Violet’s Revenge / the Purge

Violet’s Revenge

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

8♠

Vanguard Charge

Conquest · Attack strength 8

6♦

Shadow Mapwork

Intelligence · Reveal a hidden location

10♣

Unbreakable Line

Fortification · Full block

Typeset reference specimens · not finished card artwork

The world & variant

Where it belongs

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 index

The companion

Violet / Violet_88

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 record

The visual language

Design & artwork

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

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

CARD-DESIGN-GUIDE.md; CARD-TEXT-DATABASE.md; Roomy transition; Violet_88 proposal.

Read the public source · See reconciliation notes

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