Dungeons & Drinks
Dungeons & Drinks Rulebook
Table of Contents
Table of Contents
Components
- 30 Monster cards
- 7 Boss cards
- 38 Spell cards
- 30 Drunk cards
- 6 Characters (character tokens)
- 30 damage counters
- 1 active player token
Monster cards. They were calm, not bothering anyone, until you attacked them!
Boss cards. Each game ends with an EPIC* battle against a Boss. You recognize them by the elegant golden colour of their cards. (*Printed footnote: "More like slightly exciting.")
Spell cards. Powerful magic (?) that heroes can use to defeat their enemies more easily. (The printed text originally read "to ruin the lives of other heroes", struck through, and was replaced with "defeat their enemies more easily".)
Drunk cards. You drank in the tavern, during combat, during the rest... What did you think would happen? These cards represent the effects of the drinking you will do during your adventure.
Character tokens. One per player. Arrange the Monsters you have killed and your Drunk card around this token. The printed rulebook notes that some symbols on the tokens make little sense unless an expansion is made.
Damage counters. Use them to keep track of the damage Monsters have taken.
Active player token. An elegant way to remember whose turn it is.
Setup
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Shuffle all the Monster cards and, face down and at random, separate as many cards as the number of players requires. Place them face down in the centre of the table to form the Monster deck. Return the cards you are not using to the box.
Players Monster cards 2 8 3 10 4 12 5 14 6 16 -
Shuffle the Boss cards and choose one at random. Without looking at it, place it face down under the Monster deck.
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Shuffle the Spell cards and place them face down to form the Spell deck.
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Shuffle the Drunk cards and place them face down to form the Drunk deck.
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Deal 1 character token and 1 Drunk card to each player. Each player places them in front of themselves face up.
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Deal 3 Spell cards to each player. These cards are secret.
Objective
The goal of the game is to be the player with the most points once the Dungeon's Boss has been eliminated. Easy, right?
- The Dungeon has Monsters.
- Monsters give points.
- Kill Monsters! (Or prevent other heroes from doing so.)
Turn Structure
Starting with the player who received the active player token (see Setup), all players take turns in clockwise order until one of them defeats the Boss.
A turn consists of the following phases:
1. Start Phase
- If there are fewer than 3 enemies (Monsters and/or Bosses) in the Dungeon, fill it from the Monster deck until there are 3. If the Monster deck is empty, skip this step.
- Draw a Spell card.
- If you do not have a Drunk card (for example, because you failed to comply with the previous one), draw a new Drunk card.
2. Attack Phase
During the Attack Phase you are REQUIRED to attack one of the enemies in the Dungeon.
- Choose which enemy you will attack and point to it.
- All players (including you) may play Spell cards they wish, in any order, always respecting their rules (see Spell cards). Once everyone has played (or not played) the Spell cards they wanted to, proceed to attack the Monster/Boss you chose.
IMPORTANT: remember that, outside your turn, you may only play FAST Spell cards.
- Resolve the attack by placing a damage counter on the attacked Monster/Boss.
ATTENTION: the abilities and effects of Monsters and/or played Spell cards may cause you to deal more or less damage, to miss your attack, to hit a different Monster, etc.
- If after damaging the enemy it now has the same or more damage counters than HP, you have just defeated it! Place the enemy under your character, discard your current Drunk card and draw a new Drunk card. Read the new Drunk card aloud and place it near your character token, in view of everyone.
- IMPORTANT: as you kill more Monsters, always arrange the cards so that all the Victory points you have are visible.
- If you have just killed the Boss, the game ends immediately. Proceed to the End of the Game. Otherwise, move on to the End Phase.
3. End Phase
- If you have more than 3 Spell cards in your hand, discard until you have 3.
- Pass the active player token to the player on your left, who takes their turn.
Spell Cards
Spell cards have effects that help you kill Monsters more easily... or prevent other heroes from killing them.
There are 3 types of Spell card: SLOW, FAST and BONUS.
- SLOW Spell cards can only be played during your turn.
- FAST Spell cards can be played at any moment.
- BONUS cards cannot be played, but they give benefits (or subtract points) if you keep them in your hand at the end of the game.
When a player plays a Spell card, its effect is applied automatically.
If 2 or more players try to play a Spell at the same time, their cards are resolved in the order in which they touched the table.
If two or more people played their cards EXACTLY at the same time, the owner of the game decides.
(Printed joke: "And if you don't like it... buy your own copy." ♥)
Monster Cards
Each Monster has a number of hit points (HP), shown as coloured squares on its HP bar. Each square represents one point of life, regardless of its colour (except in the DRINKING variant).
Examples: a Monster with 3 HP, a Monster with 4 HP and a Monster with 7 HP.
Monsters have different kinds of Abilities that affect the conditions of play. Each ability is marked with one of three icons:
- On reveal (green arrow): the ability takes effect when the Monster is revealed from the deck.
- On death (skull): the ability takes effect when the Monster dies.
- Permanent (red square): the ability has a lasting effect while the Monster is in play.
Spells and Abilities that specifically name Monsters or Bosses only affect the type of enemy they mention.
Boss Cards
As players kill Monsters, they will gradually approach the last card of the Monster deck, which, if the game was set up correctly, is a Boss.
Bosses are very similar to a common Monster, with the following differences:
- In addition to their elegant golden border, Bosses give a great many points and have a great many hit points.
- Cards that affect ONLY Monsters do not affect Bosses. Cards that affect ONLY Bosses do not affect Monsters. Cards that affect "Enemies" affect both Bosses and Monsters.
- When the Boss is eliminated, the game ends IMMEDIATELY. If any Monster is still in play without having been eliminated, it is returned to the box.
Drunk Cards
These cards represent the effects of alcohol in your hero's blood.
Whenever you have a Drunk card in front of you, you must comply with what it says, whether that is a speech impediment, strange behaviour, etc.
If at any point, for whatever reason, you stop doing so, place your Drunk card face down under your character, next to your Monsters, to indicate the loss of one point.
IMPORTANT: remember that at the start of each turn, if you do not have a Drunk card, you must draw a new one. Also remember that whenever you kill a Monster, you must change your Drunk card. Cheers!
End of the Game
As the players kill Monsters, they gradually approach the last card of the Monster deck, which is a Boss. The game ends as soon as the Boss is eliminated (see Boss Cards).
Immediately, the points are counted:
- +1 for each star on every enemy (Monster or Boss) you have eliminated.
- +1 for each Spell card that gives points and that you have in your hand.
- −1 for each Drunk card you failed to comply with.
- −1 for each Spell card in your hand that subtracts points.
The winner is the player with the most points.
Variants
"DRINKING" Variant
In this variant, the players choose one (or more) drinks and assign a drink and a number of sips to each of the colours of the Monsters' HP.
Examples:
- HP colour examples: red = 1 shot of vodka; yellow = 3 sips of beer; green = 1 sip of beer.
- Second example: red = 3 sips of beer each; yellow = 2 sips of beer each.
Each time a player deals damage to a Monster, they must drink the number of sips set for the colour of the damage they dealt. If a player deals more than one point of damage in the same attack, they must drink for each point of damage dealt.
HP is counted FROM RIGHT TO LEFT.
Needless to say, the type and nature of the drinks to be used are left to the players' free will, and Bureau de Juegos recommends that this mode only be played between responsible adults. And if those responsible adults record themselves while playing, post it online and tag us, it would make us very, very happy.
"TRIPLE BOSS" Variant
(Printed tagline: "One Boss is not enough!")
Play this mode the same way as the common mode, but during step 2 of Setup, separate three Bosses instead of one.
When the first of the three Bosses appears in the Dungeon, discard any Monster still alive and fill the Dungeon with the other two Bosses that you placed at the bottom of the Monster deck.
The game continues until all THREE Bosses have been defeated.
"I AM A VERY SERIOUS EUROGAMES PLAYER" Variant
Play this mode the same way as a normal game, but without Drunk cards.
Whenever a card makes mention of or refers to a Drunk card, ignore it.
Clarifications on Monsters and Spells
If the effect of a card (whether a Spell, a Monster, a Boss, etc.) prevents you from performing an action (such as attacking), simply do not do it.
- Example 1: someone wants you to draw a card and you have none in your hand. Bad luck: you draw nothing.
- Example 2: you want to attack a Monster but there is no valid target. You do not attack.
- In the case where the action is a necessary one (such as attacking), the action is skipped.
- Example: if, after two VIP cards have been played, you have no one to attack, you play your turn without attacking.
Card Notes
The following cards are described in the printed rulebook. Card names are as printed.
Monsters
- Sirentini: on death. "The player who kills it draws a card."
- Jelly Shot: permanent. "Only the player with the fewest points can attack it."
- Ruling: when more than one player is tied for the fewest points, all of them count as "the player with the fewest points". If one player has 4 points, another has 3, and two other players have 1 point each, either of the last two players may attack it.
- Daiquirombie: permanent. "Each attack, on consecutive turns, deals double the damage of the previous one."
- Ruling: multiple attacks within the same turn also count as consecutive attacks.
- Ghoula Libre: permanent. "Immune to the effects of Spells."
- Ruling: multiple attacks do not affect it, attacks that deal more than one point of damage do not affect it either, it cannot be attacked more than once per turn, etc. No effect that comes from a Spell can affect it in any way.
- Witchsky: on death. "The player who kills it cannot speak until their next turn."
- Third Monster (name partly illegible in the printed card art): permanent. "If it is attacked by the player with the fewest points, that attack deals double damage."
Bosses (golden border)
- Demonhatt... (name partly hidden by the card placed over it in the printed art): on reveal. "All players give the cards in their hand to the player on their right."
- Champangel: on reveal. "Heals all damage on the other Monsters."
Spells
- Visión borrosa ("Blurred Vision"): "Play this card on another player. They cannot attack during this turn."
- Salud! ("Cheers!"): "A player gives you one of their cards at random."
- After Office: "The attacks of all players deal double damage until your next turn."
- Trago Amargo ("Bitter Shot"): "Your attacks this turn deal 1 more damage."
- Ruling: After Office and Trago Amargo, combined, let you deal a total of 4 damage in one attack.
- Alcoholemia ("Blood Alcohol"): "Cancel the effect of a Spell."
- Bacanal ("Bacchanal"): "Replace a Monster with another from the box."
- Ruling: replacing a Monster means removing that Monster from the game and placing in its position a random Monster from those left outside the game (in the box).
BONUS Spell cards (scoring examples)
- Conductor designado ("Designated Driver"): "At the end of the game, if this card is in your hand, it is worth one star." The scoring panel marks it as a +1 card.
- Conductor perdido ("Lost Driver"): "At the end of the game, if this card is in your hand, it is worth one star." The printed card shows its star in grey, and the scoring panel marks it as a −1 card.
Drunk cards (examples)
- "Each time you play a Spell, make magical movements with your hands and sound effects with your mouth."
- "When speaking to a person, you must look at someone else in the eyes."
- "Speak with a lisp."