The Castle of the Devil
The Castle of the Devil Rulebook
Table of Contents
Table of Contents
Contents
- 10 characters
- 12 duel tokens (sword/shield)
- 1 summary card
- 39 game cards:
- 8 Secret Society cards: 4 x Order of Open Secrets and 4 x Brotherhood of True Lies
- 10 professions
- 21 objects
- 1 Guide to the Objects and Professions
- These rules.
Summary card — to proclaim victory:
| Secret Society | Objects needed |
|---|---|
| Order of Open Secrets | 3 Keys, or 2 Keys + 1 Bag with the key |
| Brotherhood of True Lies | 3 Goblets, or 2 Goblets + 1 Bag with the goblet |
Preparation
Sort the cards by the symbols on their backs. Each player chooses a character and keeps it in front of him. Shuffle the professions. Give each player one of those at random. Keep your profession face down in front of you. Place the left over professions in a stack nearby.
Take the following Secret Society cards, based on the number of players:
- 4 players: 2 Order cards and 2 Brotherhood cards
- 5 or 6 players: 3 Order cards and 3 Brotherhood cards
- 7 or 8 players: 4 Order cards and 4 Brotherhood cards
Shuffle these cards face down and deal one to each player. Keep your Secret Society face down near your profession card. If you are playing with an odd number of players (5 or 7), one card will be left over: remove it from the game without looking at it. If there are an odd number of players, one of the Secret Societies will have one player less than the other.
Place the duel tokens in a pile near the middle of the table.
Each player starts the game with one object.
- If you are playing with fewer than 8 players, remove the 4 objects with the red seal. Shuffle the other objects faced down. Draw objects (unseen) and add them to the red sealed objects until you have one card per player (e.g., with 6 players, add 2 objects to the 4 red seal objects). Shuffle this stack and give one to each player.
- If you are playing with 8 players, take the 4 objects with the red seal and the 2 with the green seal. Shuffle the other objects and add 2 of them at random to this pile, face down. Shuffle these eight objects and deal one to each player.
Keep your hand hidden from the other players. Shuffle the other objects face down and use them as a draw deck. You can look at any of your cards any time, but keep them secret!
Useful Information
Characters
You keep your character in front of you and use it during a duel to show your support for the attacker (sword side) or the defender (shield side).
Duel Tokens
Tokens are used during a duel to support the attacker (sword) or the defender (shield). During the game, you take one token when another player refuses to trade with you (see "Trade an Object"). Keep your tokens in front of you. Once used, they go back to the pile.
Secret Societies
During the game, you are trying to determine which players are members of your Secret Society, by trading and gathering objects and information. In order to win you must identify your allies, and gather together the 3 objects your Secret Society needs.
The Order of Open Secrets needs 3 Keys in order to win.
The Brotherhood of True Lies needs 3 Goblets in order to win.
Professions
Each player has a profession that gives him a special ability. Some abilities can be used any number of times, others only once.
If you want to use your ability, turn over your card and read it aloud to all players. Then, follow the rules on the card. You can reveal and use your profession at any time during the game (even during another player's turn), unless it says otherwise. Once revealed, a profession remains face-up.
Professions that can be used only once are marked in the card text. These professions cannot be used as long as they remain face-up. Some objects (e.g., Coat) can turn professions face down again. If your profession is turned face-down, you may use it again, immediately or later. For more information, please refer to the "Guide to the Professions."
Objects
Objects are valuable tools to help you meet your goal. Each object has a special ability.
You may never hold more than 5 objects (6 with four players). If you have too many objects, you must give one of your choice to another player. You cannot give away objects for any other reason or to a player who already has 5 objects.
Each object card describes when it can be used. When you use an object, show the card to the other players, read the text aloud, and follow its instructions. Then return the card to your hand (you can use it again later).
For more information, please refer to the "Guide to the Objects."
Note: some cards modify the rules of the game. In all cases the cards have priority over the rules.
The Game
Players take turns in clockwise order. The player who travelled the farthest begins.
During your turn you must choose and perform one of the following actions:
- Spy
- Trade an Object
- Challenge Another Player to a Duel
After completing your action, the turn is over and the player to your left begins his turn.
1. Spy
Choose another player and draw one random object card from his hand. Look at this object without revealing it to the other players. Then give it back to him.
2. Trade an Object
Offer an object face down to another player.
The other player looks at the object, then decides whether he accepts the trade or not.
- If he accepts, he keeps the object you offered and gives you a different object, face down. You cannot refuse the object he gives you: add it to your hand;
- If he refuses, take back the object you offered, and take one duel token from the pile (if there are none, you get nothing!).
Note: One Bag may never be traded for the other Bag. If your only object is a Bag of Secrets and you are offered the other Bag of Secrets, you must refuse the trade.
Many objects have a special ability that you can use only if you manage to trade them away! The text on these objects always begins with "trade this object and you can…" followed by an action to take. For example, the Bag of Secrets says "Trade this object and you can draw the top object from the draw pile." If you accept one of these items in a trade, you must read the text aloud. The player who traded the item to you now performs the action described on the card. Once you have received such an item, you will have it to trade away later, and then take the action described. Do not announce when you receive any object in a trade that does not have any trade ability (e.g., Key, Knife, etc.).
Example: During your turn you offer Mark the Privilege card face down. The Privilege text says: "Trade this object and you can look at all of your trading partner's objects." Mark looks at the Privilege and accepts the trade. He passes you a Bag of Secrets. Since the Privilege has a trade ability, Mark reads the card aloud. You can then look at all of his objects (this is the effect of trading the Privilege). Afterwards, since the Bag of Secrets also has a trade ability, you must read the text aloud and Mark draws one object from the deck (the effect of trading the Bag of Secrets).
Example: You offer Elaine a Bag of Secrets. Elaine looks at the card and refuses to trade. Since the Bag of Secrets has not been successfully traded, you must take it back into your hand and its trade ability does not take effect. However, you get to take one duel token from the pile.
3. Challenge Another Player to a Duel
Duels are not fought to the death. Instead, they are a way to gather information about another player. If you choose to duel, point to another player and say aloud "I challenge you to a duel!" You are the attacker, and the other player is the defender. Turn your character over so the side with the sword is showing. The defender turns his character to the side with the shield.
Now all the other players must secretly choose which side to support. Each player must support one side or the other. If you are supporting the attacker, turn your character to show the sword, and cover it with your hand. If you are instead supporting the defender, place your character to show the shield, and cover it with your hand. Once all players are done, the characters are revealed at the same time.
Once the characters are revealed, players may use their professions, their objects, and their duel tokens, in any order. Used professions are revealed and turned face-up. Objects are played face up in front of you. Tokens are placed on your character card, showing the side you are supporting. Using professions, objects, and duel tokens is always optional.
When everyone has played all of the cards and tokens they choose to play, the result of the duel is determined. The attacker scores 1 point for each sword; the defender scores 1 point for each shield. If a card shows a sword and a shield, the owner of that card now chooses which symbol to use.
The player (attacker or defender) with the highest score wins the duel, and decides the fate of the defeated player. You can choose to:
- Look at his Secret Society card: The loser shows you his Secret Society card and then places it back face-down;
or
- Steal an object: The losing player shows you all of his object cards. You choose one object and add it to your hand, without revealing it to the other players. If you take the other player's only object, you must give him one of your objects in return. This is not a "trade," and any trade abilities do not activate.
If both players have the same score, the duel ends in a draw. The attacker draws one object from the draw deck. If the deck is empty, he receives nothing.
Used objects are returned to their owners, and can be used again. Used professions are left face up. Used duel tokens are returned to the pile.
End of the Game
If you think your Secret Society has all the objects needed to win, and you hold at least one of them, you can proclaim victory. You can proclaim victory only at the beginning of your turn, before taking your action. The objects needed to win are:
For the Order of Open Secrets:
- 3 Keys; or
- 2 Keys and the Bag of Secrets with the key (if all objects have been drawn).
For the Brotherhood of True Lies:
- 3 Goblets; or
- 2 Goblets and the Bag of Secrets with the goblet (if all objects have been drawn).
If you are playing with an odd number of players, the Secret Society with fewer members may proclaim victory with only 2 objects:
- The Order: 2 Keys or 1 Key and the Bag of Secrets with the key;
- The Brotherhood: 2 Goblets or 1 Goblet and the Bag of Secrets with the goblet.
Note: a Bag of Secrets turns into a key or goblet only when the objects run out! See the "Guide to the Objects."
If you decide to proclaim victory, stand up and declare:
- The Order of Open Secrets owns the Keys of Power and demands the subjection of the Brotherhood! (If you belong to the Order)
- The Brotherhood of True Lies owns the Goblets of Intrigue and demands the subjection of the Order! (If you belong to the Brotherhood).
Then, reveal all of your cards: profession, Secret Society, and objects.
Now you must name all the members of your Secret Society who are holding the objects needed to win. You do not have to name all the members of your Secret Society, only those holding one or more of the objects needed to win. One by one, as you name them, the other players reveal all of their cards.
If your declaration is correct, your Secret Society wins!
If your declaration is wrong, it's the other Secret Society that wins!
You can also proclaim victory by declaring that your rival Secret Society has collected all the objects they need to win. In this case, you proclaim victory and name only the players belonging to the other Secret Society who are holding the objects they need to win. As above, the named players reveal their cards: if they really have the objects needed, then your Secret Society wins! If you made the wrong call, your rivals are the winners!
Note: you can instead win by yourself if you hold the Seal of the Lodge (see the "Guide to the Objects").
Hints for Your First Game
- Don't try to memorize everything, as this is not necessary to win the game.
- Don't try to keep all your objects. Trade them instead, even if you think they have a good effect. You will get cards with other good effects.
- Don't refuse an object just because it has a trade ability that benefits your opponent. In the next trade it will be you who benefits from this object.
- Both Bags of Secrets are in the game from the beginning, because they bring new object cards into play. Therefore, it is advisable to trade them and not to hold onto them.
- If you find out that someone is in your Secret Society try to let him know with actions such as supporting him in a duel or by trading helpful objects to him. Try not to let the other players know that the two of you are in the same Secret Society.
- Challenging someone to a duel is almost always a good idea! If you win the duel you get important information about your opponent; in case of a tie, you may draw an additional object card. Sometimes even losing a duel is advantageous, because your opponent can look at your Secret Society card, and you can often guess if he is in your Secret Society or not, depending on his future actions (e.g., supporting you in a duel or not...).
Credits
Game idea: Michael Palm, Lukas Zach
Illustration and design: Eckhard Freytag, Lukas Zach
Design of the English version: Gianpaolo Derossi, Gianmaria Perugini
Game development: Roberto Corbelli, Sergio Roscini
English rules editing: Roberto Corbelli, William Niebling
For questions, suggestions and comments: www.dvgiochi.com
Copyright © MMX daVinci Editrice S.r.l., via C. Bozza, 8, I-06073 Corciano (PG). Copyright © Adlung-Spiele 2006. All rights reserved for the English version.
Guide to the Objects
The following Guides explain all the cards in detail. You don't need to read these to play. If you need to, you can refer to these Guides to solve any doubts that might come up during the game.
Bag of Secrets - Goblet: Trade this object and you can draw the top object from the draw pile. You cannot trade this for another Bag of Secrets. This Bag turns into a Goblet as soon as all objects have been drawn.
Bag of Secrets - Key: Trade this object and you can draw the top object from the draw pile. You cannot trade this for another Bag of Secrets. This Bag turns into a Key as soon as all objects have been drawn.
When you receive a Bag of Secrets in a trade you must read aloud only the text that says to draw an object. You must not reveal whether the Bag of Secrets will become a key or a goblet. If the only object you have in hand is a Bag of Secrets, and you are offered the other Bag of Secrets to trade, you must refuse the trade.
Once all objects have been drawn from the deck, the Bags of Secrets become a Key and a Goblet. From now on, they count and must be requested as such, aloud. This is important when the Diplomat requires a specific object, or in case of a trade between Bags of Secrets: earlier in the game these trades were not permitted, but it is now possible because a Key can be exchanged for a Goblet.
You can use the Bags of Secrets to proclaim victory only after they have become a Key and a Goblet, i.e. after the objects deck runs out. Before the deck is emptied, the Bags of Secrets are... just bags.
Black Pearl: You must always accept this object if offered in a trade. If you hold the Black Pearl you cannot proclaim victory for your Secret Society.
The other members of your Secret Society can still proclaim victory normally, and if the declaration is correct you also win! The Black Pearl prevents you from proclaiming victory even if you have the Seal of the Lodge.
Coat: Trade this object and you can choose a new profession from those left over. Place your new profession face-down in front of you, and add the old one to those left over.
The Coat will let you take a profession from the stack of left over professions. Put your old profession back in the stack. Professions that can be used only once may come back into play and be used again.
Dagger: Add +1 to your score in any duel if you are the attacker. You cannot use this bonus if you are supporting another player.
You cannot use this object if you are the defender or if you are supporting someone else.
Gloves: Add +1 to your score in any duel if you are the defender. You cannot use this bonus if you are supporting another player.
You cannot use this object if you are the attacker or if you are supporting someone else.
Goblet: The Brotherhood can proclaim victory if it holds at least 3 Goblets.
Pay attention to the Bag of Secrets - Goblet. It will become a Goblet as soon as the objects deck empties.
Key: The Order can proclaim victory if it holds at least 3 Keys.
Pay attention to the Bag of Secrets - Key. It will become a Key as soon as the objects deck empties.
Monocle: Trade this object and you can look at your trading partner's Secret Society card.
Poison Ring: You win any duel that ends in a tie, if you are either the attacker or the defender. You cannot use this bonus if you are supporting another player.
You cannot use this object if you are supporting someone else.
Privilege: Trade this object and you can look at all of your trading partner's objects.
Seal of the Lodge: You can proclaim yourself the sole winner, if you hold the Seal of the Lodge and at least 3 Keys and/or Goblets.
For example, 2 Keys and 1 Goblet. In this case, you win by yourself without the other members of your Secret Society, who should not even be named! The Bag of Secrets can be used, as usual, only when it has become a Key or a Goblet.
Sextant: Trade this object and you can choose a direction (right or left). All players must then pass one object of their choice to their neighbor in the chosen direction.
Passing an object in this way does not count as a trade. Any trade abilities of passed objects are not activated. The object traded for the Sextant is activated normally even if it is then passed to a neighbor because of the effect of the Sextant.
Shattered Mirror: You must always accept this object if offered in a trade. You cannot use the trade ability of any object you exchange for the Shattered Mirror.
During the trade both objects are kept secret, and change hands without being revealed or read.
Throwing Knives: If you support the attacker in any duel, add +1 to his score.
You cannot use this object if you are the attacker or the defender.
Tome: Trade this object and you can exchange your profession with your trading partner. Turn these professions face-down if they were face-up.
Professions that can be used only once may be used again if they are exchanged thanks to the Tome. If they were face up, they are turned face down and can be used again.
Whip: If you support the defender in any duel, add +1 to his score.
You cannot use this object if you are the attacker or the defender.
Guide to the Professions
Alchemist: You decide who wins one duel. You cannot use this ability if you are the attacker or the defender. This ability can be used only once.
You can use this ability even after everyone has decided whom to support and/or has played objects, professions, or duel tokens. You cannot use this ability if you are directly involved in the duel as the attacker or the defender.
Bodyguard: The player you support in any duel adds +1 to his score.
You cannot use this ability to aid yourself, but only when you are supporting another player. This ability can be used more than once.
Clairvoyant: During your turn you can search the objects deck and choose two cards. Shuffle the deck, then place both chosen cards face-down on top of the deck in any order. This ability can be used only once.
You can use this ability at any time during your turn. You should not wait too long to use it, however, because later in the game objects come into play more quickly. If you want to draw a specific object from the deck, you can use this ability in combination with a Bag of Secrets.
Diplomat: Force another player to trade to you a particular object of your choice. You may use this ability only during your turn. If the player does not have the asked for item, your turn ends. This ability can be used only once.
You can use this ability in addition to the normal trade action on your turn, allowing you to make two trades in one turn. The Diplomat trade follows the same process as a normal trade action, but you request a specific object, and the other player cannot refuse the trade. If the other player does not have the requested object, he must show his entire hand to prove it.
Doctor: You may cancel the effects of a duel immediately after the duel ends. This ability can be used only once.
You do not need to be involved in the duel. The attacker's turn ends immediately after the duel when you use this ability, and the winner cannot look at the other player's Secret Society card nor steal one of his objects.
Grand Master: Add +1 to your score in any duel if you are the defender.
You can use this ability even after everyone has decided whom to support and/or has played objects, professions, or duel tokens. You cannot use this ability if you are the attacker, or if you are supporting someone else. This ability can be used more than once.
Hypnotist: If you are the attacker in any duel you may choose one player. The chosen player may not support either side in this duel.
You must use this ability immediately after the players have announced their support (i.e., before objects, professions, and duel tokens are played). The player affected by this profession rotates his character 90 degrees, and cannot support anyone, or play any objects, professions, or duel tokens for the remainder of this duel. You cannot use this ability if you are the defender, or if you are supporting another player. This ability can be used more than once.
Priest: You can prevent a duel from taking place. You must use this ability before supporters are revealed. If the attacker holds at least two objects he must give you one of them (his choice). The attacker's turn ends. This ability can be used only once.
You can use this ability only before players announce whom they are supporting. You don't need to be involved in the duel as the attacker or the defender. The attacker chooses which object to give you.
Swordsman: If you are the attacker or defender in any duel you may declare that the other players cannot be involved in this duel. In addition you may add +1 to your score for this duel. This ability can be used only once.
You can use this ability even after everyone has decided whom to support and/or has played objects, professions, or duel tokens. Any duel tokens already spent are discarded back to the pile and any professions used remain face up (and single use professions cannot be used again). You cannot use this ability if you are supporting someone else.
Thug: Add +1 to your score in any duel if you are the attacker.
You can use this ability even after everyone has decided whom to support and/or has played objects, professions, or duel tokens. You cannot use this ability if you are the defender, or if you are supporting someone else. This ability can be used more than once.