Lords of Hell Summary Track
- High Palace to Center
- Random Devil, home Realm
- Own 5 favors and 1 Vote
- 4 random Oaths
- 4 random hordes, no Leviathan
In the trading phase, can also be agreed without favors.
- Home Realm Safety (2 favors): target
cannot target you nor fight you in your home realm. Nullified
if you fight.
- Alliance (3 favors): not to someone
already in alliance, not if you are follower in an alliance. Target
fights with you and selects you as target.
- Prisoner (3 favors): gain or release
named prisoner of the target.
- Oath Trade (1-3 favors): target
must pass you as many Oath and/or Votes as you used favors, and
you must then return as many. See main rules if the target does not
Spoils of War
- 1 victory point from the defender (unless has no victory points or
less than any winner. In alliance, given to one with least vp)
- Prisoners (including their artifacts)
- Home realm switch option
In alliance, leader must give at least one spoil to each follower if able
Victory Points Summary
- Can only be traded/moved to someone with no more victory points
- Combat (home realm): Move 1 victory point as a spoil of war
- Soul gathering: Gain 1 victory point with most Souls
- Scoring: Gain 1 victory point with High Palace of Hell
When the game ends, Oaths of the Overlord are each worth 2 victory
points, but if anyone has 3 or more, wins directly.
Game Turn Summary
|Draw / Discard
||10 / 6||9 / 5||8 / 4||7 / 3|
Total 3 game turns, after them proceed to Gathering.
X is player count.
Start: Deal 1 special card and (13-X) resource cards to each
player, plus 1 extra resource for each tabled less than 4.
Ordered: discard (9-X) resource cards and table rest
All trading, including combat deals (safety, alliance)
End: prisoners freed, but must put away an Oath
Ordered: send to Earth, select ritual casters
- Conflict (1st)
Track: select targets and move
- Combat (open)
Track: select strategy and handle the
result. Defeated army loses at least one horde and returns home
- Combat (home realms)
- Soul gathering
Everyone gains 1 Soul per creature on Earth. Then the one
with most loses all but gains 1 victory point
Handle rituals in the priority order.
End: table magic cards, replace rituals/events with Souls
- Conflict (2nd)
- Conflict (3rd)
Start: High Palace scores, everyone discards
2 Oaths/Votes, redeal initiative (order by victory points).
Ordered: pick 2 Oaths/Votes, show to all. Discard tabled
resources to 6
- Final prisoners
Release prisoners by will or with favors. Those
not released cannot vote
Track: select Devil voted by all whose Vote
card you have. Devil who gains most votes if the new Overlord.
Tie-breakers: most victory points, holds High Palace of Hell,
Each Oath of the new Overlord is 2 victory points, but if you have 3 or
4, win regardless of any victory points. Otherwise the Devil with most
victory points wins. Tie-breakers: Overlord, most Favor cards