Riftbound FAQ
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Switcheroo

Up-to-date: This page has been reviewed against the current core rules document (version 1.3).

How does Switcheroo work?

Switcheroo does not swap might values directly — it determines the difference in current might at resolution and applies +X/-X modifiers accordingly.

Switcheroo uses the Swap action (CR 433), which calculates the difference between the two units' current might, then applies a -X modifier to the higher might unit and a +X modifier to the lower might unit. Current might means the unit's total might at resolution time, including all active modifiers: equipment bonuses, battlefield passives, conditional abilities, and any other effects. The modifiers Switcheroo applies persist until end of turn.

Can I apply equipment bonuses or passive effects after Switcheroo resolves?

No. Equipment bonuses, battlefield passives, and conditional abilities are already factored into current might when Switcheroo resolves.

Example

You have a unit with 2 base might and attached equipment granting +3 might, giving it 5 current might. Your opponent has a 1 might unit at the same battlefield. When Switcheroo resolves, it calculates a difference of 4 and applies -4 to your unit and +4 to your opponent's. Your unit ends up at 1 might; your opponent's at 5. The equipment bonus was already included in the calculation — you cannot reapply the +3 afterwards.

What happens when equipment detaches or passives stop applying after Switcheroo?

The Switcheroo modifier persists until end of turn, but the equipment or passive bonus is removed independently — which can result in very low or negative might.

Each modifier is independent: when equipment detaches or a passive deactivates, only that specific bonus is removed; the Switcheroo modifier remains until end of turn.

Equipment detaching

Example

Your unit has 2 base might and +3 from attached equipment (5 current might total). After swapping with a 1 might unit, Switcheroo applies -4 to your unit, leaving it at 1 might (2 base - 4 from Switcheroo + 3 from equipment). If the equipment later detaches, your unit loses the +3 bonus but keeps the -4 from Switcheroo, leaving it at -2 might.

Passives

Example

Trifarian War Camp grants units +1 might while they're present. Your 1 might unit (currently 2 with the battlefield bonus) swaps with your opponent's 6 might unit at the same battlefield. Switcheroo applies +4 to your unit and -4 to your opponent's, leaving your unit at 6 might (1 base + 4 from Switcheroo + 1 from War Camp). If it later moves away from War Camp, it loses the +1 and drops to 5 might — the +4 from Switcheroo stays until end of turn.

Example

Wuju Bladesman grants a friendly unit +2 might while it defends alone. Your 3 might unit is defending alone, making its current might 5 with Wuju's bonus. Your opponent plays Switcheroo targeting both units. Switcheroo applies -4 to your defender and +4 to the attacker, leaving your defender at 1 might (3 base - 4 from Switcheroo + 2 from Wuju) while it still defends alone. Once Wuju's passive deactivates — when combat ends or another friendly unit joins the defense — your unit drops to -1 might.

Can Switcheroo result in negative might?

Yes, but the unit treats its might as 0 for game purposes while calculations still use the actual negative value.

Units can end up with negative might when modifiers included in their current might at resolution are later removed. Units with might less than 0 are treated as having 0 might when referenced by spells and abilities, and when summing might to be assigned as damage in the Combat Damage Step (CR 143.2.b). Units with 0 or negative might do not automatically die — units are only killed during cleanup if they have non-zero damage equal to or exceeding their might (CR 323.5).

If a unit later gains additional might modifiers, they add to the actual negative value.

Example

A unit at -2 might is targeted with Punch First, which reads "Give a unit +5 Might this turn." The unit ends up with 3 might — the +5 modifier adds to the actual -2 value.

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