Temporary — Riftbound Rules
Section 816 — 7 rules
- 816.1.
- Temporary is a Triggered Ability keyword.
- 816.1.a.
- It is present on Permanents.
- 816.1.b.
- It is functionally short for "At the start of this permanent's controller's Beginning Phase, before scoring, kill this."
- 816.1.c.
- The Trigger Condition is the controller of the permanent's Beginning Phase starting.
- 816.2.
- Multiple instances of Temporary are redundant.
- 816.2.a.
- Regardless of how many instances there are, the ability will only trigger once.
- 816.3.
- Temporary, and whether or not a permanent has Temporary, is a characteristic of the permanent and may be checked or referenced by other Game Effects.
Related FAQ (2)
If Temporary is granted to an attached Spinning Axe, will it die at the start of my Beginning Phase?
Yes. Spinning Axe will have two Temporary instances - one active, one inactive. The inactive instance won't trigger, but the active one will, causing the equipment to die. Multiple instances are redundant per rule 816.2, but only one instance can trigger in this scenario.
What is a buff in Riftbound? How are buffs different from tokens or other temporary modifications?
Buffs are Temporary Modifications applied to a Game Object that adjust its state, such as +Might or other property changes. Buffs are public information (rule 109.2). When a Game Object changes zones to a Non-Board Zone, all Temporary Modifications including buffs are removed (rule 110). Unlike tokens — which are independent Game Objects in their own right — buffs are properties attached to existing permanents and cease to exist when the permanent leaves play. See the Buffs section of the Core Rules for full mechanics.