The Revolution

The Revolution is a rule designed to change everything about the current situation: lots of powerful cards lose their power, those with many cards are suddenly powerful, those with few suddenly vulnerable, and, by extent, gives those with many cards a far better chance of winning. It is perhaps the most important combo in Chez, and it is crucial to understand.

Normal Use

As an action, you can play a 2, 3, 4, and 5 together onto the discard pile to form a revolution. Doing so is a special action; it can be noped. The cards must be in this particular order; the 2 must be on the bottom, then the 3, then the 4, then the 5. Note that the lowest card must be valid in order for the revolution to be valid, i.e., if you are playing a regular revolution, you cannot play it on a black ace, or a red 3.

Note: you should always announce when you play a revolution. This is a courtesy to other players, as they will play very differently if a revolution is in play, and also helps prevent later confusion.

Whenever you play a revolution, the game flips on its head:

  • The game enters a state of revolt which ends once enough heads have rolled. Usually, this is just one, but this number can be increased.
  • During a state of revolt, if you must pick up from the draw pile because you are unable to play (i.e., you are out of other options), you are killed by the revolution and are out of the game. If the number of heads has now reached satiated the revolution, the state of revolt ends and things return to normal.
  • During a state of revolt, all royals lose their powers and act as regular cards with no special abilities. They do not count as special cards. This means that you lose any remaining extra actions you may have had as a result of a jack or other royal card.
  • Any combo with royals, such as the royal court, does not function and cannot be played.
  • Any royal court that is not accompanied by ("defended") by a castle is executed. These cards are discarded to the secondary discard pile. This includes cards that other players may have on the table as a result of the royal court; not just the original player. If the original royal court is disbanded, these cards still return to the hands of the players as normal. If the castle defending these royals is destroyed at any point during the state of revolt, these royals are executed.

The True Revolution

The True Revolution is a type of true transformation; it cannot be noped and permanently changes the game. Achieved by playing a revolution with the 2, 3, 4, and 5 all of different suits, it otherwise behaves exactly as a normal revolution does, except that it is unnopable, and the number of heads that must roll is infinite; in other words, it continues until the game is over.

Doubling Up

You cannot play multiple revolutions at once. Once one revolution is in play, the revolution transforms the current game, and a second revolution is no longer valid and cannot be played. Therefore the concept of a "double revolution" is invalid.

Extending your Revolution

The Revolution is bloodthirsty. When it's just beginning, you can extend the number of heads that need to roll to satiate its thirst by playing more than just the standard 2, 3, 4, and 5.

  • Whenever you play a revolution, you can extend the revolution in the same action by continuing the run: i.e., playing 2, 3, 4, 5, 6, 7...
    • You can extend this by as many cards as you like, all the way up to a king, but you may not "loop around" from the king to the ace.
    • You can also extend the revolution by one card in the other direction: i.e., playing ace, 2, 3, 4, 5. As above, you cannot "loop around" from the ace to the king.
    • You can combine these two to extend a revolution as you wish, provided that all the cards are in a run, contain the 2, 3, 4, and 5, do not "loop around", and that the lowest card is on the bottom of the pile.
  • For each extra card you play with the revolution, another head must roll before the revolution can end.
  • Note that extending the revolution does not change its "nopeability", i.e., a 9-card revolution could still be noped by a single ace.
  • If the revolution is extended beyond the number of players and is not noped before the next card is played, the revolution does not end until the game is over, as it can now never be satisfied.
  • Extending a revolution such that it forms a full run from an ace to a king is possible, though incredibly rare. There are separate, albeit similar rules for this move, known as The Seige.

Extending other Revolutions

After a revolution is played, you may have the chance to extend it. Doing so counts as your action, and the enxtended card's normal function is ignored.

  • Whenever another player plays a revolution and it is your turn next, you may play a card on top of this revolution to extend it, i.e., add one card to the number of heads needed to satiate its bloodthirsty rampage (as above). In order to do so, this card needs to be the next in the run, i.e., if somebody plays a 2, 3, 4, and 5, you can only extend it by playing a 6.
    • Note that this can be done regardless of whether or not you would normally be able to play the card. For instance, if the top card is a black 5, you could still extend the revolution with a 6, even though it would not usually be valid.
    • Doing so counts as one action, and cannot be noped.
    • Extending a revolution after it has been played can only be done one card at a time. You cannot play a 6, 7, and 8 on top of a 2, 3, 4, and 5 in one go, for example.
  • You can continue to extend the revolution, too. If someone plays a revolution, another player extends it, and it is your turn next, you may extend it in the same way, by playing the next valid card in the run.
  • You may not extend the revolution past its normal limits (see the above section).
  • The card you play has no special function, even if it otherwise would have; it joins the revolution.

History

The Revolution marked the first time Chez had ever been changed and truly sparked the beginning of its evolution toward the game it is today. In that sense, it was revolutionary. Its original purpose, which in many cases it still fulfills, was to create a secondary route for the game to end, and give those with too many cards a chance to turn the game around, flip it on its head.