
2022 · Adventure
Massive Darkness 2: Hellscape
A group of veteran heroes returns to confront a spreading invasion from otherworldly portals. Players assemble a party of distinct characters, equip gear and skills, and push through perilous dungeons that teem with monsters and hazards. Gameplay alternates between exploration, tactical combat on modular map tiles, and scenario objectives that force decisions about movement, resource management and party composition. Encounters scale in difficulty as portals proliferate, and campaign play tracks character progression, loot, and lasting consequences across multiple missions.
- Players
- 1–6 best 3
- Playing time
- 60 min
- Age
- 14+
- Complexity
- 2.8 / 5
About the game
- Publishers
Expansions
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See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 121
- Plays logged
- 117
- Players
- 2h 24m
- Average play
- 66
- In collections
- 29
- On wishlists
7.8/10
from 18 Ludoya reviews
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
If I spend movement to open a closed door, can I keep using any remaining Movement Points to move or interact in that turn?
Yes — opening a closed door costs 1 MP and, after you draw and resolve the Door card (event, spawn, treasure), you may spend any remaining MP from that same Movement action (see pages 16–18).
Do ranged attacks ignore line of sight or allow diagonal targeting?
No — ranged (and magic) attacks require Line of Sight and all attacks are orthogonal only; you can never attack diagonally, and ranged attacks cannot target enemies in the same Zone (see page 19).
When I deal Wounds to a mob made of multiple miniatures, how are Wounds assigned — can I hit the leader first?
Treat the mob as a single defender and assign Wounds sequentially: apply Wounds to a miniature until it dies, then continue onto the next; minions always protect the leader so the leader cannot take Wounds until all its minions are killed (see page 21).
When do mobs and roaming monsters spawn from the Darkness Track, and what changes after round 10?
Each Darkness Phase you advance the Darkness Track by 1 and spawn mobs or roaming monsters on spawn symbols at portal Zones when the track reaches the respective spawn spaces; after round 10 flip the track and the backside will spawn roaming monsters every 3 rounds (see page 26).
What happens when a Hero is knocked out — how are they revived and what if we’ve no Lifebringer tokens left?
A knocked-out Hero is tipped over and at the start of the next round the players must spend (flip) a Lifebringer token to revive them with full Health and Mana; if no Lifebringer token is available when required the players immediately lose (see pages 24 and 37).
Does the Shadow die get added for monsters in Shadow Zones, or only for Heroes in Shadow Mode?
Only Heroes in Shadow Mode add the Shadow die to their attack pool and may trigger a Shadow Ability; monsters do not roll the Shadow die even if they are in a Shadow Zone (see pages 27 and 23).
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Game facts (players, playing time, age, credits) from BoardGameGeek.











