No trading or playing special cards is allowed during phase start.
All actions continue until everyone is ready (has put their cards
to table). With exception to optional actions, sub-phases are
executed in the order they are listed.
1. Draw phase (reinforcements)
Phase start: Move Starter marker to player with least SP,
or if tied, to next one from previous Starter. Draw cards,
starting from Starter. Return any creatures on Earth to Hell.
2. Transfer phase (full trading)
Main action: trade and discard resource
cards and Souls. Start rituals by tabling them, face-down.
Send Fiends and Devils to Earth by tilting them (can be taken back)
3. Combat phase
Phase start: turn tabled rituals face-up.
Main action: up to 4 combat rounds, end immediately if all
select 'no move' and no unfinished rituals.
4. Gathering phase
Phase start: discard any rituals still on table.
Gain 1 SP if any new prisoner(s) gained in combat phase.
Soul Gathering, roll a d6 for each creature on Earth:
1: Caught, 2: no souls, 3-4: 1 soul,
5-6: 2 souls. Devil can reroll the result. 1. Objecting: Any proclaimed Devil becomes the new overlord
unless at least as many Devils in Hell object that Devil as it has
proclaimed-counters. Devil with 10+ SP is automatically new
overlord. Tie-breaker for multiple new overlords: 1. Devil in Hell
2. Devil controlling High Palace of Hell 3. Open fight 2. Proclaiming: If no new overlord found, all Devils in
Hell can proclaim next one, this is done secretly at the same
time. Extra proclaim counter for controller of High Palace of Hell
and to those with 6+ SP. Optional actions: discard any cards or Souls.
Combat Rules
Combat round
1. Intentions: Phase start: discard any illegal rituals.
Main action: select secrelty target Devil, 'no move'
or 'other move'. Armies without Devil or Fallen Angels are limited to 'no
move' or toward own Devil 2. Fight: Phase start: move armies. If several 'other
moves' and several possible targets, select simultaneously final
destination. Main action: fight rounds as long as armies want
to fight 3. Capture Devils: by dominant or agreed army. Non-captured return
to game. 4. Combat transfers: occupy realms, transfer tabled cards
and Souls with armies in same combat area 5. Award victory points: one SP to dominant or agreed army. 6. Finish rituals: armies that did not move can finish
any rituals. Start from Starter, clockwise.
Fight round
1. Retreats: other armies than defender can
retreat, from unspecified combat place to home realm or
otherwise to unspecified. Others can then pursue, and combat is
split if need to. Armies also define targets for attacks. 2. Attack rolls: No trading or special cards. Attack dice
equal to 1 + 1 per 3 full power, max 6. Each army can reroll once.
To-hit 4+ defense points. 3. Hit assignment: No trading or special cards. Army
taking hits selects targets. Handle hits to Juggernauts in
each army first.
Game Concepts
Card symbols
Artifact.
Ritual.
Special.
Unstoppable special.
Horde.
Power (if not 1).
Defense points.
Starting the game
High Palace of Hell to center of table. Random Devil and realm to
each player. 5 own Oath cards to each player, shuffle the
sixth ones together and deal randomly (face-down). Deal 4
random hordes (no Leviathan) to each player. Give Starter marker to
random player.
Support points
1: Winning combat. Only one army, from combats that lasted
2+ fight rounds and at least one army was defeated 1: Gathering Souls. Gain at least 1 Soul in Soul gathering
via d6 rolls 1: New Prisoners. At the start of Gathering phase
Devil states
In Hell: all normal actions available On Earth: cannot cast rituals, does not partake combat or
gathering Imprisoned: as on Earth, but trade limited with captor
(unless given a permit). Prisoners can be freed and moved when
normal trading allowed (limited in combat). Knocked-out: in combat only. No trading at all.
Basic promises
No attack to home (NAH): as long as target's army does not
move Non-agression pact (NAP): no attack or objections at all Attack: move toward target and fight with at least one fight
round No targeting: no direct targeting (mainly rituals) Object in gathering: object if possible
Miscellaneous rules
No home realm: when no forces in Hell. Cannot keep
prisoners. Immediately get a new one if forces in Hell Ritual: caster needed, as Devil or Diabolic Fiends. Started
in transfer phase, face-down, and can be taken back. Discard
at the start of combat round if no caster. Artifacts: immediately tabled, kept by Devil. If Devil
captured, capturing Devil confescates all artifacts, and if no
Devil present, discarded, as they are during combat at any point
when no Devil left.
Victory points
Overlord: 3.5 points Oaths of the Overlord: 2 points each, non-overlord only Not least support points: 1 point Most support points: 1 point, must be 3 more than least
support points