
Regicide Inferno
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Someone burns three cards to take down the King. Someone counts what's left of the deck. Someone says "we can do it." And no one knows if it's true.
WHAT IT'S ABOUT
Regicide with the fifth suit that changes everything
Regicide Inferno is the standalone sequel to Regicide, designed by Paul Abrahams, Luke Badger, and Andy Richdale for Badgers from Mars. No base game needed: it has everything you need to face the deck's enemies with a new weapon. The fifth suit: Flame. Art by Sketchgoblin, expected release 2026.
You play cards from your hand to take down increasingly strong enemies, just like in Regicide. But now you can "flame on": activate a Flame to combo with a card from the deck and unleash high-powered moves. The problem? Every time you do, you banish cards forever. The deck depletes, disappears, doesn't return. And when it runs out, you've lost.
Every Flame is a gamble: burn now to live until the next King, knowing that the vanished cards will never return.
The secret of Regicide Inferno in one line
Choices weigh twice as much when every move burns the future — and in solo play, it's just you facing that calculation.
From the game experience
Regicide Inferno
Designed for solo play from the start: the basic rules include single-player without modifications. The experience is identical to multiplayer, with the same tactical tension and irreversible choices. In fact, in solo you control everything: no discussion, just pure math under pressure.
The burning elements
What you put into play
Flames
The fifth suit. You activate a Flame, combo with a card from the deck, unleash high damage. Then you banish everything. Immense power, permanent cost.
Flame Enemies
Kings, Queens, Jacks with the fiery red suit. They bring new abilities and punish those who burn too quickly. They are not just stronger: they are different.
Banished cards
When you use a Flame, the involved cards leave the game. They don't return to the deck, they don't return to your hand. They disappear. The margin narrows turn after turn.
New rules
In addition to Flames, the game introduces variants that change setup and conditions. Some help, others hinder. Each game can have a different twist.
In half an hour you will have burned half the deck to take down a King. And you'll wonder if it was worth it.
A game in five moments
What happens at the table
Not the rules. The experience.
The deck is full, the Flames tempt
Quick setup: stack enemies, deal hands. Everyone looks at the red Flames and thinks about power. Nobody uses them right away. Too soon to burn resources. You start cautiously, with normal cards, classic combos. The tension is low. For now.
The first Flame Jack appears
The first enemy with a new ability arrives. Normal cards are no longer enough, stronger combos are needed. Someone suggests activating a Flame. You calculate: how many cards do we lose? How much do we gain? The first Flame burns, the damage increases, the enemy falls. The deck is lighter. And everyone feels it.
The deck thins, choices weigh heavily
Mid-game: you've used three or four Flames. The deck has no more room. Every card drawn is precious, every choice counts double. Someone wants to save Flames for later, someone wants to burn them immediately to take out big enemies. Discussions become intense, mathematical, tense.
The Flame King watches you
Last enemy. The strongest. You still have four cards in hand, ten in the deck. Not enough. You need two consecutive Flames to take him down, but after that almost nothing will be left. Or play it safe, lose a turn, risk dying sooner. The most memorable choice of the game. Someone will remember it for days.
It ends with three cards left, or zero
Either you won with the deck reduced to ashes, or the King swept you away in the last turn. In both cases, no one forgets how many Flames they burned, when, why. The game ends, but the choices remain. And someone says: "Let's start over, this time I'll use the Flames later."
How to play
The flow of each turn
Fast turns, heavy choices. Play cards, activate Flames, face enemies. Then count what's left.
From your hand, choose one or more cards to play against the enemy at the top of the pile. You can combine cards of the same value or suit to add up the damage. Flames are activated here.
If you play a Flame, draw a card from the deck and combine it with the Flame to increase damage. Then banish both forever. High power, irreversible cost.
If total damage exceeds the enemy's health points, they fall. Otherwise, the enemy strikes: you lose cards, suffer effects, their special abilities activate. Flame enemies have brutal twists.
Draw until your hand is full (if the deck allows). Then pass to the next player. If the deck runs out without defeating all enemies, you lose. When the last enemy falls, you win.
Why it's different from others
Six mechanics that make a difference
The fifth suit changes everything
Regicide had four suits. Inferno adds Flames, and with them the possibility of combining with cards from the deck. Combos impossible before, but at an unforgiving cost. Every activated Flame is a choice that weighs until the end.
Permanent banish
When you use a Flame, the cards involved leave the game forever. Not in the discard pile, not at the bottom of the deck. Out. The deck is consumed game after game, turn after turn. There is no recovery.
Flame enemies with new abilities
The Kings, Queens, and Jacks of the Flame suit are not just stronger versions of classic enemies. They have unique abilities that punish those who burn too much, reward those who stall, and overturn tactics. They require new approaches.
Variable rules that help and hinder
Beyond the core, Inferno introduces optional rules that change the conditions of the game. Some give you breathing room, others tighten things even more. Different setups, different challenges. Each configuration has its own difficulty curve.
Standalone, no base Regicide needed
Regicide Inferno is not an expansion. Everything is inside: a complete deck with Flames, enemies, rules. You can start here without ever having played Regicide. Or use it as an alternative if you already have the base game.
Mathematics under pressure
Every turn is a calculation: how much damage is needed, how many cards are left, how many Flames can I afford. Regicide was already tactical, but Inferno adds the weight of irreversible consequences. Every mistake costs forever.
How it ends
How to win and how to lose
Victory is narrow: defeat all enemies before the deck runs out. Defeat is mathematical: out of cards, or health zeroed.
Victory
- Defeat all enemies in the stack, from the last Jack to the final King
- At least one player must still have cards in hand or remaining health
- It doesn't matter how many Flames you burned: if the last King falls, you win
Defeat
- The deck runs out and you don't have enough cards to continue
- All players lose all their cards/health in the same turn
- A Flame enemy activates an ability that ends the game prematurely
Regicide Inferno is Regicide with the fifth suit that burns the margin of error. Every Flame is pure power, but it consumes the future. For those looking for cooperative games where choices leave scars.
Frequently asked questions
FAQ about Regicide Inferno
Is base Regicide needed to play Inferno?
No. Regicide Inferno is standalone: everything you need to play is inside, including a complete deck with Flames, enemies, and rules. You can start directly here without ever having touched Regicide. If you already have the base game, Inferno works as an alternative variant with new mechanics.
Do banished cards return to play in any way?
No. When you banish a card (by activating a Flame), that card leaves the game forever. It doesn't go to the discard pile, it doesn't return to the deck, it cannot be recovered. It's a permanent loss. This is the central tension of the game: immediate power versus future resources.
How do Flame enemies work compared to classic ones?
The Kings, Queens, and Jacks of the Flame suit have unique special abilities that you won't find in standard enemies. Some punish those who have banished too many cards, others reward those who play cautiously, others still overturn the turn's flow. They require different tactics and add strategic variability to the game.
How long does a solo game last compared to multiplayer?
In solo, you're slightly faster because you don't have to discuss choices, but the actual duration depends on how many Flames you use. A quick game (many Flames right away) lasts 10-15 minutes. A calculated game (Flames only when needed) lasts 30-40 minutes. Multiplayer adds 5-10 minutes for tactical discussions.
Is it available in Italian?
This edition is in English. The text on the cards is minimal (suit names and values), so language is not a strong barrier. The rules are available in PDF translated by the community, and the core mechanic can be explained in a few minutes.
Regicide Inferno is a cooperative card game for 1-4 players, lasting 10-40 minutes, recommended age 10+. Designed by Paul Abrahams, Luke Badger, and Andy Richdale, published by Badgers from Mars. It introduces the fifth Flame suit, which allows high-power combos but banishes cards forever. Mechanics: Hand Management, Card Play Conflict Resolution, variable setup. Standalone, does not require base Regicide. Supports solo play with official rules identical to multiplayer. Available on FroGames.it with fast shipping.

Regicide Inferno
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