Abilities: The Riftbound Glossary
Welcome back to our Riftbound Strategy Series! So far, we've covered deck construction, zones, and combat. Now it’s time to understand the vocabulary that drives the game. This post is your go-to glossary for Keywords and Card Abilities.
Note: This is Part 4 of our 5-part series. Be sure to check the previous posts if you’re just joining us!
Types of Abilities
- Passive: Always on while the object is on the board.
- Activated: Written as Cost : Effect. Used during Open States.
- Triggered: Starts with “When” or “Whenever.” Triggers go on the Chain.
Common Keywords
- Assault: Bonus Might when attacking.
- Shield: Bonus Might when defending.
- Accelerate: Enters Ready instead of Exhausted.
- Reaction: Playable at Reaction speed during Chains or Showdowns.
- Legion: Bonus effect if you’ve played another card this turn.
- Hidden: Allows facedown play in Battlefield Facedown Zones.
- Deathknell: Triggers when the Unit dies.
- Ganking: Special movement between Battlefields.
- Temporary: Effect expires after duration.
Keywords and Timing
Knowing when you can play a card is just as important as what it does. Learn the difference between:
- Open State: Play Action-speed cards and activate abilities.
- Closed State: Chain exists. Only Reaction-speed cards are legal.
- Showdown: Both players may act if they have Focus.
Reminder Text
Italicized text that summarizes keywords. It’s helpful, but not rules-binding.
Flavor Text
Quotes or lore at the bottom of the card. No gameplay effect—but lots of style!
Quick Example
Volibear, Furious
Cost: 8 Energy + 2 Power
Effect: “When you play me, deal 3 damage to all units at this Battlefield.”
This card is a late-game bomb that sweeps enemy units on entry.
Coming Up Next
In Part 5, we’ll explore Advanced Strategy: Managing Resources, Runes, and the Chain—a must-read for competitive players.