Quick Start Guide / TSCG

Tactical Strategy Card Game

Learn the basics fast. Master the full rules later.

REVOLT N REIGN is a strategy card game where players defend liberty and challenge oppression through clever planning and resource management.

Players build decks, generate Independence Points (IP), and fight across multiple paths to victory.

Players: 2–4
Deck Size: 60 cards
Starting LP: 100 Liberty Points

🎯 THE GOAL

Win the game by achieving ANY ONE of these victory conditions:

1️⃣ Reduce opponent LP to 0
2️⃣ Destroy all 3 opponent Unconstitutional Acts
3️⃣ Control 3 Petitions + 3 Scroll Pillars (LP ≥ 20)
4️⃣ Opponent draws from an empty deck

You only need one path to win.

🧠 THE CORE IDEA

Every turn you:

1️⃣ Draw a card
2️⃣ Gain Independence Points (IP)
3️⃣ Play cards using IP
4️⃣ Resolve all effects

The player who manages resources, timing, and strategy best will win.

🃏 CARD TYPES (6 TOTAL)

Unconstitutional Acts (UA)

Each player starts with 3 UA in play.

They:

  • Drain Liberty Points each turn

Must be destroyed to win Attack Victory

Pillars

Your economic engine.

They generate IP each turn.

More Pillars = more plays.

Rights

Fast tactical cards that:

  • Deal damage

  • Gain LP

  • Draw cards

Some also count as Petitions.

Attack

Deal damage to:

  • Defense cards

  • UA cards

  • LP (some cards)

Defense

Protect your board with Defense Points (DP).

Damage must destroy Defense before hitting UA or LP.

Freedom

Unique historical hero cards with powerful hybrid effects.

Only 0–4 per deck.

Bills Cards

Bills represent legislative actions.

Rules:

  • Played once per turn

  • After resolving, they return to the player's hand

Cost Escalation

Each time the same named Bill is played again, its IP cost doubles.

This doubling applies individually to each Bill card name.

Deck limit: 0–4 unique Bills

🔄 TURN STRUCTURE

Every turn follows five simple phases:

1️⃣ DRAW

Draw 1 card.

If you cannot draw due to no cards in your deck(draw pile) → you lose.

2️⃣ INDEPENDENCE

Gain IP from your Pillars.

IP is used to play cards.

Unused IP does not carry over.

3️⃣ PLAY

Spend IP to play cards.

You may play:

  • Pillars

  • Attacks

  • Defense

  • Rights

  • Freedom

Or save your IP.

4️⃣ RESOLVE

All card effects happen in this order:

  1. Blocks

  2. Attack-on-Attack combat

  3. Damage

  4. LP gain

  5. Petition check

  6. Effects & UA drain

  7. Victory check

5️⃣ END

Discard down to 7 cards.

Turn passes to opponent.

⚔ SPECIAL COMBAT: ATTACK ON ATTACK

Attack cards can fight each other.

Cost:
Attack IP cost +1

Both cards deal damage simultaneously.

The stronger card survives with remaining damage.

PETITION VICTORY

You win instantly if you control:

  • 3 Petition cards

  • 3 Pillar Scroll cards

  • LP ≥ 20

This represents a successful constitutional challenge.

🧭 THE FOUR BRANCHES

Each branch specializes in a different strategy.

Bison
Direct LP damage

Eagle
Mill, exile, control

Liberty Bell
Destroy UA cards

Scroll
Petitions and disruption

GOLDEN RULES

1️⃣ Attacker chooses which Defense is damaged
2️⃣ Damage cannot be split
3️⃣ Card text overrides the Rulebook, Glossary, and Quick Start Guide
4️⃣ Active player wins ties
5️⃣ No instant responses except drawing cards

🚀 FIRST GAME TIP

For your first match:

  • Focus on building Pillars early

  • Play Defense to survive UA drain

  • Choose one victory path to pursue

Learning multiple strategies comes with experience.

📖 WHAT TO READ NEXT

After learning the basics, the full rulebook explains:

  • Deck building

  • Advanced combat

  • Special mechanics

  • Tournament rules

After the Rulebook, refer to the Complete Glossary

Layer 1 — 5-Minute Quick Start

Learn instantly.

Layer 2 — Full Rules

Detailed mechanics.

Layer 3 — Glossary

Reference during play.