Hellbringer
Hellbringer Rulebook
Table of Contents
Table of Contents
Game Overview
Victory
Reach the very depths of the dungeon to reveal the Demon and slay its Side A then its Side B to win the game.
Defeat
If there are no more players remaining alive before the end of the Enemies' Turn, the demonic forces win the game.
See hellbringergame.com/faq for the FAQ and hellbringergame.com/video-explicative for a video explanation.
Content and Preparation
- 1x Enemy Board (6 pieces)
- 4x Player Boards (2 pieces)
- 4x White Markers
- 20x Action Point Tokens
- 1x Dice Bag
- 1x Enemy Die
- 25x Damage Dice
- 15x Acid Dice
- 1x Rulebook
- 1x Campaign Booklet
- 1x Active Player Token
- 1x Tracking Sheet
- 288x Playing Cards
- 8x Summary Cards *
- 6x Class Cards
- 152x Common Cards
- 16x Combat Cards *
- 2x Showdown Cards *
- 5x Location Cards *
- 4x Tome Cards *
- 13x Starter Cards
- 10x Demon Cards *
- 40x Monster Cards
- 10x Starter Monster Cards
- 1x Mule Card *
- 16x Perk Cards
- 1x Secret Portal Card *
- 4x Moose Cards
* Double-sided cards
Player Board and Marker
Each player takes a board, assembles both sections and places a marker in front of them.
Damage and Acid Dice
Place them within easy reach of everyone.
Enemy Die
The die is placed within easy reach of the Enemy Board.
Action Point Tokens
These tokens are used to track the number of Action Points you have available.
Rulebook and Campaign Booklet
Keep them within easy reach.
Enemy Board
The board that is assembled according to the number of players. (page 8)
Tracking Sheet
Keep it within easy reach.
Active Player Token (CO-OP)
Used in CO-OP to track whose turn it is.
Playing Cards
Separate Starter Cards and Perks by Class.
Group the remaining cards into separate piles based on the icons on the front of each card to create a total of 7 piles: Common, Tome, Combat, Location, Starter Monster, Monster, Demon. Leave unmentioned piles/cards in the box.
Common Cards include:
- Skill Cards
- Item Cards
- Enchantment Cards
- Companion Cards
- Defense Cards
- Potion Cards
Game Setup
1. Scenario Selection
Select a scenario in the Campaign Booklet, then apply the instructions indicated for the chosen mode.
NOTE: Except for bonuses unlocked on the Tracking Sheet, nothing is carried over between games.
2. Monster Draw Pile Creation
Shuffle and place all Monster Cards to the left of the Enemy Board.
Place the Starter Monster Cards nearby, this pile will be used later by the Graveyard Card.
3. Dealing Cards in Hand to Players and the Mule
Shuffle all Common Cards and each player draws four cards in hand.
If playing in Quick Game Mode or if the Mule has been unlocked in Campaign Mode, place the Mule Card nearby and apply its effect. Place the Secret Portal and Moose Cards near the Enemy Board. (page 25)
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, adding the number of cards indicated below:
- Pile 1: 3 Common Cards + 2 per player; 1 Combat Card per player; Location Card: Crypt
- Pile 2: 3 Common Cards + 2 per player; 1 Combat Card per player; Location Card: Cave
- Pile 3: 3 Common Cards + 2 per player; 1 Combat Card per player; Location Card: Hell
- Pile 4: 3 Common Cards + 2 per player; 1 Combat Card per player; Location Card: Tomb
- Pile 5: All remaining Common Cards; no Combat Card; no Location Card
Piles 1 through 4 also each receive one Tome Card (Tome II, Tome III, Tome IV, and Tome V respectively).
Shuffle all five piles individually.
Place each corresponding Location Card under each pile.
Creation of the Dungeon (Common Draw Pile and Discard Pile)
Starting from Pile 1, place each pile 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, with the Common Discard Pile beside it.
Return all unused Combat and Showdown Cards to the box.
5. Class Selection
Each player selects a Class (pages 26 and 27), places it in the middle of their Player Board, and writes down their Class Stats in the Stats Section.
The player picks one Starter Card according to the selected class and adds it to their hand.
Then, the player chooses one of the unlocked Perks from their class and places it next to their Player Board.
NOTE FOR A QUICK GAME: The Starter Elixir Card is available automatically. It is also possible to choose a second Starter Card from their class by REMOVING one card in hand. Only Perk I and Perk II are unlocked.
Return all unused Class Cards, Perk Cards and Starter Cards 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. (page 8)
Placement Overview
At the end of the Game Setup, three Starter Monsters are revealed and placed on the Enemy Board by the effect of the Graveyard Card.
Each player has a total of five cards in hand and their stats written on their Player Board.
If Campaign bonuses are unlocked or if playing a Quick Game, some players may have more than five cards in hand.
Do not confuse the Starter Monster icon with the Monster icon.
Game Round
The first round always begins with the player to the right of the Enemy Board and then continues clockwise.
In CO-OP, the first player takes the Active Player Token (Blue side) to track the Player's Turn.
Player's Turn
The player applies all the following steps in the indicated order:
1.1. Calculating Action Points
At the beginning of a turn, the player calculates how many Action Points they have.
1.2. Available Actions
According to their available Action Points, the player may perform these actions in the order they want:
- Equip Item or Enchantment Cards (page 13)
- Learn Skill Cards (page 17)
- Assign Companion Cards (page 17)
- Activate Cards (page 20) → Attack (page 21 and 22)
- Trade a Card (page 31)
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.
The player draws or discards as many cards as necessary to equal the limit of Cards in hand.
If applicable, Instant effects are activated only after the number of Cards in hand has been reached. Cards with an Instant effect are activated in the order they were drawn.
1.4. End of Player's Turn
In Solo
The Enemies' Turn occurs after every Player's Turn.
In Co-op
The active player flips and passes the Active Player Token to the next player.
After two players have taken their turns, the Enemies' Turn occurs.
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.
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 5 cards from the Common Draw Pile and place them from left to right in the middle of the table.
If at least one Combat / Showdown Card and one Location card are revealed, players may return as many Combat / Showdown Cards as they want 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 are revealed in the middle of the table. If multiple Instant cards are drawn, apply them in the same order they were drawn.
In the end, five Common Cards should be revealed (minus one card per Combat / Showdown Card returned).
Each player can take one of the revealed Common Cards, and add it to their hand.
The remaining cards are discarded.
2.2. Enemies in Play
In Co-op
The attacks and abilities of all enemies in play affect only the last two players who completed their Player Turn.
If there is at least one enemy in play, a player rolls the Enemy Die. (page 19)
Based on the Enemy Die result, each enemy's ability takes effect on the attacked targets.
Based on the Enemy Die result, enemy attack dice are all combined and rolled to determine the damage inflicted on attacked targets.
Players may use cards with the Any Time subcategory icon to avoid the damage and/or abilities of one or more enemies during any of these steps.
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.
Game Round Example
Activate Cards
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. After rolling the dice, the result obtained is not enough to eliminate the target.
Learn Skill Cards
Because he missed, Jim decides to learn and activate Cyclone. To start, he places the card in his learned Skills area. Jim can learn this card for free because it is a Skill from his class and because his Skill Points limit has not been reached. Then, he spends his remaining Action Point to activate the card.
Combine Attacks
He now rolls the dice shown on Cyclone and adds the total to what he rolled from Sorcerer's Staff. With a total of 20, the damage is higher than the total of the Health Points 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 increased by +1. 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 four 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
At the beginning of the Enemies' Turn, Jim rolls the Enemy Die and obtains Companion Hit. Since Jim doesn't have a Companion, Jim is attacked by the enemies. Every enemy's ability is applied. Then, Jim gathers the number of dice from each enemy and rolls them all at the same time. The total obtained is 45. Since the total is higher than his Health Points and Armor Points combined, Jim needs to defend himself with a card or risk elimination. Cards with the Any time subcategory icon can be played at any time, even during the Enemies' Turn. Jim decides to avoid the damage and effects from the enemies by activating the Starter Elixir Card. This marks the end of the Enemies' Turn.
A new Game Round starts.
Player Board
Throughout the game, the player improves their Attributes using various cards placed on and around the Player Board. To track their progression, the player will modify their Attributes on the Stats Section with a marker.
Class & Items Section (page 13)
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 (page 17)
Learned Skill Cards are placed in this section. Placing Skills in this section does not cost any Action Points.
Temporary Section
If a card that is neither learned nor equipped affects the player with a temporary effect, it is placed in this section. If there is more than one card, place it near this section.
Companion Section (page 17)
Assigned Companion Cards are placed in this section. If there is more than one card, place it near this section.
Attribute Points Section (page 23)
Cards in this section are placed face down in piles, one for each Attribute, and improve the hero. Only the top card of each pile can be manipulated. Generally, the cards in this section are eliminated enemies.
Stats Section
The hero's statistics. This section combines all Attribute Points from cards on and around your Player Board. In CO-OP, some cards from other players may improve your hero's Stats.
Perk Section (page 16)
The Perk corresponding to the player's Class is placed near the Player Board.
Attributes
Health Points
Health Points represent the amount of damage needed in order to eliminate a target.
Unless otherwise specified, the amount of Health Points is always added to Armor Points in order to increase the prerequisite for eliminating a target.
The minimum number of Health Points is 5.
Armor Points
Armor Points increase faster than Health Points, but may be subject to being reduced or totally ignored.
The minimum number of Armor Points is 0.
Sight
Player
Sight allows the players to see and target their opponents when attacking. A player must have a number equal to or greater than that of their opponent to have them IN SIGHT, otherwise the opponent is considered OUT OF SIGHT.
Companions
The Sight of a companion is based on the Sight of its owner.
Enemy
The Sight mechanic does not apply to enemies, who constantly see players and their Companions. The number indicated on the enemy's card is the minimum prerequisite that a player must meet to see and attack them.
Action Points
Player
Allows the player to activate cards.
At the beginning of each turn, the player will calculate the number of Action Points at their 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 affect the total of the player.
A player can use their available Action Points to chain actions or create strategic combos by activating the cards at their disposal.
The number of Action Points may fluctuate depending on which cards are activated or discarded during a Player's Turn.
Companions & Enemy
Some skill cards use these blue Action Points for various purposes. Players can ignore these numbers until a card references them.
Action Point Tokens can be used to help you keep track of the number of Action Points you have available.
Skill Points
Skill Points indicate the number of Skill Cards the player can learn and place to the right of the Player Board.
At any time, if the player's Skill limit decreases, the player must discard the number of learned Skills necessary to equal the allowed number.
Cards in Hand
At the end of your Player's Turn, and only at that time, the number of Cards in hand must correspond to your hand size limit.
Any reference to this symbol refers to this Attribute and not to the number of cards in your hand.
When the player's Cards in hand limit increases, no cards are drawn immediately. This new limit applies only at the end of the Player's Turn.
Example: Attributes of the Warrior
Base Attributes can be found on the Class card. These Attributes will vary according to items equipped, Skills Learned, and enemies eliminated.
A player can track their own Attributes with the Stats Section of their Player Board.
Connection Points (Equip an Item)
Located in all four corners of the Class Card and on items, these Connection Points allow the player to equip an item by overlaying cards with the same symbol so that the symbols overlap.
Equipping an item costs the number of Action Points specified in the Specialization Sphere. (page 15, point 2)
When an item is equipped, all the card's effects are activated immediately. However, the attack may remain unused or be used later in the same turn for free. On subsequent turns, the player will have to pay the activation cost again to reattack or reactivate effects other than Infinite.
After equipping a card, players must not forget to adjust their attributes in their Stats section.
It is possible to discard an equipped item at no cost if it has not been activated on their turn. (page 20 Card Use Limitation)
Unless otherwise specified, there can only be one card per Connection Point.
Red
This connection point enhances the player's offensive strength with weapons. Each weapon grants class-specific bonuses.
Green
Items equipped at this connection point are primarily shields or second hand items and grant various bonuses.
Blue
This connection point is primarily used to increase the player's defensive status through armor.
Violet
Items equipped at this connection point increase various attributes.
Multiple Connection Point Items
Some cards may display two symbols. If so, all displayed Connection Points must overlap in order to equip the item.
Unless otherwise stated, there can only be one card per Connection Point.
Any effect targeting one of the item's Connection Points also affects the item.
Enemy Board
A different pile is placed on each corner of the board according to the indicated icon. (page 7 for a Game Setup example)
- Top Left: Current Scenario's Demon
- Top Right: Removed Cards
- Bottom Left: Monster Draw Pile
- Bottom Right: Location Pile
The middle section of 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
In CO-OP, this section is used when some players, with the necessary Sight, can see the enemy, while others can't. Each enemy in this section is considered IN SIGHT or OUT OF SIGHT according to each player's Sight.
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, or when a player's or an enemy's Sight changes, all Enemy Cards in play are sorted into 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. Orcs have a prerequisite of 1 Sight. The Cave Location Card gives +2 bonus Sight to all enemies in play. Orcs therefore have a total prerequisite of 3 Sight. Orcs are IN SIGHT since the player's Sight exceeds the Orcs prerequisite.
How to Read Cards
The information on the cards may vary according to the card type. This example (a Dummy Common Card) tries to summarize every possible card combination:
- Outline color — indicates the card type: Pink = Starter Card; Black = Skill; Blue = Item; Yellow = Enchantment; Green = Companion; 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 Sphere
- Effect reminder (may be located at the top of the card)
- Available Enchantments
- Expansion symbol
- Connection Points (may be in any corner)
- Location Card Paths Icons (may be in any corner)
- Card attributes (Creature only)
- Card identification code
Types of Cards
Mule
Simulates another player's hand, giving players more options when trading cards, as in CO-OP. (page 31)
NOTE: In Quick Game Mode, the Mule Card is unlocked. In Campaign Mode, the Mule Card must be unlocked on the Tracking Sheet.
Perk
Grants a class-specific ability that can be activated only once per game. Any Infinite Effect specified remains active throughout the game.
NOTE: In Quick Game Mode, only Perk I and Perk II are available. In Campaign Mode, these cards must be unlocked on the Tracking Sheet.
Location
Scattered throughout the Common Draw Pile, these cards represent the dungeon levels. They add new enemies into play and increase the game's difficulty. Only the bonus from the first card on top of the Location pile is applied.
Tome
Scattered throughout the Common Draw Pile, these cards grant special bonuses to players and reveal, as described in the Campaign Booklet, part of the current scenario's story.
Combat (and Showdown)
Scattered throughout the Common Draw Pile, these cards add a new enemy into play.
NOTE: All Showdown Cards are considered a variant of the Combat Cards.
Starter Monster
Starter Monsters are placed and encountered in the first Location Card at the beginning of the game. The first Location Card dictates the number of Starter Monsters to be placed, depending on the number of players. When a player eliminates a Starter Monster, they take the card, which becomes an Attribute Point. (page 23)
Monster
Much more powerful, Monsters appear once all Starter Monsters have been drawn. When a player eliminates a Monster, they take the card, which becomes an Attribute Point. (page 23)
Demon
To win the game, players must defeat the Demon of the current scenario.
When revealed, the card is placed on Side A. Then, when defeated for the first time, the card is turned over to Side B. When the Demon is turned to Side B, it is considered a new enemy.
Once Side B is eliminated, all enemies in play are removed, thus marking the end of the game.
Secret Portal (page 25 for Moose and Secret Portal)
Once the Demon of the current scenario is eliminated, players may choose to enter the portal to extend their play.
NOTE: In Campaign Mode, the Secret Portal must be unlocked. This may allow players to transfer cards to their next game.
Common Cards
Item
Items can be equipped according to their Connection Point. (page 13)
Enchantment
Placed under any enchantable equipped Item, an Enchantment Card grants you the indicated bonus and/or ability.
- The amount of Enchantments that can be linked is equal to the number of icons at the top/bottom of an Item Card.
- Once in place, the Enchantment cannot be returned to the player's hand, but may be discarded.
- If an item with linked Enchantments is discarded, the Enchantments are discarded too.
- Activating an Enchantment does not activate its Item or prevent the card from being discarded.
Skill Card
These cards, once learned, can be reused each turn to attack or obtain various effects.
- No Restrictions — All Classes can use any Skill Cards in the game.
- Learn a Skill — To learn a Skill, the Skill Card's sphere color must be black (General) or match the color of a player's Class. Learning a Skill is free and costs no Action Point. A learned Skill is kept to the right side of the Player Board and can be reused on each turn.
- Activating Unlearned Skill — Any unlearned Skill Card activated from a player's hand without being learned is placed in the Temporary section of their Player Board, then discarded once its effect ends or at the end of your turn if it has an Infinite effect.
- Discard a Skill — A Skill Card can be discarded if it has not been activated during the Player's Turn.
Companion
An assigned Companion will assist its owner by defending it or helping it in combat until it is eliminated.
- Sight — The Sight of a Companion is the same as its owner's.
- Quantity Limit — Unless otherwise specified, a player may only have one Companion assigned. At any time, if the player's Companion limit decreases, the player must discard as many Companions as necessary to meet their new limit.
- Attacking — An assigned Companion may activate its attack for free during its owner's turn. Its attacks are considered as those of its owner and can be combined with their own.
- Discard a Companion — A player may discard their Companion in play at no cost if that Companion has not yet been activated during their turn.
- Elimination of a Companion — The card is discarded and all bonus effects are lost.
- Assign to Another Player — When it comes into play, it is possible to assign the Companion to another player.
Defense
According to their effects, these cards can defend a target. Once their effects are over, they are discarded.
Potion
Potions generally help a target by granting temporary bonuses. Unless otherwise specified, once their effects are over, they are discarded.
Card Subcategory
Located to the very left side of the card, these icons indicate the subcategory and can be multiple. Each icon indicates how and/or when the effect can be activated.
Infinite
The effect of the card is activated when it is put into play. This effect remains active as long as the card remains in play. If the card is discarded, the effect is lost. The player must not forget to adjust their attributes in their Stats section.
Single-Target Attack
The owner must specify an enemy IN SIGHT. The target cannot be changed after the dice are rolled. The attack is applied to the selected target only.
All-Target Attack
The attack is applied to all enemies 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
When the card is drawn or turned face up, the indicated effects are applied immediately and successively. If multiple Instant Cards are drawn, apply them in the order they were drawn.
Specialization Bonus Sphere
Some cards have a Specialization Bonus Sphere, which should not be confused with Activation Cost Spheres. The color of this bonus indicates the class or classes required to gain its effect. Note that this bonus is equivalent to an Infinite effect.
This bonus is generally found on Item and Companion Cards, but is not limited to them.
Dice
Enemy Die
Rolled at the start of the Enemies' Turn to determine the action that all enemies in play take.
In Co-op
The attack and ability of each enemy in play only affect the last two players who have completed their Player's Turn. Damage and abilities are applied individually to each target.
Miss — 1/6 chance
The 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 chances
All enemy attacks are combined, and their dice are rolled. The ability of each enemy in play is applied to the Player. The Player then suffers the total result of these dice, and their Companions are spared. (page 21, Calculate the Damage)
Companion Hit — 2/6 chances
All enemy attacks are combined, and their dice are rolled. The ability of each enemy in play is applied individually to the Companions of the attacked Player. The Companions of the attacked Player then individually suffer the total result of these dice. (page 21, Calculate the Damage)
If the Player has no Companion assigned at the beginning of the Enemies' Turn, that Player suffers each enemy's ability and the total result of those dice.
Global Hit — 1/6 chance
All enemy attacks are combined, and their dice are rolled. The ability of each enemy in play is applied individually to the player's Companions (if applicable), then to the Player. Then, the player's Companions and the Player individually suffer the total result of these dice.
Reminder: A player may use cards with the Any Time subcategory icon to save a target from enemy damage or effects.
Damage Die
Inflicts heavy damage.
- 1/6 chance: Does not deal damage.
- 3/6 chances: Deal 5 damage.
- 2/6 chances: Deal 10 damage.
Acid Die
Inflicts minor damage.
- 2/6 chances: Does not deal damage.
- 4/6 chances: Deal 5 damage.
Game Mechanics
Golden Rule
If a card conflicts with a rule, the card's effect 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 for the cost indicated 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 different effects of the card's subcategories are applied. The effects shown are not prerequisites, but are applied whenever possible.
Example: Activate an Effect
Max's only learned Skill is the Nova card, which he activates. This card must be discarded upon activation, as the effect indicates that three learned Skills must be discarded. The damage will be applied even if only one skill has been discarded.
Card Use Limitation
Unless otherwise specified, a card can only be activated once per Player's Turn and/or Enemies' Turn. Once a player activates a card during their turn, it is not possible to deliberately discard this card. This also applies to Infinite effects that impacted cards activated during the Player's Turn. The effects of a card apply only to enemies in play at the time the card is activated. If a player wishes to discard a card, it must not have been activated during their turn. To replace a card, it must first be discarded before the new card is played.
Example: Limitation
A player wishes to replace the equipped item Amulet of Power with Ring of Vision. Amulet of Power provides +1 Action Point, bringing the total to the 3 Action Points required to equip Ring of Vision. However, since Amulet of Power must be discarded first, the player will no longer meet the requirement and will be unable to equip Ring of Vision.
End of a Card Effect
When a card's effect ends, the concerned card is placed face up on top of the corresponding Discard Pile. If no such Discard Pile exists, it is created automatically. If the card is Learned, Equipped, or Assigned, it remains in place.
A card's effect ends:
- when it is Discarded or Removed;
- when a Companion Card is eliminated;
- when it is in the Temporary section and its listed effect has ended;
- at the end of your turn if it is a Skill with the Infinite subcategory that has been activated but not learned.
Attack
To attack, the player must activate cards that have the Single-Target Attack or All-Target Attack icon. This can be done multiple times during their turn.
Single-Target Attack
The player must specify an enemy IN SIGHT and cannot change the target after the dice are rolled.
All-Target Attack
Damage is applied individually to all enemies IN SIGHT.
Calculate the Damage
Some cards display squares of different colors with a number in the center. The number in each of these squares generally 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 targets.
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 (5 Health Points + 45 Armor Points), survives the attack of 25 damage from Scythe of Spirits. To eliminate Giant Slug, at least one new attack must be combined with this one so that the total damage result is equal to or greater than 50.
Combine Attacks
When attacking, a player can increase their damage by adding one or more additional attacks/abilities. 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 Single-Target attack with an All-Target attack.
Combined Single-Target attacks affect only the enemies targeted during the first attack.
Example: Single Target
A player activates Cyclone, a Single-Target 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 Cyclone since they are both Single-Target attacks.
With a damage result of 45, the total exceeds the enemy's requirement of 40 and eliminates him.
Example: All Targets
A player activates Blizzard, an All-Target 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 Single-Target attack card.
The only way to combine additional damage would be to use attacks of the same type as Blizzard.
Elimination of an Enemy
When eliminating a Starter Monster, Monster, or Demon, the card is placed face down in the Attribute Points section. This card becomes an Attribute Point Card.
Assign an Attribute Point
All cards in the Attribute Points section are considered Attribute Points. When obtained, the player increases an Attribute by placing the card face down in that section. Unless otherwise specified, the player may select an Attribute of their choice.
- Depending on the selected Attribute, each card has a value of +5 Health Points, +10 Armor Points, +1 Sight, +1 Skill Point, or +1 Card in Hand.
- 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.
Additional Action
When eliminating an enemy, the player may place the card that has now become an Attribute Point in their Action Point section. By doing so, they immediately obtain an additional Action Point. Depending on their available actions, the player may be able to perform an additional action.
Elimination of a Player
A player is eliminated when they suffer damage equal to or greater than their Health Points and Armor Points combined. (page 31 if playing CO-OP)
Alliance
A player cannot voluntarily attack a Player and/or their Companions.
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 all available dice have been used, note the total and roll the number of additional dice needed.
Ignoring Dice
The target selects, to their advantage, the dice they wish to ignore. When activated, this effect is cumulative and only affects the specified target.
Example: Ignoring Damage Dice
The enemy attacks the players with four Damage Dice. A player has learned the skill Aegis of Protection which allows them to ignore two dice of their choice out of the obtained results. This effect only affects that player.
Example: Ignoring Acid Dice
An enemy attacks the players with six Acid Dice. One of the players is equipped with the card Blessed Armor which allows any three Acid Dice from the obtained results to be ignored. This effect only affects that player.
Mule
Before starting a game, four cards are revealed and placed near the Mule. Just like in CO-OP, a player may trade cards with cards the Mule carries. (page 31)
NOTE: In Campaign Mode, the Mule needs to be unlocked before it can be activated.
Moose
Beware of these powerful enemies. These enemies can only be encountered in the Secret Portal.
NOTE: In Campaign Mode, the Secret Portal needs to be unlocked before it can be activated.
Secret Portal
The Secret Portal can only be activated upon completing the current scenario. Each creature eliminated allows players to transfer cards to their next game.
Game Setup
Upon the Game Setup, the Secret Portal and all Moose Cards are placed aside.
Activate the Secret Portal
After defeating the scenario's Demon, players may choose to enter the Secret Portal.
If so, follow these indications:
- The last active player ends their turn.
- Remove all enemies in play.
- Place the Secret Portal card on top of the Location pile and apply its effect.
- Start a new Game Round and give the Active Player Token (Blue side) to the next player.
End of Secret Portal
If all enemies or all players are eliminated, the effect of Secret Portal ends.
For each Moose eliminated, players may transfer and replace one card from the Mule during their next game.
Only Item, Enchantment, or Skill Cards on their 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 to the Mule.
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 with the Battle Axe Card. The replaced card is discarded.
Classes
Each class has its own attributes and sphere of specialization, represented by a color. Depending on the Classes available, players can select a Class according to the cards in their hand.
Warrior
Vigorous, the Warrior specializes in weapons and melee combat. Their power allows them to greatly increase their damage with their weapons and Health Points, but their knowledge of magic is rather limited.
Specialties: Melee weapons & Health Points
Hunter
With excellent Sight, the Hunter's Skills allow them to increase their damage by discarding cards from their hand and 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 and ability to learn 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
Paladin
Paladins are distinguished by their heavy Armor Points and specialize in defense. Close-quarter combat is no secret to them, but their Sight is rather limited.
Specialties: Armor Points & Melee Weapons
Monk
Excellent in Unarmed Combat, the Monk stands for resistance and strength. Their Skills allow them to improve their Sight and damage in order to strike down enemies with their fists.
Specialties: Unarmed Damage & Skills
Druid
The Druid stands out with their Companions and acid-focused attacks. Their power allows them to quickly use their Skills, but they rely on their Companions to maximize their damage.
Specialties: Companions & Dice Reroll
FAQ
Enemy with 0 Sight against OUT OF SIGHT (cards: Angel, Conviction, Potion of Infravision; interacting with: Twilight Guardian, Air Elemental — card codes CPN07, MON24)
Even if enemies have 0 Sight due to the effect of one of your cards, they are considered OUT OF SIGHT due to the enemy's effect, which normally prevents them from being targeted.
Reading Order of an Attack Card (cards: Water Bending, Intimidation, Smoke Screen, Purification; interacting with: effects modifying the enemy's Sight requirement — card code SKL04)
The enemy is targeted by the damage, then the card is drawn. If the enemy is eliminated, proceed according to the usual rules for eliminating an enemy. (page 23) If the enemy is not eliminated, the effects of the drawn card affect it. These new modifications must be taken into consideration for the rest of your actions.
Deflection of Multiple Damage Types (cards: Reflect; interacting with: multiple types of dice — card code DEF02)
Half the result of each type of die rolled by the enemies is redirected to the target, taking into account any immunities the target may have.
Single-Target Attack Changed into an All-Target Attack (cards: Seismic Shock, Fist Rush; interacting with: multiple cards — card codes HER17, HER57)
The attack type must always be selected before activating the card. Any effect that applies to an attack type other than the one selected is lost. Attacks of the same type can still be combined. (page 22)
Example with Seismic Shock: Your next attack with an item on the red connection point becomes an "all-target attack". Therefore, any bonus applying to the next "single-target attack" is lost and does not apply.
Example with Fist Rush: If Intimidation is activated to reduce an enemy's Armor during your next "single-target attack", this bonus is lost if Fist Rush is then used as an "all-target attack".
Repeating Damage to One or More Targets (cards: Bloodthirst, Resonance; interacting with: multiple cards — card codes HER16, HER55)
All damage accumulated before or during the activation of this attack is repeated. However, any damage reduction or immunity of the new target must be taken into account.
Clarification on "Or" and "Any" (cards: Sharp Spikes, Chain Explosion, Resonance, Bloodthirst, etc.; interacting with: no cards or multiple cards — card codes SKL06, SKL08)
"Or" implies a choice between the available options. "Any" refers to the entirety of what is indicated.
Some "Or" and "Any" are underlined to emphasize their importance in certain interactions.
Example with Sharp Spikes: The damage bonus applies to only one of the selected ratios, whichever is most advantageous to you. For example, if you have 40 Health Points and 90 Armor Points, selecting the Armor Points is the most advantageous option, granting you a total of +6 additional damage dice.
Example with Chain Explosion: Any damage (combined attacks, abilities activated before the attack, etc.) is repeated. The new target takes all of this damage, taking into account any immunities it may have.
Still no answer? Visit hellbringergame.com/faq for the game's most up-to-date FAQ, or join the community at hellbringergame.com/linktree.
Index
| Topic | Page |
|---|---|
| Ability | 9, 10, 18, 19 |
| Acid Die | 4, 19 |
| Action Points | 8, 10, 12, 13, 15, 17, 20, 23, 31 |
| Action Point Tokens | 4, 12 |
| Active Player Token | 4, 5, 8, 25 |
| All-Target Attack | 18, 21, 22, 28 |
| Alliance | 24 |
| Armor Points | 10, 12, 21 |
| Assign an Attribute Point | 23 |
| Attack | 10, 17, 18, 21-23, 28, 29 |
| Attribute Point | 11, 16, 23, 31, 32 |
| Attribute Point Sharing | 31, 32 |
| Attributes | 11-13, 23, 31, 32 |
| Campaign | 6, 16, 25 |
| Campaign Booklet | 4, 6, 16 |
| Card Subcategory | 15, 18, 20 |
| Cards in Hand | 6-8, 12 |
| Cards in Hand Limit | 8, 12 |
| Class | 5, 6, 11-13, 15-17, 26, 27 |
| Collect | 32 |
| Combat | 5, 6, 9, 10, 16 |
| Combine Attacks | 10, 21, 22, 28, 29 |
| Common Cards | 5-7, 9, 10, 16, 17, 25 |
| Common Discard Pile | 6 |
| Companion | 5, 11, 12, 17, 19, 20, 24, 27 |
| Connection Points | 13, 15, 17 |
| CO-OP | 3, 5, 8, 9, 11, 14, 16, 19, 25, 31, 32 |
| Damage Die | 4, 19, 24 |
| Defeat | 3 |
| Defense Cards | 5, 15, 17 |
| Demon | 3, 5-7, 14, 16, 25, 32 |
| Discard Pile | 20, 24, 32 |
| Draw Pile | 6-10, 16, 24, 32 |
| Elimination of a Companion | 17 |
| Elimination of an Enemy | 10, 16, 23, 28 |
| Elimination of a Player | 24, 31 |
| Empty Draw Pile |
Co-op 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.
Respawn or Resurrect?
On the eliminated player's turn, Respawn will allow that player to play their turn immediately, but will cause all players to lose one Attribute Point.
A Resurrection is triggered by activating a card with the Resurrect icon and will allow the eliminated player to return to play after the end of the Enemies' Turn. This option prevents players from losing Attribute Points.
NOTE: If a Resurrection takes place but all players are eliminated at the same time, the game is lost.
Elimination
When a player is eliminated, they reveal their cards in hand. They flip their Class Card face down to indicate their elimination, all their temporary effects end immediately, all effects affecting other players stop applying after the current attack, 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 their turn to determine whether or not to Respawn. If the player does not wish to do so, their turn is skipped.
Respawn
At the beginning of their turn, an eliminated player may choose to Respawn.
All players must remove a card from their Attribute Point section.
If this action cannot be performed by one of the players, the eliminated player will not be able to reappear.
Then, the eliminated player flips their Class Card to show that they are alive. That player can then begin their Player's Turn. Finally, all effects affecting other players apply again.
Resurrection
An eliminated player can return to the game with the help of cards intended for their Resurrection. At the end of the Enemies' Turn, the eliminated player flips their Class Card face up to show that they are in play. Finally, all effects affecting other players apply again.
Attribute Point Sharing
When an Attribute Point Card is earned, the player may give it to another player who has fewer Attribute Point Cards than they do.
- 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 CO-OP 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.
Keywords
Player — Refers to the player's hero character, which is "you".
Enemy — Refers to all cards with Health Points placed on the Enemy Board. (Starter Monster, Monster, Demon, etc.)
Draw Pile — Refers to a pile of face-down cards. (Common Draw Pile, Monster Draw Pile, etc.)
Discard Pile — Refers to a pile of face-up cards located next to a draw pile. (Common Discard Pile, Monster Discard Pile, etc.)
Draw a Card — Drawing a card means taking the next card from the specified pile.
Discard a Card — Discarding a card means placing the specified card, or a card of your choice if none is specified, face up on the corresponding discard pile. If you have no more cards to discard, ignore any remaining discard effects. If no discard pile exists, the card is removed. (see Remove)
Remove — The card is placed at the top right of the Enemy Board and cannot be used again during that game.
Immune — The affected target completely ignores the indicated effects.
Collect — The player chooses a specific card from the indicated pile and places it in their hand. The order of the other cards in the pile must remain unchanged.
Reroll — The player 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 the attack, any reroll gained during that attack is lost.
Attribute Point — Refers to the cards located on the left section of the Player Board.
Reorganize — You may move one or more Attribute Points within the left section of the Player Board. You may give an Attribute Point according to the CO-OP Attribute Point Sharing rule. (page 31)
Resurrect (page 31) — An eliminated target will return to the game according to the conditions indicated.
See the Summary Cards for a summary of the iconography and a Game Round.