Hunter Basics | Devil May Cry™: The Bloody Palace

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Hunter Basics

Announcement | Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | ???

Welcome back Hunters!

Following on from our last article, where we gave you a brief overview of Devil May Cry™: The Bloody Palace, today we’re going to take a look at the basics of how hunters attack, build combo chains, and start scoring style points!

Before we get started, Devil May Cry™: The Bloody Palace is coming to Kickstarter in Spring (Q2), 2019. If you want to know the second the campaign kicks off, click here to be added to our mailing list, so that we can send you a reminder and a link as soon as it goes live!

Okay—ready to go? Well then, time to get started!

Hunters - The Basics

Let’s jump right in with an example hunter to help demonstrate how a hunter board looks, and how players can make attacks and awesome combos. And who better to start with than… you guessed it, a character we’re sure needs no introduction at all, Dante!


When playing a game of Devil May Cry™: The Bloody Palace each player has a hunter board which help them keep track of where their cards are, and how long their current combo chain is. Here’s an example of Dante’s hunter board below:


In the top left we can see Dante’s reference card, which shows his vitality and movement speed. There’s a quick reminder of the options you have during your turn in the top right. In the middle there’s a space for your discarded cards on the left and a spot for your deck to sit just next to it. Next to that there is a little indicator of how many points you score for your combo chains. Finally, at the bottom of the hunter board is where your basic attack cards will sit. These are cards which are always available to you, and they’re used to start off new combo chains.

During the Hunter Phase, each player takes a turn with their character and attacks enemies, sets up for their next turn of kills, or tries to escape if they’re low on health. At the start of their turn, a player has a hand of five cards to choose from, as well as any basic attack cards that are available on their hunter board. When making attacks, players should be looking to do two things—make as long a combo as long as possible, and kill as many demons as they can… all while clearly being the most stylish hunter in the room! 


So, let’s say there’s an Empusa demon stood right in front of Dante… and Dante has decided this Empusa needs to die. He starts off his combo by playing one of his basic attacks, named Rebellion Swing. The card is placed on the right of our hunter board to show Dante has started a new combo chain, and the Empusa suffers 1 damage.

Dante can then play Rebellion Cut Right from his hand of cards, because when the card is placed next to Rebellion Swing, the blue combo links match up. It looks like the poor Empusa takes another 2 damage.

But Dante’s not done yet. Finally, he decides to finish the demon off with Million Stab, adding the card at the end of his combo chain (again, notice how the blue combo links match up). The Empusa takes 3 more damage and is killed!


It’s almost the end of Dante’s turn now the attack is over, but he still has a couple more actions to make. Firstly, it’s time to claim style points for the combo Dante just unleashed, based on how long the chain is and any particularly slick attacks which were used. As we can see on our hunter board, a three-card combo scores 1 point, which is then doubled to 2 points because the Million Stab card states to double the score. When the combo is claimed, Rebellion Swing returns to the bottom of our hunter board and the other two cards are discarded.

In this case, because Dante played Million Stab, he had to claim the combo, but normally claiming a combo is a choice. And the longer a combo is when it gets claimed, the more style points the player will score. But be wary. Long combo chains can score a tonne of points, but if your character suffers any damage from enemy attacks, you’ll have to discard the whole chain and start over!

The final remaining action for Dante is to make a run. Dante’s card lists a SPEED of 5, meaning he can move up to 5 hexes. Running is important, as it allows Dante to take a position ready to attack again next turn, or escape if he’s sustained too much damage. A run can be used anytime during a hunter’s turn, so players will have to learn for themselves when is best to use it, and how to read the playing area, so their rivals can’t easily deny them kills…

Readers with a keen eye will notice there are a few other symbols on Dante’s cards that we haven’t explained yet… but don’t worry about them for the time being. Today’s blog has taught you the basic elements, and we’ll return to cover the advanced attack rules in a future article.

After the Hunter Phase and every player has activated their characters, any enemies on the board will try to move and attack the hunters, in the Enemy Phase… but that’s for next time. Join us again on Monday for another exciting update for Devil May Cry™: The Bloody Palace!

*All game content subject to licensor approval*

*Capcom, the Capcom logo and Devil May Cry, are either registered trademarks or trademarks of Capcom Co., Ltd., in the U.S. or other countries.*