Boards & General Concepts
The main board and player board, Florence's quartieri, family members, Guests, Souls, money, loans, Infamy, Sin Tracks, the Graveyard, Fraud cards and the River Styx.
The main board

- Locations — the eight places in Florence where your family acts and accuses.
- Quartiere symbols — each pair of locations belongs to one of four quartieri.
- Graveyard — executed sinners wait here as Souls.
- River Acheron — a Soul crosses it from the Graveyard for 1
. - Dante’s path — the stairs Dante descends, one stop per accusation: the game’s timer.
- Walls of Dis — between the fifth and sixth circles; you need your own safe passage to cross.
- Loan track — where your Boat records what you owe Charon.
- Infamy track — the score track round the edge.
- Bonuses — the bonus beside each Sin Track, taken only when you accuse.
- Sin Tracks — your Skulls: how much you have contributed to each circle.
- Diploma area — Diplomas placed here score at the end.
- Phlegethon — one cube per circle: the multiplier (1–5) for that circle’s Diplomas.
- River Styx — trade Souls from the Graveyard for Sin Track steps.
- Accusation steps — the five steps of an accusation, printed as a reminder.
The main board is double-sided: the I/II side for 1–2 players and the III/IV side for 3–4 (its Hell and Dante’s path are laid out for more players, and it has room for 5 safe passages where the I/II side has 4 — hence your 5 discs). Beside the board sits the Fraud card market.

Your player board

- Tower —
floors 0–4; each space holds one Guest, Barrel or family member. - Supply panel — Barrels delivered here at the WALL score at once.
- Home —
family members here are free to go to Florence.
Florence: quartieri and locations
Florence is split into four quartieri: Porta San Piero, Porta del Duomo, San Pier Scheraggio and Il Borgo. Each quartiere holds two of the eight locations — one free-access location (square tile) and one special location (arched tile). The same four quartiere symbols are printed on the shields of Hell: the shield where your Soul stops in the Hell phase decides where you may act in Florence.
- Free-access locations have no entry requirement, and you can accuse there without a Guest.
- Special locations show an
access requirement in their top-left corner, and you
can only accuse there with the Guest of the location’s colour in your Tower.
Family members
Your family is made of
Nobles and up to 4
Urchins. You start
with the Nobles your Family card shows (some start in your Tower); Urchins must be adopted at the
HAYSTACK. The 4th Noble is only used in the solo game. Urchins can do everything Nobles can, and
some special locations let only Urchins in (or let them in for free).
A family member sent to Florence stays there. When you accuse, the accuser goes into your Tower and everyone else in Florence comes home. Family members in the Tower cannot go to Florence until the COURTYARD (or a family council) brings them home — so every cycle you have one helper fewer, unless you manage it.
Guests
Four influential Guests can be invited to your Tower at the PALACE. Each one lets you accuse at one special location:
| Guest | Colour | Lets you accuse at |
|---|---|---|
| Vescovo (bishop) | Yellow | BONFIRE — heretics |
| Condottiere | Red | WALL — Ghibelline infiltrators (violence) |
| Console delle Arti | Gray | MARKET — fraudulent craftsmen |
| Gonfaloniere di Giustizia | Ice blue | PALACE — traitors |
You may host only one Guest of each colour, and a Guest stays for the whole game unless a family council sends it back.
Sinners, Souls and colours
Sinners are not pieces: when one is accused and executed, a Soul meeple of the sin’s colour goes to the Graveyard. Each sin has the same colour everywhere — Souls, circles, Sin Tracks, Diplomas and the frame of its location.
| Circle | Colour | Sin | Accused at | Souls |
|---|---|---|---|---|
| 1 | Cream | Limbo (pagans) | — Dante brings them | 2 |
| 2 | Purple | Lust | HAYSTACK | 11 |
| 3 | Green | Gluttony | BANQUET | 10 |
| 4 | Brown | Greed | BANK | 9 |
| 5 | Blue | Sloth | COURTYARD | 9 |
| 6 | Yellow | Heresy | BONFIRE | 8 |
| 7 | Red | Violence | WALL | 8 |
| 8 | Gray | Fraud | MARKET | 7 |
| 9 | Ice blue | Treason | PALACE | 7 |
A new Soul in the Graveyard belongs to nobody: any player may move it on a later turn.
Money: Florins and Drachmas
Florins pay the entry costs of some locations and can be changed into
Drachmas at the BONFIRE and the WALL. You get them at the BANK and the PALACE. Most Florins at the
end scores Reputation.
Drachmas pay Hell’s costs: Charon’s 1-Drachma fare across the Acheron, bribes
to act in another quartiere, Fraud cards, Guardians and the River Styx. You only get them by
changing Florins or by borrowing from Charon.
Without Florins you cannot do anything that costs Florins. Drachmas are different: you can always borrow them, so an action that costs Drachmas is never closed to you. Money is open information.
Loans from Charon
You may take a loan only when you need Drachmas and have none: move your Boat one space down the Loan track and take 2 Drachmas. You may take several in one turn if several costs come up, but you cannot borrow just to keep the coins.
| Boat position | Effect |
|---|---|
| Start (beside the boat icon) | nothing owed |
| 1st loan | 2 Drachmas; −2 at the end |
| 2nd loan | 2 Drachmas; −4 at the end |
| 3rd loan (passes the | 2 Drachmas; lose 5 Infamy at once; −2 at the end |
| 4th loan | 2 Drachmas; −4 at the end |
| Each loan after that | 2 Drachmas and lose 5 Infamy at once; the Boat stays |
At the end of the game you lose the points shown beside your Boat. The official clarification on BGG explains where the Boat starts: beside the icon, before the first stones.
Infamy points
Infamy points decide the winner. Past 60, take your +60 token and keep counting from 1 (flip it to +120 on a second lap). Your score can go below zero: move back from 60. Round fractions down.
Sin Tracks
The eight Sin Tracks (circles 2–9) show how many sinners of each kind you have sent to Hell. To advance, put a Skull from your reserve on the first space of the track, or move your Skull one space right. Moving from 0 to 1 counts as an advance like any other.
- Reaching the 4th space gives you a
½ Diploma token. - An advance past the 4th space keeps the Skull there and scores the Infamy shown at the end of the track.
- The
bonus to the left of a track is only taken when you
accuse; advances from cards, bonuses or the River Styx never give it.
The icons
(any track),
(one of the first four tracks, circles
2–5) and
(one of the last four, circles 6–9) all mean “advance one space”.
The Graveyard and Plague cards
The
Graveyard must always hold at least one Soul. The moment it empties, refill it
with the 4 Souls shown on the top Plague card, then put that card face up at the bottom of the
deck. If a colour runs out in the supply, swap a Soul of that colour lying in its circle for a
spare Soul tile and use the freed meeple.
Fraud cards
You hold 2 Fraud cards. A location, a bonus or one of Dante’s stops lets you play one: choose one of
your 2 cards, one of the 3 in the market, or the top card of the deck. A card that is not from your
hand costs 1
extra, on top of the action’s own cost.
- Left half —
instant effect. If you have the Barrel shown at the top, choose
one of its two effects. Otherwise the instant effect is lost. - Right half —
endgame effect. At the end, if you have the Barrel shown at its
top, choose one of its two effects.
You only need to own the Barrel — in your Tower or on your supply panel; it is not spent. You may play a card even with neither Barrel, hoping to own its endgame Barrel later. After the instant effect, tuck the card to the right of your board so only its endgame half shows. If it came from your hand, draw a replacement for free from the market or the deck, then refill the market from the deck. Every effect is listed in the Cards & Components appendix.
The River Styx
The River Styx moves you up the Sin Tracks without accusing. You get it at the
BONFIRE (for 2 Drachmas), from a gold bonus or from a Fraud card. Return Souls of one colour
from the Graveyard to the supply, then advance:
| Souls returned | Advance |
|---|---|
| 1 | one space on one of the first four tracks |
| 2 | one space on one of the last four tracks |
| 3 | one space on one of the first four and one on one of the last four |
If the Graveyard holds a single Soul you may still drown it for a 1-Soul Styx; the Graveyard then refills from the next Plague card. The River Styx never gives a track’s bonus.