About The Game
Diabolicards is a game about power—how you gain it, lose it, and bend it.
The world. A full‑scale apocalypse grips Vask after an apex virus. Registered heroes—the Vantheon—go rogue. Unchecked apexes run rampant. Factions rise: vigilantes like The Gang, and students from Havenvale University chasing power. At the center is a brutal rivalry—Deathrender vs Razor—science against savagery.
The card game. The 80‑card deck spans 11 groups with unique characters and abilities. Your mat has two sides with three zones per side—Vask Tower, The Gang Hideout, and Havenvale Campus—each with slots that govern where and how cards can be played. Linked groups gain abilities only in their zones; others act anywhere.
How it plays
- Modes: 1v1 or 2v2.
- Each turn, pick: a Usual Turn (play one card, use abilities) or a risky Contract Turn (when allowed) to manipulate face‑up contract cards.
- The game ends when no legal plays remain; highest total power on the table wins.
Design pillars
- Meaningful placement. Zones, slots, and links shape every move.
- Combos & counters. Ability timing and memory matter.
- Calculated risk. Contracts can swing games—use with caution.