League of Legends has been around the block and back when it comes to mixed media ventures. Some of them have worked out like Arcane, others haven't. Many are still on the way, like Riftbound, the League of Legends-themed trading card game.
I had the chance to take the game for a spin over several rounds with multiple Champions, and I have a really good feeling about it. Beyond the trials and tribulations of the CCG format in general, there's a promising core system here, especially when it comes to games involving three or more players.
Battlefields Are A Game-Changer
They Simulate A Round Of League
The setup for Riftbound is simple. You're playing the role of a legend/Champion from the game, who typically provides a passive ability for your deck. You'll have hero cards as well as a standard deck you've constructed, with cards that benefit any Champion. Turns are taken one after another on separate sides, with players resolving cards based on cost, fueled by runes.
Think of runes like a Bandai Namco card game energy system. Every turn, you'll get two new runes automatically, which can pay for cards. How many runes you leave open can dictate how defensively or offensively the other player will act on their turn, so it behooves you to leave something open to respond.
While the jury is out on whether or not the rune system will make for engaging gameplay long term, in the moment, I was thrilled that it was so easy to learn Riftbound and pick it up quickly. Having runes (mana) enter the battlefield each turn by default allowed me to fully focus on strategy, placement, and reading my opponent rather than logistical overhead.
One of my favorite aspects of Riftbound is easily the Battlefield concept. To actually win games, you need to conquer Battlefields with Champions and units, which are like locations that simulate towers or other important buildings in a League of Legends match. The game is actually won through points, and you need eight to claim victory in a 1v1 heads-up.
In a three or four-player game, the number of Battlefields is increased to three, which adds even more decision points into the mix. Like most card games in general (not just CCGs), the game is balanced around 1v1 play, but I'm interested in trying out bigger multiplayer games more often than not with this system.
So Far, Champions Are Pretty Diverse
Annie Is One To Watch
I tried out several Champions through multiple rounds. My first go-around involved Lux, specifically the Lady of Luminosity version. This passive ability allows you to draw a card after playing a spell that costs five or more, which can ramp you up in the mid-game significantly, provided that you've set yourself up for success at that point.
The other deck I tried was the Dark Child version of Annie, who gets to ready two runes at the end of her turn. She's one of the trickiest characters available in the base starter set, as she can respond to other players in turn with spells, and completely mess up other player's turns since you always have free mana to spare.
Just with these two Champions alone, the gameplay of Riftbound changes considerably. I'm anxious to test out all the new Champion combinations and see what kind of decks I can come up with. We'll all get the chance to try it together on October 31, when the English version of the game is released worldwide.
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OpenCritic Reviews
- Top Critic Avg: 84/100 Critics Rec: 90%
- Released
- October 27, 2009
- ESRB
- T for Teen: Blood, Fantasy Violence, Mild Suggestive Themes, Use of Alcohol and Tobacco
- Developer(s)
- Riot Games
- Publisher(s)
- Riot Games
- Engine
- Proprietary
- Multiplayer
- Online Multiplayer
- Franchise
- League of Legends