Velum Obscura

Rules

Hidden-role card game in a Lovecraftian Noir style

Amid forbidden cults, ancient rituals and dark secrets, no one can trust anyone. Discover your opponents' Roles, survive the events that upend the game and lead your Faction to victory.

Game contents

  • 39 normal Event Cards
  • 3 Special Event Cards: Final Twilight, Judgment of the Ancient Ones and Metamorphosis
  • 8 Role Cards
  • 127 Action Cards
  • 2 D6 dice

The 127 Action Cards are:

  • 1 × Advanced Accusation
  • 7 × Accusation
  • 10 × Alibi
  • 20 × Ritual
  • 13 × Chaos
  • 10 × Distortion
  • 15 × Hex
  • 22 × Blessing — 12 Draw + 10 Exchange
  • 7 × Clue
  • 7 × Advanced Clue
  • 15 × Sacrifice — 3 Lambs, 3 Goats, 4 Pistols, 5 Knives

The 8 Role Cards are:

  • 3× Investigator
  • 2× Cultist
  • 1× Veil Mage
  • 1× Ancient Essence
  • 1× The Corrupted

Roles

Each player receives a Role card, which determines their Faction, their victory condition and any special Ability.

Unless their Role says otherwise, a Faction wins when all opposing Factions have been eliminated.

Investigator

Faction: Investigators

Victory condition

The Investigators win when the Cult is eliminated.

The Cult includes all the Cultists and the Veil Mage, when present.

Ability

Once per game, shared among all the Investigators, an Investigator may use any 3 Clue cards to declare a player's Role.

If the declared Role is correct, that player is Eliminated.

If the declared Role is wrong, nothing happens.

Once an Investigator has used this Ability, the other Investigators can no longer use it during the same game.

Cultist

Faction: Cult

Victory condition

The Cult normally wins when all opposing Factions have been eliminated.

Ability — Completing the Ritual

On their own turn, a Cultist may complete the Ritual if:

  • at least one player has been Eliminated;
  • they hold 5 Ritual cards.

When a Cultist completes the Ritual, the Cult immediately wins the game.

Veil Mage

Faction: Cult

The Veil Mage knows the identity of the Cultists.

They cannot normally complete the Ritual.

Ability

If all the Cultists have been Eliminated, the Veil Mage may complete the Ritual with 3 Ritual cards.

When they complete the Ritual, the Cult immediately wins the game.

They may also win normally by eliminating the opposing Factions.

Ancient Essence

Faction: Ancient Essence

Victory condition

The Ancient Essence wins when all the other players have been Eliminated.

Ability

Once per game, they may use 2 Ritual cards to Eliminate a player.

The Corrupted

Victory condition

The Corrupted has no Faction of their own and counts as an opposing Faction for all the other Roles.

They win if they survive, together with the winning Faction.

If only the Ancient Essence and the Corrupted remain, they must eliminate each other in order to win.

Ability

Once per game, they may use the Ability of another Role.

They may use that Ability even if it has already been used by the Role it belongs to.

Setup

1. Prepare the Roles

Based on the number of players, use the following Roles:

PlayersRoles
42 Investigators, 2 Cultists
52 Investigators, 2 Cultists, 1 Ancient Essence
62 Investigators, 2 Cultists, 1 Ancient Essence, 1 Veil Mage
73 Investigators, 2 Cultists, 1 Ancient Essence, 1 Veil Mage
83 Investigators, 2 Cultists, 1 Ancient Essence, 1 Veil Mage, 1 The Corrupted.

Shuffle the necessary Roles and deal one face down to each player.

Each player secretly looks at their Role and adds it to their hand.

2. Prepare the Action Deck

Give 1 Alibi card to each player.

Shuffle all the other Action Cards and deal 3 cards to each player.

Each player therefore starts the game with:

1 Role + 1 Alibi + 3 Action Cards.

The remaining Action Cards are placed face down in the centre of the table and form the Action Deck.

3. Prepare the Event Deck

Separate the normal Events from the Special Events.

The Special Events are:

  • Final Twilight
  • Judgment of the Ancient Ones
  • Metamorphosis

Choose one of the three Special Events or select it at random, without revealing it to the players.

Place it face down at the bottom of the Event Deck.

Shuffle the normal Events and place them on top of the Special Event.

The Special Event will therefore be the last Event of the game and, once revealed, it starts the final phase.

4. Recognising the Cult

Only in games with 6 or more players, perform the initial recognition.

All players close their eyes.

The Cultists raise their hand and the Veil Mage opens their eyes.

The Veil Mage thus identifies the Cultists, while the Cultists know neither the other Cultist nor the Veil Mage.

Next, the Cultists lower their hand and the Veil Mage closes their eyes.

Finally, all players open their eyes.

5. Starting the game

The player wearing the most black clothing starts.

Play proceeds clockwise.

Turn structure

Each turn is made up of 4 phases.

1. Draw:

Draw 2 cards from the Action Deck.

2. Play Cards:

You may play as many cards as you wish.

The cards you hold in your hand also represent your survival.

When another player forces you to discard cards and you are obliged to discard your Role Card, you are eliminated.

Played cards are placed in front of you.

3. Event:

Reveal the top card of the Event Deck.

Read the effect aloud and resolve it completely.

When an Event involves several players, resolution always starts with the active player and proceeds clockwise.

4. Discard Phase

The hand limit is 8 cards.

Discard all excess cards.

Then place all the cards played in front of you on the discard pile, face down.

Playing out of turn

Some cards can be used during another player's turn.

Cards played this way stay in front of you until the active player's End of Turn and are then discarded as normal.

Discards

When an effect or a player makes you discard cards, always place them face down on the discard pile.

If an effect requires you to discard a specific type of card, the cards must be revealed before being discarded, so that everyone can verify their type.

Running out of cards

If the Action Deck runs out:

  • Shuffle the Action discard pile.
  • Form a new Action Deck.

Important rules

  • Role cards cannot be exchanged or stolen.
  • Discarded cards are always placed face down.
  • Events are always resolved starting from the active player.
  • If an effect is impossible to complete, resolve as much of it as you can and ignore the impossible part.
  • Victory conditions always take priority over card effects.
  • The Roles of eliminated players remain face up in front of them until the end of the game.

Concept and development · Matteo Losito