Hellboy: The Board Game – Hecate Monster Booster
Hellboy: The Board Game – Hecate Monster Booster Rulebook
Table of Contents
Table of Contents
Unexpected Threat: Queen of Witches
Unexpected Threat (see the Unexpected Threats rules card)
Enemy: Hecate
Set up Hecate in the area that contains the most Witches. If there is more than one possible area, set her up in the one closest to the lead Agent. If there are no Witches on the board, set up Hecate in the lead Agent's area, along with two Witches.
If there are no Witches on the board at the end of a round, Hecate is removed from play and this card is discarded.
Boss Behaviour: Hecate
The Hecate Boss Behaviour cards are transcribed below, in the order they appear on the card sheet. The card sheet shows 12 cards, with two copies of Attack. The Enemy card for Hecate is not among the card faces transcribed here, so the Behaviour deck's icons are not recorded in this file; see the base rulebook for how a Boss' Behaviour deck is built.
Ethereal Blast
Agents in Boss' area: Discard this card and draw another.
Otherwise: Hecate makes a Ranged Attack against a visible Agent within range. If she inflicts at least one damage, the target is stunned.
If there are no visible Agents within range, draw another card.
Vicious Swipe
Agents in Boss' area: Hecate makes a Melee Attack against each Agent in her area. Each Agent that suffers at least one damage is stunned.
Otherwise: Remove Hecate from the board then set her up in the area that contains the most Agents (use target priority if necessary).
Magical Summons
Agents in Boss' area: Spawn a Minion A and a Minion B in the Boss' area, or as close as possible.
Otherwise: Spawn a Minion A and a Minion B in the area closest to the Boss that contains any Agents – if there is no room, spawn them as close as possible to that area.
Portents of Doom
Agents in Boss' area: Each Agent in the Boss' area is stunned. Then the Boss moves so that it is in an area containing as few Agents as possible. The lead Agent chooses its path and the exact area it moves to.
Otherwise: Each Agent within 2 areas of the Boss is stunned.
Illusion
Remove the Boss from the board and replace it with a Minion A.
Put this card in play.
When the Boss is next activated: Before drawing a Behaviour card, return the Boss to the board, as far as possible from any Agents while still having at least one Agent visible and within range. The lead Agent chooses the exact area.
Attack (first copy)
Agents in Boss' area: The Boss makes a Melee attack against an Agent in their area (use target priority if needed).
Otherwise: The Boss moves towards the nearest area that contains any Agents. Its exact path is chosen by the lead Agent.
If it moves into an area containing an Agent it stops and makes a melee attack.
Attack (second copy)
Agents in Boss' area: The Boss makes a Melee attack against an Agent in their area (use target priority if needed).
Otherwise: The Boss moves towards the nearest area that contains any Agents. Its exact path is chosen by the lead Agent.
If it moves into an area containing an Agent it stops and makes a melee attack.
Reshuffle
Discard this card, then shuffle the Behaviour deck discard pile back into the Behaviour deck.
Then draw another card.
Summon Minions
Spawn a Minion A and a Minion B in the area that is as far as possible from any Agents, but no more than one room away from the Boss. The lead Agent chooses the exact area.
Blast
Agents in Boss' area: Discard this card and draw another.
Otherwise: The Boss makes a ranged attack against the visible area that contains the most Agents. The attack hits each Agent in the area.
If there are no visible Agents within range, draw another card.
Ranged Attack
Agents in Boss' area: Discard this card and draw another.
Otherwise: The Boss makes a ranged attack against a visible Agent within range.
If there are no visible Agents within range, draw another card.
Rapid Shots
Agents in Boss' area: Discard this card and draw another.
Otherwise: The Boss makes a ranged attack against a visible Agent within range. Then it makes a second ranged attack against a visible Agent within range. Use target priority separately for each attack.
If there are no visible Agents within range, draw another card.