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How the Chain and Finalized Items Resolve: FEPR Explained

Counter wars and queued triggers all run through the Chain. Understanding three concepts — pending items, finalized items, and FEPR — resolves ninety percent of Riftbound’s rules disputes. Based on the official 2026-07-16 Core Rules; the official FAQ takes precedence.

Citations: CR 2026-07-16 §325–340(Chain 與 FEPR)、§359.3.d–359.3.e.10(法術結算與 mistarget)、§419.4(played/Finalized 兩種定義)、§429.2.a · Vendetta FAQ 2026-08-14(Crumbling Sands、Ravenbloom Student 判例;FAQ 優先於 CR)

The chain: from Pending to Finalized

The chain is a temporary non-board zone that exists whenever a card is played or an ability activated (CR 328). Cards, tokens and abilities enter as Pending Chain Items (CR 329) and stay pending until the “Check Legality” step of playing — then they become Finalized Chain Items (CR 329.2–329.3).

The chain exists as long as an item is on it (CR 330); only one chain exists at a time, and new plays go onto the existing chain (CR 330.1–330.2).

The four FEPR steps

  • Finalize: the oldest pending item finalizes first, in the order items were appended (CR 337.1.b). Units, gear and resource-adding abilities resolve immediately (CR 337.2).
  • Execute: the player with Priority may play a legally timed card/ability (in a Closed State, a Reaction) or pass (CR 338).
  • Pass: if all players pass in sequence without adding items, move to Resolve; otherwise priority moves on (CR 339).
  • Resolve: the newest finalized item resolves first, executing all of its effects (CR 340.1). An empty chain returns play to an Open State (CR 340.2); remaining items loop back (CR 340.3–340.4).

Two meanings of “played”: resolution vs finalization

Triggered abilities that check whether a card “was played” trigger when the act of playing is completed by the card’s resolution (CR 419.4.a); if the card was countered and never resolved, they don’t trigger (CR 419.4.a.1).

Non-triggered checks (e.g. Legion, Battering Ram’s discount) reference whether the card was Finalized — even a countered spell activates Legion and discounts Battering Ram (CR 419.4.b).

Spell resolution and mistargeting

A resolving spell executes its rules text top to bottom, then goes to its owner’s trash (CR 359.3.d). It resolves even if some or all targets are illegal (CR 359.3.e.1); instructions tied to illegal targets simply can’t be followed (CR 359.3.e.5). If every instruction fails for lack of valid targets, the spell “has no effect but is still considered played” (CR 359.3.e.10) — “when you play a spell” triggers still fire.

FAQ

Which chain item resolves first?

The newest finalized item resolves first (CR 340.1) — last played, first resolved, which is why counter wars work.

How do Legion and Battering Ram treat a countered spell?

Per the Ravenbloom Student ruling: they check Finalization (CR 419.4.b), not who resolved the card. If you steal an opponent’s Stupefy with Rebuttal and resolve it, Ravenbloom Student triggers twice, but their Legion stays active and Battering Ram gets only the [1] discount (cost [4]).

Can Crumbling Sands counter the first of two spells my opponent played?

Yes. Per the FAQ, Crumbling Sands uses the “finalize” meaning of played (CR 419.4.b) — as long as another spell was finalized afterward (even if countered), you may counter the first one.

If my target is gone at resolution, does the whole spell fizzle?

No. Only instructions tied to the illegal target fail; the rest still execute (CR 359.3.e.5). Official example: if Void Seeker’s unit is gone, it deals no damage — but you still draw 1.

What happens to Add abilities on the chain?

They resolve immediately upon finalizing — no priority pass needed (CR 337.2) — and they never move Priority or Focus (CR 429.2.a).

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Updated 2026-10-07. Unofficial community page, not affiliated with Riot Games.