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Declaration — Official Rules

DECLARATION

The Frontier Game of Risk and Reputation


Overview

**Declaration** is the Frontier and Void adaptation of the Core game *Precedence*.

While the structure remains familiar, Declaration embraces volatility, aggressive wagering, and public bravado.

Where Precedence values restraint, Declaration rewards audacity.


Players

  • 4 players
  • 2 partnerships (partners sit opposite)
  • Game continues until one team reaches target score (default: 200)
  • Frontier tables often shorten games to encourage high turnover.


    The Deck

    Suits

  • Void
  • Frontier
  • Border
  • Core
  • Ranks (Low → High)

    2–10

    Officer

    Commander

    Voidpilot *(renamed from StellarPilot)*

    Emperor

    Use of the term **Voidpilot** is considered politically disloyal in Core and Border space.


    Objective

    To accumulate the agreed target score before the opposing team —

    and, more importantly, to dominate the Hand Pots.


    GAME STRUCTURE

    Each hand consists of:

    1. Antes

    2. Deal

    3. Declaration Phase

    4. Open Wager Round

    5. Bidding

    6. Trick Play

    7. Settlement


    1. Antes

    Each player contributes a small blind to the **Hand Pot**.

    There is no formal Accord Pot unless agreed beforehand.

    Declaration is commonly played for immediate stakes.


    2. Deal

  • 13 cards dealt to each player.
  • Void is commonly permanent trump in the Void regions.
  • Otherwise, trump rotates clockwise.

  • 3. Declaration Phase

    Players may declare melds.

    Allowed Melds

  • **Triad** (3 of same rank)
  • **Quad** (4 of same rank)
  • **Run (3+)** (sequential in same suit)

  • Declaration Rules

  • Declared cards are placed face-up.
  • Declared cards must be played before non-declared cards.
  • Declaring requires an immediate wager into the Hand Pot.
  • Minimum wager: 3 credits.


    4. Open Wager Round

    After a meld is declared:

  • Opponents may raise.
  • Declaring player may call or escalate.
  • Partners may not directly subsidize declarations (house rule in most regions).
  • If a declaration is challenged and the declaring team fails its contract:

  • The declaring team must match the full Hand Pot and add it.
  • This can double or triple pot size rapidly.


    5. Bidding

    Players bid expected tricks.

    There is no per-trick bidding cost in standard Declaration.

    However:

    If a team fails its contract:

  • They must match the current Hand Pot and add it to the pot before it is awarded.
  • This creates severe swing potential.


    6. Trick Play

    Standard trick-taking rules apply:

  • Must follow suit if able.
  • Highest card of lead suit wins unless trump is played.
  • Emperor is highest card within suit.
  • Void is often permanent trump in pirate and deep-space tables.


    SCORING

    Contract Success

    If team meets or exceeds contract:

  • +10 points per trick bid.
  • +2 points per trick above contract.
  • There is no Excess/Audit penalty in Declaration.

    Overperformance is admired.


    Contract Failure

    If a team fails its contract:

  • −10 points per trick bid.
  • That team must match the current Hand Pot.
  • Opposing team wins the expanded pot.
  • Meld bonuses are forfeited on failure.


    POTS

    Hand Pot

    Primary economic driver of the game.

    Fueled by:

  • Antes
  • Declaration wagers
  • Raises
  • Failure penalties
  • Pot size can escalate dramatically in aggressive tables.


    TARGET SCORE

    Recommended:

  • 200 points (Frontier)
  • 150 points (Void quick play)
  • Many Void tables ignore score entirely and play hand-to-hand for pot dominance.


    CULTURAL NOTES

    Frontier:

  • Declarations frequent.
  • High-variance bidding common.
  • Reputation tied to bold contracts.
  • Void:

  • Void is permanent trump.
  • Emperor often called “Tyrant.”
  • Refusal to declare is seen as weakness.
  • Border:

  • Declaration tolerated but frowned upon.
  • Core:

  • Considered a corrupted form of Precedence.

  • DESIGN THEMES

  • Risk as identity
  • Public bravado
  • Reputation through volatility
  • Wealth transfer through courage

  • End of Frontier/Void Rules