Voltrine is a two-player duel card game focused on hidden information, positioning, and political intrigue.
Win the game by eliminating your opponent's protagonists or forcing their downfall through conspiracies and strategic play.
Each number defeats only the number directly below it. A card does not defeat lower numbers beyond the immediate one.
13
12
11
2
1
13
1 defeats 13 — creating a cyclic dominance where no card is truly supreme.
Each player has three personal zones, plus a shared zone. Each personal zone can contain a maximum of 3 cards.
Home of your Protagonists — the heart of your power. Protect them at all costs.
Max 3 cardsYour Protectors stand guard here, defending your Protagonists from direct attacks.
Max 3 cardsYour Conspirators lurk in the shadows, ready to launch schemes against your opponent.
Max 3 cardsA shared discard area where strategic placement can earn bonus actions.
7
3
7
8
9
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.
Each player may perform 1 action per turn.
Each player starts with 3 bonus actions.
Draw 3 cards from the deck.
Place 1 to 3 cards into your zones (Court, Walls, or Backstage).
Transfer 1 to 3 cards from Protectors, Conspirators, or Gardens to any zone except Protagonists. Swap cards if destination is full.
Flip hand, protagonists, and conspirators face down, then reorder protagonists freely.
Initiate a conspiracy phase using your conspirators.
During a conspiracy, each conspirator can perform one action:
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.
When discarding to The Gardens, completing certain patterns grants you one additional action.
5
5
Two cards of the same number
3
4
5
Three consecutive numbers
Each card belongs to a group. The balance of visible cards on the board determines a predominant predisposition that alters the rules of play.
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.
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.
Dispatched protectors enter the field face-down (hidden). When a protector is overthrown, its owner gains one additional bonus action.
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.
When the Outcast predisposition becomes dominant, the player draws cards until they have 6 in hand.
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.
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.
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.
Declare a truce that blocks the opponent from confronting your protagonists for the remainder of this conspiracy phase.
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.
Your opponent has lost 3 protagonists throughout the game.
Your opponent has no protagonists remaining in play.
Put your skills to the test in the arena.