Revolt N Reign - How to play Guide

You already know what the game is. Now learn how it works. This guide covers everything from setup to victory, in the order it happens at the table.

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

Six steps. Complete all of them before gameplay begins.

Step 1: Place Unconstitutional Acts. Each player places their three UA cards face-up in their UA Area. These cards begin in play. They are never shuffled into your deck and never placed into the Draw Pile.

Step 2: Shuffle your remaining 57 cards thoroughly. Your opponent may cut your deck.

Step 3: Mulligans. Both players draw seven cards. Each player may mulligan up to two times before turn order is determined. To mulligan, shuffle your hand back into your deck and redraw seven new cards.

Step 4: Determine turn order. If one player is under 15 years old, they go first automatically. Otherwise roll dice. Highest roll becomes Player 1.

Step 5: Player 2 pre-game equalization. Before Player 1 begins Turn 1, Player 2 may play one zero-IP card from hand. Its effects do not resolve immediately. They resolve during the first Resolve Phase of actual gameplay. This balances the advantage of going first. No other TCG does this.

Step 6: Set trackers. Liberty Points start at 100. Independence Points start at 0. After drawing opening hands, your remaining Draw Pile contains 50 cards. Gameplay begins.

Turn Structure:

Every turn follows five phases in order. Skipping phases is not allowed unless a card explicitly states otherwise.

Draw: Draw exactly one card. This draw cannot be skipped. If your Draw Pile is empty when you are required to draw, you lose by Deck-Out Victory immediately.

Independence: All Pillar cards generate Independence Points simultaneously. IP has no maximum. Unused IP does not carry over between turns.

Play: Spend IP to play cards. You may play Pillars, Attacks, Defense, Bills, Freedom, and Rights in any combination your IP allows. Playing cards is optional. All targets must be declared during the Play Phase. No new targets can be declared once the Resolve Phase begins.

Resolve: 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. See the full Resolve Phase breakdown below.

End: Discard down to seven cards. All until-end-of-turn effects expire. Both players confirm Liberty Points. All four victory conditions are checked. Straighten all spent Pillars. Turn passes to your opponent.

RESOLVE PHASE

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 declared during the Play Phase. Order is not optional.

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. Both Attack cards deal damage simultaneously. Attack on Attack bypasses all Defense. Surviving Attack cards retain remaining damage and carry it into Step 4.

Step 3: UA Drain. Each UA drains your opponent's Liberty Points automatically. This is not damage. It ignores Defense unless a card explicitly states otherwise. It cannot be blocked or prevented unless a card explicitly states it affects UA drain.

Step 4: Attack Damage. Damage from Attack cards resolves here. Damage cannot be split. Excess damage is lost.

Step 5: State Cleanup. 5A reduces Defense Point totals from damage and destroys Defense cards that reach zero DP. 5B destroys all cards reduced to zero durability and triggers Forced Resolution. 5C resolves all remaining triggered effects with the active player choosing order when simultaneous.

Step 6: Petition Check. Petition Victory is checked here.

Step 7: LP Gain. All Liberty Point gain resolves. LP may exceed 100. If LP drops to zero or below during this phase but recovers to one or more before the phase ends, no loss occurs.

Combat & UA

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

UA Drain happens automatically during Step 3 of the Resolve Phase. No action is required to trigger it. Defense cards cannot stop it. Only a card that explicitly targets UA LP drain can modify it.

Defense cards protect your UA Defense Points. They are walls around your UAs, not shields for your Liberty Points. They absorb Attack Damage assigned to them and force attackers to destroy Defense before reaching your UA. They do not stop LP drain, protect LP directly, block milling, or protect Petitions unless a card explicitly says so. A Defense card's printed effects trigger when Attack Damage is actually assigned to that card, not when it is targeted and not when a declaration is made.

Attacking works as follows. During the Play Phase, declare an Attack card and its target and pay its IP cost. If your opponent has Defense cards in play, all Attack Damage must go to one Defense card. Excess damage is lost. You must destroy Defense before you can reach the UA. If no Defense remains, Attack Damage may be assigned directly to a UA. Attack cards may only target Liberty Points if the card text explicitly states it.

Attack on Attack is declared during the Play Phase by paying the Attack card's IP cost plus one additional IP. Both Attack cards deal damage simultaneously during Resolve Phase Step 2. Attack on Attack bypasses all Defense. The surviving card retains remaining damage and resolves normally in Step 4.

Bills return to your hand after resolving unless exiled. Every time a Bill returns to hand, its IP cost doubles for all future plays. This cost persists between turns and is tracked by card name. If a Bill is exiled, it cannot be played again and no further cost increases occur.

Victory

Four Ways to Win

All four victory conditions are checked during the End Phase unless a card states otherwise. If multiple victory conditions occur simultaneously, the active player wins.

LP Victory: Your opponent's Liberty Points reach zero or below at the End Phase.

Attack Victory: Destroy all three of your opponent's Unconstitutional Acts. This wins instantly the moment the last UA is destroyed.

Petition Victory: All three conditions must be true simultaneously at Resolve Phase Step 6. You must control four or more Petition cards currently in play, three or more Scroll Pillar cards currently in play, and your Liberty Points must be 20 or greater. Petitions must remain in play to count. Discarded or exiled Petitions do not count toward the total.

Deck-Out Victory: Your 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. The active player's victory takes precedence in all cases.

Card text is the highest authority in every case.

When a card contradicts this guide, the card wins. Build your strategy around what your cards actually say, not what you expect them to say.

Ready to go further?

Read the Official Rulebook at revoltnreign.com/rulebook

Read the Glossary at revoltnreign.com/glossary