Revolt N Reign Official RuleBook

This game is dedicated to:

* patriots & players who value depth *
Educators & parents who care and believe learning should be engaging.

REVOLT N REIGN exists to teach systems thinking, constitutional principles, and the consequences of unchecked power — through play, not lectures.

REVOLT N REIGN is inspired by history, civics, and the struggle between liberty and power.

It is not a fantasy game.
It is not random chaos.
It is not a passive engine builder.

It is a pressure-based strategy game where:

  • Power exists by default

  • Liberty erodes automatically

  • Victory is earned through action

If players must adapt — that is strategy.
Victory is earned.

Suggested Table Layout for Revolt N Reign
Suggested Table Layout for Revolt N Reign


REVOLT N REIGN - OFFICIAL RULEBOOK

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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


WHAT IS REVOLT N REIGN?


It is not a fantasy game. It is not random chaos. It is not a passive engine builder.


It is a pressure-based strategy game where:

  • Power exists by default

  • Liberty erodes automatically

  • Victory is earned through action


If players must adapt — that is strategy. Victory is earned.


NOTE: Play Descriptions in Revolt N Reign are historically inspired adaptations drawn from Founding-era writings and speeches; they are not presented as verbatim quotations, but as faithful summaries credited to their original authors when available.


Founders' quotations may appear on multiple cards to reflect their deliberate repetition of core truths — liberty, rights, and limits on power — essential to preserving a Republic of freedom rather than a system of privileges.


CORE DESIGN PHILOSOPHY

REVOLT N REIGN is built on five pillars:


1

Pressure is constant — Unconstitutional Acts drain Liberty during their controller's turn.

2

Stalling is impossible — Automatic LP loss forces engagement.

3

No pay-to-win scaling — Skill, not card volume, wins games.

4

Multiple victory paths — Players must respond to threats, not follow scripts.

5

Systems > single cards — No card wins alone. Positioning and timing matter.


COMPONENTS & GAME SETUP


COMPONENTS

All rules and card effects use Draw Pile. Any reference to "deck" is considered informal language only and has no separate mechanical meaning. Deck may be used in place of Draw Pile to save space.

  • This prevents future card text drift

  • Makes deck-out rulings bulletproof


Each player uses:

  • A 60-card deck. Before play, remove the 3 UA's and place them in the UA Area

  • Shuffle the remaining 57 cards. Pull the top 7 for your hand. The remaining 50 form your draw pile (deck)

  • Liberty Points (LP) tracker — start at 100

  • Independence Points (IP) tracker


GAME SETUP — STEP BY STEP


Step 1: Place Unconstitutional Acts

  • Each player starts with exactly 3 UA's

  • Place them face-up in the UA Area

IMPORTANT: Do not shuffle UA's into the deck. KEEP UA'S SEPARATE!!!


Step 2: Shuffle Decks

  • Shuffle your 57-card deck

  • UA's are not part of the draw pile (deck). UA's are put in place Pre-game and left in play until UA's Defense Points are destroyed.


Step 3: Opening Hand

  • Draw 7 cards

  • You may mulligan up to twice — shuffle your hand back and draw 7

  • Mulligans occur before turn order is decided


Step 4: Determine Turn Order

  • If one player is under 15, they go first ("Age in years at time of play")

  • Otherwise, roll dice (high roll = Player 1)


Step 5: Pre-Game Equalization

  • Player 2 may play one 0-IP card before Player 1 draws and starts the game.

  • Effects wait until the first Resolve Phase


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.

CARD TYPES OVERVIEW


REVOLT N REIGN has seven card types (subsets), each with a specific role:


#

Card Type

Role

1

Unconstitutional Acts (UA)

Automatic pressure — drain Liberty Points each turn

2

Pillars

Resource foundation — generate Independence Points (IP)

3

Attack

Deal damage to opponent's Defense cards and UAs

4

Defense

Absorb damage and protect Unconstitutional Acts

5

Rights

One-time powerful actions

6

Freedom

Unique hybrid cards rewarding timing and foresight

7

Bills

Powerful escalating-cost legislative action cards


BRANCHES & SYMBOLS

Branches represent structural philosophies and systems of power, not political factions. They confer no inherent bonuses unless explicitly referenced by a card effect. Every card has one Branch symbol. Exception: Unconstitutional Acts. Symbols provide synergy, not automatic abilities.


The Four Branches:


Branch Focus:

Bison

LP pressure and resilience

Eagle

Mill, exile, control

Liberty Bell

UA destruction

Scroll

Petitions and disruption


RULE: Symbols only matter when a card effect references them.


DECK CONSTRUCTION


DECK RULES SUMMARY


Total cards per deck

60

UA's (pre-game, separate)

Exactly 3

Opening hand

7 cards

Play deck (after removing UAs)

57 cards shuffled

Rights cards maximum

12 per deck

Freedom cards maximum

3 per deck — no copies

Bills maximum

3 per deck — no copies

Pillar cards (non-rare, non-petition)

Any amount allowed including duplicates ( No duplicates of Rare or Petition Pillar cards)

Attack / Defense duplicates

Up to 4 different card names; 1 copy each

Starting Liberty Points

100 LP


DUPLICATE RULES — ATTACK & DEFENSE CARDS ONLY

Duplicates are optional, not mandatory. Duplicates are determined by card name only, not by effect, text, or function.


A deck may include duplicates of up to 4 different total card names, chosen from Attack and/or Defense cards only. For any Attack or Defense card name included this way, the deck may contain the unique card and up to 1 additional copy of that same card.


LAWFUL DUPLICATE CONFIGURATIONS

One of the following constructions is permitted:


  • No duplicates at all

  • 1 unique Attack card total with up to 1 copy

  • 2 unique Attack cards total with up to 1 copy for each unique card

  • 3 unique Attack cards total with up to 1 copy for each unique card

  • 4 unique Attack cards total with up to 1 copy for each unique card

  • 1 unique Defense card total with up to 1 copy

  • 2 unique Defense cards total with up to 1 copy for each unique card

  • 3 unique Defense cards total with up to 1 copy for each unique card

  • 4 unique Defense cards total with up to 1 copy for each unique card

  • 1 unique Attack card and 3 unique Defense cards, each with up to 1 copy for each unique card

  • 1 unique Defense card and 3 unique Attack cards, each with up to 1 copy for each unique card

  • 2 unique Attack cards and 2 unique Defense cards, each with up to 1 copy for each unique card


COPY LIMIT: Each named card remains limited to one copy per deck regardless of Attack or Defense Subset. Pillar non-rare non-Petition any amount are allowed.


TURN STRUCTURE — 5 PHASES


Each Turn:

  • "Each Controllers Turn (Each Turn)" effects trigger/resolve during controller turn only unless specified by card.

  • Each Turn effects do not trigger during an opponent's turn.

  • More than 1 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.

  • Each Turn effects resolve automatically during the appropriate step of the controller's Resolve Phase.

  • If multiple Each Turn effects exist, all resolve once per turn.


ONE-TIME EFFECTS: Unless a card explicitly states otherwise, an effect resolves once at the moment it is triggered. Played cards resolve once when played. Triggered effects resolve once per triggering event. Passive effects without timing icons do not repeat. If an effect repeats, the card must explicitly say so.


RETURN TO HAND: When a card returns to a player's hand after resolving, it is still considered to have left play. This prevents dozens of future edge-case disputes.


PHASE 1 — DRAW PHASE

  • Draw exactly 1 card

  • The draw phase cannot be skipped or passed.

  • If you cannot draw because your draw pile is empty, you lose by Deck-Out Victory


DECK-OUT RULES: A player loses by Deck-Out only during their draw phase when they are required to draw a card and cannot because their draw pile is empty.
If a draw is prevented, replaced, or skipped by a card effect, Deck-Out does not occur.
Having zero cards in a draw pile does not cause a loss by itself.
Deck-Out is checked at the moment a draw is required and fails.
Draw Replacement: When a draw is replaced, the card is drawn, then immediately discarded. This does not count as skipping a draw.


PHASE 2 — INDEPENDENCE PHASE

A player may play only one Pillar card from their hand per turn. Pillars generate Independence Points (IP), which may be used to play cards from any Branch, provided the player has enough IP available. Pillars that enter the battlefield through card effects do not count toward the one-per-turn limit.


Any Branch of Pillar cards IP may be used to play any other Branch of cards! There is no maximum amount of IP a player may retain unless a card effect explicitly states otherwise. IP DOES NOT ROLLOVER TO THE NEXT TURN.


IP Generation Timing

During the Independence Phase, IP is calculated in the following order:

  1. Pillar cards generate IP simultaneously.

Effects that trigger "when you gain IP" trigger during this phase after IP is added. Multiple "when you gain IP" effects resolve simultaneously. If order matters, the Active Player chooses the resolution order.

  • Gain IP from: Pillars

  • IP has no maximum cap


PHASE 3 — PLAY PHASE

Spend IP during this phase. Playing cards from your hand is optional.

  • Play Pillar cards

  • Play IP cost cards by turning Pillar card sideways to pay IP

  • Declare targets

  • Activate abilities

  • Attack, Bills, Defense, Freedom, Pillar, and Rights cards may be played here

  • Mill: from the top card or cards of Opponent's Deck (draw pile)

  • Discard: from the target player's hand


PHASE 4 — 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.


PHASE 5 — END PHASE

  • Discard to 7 cards

  • Temporary effects expire

  • Count LP

  • Check all victory conditions

  • No card may cause an immediate victory outside this step unless explicitly stated.

  • Turn IP cards straight for beginning of your next turn.


UNCONSTITUTIONAL ACTS (UA)


WHAT UNCONSTITUTIONAL ACTS REPRESENT

Unconstitutional Acts (UA's) represent government control that removes Liberty from the people. Liberty Points (LP) represent the people's freedom. Unconstitutional Acts reduce LP over time, showing constant pressure on liberty.


UA LIBERTY DRAIN — PRIMARY FUNCTION

  • While a UA is in play, it automatically drains Liberty Points (LP).

  • This LP loss happens each turn of the UA's controller, without attacking.

  • This represents ongoing government overreach, not combat.


IMPORTANT: This LP drain is not an attack and cannot be blocked unless a card explicitly says it modifies or prevents UA LP drain.


UA DEFENSE POINTS — SEPARATE SYSTEM

Unconstitutional Acts also have Defense Points (DP). DP represents government power protecting itself from being removed. DP is completely separate from LP drain. DP only matters when a UA is attacked. When a UA takes enough Attack damage to reduce its DP to 0, it is destroyed.


KEY SEPARATION RULE — CRITICAL: UA Liberty Drain and UA Defense Points are two separate systems.
LP drain affects opponent players.
DP protects the UA card itself.
Reducing one does not reduce the other.


DEFENSE CARDS vs. UAs

  • Defense cards only interact with UA Defense Points (DP).

  • Defense cards do not protect against LP loss caused by UAs.

  • Even if your opponent's UA is fully protected by Defense cards, your UA's still drain opponent LP each turn.


UA EXAMPLE

A UA has:


LP drain each turn

2

Defense Points

30 DP

A Defense card provides:


Defense

15

Result:


UA still drains LP every turn

2 LP — cannot be stopped by Defense

To damage the UA

Destroy the 15 Defense card first, then 30 DP to destroy the UA


UA RULES SUMMARY

  • Each Unconstitutional Act causes the opposing player to lose Liberty Points during its controller's turn only. During your opponent's turn your UA's do not take away opponent's LP. During your turn your UA's take away opponent's LP.

  • Unconstitutional Acts (UA) cards drain Liberty Points (LP) bypassing all Defense!

  • All Unconstitutional Act Defense Points and LP drain values are defined exclusively by card text. Rarity does not define UA behavior.

  • All 3 UA's must have all Defense Points destroyed, exiled, or a mix of both to win via Attack Victory.


UA LP DRAIN — CORE RULE

Each Unconstitutional Act has a printed Opponent LP Drain value displayed below its name.

This LP loss:

  • Is defined by the UA's printed LP drain value

  • Resolves as a core rule effect unless explicitly modified

  • Is not preventable, disabled, or modified unless a card explicitly states it affects UA LP drain

  • UA's LP drain is not attack — it is Unconstitutionally taking Liberty away

  • Occurs as long as the UA remains in play. During the controller's turn Resolve Phase (Step 3), each of that player's UA's causes the opponent to lose LP equal to its printed value.


UA HISTORICAL REFERENCE — NON-RULES

HISTORICAL NOTE: During development, UA's often followed durability and drain patterns by rarity. These values are not rules. All UA behavior is defined only by card text.
Common: 20 DP, 1 LP drain/turn
Uncommon: 10 to 25 DP, 1 LP drain/turn
Rare: 5 to 30 DP, 2 LP drain/turn
Destroying UA's reduces pressure. Ignoring them loses games.


ATTACK CARDS


VALID TARGETS

Attack cards deal damage. Valid targets:

  • Defense cards

  • Attack cards (AoA) — when player pays 1 extra IP to initiate Attack on Attack

  • Unconstitutional Acts (UA)

  • Liberty Points (LP) — only when stated by the card's effect


TARGETING CLARIFICATION

Attack cards by default damage Defense cards first and Unconstitutional Acts if no opponent Defense cards are in play. Attack cards may only target Liberty Points or Mill opponent when a card effect specifically states LP or Milling is the target or effect.


ATTACK TARGETING — DEFAULT RULE

Playing an Attack card is a hostile action that targets the opponent DP (Defense Points) by default. Harmful Attacks target the opponent. When an Attack card has an aspect that is helpful, the helpful part targets the controller.


By default, any Attack card that says "{X} Attack to Opponent" does not target Liberty Points. Unless an Attack card explicitly states otherwise, Attack Damage is assigned to the opponent's Defense cards first, and then to Unconstitutional Acts (UAs) if no Defense cards remain.


ADDITIONAL CLARITY: Attack cards may only deal damage to Liberty Points if the card text explicitly states that it targets or deals damage to LP.


ATTACK DAMAGE RESOLUTION

When an Attack card or effect resolves, determine whether the card text specifies a target. If no target is specified, the Attack Damage is applied to the opponent's Defense Points (DP) or Unconstitutional Acts (UAs) according to normal targeting rules and protections. Attack Damage never affects Liberty Points (LP) or any other game zone unless the card text explicitly states such an effect. Any card that specifies LP loss, card destruction, milling, locking, or bypass effects supersedes the default Attack Damage resolution described here.


When an Attack card resolves:

  1. If the opponent controls any Defense cards protecting Unconstitutional Acts, the attacking player must assign all Attack Damage from one card to one of those Defense cards.

  2. If no Defense cards remain, Attack Damage may be assigned to an Unconstitutional Act.

  3. Attack Damage may only be assigned to Liberty Points if the Attack card explicitly states it can target LP.


RULE: Attack cards never target the controller or the controller's cards unless explicitly stated or benefit the controller.


DAMAGE RULES

  • Damage cannot be split

  • Excess damage is lost


EXAMPLE: Example: 20 Attack Damage (AD) hits 12 Defense Points (DP) — Defense destroyed, the 8 extra damage is absorbed by the defense card.


ATTACK ON ATTACK (AoA / Rebel Clash)

  • Costs Attack IP + 1 IP

  • Both Attacks deal damage simultaneously

  • Bypasses all Defense

  • Surviving Attack retains remaining damage


EXAMPLE: Example: 20 AD card hits 10 AD card — 10 AD card is destroyed, the 10 extra damage is retained by the surviving card.


DEFENSE RULE — SCOPE OF PROTECTION

Defense cards protect Unconstitutional Acts by default. Defense cards do not protect Liberty Points or Milling unless a card explicitly states that it prevents or reduces LP damage or Milling.


DEFENSE CARDS


DEFENSE CARDS DO ONE JOB ONLY

CORE RULE: Defense cards protect Unconstitutional Acts from being destroyed. They do NOT stop Liberty Points from being lost or cards from being milled or petitions from being played UNLESS a card explicitly states one or some of these other effects.


THINK OF IT LIKE THIS

Unconstitutional Acts (UA) are like a government your opponent controls. Every turn, that government automatically drains Liberty Points (LP) from you. Defense cards are walls around the government — not shields for your Liberty.


WHAT DEFENSE CARDS DO

WHAT DEFENSE CARDS DO NOT DO

Protect a UA's Defense Points (DP)

Make it harder to break the UA

Force attacker to break Defense before destroying a UA

Stop LP loss

Protect your Liberty

Block UA LP drain

Protect anything except UA Defense Points


VERY IMPORTANT RULE: Unconstitutional Acts always drain Liberty Points. This happens only on the UA owner's turn. Defense cards cannot stop this. Only a card that specifically says it changes UA LP drain can affect it.


DEFENSE ACTIVATION TIMING

A Defense card is considered "attacked" only when Attack Damage is assigned to that Defense card during Resolve Phase — Step 4.

  • Being targeted is not being attacked

  • Declaring an attack is not being attacked

  • Damage must actually be assigned to that Defense card


TRIGGER RULE

Any triggered effect on a Defense card that says "when attacked" or functions automatically activates only if Attack Damage is assigned to that card.

EXAMPLE: Example: A card that is locked does not trigger when targeted because it is locked. Locked cards take damage but their effects do not retaliate. Locked cards can be destroyed.


REDIRECT CLARIFICATION — CRITICAL

If an attack is redirected away from a Defense card before damage assignment, that Defense card was not attacked and does not trigger.


DEFENSE RULES

  • Damage must be assigned to one Defense card

  • Defense may survive an attack

  • When an opponent controls Defense cards protecting Unconstitutional Acts, all Defense cards must be reduced to 0 DP and destroyed before Attack Damage may be assigned to Unconstitutional Acts, unless a card explicitly bypasses Defense.


SURVIVAL EXAMPLE: Survival Example: Defense has 30 DP. Attack deals 20 damage — Attack card is destroyed. Defense remains with 10 DP.


Defense does not:

  • Protect against UA LP drain

  • Split damage

  • Stop bypass effects

  • Protect Petitions unless a card explicitly states otherwise


DEFENSE CARDS ACTIVATION

Playing a Defense card places it into play, but does not immediately activate its effects. A Defense card's printed effects trigger automatically when the card is attacked. If a Defense card has an effect that activates on play, each turn, or at another time, this will be explicitly stated on the card.


EXAMPLES: A Defense card that reads "15 Defense. +1 LP if you control a Liberty Bell" grants its LP when it is attacked, not when it enters play.
A Defense card that reads "When this card enters play, gain +1 IP" activates immediately because it explicitly overrides the default rule.

One-Sentence Rule: Defense cards only protect Unconstitutional Acts from being destroyed. They never stop Liberty Point loss unless a card clearly says it does.


INDIVIDUAL CARD TYPE RULES


RIGHTS CARDS

  • Maximum of 12 per deck

  • No duplicates

  • One-time effects

  • Resolve once, then discard

  • May deal damage, gain LP, or draw cards

  • Petitions stay in play unless exiled or removed by a card's effects

Rights are tools, not engines.


FREEDOM CARDS

  • Unique hybrid cards

  • No duplicates

  • May include Pay X IP abilities

  • Maximum of three (3) per deck. No copies.

Freedom cards reward timing and foresight.


PILLAR CARDS

Pillars represent foundational systems.

  • Generate IP automatically

  • Cannot be targeted or destroyed unless stated

  • Pillar non-rare & non-petition — any amount allowed including duplicates

  • Remain in play indefinitely

Pillar IP generation is a core rule effect.


BILLS

Bills represent authority with escalating cost. Bills are powerful — and intentionally self-limiting.

  • Play Phase only

  • Resolve once

  • Return to hand unless exiled

  • IP cost doubles every use (per instance) after leaving play

  • Maximum of three (3) per deck. No copies.


When a Bill is played:

  1. Its effects resolve.

  2. It leaves play.

  3. It returns to its owner's hand unless exiled.


Each time a Bill leaves play after resolving, the IP cost to play that Bill again is doubled. This increased cost:

  • Applies to all future uses of that Bill

  • Persists between turns

  • Is tracked by Bill name, not by individual card copies


EXILE RULE: If a Bill is exiled, it cannot be played again and no further cost increases occur.


PETITION & PETITION VICTORY

Petition Victory Requires:

  • 4 Petition cards in play

  • 3 Scroll Pillars in play

  • LP of 20 or greater

  • A Petition may only be protected by one effect at a time, unless explicitly stated otherwise by a card.

Petitions must remain in play to count.


VICTORY CONDITIONS


There are 4 ways to win in Revolt N Reign:


#

Victory Type

Condition

1

LP Victory

Opponent LP is reduced to 0 or less at End Phase.

2

Attack Victory

Destroy all 3 opponent UA's (instant).

3

Petition Victory

Conditions met at End Phase: 4 Petitions in play, 3 Scroll Pillars in play, LP of 20 or greater.

4

Deck-Out Victory

Opponent cannot draw during their Draw Phase because they have no cards in their Draw Pile. Card Effects/Traits preventing draw do not count for Victory.


SIMULTANEOUS VICTORY: If multiple victory conditions occur simultaneously, the Active Player wins.


SIMULTANEOUS VICTORY AND LOSS

If one or more victory conditions and one or more loss conditions are met simultaneously, the Active Player wins. This includes situations where:

  • The Active Player reduces an opponent's LP to 0 or less

  • The Active Player achieves Petition Victory

  • The Active Player destroys the opponent's final UA

...even if the Active Player would otherwise lose due to Deck-Out or LP loss on the same turn. Victory conditions take precedence on the Active Player's turn.


CORE TIMING & INTERACTION RULES


RULES CONSISTENCY CLAUSE

Revolt N Reign uses fixed terminology. If multiple cards appear to describe similar effects, the exact wording determines the rule. Synonyms do not create new meanings.


1. WHOSE EFFECTS TRIGGER

Only the Active Player's "Each Turn" effects and UA LP drain trigger.

  • UA LP drain occurs only during the Active Player's Resolve Phase

  • "Each Turn" effects trigger only for the Active Player

  • Inactive players' cards do not trigger their own "Each Turn" effects

This rule governs automatic triggering only.


2. WHO MAY INTERACT — CRITICAL DISTINCTION

Both players may affect the Resolve Phase. Opponent cards may lock, block, modify, redirect, prevent, or alter effects that occur during the Resolve Phase if their card text allows it.


LOCK RULES

Lock: A locked card cannot attack, defend, activate abilities, or apply ongoing effects. A Lock lasts until the end of the locked card's controller's next turn, unless a card explicitly states otherwise. Locks are not permanent.


Question

Answer

If Player A locks Player B's card during Player A's turn, when does it end?

End of Player B's next End Phase

Can a locked card be targeted?

Yes

Can a locked card be destroyed?

Yes

Does a locked UA still drain LP?

Yes — always, unless a card explicitly prevents UA LP drain


LOCK — EFFECT SCOPE

A locked card is frozen and 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


Lock does not grant immunity.


LOCK AND CORE RULE EFFECTS

Lock suppresses card effects, not core rule effects. Therefore: 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".


Effects do not have to belong to you to be interacted with. This preserves defensive play, disruption, and counter-strategy.


3. FORCED RESOLUTION

Forced Resolution occurs when a card is destroyed and that destruction fulfills its full discard requirement.

  • Forced Resolution triggers regardless of how the card was destroyed

Forced Resolution does not trigger from:

  • Exile

  • Milling

  • Returning a card to hand

  • Forced Resolution cannot be declined

  • Forced Resolution does not bypass Locks, Blocks, or Prevent effects unless explicitly stated


Some cards contain Activated effects that require discarding the card. If such a card is destroyed by damage, and that destruction fulfills the discard requirement, the effect resolves automatically.

  • Players do not choose to activate the effect

  • The effect resolves because the discard condition was met

  • Partial damage does not cause Forced Resolution

  • Forced Resolution is not optional


EXCEPTION: Defense Card 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.


4. WHAT "EACH TURN" REALLY MEANS

"Each Turn" means: once during the controller's turn — but resolution is still interactive.


EXAMPLE: Example: Your opponent's card says "Opponent loses 2 LP Each turn."
This triggers only on their turn.
Your Defense or Freedom card may still: Block it / Reduce it / Prevent it / Modify it.


5. UA TRAITS — INTERACTION CLARIFIED

Interaction Type

Allowed?

Condition

Reduce UA LP drain

No

Unless card explicitly references UA LP drain

Block UA LP drain

No

Unless explicitly stated


6. DEFENSIVE COUNTERPLAY EXAMPLE

EXAMPLE: Player 1 has 3 UA's.
Player 2 plays a Defense card: "Prevent 2 LP loss this turn."
During Player 1's Resolve Phase — UA LP drain attempts to resolve.
Player 2's Defense card applies. LP loss is reduced or prevented as written.
Player 1's effects still trigger. Player 2 still defends. No ambiguity.


7. HARD RULE — NON-NEGOTIABLE

Only the Active Player's cards trigger automatic effects.
Both players' cards may interact with the Resolve Phase.
This is the sentence that prevents every future argument.


8. DESIGN PHILOSOPHY — WHY THIS WORKS

  • Strategy requires reaction

  • Reaction requires shared resolution

  • Shared resolution does NOT require shared triggering


REVOLT N REIGN keeps: Player agency, Tactical disruption, Emotional fairness, and Strategic depth — without sacrificing clarity.

CARD AUTHORITY — RULES HIERARCHY

Card Text (highest authority), the Rulebook, and the Glossary are rules-authoritative. Design notes, examples, and safety limits have no rules force.

  • A card is only destroyed when explicitly stated or when reduced to 0 DP or durability.

  • A card that is discarded is not destroyed.

  • Only cards in play provide symbol synergy, apply continuous effects, or count toward victory conditions unless explicitly stated otherwise.

  • Card effects always reference the controller, not the owner, unless a card explicitly states otherwise.


Effect Targeting Default: All card effects in Revolt N Reign apply to the card's controller by default. Attacks are not general card effects; they are a distinct game action with their own default targeting rules. Revolt N Reign does not allow self harm.


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.


STANDARD: Players may never assume an effect applies to the opponent unless the card text clearly says so. When a card refers to "a card," "a UA," "a Pillar," "a Defense," or "a player," it always means your own unless the term Opponent or Attack or Mill is used.


RARITY

RARITY TIERS - OFFICIAL RNR FRAMEWORK

RarityAbbreviationIP Cost RangeDescription

Common - C / 0 – 2

Uncommon - U / 3 – 4

Rare - R / 5 – 8

Paramount - P / Varies

Immortal - I / Varies

Unalienable - UN / Varies

RIGHTS TO PRIVILEGE — HOW LIBERTY BECOMES PERMISSION


Understanding this timeline will help you understand why the cards in Revolt N Reign work the way they do. It also explains something real about the world outside the game.


You did not apply to exist.

You did not license your labor.

You did not rent your liberty.

These were not radical ideas at the founding of the United States. They were assumed truths. Government was created to secure rights, not to issue them.


THE RIGHTS TO PRIVILEGE PIPELINE

Here is how a natural right turns into a permission — one step at a time. This is not fiction. This is history.


STAGE 0

Natural

Rights

Exists by nature. Requires no permission. Cannot be revoked by authority. Exercised by default.

Examples: Work and trade, build a home, gather food, speak and assemble, defend oneself, travel freely, raise a family.

Government Role: Protect against force or fraud — nothing more.


>>> KEY SHIFT: Rules begin replacing trust >>>

STAGE 1

Regulated

Activity

Still recognized as a right. Rules added "for safety" or "order." Compliance encouraged, not yet mandatory.

Change: From free action to monitored action.


>>> KEY SHIFT: Authority becomes gatekeeper >>>

STAGE 2

Licensed

Permission

Approval required before action. Fees introduced. Authority decides who may act.

Change: From right exercised to permission requested.


>>> END STATE: Rights treated as rented access >>>

STAGE 3

Conditional

Privilege

May be revoked. Subject to renewal. Penalties for noncompliance. Exercised only by approval.

Change: From citizen to subject. From liberty to compliance.


REALITY CHECK

A right that requires Permission, Payment, Renewal, Surveillance, or Revocation...
...is no longer functioning as a right.
REVOLT N REIGN explores what happens when this process accelerates.


HOW THIS APPEARS IN GAMEPLAY

Card Type

What It Represents

Rights cards

Original liberties

Bills

Permission systems

Unconstitutional Acts

Enforced control

Pillars

Institutional power

IP costs

Compliance friction


You are not told what is right. You are shown what it costs.


DISCUSSION QUESTIONS — FOR PLAYERS, PARENTS & EDUCATORS

Use these between games or after a match. There are no "correct" answers. The purpose is systems thinking.


  1. At what point does protection become control?

  1. If a right requires permission, who benefits?

  1. Can something still be a right if it can be revoked?

  1. Who decides when regulation is "necessary"?

  1. What happens when permission replaces trust?

  1. Is compliance the same as consent?

  1. If you must pay to exercise a right, who owns it?

  1. How does slow change differ from sudden force?

  1. Which systems in the game felt hardest to escape?

  1. Did you adapt — or did you submit?


EDUCATOR / PARENT EXPLAINER

This game is designed to:

  • Encourage thoughtful discussion

  • Illustrate how systems evolve

  • Separate authority from legitimacy

  • Show how incentives shape behavior


Children and adults alike learn best when they:

  • Discover patterns themselves

  • Experience consequences

  • Debate respectfully


REVOLT N REIGN teaches through play, not persuasion.


FINAL TRUTH

REVOLT N REIGN is not about comfort.

It is about awareness, pressure, and choice.

The game teaches: Civic literacy, Power structures, Historical consequences, and Strategic decision-making — through play.


RULEBOOK DESIGN NOTE


Natural rights are treated as the default state. Control systems must justify themselves through cost.


This principle ensures: Players always understand why pressure exists.


revoltnreign.com

© 2026 David Michael Land · All Rights Reserved

Revolt N Reign is a reality-based competitive card game built on the Declaration of Independence, the Constitution, the Bill of Rights, and the Federalist Papers. The Official Rulebook covers every core mechanic, Liberty Points, Independence Points, Unconstitutional Acts, the 7-step Resolve Phase, Attack on Attack combat, Bills Cards cost escalation, Forced Resolution, and all four victory conditions. Designed for serious players, educators, and anyone who believes strategy should mean something, Revolt N Reign is the only trading card game in history built entirely on real American founding documents.

Play Descriptions in Revolt N Reign are historically inspired adaptations drawn from Founding-era writings and speeches; they are not presented as verbatim quotations, but as faithful summaries credited to their original authors when available. “Founders’ quotations may appear on multiple cards to reflect their deliberate repetition of core truths—liberty, rights, and limits on power—essential to preserving a Republic of freedom rather than a system of privileges.”