Answer questions
Questionnaires define each character.
Inflict.io / independent reference
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.
Questionnaires define each character.
One Nondum card resolves one pull.
Safe cards usually raise the next pull. Returning all seven Omens can lower it.
01
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.
02
The Host
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
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
Nondum determines whether a pull is safe or lethal. The Host describes what that result means in the story.
03
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.
04
The base deck contains 53 Endure cards and seven Death Omens. Optional bonus cards can join this deck before play.
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
Call for a pull when a character can succeed, but danger or limited experience makes the result uncertain.
If the action is routine for that character, describe success without a draw.
If capability and danger can change the result, ask the player to face Nondum.
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
| Card | Condition | Result |
|---|---|---|
| Endure | Any pull | The draw is safe and completes one pull. |
| Death Omen | Pull is less than its number | The draw is safe and completes one pull. |
| Death Omen | Pull equals or exceeds its number | The draw is lethal. The character dies. |
| Death Omen | The player is Marked | The draw is lethal at every pull number. |
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
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.
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
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.
Resolve most disagreements through conversation and established character details. Use pulls only when a player escalates to a risky decisive action.
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
A lethal Death Omen kills the character. It does not determine the exact events of the death.
A living player can choose Heroic Sacrifice when the Host can require that character to resolve a pull.
If a bonus card requires an immediate draw, complete that effect first. Heroic Sacrifice cannot cancel a pending bonus effect.
10
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.
Last character
If the seventh Death Omen kills the last living character, end the scenario. Do not return the Omens.
11
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 card | Immediate effect |
|---|---|
| Draw Again | Keep this card face up. The same player immediately draws another card. |
| Call for Aid | Keep this card face up. Choose another living player to draw immediately. |
| Marked | Keep this card with the player. Every Death Omen they draw is lethal until the Omens return. |
| Premonition | View the top card. Return it to the top or move it to the bottom. |
| Read the Signs | View 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
Dread gains tension from meaningful choices. Give players enough information to understand risk, then let them decide when to face it.
13
| Event | Action |
|---|---|
| The Host calls for a pull | The player draws one Nondum card or refuses. |
| The player refuses | The action fails. The refusal does not kill the character. |
| An Endure appears | The pull is safe. Keep the card and continue. |
| A safe Death Omen appears | Keep the card and continue. |
| A lethal Death Omen appears | Kill the character and give them a Final Rite. |
| A player chooses Heroic Sacrifice | Draw no card. Complete the action as the Host permits, kill the character, and give them a Final Rite. |
| All seven Omens are visible | If a character lives, return the Omens and recalculate the next pull. |
14
Dread was co-written by Nathaniel Barmore and Epidiah Ravachol. The Impossible Dream publishes the game.
Inflict.io is an independent third-party companion. It is not affiliated with or endorsed by the creators or The Impossible Dream.
This page describes the Dread game system in original language for use with Nondum.
Nondum™ is a trademark of Inflict.io LLC.