Draw Scene
Use it: Use this when you need clues.
Learn: Scenes teach close reading. The text tells you what kind of evidence you found and what risk follows.
Rules Guide
Empire Veil is a cooperative investigation game. Players learn by reading evidence, choosing routes, managing risk, and building a case together.
The Short Version
Complete the current act before Menace reaches 12. The act goal tells you what matters: gather clues, visit regions, or collect the right lead categories.
Finish all three acts and expose the conspiracy.
Menace reaches 12 before the case is solved.
Turn Loop
Actions
Use it: Use this when you need clues.
Learn: Scenes teach close reading. The text tells you what kind of evidence you found and what risk follows.
Use it: Use this when the act asks you to visit regions or follow a trail.
Learn: Travel teaches geography and tradeoffs. Cheap travel is often slower or riskier. Visible travel can raise attention.
Use it: Use this when the final act asks for motive, method, agent, location, or time.
Learn: Leads teach case building. A mystery is solved by matching evidence categories, not by collecting random facts.
Use it: Use this when you need a safer clue and have Trust to spend.
Learn: Networks teach social history. Information can move through households, workplaces, letters, and friendships.
Use it: Use this when you want a hidden advantage or complication.
Learn: Intrigue teaches uncertainty. Detectives often work with incomplete information.
Use it: Use this after the investigator has acted.
Learn: Ending turns teaches pacing. Waiting too long can give Menace more time to rise.
Map
The map shows regions and routes. A route connects your current region to another region. Choose a travel class, then move.
Risk
Menace is The Veil noticing you. Some actions raise it. At the end of each round, it also rises by 1.
Trust
Trust represents help from women across the empire: households, servants, journalists, hostesses, temple women, and working communities.
Spending Trust can gather clues without raising Menace. This teaches that history often moves through informal networks, not only official records.
Evidence
Clues move the act forward. Leads answer the mystery. Final acts usually need categories such as motive, method, agent, location, or time.
A strong case needs the right kinds of evidence, not just a large pile of clues.
Example
Learning Goals
Questions
Complete the three acts before Menace reaches 12. Most acts ask you to gather clues, visit regions, or collect lead categories such as motive, method, and agent.
Read the act goal. If it asks for clues, draw a scene or use the network. If it asks for places, use the map and travel.
Menace shows how close The Veil is to stopping the investigation. At 4 the case becomes harder. At 8 travel becomes dangerous. At 12 the team loses.
The game teaches evidence reading, route planning, risk tradeoffs, cooperation, and how informal social networks can shape historical events.