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Logo for the card game 'Hunted: A Supernatural Card Game' with distressed white lettering on black background and subtitle in gold.
Read the Live Rules of Play v0.6

WELCOME TO THE HUNT

"We save people that can't save themselves, from things they don't even know exist."

Enter the world of HUNTED, a cooperative Expandable Card Game for 1–4 players. Unravel atmospheric mysteries, survive terrifying encounters, and confront the supernatural—where no two cases are ever the same.

Hunters must complete trials, search locations and gather information they can use to progress the case and neutralise the enemy monsters, demons, and supernatural anomalies lurking in the shadows. In this unforgiving world, the threats are endless and the environment itself actively works against you. One wrong step and you'll become just another cautionary tale.

Your hunt doesn't end with the core set. As an Expandable Card Game, the world of Hunted evolves through future expansions. These provide entirely new cases, customisable modular options, and add new Hunters to your roster with there own ways to help save the world.

Placeholder cards. Subject to change.

ARTICLES

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CARD ANATOMY

  1. Card Name

    The name of the card. Any cards with a (✧) next to their name are unique.

  2. Health and Sanity

    The Hunter’s starting Health and Sanity values. If either is reduced to 0, they are incapacitated.

  3. Attributes

    The Hunter’s core attributes; Combat, Instinct, Dexterity, and Faith.

  4. Card Type and Traits

    Identifies the card type (HUNTER), followed by its traits (DEMON). Traits have no innate rules, but other card effects and abilities reference them.

  5. Hand Size (5) and Gear Capacity (6)

    Hand Size (cards): The maximum number of cards you can hold at the end of your turn.

    Gear Capacity (box): The maximum total Weight of Gear items your Hunter can equip at one time.

  6. Card Text

    The abilities or effects unique to the card. This includes specific trigger actions in coloured boxes such as Reaction, or Free.

  7. Card Data

    Shows the art credit, database ID (CRS-001), copyright, and which subset of cards this belongs to.


  1. Card Name

    The name of the card. Any cards with a (✧) next to their name are unique.

  2. Reaction Slot

    If a Lightning Bolt 🗲 appears here, the card is a REACTION. Reaction cards can be played for 0 AP at any time—including during an enemy's turn—provided any specific trigger condition on the card is met. If this slot is blank, standard action rules apply.

  3. Offerings

    Shows the attribute boosts this card provides when it is sacrificed towards a Hunter Trial.

  4. Card Type and Traits

    Identifies the card type (CONTACT), followed by its traits (ANGEL). Traits have no innate rules, but other card effects and abilities reference them.

  5. Stats

    Displays the card's specific stat based on type.

    Gear: indicates its Weight against your Hunter's capacity.

    Contacts: indicates their Resilience - a total threshold for Damage and Stress.

  6. Card Text

    The abilities or effects unique to the card. This includes specific trigger actions in coloured boxes such as Reaction, or Free.

  7. Discipline

    The coloured frame and text box watermark indicates which discipline the card belongs to. Used for Journal-building.

  8. Card Data

    Shows the art credit, database ID (CRS-013), copyright, and which subset of cards this belongs to.

CHOOSE A CASE

Choose a Case, set aside its Objective cards, and gather the specified Encounter sets (separating Lore Entries, Omens, Locations, and Antagonists). Randomly set aside one secret Antagonist, box the rest, place all tokens within reach, and resolve any remaining Case Briefing instructions.

EQUIP YOUR HUNTER

After selecting your Hunter, place their Hunter card in your play area and their corresponding standee directly at the Safehouse location. Grab your pre-built Journal, shuffle in one random Flaw, and place it in your play area. Draw cards equal to your Hunter's starting hand size.

ASSEMBLE DECKS

Shuffle the gathered Encounter sets along with your chosen difficulty set into a single face-down Encounter Deck. Set the Endgame Dial to the starting value printed on your Case Briefing card. Finally, shuffle the Omen Deck and place it alongside all game tokens within clear view and easy reach of all Hunters.

BUILD THE MAP

Combine the locations from your Encounter sets with random ones from your collection to total 9. Shuffle and deal them face-down into a 3x3 grid, leaving enough spacing around each location to tuck cards beneath. Place the Safehouse face-up to the left of the middle row, then shuffle all Lore Entries nearby.

Join our community of Hunters on social media to track the latest game updates, card reveals, and behind-the-scenes lore. Follow us to discuss your favourite cards and decks, connect with the fandom, and prepare for your first hunt when the game drops.

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