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Ugly Gryphon Inn

Ugly Gryphon Inn Rulebook

Table of Contents

Table of Contents

  • Components
    • Card Anatomy
  • Setup
  • Gameplay
    • Inn Phase
    • Bar Phase
  • Notes About Irks
  • Winning the Game
  • Difficulty Setting
  • Card-Specific Notes
  • Credits

Components

18 Patron Cards

Card Anatomy

Each Patron Card is illustrated with the following elements, shown here using the Rusty Ranger as an example:

  • Bar Preference — an icon (food or drink) in the lower-left corner of the card.
  • Quirks — icons showing the patron's disruptive habits: starts fights, makes loud noises, or emits strong odors.
  • Irks — conditions that are checked, printed in the upper corners of the card's ability box: one checked during the Inn Phase (marked with a moon icon), and one checked during the Bar Phase (marked with a boot icon).
  • Effect — the text below the Irks, triggered when an Irk condition above is met.

For example, the Rusty Ranger's card reads: "If there are 3 or more BEER in the Bar:" (its Inn irk) paired with the effect "The Ranger opens the window and attempts his trick shots. Irk the patron 2 rooms below." The Rusty Ranger's Bar Preference is drink, and his Quirk is starts fights.

Setup

Shuffle the patron cards and place them face down in a deck. Add patrons to the Bar by drawing 4 cards and placing them face up in a row on the table. Reserve space for patrons that Leave the Inn, and for a column of cards representing patrons sleeping in the Inn.

The setup area consists of: the Deck, a space for Patrons That Left, the Bar (where drawn patrons are placed face up in a row), and the Inn (a column where patrons sleeping in the Inn are stacked).

Gameplay

The game takes place during a night at the Ugly Gryphon. Take a series of turns as follows, until the deck runs out of cards. Each turn starts with an Inn Phase when a patron heads to their room to sleep, followed by a Bar phase when a new patron arrives at the Bar.

Inn Phase

Select a patron at the Bar and place them at the top of the Inn, above all other patrons already in the Inn.

Starting with the patron at the top in the Inn and working downwards, check each patron's Inn irk (moon icon). If a patron's Inn irk condition is met, resolve their effect before moving on to the next patron.

Example: "If there is NOISE directly above or below this room: The Summoner sleepwalks out of the Inn, casting a spell as she leaves. Draw a card and add it to the bottom of the Inn."

Bar Phase

Draw a card and add it to the Bar face up. Then, if there are fewer than 4 patrons at the Bar, continue to add patrons until there are 4 or until the deck runs out of cards.

Check the quirks of the patrons at the Bar. If a single quirk (starts fights, makes loud noises, or emits strong odors) appears 3 times or more, irk all the patrons in the Inn sensitive to that quirk as follows:

Starting with the patron at the top in the Inn and working downwards, check each patron's Bar irk (boot icon). If it matches the quirk, resolve their effect before moving on to the next patron.

If multiple quirks each appear 3 times or more, resolve all matching Bar irks in a single pass starting from the top of the Inn.

Example: "The Summoner sleepwalks out of the Inn, casting a spell as she leaves. Draw a card and add it to the bottom of the Inn."

If the deck is empty after resolving Bar irks, the game ends. Otherwise, begin another turn starting with the Inn Phase.

Notes About Irks

Only check irks of patrons in the Inn, not patrons at the Bar.

Patrons do not trigger their effect if another patron causes them to Leave. (For example, if the War Bear's effect causes the Bunny Prince to Leave, the Prince's effect does not trigger.)

When a patron Leaves the Inn, immediately eliminate any empty floors by moving cards downwards as needed to close gaps.

As she watched other sisters slowly lose their grip and give way to vice, she renewed her own vows with hopes of ascending to the Opaline Halls one day.

Winning the Game

If 8 or more patrons have left the Inn at any time, you immediately lose the game.

At the end of the game, if there are 7 or more patrons in the Inn, you win the game! (Do not count patrons at the Bar.) Otherwise, you lose the game.

Difficulty Setting

For a more difficult game, change the number of Patrons required in the Inn at the end of the game. Aim for 8, 9, or even 10 patrons!

And if one more person asks him "Does bunny want a carrot?" he'll be liable to cram that carrot right down their gullet.

Card-Specific Notes

If you have questions about specific cards, visit the Ugly Gryphon Inn online FAQ here:

buttonshy.com/faq/ugly_gryphon_inn.html

Well, at least magic seemed like a good calling - except those wands are about as slippery as an eel lathered in grease. Isn't practice supposed to make perfect? Sooner or later, they'll get the hang of this...

Credits

  • Design: Scott Almes
  • Art: Ardhialh
  • Layout: Jason Greeno
  • Rules Editing: Michael Lee

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