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Lords of Hell 1.2

Resource Cards

The letter after the card is sheet on which it is.
(power:x): The unit has a power more than 1
(P): The card can only be played or used in trading phase
(T): The (special) card can only be played while player's Devil can trade with possible target

Hordes (45)
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.

Rituals (20)
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.

Artifacts (5)
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.

Specials (30)
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.

Oath Card

An oath card cannot be discarded or played, only traded.
During playing phase, you may sell one Oath card to Other Powers of Hell, by putting card to Oath pile and drawing 3 cards from the deck.
Oath cards are worth victory points when the game ends.

All Oath cards are on Sheet O, and must have identical back to resource cards. Same sheet also have some horde cards.

Realms

High Palace of Hell Iron fortress of 1 defense point. During draw phase, draw an extra card. In gathering, ruler of High Palace is automatically voted for and one extra objection is needed.
Volcanic Caves 1 defense point to all armies in area. This defense point is not reduced by Metal Beasts. During draw phase, turn 2 top cards of the resource deck over and adds any hordes to this realm, discarding rest.
Black Stone Valley Black tower of 1 defense point. During each draw phase, gain 1 Soul.
Dark Swamps Dark marble fortress of 1 defense point. If controller has any Critters in army, roll extra attack dice for each.
Endless Plains Basalt fortress of 1 defense point. During each combat round, controller can ignore one hit by discarding a resource card from hand.
Bottomless Ocean Frozen citadel of 2 defense points.
Deadmazes of Granite Each combat round, each hostile army takes one hit
Poisonous Plateaus Iron fortress of 1 defense point. Each combat round, each hostile army loses 1 Soul, if able, at the end of fight segment.

All Realm cards (8) are on sheet R.

Devils

Asmodeus (power:3), the Arch-Fiend of Devilkin. Army lead by Asmodeus can once per turn reroll all its attack dice of one combat round, before any other rerolling is done.
Baalzebub, Lord of Flies and Deception. Home of Baalzebub have always at least 1 defense point. When Baalzebub trades an Oath card to Other powers or with special card, may instead give one resource card. If this power is used, it cannot be used again until turn after next one.
Belial (power:2), Lord of Pain and Suffering. During draw phase, can torture all its prisoners. Draw 3 cards from each prisoner. If any of these cards is an Oath card, either return drawn Oath cards or keep one of them and release the prisoner. All drawn resource cards are always kept.
Glasya, Sorceress of Hell. Can cast any number of rituals per turn. If voluntarily discards a tabled ritual, can immediately draw a card.
Mammon, Lord of Greed and Vengeance. During draw phase, draw an extra card. If Mammon takes hit in combat, he causes hit to any one army in same location.
! Memphistopheles, Lord of Whispered Promises. During trading phase, discard up to 3 resource cards from hand and/or table to gain equal amount of Souls.

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.

Summary Card

Summary card is on sheet S. It is double-sided big card. You can have any number of these. Note that rules on it cover only normal cases and certain cards can break those rules. [an error occurred while processing this directive] 23.02.2001