The Riftbound rules
The full official text as Riot publishes it, plus the errata, the banned cards and the keywords. Look a term up mid-game, or read the whole rulebook.
Core rules, updated 16 July 2026. Official PDF
51 résultats pour « Conquer »
Règles officielles (27)
Tokens can have costs appended to them via applied Layer effects. Example: Deceiver’s conquer effect creates a 0 [M] Reflection unit token and applies a copy effect to that token. The copy effect will append all copyable traits, including the cost of the unit to be copied. This appends a cost to the Reflection token.
Conquering a Battlefield. See rule 467. Scoring for more information.
If only one player’s Units remain at the Battlefield , and if that player does not already Control the Battlefield , that player establishes Control over the Battlefield . See rule 188. Control for more information on Control . See rule 469.1. for more information on Conquering .
This results in a Conquer if that player has not yet scored that Battlefield this turn.
This does not include making choices for Triggered Abilities of permanents, or Delayed or Reflexive Triggers generated by the item being finalized, even if those abilities trigger when the chain item is played. Example: A unit with a triggered ability that says "When I'm played, kill a unit" does not require you to choose a target as it's played. The target will be chosen when the ability triggers. Example: Targon’s Peak reads “When you conquer here, ready up to 2 runes at the end of this turn.” Readying up to 2 runes at the end of the turn is the effect of a delayed trigger; any choices involved are not made when finalizing the conquer effect but when finalizing the resulting delayed trigger at the end of the turn. See rule 382. Triggered Abilities for more information.
If a Delayed Ability’s duration has ended before it was generated, the Delayed Ability is not generated and any instructions related to it are ignored. Example: Targon’s Peak is a battlefield that reads in part “When you conquer here, ready up to 2 runes at the end of this turn.” If Targon’s Peak is conquered during the Ending Phase after the beginning of the ending step, such as via an effect like thrill of the Hunt, the delayed trigger will not be generated. Example: Akshan, Mischievous reads in part “When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until I leave the board. If it's an Equipment, attach it to me.” If Akshan leaves the board in reaction to his play effect, the delayed passive ability “You control it until I leave the board,” will not be generated. You will not gain control of the targeted gear even for a moment.
Triggered Abilities can usually be recognized by the word "when" followed by a game action or event; the word "at" followed by a point in time during the turn sequence; or the phrase “the [Nth] time” followed by a game action or event. Examples: " When you conquer here, you may spend a buff to draw 1." " At the end of your turn, ready 2 runes." “The first time I move each turn, you may ready something else that's exhausted.”
Conquer Effects are Triggered Abilities whose Condition includes a Unit participating in, and successfully Conquering a Battlefield.
These are commonly structured as “When I conquer…” and “When you conquer…”
This category of Triggered Abilities encompasses only those that are triggered from Units that were present during the Conquer action, or Abilities that reference the player that performed the Conquer action. 383.4.c.2.a. The Conquer Abilities of Units are put on the Chain as Pending Items after the Unit(s) these effects correspond to are present at a Battlefield when a player gains control of it and gains 1 Victory Point from Conquering. 383.4.c.2.b. The Conquer Abilities of anything that references the player Conquering is put on the Chain as a Pending Item when the Condition that the player that controls the triggering source has performed a Conquer and gained 1 Victory Point. 383.4.c.2.c. If the act of gaining one point from Conquering is negated or replaced in any way, the Conquer Effect will still trigger.
These Triggered Abilities can be referred to as Conquer Effects.
To do so, that player checks the condition of all of the specified effects, as if they had fulfilled the named part of the condition. Example: Reckoner’s Arena reads “When you hold here, activate the conquer effects of units here.” For each unit at the battlefield, you will check the trigger condition of their conquer effects to see if the condition has been fulfilled, treating the conquer portion of the condition as having been fulfilled. If all of the conditions are fulfilled for a conquer effect, it is placed on the chain as if it had just triggered. If any of the non-conquer parts of the condition are not fulfilled, it will not be placed on the chain. Example: A spell reads “Activate the play effects of your gear.” For each gear you control, you will treat it as if you had just played the gear and check the other conditions of that gear. If all of the conditions are fulfilled for a play effect, it is placed on the chain as if it had just triggered.
Triggered Abilities outside of the Board will self-describe their context. Example: The triggered ability "When you conquer, you may discard 1 to return this from your trash to your hand." triggers while the card it's on is in the trash, and not anywhere else.
Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effects originating from cards of the same name. Example: A spell reads "Banish the top card of your Main Deck. When you conquer this turn, draw it." This card effect allows you to draw the banished card from banishment if a condition is met. If more than one of these effects is played, each one triggers separately. Each card will be drawn separately. If the turn player passes the turn without playing the card, the card remains in banishment indefinitely. If the same player plays another copy of the same spell, banishes another card, and satisfies its condition, they could play the new banished card, but not the original banished card. See rule 393. Linked Abilities for more information.
The replacing token is treated as the same Game Object as the card or token it replaced for the purposes of Game Effects that target or reference that game object. Example: A player with Green Father as their legend conquers Navori Fighting Pit. They choose to place the Green Father conquer effect on the chain after the Navori Fighting Pit conquer effect. When the Green Father trigger resolves, Navori Fighting Pit is replaced with Brush. Although the Navori Fighting Pit has been replaced, the “here” in its triggered ability still can have its information referenced, because the Brush inherited all statuses and conditions. The unit Navori Fighting Pit’s triggered ability has targeted will still be a legal target on resolution.
Skip is an action that interacts with events and procedures of the turn. Example: A card reads in part “Choose an enemy unit. Skip the next time that unit would move this turn.” This is a replacement effect that replaces the event of a unit moving with nothing. Example: A card reads in part “Skip your Draw phase.” This is a replacement effect that replaces a player’s Draw Phase with nothing. Example: A card reads in part “Choose a player. They skip their next point from conquering this turn.” This is a replacement effect that replaces the 1 point gained when conquering with nothing.
Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn. See rule 188. Control for more information on Control. See rule 469.1. for more information on Conquering.
Conquer: A player gains Control of a Battlefield they did not yet Score this turn.
In Modes of Play with teammates, Battlefields under the Control of a teammate during the scoring step of the Beginning Phase of a player’s turn are also disqualified from being Scored through Conquer by any means by that player’s team.
Notably, points Gained from sources that are not Conquer are not beholden to these restrictions.
When a player tries to Gain a Point through a Conquer , and their current Point Total is 1 point from the Victory Score of the Mode of Play or higher, the following occurs:
Conquer abilities trigger at a Battlefield that was Conquered.
Battlefields controlled during the Beginning Phase of a player's turn by that player's teammate are disqualified from being scored by that Team, that turn. Example: A player may not induce their partner to retreat, and then conquer a Battlefield their teammate was controlling.
When scoring the Final Point from Conquer , a player must Score each Battlefield in the same turn, excepting any that were occupied by their ally during the scoring step of that turn’s Beginning Phase . See rule 467. Scoring for more information.
If an ability has multiple Dependent Keywords, all of them must have their Condition met in order for the ability to be active. Example: A unit reads “[Level 11][>>][Legion][>] When you conquer, gain 1 point.” In order for the conquer effect of the unit to be active, its controller must have 11 XP and have finalized a card other than the unit that turn.
Hunt is both a Conquer and a Hold effect.
Hunt is functionally short for: “When I Conquer or Hold , my controller gains X XP.” See rule 728. XP for more information
Terms and keywords
Vous gagnez X points d'XP quand cette unité aide à conquérir ou contrôler un champ de bataille. L'XP débloque des bonus Niveau.
Gagner un combat sur un champ de bataille et y rester = +1 point. Un seul point par champ de bataille par tour.