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Lords of Hell

A card game of unholy power struggle


Game Concept

Lords of Hell is a card strategy/politics game for 4-6 players (some rule modifications for 4 players), with playing time something like 1-2 hours.


Lucifer, the previous Overlord of Hell, has quited.

Now a new Overlord is needed before Hell falls into disorder and chaos. And it is an oppurtunity for all those power-hungry arch-devils in Hell.

List of Changes

Game Pieces


Complete card list (note: some cards may have different wording in printed version)

Lost Souls

Each Devil can have any number of Lost Souls. These Souls come from Earth, although the Devil can get Souls from Hell, as countless number of them wander around Hell in endless plains.

Souls can be used on rituals and in combat. In combat, they have no real attack power, but still can do damage to enemy. However, their main function is to work as fodder in combats, eating hits. See combat for details.

The Starter

One Devil is designated Starter, and any phases done one-by-one are started by that Devil, or if it is not present, from next one. The Starter marker is moved one player clockwise each turn.


If Devil is proclaimed as possible new Overlord, this marker is put next to it so that Devils remember to come to object it, if they so desire. During gathering phase, old proclaimed-markers are removed and new ones put.

Baalzebub Power Marker

As Baalzebub can not use its main special power for a while when it has been used, this marker is used as memory aid. When power is used, put this marker red-face up next to Baalzebub. In init phase, either turn green-face up or remove the marker altogether if it is already turned green-face up.

Victory Points

Devils gather so-called victory points for actions they do to - these represent genreal fame and trust in Hell toward the Devil, so that it can handle situation after a new Overlord is selected. Any victory points for players are marked with counter, and are normally never lost.

Oath Cards

An oath card represents a written-down promise of redistribution of power after the Overlord of Hell is elected. By giving its own Oath cards away, the Devil promises to do favors to other Devils if it is ever elected as a new Overlord.

Oath cards of the Overlord are worth victory points at the end of the game. Before that, their only value is in trades, with some special cards and by selling them to Other Powers of Hell.

Oath cards can never be discarded or played, only traded. They are not even accepted by most random card drawings.

Oath Pile

Oath cards can be traded to Other Powers of Hell. If done so, they are put into separate pile, face-down. No one is allowed to count the number of cards in that pile, but in certain situations it is possible to get a card from that deck - take the entire pile and select one card, returning the rest.

Resource Cards

All other cards used to play the game are resource cards. They have identical back as Oath cards, but they can be discarded and played (which usually means tabling).


Resource cards are shuffled into deck, and cards are drawn from that, one by one. As soon as the deck is emptied (even if there is no urgent need to draw more cards), the discard pile is shuffled and put as a new deck.

If the deck entirely runs out, rest draws are lost. When the deck later gets new cards (via discard), any missing draws are not drawn from it - players must get new draws.

Players are allowed to count the number of cards in the deck.

Discard Pile

Any discarded or destroyed resource card is put into discard pile (the only difference between destroying and discarding is that some cards do something when destroyed, which does not apply if the card is just discarded).

The discard pile is freely investigable, and it can be mixed up, the order is not important. Some effects take cards from the discard pile, and if the discard pile is shuffled back to the deck, these effects do not work anymore until there is new cards in the discard pile.


There exist various smaller and bigger creatures in Hell. These creatures are represented with horde cards. Each card means a group of certain kind of creatures.

All horde cards must be tabled (played) before they have any effect on the game. This is usually only possible during playing phase. When tabled, the horde cannot be taken back to hand, but stays on table until destroyed or voluntary discarded by owner.

Each group can be used in combat as one size unit (some bigger). In addition, many of these creatures have special powers, which are explained in cards.


Fortresses are mighty castles of the Devils. They are tabled (played) like horde cards, and similar rules apply to them.

However, each Devil can have only one fortress. If the Devil has more than one fortress as a result of trade (or ritual or..), the player must discard all but one.

A fortress is needed to held any prisoners, to cast rituals and for some cards so marked. On the other hand, if the Devil has a fortress, it can be looted and captured.

A fortress card can also be used as a special card, to negate a fortress (defense points and free flee) or for special flee or escape from imprisonment, providing that target fortress is identical.


Artifacts are mighty items of great power. They are tabled (played) as hordes, and after tabled, cannot be taken back to hand.

Artifacts are carried by the Devil (unless noted otherwise) and thus are not lost if the home Realm is conquered when the Devil is not there. However, if the Devil is captured, the captor can confescate any artifacts the prisoner has.

All artifact functions that require some activation from the controller are optional. So you can use the Staff or Undead or not use it.

Some artifacts can only be used once per turn. If such an artifact is traded or stolen, it cannot be used again if it has been already used by other Devil this turn.


Rituals are great dark magics performed by Devils (and some other creatures). Rituals are tabled (played) as hordes, but as soon as they are completed in ritual phase, they are discarded.

Rituals are always held at Devil's home fortress, and Devil without fortress cannot cast Rituals, unless have Diabolic Fiends. When tabled, rituals cannot be stolen, traded or exchanged.

Discard any tabled ritual if you have no fortress (and no Diabolic Fiends) or no caster present at the start of any new phase. Also immediately discard all tabled rituals if you lose your fortress unless you have Diabolic Fiends upkeeping the ritual, unless you get a new fortress immediately.

Special Cards

Special cards are not tabled but played, and usually has an immediate effect, but some last until end of turn or even longer. These cards can only be played while trading is allowed, and some have even more restrictions.

Devil Cards

Each player controls one major Devil of Hell. Each player should keep her Devil card in front of her at all times, even if the Devil is on Earth or imprisoned (when the card can be turned sideways or upside down).


Special powers: Asmodeus is the strongest and has most influence over devilkin, and thus the combat strength of Asmodeus is that of 3 normal units. In addition, army of Asmodeus can ignore one hit each combat round, providing it is not the only one hit inflicted to them.

Playing tips: As you have most power of all Devils, use it, and attack as often as possible.


Special power: when trading an Oath card to Other powers or as a part of special card, Baalzebub may instead give any resource card from his hand. However, if this power is used, it cannot be used again until end of the next turn. Note that this power cannot be used when ordinary trading is done between Devils, only with special cards and when trading on Oath card to other powers (for 3 resource cards), but it can be used when the Devil is required to give his own Oath card.
In addition, home Realm of Baalzebub is infected with flies and thus it has always at least 1 defense point, regardless of any fortress negating, metal beasts or other modifications.

Playing tips: Fully utilize your special power. In its simplest form you get 3 extra cards for one card every other turn, which makes it as powerful as Mammon's (other) special power, or even a bit better, as you can discard whatever non-useful card you have. However, the real power is to combine your special power with special cards Drunken or Forced Agreement, when you will get all nice things in exchange for practically nothing.


Special power: Belial has the power of torture: he and his minions are so skilled in torturing that they can even squeege things from other Devil lords itself. To represent this, during init phase the controller of Belial can draw 2 cards from each of Belial's prisoners. If either card is an Oath card, controller may either keep one of them and immediately release the prisoner, or return all drawn Oath cards. Any drawn resource cards are always kept. If Belial has multiple prisoners, handle each one by one.
Belial also has greater strength than average Lord of Hell, and thus have size of 2.

Playing tips: as your power is in torture, you must get prisoners. In addition to aggressive playing you can make deals with other Devil's, giving them the spoils of war and even victory, but getting any prisoners, in exchange for your assistance in combat. Or you can promise to give spoils of the torture, as you do not need to keep that promise after end of the next turn.


Special power: Glasya can start any number of rituals per turn, instead of only one. However, if you have no home fortress, you need one Diabolic Fiends per ritual to upkeep them. During ritual phase, each is completed one by one, the order is determined by the controller of Glasya.
In addition, if you discard a tabled ritual you can immediately draw a card. Note that you cannot discard a ritual which is already defined as target for spell, or if your fortress just got destroyed, the ritual is destroyed instead.

Playing tips: use combined rituals for their best effect, like Summon and Infernal Plague, resolving Summon first. Also remember to discard rituals voluntary if it is obvious you are going to lose them (Glasya is about to flee from combat, defeat is inevitable etc.)


Special powers: draw an extra card each turn during draw phase, after you have drawn normally. So if you have 2 cards, draw 13 (to get 15 cards) and then the extra one. In addition, Mammon as a lord of vengeance does its last strike against enemy in combat, and like Juggernauts does an extra hit to enemy if gets hit. This extra hit is handled immediately after normal damage dealing.

Playing tips: the extra card each turn is better if you have a vast realm, as otherwise you would only get one card. And your revenge makes it sure that other Devils might not want to attack you when they do not have a big attacking horde or Souls. Try to get Deadmaze of Granite as your fortress and attack against you can be very costly.


Special power: Memphistopheles and his minions are very skilled at making deals with mortals on Earth. Any Soul gathering roll yields 1-3 Souls instead of 1-2, by dividing the die by two, rounding down. In addition, Memphistophelese gains one Soul each turn provigin he is not imprisoned.

Imprisoned Devil

If a Devil is captured by other Devil or by Forces of Heaven, the unhappy Devil is practically out of game and held in fortress of the captor.

A captured Devil cannot go to Earth or partake in gathering. The devil can only trade with its captor, unless the captor gives permission to do otherwise. Devil's armies can only attack to release their master (unless they have Fallen Angels), they cannot join combats. However, they can defend normally.

A devil is freed from imprisonment when the captor either lets its prisoners to go (well, a trade can help), an Escape or proper fortress card is used or the captor loses the fortress (not by changing to new one). If the Devil is freed, it can immediately flee without returning to home Realm.

If the fortress is lost, or the captor did not originally have a fortress, the captor must immediately release all its prisoners.

When captor is forced to releases its prisoner, it can make that Devil to flee (out of game) until end of this turn, unless Recall is used to hasten the return.

If a fortress in which the Devil is imprisoned is captured, the attacker gains all prisoners.

Prisoners can be moved during playing phase from one Devil to another.

Post Cards

There are two type of posts in Hell which are fighted over:

Master of Souls

This post is given to Devil who (and who's fiends) are most effective Soul gatherers.

Realm of Power

This post is given to Devil who has shown to control the most powerful realm, by winning attacks. See defination of attack victory in combat rules. In certain situations, army size is counted, when it is directly total number of horde cards in Hell.

Posts are power: a Devil with post is more easily selected as new overlord, as it has shown certain abilities to be good in that job. In addition, when a new post is achieved or stable post (see below) is kept, the Devil gains one victory point or new promises from Other Powers of Hell, see Award phase, later.

Unstable post: when the Devil first gets the post, it is not very well known and stable position, yet, and more easily lost. If the Devil does not fill 'to keep' requirement next turn, the post is completely lost and other Devil can immediately claim it if the Devil fills the 'to achieve' requirement.

Stable post: if the Devil has unstable post and fills 'to keep' requirement, the post changes to stable post - the devil is now well known for its position. If the Devil cannot fill 'to keep' requirement, the post is changed to unstable post instead of being immediately lost.

Combat Cards

Combat hits are determined by dealing combat cards from special combat card deck. This deck is shuffled at the start of each combat round, and cards are drawn from it during each combat round.

Combat cards are special and never interfare the game except during combat. There is no way to get them to your hand, to discard or to trade them. They are just game mechanics like dice.

Game Concepts

Starting the Game

Deal a random Devil to each player, and give 5 corresponding Oath cards to that player. The sixth, last, Oath card of each Devil is shuffled together and dealt to players. This resembles "a Forgotten Promise", so the initial situation is not always completely clear. If a player gets an Oath card of her own Devil, so be it.

Give the Starter marker to random player. Shuffle the resource cards, and deal 6 cards to each player.

If a player has no fortresses in her starting hand, she may discard all these 6 cards and get 6 new ones, but must keep those. After everyone has done their possible redraw, shuffle discarded decks into the deck.

Each player has no Souls and no victory points. Start from the first turn.

Generic Rules


Player's hand consist of Oath cards and not yet played resource cards. The exact side of the hand needs not to be shown to other players (except during draw), but otherwise the hand must be kept in sight.

Players are allowed to show contents of their hand to other players.

Tabled Cards

Cards can normally tabled only during playing phase. Any tabled cards cannot be taken back to hand, but stay on board until destroyed or discarded. Player can voluntary discard tabled cards only in playing phase, except for rituals.


Each Devil has its own home Realm, in which are Devil's tabled cards are, unless they are currently attacking or on Earth. This Realm can be attacked by other Devils, and any new tabled cards and Souls always appear to Devil's home Realm unless noted othwerwise.

Realm Size

Card drawing and some effect depend on Realm Size, which is directly number of cards under control of the player. All cards in hand and table are counted, including Oath cards, Devil card and any posts held.


When an effect is started, nothing can happen until it has been handled, like when a special card is played, players cannot play other cards or discard or trade as a response before the effect of the first card is handled.

To ensure that, if you about to do something that has effect on others, make sure that they have no effects under processing. Even say 'STOP' to everyone and when everyone is waiting, do your effect.


Normally all players do their actions in any order, unless rules clearly specify the order. However, if this might cause troubles (deck running out, player's want to do their actions according to what other players did), the mandatory things are handled player by player, clockwise starting from the Starter.


Many effects on this game call for randomization. Any randomization can be done with dice, or by shuffling the cards and then drawing them - use whatever mean is most convient. However, make sure that the used randomization method is completely random.

Some effects have targets like 'Realm with most hordes, and if tied, random'. This means that the Realm with most hordes is selected, but if several Realms have equal number of Realms, one of them is selected randomly.


Unless denied, players are free to do whatever trading they want, with hand cards, tabled cards, secrets etc. as long as game rules are not broken (like cards returned to hand). For example, players can trade prisoners, hordes, fortresses and hand cards, but not rituals. This is known as free trading, and can only be done during playing phase.

Limited trading is allowed during most phases. No tabled cards (including prisoners and Souls) can be moved, but players can trade hand cards, make promises and release prisoners. Special cards can be played normally, except for those which can only be played during playing phase.

No trading is during special bookkeeping phases. Players can not trade anything, make any promises nor play special cards. Just follow the rules for that phase.

Any trade agreed on must be kept, unless it has some upcoming condition, in which case the trade must be kept only if the Devil promises to do something.


Promises are honored oaths of the Devils - unlike mortals, the Devil's Word is its Rule, and if the Devil promises something, it must do everything to fulfill that promise - however, the Devil can try to twist and semi-fill the promise, if possible.


Devil must do its best to fulfill a promised agreement. However, if the Devil simply cannot keep the promise, and cannot trade itself out of it (see changing, below), the Devil must face consequences: the Devil loses its face, and in game terms, loses all gained victory points, all posts and all tabled hordes. In addition, the Devil cannot trade with other Devils or with Other Powers of Hell nor gain any new victory points until turn after the next one. In addition, the Devil cannot be selected as new Overlord during that time.

As the Devil cannot be always sure that it can fill a promise, it is a good idea to add 'if it is possible' or 'only if it is possible' to promises which might become impossible to keep.

If the devil cannot keep its promise and it included cards from the hand, the player must show her entire hand to player who was ought to get the cards.


Unless agreed otherwise, the promise lasts until end of the current turn. However, regardless of what promises are made, they never last longer than end of the next turn, including all 'I promise never to return to Earth' promises.


A promise can be changed if the other participant agrees to that - for example, a Devil promised to give 3 hordes to other Devil, but later agrees with the other Devil that 2 hordes and one hand card is sufficient.

To avoid any extra complexity and word-twisting, any obscure, unclear and impossible promises are denied - each player is responsible to follow that made promises are sensible and unambiguous, and warn about other kind of promises.

Sample promises are like:

Ending the Game

The game ends when a new overlord is first proclaimed and on next turn elected as a new Overlord, or one Devil gains so much victory points that it automatically becomes a new Overlord. See gathering phase for details.

When the game ends, only promises '..if ..becomes an overlord' is fulfilled, nothing else anymore matters - not hand sixe, tabled forces or number of Souls.

Oath cards: when the new Overlord is elected, Oath cards are revealed and victory points are scored for them.

Winner: the player with most victory points is the winner.

Game Turn

Turn Order

  1. Draw Phase (no trading)
  2. Init Phase (no trading)
  3. Playing phase (free trading)
  4. Combat Phase (limited trading)
  5. Ritual Phase (limited trading)
  6. Award Phase (no trading)
    1. Generic Awards
    2. Realm of Power
    3. Soul gathering
    4. Master of Souls
  7. Gathering Phase (limited trading)

Special cards can be played when trading is allowed, unless restricted by the card itself. Under no circumstances it is possible to play special cards during 'no trading' phase.

Draw Phase (no trading)

On second and subsequent turn, the Starter marker is moved one player onward, clockwise.

Each player draws cards from the deck, starting from the Starter (if cards are running low).

The number of cards depends on Realm size:

Realm Size 1-1112-1415-1718-2021+
Cards drawn to 154321

For example, if Asmodeus have fortress, 3 hordes, 1 artifact, Realm of Power post and 7 hand cards, including Oath cards. Thus, the Realm size is 14, and player draws 4 cards.

Init Phase (no trading)

In this phase, some special effects are handled, like Black Tower, torture of Belial or long-time Special cards.

Playing Phase (free trading)

Players can table any number of hordes from their hand into their Realm. If their Devil is not imprisoned, they can table any number of artifacts.

Player can table any fortress cards in her hand, but if she has more than one tabled fortress card, all but one must be immediately discarded. The same applies to trading, no player can have more than one tabled fortress.

Devils can trade all cards, including tabled ones.

Player can discard any resource cards she wants to from table or hand into discard pile. No card can never be taken back to hand after it is played or tabled.

Non-imprisoned Devil can go to Earth to collect Souls, as can any Fiends. The mark this, turn the card sideways or move to side. This decision can be reversed and remade as long as playing phase continues.


If the Devil is in home Realm, and there is a fortress in Realm, a ritual can be started by placing a ritual card in the Realm. Only one ritual can be started per Devil, except for Glasya. The played ritual can be discarded at will.

Devil on Earth

Devil on Earth can trade normally, but cannot lead its army nor arrive to Gathering. If Devil has any rituals, they are discarded at the start of the combat phase.

Any artifacts owned by the devil follow the devil to Earth (except for Throne of Hell)

Fiends on Earth

Fiends on Earth cannot partake in combats, nor can they be targets of Rituals. If they change owner, they stay on Earth.

When everyone is ready (a good way to indicate this is by putting hand cards on the table), the game processes into next phase.

Combat Phase (limited trading)

If any player has tabled rituals and no caster present or fortress (or Diabolic Fiends) upkeeping them they are immediately discarded.

Starting from the Starter, going clockwise, each player either passes or announces an attack. This is continued until all players pass in a row.

Attack can only be announced if:

Attack can only be against a Realm which you have not yet attacked at (assisting is not counted). You can attack a Realm with no tabled cards and no Devil present, as you can recall the Devil during the combat.

As trading is allowed, the player may change the target or change attack announcement to passing action. If she does not, see combat rules in its own chapter.

After all combats are handled, 'Realm of Power' post is awarded as described in card rules.

Ritual Phase (limited trading)

If any player has tabled rituals and no caster (Devil) present or fortress (or Diabolic Fiends) upkeeping them they are immediately discarded.

Starting from the Starter, each caster handles its ritual (or rituals), one by one, player by player, clockwise. Before each ritual is handled, trading is allowed as normal. Any ritual can be discarded before handling it, if the owner so desires.

If the player has complete set of Critters, she can cast a ritual directly from her hand, breaking the normal rules. This can be done once per Critter set per turn, and is otherwise handled normally.

Award Phase (no trading)

In this phase, no trading is allowed, just gaming mechanics are performed. The phase has 4 phases, done one by one:

1. Generic Awards

Each player who has any fiends or Devil at Earth ready to gather Souls, or has performed an attack this turn gains one victory point. If the player did both, she does not gain 2 victory points, but only one.

2. Realm of Power

Determine who controls the Realm of Power post, if any. If someone achieves this post this turn or keeps a stable post, she is also awarded one victory point or she can take one Oath card of her choice from the Oath discard pile, if any. The player cannot check the pile before making her mind, except that if there is no Oath cards in discard pile, she automatically gains that victory point instead.

3. Soul Gathering

Roll a d6 for each Devil and fiend on Earth:
    5-6: success: Devil or fiends collect new recruits from Earth. Add Soul counter by 2
    3-4: success: Devil or fiends collect new recruits from Earth. Add Soul counter by 1
    2: banished: Devil or fiends ran into troubles and is banished back to Hell and cannot go to Earth until turn after next one
    1: caught: Devil or fiends confronts Forces of Heaven. Fiends are destroyed, but the devil is imprisoned and out of game, but can escape normally with special card. During any subsequent Soul gathering, the Devil can promise never to return to Earth and if does so, is released and returns to Hell. Naturally this promise only lasts until end of the next turn.

The Devil can reroll the result, but must accept the second roll.

Unless 2 is rolled, fiends or the Devil stays on Earth until next playing phase, when can return to Hell.

4. Master of Souls

Finally determine who has this post now, if any. As with Realm of Power, if any Devil achieved this post this turn or kept a stable post, it now gains one victory point or selected Oath from Oath pile, as choosen by the player. As with Master of Souls, player is not allowed to see the discard pile before selecting.

Gathering Phase (limited trading)

At the end of the turn, a Devil gathering is held, to see out if any Devil is fitted to rule Hell. Limited trading is allowed during gathering.


Any non-imprisoned Devil in Hell can arrive to Gathering, at any point of it. Clearly state if your Devil arrives.


If any Devil was proclaimed as new Overlord last turn, or any Devil has reached 6 or more victory point, that Devil might become the new Overlord unless sufficient number of Devils at gathering object the proclaimed Devil.

To object a Devil, just state so, as long as your Devil is in gathering. Once the Devil says that it objects someone, it cannot take its vote back. Devil can object any number of Devils.


Each Devil at gathering can proclaim any one Devil as possible new Overlord. Each Devil can only proclaim one Devil. Mark these with 'proclaimed' marker as soon as this phase is over.

Any Devil with 6 or more victory points is automatically counted as proclaimed, so no need (or use) to proclaim them. Mark them with marker, too.

When everyone has stated all their objections and their next proclaiming, the phase ends.

Any Overlord at 6 victory points or who was proclaimed as new Overlord last turn is a possible new Overlord, if:

If there is several possible Overlords, the one with most posts becomes the new Overlord, and the game ends. If tied, the one with most victory points. If still tied, no one is selected this turn and the game continues to next turn.

However, if any Devil has reached 9 or more victory points, that Devil automatically becomes the new Overlord if no one else was elected and no one else has as many victory points.

After gathering phase, the turn ends and any Devils which have fled (from combat or because their prison was destroyed) return to Hell.


Basic Combat

Each combat consists of one or more combat rounds, of which each have following phases:

  1. Organization
  2. Draw combat cards (no trading)
  3. Deal hits (no trading)

Army leaders: each army must be lead by a Devil (or Fallen Angels). If an army has no leader, it returns to home Realm (exception: if the army is trying to release their master, they can keep on fighting). In home Realm, the army defends normally even without leader.

An imprisoned or fled Devil, or Devil on Earth cannot lead an army. In addition, if have any attack defeats this turn you cannot send an army to join a combat.


This is the only one phase in combat in which trading is allowed.

Joining: any Realm with capable army leader can join the combat, by taking any number of hordes in home Realm with it. If Realm has any Souls, the army can take any number of them with it. A defeated army (retreating, time-out) can not attack again.

Troop movement: hordes and Souls left at home Realm cannot be called during combat, nor can part of the army retreat. If the composition of the army needs to be changed, retreat and then re-join. Of course this does not work for main attacker.

Retreat: any army except the defender can retreat, unless it joined combat this round. If the main attacker retreats, the combat is immediately over.

Side switching: any other army than main attacker or defender can change side at will during organization.

Free Flee: at first combat round, the defending Devil can flee by discarding a resource card from hand. This Devil is out of game until end of the turn, unless Recalled. If any effect is used to prevent free flee, any card already discarded is lost and Devil returns to home Realm.

Special Flee: On any combat round the defender can flee from combat by playing Escape special card or discarding an identical fortress card as Devil's fortress. This can only be prevented with Recall special card.

Surrendering: defendind Devil may surrender and attacker captures it. The combat still continues, unless attacker retreats.

No combat: main defender and attacker can agree that no attacking is done this round.

Draw combat cards (no trading)

Combat card sample Calculate total size of each side, counting all Devil and horde cards plus fortress, which is not yet damaged (turned face-down). Some cards are worth more than one (Leviathan and Asmodeus, for example). Souls have no size value.

Combat deck is shuffled and attacker draws cards from it, one by one. Number of drawn cards is 1, +1 per full 5 size in each side. So, with 7 size against 8, draw 3 cards.

For each card, check the corresponding row, by comparing total size of attacker and defending side. Use row 3:1 if attacker size is at least three times defender side, 2:1 if attacker is at least double the size, and A > D if attacker side is more than defender side. Likewise use 1:3 if defender side is three times the attacker side, 1:2 if double and A <= D if defender is bigger or of same side.

After finding the correct row, use column according to defender defense points. Note that if defending side has any allies, they also benefict from defense points (except for extra hits)

The drawing is immediately ended if sufficient hits to destroy either side is achieved, see below. These do not include any extra or revenge hits.

Deal Hits (no trading)

Cards deal hits as defined in them. Each hit destroys one horde or Soul counter, damages a fortress or puts Devil out of combat. Each army taking hits decides how to assign hits, except that Juggernauts must take a hit if possible.

Extra hits: If any units cause extra hits, they are added to total number of hits dealt, before hits are assigned. If other side has any defense points, main defender ignores extra hits if rolls defense points or less with d6. If there is any allied defenders, one of the allies then take this hit, and it is assigned first, before assigning other hits.

Revenge hits: If any destroyed units cause revenge hits, they are immediately assigned, before handling other effects of being destroyed (like Warriors of Darkness). If the target army is in home Realm with defense points, it can ignore hits by rolling with d6 same or less than number of defense points.

Allied force: If side has multiple armies, hits are dealt evenly, with first ones going to biggest one (size-wise), and if tied, ramdomized. Revenge hits are always targeted at certain army.

Allied defenders: All armies on defending side get benefict from defender defense points when combat cards is checked. However, allied defenders do not gain from defense points against extra or revenge hits.

Effect of Hits

Souls: destroyed. Reduce counter.

Hordes: destroyed. Might have immediate side-effects.

Fortress: Fortress is damaged. Roll d6, and on a d6 roll '1' the fortress is destroyed and put to discard pile. Any Devils imprisoned on it are put aside as they had been hit in combat. If the roll was 2+, the fortress is just turned face-down (or put aside), and it has no further effect on combat. After combat the fortress is turned face-up again.

Devil: Devil is out of combat and put aside. After the combat is over, the winner captures all Devils put aside, see below. Any non-captured Devil which have been hit is classified as fled, and is out of game until end of turn (unless Recalled).

If the attacking side runs out of leaders (unless army is trying to release its master), the combat ends to attacker defeat. Otherwise if the defender has no units nor Souls left, the combat ends to attacker victory (however, the attacker may choose to continue the combat to next turn). If the defender had a fortress, the attacker can now loot and capture it, see below.

Time-Out: If the combat does not end by the end of third turn and no special card or effect is in effect, the combat ends to time-out and is classified as attacker defeat.

If the combat is attacker victory, the main attacker captures all Devils which have been hit. Otherwise the defender captures them all if (and only if) all the attackers were destroyed - if even one Soul survived, they allow any hit Devils to flee.

Note that all hit Devils are captured, regardless on which side they were fighting at.

Other Combat Rules

Attack Result

An attack is classified as attack (for generic award and Leviathan) if at least one combat round hit dice are thrown (with someone possibly taking hits). Attack against empry Realm is not counted.

Attacker victory: if attacker destroys all defenders, combat is classified as attacker victory if no one has yet gained this status from that Realm. If someone already emptied the Realm and then something appears therein (Recall, non-captured nor destroyed fortress) destroying that does not count as attacker victory anymore.

Attacker defeat: attacker retreats because of time-out, loss of leader or voluntary retreat. That player cannot attack nor join combat anymore this turn. If the entire attacking side was destroyed, all hit Devils are captured by defender, otherwise they all 'flee' (out of game until end of turn)

If neither of the above happens, combat is not classified as attacker victory or defeat, it was just a combat.

Any defense wins or wins as assistant are never counted as victory or defeats.

Fortress Negating

During first combat round, the attacker can discard an identical fortress card than the defender has. This negates all defense points of the fortress (even those additional granted by Heart of Fortress) until end of this combat, and defending Devil cannot use Free Flee.

If the defending Devil already used Free Flee, that action is canceled and discarded resource card is lost.

Any special powers of the fortress still apply.

Captured Devil

When a Devil is captured, the capturer may immediately take any artifacts held by captive, but if captor does not take them, he or she cannot do that later.

A captured Devil is moved to attacker's home Realm and put into attacker's fortress. If the attacker does not have a fortress, any imprisoned Devils flee automatically, and are 'out of game' until end of the turn as they would have fled from combat, if the attacker so chooses.

The capturer may immediately surrender the prisoner to any other army which joined the battle.

Looting and Capturing

If the combat ends because the attacker destroys all defending units, including damaging a fortress, attacker can now loot and capture the fortress.

Looting: looting can only be made if that fortress is not yet looted this turn. To loot, draw 3 cards from the controllering Player's hand, and return any drawn Oath cards. This can be done even if the fortress was destroyed during the combat.

Capture: If the damaged fortress was not destroyed, the attacker can now either destroy it (default action if the attacker does not state otherwise), leave it to be (to defender) or capture it, making it as a new home Realm fortress. All attacker's units and Souls and other stuff is moved onto it and attacker's old fortress is discarded.

If the defending fortress had Throne of Hell, the attacker can always loot it and move it to own home fortress.

Rituals: if there was any rituals in fortress, they are automatically discarded if the attacker destroys or captures it. If the attacker returns the fortress to defender, the attacker has choice of destroying any rituals casted or leaving them intact. Unless attacker notes otherwise, all rituals are destroyed. Note that Glasya cannot discard them voluntary between combat turn and this destroying.

List of Changes (old)

[an error occurred while processing this directive] 28.08.2001