

Riftforce - Beyond
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FroGames — Moments You'll Remember
Some focus on the Beast, some deal damage with Sand, some heal with Love. And in the end, you discover that Riftforce can also be four different things at once.
WHAT IT'S ABOUT
When Riftforce decides to grow in three different directions
Carlo Bortolini returns to his 2021 tactical duel and radically expands it. Beyond doesn't just add cards: it introduces eight new guilds (Beast, Sand, Love, and others), a structured solo mode, and support for three and four-player games. The illustrations are still by Miguel Coimbra, with his unmistakable fantasy palette.
At the table, you continue to control the Rift by placing creatures, activating combos, and trying to eliminate opposing ones. But now you can unleash the Beast for wild attacks, bury enemies under the Sand, or heal wounds with the power of Love. The new guilds profoundly change strategies, and the added modes transform the experience: from tight duels to chaotic four-player battles, and even a challenge against an automated opponent designed for solo play.
What they say abroad
"Beyond doesn't just add content. It redefines what Riftforce can be."
Beyond doesn't just add content. It redefines what Riftforce can be.
— Meeple Mountain
An expansion that isn't content with just filling the box. It gives you three games in one: the sharp duel, the multiplied chaos, and the calibrated solo challenge. Each mode has its own personality.
— FroGames
Riftforce: Beyond
Beyond introduces a dedicated automated opponent with its own decks and behaviors. The experience is complete and calibrated, maintaining the tactical tension of the duel but obviously losing the bluff and reading of a human opponent. Well designed, not a fallback.
The new forces at play
Eight guilds that change the Rift
Beast
Savage and aggressive attacks. The Beast doesn't think, it strikes. Excellent for direct strategies and constant pressure on the opponent.
Sand
Field control and ability to bury enemies. Sand slows down the pace and punishes those who overextend too early.
Love
Healing and protection of your creatures. Love prolongs games and overturns situations that seemed lost, but requires setup.
Five other guilds
Each new guild brings unique mechanics: elemental powers, unprecedented synergies, Rift manipulation abilities. All to be discovered and combined.
Recommended sleeves 112 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 112 |
| Total cards | 112 |
In half an hour you'll discover that Riftforce wasn't just what you had played so far. Beyond multiplies it.
A game in five moments
What happens at the table
Not the rules. The experience.
The initial draft
Choose your guilds. Some focus on the Beast for a quick win, others on the Sand to control the field. The game starts here: deck composition is half the victory. You look at your opponents' guilds and wonder if you've chosen well.
First placements
Creatures enter the Rift. Some expose themselves immediately, some wait. Tension builds when you understand their strategy: are they accumulating Love to heal, or preparing a massive attack with the Beast? No real damage yet, but the game has already begun.
First exchanges
Creatures begin to activate. Some strike, some heal, some shift positions. Every action costs, and you must decide whether to push now or save cards for later. Sand slows everything down, Love repairs damage, the Beast delivers brutal blows. The Rift fills with overlapping effects.
The decisive moment
Someone executes the combo they've been waiting for three turns. A cascade of activations eliminates half of the opponent's line, or an unexpected heal saves creatures that seemed doomed. Everyone looks up from the table. This is the moment you'll talk about later.
End of the Rift
Someone reaches the necessary points or controls enough positions. The game ends quickly, but leaves you wondering: could you have played that card a turn earlier? Changed the draft? Tried another synergy? You're already thinking about the next game.
How to play
The flow of each round
Riftforce is a duel of hand management and timing. Each round revolves around strategic placements, activations, and discards.
You play cards from your hand to place creatures in the Rift, or activate creatures already on the field by playing cards of the same type. Each choice consumes limited resources.
Activated creatures unleash their powers: attacks, heals, movements, control. Beyond's new guilds introduce never-before-seen effects that combine in unexpected ways.
You can discard cards to gain immediate victory points. It's a difficult choice: you sacrifice future power to get closer to victory now. Timing is critical.
You replenish your hand by drawing new cards. You plan the next turn knowing what your opponents have done and what you need to respond or push.
Why it's different from others
Six mechanics that make a difference
Eight new guilds
Beyond introduces eight new guilds with unique mechanics: from the savage Beast to the burying Sand, from the healing Love to powers never seen in the base game. Each guild radically changes possible strategies and combines in unpredictable ways with existing ones.
Structured solo mode
It's not a patched-up adaptation. Beyond includes a dedicated automa system with its own behaviors, specific decks, and scalable difficulty levels. The tactical duel remains intact even when playing alone, without losing tension.
Games for up to four players
Riftforce is born as a duel, but Beyond expands the field to three and four players. Chaos increases, temporary alliances emerge, and control of the Rift becomes a multi-battle. Same structure, completely different experience.
Asymmetrical guild draft
You don't choose guilds randomly. The draft system forces you to balance internal synergies and counter opponents' choices. Seeing what the other person picks is half the strategy: if they take the Beast, do you need Sand to slow them down? Or do you push for Love to resist?
Cascading combos
Each activation can trigger secondary effects. Beyond's new guilds amplify this aspect: a single card can unleash three or four consecutive actions if you build the right setup. The satisfaction is immense when it works.
Total compatibility with the base game
Beyond doesn't replace Riftforce, it multiplies it. You can mix old and new guilds in any combination, use only the additional modes or only the new cards. Modularity is total: take what you need, leave the rest.
How it ends
How to win and how to lose
Victory comes with control of the Rift or accumulating points. But there are many ways to get there.
Victory
- Reach the target score by discarding cards or destroying opponent's creatures
- Control enough strategic positions in the Rift to dominate the field
- Build a devastating combo that eliminates all enemy defenses in one fell swoop
Elimination
- Your deck runs out before you reach the necessary points
- You lose control of the Rift and are crushed by opponent's creatures
- You mis-time your activations and waste resources without gaining an advantage
Beyond transforms Riftforce into a system: eight new guilds, true solo play, games for up to four players. It's not just more content. It's another game within the same one.
Frequently asked questions
FAQ about Riftforce: Beyond
Is the base game required to play Beyond?
Yes, Beyond is an expansion and requires the Riftforce base game to function. The new guilds mix with the original ones, they don't replace anything. Without the base game, you don't have the rules, tokens, or necessary game structure.
Does the solo mode really work or is it a fallback?
It really works. Beyond includes a dedicated automa system with its own behaviors and scalable difficulty levels. It's not a makeshift adaptation: the tactical experience remains intact, although you obviously lose the bluff and reading of a human opponent.
Do three or four player games change the game much?
Yes, they change it radically. The tight duel becomes a multi-battle with temporary alliances, increased chaos, and less total control. If you love pure 1v1 dueling, you might prefer the base game. If you want more variety and unpredictable interactions, the additional modes are excellent.
Are eight new guilds too many? Is there a risk of losing focus?
It depends on how you use them. You can introduce them one or two at a time, mix them with those from the base game, or play only with the new ones. Modularity is total: you are not forced to use everything together. In fact, discovering them gradually keeps replayability high for months.
Is this edition available in Italian?
No, this Capstone Games edition is in English. The texts on the cards are present and necessary to play: each guild has written abilities that need to be read and understood. Basic knowledge of English is required, or a player who can translate in real time.
Riftforce: Beyond is the expansion designed by Carlo Bortolini that transforms the original tactical duel into a modular system for 1-4 players. Eight new guilds (Beast, Sand, Love and others) introduce new mechanics and deep synergies. The official solo mode includes a structured automa, while the three and four player variants expand tactical chaos. Games last 20-30 minutes, recommended age 10+, published by Capstone Games with illustrations by Miguel Coimbra. Requires the Riftforce base game to function. Available on FroGames.it.

Riftforce - Beyond
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