Bloodborne: The Card Game – The Hunter's Nightmare

asmodee, CMON Global Limited, Delta Vision Publishing · Board game · 2018
3–5 · best 4 30–45 min Weight 2.2/5
8.7 rating Ludopedia
7.9 rating BGG
STEP BY STEP
Hello, Hunters! Welcome to the complete guide for **Bloodborne: The Card Game – The Hunter's Nightmare**. Prepare yourselves to delve into an even deeper and more challenging nightmare. This guide is based EXCLUSIVELY on the information from the rulebook, so let's get straight to the point so you can return to Yharnam soon!

Game Objective

In **Bloodborne: The Card Game – The Hunter's Nightmare**, you take on the role of Hunters seeking knowledge and power in a dark and dangerous world. The main objective is to defeat Bosses and Monsters, collecting Blood Echoes and improving your skills. The expansion introduces new challenges with Final Bosses, Chalice Dungeon Cards, Hunter Upgrades, Death Tokens, and Runes. The victory condition, as in many nightmares, is tied to your ability to survive and thrive in the face of threats.

Setup

The game setup involves a few important steps to ensure everything is ready for the hunt: * **Choose the Final Boss:** Select one of the 8 new Final Bosses available. * **Chalice Dungeon and Upgrade Cards:** Shuffle the new Chalice Dungeon Cards and Hunter Upgrade Cards together with the corresponding cards from the Base Game. * **Runes:** Each Hunter is randomly dealt 2 Rune Cards. Choose 1 to keep face up near your player board and discard the other. Runes grant powers that remain active throughout the game. * **Death Tokens:** Each Hunter takes a set of 3 Death Tokens (1 for Kin, 1 for Beast, and 1 for Humanoid). These tokens are placed to the right of the Trophy Tracks on the Hunter Board, after the value 8. The Trophy values occupied by Death Tokens and those to their right will no longer be available.

Game Flow

The game progresses in rounds, each with a well-defined sequence of steps: 1. **Choose and Play Action Cards:** Players choose and play their Action Cards. 2. **Transform Weapons:** The Transform Weapons phase occurs. 3. **Resolve Immediate Effects:** Immediate effects from played cards are resolved. 4. **The Monster Attacks:** The current monster attacks the Hunters. 5. **The Hunters Attack:** The Hunters attack the monster. 6. **The Monster Escapes:** It is checked if the monster escapes. 7. **The Hunter's Dream:** The Hunter's Dream phase occurs. 8. **Reveal a New Monster:** A new monster is revealed for the next encounter.

Actions and How to Play

The game unfolds through the use of cards and interaction with monsters. Important actions and mechanics include: * **Action Cards:** Players choose and play Action Cards to perform various actions during the game. * **Transform Weapons:** This is a specific phase of the round where players can interact with their weapons. * **Immediate Effects:** Some cards have Immediate Effects that are resolved at specific times. * **Card Types:** * **Firearm:** Have specific effects, such as the CHURCH CANNON which deals maximum damage to Hunters who played a Hunter's Dream. * **Melee Weapon:** Examples include the EXPLOSIVE HAMMER, which is considered both weapon types. * **Utility:** Not detailed in context. * **Hunter's Dream:** Not detailed in context. * **Blood Echoes:** Can be Collected (lost if you die) or Stored. * NURTURING BED: If you are the only one to play a specific card type (Firearm, Melee, Utility, or Hunter's Dream) after the Transform Weapons step, collect and store 1 Blood Echo from the Supply. * **Orphan of Kos (HEIR): After the Hunters Attack step, if you dealt more damage to the Monster this round (excluding ties), collect 2 Blood Echoes from the Supply. * **Blood-Sated Beast**: Adds 1 un-stored Blood Echo from each Hunter to this Boss the first time it is rolled on a die each round. * **Cleric Beast**: When revealed, adds 1 Blood Echo from the Supply per Hunter in play. * **Abductor**: If it escapes, the Hunter(s) with the most un-stored Blood Echoes lose 5 un-stored Blood Echoes. * **Damage:** * **Foul Beast**: Immediate effects from Hunters deal +1 damage to other Hunters. * **Gatling Gun vs. Explosive Hammer**: The Gatling Gun's effect deals a total of 3 damage to Hunters using the Explosive Hammer. * **Finishing Blow:** Refers to the Hunter who removed the last Blood Echo from the Monster. * **Order for applying effects that modify damage:** 1. Apply all effects that Double and Divide. 2. Apply all effects that Amplify and Prevent. 3. Apply "Maximum 1 Damage" effects. * **Runes:** The powers of Runes are always active. * **BEAST**: If you are using a Melee Weapon, it deals +2 Damage to Monsters, but you suffer +1 Damage from Monsters. * **HUNT**: When you reveal a Weapon card, store half of its Blood Echoes (rounded down). * **Death Tokens:** * Whenever a Hunter dies to a Monster, that Hunter moves all Death Tokens corresponding to that Monster's Type 1 space on their Trophy Track (starting from the highest value, and moving backward). * Whenever a Hunter dies to another Hunter, the Hunter who died chooses one of the Trophy Tracks to move the Death Token on. * The Trophy values occupied by Death Tokens and those to their right are no longer available for the rest of the game. If a Death Token moves to a value occupied by a Trophy Token, move the Trophy Token backward on the track to accommodate the Death Token. * **Silver Beast of Loran**: When this enemy attacks, deal 1 extra Damage to each Hunter for each space lost on their Trophy Track due to Death Tokens. * **CORRUPTION**: When you reveal a Firearm, Heal 2 HP. * **Logarius' Wheel**: During the Transform Weapons Step, players who played Logarius' Wheel choose, in turn order, whether to Transform or not. Then, players who decided to Transform reveal a new card along with players who played Transform.

End Game and Scoring

Consult the rulebook for details on end-game conditions, scoring, and victory/defeat criteria.

Tips for Winning

* When choosing your Rune, pay attention to the Final Boss's Effect, as it can influence the effectiveness of each Rune. * There are Runes that work better with different player counts. * Consult the rulebook for details on other tactical tips.
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