Hellcard - Classes and Their Cards
Hellcard is a spin-off of Book of Demons. In this guide we will tell you about classes and cards in this new roguelite game.
Hellcard takes place in the Book of Demons universe. Many people may associate it with a combination of a roguelike game and a card game. This production was initially intended to be an additional mode to BoD, but over time it grew into a separate game. In this article we will talk about classes and their cards.
Hellcard Classes: General Information
There are 3 available classes in Hellcard: Warrior, Rogue and Mage. They have the same amount of health to begin with. However, they differ in their starting cards and predispositions.
- Warrior – is a character that does well at close range. He can additionally protect himself and his companions.
- Rogue – this heroine feels comfortable when enemies are far away from her. In addition, she has a slightly lower skill cost than the other adventurers.
- Mage – this character does well in mana management.
Hellcard: Warrior
Description
A seasoned adventurer who values brawn and candor over cunning. He lives for duels and cutting down the biggest, baddest monster in the room, but under all the bravado there is a soft heart that always makes sure to protect his teammates form harm
Starting Deck
- Mighty Blow – Deal 2 damage in a medium radius. Random monster in radius is dealt additional 2 damage. Cost: 2.
- Shiels Block (4x) – Give 2 block to any hero. Cost: 1.
- Sword Slash (3x) – Deal 2 damage. If target is far, deal 1 damage instead. Cost: 1.
Hellcard: Rogue
Description
Mistress of the bow and guile. Prefers long range combat, traps and speed over brute force. She can stun with her razor-sharp humor and the purse she just snatched form your belt alike.
Starting Deck
- Kick – Move a monster from near to far range. Cost: 0.
- Sharp Arrow (4x) – Deal 2 damage. 1 damage if the target is near. Cost: 1.
- Buckler (3x) – Gain 2 block. Cost 1.
Hellcard: Mage
Description
They say the study of powerful arcane magic that can incinerate an entire area of monsters opens the doors to insanity. Maybe his wit is a sign of this, maybe it’s a coping mechanism, Or maybe both. Wizards always tread a narrow path.
Starting Deck
- Lightning – Deal 3 damage. Deal 1 Damage to 2 nearest monsters. Cost: 2.
- Magic Bolt (4x) – Deal 1 damage. If it kills the target, get 1 mana and draw 1 card. Cost: 1.
- Ethereal Shield (3x) – Give 1 block to all heroes. Cost: 1.