Light
Seraphine, Dawncaller
Unbroken Vigil
Seraphine - The Angel of Light and Purity. She represents humankind. Holy warriors, Angels, Clerics, Paladins. Outlast your opponents and play defensively.
Set VW01 · In development

Every oath is temporary.
A 5 player card game focused on defeating your opponents with Minions and your unique Adept. Scheme, plot, trick, trust is the path to victory.
The core rhythm
Every Realm you control is a switch you can throw once. Turn it sideways — commit it — and it pays you one Power of its Affinity. It stays sideways until your own Restoration Stage. Try it.
That gap is the whole game. Power spent holding a trick on somebody else’s turn is Power you do not have on your own.
Five Affinities, five Adepts
Your Adept is you. A unique general taking the forces of your enemies on. Your Adept starts the game face-down on the board. Pay its casting cost to - Flip it - Once flipped your Adept will make an immediate effect on the battle area with a triggered flip ability, a passive ability, and an activated ability.
Light
Unbroken Vigil
Seraphine - The Angel of Light and Purity. She represents humankind. Holy warriors, Angels, Clerics, Paladins. Outlast your opponents and play defensively.
Dark
Harvest
Marvath - The leader of the dead and undead. Vampires, skeletons, zombies, ghasts. If its dead or undead, Morvath has something to do with it.
Solar
Forge-Heat
Kaelis. The Lightening's Hammer. Attack hard and fast with overwhelming damage before your opponents can react.
Frost
Deepening Cold
Medalin Iceweaver - Win at your own pace. Control your enemies. Lock them down until you are ready to attack.
Earthen
Deep Foundations
Bertha - The mother of nature. General of the forest realms. Commander of the beasts. Smash your enemies with nature's wrath.
One turn, in order
A turn is one player’s pass through these. A round is everybody taking one. Every card in the game is written in turns — at a five-player table, that is a fivefold difference.
Your committed cards stand back up. Every Minion on the table — not just yours — heals every wound. A cut lasts until the next Restoration, whoever’s turn that is.
One card, and you choose blind which deck it comes from: Spells or Realms. Seven to open the game. Whoever goes first skips this on turn one — that is the price of the seat.
Play Realms, summon Minions, cast Sorceries, equip Relics, flip your Adept face up.
Attack a player, or attack their Adept directly. Anyone at the table may intervene — on either side.
A second window after the dust settles, so you can act on what actually survived rather than on what you hoped would.
Discard what you did not want — and it is offered to whoever is on the lowest Life, to take or refuse. Then trim to seven, and any Power you did not spend is gone.
Two to five players
Three to five players is a free-for-all, and conversation, trading, bargaining and betrayal are part of the rules rather than something that happens around them. You may only open a negotiation if you hold the live decision — you are the active player, or somebody has just aimed something at you. Bystanders can answer an offer. They cannot start one.
Promises are not binding. An agreed trade is.
Starting Life by table size
| Players | Life | Why |
|---|---|---|
| 2 | 20 | The duel |
| 3 | 17 | Politics begins |
| 4 | 15 | Crowded |
| 5 | 13 | Full table |
Life drops as the table grows so every size lands in roughly the same thirteen-round game. At a flat 20, a five-player game runs half as long again.
Where it is up to
Adeptsworn is being built by one person in the evenings. Nothing below is a promise with a date on it.
Get in touch
One person builds this, and reads everything that arrives. Feedback on the rules and the balance is the most useful thing you can send — it is a card game, and card games are only ever fixed by people playing them.
Prefer email? These are the same addresses the game itself gives you:
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