Ludexv2026.11.01-65114139InfernoOfficial rulebook ↗

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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

The main board: Florence with its eight locations at the top, the nine circles of Hell in the middle, and the Death Log with the Sin Tracks at the bottom, with numbered parts

  1. Locations — the eight places in Florence where your family acts and accuses.
  2. Quartiere symbols — each pair of locations belongs to one of four quartieri.
  3. Graveyard — executed sinners wait here as Souls.
  4. River Acheron — a Soul crosses it from the Graveyard for 1 Drachma.
  5. Dante’s path — the stairs Dante descends, one stop per accusation: the game’s timer.
  6. Walls of Dis — between the fifth and sixth circles; you need your own safe passage to cross.
  7. Loan track — where your Boat records what you owe Charon.
  8. Infamy track — the score track round the edge.
  9. Bonuses — the bonus beside each Sin Track, taken only when you accuse.
  10. Sin Tracks — your Skulls: how much you have contributed to each circle.
  11. Diploma area — Diplomas placed here score at the end.
  12. Phlegethon — one cube per circle: the multiplier (1–5) for that circle’s Diplomas.
  13. River Styx — trade Souls from the Graveyard for Sin Track steps.
  14. 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.

The Fraud card deck and its market of three face-up cards

Your player board

A player board: the Tower on the left, the supply panel at the top right and the home at the bottom, with numbered parts

  1. Tower — Tower floors 0–4; each space holds one Guest, Barrel or family member.
  2. Supply panel — Barrels delivered here at the WALL score at once.
  3. Home — 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.

Family members

Your family is made of Noble Nobles and up to 4 Urchin 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:

GuestColourLets you accuse at
Vescovo (bishop)YellowBONFIRE — heretics
CondottiereRedWALL — Ghibelline infiltrators (violence)
Console delle ArtiGrayMARKET — fraudulent craftsmen
Gonfaloniere di GiustiziaIce bluePALACE — 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.

CircleColourSinAccused atSouls
1CreamLimbo (pagans)— Dante brings them2
2PurpleLustHAYSTACK11
3GreenGluttonyBANQUET10
4BrownGreedBANK9
5BlueSlothCOURTYARD9
6YellowHeresyBONFIRE8
7RedViolenceWALL8
8GrayFraudMARKET7
9Ice blueTreasonPALACE7

A new Soul in the Graveyard belongs to nobody: any player may move it on a later turn.

Money: Florins and Drachmas

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 positionEffect
Start (beside the boat icon)nothing owed
1st loan2 Drachmas; −2 at the end
2nd loan2 Drachmas; −4 at the end
3rd loan (passes the Instant effect symbol)2 Drachmas; lose 5 Infamy at once; −2 at the end
4th loan2 Drachmas; −4 at the end
Each loan after that2 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.

The icons Advance on any Sin Track (any track), Advance on one of the first four Sin Tracks (one of the first four tracks, circles 2–5) and Advance on one of the last four Sin Tracks (one of the last four, circles 6–9) all mean “advance one space”.

The Graveyard and Plague cards

The Graveyard 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 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 Drachma extra, on top of the action’s own cost.

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

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 returnedAdvance
1one space on one of the first four tracks Advance on one of the first four Sin Tracks
2one space on one of the last four tracks Advance on one of the last four Sin Tracks
3one 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.

Rules

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