deck builder limits runes to 3 of each
Runes are limited to 3 of each like other cards, which makes it impossible to make a legal deck

Jacob S 4 days ago
Player Networks
deck builder limits runes to 3 of each
Runes are limited to 3 of each like other cards, which makes it impossible to make a legal deck

Jacob S 4 days ago
Player Networks
player name after update
when i logged into the updated website my player name was set to my previous team name.

William A 4 days ago
Player Networks
player name after update
when i logged into the updated website my player name was set to my previous team name.

William A 4 days ago
Player Networks
[BUG] IMPORTANT RUNES
There's a bug in the rune list; the card unit "lock" also applies to runes and doesn't allow more than three runes. Therefore, it prevents decks from being uploaded to events or saved because they're illegal. Can you fix this? Thanks. P.S.: It also puts them in the main deck, and then you have to drag them down to the runes section.

Miguel Angel B 4 days ago
Player Networks
[BUG] IMPORTANT RUNES
There's a bug in the rune list; the card unit "lock" also applies to runes and doesn't allow more than three runes. Therefore, it prevents decks from being uploaded to events or saved because they're illegal. Can you fix this? Thanks. P.S.: It also puts them in the main deck, and then you have to drag them down to the runes section.

Miguel Angel B 4 days ago
Player Networks
Slow down the set releases
Love your tcg Riftbound but imo sets are being pumped far too fast. Meta doesnt stabilize long enough for market to respond. Value wise game is in a good place for players however you are not leaving enough time in between sets for people to make playsets. Most are still trying to complete Unleashed. Yet there eyes are now cast forward 2 sets. Many prioritizing theory testing ahead that has left them flagging Unleashed and prior to that Spiritforged. That all said player base is becoming stagnant, many not interested in playing NN hobbies. -Roll off standard metal cards along with best ofs -Revert to regional languages. Now print runs are stabilized and French has just launched. I imagine German and Spanish will be coming shortly. With market low and game experiencing the standard set 3 player drop every platform goes through, before set 5 is best to take action. After that backlash would be too big. Plenty more suggestions but these are things I feel need to happen if u want to have longevity to match ur current success. Regards, Stephen

Stephen K 5 days ago
Player Networks
Slow down the set releases
Love your tcg Riftbound but imo sets are being pumped far too fast. Meta doesnt stabilize long enough for market to respond. Value wise game is in a good place for players however you are not leaving enough time in between sets for people to make playsets. Most are still trying to complete Unleashed. Yet there eyes are now cast forward 2 sets. Many prioritizing theory testing ahead that has left them flagging Unleashed and prior to that Spiritforged. That all said player base is becoming stagnant, many not interested in playing NN hobbies. -Roll off standard metal cards along with best ofs -Revert to regional languages. Now print runs are stabilized and French has just launched. I imagine German and Spanish will be coming shortly. With market low and game experiencing the standard set 3 player drop every platform goes through, before set 5 is best to take action. After that backlash would be too big. Plenty more suggestions but these are things I feel need to happen if u want to have longevity to match ur current success. Regards, Stephen

Stephen K 5 days ago
Player Networks
I am not able to see my events. Have an issue and not show any detalla
I have an issue with the option: โmy eventsโ i am not able to see anyone. I tried with all browser and refresh the cookies

Gustavo Gabriel L 5 days ago
Player Networks
I am not able to see my events. Have an issue and not show any detalla
I have an issue with the option: โmy eventsโ i am not able to see anyone. I tried with all browser and refresh the cookies

Gustavo Gabriel L 5 days ago
Player Networks
Bug Found
I have found a bug while making a hero too deck. The site is saying my Mirio deck is not legal due to Drive Parry and Moment of Normalcy being illegal due to not matching resource card symbols of the chosen character.

Justin B 6 days ago
Player Networks
Bug Found
I have found a bug while making a hero too deck. The site is saying my Mirio deck is not legal due to Drive Parry and Moment of Normalcy being illegal due to not matching resource card symbols of the chosen character.

Justin B 6 days ago
Player Networks
Players need a Riftbound-specific nickname separate from Riot/League identity
Source Featurebase post 6a21c043e824ebcf61494439 (Nicknames) by Jesus Miguel C, 2026-06-04, 1 upvote: https://cardeio.featurebase.app/p/nicknames The player wants to keep their long-standing League of Legends nickname/history, but use a different nickname for Riftbound TCG. Today they cannot set a Riftbound-specific nickname. Problem Players who arrive through Riot/League identity may want a TCG-specific display name for Riftbound organized play. If the platform only exposes one shared account/display identity, players have to choose between preserving their existing League identity and showing the nickname they want other Riftbound players/organizers to see. Product Skepticism Notes Actual problem: the account/profile model may not support per-game or per-community display names, which creates identity friction for players crossing from League into Riftbound. Who is affected: one Featurebase report/upvote so far; likely segment is Riftbound players whose Riot/League identity differs from their tabletop nickname. Status quo: use the existing global/Riot-linked display name or whatever randomized/edit path currently exists. Evidence: one public Featurebase request; no support volume yet. Decision needed: whether Carde/Riftbound should support a game-specific nickname, a global editable display name, publisher-controlled nickname rules, or no change because of Riot identity/moderation constraints. Duplicate / Adjacent Review SENG-125 is adjacent for child-account name changes, but it is not specific to Riot/League vs Riftbound identity. HYD2-7155 covers server-side validation of display-name/profile updates, not the product policy for per-game nicknames. SENG-309 covers migrated Play Hub display names using the wrong source field, not user-controlled nickname choice. HYD2-7399 is relevant because nickname/profile visibility must not undermine privacy and safety decisions. 90/10 Shape To Consider A first slice could be a Riftbound-specific public nickname field, editable from player profile/settings, that appears on approved Riftbound player-facing surfaces while preserving the underlying account/Riot identity for auth, support, moderation, and abuse handling. Done Means [ ] Product decides global display name vs per-game nickname behavior for Riftbound. [ ] Product defines allowed characters, uniqueness/collision behavior, moderation/reporting expectations, and change frequency. [ ] If accepted, players can set/edit the approved nickname from the relevant profile/settings surface. [ ] Riftbound player-facing surfaces use the nickname consistently where intended. [ ] Support/admin surfaces retain access to the underlying account identity for disambiguation and moderation. [ ] The implementation respects privacy/event-history decisions such as HYD2-7399.
Linear 6 days ago
Player Networks
Players need a Riftbound-specific nickname separate from Riot/League identity
Source Featurebase post 6a21c043e824ebcf61494439 (Nicknames) by Jesus Miguel C, 2026-06-04, 1 upvote: https://cardeio.featurebase.app/p/nicknames The player wants to keep their long-standing League of Legends nickname/history, but use a different nickname for Riftbound TCG. Today they cannot set a Riftbound-specific nickname. Problem Players who arrive through Riot/League identity may want a TCG-specific display name for Riftbound organized play. If the platform only exposes one shared account/display identity, players have to choose between preserving their existing League identity and showing the nickname they want other Riftbound players/organizers to see. Product Skepticism Notes Actual problem: the account/profile model may not support per-game or per-community display names, which creates identity friction for players crossing from League into Riftbound. Who is affected: one Featurebase report/upvote so far; likely segment is Riftbound players whose Riot/League identity differs from their tabletop nickname. Status quo: use the existing global/Riot-linked display name or whatever randomized/edit path currently exists. Evidence: one public Featurebase request; no support volume yet. Decision needed: whether Carde/Riftbound should support a game-specific nickname, a global editable display name, publisher-controlled nickname rules, or no change because of Riot identity/moderation constraints. Duplicate / Adjacent Review SENG-125 is adjacent for child-account name changes, but it is not specific to Riot/League vs Riftbound identity. HYD2-7155 covers server-side validation of display-name/profile updates, not the product policy for per-game nicknames. SENG-309 covers migrated Play Hub display names using the wrong source field, not user-controlled nickname choice. HYD2-7399 is relevant because nickname/profile visibility must not undermine privacy and safety decisions. 90/10 Shape To Consider A first slice could be a Riftbound-specific public nickname field, editable from player profile/settings, that appears on approved Riftbound player-facing surfaces while preserving the underlying account/Riot identity for auth, support, moderation, and abuse handling. Done Means [ ] Product decides global display name vs per-game nickname behavior for Riftbound. [ ] Product defines allowed characters, uniqueness/collision behavior, moderation/reporting expectations, and change frequency. [ ] If accepted, players can set/edit the approved nickname from the relevant profile/settings surface. [ ] Riftbound player-facing surfaces use the nickname consistently where intended. [ ] Support/admin surfaces retain access to the underlying account identity for disambiguation and moderation. [ ] The implementation respects privacy/event-history decisions such as HYD2-7399.
Linear 6 days ago
Player Networks
Nicknames
In league of legends i have the nickname that i apreciate bucause i have a lot of history of my life in the videogames with the nickname, but as a tcg player i want to change my nickname only for the tcg game of riftbound, but i canโt :c

Jesรบs Miguel C 6 days ago
Player Networks
Nicknames
In league of legends i have the nickname that i apreciate bucause i have a lot of history of my life in the videogames with the nickname, but as a tcg player i want to change my nickname only for the tcg game of riftbound, but i canโt :c

Jesรบs Miguel C 6 days ago
Player Networks
Paid event cost can disappear after joining an event
Source Featurebase: https://cardeio.featurebase.app/p/bug-event-cost-not-appearing-once-joined-an-event Post 6a21507d537ae9bab850c80f, submitted by Aingeru J on 2026-06-04. 1 upvote. The report says: "When you join an event the event cost does not appear anymore." The attached screenshot is a Ravensburger Play Hub / Disney Lorcana event detail page for Wilds Unknown Set Championship en Mano del Friki, showing a joined/rejoin state with a paid event cost area highlighted. Product problem Players need reliable price visibility after they have joined a paid event, especially on joined, dropped, or rejoin states where they may be checking what they paid or whether rejoining will cost anything. If the event cost disappears in those states, the paid registration flow loses trust and creates avoidable support ambiguity. Product skepticism notes Who is affected: one Featurebase report so far from a player-facing paid event page. Evidence: screenshot plus short user report. We do not yet have an event URL/ID, exact before/after state, browser/device, or whether the missing cost is on the event detail page, My Events/list card, checkout, or a dropped/rejoin state. Duplicate review: adjacent but not exact tickets exist for paid-event drop/rejoin payment clarity (HYD2-7304), recurring event-cost editability (SENG-251), event price input mutation (HYD2-7020), tax inclusion (SENG-259), and old event-detail button styling (HYD2-6149). None clearly own this joined-state cost-visibility regression. Current status: keep in Triage with Needs Reproduction/Validation until the missing surface and reproduction path are confirmed. 90/10 outcome A player viewing a paid event after joining, dropping, or entering a rejoin state can still see the configured event cost and any relevant paid/no-additional-charge context without needing to leave the page or contact support. Validation needed [ ] Confirm the affected surface: event detail, My Events/list card, checkout, or rejoin/drop state. [ ] Capture event URL/ID and browser/device from the report if possible. [ ] Reproduce with a paid Lorcana event before join, after join, after drop, and on rejoin. [ ] Verify the configured cost remains visible in all relevant joined/rejoin states, or intentionally show explicit paid/no-additional-charge copy if the cost is hidden by design.
Linear 6 days ago
Player Networks
Paid event cost can disappear after joining an event
Source Featurebase: https://cardeio.featurebase.app/p/bug-event-cost-not-appearing-once-joined-an-event Post 6a21507d537ae9bab850c80f, submitted by Aingeru J on 2026-06-04. 1 upvote. The report says: "When you join an event the event cost does not appear anymore." The attached screenshot is a Ravensburger Play Hub / Disney Lorcana event detail page for Wilds Unknown Set Championship en Mano del Friki, showing a joined/rejoin state with a paid event cost area highlighted. Product problem Players need reliable price visibility after they have joined a paid event, especially on joined, dropped, or rejoin states where they may be checking what they paid or whether rejoining will cost anything. If the event cost disappears in those states, the paid registration flow loses trust and creates avoidable support ambiguity. Product skepticism notes Who is affected: one Featurebase report so far from a player-facing paid event page. Evidence: screenshot plus short user report. We do not yet have an event URL/ID, exact before/after state, browser/device, or whether the missing cost is on the event detail page, My Events/list card, checkout, or a dropped/rejoin state. Duplicate review: adjacent but not exact tickets exist for paid-event drop/rejoin payment clarity (HYD2-7304), recurring event-cost editability (SENG-251), event price input mutation (HYD2-7020), tax inclusion (SENG-259), and old event-detail button styling (HYD2-6149). None clearly own this joined-state cost-visibility regression. Current status: keep in Triage with Needs Reproduction/Validation until the missing surface and reproduction path are confirmed. 90/10 outcome A player viewing a paid event after joining, dropping, or entering a rejoin state can still see the configured event cost and any relevant paid/no-additional-charge context without needing to leave the page or contact support. Validation needed [ ] Confirm the affected surface: event detail, My Events/list card, checkout, or rejoin/drop state. [ ] Capture event URL/ID and browser/device from the report if possible. [ ] Reproduce with a paid Lorcana event before join, after join, after drop, and on rejoin. [ ] Verify the configured cost remains visible in all relevant joined/rejoin states, or intentionally show explicit paid/no-additional-charge copy if the cost is hidden by design.
Linear 6 days ago
Player Networks
[Bug] Event cost not appearing once joined an event
When you join an event the event cost does not appear anymore

Aingeru J 6 days ago
Player Networks
[Bug] Event cost not appearing once joined an event
When you join an event the event cost does not appear anymore

Aingeru J 6 days ago
Player Networks
Feedback modal opens with inconsistent initial state
Source: Featurebase post 6a209fcf6c462ebf8968450f (Consistent Modal popups) from David T / thodl15@gmail.com, 1 upvote. User report: "Your Feedback modal does not always pop up to the same screen; you need to keep the UX consistent otherwise you will confuse users of the site." PM triage: Problem: the feedback modal may open to different screens/states depending on where it is launched, which can make the feedback flow feel inconsistent. Evidence: one Featurebase report; no URL, launch surface, screenshot, or expected/actual modal state yet. Current workaround: users must orient themselves each time the modal opens. 90/10: identify the launch surfaces and normalize the initial modal state, or document/implement intentional context-specific starts. Needs reproduction details before backlog acceptance: Where the modal was opened from. What screen/state appeared vs what was expected. Browser/device and screenshot or short recording.
Linear 7 days ago
Player Networks
Feedback modal opens with inconsistent initial state
Source: Featurebase post 6a209fcf6c462ebf8968450f (Consistent Modal popups) from David T / thodl15@gmail.com, 1 upvote. User report: "Your Feedback modal does not always pop up to the same screen; you need to keep the UX consistent otherwise you will confuse users of the site." PM triage: Problem: the feedback modal may open to different screens/states depending on where it is launched, which can make the feedback flow feel inconsistent. Evidence: one Featurebase report; no URL, launch surface, screenshot, or expected/actual modal state yet. Current workaround: users must orient themselves each time the modal opens. 90/10: identify the launch surfaces and normalize the initial modal state, or document/implement intentional context-specific starts. Needs reproduction details before backlog acceptance: Where the modal was opened from. What screen/state appeared vs what was expected. Browser/device and screenshot or short recording.
Linear 7 days ago
Player Networks
Define legacy website data migration scope for events and deck data
Sources: Featurebase posts from David T / thodl15@gmail.com: 6a209ff3830d0ac0f9009e3c (Migrate existing store events): "There are multiple prior events missing from the old website, you need to migrate those over too." 6a209f28a035a111ad254e00 (Handle DB migration from old website): "Thereโs existing deck data hanging out in some old schema in your prior website, you really ought to migrate that over as part of the initial rollout" PM triage: Problem: the rollout may strand existing user-visible event history and deck data if legacy website data is not migrated or intentionally excluded. Evidence: two related Featurebase reports from the same submitter; no specific store, event, player, deck IDs, or rollout owner named yet. Current workaround: unclear; users may perceive missing historical data as data loss. Product decision needed: define which legacy event/deck data must migrate for v1, what can remain archival-only, and who owns validation before rollout. 90/10 candidate: identify the smallest user-visible historical dataset required for launch continuity, migrate that path, and document any intentionally unsupported legacy data. Needs product scoping/decision before implementation: Which old website/schema is the source of truth? Which data types are launch-blocking vs nice-to-have? Concrete examples of missing stores/events/decks to validate against.
Linear 7 days ago
Player Networks
Define legacy website data migration scope for events and deck data
Sources: Featurebase posts from David T / thodl15@gmail.com: 6a209ff3830d0ac0f9009e3c (Migrate existing store events): "There are multiple prior events missing from the old website, you need to migrate those over too." 6a209f28a035a111ad254e00 (Handle DB migration from old website): "Thereโs existing deck data hanging out in some old schema in your prior website, you really ought to migrate that over as part of the initial rollout" PM triage: Problem: the rollout may strand existing user-visible event history and deck data if legacy website data is not migrated or intentionally excluded. Evidence: two related Featurebase reports from the same submitter; no specific store, event, player, deck IDs, or rollout owner named yet. Current workaround: unclear; users may perceive missing historical data as data loss. Product decision needed: define which legacy event/deck data must migrate for v1, what can remain archival-only, and who owns validation before rollout. 90/10 candidate: identify the smallest user-visible historical dataset required for launch continuity, migrate that path, and document any intentionally unsupported legacy data. Needs product scoping/decision before implementation: Which old website/schema is the source of truth? Which data types are launch-blocking vs nice-to-have? Concrete examples of missing stores/events/decks to validate against.
Linear 7 days ago
Player Networks
Players list Checked In sorting does not change order
Source: Featurebase post 6a20b0d898f1621c6455b383 (Sorting by "Checked In") from Game H / gamehavenmd@gmail.com, 1 upvote. User report: "This option doesnt actually work. Every time i click it, nothing changes." PM triage: Problem: event organizers appear to have a Checked In sort option in the player/registration list, but using it does not visibly reorder the list. Evidence: one Featurebase report; no event ID, page URL, browser, or screenshot yet. Current workaround: manually scan the list instead of sorting by check-in state. 90/10: make the existing Checked In sort control reorder deterministically by check-in status without breaking the existing player list behavior. Needs reproduction details before backlog acceptance: Event link/ID and game/program. Exact page/table where the sort is clicked. Expected order vs actual order, with screenshot or short recording if possible.
Linear 7 days ago
Player Networks
Players list Checked In sorting does not change order
Source: Featurebase post 6a20b0d898f1621c6455b383 (Sorting by "Checked In") from Game H / gamehavenmd@gmail.com, 1 upvote. User report: "This option doesnt actually work. Every time i click it, nothing changes." PM triage: Problem: event organizers appear to have a Checked In sort option in the player/registration list, but using it does not visibly reorder the list. Evidence: one Featurebase report; no event ID, page URL, browser, or screenshot yet. Current workaround: manually scan the list instead of sorting by check-in state. 90/10: make the existing Checked In sort control reorder deterministically by check-in status without breaking the existing player list behavior. Needs reproduction details before backlog acceptance: Event link/ID and game/program. Exact page/table where the sort is clicked. Expected order vs actual order, with screenshot or short recording if possible.
Linear 7 days ago
Player Networks
Migrate existing store events
There are multiple prior events missing from the old website, you need to migrate those over too.

David T 7 days ago
Player Networks
Migrate existing store events
There are multiple prior events missing from the old website, you need to migrate those over too.

David T 7 days ago
Player Networks
Consistent Modal popups
Your Feedback modal does not always pop up to the same screen; you need to keep the UX consistent otherwise you will confuse users of the site.

David T 7 days ago
Player Networks
Consistent Modal popups
Your Feedback modal does not always pop up to the same screen; you need to keep the UX consistent otherwise you will confuse users of the site.

David T 7 days ago
Player Networks
Handle DB migration from old website
Thereโs existing deck data hanging out in some old schema in your prior website, you really ought to migrate that over as part of the initial rollout

David T 7 days ago
Player Networks
Handle DB migration from old website
Thereโs existing deck data hanging out in some old schema in your prior website, you really ought to migrate that over as part of the initial rollout

David T 7 days ago
Player Networks
Store Not Actually Hosting Set Champs
For the last couple of sets, Iโve noticed that this store is โhostingโ set champs, but joining the event is inaccessible to the general public. I understand that some shops want you to purchase a ticket on their website first, but that isnโt an option with this store. It is my suspicion that they are using fake player accounts to fill the set champs slots and retain the prizing in-store for re-sale purposes. For the Fabled set, I attended set champs here, but since then, the store hasnโt allowed for Illumineers in the area to sign-up. Their event is usually capped at 8 and none of the players are recognizable to any of the players in our area. https://tcg.ravensburgerplay.com/stores/d81896a7-64ee-4c9e-a492-b4a8ab9a9a38 https://tcg.ravensburgerplay.com/events/503397 At time of writing, joining the event is not possible, capacity for the event is set to zero, thereโs no way to purchase a ticket for the event on their website and weโre 3 days away from when itโs supposed to fire - seems kind of shady to me.

Lee-Anne M 7 days ago
Player Networks
Store Not Actually Hosting Set Champs
For the last couple of sets, Iโve noticed that this store is โhostingโ set champs, but joining the event is inaccessible to the general public. I understand that some shops want you to purchase a ticket on their website first, but that isnโt an option with this store. It is my suspicion that they are using fake player accounts to fill the set champs slots and retain the prizing in-store for re-sale purposes. For the Fabled set, I attended set champs here, but since then, the store hasnโt allowed for Illumineers in the area to sign-up. Their event is usually capped at 8 and none of the players are recognizable to any of the players in our area. https://tcg.ravensburgerplay.com/stores/d81896a7-64ee-4c9e-a492-b4a8ab9a9a38 https://tcg.ravensburgerplay.com/events/503397 At time of writing, joining the event is not possible, capacity for the event is set to zero, thereโs no way to purchase a ticket for the event on their website and weโre 3 days away from when itโs supposed to fire - seems kind of shady to me.

Lee-Anne M 7 days ago
Player Networks