RulesPal
Chat
Rulebook
Hellboy: The Board Game – Nimue The Blood Queen thumbnail

Hellboy: The Board Game – Nimue The Blood Queen

Expansion for Hellboy: The Board Game

Hellboy: The Board Game – Nimue The Blood Queen Rulebook

Table of Contents

Table of Contents

  • New Rules
  • Resolving Unexpected Threat Cards
  • Unexpected Threat: The Recovering Queen
  • Enemy: Nimue, the Blood Queen
  • Boss Behaviour: The Blood Queen's Blessing
  • Boss Behaviour: Mangle with Magic

New Rules

This card features rules for Unexpected Threats, a new kind of Deck of Doom card (each marked with the A icon) that brings hard-hitting Enemies – even Bosses! – into play without warning.

Many Case File setup cards will call for a single A card. In this case, shuffle all of the cards with that icon, then add one at random (without looking at it) to the Deck of Doom.

If one of these cards is drawn during the game, refer to the rules on the back of this card.

Resolving Unexpected Threat Cards

Each Unexpected Threat lists an Enemy. When the card is drawn, put it and the relevant Enemy card into the in play area. If it is already in a minion slot, do not move it.

If an Unexpected Threat card brings a Boss into play, create its Behaviour Deck by shuffling together all of the Behaviour cards with icons matching those on its Enemy card. Put this deck in the in play area. In the Minion phase, the Boss acts as it would during the Confrontation – before any minions are activated, a Behaviour card is drawn and resolved. Track the Boss' health using damage markers.

Otherwise, follow the instructions on the Unexpected Threat card. When it is discarded, any cards that were put into the in play area because of it are discarded.

Unexpected Threat: The Recovering Queen

Unexpected Threat (see the Unexpected Threats rules card)

Enemy: Nimue

Put this card in play. Each time a room is explored, roll a yellow die; on a score of 1, set up Nimue in area 3. If all rooms are explored and Nimue has not been placed, discard this card.

Nimue has not yet reached her full power, so her health is reduced to 10.

When Nimue is defeated, discard this card.

Enemy: Nimue, the Blood Queen

Boss, Arcanist, Fey

Stats (printed on the Nimue card): Move 2, Resilience 3, Health 20, Range 4, Ranged Attack 8, Melee Attack 4.

Inspirational Oratory: At the start of the Enemy phase, before activating Nimue, activate each minion in her room in the normal order. These minions will activate again later in the round, as normal.

The Vessel: In the End phase, if Nimue has suffered at least 10 damage, roll a red die. On a score of 3, shuffle together all Enemy cards with the [tag unclear in photograph] tag and draw one at random. Remove Nimue, discard this card and replace her with the Enemy shown on the card you drew. (Create a new Boss Behaviour deck and reset the Confrontation track according to its health.)

Note: the photograph is too low-resolution to read the tag name in The Vessel with certainty. It appears to be a single tag word on the Enemy cards, but the exact word is not legible in the photo. Check it against a physical Nimue card before relying on this line.

Boss Behaviour: The Blood Queen's Blessing

Agents in Boss' area: Draw another Behaviour card, then shuffle this one back into the deck.

Otherwise: Remove all damage from all minions on the board. For the rest of this round, all minions increase their Melee Attack by 2.

Boss Behaviour: Mangle with Magic

Agents in Boss' area: The Agent in the Boss' area who has suffered the least damage suffers 6 damage, ignoring Defence. They can spend up to three action cubes; each one reduces the damage suffered by 2. If multiple Agents have suffered the least damage, use Target Priority.

Otherwise: The Agent in the Boss' area who has suffered the least damage suffers 4 damage, ignoring Defence. They can spend up to three action cubes; each one reduces the damage suffered by 2. If multiple Agents have suffered the least damage, use Target Priority.