Your Board & Victory








Cards are neutral by nature: they take the role of the zone where you play them (Protagonist, Protector, or Conspirator) and can change roles during the game.
Protagonists are the heart of each player. Lose them, and you lose the game. There are three ways to win:
- Eliminate 3 of your opponent's protagonists throughout the game
- Leave your opponent with no protagonists on the board
- Your opponent runs out of time (ranked and timed matches)
Game Start
5
9
1
1- Each player draws 3 cards from the shared deck
- Choose one of your 3 cards as your first protagonist
- Place it face-down to hide its identity, or face-up for a chance to start
- Among the face-up protagonists, the lowest number goes first. Here we pick the Slave (1) face-up to maximize our chances of playing first
Playing Your Turn
- Each turn, you play one action for free
- Each action can only be played once per turn
- + Spend Bonus Actions to play additional actions
- Each player starts the game with 3 Bonus Actions (3 max)
- Spend one to play an extra action this turn
- Ways to earn more:
- Defeating an opponent's protagonist
- Making pairs or series in the garden
- Each player starts the game with 3 Reveal Tokens (3 max)
- Spend one to flip one of your hidden cards face-up
- Can only be used during your own turn
- Revealing cards shifts the Balance of Power in your favor (see the Predispositions step)
Playing Cards
Dispatch









- Place up to 3 cards from your hand into any zone: protectors, conspirators, or protagonists
- Dispatched protagonists and conspirators enter face-down. Protectors, however, arrive face-up
- Each zone holds a maximum of 3 cards
Redeploy










- Move up to 3 cards between your protectors, conspirators, and gardens
- Protagonists and hand cannot be redeployed
- Cards keep their face-up or face-down status when moved, except in the gardens where cards are always face-up
Reorder
8
6
12


- Reorder flips all cards face-down in your protagonists, conspirators, and hand zones
- Only the protagonists are randomly rearranged: the opponent no longer knows which card is where
- This is your main defense: it prevents the opponent from knowing where to strike and with what power
Conspiracy
You announce a conspiracy. You need at least one conspirator on your board
Your opponent may spend a Bonus Action to react before your conspiracy resolves
- Dispatch, redeploy, or reorder
- Activate the Peace Treaty
Only the Peace Treaty and reveal tokens cost no Bonus Action. Without a Bonus Action, the opponent can do nothing else.
For each conspirator you spend, pick one action. The conspirator is revealed and discarded
You must spend at least one conspirator, and you may spend as many as you have
Once you have spent at least one conspirator, you can call off to keep your remaining conspirators
Intelligence
Sacrifice a conspirator to spy on your opponent: uncover their hidden cards and gain the intel you need to strike.








- Reveal Hand: forces the opponent to show all cards in their hand to you
- Reveal Conspirators: forces the opponent to flip all their conspirators face-up
- Both actions give you valuable information to plan your next moves
- If at least one hidden card is uncovered, you gain +1 Reveal Token, and you may swap a card from your hand with one of the revealed cards
Confrontations
Your conspirator challenges an enemy protagonist: a card only beats the number directly below it
9
8
3
3Your conspirator challenges an enemy protector. Same rule: a card only beats the number directly below it
9
5
Protectors shield the protagonist in the same position: you must overthrow the protector before you can reach the protagonist behind it
Card Hierarchy
15
14
13
2
1
15
- Each card only beats the number directly below it: 15 beats 14, 14 beats 13, and so on down to 2 beating 1
- The exception: 1 defeats 15
- Any other matchup: the attack fails (on a tie, the target is revealed)
The Workshop
Spend a conspirator to craft a piece of gear into your reserve (3 pieces max). Equipping it onto a conspirator is then free. Gear is always visible to the opponent and is consumed in combat.
A combat modifier from -2 to +2, chosen when crafted. Poisons stack on the same conspirator up to ±6 total.
Usurps the power of a face-up opponent card, chosen when crafted. Your conspirator fights with that stolen power instead of its own.
3
8
8Placed on one of your own cards, only during your normal turn. It blocks revelation by Reveal Token and by the Infiltration decree, but not by Reveal Hand, Reveal Conspirators, or combat.
After spending at least one conspirator, you can call off to end the conspiracy and keep your remaining conspirators for a future turn.
Predispositions
Each card bears a predisposition, shown by the icon in its top-left corner. The group with the most visible cards on the board becomes dominant and changes the rules for both players.
A predisposition is not a role: a card with the Protagonist predisposition can still become a Protector or a Conspirator.
Cards in their matching zone count 3x toward dominance
Ultimate Decrees
Each player can use each decree once per game. All decrees are free actions.
Sacrifice your own protectors: for each one, overthrow an opponent's protector. If they have none left, overthrow a conspirator instead.
Blocks all protagonist confrontations for the rest of this conspiracy phase.
Sacrifice one of your own protagonists to reveal all hidden enemy protagonists.
Careful: sacrificing a protagonist can cause your own defeat!
Hero
When the Heroes rule is active, each player may promote one of their protagonists into a Hero: an unprotected champion that dominates a range of card values, intercepts attacks, and can even strike during your conspiracies. If your Hero falls, you lose the game instantly. Up to 3 Heroes per game, one at a time.
Pay one action (main or bonus) to move one of your protagonists into the Hero zone. The Hero keeps its face-up or face-down state. A threatened Hero can be replaced via Relieve Hero, up to 3 Heroes per game.
A Hero of value V is untouchable by 14 cards (the two copies of each value from V-3 to V+3). Any other card must reach a final power of V+1 via Poison or Disguise to defeat it.
Your Hero may intercept Face Protagonist, Overthrow Protector, or Infiltration. If the attacker's value is in the dominated range, the Hero wins automatically and you remove one of their protagonists.
Careful: if your Hero is defeated, you lose immediately, regardless of remaining protagonists!
Winning the Game



You win when your opponent loses 3 protagonists total, or when they have no protagonists left on the board. With Heroes enabled, defeating the opponent's Hero also wins the game instantly. Watch out: some actions can cause your own defeat!
Ready to Play!
You now know the basics of Voltrine. Jump into a game or read the full rules for advanced strategies.