Vanguard Charge
Conquest · Attack strength 8
Violet’s Revenge / the Purge
Every card is a case file.
A Gothic Forensics edition of the 52 Cards of War. Violet’s supernatural morgue gives the four domains new visual identities: the hunt, the autopsy slab, the investigation and the barricade.
From the design record
Conquest · Attack strength 8
Intelligence · Reveal a hidden location
Fortification · Full block
Typeset reference specimens · not finished card artwork
The world & variant
The documented deck is a themed legacy War-card design. The separate asymmetric horror game and current Veiled Dominion rules retain their own authority.
Explore the variant indexThe companion
Violet’s legacy Discord bot is retired. An opt-in browser persona and the Violet_88 gamemaster are documented proposals, not services connected here.
Read the companion recordThe visual language
Purple, luminol blue and industrial black. Engraved titles, clinical rules text, evidence tags and a slab-and-scalpel back are specified; a full illustrated set was not verified.
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
CARD-DESIGN-GUIDE.md; CARD-TEXT-DATABASE.md; Roomy transition; Violet_88 proposal.
Read the public source · See reconciliation notesContinue through the collection
Four suits. Four ways to hold power.
Veiled Dominion / Daddy’s Little MortisTwo hidden choices. One reveal.
Sewers & Shadows / Violet’s card tableChange the response. Or change the system.
Break the Grid / Inpatient Corridors