Learn Inferno
Learn the game in 5 short steps. Everything links to the full rules.
Welcome to Inferno

Florence, city of Dante, is rotten with sin. Your family accuses the sinners of its taverns, markets and palaces; below, your ancestors lead their Souls down the nine circles of Hell, each to the punishment that matches its sin.
The family with the most Infamy points when Dante finishes his descent wins. Infamy comes in
three roughly equal shares: Souls laid down in their own circle, your dealings in Florence, and
the
Diplomas scored at the end.
1–4 players (solo included), 45–120 minutes. Ready to set up? Open the setup checklist — it adapts to your player count and to a first game.
Phase 1: move a Soul down
Each turn starts in Hell. Move one Soul down: a standing Soul already in Hell, or a Soul from
the
Graveyard, ferried across the Acheron for 1
.
- A Soul follows the chains downward; if the next shield is occupied, it jumps on — and you choose the direction at each jump.
- It may never go below the circle of its own colour, and crosses the Walls of Dis only through your safe passage.
- When it reaches an empty shield in its own circle it lies down and you score that circle’s points.
The shield where it stops shows a quartiere symbol: that is where you act next, in Florence. Hell phase rules
Phase 2: act in Florence
In the quartiere your Soul picked (or anywhere, for 2
), send a
Noble
or
Urchin from home to a location and take its actions:
- HAYSTACK adopts an Urchin, BANQUET builds a Tower floor, BANK pays Florins, COURTYARD frees family members from your Tower.
- PALACE hosts a
Guest, MARKET steals a Barrel, BONFIRE buys safe
passages, Guardians and the River Styx, WALL plays Fraud cards and delivers Barrels for points.
Family members stay where you send them until your next accusation. Florence phase rules
Accuse a sinner
Instead of sending someone, you may
accuse with a family member already at a
location — at a special location you also need the Guest of its colour in your Tower.
- The accuser goes into your
Tower; everyone else in Florence comes home. - A Soul of the location’s colour joins the Graveyard.
- Your Skull climbs that colour’s Sin Track, and you take the
bonus beside it. - Dante steps down his path: a pagan Soul and a Guardian, a Fraud card, or a Diploma for whoever leads the Sin Track of his circle.
Accuse whenever you like — and keep Tower space free, or you can’t. Accusations
Dante's last step and the scoring
The accusation that takes Dante to his final stop scores 2 and ends the game: everyone else plays one more turn. Then:
- Fraud cards score their endgame halves.
- Every empty shield in a circle slides its
Phlegethon cube left (minimum 1). - Each
Diploma scores Phlegethon value × your Skull’s level on that track — up
to 20. - Loans cost points; the tallest Tower, most Guests, most Florins and most family at home score.
So: lead a few Sin Tracks and fill their circles. Final scoring · Teach the Game