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Hellbringer Rulebook

The rulebook for the game 'Hellbringer' outlines the gameplay mechanics, setup, and objectives, where players act as legendary heroes battling a demon in a dungeon. Players must strategically equip items, learn skills, and manage their attributes to defeat enemies and ultimately slay the demon. The document includes detailed sections on game rounds, player and enemy actions, card types, and cooperative rules.

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0% found this document useful (0 votes)
196 views28 pages

Hellbringer Rulebook

The rulebook for the game 'Hellbringer' outlines the gameplay mechanics, setup, and objectives, where players act as legendary heroes battling a demon in a dungeon. Players must strategically equip items, learn skills, and manage their attributes to defeat enemies and ultimately slay the demon. The document includes detailed sections on game rounds, player and enemy actions, card types, and cooperative rules.

Uploaded by

peha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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rulebook

version 2.1
TABLE OF CONTENTS

CONTENT / GAME OVERVIEW / VICTORY / DEFEAT 3

GAME SETUP 4-5

PLAYER BOARD 6

ENEMY BOARD 7

GAME ROUND 8-9


Player’s Turn 8
Enemies’ Turn 9

GAME ROUND EXAMPLE 10

HOW TO READ CARDS 11

ATTRIBUTES 12

CONNECTION POINTS (EQUIP AN OBJECT) 13

DICE 14

TYPES OF CARDS 15-16


Location / Tome / Combat / Mule / Perk / Secret Portal / Item / Enchantment / Defense 15
Potion / Skill card / Companion / Starter Monster / Monster / Demon 16

CARD SUBCATEGORY 17
Infinite / One target / All targets / Ability / Any time / Instant 17

GAME MECHANICS 18-23


Golden rule / Round down / Activate a card / Card use limitation / End of a card effect 18
Attack / Calculate the damage 19
Combine attacks 20
Elimination of an enemy 21
Elimination of a player / Friendly fire / Empty draw pile / Reuse dice / Ignoring dice 22
Mule / Secret Portal 23

CLASSES 24-25

COOP RULES 26
Trading a card / Elimination, respawn and resurrection of a player / Attribute point sharing 26

KEYWORDS 27

CREDITS 28

FAQ VIDEO EXPLANATION

hellbringergame.com/faq hellbringergame.com/video-explanation

PAGE 2
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.

page 3
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.

2. MONSTER DRAW PILE CREATION

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.

3. DEALING CARDS IN HAND TO PLAYERS, MULE AND SECRET PORTAL

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)

4. COMMON DRAW PILE CREATION

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:

PILE 1 PILE 2 PILE 3 PILE 4 PILE 5

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

1 Combat Card 1 Combat Card 1 Combat Card 1 Combat Card


per player per player per player per player
None

Tome II Tome III Tome IV Tome V

Shuffle all five piles individually.


Place the Location Cards indicated below at the bottom of each pile. (Keep aside the Graveyard Card)

Crypt Cave Hell Tomb

CREATION OF THE DUNGEON


Starting from Pile 1, place each deck on top of the next one.
Pile 1 should end up on top of the stack, Pile 5 should end up at the bottom.
Place the Common Draw Pile in the center of the table.

Return all unused Combat and Showdown Cards to the box.

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.

6. START THE GAME

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)
PAGE 4
GAME SETUP

EXAMPLE

page 5
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.

CLASS & ITEMS SECTION

The selected Class Card is placed in the center of the board.


Items are placed so that they overlap with the corresponding symbols on the Class Card.

LEARNED SKILLS SECTION

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

Assigned Companion Cards are placed in this section.


If there is more than one card, place it near this section.

ATTRIBUTES POINTS SECTION

Eliminated Enemy Cards are placed face down on the left, permanently improving your hero.

STATS SECTION

The statistics of your hero.


This combines all Attribute Points placed on any part of the Player Board.

PERK SECTION

The perk of your Class is placed near your Player Board.

PAGE 6
ENEMY BOARD

Upon each corner will be placed a different deck according to the icon labeled. (see page 5 for example)

Top Left: Current Scenario’s Demon Top Right: Removed Cards

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

Unless otherwise specified, enemies in this section cannot be targeted by players.

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

All enemies in this section can be targeted and attacked by players.

TRACKING THE SIGHT


When an enemy enters play, whether the Sight of a player or an enemy changes their prerequisite, all Enemy
Cards in play are sorted to the different sections of the Enemy Board.
If the player's Sight is equal to or greater than an enemy, this enemy is considered IN SIGHT.
The Sight of an enemy is always combined with the bonus written on the current Location Card.
The bonuses shown on the Location cards never stack.

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.

page 7
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:

1.1. AVAILABLE ACTION POINTS

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)

✝ LEARN A SKILL CARD (page 16)

✝ ASSIGN A COMPANION (page 16)

✝ EQUIP AN ITEM OR ENCHANTMENT CARD (page 13)

✝ TRADE A CARD (page 26)

1.3. DISCARD & DRAW CARDS

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.

HAND SIZE UNDER LIMIT


The player draws cards from the Common Draw Pile until they reach the hand size limit.
HAND SIZE OVER LIMIT
The player discards as many cards as is necessary to reach the hand size limit.

The player’s turn has ended, but do not forget to apply cards with the Instant icon!

1.4. END OF PLAYER’S TURN

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.

EXAMPLE: THREE PLAYERS PLAY ORDER


Player 1 and Player 2 play their turn. Followed by the Enemies’ Turn.
Player 3 and Player 1 play their turn. Followed by the Enemies’ Turn.
Player 2 and Player 3 play their turn. Followed by the Enemies’ Turn… And so on.
EXAMPLE: FOUR PLAYERS PLAY ORDER
Player 1 and Player 2 play their turn. Followed by the Enemies’ Turn.
Player 3 and Player 4 play their turn. Followed by the Enemies’ Turn… And so on.

PAGE 8
GAME ROUND 2/2

ENEMIES’ TURN

The Enemies’ Turn is carried out by applying all of the following steps in the indicated order:

2.1. NO ENEMIES IN PLAY

If there are no enemies in play, do the following:


Reveal five cards from the Common Draw Pile and place them in the middle of the table.

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.

2.2. ENEMIES 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.

2.3. END OF THE ENEMIES’ TURN

If at least one player is still in play and if the Demon (Side B) is not eliminated, start a
new Game Round.

page 9
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.

LEARN A SKILL CARD


Because he missed, Jim decides to learn and activate
Chain Lightning. To start, he places the card in his
Learned Skills area. Jim can learn this card because it is a
skill from his class and because his Skill Points limit is not
reached. Then, he spends his remaining Action Point to
activate the card.

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.

END OF THE PLAYER’S TURN


Since Jim cannot perform any more actions, he decides to
end his turn and chooses to discard two cards in hand. He
draws two new cards from the Common Draw Pile to
replenish his hand to his maximum.
In his hand, Jim now has a Combat Card that shows the
Instant subcategory icon. This card must be activated
immediately. According to the card’s effect, Jim needs to
draw one card from the Monster Draw Pile and add it to the
Enemy Board, remove the Combat Card, and then draw
one card from under the Common Draw Pile.
When everything is completed, the Player’s Turn has
ended.

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.

Jim starts a new Game Round.

PAGE 10
HOW TO READ CARDS

The information on the cards may vary according to the card type.

This example tries to summarize every possible card combination.

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

Action Points required to activate the card


Class specialization sphere

Card name

Card type icon

Card subcategory icons

Card effect

Specialization bonus (Item only)

Reminder
Enchantment slot

Connection Points (May be in any corner)

Card attributes (Creature only)

Card identification code

page 11
ATTRIBUTES

HEALTH POINTS ACTION POINTS

Health Points represent the amount of damage PLAYER


needed in order to eliminate a target. Tells the player what cards they can activate.

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.

The number of Action Points may fluctuate


SIGHT
depending on which cards are activated or
discarded during a Player’s Turn.
PLAYER
Sight allows the players to see and target their COMPANION & ENEMY
opponents when attacking. Once in play, a Companion or enemy uses its
own Action Points to attack.
A player must have a number equal to or greater
than that of their opponent to have them IN Since a card can only be activated once per turn,
SIGHT, otherwise the opponent becomes OUT a Companion or enemy can attack only once per
OF SIGHT. turn.

COMPANION Some skill cards use these blue Action


The Sight of a companion is based on the Sight Points for various purposes. Players can
of its owner. ignore these numbers until a card
references them.
ENEMY
The Sight mechanic does not apply to enemies,
who constantly see players and their SKILL POINTS
Companions. The number indicated on the
enemy’s card is the minimum prerequisite that a Skill Points indicate the number of Skills Cards
player must meet to see and attack them. the player can learn and place to the right of the
Player Board.

If the player's Skill limit decreases, the player must


EXAMPLE: ATTRIBUTES OF THE WARRIOR discard the number of learned Skills necessary to
equal the allowed number.
Base Attributes can be found on the Class card.

These Attributes will vary according to items CARDS IN HAND


equipped, skill learned, and enemies eliminated.
At the end of each turn, the number of Cards in
A player can track their own Attributes with the hand must correspond to the hand size limit.
Stats Section of their Player Board.
When your hand limit increases, no cards are drawn.
The amount of cards in your hand increases at the
end of the turn.

PAGE 12
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.

When a card is equipped, it can be activated for no additional cost.


On future turns, the Action Points cost must be paid again to re-activate some of the effects.

After equipping a card, be sure to adjust the stats on the


bottom of your Player Board.

There can only be one card per symbol.

RED RUNE

This connection point amplifies your


offensive strength with weapons. Each
weapon grants class-specific bonuses.

GREEN RUNE

Items equipped at this connection point


are primarily shields or second hand
items and grant various bonuses.

BLUE RUNE

This connection point is primarily used to


increase your defensive status through
armor.

VIOLET RUNE

Items equipped at this connection point


increase various attributes.

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.

page 13
DICE

ENEMY DIE

Rolled at the start of the Enemies’ Turn to determine the action that all enemies in play take.

MISS 1/6 CHANCE

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.

PLAYER HIT 2/6 CHANCE

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.

COMPANION HIT 2/6 CHANCE

Companions are attacked by the enemy.


If a player has no companion assigned, the player is attacked instead.
The ability of each enemy in play is applied (To the Companions or to
Players with no assigned Companion)

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.

GLOBAL HIT 1/6 CHANCE

Players and Companions are attacked by the enemy.


The ability of each enemy in play is applied, and the results of the attack dice
are all combined to get the total damage to the companions and players.

DAMAGE DICE ACID DICE

Inflicts heavy damage. Inflicts minor damage.

1/6 CHANCE 2/6 CHANCE


Does not deal damage. Does not deal damage.

3/6 CHANCE 4/6 CHANCE


Deals 5 damage. Deals 5 damage.

2/6 CHANCE
Deals 10 damage.

PAGE 14
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.

COMBAT (COMBAT AND SHOWDOWN CARD)

Scattered throughout the Common Draw Pile, these cards add a new monster into play.

NOTE: All Showdown Cards are considered Combat Cards.

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.

ITEM (COMMON CARD)

Items can be equipped according to their Connection Point.


✝ Equipping an item activates the card immediately. However, the attack may remain unused or
be used later in the same turn for free. To re-attack on subsequent turns, the activation cost
must be paid again.
✝ It is possible to discard an equipped item at no cost if this card has not been activated upon
your turn.

ENCHANTMENT (COMMON CARD)

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.

DEFENSE (COMMON CARD)

According to their effects, these cards can defend a target.

page 15
TYPES OF CARDS 2/2

POTION (COMMON CARD)

Potions help a target by granting temporary bonuses.

SKILL CARD (COMMON CARD)

These cards allow the player to activate the indicated effect.

✝ 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.

COMPANION (COMMON CARD)

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.

PAGE 16
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

The effect of the card is activated when it is put into play.


The effect of the card remains active as long as the card remains in play.
If the card is discarded, the effect is lost.

ONE TARGET

The owner must specify a target IN SIGHT.


The target cannot be changed after the dice are rolled.
The attack is applied to the selected target only.

ALL TARGETS

The attack is applied to every target IN SIGHT.


The damage is applied to each target individually.

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

The indicated effect is applied immediately.

page 17
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

Always round down to the nearest multiple of 5 when dividing numbers.


Example: 25 ÷ 2 = 12.5. The result is therefore 10.

✝ ACTIVATE A CARD

To activate a card, the player must first know the requirement.

Always look in the sphere on the left side of the card.

If the player has enough Action Points, the card can


be activated.

Once the Action Points are deducted, the


subcategories are applied.

✝ CARD USE LIMITATION

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.

✝ END OF A CARD EFFECT

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.

PAGE 18
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

Damage is applied individually to all enemies, but only to those IN SIGHT.

✝ CALCULATE THE DAMAGE

The number shown in the red or green icons represents the number of dice to roll.

The damage result obtained from the roll is


compared to the total Health Points and Armor
Points of the target or opponents.

+
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.

Damage is not saved or carried over after a


combined attack. If the attack does not kill the
target, then the results are ignored.

If the sum of the damage is equal to or greater


than this total, the target is eliminated.

EXAMPLE: RESISTING AN ATTACK


Giant Slug with a total requirement of 50,
survives the attack of 25 damage from
Scythe of Spirits.

To eliminate Giant Slug, a new attack must


be combined with this one so that the total
damage result is equal to or greater than 50.

page 19
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 .

type attack, on Ogre. However, the


damage result is not enough to eliminate
him.

To eliminate Ogre, the player can combine


the Firebolt Wand attack, which adds to
the damage of Chain Lightning since
they are both type attacks.

With a damage result of 45, the total


exceeds the enemy's requirement of 40
and eliminates him.

EXAMPLE:
AGAINST ALL TARGETS
A player activates Blizzard, a type attack, on
Ogre. However, the damage result is not enough
to eliminate him.

To eliminate Ogre, the player cannot activate


Firebolt Wand since it is a type attack, which
is a single target card.

The only way to combine additional damage


would be to use attacks of the same type as
Blizzard.

PAGE 20
GAME MECHANICS 4/6

✝ ELIMINATION OF AN ENEMY

When eliminating a , or , the card is placed face down in the section.


This card becomes an Attribute Point Card.

✝ 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.

page 21
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

You cannot attack another player or their Companion.

✝ EMPTY DRAW PILE

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.

EXAMPLE: IGNORING DAMAGE DICE


The enemy attacks the players with four Damage
Dice.

A player learned the skill Aegis of Protection


which allows them to ignore two dice out of the
obtained results.

This effect only affects that player.

EXAMPLE: IGNORING ACID DICE

An enemy attacks a player with six Acid Dice.

The player is equipped with a Blessed Armor


which allows them to ignore any three Acid
Dice out of the obtained results.

This effect only affects that player.

PAGE 22
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.

ACTIVATE THE SECRET PORTAL


After defeating the current scenario’s Demon, players may decide to take the
Secret Portal.

If so, follow these indications:

1. The last active player ends his turn.

2. Place the Secret Portal card on top of the Location pile.

3. Put all Moose in play.

4. Start a new Game Round with the player to the right of the Enemy Board

END OF SECRET PORTAL


If all enemies or all players are eliminated, the effect of Secret Portal ends.

Each Moose eliminated allows players to transfer and replace one card with the
revealed cards from the Mule of their next game.

Only , and Cards on your Player Board or in hand can be transferred.

EXAMPLE: SECRET PORTAL IN SOLO PLAY

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.

page 23
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

Vigorous, the Warrior specialize in weapons and melee


combat. Their weapons allow them to multiply their
damage with Heath Points, but their knowledge of magic
is rather limited.

SPECIALTIES

Melee weapons & Health Points

HUNTER

With excellent Sight, the Hunter discipline allows them


to increase their damage by discarding cards from their
hand and by reducing the armor of their targets. Their
weapons of choice are long-range.

SPECIALTIES

Sight & Cards in Hand

SORCERER

The almighty power of the Sorcerer lies in their


intelligence in learning several Skills, but also in their
naturally high power. However, they must act quickly in
order to avoid being surrounded by enemies.

SPECIALTIES

Skill Points & Action Points

PAGE 24
CLASSES 2/2

PALADIN

Paladins are distinguished by their heavy Armor Points


and specialize in defense. Close-quarter combat is no
secret to them, but their vision is rather reduced.

SPECIALTIES

Armor Points & Melee Weapons

MONK

Excellent in Unarmed Combat, the Monk stands for


resistance and strength. Their Skills allow them to
overcome their shortcomings in order to strike down
enemies with the power of their fists.

SPECIALTIES

Unarmed Combat & Skills

DRUID

The Druid stands out with their Companions and


acid-focused attacks. Their power allows them to quickly
show off their skills, but they rely on their Companions to
maximize their damage.

SPECIALTIES

Companions & Dice Reroll

page 25
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.

ELIMINATION, RESPAWN AND RESURRECTION OF A PLAYER

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.

ATTRIBUTE POINT SHARING

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.

EXAMPLE : PLAYER RESPAWN


Patrick (Player 1) and Marc (Player 2) are playing a COOP game.
Marc has been eliminated during the Enemies' Turn. Patrick plays his Player's Turn, then it's Marc's turn.
At this point, Marc must decide whether to Respawn so he can play his Player Turn, or wait for a card that
can make a Resurrection. Even if Patrick disagrees with his choice, if Marc chooses Respawn, all players
remove a card from their Attribute Point section and Marc begins his turn.
If Marc decides not to Respawn, Marc's turn ends immediately.

PAGE 26
KEYWORDS

PLAYER

Refers to the player’s hero character, which is ‘you’.

DRAW PILE

Refers to a pile of face-down cards.

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

Refers to all Starting Monster, Monster, Demon or Moose cards.

IMMUNE

The affected target completely ignores the indicated actions.

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.

See the Summary Card for the iconography.

page 27
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

PAGE 28

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