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

revoltnreign.com

© 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

  1. Card Text

  2. Rulebook

  3. Glossary

  4. Specific rule over general rule

  5. 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:

  1. Opponent’s Defense cards first

  2. 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

  1. Pillar cards generate IP simultaneously

  2. Effects that trigger “when you gain IP” resolve after IP is added

  3. 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:

  1. Card Text

  2. Rulebook

  3. Glossary

  4. Specific rule over general rule

  5. 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:

  1. Opponent’s Defense cards first

  2. 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

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© 2026 David Michael Land · All Rights Reserved

REVOLT N REIGN SYMBOLS
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Effects usage tracking
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Each Turn Symbol
Each Turn Symbol

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.

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© 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.

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