Original Gaff Deck — Concept Gallery

An evolving set of original playing-card gaff concepts and back designs — moving pips, forces, distress treatments, and more. All face art built from the LGPL-licensed "Vectorized Playing Cards 1.3" library (Chris Aguilar); backs are original artwork. Download anything you like and riff on it.

Download All Gaffs Download Source SVGs (LGPL ZIP, with license + attribution)

00 · Standard Reference

Sanity-check card confirming the pip/index layout engine works like a normal USPC-style face before we start bending it.

00
4♠ — standard layout

01–04 · Walking Pips (4-card set)

The pip-migration mechanic you referenced from the pip-matrix gaffs: same "4♠" index throughout, but the four pips physically relocate across the set, ending clustered in one corner. Flip through the 4 cards fast for the moving-pip flourish.

01
Stage 1 — standard spread
02
Stage 2 — one pip walks down
03
Stage 3 — two pips clustering
04
Stage 4 — full cluster, bottom-right

23–26 · Walking Pips (3-card rank, 4-card set)

Same mechanic as 01–04, built on 3♠ instead: native pip size and orientation preserved throughout, migrating one-by-one into a tight non-overlapping cluster with a touch of hand-placed imperfection in position/rotation.

23
Stage 1 — standard
24
Stage 2 — bottom pip migrates
25
Stage 3 — middle pip joins
26
Stage 4 — full cluster

27–32 · Walking Pips (5-card rank, 6-card set)

Same mechanic on 5♠ — one pip migrates per stage (bottom-right, bottom-left, center, top-right, top-left), ending in a 5-pip cluster, kept clear of the corner index.

27
Stage 1 — standard
28
Stage 2
29
Stage 3
30
Stage 4
31
Stage 5
32
Stage 6 — full cluster

05–07 · Fallen Pips (3-card set)

Same migration idea, different motion: pips tumble and scatter-pile toward the bottom edge instead of consolidating into a corner — a "gravity" gag rather than a "walk."

05
6♥ — standard
06
6♥ — pips loosening, drifting
07
6♥ — fully spilled/piled

08 · "Suit Yourself" — Multi-Index Force Card

Four different corners, four different cards (A♠ / K♥ / 7♣ / 2♦) on one piece of stock — classic multiple-outs force gimmick. Faint ghosted compass of all four suits in the center as a subtle design touch.

08
4-way index force card

09 · Index/Pip Mismatch Force Card

Corners read "8♦" but the center pips show 3♠ — exploits peripheral/quick-glance reading for a comedy reveal or force routine.

09
Index 8♦ / center 3♠

10–11 · One-Way Back

Same back design, but a small asymmetric mark breaks rotational symmetry — lets you spot a reversed card in the deck by eye. Shown right-side-up and rotated 180° so you can see the mark shift corners.

10
Right-way-up
11
Rotated 180° — mark moved

12–13 · Blank Utility Cards

Foundational gaffs used underneath a lot of other routines (force decks, "any card at any number," etc.).

12
Blank face
13
Blank back

14–16 · Color-Shift Pips (3-card set)

Same 3♠ across the set, but the pip color gradates black → maroon → red — a "color changing" flourish set for a visual color-change bit.

14
Black
15
Midpoint
16
Red

17 · Original Ornate Back (deck default)

Fully original back design for the deck as a whole — single central medallion (not a twin-circle layout), guilloché rosette, four-suit compass at the center, corner rosettes, dot-field texture.

17
Proposed deck back

18 · "Torn" Pip Card

Standard 6♥ with the right-center pip simply omitted from the printed art — gives you a clean, pre-planned spot to physically tear so the card reads as damaged/restored mid-routine.

18
6♥ — right-center pip missing

22 · Decorative Ace of Spades (original composition)

An original, fully custom-drawn alternative to the "fancy decorated Ace" treatment common in custom decks — bold central spade, arrow-tipped ribbon banners, corner rosettes matching the deck's back (card 17), and an abstract sunburst medallion in place of any illustrated figure.

22
A♠ — decorative face

40–41 · Halftone Dot-Wave Back

Dot-size modulated by a travelling sine wave across the card.

40
Halftone dot-wave — full-bleed
41
Halftone dot-wave — fade-to-border

50–51 · Crosshatch + Solid Ink Blocks

Thick-pen diagonal crosshatch lattice with sparse solid ink diamonds running in diagonal streaks for visual weight — bold enough to read clearly from a few feet away.

50
Crosshatch + solid blocks — full-bleed
51
Crosshatch + solid blocks — fade-to-border

54–55 · Honeycomb (final — corrected)

Blank-interior hexagons, bold solid stroke, tiled perfectly adjacent — each shared wall between neighboring cells is drawn exactly once (like collapsed table borders), so there's no doubled-up or uneven line weight anywhere in the mesh.

54
Honeycomb — full-bleed
55
Honeycomb — fade-to-border

56–57 · Concrete Breeze-Block Screen

Inspired by mid-century concrete screen-block walls (a generic, decades-old architectural motif, not any specific trademarked design) — a grid of solid square cells, each with an interlocking pinwheel cutout, like perforated concrete masonry.

56
Breeze-block — full-bleed
57
Breeze-block — fade-to-border

58–59 · Tiled Medallion Panel

Inspired by the general composition of ornate tiled bronze door panels (square panel grid, each with a circular sunburst medallion) — original center emblem (an abstract star, not any specific heraldic figure), bold lines sized to read clearly in print.

58
Medallion panel — full-bleed
59
Medallion panel — fade-to-border

42 · Shattered Face Cards

Same Voronoi-fracture effect as 36–37, applied to the whole face-card illustration instead of just a pip — the card reads as physically cracked glass/ceramic.

K♠ — shattered
Q♦ — shattered

47–49 · More Halftone Backs (solid, no wave)

More variations on the dot-size-modulation idea from 40–41, but "solid" (full dense coverage, no travelling wave bands) — each uses a different rule for how dot size varies across the card. 47: radial, largest at center fading to small at the rim. 48: randomly jittered size per dot for an organic stippled texture. 49: smooth large-to-small gradient along the diagonal.

47
Radial halftone
48
Stippled/random halftone
49
Diagonal gradient halftone

60–65 · Halftone, Darker Range

Pushed the halftone idea darker per your note: wave and radial versions now swing from near-solid black (dots large enough to overlap and fully merge) down to a medium gray rather than light/white — plus a flat "evenly dark" variant with no wave or radial modulation at all, just a consistent dense dot mesh. The radial version's center is now deep black from dots actually touching/overlapping (tighter packing), not just bigger dots on a sparse grid.

60
Wave — near-black to medium gray
61
Wave (dark) — fade-to-border
62
Evenly dark, no wave
63
Evenly dark — fade-to-border
64
Radial — solid black core, tight packing
65
Radial (packed) — fade-to-border

Distress Treatments — Discoloration vs. Distressed-Only

Two aging treatments applied to both a number card and a face card: a neutral "distressed" pass (cracked/flaking ink, worn edges, no color shift) and a warmer "aged + distressed" pass (sepia discoloration, mottled stains, vignette, worn ink) for comparison.

6♠ — distressed only
6♠ — aged + distressed
K♠ — distressed only
K♠ — aged + distressed

33 · Fade-Out Pips (3-card set)

Pips dissolve into a soft upward smoke-trail across the set rather than changing color or position — a "vanish" flourish set.

33
Solid
33
Fading
33
Dissolved

34–35 · Blur / Depth-of-Field Pips

Individual pips rendered with varying Gaussian blur on the same card — a few sharp, a few soft — for a selective-focus look.

34
4♠ — alternating sharp/blur
35
6♥ — blur gradient across pips

36–37 · Shattered Pips

A single pip fractured into offset glass-shard shapes (Voronoi-based fracture with small gaps and jitter) — a "broken/CSI" style gag card.

36
A♠ — shattered pip
37
A♥ — shattered pip

19–21 · Diagonal Half-and-Half Splits

Classic "two cards in one" gimmick: a hard diagonal seam from bottom-left to top-right, each triangle carrying its own authentic corner index so it reads correctly from either side. Jack♦/3♣ as requested, plus two higher-contrast pairs (face-card vs. ace, and a second face/low-card combo) to compare how legible the seam is depending on art density.

19
J♦ / 3♣
20
K♠ / A♥ (face vs. ace, black/red)
21
Q♦ / 2♣ (face vs. low card, red/black)