Developing Hellboy: The Board Game – Deck of DOOM!
24th Apr 2019
Rob Burman
Hello everyone, it’s James here with another guest blog giving a designer’s view of Hellboy: The Board Game. The aim of these posts is to give you guys a taste of the gameplay you can expect from Hellboy: The Board Game - which is available to order now, by the way.
Yesterday, the lovely Rob did a great job of explaining how
 the HQ board works, and what its various bits are for. One of these was the
 Impending Doom track, which acts as a kind of timer, ticking down turn by turn
 until it launches the Confrontation, regardless of whether you're ready for it.
 A shrewd group of players will investigate their hearts out and uncover the big
 boss before this happens, but through playtesting I've seen countless cases
 where the agents took their sweet time, thinking they had ages before things
 took a turn for the worse.
See, here's the thing: you don't always know how quickly the
 Impending Doom track will advance, thanks to the Deck of Doom.

The Deck of Doom is one of the three decks that runs a game
 of Hellboy. You've got the Case File deck, which I explained previously, and
 which handles the overarching plot and narrative structure; then there's the Encounter
 deck (which Rob will be covering tomorrow), which tells you what's in each room
 you explore. The Deck of Doom completes the picture by throwing in all sorts of
 twists and unexpected occurrences – just like the comics.
The base Deck of Doom contains all manner of unusual and
 creepy effects, but at the start of each Case you shuffle in additional cards.
 Some of these pertain to the Case itself, adding bespoke elements that suit the
 story, while others are linked to the specific agents that are taking part. A
 Doom card might see Hellboy getting angry, or the fire that lives inside Liz
 Sherman battling its way to the surface.

Other than this, Doom Cards can bring new enemies into play,
 introduce temporary environmental effects or tweak the rules in subtle (but
 noticeable!) ways. More importantly, the majority of Doom cards will also
 advance the Impending Doom track. In a given deck, you should expect about
 two-thirds of the cards to advance the track, and a couple might even advance
 it twice. You'll be drawing one of these cards at the end of each round, so
 there's a real sense of time pressure.
Of course, the Deck of Doom isn't the only way the Impending
 Doom track advances. If the board is clear of enemies, the agents also have the
 option to rest. This gives them a well-earned reprieve, letting them examine
 clues freely, rest up and heal some damage (which they'll be taking lots of,
 believe me!), put out fires and generally get into a better position. Resting
 is an incredibly powerful tool in the agents' arsenal, but it increases
 Impending Doom whenever you do it. As with many things in this game, it all
 comes down to a decision. I've really enjoyed watching our playtesters agonise
 over the decision to rest, especially when they make the wrong call and it
 comes back to haunt them later. A solid loss is so much more satisfying when
 you can see it was your own fault!

Of course, it would be crazy to talk about the Deck of Doom
 without mentioning the artwork. We’ve made sure Mignola’s artwork is a key
 aspect of each card, to ensure we get even more of that comic book flavour
 throughout the game. One of the true joys of working on a licensed product like
 this is having such a range of source material to draw from.
Right! That's the Deck of Doom covered. Tomorrow Rob will be back with the Encounter Cards – another element of surprise that mixes up your games and ensures no two games are ever quite the same!


 
  
 