Ludexv2026.11.01-65114139InfernoOfficial rulebook ↗

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Cards & Components

Every card, tile and token of Inferno and its Deluxe extras, with a picture and what it does: locations, bonuses, Fraud card effects, Family, Apprentice and Plague cards, Guardians and their pieces, Papal Bulls and all player pieces.

Pictures are from Red Mojo’s rulebook, player aid and Deluxe sheet. The rulebooks do not print the 24 Fraud cards or 8 Family cards one by one, so those are explained by their icons, which is all a card is made of.

Boards

To be added.

Cards

Fraud cards

24 cards. Each card has an Instant effect instant half (left) and an Endgame effect endgame half (right); each half shows the Barrel it needs and two effects, of which you choose one. How to play them: Fraud cards.

You may play a card without its Barrel, but then get no instant effect; owning the required Barrel by the end still unlocks its endgame effect. A Barrel can stay in your Tower or be delivered to your supply panel, and is not spent. Playing from hand is free; the WALL costs 2 Drachmas, while the market or deck adds 1 more. Each card played from hand is replaced from the market or deck, so you can play several in one turn. At game end, resolve eligible card effects in any order and skip any you do not want (Barrel location, playing without it, cost, replacements, endgame order).

The back of a Fraud card

Instant effects

IconEffect
Advance on the Sin Track of the colour shownAdvance your Skull one space on the Sin Track of the colour shown.
Place a Soul from the reserve in its circleTake a Soul of the colour shown from the supply and put it on an empty shield of its own circle. No points for it.
Reposition Souls within a circleRearrange any number of Souls within one circle (standing or lying), except Souls under a Guardian effect (Petrified, in Chains). FAQ
Repeat a played card’s instant effectUse an instant effect of one of your earlier Fraud cards again, ignoring its requirement.
Take 2 Drachmas, opponents lose 1Take 2 Drachmas; every opponent loses 1 (taking a loan if they have none). Not solo.
Phlegethon cubesMove one Phlegethon cube 2 spaces right, or two cubes 1 space right each.
Move safe passagesMove one safe passage of each player on the Walls of Dis, yours included. Not solo.
Gain 3 InfamyScore 3 Infamy.
Skull forward, another backMove one of your Skulls 1 space forward and another 1 space back (a Skull on the first space may come off the track).

Endgame effects

IconEffect
Points equal to your Skull’s positionScore points equal to your Skull’s level on the Sin Track of the colour shown.
N Souls into their circlePut the number shown of Souls of that colour from the supply onto empty shields of their circle. No points for placing them — but they fill the circle before the Phlegethon is adjusted.
Move a GuardianMove a Guardian to any empty shield, without its effect.
River StyxPlay a River Styx; its Souls need not match the Sin Track you advance (FAQ).
1 point per Drachma, max 51 Infamy per Drachma you have (max 5).
1 point per Fraud card played, max 51 Infamy per Fraud card you have played (max 5).
1 point per safe passage1 Infamy per safe passage of yours on the Walls of Dis.
Half DiplomaTake a ½ Diploma (in time to pair it in step 3 of the final scoring).
Skull forward, another backOne Skull 1 space forward, another 1 space back.

Family and Apprentice cards

8 Family cards (4 Apprentice cards for a first game) give your starting resources and tell your neighbours which Sin Track to start on.

CardWhat it shows
A Family cardFamily card — your starting Nobles and Urchins at home, any Noble, Guest or Barrel already in your Tower, coins and Fraud cards; Sin Track icons in its top corners for the players on your left (top-left) and, at 4 players, your right (top-right). The fourth Noble is a solo addition (FAQ).
The back of the Family cardsFamily card back.
The back of the Apprentice cards, with the first-game symbolApprentice card — for a first game: fixed starting resources, and the two Sin Tracks on which you start. A Guest or Barrel on it has a set colour.
Family card icons explainedThe icons: an extra Tower floor; a Guest, Barrel or Noble of your choice in the marked Tower space; the Drachmas and Florins shown; 2 Fraud cards; the Nobles and Urchins at home. A Family card marked with a crossed “1” is not used solo.

Plague cards

10 cards, a face-up deck. Each shows 4 Souls: they go to the Graveyard whenever it empties (see the Graveyard).

Card
A Plague card showing four SoulsFace: the 4 Souls to add to the Graveyard. The used card goes face up to the bottom of the deck; when the Graveyard empties, reveal the next Plague card (FAQ).
The back of the Plague cardsBack.

Guardian cards and pieces

3 red and 3 black Guardian cards in the base game, with their standees and pieces; the Deluxe extras add one of each colour. Full rules: Guardians. Guardians teleport to any empty shield rather than following Soul paths (FAQ). At a pagan stop, the player who moved Dante decides whether to play one (FAQ).

CardComponent details
MedusaGuardian: Medusa (red); Pieces: Petrified Souls 9 Petrified Souls; Summary: Turns an adjacent Soul to stone, but not a lying Soul (FAQ).
AntaeusGuardian: Antaeus (red); Pieces: Chains 4 Chains; Summary: Chains an adjacent Soul: only you may move it, and it cannot wear another player’s Chains (FAQ).
GeryonGuardian: Geryon (red); Pieces: A Pit 9 Pits; Summary: Opens a Pit that blocks a shield, then empties it at the end.
MinosGuardian: Minos (black); Pieces: Tails 4 Tails; Summary: Your Tail on a circle scores when another player lays a Soul there; your own Souls do not trigger it (FAQ).
CerberusGuardian: Cerberus (black); Pieces: A Bone 9 Bones; Summary: Spend a Bone instead of your usual move to chase a standing Soul down in a straight line (FAQ).
MinotaurGuardian: Minotaur (black); Pieces: Labyrinth entrances 4 Labyrinths; Summary: Your Labyrinth links a shield to the Minotaur; it is optional to use as a portal (FAQ).
PlutusGuardian: [P&P] Plutus (red); Pieces: Desks 8 Desks; Summary: Toll Desks: a Drachma per Soul crossing yours.
PhlegyasGuardian: [P&P] Phlegyas (black); Pieces: Bells 9 Bells; Summary: Playing him gives you a Bell, but he moves only when you later spend your own Bell to move him and slide a Soul sideways before your usual move; the spent Bell leaves play, and you cannot move him alone (Bell use, moving Phlegyas alone).
Back
Red Guardian card backRed Guardian back.
Black Guardian card backBlack Guardian back.

The standees:

PictureGuardian
Medusa standeeMedusa
Antaeus standeeAntaeus
Geryon standeeGeryon
Minos standeeMinos
Cerberus standeeCerberus
Minotaur standeeMinotaur

Papal Bulls

[Bulls] 10 cards, one dealt to each player. Each card and its effect is on the Papal Bulls page.

IconKind
Instant Papal BullInstant: once, then out of the game (4 cards).
Papal Bull active until your next accusationActive until your next accusation (3 cards).
Permanent Papal BullPermanent (3 cards).

Tiles

Locations

8 tiles, placed at random on Florence’s outlines (see Florence phase). You may skip a location’s actions and choose their order; its entry requirements still apply (FAQ, action order, entry requirements).

TileComponent details
HAYSTACKLocation: HAYSTACK; Colour / sin: Purple — lust; Entry: Free; Action: Adopt an Urchin
BANQUETLocation: BANQUET; Colour / sin: Green — gluttony; Entry: Free; Action: Build a Tower floor
BANKLocation: BANK; Colour / sin: Brown — greed; Entry: Free; Action: Take 2 Florins plus 1 per Guest in your Tower.
COURTYARDLocation: COURTYARD; Colour / sin: Blue — sloth; Entry: Free; Action: Up to 2 home from the Tower; rearrange the Tower. Both actions may be done (FAQ).
MARKETLocation: MARKET; Colour / sin: Gray — fraud; Entry: Urchin only; Action: Steal a Barrel
PALACELocation: PALACE; Colour / sin: Ice blue — treason; Entry: 1 Florin; Action: Host a Guest and take Florins equal to that floor’s number (floor 0 pays 0); the Guest stays in your Tower after accusations (Florins, Guest).
BONFIRELocation: BONFIRE; Colour / sin: Yellow — heresy; Entry: Urchin or 1 Florin; Action: Florins → Drachmas (3); Phlegethon or safe passage; Guardian or River Styx
WALLLocation: WALL; Colour / sin: Red — violence; Entry: Urchin or 1 Florin; Action: Florins → Drachmas (2); Fraud card; deliver a Barrel

Bonus tiles

4 silver and 4 gold tiles, shuffled over the printed bonuses beside the Sin Tracks (not in a first game). Bonuses are not compulsory, and the Sin Track reward is taken only when you accuse (FAQ, timing). Taken only by accusing — see Bonuses.

TileEffect
Silver: Guardian + DrachmaPlay a Guardian and take 1 Drachma.
Silver: Guardian + 1 InfamyPlay a Guardian and score 1 Infamy.
Silver: 3 DrachmasTake 3 Drachmas.
Silver: 2 safe passages or 2 InfamyUp to 2 safe passages, or 2 Infamy.
Gold: River Styx + 1 InfamyA River Styx and 1 Infamy.
Gold: Phlegethon cubesOne cube 1 right and one cube 1 right or left.
Gold: Fraud cardPlay a Fraud card.
Gold: advance on any Sin TrackAdvance one space on any Sin Track (no new bonus); advancing from 0 to 1 counts (FAQ).

Tokens & pieces

Shared pieces

PieceComponent details
Souls and Phlegethon cubesCount: 71 Souls, 8 Phlegethon cubes; Use: Souls by colour: 2 cream, 11 purple, 10 green, 9 brown, 9 blue, 8 yellow, 8 red, 7 gray, 7 ice blue. One cube per circle 2–9 on the Phlegethon. When a Soul arrives from the Graveyard, it need not stop on an empty shield in Limbo; occupied shields affect its path, and only standing Souls are moved by the normal Hell phase (Graveyard, occupied shields, path direction, who moves, full routes, ice-blue circle, pagan Souls, end scoring colour).
A spare Soul tileCount: 6 spare Soul tiles; Use: Stand in for a lying Soul when a colour runs out.
DanteCount: 1 Dante; Use: Marks Dante’s stop on his path.
A ShortcutCount: 3 Shortcuts; Use: Stops Dante skips (3 players, solo, Dante’s Rush). Dante still stops on stair spaces without a reward (FAQ).
FlorinsCount: 28 Florins; Use: Entry costs; changed into Drachmas. Money is public (FAQ).
DrachmasCount: 28 Drachmas; Use: Hell’s costs. Money is public. The 2-Drachma bribe waives the quartiere match only; you still need a family member at the location. Scores can fall below zero; count back from 60 (money visibility, bribe, negative score).
BarrelsCount: 16 Barrels (4 each: weapons, bread, wine, cloth); Use: Fraud card requirements; supply panel rewards. A Weapons Barrel counts every two Skull advances across all tracks (FAQ).
GuestsCount: 16 Guests (4 each: yellow, red, gray, ice blue); Use: Accuse at the special location of their colour. A Guest stays in your Tower after an accusation, so it can be used repeatedly for that colour (FAQ).
Half DiplomasCount: 12 ½ Diplomas; Use: Two buy a Diploma at the end. You may earn another ½ Diploma from the same track if a card moves your Skull back from its last space and you reach it again; a track without your Skull cannot grant a Diploma (repeat reward, no Skull).
Player aidsCount: 4 player aids; Use: Turn summary, locations, scoring and Fraud effects.

Only Urchins, Barrels, Fraud cards and Guests are limited; if anything else runs out, use a substitute.

Player pieces

Each colour has:

PieceComponent details
Player board and Tower floorsCount: 1 player board, 4 Tower floors (levels 1–4); Use: Your Tower, supply panel and home. Keep Guests, Barrels and accusers in separate free spaces; a family member may still accuse before all are in Florence (FAQ, accusation timing).
NoblesCount: 4 Nobles; Use: Family members (the 4th only solo). For the endgame home majority, count only Nobles and Urchins physically in your home then; Tower and Florence pieces do not count (FAQ).
UrchinsCount: 4 Urchins; Use: Family members adopted at the HAYSTACK. They can enter every location open to Nobles (FAQ).
SkullsCount: 8 Skulls; Use: Your position on each Sin Track. A move from 0 to 1 counts as an advance (FAQ).
DiplomasCount: 8 Diplomas; Use: Placed in the Diploma area. Each circle can hold only one of your Diplomas. In a two-player tie for purple, first player takes it; at Dante’s final stop, whoever leads ice-blue gets its Diploma, including tied leaders, while the player who moved Dante scores 2 Infamy (same-circle limit, purple tie, final stop).
DiscsCount: 5 discs; Use: Safe passages on the Walls of Dis. They are not used up when souls cross the Wall; only their owner may move a Soul already inside (crossing, moving another player’s Soul, inside the Wall).
BoatsCount: 1 Boat; Use: Marks your debt on the Loan track. Borrow only when you need Drachmas and have none; each loan gives 2. It starts beside the boat icon: the 1st costs 2 Infamy at game end, the 2nd costs 4 at the end, the 3rd costs 5 immediately and 2 at the end, the 4th costs 4 at the end, and each later loan costs 5 immediately while the Boat stays at its space (when to borrow, loan costs).
Infamy tokensCount: 1 Infamy token; Use: Your score.
+60 tokensCount: 1 +60 token; Use: Past 60 (flip for +120).

Icons

To be added.

Rules

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