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Hordes
Cattle of Hell O (6) (size:x) The first Cattle of Hell on
combat side is of size 1, the second of size 2, third size 3 and
so on.
Dark Critters C (2) In combat, if any Dark Critters are
partaking, attacker draws an extra combat card per combat
round.
During your turn in ritual phase, if you have Dark,
Night and Shadow Critters, you can cast one ritual directly
from your hand.
Night Critters C (2) In combat, if any Night Critters are
partaking, combat does not end for time-out.
During your turn in ritual phase, if you have Dark,
Night and Shadow Critters, you can cast one ritual directly
from your hand.
Shadow Critters C (2) In combat, if any Shadow critters are
partaking, deal no extra hits, including revenge hits.
During your turn in ritual phase, if you have Dark,
Night and Shadow Critters, you can cast one ritual directly
from your hand.
Fiends AO (9) Fiends can go to Earth to collect Souls
Diabolic Fiends A (3) Diabolic Fiends can go to Earth to
collect Souls. Can upkeep one ritual when you have no home
Fortress
Warriors of Darkness A (3) If destroyed, increase Soul
counter by one. In combat, add after all damage is dealt and
Souls join combat army, not home Realm
Metal Beasts A (3) Metal Beasts can attack or join combat
only once per turn. Defender's defense points are reduced by
one if attacking side has any Metal Beasts
Juggernauts (4) AD (EH) Must take first hit. If destroyed in
combat, causes an extra hit to selected enemy, immediately
after damage is dealt
Fallen Angels D (1) Can act as leader for an army, in a place
of Devil itself
Leviathan D (1) (size:5) (EH) When attacking, causes an extra
hit each turn. Cannot
defend, but is put aside and joins winner of the combat.
If Leviathan does not attack during combat phase, destroy it
at the start of ritual phase. If destroyed, shuffle into deck.
Fortresses (Fortress card can be used to negate identical
fortress (no defense points and fleeing only with special card), or
to escape or for special flee from identical fortress)
Basalt Fortress B (3) (def:1) If takes a hit, during next
combat round the owner can discard a resource card to remove this
hit (turn Basalt Fortress face-up again), assuming that combat
still continues
Black Tower B (3) (def:1) During init phase, increase your
Soul counter by one
Iron Fortress B (3) (def:2)
Deadmaze of Granite B (3) (def:1) (ED) In combat, deals
an extra hit to attacker each turn.
Volcanic Caves B (3) (def:2) In combat, ignore first hit to
each side each combat round.
Rituals
Bury C (2) Destroy up to 2 hordes in Hell
Chain Catalysm D (1) Destroy a tabled card
in Hell. Owner of that card can then destroy next card,
and so on until someone stops selecting
Conjuration B (3) Turn over 5 top cards of the deck, and table
up to 2 hordes or artifacts, discarding rest. If there was less than 2 cards
to table, gain each from the Realm with most hordes (including your own
Realm), one by one, randomizing any ties.
Drain Power D (1) All artifacts on table are
destroyed. Draw a card for each own artifact destroyed.
Furnace of Souls C (2) Destroy all Souls in play. Draw a
card for each own Soul destroyed this way.
Great Earthquake D (1) All fortresses in play are
destroyed.
Infernal Plague B (3) Each Realm loses one-third of Souls and
hordes in Hell, rounded up. Lost hordes are randomized.
Sanctuary C (2) While the ritual is being cast, your Realm
has 3 defense points. Discard this ritual if the caster
attacks or joins a combat. When this ritual is completed, draw
a card.
Steal Power B (3) Select a player with non-imprisoned Devil,
and draw 2 cards from her hand. Draw a replacement for each
Oath card, and then return all drawn Oath cards, and draw one card
from deck for each card you did not gain from target
player.
Summon D (1) - All fiends on Earth and all non-imprisoned
Devils on Earth or fled Devils return immediately to Hell and
game.
Artifacts
Heart of Fortress E (1) If your devil is in its own fortress,
discard a resource card to increase fortress defense points by
one until end of this combat.
Orb of Transformation E (1) Once per turn, draw a card and
then discard a resource card, which can be the card just
drawn.
Staff of Undead E (1) If there is no horde on top of this card
in playing phase, you may take one horde card from discard pile and
put it on top of this card. If you lose this card, the horde
returns to discard pile.
Throne of Hell E (1) During init phase, increase you Soul
counter by one if
any Souls were lost in rituals or combat during previous turn.
Throne of Hell is worth one post during voting, and never
follows the Devil, but is kept in fortress. If you have no
fortress, discard Throne of Hell.
Tome of Power E (1) Once per turn, discard a resource card to
take a ritual card from discard pile into your hand.
Wand of Might E (1) During combat, if your Devil is on
attacker side, discard a resource card to give the attacker
choice to replace one drawn combat card per round,
until end of the battle or your Devil switches side or
retreats
Specials
Dispel Magic E (1) Target ritual is discarded.
Double Cross C (2) Just played Disple Magic, Treacherous
Troops, Escape or Thief in the Night special card did not work.
Drunken Agreement E (1) Play during gathering phase. Each
Devil partaking in gathering 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 A (3) Flee from combat during organization phase,
before your Devil has taken a hit. Alternatively this card can
be used to release any one Devil from imprisonment.
Forced Agreement A (3) (P) (T) Give your own Oath card to target
Devil which has greater total number of tabled hordes,
fortresses and artifacts. For each 2 more the other Devil has,
take one of your choice.
New Alliance F (1) (P) (T) Play only 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.
Rear Attack D (1) Play during first round of the combat, if you are
not partaking the current combat. You can now announce, if it is
otherwise legal, an attack against any combatants Realm while she
is away fighting. This combat is handled before the original is
continued, and those not yet partaking the first combat can partake
this combat
Recall A (3) Return any number of your fiends on Earth back
to Hell, or return target Devil non-imprisoned Devil on Earth to
Hell which can take any number of its fiends on Earth back to Hell,
or return a fled Devil to game. If combat, can only be used
on first round and target cannot then flee during the same
round.
Siege C (2) Play in first combat round as main attacker when
defender has fortress. The defending Devil cannot use free
flee, and if already tried it, it is canceled. The
combat does not end for time-out. Your army cannot attack
again this turn.
Silence F (1) Until gathering phase, all communication and
trading between players is prohibited.
Thief in the Night FF (2) (P) (T) Take target tabled
artifact
Time of Virtue F (1) If there is World War in play, discard
this and that card. Otherwise, leave this on table until
next init phase. All Devils and
fiends roll 2d6 on Soul gathering, selecting the lowest
die.
Treacherous Troops F (1) (P) Target horde switches to your
control
Winds of Chaos F (1) (P) 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 (1) F (P) If there is Time of Virtue in play,
discard this and that card. Otherwise leave this on table.
During Soul gathering, all Devils and fiends roll 2d6,
selecting the higher one. During each init phase,
on a d6 roll 1-3 this card is discarded.
Total 36 hordes, 15 fortresses, 20 rituals, 6 artifacts and 23 specials.
All Oath cards are on Sheet O, and must have identical back to resource cards.
All Devil cards are on sheet L. Their back should be different to other cards.
Both Post cards are on sheet P, along with 4 combat cards. Note that Post cards are double-sided.
All combat cards should have identical back, which is different than Devil cards or resource cards have.