Demon Espionage
Demon Espionage Rulebook
Table of Contents
Table of Contents
Card Pieces
117 cards in total.
Health Cards (6 Cards)
Faction Cards (6 Cards)
- 3 x Rebel Cards
- 3 x Shadow Cards
Soul Cards (26 Cards)
- 15 x (1) Soul Cards
- 8 x (2) Soul Cards
- 3 x (3) Soul Cards
Combat cards (79 cards in total)
Action Cards (37 Cards)
- 2 x Disarray Cards
- 2 x Encore Cards
- 2 x Heal Cards
- 2 x Reveal Cards
- 4 x Damage +3 Cards
- 6 x Damage +2 Cards
- 5 x Reverse Cards
- 2 x Negate Cards
- 6 x Divert Cards
- 6 x R.P.S Cards
Troop Cards (42 Cards)
- 9 x 1 Damage Cards
- 6 x 2 Damage Cards
- 6 x 3 Damage Cards
- 3 x 4 Damage Cards
- 3 x 5 Damage Cards
- 3 x 6 Damage Cards
- 3 x 7 Damage Cards
- 3 x 8 Damage Cards
- 3 x 9 Damage Cards
- 3 x Dummy Corpse Cards
Preparation
Health Card (Crystallized heart shards)
Distribute a health card to each player. The health card is to be placed in front of the player at all times. Each player has 5 starting health. The remaining health cards are not required in the game.
Faction Card (Let your fate decide!)
The number of faction cards to shuffle are determined by the number of players:
| No. of players | 3 - 4 | 5 - 6 |
|---|---|---|
| No. of Shadow Cards | 2 | ALL |
| No. of Rebel Cards | 2 | ALL |
Shuffle the required number of Shadow and Rebel faction cards together. Deal one card to each player, who may look at it and then place it face down beside their health card without revealing to others. The faction card is also used to cover the health card to reflect current health. The remaining faction cards are not required in the game.
Combat Card (Gear Up for the battles ahead!)
The number of reveal cards are determined by the number of players:
| No. of players | 3 | 4 | 5 | 6 |
|---|---|---|---|---|
| No. of Reveal Cards | 1 | 1 | 1 | 2 |
Remove the extra reveal cards from the combat pile. They will not be required in the game. Shuffle and deal 5 combat cards to each player. Place the remaining combat cards in the middle of the playing field.
Soul Card (Collect em' all!)
The number of soul cards are determined by the number of players:
| No. of players | 3 | 4 | 5 | 6 |
|---|---|---|---|---|
| Total no. of souls in the game | 14 | 18 | 22 | 26 |
| 1 SOUL | 8 | 10 | 13 | 15 |
| 2 SOULS | 5 | 6 | 7 | 8 |
| 3 SOULS | 1 | 2 | 2 | 3 |
Shuffle the soul cards and place them beside the combat card pile.
We are now ready to learn how to play!
How to Win
Duel through the chaos and find out who your allies are to avoid friendly fire. Souls are rewarded to the victors of duels and the game ends when one faction has been eliminated. Collect as many souls as possible before the game ends as the faction with the most souls shall triumph.
Combat Cards Explained
Action Cards
There are 2 types of action cards and they are represented by the following symbols:
- Enhanced Action Cards (flame symbol): This can be used any time during your turn and are played face-up.
- Limited Action Cards (six-pointed star symbol): This can only be used prior to revealing the dueling combat cards and are played face-down.
The printed rules do not describe the effect of each individual action card (Disarray, Encore, Heal, Reveal, Damage +3, Damage +2, Reverse, Negate, Divert, R.P.S). Those effects are not part of this rulebook text.
Troop Cards
- All troop cards are to be used in face down duels only.
- With the exception of the dummy corpse, all troop cards will contain a Rock, Paper, Scissors (R.P.S) symbol. This symbol is only activated when the R.P.S card is played. By default, the troop card with the highest damage points wins.
How to Play: The Duel
Important notes:
- Some action cards with damage points can be used as a troop card.
- Effects of any action cards are stackabe (e.g. Reverse and R.P.S).
- In the case of a tie (same damage point/same R.P.S Icon) the duel ends with nobody taking any damage or drawing any soul card.
- In a 3-4 player game, the first player to be left with 2 health points must reveal their faction card to all players. In a 5-6 player game, the first two players to be left with 2 health points must reveal their faction cards to everybody.
1) Every player will be assigned to either the Rebel faction or the Shadow faction.
2) The Duel. On their turn, a player must:
-
- Either initiate a duel with any other player
-
- Or change all 5 cards in their hand at the cost of forfeiting this turn. (Only applicable if no cards in the player's hand has damage points on it)
3) After choosing the opponent to duel with, the initiating player must play a combat card (with damage points) face down in front of them. The opponent will respond by placing their own choice of combat card (with damage points) face down.
4) The initiating player will then ask the opponent whether they want to play any limited action cards. The opponent can choose whether or not to play any limited action cards. Once done, the initiating player will place their choice of limited action cards. We are now ready to reveal the outcome of the duel.
REVEAL!
5) By default, the player with the highest damage point should win the duel. However, the outcomes of the duel are dependent on the limited action cards (if used in the duel).
The winner of the duel draws a soul card (kept face down) while the defeated player loses 1 health. All used combat cards are discarded.
6) When a player eliminates another player from the whole game, they are entitled to draw an extra soul card.
7) Each time a player loses health, they are required to use their faction card to cover one of the heart shards on their health card. The end of the duel also signifies the end of turn for the player initiating the battle.
8) Anybody who has used combat cards during the turn are to draw back the number of cards they used. The player is eliminated when their health reduces to 0.
9) The game ends when a faction has been eliminated or when all soul cards have been drawn.
The faction with the least amount of players can draw 2 additional soul cards at the end of the game (if there are any left).