Vask is burning

Diabolicards

it's all about power

Factions rise, alliances break, and only one thing matters: who controls the zones when the smoke clears.

Outplay. Outrage. Outlast.

Scroll to explore
Diabolicards game box
Deathrender card art Razor card art

The World Is Falling

Vask's heroes have gone rogue.

Once great nations crumble. Factions fight in the ruins for dominance and control.

Learn the story

Power Zones

Control zones.

How It Plays

  1. Build Power
  2. Use Abilities
  3. Control Zones
  4. Endgame Choices

The Deal of the Game

A collapse story you play with teeth.

Vask's Vantheon fell apart after an apex virus outbreak. Contracts went bad. The unchecked ran wild. Now every card is a lever for influence, revenge, or survival.

At the center: Deathrender and Razor, two endgame threats capable of sealing zones forever. Use them wisely, or let the board become scorched earth.

Read the full deal

Meet the Cards

80 cards. 11 groups. One shot at control.

Some powerful. Some risky. Some weird. A few just plain useless. Every card has a place to shine, sabotage, or die loudly.

Useless Apexes Harmless Humans Retired Folk Why Even Vask Executives The Gang Havenvale Batch The Vantheon Doomed Squad The Diabolicals Scorched Earth
Meet all 80 cards

The Battlefield

Three zones per side. Nine slots per zone.

Vask Tower. The Gang Hideout. Havenvale Campus. Placement decides where power lives and where your rivals get buried.

The Diabolicards mat showing Vask Tower, The Gang Hideout, and Havenvale Campus on both sides Vask Tower The Gang Hideout Havenvale Campus

Master the layout

The Last Two

Deathrender. Razor. Scorched Earth.

The most powerful 2 cards in the deck are not just finishers. They are threats that can permanently change the shape of the board.

Read about the endgame
Deathrender card art
Deathrender

Kill capable. Power 10.

Razor card art
Razor

Kill capable. Power 10.

Ready to play?

Claim your influence. Change the game.