Game Rules

Master the art of intrigue and political maneuvering

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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
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

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

During a conspiracy, each conspirator can perform one action:

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 certain patterns grants you one additional action.

Card 5a 5
Card 5b 5

Pair

Two cards of the same number

Card 3 3
Card 4 4
Card 5 5

Sequence

Three consecutive numbers

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.

Protector

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

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.

Outcast

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

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.

Victory Conditions

Elimination

Your opponent has lost 3 protagonists throughout the game.

OR

Domination

Your opponent has no protagonists remaining in play.

Ready to Play?

Put your skills to the test in the arena.