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Hellboy: The Board Game – Holiday Hellboy thumbnail

Hellboy: The Board Game – Holiday Hellboy

Expansion for Hellboy: The Board Game

Hellboy: The Board Game – Holiday Hellboy Rulebook

Table of Contents

Table of Contents

  • Special Rules
    • He's Checking It Twice
    • Chestnuts Roasting
    • Be Jolly!
  • Unique Actions
    • You Better Watch Out
    • Big Red Sack
    • Deck the Halls
  • Starting Cards

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