© David Michael Land 2025/2026. All rights reserved. REVOLT N REIGN Website went live March 16th 2026
The Declaration of Revolt N Reign
Learn to Play in Minutes
Choose your path: rally, negotiate, strategize, or dominate your way to victory.
Rally
Gather your forces quickly and push for a surprise win before opponents react.


Negotiate
Forge alliances and make deals that shift power and keep your rebellion alive.
Use clever tactics to outwit opponents and seize control when they least expect it.
Dominate




The Declaration of Revolt N Reign
Learn to Play in Minutes
⚡ REVOLT N REIGN — 5 MINUTE DECLARATION
— Declaration of —
REVOLT N REIGN
A QUICK START PROCLAMATION
"We hold these truths to be self-evident:"
When, in the course of competitive events, it becomes necessary for players to dissolve the bonds of ignorance that have kept them from the table, and to assume among the powers of the game the separate and equal station to which the Rules of Strategy entitle them, a decent respect for their fellow players requires that they should declare the causes which compel them to take up cards.
We hold these truths to be self-evident: that REVOLT N REIGN is a strategy card game where players defend Liberty and challenge Oppression through clever planning and resource management. That players build decks, generate Independence Points (IP), and fight across multiple paths to victory. That among these rights are Life, Attack, Petition, and the pursuit of Deck-Out.
To secure these victories, the following rules are instituted among players — deriving their just powers from the consent of the governed table.
On the Nature of the Contest
The fundamental conditions of play are herein established for all who take up this cause:
Players: 2 to 4 participants in each contest of liberty.
Deck Size: 60 cards, carefully constructed in the defense of freedom.
Starting Liberty Points: 100 LP — the full measure of your sovereign will.
Article I — The Four Paths to Victory
We, therefore, declare that any player who achieves ONE of the following conditions shall be proclaimed the victor, the opponent's cause being thereby dissolved:
I. Reduce the opponent's Liberty Points to zero — that their will to govern shall be extinguished.
II. Destroy all three of the opponent's Unconstitutional Acts — that tyranny shall find no shelter upon the board.
III. Control three Petition cards and three Scroll Pillar cards while maintaining Liberty Points of 20 or greater — that a peaceful constitutional challenge may prevail.
IV. Force the opponent to draw from an empty deck — that an exhausted opposition may no longer sustain its position.
You need only one path to win. Choose your cause. Pursue it without relenting.
Article II — The Sacred Order of the Turn
Let no player deviate from these five ordained phases, established to ensure just and orderly contest:
1 — DRAW. Draw one card from your deck. Should you be unable to draw — your cause is lost, and you are defeated forthwith.
2 — INDEPENDENCE. Receive Independence Points (IP) from your Pillars in play. IP is your currency of action. Unused IP does not carry over between turns — spend wisely or forfeit the resource.
3 — PLAY. Spend IP to deploy cards into your service: Pillars, Attacks, Defenses, Rights, and Freedom cards all answer the call. Or hold your IP — patience is also a strategy.
4 — RESOLVE. All effects are executed in the following immutable sequence: (i) Blocks declared; (ii) Attack-on-Attack combat resolved; (iii) Damage applied; (iv) Liberty Points gained; (v) Petition victory checked; (vi) All remaining card effects and UA drain enacted; (vii) Victory conditions assessed.
5 — END. Discard down to seven cards. The turn passes to your opponent, and the contest continues.
Article III — The Six Orders of Cards
Six distinct orders of cards have been established, each serving its own purpose in the defense of liberty:
§ 1 — Unconstitutional Acts (UA)
Each player begins with three Unconstitutional Acts in play. These instruments of oppression drain your Liberty Points each turn and must be destroyed to achieve the Attack Victory. They are your opponent's most protected assets — and your most tempting targets.
§ 2 — Pillars
The economic engine of your republic. Pillars generate Independence Points each turn. More Pillars yield more plays — a well-built foundation of Pillars is the cornerstone of every winning strategy.
§ 3 — Rights
Swift and tactical cards, Rights may deal damage, restore Liberty Points, or draw additional cards. Certain Rights also qualify as Petitions, advancing you toward the constitutional victory condition.
§ 4 — Attack
Instruments of direct conflict. Attack cards deal damage to the opponent's Defense cards, Unconstitutional Acts, and — where specified — to Liberty Points directly.
§ 5 — Defense
The shield of your cause. Defense cards absorb damage through Defense Points (DP). No harm may reach your Unconstitutional Acts or Liberty Points until all defending Defense Points are overcome.
§ 6 — Freedom
Rare and powerful historical heroes of liberty, Freedom cards bear hybrid effects of great consequence. No deck may contain fewer than zero nor more than four such cards.
Article IV — On Bills & Legislative Action
Bills represent legislative actions subject to the following terms:
Each Bill may be played once per turn.
After resolving, a Bill returns to its player's hand — it is not discarded.
Each subsequent playing of the same named Bill doubles its IP cost — the cost of repeated legislation rises with each invocation.
This cost escalation applies individually to each Bill card name.
A deck may include between zero and four unique Bill cards.
Article V — On the Special Matter of Attack-on-Attack
When two Attack cards meet upon the field of play, the following law governs their contest:
The cost of initiating Attack-on-Attack combat is the Attack card's IP cost plus one (1) additional IP.
Both attacking cards deal their damage simultaneously.
The card of greater strength survives, carrying forward its remaining damage potential. Neither card retreats without consequence.
Article VI — The Four Branches
Four great branches of strategy have been established, each representing a distinct philosophy of liberty and governance. Align your deck with one — or dare to combine their powers:
🦬 BISON — Direct damage to Liberty Points — the path of relentless pressure.
🦅 EAGLE — Mill, exile, and control — the path of strategic dominance.
🔔 LIBERTY BELL — Destruction of Unconstitutional Acts — the path of righteous abolition.
📜 SCROLL — Petitions and disruption — the path of constitutional challenge.
Article VII — The Golden Laws of the Republic
These laws are self-evident, immutable, and shall govern all disputes at the table:
I. The attacker chooses which Defense card receives damage.
II. Damage may not be divided or split between targets.
III. Card text supersedes the Rulebook, the Glossary, and this Quick Start Guide — in all things, the card is sovereign.
IV. The active player wins all ties.
V. No player may respond instantly to another's actions, except in the matter of drawing cards.
A Counsel to the New Patriot
For those who take up cards for the first time, heed these recommendations born of hard experience:
Build your Pillars in the early turns — a well-funded republic endures.
Deploy Defense cards to weather the Liberty Point drain of the Unconstitutional Acts.
Choose one victory path and pursue it with singular purpose — mastery of multiple strategies comes only with experience and many contested games.
On Further Study
This Declaration is the First Layer of understanding. Those who seek deeper knowledge are directed to consult the following authorities:
Layer I — This Quick Start Proclamation: Learn the game instantly. The document now before you.
Layer II — The Full Rulebook: Deck building, advanced combat, special mechanics, and tournament rules — a complete accounting of the law.
Layer III — The Complete Glossary: Reference during play. All terms defined with precision. Consult it as needed; it shall not fail you.
Thus proclaimed and established,
in defense of Liberty and the spirit of the Republic,
this game stands ready for the table.
Revolt N Reign
© David Michael Land 2025/2026· All Rights Reserved
________________________________________________________________________________________________________________________________________________________
SCG/TCG/CCG language below:
Learn the basics fast. Master the full rules later.
REVOLT N REIGN is a strategy card game where players defend liberty and challenge oppression through clever planning and resource management.
Players build decks, generate Independence Points (IP), and fight across multiple paths to victory.
Players: 2–4
Deck Size: 60 cards
Starting LP: 100 Liberty Points
🎯 THE GOAL
Win the game by achieving ANY ONE of these victory conditions:
1️⃣ Reduce opponent LP to 0
2️⃣ Destroy all 3 opponent Unconstitutional Acts
3️⃣ Control 3 Petitions + 3 Scroll Pillars (LP ≥ 20)
4️⃣ Opponent draws from an empty deck
You only need one path to win.
🧠 THE CORE IDEA
Every turn you:
1️⃣ Draw a card
2️⃣ Gain Independence Points (IP)
3️⃣ Play cards using IP
4️⃣ Resolve all effects
The player who manages resources, timing, and strategy best will win.
🃏 CARD TYPES (6 TOTAL)
📜 Unconstitutional Acts (UA)
Each player starts with 3 UA in play.
They:
Drain Liberty Points each turn
Must be destroyed to win Attack Victory
🏛 Pillars
Your economic engine.
They generate IP each turn.
More Pillars = more plays.
⚖ Rights
Fast tactical cards that:
Deal damage
Gain LP
Draw cards
Some also count as Petitions.
⚔ Attack
Deal damage to:
Defense cards
UA cards
LP (some cards)
🛡 Defense
Protect your board with Defense Points (DP).
Damage must destroy Defense before hitting UA or LP.
🕊 Freedom
Unique historical hero cards with powerful hybrid effects.
Only 0–4 per deck.
Bill Cards
Bills represent legislative actions.
Rules:
Played once per turn
After resolving, they return to the player's hand
Cost Escalation
Each time the same named Bill is played again, its IP cost doubles.
This doubling applies individually to each Bill card name.
Deck limit: 0–4 unique Bills
🔄 TURN STRUCTURE
Every turn follows five simple phases:
1️⃣ DRAW
Draw 1 card.
If you cannot draw → you lose.
2️⃣ INDEPENDENCE
Gain IP from your Pillars.
IP is used to play cards.
Unused IP does not carry over.
3️⃣ PLAY
Spend IP to play cards.
You may play:
Pillars
Attacks
Defense
Rights
Freedom
Or save your IP.
4️⃣ RESOLVE
All card effects happen in this order:
Blocks
Attack-on-Attack combat
Damage
LP gain
Petition check
Effects & UA drain
Victory check
5️⃣ END
Discard down to 7 cards.
Turn passes to opponent.
⚔ SPECIAL COMBAT: ATTACK ON ATTACK
Attack cards can fight each other.
Cost:
Attack IP cost +1
Both cards deal damage simultaneously.
The stronger card survives with remaining damage.
📜 PETITION VICTORY
You win instantly if you control:
3 Petition cards
3 Pillar Scroll cards
LP ≥ 20
This represents a successful constitutional challenge.
🧭 THE FOUR BRANCHES
Each branch specializes in a different strategy.
🦬 Bison
Direct LP damage
🦅 Eagle
Mill, exile, control
🔔 Liberty Bell
Destroy UA cards
📜 Scroll
Petitions and disruption
⚖ GOLDEN RULES
1️⃣ Attacker chooses which Defense is damaged
2️⃣ Damage cannot be split
3️⃣ Card text overrides the Rulebook, Glossary, and Quick Start Guide
4️⃣ Active player wins ties
5️⃣ No instant responses except drawing cards
🚀 FIRST GAME TIP
For your first match:
Focus on building Pillars early
Play Defense to survive UA drain
Choose one victory path to pursue
Learning multiple strategies comes with experience.
📖 WHAT TO READ NEXT
After learning the basics, the full rulebook explains:
Deck building
Advanced combat
Special mechanics
Tournament rules
After the Rulebook, refer to the Complete Glossary
Layer 1 — 5-Minute Quick Start
Learn instantly.
Layer 2 — Full Rules
Detailed mechanics.
Layer 3 — Glossary
Reference during play.
Lead your rebellion with strategy and surprise.


Build Deck
Craft your 60-card force to dominate.


Win Big
Use four ways to crush opponents.




Revolt
N Unleash your strategy.




