Veiled Dominion / Daddy’s Little Mortis

The Sealed Deck

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

K♠

Odin

Conquest · The Old Way

Q♥

Isis

Restoration · The Menders

A

The Phoenix

The Wild Fate · shared across suits

Typeset reference specimens · not finished card artwork

The world & variant

Where it belongs

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 index

The companion

The Rift

The Rift is associated with the wider match-to-lore pathway. Sealed Deck narration and a playable deck integration remain proposed.

Read the companion record

The visual language

Design & artwork

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

Four suits, twelve figures.

Character assignments from the design bible. These lore associations are kept separate from the legacy universal face-card rules.

Court assignments by suit
Suit / domainKingQueenJack
♠ ConquestOdinBoudiccaCú Chulainn
♥ RestorationAsclepiusIsisPrometheus
♦ IntelligenceHermesCassandraLoki
♣ FortificationPtahSeshatImhotep

The card reference

All 52 Cards of War.

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.

Open the complete 52-card text reference
♠2

Skirmish Strike

Attack str. 2. Weakest blade, but costs nothing in return.

♠3

Raiding Party

Attack str. 3. On success, opponent discards 1 card at random.

♠4

Flanking Thrust

Attack str. 4. May target any piece, ignoring normal movement range once in Phase III.

♠5

War March

Attack str. 5. If blocked, you still advance 1 square in Phase III.

♠6

Iron Assault

Attack str. 6. Opponent's block card must exceed this value, not just match it.

♠7

Siege Blade

Attack str. 7. On win, gain +1 bonus to confirmation dice roll.

♠8

Vanguard Charge

Attack str. 8. Play with a second Spades card to combine their values.

♠9

Blood Oath

Attack str. 9. If this attack is blocked, opponent must reveal 1 hidden piece.

♠10

Conqueror's Edge

Attack str. 10. On victory, immediately draw 1 card from the discard pile.

♥2

Ember Spark

Recover 1 RP. Kindle the flame — small but certain.

♥3

Field Dressing

Recover 2 RP or draw 1 card. Choose before playing.

♥4

Healer's Touch

Recover 2 RP and grant one Pawn a +1 shield buff in Phase III.

♥5

Rallying Cry

Recover 3 RP or remove one negative status from your pieces.

♥6

Valor's Gift

Draw 2 cards. Opponent may also draw 1 — generosity is its own weapon.

♥7

Mender's Grace

Recover 4 RP. If you have no cards left after playing, draw 2 instead.

♥8

Lifeblood Surge

Recover 4 RP and restore 1 previously spent Phase I upgrade token.

♥9

Undying Resolve

Recover 5 RP. Your next chess piece that would be captured survives with 1 HP instead.

♥10

Phoenix Rite

Recover all lost RP from this phase. Once per game — the full restoration.

♦2

Whisper Network

Peek at the top card of the draw pile. Replace or leave it.

♦3

Scout's Report

Peek at 1 random card from opponent's hand without revealing it.

♦4

Spy's Glance

Look at any 2 cards in opponent's hand. Do not reveal.

♦5

Courier Intercept

Look at opponent's entire hand for 5 seconds. No stealing.

♦6

Shadow Mapwork

Force opponent to reveal 1 hidden chess piece's location (not type).

♦7

Agent Extraction

Steal 1 specific card from opponent's hand (name the card; if absent, steal random).

♦8

False Orders

Steal 1 random card and swap it for 1 card from your hand.

♦9

Black Cipher

Steal 2 random cards from opponent's hand. Opponent draws 1 in compensation.

♦10

Grand Betrayal

Steal up to 3 cards of your choice. Opponent may only play defense cards next turn.

♣2

Wicker Shield

Block str. 2. Fragile but fast — can be played as a reaction instantly.

♣3

Leather Guard

Block str. 3. If this fully absorbs an attack, draw 1 card.

♣4

Iron Buckler

Block str. 4. Reduce any attack to 0 if within 2 of this card's value.

♣5

Tower Shield

Block str. 5. Hold as a Phase III armor buff instead: +1 to one confirmation roll.

♣6

Bulwark Wall

Block str. 6. On full block, counter for 1 RP damage back to attacker.

♣7

War Phalanx

Block str. 7. May protect a chess piece from capture once in Phase III.

♣8

Fortress Gate

Block str. 8. If held in hand at Phase III start, fortify one chess square permanently.

♣9

Ironclad Aegis

Block str. 9. After blocking, immediately play any 1 card from hand for free.

♣10

Unbreakable Line

Block str. 10. Full block guaranteed regardless of attack value. Discard after use.

♠J

The Lieutenant

Deploy a Pawn one square forward on the board (pre-staging) immediately. Works for any suit.

♠Q

The Strategist

Draw 3 cards, keep 2, discard 1. Intelligence wins wars before they start. Works for any suit.

♠K

The Warlord

Double your next attack, OR gain Iron Resolve: immune to 1 capture in Phase III. Works for any suit.

♠A

The Wild Fate

Declare any suit. Use as pip 1 or 14. Or hold as Last Stand: nullify 1 check in Phase III. Works for any suit.

♥J

The Lieutenant

Deploy a Pawn one square forward on the board (pre-staging) immediately. Works for any suit.

♥Q

The Strategist

Draw 3 cards, keep 2, discard 1. Intelligence wins wars before they start. Works for any suit.

♥K

The Warlord

Double your next attack, OR gain Iron Resolve: immune to 1 capture in Phase III. Works for any suit.

♥A

The Wild Fate

Declare any suit. Use as pip 1 or 14. Or hold as Last Stand: nullify 1 check in Phase III. Works for any suit.

♦J

The Lieutenant

Deploy a Pawn one square forward on the board (pre-staging) immediately. Works for any suit.

♦Q

The Strategist

Draw 3 cards, keep 2, discard 1. Intelligence wins wars before they start. Works for any suit.

♦K

The Warlord

Double your next attack, OR gain Iron Resolve: immune to 1 capture in Phase III. Works for any suit.

♦A

The Wild Fate

Declare any suit. Use as pip 1 or 14. Or hold as Last Stand: nullify 1 check in Phase III. Works for any suit.

♣J

The Lieutenant

Deploy a Pawn one square forward on the board (pre-staging) immediately. Works for any suit.

♣Q

The Strategist

Draw 3 cards, keep 2, discard 1. Intelligence wins wars before they start. Works for any suit.

♣K

The Warlord

Double your next attack, OR gain Iron Resolve: immune to 1 capture in Phase III. Works for any suit.

♣A

The Wild Fate

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 notes

Continue through the collection

Connected decks