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ARCADIA QUEST - Rulebook
INFERNO
RULEBOOK
Once upon a time, the sun only shone in the forests where
Elves danced in perpetual daylight, and the moon only rose
above darkened mountains t for Orc marauding. These were
the rules, and they were a single angels responsibility. He was
known as the Overlord.
The Overlord didnt allow even a stray ray of sunlight to reect
toward the mountains or a wayward shadow to darken the for-
ests. And if he found an Elf marauding, or an Orc with a passion
for dance, he would give them such a terrible lecture that mere-
ly the threat of a scolding sent entire tribes into hiding. The rules
must be obeyed!
Eventually, to liven things up a bit, the gods created humans.
The Overlord was aghast! Humans were allowed to dance and
maraud anywhere they wanted, any time they wanted. Worse,
the humans didn’t even seem to care about the rules! Something
about ‘free will’ or other nonsense.
When humans founded Arcadia, the Overlord was pleased that
they might settle down. But then, like humans do, they ruined
everything by creating the Cycle of Day and Night. The rules
were broken, and all his ne work was shattered! The Overlord
prepared his most scathing lecture, a tirade of legalistic sophisms
certain to end lives with its mind-boggling pomposity!
When he notied the gods of the impending verbal cataclysm,
they told him they loved Humans. Humans were fun!
The Overlord stood horried. Rules were more important than
fun! Before he could utter more than a few sesquipedalian
words, the gods evicted him from the heavens, stripped his ti-
tle, and conned him to spend eternity in the underworld of
Inferno. In fact, the gods wondered why they hadnt just done
this sooner....
Without the Overlord raining on everyones parades (because
parades violate littering laws left and right), all was right with
the world!
… At least for a short time.
Upon crashing down in Inferno, the former Overlord was
wracked with angst. The rules were completely ignored!
Intolerable! It was then, as he lay in a burning chasm, he realized
what he must do. He declared himself the Underlord! Revenge
would be his!
In time, other angels fell from the heavens. Without rules to be
enforced, the Underlords former staff could be pared down.
No longer protected by endless employment regulations, the
redundant employees were cast out, crowding Inferno with
moping demons.
The Underlord now had a staff, but he needed some administra-
tion. He constructed a throne from which to forge a little order
in his new realm. When he nished, he declared that, according
to the rules, whoever sits the Infernal Throne makes the rules!
THE UNDERLORD RISES!
(Well, no, he doesnt actually ‘rise’ per se, but… oh, just read.)
Rulebook • Inferno
2
And then he sat. And all was right with Inferno!
Up above, things werent going so well. The endless celebrations,
dancing, marauding, and parades had created quite a mess. Who
knew that by banishing the Overlord the gods might actually
have to come up with their own rules? But, as gods do, they
discovered a way to outsource the work.
The gods decreed that the Underlord would serve a purpose
trapped in Inferno. He became a collector of unwanted and
forgotten rubbish from above. Lost souls, buried treasure, even
single socks became his domain. But, a loophole in the gods’
rules (such amateurs!) allowed the Underlord to perpetuate evil
and mischief, these things also being unwanted.
In time, when parents told their children to be good, they
would threaten “The Underlord will get you if you don’t do as
you’re told!”. Hearing these threats echo down from above gave
the Underlord a hearty chuckle. From his throne, he was still
enforcing rules, and quashing fun.
And all was right with the world! … or well, delightfully evil.
At least, until Lord Fang seized Arcadia.
Suddenly, all the Underlord heard from above was ‘Lord Fang
will get you if you don’t eat your broccoli!’ and ‘Lord Fang will
get you if you stay up past bedtime!’ (Which might actually
be true, Lord Fang being a vampire and all). On Halloween,
sales of vampire costumes completely outstripped demon cos-
tumes. Soon, no one worried about demons. They feared only
Minotaurs and Orcs and Vampires.
And the Underlord couldn’t leave his throne to end these she-
nanigans. If he stood up, someone else could sit down and take
over. That was the rule.
He needn’t have worried. It took some time, but with Lord
Fang’s defeat, Inferno celebrated. Finally, the Underlord would
once again make children go to bed and eat their veggies!
But it didn’t go as expected.
The vampires siege remained fresh in everyone’s minds. No one
was paying attention to demons. Sales plummeted, stock prices
crashed, and rules violations began to rise.
So, the Underlord hired an image consultant and some mar-
keting types. Well, he actually kidnapped them and threatened
them with eternal damnation, but the results were the same.
They told him to shift the paradigm, leverage the synergy, and
disrupt the evil-doing industry at a fundamental level. This non-
sense bafed the Underlord as few things do, so they broke it
down for him: “Face-time.” If he personally visited the surface
and riled things up, he’d get all the press he needed.
The Underlord admitted he’d like to stand. It had been 6,666
years since he’d been banished, and his legs were starting to
cramp. Also, hed heard whispers that the demons had a new
nickname for him (Rock Bottom), and he was determined to
stamp that out once and for all (and one can only really stamp
if one is standing).
And yet, the rules were inviolate. If he stood, the longest run-
ning game of musical chairs in the universe would come to an
end. Any demon lurking nearby would seize the opportunity to
sit and make some rules of their own.
He pondered and thought and pondered some more, until a
malicious grin spread over his face. Arcadias Cycle of Day and
Night had created endless trouble, but if that Cycle existed in
Inferno, demons could nally have a bedtime! And if the de-
mons were all asleep, he could, even if just for a moment, get
up from the throne.
The Underlord smiled at the irony. Arcadia had caused his fall,
but now, it could allow him to rise.
And all was right with—oh, who are we kidding? All was indis-
putably evil!
Now, the deeds are done. The ritual has been cast. The Angels
who secretly guarded Arcadia have been captured, and the city
dragged down into Inferno. Bedtime fast approaches for all the
demons and Arcadians, as soon as the Angels have been turned
by the ever so tempting powers of Damnation!
The rules shall triumph!
Fun shall perish!
And may Heaven help us all, for the Underlord shall reign
supreme!
Rulebook • Inferno
Inferno • Rulebook
3
CONTENT
THE UNDERLORD RISES! ..................
GAME COMPONENTS ......................
GAME OVERVIEW ...........................
GUILD SETUP ...............................
Choosing Heroes ...................................
Advanced: Drafting Heroes ....................7
Anatom of a Hero .................................
Starting Equipment ................................
CAMPAIGN AGAINST INFERNO .............
SCENARIO SETUP ......................... 
THE GAME BOARD .........................
Important Terms .................................. 
THE PLAYER TURN ........................ 
Hero Activation ................................... 
Movement ................................14
Huge Characters .................................. 
Shove ....................................15
Ful or Blocked Spaces ............................. 
Attack ...................................16
Rest ..............................................
Unexhaust Cards ...........................19
Reorganize Items ...........................19
Resurrect Heroes ...........................19
DAMNATION ...............................
e Lure of Temptation .............................
e Cost of Damnation ..............................
THE MONSTERS .......................... 
Monster Activation ................................ 
Guard Reaction ............................20
Payback Reaction ...........................22
Monster Attack ............................22
Anatom of a Monster ............................. 
Overkil .......................................... 
Monster Tiers .................................... 
Spawning Monsters ............................... 
ANGELS .................................. 
Saving e Angels ................................. 
Angels as Heroes ...........................25
Angels as Villains ...........................25
QUESTS .................................. 
First Bonus ....................................... 
Reward Cards .................................... 
Winning e Scenario .............................. 
COIN REWARDS ...........................
UPGRADE PHASE ..........................
Dea Curses ..................................... 
Upgrades ......................................... 
Onwards! ........................................ 
EXPLORATION TOKENS ................... 
BRIMSTONE CARDS ....................... 
Revealing Brimstone Cards ......................... 
Brimstone Eects ................................. 
UPGRADE CARDS ......................... 
Anatom of an Upgrade Card ....................... 
Aack Cards ..................................... 
Boost Cards ...................................... 
Permanent Cards .................................. 
Special Eects .................................... 
Extra Defense ..............................30
Extra Life .................................30
Reroll Pool ................................31
Daze .....................................31
Flanking ..................................31
Exhaust Hero ..............................31
Self Sacrice ...............................31
CAMPAIGN ................................
Titles .............................................
e Campaign Sheet ................................
Campaign Finale ...................................
Optional: Episodic Mode ........................... 
HEROES ...................................
ANGELS ...................................
ENEMIES ................................. 
INDEX .................................... 
CREDITS ................................. 
RULES SUMMARY ........................
Rulebook • Inferno
4
GAME COMPONENT
1 Campaign Book
1 Rulebook
12 Hero cards
152 Upgrade cards
24 Death
Curse cards
21 Quest cards
1 Campaign
Sheet pad
4 Guild dashboards
48 Monster cards
5 Angel cards
14 Brimstone
cards
Rulebook • Inferno
Inferno • Rulebook
5
22 Door
tokens
9 double-sided
game tiles
12 Heroes
5 Angels
36gures
2 Demon
Pitchers
2 Cerberus
6 Harpies
6 Demonesses
18 Exploration
tokens
1 Spawn tile
12 gure bases
70 coins
5 Spawn
tokens
24 Death
tokens
8 Portal
tokens
60 Wound
tokens
92 Guild
tokens
8 Attack
dice
6 Defense
dice
30 Damnation
tokens
1 Bellya’al 1 The Judge 1 The Underlord
Rulebook • Inferno
6
GAME OVERVIEW
Arcadia Quest: Inferno is a campaign game for 2 to 4 players, in
which each player controls a Guild with three unique Heroes,
ghting their way down the circles of Inferno on their quest to
defeat the Underlord and save the city of Arcadia from plung-
ing into the depths of Inferno. But these Guilds are not quite
in league with each other: they are bitter foes who compete
against each other even as they pursue the same goals!
The players will choose the path that their campaign takes,
following the game’s branching campaign system. As they navi-
gate their way through Inferno, the players must choose which
opportunities to pursue, and which ones to leave behind—a de-
cision that can have serious consequences later in the campaign.
Along the way, players may rescue powerful angelic allies, but if
they fail to help these holy champions, they may turn into en-
emies later on! Only six of the twelve scenarios included in the
Campaign Book will be used during each campaign, so every
game can follow a unique path.
In each scenario, players pit their three Heroes against the
Heroes of the other players and the nasty Monsters that swarm
over the Inferno. By fullling specic Quests, nding treasure
and killing their enemies, the Heroes will be able to acquire
ever-more-powerful items and weapons. But they must be
careful, for Inferno is an unholy place full of temptation and
damnation—and the Heroes must risk their very souls if they
hope to overcome the Underlord and his minions!
GUILD SETUP
The rst thing players starting a new Arcadia Quest: Inferno
campaign must do is create their Guilds. There are four dif-
ferent Guilds to choose from: Yellow (Tiger), Purple (Serpent),
Teal (Shark) and Gray (Crow). Each player receives the Guild
Dashboard for their chosen Guild, which will help them orga-
nize their Heroes, and their corresponding Guild tokens, which
will be used to track their Guild’s actions.
CHOOSING HEROES
The players now have to carefully pick the 3 Heroes that will
represent their Guild throughout the campaign. This is a key
moment, since creating the right team can be a decisive factor
in the upcoming adventures. The players look through the Hero
cards and each chooses 3 of them to form their Guild.
The players then place their Hero cards face up in the Hero
card slots of their Guild Dashboard (the order does not matter).
They also take the corresponding gures for their Heroes and
carefully attach them to the gure bases in their Guilds color to
help identify them. These are the 3 Heroes that will represent
each Guild through the entire campaign, it is not possible to
change Heroes unless a new campaign is started.
ARCADIA QUEST GOES TO HELL
Inferno is a sequel to Arcadia Quest, and can be played
either as a standalone game, or its components can be
mixed with the original to create all-new experiences.
If you are familiar with Arcadia Quest, most of this book
is going to be very familiar to you. If you want to get
started quickly, you can simply learn these new sections:
Campaign Against Inferno - page 9
Damnation - page 19
Angels - page 24
Brimstone Cards - page 29
ADVANCED: DRAFTING HEROES
Once players are more familiar with the game and each
Hero’s capabilities, they may want to pick their Heroes
in a more structured fashion. If all players agree, they
can choose their Heroes at the start of a campaign by
using the drafting method. Shufe all the Hero cards
and divide them among the players as equally as possible
(its not a problem if a player gets one more card than
another). Each player browses their Hero cards in secret
and picks one Hero for their Guild, placing it face down
in front of him. All players then pass the remaining cards
to the player to their left. From the cards they now re-
ceived, each player picks another Hero for their Guild
and places it face down in front of him. The remaining
cards are passed to the left one last time and the players
select their last Hero. Any remaining Hero cards are re-
moved from the game and returned to the box.
Rulebook • Inferno
Inferno • Rulebook
7
ANATOMY OF A HERO
Each of the Heroes in Arcadia Quest is unique with different
traits and special abilities, players should take these into con-
sideration when picking their Heroes. The Hero cards all display
the following characteristics:
A. Defense - This tells you how many Defense dice this Hero
can roll to try to prevent an attack from inicting Wounds.
B. Life - This number indicates how many Wounds are neces-
sary to kill this Hero.
C. Name - This is the name of the Hero.
D. Ability - This is the Hero’s Natural Ability, a special char-
acteristic that truly sets him apart from anybody else. These
Abilities are always in effect, following the parameters of their
descriptive text.
STARTING EQUIPMENT
Before beginning with the rst Scenario in the campaign, each
Guild receives 5 Upgrade cards as starting equipment. Take the
Starter deck and give each player one of each type of card:
Dusty Blade, Vile Trident, Short Bow, Lifebound, and Grimbolt.
Each player can distribute their 5 cards among their 3 Heroes in
any way he chooses.
On the Guild Dashboard, each Hero has an inventory of 4 card
slots, located under their Hero card. Each Hero can only use
the 4 cards in their inventory, not the cards of the entire Guild.
Example: The player controlling the Purple Guild has chosen
Mark, Trandir and Kisha as his Heroes. He decides to give his
Dusty Blade to Mark, Lifebound and Grimbolt to Trandir, and
the Vile Trident and Short Bow to Kisha.
CBA
D
Rulebook • Inferno
8
CAMPAIGN AGAINST
INFERNO
In order to defeat the evil Underlord, the Heroes will need to
ght their way down the three circles of Inferno, to the demons
throne room. As they progress, they diminish the power base of
the Underlord, while gaining more power for themselves. Only
after much adventuring will they be ready to put an end to the
Underlord’s plans.
The Inferno campaign, presented in detail in the Campaign
Book, is divided into four stages: the Three descending Circles,
and the Final Showdown. During a campaign, only six of the
twelve scenarios contained in the Campaign Book will be
played - so the next campaign can take a different path and
offer all new scenarios to the players.
First Circle - These are the gateways to enter Inferno. Of the
two scenarios available in the First Circle, only one will be com-
pleted before the players move down to the Second Circle.
Second Circles – There are two separate Second Circles: East and
West, which present a branching point to the players. Once they
choose whether to enter the East or West Second Circles, they are
not allowed to enter the other Second Circle this campaign.
Of the three scenarios available in the chosen Second Circle, two
must be completed before the players descend to the Third Circle.
Third Circle - Whether the East or West Second Circle was
chosen, players always proceed to the Third Circle afterwards.
This is the heart of Inferno. Of the three scenarios available in
the Third Circle, two must be completed before the players
move to the Final Showdown.
Final Showdown - At the very bottom of Inferno sits the
Underlords Throne Room. All campaigns end there with the
Final Showdown scenario.
At the beginning of the campaign, players choose together which
of the First Circle scenarios will be the rst (it is recommended
that rst-time players begin the campaign with the Beyond the
Gates of Hell scenario). Afterwards, the winner of the previous
scenario chooses which scenario will be played next.
Rulebook • Inferno
Inferno • Rulebook
9
SCENARIO SETUP
The Campaign Book contains detailed descriptions of all the
scenarios that make up the campaign. Once a scenario has been
chosen to play, it must be set up on the play area. The entry for
the scenario contains a detailed list of all the components used
in it, as well as the quantity required. To ensure that no com-
ponent is left out of the scenario, rst separate the amount of
each component requested, before setting up the game board.
1. Tiles - Each side of the 9 gaming tiles displays an identifying
code. Find the tiles listed in the scenario map and position them
with the same orientation presented on the map.
2. Doors - Place the door tokens as indicated on the scenario
map. Notice that some door tokens start the game with the
closed” side up, while others start with the “open” side up.
Some scenarios call for the use of small door tokens, when two
doors share the same corner. This is done simply to facilitate the
manipulation of the tokens, but the small doors work exactly
the same way as the normal doors.
3. Portals - Place the portal tokens as indicated on the sce-
nario map. There are two colors of portals, one on each side
of the token: make sure to place each portal token with the
correct side up.
4. Brimstone Cards - Shufe all the Brimstone cards and
separate the requested amount, returning the rest to the box
without looking at their content. Then, distribute the cards on
the Spaces indicated on the map, with the text face down.
OPEN
DOOR
CLOSED
DOOR
NORMAL
DOOR
SMALL
DOOR
Rulebook • Inferno
10
5. Quest tokens - Most scenarios request that one or more
of the Quest tokens be placed on the board facing up. Get the
requested Quest tokens and place them in the indicated spaces,
with the colored side up.
6. Exploration tokens - After making sure to return any re-
maining Quest tokens to the box, shufe the 14 Exploration
tokens face down. Each scenario indicates the number of
Exploration tokens that will be used in the game. Randomly
pick that number of tokens and place them on the indicated
spaces of the board, face down. The remaining Exploration
tokens should be placed back in the box, still face down so no-
body knows their content.
7. Spawn tokens - Shufe the 5 Spawn tokens face down.
Separate the number of Spawn tokens requested by the scenar-
io and place them in the spaces indicated on the map. Return
any remaining Spawn tokens to the box, then ip up the tokens
on the board.
8. Monsters - Each scenario lists the type and quantities of
Monsters that take part in it. Gather the requested Monster
gures and place them in the spaces indicated in the map. Also
arrange the Monster cards of all the listed Monsters next to the
game board, so that all players can see them.
Important: Each monster type has four cards, each represent-
ing that monster at a specic level. For all Monsters, use only
the card for the level equal to the number of the scenario being
played. So, for example, when youre playing the 1st scenario
in your campaign, all Monster cards should be at Level 1; but
when you’re playing your 3rd scenario, all Monster cards will be
at Level 3 (use the "Level 2-3" cards).
9. Quest cards - In order to win a scenario, players must ac-
complish the feats listed on that scenarios Quest cards. Take the
Quest cards listed in the scenario and arrange them next to the
game board, so all the players can see them. Some Quest cards
may have one or two Reward cards associated with them in the
scenario description, in which case, tuck the indicated Reward
cards under that Quest card. Only the PvP Quest cards showing
the Guilds that are actually being used are put into play.
Rulebook • Inferno
Inferno • Rulebook
11
10. Spawn tile - Place the Spawn tile next to the game board.
11. Common Area - Place the piles of Wound tokens, Death
tokens, Damnation tokens, and Coins, as well as the Attack and
Defense dice, in a common area around the game board, within
reach of all players.
12. Heroes Starting Areas -
The Starting Areas for each Guild
are indicated in the scenario map.
Each player is randomly assigned one
of them: Put one Guild token from
each player in a dice bag or closed
hand and randomly place one token
next to each Starting Area, this will
be the Starting Area for each Guild.
Players must sit around the table in
the same order as their starting areas.
Each player then places their Hero gures in any of the indicat-
ed Spaces of their Starting Area, in any way they choose (up to
two gures may occupy the same Space). In a 3-player game the
Player 4 Starting Area is not used. In a 2-player game the Player
3 and Player 4 Starting Areas are not used.
Once all the setup has been completed, your gaming table
should look like the reference picture below. You are now ready
to start your adventure!
PLAYER 4
STARTING AREA
PLAYER 1
STARTING AREA
PLAYER 3
STARTING AREA
PLAYER 2
STARTING AREA
Rulebook • Inferno
12
THE GAME BOARD
Arcadia Quest is played on a game board made up of several
tiles arranged together according to the scenario map. These
tiles represent the streets and buildings of the city of Arcadia.
Each tile is divided into 9 equal Spaces, each with a dot marking
its center. These Spaces can be occupied by a maximum of two
characters each.
Some Spaces are divided by walls which block Movement and
Line of Sight. These blocking elements are identied by a gray
hatching texture. The tiles also display several other decorative
elements, which do not affect the game in any way and are
there just to esh out the setting. A Space without a central dot
is considered a Blocked Space. Only these Spaces, and walls with
the identifying gray hatching texture are blocking elements, ev-
erything else can be ignored for gameplay purposes.
CLOSE
Many rules and cards in the game refer to something
being Close to something else. To be Close to something
means to be either sharing the same Space, or to be on
any of the four orthogonally adjacent Spaces that share
an open edge with it.
A Space that's diagonal from it is not Close.
A Space whose shared edge is blocked by a wall or
closed door is not Close.
Example: The green Spaces and any Characters in them
are considered to be Close to Mark, while the red Spaces
are not.
IMPORTANT TERMS
CHARACTER
A Hero or a Monster.
ALLY
For a Hero, this is another Hero of the same Guild. For a
Monster, this is any other Monster.
ENEMY
For a Hero, this is any Hero from a different Guild and
any Monster. For a Monster, this is any Hero.
THIS IS AN
OUTDOOR
SPACE
THIS IS AN
INDOOR
SPACE
THIS IS A
DECORATIVE
ELEMENT
THIS IS A
BLOCKING WALL
Rulebook • Inferno
Inferno • Rulebook
13
Example: Kisha intends to use her Short Bow to make a
Ranged attack:
1 - She has LOS to Izzy through the open door, even though
it skims the edge of the opening.
2 - She has LOS to the Demoness through the open doors,
even though it skims the edge of the opening.
3 - She has LOS to the Demon Pitcher in a straight line
across the empty street. The distance is irrelevant.
4 - She does not have LOS to Jaimie because the line
crosses a wall.
5 - She does not have LOS to Diana because the line cross-
es a closed door.
1 - She does not have LOS to the Harpy because the two
enemy Heroes are blocking their Space and the line
cannot pass between their Blocked Space and the
blocking wall.
2 - She has LOS to the Demoness through the open door.
The Space with Jaimie and Mark does not block the
line because Mark is an ally, so that Space is only con-
sidered Full to Kisha, not Blocked.
1 - She has LOS to Cerberus because the central Space is
only Full to Kisha, not Blocked, and the space with just
Izzy is still considered Free.
2 - She does not have LOS to the Demon Pitcher because
the Space with Jaimie and a Harpy is considered
Blocked to Kisha.
Rulebook • Inferno
Inferno • Rulebook
17
Rolling Dice
The Attack dice and the Defense dice are rolled to determine
the effect of the attack. What symbol constitutes a success on a
die roll depends on the type of roll being made:
This symbol scores a successful Hit
in a Melee Attack roll.
This symbol scores a successful Hit
in a Ranged Attack roll.
This symbol scores a successful Save
in a Defense roll.
This symbol is a CRIT, and always counts as
a success, no matter the type of roll.
Besides being a success itself, each CRIT result allows an extra
die to be rolled, adding its result to the total. If that roll also
results in a CRIT, another extra die is rolled, and so on. In some
cases, rolling a CRIT also activates a special effect listed in the
card being used.
Example 1: Mark rolls 3 Attack dice for his Dusty Blade, get-
ting , and . Since it's a Melee attack, that scores two
misses and one Hit. He rolls an extra die because of the CRIT and
gets a , for a nal result of 2 Hits!
Example 2: Kisha rolls 2 Attack dice for her Short Bow, getting
and . Since it's a Ranged attack, that scores two Hits.
She rolls an extra die because of the CRIT and gets another
! That's one more Hit and another extra die, which rolls a ,
which is a miss, for a total of 3 Hits.
Example 3: Jaimie is being attacked, she has 2 Defense, but
the Fancy Blade in her inventory gives her +1 Defense (even
though the card is currently exhausted) for a total of 3 Defense.
She rolls 3 Defense dice, getting , and , scoring 2
Saves. She rolls an extra die because of the CRIT and gets a ,
so her total is still 2 Saves.
Attack Results
Once all dice have been rolled, compare the number of Hits
scored by the attacker with the number of Saves obtained by
the target's Defense (if he had any). Each Save blocks one Hit.
If there are still any Hits remaining, the target suffers a number
of Wounds equal to the number of exceeding Hits. Place that
number of Wound tokens on the targeted Hero's card, or in the
case of a Monster, next to its gure.
Example: Mark attacks Jaimie, scoring 3 Hits, while Jaimie gets
2 Saves. The attack results in Jaimie suffering 1 Wound.
Special Effects
Some cards have special effects listed on them. These take
effect following the parameters described on the card. Some
effects always happen, whenever the card is used, while others
need to be triggered by specic circumstances, like rolling Hits
or CRITS, or inicting a Wound. The timing of when these spe-
cial effects take place can be very important at times. Unless
stated otherwise, each special effect takes place immediately
when its triggering event happens. If two effects would happen
simultaneously, the player whose turn it is decides the order in
which they are executed.
Multiple Targets: Some special effects may allow your attack
to affect more Characters than just your primary target. No
matter how many secondary targets an attack affects, you al-
ways make only a single attack roll, and it applies to all targets.
If any special effects change the amount of dice you should roll
against a specic target, the quantity of dice rolled is deter-
mined by your primary target only, and is not affected by who
your secondary target(s) may be.
Kills and Rewards
As soon as the combat is fully resolved, if a Character has suf-
fered a number of Wounds equal to his Life, he is killed. A killed
Monster is removed from the board and placed in the rst avail-
able slot on the Spawn Tile, while a killed Hero is placed on his
Hero card.
When a Hero kills a Monster, his Guild immediately gets the
number of coins listed in that Monster's card. When a Hero kills
an enemy Hero, his Guild gets one coin. When a Monster kills a
Hero, all the other Guilds each get one coin. If a Hero is killed
by any other game circumstances, like traps, all the other Guilds
also get one coin each.
The credit for killing a Character goes to the Character that
inicts the last Wound, responsible for removing the Character
from the board. It does not matter if someone else inicted
more Wounds to the killed Character, all the credit goes to the
one who scores the nal blow!
When a Hero is killed, any Exploration tokens (including Quest
tokens) he was carrying are placed on the Space he was occu-
pying, and they can then be picked up by another Hero nor-
mally. If the Hero was killed by an enemy Hero, that Hero can
automatically take one of those tokens and place it on his Hero
card (he doesn't even have to be near the killed Hero). Each
time a Hero is killed, place a Death token on his card to mark
the number of times he died. Death tokens cannot be moved or
removed from a Hero until the next Upgrade Phase.
Rulebook • Inferno
18
REST
Instead of Activating a Hero, a player can choose to spend his
turn allowing his Heroes to Rest. When a Guild Rests, none of
its Heroes are activated, they are not allowed to perform any
Movement or Attacks whatsoever during this turn. Instead, the
Heroes rest and prepare themselves to continue their quest. The
resting player may perform all of the following:
UNEXHAUST CARDS
Remove all Guild tokens from all cards on the Guild's dash-
board, unexhausting all of them. The cards are ready to be used
once again in the following turns.
REORGANIZE ITEMS
The player may reorganize his cards, moving any number of them
among any of his Heroes. Death Curse cards, however, cannot
be moved around.
Exploration tokens can also be moved among any of his Heroes,
though Quest tokens cannot be moved and must remain with
the Hero that collected it.
RESURRECT HEROES
Any of the player's killed Heroes are resurrected and brought
back into the game. Remove all Wound tokens from that Hero
only and place his gure back on the board. The resurrected
Hero can be placed either in that Guild's Starting Area, or Close
to any allied Hero that was already on the board at the begin-
ning of the turn.
Note: Heroes resurrected outside of a Rest turn by other ef-
fects are always fully unexhausted.
DAMNATION
Inferno is the realm of the damned, and its corrupting touch
may be the greatest danger to the Heroes of Arcadia (or the
greatest asset). This corruption is represented in the game by
Damnation—the more Damnation a Hero has, the stronger the
hold Inferno has on him. Many dangers lurk for Heroes who
collect too much Damnation, but there are benets as well.
Players must balance the temptation of infernal power with the
potential dangers of Damnation.
THE LURE OF TEMPTATION
There are a number of ways that a Hero can gain Damnation
during the game, including as a result of some Monsters' attacks.
A number of Upgrade cards, such as the Vile Trident, offer ad-
vantages to the Hero, at the cost of taking Damnation. When
a Hero uses one of these cards, he must take the appropriate
number of Damnation tokens from the supply and place them
on his Hero card.
Important: Unlike other effects, when a card offers a special
effect for taking Damnation, the Hero may choose to take
Damnation after his initial dice roll, in order to trigger the ef-
fect. However, each effect can only be triggered once per use.
Note that since the roll is not yet over, the extra Damnation
gained by the Hero might still affect his opponent's dice pool.
Only Heroes can collect Damnation. Monsters never gain
Damnation tokens.
THE COST OF DAMNATION
There are three main ways that Inferno punishes those who ac-
cumulate too much Damnation:
Monsters: Some Monsters get a benet when ghting a Hero
that has Damnation. For example, The Judge rolls an extra die
in both attack and defense for each Damnation on the active
Hero.
Brimstone: Many Brimstone cards apply a penalty to Heroes
that have Damnation. For example, Guilty Conscience forces
every enemy Hero that has Damnation to exhaust an Attack
card.
Death Curses: During the Upgrade Phase at the end of a sce-
nario, each Hero draws one extra Death Curse card for every
two Damnation tokens on their Hero card. This is in addition to
any Death Curse cards gained from Death tokens!
When a Hero Rests, he cannot discard Damnation tokens, nor
move them to another Ally. They stay with that Hero through-
out the scenario. Damnation is only discarded at the end of the
Upgrade Phase.
Example: During a scenario, Diana was killed twice and ac-
cumulated 3 Damnation. During the Upgrade Phase, she must
draw 3 Death Curse cards (2 for her 2 Death tokens, plus 1
for having 2 Damnation). She then discards her 3 Damnation
tokens.
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Inferno • Rulebook
19
THE MONSTERS
MONSTER ACTIVATION
There is no “Monster turn” in the game. The monsters swarming
the circles of Inferno are passive agents in the scenarios. They
are not actively hunting down the Heroes, but will do anything
they can to stop their advance and retaliate against their at-
tacks. Monsters are only ever activated as a reaction to a Heros
actions. Their activation is always controlled by the player to the
right of the active player.
GUARD REACTION
Every Monster in the game guards all Spaces Close to themselves
(see page 13 for an explanation of Close Spaces), and will attack
any Close Hero that lowers his guard by trying to move past
them or by attacking somebody else.
A Hero standing Close to a Monster is considered to be actively
fending it off, until he decides to move or attack.
Triggered by a Move
Whenever a Hero that occupies a Space Close to a Monster
moves to another Space, he triggers that Monster’s Guard
Reaction. This causes the Monster to immediately attack the
active Hero with its listed attack attributes and abilities. The
Monster does not move, it only attacks. Entering a Space Close
to a Monster does not trigger its Guard Reaction, it is only trig-
gered by moving from a Close Space, no matter if the move-
ment is towards the Monster or away from it.
Whenever a Hero’s move would trigger a Guard Reaction in one
or more Monsters, the player to the right of the active player
must perform the attacks of all activated Monsters before the
Hero executes his move. After all attacks are resolved (includ-
ing the Hero’s Defense rolls), then the Hero can perform the
intended move. Always resolve all Guard Reaction attacks trig-
gered by a move before executing the following move.
It is possible to trigger several consecutive Guard Reaction at-
tacks from the same Monster or different ones in the same turn,
if each move the Hero makes leaves a different Space guarded
by the Monster. Keep in mind that using a portal, manipulating
a door, or revealing a Brimstone card does not trigger Guard
Reaction.
Example: Mark is moving heedlessly across the board and trig-
gering Guard Reactions from several Monsters.
1 - On the rst move he triggers the Demoness’ Guard Reaction,
since hes leaving a Space Close to her. The Demon Pitcher is not
triggered since a closed door isolates it. While Mark is entering a
Space Close to the Harpy, that does not trigger a Guard Reaction.
THE VILE TRIDENT
Every Guild begins the game with one item that can
cause Damnation: the Vile Trident. This weapon can be
used like any normal Melee Attack card, but it also offers
a more diabolical gift. Any time a Hero with the Vile
Trident attacks, even when using a different Attack card,
and even if the Vile Trident is exhausted, he may choose
to roll 1 additional attack die. If he does, the Hero must
take 1 Damnation token.
Example: Mark is using his Dusty Blade to attack a
Harpy. He rolls 1 Hit, which would be enough to kill her,
but he would really like to avoid her Payback Reaction
by getting an Overkill. Normally, it would be too late
to boost his attack since hes already rolled the dice, but
he also holds a Vile Trident. Gritting his teeth, he takes
1 Damnation token from the supply to roll 1 more die.
Fortunately for him, he rolls another Hit. Unfortunately
for him, the Harpy rolls 1 Defense per Damnation on her
attacker, so since the rolling is not yet done, she gets to roll
1 Defense die in order to try and avoid being Overkilled.
Rulebook • Inferno
20
2 - On the second move, the Demoness' Guard Reaction is no
longer triggered, but the Harpys is.
3 - On the third move, Mark triggers Guard Reactions not only
from the Harpy, but from Bellya'al as well. He suffers two simul-
taneous attacks.
If he moves away from that nal Space, hell activate the Harpy’s
Guard Reaction one more time.
Note: Some special effects might cause a gure to be placed in
a specic Space. As this is not a Move, it does not trigger Guard
Reactions.
Triggered By An Attack
When a Hero performs an attack that doesn't target any of the
Monsters Close to him, he triggers the Guard Reaction of all
Close Monsters. Whether he attacks an enemy Hero anywhere,
or a Monster at a distance, if there are any Monsters Close to
him they will seize the opportunity and attack him.
In this case, after the Hero's attack has been completely re-
solved, any Monsters Close to the active Hero will perform an
attack against him (they do not move). Note that if the Hero's
attack targets any Monster Close to him - whether directly or as
a special effect - he effectively fends off all Close Monsters and
no Guard Reaction will be triggered by this attack.
Example 1: Kisha makes a Ranged Attack against the Demon
Pitcher. Since it's not a Close Monster, this triggers a Guard
Reaction from the Demoness and the Harpy, who attack Kisha
once her attack has been resolved.
Example 2: Mark attacks both Jaimie and the Harpy using
the Drive Thru ability. Because his attack also targeted a Close
Monster, no Guard Reaction is triggered.
Rulebook • Inferno
Inferno • Rulebook
21
PAYBACK REACTION
Attacking Monsters is always risky, for they will not suffer it
quietly. Attacking a Monster triggers its Payback Reaction.
Whenever a Hero attacks a Monster (even if his attack roll
completely fails), the Monster is activated and may immediately
attempt to strike back at his attacker. The difference with a
Payback Reaction is that the activated Monster may perform
its Movement before attacking. The player to the right of the
active player controls the activated Monster and may choose
how best to employ it.
After fully resolving the Heros attack, the Monster may move
up to its full Movement rating (as listed on its card) and then
attempt an attack against the Hero who attacked it (it can-
not move after attacking). A moving Monster may choose to
open doors and use portals or move in any direction he wishes,
following the same Movement rules and restrictions as Heroes
(Monsters can't reveal Brimstone cards). The player controlling
the Monster doesnt have to move it or even perform its attack,
if he so desires, but any attack made by the Monster must have
the active Hero as the primary target (see example on page 23).
If a Heros attack targets more than one Monster at once, only
one of the targeted Monsters is activated; the player to the right
chooses which one.
MONSTER ATTACK
A Monster’s attack follows most of the same rules as a Hero’s
attack. Since all of a Monster’s attack information is contained
on its own card, they dont exhaust any cards to perform an at-
tack and thus are always ready to attack when activated. Some
monsters perform Melee attacks and others perform Ranged
attacks. These are subjected to the same rules for proximity
and Line of Sight in order to be executed as a Hero’s attack, as
well as any Ability the Monster may have. A Monster's attack is
always executed by the player to the right of the active player.
ANATOMY OF A MONSTER
A. Name - The Monster’s name.
B. Monster Tier - This indicates what type of Monster this is.
C. Life - The number of Wounds the Monster has to sustain in
order to be killed.
D. Overkill - The number of Wounds a single attack must in-
ict in order to eliminate the Monster instantly.
E. Reward - How many coins are immediately awarded to the
Guild that kills the Monster.
F. Attack Type - Whether the Monster executes Melee or
Ranged attacks.
G. Attack Dice - The number of dice rolled by the Monster’s attack.
H. Attack Name - The name of the attack the Monster performs.
I. Movement - The number of Movement points available to
the Monster when it executes a Payback Reaction.
J. Level - This should be the same as the number of the scenario
being played in the campaign (1st scenario - Level 1, 3rd scenar-
io - Level 2-3, etc).
K. Defense - How many Defense dice the Monster can roll to
try to prevent an attack from inicting Wounds. Most Monsters
have no Defense.
L. Ability - Monsters have a special Ability that is always in
effect. They work very much like a Heros Natural Ability or that
of an Upgrade card.
OVERKILL
Even if the Hero’s attack deals enough Wounds to kill a Monster,
the Monster still gets to perform its full Payback Reaction against
the attacker before dying and being removed from the board. If,
however, the Hero’s attack is so powerful that it deals a number
of Wounds equal to or higher than the Monster’s Overkill rating,
the Monster is immediately killed and removed from the board
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Rulebook • Inferno
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without getting the chance to execute its Payback Reaction. Note
that it doesn’t matter how many Wounds the Monster already has:
In order to Overkill it, a single attack must beat its Overkill rating.
MONSTER TIERS
The Monsters are classied into four tiers: Minor Minion, Major
Minion, Minor Villain and Major Villain. Minion-type Monsters
have no special rules to them: they're the rank and le of the
monster horde. Villains are the hardest Monsters to kill (wheth-
er Minor or Major), and so everybody who contributes to their
demise is deserving of some reward. Any Hero who manages to
inict a Wound on a Villain places one of his Guild tokens on that
Villain’s card. If that Villain is eventually killed, all Guilds that have
a token on its card win the full Coin reward listed on the Monster
card. The credit for killing the Villain still goes only to the Hero
that inicts the last Wound, so only his Guild would win any associ-
ated Quest. Villain-type Monsters also don't go to the Spawn tile
when killed, they're returned straight to the game box.
Example: Mark, a Purple Guild Hero, attacks Cerberus. It al-
ready has 2 Wounds previously inicted by the Teal Guild, so it is
1 Wound away from dying!
Mark's attack scores 3 Hits! The player to the right of the Purple
Guild player is responsible for controlling Cerberus (in this
case he's the Yellow Guild player) and would normally roll the
Monster's Defense, but since Cerberus has no Defense, it simply
suffers 3 more Wounds!
Added to the 2 previous Wounds, Cerberus now has 5 Wounds,
which is more than enough to kill it. However, the 3 Wounds
dealt by this attack are below Cerberus' Overkill rating of 5, so it
will be able to perform its Payback Reaction before succumbing
to its injuries and leaving the board.
Cerberus could strike back at Mark without needing to move,
however the controlling Yellow Guild player notices that
Cerberus' ability allows it to make 3 separate attacks. Since he
has no real interest in killing Mark, and the only other available
target would be Izzy, who belongs to his own Guild, the Yellow
Guild player decides to put Cerberus to better use. He uses its 2
Movement Points to move straight through the Space occupied
by Mark.
Now he unleashes Cerberus' powerful 3-in-1 "Mauling" attack.
The rst attack must target Mark, since that's the Hero who
attacked Cerberus. However, the Yellow Guild player can use
Cerberus' two other attacks on the Teal Guild Heroes: Jaimie
and Diana (the Harpy is not a Hero, so it can't be targeted).
Rulebook • Inferno
Inferno • Rulebook
23
This is not a single attack with multiple targets (which would re-
quire a single roll), but three separate attacks, so the Yellow Guild
player rolls Cerberus' 2 Attack dice three separate times. First he
targets Mark, who rolls his Defense against it. Then he decides
to target Jaimie, who fails her Defense and is killed. Finally, he
turns the last attack against Diana, who rolls her Defense against
the third attack roll. After that, Cerberus' nally dies and its
gure is moved to the Spawn Tile. Since it is a Minion, the Purple
Guild gets the 2-coin reward alone.
SPAWNING MONSTERS
Unless otherwise stated in the scenario, when a Minion-type
Monster is killed, it is removed from the board and placed in
the rst available slot on the Spawn Tile. When the Spawn Tile
becomes full, with ve gures on it, or when there are no more
Monsters left on the board, the active player must perform a
Monster Spawn as soon as he nishes his turn. Starting with the
gure in the rst slot, he rolls two attack dice to determine
where it will spawn. Compare the dice result to the symbols on
the Spawn Tokens on the board and nd the matching token
with the same pair of symbols. The Spawn roll is not subjected
to normal dice rolling mechanics, such as Rerolls and extra dice.
If there is no matching Spawn Token on the board, the gure
is returned to the game box.
If the Space with the matching Spawn Token is Full, the gure
is returned to the game box.
If the Space with the matching Spawn Token is Free, the gure
is placed in that Space.
This procedure is repeated, following the slot order, for all of
the gures on the Spawn Tile, with each one being either placed
back on the board or completely removed from the game. Once
the Spawn Tile is empty, the next player begins his turn.
Note: If more than one Monster is killed in the same turn, and
there are no more available slots in the Spawn Tile, any exceed-
ing Monsters are immediately returned to the box.
ANGELS
In order to drag Arcadia down into Inferno, the Underlord
kidnapped the Angels who secretly protected it. If he's able to
fully corrupt them, Arcadia will surely be doomed for eternity!
During their campaign, the Heroes will have several opportuni-
ties to rescue some of these guardians. The Angels you manage
to set free will join your Guild as powerful allies, but the ones
that you allow to be consumed by the Underlord will turn into
terrible villains you will eventually have to face!
Rulebook • Inferno
24
BRIMSTONE CARDS
Brimstones are powerful fulcrums of infernal energy. Scattered
throughout the three Circles of Inferno, these unholy altars
are conduits to tap into the forces of Damnation. Fortunately
for the heroes, the Guilds of Arcadia have learned the secrets
of performing rituals to take advantage of these Brimstones.
Heroes needs only scribble the right runes, perform the right
chants, and hold their nose against the strong stench, in order
to trigger powerful effects—either to benet themselves or to
punish their rivals who meddle with Damnation!
REVEALING BRIMSTONE CARDS
Scattered around the board during Setup, Brimstone cards do
not block Line of Sight or Movement in any way. During the
Movement part of a Hero’s activation, he may choose to spend
one Movement Point to reveal a Brimstone card that is in his
Space. The player takes the card from the board, reads it, fol-
lows the instructions in the cards text, and then discards the
card. Unlike an Exploration token, a Hero is not obligated to
reveal a Brimstone card thats in his Space. A Brimstone card
can be revealed, even if there’s an Enemy sharing the space with
the active Hero, and revealing one does not trigger a Guard
Reaction from Close Monsters.
BRIMSTONE EFFECTS
The effects described on a Brimstone card must be executed by
the active player immediately when it is revealed (unless some
situation makes it impossible to execute, in which case it has no
effect). Brimstone cards always either benet the active player,
or harm his enemies somehow.
ACTIVATING MONSTERS
Some Brimstone cards allow the player to activate a Monster
on the board that belongs to a specic Monster Tier. The play-
er chooses the Monster he wishes to activate, and performs its
Movement and/or Attack, in any order, using that Monsters
normal stats and choosing any Hero as the primary target.
While the Monster is being controlled by the player, it does not
count as a Hero from his Guild: It cannot accomplish Quests,
and if it kills anybody, the credit goes to the game as usual, not
to the active player.
UPGRADE CARDS
The Upgrade cards acquired by each Guild as the campaign pro-
gresses are what will truly set them apart from the rest. Through
the use and combination of different cards, each Hero is able to
use his natural characteristics to their full potential, or build up
a whole new unique role for himself in the game.
There are three basic types of Upgrade cards:
Through the combination of these cards, players can create
some powerful and unexpected attacks and strategies!
Attack cards Permanent cardsBoost cards
Inferno • Rulebook
29
Rulebook • Inferno
ANATOMY OF AN UPGRADE CARD
A. Name - The name of the card.
B. Cost - The number of coins necessary to purchase this card.
C. Type and Group - The type of card and group it belongs
to. Some effects only affect specic types and groups.
D. Attack dice - Only Attack cards feature these. This is the
number of Attack dice rolled by this attack, as well the type of
attack the card is able to make (Melee or Ranged ).
E. Special Effect - Any Special Effects that the card offers.
F. Code - Use this identifying code to easily log your cards in
the Campaign Sheet.
ATTACK CARDS
Attack cards allow a Hero to make an attack against an Enemy.
A Hero with no Attack cards in his inventory is generally in-
capable of executing an attack when activated. But if he has
multiple Attack cards, he can still only use one single card per
attack. However, since an Attack card is exhausted when it is
(by placing a Guild token on it), having multiple Attack cards
available to a single Hero gives him not only more options, but
also the ability to attack for multiple turns before needing to
Rest and unexhaust his cards.
All Attack cards are able to make either Melee or Ranged attacks,
as indicated by the icons for their listed attack dice. While some
Attack cards offer only a simple attack, many have some form of
special effect listed that enhances their attack. This effect is only
triggered when the card is used and the parameters stated in it are
met (with the exception of the Vile Trident, see page 20).
BOOST CARDS
Boost cards are companions to Attack cards. While they can
never be used on their own, they might be able to greatly im-
prove the power of an Attack card being used.
When a Hero is declaring his attack (before rolling the Attack
dice), he may choose to also use one or more Boost cards in his
possession. He exhausts the Attack card, and also exhausts any
Boost cards being used with it (place a Guild token on them).
The special effects offered by the Boost card are then added
to the attack being executed. Note that some Boost cards only
work with specic types of Attack cards, as described in their
text. As is the case with Attack cards, an exhausted Boost card
cannot be used again until it is unexhausted.
PERMANENT CARDS
Permanent cards work exactly like the Heroes' Natural Ability:
They give the Hero that possesses them a special ability that is
always in effect, according to the parameters of the card's text.
Permanent cards are never exhausted, so their ability is always
at the disposal of the Hero who has it in his inventory. If a Hero
decides to use a Permanent card's effect on an attack, he must
declare it before rolling any dice.
SPECIAL EFFECTS
Upgrade cards offer a multitude of new resources to the Hero
who possesses them. Here are some of them:
EXTRA DEFENSE
Cards with this Extra Defense icon grant the Hero
who owns them the number of extra Defense dice
listed. Whenever the Hero needs to make a Defense
roll, add together his basic Defense and all the Extra
Defense his cards might grant him. Extra Defense is always added
to the Hero's Defense, even if the card that offers it is exhausted.
EXTRA LIFE
Cards with this Extra Life icon grant the Hero who
owns them the ability to sustain more Wounds
before being killed. Add together the Hero's basic
Life and any Extra Life his cards might grant him. It
doesn't matter whether the card is exhausted or not. This is his
total Life, the number of Wounds necessary to kill him.
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Rulebook • Inferno
REROLL POOL
Cards with this Reroll icon allow the Hero who owns
them to reroll the indicated number of dice after
his dice pool has been rolled. The result of this new
roll replaces the original result. All of a Hero's cards
with Reroll icons always add to his Reroll pool, whether they are
exhausted or not. Whenever a Hero makes a roll (be it an Attack
or a Defense roll) he has his full Reroll pool at his disposal to use
in any order he'd like.
Example: Kisha has a Fancy Blade which grants her +1 Reroll
and a Vicious Ring which grants her +2 Rerolls. Her total Reroll
pool is 3. She makes a Ranged Attack against a Demoness with
her Short Bow, rolling two Attack dice which result in and
: two misses. She uses 2 Rerolls to reroll both dice, resulting in
and : 2 Hits. She rolls the extra die granted by the CRIT,
which results in : a miss. She then uses the last Reroll of her
pool to reroll this die, resulting in : another Hit, for a grand
total of 3 Hits.
The Demoness strikes back at Kisha with its Melee attack rolling
, and : 2 Hits. Kisha rolls her 4 Defense dice, getting a
and 3 : one Save. She uses her Rerolls on the three blanks
and gets , and : another Save. All Hits of the attack
have been blocked!
DAZE
Some attacks are able to Daze their target, leaving him open
to future attacks. When a Character is Dazed, lay his gure
on its side to indicate his condition. A Dazed Character is not
allowed to roll any Defense dice against attacks. Other than
that, he may act normally, moving and attacking as usual.
When a Dazed Hero Rests, he recovers from the daze effect.
Place his gure back up to indicate that. Monsters can't recov-
er from Daze until killed.
FLANKING
Some effects require a Flanked Character. A Character is con-
sidered Flanked as long as there's at least one of his Enemies
Close to him (not counting whoever is using the effect).
EXHAUST HERO
Some Upgrade cards require that the player “exhaust the Hero
in order to use a special effect offered by the card. To exhaust
the Hero using the card, simply place a Guild token on top of
his Hero card. That Hero’s card is now exhausted, so he won’t be
able to use any other special effects that need to “exhaust the
Hero” until his Hero card is unexhausted. The Hero card can
be unexhausted by using a turn to Rest and remove all Guild
tokens from the Guilds cards. A Hero with an exhausted Hero
card does not suffer any penalty. He can be activated normal-
ly, moving and attacking as usual. He is just unable to activate
special effects that require him to exhaust his Hero card. He can
still use his natural ability (as long as it doesnt require him to
exhaust his Hero card).
SELF SACRIFICE
Some abilities require the active Hero to suffer a number of
Wounds in order to use them. The Hero must take the required
number of Wounds before rolling any dice for the ability.
However, a Hero cannot use such an ability if the Wounds taken
would cause him to die. If he doesn't have enough Life left, he
cannot activate the ability. Likewise, if a Hero is being kept alive
by the Extra Life granted by an Upgrade card, he cannot will-
ingly move that card to a different Ally, thus killing that Hero.
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Rulebook • Inferno
CAMPAIGN
TITLES
As the Heroes accomplish their deeds, they gain notoriety, re-
sources and possibly allies. Arcadia tends to remember the ac-
complishments of its adventurers and often times Heroes might
nd unexpected aid along their path, depending on what they
did before.
Some Quests, when fullled, reward the Guild who accom-
plished them with a Title. Each Title offers an advantage that
this Guild will be able to enjoy when playing certain subsequent
scenarios. Each scenario – except for “Hit Rock Bottom" – has
one Quest associated with a Title. When a Hero fullls one
of these Quests, his Guild receives the associated Title, which
should be noted on the Campaign Sheet. This Title has no effect
on the current scenario, but it will grant an advantage if the
player goes on to play a scenario that benets from it. Each
scenario description species which of its Quests is associated
with a Title, what advantage it brings, and which subsequent
scenarios benet from that Title. In addition, the advantage of
each Title is also explained in the description of the scenarios
where they can be used.
THE CAMPAIGN SHEET
The Campaign Sheet is a two-sided document which players use
during the campaign to keep track of game development and
record important information.
One side is used to record the campaign itself. It displays a map
of Arcadia on the left, with white spaces over each scenario
so that players can write down the order in which they were
played. On the right, a more detailed list allows players to re-
cord what happened during each scenario, indicating which
Guild earned each Achievement (who collected the most coins,
whose Heroes died the least, etc) .
Rulebook • Inferno
32
The reverse side of the Campaign Sheet is used to keep track of
the Guilds, indicating which Heroes each player chose and what
their current Upgrade cards and Death Curses are.
During a campaign, after each scenario is nished (but before its
Upgrade Phase), players will make a record of what they have just
played. If it is their rst scenario, they will also make a record of the
Guilds they have created, indicating which three Heroes they chose
for the campaign. The record-keeping starts by indicating which
scenario was just played. This is done on the map of Inferno on the
front side of the sheet, where players will indicate which scenario
they have just played and mark it with its number according to
the order in which it was played in the campaign (1 through 6).
Following this, players will check the detailed list to the right of the
map and nd the corresponding line for the scenario they have just
played. Here, the players will indicate which Achievements were
earned and who earned them. The Achievements are as follows:
Winner: Indicates which Guild was the rst to complete the
Quests necessary to win the scenario.
Least Deaths: Shows which Guild accumulated the lowest
number of Death tokens among its Heroes (Damnation doesn't
count).
Most Coins: Indicates which Guild won the most coins during
the scenario (before spending them during the Upgrade Phase).
Won Reward: Registers which Guild completed the Quest
with a Reward card or Angel associated with it and, consequent-
ly, won the Reward card or an Angel.
Won Title: Marks which Guild acquired a Title by completing
the Quest associated with it.
If two or more Guilds are tied for an Achievement, all of the tied
Guilds are considered to have earned it.
After players execute the Upgrade Phase for the scenario that
has just been played, the next step is to turn the Campaign Sheet
over and update the Guild Inventories. Players will write down
the cards each Guild possesses at this point (using the card codes)
and any Death Curses that each Hero might carry. Note that the
players will not just record the new cards they have purchased,
but all the cards currently in possession of their Guilds' Heroes
after the Upgrade Phase. If a player has saved a coin to spend in
a future Upgrade Phase, they note it on the Campaign Sheet.
CAMPAIGN FINALE
When the 6th and nal scenario of the campaign has been
completed, Arcadia is nally released from Inferno and returned
to its rightful place. The people of the city will naturally be
delighted by the restoration of normality and will heap rewards
and applause on the Guilds that have rescued them. How the
various Guilds have performed during what would later be
known as the “Inferno Crisis” will determine their position in
the new leadership structure of the city:
For each of the Achievements listed in the Campaign Sheet, a
Guild will be awarded a specic Medal. Tally up the Achievements
of the entire campaign, and determine which Guild won each
Achievement type the most times. That Guild is then awarded the
Medal associated with that Achievement type. If more than one
Guild is tied with the most wins in an Achievement, all tied Guilds
win the associated Medal. The amount of Medals each Guild won
determines how much prestige it has in the restored city.
THE SAVIOR OF ARCADIA
The Guild that delivers the killing blow to the Underlord will
forever be known as the Savior of Arcadia! The Heroes of this
Guild will be paraded through the streets, invited to wine and
dine with the most powerful merchants, and showered with
gifts. They will live like kings within the city… at least for the
time being.
Rulebook • Inferno
Inferno • Rulebook
33
PHYX
They slice, they dice, I use them
to put on my clothes, I use them to
blow my nose, there’s nothing my
swords can’t do!”
While most other elves spend their time
dancing in the sun, the Moon Elves are
revolutionaries who refuse to dance and
instead commit themselves to something
else. No one is more committed to the
art of the sword than the Moon Elf
Swordsmaster Phyx. He has given himself
wholly over to his swords and he uses
them for everything. He cuts his food
with them and then uses them as utensils.
He puts on his Moon Elf warpaint with
his sword. Anyone can defeat a monster
with a sword, but how many people can
braid their own hair with one?
DIANA
“Some call me a hero. Some call me
a villain. Some call me a gladiator
princess. But if you’ve got gold and
need to win a battle, just call me.”
Arena fans still talk about the day Diana
won her freedom, overcoming two trolls,
a minotaur and an angry pig in single,
or perhaps multiple combat. Once she
returned to normal life, Diana became
bored. She loved to ght, throwing her
chakrams and giving a high-pitched shriek
as she leapt into battle, so she started
selling her services. Now, she’s one of the
priciest and best mercenaries in the entire
land. Rumor has it that she even has a
gure in a popular board game. She’s en-
joyed so much success that she’s become
bored. Thank heavens that Arcadia has
gone to hell. Now, she’s got a challenge!
MARK
“I’m Mark, Captain of the Sunguard.
Did you say we have to go through
the gates of hell and ght a million
demons? Sounds like a good chal-
lenge to me.”
When he rides onto the front lines of the
battleeld, his side knows that victory is
assured. A valiant warrior and an inspi-
ration to others, it seems that no enemy
can endure against Mark, Captain of the
Sunguard. In fact, most citizens of Arcadia
are sure that Mark fears nothing, which
is almost true. Mark has a secret, a crush
on Kisha. Despite all of his deeds, he can’t
bring himself to talk to her. So, he’s writ-
ten a note. Maybe one day, he’ll have the
courage to give it to her. Maybe.
ANGELS
JUSTICAR
“I know this may seem harsh, smash-
ing you with a large glowing sword,
but you will be a good example for
other sinners. No one will want to go
through a beating like the one you
are about to receive. Think of the
souls you’ll save. Thwack!!”
ANGEL EYES
"You want me to sing? How about I
roar!"
Rulebook • Inferno
Inferno • Rulebook
37
BENJAMIN
We must always obey the rules, no
matter what the cost! Remember
there’s a summary on the back of the
book!”
LEAH
“Just do what I say and no one gets
hurt. I mean, no one on our side gets
hurt. The other guys get hurt.”
THE WANDERER
“…”
ENEMIES
THE UNDERLORD
“I work out every day, and every day
is upper-body day! Obviously.”
On his throne of skulls, the ruler of Inferno
sits. And would he ever love to stand up!
But no, it would never do, for whosoever sits
the Infernal Throne rules the Underworld,
and the Underlord can’t trust any of his
minions. But now, with Arcadia dragged
into the Inferno perhaps his demons will get
a bedtime. And, perhaps, he can stand up.
THE JUDGE
Your misbehavior is written into your
very soul! No, really, its right there
like a little devil face on your head.
BELLYA’AL
You guys, stop that! It tickles!!!”
DEMON PITCHER
“He eases back, taking his time…
keeping a watchful eye on the play-
ers in the eld… there’s the windup!
The pitch—and a strike! The home
team goes wild!”
Rulebook • Inferno
38
CERBERUS
“Oh, that hero looks tasty—Quiet!
The one in red is—Squirrel!—SHUT
UP, MAURY!!”
DEMONESS
“Oh, poor thing! Did you get an
ouchie? Let me make it all better…”
HARPY
And you get an arrow! And YOU
get an arrow! And EVERYONE gets
an arrow!!”
INDEX
Ally..................................................... 13
Angels ................................................ 24
Attack ................................................ 16
Attack Cards ......................................30
Attack Dice ........................................ 16
Blocked Space .................................. 15
Boost Cards ........................................30
Brimstone Cards .......................... 14, 29
Campaign Sheet ................................ 32
Campaign Structure.............................9
Character ........................................... 13
Close .................................................. 13
Coin Rewards .....................................27
Components ........................................5
Crit .................................................... 18
Damnation ......................................... 19
Dashboard ............................................8
Daze .................................................. 31
Death Curses ......................................27
Death Tokens .............................. 18, 27
Defense Dice.......................... 16, 18, 30
Doors .......................................... 10, 14
Drafting Heroes ..................................7
Enemy ................................................ 13
Episodic Mode ..................................34
Exhaust Card...................................... 16
Exhaust Hero .................................... 31
Exploration Tokens ............................ 28
Finale ................................................ 33
First Bonus ........................................ 26
Free Space ........................................ 15
Full Space .......................................... 15
Guard Reaction ................................20
Guild Setup .........................................7
Hero Activation ................................ 14
Hero Card ............................................8
Hit .................................................... 18
Inventory ............................................ 8
Kill .................................................... 18
Life ................................................8, 22
Line of Sight ...................................... 16
Melee Attack .................................... 16
Minions ............................................23
Monster Activation............................20
Monster Card ................................... 22
Monster Tiers ....................................23
Monsters ............................................ 20
Movement ........................................ 14
Natural Ability ....................................8
Overkill .............................................22
Payback Reaction .............................. 22
Permanent Cards ........................ 29, 30
Player Turn ........................................ 14
Portals ................................................ 14
Potions .............................................. 28
Quest Cards ......................................26
Quest Tokens ....................................28
Ranged Attack .................................. 16
Reorganize Items .............................. 19
Reroll Pool ........................................ 31
Resurrect ............................................ 19
Rest .................................................... 19
Reward Cards .................................... 26
Save .................................................. 18
Setup ................................................ 10
Shove ................................................. 15
Spaces ................................................ 13
Spawn Tokens ..............................11, 24
Spawning Monsters ............................24
Special Effects....................................30
Starting Equipment .............................8
Titles ..................................................32
Trap ....................................................28
Treasure Chest....................................28
Unexhaust Card ................................ 16
Upgrade Cards ..................................29
Upgrade Phase .................................. 27
Villains ................................................23
Walls .................................................. 13
Winning ........................................... 26
Wounds ...........................................18
CREDITS
GAME DESIGNERS
Eric M. Lang, Fred Perret, Guilherme
Goulart, and Thiago Aranha
PRODUCTION
Thiago Aranha, Guilherme Goulart,
Carolina Negrão, Sergio Roma, Renato
Sasdelli, and Paulo Shinji,
ART
Andrea Cofrancesco, Nicolas Fructus, and
Júlia Ferrari
GRAPHIC DESIGN AND LAYOUT
Mathieu Harlaut, Louise Combal and
Thomas Klapper
SCULPTING
Benjamin Maillet
WRITING
Eric Kelley and Harry Heckel
RULES EDITING
William Niebling
PUBLISHER
David Preti
PLAYTESTING
Viola Bale, João Vitor Gonçalves, Gabriel
Mendes de Almeida Antonini, Lucas Mendes
de Almeida Antonini, Tiago Souza, Bruna da
Silva Souza, Cã Miranda, Pedro Ivo Costa,
Jaime Albornoz, Lucas Lima, Fel Barros,
Carolina Negrão, William Matsuguma, Luis
Francisco Baroni Coutinho, Sergio Roma,
Luiz Guilherme Alvarez, Eduardo Lima, Tassi
Cambetas Rega, Djibril Renato Rega, Estela
Camargo, Carlos César Carvalho, Felipe
Vergili, and Victor Cygnus
Rulebook • Inferno
Inferno • Rulebook
39
PLAYER TURN
Activate a Hero or Rest the Guild.
Hero Activation (in any order):
Movement (3 Movement points to move 1 Space,
open/close door, use portal or reveal Brimstone card).
Attack (exhaust Attack card, roll Attack dice vs.
targets Defense).
Rest
Unexhaust cards (remove all Guild tokens).
Reorganize cards and Exploration tokens (not Death
Curse cards nor Quest tokens).
Resurrect killed Heroes.
GUILD SETUP
Choose your Guild.
Choose or Draft 3 Heroes.
Get the 5 Starter Deck cards.
OTHER RULES
Exploration tokens (an active Hero must pick up all
Exploration tokens in his Space if there are no Enemies there).
Damnation (may take after rolling; stays till next scenario).
Close (Melee attacks and other effects only affect Close
Characters, which must be in the same Space or in a Space
that shares an edge with it, as long as that is not blocked
by a wall or closed door).
Line of Sight (Ranged attacks need a clear LOS to
the target. Draw a line from the center of the active
Character’s Space to the center of the targets Space.
There’s LOS if that line does not cross a wall, closed door
or Blocked Space. Skimming a blocking corner is okay).
Full Space (a Space with two Characters, one of them
being an ally of the active Character. He may move and
shoot through the Space, but not end his Movement in it).
Blocked Space (a Space with two Enemies of the active
Character. He can’t move through nor shoot through the Space).
MONSTER ACTIVATION
(controlled by player to the right of active player).
Guard Reaction (attack any Hero Close to them that
moves out of his Space or that makes an attack that
doesn't target a Close Monster).
Payback Reaction (when attacked, may move and at-
tack Hero who attacked it).
Spawn (when the Spawn tile is full, roll 2 Attack dice for
each Monster. If it matches a Spawn token in a free Space,
place gure; otherwise it’s out of the game).
QUESTS
Scenario is won by player who accomplishes 3
Quests, with at least one of them being PvE.
First Bonus (when each Quest is fullled for the rst
time, the Guild who does it gets a coin).
Rewards (Guild who accomplishes a Quest associated
with a Reward card or Angel immediately gets it).
UPGRADE PHASE
Death Curse cards (remove old Curses, each Hero gets 1
Death Curse card per Death token and every 2 Damnation
and keeps only the highest card).
Upgrade cards (each player gets 6 cards from the deck
equivalent to the last scenario played, keeps 2 and passes the
rest to the left two times, then may purchase up to 3 cards).
Winner of the last scenario chooses the next scenario.
CAMPAIGN
First Circle: 1 Scenario
East OR West Second Circle: 2 Scenarios
Third Circle: 2 scenarios
Final Showdown
RULES SUMMARY
8


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