




Inferno - Guelphs and Ghibellines Vie for Tuscany, 1259-1261
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Thou hast thirst for blood. Now drink thy fill. — Dante Alighieri
What it's about
Tuscany in 1260, ablaze between Guelphs and Ghibellines
The third volume in Volko Ruhnke's Levy & Campaign series, Inferno: Guelphs and Ghibellines brings to life the bloodiest conflict in medieval Italy. The republics of Florence and Siena contend for Tuscany at the head of great alliances — Guelphs with the Pope, Ghibellines with the Hohenstaufen Emperor. Every city, every castle, every road can become a stage for conflict or betrayal.
The design is by Enrico Acerbi, a veteran of Italian wargames with a deep knowledge of the era, who brings authentic historical details into Ruhnke's accessible operational system. The map shows Tuscany with every village, every mountain pass, every route that could cut off an army's supplies. Here, logistics are not an option — they are the game itself.
The insolent crossbowmen, the famous elite crossbowmen, and the pavise bearers with their giant shields. The betrayal mechanic, exclusive to this volume, allows cities and castles along key roads to be overturned — a twist that can turn the entire campaign around in a single round.
What they say abroad
"Inferno: Guelphs and Ghibellines is a staggering design. GMT's Levy & Campaign series has developed a sterling reputation in only three titles for good reason."
A staggering design. The Levy & Campaign series has built an excellent reputation with only three titles, and for good reasons.
— Meeple Mountain
"The command system is fantastic. It goes about the whole thing with an immediacy and a flair for the dramatic that sets it apart."
The command system is fantastic. It handles everything with an immediacy and a flair for the dramatic that sets it apart.
— Meeple Mountain
Inferno: Guelphs and Ghibellines
The solo mode is designed for those who want to explore the campaign without an opponent. The automa manages the opposing army with logic that replicates the real pressures of medieval warfare. A complete experience, ideal for studying openings and logistics before challenging a rival.
Your arsenal
What you control in each campaign
175 wooden pieces
Armies that move, gather, march. The wooden pieces give physicality to medieval warfare — every move is a decision of life or death.
106 command cards
The Lords act on command. Choose, order, execute. The sequence of cards creates real tactical tension — every turn is an act of faith in your planning.
Betrayal and rebel cities
An exclusive Inferno mechanic: cities and castles along key roads can turn against you. No path is safe, no ally guaranteed.
Short scenarios and campaign
From one hour to a full day. The shortest can be played in less than an hour — the grand campaign is a total immersion in seasons of medieval warfare.
In a few hours, you'll know what it means to maneuver armies on medieval roads, ration supplies, and see an ally betray you on the eve of the decisive battle.
🎲Components14 types · 450+ total pieces
🃏Recommended sleeves1 size · 106 total cards
A five-act campaign
What happens at the table
Not the rules. The experience.
Banners are raised, armies are summoned
You place your Lords on the map, choose where to levy troops. Every village, every fiefdom, every road has a name and a meaning. Tuscany is before you, with its valleys, its towers, its centuries-old rivalries. You don't yet know where your opponent will give battle. Tension already exists before a single piece moves.
Supplies don't arrive — a city has betrayed
Your army marches towards Siena. The main road was safe. A castle along the way has revolted: the Treachery mechanic strikes without warning. Supplies are cut, troops halt. You must decide immediately: besiege or bypass? Every season has a cost, every stop drains the coffers.
The cards are revealed one by one
Both players have secretly ordered their command cards. They take turns revealing them. Each card activates a Lord, a formation, a move. You look at your opponent's card and understand: they had planned exactly what you feared. The tension is as real as a chess exchange.
The Battle of Montaperti — the moment you'll remember
Armies clash in open field. The Berrovieri, the crossbowmen with raised pavises, Manfred's German knights. Dice roll, losses are marked. A single unfortunate roll routes three units. The game is decided this turn, and nothing you planned matters anymore.
Florence falls. The Guelphs retreat towards Lucca.
The campaign ends. One controls Tuscany, the other counts what remains of their Lords. There's no talk of the winner: the game is replayed move by move. That city that betrayed at the wrong time. That card played a turn late. Everything is put back in the box already thinking of a rematch.
How to play
The flow of each season
Four phases that repeat for each season of war. The system is mastered in one game, deepened in subsequent ones.
Each player gathers their forces: troops, knights, supplies, money. Resources are limited — choose carefully what to move and what to leave behind. A wrong levy means marching on an empty stomach.
Each player secretly chooses and orders a predetermined number of command cards, linked to their Lords. You don't see what your opponent plans — this asymmetry is at the heart of the game's tension.
Players take turns revealing one card at a time. Each card activates a Lord: march, siege, repair, betrayal. Anticipating the enemy is as valuable as defeating them on the field.
At the end of the season, vassals are paid: those without money see their troops return home. Forces without supplies dwindle. War is expensive — and time is never enough.
Why it's different from others
Six mechanics that make a difference
Treachery — the exclusive mechanic
Cities and castles along key roads can revolt. It's not a rare event: it's a structural pressure that changes how you plan every campaign move.
Secret sequential commands
Both players plan in secret, then reveal one card at a time alternately. The tension of not knowing what the enemy will do is real and lasting.
Authentic medieval logistics
Supplies, money, vassals to pay. War isn't just fought on the field: it's won or lost in the coffers and warehouses, weeks before the decisive clash.
Historically accurate troops
Berrovieri, elite crossbowmen, pavise bearers, German knights. Each unit type reflects the reality of 13th-century Tuscan warfare with historical precision.
Scenarios from 1 hour to a full day
Three available lengths. The short scenario fits into an afternoon — the grand campaign is a total experience unfolding over multiple seasons of medieval warfare.
Complete official solo mode
The automaton replicates the tactical pressures of a real opponent. Ideal for studying openings or enjoying the campaign alone, without missing any of the game experience.
How it ends
Two ways to win, one to exit history
Tuscany has only one master in the end. Either you control enough territory by the end of the seasons, or you are the last one with an army still in the field.
Victory
- Achieve the scenario's territorial control objective
- Or completely exhaust your opponent's forces
- Maintain control of Florence or Siena at the end of the stipulated seasons
Defeat
- Your troops disband due to lack of supplies or money
- The opponent achieves their territorial objective before the end
- Your Lords abandon the field without compensation
Inferno: Guelphs and Ghibellines is one of the most acclaimed medieval wargames of recent years. Deep to explore, impossible to forget.
Frequently Asked Questions
FAQ about Inferno: Guelphs and Ghibellines
Is it really accessible for those who have never played an operational wargame?
The Levy & Campaign system is designed to be more accessible than other operational wargames, but it remains a complex game. Those coming from heavy eurogames will find the curve manageable. Expect to dedicate at least one learning session before feeling truly comfortable.
The Treachery mechanic — how decisive is it?
It's the heart of Inferno. Unlike previous volumes in the series, here cities along key roads can revolt against you, blocking supplies. It's not a rare event: it's a structural pressure that changes how you plan every move. Those coming from Nevsky or Almoravid will find this dynamic surprisingly impactful.
Is it worth it if I already know Nevsky or Almoravid?
Yes, and with good reason. The basic system is the same, but Inferno adds Treachery and a context — urban Tuscany rich in towers and villages — that profoundly changes logistics. Fans of the series describe it as the most tactical and unpredictable volume of the three.
How long does a game actually last?
The short scenario plays in about 1–2 hours once both players know the rules. The medium scenario requires a full evening, 3–4 hours. The grand campaign needs to be spread over multiple sessions. The flexibility of the scenarios is one of the game's strengths.
How does solo play work?
Inferno officially supports solo play through an automaton system that manages the opposing army. The automaton makes decisions based on logic that replicates real tactical pressures. It's not just a learning mode — it's a complete and satisfying experience.
Is it available in Italian?
This is the original English edition from GMT Games. The rules are in English. Given the complexity of the game, a good knowledge of the language is recommended. However, there is an Italian video tutorial produced by the community and available on YouTube.
Inferno: Guelphs and Ghibellines Vie for Tuscany, 1259-1261 is a medieval operational wargame for 1–2 players (ages 14+, duration 60–360 min). Third volume in the Levy & Campaign series, designed by Volko Ruhnke with historical design by Enrico Acerbi, published by GMT Games (GMT2212). Core mechanics: logistical management, sequential command cards, medieval troop levy. Includes the exclusive Treachery mechanic: cities and castles revolting along key roads. Historical troops: Berrovieri, crossbowmen with pavises, German knights. Mounted map 17×22 inches, 175 wooden pieces, 106 cards, 3 variable length scenarios. Official solo mode included. English edition. Available on FroGames.it.

Inferno - Guelphs and Ghibellines Vie for Tuscany, 1259-1261
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