The Deal of the Game

A diabolical card battle game about power.

Use cards with chaotic abilities and the mat's placement rules to build, steal, or eliminate power.

  • 1v1 or 2v2
  • 80 cards
  • 3 zones per side

Story

The story so far

Vask has lost the leash. Vask's celebrated apexes, the Vantheon, spiral out of control after an apex virus outbreak. Contracted heroes go rogue while unchecked ones run rampant.

The Gang plots against apexes, HavenVale students chase the dream of becoming one, and Deathrender and Razor drag the collapse into vengeance, envy, and pride.

Five quick battlefield summaries

Power Wins

Build, steal, or eliminate power until no legal plays remain or hands run dry.

  • Highest side power wins.
  • Total alive card power, latest boosts or hinders, and synergy bonuses count.
  • A tie is a tie.
Claim Victory

Opening Deal

Shuffle the Main Deck, draw starting hands, and seed Contracts face up.

  • 1v1: draw 6, transfer 2 to Contracts.
  • 2v2: draw 5, transfer 1 to Contracts.
  • The Main Deck sits in the center slot.
Read the Setup

Usual Turn

Every usual turn moves through play, abilities, kill calls, counters, discard, and draw.

  • Play 1 legal card.
  • Announce abilities and kill choices.
  • Discard dead cards, then draw if the deck is not empty.
Master the Turn

Contracts

Face-up Contracts let you trade or purge, but the deck pays for the control.

  • Contract Turns require 10 or more Main Deck cards.
  • They cannot be consecutive.
  • You do not play a card on the mat during one.
Risk Contracts

Zone Collapse

Vask Tower, The Gang Hideout, and Havenvale Campus each carry 9 slots per side.

  • 8 slots take regular groups or Diabolicals.
  • The bottom slot activates a Diabolical.
  • Scorched Earth can permanently seal a zone when its scenario triggers.
Enter the Zones