Inflict.io / independent reference

Play Dread with Nondum™.

This reference explains Dread in original language and uses Nondum as Inflict.io's card-based tension mechanic.

Use this reference at a physical table or in the Inflict.io Live Room.

The official rulebook contains the complete game, more examples, and detailed Host guidance.

01 / create

Answer questions

Questionnaires define each character.

02 / risk

Draw for pulls

One Nondum card resolves one pull.

03 / endure

Share the danger

Safe cards usually raise the next pull. Returning all seven Omens can lower it.

01

Start here

Dread is a role-playing game of horror and suspense. One participant is the Host. Each other participant controls one main character.

Nondum is the tension mechanic for this form of play. Its shared deck makes danger increase across the whole group.

Core vocabulary

A pull is Dread's unit of risk. A player resolves one pull by drawing one card from the Nondum deck.

Before the session

  1. Choose one participant to be the Host.
  2. Select a scenario and prepare one questionnaire for each character.
  3. Prepare the complete 60-card Nondum base deck.
  4. Agree on content limits and a clear way to pause the game.
  5. Make sure that any participant can leave the session without pressure.
  6. Review all questionnaire answers before play.

02

Host and players

The Host

Present the world

The Host prepares the scenario and describes the world around the main characters.

The Host controls supporting characters, reveals consequences, and decides when a pull is necessary.

The players

Control the characters

Each player decides what their character says, attempts, and believes.

A player uses questionnaire answers to explain capabilities, knowledge, fears, and relationships.

The shared result

Follow the fiction

Nondum determines whether a pull is safe or lethal. The Host describes what that result means in the story.

03

Create characters with questionnaires

Dread characters do not need numerical attributes. Their answers tell the group what they can do and why they face the danger.

The Scenario Manager supports up to thirteen questions for each character. Each player answers one private questionnaire before the session.

For the Host

  • Connect each character to the scenario and to at least one other character.
  • Ask about useful abilities, limits, fears, habits, and important possessions.
  • Use leading details only when the scenario requires them.
  • Leave important personal choices for the player.
  • Ask for revisions when an answer conflicts with the scenario or another approved answer.

For the player

  • Create an interesting person instead of a perfect survivor.
  • Give each answer a reason, even when the form does not ask for one.
  • Ask the Host for more information when a question is unclear.
  • Keep private facts secret until the story reveals them.
  • Introduce only the details that the other characters can know.

04

Prepare Nondum

The base deck contains 53 Endure cards and seven Death Omens. Optional bonus cards can join this deck before play.

  1. Use every card in the 60-card base deck.
  2. If you use bonus cards, add the selected cards now.
  3. Shuffle the complete deck without arranging or seeding any result.
  4. Place the deck face down where each player can reach it.
  5. Give each player space for a visible card pile.
  6. Set each character to living and set the first pull to 1.
Next pull 1 + all cards held by all players

Count Endures, visible Death Omens, and bonus cards in all player piles. Cards held by dead characters still count.

Returned Death Omens no longer count. The Inflict.io Live Room calculates the pull number for the group.

05

When the Host calls for a pull

Call for a pull when a character can succeed, but danger or limited experience makes the result uncertain.

No pull

Grant the clear result

If the action is routine for that character, describe success without a draw.

Call a pull

Put uncertainty at risk

If capability and danger can change the result, ask the player to face Nondum.

No pull

State the limit

If the action cannot work, describe the failure or ask for a different approach.

The Host decides how many pulls an action requires. One pull fits a single risk. Several pulls fit separate stages of a difficult task.

Before the first draw, state what success can accomplish. If the character lacks information, the Host can keep the exact hazard secret.

06

Resolve a pull

  1. State the attempted action and the number of required pulls.
  2. Let the player choose whether to draw or refuse.
  3. If the player draws, reveal the top card.
  4. Resolve the card with the current pull number.
  5. Keep each resolved card face up unless section 10 returns the Death Omens.
  6. After a safe card, update the pull number.
  7. If more pulls remain, resolve the next card separately.
CardConditionResult
EndureAny pullThe draw is safe and completes one pull.
Death OmenPull is less than its numberThe draw is safe and completes one pull.
Death OmenPull equals or exceeds its numberThe draw is lethal. The character dies.
Death OmenThe player is MarkedThe draw is lethal at every pull number.
14+16+18+21+23+29+36+

Each Death Omen shows one of these activation numbers.

A red card is not always lethal

Compare its printed number with the current pull. A Death Omen below its activation number is safe unless the player is Marked.

07

Refuse or volunteer for a pull

Refuse a pull

A player can refuse before drawing. The attempted action fails, but the refusal alone cannot remove the character from play.

If time permits, the player can change the circumstances. Help, better tools, or a slower approach can remove or change the pull.

Once a card is visible, resolve it. A player cannot return the card or refuse its result.

Volunteer for a pull

A player can request a pull without a prompt from the Host. The player first states the desired effort, insight, luck, or advantage.

The Host decides how a safe draw affects the story. Every accepted voluntary pull must give the character a useful result.

08

Complex tasks and character conflicts

Complex tasks

Divide a complex task into important stages. Each pull must represent one stage, obstacle, or added danger.

Before each draw, the player can choose which unfinished stage the pull covers. Dependent stages must occur in a sensible order.

If a player refuses a later pull, only the unsupported parts fail. The Host preserves completed work when the fiction permits it.

Conflicts between characters

Resolve most disagreements through conversation and established character details. Use pulls only when a player escalates to a risky decisive action.

  1. State the intended result against the other character.
  2. Keep that result short of removing the target from play.
  3. Resolve at least one pull for the character who starts the conflict.
  4. After a safe draw, let the target accept the result or draw to resist.
  5. After a safe defense, let that player stop or draw again to retaliate.
  6. Continue until a player accepts, refuses, or draws a lethal Death Omen.

The Host can change the number of pulls for a clear advantage. The character who starts the conflict must face at least one pull.

09

Death, the Final Rite, and Heroic Sacrifice

A lethal Death Omen

A lethal Death Omen kills the character. It does not determine the exact events of the death.

  1. Stop all remaining pulls unless the danger transfers to another character.
  2. Keep the lethal Death Omen visible.
  3. Give the character one Final Rite that fits the scene.
  4. Let the player describe final words or actions when the fiction permits them.
  5. Let the Host decide how the established danger completes the death.
  6. Do not start another pull before the Final Rite is complete.

Heroic Sacrifice

A living player can choose Heroic Sacrifice when the Host can require that character to resolve a pull.

  1. Declare Heroic Sacrifice before drawing a card.
  2. Do not reveal, remove, or replace the top card.
  3. Let the character complete the action as the Host permits.
  4. Kill the character and give them a Final Rite.
  5. Continue with the current deck and pull number.

If a bonus card requires an immediate draw, complete that effect first. Heroic Sacrifice cannot cancel a pending bonus effect.

10

Return all seven Death Omens

A character's death does not reset Nondum. Leave every visible Death Omen in its current pile.

If all seven Death Omens are visible and a character lives, reset the Omens with this procedure.

  1. Collect all seven visible Death Omens.
  2. Add them to the remaining face-down deck.
  3. Shuffle the remaining deck once.
  4. Remove every Marked status.
  5. Leave all Endure and bonus cards in the player piles.
  6. Recalculate the next pull from all cards that players still hold.

Last character

If the seventh Death Omen kills the last living character, end the scenario. Do not return the Omens.

11

Optional bonus cards

Bonus cards are optional Nondum rules. Select zero to six copies of each card before the session.

The rules and card previews are available to everyone. Adding bonus cards in the Inflict.io Live Room requires Survivor or Unlimited access.

Add selected bonus cards without removing a base card. Each bonus card counts as an Endure in addition to its immediate effect.

Bonus cardImmediate effect
Draw AgainKeep this card face up. The same player immediately draws another card.
Call for AidKeep this card face up. Choose another living player to draw immediately.
MarkedKeep this card with the player. Every Death Omen they draw is lethal until the Omens return.
PremonitionView the top card. Return it to the top or move it to the bottom.
Read the SignsView the top three cards. Return them to the top in any order.

If a required effect is impossible, ignore that effect. Complete all immediate effects before play continues.

12

Host guidance

  • Call for pulls only when success is uncertain and failure matters.
  • Use questionnaire details before you decide whether a pull is necessary.
  • Make every safe draw accomplish something useful.
  • State the stakes before the draw when the character can understand them.
  • Use separate pulls for meaningful stages, not repeated copies of one risk.
  • Let a refused pull change the situation without killing the character.
  • Keep the story moving after both success and failure.
  • Pause all other action during a Final Rite.
  • Protect uncertainty. Never arrange, seed, or remove a Death Omen.

Dread gains tension from meaningful choices. Give players enough information to understand risk, then let them decide when to face it.

13

Quick reference

EventAction
The Host calls for a pullThe player draws one Nondum card or refuses.
The player refusesThe action fails. The refusal does not kill the character.
An Endure appearsThe pull is safe. Keep the card and continue.
A safe Death Omen appearsKeep the card and continue.
A lethal Death Omen appearsKill the character and give them a Final Rite.
A player chooses Heroic SacrificeDraw no card. Complete the action as the Host permits, kill the character, and give them a Final Rite.
All seven Omens are visibleIf a character lives, return the Omens and recalculate the next pull.
Next pull 1 + all cards held by all players