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Human Punishment: Social Deduction 2.0 – Project: Hell Gate thumbnail

Human Punishment: Social Deduction 2.0 – Project: Hell Gate

Expansion for Human Punishment: Social Deduction 2.0
Combines with
Human Punishment: The Beginning

Human Punishment: Social Deduction 2.0 – Project: Hell Gate Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Ex-Auto Bosses
  • Interacting with Ex-Auto Bosses
    • How to Destroy an Ex-Auto Boss
  • Example: Boss Positions
  • Ex-Auto Descriptions
    • 1. Fallen Angel
    • 2. Dark Matter
    • 3. Exitus
    • 4. Belial
    • 5. Omega
    • 6. God of the Legion
    • 7. Parasite
    • 8. Bloody Beast
  • Programs with an Immediate Effect
  • Scenarios
    • Four Players
    • Five Players
    • Six Players
    • Eight Players

Components

The expansion contains:

  • 17 role cards: new characters ready for play.
  • 27 program cards: with new abilities.
  • The Gate of Hell card: a new, terrifying weapon.
  • 16 Ex-Auto cards: creatures from another dimension.
  • Two Ex-Loyalty cards: used by Ex-Autos.
  • Three Ex-Legion cards: used to check for Legion infection.
  • Ten Exitus cards: special cards for Ex-Autos.
  • One Ex-Health card: marks an Ex-Auto's health.
  • These rules.

Setup

Set up as in the base game, with the following changes:

  1. At the start of setup step 2, shuffle all role cards from the expansion together with the role cards of the same colour from the base game.
  2. At the start of setup step 3, place the Gate of Hell lock side up, together with the Unavailable Weapon. The card itself describes how the Gate of Hell works.
  3. At the start of setup step 7, shuffle all programs and portals from the expansion into the base game's program deck.
  4. Before the game begins, place all Ex-Auto, Ex-Loyalty, Ex-Legion and Exitus cards next to the program deck.

Ex-Auto Bosses

During play, portals may appear among the program cards. If you take a portal, place it next to the program deck and take a new program. Portals let you summon Ex-Autos, which you then have to fight.

An Ex-Auto is an artificial player. Each one acts and affects the game in its own way.

Check the table: are there enough portals to summon a boss?

PlayersPortals needed
4–63
7–94
10–165

If there are enough portals, summon the boss:

  • Take the Ex-Auto with the same number as the last opened portal.
  • Place it face up to the right of the player who took the last portal card.
  • Under the boss card, place the Ex-Health card so that the side showing two lives is visible.
  • Perform the boss's actions if you sit to its right.

Ex-Auto abilities always work, even with a face-down role card. On an Ex-Auto's turn, read on its card what you must do. Some Ex-Autos are passive: skip their turns. A detailed description of every Ex-Auto follows in the Ex-Auto Descriptions section below.

If an Ex-Auto is already in the game, ignore all portals you take and set them aside with the others.

You may not exchange your loyalty or role cards with an Ex-Auto.

Note: Exitus, Parasite, Bloody Beast and Dark Matter can win the game if all the other players are dead.

Omega and Belial only need to draw specific cards to win.

Ex-Auto bosses such as Omega, God of the Legion, Bloody Beast and Parasite enter the game without Ex-Loyalty cards.

Exitus and God of the Legion enter the game with special Ex-cards.

Interacting with Ex-Auto Bosses

You may choose an Ex-Auto boss as a target and shoot at it. To deal damage to an Ex-Auto, you must first reveal its Ex-Loyalty cards.

Other ways to interact with them are written on the Ex-Auto boss cards themselves.

Program cards and players' role abilities do not affect Ex-Auto bosses.

How to Destroy an Ex-Auto Boss

  • If you shoot with a pistol, a rocket launcher or a companion, reveal one Ex-Loyalty card.
  • If both Ex-Loyalty cards are revealed, the Ex-Auto takes one damage.
  • A rifle, a laser and the Gate of Hell each deal two damage to an Ex-Auto. First, however, the Ex-Loyalty cards must be revealed. While they are not revealed, the Ex-Auto takes no damage.
  • When you destroy an Ex-Auto boss, remove it from the game (return it to the box). Place all revealed portals under the program deck.
  • Omega and Bloody Beast take no damage; they cannot be destroyed.

Example: Boss Positions

Boss positions around the table are labelled with Cyrillic letters: А (A), Б (B), В (V), Г (G), Д (D) and Е (E). The letters are kept as printed in the example below.

Anya takes the last portal she needs. The portal's number is 2, so the second boss is added to the game: Dark Matter. Anya places it in position A.

If Dark Matter moves three places to the left, it swaps position A with position G.

If Dark Matter moves four places to the right, it swaps position A with position D.

Ex-Autos skip dead players.

All positions stay the same: if Dima is dead, positions G and D are still available to the boss.

(The printed example includes a seating diagram of six players, named Gosha, Vova, Borya, Anya, Egor and Dima, with the boss positions around the table. The diagram is omitted here; the text above carries the rules.)

Ex-Auto Descriptions

1. Fallen Angel

Place the Fallen Angel face up, with two face-down Ex-Loyalty cards.

All dead players return to the game with one life. They become Fallen, unless they are Legion (a change of loyalty is possible).

The Fallen Angel is passive: skip its turns. If the Fallen Angel is destroyed, all Fallen die immediately.

2. Dark Matter

Place Dark Matter face up, with two face-down Ex-Loyalty cards.

At the start of each turn, the active player either reveals one role or loyalty card, or takes one damage. If you die this way, victory is not checked and the game continues.

Dark Matter is passive: skip all its turns. If you destroy Dark Matter, you unlock the rocket launcher and the laser for yourself until the end of the game.

3. Exitus

Place Exitus face up, with two face-down Ex-Loyalty cards. Shuffle the Exitus deck and place it next to Exitus.

On Exitus's turn, take a card from the Exitus deck and play it. Exitus's turn then ends. Put the card under its deck. If you died during Exitus's turn, do not check victory conditions; the game continues. If all players are dead, Exitus wins.

4. Belial

Place Belial face up, with two face-down Ex-Loyalty cards.

If you take even one more portal card, Belial wins. Belial is passive: skip its turns.

5. Omega

Place Omega face up, without Ex-Loyalty cards.

On Omega's turn, take one program from the deck and place it face up next to Omega. The same happens each time someone shoots with a pistol.

If Omega ends up with two "on your turn" programs and two "at any time" programs, it wins the game.

Omega cannot be destroyed.

Omega has no limit on the number of programs.

6. God of the Legion

Place God of the Legion face up, without Ex-Loyalty cards.

After God of the Legion is summoned, take the deck of three Ex-Legion cards. Look at one card, then shuffle the deck back. Pass the deck to the next player.

One of the three Ex-Legion cards changes your loyalty to the Legion. After all players have looked at their cards, everyone closes their eyes. Legion players open their eyes, look at each other, and close them again. Then all players open their eyes.

If you destroy God of the Legion, all Legion players raise their hands and reveal their team.

7. Parasite

Place Parasite face up, without Ex-Loyalty cards. Place three face-down program cards from the deck beside it.

On Parasite's turn, place one face-down program from the deck next to it. Then deal Parasite one damage.

When Parasite is destroyed, reveal all of its program cards. Deal one damage to each player counterclockwise for each "at any time" program. Check victory after each player's death.

On your turn, you may discard two programs to heal Parasite one life. This does not count as an action.

Parasite has no limit on the number of programs.

8. Bloody Beast

Bloody Beast can be summoned by playing the "bloody track" program or through the abilities of some roles.

Place Bloody Beast in front of the player who summoned it.

If Bloody Beast lies in front of you, then on your turn either reveal your role card or take two damage. At the end of your turn, pass Bloody Beast to the next player. Skip dead players.

If the beast kills a player, do not check victory.

Bloody Beast cannot be destroyed.

Programs with an Immediate Effect

If you take such a program, immediately place it face up in front of you and resolve its effect.

If several such programs are in play, resolve them in the order in which they appeared.

Scenarios

You can use these variants to add thematic variety to the game.

Four Players

Cops vs. Everyone Roles: Undercover Agent, Secret Agent, Killer, Executor, Thief. All players start with two program cards.

Night of the Living Dead Roles: Paramedic, Bringer of Death, Bringer of Light, Rocky, Avenger. At the end of your turn, you may put all of your program cards under the program deck if you have more than two programs (including loyalty and spam programs).

Limited! Roles: Midnight Girl, Undercover Agent, Mindless Bot, Homeless, Musician. All players start with three lives (mark damage by turning role and loyalty cards).

Five Players

Resurrection Roles: Paramedic, Waitress, Virus, Mindless Bot, Bringer of Death, Bringer of Light. Each time you are resurrected, the other players each discard one random program card from their hand.

Alien Invasion Roles: Astronaut, Mistress, Firewall, Virus, O.N.O., Mind Eater. Everyone starts the game wounded, with one life.

Blood Cave Roles: Rocky, Balance, Believer, Puppeteer, Clown, Nick, Invisible Woman. All players take one program each, clockwise, until someone takes a loyalty card. Place a Bloody Beast in front of that player. Discard all the programs taken afterwards.

2x Ex Roles: two random human roles, two random machine roles, two random outcast roles. The game starts with two bosses, Exitus and Parasite, both to the right of the first player. Ex-Auto bosses do not attack each other!

Six Players

Undercover Blues Roles: Seeker, Informer, Invisible Woman, Outsider B, Virus, Mole, Clairvoyant. Each time a blocked weapon is used, it is unlocked for all players afterwards.

Visions Roles: Midnight Girl, Seeker, Bounty Hunter, Mercenary, Clairvoyant, Fortune Teller, Mole. You may reveal your role if someone shoots you with a pistol.

March of the Fallen Roles: Bringer of Death, Cultist, Damien, Cheater, Believer, Waitress, Invisible Woman. The game begins with one of the "Marches of the Fallen" next to the program deck.

Eight Players

Nothing Is Impossible Roles: P.R.A.H., Informer, Photographer, Network, Puppeteer, Killer, Leader, Balance. All outcasts are a team and win together if all machines and humans are destroyed.

Revenge of the Fallen Roles: Cultist, Bringer of Death and seven random outcast roles. If you are the active player, you may, as your action, discard two programs to heal yourself one life.