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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
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