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Cattle of Hell BO (8) (power:x) The first Cattle of Hell on your army is of power 1, the second of power 2, third power 3 and so on.
Fiends BBO (10) Fiends can go to Earth to collect Souls
Diabolic Fiends AC (5) Diabolic Fiends can go to Earth to collect Souls. Diabolic fiends in Hell can cast rituals as Devil can.
Dark Critters B (2) If there is any Dark Critters in combat, all armies roll an extra attack die. If Dark, Night and Shadow critters are in same army, you can once per ritual phase destroy target ritual.
Night Critters B (2) If there is any Night critters in combat, each army loses one Soul per combat round, if any, at end of the fight segment. If Dark, Night and Shadow critters are in same army, you can once per ritual phase destroy target ritual.
Shadow Critters B (2) If there is any Shadow Critters in combat, all destroyed hordes are shuffled into deck. If Dark, Night and Shadow critters are in same army, you can once per ritual phase destroy target ritual.
Warriors of Darkness BB (4) If destroyed, replace with Soul. In combat, add after all damage is dealt and Souls joins the same army in which the Warriors were.
Metal Beasts CC (4) Metal Beasts can only once per combat phase move to other place than home. Metal Beasts can reduce defense points of any army in same locatin by one. Apply this only once.
Juggernauts AC (5) Must take first hit. If destroyed in combat, causes an extra hit to selected army in same combat without defense points, immediately after damage is dealt.
Fallen Angels C (2) Can act as leader for an army, in a place of Devil itself
Leviathan E (1) (power:5) Does not defend home realm, but is put aside and joins the army that loots it. In other combats, deals an extra hit each turn to selected army without defense point. If Leviathan does not fight during combat phase, destroy it at the start of ritual phase. If destroyed, shuffle into deck.
Bury A (3) Destroy up to 3 target hordes or Souls in Hell
Chain Catalysm E (1) Destroy target Soul, horde, ritual or artifact in Hell. Owner of that can then destroy next target and so on until someone stops selecting
Conjuration CC (4) Turn over 6 top cards of the deck, and table up to 3 hordes or artifacts, discarding rest.
Drain Power E (1) All artifacts on table are destroyed. Draw a card for each artifact destroyed this way.
Furnace of Souls C (2) Destroy all Souls in play. Draw a card for each own Soul destroyed this way.
Infernal Plague A (3) Each Realm loses one-third of Souls and hordes in Hell, rounded up. Lost hordes are randomized. Gain a Soul for each 2 hordes destroyed by this ritual.
Sanctuary A (3) While the ritual is being cast, your home Realm has 2 defense points.
Steal Power A (3) Select a player with non-imprisoned Devil, and draw 3 cards from her hand. Return any Oath cards, and draw a replacement card from resource deck.
Orb of Transformation E (1) In trading phase, discard 3 resource cards from hand and/or table to draw 2 cards.
Soul Stones (1) All your Souls have power 1 each
Staff of Undead E (1) (P) In trading phase, if there is no horde on top of this card, you may take one horde card from discard pile and put it on top of this card. If the Staff of Undead is put to discard pile, discard the horde on top of it.
Tome of Power E (1) At any time, discard 2 resource cards from hand to take a ritual card from discard pile into your hand.
Wand of Might E (1) During each combat round, army lead by the Devil can reroll as many dice as it takes hits, regardless of how many hits it caused.
Dispel Magic D (2) Target ritual is discarded.
Double Cross A (3) Just played Disple Magic, Escape, Summon, Treacherous Troops or Thief in the Night special card did not work.
Drunken Agreement F (1) Play during gathering phase. Each Devil in Hell must select an Oath card, and these cards are then shuffled and dealt to these same Devils. Those without Oath cards do not partake.
Escape D (2) (P) Play during trading phase. Target imprisoned Devil is immediately released
Fake Move F (1) Play during movement segment combat phase, after all armies have moved but fight segment is not yet started. Move one your army to new location. This move can be illegal in normal case and you can split your army before that.
Forced Agreement A (3) (P) (T) During trading phase, give to target Devil you can trade with your own Oath card. For each two Souls more the target has, take control of one. For each two total number of hordes and artifacts the target has, take one of your choice, but at least 2, if possible.
New Alliance F (1) (P) (T) Play only at trading phase during second or later turn. Put your own Oath card to Oath pile. All Devils with more hordes than you lose one random, which is then added to your Realm. Gain d3 Souls.
Recall FFF (3) Return any number of your fiends on Earth back to Hell, or return target Devil on Earth to Hell which can take any number of its fiends on Earth back to Hell. The Devil and fiends arrives to any one location the owner chooses.
Silence F (1) Until gathering phase, all communication and trading between players is prohibited.
Summon DD (4) Your Devil in Hell is immediately transfered to Earth.
Thief in the Night D (2) (P) (T) Play at trading phase. Take target tabled artifact
Time of Virtue D (2) If there is World War in play, discard this and that card. Otherwise, leave this on table until next draw phase. All Devils and fiends roll 2d6 on Soul phase, selecting the lowest die.
Treacherous Troops D (2) (P) Play at trading phase. Target horde switches to your control
Winds of Chaos F (1) (P) Play at trading phase. Put this card aside. Each player selects 5 resource cards from hand and/or table, if able. Then these cards and discard pile is shuffled into deck, and 5 cards are dealt to each player. This card is put as new discard pile.
World War (2) D (P) Play in trading phase. If there is Time of Virtue in play, discard both cards. Otherwise leave this on table. During Soul phase, all Devils and fiends roll 2d6, selecting the higher one. During each draw phase, on a d6 roll 1-3 this card is discarded.
All Oath cards are on Sheet O, and must have identical back to resource cards. Same sheet also have some horde cards.
All Realm cards (8) are on sheet R.
All Devil cards (6) are on sheet L. Their back should be different to other cards. The same sheet also has various counters for play use.