Ludexv2026.11.01-65114139InfernoOfficial rulebook ↗

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Teach the Game

A script to read aloud: how you win, the boards, a turn, how the game ends, every way to score, and what each resource is for.

How you win

“Dante’s Florence. Sin runs through every alley, and your family sees to it that sinners are accused, executed and sent below. Down in Hell, your ancestors herd their Souls through the nine circles, each to the punishment that fits its sin. The family that earns the most Infamy — before Dante finishes his descent — wins. One to four players, 45 to 120 minutes.”

To win you need Infamy points, and they come from three places in roughly equal shares:

The loop: in Hell you move a Soul down; where it stops tells you where in Florence you may act. In Florence you send family members out, then accuse a sinner — which feeds a new Soul to the Graveyard, pushes your Skull up its Sin Track and moves Dante one step closer to the end.

The boards

The main board with numbered parts

Each part is explained on Boards & General Concepts.

A turn

Two compulsory phases:

  1. Hell — move one Soul down: a standing Soul already in Hell, or one from the Graveyard for 1 Drachma. It jumps any occupied shield, never goes below its own circle, and needs your safe passage to cross the Walls of Dis. In its own circle it lies down and scores. → Hell phase
  2. Florence — in the quartiere shown by that Soul’s shield (or anywhere, for 2 Drachma):
    • send a family member from home to a location and take its actions; or
    • accuse with a family member already at a location: the accuser goes to your Tower, the others come home, a Soul of that colour enters the Graveyard, your Skull climbs its Sin Track, you take the track’s bonus, and Dante steps down — rewarding a pagan Soul and a Guardian, a Fraud card, or a Diploma; or
    • if you can do neither, a family council (−2 Infamy and fix one thing). → Florence phase

How the game ends

When an accusation takes Dante to his final stop: that player scores 2 and takes the last Diploma, and everyone else gets one more turn. Then the final scoring: Fraud cards, Phlegethon adjustment (−1 per empty shield in each circle), extra Diplomas from ½ Diplomas, Diplomas, loans, reputation. Most Infamy wins; ties go to most Diplomas. → Game End & Final Scoring

Ways to score

SourceHowWhen
Souls laid downThe value printed beside the circle (1 in Limbo up to 5 in Treason)Hell phase
Weapons Barrel Weapons Barrel1 per 2 Skull spaces advancedDelivered at the WALL
Bread Barrel Bread Barrel2 per DiplomaDelivered at the WALL
Wine Barrel Wine Barrel1 per Skull on the tracksDelivered at the WALL
Cloth Barrel Cloth Barrel4, or a ½ DiplomaDelivered at the WALL
Sin Track past the 4th spaceThe points at the end of the trackAny advance
Bonuses and Fraud cardsSmall amounts (1–3)When played
Dante’s final stop2The final accusation
Fraud card endgame effectsVariesFinal scoring
Diploma DiplomasPhlegethon value (1–5) × Skull level (1–4), up to 20 eachFinal scoring
Reputation in FlorenceTallest Tower 4, most Guests 4, most Florins 3, most family at home 3Final scoring
[Bulls] Unplayed Papal Bull2Final scoring
Losses: family council−2Each council
Losses: loans−5 at once on the 3rd loan and each one past the 4th; −2 or −4 at the endLoan track

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Noble Nobles / Urchin UrchinsAct and accuse in FlorenceFamily card; Urchins at the HAYSTACKSent to locations; only Urchins enter the MARKET, and they enter the BONFIRE and WALL without paying a Florin
Tower Tower spaceRoom for accusers, Guests and BarrelsFloors at the BANQUETNo free space, no accusation
Guest (any) GuestsAccuse at special locationsPALACE (+Florins = floor)Accuser goes on the Guest’s floor
Florin FlorinsEntry costs; turn into DrachmasBANK, PALACEPay entries; change at BONFIRE/WALL
Drachma DrachmasCharon’s fare, bribes, cards, Guardians, StyxChanging Florins; loansPay Hell’s costs
Barrel (any) BarrelsFraud card requirements; pointsMARKET (Urchins only)Own for cards; deliver at the WALL
Fraud cardsInstant boosts and endgame pointsStart with 2; draw one per card playedPlay at the WALL, a gold bonus or a Dante stop
Skulls on Sin TracksDiplomas and their multiplierAccusations, River Styx, cardsLead a track when Dante reaches its circle
Safe passagesCross the Walls of DisBONFIRE, silver bonusStay on the gate all game
½ Diploma ½ DiplomasBuy a missed Diploma4th space of a track, Cloth Barrel, cardsTwo = one Diploma at the end
Play a Guardian GuardiansTwist Hell to your planPagan stops, silver bonuses, BONFIRESee Guardians

Teaching tips

Rules

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