The First Edition
Every card is painted, none is for sale
Twelve per kingdom: six creatures, six spells, and three combos that belong to it alone. Every card is illustrated by hand for RIFT.
Three rarities
Common, uncommon, rare. And golden versions, rarer still: the same card, one notch above.
One golden card per kingdom
It can't be bought and isn't drawn at random: beat the sovereign, take it. No payment, ever, not for a card, not to go faster.
A collection you build
Every card in the game, gathered in a grimoire you leaf through. The golden ones take their place there as you win them.
One card
Everything on it, and nothing more
Six pieces of information, always in the same places. No sixth line to learn, no reminder text, no cross-reference to a manual.
Ancien chêne d’or
Garde, une forteresse vivante.
4
JOUER
7
Ancien chêne d’or. Rare, The Sylves. It is rendered here to the game's own standard : 272 × 408, a two-line border, and the same emblems as on screen.
A glimpse
Three per kingdom, and one that is never played
One common, one uncommon, one rare. The rest is earned kingdom by kingdom, and that is the point.
Card and character names stay in French, that's how they read in the game.
The last one is neither played nor earned : it is deciphered. Twelve are hidden in the campaign, written in khron, the language from before the fracture.
In the works
The Rift awakens
The second edition will carry a theme, not a catalogue: the Rift stops being scenery, and each kingdom gets its own way of feeding it, or of profiting from it.
Twenty cards. And above all combos of another kind: one that outlasts the turn, one that fires on your opponent's side, one that asks for three ingredients and pays out with something people still talk about after the game.
None of it is playable yet, and no date is announced for that edition. It comes after launch.
The waiting list
Earn your first golden card on day one
One address, and you're told at launch, with early access.