காவல்
What Kaaval IsKaaval is a trading card game rooted in Tamil-Śaiva ecology and Eelam Tamil memory. Every card is a cited artefact. Every energy is a symbol from the land. Nothing is decorative.
Sit. The jungle knows you are here. The oldest banyan of Eelam has unfurled its palm-leaf for you — read as our people have always read: aloud, patiently, with the rain.
Kaaval is a trading card game rooted in Tamil-Śaiva ecology and Eelam Tamil memory. Every card is a cited artefact. Every energy is a symbol from the land. Nothing is decorative.
Two players sit across a woven mat. Each brings a deck of thirty cards. The first to reduce the opponent's Kaaval line to silence has kept the vigil.
Thirteen leaves. Each carries one truth. Read slowly. The rules are also prayers.
Five symbols. Each is a small piece of the land. Each grants power to a class of moves, and refuses another. Nothing is neutral.
Grants — puli_one_shot · nyabagam_revive · sacrifice · rebirth
Locked from — healing_direct
Grants — puli_one_shot · nyabagam_revive · sacrifice · rebirth Locked from — healing_direct Reverence lives in the mechanics. This symbol powers what tradition permits, and refuses what tradition forbids.
Grants — reveal · scout · precision · opponent_hand_peek · single_target Locked from — area_of_effect Reverence lives in the mechanics. This symbol powers what tradition permits, and refuses what tradition forbids.
Grants — draw · scry · disruption · cancel · opponent_top_deck Locked from — damage_direct Reverence lives in the mechanics. This symbol powers what tradition permits, and refuses what tradition forbids.
Grants — healing · shield · law_anchor · sattam_boost · protect Locked from — one_shot Reverence lives in the mechanics. This symbol powers what tradition permits, and refuses what tradition forbids.
Grants — damage_direct · puli_attacker · burn · pressure Locked from — revive Reverence lives in the mechanics. This symbol powers what tradition permits, and refuses what tradition forbids.
Three suits stand in the clearing. Puli is myth, Nyabagam is memory, Sattam is law. A deck without all three is a hand without fingers.
Mythic archetypes · anime-realism Accent — #c8471f. Each suit answers a different question the game asks of you.
Maaveerar memorial portraits Accent — #a41e1e. Each suit answers a different question the game asks of you.
Law · counter-play instruments Accent — #c9a24a. Each suit answers a different question the game asks of you.
Turn a card over. Everything on it — the Tamil name, the English gloss, the HP, the two moves, the energy cost, the citation ribbon — is load-bearing.
Tamil first, larger, italic display serif. English second, smaller, mono. Never one alone.
Common creatures sit at 50–70. Rare stage-2 sits at 120–140. Sacred cards do not fight — they anchor.
Every character card has two moves. Each move lists its energy cost using the five symbols. Cost respects the tradition locks — no karthigai on direct damage, no coucal on damage, no tiger on healing.
A Nyabagam card that carries the VinMin Canon ribbon has a cited source in the Eelam Tamil archive. It is testimony as much as art.
Five tiers, ascending. A deck lives mostly in the lower three. The higher tiers are rare because the tradition is rare.
The everyday. Cubs, scouts, small oaths. HP 40–60. Cheap costs. The bulk of any deck.
Slightly rarer forms. HP 60–90. One meaningful move.
Adult forms, elders, second-stage evolutions. HP 100–140.
Great beasts, sky serpents, ancestral figures. HP 140+. Signature moves.
Do not attack. Do not evolve. Anchor a law. Reserved for cards that are testimony.
Thirty cards. No more, no less. The number is old — six rows of five, one for each of the seven Tamil months of a monsoon year minus the still one.
The mat has thirty places. Not twenty-nine. Not thirty-one.
A legal deck has thirty cards. Not twenty-nine. Not thirty-one. The mat has thirty places.
A legal deck must include at least one card from each of Puli, Nyabagam, and Sattam. A one-suit deck is not Kaaval.
No more than four copies of any single card. Sacred and Mythic cards are limited to one copy per deck.
Energies are not shuffled into the deck. Each player brings an energy row of nine symbols, drawn from the five, matching the suits they play.
One card in the deck may carry the VinMin Canon signature. Only one. That card is the deck's spine.
A turn is five phases. They happen in order. Skipping is refusing. Refusing is a legal move.
Draw one card from your deck. If your deck is empty, you have already lost — the land has run out of witnesses.
Attach one energy symbol from your energy row to any character in play. Only one per turn.
Play any number of Sattam (law) or Nyabagam (memory) cards from your hand. Play at most one Kalam (place) card per turn.
Your active Puli may attack once. Pay the move's energy cost. Resolve the combat.
Trigger any Thodarcchi (continuity) effects. Pass to the opponent. The rain does not stop.
Combat is a small ceremony. The attacker names the move. The energy is paid. The tradition either permits or refuses. Then the damage is carved into the opponent's stone.
The attacker chooses one of their active Puli's two moves. All energy costs are announced.
Each energy symbol in the cost is checked against its role locks. If any symbol is locked from the move's role, the move fails and the energy stays.
The defending Puli's HP drops by the move's damage. Shields reduce first. Kalam bonuses apply next. Sattam cards may cancel.
If a Puli reaches 0 HP, it is silenced. Move it to your Nyabagam pile — it becomes memory. Some Nyabagam cards can raise it back at half HP.
Silence six of the opponent's Puli, or empty their deck. Either is enough. Neither is a celebration.
A place remembers. A continuity persists. Kalam cards set the field — a jungle path, a temple, a fishing shore. Thodarcchi cards are oaths that survive across turns.
While in play, all Puli gain +10 attack and cannot be silenced in one hit.
All Nyabagam cards cost one less coucal. Once per turn, scry the top card of your deck.
Thodarcchi. Every turn, one karthigai attaches free to any active card. Cannot be dispelled by Sattam of lesser rarity.
Thodarcchi. When any of your Puli is silenced, gain one energy of your choice for the next turn. The land grieves and gives back.
The mat teaches patience. Watch what they attach. Watch what they refuse to attach. A player who has not yet touched coucal is not planning to disrupt — yet.
The first two turns are for reading, not attacking. Watch the energy row shape their deck.
If they attach three tigers, they cannot heal. If they attach three karthigai, they cannot direct-damage. The tradition tells you what they cannot do.
A common Puli falling to protect a Mythic is a legitimate play. Nyabagam remembers.
Refusing to play a card is legal. The opponent cannot know if your hand is empty or full of endings.
Six creatures. Three pairs. Each stage-1 evolves into its stage-2 through a Nyabagam ritual. They are not Pokémon — they are the same forest, remembered.
Fire lineage. Karthigai + Tiger. Stage 2 can revive one silenced ally at half HP.
Water lineage. Coucal + Vagai. Stage 2 negates the opponent's next trap.
Sky lineage. Leopard + Vagai + Karthigai. Mythic. All allies gain +40 shield until next turn.
Every Kaaval card is painted against a single standard: cinematic sacred realism, Tamil-Śaiva ecology, warm ember and monsoon indigo. Never generic fantasy.
Warm anchor — amber, ember, candle-gold, deep saffron, brick-red. Cool anchor — deep indigo, monsoon blue, ash-grey, wet-stone black. Never purple neon. Never teal-orange Hollywood.
Any card that names a real person or event must cite the source in its lore. No card is a portrait of a serving officer or a named perpetrator.
No militarised close-ups of weapons. No gore. No named perpetrators. No drone HUD overlays. No AI-cliché purple gradient on white. The tradition is stricter than the market.
A glossary of every Tamil term used in this codex, and a closing. The rain has slowed. You have read the vigil.
Vigil, guardianship. The game's name.
Tiger. The mythic-archetype suit and the attacking character type.
Memory. The memorial suit; also the pile silenced cards go to.
Law. The counter-play suit; cancels, negates, anchors.
Place, field. Location cards that alter the mat.
Continuity. Persistent effects across turns.
Living ones. The six creature cards.
The flame-lily (gloriosa). Energy of healing, shielding, protection.
Sacred bird. Energy of scrying, disruption, memory.
The victory tree. Energy of law, shield, anchor.
The full stop. The end of the reading. You are witness.