Hordes
-
Horde cards represent various creatures under Devil's
influence. Unless noted, each card has power of 1 in combat, and is
killed when takes a hit. Some hordes have special powers explained in
card. Each horde has one controlling Devil, and (tabled) hordes can
only be moved between Devils during playing phase. Hordes are
completely loyal to their master (unless special cards are played)
Fortress Cards
-
Fortress is a mighty stronghold for the Devil. Following rules apply
to tabled fortress card:
- Fortress only partakes combat when the Realm in which it is is
attacked. Fortress grants defense to everyone in defensing side (in
combat card results), has 1 power in combat, and can protect from
extra hits. See combat rules.
- Each Realm can only have one fortress. Is more than one
is obtained, all but one must be discarded.
- Rituals can be casted by Devil only if there is an intact
fortress. If fortress is lost, discard any rituals cast
immediately.
- Realm with fortress can be looted and captured, see combat rules.
- A devil can only held prisoners if it has an intact
fortress. If fortress is lost or captor does not have fortress at
all, all prisoners are immediately freed. However, the captor can
force prisoners to 'escape' (out of game) until end of turn.
Instead of tabling, fortress card can also be used for one of the
following uses, like a special card:
- To escape from imprisonment during playing phase.
- To flee from combat during combat organization phase.
- To cancel free flee and to negate all defense points of a
fortress in combat. For this use, the card must be played during
organisation phase of the first combat round.
For all of these special uses, the other fortress linked to effect
must be identical, so you cannot escape from Black Tower with Iron
Fortress card, for example.
Artifacts
-
Artifacts are items of great power carried by the
Devil. Following rules apply:
- Unlike hordes and fortresses, artifacts can only be played if
the Devil is in Hell or on Earth.
- Artifact follows Devil wherever it goes, so if the Devil is
captured, captor can immediately confescate any artifacts of the
captive.
- If artifact is usable only once per turn, it cannot be used
again if the controller changes during the turn
Rituals
-
Rituals represent mighty spells vast by Devils (and
sometimes Critters). Following rules apply to ritual cards:
- Rituals are started in playing phase by tabling them next to
casting Devil. Only Devil in Hell can cast rituals, and all but
Glasya are limited to one ritual per turn, and if new one is
started, the old one is immediately discarded. Rituals cannot be
traded after they are tabled
- Rituals need a fortress to be upkept. If there is no fortress in
the Realm, immediately discard the ritual (unless Diabolic fiends
are present)
- If the casting Devil is not in Hell at the start of any phase
discard the ritual immediately.
- Tabled ritual can be discarded at will.
Any tabled rituals are handled in Ritual phase when their effect
comes into play.
Special Cards
-
Special cards are always played from hand to affect the game
directly. Unelss noted as 'playing phase only' with special symbol,
special cards can be played whenever trading is allowed, but
prohibited during draw, init and award phase (and combat round
resolution)