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Annotated Games: 4 players

This game was played during the game testing of Tre Kronor Infernum. The following symbols are used in the diagrams:

  1. Blue/yellow/red/green: Player colors
  2. Orange: Fire
  3. Black: Ash
  4. Arrow: Entrance
  5. Nought: Save marker
  6. Cross: Steal marker

Round 1-2

A B C
● ● FIRE in B2
1 ← ←
  1. Blue: Place, spread A
  2. Yellow: Place, spread B
  3. Red: Place, spread 2
    FIRE in A2, B2
  4. Green: Place, spread B
↓ → ↓ → ↓
2 ↑ ← ↑ ← ↑
↓ → ↓ → ↓
  1. Blue: Place, spread 2
    FIRE in B2
  2. Yellow: Place, spread B
  3. Red: Place, spread B
  4. Green: Extinguish B2, spread C
6 7
3 ↑ 5 ← ↑ ← ↑
→ 4 →
● 1 2 3 ●

A standard start. All players help connecting a well with the central room B2 and green decides to extinguish the fire rather than risk saving or stealing so early in the game.

Round 3-4

A B C
● ●
  1. Blue: Place, spread 3
    FIRE in B3, B3, C3
  2. Yellow: Save B3, spread 3
  3. Red: Save A2, spread 1
  4. Green: Extinguish B3, spread C
    FIRE in C1, C3
1 ← ←
↓ → ↓ → ↓
2 ↑ ← ↑ ← ↑
o↓ o→ 9 ↓ → ↓
  1. Blue: Place, spread 3
  2. Yellow: Place, spread A
    FIRE in A3
  3. Red: Save A3, spread 1
  4. Green: Save A2, spread C
6 7
3 ↑ 5 ← ↑ ← ↑ 14
o→ 4 o→ 13
● 1 2 3 ●

The game literally heats up as players begin to save from the rooms instead of extinguish the fire. After blue's placement, yellow is the first player to save, gambling that the early connected room B3 will be saved. She also plays a 3 spread marker, expecting the other players to avoid playing further B spread markers and suspect her for stealing when they see that a 3 spread marker has been played. Red is more cautious and saves from the seemingly safe room A2 while green continues to extinguish fires.

Blue still refrains from saving or stealing and chooses to connect room C3 instead to give herself more options. Yellow does likewise. Red makes another save along the A coordinate, planning to keep this safe, and green, guessing red's intentions, does the same.

Round 5-6

A B C
● 24 22 18 ●
  1. Blue: Save A3, spread 2
    FIRE in C1, C2
  2. Yellow: Place, spread A
  3. Red: Steal B3, spread 1
    FIRE in A1
  4. Green: Place, spread C
1 ← ←
↓ → ↓ → ↓
2 ↑ ← ↑ ← ↑
o↓ o→ 9 ↓ → ↓
  1. Blue: Extinguish B3, spread 3
    FIRE in C3
  2. Yellow: Place, spread 3
  3. Red: Place, spread C
    FIRE in C3
  4. Green: Place, spread B
6 7 23 20
3 ↑ 5 ← ↑ ← ↑ 14
o o→ 4 x o→ 13
● 1 2 3 ●

Blue does his first save/steal action and saves from room A3. With all players connected and a red marker there already, she expects the room to be saved. Yellow starts connecting in the upper right corner while green connects in lower right corner. Note that red steals but still spreads fire to another part of the castle to avoid suspicions.

In the next round, all player look for opportunities to steal in the right part of the board but the plan literally backfires as room C3 burns down.

Round 7-8

A B C
● 24 22 18 ●
  1. Blue: Place, spread 1
    FIRE in B1
  2. Yellow: Extinguish C3, spread 2
  3. Red: Extinguish B2, spread B
    FIRE in B2
  4. Green: Steal C1, spread C
1 29 ← 25 ←
31 ↓ → ↓ → ↓ x
32
2 ↑ ← ↑ ← ↑
o↓ o→ 9 ↓ → ↓
  1. Blue: Place, spread B
  2. Yellow: Extinguish C1, spread A
  3. Red: Place, spread 1
    FIRE in A1, B1, C1
  4. Green: Place, spread C
6 7 23 20
3 ↑ 5 ← ↑ ← ↑ 14
o o→ 4 x o→ 13
● 1 2 3 ●

Blue completes the connection to C1 while yellow plays safe and extinguish the burnt down room C3. Red also extinguishes while also trying to spread a fire to B3 but the result is a new fire in B2. Green makes her first stealing (from C1) and also tries to spread a fire to that room.

Blue then continues to connect rooms, this time A1, while yellow, suspecting a green stealing, extinguishes in room C1. Red joins the connection to A1 but also causes fires in all rooms along 1. Since green also joins the connection, the entire castle is in danger with 14 fires - only five fires from burning down!

Round 9-10

A B C
● 24 22 18 ●
  1. Blue: Extinguish C3, spread 1
  2. Yellow: Place, spread B
    FIRE in B1, C1
  3. Red: Steal A1, spread A
  4. Green: Place, spread 1
    FIRE in A1
1 29 ← 25 ←
31 ↓ x→ x↓ x→ 36 ↓ x
32 34
2 ↑ ← ↑ ← ↑
o↓ o→ 9 ↓ → ↓
  1. Blue: Steal B1, spread 1
  2. Yellow: Extinguish B1, spread B

  3. FIRE in B2
  4. Red: Extinguish B2, spread B
  5. Green: Steal B1, spread B
6 7 23 20
3 ↑ 5 ← ↑ ← ↑ 14
o o→ 4 x o→ 13
● 1 2 3 ●

Blue extinguishes further in room C3 to avoid problems in that area. Yellow keeps holding back her save/steal markers and connects room A1 instead to keep her options open but red steals first, abandoning her strategy to keep the A coordinate safe. This turns out well as green, after joining blue in stealing from B1, causes a fire in A1.

In the next round, both blue and green steals from room B1 but yellow, not being able to steal due to crowded entrance (she may not steal since blue did so) and guessing blue's and green's plans, decides to thwart them by extinguishing. Red is happy with her placements and extinguish to start closing the game.

Round 11-12

A B C
● 24 22 18 ●
  1. Blue: Save A2, spread B
  2. Yellow: Steal C1, spread 1
    FIRE in B1, B1, B1
  3. Red: Extinguish B2, spread 3
  4. Green: Save A3, spread 1
1 29 ← 25 ←
31 ↓ x→ x↓ x→ 36 x↓ x
32 34
2 o↑ ← ↑ ← ↑
o↓ o→ 9 ↓ → ↓
  1. Blue: Extinguish C1, spread 3
  2. Yellow: Replace, spread C
    FIRE in C1, C3, C3
  3. Red: Extinguish C3, spread 3
  4. Green: Extinguish C3, spread C
    FIRE in C3
6 7 46 23 20
3 o↑ 5 ← ↑ ← ↑ 14
o o→ 4 x o→ 13
● 1 3 ●

The end game has started and it's full of dirty tricks. Blue grabs what looks like a safe save in room A2 and yellow does likewise with a steal in room C1. However, 3 new fires in room B1 threatens to spread the fire. Green also grabs a safe save (in room A3) so red is the only one who fights the fire.

Blue turns into fire fighting the next round but yellow breaks a chain by replacing a servant, correctly guessing that this will put all the opponents at risk of scoring negative in rooms A2 and A3. At the same time, room C3 also reaches 4 fires, keeping red and green busy extinguishing. With 17 of 18 fire markers and 21 of 27 ash markers on the board, all players are now at risk of losing.

Round 13-14

A B C
● 24 22 18 ●
  1. Blue: Extinguish C3, spread C
    (discard steal marker)
  2. Yellow: Save C2, spread A
    (discard steal marker)
  3. Red: Place, spread B
  4. Green: Extinguish B1, spread 1 (discard steal marker)
    FIRE in A1, B1, C1
1 29 ← 25 ←
31 ↓ x→ x↓ x→ 36 x↓ x
32 34
2 o↑ ← ↑ ← ↑
o↓ o→ 9 ↓ → ↓ o
6 7 46 23 20
  1. Blue: Extinguish B1, spread B
  2. Yellow: Extinguish A1, spread A
  3. Red: Extinguish A3, spread 3
    FIRE in A3, B3
  4. END OF GAME
3 o↑ 5 ← ↑ ← ↑ 14
o o→ 4 x o→ 13
● 1 43 3 ●

The game has ended. Neither blue, nor green, thought room C2 would burn down and discarded their steal markers while yellow placed her last save marker there. Yellow's scheme to cause a fire in room A2 or A3 failed, as did red's attempt to cause a fire in room B3. The fire in 3 rooms after green's 44th move raised the number of fires to 18, almost causing the entire castle to burn down, but the players were saved by the bell after green discarded the last save/steal marker in the game. In a very tight game, blue and green share the victory.

RoomA1B1C1A2B2V2A3B3C3Total
Blue-2-1--2--5
Green-211--1--5
Yellow--1--2-1-4
Red2--1--2-1-4

P&P Boardgame (PDF, A4)

P&P Boardgame (PDF, US Letter)



Annotated games

  • Version 1.2, 4 players



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