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Deal with the Devil
80m - 160m
2 - 4 Players
Ages 14+
Deduction
In games with a trading mechanic, the players can exchange game items between each other.
Trading
Voting allows players to influence the outcome of certain events within the game. The vote may be all or nothing, choosing a target for an effect, or to determine the results of certain situations. Players’ votes may not have equal weight, and blocking a player from voting can be a valid tactic.
Voting
Deduction
Fantasy
Medieval
56.00
€
30 day low:
In stock
Deal with the Devil quantity
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Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
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Game Mats
Bags
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Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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aronske417
I'm not sure how I feel after one play of this. I really enjoyed the theme and the gameplay is unique and interesting, but is it fun? I'm not sure. It's not intuitive, but feels clunky and obtuse. I did enjoy the Euro aspects of this game which is why my rating isn't lower, but rest of the game is too convoluted and it feels like the designers didn't have a clear vision of what type of game they wanted to design. Glad I got to experience it but I don't care to play it again.
bnordeng
I'd heard it was long and involved with some confusing rules... also interesting talked about a lot. Learning from the rule book was a huge mistake (and never a good idea). The theme is unique and the app and how roles are hidden while allowing players to trade with one another is also very unique and clever. There is a devil who is trying to collect pieces of soul from the other players by trading valuable stuff to them. There is a cultist who has already sold one of their three pieces of soul to the devil, so they have more stuff but less soul and can also collect pieces of soul. Then there are two immortals who have three pieces of soul and are just working through the Euro game to build stuff and be successful and can give up pieces of soul for stuff. Everyone can build stuff and trade with each other without for sure knowing who is who. There are different rounds that have voting to find the cultist and voting to find the devil. Players build stuff and can take loans (with a clever interest mechanism that I assume other games will adopt going forward). The Euro game part isn't exceptionally involved, but involved enough that with the other stuff going on it feels important to have a better grasp of the game going in. Since we were mostly learning from the rule book, it went way too slow and we messed up too many things. Altogether, it's interesting... and delicate with more complexity than I want in a game like this. Not overly complex but just too much for what's good for the idea of the game, IMO.
Deus_Ex_Machina
Still unsure about this one. There's a lot to love (especially the artwork, oh my what a gem) but there's also quite a bit I am struggling with. I did very much love Alchemists (the designers previous work) and blindly bought DwtD on a whim. It is both awesome and frustrating, hence the unsureness - theme works great, the trading is super fluid (albeit a bit hard to wrap your head around initially) and the cards you draft are very varied and fun. Debt mechanics are always welcome as they tend to increase the debt by a lot, and the social deduction on top is quite an interesting twist. Thing is, it is very solitaire-ish. The trading boxes part is almost the only way of interacting with each other, and seeing how only 2 of 3 people will see your chest, it isn't always easy to get what you want. Every trade is precious, but often enough you find yourself with little to offer or pay, even with the helpful "I need resource X" signs you can play with. The rest of the game is spent in solitude, maximizing your worker placement gains which is a cool puzzle in itself, but can lead to 3 people waiting for one to calculate his turn as everything needs to be done in advance. The social deduction element is the thing I am least sure about. On one hand, the game is VERY tight, and we always finished within striking distance (5 or so points) of each other, on the other hand the deduction feels a little clumsy, has a lot of rulesload (that can break the game and let people accidentally reveal themselves if people don't 100% understand how the chest system works in that case) and not that consequential. I'm, as said, unsure if more plays will make it more exciting, the game will get even tighter and be won on a very marginal point advantage or if it'll stay the way it is and be cool, but ultimately a tad too gimmicky for my liking. Fact is, I've played Alchemists a lot and I am not tired of it. Deal with the Devil.... I don't know.