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.


REVOLT N REIGN - OFFICIAL RULEBOOK
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A Constitutional Strategy Trading Card Game
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Designed by David Michael Land
© 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:
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:
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.
If no Defense cards remain, Attack Damage may be assigned to an Unconstitutional Act.
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:
Its effects resolve.
It leaves play.
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.
At what point does protection become control?
If a right requires permission, who benefits?
Can something still be a right if it can be revoked?
Who decides when regulation is "necessary"?
What happens when permission replaces trust?
Is compliance the same as consent?
If you must pay to exercise a right, who owns it?
How does slow change differ from sudden force?
Which systems in the game felt hardest to escape?
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.
© 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.”
REVOLT N REIGN Questions? We're here to help!
Email: info@revoltnreign.com
© David Michael Land 2025/2026 · All Rights Reserved · U.S. Copyright Registration No. 1-15189103691, effective June 20, 2026
Revolt N Reign. The Founding Fathers didn't surrender. Neither do you!


TCG Meta Strategy Game | Revolt N Reign
Defense Subset Freedom Subset Pillar Subset Rights Subset Symbols and UA Subset Scroll Defense Liberty Bell Defense Eagle Defense Bison Defense Scroll Attack Cards Liberty Bell Attack Eagle Attack Bison Attack RNR Quick Start Official RuleBook Glossary Rules What is Revolt N Reign About
