Hellboy: The Board Game – Holiday Hellboy
Hellboy: The Board Game – Holiday Hellboy Rulebook
Table of Contents
Table of Contents
Special Rules
He's Checking It Twice
Once per round, when Hellboy spends an action cube to upgrade a test die on an EXAMINE test for himself or another Agent, upgrade two dice rather than one.
Chestnuts Roasting
Hellboy never suffers more than one fire damage from a single attack or effect.
Be Jolly!
When testing FIGHT, spend a [heal result icon] result to heal two damage.
Note: the card shows the result as a symbol rather than a word. It is rendered here as "[heal result icon]" because the symbol's name is not printed on the card.
Unique Actions
You Better Watch Out
Move Hellboy's marker to the front of the target priority queue.
Big Red Sack
Make a Fight action. If you hit, the target suffers 3 additional damage and is stunned and hurled.
Deck the Halls
Remove a piece of scenery in Hellboy's area, then pick a visible Enemy within 2 areas. That Enemy is stunned, and suffers damage equal to the scenery's size plus the roll of an orange die.
Note: each Unique Action's cube-symbol cost is printed on the card as cube icons and is not transcribed here; see the base game rulebook for how Unique Actions are paid for.
Starting Cards
Hellboy begins the game with these cards:
- Hellboy's Pistol
- Deep Pockets