1. Hell Phase
Move one Soul down through Hell: from the Graveyard across the Acheron or onward from its shield, jumping occupied shields, through the Walls of Dis, scoring when it lies down in its own circle.
Your turn
Every turn has two phases, both compulsory, in this order:
- Hell phase — move one Soul lower into Hell (this page).
- Florence phase — send a family member to a location, accuse a sinner, or call a family council.
The player who most recently committed a sin goes first; play goes clockwise until Dante reaches the end of his path.
Move one Soul
Your main job in Hell is to lead Souls to the circle of their own colour. Move exactly one Soul:
- A Soul already in Hell that has not reached its circle yet — the only Souls still standing. Anyone may move any standing Soul: Souls have no owner.
- A Soul from the
Graveyard. Pay Charon 1
to ferry it across
the River Acheron, and enter it on any shield of the first circle (Limbo). Think of the Graveyard
as a single shield linked to every shield of Limbo: if the Limbo shield is occupied, the Soul
carries on downward at once.
If no Soul in Hell can move and you have no Drachma, you must take a loan and pay the fare from it.
Soul movement rules
- A Soul always descends along one of the lines leaving its shield.
- If the shield it reaches is occupied — by a Soul (standing or lying), a Guardian, or any Guardian piece — it moves on along a line from that shield, and so on, until it reaches an empty shield. At each jump you choose which line to follow, so a Soul may zigzag; only Cerberus forces a straight line.
- When it reaches an empty shield in its own circle, lay it down: it has arrived, and you score at once the Infamy points printed to the right of that circle — 1 in Limbo, rising with depth (2 in the third circle, 4 in the seventh, 5 in the ninth).
- A Soul never goes below its own circle. No effect changes this. A Soul whose only paths into its circle are full stays where it is (it still fills a shield of that higher circle at the end).
- Lying Souls never move again.
Walls of Dis
The Walls of Dis stand between the fifth and sixth circles. To move a Soul from the fifth circle down to the sixth, you need your own safe passage (one of your discs) on the gate of the wall just above the shield it crosses to. Other players’ discs do not help you. Several players may have a disc on the same gate, one each.
- You place safe passages at the BONFIRE or with a silver bonus.
- A safe passage is not spent: it stays for the whole game.
- Once a Soul is inside the walls it belongs to nobody again — anyone may move it further down.
The shield picks the quartiere
The shield where your Soul ends its move shows one of the four quartiere symbols. In your
Florence phase you must act — send a family member or accuse — in that quartiere.
Or bribe Charon: pay 2
to act in any quartiere instead. The bribe only lifts the
quartiere limit; it never lets you accuse where you have no family member.
[P&P] With Plutus, crossing another player’s Desk costs you a Drachma paid to its owner; with Phlegyas, a Bell lets you slide a Soul sideways before it descends.
Sudden death
If you cannot move any Soul — Hell is full, or the only empty shields lie beyond the Walls of Dis and you have no safe passage there — the game ends at once, even if another player could have moved. Score it as described under Sudden death.