Nerderium

The Inferno

The Inferno is full of the blood of battling demons. These battle demons were forced into combat by the dukes and duchesses of the hellish plane. Take on the role of a battle demon slugging it out in the Inferno for the amusement of the denizens of the hellish plane.

These preliminary rules require dice from Daemon Dice (https://www.sfr-inc.com/daemondice/) and are a re-imagining of the game.

Once all but one of the players have all their dice wounded, the game is over. The remaining player is the winner.

Battle demons are constructed using dice of a factor of 13. For example, a bloodborne and flame demon with 26 dice. More on demonic abilities later. At its simplest, one battle demon will be 13 dice of the same color.

Playing Field

The playing field for a given player is divided into four sections. To their left are stunned dice, in front of them are available dice, to their right are wounded dice, and, finally, in the area between players are grappled dice from tentacles.

The 20 Icons

Because the icons are a property of SFR, Inc., they will not be included in these rules. With that in mind, these are the names of the icons and their meanings as they pertain to the Inferno.

IconMeaning
ArmActs as either 1 stun damage or 1 defense to any attack.
BlockSubtracts 1 damage from an attack which is not a ray or sweep.
BrainMakes the current attack targeted. If unblocked, the attacker chooses affected dice.
DeflectAdd 1 defense to any attack.
DodgeDuring initiative, adds 1 result. Otherwise, subtracts 1 damage only against ray or sweep attacks.
EyeDoes a ray attack doing 1 stun damage.
LegDeals 2 stun damage.
LungsSubtracts 2 points from an attack.
MinusDuring initiative, counts as one point. Otherwise, subtracts 1 damage from an specific attack, such as mouth or pincer.
MouthDeals 2 stun damage.
PincerDeals 1 wound damage.
PlusDuring initiative, adds 1 point. Otherwise, it may be used to add to an attack. During healing, it heals 1 point.
ShellSubtract 1 from an attack.
SpikeAdd 1 wound damage to an attack.
StingerAdds 1 stun damage to an attack. If unblocked, the attack will deal 1 additional wound damage.
StunAdds 1 stun damage to an attack.
TailDoes a sweep attack worth 2 points of damage.
TentacleUntil this die is rolled, the target opponents die is held and may not be rolled.
WingsDuring initiative, add 1 point. Otherwise, this subtracts 1 damage from an attack.
WoundAdd 1 wound to an attack.

A listing of the icons and their meanings.

Combat

Combat is divided into rounds. During one round, all battle demons must perform one attack. Once all players have performed an attack, the round is over. If a player has all their dice either stunned or wounded after defense, the player is out of the game.

At the start of each round, all players roll their available dice, which are either not wounded or stunned, and applies all dice providing initiative. The player turn order goes from most initiative to least. The players then roll their available dice again.

Following initiative order, the player will select any dice they want to for an attack against a target player. For example, a single attack may be a mixture of stuns and wounds. The defending player will select any desired dice to reduce this damage.

If there is any remaining damage, it needs resolution. First, wound damage is resolved. The defending player selects any of their dice, which are not wounded, to mark as wounded. Set them to the right of the player. Next, apply stun damage. If the dice are either not wounded or not stunned, set them to the left of the player. If the dice is already stunned, it is now wounded and moved to the right of the player. Dice already wounded may not resolve any kind of damage.

Once defense is over, and the player still has available dice, they may apply healing to either move a wounded die to the stunned area or move a stunned die to the available area.

At no time, are players required to use any or all available dice during a player action.

Once the player’s action is done, the next available player goes.

Demonic Ability

Each die coloring (plastic and ink color combinations), represent a demonic ability. Upon creation, the player receives 13 tokens. Once per round, a player may spend one token, which is removed from play, to activate a demonic ability, based on the coloring of dice making up their demon. The tokens may never be replenished once used.

Bloodborne (red plastic, black ink) - Heal one point for all wounds dealt to the defending player.

Decay (black plastic, red ink) - After the defending player receives damage, convert 1 of their stunned dice to wounded.

Demonic (blue plastic, red ink) - Convert one eye from doing damage to doing defense.

Disease (yellow plastic, red ink) - When a defending player receives at least 1 wound damage, the attacker immediately receives 1 stun damage which cannot be defended against.

Frozen (blue plastic, yellow ink) - Convert 1 point of undefended wound damage to 1 point of stun.

Flame (red plastic, yellow ink) - If a defending player receives stun damage, 1 point of stun damage is converted into 1 point of wound damage.

Pain (yellow plastic, black ink) - Inflict 1 point of stun damage to a defending player, which cannot be defended against.

Void (black plastic, yellow ink) - Reduce either increase or decrease an attack by 1 point of damage. This can be used against other demonic abilities.