The cards
Just like in other card games, strategy is fundamental in LIVING HELL the horror card game. Players must carefully combine the 6 types of cards in the game, selecting those that complement each other and adapt to their play style.
Standard creatures
- The background, title, and text of the card are red.
- These are normal creatures with a defined attack and defense value.
- Along with the card type, one of the 5 classes to which the creature belongs (beast, deity, demon, specter, or human) is written.
Elite creatures
- The background, title, and text of the card are red.
- These are creatures with special characteristics that typically take effect when they are put into play.
- Along with the card type, one of the 5 classes to which the creature belongs (beast, deity, demon, specter, or human) is written.
Spells
- The background, title, and text of the card are green.
- These are effect cards used during one’s own turn.
- These can have an instant effect: an immediate effect that disappears at the end of the same action or the player’s turn.
- These can have permanent effects: until a disenchant card is used or until the affected creature dies.
Boost
- The background, title, and text of the card are purple.
- These are cards that grant some extra power to one or all of your creatures (greater damage to certain classes, additional attacks, resistances).
- You can only have one reinforcement card.
- It can be replaced by another, but not on the turn it was played.
- Unlike permanent spell cards, there is no response card to this type of card. To eliminate its effect, you have to destroy them by dealing damage with creature attacks.
- Their life points are reflected in the bottom right of the card.
Weapons
- The background, title, and text of the card are blue.
- Cards to equip some creatures to raise their attack value.
- These can only be played on your own turn and always equipped to a creature (once equipped, they cannot be changed).
- These occupy one of the three Support Area spaces until the equipped creature dies or leaves the field, or until an effect of another card destroys them.
- Limit of weapons per creature: one. Limit of weapons in game: three.
- When a creature card cannot equip a weapon, it is marked with the following icon:

Traps
- The background, title, and text of the card are orange.
- These are cards to respond to an action from your opponent.
- These are always used during the opponent’s turn.
- To activate trap cards, they must be on the field (face-down)
BAAL card
The Baal card prevents games from becoming too long. It is automatically summoned to the field when the total accumulated number of creatures in the graveyards of both players reaches 10. It is important to remember that creatures discarded during the game do not go to the graveyard but to the discard zone, and therefore, do not count for the invocation of Baal.
Once Baal comes into play:
- All cards on the field and in the players’ hands are sent to the graveyard.
- Then, each player shuffles the remaining cards in their deck, draws 5 cards, and discards any remaining cards in the deck.
- The 5 cards drawn constitute each player’s final hand to conclude the game.
This mechanism ensures a dramatic turn in games that extend too long, forcing players to quickly and strategically adapt with a limited set of options to finish the game.