Contents
- 1 The Red Dragon Inn: How to Play
- 1.1 What You’ll Need
- 1.2 What the Game is About
- 1.3 Getting Ready to Play
- 1.4 Game Play
- 1.5 Sometimes and Anytime Cards
- 1.6 Losing the Game
- 1.7 Let’s Play Some Gambling!
- 1.8 More Rules About Drinks
- 1.9 Other Rules
The Red Dragon Inn: How to Play
Welcome to The Red Dragon Inn! Are you ready to embark on an epic adventure filled with laughter, drinks, and gambling? Well, you’ve come to the right place! In this game, 2 to 4 players take on the roles of fantasy adventurers who have just returned from a long, dungeon-crawling expedition. Now, they’re looking to unwind and spend their hard-earned gold at the inn.
So, how does the game work?
First, each player chooses a character deck. There are many unique characters to choose from, each with their own special abilities and play style. Whether you pick the tough-as-nails warrior, the nimble rogue, or the powerful wizard, each character brings something different to the table.
Next, the players set up the game board. The board represents The Red Dragon Inn itself, with different locations to visit during the game, such as the bar, gambling hall, and the sleeping quarters.
Once the game begins, each player takes turns, starting with the player to the left of the dealer. On their turn, a player can choose to visit a location on the board and take the corresponding action, such as buying drinks, gambling, or using their character’s special ability.
But be careful! Drinking too much can be a double-edged sword. Sure, it might temporarily boost your power, but it also increases your alcohol content. If your alcohol content reaches a certain level, you’ll pass out and be out of the game!
Throughout the game, players will also have the opportunity to play cards from their hand. These cards can be used to attack other players, defend against attacks, or even mess with each other’s drinks. Strategy and timing are key to victory!
The game continues until only one player is left standing, or until the last call is made at the bar. At that point, the player with the most gold and the lowest alcohol content is declared the winner!
The Red Dragon Inn is a game of skill, luck, and lots of laughs. It’s perfect for a night of gaming with friends or family. So gather your party, grab a drink, and let the adventure begin!
Hey there! Welcome to the third edition of The Red Dragon Inn! If you’re new to the game, no worries—I’ll walk you through it. Just take a look at the first three pages of this document, up until the “Other Rules” section, and also check out the document titled “The Characters.” The “Other Rules” section is just extra information that you may not need for your first game. Now, if you’ve played before, you can skip the first three pages and head straight to “The Characters” section. However, don’t forget to review the “Other Rules” section as well, because there might be a few rules that are different from what you’re used to. Got it? Great!
What You’ll Need
- 4 Character Decks
- Serena’s Piety Chart and Piety Marker
- Wizgille’s Gear Deck
- Phrenk’s Potion Deck
- Wulfiic Deck
- 4 Player Mats
- Drink Deck
- 4 Fortitude Markers (red)
- 4 Alcohol Content Markers (clear)
- Gold Pieces
- Instructions
What the Game is About
Let’s talk about the goal of the game and how to get started. The aim is to keep your Gold and stay aware. If you lose all your Gold, or if your Alcohol Content ever becomes equal to or greater than your Fortitude, you’re out of the game. So, it’s important to be mindful of these two important elements!
Getting Ready to Play
Hey there! Let’s get started on this fun game! Grab the Drink Deck and put it within everyone’s reach. Make sure there’s room next to the Drink Deck for a discard pile.
Each of us will need a player mat, a red marker, a clear marker, and one of the Character Decks. We’ll also need the extra materials that go with our characters, just like it says in the “The Characters” document.
Take your Character Deck, shuffle it up, and place it on the spot labeled “Deck” on your player mat. When we have to get rid of cards from our Character Deck, we’ll put them in the spot labeled “Discard” on our Player Mat. Remember to keep your Character Deck separate from your extra deck if you have one. We don’t want to mix them up!
Now, let’s grab some Gold! Each of us will take 10 Gold. Nice! If there are only 2 players, we’ll take 8 Gold instead. And if there are 7 or more players, we’ll take 12 Gold. The extra Gold goes to the side and it’s called the “Inn”.
Hey there! Let’s get started with the game instructions, shall we?
First, grab the red marker and place it on the number 20 on your player mat. This marker represents your Fortitude. Pretty important!
Next, place the clear marker on the number 0 on your player mat. This is your Alcohol Content. Keep an eye on that!
Now, take a card from the Drink Deck and put it face down on the space labeled Drink Me! This starts your Drink Me! Pile. But don’t peek at the cards just yet!
Time to draw some cards! Take the top seven cards from your Character Deck. These cards make up your hand. You can look at them, but keep them secret from the other players.
Finally, it’s time to decide who goes first. Choose someone to kick off the fun!
Game Play
When it comes to playing the game, you’ll go through four phases in a specific order: Discard and Draw, Action, Buy Drinks, and Drink.
1. Discard and Draw
Firstly, you can get rid of any cards from your hand that you don’t want. Once you’ve discarded, you can draw new cards from your Character Deck until you have a total of seven cards in your hand. It’s important to note that you can’t start playing any of your cards or use any effects until you’ve finished drawing cards.
If you happen to draw the last card from your Character Deck, you’ll have to shuffle the Character Cards you’ve already discarded and place them back on the Deck space on your player mat.
If you already have seven or more cards in your hand, you can choose to keep all of them and not draw any new cards.
2. Action
Hey there! Let me walk you through how to play this super cool game. Are you ready? Great! Let’s get started.
First things first, I can play one Action Card. These cards have special effects, and to play one, I just need to read the title out loud. At that point, everyone has the chance to respond, and then I follow the instructions on the card. Once done, I discard it on my Player Mat.
Now, if I happen to play a card called “Gambling? I’m in!”, it’s time for some fun. This card triggers a Round of Gambling. However, it’s totally fine if I don’t have or don’t want to play an Action Card. In that case, I can simply skip this phase. No worries!
Phase 3: Buy Drinks
Here comes the fun part – buying drinks! I’ll take the top card from the Drink Deck and place it facedown on any other player’s Drink Me! Pile. The catch is, I can’t peek at the card. It’s a surprise! The best part is, I don’t have to pay Gold when buying these drinks. The Inn keeps a tab, and I’ll pay for them later. Easy peasy, right?
Oh, and there’s more! If you want to learn about the nitty-gritty details of drinking, check out the “More Drink Rules” section. It’s got everything you need to know.
Phase 4: Drink
When I want to reveal the top card of my Drink Me! Pile, I simply turn it over and follow the instructions written on the card. Once I’m done, I place it in the Drink Deck discard pile.
If I find myself in a situation where I don’t have any cards on my Drink Me! Pile, and I need to take a drink, something interesting happens. It’s like magic! But instead of getting more intoxicated, I start to sober up. My Alcohol Content reduces by one, bringing me back to a more sober state.
Ending My Turn
After I’ve finished resolving the effects of my Drink Phase, it’s important to remember that it’s not my turn anymore. The player sitting to my left gets to go next.
Sometimes and Anytime Cards
Sometimes Cards
Hey there! Let’s talk about Sometimes Cards. They’re pretty cool, but there are some rules that come with them. Sometimes Cards can only be played under specific conditions, and those conditions are mentioned right on the card.
Now, some Sometimes Cards have special abilities. They can either Negate or Ignore another card. If you want to know more about these effects, you can check out the “Other Rules” section where it talks about “Negate and Ignore Effects”.
Here’s something interesting: you can play multiple Sometimes Cards in response to the same game event. Yep, even if you have multiple copies of the same card, you can still use them. Just remember, you have to play them one at a time and you have to give your opponents a chance to respond to each one.
And now let’s talk about Anytime Cards!
Hey there! Did you know that Anytime Cards are pretty awesome? You can play them at any time, even if they interrupt another action.
It gets even better. Sometimes and Anytime Cards can be played in any Phase of a turn, before or after the special action for that Phase. Yeah, you heard me right!
Let me give you an example. During your Discard and Draw Phase, you can play an Anytime Card before you discard and draw. How cool is that?
Now, here’s the interesting part. If two or more players want to play Sometimes or Anytime Cards at the same time, we’ve got a “Timing” situation going on. Check out the “Other Rules” section to know more. It’s all spelled out there.
Losing the Game
Running out of Gold
Oops! If you happen to run out of Gold, the Wench is not happy with you. She’ll kick you out of the Inn, and you gotta spend the rest of the night in the stables. Bummer, right? Well, you’re out of the game, my friend.
Passing Out
If your Alcohol Content ever reaches or exceeds your Fortitude, you’ll pass out and wake up in your room. The inn keeps some of your Gold, and the rest is divided among the remaining players.
Split your Gold in half. One half, plus any remaining amount, goes to the inn. The remaining Gold is distributed evenly among the remaining players, with any remainder going to the inn. This means you’re out of the game.
If you run out of Gold or pass out, you don’t lose right away. First, resolve any cards that are still in play. After those cards have been resolved, you get one final opportunity to play Sometimes or Anytime Cards to save yourself or attack other players. If you can’t save yourself, then you’re out of the game.
If you have any cards in your Drink Me! Pile when you’re out, put them in the Drink Deck’s discard pile.
Hey there! Let’s talk about what happens when multiple players lose at the same time. It might sound unlikely, but it can happen! If it does, the first thing we need to do is figure out which players are passing out. Once we know that, those players have to divide their Gold among the ones who are still standing.
Now, here’s where things get interesting. If any players end up with no Gold left after dividing it up, they also lose the game. So imagine this – if one player passes out and another player is running out of Gold at the same time, that player who’s running low on Gold might just get a lifeline by getting a share of Gold from the passing out player!
But wait, there’s more! If all the remaining players would lose the game at the exact same time, the game is a tie between them. It’s a crazy scenario, but it can happen.
Let’s Play Some Gambling!
Now, let me tell you about something exciting called Gambling. When a player plays the action card “Gambling? I’m in!”, it’s time to start a Round of Gambling. Get ready for some suspense!
When we start a round of gambling, we pause the regular game and each of us has to put 1 Gold into the middle of the playing area. Just be careful not to mix this Gold up with the Inn’s Gold.
Right now, the player who began the gambling round is winning and is in control of the round.
We take turns clockwise around the table, starting from the player who initiated the round. On your turn, you have two options: play a Gambling or Cheating Card or pass.
Let me tell you about a couple of options you have when it comes to playing the Round of Gambling. First, you can play a Gambling or Cheating Card. These cards not only give you control of the Round, but they may also have other effects that come into play. It’s like having a secret weapon up your sleeve.
Now, if you’re not feeling up to playing a card, you have another choice. You can simply pass instead. Even if you have a Gambling or Cheating Card that you could play, you can still pass. This means you’re still in the Round of Gambling, and you can play those cards later on, as long as the Round doesn’t end before you get the chance.
Here’s how the Round ends: If you play a Gambling or Cheating Card and everyone else decides to pass, the Round of Gambling comes to a close. You emerge as the winner, and you get to collect all of the Gold that was bet and add it to your Stash. It’s a sweet victory that can put you ahead in the game.
Once the last player passes, the Round of Gambling comes to an abrupt halt. No cards can be played that would have any impact on the Round after this moment, unless the card specifically allows it. For example, the card “Oh, I guess the Wench thought that was her tip..” cannot be played once the last player has passed.
Once the Round of Gambling is finished, the usual gameplay resumes. The player who initiated the Round moves on to their Buy Drinks Phase.
What Makes a Winning Hand?
“Winning Hand!” is a special Gambling Card that can only be taken control of when played with a Cheating Card.
If you play “Winning Hand!” and follow it up with a Cheating Card, you can then play any Gambling or Cheating Card you want. Just remember:
- You can play a Cheating Card after anything.
- You can play a Gambling Card after anything except a “Winning Hand!”
Leaving the Game
Some cards let you leave a Gambling round. If you leave, you can’t play any Gambling or Cheating Cards for the rest of that round. However, you can still play Sometimes or Anytime Cards.
Let’s talk about what happens when you start a game of Gambling but then leave right away. It’s like when you say “Gambling? I’m in!” and then suddenly change your mind and say “Not now, I’m feeding Wulfric.” In this situation, the Round of Gambling begins, but there is no winner yet. If the Round ends without anyone taking control, all the money that was bet goes to the Inn.
What if someone is forced to leave a Round of Gambling?
There are some cards that can force a player to leave a Round of Gambling. When this happens, every player, including the one being forced to leave, gets a chance to respond. They might say something like “Oh, I guess the Wench thought that was her tip…” or “My holy blade detects lies!” Basically, they can play a card that helps them catch any cheaters.
If forcing a player to leave would leave only one player left in the Round, everyone gets one last chance to respond, just like before. If no one plays a card, the Round of Gambling ends and the player who is left wins.
Don’t Gamble it All Away!
If you run out of gold while gambling, don’t worry! You’ll still be able to stay in the game until the gambling round is over, even if you decide to leave or are forced out. You won’t have to worry about any effects that would make you pay or put in gold. But remember, if you don’t win the gambling round, you’ll be out of gold and out of the game!
If you play a card that requires everyone to put in gold, but you don’t have any gold left (maybe because you used up all your “Illusionary Coins” from The Red Dragon Inn 2), then nobody has to put in any gold.
More Rules About Drinks
Running Low On Drinks
When the drink deck runs out, each player has to pay one gold to the inn so the wench can bring more drinks. Keep the party going!
When you play the game, everyone has to pay one Gold. After that, all the discarded Drink Cards are mixed together again and become a new Drink Deck. This happens right away, so you never run out of cards in the Drink Deck. If any Drink Cards were placed on Drink Me! Piles, they stay there and don’t get shuffled back into the Drink Deck.
Something Interesting About Drinks
Did you know that the Drink Deck contains some cards called Drink Event Cards?
When you turn over a Drink Event Card, you have to do what it says on the card. Cards that affect regular Drink Cards don’t affect Drink Event Cards, unless they specifically mention them.
Chasers
When you uncover a Drink Card with the phrase “with a Chaser” in the title, you’ll also reveal the next card from the same deck where you found the first Drink.
If the revealed card is another Drink Card, you’ll add its effects to the original Drink. If it’s a Drink with a Chaser, you’ll add its effects to the original Drink and unveil the next Drink Card from the same deck.
If your Drink Me! Pile has no more cards left, or if you reveal a Drink Event Card, there won’t be any additional effect. You won’t continue revealing cards. Even if your Drink Me! Pile empties out while unveiling Chasers, you won’t become sober.
The Drink Deck always has cards, so if you run out of cards in the Drink Deck while revealing Chasers, you’ll follow the Running Out of Drinks rule before continuing to reveal Chasers.
When I drink something and it comes with a chaser, both the drink and its chaser count together as one drink. It’s like they’re a package deal, you know?
Now, here’s something interesting: you can use a special card to ignore the drink and all of its chasers. It’s like saying, “No thanks, I’m good.” And when you do that, you don’t have to worry about the alcohol content of the drink.
But here’s the catch: nobody can respond to a drink until all of its chasers have been revealed. It’s like a game of patience.
Let me give you an example. There’s this guy named Phrenk, and he drinks from his Drink Me! Pile. He gets a wine with a chaser, and then he reveals the next card on his pile, which happens to be Dragon Breath Ale.
Now, here’s the interesting part: Phrenk adds the effects of both drinks together, which gives him a total alcohol content of 6. But then he plays a card called “Not now! This potion requires my full attention” to ignore the drink and its chasers. That means he doesn’t gain any alcohol content.
Chaser Example 2: So, I’m at a Drinking Contest, right? And Kaylin pulls out a Light Ale with a Chaser from the top of the Drink Deck. Exciting stuff! Then, she flips over the next card, and what does she get? “Round on the House.” Now, here’s the thing – Round on the House is a Drink Event Card, so it doesn’t actually count as a Chaser. But guess what? Kaylin still gains 1 Alcohol Content. Cheers to that!
Buying Drinks And Ignore Effects
Here’s the deal with Buying Drinks – it’s something that you can’t just ignore. However, if a player plays a card that lets them buy extra Drinks for someone else, any player can use an Ignore effect to, well, ignore the other effects on that card.
Example: Picture this: Wizgille says, “Hey! Let’s test out my new drink creation device!” Classic Wizgille move, right? Then, she flips over the Gear Card called “Too much steam!” and decides to make Kaylin and Phrenk lose 1 Fortitude each. But hold on – Kaylin plays “*Poof!*” and just like that, she ignores the Fortitude loss. Nice one, Kaylin! But here’s the thing – Wizgille can still give one or both of them extra Drinks. Cheers all around!
Other Rules
The Limits of Fortitude, Alcohol Content, and Gold
I want to talk to you about three important things in the game: Fortitude, Alcohol Content, and Gold. They all have specific limits that you need to keep in mind.
First, let’s talk about Fortitude and Alcohol Content. You can never have less than 0 or more than 20 of either. It’s like a scale that can’t go below zero or above twenty. Think of it like your ability to handle your drink and how drunk you are.
Now, when it comes to Gold, things are a little different. You can never have less than 0 Gold, but there’s no limit to how much you can have. Gold is what you need to buy things and pay other players.
But what happens if a card effect wants to do something that goes over these limits? Well, here’s the thing – the effect still happens as much as it can. It’s like trying to pour a full cup of water into an already full glass – some of it spills over, but the rest still goes in.
Let me give you an example to make things clearer. Imagine I’m playing the card “You’re looking a little green. Drink this” on you. The card says you have to lose 3 Alcohol Content and pay me 2 Gold.
Now, if you’re already at 0 Alcohol Content, you can’t lose any more, right? That would be like pouring water into an empty cup. But you still have to pay me the 2 Gold – that’s non-negotiable!
Here’s what you need to know about cards and their effects on your Fortitude, Alcohol Content, and Gold:
Have you ever come across cards that allow you to respond to ones that affect your Fortitude, Alcohol Content, or Gold? These cards only impact a specific attribute if they have the potential to directly modify it when activated.
Even if an attribute is already at its minimum or maximum value, a card that would typically affect it is still considered to have an effect on that attribute.
It’s worth noting that gambling cards requiring you to ante are not considered to directly affect your Gold. This rule is explicitly stated in newer cards like “*Poof!*”. However, the same rule should be applied to older cards, even if they don’t explicitly state the exception in previous editions.
Redirecting Damage
So, there’s this card called “I’m not Eve. She’s over there” in The Red Dragon Inn 2. It’s pretty neat because it lets you redirect damage from one player to another. When that happens, the game treats the loss of Fortitude as if it came from the original source.
Let me give you an example of how this redirection works. Say Kaylin plays the card “Actually, his bite is worse than his bark” and makes Eve lose 3 Fortitude. Now, Eve can play “I’m not Eve. She’s over there” and redirect the damage to Wizgille.
But here’s the twist: When the damage resolves, Wizgille can play “I believe your attitude needs some percussive maintenance” and deal 2 damage back to the player who hit her. In this case, Kaylin will lose 2 Fortitude, not Eve. It’s like a sneaky way to turn the tables!
And that’s not all…
There are also cards that let you negate or ignore other cards. They can really shake things up and add some strategy to the game!
When you negate a card, you stop it from working. The negated card is put in the discard pile without doing anything.
When you ignore a card, it still happens, but it doesn’t affect you. It will still affect other players, though.
Negate Example: Let’s say Kaylin plays “Don’t call me cute!” to make Serena lose 2 Fortitude. Now, Serena plays “How dare you strike a Paladin!” to make Kaylin lose 2 Fortitude as well.
But then, Kaylin says “We don’t think so!” Serena’s card is negated, so it doesn’t have any effect. Serena doesn’t hurt Kaylin, and her Piety stat stays the same.
Example: Imagine this: I’m playing a card game with my friend, Serena. She decides to play a card called “Blasphemer!” that will make me lose 3 points of Fortitude. Oh no! But guess what? I have a secret weapon up my sleeve. I play the card “*Poof!*” which allows me to completely ignore the effects of “Blasphemer!” Phew, that was a close one!
Here’s the kicker though. Even though I managed to dodge the Fortitude loss, Serena still gains one point of Piety because the card affects her normally. It’s a bit of a paradox, isn’t it? By trying to harm me, she inadvertently ends up better off herself. Life can be full of surprises!
When it comes to cards in the game, they don’t cancel or disregard other cards, unless they explicitly say so. This means that cards which reduce or redirect damage, decrease Alcohol Content, or pass Drinks to other players do not cancel or disregard anything in particular.
However, there are some cards that allow you to ignore a Drink Card. You can only play these cards when you are about to drink a drink yourself. You are not allowed to ignore someone else’s drink unless they pass it to you, share it with you, or somehow force you to be affected by it.
Understanding Timing
Whenever a card is played or a Drink Card or Drink Event Card is revealed, each player has the opportunity to play relevant Sometimes Cards in response. This happens in turn order, starting with the player who played or revealed the card.
If no player has any response to a card, that card is resolved and its instructions are carried out.
If I play a response card and it resolves, every player (in the order we’re playing) gets another chance to respond to the original card. If nobody does, the original card goes through.
Here’s an example of how timing works: I reveal Light Ale during my Drink Phase. I have the card “Ah! I really needed a bath”, which lets me Ignore the Drink. I decide not to play it because the Drink only has 1 Alcohol Content.
Phrenk plays “Hereya go. This ‘ll make that drink better!” to add 2 Alcohol Content to the Light Ale. After Phrenk’s card is resolved, I still have a chance to play “Ah! I really needed a bath” and Ignore the spiked Light Ale, even though I initially chose not to respond.
When multiple players are told to reveal and drink Drinks at once, they each reveal their Drink Cards and Chasers, if they have any. Then, it’s time to modify the Drinks. Players can take turns playing Sometimes Cards to change the Drinks, and Anytime Cards can also be used. Once everyone is done playing cards, it’s time to drink the modified Drinks all at once.
If multiple players want to respond to the same game event with Sometimes or Anytime Cards, they need to take back their previous plays. Then, they should play and resolve their Anytime Cards in order, starting with the player whose turn it is. After that, they can play and resolve their Sometimes Cards in the same way.
If I find myself in a situation where I’m waiting for other players to make a decision before I can act, it can create a bit of a problem. To break the deadlock, we need to come up with a solution. Here’s how we can handle it:
First, we need to establish an order. Starting with the player whose turn it is, each person will declare their choice. Once everyone has made their choice, the game can continue as normal.
Let me give you an example to help clarify things:
Imagine I’m playing a game called “Drink Phase” with my friends Kaylin, Phrenk, and Wizgille. Kaylin is currently at 12 Fortitude and 10 Alcohol Content. During her turn, she reveals that she has Elven Wine.
Now, to avoid passing out, Kaylin plays a card called “Why do they have to make these tankards so big?” which allows her to ignore the drink. However, Phrenk and Wizgille each have a card called “I don’t think sol,” and they suspect that the other person has one too.
In this situation, we need to break the deadlock. We want to continue the game, but no one is making a move. So, starting with Kaylin, each player will declare their choice. Once everyone has made their choice, we can continue playing the game as usual.
Remember, it’s important to find a solution when we encounter a deadlock in a game. By following this method, we can keep the game going and avoid any delays.
So, Phrenk and Wizgille are both interested in stopping Kaylin’s Ignore card, but neither of them wants to be the first to use their crucial “I don’t think so” card. It’s quite a pickle they find themselves in. To break this stalemate, one of them has to make a move.
Here’s what can happen: Phrenk can go first and respond to Kaylin’s card, or Wizgille can take the initiative. The choice is theirs. But if they both decide against playing “I don’t think so” on Kaylin’s card, then Kaylin gets away with ignoring her Drink and stays in the game.
Now, if multiple players want to respond to a series of events triggered by a card being played, they should go back on their plays and take turns playing in sequence. It’s all about fair play, after all.
“I guess the Wench thought that was her tip..”.
When it comes to this card, there are a few things you need to keep in mind. First, you can’t play it in response to someone saying “Gambling, I’m in!” or “I raise!” just to avoid having to put in your own ante. Second, you can’t play it in response to a card that would end the round. Third, you can’t play it after the last player has passed in a round of gambling. And finally, you can play it in response to a card that makes a player leave the round, even if it would leave only one player remaining.
The Wench wants you to stop playing with the drinks.
If you mess with a drink by ignoring it, passing it to someone else, splitting it, or changing its alcohol content, you’re essentially changing its effects. In all these cases, you can play the card “The Wench thinks you should stop playing with the drinks.”
However, this card cannot be used to cancel another “The Wench thinks you should stop playing with the drinks” card.
Furthermore, you can’t use this card to cancel a card that allows you to buy drinks, forces you to drink, or directly increases your alcohol content.
Lastly, this card cannot be used to cancel a card that affects a Drink Event Card.
Splitting Drinks
Hey there! Let me break it down for you in a simpler way. When you play a card that can create more than one Drink, those Drinks become individual and separate. Now, the thing is, if a card affects a Drink, it can only affect one of those split Drinks. If a Drink gets altered before it splits, then the altered Drink ends up being split.
Let’s talk about Mead.
Mead is a special kind of Drink because it already comes with its own split effect. When someone reveals Mead, everyone gets a chance to do something to the Drink first.
After everyone has had their say, the player who revealed the Mead gets to choose someone to share it with. And guess what? Once it’s split, everyone gets another chance to do something to their half of the Drink.
Here’s the cool part: since the Mead can be affected after it’s passed around, the two people sharing it could end up with different effects from it! How interesting is that?
Mead Example: When I’m in the Drink Phase, I get a card called Wizgille that introduces Mead. Mead is a drink that gives you a nice buzz. I can decide what to do with it, and in this case, I choose to share it with my friend Kaylin.
This means we each get our own glass of Mead, and each glass has 2 Alcohol Content. We split it evenly, so it’s fair. We have to round up the half of 3, which is why we end up with 2 Alcohol Content for each glass.
But then something interesting happens. Phrenk plays a card called “Here ya go. This’ll make that drink better!” on Kaylin’s Mead. This card adds more alcohol to the drink, so now Kaylin’s glass of Mead has a total of 4 Alcohol Content.
Now it’s time to drink our Mead. When we drink it, I gain 2 Alcohol Content, and Kaylin gains 4 Alcohol Content. It’s like a reward for enjoying our drink!
Now, there’s one important thing to note. If Mead is a special drink that comes from a Drink Event Card or if it’s used as a Chaser to another Drink, we can’t split it with someone else. In that case, the person drinking the Mead gets all the effects.
Round on the House
Hey there! Let’s talk about the Round on the House card. It’s like a split effect, but not exactly the same.
So, when a Drink is revealed for Round on the House, each player gets their own copy of that Drink. Yep, everyone gets their own independent version. However, you can’t do anything to change the Drink before it’s copied. But don’t worry, you can still mess with the individual copies later on.
Let’s Have a Drinking Contest!
Now, when someone plays a Drinking Contest card as their Drink, things get interesting. First, everyone reveals the top card of the Drink Deck, starting with the player whose turn it is. If that card happens to be a Drink Event, well, tough luck, it doesn’t do anything and counts as a Drink with 0 Alcohol Content.
But if it’s a Drink with a Chaser, things start to get exciting. The player keeps revealing Drink Cards until they stop getting Drinks with Chasers. Once everyone has revealed their Drink Cards, it’s time to spice things up! In turn order, each player can play Sometimes Cards that modify their Drinks.
Here’s the deal: you can also play Anytime Cards right here. Once we’re all finished playing our cards, we each have a drink and get rid of our drinks. The player who showed the drink with the most Alcohol Content gets one Gold from everyone else.
If you manage to win the Drinking Contest and black out at the same time, you still get Gold for winning before you pass out.
If two or more players have the same Alcohol Content in their drinks, those players have to go through the whole process of revealing, adjusting, drinking, and getting rid of drinks until there’s a clear winner.
If everyone except one player passes out during this process, that one remaining player becomes the winner of the Drinking Contest and is not required to continue drinking. However, if all players pass out during this process, the Drinking Contest ends with no winner.
Any cards that alter the Alcohol Content of a Drink will have an impact on the outcome of a Drinking Contest. It is important to note that if a Drink is divided, ignored, or given to another player, this will not affect the contest’s final result.
In the event that a player manages to consume additional Drinks during a Drinking Contest, thanks to a card like Kaylin’s “You think you’re so big? Have another drink!”, these extra Drinks will not factor into the final outcome of the contest.
If the total Alcohol Content of a Drink is less than 0 (as is the case with a card such as “We’re cutting you off!”), it will be considered a Drink with 0 Alcohol Content for the purposes of a Drinking Contest. However, despite its lack of Alcohol Content, the Drink will still impact your overall Alcohol Content as usual.
If you run out of gold while playing a Drinking Contest, you’ll stay in the game until the contest is over. You don’t have to worry about any effects that require you to spend gold. But if you don’t win the Drinking Contest, you’re out of gold and out of the game!
If a player passes out from drinking during a Drinking Contest, they lose the game. However, they don’t split their gold with the other players until after the contest is done.
Even if you lose the game this way, you still have to give one gold to the winner of the Drinking Contest before splitting the rest of your gold.