Riftboundis Riot Games' debut in the physical card game space, taking lessons learned fromLegends of Runeterraand applying them to something entirely different. Not content to merely emulate well-known TCGs,Riftbound’s team devised a game that benefits from theLeague of LegendsIP while standing on its own two feet. While name recognition is certainly helpful, perhaps the wayRiftboundbenefits most from theLeague of Legendsbrand is its champions, which have translatedfrom the PC MOBAinto a wide range of distinct playstyles within the TCG.
In an interview with Game Rant following up from our hands-on preview ofRiftbound, game director Dave Guskin spoke about some of the game’s standout qualities. In particular, he weighed in on the inspiration behindRiftbound’s unique mobility-based gameplay, as well as its spin on traditional TCG resource systems.
Riftbound’s Mobility-Focused Gameplay
Riftbound’s gameplay is all about movement—units are moved from the player’s “base” onto one of several battlefield cards they must take control of to score points toward victory. This framework leads to some playstyles that aren’t quite possible in other TCGs, such as the mobility-heavyYasuo deck or Ahri, who specializes in locking down territory. Guskin revealed how this game mechanic initially came to be:
“It started from the idea that we wanted the game to be social and multiplayer. But even more than that, we wanted it to be accessible. We thought there were a lot ofLeagueplayers who might be interested in a strategy card game like this—maybe they’d never tried one before. So this combination of accessibility and a fun, social experience led me to the direction of: I want to have a space where you feel safe building your army, but I also want you to know that if you want to go for the win, you’ve got to take a risk.
That led to the separation between your base and your battlefields, and it also led to movement being key to the game. You can hang out and build up and feel like you’re making something, but until you start moving, you’re not really pushing toward finishing or winning the game.”
Since units are safe at the player’s base,Riftboundeven allows for a “turtling” playstyle reminiscent of those seen inRTS games likeStarCraft. Players can bide their time, stacking up units at the base, before sending them all onto a battlefield en masse.
Riftbound’s Fresh Take On Resource Systems
Additionally, Guskin pointed to the game’s resource system as a feature that accentuatesRiftbound’s gameplay flow.Riftbound’s Runes are acquired two at a time per turn, and are exhausted (but not entirely lost) to play some cards, while other cards may return a Rune to the Rune deck as an additional expense to trigger a special effect. The risks and rewards inherent to this resource system are not unlike the decisions made surrounding the game’s units—either moving them to a battlefield or holding out for later. Guskin explains:
“I also think our resource system—we landed on something that’s pretty cool and unique. I mean, it’s built from a lot of parts you may see in other games, but I think we found something that reinforces some of the unique things aboutRiftbound.
I mentioned this at the summit, but there’s this idea of “pick your moment”—make your big play, your big swing. And I think our resource system, combined with the battlefields, is that reinforcement piece.”
With a refreshing ruleset and myriadLeague of Legends-inspired playstyles to choose from,Riftboundis shaping upto be a TCG not just forLeague of Legendsfans, but for any card gamers looking for a game that brings something new to the table literally and figuratively.