Odin
Conquest · The Old Way
Veiled Dominion / Daddy’s Little Mortis
Four suits. Four ways to hold power.
The 52 Cards of War connects Conquest, Restoration, Intelligence and Fortification with the Death’s Daughter / Veiled Dominion story. Its mixed-pantheon court gives those domains names and histories.
From the design record
Conquest · The Old Way
Restoration · The Menders
The Wild Fate · shared across suits
Typeset reference specimens · not finished card artwork
The world & variant
Core mixed-pantheon edition. Sufi Tariqah is a personal-deck interpretation; Kemetic Dynasty, Shinbi Tactics and Fifth Sun are documented cultural reskins.
Explore the variant indexThe companion
The Rift is associated with the wider match-to-lore pathway. Sealed Deck narration and a playable deck integration remain proposed.
Read the companion recordThe visual language
Blackwork and engraved linework with amber accents. The card-reference PDF and full rules text exist; a complete illustrated production deck is not established.
The authored court
Character assignments from the design bible. These lore associations are kept separate from the legacy universal face-card rules.
| Suit / domain | King | Queen | Jack |
|---|---|---|---|
| ♠ Conquest | Odin | Boudicca | Cú Chulainn |
| ♥ Restoration | Asclepius | Isis | Prometheus |
| ♦ Intelligence | Hermes | Cassandra | Loki |
| ♣ Fortification | Ptah | Seshat | Imhotep |
The card reference
Preserved from the legacy dice/card/chess design. RP, HP and Phase III belong to that system; these are not the current four-player Veiled Dominion rules.
Attack str. 2. Weakest blade, but costs nothing in return.
Attack str. 3. On success, opponent discards 1 card at random.
Attack str. 4. May target any piece, ignoring normal movement range once in Phase III.
Attack str. 5. If blocked, you still advance 1 square in Phase III.
Attack str. 6. Opponent's block card must exceed this value, not just match it.
Attack str. 7. On win, gain +1 bonus to confirmation dice roll.
Attack str. 8. Play with a second Spades card to combine their values.
Attack str. 9. If this attack is blocked, opponent must reveal 1 hidden piece.
Attack str. 10. On victory, immediately draw 1 card from the discard pile.
Recover 1 RP. Kindle the flame — small but certain.
Recover 2 RP or draw 1 card. Choose before playing.
Recover 2 RP and grant one Pawn a +1 shield buff in Phase III.
Recover 3 RP or remove one negative status from your pieces.
Draw 2 cards. Opponent may also draw 1 — generosity is its own weapon.
Recover 4 RP. If you have no cards left after playing, draw 2 instead.
Recover 4 RP and restore 1 previously spent Phase I upgrade token.
Recover 5 RP. Your next chess piece that would be captured survives with 1 HP instead.
Recover all lost RP from this phase. Once per game — the full restoration.
Peek at the top card of the draw pile. Replace or leave it.
Peek at 1 random card from opponent's hand without revealing it.
Look at any 2 cards in opponent's hand. Do not reveal.
Look at opponent's entire hand for 5 seconds. No stealing.
Force opponent to reveal 1 hidden chess piece's location (not type).
Steal 1 specific card from opponent's hand (name the card; if absent, steal random).
Steal 1 random card and swap it for 1 card from your hand.
Steal 2 random cards from opponent's hand. Opponent draws 1 in compensation.
Steal up to 3 cards of your choice. Opponent may only play defense cards next turn.
Block str. 2. Fragile but fast — can be played as a reaction instantly.
Block str. 3. If this fully absorbs an attack, draw 1 card.
Block str. 4. Reduce any attack to 0 if within 2 of this card's value.
Block str. 5. Hold as a Phase III armor buff instead: +1 to one confirmation roll.
Block str. 6. On full block, counter for 1 RP damage back to attacker.
Block str. 7. May protect a chess piece from capture once in Phase III.
Block str. 8. If held in hand at Phase III start, fortify one chess square permanently.
Block str. 9. After blocking, immediately play any 1 card from hand for free.
Block str. 10. Full block guaranteed regardless of attack value. Discard after use.
Deploy a Pawn one square forward on the board (pre-staging) immediately. Works for any suit.
Draw 3 cards, keep 2, discard 1. Intelligence wins wars before they start. Works for any suit.
Double your next attack, OR gain Iron Resolve: immune to 1 capture in Phase III. Works for any suit.
Declare any suit. Use as pip 1 or 14. Or hold as Last Stand: nullify 1 check in Phase III. Works for any suit.
Deploy a Pawn one square forward on the board (pre-staging) immediately. Works for any suit.
Draw 3 cards, keep 2, discard 1. Intelligence wins wars before they start. Works for any suit.
Double your next attack, OR gain Iron Resolve: immune to 1 capture in Phase III. Works for any suit.
Declare any suit. Use as pip 1 or 14. Or hold as Last Stand: nullify 1 check in Phase III. Works for any suit.
Deploy a Pawn one square forward on the board (pre-staging) immediately. Works for any suit.
Draw 3 cards, keep 2, discard 1. Intelligence wins wars before they start. Works for any suit.
Double your next attack, OR gain Iron Resolve: immune to 1 capture in Phase III. Works for any suit.
Declare any suit. Use as pip 1 or 14. Or hold as Last Stand: nullify 1 check in Phase III. Works for any suit.
Deploy a Pawn one square forward on the board (pre-staging) immediately. Works for any suit.
Draw 3 cards, keep 2, discard 1. Intelligence wins wars before they start. Works for any suit.
Double your next attack, OR gain Iron Resolve: immune to 1 capture in Phase III. Works for any suit.
Declare any suit. Use as pip 1 or 14. Or hold as Last Stand: nullify 1 check in Phase III. Works for any suit.
Source record
August Court Card Bible; Sealed Deck lore bible; 52-card reference PDF; repository card database.
Read the public source · See reconciliation notesContinue through the collection
A court written in lapis and gold.
Veiled Dominion / Sealed DeckThe court, recast in woodblock ink.
Veiled Dominion / Sealed DeckObsidian, jade and the architecture of a world.
Veiled Dominion / Sealed Deck