Hellbringer Rulebook
Hellbringer Rulebook
version 2.1
TABLE OF CONTENTS
PLAYER BOARD 6
ENEMY BOARD 7
ATTRIBUTES 12
DICE 14
CARD SUBCATEGORY 17
Infinite / One target / All targets / Ability / Any time / Instant 17
CLASSES 24-25
COOP RULES 26
Trading a card / Elimination, respawn and resurrection of a player / Attribute point sharing 26
KEYWORDS 27
CREDITS 28
hellbringergame.com/faq hellbringergame.com/video-explanation
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CONTENT
GAME OVERVIEW
Play as a legendary hero and engulf yourself in the shadows of a dungeon. Your ultimate enemy? A mighty demon.
To defeat it, you must be strategic, equip yourself and learn skills throughout the game. In Hellbringer, seeing the
enemy will be essential. Keep them in sight, your life depends on it!
VICTORY
Reach the very depths of the dungeon to reveal the Demon and slay its Side A and Side B to win the game.
DEFEAT
If there are no more players left alive before the end of the enemies’ turn, the demonic forces win the game.
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GAME SETUP
1. SCENARIO SELECTION
Select and apply the given rules in the Campaign Booklet for the chosen scenario.
NOTE: For the first game, the Tutorial scenario is recommended.
Shuffle and place all Monster Cards to the left of the Enemy Board.
Set aside all Starter Monster Cards, this pile will be used later.
Shuffle all Common Cards and each player draws four cards in hand.
If playing a Quick Game or if it has been unlocked in the Campaign and apply the Mule Card effect.
Place the Secret Portal and Moose Cards near the enemy board. (see page 23 for more details)
Shuffle the Combat and Showdown Cards to create the Combat Cards Pile and keep them nearby.
Create five piles, face down, according to the chart below:
4 Common Cards 4 Common Cards 4 Common Cards 4 Common Cards All remaining
+ 1 per player + 1 per player + 1 per player + 1 per player Common Cards
5. CLASS SELECTION
Each player selects one of the Classes available, places it in the middle of their Player Board and
writes down their Class Stats on the Stats Section.
Based on the selected class, each player chooses one Starter Card and one of the available Perks.
NOTE: Only Perks I and Perk II are available in a Quick Game.
If playing a Quick Game or if it has been unlocked in the Campaign, add Starter Elixir to one player’s
hand. Then, players add the selected Starter Card to their hand and place the Perk near their Player
Board. Return any unused cards that have not been mentioned to the box.
Place the Graveyard Card on the bottom right of the Enemy Board and apply its effect.
Read Tome I of the selected scenario.
Begin the first Game round. (see page 8 for more details)
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GAME SETUP
EXAMPLE
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PLAYER BOARD
Throughout the game, the player updates their Attributes on the Player Board with various cards.
To track their progression, the player will modify their Attributes on the Stats Section with a marker.
Learned Skill Cards are placed to the right of the Player Board.
Think of this section as a grimoire: Spells may be added or removed, but require to be cast.
TEMPORARY SECTION
If a card affects the player with a temporary effect, it can be placed in this section.
If there is more than one card, place it near this section.
COMPANION SECTION
Eliminated Enemy Cards are placed face down on the left, permanently improving your hero.
STATS SECTION
PERK SECTION
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ENEMY BOARD
Upon each corner will be placed a different deck according to the icon labeled. (see page 5 for example)
Bottom Left: Monster Draw Pile Bottom Right: Location Pile (Graveyard)
The Enemy Board is divided into three sections (From top to bottom) :
OUT OF SIGHT
MIXED SIGHT
Only used in COOP, this section is used when some players, with the necessary
Sight, can see the enemy, while others cannot.
In SOLO, this section of the tray is not used and is returned to the box.
IN SIGHT
EXAMPLE : SIGHT
A player has a total of 4 Sight.
Infernal has a prerequisite of 0 Sight.
The Hell Location Card gives +3 bonus Sight to all enemies in play.
Infernal therefore has a total prerequisite of 3 Sight.
Infernal is IN SIGHT since the player's Sight meets or exceeds the Infernal prerequisite.
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GAME ROUND 1/2
The first round always begins with the player to the right of the Enemy Board and then continues clockwise.
In COOP, the first player takes the Active Player Token to track the Player’s Turn.
PLAYER’S TURN
The player applies all the following steps in the indicated order:
At the beginning of a turn, the player calculates how many Action Points they have.
1.2. ACTIVATING CARDS (see pages 18 to 23 for detailed Game Mechanics explanations)
According to their available Action Points, the player may perform these actions as many times
they can, and in the order they want:
✝ ACTIVATE A CARD (page 18) → ATTACK (page 19) → ELIMINATION (page 21)
When desired or when no further actions can be taken, the player may end their turn.
The player can then discard as many cards in hand as they want.
The player’s turn has ended, but do not forget to apply cards with the Instant icon!
IN SOLO
The Enemies’ Turn occurs after every Player's Turn.
IN COOP
The active player gives and flips the Active Player Token to the next player.
The Enemies’ Turn occurs after every two Player’s Turn.
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GAME ROUND 2/2
ENEMIES’ TURN
The Enemies’ Turn is carried out by applying all of the following steps in the indicated order:
If at least one Combat and one Location card are revealed, players may place as many
Combat Cards as they want back on top of the Common Draw Pile without applying their
effects.
Then, all cards with the Instant subcategory icon are applied immediately.
All new cards drawn to replace these applied cards are revealed in the middle of the table.
Each player can take one of the revealed cards into their hand. The remaining cards are
discarded. If there are any enemies revealed, apply 2.2. Enemy in play.
If there is at least one enemy in play, a player rolls the Enemy Die. (page 14)
According to the result of the Enemy Die, if they attack, the enemies’ Damage Dice and Acid
Dice are combined and rolled to determine their total damage.
Before applying the damage to the targets, the ability of each enemy takes effect.
Players may use Defense Cards with the Any Time sub-icon to avoid the damage and/or
abilities of all enemies during any of these steps.
IN COOP
The attacks and abilities of all enemies in play only affect the last two players to have
completed their turns.
If at least one player is still in play and if the Demon (Side B) is not eliminated, start a
new Game Round.
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GAME ROUND EXAMPLE
ACTIVATE A CARD
As a Sorcerer, Jim starts his turn with 2 Action Points.
Jim decides to equip the Starter Card Sorcerer’s Staff that
costs him 1 Action Point. He places the card on his Player
board in order to overlap the matching symbols.
Equipping an item activates the card, meaning Jim can
attack a single target IN SIGHT and choose to attack
Arachnid.
The result obtained is not enough to eliminate the target.
COMBINE ATTACKS
He now rolls the dice shown on Chain Lightning and adds
the total to what he rolled from Sorcerer’s Staff. With a total
now of 20, the damage is higher than the total of the Health
and Armor Points of the monster. Arachnid is eliminated.
ELIMINATION OF AN ENEMY
Jim takes and places the Arachnid card face down to the
left of his Player Board. He decides to increase his Sight by
placing the card in the matching area. His Sight is now
permanently increased by +1, and Jim updates the stats at
the bottom of his Player Board.
ENEMIES’ TURN
The enemy turn begins. Jim rolls the Enemy Die and
obtains Companion Hit. Since Jim doesn’t have a
Companion, Jim is attacked by all enemies. Every enemy’s
effect is applied. Jim adds up every attack of the enemy and
rolls a total of 45. Since the total is higher than his Health
Points and Armor Points combined, Jim needs to defend
himself with a defense card. The Starter Elixir is a card with
the Any time icon that can be played at any time, even
during the Enemies’ Turn, allowing Jim to avoid the damage
and effects from the monsters. This marks the end of the
Enemies’ Turn.
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HOW TO READ CARDS
The information on the cards may vary according to the card type.
Outline color
Pink: Starter Card
Black: Skill
Blue: Item
Green: Companion
EXAMPLE: DUMMY COMMON CARD Turquoise: Potion
Gray: Defense
Orange: Location
Violet: Tome
Red: Combat & Enemy
Card name
Card effect
Reminder
Enchantment slot
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ATTRIBUTES
Unless otherwise specified, the amount of Health At the beginning of each turn, the player will
Points is always added to Armor Points in order calculate the number of Action Points at their
to increase the prerequisite for eliminating a target. disposal based on the maximum number of
Action Points this player holds.
Until the end of their turn, adding or removing
cards that grant Action Points will immediately
ARMOR POINTS
affect the total of the player.
Armor Points increase faster than Health Points,
A player can use the Action Points available to
but may be subject to being reduced or totally
create combos by activating the cards at their
ignored. This number can never be negative.
disposal.
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CONNECTION POINTS (EQUIP AN OBJECT)
Located in all four corners of your Class Card and on items, these runes allow the player to equip an item by
overlaying cards with the same symbol on top of each other so that the symbols overlap.
RED RUNE
GREEN RUNE
BLUE RUNE
VIOLET RUNE
TWO-HANDED ITEMS
Some cards may display two runes. If so, all displayed Connection Points must overlap in
order to equip the object. Remember that there can only be one card per symbol.
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DICE
ENEMY DIE
Rolled at the start of the Enemies’ Turn to determine the action that all enemies in play take.
Every attacked player discards 2 Cards in hand. (Or as many as they can)
The enemies do not attack and do not use their ability for this turn.
Players are attacked by the enemy and their Companions are spared.
The ability of each enemy in play is applied, and the results of the attack dice
are all combined to get the total damage.
Then, the results of the attack dice are all combined to get the total damage
to the Companions or to Players with no assigned Companion.
2/6 CHANCE
Deals 10 damage.
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TYPES OF CARDS 1/2
LOCATION
Scattered throughout the Common Draw Pile, these cards represent the dungeon level. They add
new enemies into play and increase specific attributes of all enemies.
Only the bonus from the first card on top of the Location pile is applied.
TOME
Scattered throughout the Common Draw Pile, these cards offer special bonuses to players and
reveal a part of the current scenario’s story.
Scattered throughout the Common Draw Pile, these cards add a new monster into play.
MULE
Simulates another player's hand. A player may trade cards with Mule.
PERK
Grants a special ability that can be activated only once per game.
SECRET PORTAL
Once the Demon of your current scenario is eliminated, players may decide to take this portal to
extend their play and transfer cards to their next game.
Placed under an equipped item, an Enchantment Card improves the equipped item with the
indicated bonus.
✝ The amount of Enchantments that can be linked is located at the top/bottom of an Item card.
✝ Once in place, the Enchantment cannot be taken back into your hand, but may be replaced.
✝ If an item with linked Enchantments is discarded, the Enchantments are discarded too.
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TYPES OF CARDS 2/2
✝ NO RESTRICTIONS
All Classes can use any Skill Cards in the game.
✝ ACTIVATING UNLEARNED SKILL
Any unlearned Skill Card activated from your hand is placed on the Temporary section of
your Player Board and is discarded once its effect is finished.
✝ LEARN A SKILL
To learn a Skill, the Skill Card’s sphere color must be black (General) or match the color
of your Class. Learning a skill does not cost an Action Point.
A learned Skill is kept to the right of the Player Board to be used again if needed.
✝ REPLACE A SKILL
A Skill Card can be replaced if it has not been used during your Player’s Turn.
An assigned Companion will assist its owner in battle, and may attack upon the owner’s turn.
Its Sight is the same as its owner’s and its attacks can be combined with its owner’s.
✝ QUANTITY LIMIT
Unless otherwise specified, a player may only have one Companion assigned.
✝ ATTACKING & LIMITATION
Once in play, a Companion uses its own Action Points to activate its attack. Since a card
can only be activated once per turn, a Companion can attack only once per turn.
✝ DISCARD A COMPANION
A player may discard their companion in play at no cost if that companion has not yet been
activated.
✝ ASSIGN TO ANOTHER PLAYER
While activating the card, it is possible to assign a Companion to another player.
STARTER MONSTER
Starting Monsters are placed and encountered in the Graveyard at the beginning of the game.
When eliminated, the card becomes an Attribute Point for the player who eliminated it.
MONSTER
Much more powerful than a Starter Monster, Monsters must be eliminated by the players.
When eliminated, the card becomes an Attribute Point for the player who eliminated it.
DEMON
A Demon is the creature players will need to take down to win the game.
When revealed, the card is placed on Side A. Then, when defeated for the first time, the
card is turned over to Side B.
Once the Demon Side B of the selected scenario is eliminated, all enemies in play are
considered eliminated, thus marking the end of the game.
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CARD SUBCATEGORY
Located to the very left side of the card, these icons indicate the subcategory of the card.
Each icon shows how the card should be activated and/or how it can be played.
INFINITE
ONE TARGET
ALL TARGETS
ABILITY
Helps its owner by giving temporary bonuses or by applying negative effects to opponents.
ANY TIME
Can be activated at any time during the Player Turn or the Enemies’ Turn.
INSTANT
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GAME MECHANICS 1/6
✝ GOLDEN RULE
If a card conflicts with one of the rules, the effect of the card takes precedence over the rule.
The last card played always has priority.
✝ ROUND DOWN
✝ ACTIVATE A CARD
Unless otherwise specified, a card can only be activated once per Game Round.
Once a player activates a card, it is not possible to discard this card until the next turn.
EXAMPLE: LIMITATION
If you wish to exchange an equipped item with an item in your hand, its effect must not be used
or calculated in order to be able to discard this card.
You cannot therefore use an equipped or learned card if you wish to discard or replace it.
When a card's effect ends, when a card is discarded, or when a Companion is eliminated, the card is placed
in the discard pile.
Except for cards that have been learned, equipped, or assigned. These cards remain in place.
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GAME MECHANICS 2/6
✝ ATTACK
To attack, the player must activate a card that has the or icon.
ONE TARGET
The player must specify a target IN SIGHT and cannot change it after the dice are rolled.
ALL TARGETS
The number shown in the red or green icons represents the number of dice to roll.
+
Health Points and Armor Points never change
due to damage from an attack. If the result is
lower than this total, the target survives the
attacks.
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GAME MECHANICS 3/6
✝ COMBINE ATTACKS
When attacking, you can increase your damage output by adding more attacks/skills.
These attacks can be combined altogether or added one by one.
However, only attacks of the same type can be combined. A player cannot combine a attack with an .
EXAMPLE:
AGAINST A SINGLE TARGET
A player activates Chain Lightning, a .
EXAMPLE:
AGAINST ALL TARGETS
A player activates Blizzard, a type attack, on
Ogre. However, the damage result is not enough
to eliminate him.
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GAME MECHANICS 4/6
✝ ELIMINATION OF AN ENEMY
✝ The player increases one Attribute by placing the card in the section of their choice.
✝ Depending on the section it occupies, each card has a value of .
✝ The increased Attribute is earned immediately and can be used as soon as it has been earned.
✝ There is no card limit in any of the sections.
✝ Unless otherwise specified, a card cannot be rearranged later.
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GAME MECHANICS 5/6
✝ ELIMINATION OF A PLAYER
A player is eliminated when they suffer damage equal to or greater than their Health Points and Armor
Points combined. (see page 26 if playing COOP)
✝ FRIENDLY FIRE
If a draw pile runs out of cards, the cards in the discard pile are shuffled to create a new draw pile.
✝ REUSE DICE
If you rolled all the available dice, note the result and reroll all the remaining dice that are needed, combining
the totals.
✝ IGNORING DICE
The player selects the dice they wish to ignore to their advantage.
This effect is cumulative and only affects the owner of the card displaying this effect.
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GAME MECHANICS 6/6
MULE
Before starting a game, four cards are revealed and placed near the Mule.
Just like in COOP, a player may trade cards with cards the Mule carries.
NOTE: In Campaign Mode, the Mule needs to be unlocked before it can be used.
MOOSE
Beware of these powerful enemies. These enemies can only be encountered in the Secret Portal.
SECRET PORTAL
The Secret Portal can only be activated upon completing the current scenario.
Every creature eliminated in this secret world will allow players to transfer cards to their next game.
SETUP
The Secret Portal and all Moose Cards are placed aside.
4. Start a new Game Round with the player to the right of the Enemy Board
Each Moose eliminated allows players to transfer and replace one card with the
revealed cards from the Mule of their next game.
After killing the Demon, Tom decides to enter the Secret Portal. In this secret world, Tom is able to
eliminate one Moose but gets eliminated by the remaining enemies after a few turns, ending the game.
Before preparing a new game, Tom selects the Battle Axe Card that he had equipped and transfers this
card for his next game.
Upon setup of the new game, Tom applies the effect of the Mule Card which is to reveal four Common
Cards, and then replaces one revealed card from the Mule Card with the Battle Axe Card. The card
swapped is discarded.
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CLASSES 1/2
Each class has its own attributes and sphere of specialization, represented by a color.
Players will have to select a Class from among those available, but they may also select a Class according to
their cards in hand.
WARRIOR
SPECIALTIES
HUNTER
SPECIALTIES
SORCERER
SPECIALTIES
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CLASSES 2/2
PALADIN
SPECIALTIES
MONK
SPECIALTIES
DRUID
SPECIALTIES
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COOP RULES
TRADING A CARD
On their turn, a player may offer one card from their hand to another player or the Mule in exchange
for one of their own.
● Trading a card costs no Action Points, but can only be done once per Player’s Turn.
● It is possible to trade a card with eliminated players.
● Cards in hand are hidden, but players may reveal them if they wish to do so.
During their turn, an eliminated player may want to Respawn or wait to be Resurrected.
In the event that all players are eliminated, but a Resurrection takes place, the game is lost.
ELIMINATION
When a player is eliminated, they reveal their cards in hand. They flip their Class Card face down
to show their elimination, all their temporary effects end immediately and all their Companions are
discarded.
While eliminated, a player is not affected by any enemy, card or effect except a Resurrection
effect. However, the play order is maintained, and the player still has his turn to determine whether
or not to Respawn.
RESPAWN
During the turn of an eliminated player, the player may want to Respawn. If the player decides to
do so, every player must remove one card from their Attribute Point section.
Then, the eliminated player flips their Class Card to show that they are alive.
The Player's Turn of the active player may then begin.
RESURRECTION
An eliminated player can return to the game with the help of cards intended for their Resurrection.
The eliminated player flips their Class Card to show that they are alive. Cards intended for
Resurrection do not have any negative effects.
When an Attribute Point Card is earned, it is possible to give that card to another player with fewer
Attribute Points than you.
● Offering a card costs no Action Points.
● It is possible to offer a card to eliminated players.
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KEYWORDS
PLAYER
DRAW PILE
DISCARD PILE
Refers to the pile of face-up cards next to the Common Draw Pile.
DRAW A CARD
To draw a card means to take the next card on top of the specified pile and place it in your hand.
DISCARD A CARD
To discard a card means to place it face up on top of the specified discard pile.
If no more cards can be discarded, nothing happens.
REMOVE
The card is placed to the right of the Enemy Board and cannot be used again during that game.
ENEMY
IMMUNE
COLLECT
Choose a specific card from the indicated pile and place it in your hand.
Replace the remaining cards back on top of the deck from which they came in the same order.
ATTRIBUTE POINT
Refers to the cards located on the left section of the Player Board.
REROLL
You may reroll the number of dice specified. It can be the same die repeatedly.
Unless otherwise specified, a reroll must be applied to the attack or the current combination of attacks.
At the end of your turn, any unused reroll is lost.
ACCUMULATE
The type of card indicated needs to be placed under the card, and there is no need to activate the card.
During accumulation, the cards below it cannot be activated or used.
RESURRECTION / RESPAWN
An eliminated target will return to the game according to the conditions indicated.
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A SPECIAL THANKS TO… A GAME BY
Eric Bleney (Creator of Dark Mages) Maxime Gauthier
Jimbo James (Collaborator)
ARTWORK
Jessie Hogue (Collaborator)
Ooki
Nicolas Morin (Playtester)
Max Duran
Vazerum (Playtester)
Shredderdima
Deanna Tousignant, Sean Stephens et Moe Tousignant (Tabletop Bellhop)
Trung Tin Shinji
Tony Mastrangeli (Board Game Quest)
Maxime Gauthier
Colton (Boardgame Officer)
To all playtesters of the game, and all reviewers of the game! GRAPHIC DESIGN
Maxime Gauthier
CORRECTION
Chelsea Young
Matt Kiser
Kayla Gray
PROOFING
Micah Still
Derek Musgrave
Logan Stachiw
Azure Megid
www.HELLBRINGERGAME.com/LINKTREE
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