Everything that carries the name follows this page: the box, the leaflet, the playmats, the cards, the website and anything we make next. When something here and a file disagree, this page and the brand files it is built from win.
One Hebrew word, saraph, names both sides of the table.
The name is a piece of lettering, like the title on an old book cover. Use the artwork; never set the name in a font to stand in for it.
One line: the website header, the box spine, banners and anywhere wide.
Stacked: phones, the box front, posters and square spaces.
Cinzel Decorative Black, kerned by the font, then outlined. The first S of each word is a quarter larger and sits on the line.
A dark keyline inside a gold rim. It holds the title on any painting without a box behind it.
Beaten gold with a hard horizon across the middle. SERAPHS stays fire-gold; SERPENTS sinks from gold into verdigris: heaven above, the Deep below.
Typed in a font
Recoloured
Stretched or squashed
The ampersand joins the two halves of the name, so it carries both worlds: it is cast in the same metal as the letters, gold at the top for the seraphs, verdigris at the foot for the Deep.
Earlier drafts drew the “&” as a sea serpent. It was retired on 11 November 2026; do not bring a snake back into the title.
Six gold wings in three tiers: two cover the face, two cover the feet, two fly. At the centre burns the coal from the altar. No face or body is drawn, and nothing sits beneath: the emblem is the seraph's side only. Isa 6:2, 6:6
The palette is the game's world: the seraph's fire, the patina of the Deep, the violet of glory, all on a midnight ground. Contrast is measured against Night.
#07070F1.0:1 on Night · ground / decorationThe ground of every page, box and back: midnight with a violet bias.
#10101E1.1:1 on Night · ground / decorationRaised panels and cards on the page.
#F2ECDF17.0:1 on Night · textReading text on dark grounds.
#AAA4BC8.4:1 on Night · textSecondary text, captions and notes.
#D4B26A9.9:1 on Night · textThe fire from above: rims, rules, the emblem, key numbers.
#F2DDA415.0:1 on Night · textHighlights in metal; links on dark.
#8C6A2C4.0:1 on Night · large textShadows in metal; quiet dividers.
#8E6CF05.3:1 on Night · textGlows and large accents only (not small text).
#CDBBFF11.6:1 on Night · textEyebrows, labels and small accents in violet.
#5FB3A48.1:1 on Night · textThe serpent and the Deep: the patina on old bronze.
#06171A1.1:1 on Night · ground / decorationGrounds for the Deep: dark water.
Blue, purple, scarlet and fine linen, the colours of the curtains, run through the Covenant: the stripe under the title, the card families and the box. Ex 26:1
#1F4A7A#55285F#8C2620#E9DFC9Each family has its own colour in the type band and inner frame of the card. These are the printed values.
#E9DFC9#1F4A7A#2C6A9C#55285F#8C2620#C9A84C#F3E6B6#76AEBB#7A4A1E#4D4A2A#163A3D#5C1E25#574C42#2B2B2BSection titles are short; never set a paragraph in Cinzel Decorative. Reading text stays at 17 px or larger on screens and 7 pt or larger in print (rules text 7.2 pt, powers 8 pt). The divine name is never written in the old scripts.
Every panel takes a double gilt corner at top left and bottom right. Never a full border.
Four bands under the title and on the box spine. Always in this order.


The Ark under the cherubim's wings; Leviathan round a dark tower. No maker's logo on a card back.
Paintings are rich, lit from within, with deep shadow: oil-painting light, not cartoons or photos. People are dressed for their time and place. God is never shown, and Christ is never a card.
Movement comes from the stories, plays slowly, and always has an off switch.
On first load the rims appear, the metal rises letter by letter, then the burning coal comes down and settles over the &. Once only; after that the coal only glows.
Bolts of fire fall in the opening painting and burst into embers. 1 Kgs 18:38
Water bursts up from below wherever the Deep is the ground. Gen 7:11
Now and then a band of gold-to-violet light crosses the title and the cards, like light on a gilt edge.
We write for a ten-year-old and their grandparent at the same table. Short sentences, real names, and the Bible reference on everything.
| Say | Not | Why |
|---|---|---|
| a day | a turn | The game's turn is called a day: Morning, Offering, Work, Go out, Evening. |
| the Deep | the enemy, the bad guys | The Deep is the other side of the story, not evil players. |
| Walls | life, health points | You defend the walls of Jerusalem or Babylon. Ps 51:18 |
| café night | tournament | We meet at TCE cafés first; leagues come later. |
| First Edition in preparation | coming soon, buy now | Nothing is for sale until the café tests pass. |
On the box, the leaflet, the playmats and the website, as the maker. Never on a card back: the backs carry only the game.
“1st print, December 2026 · © 2026 The Caffeine Experience Pte Ltd” on the box, the leaflet and the large-print rules. Contact: general@theofficialtce.com.
Scripture quotations are from the ESV® Bible (The Holy Bible, English Standard Version®), © 2001 by Crossway, a publishing ministry of Good News Publishers. Used by permission. All rights reserved.
Each button copies the drawing as SVG code. Paste it into a design tool or a web page; it scales to any size.