WAR IN HELL




INTRODUCTION
2 Player Card game.
Diabolic Fantasy theme
The Arch Devils Intrigue and do battle to control the 9 Planes of Hell.
Each player controls a Faction of Arch Devils.

VICTORY
Control all 9 Planes of Hell

THE BOARD
Place 9 (Finely Illustrated) cards in a row.
Each card represents one of the Planes of Hell from 1 (highest) to 9 (lowest).

THE DECK
Players share a common deck
Arch Devils and Dukes of Hell are considered to be Leaders.
Lesser & Greater Devil cards & Monster cards are considered to be Legions.
Legions & Leaders are Units.
A Leader with attached Legions is referred to as an Army.
A Stack is a Leader with or without attached cards.
A Host refers to all the units of a player in the same Plane.

MARKERS
Each player gets a set of markers of a unique color.
These are used to mark control of Planes and Units.

SETUP
Each player draws 9 cards.
Discard & redraw if you did not draw at least 1 Arch Devil.
No Units may move until each player has had 1 turn.

TURN SEQUENCE
Players take turns.
Each turn has 7 Phases:
Summon Phase
Host Phase
Intrigue Phase
Gate Phase
Battle Phase
Reinforcement Phase
Control Phase

SUMMON PHASE
Draw 3 cards.

HOST PHASE
You may put Leaders & Legions face up into Play from your hand.
Arch Devils must start on their Home plane.
(Each of the 9 Arch-Devils control 1 Plane of Hell) 
You cannot play an Arch Devil if an opponent controls its Home Plane. 
Dukes of Hell may start in any plane you control.
Legions are attached (Stacked with) to Leaders you control.
Place a control marker on your Stacks to indicate ownership.

INTRIGUE PHASE
Each player gets 100 Intrigue points.
Players use these points to secretly bid on every Leader in Play.
Your Bids on Leaders you already control are worth double. 
Bids are revealed simultaneously.
Players gain control of those Leaders they won the bid for.
(You get the Leader & all attached cards.)
Replace control markers as required.
If tied, flip a coin.
Leaders lost to Intrigue are called Traitors.

GATE PHASE
Each of your Armies may move 1 Plane higher or lower.
A Leader without attached Legions may be moved to any Plane.

BATTLE PHASE
The current player is the Attacker. Other players are Defenders.
Battle occurs when opposing units occupy the same Plane.
Every unit has a Force value.
Each player adds up the Total Force value of all their units in the Plane.
Players may play Event cards to increase their sides Total Force value.
The side with the lower Force value is completely destroyed (discarded)
The side with the higher Force Total gets to keep units with a Force 
Total equal to or less than the difference between the Totals.
The Winner always gets to keep at least 1 Unit (a Leader)
Legions, if attached to a General for that type, get Force +3.
An Army with Flyers gets Force +5 if facing a Host with no Flyers.

REINFORCEMENT PHASE
Each of your Armies may move 1 Plane higher or lower.
A Leader without attached Legions may be moved to any Plane.
Units may not move into Planes occupied by enemy units.
You may put Leaders & Legions face up into Play from your hand.
Arch Devils must start on their Home plane.
You cannot play an Arch Devil if an opponent controls its Home Plane. 
Dukes of Hell may start in any plane you control.
Legions (& Relics) are attached (Stacked with) to Leaders you control.

CONTROL PHASE
Max hand size is 9 cards.
Discard excess cards.
Put a Control marker on any Plane you occupy (Remove enemy marker). 

CARD LIST NOTATION
A = Arch Devil
D = Duke of Hell
G = Greater Devil
L = Lesser Devil
E = Event


CARD LIST
Card Name:		#	Type	Force	Notes:
Asmodeus		1	A	20	General: Pit Fiends
Baalzebul		1	A	17	General: Hell Hounds
Tiamat			1	A	13	General: Dragons
Geryon			1	A	14	General: Bone Devils
Dispater		1	A	15	General: Erinyes
Belial			1	A	16	General: Scaly Devils
Mephistopheles		1	A	19	General: Ice Devils
Moloch			1	A	13	General: Horned Devils
Mammon			1	A	14	General: Barbed Devils
Amon			1	D	13	General: Bone Devils 
Arioch			1	D	12	Avenger: Force +5 vs Traitor
Bael			1	D	10	General: Barbed Devils 
Hutijin			1	D	11	General: Pit Fiends 
Titivilus		1	D	8	Messenger: Can Move any Time
Glasya			1	D	7	Consort: Arch Devil gets +5
Gorson			1	D	9	Bailiff: Force +5 if Defender
Alastor			1	D	8	Executioner: Force +5 vs Duke
Tartach			1	D	7	Legate: Intrigue Points +5
Neabaz			1	D	8	Herald: Delay
Phongor			1	D	9	Inquisitor: Spy
Moloch			1	D	10	Viceroy: Summons
Pit Fiends		3	G	13	Flying
Ice Devils		3	G	11	
Bone Devils		3	G	10	
Horned Devils		3	G	9	Flying
Dragons			2	G	10	Flying
Lemures			3	L	3	
Scaly Devils		3	L	6	Flying
Bearded Devils		3	L	7	
Spined Devils		3	L	3	Flying
Barbed Devils		3	L	8	
Erinyes			3	L	4	Flying 
Hell Hounds		3	L	5	
Nupperibos		3	L	2	
Surprise		2	E	12	
Overrun			2	E	10	
Outflank		2	E	6	
Powerful Magic		2	E	8	
Slaughter		2	E	4	
Treachery		10	E	-	Worth 10 Intrigue Points
Spies			4	E	-	Look at Opponents Hand
Summon			4	E	-	Draw 3 cards
Divination		4	E	-	Look at next 10 cards in Deck

LEADER POWERS
Spy = Look at opponents hand once on your turn
Delay = Negate move of target enemy army in adjacent Plane 
Summons = Draw 1 card and discard 1 card once on your turn
Lies = Discard 1 card to make opponent Discard 1 random card
Destroyer = Destroy 1 Opposing Legion at start of Battle
Weakness = All opposing Legions are –1 Force
General = Attached Legions of the said type get Force +3

ARCH DEVILS
Name:			Level	Plane		Powers:
Tiamat			1	Avernus		Destroyer
Dispater		2 	Dis		Summons
Mammon			3 	Minauros	Weakness
Belial			4 	Phlegethos	Force +5 vs Duke
Geryon			5 	Stygia		Force +5 if Defending
Moloch			6 	Malbolge	Force +5 if Attacking
Baalzebul		7 	Maladomini	Lies
Mephistopheles		8 	Caina		Intrigue +5
Asmodeus		9	Nessus		Delay










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