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InfernoAfter Dark

Quick rules sheet — adults only

Two dice, one deck, five points, and a table that has agreed on what counts as clothing. Every rule below is the printed card, word for word — with the parts that are easier shown than said made playable.

1

Setup

Two dice, one Main Deck, five points each, and one conversation before anyone rolls.


  • Each player starts with 5 points.
  • Track each player's point losses with a die, markers, or clothes.
  • At 0 points, you're out of the dice game — but still eligible for ResErection.
  • Shuffle the Main Deck. Keep the 6 ResErection cards in a separate deck.
  • Agree before play: what counts as clothing.
  • 2 dice

    Rolled in secret, announced out loud.

  • 1 Main Deck

    Every regular card, shuffled together.

  • 6 ResErection cards

    Kept in their own deck, off to the side.

  • 5 points each

    Tracked with a die, markers, or clothes.

2

Turn Flow

Every turn is the same four beats: roll in secret, claim, get challenged or believed, resolve.


  • Roll 2 dice, peek at your roll. Don't let anyone see.
  • Announce a claim — tell the truth or bluff.
  • Next player accepts the roll and must beat it, or calls BLUFF by revealing the dice.
  • Resolve the challenge, then continue.
  • Dice are announced with the higher die first. Example: A 6 + 4 is announced as 64.
  • Doubles beat mixes: 11 > 65.
  1. 1

    Roll 2 dice and peek

    Yours to see. Don't let anyone else.
  2. 2

    Announce a claim

    Higher die first. Tell the truth, or bluff.
  3. 3

    The next player decides

  4. Accept the roll

    They take the claim as true — and now they have to beat it.

    Call bluff

    The dice come up. Everyone sees whether the claim was real.

  5. 4

    Resolve the challenge, then continue

    Points lost here become cards drawn — see section 4.

Saying the roll

A 6 and a 4 is announced 64 — higher die first, always.

A double is a tier of its own: 11 beats 65, low as it looks.

Try it — announce a roll

Die 1
Die 2

The card's example

64

6 and 4 — higher die first, so you say 64. A mix.


Set this roll as the standing claim, then roll again to see whether the next player has beaten it.

The whole ladder

Doubles — beat any mix

  • 66
  • 55
  • 44
  • 33
  • 22
  • 11

Mixes

  • 65
  • 64
  • 63
  • 62
  • 61
  • 54
  • 53
  • 52
  • 51
  • 43
  • 42
  • 41ResErection
  • 32
  • 31Reverse
  • 21Inferno

House calls — agree before you play

  • Where 21, 31 and 41 sit in the ranking. The card gives each one an effect, not a place in the order.
  • Whether doubles rank among themselves by number, so 66 tops 11. Nothing on the card says either way.
  • What a called bluff costs, and who pays it. The card says to resolve the challenge and leaves the stake to you.

The printed sheet settles everything else. These three are the only places it hands the decision to the table — the same way it does with what counts as clothing.

41 is the only roll you must reveal immediately.

3

Special Rolls

Three announcements do more than sit in the ranking.


21Inferno

  • The loser takes 2 points of damage and draws 2 cards.

31Reverse

  • Sends the challenge back to the previous player.

41ResErection

  • Must be genuine and immediately revealed.
  • Resets the current challenge.
  • Everyone removes 1 article of clothing.
  • Draw 1 ResErection card.
  • Next active player starts the new round.
4

Lose a Point — Draw a Card

Points don't just tick down. Every one you lose puts a card in your hand.


  • Draw 1 Main Deck card for every point lost.
  • Resolve the card immediately.
  • If another player declines involvement, draw a replacement card.
  • Regular cards do NOT restore points.

Try it — one player's points

5 / 5 points·0 cards drawn

If you lose 2 points, draw 2 cards.

5

Passing on a Regular Card

Any card can be passed. Passing costs something, and it never costs an explanation.


  • You may pass any regular card.
  • If you pass, choose 1: lose 1 extra point OR remove 1 article of clothing.
  • If you choose the extra point loss, draw another card.
  • No explanation required.

You pass the card — now choose one

Lose 1 extra point

And that point draws its own card — so you are still holding one.

Remove 1 article of clothing

Your points are untouched. The card is done with.

6

ResErection Rules

What the 41 card does depends on one question: is anybody out of the game yet?


A 41 comes up — is anyone out?

Yes — someone is out

  • Offer the ResErection card to eliminated players in FIFO order (first out, first asked).
  • Only 1 eliminated player may return per 41.
  • If they complete the card, they re-enter with just 1 point left before elimination.
  • If they decline, it passes to the next eligible player.
  • All ResErection cards are physical and extra naughty.

No — everyone is still in

  • The roller may attempt to heal 1 point.
  • Or give it to another active player.
  • Or keep it for later if they are already at full points.
  • Or return it to the deck.
  • A held ResErection card can restore only 1 point and never above the starting max.

Completed ResErection cards are discarded for the rest of the game.

7

Deck Notes

One deck for everything, with a single adjustment for who's at the table.


  • All regular cards are mixed into one Main Deck.
  • If singles and couples are playing together, a single who draws a Couple Connection card redraws and returns it to the deck.
  • If no couples are playing, remove Couple Connection cards before starting.
8

Game End

Two endings. One of them beats the other.


  • The game ends when only 1 active player remains.
  • OR when EVERYONE is completely naked.

1

active player left standing in the dice game.

Everyone

completely naked — and this ending wins.

The all-naked ending overrides points, held cards, and unfinished challenges.

This page mirrors the printed Inferno After Dark quick rules sheet. Where the card leaves something to the table, it says so rather than deciding for you.

Inferno After Dark · infernoafterdark.com