Revolt N Reign — How to play Guide

REVOLT N REIGN is a competitive two-player trading card game built around strategic deck building, resource management, battlefield control, and four different victory conditions. This official gameplay guide explains everything players need to know, from pre-game setup to turn structure, Resolve Phase timing, combat rules, and how to win.

Use the sections below to learn the rules of REVOLT N REIGN.

Gameplay Guide

Understanding REVOLT N REIGN starts with understanding the structure of play. Every match follows a fixed sequence of setup, turn phases, combat resolution, and victory condition checks. Learning this order is essential to building stronger decks and making stronger decisions.

Pre-Game Setup consists of six required steps. Both players must complete all setup before gameplay begins.

Unconstitutional Acts (UAs) are never shuffled into the Draw Pile.

1

Place Unconstitutional Acts (UAs)

Each player places their three Unconstitutional Act cards face-up in their UA Area before anything else.

These cards begin in play.

They are never shuffled into your deck.

Never place UAs into the Draw Pile.

2

Shuffle your remaining 57 cards thoroughly.

Your opponent may cut your deck.

Proper shuffling ensures fair gameplay and random draw consistency.

3

Mulligans (before turn order)

Both players draw seven cards.

Each player may mulligan up to two times.

To mulligan:

shuffle your hand back into your deck

redraw seven new cards

Mulligans must happen before turn order is determined.

4

Determine turn order

If one player is under 15 years old, they automatically go first.

Otherwise: roll dice.

Highest roll becomes Player 1.

5

Player 2 pre-game equalization

Before Player 1 begins Turn 1, Player 2 may play one 0-IP card from hand.

Its effects do not resolve immediately.

It resolves during the first Resolve Phase of actual gameplay.

This balances the advantage of going first.

6

Set trackers

Set:

Liberty Points (LP) = 100

Independence Points (IP) = 0

After drawing opening hands:

Remaining Draw Pile = 50 cards.

Gameplay begins.

Turn Structure:

Every turn in REVOLT N REIGN follows five phases.

order matters.

Skipping phases is not allowed unless a card specifically says so.

1

Draw exactly one card

This draw cannot be skipped.

If your Draw Pile is empty and you are required to draw:

you immediately lose by Deck-Out Victory.

Having zero cards alone does not cause a loss.

Failure to draw causes the loss.

2

Independence Phase

All Pillar cards generate Independence Points (IP) simultaneously.

Rules:

No IP maximum

IP does not carry over between turns

“When you gain IP” effects trigger after IP enters your pool.

If multiple effects trigger:

active player chooses the order.

3

Play Phase

Play cards by spending IP.

Playable card types:

Attack

Defense

Bills

Freedom

Pillars

Rights

Playing cards is optional.

Attack on Attack (AoA / Rebel Clash)

Declare AoA during Play Phase.

To declare:

Pay the card’s normal IP cost plus 1 additional IP.

Both Attack cards clash during Resolve Phase.

AoA bypasses all Defense.

Target Declaration Rules

All targets must be declared during Play Phase.

No new targets can be declared during Resolve Phase.

No new cards can be played once Resolve begins.

Mill vs Discard

Mill = cards removed from Draw Pile (Deck).

Discard = cards removed from Hand.

They are different effects.

4

Resolve Phase

All effects resolve in a strict seven-step order.

No cards may be played.

No abilities may activate.

Only previously established effects resolve.

Order determines outcomes.

5

End Phase

Complete these in order:

Hand Limit

Discard down to 7 cards.

Temporary Effects End

All “until end of turn” effects expire.

Count LP

Both players confirm Liberty Points.

Check Victory Conditions

All four victory conditions are checked.

Reset Pillars

Straighten all spent Pillars.

Turn ends.

RESOLVE PHASE

RESOLVE PHASE

CRITICAL: ORDER MATTERS — Once the Resolve Phase begins, no player may play cards, activate abilities, pay costs, or declare new effects. All outcomes resolve automatically based only on effects already in play or previously declared during the Play Phase.

All effects resolve here in order:

Step 1

Locks and Blocks: Locks apply; Blocks must already be in play to apply. No new Locks or Blocks may be created after this step begins.

Step 2

Attack on Attack (AoA / Rebel Clash): Both Attack cards deal damage simultaneously. AoA bypasses all Defense. Surviving Attack cards retain remaining Attack Damage.

Step 3

UA Drain to LP: 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

Resolve Attack Damage (AD): Damage from Attack cards or effects that explicitly deal Attack Damage. Damage cannot be split. Excess damage is lost.

Step 5

State Cleanup & Effects: 5A — Reduce DP from damage; destroy Defense cards at 0 DP. 5B — Destroy all cards reduced to 0 durability; Forced Resolution triggers. 5C — Resolve all remaining triggered effects; Active Player chooses order if simultaneous.

Step 6

Petition Check: Petition Victory is checked during this step.

Step 7

LP Gain: All LP gain resolves. LP may exceed 100. LP may drop to 0 or below and come back up to 1 or more during this phase which would prevent loss.

No player responses occur during Resolve Phase.

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.

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

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.

Attacking — step by step

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

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.

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.

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 Win 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:

(4 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.

★★★★★

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!

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