There exists 100 resource cards in total. The letter after the card is the print sheet on which the card is. If there is 'x' or other mark, it means that the card has been modified lately. A plus-sign '+' means that card has been clarified lately, but not otherwise changed.
Hordes (45)
Dark Critters (2) If Dark, Night and Shadow critters are
in the same army at the start of fight, as long as any own
critters are alive and same fight continues, gain a Soul for any own
horde destroyed. B
Night Critters (2) (see above) B
Shadow Critters (2) (see above) B
Diabolic Fiends (5) In Transfer phase, Diabolic Fiends can
be sent to Earth to gather Souls. Return them to Hell in next
draw phase. Diabolic fiends in Hell can cast rituals as
Devil can. AC
Fallen Angels (2) (power:2) As long as you control Fallen
Angels, your army can move freely even when the Devil is on
Earth or imprisoned. C
Fiends (10) In Transfer phase, Fiends can
be sent to Earth to gather Souls. Return them to Hell in next
draw phase. BBO
Juggernauts (5) Must take first hit. If destroyed in
combat, does an immediate extra hit to selected hostile
army. AC+
Leviathan (1) (power:9) Leviathan never fights in own home realm
but is knocked out and added to capturer's army. Army with
Leviathan cannot retreat, must attack all other armies in same
combat and always pursues and has exactly 4 attack dice.
Leviathan is hit last. Ex
Metal Beasts (4) Metal Beasts can reduce
defense points of defender's home realm by one. Apply this
only once. CC
Tormented Ones (8) (power:x) First Tormented Ones in
same army has power 1, the second has power 2, third 3 and so
on. BO
Warriors of Darkness (4) If destroyed, gain a Soul. BB
Rituals (20)
Bury (3) Destroy up to 3 target hordes or Souls in Hell. A
Chain Catalysm (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. E
Conjuration (4) Turn over 6 top cards of the deck, and table
up to 3 hordes or artifacts, discarding rest. CC
Drain Power (1) All artifacts on table are
destroyed. Draw a card for each artifact destroyed this way. E
Furnace of Souls (2) Destroy all Souls in play. Draw a
card for each own Soul destroyed this way. C
Infernal Plague (3) Each Realm loses one-third of Souls and
then one-third of hordes in Hell, rounded up. Lost hordes are
randomized. Gain a Soul for each 2 hordes destroyed by this
ritual. A
Sanctuary (3) This ritual is special and has effect only
before finished. While the ritual is being cast,
your home Realm has 2 defense points instead of normal
defense points of the realm. Apply this
before any Metal Beasts. Discard this ritual if your army
moves. A
Steal Power (3) Gain control of any one tabled horde,
artifact or Soul,
or take a look at hand of one non-imprisoned Devil and take
one resource card of you choice from that hand, if any. A
Artifacts (5)
Orb of Transformation (1) In transfer phase, if your Devil
is not imprisoned, discard any number of resource cards from
hand to draw that many cards. Each Devil can use this power only once per
turn. Ex
Soul Stones (1) All your Souls have power 1 each. E
Staff of Undead (1) In transfer phase, if your Devil is
not imprisoned, destroy your Soul
to put horde card from discard pile directly into play under
your control. Use this power as many times as you desire. Ex
Tome of Power(1) In draw phase, draw an extra card. E
Wand of Might (1) In combat, if your army is led by the
Devil, instead of normal rerolls you must reroll all completely
missed attack dice. E
Specials (18)
Dispel Magic (2) Play in combat phase. Target ritual is
destroyed and its effect canceled. This card can be used after
any targets of the ritual has been chosen, but must be used
before any random targets are selected. D
Double Cross (3) Play before gathering phase, whenever
any special card which is not unstoppable is played.
That special card did not work. A
Escape (2) Play during transfer phase. Target imprisoned
Devil is immediately released. D
Recall (4) Play in combat or gathering phase.
Return any number of your creatures on Earth
to Hell, or return target Devil on Earth to
Hell which can take any number of its creatures on Earth with
it. If the target Devil has no home realm, it immediately
takes control of new one. DD
Summon (3) Play in combat phase to Devil which is
in Hell and not imprisoned or knocked out.
That Devil is immediately transfered to Earth unless
its owner denies that. FFF
Thief in the Night (2) Play in transfer phase or combat
phase. Draw a random card from target Devil. If it is an Oath
card, return it and immediately take control of one artifact
held by that Devil, if any. Dx
Treacherous Troops (2) Play in combat phase. One horde
in target army switches to other army pof your choice in the
same combat. Dx
Unstoppable Specials (12)
Ambush (2) Play in combat phase, at the start of fight
phase when special cards cannot be normally played,
just before armies are moved but after targets are
revealed. Change your move target to any legal one. D
Drunken Agreement (1) Play in 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. F
Forced Agreement (3) During transfer phase, give to
target Devil you can trade with your own Oath card to make
a forced trade. For each two Souls more the target has,
take one. For each
two total number of hordes and artifacts more the target has, take
one non-protected of your choice. Then, take one extra horde or artifact
from target Devil, if has any. A+
New Alliance (2) Play in transfer phase and only if your
Devil is not imprisoned. Discard your own Oath card. All
Devils with more souls than
you have lose one. All Devils with more hordes than you have
lose one random one. All lost souls and hordes are then added
to your realm. D+
Silence (1) Play in gathering phase, after all proclaimings
are done. Leave this card on table until start of the next
gathering phase. While this card is in play, no communication,
negotiated deals or trades are allowed between players.
Already made promises must be still kept and forced trades
can be done normally. Fx
Time of Virtue (1) Play in transfer or combat phase.
If there is World War in play, discard it.
Leave this card on the table until end of the next
Soul Gathering. In Soul gathering, all Devils and fiends
roll 2d6, selecting the lowest die. F
Winds of Chaos (1) Play in Gathering phase. All players
discard 5 resource cards from hand and/or
table, if able. Then shuffle discard pile to
resource deck and put this card as new
discard pile. In next draw phase, all players draw 3 extra
cards. F
World War (1) Play in transfer phase. If Time of Virtue
is in play, discard it. Leave this card on the table.
In Soul gathering, Devils and fiends roll 2d6 instead of d6,
selecting the higher one. At the end of each Soul Gathering,
on a d6 roll 1-3 this card is discarded. F
There exist 36 Oath cards, 6 for each Devil. All Oath cards are on Sheet O, and must have identical back to resource cards. Same sheet also have some horde cards. Following text is on each Oath card, except for Baalzebub's:
Total of 8 different realms exists, of which High Palace of Hell should have different back and is always in game, but at least one random realm does not partake each game.
Dis In combat, deals an extra hit against each hostile
army during each hit assignment.
Forest of Hanged Ones (def:1) In combat, each hostile
army loses one Soul at the start of each hit assignment, if they
have any.
Frozen Ocean (def:2) No Sanctuary can be cast
High Palace of Hell (def:1) In draw phase, draw an
extra card. In gathering phase, your Devil is automatically
proclaimed as new Overlord, and wins second tie-breaker.
Lake of Boiling Blood (def:1) In combat, no army can have
more attack dice than your army has.
Mountain of Ever-Rotting Corpses (def:1) In combat, if your
army takes more than one hit each hit assignment, ignore one of
them.
Seat of Judgement (def:1) In Soul gathering, for each other
Devil gathering more than 1 soul, gain one Soul from them.
Valley of Wailing Souls (def:1) In combat, your Souls have
power 1 each.
Asmodeus (power:6), the Arch-Fiend of Devilkin.
Any attacks against your army needs at least 5 to-hit unless
attacking army is led by a Devil.
Baalzebub, Lord of Flies and Deception.
Home Realm of Baalzebub has always at least 1 defense point.
When playing New Alliance or Forced Agreement, can instead give
any one Oath card or 2 resource cards from hand. When target of
a forced trade, can select what to give.x
Belial (power:3), Lord of Pain and Suffering. In the end
of draw phase, take 3 random cards from each prisoner, including
tabled ones. Keep all resource cards, and either return all Oath
cards or keep one and release the prisoner. If there is any
Tormented Ones in discard pile in draw phase, discard a Soul
to add one under your control.
Glasya, Sorceress of Hell. Can cast any number of rituals per
turn. Whenever trading is allowed, discard a ritual from hand
or table to draw a card. If discarded from table, a caster must be
available.
Mammon, Lord of Greed and Vengeance. In draw
phase, draw an extra card. If Mammon takes hit in combat, he
does an immediate extra hit to each hostile army in same combat.x
Mephistopheles, Lord of Whispered Promises.
In soul gathering, Mephistopheles does not have a reroll, but
instead rolls twice and selects either result.
Whenever trading is allowed, discard a resource card from
hand to gain a Soul.x