In Nexus Infernum, each player assumes the role of a power-hungry Necromancer seeking to become the most blasphemous in the realm. Through command of their skeletal minions gathered in the Nexus, players will battle against one another in a struggle to control six portals and channel the energy that manifests within them. As players channel the four different strains of dark arcana from the portals, they will enhance their powers through invoking and forging unholy pacts with demons gathered beyond the breach. Each demonic pact moves a player towards victory through accumulation of points of blasphemy.
Within the Nexus Infernum stand six ancient portals which manifest four different strains of arcane energy. Through the channeling of these arcane energies, players will be able to enhance the powers of their Necromancer as well as invoke and forge unholy pacts with the demons gathered beyond the breach.
The portals will accumulate energy randomly through the rolling of dice. At the beginning of the game, two four-sided Arcana dice are rolled for each portal to determine which energy shall manifest. Two tokens of energy will be added to the corresponding portal for each color rolled on the arcana dice. In subsequent turns, more energy will continue to accumulate through the portals at the beginning of each player’s turn. Before performing any actions, a player will roll the six-sided portal dice and two four-sided arcana dice. The arcana dice will determine which energies are generated and the portal dice will determine at which portal this energy will manifest. Once this determined, two of each arcana energy token will be placed at the portal.
The Nexus itself is a churning crucible of arcane energy. The effects of the arcane fire are powerful and pose terrible threat to the mortal confines of the Necromancers that gather here. Fortunately, through necromancy the Necromancers are able to summon skeleton minions to command within the Nexus to help them channel the dark arcana.
In order to gain access to the portals of the Nexus, necromancers will summon skeleton minions to command. Each Necromancer will always have at least a single skeleton present on their turn, but may continue to summon up to six skeletal minions to do their bidding.
Summoning is the first player action of a turn. Players will attempt to summon more skeleton minions by rolling a six-sided dice in an effort to beat a summoning difficulty score. If successful, they will place another skeleton at a portal within the Nexus. For each skeleton that a player summons, the difficulty score will increase on subsequent turns in reflection of the Necromancer’s powers stretching thin across each animated skeleton. Despite the thinning of their hold on the summoned minions, necromancers will be able to use the green arcane energy to aid their efforts. For each point of green arcana spent, a player may roll an additional dice for each skeleton they have present at the Nexus as they to increase their odds of a successful summoning.
With new minions summoned in the Nexus, a necromancer may command them to move as they see fit between portals.
Commanding skeletons to move within the Nexus is the second player action of a turn. A player may move a single of their skeleton minions as they see fit between any two portals in the Nexus. Through command of their minions, players will be able to set themselves up to aggress other players’ skeletons or to channel different assortments of resources present at other portals. If players wish to command more than a single skeleton on their turn, they may spend one point of blue arcane energy for each additional skeleton that they wish to command.
The presence of other Necromancer’s skeletons within the Nexus can interfere with the channeling of arcane energy and pose a threat to a Necromancer’s skeletons gathered at the portals. Through aggressing other skeletons present at the portals, a Necromancer can clear their path to the Dark Arcana.
Aggressing rival skeletons within the Nexus is the third player action of a turn. If a player’s skeleton is present at a portal with another player’s skeleton, they may choose to aggress the skeletons present. The player who is the aggressor will roll a six-sided dice and score a dismantling wound upon the defending skeleton if they succeed a roll of four or greater. As the aggressor strikes his blow, the defending skeleton will roll a four-sided dice in retribution. On a roll of four, the defending skeleton will succeed in landing a defensive strike on the aggressing skeleton, causing the aggressor to crumble. If a player has more than a single skeleton present at the portal at which aggression is taking place, they will roll the respective aggression or defense dice for each skeleton present, and keep the highest score that they manage to roll. If a player launches a successful aggression against a defending skeleton without a successful defensive strike, the aggressor will proceed to take a point of blasphemy from the defeated defender.
As a player builds a roving gang of skeleton minions within the Nexus, they may use the black arcane energy to initiate more aggressions against rival skeletons. For each point of black arcana spent, a player may initiate an aggression at further portals within the Nexus.
The glow of the dark arcana within the portals of the Nexus Infernum is irresistible to the Necromancers that gather here. Through commanding their skeleton minions between portals, a necromancer will be granted access to the different strains of Dark Arcana that manifest.
Channeling dark arcana from the portals within the Nexus is the fourth player action on a turn. A player will always be able to channel arcana from a single portal at which they have a skeleton present on their turn. To channel the arcana that has manifested, the player will choose a portal at which they have skeletons present, then roll a four-sided dice for each skeleton that they have present. The player will then be able to choose the highest score and take the resulting score’s worth of energy in any combination they wish from the portal at which they have a presence. If a player is feeling particularly power-hungry, they may pay one point of red arcana for each portal at which they have a skeleton present and continue to channel dark arcana from the additional portals in this same manner.
Necromancers are drawn to the Nexus in pursuit of infamy and power. Through command of their skeletal minions, they channel the dark arcana and use it to empower themselves on the path of blasphemy.
The demons that gather on the other side of the Nexus also thirst for power. The dark arcana is the life force on which they subsist. Through offerings of different permutations of the dark arcana, the necromancers gathered here will make offerings and invoke demons to further their own dark pursuits.
Each demon gathered at the Nexus favors single strains of the dark arcana and will offer demonic pacts for invoking them through the breach. These unholy pacts will empower the necromancer’s powers based on the affiliation of the demon and enhance the necromancers control over the Nexus. For each pact forged, a necromancer slips further down the path of blasphemy, gaining infamy for their power and dark deeds.
Pacts are forged by invoking pairs of lesser and greater demons of the same arcane affiliation. When a player invokes a demon, it will join them in their player area. Once a second demon of the same arcane affiliation and status is invoked, the demons are dismissed and a pact is forged based on the demon’s affiliation. The player will reveal the associated power and gain points of blasphemy based on the status of the demon’s with which the pact was forged.
At the head of the legions of abominations that wait on the other side of the breach are the most powerful of the demon host. These Demonic Patrons can be invoked by the necromancers to act as blasphemous advisors as they delve into the Nexus.
A player can invoke a single Demonic patron to serve beside them in their play area. These powerful characters will grant a static bonus to their play style and a bonus to their blasphemy as long as they serve beside them. Though a player may only have a single patron in place at a time, they may choose to replace their patron if another that is revealed is more appealing.
Badge of the Nexus
Instill fear into the hearts of lesser mortals with this blasphemous accessory. Forged by the hands of the ancients, demonstrate your allegiance to the abominations of the Nexus.
Bring the Nexus home, raise your skeletal minions, channel the dark arcana, and show your friends and family that you are the most blasphemous in the realm. A copy of the Nexus Infernum core game.
When making your pledge, adjust your contribution to reflect which add-ons you would like to add to your order. Upon the conclusion of the Kickstarter, mark the option for which add-ons you've chosen in the backer survey.
- $20 - Nexus Arcana & Conclave Cards for Eschaton (Pending)
- $60 - Eschaton Core Game
- $30 - Sigils of Ruin Expansion
We have decided to return to Backerkit to manage shipping costs. What this means is that your pledge will not include any of the costs of shipping the game and must be paid for after the campaign concludes. The major benefit of this is you pay only for the shipping you need, and nothing more.
The Archon Cult is working with a UK based fulfillment service to offer EU friendly shipping for the Nexus Infernum campaign.
EU friendly means that the VAT Tax element is paid for by Archon Games instead of on an individual basis by EU backers. By using this method, the VAT element is predictable, and EU backers will not be charged any customs duties or collection fees.
Shipping from the UK also expands our reach and lowers prices significantly for non-EU Europe and to backers the world over.
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The Fandomentals - GenCon Report: Archon Games Embraces The Darkness
Risks and challenges
We've learned a lot from our previous campaigns, so we are very ready for any obstacles that may come up. Manufacturing and shipping delays pose the greatest challenge to our cause, but we will do everything in our power to deliver within the window we are proposing. Should delays arise, we will update the backers accordingly.Learn about accountability on Kickstarter
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