
Inferno 1348
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FroGames — Moments You'll Remember
Rats climb your tower. Each infected room offers you a dark advantage, but the price rises. In the end, someone won, but no one tells what they sacrificed to do it.
WHAT IT'S ABOUT
Florence 1348: when hunger reveals the city's darkest side
Inferno 1348 is the first full expansion of Inferno, designed by Fernando Eduardo Sánchez and illustrated by David Benzal and Cristian Casado Otazu. We are in Florence in 1348. The plague has arrived, brought by the rats that Dante drove out during his descent. The city is overwhelmed by hunger, disease, and despair.
This expansion introduces two main modules and a series of smaller modules ready to be combined as you prefer. Some increase interaction between families, others boost replayability, and still others shift how infamy points are accumulated. The Great Plague transforms every infected location into a dangerous choice. The Merchants of Ravenna ask you to send a family member towards a new alliance, crossing the road between the two cities to gain unique abilities and points.
What they say abroad
Inferno 1348 transforms every evening into a moral choice. Rats bring dark advantages, but the price always rises.
— FroGames
Trade alliances are the beating heart of the expansion. Every journey to Ravenna tells a different story.
— FroGames
Inferno 1348
Inferno supports solo play in the base rules, and the expansion maintains full compatibility. The Great Plague works very well solo, with rats becoming an environmental opponent to manage. Competitive interaction on trade alliances loses a bit, but the strategic experience remains complete.
The expansion modules
What Inferno 1348 brings to the table
The Great Plague
The rats driven out by Dante invade the city. Each infected location offers boosted effects and accelerates your progress on the sin track. But visiting it brings disease home: rats climb your tower, forcing you into bitter choices.
Merchants of Ravenna
Send a member of your family along the road to Ravenna. Each stop establishes trade outposts and brings you closer to an alliance with a powerful family. At the end, you gain an exclusive ability: an item, a character, or a new unique mechanic.
Minor Modules
A series of optional variants ready to be mixed. Some enhance direct interaction, others change the balance of infamy points, and still others open up new movement strategies.
Amplified Moral Choices
Each module introduces deeper dilemmas. Visiting an infected place offers immediate advantages, but every advantage has a price. Building the trade alliance requires sacrifices along the way.
Inferno 1348 doesn't just add content. It adds dirtier choices, more ruthless alliances, and rats climbing towards your home.
A game in five moments
What happens at the table
Not the rules. The experience.
The alliance is decided
You draw your allied family from Ravenna. You look at the unique ability you'll get if you complete the journey. Someone laughs, someone curses. Someone has already figured out how to make the most of it. The others start to revise their plan.
First outbreak
Rats appear at a central location. The boosted effect is too tempting to resist. Someone visits the infected place. When they return, the rats enter their tower. They climb to the first floor. The rest of the table watches carefully.
Delay along the way
Someone has sent their emissary ahead to Ravenna. They've established three outposts, but one piece is still missing to seal the alliance. They have to choose: accelerate the journey or consolidate positions in the city. The choice changes the game.
The infected tower
The rats have reached someone's third floor. The sin track accelerates. Each turn becomes riskier. The player gains dark advantages, but the price increases. No one knows if they'll make it to the end.
The alliance is sealed
Someone completes the journey to Ravenna. The unique ability comes into play. The balance at the table shifts. Those who accumulated infamy through the plague now battle those who built the trade network. End of game. Points are counted in silence.
How to play
The flow of each round
Inferno 1348 builds on the basic structure of Inferno, adding choices to each existing phase.
You place your workers on the city's locations, as in basic Inferno. If a location is infected, you gain the boosted effect but risk bringing rats into your home.
Resolve the chosen actions. If you've visited infected places, rats climb into your tower. Each occupied floor accelerates your progress on the sin track and unlocks new dilemmas.
If you are building the trade alliance, move your emissary along the road. Each stage requires specific resources and allows you to establish outposts. Each outpost is worth points and brings the alliance closer.
The plague spreads according to the module rules. New outbreaks appear, already infected locations worsen. You must choose whether to avoid them or exploit them before they become too dangerous.
Why it's different from the others
Six mechanics that make a difference
Rats as an environmental resource
They are not just a drawback. Each infected location offers boosted effects that accelerate your strategies. But visiting it brings rats to your home, forcing you into increasingly difficult choices. It's a push-your-luck integrated into worker placement.
Asymmetric alliances
Each family from Ravenna offers a unique ability: an exclusive item, a special character, or a new mechanic. The alliance you draw at the beginning influences the entire game. No one plays the same strategy.
True modularity
You don't have to use all modules. You can play only with the Great Plague, only with the Merchants of Ravenna, or mix minor modules as you prefer. Each combination creates a different game.
Amplified moral choices
Inferno 1348 takes the theme of Dante's descent to the limit. Every advantage has a price. Every infected location is a temptation. Every step towards Ravenna is a sacrifice. There are no clean choices.
More ways to score points
The expansion unlocks new paths to victory. You can accumulate infamy through the plague, build a trade network towards Ravenna, or balance both. The diversity of approaches increases interaction at the table.
Scalable complexity
If you know Inferno, the modules integrate without overhauling the system. If you want even more depth, you can combine all modules together. The expansion grows with you.
How it ends
How to win and how to lose
Victory is measured in infamy points, but the ways to accumulate them are multiplied by the expansion.
Victory
- Accumulate more infamy points than anyone else, using the plague to accelerate your progress on the sin tracks.
- Complete the alliance with Ravenna, gain the unique ability, and use trade outposts to outperform others.
- Balance both strategies: a bit of plague, a bit of trade, and seize all opportunities that others leave open.
Defeat
- Rats invade your tower too quickly. The sin track accelerates out of control, and you lose your rhythm.
- You ignore the trade alliance and let others monopolize the strongest unique abilities.
- You visit too few infected locations for fear of the plague, and others surpass you by accumulating advantages you rejected.
Inferno 1348 is for those who have exhausted the base game and want dirtier choices, more ruthless alliances, and rats climbing towards your home.
Frequently asked questions
Inferno 1348 FAQ
Is it mandatory to use all modules together?
No. The expansion is modular. You can play only with the Great Plague, only with the Merchants of Ravenna, or mix minor modules as you prefer. Every combination works, and you can scale the complexity according to your group.
How much does the balance change compared to base Inferno?
Quite a lot. The modules shift how infamy points are accumulated and increase interaction. The plague makes every location riskier and more advantageous. Alliances create asymmetries that change priorities. It's not just 'more content': it's a deeper game.
Does it also work well solo?
Yes. Inferno supports solo play in the base rules, and the expansion is fully compatible. The Great Plague works very well as an environmental opponent. Commercial alliances lose some competitive interaction, but the strategic experience remains complete.
How much longer does it make the game compared to the base game?
It depends on the modules you use. The Great Plague alone adds 10-15 minutes. Adding the Merchants of Ravenna can bring a complete game to 90-120 minutes. If you use all modules together, expect sessions of two hours with experienced players.
Is it available in Italian?
Yes. This edition of Inferno 1348 is published by Cranio Creations and is entirely in Italian: rulebook, cards, components. Everything localized.
Inferno 1348 is the first complete expansion for Inferno, a worker placement game set in Florence in 1348 during the Black Death. Designed by Fernando Eduardo Sánchez for 1-4 players, with a duration of 30-120 minutes, recommended age 13+. Includes two main modules (The Great Plague and Merchants of Ravenna) and a series of combinable minor modules. Italian edition by Cranio Creations with fully localized rulebook, cards, and components. Supports solo play with full compatibility with the base rules. Available on FroGames.it.

Inferno 1348
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