How to Play Empire Veil
Complete rules for the cooperative Victorian detective adventure
Overview
Empire Veil is a cooperative Victorian-era detective game where you play as lady investigators -- women who use their unique social positions to uncover conspiracies that threaten the British Empire.
While men in positions of power overlook them, these remarkable women leverage society connections, servant networks, and the bonds of sisterhood to gather intelligence no male detective could access.
The Women's Networks
Your greatest advantage is the invisible sisterhood -- networks of women across all social classes who share information through calling cards, charitable societies, and quiet conversations in parlors and kitchens. They see everything men miss.
Your Goal
Gather evidence, collect Lead cards, and unmask the Mastermind before the Menace track reaches 12.
How You Lose
- Menace reaches 12 (The Veil succeeds)
- All investigators at 0 Morale
- Campaign-specific failure conditions
The Investigators
Each investigator brings unique skills. Choose roles that complement each other.
Society Infiltrator
Moves unseen through high society
Ability: Once per act, act without increasing Menace. Survey Intrigue shows 2 cards.
Bluestocking
Educated woman, brilliant researcher
Ability: Auto-succeed Deduction tests once per act. Decode any message without a test.
Adventuress
Bold woman of action
Ability: Reduce Menace by 1 after handling Hazards. Reroll one Physical test die.
Hostess
Society matron with powerful connections
Ability: Reduce NPC difficulty by 2 for teammates. Liability: failing Social tests costs Trust.
Sob Sister
Female journalist seeking the truth
Ability: +1 Clue but +1 Menace when gathering. Spend Trust to offset Menace (1:1).
Spiritualist
Medium who sees beyond the veil
Ability: Preview top Hazard card. Liability: all Trust costs doubled.
Actions
On your turn, you can take these actions:
Travel
Move between regions using travel tickets. Different transport modes have different costs and hazard chances.
Gather Clues
Draw a Scene card and resolve the encounter. May require skill tests (Observation, Persuasion, Deduction, Stealth).
Survey Intrigue
Secretly view the top Intrigue card. Decide whether to use, hold, or return it.
Coordinate
Share items, clues, or information with teammates. Some sharing costs Trust.
Interrogate
Question an NPC: Interview (friendly), Cultivate (build relationship), Observe (watch), or Intimidate (risky).
Rest
Recover 1 Morale (up to maximum). Use when setbacks deplete your resilience.
The Menace Track
Menace represents The Veil's awareness. It only goes up -- prevention is better than cure.
Threshold 4: Suspicion
The Veil notices you. Draw +1 Hazard per round. NPCs become wary.
Threshold 8: Crackdown
Active hunting begins. Some routes close. Random Morale loss each round.
Threshold 12: DEFEAT
Game Over. The Veil's conspiracy succeeds.
Women's Network Advantage
- Official investigation: +1 Clue, +1 Menace
- Women's network: +1 Clue, -1 Trust, +0 Menace
Trust System
Trust represents your credibility with the sisterhood and governs information sharing.
Always Free
- General strategy discussion
- Saying "I have a Motive lead"
- Your role's abilities (public)
- Board state (visible to all)
Costs Trust
- Showing specific card contents
- Sharing NPC secrets
- Women's network intelligence
- Exact Lead card details
Victory & Defeat
How to Win
- 1. Complete Act objectives by gathering required Clues
- 2. Collect the required Lead cards (Motive, Method, Agent, etc.)
- 3. Reach the Mastermind's location in Act III
- 4. Confront with matching Leads to expose the conspiracy
How You Lose
- Menace reaches 12: The Veil succeeds.
- All investigators at 0 Morale: No one remains to fight.
- Campaign-specific: Time limits, key NPC deaths, stolen artifacts.
Quick Reference
Turn Structure
- 1. Take actions (any order)
- 2. Draw Hazard (if required)
- 3. End turn, next player
- 4. After all players: Menace Phase
Required Leads by Difficulty
- Standard: Motive + Method + Agent
- Hard: + Location
- Expert: + Time
Resources
- Morale: Your resilience. 0 = incapacitated.
- Insight: Progress toward objectives.
- Trust: Currency for sharing information.
- Tickets: Required for travel.
Women's Networks
- Memsahib: Colonial wives (Trust to Clue)
- Zenana: Women's quarters (regional intel)
- Sisters' Watch: Working women (Hazard reduction)
- Temple Women: Sacred knowledge
Rules FAQ
How do I win Empire Veil?
Complete all three acts of your campaign by gathering clues, completing objectives, and confronting the Mastermind with matching Lead cards (Motive, Method, Agent, and more at higher difficulties) before Menace reaches 12.
What happens when the Menace track reaches 12?
The game is immediately lost. The Veil's conspiracy succeeds. Managing Menace is the core strategic challenge -- use women's networks to investigate safely when Menace climbs near thresholds.
Can I play Empire Veil solo?
Yes. The Whitechapel Horror campaign supports 1-4 players and includes bot investigator support for solo play.
What are the women's networks?
Women's networks are an alternative investigation channel that costs Trust instead of increasing Menace. They include the Memsahib Network (colonial wives), Zenana Network (Indian women's quarters), Sisters' Watch (East End working women), and Temple Women (sacred knowledge guardians).