Revolt N Reign — Gameplay Guide

Pre-Game Setup walks through all 6 steps in order — UA placement, shuffling, mulligans, turn order determination, and Player 2's equalization play, finishing with tracker setup.

Both players complete all setup steps before anyone draws an opening hand. UA's are never shuffled into your deck.

1

Place Unconstitutional Acts (UAs)

Each player takes their 3 UA cards and places them face-up in their UA Area before anything else. These are never shuffled into the deck.

Never put UAs in the draw pile!!

2

Shuffle your deck

Shuffle your remaining 57 cards thoroughly. Your opponent may cut your deck.

3

Mulligans (before turn order)

Both players draw 7 cards. You may mulligan up to twice — shuffle your hand back into your deck and redraw 7. Mulligans happen before turn order is decided.

Up to 2 mulligans allowed

4

Determine turn order

If one player is under 15 years old, they go first. Otherwise, roll dice — high roll is Player 1.

5

Player 2 pre-game equalization

Before Player 1's first turn, Player 2 may play one 0-IP card from their hand. Its effects do not resolve until the first Resolve Phase of actual play.

Balances going second

6

Set trackers

Both players set their Liberty Points (LP) tracker to 100 and their Independence Points (IP) tracker to 0. The draw pile is the remaining 50 cards after your opening hand.

Turn Structure covers each of the 5 phases with all the rules that matter inside each one — including the draw phase deck-out trigger, IP carry-over, what's playable when, and the End Phase checklist.

1

Draw Phase

Draw exactly 1 card from the top of your draw pile. This cannot be skipped.

Deck-Out: If you cannot draw because your draw pile is empty, you lose immediately by Deck-Out Victory for your opponent. This only triggers when a draw is required and fails — having 0 cards in the pile alone doesn't cause a loss.

2

Independence Phase

All your Pillar cards generate IP simultaneously. There is no maximum IP you can hold. IP carries over between turns.

Timing: "When you gain IP" effects trigger after IP is added. If multiple such effects exist, they resolve simultaneously — active player chooses order.

3

Play Phase

Spend IP to play cards from your hand. Playing cards is optional.

To pay IP: Turn a Pillar card sideways (tap it) to spend its IP value.

Playable cards: Attack, Bills, Defense, Freedom, Pillar, and Rights cards may all be played this phase.

Attack on Attack (AoA): Declare AoA here by paying the Attack card's IP cost + 1 extra IP. Both attacks deal damage simultaneously in the Resolve Phase, bypassing all Defense.

Declare targets: All targets and intentions must be declared before the Resolve Phase begins. No new plays or activations are possible once resolution starts.

Mill / Discard effects: Mill targets cards from the top of the opponent's draw pile. Discard targets cards from the opponent's hand.

4

Resolve Phase

All effects resolve in a fixed 7-step order. Once this phase begins, no player may play cards or activate abilities. See the Resolve Phase tab for the full order.

Order matters — see Resolve tab

5

End Phase

Perform these actions in order to close out your turn:

Hand limit: Discard down to 7 cards if you hold more.

Temporary effects expire: Any effect that lasts "until end of turn" ends now.

Count LP: Both players confirm their current LP totals.

Check all victory conditions: LP victory, Petition victory, Deck-Out, Attack victory are all checked here. No instant victory can occur outside this step unless a card explicitly says so.

Straighten Pillar cards: Turn all tapped Pillars upright for the start of your next turn.

Resolve Phase is its own tab because order is everything — the full 7-step sequence from Locks → AoA → UA Drain → Attack Damage → Cleanup → Petition Check → LP Gain, with the critical notes for each.

The Resolve Phase is fully automatic. No player may intervene with new plays once it begins. Both players' existing cards may still interact with effects as written.

1

Locks and Blocks

All Lock and Block effects already in play apply simultaneously. No new locks may be created after this step begins.

Locked cards cannot attack, defend, activate abilities, or apply passive/continuous effects for the rest of this Resolve Phase and until the end of their controller's next turn. They can still be targeted, damaged, destroyed, or exiled.

Exception — UA LP drain: A locked UA still drains LP because UA drain is a core rule effect, not a card effect. Only a card that explicitly references "UA LP drain" can stop it.

2

Attack on Attack (AoA / Rebel Clash)

If AoA was declared in the Play Phase, both Attack cards deal damage to each other simultaneously.

AoA bypasses all Defense cards. The surviving card retains its remaining damage for Step 4. Destroyed Attack cards are discarded.

3

UA Liberty Point Drain

Each of the active player's UAs drains the opponent's LP equal to its printed drain value. This is a core rule effect — it cannot be blocked or reduced unless a card explicitly says it modifies "UA LP Drain."

Defense cards do NOT stop this

4

Resolve Attack Damage

All Attack Damage resolves. Active player's attacks resolve first, then inactive player's (if any).

Default targeting: Attack Damage hits Defense cards first. If no Defense remains, it hits UAs. It only hits LP if the card text explicitly says so.

Damage rules: Damage from one source must go to one target. Excess damage is lost — it does not carry over.

Defense must fall first: All opponent Defense cards protecting UAs must be destroyed before Attack Damage may be assigned to any UA, unless a bypass effect is stated.

5

State Cleanup and Other Effects

Resolve in sub-order: 5A → 5B → 5C

5A — Defense Points: Reduce DP from damage. Destroy any Defense card at 0 DP.

5B — Destruction: Destroy all cards reduced to 0 durability. Forced Resolution triggers here if destruction fulfills a card's full discard requirement.

5C — Other Effects: Resolve all remaining triggered effects. Active player chooses order if simultaneous.

6

Petition Check

Petition Victory is only checked at this step. The active player must currently control all three conditions simultaneously:

3 or more Petition cards in play

3 or more Scroll Pillars in play

LP of 20 or greater

Cards removed earlier this phase don't count

7

LP Gain

All LP gain effects from this turn resolve now. LP may exceed 100 — there is no cap.

Combat & UA breaks down the mechanical relationship between UAs, Defense cards, and attacks in plain terms, including Bills cost doubling and AoA procedure.

Understanding how UAs, Defense, and Attack interact is the core engine of Revolt N Reign.

A

How UAs drain LP

Each UA drains the opponent's LP during the controller's Resolve Phase, Step 3. This happens automatically — no action required. It cannot be blocked by Defense cards. Only a card explicitly targeting "UA LP drain" can modify it.

Common UA: ~20 DP, drains 1 LP/turn

Uncommon UA: ~25 DP, drains 1 LP/turn

Rare UA: ~30 DP, drains 2 LP/turn (+ drawback)

These are historical notes, not rules — card text governs

B

Defense cards — what they do and don't do

Defense cards protect UA Defense Points only. They are walls around the UA, not shields for your LP.

They DO: Absorb Attack Damage assigned to them; make it harder to destroy your UAs; force attackers to destroy Defense before reaching the UA.

They DON'T: Stop LP drain from UAs; protect LP; block milling; protect Petitions (unless a card explicitly says so).

Activation timing: A Defense card's printed effects trigger when Attack Damage is actually assigned to that card — not when targeted, not when a declaration is made.

C

Attacking — step by step

During your Play Phase, declare an Attack card and its target. Pay its IP cost (tap a Pillar).

If opponent has Defense cards: All Attack Damage must go to one Defense card. Excess damage is lost. Destroy Defense first before you can reach the UA.

If no Defense remains: Attack Damage may be assigned directly to a UA.

To target LP: Only possible if the Attack card's text explicitly states it targets LP.

Attack Victory: Destroying all 3 opponent UAs wins the game instantly.

D

Attack on Attack (AoA / Rebel Clash)

In the Play Phase, pay the Attack card's IP + 1 extra IP to declare AoA. You and your opponent each send an Attack card to clash.

Both Attack cards deal damage simultaneously in Resolve Phase Step 2. AoA bypasses all Defense. The surviving card retains remaining damage and carries it forward into Step 4 for normal resolution.

E

Bills — escalating cost

Bills are powerful one-time actions played in the Play Phase. After resolving, a Bill returns to your hand unless exiled.

Cost doubles each use: Every time a Bill returns to hand after resolving, its IP cost doubles for all future plays. This cost persists between turns and is tracked by card name.

Exile ends it: If a Bill is exiled, it cannot be played again and no further cost increases occur.

Victory covers all 4 win conditions, simultaneous victory/loss ruling, and the exact Petition Victory requirements.

All victory conditions are checked during the End Phase unless otherwise stated. If multiple conditions occur simultaneously, the Active Player wins.

VICTORY - 4 Ways to Win

LP Victory

Opponent's LP reaches 0 or below at End Phase.

Attack Victory

Destroy all 3 opponent UAs. This wins instantly when the last UA is destroyed.

Petition Victory

Petition Victory — detailed requirements

All three conditions must be true simultaneously at Resolve Phase Step 6:

3 or more Petition cards currently in play (Petitions must remain in play to count — discarded or exiled Petitions don't count)

3 or more Scroll Pillars currently in play

Your LP is 20 or greater

Petitions stay in play unless exiled or removed by a card effect

Deck-Out Victory

Opponent cannot draw during their Draw Phase because their draw pile is empty.

→ Simultaneous victory and loss

If victory and loss conditions are met at the same time on your turn, you win. For example: your UA drains opponent LP to 0 while your draw pile is empty — you win because the Active Player's victory takes precedence.