Riftwalker: A Storm Hollow Card Game
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Delivery and Shipping
Delivery and Shipping
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Pre-Order Policy
- Pre-order items are charged at the time the order is placed.
- Prices for pre-order items are subject to change based on final landed costs.
- If the final price is lower, the difference will be refunded to the customer in the form of store credit.
- If the final price is higher, customers will be given the option to either:
- Pay the difference, or
- Cancel the item for a full refund.
- Orders containing pre-order items will be placed on hold until all items in the order are available.
- Once all items have arrived and pricing remains unchanged, the order will be automatically shipped.
- Pre-orders are fulfilled on a first-come, first-served basis.
- If a pre-ordered item becomes unavailable (e.g., the publisher cancels the product), a full refund will be issued.
- Pre-orders may be cancelled and refunded by customers or the store.
- For transactions that are no longer eligible for direct refunds due to payment processor limitations, a store credit will be issued instead.
Description
Description
| Designer | Julian Leiberan-Titus, Angela Hickman Newnham |
| Publisher | Game Salute |
| Players | 2-4 |
| Playtime | 30-60 mins |
| Suggested Age | 13 and up |
Explore the rifts of Storm Hollow, build an array of amazing powers, and trigger burst of magical energy to score big in this strategy card game for 2-4 players that plays in 30-45 minutes. In Riftwalker, players use a central grid of elements composed of earth, wind, fire, water, storm, and life to play rift cards from their hand or shift rifts they already have in play.
Shifting a Rift is a Riftwalker's magical ability to change the nature of a place by calling on and altering the elements. Shifting turns a card sideways and increases its point value. Every time a rift card is played or shifted, it activates a special power that alters a player's cards or the central grid in a useful way. As the game progresses, players will build up a unique set of abilities.
Earth rifts empower shifted rifts while fire burns them down for points. Water rifts spread more rifts across the land and life rifts grow them to great value. Storm rifts control the element grid and wind rifts play all kinds of tricks. However, a rift can only be shifted twice, so no power lasts forever. Eventually, players must create lines of elements on the grid to score their rifts. Some cards give bonus points for scoring the right kind of rifts. In the end, the player with the greatest rifts and the most points wins the game!
