Core Rules
What's Different?
Double Trouble changes just five things. Everything else follows standard Riftbound rules — runes, turns, actions, reactions, and combat all work exactly the same.
Deckbuilding
60-Card Decks
Larger decks mean more room for synergy, tech cards, and creative builds. Consistency changes, but so does possibility.
Gameplay
2 Champions on Board
You can run as many champion units in your deck as you want, but with two legends you get two champion spaces — meaning up to two champions on the board at once.
Deckbuilding
2 Legends
Use two legends instead of one. Suddenly, underplayed legends become powerful support pieces for stronger partners.
Gameplay
3 Battlefields
A wider board means more positioning decisions. Divide your attention, control key zones, and outmaneuver opponents.
Gameplay
12 Points to Win
A higher victory threshold means longer, more strategic games where comebacks are real and decisions matter more.
Everything else stays the same. Rune rules, turn structure, action and reaction rules, and combat rules are all unchanged. If you know Riftbound, you already know 95% of Double Trouble.
The 30-Second Pitch
Explain It Quick
“Double Trouble is a Riftbound format where you play a 60-card deck with two legends and up to two champions on the board, play across three battlefields, and need 12 points to win. Everything else works normally.”
That's it. Under 30 seconds. Anyone can understand it.
Next up
Design Philosophy