Hellbreak TCG Cards

Learn the game

Hellbreak card types explained

The official rules hub names five card types. Here is what each one is for, translated out of rulebook language.

Monster
One per deck, double-sided, and it is you. It starts the game Lurking and flips to Unleashed when you choose to commit to it. Everything else in your deck exists to support this one card. We cover the flip mechanic in full on its own page, because timing it is apparently the whole game.
Minion
The cards that do your fighting for you: they can attack the opposing player and defend against their attacks, in the standard TCG sense of a creature or unit card.
Asset
A supporting card, played to sit on the board and provide an ongoing effect or resource rather than a one-time hit. We are describing this by genre convention rather than a confirmed Hellbreak-specific ruling. treat "ongoing utility card" as our read until the full rules text is out.
Event
A one-shot effect card, played and then sent to the crypt, again by standard genre convention rather than a Hellbreak-specific confirmation.
Location
The battlefield itself. Each player brings one, and the starter set’s two included locations are the first confirmed example of how they shape a game. Full location rules are part of what Learn to Play still owes us.

Confirmed: the five type names, from the official How to Play page. Our read: the general function of Asset and Event, based on how those words work in the wider TCG genre. We will know after launch: full templating and timing rules for each type, once Learn to Play ships.

No Location card has been revealed yet, so the card database carries an honest empty state for that filter rather than an invented example. Every other type has at least one transcribed card.

One of each, from the database

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