top of page
u8991985213_45_year_old_purple_hair_not_attractive_with_lots__dad5642a-26f0-4b9c-a0b0-521e

HOW TO PLAY

A guide of rules and game mechanics.

istockphoto-1204719705-612x612.png

KEY SYMBOLS

u8991985213_design_me_a_logo_for_a_commemorative_gold_coin_--_9d84530d-a53d-4298-a85d-1b1c
Participation-award.png

COMMEMORATIVE
GOLD COINS

PARTICIPATION
TROPHIES

Untitled-1.png
the-woke-banner.png

THE SHEILD OF THE DISRUPTORS ALLIANCE

THE SHEILD OF THE
WOKE ARMY

The crown jewel of questionable collectables.
Every time a commercial airs on Fox News, minds are blown, wallets fly open, and someone’s uncle orders five. No one knows why they're so valuable—but they just are.

Some lands produce Commemorative Gold Coins. They can be used to play cards. These coins are only generated once a turn. Coins do not stack from turn to turn. You cannot save unused coins for future turns. At the start of each of your turns, the coin(s) from that land are refreshed, allowing you to use them again that turn. 

In short: the coin supply resets each turn based on what the land card provides.

Proof that showing up is half the battle and the other half is making sure no one cries. It’s not about winning or losing… it’s about feeling like you won while your coach quietly questions their life choices. Remember: if everyone’s special, no one has to try too hard!

Some lands produce Participation trophies. They can be used to play cards. These trophies are only generated once a turn. Trophies do not stack from turn to turn. You cannot save unused trophies for future turns. At the start of each of your turns, the trophies(s) from that land are refreshed, allowing you to use them again that turn. 

In short: the trophy supply resets each turn based on what the land card provides.

This shield is the emblem of the disruptors—not rebels without a cause, but warriors with one: to defend the sacred order of common sense, elbow grease, and family values. These are the champions of a forgotten age, when the world made sense, cars were built like tanks, and kids drank hose water—and liked it. They rally behind tradition like it’s a holy relic, swearing allegiance to things like manual labor and regular coffee. But sometimes, their pushback becomes a tantrum, their nostalgia a crutch, and their war cry sounds suspiciously like “get off my lawn."

This is the symbol of the Woke Alliance. On the surface, they speak of justice, progress, and a beautifully diverse future. Their banners are bright, their slogans louder, and their hashtags endless. But beneath the rainbow glow lies a machine fueled by guilt, fear, and an ever-shifting glossary of forbidden words. They wage war with language, cancel with precision, and preach tolerance—so long as you agree with them. Behind every noble cause is a committee, a think piece, and a corporate sponsor ready to monetize your conscience.

CARD TYPES

Common Land 

You must have these to play any creature, enchantment, or instant cards. Land cards become "tapped" once you use their coins or trophies for that turn. Once tapped, your card can not be used until your next turn. Coins and trophies generated by cards do not stack turn to turn, they refresh at the beginning of your next turn and only the amount of coins the card produces are available to you. You may only play one land card per turn.

Legendary Land 

Legendary land cards generate more coins or trophies than common lands, often accompanied by special abilities. These unique powers can be leveraged to gain an edge and push you ahead in the game. You may only play one land card per turn.

Common Creature

Common creatures are less powerful units and can be used to attack and block enemy attacks. 

Legendary Creature

Legendary creatures are much more powerful and rarer than common creatures. They often come with special abilities that can be activated by spending additional trophies or coins. These creatures typically have significantly higher strength and health points, making them formidable assets on the battlefield.

Enchantment

Once an enchantment card enters the battlefield, it stays there until your opponent destroys it. There are various cards in the deck that can remove enchantments. The effect of the enchantment continues to trigger each turn until it is destroyed.

Instant 

An Instant card can be played at any time, as long as you pay the required Participation and/or Trophy cost to activate it. This card can only be used once and is destroyed after it’s played.

Influence

A one-time action you take on your turn to change the board, affect an opponent, or deploy a strategy.

Equipment

Tools, weapons, or gadgets you attach to your “creatures” to give them extra power or abilities.

KEY ATTRIBUTES

FACTION

CLASS

SPECIAL ABILITIES

COST

LORE

With the exception of land cards, each card has a cost—some need trophies, some want gold coins, and a few demand both.

It is important to note the faction type of the card. Some abilities only affect cards with specified faction types. 

Be sure to read the cards special abilities. These abilities may be activated once the card is on the battlefield.

It's just for fun.

STRENGTH/HEALTH

The first number represents the cards strength. The card uses the Strength to attack. The second number represents the cards health

BATTLEFIELD SET UP

Each player should set up their play area as shown below before starting the game. This will help keep the game organized and easy to follow.

GAME-LAYOUT.png

STARTING A GAME

rpg-dice-beautiful-rpg-game-dice-detail-reflective-surface-selective-focus.png

Roll a die, preferably a D12. whoever gets the highest number gets to start.

Determine who goes first

Draw your cards

Each player draws 7 cards to begin. Make sure you have at least a few land cards, you can re-draw up to two times.

Track your health points

Just like creatures, you—as the player—have health points. You start with 40, and each time your opponent deals damage to you, you subtract that amount from your total. If your health reaches 0, you are cancelled and lose the game.  

Place your library
face down

Before you begin playing, shuffle your deck thoroughly to ensure a balanced mix of land, creature, instant, and enchantment cards. Place your deck face down so the cards remain hidden. You may not look at the top card of your deck unless a specific card ability allows it.

Draw a card

At the beginning of your turn you draw a new card from your card library. Repeat this throughout the game.

Typically, your first turn will just involve playing a land card and then passing. Since you're only allowed to play one land each turn, it's normal for the first few turns to focus on playing land cards. You'll need to have a few lands in play before you can start using your other types of cards.

Play your first turn

Shadow banning

When creature cards first enter the battlefield, they can’t be used right away. They’re “shadow banned” until your next turn.

Black Background

ATTACKING

On your turn, you may choose to enter the combat phase. Here are some key points to keep in mind during this phase.

Transgender-Athlete.png
ATTACK-SYBOL.png
istockphoto-1204719705-612x612.png

VS

Billionaire-philanthropist.png

Options when attacking

When you attack your opponent, they can choose to either take the damage directly—subtracting it from their total of 40 health points—or block the attack using creature cards on their battlefield. Each attacking creature can be blocked by only one defender, so if your opponent attacks with two creatures, you’ll need two of your own to block them both. If you have only one creature available, you can choose which attacker to block and will take damage from the unblocked creature, reducing your total life points accordingly.

Blocking an attack

If your creature’s strength is greater than the health of the blocking creature, it will destroy the blocker. Your creature remains tapped, while your opponent’s creature is sent to their graveyard. Keep in mind that when a creature blocks, any excess damage does not carry over to the player. Conversely, if your opponent blocks with a creature that has more health than your creature’s strength, your creature will be destroyed and sent to your graveyard. The blocking creature will then become tapped until your opponent’s next turn.

Creatures become tapped

When your creature attacks, it becomes 'tapped' and can't be used to block until your next turn, when it becomes untapped. Be careful not to leave yourself undefended—a strong defense is just as important as a strong offense.

WINNING THE GAME

The objective of the game is to 'cancel' your opponent. Each player begins with 40 health points, and by dealing damage throughout the game, your goal is to reduce your opponent’s health to 0. If you succeed, you cancel them and win the game.

Quiet rebellion logo

© 2025 Quiet Rebellion Games LLC

DISCLAIMER: This game is a satirical parody. The characters are exaggerated caricatures inspired by public figures, used solely for humor and commentary. No real names or endorsements are used. All likenesses are fictionalized and protected under laws of parody, satire, and fair use. This product is not affiliated with any individual or organization.

Visa
mastercard
China union pay
jcb
american express
Discover
Diners club
PayPal
bottom of page