REVOLT N REIGN Terms & GLOSSARY
REVOLT N REIGN - OFFICIAL GLOSSARY
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A Constitutional Strategy Trading Card Game
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Designed by David Michael Land
© 2026 David Michael Land · All Rights Reserved
VERSION 1.0.0 — LOCKED
This Glossary is rules-authoritative. All defined terms carry the exact mechanical meaning stated here. Informal language has no rules effect. If a term appears in both the Glossary and on a card, the card text is the highest authority unless a core rule explicitly states otherwise.
RULES HIERARCHY
Card Text
Rulebook
Glossary
Specific rule over general rule
Active Player breaks ties
A
ACTION ZONE
The area of play where Attack, Defense, Freedom, Rights, and Bills cards are placed after being played. Cards in the Action Zone are considered in play unless moved to another zone.
ACTIVE PLAYER — CONTROLLER’S TURN
The player whose turn it currently is.
If multiple victory conditions occur simultaneously, the Active Player wins.
Only the Active Player’s “Each Turn” effects and UA LP drain trigger during their turn.
AGE EXCEPTION
Pre-game rule determining turn order when age is a factor.
Situation
Result
One player is under 15
That player is Player 1 and goes first
Both players are under 15
The younger player is Player 1 and goes first
Both players are 15 or older
High dice roll is Player 1 and goes first
AoA (ATTACK ON ATTACK) / REBEL CLASH
A special combat action where an Attack card targets an opposing Attack card.
RULE: AoA applies strictly to Attack cards targeting other Attack cards. Unconstitutional Acts are not Attack cards. AoA rules do not apply to UAs. Uas are NOT attack
Cost: Attack card’s IP cost + 1 additional IP
Resolves during Resolve Phase — Step 2
Both Attack cards deal damage to each other simultaneously
Bypasses all Defense cards
Surviving Attack card retains remaining Attack Points
UAs are not Attack cards and cannot be targeted by AoA
ATTACK CARDS
Cards that deal Attack Damage. Attack cards are hostile actions targeting the opponent’s Defense cards or Unconstitutional Acts by default.
RULE: Default Targeting applies to effects, not attacks. Attacks are hostile actions with their own targeting rules.
Damage range: 2–45
IP cost range: 0–8
May target other Attack cards via AoA
May have up to 1 copy per unique card name
Maximum 4 unique Attack card names may have duplicates
ATTACK DAMAGE (AD)
Damage dealt by Attack cards during Resolve Phase — Step 4.
When an Attack card states “{X} Attack to Opponent,” assign that damage to:
Opponent’s Defense cards first
Opponent’s Unconstitutional Acts if no Defense cards remain
RULE: Attack Damage does not affect Liberty Points unless the card explicitly states it targets LP.
Damage cannot be split
Excess damage is lost
EXAMPLE: 20 AD hits a 12 DP Defense card — Defense is destroyed. The 8 excess damage is absorbed and lost.
ATTACK POINTS (AP)
The damage value of an Attack card.
During AoA, surviving Attack cards retain remaining AP after absorbed damage
Damage must be assigned to a single valid target and cannot be divided unless a card explicitly states otherwise
B
BASE IP
The total Independence Points available at the start of the Independence Phase, including:
Pillar-generated IP
Non-Pillar-generated IP
IP does not carry over between turns.
BILLS
Legislative action cards representing powerful but controlled effects.
May only be played during the Play Phase
Not instant-speed
Resolve once; do not remain in play
Return to owner’s hand unless exiled
Maximum of three (3) per deck — no copies
10 total in the base subset
BILLS — IP COST DOUBLING
Each time a Bill resolves and leaves play, the IP cost to play that Bill again is doubled.
“Leaving play” includes returning to hand, destruction, replacement, or removal by effect
Cost increases apply per Bill name
Increased cost persists for the remainder of the game
If a Bill is exiled, it cannot be played again and no further cost increases occur
BILLS REMOVAL
Removal includes: resolution, destruction, sacrifice, replacement, or override.
When removed by any method, Bills return to their owner’s hand unless exiled
BLOCK
An effect that prevents damage, card play, targeting, or a specific action.
Blocks resolve first during Resolve Phase — Step 1
Blocks must already be in play when the Resolve Phase begins
No new Blocks may be created after Step 1 begins
BRANCH SYMBOLS
Each card belongs to one of four Branch symbols. Unconstitutional Acts do not have Branch symbols.
Branch
Focus
Bison
Resilience, endurance, LP pressure
Eagle
Control, mill, exile
Liberty Bell
Opposition to Unconstitutional Acts
Scroll
Organization, petitions, disruption
RULE: Branch symbols provide synergy only and do not restrict victory paths. Symbols only matter when a card effect explicitly references them.
BYPASS DEFENSE
An effect that allows damage to ignore Defense cards and hit Unconstitutional Acts directly.
RULE: This ability must be explicitly stated on the card. No card bypasses Defense unless it says so.
C
CARD TEXT
The written effects and abilities on a card. Card text is the highest authority for resolving effects, except where a core rule explicitly states it cannot be modified.
CARD TYPES
The seven card types in Revolt N Reign:
#
Card Type
Role
1
Unconstitutional Acts (UA)
Automatic LP pressure
2
Pillars
Resource generation
3
Attack
Deal damage
4
Defense
Protect Unconstitutional Acts
5
Rights
One-time powerful actions
6
Freedom
Unique hybrid cards
7
Bills
Escalating-cost legislative actions
COMMON / UNCOMMON / RARE
Rarity tiers that affect power and deck limits.
NOTE: Values below reflect historical design patterns only. They are not rules. All UA behavior is defined solely by card text.
Rarity
Typical DP
Typical LP Drain
Common
20 DP
1 LP/turn
Uncommon
10–25 DP
1 LP/turn
Rare
5–30 DP
2 LP/turn (often has drawback)
CONTROLLER
The player who currently controls a card in play. A card’s controller resolves its effects and makes all decisions for that card unless stated otherwise.
D
DAMAGE
Referred to as Attack Damage (AD). A numerical reduction applied to LP, DP, or AP.
Damage resolves simultaneously during its designated Resolve Phase step unless stated otherwise
DAMAGE ASSIGNMENT
When multiple Defense cards exist, the attacker chooses which Defense card receives damage.
Damage cannot be split
Excess damage is lost
DECK
A non-rules term referring to a player’s complete 60-card collection at the start of the game. Once the game begins, “deck” has no separate mechanical meaning and always refers to the Draw Pile when used in rules context.
DECK-OUT VICTORY
A win condition triggered when an opponent must draw a card and cannot because their Draw Pile is empty.
RULE: Effects that prevent, replace, or skip a draw do not cause Deck-Out, even when the Draw Pile is empty. Deck-Out is checked only at the moment a draw is required and fails.
DEFAULT TARGETING
A core rule governing how non-attack effects resolve. Unless a card explicitly names an opponent or another target, all effects apply to the card’s controller and the cards they control.
RULE: Players may never assume an effect applies to the opponent unless the card text clearly says so.
DEFENSE CARDS
Cards that provide Defense Points (DP) to protect Unconstitutional Acts.
Remain in play until DP reaches 0
Attacker chooses which Defense card is damaged
Damage cannot be split
DP range: 1–45
May have up to 1 copy per unique card name
Maximum 4 unique Defense card names may have duplicates
RULE: Defense cards protect Unconstitutional Acts only. They do not protect Liberty Points unless a card explicitly states otherwise.
Defense cards DO
Defense cards DO NOT
Protect a UA’s Defense Points (DP)
Stop LP loss from UA drain
Make it harder to destroy a UA
Protect Liberty Points
Force attacker to break Defense first
Block UA LP drain
Protect anything except UA Defense Points
DEFENSE POINTS (DP)
A numeric value representing how much damage a Defense card or Unconstitutional Act can absorb.
DP ≤ 0: card is destroyed
DP > 0: card remains in play with reduced DP
RULE: Defense cards must be destroyed before damage can be assigned to protected Unconstitutional Acts, unless a card explicitly bypasses Defense.
DESTROY
To remove a card from play due to damage or a card effect. Destroyed cards go to the Discard Pile unless stated otherwise.
DISABLE
A keyword that suppresses passive and continuous effects on a card. Disabled cards remain in play but their ongoing effects do not function until the disabled card’s controller’s next turn.
NOTE: This keyword is reserved for future card use.
DISCARD
To move a card from a hand, play area, or Draw Pile to the Discard Pile by card text. Discard does not imply damage or DP reduction.
DISCARD PILE
A public zone containing destroyed or discarded cards. Cards in the Discard Pile do not provide symbol synergy.
DRAW PILE
The face-down stack of cards from which a player draws. Contents are secret unless a card allows inspection.
RULE: The Draw Pile is the only zone checked for Deck-Out Victory.
DRAW REPLACEMENT
When a draw is replaced, the card is drawn and then immediately discarded. This does not count as skipping a draw and does not trigger Deck-Out.
DUPLICATES
Rules governing multiple copies of the same card in a deck.
Pillar cards (non-rare, non-petition): any amount allowed, including duplicates
Attack and Defense cards only: duplicates are optional, not mandatory
Duplicates are determined by card name only — not by effect, text, or function
LAWFUL DUPLICATE CONFIGURATIONS
One of the following constructions is permitted:
No duplicates at all
1 unique Attack card with up to 1 copy
2 unique Attack cards with up to 1 copy each
3 unique Attack cards with up to 1 copy each
4 unique Attack cards with up to 1 copy each
1 unique Defense card with up to 1 copy
2 unique Defense cards with up to 1 copy each
3 unique Defense cards with up to 1 copy each
4 unique Defense cards with up to 1 copy each
1 unique Attack card and 3 unique Defense cards, each with up to 1 copy
1 unique Defense card and 3 unique Attack cards, each with up to 1 copy
2 unique Attack cards and 2 unique Defense cards, each with up to 1 copy each
RULE: Each named card remains limited to one copy per deck regardless of Attack or Defense subset.
E
EACH TURN — EACH CONTROLLER’S TURN
A keyword indicating an effect triggers once during the card controller’s turn only.
Effects without this keyword resolve once and do not repeat
Each Turn effects resolve during the appropriate step of the controller’s Resolve Phase
Each Turn effects do not trigger during the opponent’s turn unless specified by card text
More than one effect can happen per card; they are separated by a period (.)
An effect only happens once unless the Each Turn symbol is present within that period
EFFECT TARGETING AND DEFAULT CONTROL
All card effects in Revolt N Reign apply to the card’s controller by default.
RULE: Unless a card explicitly states “opponent,” “opponent controls,” “any opponent,” or otherwise clearly identifies another target, every effect resolves only on the player who played the card and the cards they control. This includes but is not limited to: LP, IP, damage, prevention, locks, unlocks, draws, discards, milling, exile, card movement, and status changes.
IMPORTANT: A card’s effects may never cause self-harm. When a card refers to “a card,” “a UA,” “a Pillar,” “a Defense,” “a Rights,” “a Freedom,” “an Attack,” “a Bills,” or “a player,” it always means your own unless the opponent is explicitly named.
Effect Control While In Play
EFFECTS THAT DO NOT TRIGGER
A card affected by Block or Lock does not trigger or apply any triggered, passive, continuous, or Each Turn effects unless explicitly immune.
END PHASE
The final phase of each turn.
During the End Phase:
Players discard down to 7 cards
Temporary effects expire
Each player’s LP is counted
All victory conditions are checked
Return used IP (sideways) cards to upright position
EVAPORATED EFFECT
If a mandatory cost or condition cannot be met, the effect does nothing. No partial resolution occurs.
EXILE
To remove a card from the game entirely. Exiled cards cannot return unless explicitly referenced by a card effect.
F
FORCED RESOLUTION
An automatic effect that resolves when a card is destroyed as part of fulfilling its discard condition. This is not considered activation and does not require player choice.
Forced Resolution occurs immediately when the card is destroyed and discarded due to damage or effect
Applies only when destruction satisfies the full discard condition
Partial damage does not trigger Forced Resolution
Forced Resolution cannot be declined
Forced Resolution does not bypass Locks, Blocks, or Prevent effects unless stated
Exile, mill, or removal without destruction does not trigger Forced Resolution
EXCEPTION: Forced Resolution does not apply to Defense cards unless the Defense card explicitly states that its effect triggers on discard, destruction, or being destroyed.
FREEDOM CARDS
Unique hybrid cards honoring freedom fighters and rewarding timing and foresight.
Maximum of three (3) per deck — no copies
No duplicates
IP cost range: 3–8
May include Pay X IP abilities
Any Freedom card that states it “counts as a Petition” is treated as a Petition card while in play
H
HAND
Cards held by a player.
Maximum size: 7
Excess cards discarded during End Phase
Hidden from opponent
I
IN PLAY
A card is considered in play if it is located in one of the following zones: Action Zone, Pillar Zone, UA Area, or Petition Stack.
Cards in Hand, Draw Pile, Discard Pile, or Exile Zone are not in play.
RULE: Cards in play provide symbol synergy. Cards not in play do not.
INDEPENDENCE PHASE
Phase 2 of each turn, during which players:
Generate IP from Pillar cards
Trigger any effects that occur “when you gain IP”
IP GENERATION ORDER
Pillar cards generate IP simultaneously
Effects that trigger “when you gain IP” resolve after IP is added
If multiple “when you gain IP” effects exist, they resolve simultaneously; Active Player chooses resolution order if order matters
RULE: IP does not exist unless generated by cards in play. If a player controls no IP-generating cards, they have 0 available IP.
INDEPENDENCE POINTS (IP)
The primary resource used to play cards.
Generated mainly by Pillars
No maximum unless stated by a card effect
Pillar IP generation is a core rule effect
IP from any Branch Pillar may be used to play cards from any Branch
INSTANT
Only draw effects are instant. Instant effects resolve immediately upon occurrence and do not wait for the Resolve Phase. All other effects resolve during the Resolve Phase.
IP COST DOUBLING
See: Bills — IP Cost Doubling
L
LIBERTY POINTS (LP)
A measure of a player’s remaining civic stability.
Start at 100
LP ≤ 0 is checked during the End Phase
LP gain before End Phase may prevent loss
LP is evaluated before victory conditions are finalized
LP may exceed 100
LP may drop to 0 or below and recover during the same phase, which prevents loss
LIBERTY POINT VICTORY
A win condition achieved by reducing the opponent’s LP to 0 or less at End Phase.
LOCK
A keyword preventing a card from being activated, attacking, defending, or applying effects.
LOCK — DURATION
A Lock lasts until the end of the locked card’s controller’s next turn.
EXAMPLE: If Player A locks a card controlled by Player B during Player A’s turn, the Lock expires at the end of Player B’s next End Phase. The Lock does not end during the Resolve Phase and does not end on the locking player’s turn.
LOCK — EFFECT SCOPE
A locked card may not:
Attack
Defend
Activate abilities
Apply passive, continuous, or Each Turn effects
Locked cards remain in play and may still:
Be targeted
Take damage
Be destroyed
Be discarded or exiled by effects
RULE: Lock does not grant immunity.
LOCK AND CORE RULE EFFECTS
Lock suppresses card effects, not core rule effects.
RULE: A locked Unconstitutional Act still drains LP, because UA LP drain is a core rule effect, not a card effect. Lock does not stop UA LP drain unless a card explicitly states it prevents UA LP drain.
LP DRAIN BY UNCONSTITUTIONAL ACTS
LP loss caused by Unconstitutional Acts. Not Attack damage. Cannot be blocked by Defense unless explicitly stated.
Occurs during Resolve Phase — Step 3
Common: 1 LP/turn
Uncommon: 1 LP/turn
Rare: 2 LP/turn
M
MILL
Forcing cards from a Draw Pile into the Discard Pile or Exile Zone by card effect.
MULLIGAN
A pre-game option to reshuffle the hand and redraw.
Up to twice before turn order is determined
Player reshuffles their hand back into the deck and redraws 7 cards
Mulligans occur before turn order is decided
O
ONCE
An implicit timing rule meaning an effect resolves a single time when its trigger occurs.
RULE: “Once” does not mean once per turn or once per game unless explicitly stated. Each effect resolves once per occurrence, per card, per trigger.
OWNER
The player who began the game with the card in their deck.
P
PAY X IP
An optional ability that resolves once per activation.
PETITION
A trait indicating a card counts toward Petition Victory.
Any card — including Freedom cards — that states it “counts as a Petition” is treated as a Petition card while in play
Each card may count as only one Petition
Petitions count only while in play unless a card explicitly states otherwise
Petition Victory is checked during Resolve Phase — Step 6
All required Petition cards and Scroll Pillars must be in play at the moment of the check
RULE: A Petition may only be protected by one effect at a time, unless explicitly stated otherwise by a card.
PETITION STACK
A tracking area for Petition cards currently in play.
PETITION TIMING
Petition cards count toward control thresholds and victory conditions immediately upon entering play, unless a card effect explicitly states otherwise.
PETITION VICTORY
Win condition requiring simultaneous control of:
4 Petition cards in play
3 Scroll Pillars in play
LP of 20 or greater
RULE: Petitions must remain in play to count.
PILLAR CARDS
Foundation cards that generate Independence Points (IP).
A player may normally play only one Pillar per turn from hand
Pillars that enter play through card effects do not count toward the one-per-turn limit
IP from any Pillar may be used to play cards from any Branch
Cannot be targeted or destroyed unless stated by a card effect
Pillar non-rare & non-petition: any amount allowed, including duplicates
No duplicates of Rare or Petition Pillar cards
Most cost 0 IP
Remain in play indefinitely
RULE: Pillar IP generation is a core rule effect.
PLAY DESCRIPTION
Historically inspired adaptations drawn from Founding-era writings and speeches. Play Descriptions are not presented as verbatim quotations but as faithful summaries credited to their original authors when available.
NOTE: Repeated Founders’ quotations reflect the historical reality that liberty must be continually reaffirmed to survive.
PLAY PHASE
Phase 3 of each turn, during which players may:
Play cards from hand
Activate abilities
Spend IP
Playing cards during the Play Phase is optional.
POSSIBLE DECK BUILDS
Revolt N Reign supports effectively limitless legal deck configurations — millions of distinct builds from a single 355-card Foundational Set, with practical variety extending into the billions before expansions. No solved meta. No single best deck. Skill, strategy, and understanding outperform raw power.
PRE-GAME EQUALIZATION PHASE
A one-time phase before Player 1’s first turn.
Player 2 may play one 0-IP card before Player 1 draws and starts the game
Effects from this card wait until the first Resolve Phase
PREVENT
Prevent effects apply only to future resolution.
RULE: Prevent does not undo effects that have already resolved.
PROTECT
A keyword that prevents a card from being discarded.
RULE: Protect prevents discard only. It does not prevent destruction, exile, or DP loss.
R
RARE CARD LIMIT
Maximum of 8 Rare cards per deck.
RESOLVE PHASE
Phase 4 of each turn. The phase in which all effects resolve in a fixed, non-interactive sequence.
CRITICAL: No cards may be played, activated, or declared once the Resolve Phase begins. All outcomes resolve automatically based only on effects already in play or previously declared during the Play Phase.
RESOLVE PHASE STEPS
Step Action
Step 1
Lock & Block: Locks apply; Blocks must already be in play to apply. No new Locks or Blocks may be created after this step begins.
Step 2
AoA Resolution: Both Attack cards deal damage simultaneously. AoA bypasses all Defense. Surviving Attack card retains remaining damage.
Step 3
UA LP Drain: Core rule effect; not damage; ignores Defense unless explicitly stated. Cannot be blocked, prevented, or modified unless a card explicitly states it affects UA LP drain.
Step 4
Attack Damage: Damage from Attack cards or effects that explicitly deal Attack Damage. Damage cannot be split. Excess damage is lost.
Step 5A
State Cleanup & Ongoing Effects: Reduce DP from damage; destroy Defense cards at 0 DP.
Step 5B
Forced Resolution: Destroy all cards reduced to 0 durability. Forced Resolution triggers.
Step 5C
Other Effects: Resolve all remaining triggered effects. Active Player chooses order if simultaneous.
Step 6
Petition Victory Check
Step 7
LP Gain: All LP gain resolves. LP may exceed 100.
RULE: Each step resolves fully before the next step begins. No effects may be added mid-step.
RIGHTS CARDS
Once-use cards representing the Bill of Rights.
0 to a maximum of 12 per deck
No duplicates
One-time effects — resolve once, then discard
Some have the Petition trait
Petitions stay in play unless exiled or removed by a card’s effects
RULES HIERARCHY
In order of authority:
Card Text
Rulebook
Glossary
Specific rule over general rule
Active Player breaks ties
S
SCROLL PILLAR
A Scroll-symbol Pillar required for Petition Victory.
RULE: Three Scroll Pillars must be in play simultaneously to satisfy the Petition Victory condition.
SYMBOL SYNERGY
Checked from cards in play only. Branch symbols provide synergy effects when specific combinations of symbols are present among the controller’s cards in play.
T
TARGET
The recipient of damage or an effect.
TARGET RULES
If an Attack card does not specify a target, it follows the default Attack targeting rules.
Default Attack targeting order:
Opponent’s Defense cards first
Opponent’s Unconstitutional Acts if no Defense cards remain
RULE: Attack cards may only deal damage to Liberty Points if the card text explicitly states it targets or deals damage to LP.
TRIGGERED EFFECTS
Triggered effects must be announced and resolved before the next player action or phase transition. Mandatory triggered effects that are missed must be corrected immediately upon recognition if still within the same phase; otherwise the effect is lost.
TURN STRUCTURE
Each turn has 5 phases, in order:
Phase
Name
1
Draw Phase
2
Independence Phase
3
Play Phase
4
Resolve Phase
5
End Phase
U
UNCONSTITUTIONAL ACTS (UA)
Cards representing government overreach that continuously removes liberty by draining Liberty Points each turn of the controller.
Each player starts with exactly 3
Placed face-up in the UA Area before the game begins — not shuffled into the deck
Drain LP each turn of their controller
Cannot be damaged while protected by Defense unless bypassed
Must all be destroyed for Attack Victory
UA STATISTICS
NOTE: Values below reflect historical design patterns only. They are not rules. All UA behavior is defined solely by card text.
Rarity
Typical DP
Typical LP Drain
Common
20 DP
1 LP/turn
Uncommon
10–25 DP
1 LP/turn
Rare
5–30 DP
2 LP/turn (often has drawback)
UA LIBERTY DRAIN
A continuous effect caused by Unconstitutional Acts that reduces Liberty Points during the UA controller’s turn.
RULE: UA Liberty Drain is not an attack and is not affected by Defense cards unless explicitly stated. It is a core rule effect and cannot be blocked, prevented, or modified unless a card explicitly states it affects UA LP drain.
UA — DEFENSE POINTS (DP)
A value representing how much protection a UA has against attacks. DP represents government power defending itself and only matters when the UA is attacked.
UA — SEPARATION OF EFFECTS
Unconstitutional Acts operate on two completely independent systems:
System
Function
Liberty Point Drain
Affects the opposing player’s LP each turn
Defense Points (DP)
Protects the UA card from being destroyed
KEY SEPARATION RULE — CRITICAL: Reducing or blocking one system does not affect the other.
RULE: When a UA’s Defense Points are reduced to 0, the UA is destroyed. Once destroyed, that UA’s LP drain ends. A UA does not survive at 0 DP.
V
VICTORY CHECK
Occurs during the End Phase. If multiple conditions are met simultaneously, the Active Player wins.
VICTORY CONDITIONS
There are 4 ways to win in Revolt N Reign:
#
Victory Type
Condition
1
Liberty Point Victory
Opponent LP is reduced to 0 or less at End Phase
2
Attack Victory
Destroy all 3 opponent UAs (instant win)
3
Petition Victory
Control 4 Petitions, 3 Scroll Pillars, LP ≥ 20 at End Phase
4
Deck-Out Victory
Opponent cannot draw during their Draw Phase because their Draw Pile is empty
RULE: If multiple victory conditions occur simultaneously, the Active Player wins.
Z
ZONES
The defined areas of play in Revolt N Reign:
Zone
Status
Draw Pile
In use — face down
Hand
In use — hidden
Discard Pile
In use — public
Pillar Zone
In play
Action Zone
In play
Petition Stack
In play
UA Area
In play
Exile Zone
Out of play
TERMINOLOGY LOCK
Revolt N Reign uses defined terms exactly as written in this Glossary. If two terms appear similar, only the Glossary-defined term has rules authority. Informal language has no mechanical effect.
FUTURE TERMS
This Glossary is designed to scale. New keywords, terms, and definitions introduced in future card sets will be added without restructuring existing entries.
TRIBUTE TO THE FOUNDING FATHERS
FOUNDATIONAL PRINCIPLE (CONSTITUTIONAL FRAMING)
The Founders understood that emergencies are the most common justification for the expansion of government power. History shows that powers granted “temporarily” during crisis often persist long after the crisis has passed.
Under the original constitutional framework, government exists to secure pre-existing rights, not to redefine, suspend, or ration them. Any exercise of authority that contradicts the Constitution’s structure, limits, or guarantees was understood by the Founders to be without lawful force, regardless of justification or duration.
As James Madison warned, the accumulation of power under the pretext of necessity is the most reliable path to liberty’s erosion. The Constitution was therefore designed not for convenience in emergencies, but as a restraint precisely when power claims necessity.
Revolt N Reign reflects this principle: when authority relies on perpetual emergency, liberty no longer erodes suddenly — it erodes administratively.
Glossary Version: 1.0.0 — LOCKED
© 2026 David Michael Land · All Rights Reserved








The Revolt N Reign Official Glossary defines every term, mechanic, and ruling in the game, from Attack Damage and Defense Points to Lock effects, Forced Resolution, and Petition Victory. Built as a tournament-ready reference, this glossary covers all seven card types, five turn phases, and the full 7-step Resolve Phase sequence. Whether you're a competitive player resolving edge cases at the table or a new player learning the difference between Liberty Points and Independence Points, this is your authoritative source.
REVOLT N REIGN Questions? We're here to help!
Email: info@revoltnreign.com
© 2025 Revolt N Reign. All rights reserved. Game design, card content, and original mechanics are the intellectual property of David Michael Land. © David Michael Land 2026. All rights reserved. Game design, card content, and original mechanics are the intellectual property of David Michael Land. Revolt N Reign is inspired by the founding of the American Republic. Challenge corruption. Defend liberty.
Revolt N Reign. The Founding Fathers didn't surrender. Neither do you!


TCG Meta Strategy Game | Revolt N Reign
Defense Subset Freedom Subset Pillar Subset Rights Subset Symbols and UA Subset Scroll Defense Liberty Bell Defense Eagle Defense Bison Defense Scroll Attack Cards Liberty Bell Attack Eagle Attack Bison Attack RNR Quick Start Official RuleBook Glossary Rules What is Revolt N Reign About
