Fantasy Pub
Fantasy Pub Rulebook
Table of Contents
Table of Contents
Contents
- 84 coins (front)/beers (back)
- 35 character cards in 5 different colors:
- 2 Imps, 2 Dwarves, 2 Orcs, 1 Troll
- 1 Barkeep card and base
- 6 Tables numbered 1 to 6
- 1 card indicating the Door to the Pub
- 2 Dice
- 1 Rulebook
Principle and Goal of the Game
Each player plays a clan made up of 7 characters of 4 different races. The characters enter the Pub with a sum in coins, move from table to table while spending their gold for beers, and then they leave. When a character leaves the Pub, the player recovers the beers drunk by the character. The first player to achieve the goal determined by the chart below wins.
| Number of Players | 2 | 3 | 4 | 5 |
|---|---|---|---|---|
| Drunk Beers | 15 | 13 | 11 | 9 |
Setup
Lay out the Door to the Pub and the 6 tables (in ascending order) clockwise in a circle in the center of the table. Make sure to leave sufficient space between the tables so that you are able to lay out several of the character cards. Place 1 coin on each of the tables (do not place a coin on the Door). Place the Barkeep on its base beside the Door. Place the remaining coins/beers aside to be used as a bank for the remainder of the game. Each player will choose a color and take the 7 corresponding character cards. Shuffle your cards and place them in a pile, face down, in front of you. Turn over the first card and place it on the Door to the Pub. Place 4 coins on this card so that this character can drink beer (the house does not give credit!). The game can now begin!
Example
1 blue Troll, 1 yellow Troll, 1 purple Dwarf and 1 red Imp are found at the Door with the Barkeep. For the purpose of clarity, it is advisable to lay out the characters so that they touch the sides of the table.
What Goes on in the Fantasy Pub? The Order of Play
The thirstiest player starts the game. Turn order proceeds in clockwise order. At the beginning of your turn, roll two dice. Each die allows a player to carry out an action. A player must carry out at least one action per turn. The second action is optional.
Possible Actions:
- Enter the Pub
- Move a character
- Move the Barkeep
- Leave the Pub
You are free to organize your actions as you wish. Thus, one character can perform one or two actions (the same or different), or two characters can each perform one action. You can also combine the results of the two dice to perform only one action.
Note: In the rare event that no actions are possible, except for moving the Barkeep, the player must re-roll his dice.
Entering the Pub
A player can decide to have one of his characters enter the Pub. The player takes the top character card from his pile and places it face up on the Door. He then places on the character card a number of coins equal to the result of the die/dice used to perform this action.
A character cannot enter the Pub with more than 6 coins. Therefore, if a player uses his two dice to carry out this action, the result must not exceed six.
However, an Imp may enter the Pub with 6 coins and immediately pick up a seventh coin if one is located at the Door (see Character Traits).
There is no limit to the number of characters that may be present at the same time in the Pub. On the other hand, there can never be more than one character of the same clan at the Door to the Pub.
If there are not enough coins in the bank to make a character enter the Pub, this action becomes impossible.
Moving a Character
Movement inside the Pub is carried out from table to table. It is an essential element to the game since only movement makes it possible to drink beers (see How to Clink Glasses below). The Door of the Pub and the tables are considered "spaces" around which the characters always move in clockwise direction, except for the Dwarf, who can also move in the opposite direction (see Character Traits). The Door to the Pub is considered "space" No. 7 and characters can end their movement there.
A character moves a number of "spaces" equal to the result of a die (or the sum of both dice) minus the number of beers drunk.
Movement = Dice - Drunk Beers
Example: Jeremy rolls a 4 and a 1 with the dice. His Imp is sitting at table No. 3 and has already drunk 4 beers. If he wants to move it, Jeremy must combine the result of his dice: 4+1=5-4=1: the Imp staggers to table No. 4.
Moving the Barkeep
A player can use one die to move the Barkeep to the table bearing the same number as the result of that die. The Barkeep can never go to the same table twice consecutively (you cannot call him to the same table where he is already standing), just as he cannot go to the Door (the only time when the Barkeep will be at the Door is at the beginning of the game). On the other hand, one can move the Barkeep twice to two different tables by using the two dice separately. It is possible to move the Barkeep to an empty table. The Barkeep may not be called to the same table where he started the turn, unless he has first visited another table.
Leaving the Pub (and Recovering Beers!)
In order for a character to leave the Pub, a player must use a die (the result of the roll is not important) and make sure that the following two conditions are met:
- The character is at the Door to the Pub and
- The character has drunk a number of beers equal to or higher than the number of coins remaining on him.
It should be noted that Orc (and only the Orc) can also leave the Pub if it is at the same table as the Barkeep (see Character Traits).
Example: A red Orc, a blue Imp and a yellow Troll are at the Door. The Orc has 2 beers and 3 coins: it cannot leave because it did not yet drink enough! The Imp has 1 beer and 1 coin: he can leave. The Troll has 4 beers and 0 coins: he can also leave.
When a character leaves the Pub, any remaining coins that it still has are given to the bank and the beers drunk are placed face up in front of the player, thus bringing that player closer to victory. The character card is placed face up under their pile of characters cards. During the game, if a character enters the Pub and the top card of the pile is face-up, that player re-shuffles his cards and places them face down in a pile in front of him.
How to Seat Oneself
The Tables
There is no limit to the number of characters who can sit down around a table, whatever their clan. On the other hand, a character cannot just sit anywhere, and three rules (customs) must be followed:
- A character can sit alone at a table.
- A character can sit at a table with other characters of the same race (with matching symbols), regardless of their clan. (see Example 1)
- A character can seat himself at a table with characters of different races, regardless of their clan, as long as a character of his race is not already seated at that table (see Examples 2 and 3). A move that violates one or more of these rules IS IMPOSSIBLE.
Example 1: 5 Imps can sit down around the same table.
Example 2: It is also possible to have 1 Dwarf, 1 Imp, 1 Orc and 1 Troll sitting at the same table.
Example 3: the red player wants to move his Imp to a table that already has 1 Imp and 1 Orc. This move is impossible because it goes against the third rule.
The Door
Only one character from a clan may sit at the Door at one time, regardless of his race. If a player already has a character at the Door, he can neither bring a new character into the Pub nor can he move another of his characters from a table to the Door.
Drinking Beer… Cheers!
Drinking beer is a consequence of a character's movement action or the movement of the Barkeep. It is thus an automatic action which does not require the use of a die. One drinks when a character or the Barkeep arrives at the table, according to the following rules. When a character drinks a beer, one of its coins is flipped to the "beer" side (he spends a coin in exchange for a beer).
How to Clink Glasses
-
One never drinks at the Door to the Pub! Only seated people are served! Nobody drinks when a character moves to the Door.
-
One never drinks when he is alone at a table – that is depressing! If a character moves to a table with no other characters, he does not drink.
-
One Clinks Glasses Fraternally! When a character arrives at a table with other characters of the same race (even if there is only one), everyone drinks a beer to celebrate their meeting again. Each character turns over one of the coins on his card to the beer side.
-
Buy a Round! When a character arrives at a table where all the characters are of different races, the custom is that someone orders a round to celebrate the friendship between the people. But in this unjust world the weakest must always offer a drink to the strongest. The hierarchy of the races is as follows (from weakest to strongest): Imp, Dwarf, Orc, and Troll. Thus, the Troll never pays when drinking with other races, while the Imp is always forced to pay out of pocket without any hope of being offered a glass.
A character buys a beer only for the character located directly above him in the hierarchy. He gives one of his coins to the character for whom he is buying a drink. This coin is placed beer side up on that character's card. In turn, this character buys a beer for the character located above him in the hierarchy, and so on.
Example: An Orc arrives at a table that already has an Imp and a Troll. Immediately, the Imp offers to buy the Orc a drink and the Orc buys a glass for the Troll. The following turn, a Dwarf comes to sit down at the table. The Imp pays for the Dwarf's drink, the Dwarf offers a glass to the Orc, and the Orc buys a beer for the Troll.
- One Calls The Barkeep! When The Barkeep arrives at a table where he finds characters, the player who moved him must make a character of his choice (sitting at this table) take a drink. The character then turns one of the coins on this card to the beer side.
The Bouncer (Ow! Ow!)
A character is immediately expelled from the Pub when:
- He drinks his sixth beer.
- He must spend a coin but does not have any left.
Some details on particular cases:
-
The character must Clink Glasses Fraternally, but does not have any more coins to pay for the beer. That character is expelled, but the other characters drink as normal.
-
It is time to Buy a Round, but the character does not have any more coins to pay for the beer that he is supposed to give to the character above him in the hierarchy. In this case, the character is expelled from the Pub before the round of drinking begins. As a result, the character whose beer he was supposed to buy will still receive a drink from someone below him in the hierarchy (if there is one there!).
Example: A Dwarf and an Orc are sitting together at a table when they are joined by a Troll. Buy a Round! Alas, the Orc does not have any more coins and is immediately expelled from the Pub. Thereafter, the Dwarf offers to drink with the Troll. If one uses the same example without the Dwarf, the Orc is still expelled and the Troll gets nothing to drink.
-
The Barkeep obliges a character to drink, but the character does not have any more coins. This character is immediately expelled from the Pub.
-
If a Troll cannot leave coins on a table or at the Door before his movement (see Character Traits) it is expelled!
The coins and the beers of an expelled character are turned over to the bank. The character is placed face-up under the pile of character cards of the player who controls it.
Character Traits
The Imp
Symbol on the card: Leaf
The Imp is small but crafty! When it arrives at a table, or the Door, it takes a coin (and only one) if there is one. Of course, if no coins are present, it does not take anything!
The Dwarf
Symbol on the card: Pipe
The Dwarf is stubborn, and disregards the established rules. He is the only character who can circulate in both directions (clockwise and counter-clockwise) in the Pub.
The Orc
Symbol on the card: Necklace
The Orc knows things about the owner! It can leave the Pub if it is at the same table as the Barkeep (and if it decides to spend a die to leave). It is the only character who is not obliged to pass by the Door to leave; but it can if it prefers!
The Troll
Symbol on the card: Elephant
The Troll is strong but not very smart! At the beginning of each one of its moves, it leaves a coin on the table, or the Door, which it leaves (Exception: when it leaves the Pub, or if it is expelled, it does not leave a coin on the Door).
The End of the Game
The game ends immediately when a player has collected the number of beers indicated by the chart at the beginning of these rules. His clan is crowned The Best Bottomless Throat of the area and all the other players must then buy him a true round to celebrate this event!