Game Rules

Master the art of intrigue and political maneuvering

Watch Visual Tutorial

Overview

Voltrine is a two-player duel card game focused on hidden information, positioning, and political intrigue.

Objective

Win the game by eliminating your opponent's protagonists or forcing their downfall through conspiracies and strategic play.

Game Material

26 Total Cards
13 Numbers (1-13)
2 Players

Card Hierarchy

Each number defeats only the number directly below it. A card does not defeat lower numbers beyond the immediate one.

Card 13 13
Card 12 12
Card 11 11
Card 2 2
Card 1 1
Card 13 13

1 defeats 13 — creating a cyclic dominance where no card is truly supreme.

Play Areas

Each player has three personal zones, plus a shared zone. Each personal zone can contain a maximum of 3 cards.

The Court

Home of your Protagonists — the heart of your power. Protect them at all costs.

Max 3 cards

The Walls

Your Protectors stand guard here, defending your Protagonists from direct attacks.

Max 3 cards

The Backstage

Your Conspirators lurk in the shadows, ready to launch schemes against your opponent.

Max 3 cards

The Gardens

A shared discard area where strategic placement can earn bonus actions.

Card 7
Card 3
Card 7
Card 8
Card 9

Adjacent same-number cards form a pair — a free bonus action.

3×3 Grid

Hand Limit

At the end of your turn, if you have more than 3 cards in hand, you must discard down to exactly 3. Discarded cards go to The Gardens.

3 Cards Max

Actions

Base Action

Each player may perform 1 action per turn.

  • Each action type can only be used once per turn
  • Spend bonus actions to perform additional actions
+3

Bonus Actions

Each player starts with 3 bonus actions.

  • Capped at 3 total
  • Not regenerated each turn
  • Regained through The Gardens or overthrowing opponents

Available Actions

Draw

Draw 3 cards from the deck.

Place

Place 1 to 3 cards into your zones (Court, Walls, or Backstage).

Redeploy

Transfer 1 to 3 cards from Protectors, Conspirators, or Gardens to any zone except Protagonists. Swap cards if destination is full.

Reorder

Flip hand, protagonists, and conspirators face down, then reorder protagonists freely.

Launch Conspiracy

Initiate a conspiracy phase using your conspirators.

Conspiracy Phase

A conspiracy unfolds in three phases — declare, react, resolve.

  1. 1

    1. Declare

    The active player spends their base action to launch a conspiracy, putting their conspirators into play.

  2. 2

    2. Opponent reacts

    The opponent may react by spending a bonus action — place cards, redeploy, reorder, or invoke the Peace Treaty decree.

  3. 3

    3. Resolve

    The attacker spends their conspirators one by one, choosing an action from the list below for each.

Available resolve actions

Reveal opponent's hand
Reveal opponent's conspirators
Overthrow a protector
Confront a protagonist
Reinforce next protagonist (-2 to +2)

Reaction

When a player launches a conspiracy, the opponent may react if they have at least one bonus action. They may place cards, reorder, or do nothing.

The Gardens Bonus

When discarding to The Gardens, completing a sequence or a pair grants you one additional action. Cards must be adjacent, whether horizontally, vertically, or diagonally.

Card 6a 6
Card 6b 6

Pair

Two cards of the same number

+1
Card 3 3
Card 4 4
Card 5 5

Sequence

Three consecutive numbers. Sequences can be formed left to right, right to left, top to bottom, and bottom to top. Values are cyclic (13 wraps to 1): 13, 1, 2 and 12, 13, 1 are valid sequences.

+1

Predispositions

Each card belongs to a group. The balance of visible cards on the board determines a predominant predisposition that alters the rules of play.

Balance of Power

The predominant group is calculated from all face-up cards of both players. Cards placed in a zone matching their group count triple. The group with the highest weight becomes predominant.

Protagonist

The first dispatch or redeploy action each turn is free — it does not cost a bonus action. The second one costs a bonus action as usual.

Free dispatch

Protector

Dispatched protectors enter the field face-down (hidden). When a protector is overthrown, its owner gains one additional bonus action.

Hidden entry

Conspirator

At the start of every turn, the current player receives one reveal token. Additionally, you may spend reveal tokens to flip opponent's face-down cards face-up.

+1 reveal token

Outcast

When the Outcast predisposition becomes dominant, the player draws cards until they have 6 in hand.

Draw up to 6

Reveal Tokens

Each player starts with 3 reveal tokens. Spend one as a free action on your turn to flip one of your own face-down cards face-up. When conspirator is predominant, tokens can also target opponent's cards. Tokens can be regained through the conspirator predisposition, which grants one token at the start of every turn.

Predispositions are an advanced mechanic. When creating a casual game, you can disable them for a simpler experience.

Ultimate Decrees

Each player has access to three powerful special moves. Each decree can only be used once per game, and they are free actions — they do not consume a bonus action.

Total War

Requires 3 protagonists on the board and at least 1 protector

Sacrifice one or more of your own protectors to overthrow the same number of opponent cards. Opponent protectors are removed first, then conspirators if no protectors remain.

Peace Treaty

Can only be used when reacting to a conspiracy, and you must have either no protectors or no conspirators

Declare a truce that blocks the opponent from confronting your protagonists for the remainder of this conspiracy phase.

Infiltration

Requires at least 2 protagonists on the board

Sacrifice one of your own protagonists to reveal all hidden opponent protagonists. Beware — this counts as a protagonist death and can cause your own defeat.

Ultimate decrees are powerful but risky. Each can only be used once per player per game. Use them wisely.

Hero

An optional rule, toggleable per game. Each player may promote one of their Protagonists into a single Hero — a champion that intercepts conspiracies and dominates whole ranges of values, but whose fall ends the game instantly.

Creating a Hero

Performed via the Create Hero action — a paid action (main or bonus). Can also be triggered as a reply to a conspiracy. Once a Hero is created, no new Hero can ever be made, even if it dies.

  • The Heroes rule is enabled for this game.
  • You control at least 2 Protagonists in your Court.
  • You have not already created a Hero this game (limit is permanent).

Hero Properties

Unprotected

A Hero cannot be shielded by Protectors. It must defend itself.

Locked in Place

A Hero cannot be moved, swapped, redeployed, or reordered once placed.

Heavy Predisposition

A face-up Hero counts toward its predisposition group with a weight of 5. A face-down Hero is excluded.

One per Game

Once your Hero dies, no replacement may be created — your champion is gone for good.

Confronting the Hero

A conspirator may directly target the opponent's Hero via the Face Hero action (blocked by Peace Treaty). Combat follows the normal rules — Enhance and Impersonate apply — but the Hero's value V dominates a range of natural printed values.

Eligibility — Range of Dominance

A Hero of value V dominates the natural (printed) values V−1, V, and V+1 (cyclic). The 6 cards covering those values cannot even be played against the Hero — the action is refused. The other 20 cards must be brought to a final applied power of V+1 via Enhance and/or Impersonate.

STRONGER (final power = V+1) — the Hero falls and its owner loses immediately. Sudden death.
WEAKER (final power = V−1) — the Hero wins, the conspirator is consumed, and the Hero's owner picks one of the attacker's Protagonists to remove.
EQUAL — direct attack: nothing happens, conspirator consumed, Hero revealed. Interception: the Hero does not block — the original attack continues.

Hero Interception

When the opponent targets one of your hidden assets, you may choose to intercept with your Hero. The action pauses while you decide. Intercept eligible targets:

  • Face Protagonist — block an incoming attack on one of your Protagonists.
  • Overthrow Protector — block an attack on one of your Protectors.
  • Infiltration decree — cancel the entire Infiltration effect; no Protagonist is revealed.

If the attacker's natural value is in your Hero's dominated range, the Hero wins by eligibility. Otherwise, normal combat resolution applies.

If your Hero is defeated in combat, you lose the game immediately — regardless of remaining Protagonists or dead-protagonist count.

The Heroes rule is optional and can be toggled per game when creating a match. Seasons may also enable or disable Heroes as a default setting.

Victory Conditions

Elimination

Your opponent has lost 3 protagonists throughout the game.

OR

Domination

Your opponent has no protagonists remaining in play.

Glossary

Quick reference of key terms used across the rules.

Court
The zone where your Protagonists stand. Losing all of them ends the game.
Walls
The zone hosting your Protectors — the frontline defense against opponent conspirators.
Backstage
Your hidden zone for Conspirators, used to launch conspiracies against the opponent.
Garden
Shared 3×3 grid acting as the discard pile. Adjacent patterns reward bonus actions.
Protagonist
Your key characters in the Court. Lose three and you lose the game.
Protector
Frontline cards that absorb conspirator attacks before the Protagonists.
Conspirator
Hidden agents used to launch conspiracies, reveal info, or overthrow enemies.
Outcast
A card that does not belong to any of the three main groups — triggers special draw rules.
Bonus Action
Extra action points, capped at 3, spent to perform more than one action per turn.
Reveal Token
A free action consumable that flips a face-down card face-up. Starts at 3 per player.
Predisposition
The current dominant group on the board, which alters specific rules while active.
Ultimate Decree
A powerful one-shot special move. Each player has three, each usable once per game.
Hero
Optional rule. A promoted Protagonist that dominates a 3-value range. Cannot be protected, cannot be moved, cannot be replaced. If it dies, you lose immediately.

Ready to Conspire?

Put your strategy to the test in the arena.