Constitution for Revolt N Reign

TCG IS COMING ALIVE… “REVOLT N REIGN”

Remember the name — TO EVERY SPIKE, BREWER & GRINDER

You’ve memorized 30 years of card text.
You’ve sleeved, shuffled, and side-boarded your soul away.
Now meet the game that
respects your brain.

Read, learn, and master the Rulebook Document and the diversity of the cards as you engage to destroy tyranny!
Revolt N Reign is built for you. Design your deck from the original 355 card set.

  • Four legal win conditions — no stale mirrors.

  • 60-card decks — Deck-Out is a skill check.

  • One Freedom card, one copy — every deck is unique.

  • 120-Defense / 120-Attack — every turn is a chess move.

  • Expansion sets in the pipe — Turn out your build, and you’ll theory-craft for months.

Depth without dragons.

History’s greatest revolt, distilled into the Foundational 355-card set of REVOLT N REIGN, you’ll quote at 2 a.m.

No freebies. No hype. Just pure game.
Are you ready?
“Revolt N Reign”

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We the Players, in order to form a more perfect contest,

establish Justice upon the table, ensure strategic Tranquility,

provide for the common Defense of Liberty,

promote the general Welfare of the game,

and secure the Blessings of Victory to ourselves and our opponents,

do ordain and establish this Constitution for Revolt N Reign.

Official Rulebook

© David Michael Land 2025 · All Rights Reserved


Players

2 to 4

Recommended Age

10 and older

Game Length

15 to 35 minutes

Deck Size

60 cards

Starting Liberty Points

100 LP

INDEX OF ARTICLES


Preamble The Purpose of This Constitution — Establishes the founding spirit and purpose of Revolt N Reign

Article I The Golden Rule — Card text supersedes all other written law

Article II Core Resources and Values — Liberty Points, Independence Points, Defense Points, and Petitions defined

Article III The Four Paths to Victory — Life, Attack, Petition, and Deck-Out victories established

Article IV The Orders of Cards — All seven card types — their powers, limits, and duties

Article V The Laws of Deck Construction — Required composition, copy limits, rarity limits, and branch requirements

Article VI The Zones of Governance — All game zones — their purpose, order, and authority

Article VII The Conduct of Play — Setup, turn structure, phases, and resolution sequence


INDEX OF AMENDMENTS


Amendment I The Law of Special Combat — Attack-on-Attack mechanics and their costs

Amendment II The Law of Targeting — How attacks find their mark and what shields may interpose

Amendment III The Law of Protection — The Protect keyword and its limitations

Amendment IV The Law of Unconstitutional Drain — UA drain timing and persistence

Amendment V The Law of Card Design — Maximum effects rule and the sideways indicator

Amendment VI The Law of IP Priority — Order of spending when multiple IP sources are present

Amendment VII The Law of Mulligan — One mulligan per game, its procedure and finality

Amendment VIII The Law of Player 2 Balance — The pre-game Pillar right of the second player

Amendment IX The Law of Ties — Active player supremacy in all matters of dispute

Amendment X Reserved Powers — All powers not enumerated herein remain with the card text



PREAMBLE


We the Players, in order to form a more perfect contest, establish Justice upon the table, ensure strategic Tranquility among all who sit to play, provide for the common Defense of Liberty Points, promote the general Welfare of every deck archetype, and secure the Blessings of Victory to ourselves and to all who shall hereafter take up these cards — do ordain and establish this Constitution for the game of Revolt N Reign.


Revolt N Reign is a strategic trading card game in which players defend liberty against tyranny using powerful cards inspired by the principles of freedom. Players construct decks, generate resources, and deploy strategic attacks while protecting their own institutions from the encroachments of Unconstitutional Acts. Victory may be achieved through four distinct strategic paths, giving the game depth, balance, and multiple viable philosophies of play.


This Constitution is the supreme law of the game. It shall be read before all disputes, consulted in all ambiguities, and upheld by all players at every table where Revolt N Reign is played. Subject always to the Golden Rule — that the text of a card, where it speaks, shall govern — this Constitution shall endure for as long as Liberty requires defending.

ARTICLE I

The Golden Rule — Supremacy of Card Text

Section 1. Supremacy

Cards are the ultimate authority in Revolt N Reign. This Constitution, the Glossary, and the Quick Start Guide are instruments of order — but where a card's text speaks directly to a situation, that text shall govern, superseding all other written law for the duration and scope of that situation.

Section 2. Purpose

This rule is established so that cards may introduce new mechanics, strategic exceptions, and novel interactions without requiring amendment of this Constitution. The game is designed to grow; card text is the mechanism of that growth. No provision of this Constitution shall be read to prevent a card from doing what its text expressly authorizes.

Section 3. Limits

Card text governs the specific situation to which it speaks. It does not overturn rules governing zones, player rights, or the fundamental structure of the turn, except where its text explicitly and unambiguously does so. Where a card's text is silent, this Constitution governs.

ARTICLE II

Core Resources and Values of the Republic

Section 1. Liberty Points

Liberty Points, hereinafter LP, represent the overall liberty of a player and the vitality of their cause. Every player begins the game with one hundred (100) LP. Liberty Points are a measure of standing, not a hand of cards; they are tracked openly and may be consulted by any player at any time.

Should a player's LP reach zero (0) at any time during the game, that player immediately loses. This condition is checked continuously, not only during the Resolve Phase.

Section 2. Independence Points

Independence Points, hereinafter IP, are the resource by which cards are played and effects are activated. IP is generated primarily by Pillar cards during the Independence Phase, though certain card effects may also produce IP. IP spent during a turn cannot be recovered; unspent IP is lost at the end of the turn and does not carry forward.

IP is the currency of action. A player may not play a card or activate an effect whose cost exceeds the IP currently available to them, unless a card explicitly permits otherwise.

Section 3. Defense Points

Defense Points, hereinafter DP, represent the protective capacity of Defense cards and certain other cards so designated by their text. When a card bearing DP absorbs damage, that damage is subtracted from the card's DP total. When a card's DP is reduced to zero (0), that card is immediately destroyed and placed in its controller's Discard Pile.

Section 4. Petitions

Petitions represent organized resistance and the constitutional exercise of redress. Petition cards are played into the Petition Area and counted toward the Petition Victory condition. Not all Rights cards are Petitions; a card confers Petition status only where its text expressly declares it.

ARTICLE III

The Four Paths to Victory

The contest of Revolt N Reign may be decided by any one of four sovereign paths to victory. No path is superior to another. A player who achieves any one of the following conditions is declared the victor, and the game ends immediately upon that achievement.


Section 1. Life Victory

Primary Branch: Bison

A player wins by Life Victory when an opponent's Liberty Points are reduced to zero (0). This may occur through the accumulated effect of Attack cards, Unconstitutional Act drain, card effects, or any combination thereof. The moment any opponent's LP reaches zero, that opponent loses and the active player is declared the victor — regardless of what other conditions may or may not be in place.

Section 2. Attack Victory

Primary Branch: Liberty Bell

A player wins by Attack Victory when all three (3) Unconstitutional Acts controlled by a single opponent have been destroyed. This victory honors the principle that tyranny, once fully dismantled, cannot sustain its claim over the free. The destruction of the third and final UA ends the game in the active player's favor.

Section 3. Petition Victory

Primary Branch: Scroll

A player wins by Petition Victory when all three of the following conditions are simultaneously satisfied and verified during the Petition Check step of the Resolve Phase:

1. The player controls three (3) or more Petition cards in the Petition Area.

2. The player controls three (3) or more Scroll Pillar cards in the Pillar Area.

3. The player possesses twenty (20) or more Liberty Points.


All three conditions must be met simultaneously. A player who satisfies two conditions but not the third has not achieved Petition Victory. This condition is checked exclusively during step five of the Resolve Phase.

Section 4. Deck-Out Victory

Primary Branch: Eagle

A player wins by Deck-Out Victory when an opponent is required to draw a card from an empty Draw Pile. The obligation to draw arises at the start of the Draw Phase. Should a player be unable to fulfill that obligation, they immediately lose the game. This victory may also be triggered by card effects that force opponents to draw beyond the capacity of their remaining deck.

ARTICLE IV

The Seven Orders of Cards

All cards in Revolt N Reign belong to one of seven established Orders. Each Order bears distinct powers, restrictions, and duties. No card may belong to more than one Order unless its text explicitly declares a dual classification.


Section 1. Pillar Cards — The Foundations of the Republic

Pillar cards represent the foundational institutions upon which liberty is built. They are the primary generators of Independence Points and the economic engine of every deck. Pillars are played into the Pillar Area and remain in play, generating IP at the start of each Independence Phase so long as they endure.

Pillars serve three functions:

  • They generate Independence Points during the Independence Phase.

  • They may provide passive or triggered support effects as stated in their card text.

  • Scroll Pillars specifically contribute to the Petition Victory condition.


Deck guideline: A minimum of fifteen (15) Pillar cards is recommended for consistent IP generation. A deck that falls below this threshold risks insufficient resource production.

Section 2. Rights Cards — The Tactical Arsenal

Rights cards represent the inalienable powers available to every player. They provide immediate tactical effects — dealing damage, restoring Liberty Points, drawing additional cards, or disrupting the opponent's position. Rights cards are resolved and placed in the Discard Pile unless their text specifies otherwise.

Many Rights cards also bear the Petition designation, qualifying them for placement in the Petition Area and contributing to Petition Victory. A Rights card confers Petition status only where its text explicitly declares it.

Deck guideline: Ten (10) Rights cards is the suggested inclusion for balanced tactical response. This figure is advisory, not mandatory.

Section 3. Unconstitutional Acts — The Instruments of Tyranny

Unconstitutional Acts, hereinafter UA, represent the systemic abuses of power that every player must confront. They are singular among card types in their mandatory presence and their pre-game placement.

The following rules govern all Unconstitutional Acts without exception:

1. Each player must include exactly three (3) UA cards in their deck construction, each bearing a different name.

2. UA cards are never shuffled into the Draw Pile. They begin the game already in play, face-up in the Unconstitutional Acts Area.

3. UA cards drain Liberty Points each turn during the Resolve Phase. The amount drained is stated on each card.

4. UA cards are not Attack cards. They may not be played as Attacks, nor do they count toward any Attack card rule or limit.

5. UA effects remain active until the UA is destroyed. Destruction occurs when a UA's DP is reduced to zero.


UA cards are not counted toward the deck's Rare limit. Their mandatory status exempts them from all numerical deck construction limits save the requirement of three unique names.

Section 4. Attack Cards — The Instruments of Conflict

Attack cards are the primary weapons of direct conflict. They are deployed during the Play Phase and resolved during the Resolve Phase, applying damage to the opponent's defenses and institutions in accordance with their card text.

  • Attack cards may be played without a separate activation cost beyond their IP cost, unless their text specifies otherwise.

  • Attack cards resolve during the Resolve Phase in the order established by Article VII.

  • The target of an Attack is determined by the card's text and by the targeting laws established in Amendment II.


Copy limit: No deck may include more than four (4) copies of any single named Attack card.

Section 5. Defense Cards — The Shields of the Republic

Defense cards protect a player's Unconstitutional Acts and strategic position. They are played into the play area and remain in play, bearing Defense Points that absorb incoming attack damage.

  • Defense cards remain in play until their DP is reduced to zero, at which point they are destroyed and discarded.

  • Incoming Attack damage is applied to Defense cards before it may reach Unconstitutional Acts, unless the attacking card's text specifies otherwise.

  • The attacking player chooses which Defense card receives damage when multiple Defenses are present.


Copy limit: No deck may include more than four (4) copies of any single named Defense card.

Section 6. Freedom Cards — The Heroes of Liberty

Freedom cards are the rarest and most powerful instruments available to a player. They represent the historical champions of liberty — hybrid strategic cards bearing multiple effects of great consequence. Freedom cards may include optional additional effects activated by the expenditure of extra IP beyond the card's base cost.

Deck limit: A deck may include no fewer than zero (0) and no more than four (4) unique Freedom cards.

Section 7. Bill Cards — The Instruments of Legislation

Bill cards represent the legislative actions available to a player — measures that may be repeatedly invoked, at increasing cost, in the service of strategic goals. Bills are unique among card types in that they return to the player's hand after resolving rather than being discarded.

The following laws govern all Bill cards:

1. A Bill card may be played no more than once per turn.

2. After a Bill resolves, it is returned to its controller's hand. It is not discarded.

3. Cost Escalation: Each time the same named Bill card is played in subsequent turns, its IP cost doubles from its previous cost. This doubling applies individually to each Bill card name and is tracked across the entire game.

4. Cost Escalation tracking applies per card name — playing two different-named Bills does not escalate either individually.


Deck limit: A deck may include no fewer than zero (0) and no more than four (4) unique Bill cards.

ARTICLE V

The Laws of Deck Construction

Every player shall present at the start of each game a lawfully constructed deck of sixty (60) cards. No deck that fails to satisfy all of the following provisions shall be considered valid for competitive or casual play.


Section 1. Deck Size

The deck shall consist of exactly sixty (60) cards. This total includes all card types except the three Unconstitutional Acts, which exist outside the deck and are not shuffled into the Draw Pile.

Section 2. Required Components

The following components are mandatory in every lawful deck:


Card Type

Requirement

Unconstitutional Acts

Exactly 3 (each bearing a different name)

Pillar Cards

Minimum 15

Rights Cards

Approximately 10 (advisory, not mandatory)

Section 3. Optional Cards


Card Type

Deck Limit

Freedom Cards

0 to 4 unique Freedom cards

Bill Cards

0 to 4 unique Bill cards

Section 4. Rarity Limit

No deck may include more than six (6) Rare cards among its sixty-card construction. Unconstitutional Acts of Rare designation do not count toward this limit, as their inclusion is mandatory and not subject to the same constraint.

Section 5. Copy Limit

No deck may include more than four (4) copies of any single named Attack card, nor more than four (4) copies of any single named Defense card. This limit applies to each card name independently.

Section 6. Branch Requirement

Every lawfully constructed deck must include at least one (1) card from each of the four established Branches of the Republic. No deck may be built entirely within a single Branch or within any combination that excludes any of the four.

The four Branches are:

Bison — The Branch of direct Liberty Point damage and sustained offensive pressure.

Eagle — The Branch of mill, exile, and strategic board control.

Liberty Bell — The Branch dedicated to the destruction of Unconstitutional Acts.

Scroll — The Branch of Petition victory and legislative disruption.

Section 7. Deck Registration

Players are encouraged to record their full 60-card deck list before each game. In tournament and organized play, registered deck lists shall be considered binding. No card may be added to or removed from a deck between games of the same match without the consent of all players and the presiding authority.

ARTICLE VI

The Zones of Governance

During play, each player shall organize their cards into the following designated zones. The integrity of zone separation ensures that all effects resolve cleanly, all card states are visible, and the game remains legible to every participant at the table.


Section 1. The Draw Pile

The Draw Pile is the player's primary deck during play. Following setup, it consists of fifty (50) cards — the player's full sixty-card deck less the seven cards drawn to open hand and the three UA cards placed in the UA Area. Players draw from the Draw Pile during the Draw Phase. The Draw Pile is kept face-down; its contents are private until drawn.

Should a player be required to draw from an empty Draw Pile, that player immediately loses the game by Deck-Out Victory.

Section 2. The Discard Pile

Cards that are destroyed, expended, or removed from play are placed in the Discard Pile. The Discard Pile is kept face-up and is visible to all players at all times. Any player may examine the Discard Pile at any time. Unless a card effect specifies otherwise, the order of cards in the Discard Pile has no rules significance.

Section 3. The Pillar Area

Pillar cards are placed in the Pillar Area when played. They remain in play here, generating Independence Points during the Independence Phase of their controller's turn. The Pillar Area is visible to all players. Multiple Pillar cards may occupy this zone simultaneously, and their IP contributions are cumulative.

Section 4. The Petition Area

Petition cards are placed in a separate, designated Petition Area when played. Petitions in this zone count toward the Petition Victory condition. The Petition Area is visible to all players. Petitions remain in this zone until destroyed or otherwise removed by card effect.

Section 5. The Unconstitutional Acts Area

Before the game begins, each player places their three UA cards face-up in the Unconstitutional Acts Area. This zone is established before the first draw and before any other setup step. UA cards occupy this zone for the duration of the game unless destroyed.

  • UA cards remain in this zone — they do not move to other zones except upon destruction.

  • UA cards drain Liberty Points during each Resolve Phase while they remain in this zone.

  • UA cards must be destroyed — reduced to zero DP — to be removed from this zone.

Section 6. The Play Area

All other cards in active play — Attack cards, Defense cards, Bill cards, Freedom cards, and Rights cards not designated as Petitions — occupy the Play Area. Cards placed here remain in play until resolved, destroyed, discarded, or otherwise removed. Defense cards placed in the Play Area protect UA cards from incoming damage.

Section 7. The Hand

Each player's hand of cards is private to that player. The number of cards in a player's hand is public information; their identities are not. A player may not reveal their hand cards to another player except where a card effect requires it.

A player's hand may not exceed seven (7) cards at the conclusion of their Resolve Phase. Excess cards must be discarded as the final step of the Resolve Phase.

ARTICLE VII

The Conduct of Play — Setup, Turn Structure, and Resolution

Section 1. Game Setup

The game shall be prepared in the following order before the first turn begins:


1. Each player presents their lawfully constructed 60-card deck.

2. Each player places their three (3) Unconstitutional Acts face-up in the Unconstitutional Acts Area. These cards are never shuffled into the Draw Pile.

3. Each player shuffles their remaining fifty-seven (57) cards — their deck minus the three UAs.

4. Each player draws seven (7) cards from their shuffled deck, leaving fifty (50) cards in the Draw Pile.

5. Each player sets their Liberty Points to one hundred (100) and records this value.


A player who discovers their deck to be unlawfully constructed before the first draw is entitled to reconstruct it before play begins. A player who discovers an illegal construction after the game has begun must notify all players; the remedy in organized play shall be determined by the presiding authority.

Section 2. Mulligan

Each player is entitled to one (1) mulligan before the first turn of the game. To exercise the mulligan:

1. The player shuffles their entire hand back into their Draw Pile.

2. The player draws seven (7) new cards.

3. The mulligan hand is final — no second mulligan is permitted under any circumstances.


The mulligan may be exercised independently by each player. A player is not required to mulligan simply because their opponent has done so.

Section 3. Determining First Player

Players roll a die or use another mutually agreed-upon method of random determination. The player who achieves the highest result takes the first turn. In the event of a tie, the tied players re-roll until the tie is broken.

Section 4. Player 2 Balance Rule

To offset the inherent advantage of taking the first turn, the second player is granted the following right before the game begins — after hands have been drawn but before the first player's first turn:

Player 2 may elect to play one (1) Pillar card from their hand with an IP cost of zero (0). If Player 2 exercises this right, they shall draw two (2) cards at the start of their first turn rather than one (1). If Player 2 declines this right, they draw one (1) card normally on their first turn.

This rule is a right, not an obligation. Player 2 may decline the pre-game Pillar placement and draw normally without penalty.

Section 5. Turn Structure

Each turn consists of exactly five (5) phases, executed in the following order. No phase may be skipped. Effects that specify a particular phase are resolved within that phase and no other.


PHASE ONE — THE DRAW PHASE

The active player draws one (1) card from their Draw Pile. This card is added to the player's hand. Should the player be unable to draw — the Draw Pile being empty — that player immediately loses the game by Deck-Out Victory, and the game ends.


PHASE TWO — THE INDEPENDENCE PHASE

The active player generates Independence Points from their Pillar cards and from any other card effects that produce IP. The total IP generated this phase is the player's resource pool for the current turn. Unused IP is lost at the end of the turn; it does not carry forward.

IP Priority Rule: Where a non-Pillar card generates IP during this phase, those IP must be spent before any Pillar-generated IP may be used. This order of expenditure is mandatory and may not be altered by player choice except where a card's text explicitly permits otherwise.


PHASE THREE — THE PLAY PHASE

The active player may spend IP to play cards and activate effects. The following actions are available during the Play Phase:

  • Play Pillar cards into the Pillar Area.

  • Play Rights cards for their effects.

  • Play Attack cards in preparation for the Resolve Phase.

  • Play Defense cards into the Play Area.

  • Play Freedom cards for their hybrid effects.

  • Play Bill cards for their legislative effects (subject to the once-per-turn limit).

  • Activate eligible card effects by paying their stated IP cost.

  • Declare Attack-on-Attack combat against opposing Attack cards (see Amendment I).


A player may also elect to take no action during the Play Phase and preserve all IP — though that IP will be lost at the end of the turn. Holding IP is a legal strategic choice.


PHASE FOUR — THE RESOLVE PHASE

All outstanding card effects are resolved during the Resolve Phase, in the following mandatory sequence. Steps may not be reordered. Each step must be fully resolved before the next step begins:

i. Apply locks and blocks — all blocking declarations and effect locks are established.

ii. Resolve Attack-on-Attack combat — all AoA declarations resolve simultaneously (see Amendment I).

iii. Apply damage — all attack damage is applied to targets in the order established by Amendment II.

iv. Resolve LP gain and healing — all effects that restore Liberty Points are applied.

v. Check Petition Victory — the Petition Victory condition is evaluated; if satisfied, the game ends immediately.

vi. Resolve card effects — all remaining triggered and activated effects are resolved.

vii. Resolve Unconstitutional Act drain — each UA applies its LP drain to its controller's opponent.

viii. Check all victory conditions — all four victory conditions are evaluated; if any are satisfied, the game ends.

ix. Discard to hand limit — the active player discards until they hold no more than seven (7) cards.


PHASE FIVE — THE END PHASE

The active player's turn concludes. All temporary effects that expire at the end of the turn are removed. All sideways-indicated cards held by the active player whose 'Each Turn' effects have not yet reset are returned upright. The turn passes to the next player in clockwise order, and that player begins their Draw Phase.

Section 6. Effect Usage Indicator

When a non-Pillar card activates one of its effects, the card is turned sideways to indicate that the effect has been used during this turn. A sideways card may not activate the same effect again until it is returned upright. Cards bearing effects designated as 'Each Turn' effects are returned upright at the start of their controller's next turn. All other card states are governed by their individual card text.

Section 7. Maximum Effects Rule

All cards in Revolt N Reign may contain no more than two (2) effects. This limit is established to maintain clarity, strategic balance, and the speed of gameplay resolution. A card's text may never lawfully describe more than two distinct effects, and no ruling, errata, or card combination may be read to grant a card more than two effects.



ATTESTATION

Done in Convention by the unanimous consent of the designer, in the Year Two Thousand and Twenty-Five, of the game the First. In witness whereof, we have hereunto subscribed our name.


David Michael Land

Designer and Founder, Revolt N Reign

© David Michael Land 2025/2026 · All Rights Reserved



Amendments to the Constitution —

ADVANCED MECHANICS AND GOVERNING LAW



The following Amendments are hereby ratified as part of this Constitution. They clarify, extend, and govern areas of play not fully addressed in the seven Articles above. Each Amendment carries the full force of constitutional law. Where an Amendment conflicts with an Article of the main Constitution, the Amendment governs.

AMENDMENT I

The Law of Special Combat — Attack-on-Attack



Attack cards may be directed against opposing Attack cards rather than against the opponent's defenses. This special form of combat, hereinafter Attack-on-Attack or AoA, is governed by the following provisions:

1. The cost to declare AoA combat is equal to the attacking card's IP cost plus one (1) additional IP. This additional IP must be available and paid at the time of declaration during the Play Phase.

2. Both Attack cards in AoA combat deal their damage simultaneously. Neither card's damage is applied before the other's.

3. The card bearing the greater damage value survives the exchange, continuing in play with its remaining damage capacity. The card bearing lesser or equal damage is destroyed and discarded.

4. In the event both cards deal equal damage, both are destroyed simultaneously.

AMENDMENT II

The Law of Targeting — How Attacks Find Their Mark



The sequence in which attack damage finds its target is hereby established and shall govern all combat resolution unless a card's text explicitly states otherwise:

1. Attack cards normally strike Defense cards first. If one or more Defense cards are in play under the opponent's control, all attack damage must be applied to Defense cards before any damage may reach Unconstitutional Acts.

2. If no Defense cards are present, attack damage targets the opponent's Unconstitutional Acts.

3. Damage to Liberty Points occurs only where a card's text explicitly states that it deals LP damage. LP damage does not flow automatically from the depletion of Defenses or UAs.

4. Where multiple Defense cards are in play, the attacking player chooses which Defense card receives the damage. This choice is made during the Play Phase and may not be changed after declaration.

5. Damage may not be divided or split between targets. All damage from a single card resolves against a single target, unless that card's text explicitly permits splitting.

AMENDMENT III

The Law of Protection — The Protect Keyword



Certain cards bear the keyword Protect. This designation confers the following right and no other:

Cards with the Protect keyword cannot be discarded by opponent-controlled effects. An opponent's card text that would force the discard of a Protect card has no effect on that card.

Protect does not prevent a card from being destroyed through damage. Protect does not prevent a card from being exiled by effects that use the word exile. Protect applies only to discard effects controlled by the opponent. A player's own effects may discard their own Protect cards at that player's discretion.

AMENDMENT IV

The Law of Unconstitutional Drain — Timing and Persistence



Each Unconstitutional Act applies its LP drain effect during step seven (vii) of the Resolve Phase — specifically, during the Unconstitutional Act drain step. The following provisions govern this drain:

1. UA drain is applied to the controlling player's LP each turn — not to the opponent's. The UA represents the cost of tyranny to the player who carries it.

2. UA drain is applied once per UA per Resolve Phase, regardless of other effects that may modify the turn.

3. UA effects, including drain, remain fully active until the moment the UA is destroyed. Partial damage to a UA does not reduce its drain.

4. A UA that is destroyed during the Resolve Phase does not apply its drain in the same step in which it was destroyed, provided its destruction preceded the drain step in the resolution sequence.

AMENDMENT V

The Law of Card Design — Effects and Indicators



1. All cards in Revolt N Reign may contain no more than two (2) effects. This is an absolute limit. It may not be circumvented by card text, ruling, or interpretation.

2. When a non-Pillar card activates one of its effects, it is turned sideways. This sideways position is the visual record that the effect has been used. A sideways card may not activate the same effect a second time within the same turn.

3. Cards bearing effects designated as 'Each Turn' effects are returned upright at the start of their controller's next turn.

4. Pillar cards are exempt from the sideways indicator rule. Their IP generation is continuous and passive, not subject to effect activation.

AMENDMENT VI

The Law of IP Priority — Order of Expenditure



Where a player generates IP from both Pillar cards and non-Pillar card effects during the same Independence Phase, the following order of expenditure is mandatory:

IP generated by non-Pillar card effects must be spent before IP generated by Pillar cards. A player may not choose to hold non-Pillar IP in reserve while spending Pillar IP. This rule is not subject to player preference and may not be altered except by a card that explicitly overrides it.

AMENDMENT VII

The Law of Mulligan — Procedure and Finality



1. Each player is entitled to one (1) mulligan prior to the first turn of the game.

2. To mulligan, a player shuffles their entire hand back into their Draw Pile and draws seven (7) new cards.

3. The mulligan hand is final. No second mulligan is permitted for any reason, including a second poor hand.

4. A player may choose not to mulligan. Choosing to keep the opening hand does not forfeit the right to a future mulligan — the right simply becomes unavailable once the first turn begins.

5. Players may exercise their mulligan right independently and in any order, provided no game action has yet been taken.

AMENDMENT VIII

The Law of Player 2 Balance — The Pre-Game Pillar Right



The second player in any game of Revolt N Reign is hereby guaranteed the following right in recognition of the inherent disadvantage of taking the second turn:

Before the first player's first turn begins, Player 2 may play one (1) Pillar card from their opening hand at zero (0) IP cost. This Pillar is placed in Player 2's Pillar Area immediately. If Player 2 exercises this right, they draw two (2) cards at the start of their first turn instead of one (1).

This right is voluntary. Player 2 may decline it without penalty, drawing one (1) card normally on their first turn. The right expires at the moment the first player's first turn begins and may not be exercised thereafter.

AMENDMENT IX

The Law of Ties — Active Player Supremacy



Where two or more effects, outcomes, or conditions produce a conflict that cannot be resolved by card text or by the provisions of this Constitution, the following law governs:

The active player wins all ties. In any situation of equal standing — equal damage, simultaneous effects of identical priority, ambiguous timing — the player whose turn it currently is shall have their outcome prevail.

No instant responses to opponent actions are permitted, except for the single exception of drawing cards, which may occur as required at any time. A player may not play cards, activate effects, or otherwise intervene in the middle of an opponent's declared action except where a card's text explicitly grants that right.

AMENDMENT X

Reserved Powers — The Sovereignty of Card Text



The enumeration in this Constitution of certain rules and restrictions shall not be construed to deny or disparage other mechanics and interactions that may be introduced by card text. The powers not delegated to this Constitution by the seven Articles, nor prohibited by it to the cards, are reserved to the card text respectively — or to the players.

This Constitution governs the structure, conduct, and resolution of all games of Revolt N Reign. It does not govern the full extent of what cards may do. Where a card introduces a mechanic not addressed by this Constitution, that mechanic is lawful so long as it does not contradict the fundamental structure of the turn, the zones of governance, or the rights reserved to players by this document.

This Amendment is the final declaration of the Constitution of Revolt N Reign. It stands as testament to the game's founding principle: that within a just framework of rules, the true life of the contest belongs to the players — and to the cards they hold.




Thus ordained and established,

in defense of Liberty and the spirit of the Republic,

this Constitution stands ready for the table.

Revolt N Reign

© David Michael Land 2025/2026 · All Rights Reserved

FAQs

What is Revolt N Reign?

It’s a card game where you lead a rebellion and build your deck to win.

How many cards are in a deck?

Each deck has 60 cards.

When will Revolt N Reign be available?

The game launches in 2026, so get ready to start your revolution and earn the win! This is our 250th anniversary. Past time to take our freedoms back!

Can I play with friends?

Absolutely! It’s designed for thrilling battles and alliances with friends.

What makes the freedom card special?

It’s a rare card that can turn the tide and secure your victory unexpectedly.

Get in touch

Questions or ideas? We’re ready to listen.

A close-up of hands exchanging a card from the revolt n reign deck, symbolizing connection and communication.
A close-up of hands exchanging a card from the revolt n reign deck, symbolizing connection and communication.

You didn’t come this far to stop