On the isle of thousand waves, after the chaos of the Oian and Trina sea brawl and Emil’s cruel drowning by a wild goat’s horn, the Anemaki stand tall facing the sunrise, in their unique, their first dawn on the island. The hierocordings held by Reese may have ceased but those specific memories are not easily lost.
Ari Malachites is the brave leader and Physo, his courageous second in command, Janiet Crocus is the experienced overseer, Aster Azurites is their geometric standard-bearer, and Reese Cerussites, the neutral chronicler. Five of the mission remain, and just before they set out for the part of the plan that involves climbing to the summit and installing the flag, they think collectively that every time there are five in the group, one thing happens. It’s time for the most class-based and unfair card game, played only with five people.
The Game of Revolution is always played with five.
A small bundle of cards is used, consisting of thirty-two cards in two colors of sixteen cards each, black and red, and each color is divided into two different types. Thus, four different series of eight cards each are formed, the Red Squares, the Red Hearts, the Black Clubs, and the Black Spades. The eight cards of each series, starting from the lowest position and ending with the highest, represent four that depict numbers from seven to ten, three that depict figures namely the Jester, the Queen, and the Priest with the long beard, while the remaining one, represents the unit, with an A seal.
In the first deal, luck determines the initial roles. The fortunate first dealer deals six cards to each of the five players. First, he deals to himself, resulting in two remaining on the side, and then he discards first.
The goal of the game is to get rid of your cards.
So on each card or pair or triplet or quadruplet of the same cards that the previous player has deposited, you can deposit an equal or greater number of cards of higher value or, strategically, leave your turn. If you don’t have at least an equal number of higher value cards in your hand, you can’t play and you’re forced to pass your turn.
If you get rid of your cards first, you’re called the Lord and you gain two points. You do nothing for the next new deal. After that, in secret, you give two of your choice cards from the cards dealt to you, and you take the two best cards of the Servant.
If you get rid of your cards second, you’re called the Subject and you gain one point. The only thing you do before the next new deal is to record the gains of the others. After that, in secret, you give one card of your choice and you take the best card of the Slave.
If you get rid of your cards third, you’re called the Neutral and you gain zero points. You do nothing for the next new deal. After that, you have the option to exchange two cards of your choice with the two surplus hidden cards.
If you get rid of your cards fourth, you’re called the Slave and you lose one point. You do nothing for the next new deal. After that, in secret, you give your best card and you take a card of the Master.
If you fail to get rid of your cards, you’re called the Servant and you lose two points. You are also the dealer in the next new deal. After that, in secret, you give the two best cards of yours and you take two cards of the Lord. When everyone finishes their exchanges, you start the next round and deposit cards first.
In the event that after the new deal and the card exchanges, the Slave or the Subject have a quadruplet of the same cards in their possession, a Revolution is declared, and things change. Then, the ranking of the cards based on their new value, places the number seven higher and the unit A lower.
In the event that after the new deal and the card exchanges, the Lord or the Subject also have a quadruplet of the same cards in their possession, the Revolution finds no fertile ground to manifest and is postponed.
