The 52 Cards of War — Veiled Dominion

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The deck is a standard 52-card set divided into four suits, each representing a domain of battle. Every card has a unique name and power tied to its suit and pip value. This mechanism is designed to add asymmetric powers to traditional pieces, a common theme in modern games inspired by chess tactics

♠ Spades — Conquest (Attack)

13 cards ranging from Skirmish Strike (2) to Conqueror’s Edge (10), plus face cards. These are your attack cards — higher pips hit harder. Special effects include forcing discards, combining cards, advancing pieces, and drawing from the discard pile on a win.

♥ Hearts — Restoration (Support)

13 cards from Ember Spark (2) to Phoenix Rite (10). These recover Resource Points and grant buffs. The 10 (Phoenix Rite) is the most powerful — it fully restores all RP lost in the current phase, once per game.

♦ Diamonds — Intelligence (Subterfuge)

13 cards from Whisper Network (2) to Grand Betrayal (10). Low-value cards let you peek at the opponent’s hand; higher cards let you steal cards. The 10 (Grand Betrayal) steals up to 3 cards of your choice and locks the opponent to defense-only next turn.

♣ Clubs — Fortification (Defense)

13 cards from Wicker Shield (2) to Unbreakable Line (10). Played as reactions to block attacks. The 10 guarantees a full block regardless of attack value — but discards after use.

Face Cards (same across all suits)

  • Jack — The Lieutenant: pre-stage a Pawn on the board

  • Queen — The Strategist: draw 3, keep 2

  • King — The Warlord: double your next attack OR gain immunity to one capture

  • Ace — The Wild Fate: declare any suit, play as pip 1 or 14, or hold as a Last Stand to nullify one check in Phase III​​​​​​​​​​​​​​​​

The 52 Cards of War deck in the Veiled Dominion system consists of four suits, each representing a specific military domain. Each card possesses a unique name and tactical power based on its pip value or rank

The deck is a standard 52-card set divided into four suits, each representing a domain of battle. Every card has a unique name and power tied to its suit and pip value. This mechanism is designed to add asymmetric powers to traditional pieces, a common theme in modern games inspired by chess tactics

♠ Spades — Conquest (Attack)

13 cards ranging from Skirmish Strike (2) to Conqueror’s Edge (10), plus face cards. These are your attack cards — higher pips hit harder. Special effects include forcing discards, combining cards, advancing pieces, and drawing from the discard pile on a win.

♥ Hearts — Restoration (Support)

13 cards from Ember Spark (2) to Phoenix Rite (10). These recover Resource Points and grant buffs. The 10 (Phoenix Rite) is the most powerful — it fully restores all RP lost in the current phase, once per game.

♦ Diamonds — Intelligence (Subterfuge)

13 cards from Whisper Network (2) to Grand Betrayal (10). Low-value cards let you peek at the opponent’s hand; higher cards let you steal cards. The 10 (Grand Betrayal) steals up to 3 cards of your choice and locks the opponent to defense-only next turn.

♣ Clubs — Fortification (Defense)

13 cards from Wicker Shield (2) to Unbreakable Line (10). Played as reactions to block attacks. The 10 guarantees a full block regardless of attack value — but discards after use.

Face Cards (same across all suits)

  • Jack — The Lieutenant: pre-stage a Pawn on the board

  • Queen — The Strategist: draw 3, keep 2

  • King — The Warlord: double your next attack OR gain immunity to one capture

  • Ace — The Wild Fate: declare any suit, play as pip 1 or 14, or hold as a Last Stand to nullify one check in Phase III​​​​​​​​​​​​​​​​

The 52 Cards of War deck in the Veiled Dominion system consists of four suits, each representing a specific military domain. Each card possesses a unique name and tactical power based on its pip value or rank