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Tavern Fame

Tavern Fame Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Card Layout
  • Setup
  • Determine First Player
  • On Your Turn
  • Slaying Enemies
  • Perfect Bluff
  • What happens if I lose my last patron?
  • Who wins the game?
  • Character Cards
  • Enemy Cards

Game Components

Print & Play Edition (this file):

  • 5 Character Cards
  • 10 Enemy Cards
  • 15 Six-sided Dice (D6)
  • 25 Patron Tokens
  • 30 Drink Tokens

Card Layout

Character Card

  1. Character Name
  2. Perfect Bluff Bonus
  3. Character Strength
  4. Enemy Bonus

Enemy Card

  1. Enemy Name
  2. Drinks on a successful Slay
  3. Patrons on a successful Slay
  4. Enemy Health

Setup

  • Set aside the tavern patrons and drink tokens into separate piles.
  • Each player is dealt a random character from the character pile and places it face-up in front of themselves.
  • Shuffle the enemy deck and place it face-down in the middle of the table.
  • Give each player 2 drinks and 3 patrons.

Determine First Player

Player who looks most like their character OR Player who has the loudest mouth goes first.

On Your Turn

Buy a Round: Give each other player a drink from the drink pool, max 10 per player. If there are not enough drinks left, start with your left until the drinks run out.

Flip an Enemy: Flip over the top card of the enemy deck.

Start the Bluff: Boast about how many of these enemies you killed (though you must say you killed at least 1 of them).

The next player to your left then chooses whether to believe you or up the ante. If they believe, the bluff then moves to the next player along and he/she makes the same choice. If they up the ante, they must boast a higher number of kills than you. If everyone at the table believes your bluff, you gain one patron from the center and you are considered the winning player of that round.

At any time during the round, any player can call someone on their bluff. The first player to place one of their patron tokens on the enemy card is the player calling the bluff. The bluff goes around the table one more time in case anyone wants to up the ante further. If someone does, the bluff then continues from that player and the original caller must remove their patron from the enemy card, unless they want to call the new bluff by placing their hand on the enemy card that holds their patron before another player places their own patron on the card. If no one ups the ante, the player who made the bluff must slay the enemies.

Slaying Enemies

When a player must slay enemies, they first have to build their dice pool. The dice pool is built by taking your strength number of dice + any bonuses from your character + one dice for every drink you want to spend from in front of you. The player then rolls their dice pool.

For every roll equal to or greater than the enemy's health, the player has killed an enemy. If the number of kills is equal to or greater than their boast, they win the challenge. They get the challenger's patron and extra patrons and drinks as defined on the enemy card. The winning player then continues the game by buying a round and flipping a new enemy card.

If the player kills less monsters than their boast, then they have failed and the challenger takes back their patron + one of the loser's patrons. The challenger then starts the next round by buying a round, flipping a new enemy card and starting the bluff.

Perfect Bluff

If you manage to roll the same amount of killed enemies as your bluff, you have performed a Perfect Bluff. Not only do you succeed at slaying the enemies, but you also get the Perfect Bluff bonus as indicated on your character card.

What happens if I lose my last patron?

If someone is going to take away your last patron, you can arm wrestle for it. To arm wrestle, you can either roll a number of dice equal to your character's strength and then compare the results with your opponent, seeing who has the most sixes. If tied, most fives; down to most fours, etc. or you can just literally arm wrestle for it.

If you win, you get your patron back. If you lose though, your strength is reduced by 1 (indicated by turning your card to the side) and you get 2 patrons and 2 drinks from the center to continue playing. If this happens again to the same player they are out of the game entirely.

Who wins the game?

The first player to get 10 patrons or, if there are no patrons left in the middle, the player with the most patrons wins the game.

In the event of a tie, the tied players must arm wrestle to determine the true winner.

Character Cards

Each character card shows: Perfect Bluff bonus (drinks, or patrons for the Guard), character strength, and enemy bonus (extra dice against the listed enemies).

CharacterPerfect Bluff BonusStrengthEnemy Bonus
Cleric+2 drinks5+1 die vs Skeletons, Zombies
Guard+1 patron4+1 die vs Bandits, Goblins
Knight+1 drink6+2 dice vs Dragons
Ranger+2 drinks5+1 die vs Bears, Wolves
Warrior+2 drinks5+1 die vs Orcs, Trolls

Enemy Cards

Each enemy card shows: drinks and patrons won on a successful slay, and enemy health (the roll needed to kill it).

EnemyDrinks on SlayPatrons on SlayHealth
Bandits213
Bears224
Dragons336
Goblins213
Orcs325
Rats112
Skeletons2
2
4
Trolls325
Wolves213
Zombies213