Riftbound: League of Legends TCG Is A Promising Challenger In A Contested Battlefield

Riot Games tends to have multiple irons in the fire, from upcoming games like 2XKO to their continued support of a whole bunch of multiplayer titles like Team Fight Tactics, Valorant, and, of course, League of Legends. However, among these online-oriented PvP experiences, one undeniably got the short end of the stick: Legends of Runeterra, a digital trading card game largely beloved for its tactical depth and charitable (for a TCG anyway) monetization. Unfortunately, after a round of layoffs last year, Riot pared back support for the game’s PvP and competitive play, instead shifting focus to a PvE mode called Path of Champions, which is structured like a roguelike. While it is still certainly possible to play against other players online in Legends of Runeterra, at least for now, new sets aren’t being released and official support of the tournament circuit has been pulled, meaning the game’s future as a competitive game seems dim.
However, despite slashing Runeterra, Riot is still moving forward with a different card game, Riftbound: The League of Legends Trading Card Game, a physical TCG coming out in the US in October 2025. While many Runeterra fans are understandably upset about what happened to their game, the good news is that from the demo I played at PAX East 2025, Riftbound has a lot of potential, sporting a relatively novel tactical component, lots of crunchy card keywords, and a seemingly well-considered energy system. While it still has many hurdles to clear, like the ongoing scalping problems across the trading card scene, judged purely by how it plays, Riftbound has a lot of potential.
To dig deeper into the nitty-gritty of the rules, the game can be played in 1v1, 2v2, or three-to-four-player free-for-alls. An interesting point of differentiation compared to many other TCGs is that this one seems particularly designed around playing with more than two people. Matches center around controlling three battlefields that can be conquered by placing a unit card on that space. If there’s already an enemy unit on a battlefield when you move your units there, a fight happens, and if you have the last unit(s) standing, you take over that area, gaining a point in the process. You also gain a point for each battlefield you control at the start of your turn. While you win when you get to eight points, you can only earn the final point by holding a battlefield until the beginning of your turn or conquering all three battlefields in a single turn: basically, you can’t win by grabbing a single battlefield during your turn without holding it. When a player moves a unit onto a contested battlefield, a showdown occurs. Here, both players deal damage equal to their cards’ combined attack power, with both the defender and attacker distributing the damage to opposing units in any way they like. A single shared number represents both a unit’s health and attack power, and as long as a creature survives combat, its health recovers between fights.
This battlefield element lends a strategic feel to the game, as instead of just swinging at a foe, you’re trying to work out which areas to attack or fortify and when. You could hypothetically play a more hit-and-run approach where you attack the weakest battlefield each turn to rack up quick points, entrench a position to keep earning every turn, or some combination of the two. It’s a very novel focus that pairs particularly well with the 3+ player modes.
Unlike in Magic: The Gathering free-for-alls, where an unlucky player frequently gets ganged up on, killed, and has to watch from the sidelines, here alliances naturally form and break apart as you work to prevent one player from getting too much of a field advantage. For instance, in the game I played, as a Viktor player was on the verge of victory, everyone else naturally teamed up to shore up their own battlefields instead of weakening each other.