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Board Games BuzzVerdict

Deal with the Devil

3.7 / 5
How we rate

2022 · 4 Players · 120-150 min · Competitive


Deal with the Devil asks one of board gaming’s best questions: what if a euro game had a hidden traitor, and the traitor could literally buy your soul? Set in a medieval city, players build structures and compete for prestige, but one player is secretly the Devil, offering tempting resource deals through an anonymous app-driven trading system. Another is an Inquisitor, trying to identify who’s been making unholy bargains. The remaining players are mortals caught between ambition and damnation. It’s a wild concept, and the game commits to it with a mechanical ambition that matches its thematic one.

Community reception has been fascinated but divided. Players who’ve experienced the game at its best, four experienced players fully invested in the deception, call it unforgettable. Those who’ve played with the wrong group size or disengaged players often find it falls short of its promise.

The Anonymous Deal Engine and Paranoid Brilliance

The app-driven trading system is Deal with the Devil’s masterstroke. Each round, players can offer and accept resource deals through the companion app, which anonymizes all transactions. You know what you received and what you paid, but you don’t know who you traded with. This means the Devil can slip soul-piece demands into otherwise attractive deals, and mortals can never be quite sure whether the great bargain they just accepted came from a helpful neighbor or from the Lord of Darkness.

The paranoia this creates is unlike anything else in board gaming. Every deal triggers a cascade of internal questions. Was that offer too good? Did I just sell part of my soul for three stone? Why is that player suddenly so wealthy? The hidden information layer transforms what would be a conventional resource management game into a psychological thriller played across a table.

The Inquisitor role adds a third dimension. While the Devil works to corrupt and the mortals try to prosper, the Inquisitor investigates, scanning players at key moments to detect soul corruption. This creates a three-sided dynamic where the Devil wants to stay hidden, mortals want to avoid suspicion, and the Inquisitor wants to expose the truth. The tension between these competing agendas drives the social experience.

Building construction provides the euro backbone. Resources acquired through deals are spent on city structures that earn prestige points. The construction system is solid if not groundbreaking, with meaningful choices about which buildings to pursue and when. But the building is intentionally secondary to the dealing and deception. The euro layer gives you something to do with your resources while the real game plays out in whispered suspicions and nervous trades.

The production quality supports the experience. The app works smoothly, the trading mechanism is elegant, and the physical components are attractive. The designers clearly understood that the app needed to be seamless for the game to work, and they delivered.

The Four-Player Prison

Deal with the Devil’s most significant limitation is its rigid player count. The game requires exactly four players. Not three, not five. Four. This immediately eliminates it from consideration for many groups that fluctuate in size or prefer flexibility. In a hobby where player count range is a practical necessity, a game locked to a single number faces an uphill battle for table time.

The play time is substantial. At two hours minimum and often longer, Deal with the Devil asks for a significant evening commitment. The game earns its length when everything clicks, but sessions where a player checks out mentally or the social dynamic falls flat can feel interminable. The game is deeply dependent on player engagement, and one disinterested participant can undermine the experience for everyone.

The hidden role system also creates a skill-floor issue. The Devil needs to be played cleverly, making deals that are tempting enough to accept but corrupt enough to advance their agenda. A Devil player who makes obviously predatory deals or one who plays too passively will unbalance the game. The Inquisitor needs to investigate strategically rather than randomly. When all four players understand their roles and play them well, the game sings. When they don’t, it stumbles.

Learning the game takes patience. The app adds convenience but also adds a layer of opacity to the rules, since some mechanisms are handled digitally and aren’t immediately visible. The first game serves primarily as a tutorial, and the investment of two-plus hours for a learning game is a tough ask.

Some players also note that the euro layer, while competent, doesn’t stand on its own. If you stripped away the hidden roles and anonymous trading, the building game underneath would feel unremarkable. This means the entire experience rests on the social and deduction elements working, with no mechanical safety net.

Trust Is a Resource You Can’t Manufacture

The deepest insight about Deal with the Devil is that trust operates as the game’s most valuable and most volatile resource. Every deal spends or earns trust. Every suspicious action depletes it. The Devil needs to build trust to make corrupting deals palatable. Mortals need to extend trust to get the resources they need. The Inquisitor needs to weaponize distrust at the right moment. No other game manages trust with this level of mechanical integration, and it creates moments of dramatic revelation that players remember long after the session ends.

This is also why the game fails with the wrong group. Trust-based gameplay requires all participants to be emotionally invested and socially engaged. You can’t play Deal with the Devil while checking your phone.

Should You Play Deal with the Devil?

Deal with the Devil is built for exactly one scenario: four experienced, engaged players who have an evening to commit and enjoy social deduction layered over strategic gameplay. If your group loves hidden roles, doesn’t mind app-driven games, and reliably has four players available, this is one of the most unique experiences in modern board gaming.

Skip it if your group size varies, if any of your players dislike social deduction or hidden roles, or if a two-hour minimum play time is a dealbreaker. Also skip it if your group tends to take hidden role games too personally, because the Devil’s manipulations can sting when they land.

The Verdict on Deal with the Devil

Deal with the Devil is a game of extraordinary ambition that delivers an extraordinary experience under the right conditions. The anonymous trading system is brilliant, the three-way role dynamic creates genuine tension, and the moments of revelation when the Devil’s schemes are exposed are among the best in board gaming. The four-player lock, heavy time investment, and dependence on group engagement limit its accessibility, but for the groups it’s designed for, this is something you won’t find anywhere else. It’s less a game you play regularly and more an event you plan for, and when the stars align, it’s magnificent.