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COIN REWARDS
During their adventures, heroes accomplish many deeds that
earn them not only renown, but also wealth and power. They
gather coins for their Guild that will help them acquire new
equipment, weapons and abilities to help them in their ongoing
campaign. A player's Guild can earn coins in several ways:
Every time a Hero kills a Monster, his Guild gets the number
of coins listed on that Monster's card.
Every time a Hero kills an Enemy Hero, his Guild gets one
coin.
Every time a Hero is killed by a Monster or other neutral game
element, all Guilds - except the one to which that Hero belongs
- each get one coin.
Every time a Hero is the rst in the scenario to accomplish
each of the Quests, his Guild gets one coin.
At the end of the scenario, each Guild gets one coin for each
Quest it accomplished.
At the end of the scenario, each Treasure Chest token in a
Hero's possession gives the coin value listed on it to his Guild.
These rewards stack so, for example, if you were the rst to kill
a Serpent Guild Hero, you would immediately get one coin for
killing an Enemy Hero, plus one coin for being the rst to ac-
complish the "Kill a Hero from the Serpent Guild" Quest, and
then at the end of the scenario you would get another coin
for having accomplished that Quest. If you killed more Serpent
Guild Heroes during that scenario, you would only get one ad-
ditional coin for each kill, since you had already accomplished
the Quest.
UPGRADE PHASE
Once a scenario is over, and before the next one begins, the
Upgrade Phase takes place. During this lull in the action, the
Heroes improve themselves, get better equipment, lick their
wounds and decide where they will go next.
DEATH CURSES
Thanks to the Guilds’ power, Heroes are able to come back to
life with relative ease after being killed during their adventures.
However, losing one’s life must not be taken lightly, for death
still takes its toll. Any Hero that is killed during a scenario may
suffer a debilitating curse. The more times he dies, the bigger
the chance of suffering a grievous curse. A Hero who accumu-
lates Damnation may also suffer the sting of deaths touch.
At the start of every Upgrade Phase, any Hero with a Death
Curse card from a previous scenario returns it to the deck. The
Death Curse deck is reshufed and any Hero that received a
Death token or Damnation tokens during the last scenario
receives a number of Death Curse cards equal to the number
of Death tokens he possesses and a Death Curse card for every
two Damnation tokens on that Hero. Each Hero must keep
the Death Curse card with the highest value among those he
receives, discarding the others along with his Death tokens and
Damnation tokens.
Each Death Curse card has a different effect described in it
which will afict the Hero throughout the next scenario. As
indicated, some Death Curse cards are merely placed next to
that Hero's card, while others must occupy one of that Hero's
inventory slots. In that case, it is possible to keep an upgrade
card under it, though the Upgrade card cannot be accessed un-
til the curse is removed. The only way to remove a Death Curse
card during the next scenario is to use a Healing Potion token
(or to replace the cursed Hero with a newly-rescued Angel).
Note: Death Curses gained through special effects during a
scenario are dealt normally, with the Hero only keeping the
highest card. Only reshufe the deck if it runs out.
UPGRADES
In the course of the Heroes' adventures in Inferno, they grad-
ually become more powerful, learning new tricks, new powers,
and getting hold of better weapons and equipment. The better
a Guild performs in a scenario, the more resources it has to im-
prove its Heroes for the next scenario.
During each scenario, each Guild earns coins for the feats it
accomplishes, like killing enemies and fullling Quests. These
coins are not used during the scenarios themselves, but will be
very useful during the Upgrade Phase. Shufe the Upgrade deck
corresponding to the number of the scenario that's just been
completed (Level 1 deck after the rst scenario, Level 2 deck
after the second scenario, and so on). Each player is dealt 6 cards
from that deck. He chooses 2 cards that he wants to reserve for
Rulebook • Inferno
Inferno • Rulebook
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