Table of Contents Base Rules

Table of Contents Base Rules
Table of Contents
Getting Started
Shuffle the 30-card Drink Deck and place it where everyone can reach it. Leave
space for a discard pile next to the Drink Deck. (If you want to use more than 30 Drink
Cards in the game, follow the rules for the Bar Deck Variant on page 6.)
Base Rules ................................. 1
Introduction, Components, Object
of the Game, Getting Started,
On Your Turn .....................................
Sometimes and Anytime Cards,
Losing the Game, Gambling ..............
More Drink Rules ...............................
Other Rules .........................................
Each player takes a player mat, a red marker,
a clear marker, and one of the Character Decks.
Make sure that you are using a regular Character
Deck that contains no Boss cards! Boss cards have
a dragon head in the upper corners, shown to the
right. (For Boss Battle setup, see page 13.)
1
2
3
4
Dungeon Events ....................... 7
Character Rules ....................... 7
Visit our website for updated
rules and other resources!
http://slugfestgames.com/
rdi6resources
Shuffle your Character Deck and place it next
to the space labeled Deck on your player mat.
When you must discard Character Deck Cards,
place them next to the space labeled Discard on
your player mat.
Team Variants .......................... 9
Two-Headed Dragon, Boss Battle ..... 13
Take 10 Gold. This is your “Stash.” (For games
with 2 players, take 8 Gold instead. For games with
7 or more players, take 12 Gold instead.) Put the
extra Gold to the side. This is the “Inn.”
Two-Headed Boss Battle, Leaders
and Lackeys, Boss Versus Boss ......... 14
Card-Specific Notes ............... 15
First rule of villainy:
Brains over brawn.
Action
Each other player discards a
Sometimes Card from their hand
unless they reveal a hand with no
Sometimes Cards.
Each other player loses 1 Fortitude.
This card can’t be Negated or Ignored.
Place the red marker on the 20 on your player
mat. This is your Fortitude. Place the clear marker
on the 0 on your player mat. This is your Alcohol Content.
Introduction
A Boss Card
Take a card from the Drink Deck and place it face down next to the space labeled
Drink Me! This is your Drink Me! Pile. Do not look at the cards in your Drink Me! Pile
yet.
Welcome to the sixth installment of The Red Dragon Inn! If you have never played
The Red Dragon Inn before, please read the first three pages of this document (up to
“Other Rules”), plus the “Character Rules” section on page 7. The other sections include
clarifications and variants that you probably won’t need during your first game.
If you have played before, the “Character Rules” section will tell you everything you
need to know about the new characters, and the “Team Variants” section will tell you
about the new play modes, including Boss Battle and Two-Headed Dragon!
Draw the top seven cards from your Character Deck. This is your hand. You may
look at these cards, but you must keep them hidden from the other players.
Choose someone to go first.
On Your Turn
Components
Your turn consists of four Phases, which must be played in order: Discard and Draw,
Action, Order a Drink, Drink.
Daareka: 40-Card Character Deck, 15-Card Boss Deck
Amundyr: 40-Card Character Deck, 15-Card Boss Deck, 12 Scarab Tokens
Torglesnarf: 40-Card Character Deck, 15-Card Boss Deck, 2 Extra Gold Tokens
Vlazlo: 30-Card Character Deck, 5-Card Boss Deck, 8-Card Bat Deck, 8-Card Wolf
Deck, 8-Card Monstrosity Deck, 8 Blood Tokens
4 Player Mats, 30-Card Drink Deck, 20-Card Dungeon Event Deck, 4 Fortitude
Markers (red), 4 Alcohol Content Markers (clear), 50 Gold Pieces, 6 Dungeon Event
Progress Counters, 12 Potion Tokens, 4 Gem Markers, Fortitude and Alcohol Tokens
1. Discard and Draw
You may discard any cards from your hand that you do not want and then draw from
your Character Deck until you are holding seven cards. You may not play any cards or
effects until you have finished drawing cards.
If you draw the last card from your Character Deck, shuffle your discarded Character
Cards and put them back on the Deck space on your player mat.
If you are holding seven or more cards you may opt to keep all of them and draw no
new cards.
Object of the Game
Keep your Gold and stay conscious. If you run out of Gold, or if your Alcohol
Content is ever greater than or equal to your Fortitude, you are out of the game.
1
2. Action
You may play one Action Card. To
play an Action Card, read the title of the
card out loud, give other players a chance
to respond to the card, then follow any
instructions on the card and discard it next
to the Discard space on your player mat.
If you play a “Gambling? I’m in!”
card, you start a Round of Gambling (see
“Gambling” below for more details).
If you cannot or do not want to play an
Action Card, you don’t have to.
3. Order a Drink
Take the top card from the Drink Deck
and place it face down, without looking at
it, on top of any other player’s Drink Me!
Pile.
If the Drink Deck runs out of cards,
each player must pay the tavern to serve up
a new round of Drinks. (See “More Drink
Rules” below for details.)
phase. For example, you may play an Anytime Card during your Discard and Draw
Phase before you discard and draw.
If two or more players would like to play Sometimes or Anytime Cards at the same
time, see “Timing” on page 5.
I’m not a veeble old man!
Action
Losing the Game
Running Out of Gold
If you run out of Gold, the Wench kicks you out of the tavern and you must spend the
rest of the night wandering the dungeons. You are out of the game.
This card costs
Wine
Passing Out
If your Alcohol Content is ever greater than or equal to your Fortitude, you fall
unconscious and the Wench drags you into a corner to sleep it off. Your Gold is divided
between the Inn and any players still in the game. Split your Gold in half. One half,
rounded up, goes to the Inn. What’s left gets split evenly among the remaining players,
with any remainder going to the Inn. You are out of the game.
to play.
Drink
Pick another player. They
lose 3 Fortitude.
If you run out of Gold or pass out, you don’t lose immediately. First, finish resolving
any cards that have been played but have not yet resolved. After these cards resolve,
you have one last chance to play Sometimes or Anytime Cards to save yourself or attack
others. 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 lose, put them in the Drink
Deck discard pile.
It is possible for multiple players to lose at the same time. If this happens, first
determine which players are passing out. Each of those players divides their Gold
among the players who aren’t passing out, as described above. After this, if any players
have no Gold, they lose the game as well. This means that if one player passes out and
another runs out of Gold simultaneously, the player who is running out of Gold could be
saved by getting a share of the Gold from the other player!
If all remaining players would lose the game simultaneously, the game is a tie
between those players.
4. Drink
Reveal the top card of your Drink Me! Pile, follow the instructions on the card and
place it in the Drink Deck discard pile. Some of the instructions on Drink Cards are
represented by icons:
Gain [X] Alcohol Content
Add a Chaser - see “Chasers”
under “More Drink Rules”
Gain [X] Fortitude
For all those fancy dungeon parties.
Lose [X] Fortitude
6
If you don’t have any cards in your Drink Me! Pile when you have to drink, you start
to sober up; reduce your Alcohol Content by one.
Gambling
Ending Your Turn
After your Drink Phase, the player to your left goes next.
When a player plays “Gambling? I’m in!” as their Action, this starts a Round of
Gambling.
When a Round of Gambling begins, normal play is suspended and each player must
ante 1 Gold, putting it in the middle of the table (making sure not to get it confused with
the Inn’s Gold).
The player who started the Round of Gambling is currently winning (“in control” of the
Round).
Play proceeds clockwise around the table from the player who started the Round. On
your turn you may either play a Gambling or Cheating Card or pass.
Sometimes and Anytime Cards
Sometimes Cards can only be played under
certain
conditions. Each Sometimes Card tells
I bet you can’t chug
you when it can be played in its text.
this whole thing!
Sometimes
Some Sometimes Cards allow you to
Negate or Ignore another card. These cards are
described under “Negate and Ignore Effects”
on page 4.
Tip the Wench.
You may play multiple Sometimes Cards in
Anytime
response to the same game event, even if they
are multiple copies of the same card. However,
you must play the cards one at a time and give
your opponents an opportunity to respond to
Give a Drink you are about to drink
each one.
to another player. (Reveal the Drink
Anytime Cards may be played at any time,
first!)
even if they interrupt another action.
Add the effect “Torglesnarf pays you
1 Gold” to that Drink.
Relevant Sometimes and Anytime Cards
may be played in any phase of a turn, either before or after the special action for that
Pick a player. They pay
1 Gold to the Inn.
Gambling? I ’m in!
Action - Gambling
Start a Round of Gambling. (Each
player, including you, must ante.)
2
- OR Take control of a Round of Gambling.
Read minds during a game?
I would never...
Cheating
Take control of a Round
of Gambling.
Play a Gambling or Cheating Card: Playing either of these two types of card gives
you control of the Round of Gambling. The card you play may have other effects, as
well.
Pass: You may choose to pass instead of playing a card. You may pass even if you
have a Gambling or Cheating Card that you could play (and it is often correct to do so!)
If you pass, you are still in the Round of Gambling and may play Gambling or Cheating
Cards later in the Round, as long as the Round does not end first.
If you play a card that would require players to ante, but you cannot ante (because
you are out of Gold and cannot use a card like “Illusionary coin” from RDI 2), then no
player is required to ante.
Gambling Example
On her turn, Amundyr plays “Gambling? I’m in!” to start a Round of
Gambling.
Daareka plays “This game is too easy” to leave the Round of Gambling. She
does not have to ante, but she cannot play any Gambling or Cheating Cards for
the rest of this Round.
Amundyr, Vlazlo and Torglesnarf each ante one Gold. Since Amundyr started
the Round, she’s winning (in control).
Vlazlo goes next. He passes.
Torglesnarf plays “I raise,” a Gambling Card that forces all players in
the Round to ante an additional Gold. Amundyr, Vlazlo and Torglesnarf each
ante one more Gold (bringing the pot to 6 Gold). The “I raise” card also puts
Torglesnarf in control of the Round of Gambling, so he is now winning.
Amundyr plays “Winning Hand!” This is a special Gambling Card that can
only be beaten by Cheating Cards. Amundyr is now winning.
Vlazlo plays “Oh no! Look vhat happened to my cards,” a Cheating Card.
Vlazlo is now winning.
Torglesnarf passes.
Amundyr plays “Gambling? I’m In!” In addition to starting a Round of
Gambling, “Gambling? I’m in!” can be used during a Round to take control.
Amundyr is now winning.
Vlazlo passes and so does Torglesnarf.
Amundyr wins the 6 Gold in the pot.
Ending the Round
If you play a Gambling or Cheating Card and everyone else passes, the Round of
Gambling ends, and you win. Take all of the anted Gold and add it to your Stash.
As soon as the last player passes, the Round of Gambling ends immediately. You
may not play cards that would affect the Round after this point unless the card explicitly
states that you can. In particular, “Oh, I guess the Wench thought that was her tip…”
(from earlier editions of RDI) and Torglesnarf’s “You don’t need a winning hand when
you have enough goons!” may not be played after the last player has passed.
If a card effect says that you win the Round, the Round ends immediately, and you
take the anted Gold.
When the Round of Gambling is over, normal game play resumes. The player who
started the Round moves on to their Order a Drink Phase.
Winning Hand!
Gambling
Take control of a Round of Gambling.
The next card to take control must be
a Cheating Card.
Winning Hand!
“Winning Hand!” is a special Gambling Card,
because only Cheating Cards can be used to take
control after it has been played. If “Winning Hand!”
is played and it is followed by a Cheating Card, then
any Gambling or Cheating Card can be played next.
Just remember:
- A Cheating Card can be played after
anything.
More Drink Rules
- A Gambling Card can be played after
anything except a “Winning Hand!”
Running Out of Drinks
When you reach the end of the Drink Deck, each player must pay one Gold to the Inn
to get the Wench to bring more Drinks.
After each player pays one Gold, shuffle the discarded Drink Cards into a new Drink
Deck. This happens instantly, so the Drink Deck is never out of cards. Drink Cards that
have been put on Drink Me! Piles remain where they are.
Leaving a Round of Gambling
Some cards allow you to leave a Round of Gambling. If you leave a Round of
Gambling, you cannot play Gambling or Cheating Cards for the rest of that Round, but
you may still play Sometimes or Anytime Cards. You are no longer affected by cards
that require you to ante, such as “I raise!” Any Gold that you previously anted stays in
the pot.
If you play a card that requires players to ante, then immediately leave the Round
(for example, with “Gambling? I’m in!” followed by “This game is too easy”), then the
Round proceeds normally, but currently has no winner. If the Round ends before any
player takes control, all anted Gold goes to the Inn.
The Wench Dares You...
Drink Event
Forcing a Player to Leave a Round of Gambling
Some cards force a player to leave a Round of Gambling. When a player is forced out
of the Round, each player, including the one being forced out, has a chance to respond
(for example, with an anti-cheat card like “You dare cheat a Pharaoh??!?”).
If forcing a player out causes there to be only one player left in the Round, the Round
of Gambling ends and the remaining player wins.
Drink Events
Some cards in the Drink Deck are Drink Event
Cards. If you reveal a Drink Event Card, follow
the instructions on the card. Cards that affect
Drink Cards do not affect Drink Event Cards
unless they specifically say that they do so.
Chasers
Reveal two Drinks (with possible
IfChasers)
you reveal
Drink
from the aDrink
Deck.Card
If youthat has the phrase “with a Chaser” in the title and the
reveal a Drink Event as one of the
“+” mug
icon, reveal the next card from the deck from which you revealed the original
Drinks, discard it and reveal again.
Drink.
it’s the
a Drink
Card,
YouIf
drink
Drink with
the add
higherits effects to the original Drink. If it’s another Drink with
Alcohol add
Content.
Each other
player
a Chaser,
its effects
to the
original Drink and continue this process.
drinks a copy of the other Drink. If the
IfDrinks
no cards
in Content,
your Drink Me! Pile when you would reveal a Chaser from
have theremain
same Alcohol
which oneatoDrink
drink. Event Card as your Chaser, there is no additional effect. Do
it, oryou
if choose
you reveal
not continue revealing cards. You6 do not sober up if your Drink Me! Pile runs out while
revealing Chasers.
The Drink Deck is never out of cards, so if you run out of cards while revealing
Running out of Gold During Gambling
If you run out of Gold during a Round of Gambling, you will remain in the game at
least until the Round of Gambling ends, even if you leave the Round of Gambling or are
forced out. Ignore any effects that force you to pay or ante Gold. If you do not win the
Round of Gambling, you are out of Gold and out of the game!
3
Chasers from the Drink Deck, follow the
Running Out of Drinks rule and then continue
revealing Chasers.
The original Drink and its Chasers all count
as a single Drink. A card that allows you to
Ignore a Drink will Ignore the original Drink
and all of its Chasers.
No player may respond to a Drink until all
of its Chasers have been revealed.
Wine with a Chaser
Drink
For all those fancy dungeon parties.
6
Example 2: Torglesnarf reveals Wine on his Drink Phase. Dimli (from RDI 2)
plays “Spike it with Firewater” to add 2 Alcohol Content to the Wine. Torglesnarf
may not play “Quick! Run away!” here, because Dimli’s card is not changing
Torglesnarf’s Alcohol Content directly—it is changing the effects of the Wine.
Example 3: Torglesnarf reveals Dragon Breath Ale on his Drink Phase. He plays
“This drink is not worthy of a king!” to Ignore the Drink. Daareka plays “I don’t
think so!” to Negate “This drink is not worthy of a king!” Torglesnarf may not play
“Quick! Run away!” here, because Daareka’s card is not changing Torglesnarf’s
Alcohol Content directly—it is Negating Torglesnarf’s card that would allow him
to Ignore the Drink.
Chaser Example 1: Daareka drinks
from her Drink Me! Pile and gets Wine with
a Chaser. She reveals the next card on her
Drink Me! Pile and gets Dragon Breath
Ale. She adds the effects of both Drinks, for
a total Alcohol Content of 6. Daareka plays
“If I drink this, we’ll all end up making bad
decisions” to Ignore the Drink, so she gains
no Alcohol Content.
Example 4: Torglesnarf wins a Round of Gambling. At the end of the Round,
Gerki (from the original Red Dragon Inn game) plays “Um...I know you think you
won, but...” to take the pot. Torglesnarf may not play “Quick! Run away!” here,
because Gerki’s card is not directly changing Torglesnarf’s Gold. It is affecting the
outcome of the Round of Gambling.
Redirecting Damage
Some cards, such as Torglesnarf’s “Not the face! Someone else’s face!”, allow
damage to be redirected from one player to another. When this happens, the game treats
the Fortitude loss as though it came from its original source.
Chaser Example 2: During a Drinking Contest, Torglesnarf reveals Light Ale
with a Chaser from the top of the Drink Deck. He reveals the next card from the
Drink Deck and gets A Toast to Villainy! Since A Toast to Villainy is a Drink Event
Card, it has no effect as a Chaser. Torglesnarf gains 1 Alcohol Content.
Example: Vlazlo plays “I’m not a veeble old man!” to make Torglesnarf lose
3 Fortitude. Torglesnarf plays “Not the face! Someone else’s face!” to redirect the
damage to Amundyr. When the damage resolves, Amundyr plays “You knocked off
my hat!” to give 2 Scarabs to the player who hit her. Amundyr’s card causes Vlazlo
to get the Scarabs, not Torglesnarf.
Ordering Additional Drinks
Some cards allow you to order additional Drinks during your Order a Drink Phase.
When you do this, you may put the Drinks face down on any other players’ Drink Me!
Piles. They can all go to the same player, or they can be distributed however you like
among multiple players.
If a card says that it redirects Fortitude loss, it does not redirect any other effects on
the affected card.
Example: Daareka plays “I’ve been known to break a mind or two...” to make
Torglesnarf lose 2 Fortitude and discard a card at random. Torglesnarf plays “Not
the face! Someone else’s face!” to redirect the damage to Vlazlo. Vlazlo loses 2
Fortitude, but Torglesnarf discards a card at random.
Other Rules
Minimum and Maximum Fortitude, Alcohol Content, Gold
Your Fortitude and Alcohol Content can never go below 0 or above 20. Your Gold
can never go below 0, but it has no maximum. If the Inn runs out of Gold Pieces, use
some other markers as a substitute.
If a card effect cannot fully take effect due to these limits, the card still takes effect
as completely as it is able.
If multiple redirection effects would apply to a damage effect, each redirection effect
applies exactly once. The effects are applied in the order they were played.
Negate and Ignore Effects
Some Sometimes Cards allow you to Negate or Ignore another card.
When you Negate a card, you completely prevent it from resolving. The Negated
card goes to the appropriate discard pile. None of its effects happen.
When you Ignore a card, the card resolves normally, but it has no effect on you. It
still affects other players as usual.
Example: Vlazlo is at 0 Alcohol Content. Fleck (from RDI 2) plays “And now
I’m going to play something really sad” to make each player lose 1 Alcohol Content
and pay him 1 Gold. Vlazlo cannot lose 1 Alcohol Content, since he is already at 0,
but he still must pay Fleck 1 Gold.
Cards That Affect Your Fortitude, Alcohol Content, Gold
Some cards specify that they can be played in response to a card that affects your
Fortitude, Alcohol Content or Gold. A card affects one of these attributes only if it would
directly change that attribute when it takes effect.
If a card would normally affect an attribute but can’t because that attribute is already
at its minimum or maximum value, the card is still considered to affect that attribute.
You may not Ignore a Round of Gambling with a card that allows you to Ignore a
card that affects your Gold.
Negate Example: Vlazlo plays “I’m not a veeble old man!” on Amundyr.
Amundyr loses 3 Fortitude, then plays “You knocked off my hat!” to try to give
Vlazlo 2 Scarabs. Vlazlo responds with “I don’t think zo!” Amundyr’s card is
Negated, so it has no effect. Vlazlo gets no Scarabs.
Ignore Example: Amundyr plays “Ah-choo!” to make each other player lose
1 Fortitude and gain a Scarab. In response, Daareka plays “Ink spray” to Ignore
the card. Daareka does not lose Fortitude and does not get a Scarab, but the other
players do, since Amundyr’s card affects them normally when it resolves.
Example 1: Daareka plays “Tip the Wench” to make Torglesnarf pay 1 Gold to
the Inn. In response, Torglesnarf plays “Quick! Run away!”, allowing him to Ignore
the card, since it would directly change his Gold.
4
I don’t think zo!
Quick! Run away!
Sometimes
Sometimes
Negate a Sometimes Card.
I don’t think zo! can only be affected by
cards that can affect I don't think so!
Ignore an Action, Sometimes or
Anytime Card that affects your
Fortitude, Alcohol Content or Gold.
I don’t think zo! can affect any card that
can be affected by I don’t think so!
You may not use this card to Ignore a
Round of Gambling.
If a situation arises in which two or more players are each waiting for the others to
act before making a decision, the deadlock should be broken with a similar method. In
turn order, beginning with the player whose turn it is, each player declares their choice,
then the game continues normally.
Timing Example 2: Torglesnarf is at 12 Fortitude and 10 Alcohol Content.
On his Drink Phase he reveals Elven Wine. In order to keep from passing out, he
plays “This drink is not worthy of a king!” to Ignore the Drink. Daareka (sitting to
Torglesnarf’s left) and Amundyr (sitting to Daareka’s left) each hold an “I don’t think
so!”, and each suspects that the other is holding one. Both Daareka and Amundyr
are interested in Negating Torglesnarf’s Ignore card, but neither wants to be the one
to spend their critical “I don’t think so!” To resolve the deadlock, first Daareka,
then Amundyr must either play a response to Torglesnarf’s card or choose not to. If
neither Daareka nor Amundyr decides to play “I don’t think so!” on Torglesnarf’s
card, he Ignores his Drink and remains in the game.
Cards do not Negate or Ignore other cards unless they specifically use the word
“Negate” or the word “Ignore.” So, for example, cards which reduce or redirect damage,
reduce Alcohol Content, or pass Drinks to other players are not Negating or Ignoring
anything.
Many cards allow you to Ignore a Drink. You may only play a card of this type on
a Drink that would affect you in some way. You may not Ignore someone else’s Drink
unless that player first passes it to you or splits it with you, or if you would somehow
take effects from it. (This rule is different in team variants! See page 9 for details.)
Some cards allow you to Ignore a card that affects your Gold. You may not use
such a card to avoid a Gold payment on a card that was played by you or one of your
teammates. You may still use cards that reduce payments or pay with Gold from the
Inn, however.
If two or more players wish to respond to sequential game events that occur as the
result of a card being played, then players should take back their plays, then play them
sequentially.
Timing Example 3: Amundyr plays “Ah-choo!” to make each other player lose
1 Fortitude and gain a Scarab. At this point, Vlazlo wants to play “It vill take more
than that to defeat a wampire!” to reduce the effect and Daareka wants to play
“Now I’ll show you why I’m called ‘the Mindbreaker!’” to hit Amundyr back. Since
the game event of responding to Amundyr’s card happens before the game event
of players losing Fortitude, Vlazlo plays his card first. Once that card takes effect,
Amundyr’s card resolves, causing each of her opponents to lose 1 Fortitude and
gain a Scarab (except for Vlazlo, who only gains a Scarab). At this point, Daareka
may play her card to hit Amundyr back.
Example: Torglesnarf reveals Wine on his Drink Phase. He plays “I have a
cup-bearer for this sort of thing!” to pay 1 Gold to the Inn and reduce the Alcohol
Content of the Wine by 2. He may not play “Quick! Run away!” to avoid the Gold
payment.
The Wench thinks you should
stop playing with the drinks.
Sometimes
“The Wench thinks you should stop playing
with the drinks.”
Negating or Ignoring a Drink, passing a Drink to
another player, splitting a Drink, and increasing or
decreasing a Drink’s Alcohol Content are all considered
changing the Drink’s effects, so “The Wench thinks you
should stop playing with the drinks” can be played in
all of these cases.
Negate a Sometimes Card that changes the
effects of a Drink. (This includes cards
“The Wench thinks you should stop playing with
that Negate, Ignore or split Drinks, pass
Drinks to other players, or alter any of a
the drinks” cannot be used to Negate another copy of
Drink’s effects.)
This card can only be affected by I don't
“The Wench thinks you should stop playing with the
think so!
drinks.”
“The Wench thinks you should stop playing with the
drinks” cannot be used to Negate a card that orders you
Drinks, forces you to drink, or directly increases your Alcohol Content.
“The Wench thinks you should stop playing with the drinks” cannot be used to
Negate a card that affects a Drink Event Card.
Timing
Whenever any card is played or a Drink or Event is revealed, each player (in turn
order, starting with the player who played or revealed the card) may play relevant
Sometimes Cards in response.
If no player has any response to a card, that card resolves and its instructions are
carried out.
If a player plays a response to a card and that response resolves, each player (in turn
order, as above) has another opportunity to respond to the original card. If no player
does, the original card resolves.
Timing Example 1: Daareka reveals Light Ale during her Drink Phase. She
is holding “If I drink this, we’ll all end up making bad decisions”, which would
allow her to Ignore the Drink. She chooses not to play it, since the Drink only has
an Alcohol Content of 1. Dimli (from RDI 2) plays “Spike it with Firewater” to add
2 Alcohol Content to the Light Ale. After Dimli’s card resolves, Daareka will have
another opportunity to play “If I drink this” to Ignore the spiked Light Ale, even
though she previously chose not to respond.
Splitting Drinks
When a card is played that can split or duplicate a Drink, it creates separate,
independent Drinks. A card that affects a Drink can only affect one of the split Drinks.
If a Drink is altered before it is split, then the altered Drink is split.
If two or more players are instructed to reveal and drink Drinks at the same time (for
example, with the Drink Event “Drinking Contest!”), they first reveal Drink Cards and
Chasers, as appropriate. After that, in turn order (as above), players may play Sometimes
Cards that modify Drinks. Anytime Cards may also be played here. When no player has
any further responses, each player drinks their Drink simultaneously.
If two or more players wish to respond to the same game event with Sometimes
or Anytime Cards, players should take back their plays, then play and resolve their
Anytime Cards in turn order, beginning from the player whose turn it is. After that, they
should play and resolve their Sometimes Cards in the same way.
Split Example 1: Fleck (from RDI 2) reveals an Elven Wine (3 Alcohol Content).
He plays “I do so hate to drink alone...”, which splits the Drink into two Drinks with
2 Alcohol Content each (3 Alcohol Content split in half, then rounded up). Dimli
(also from RDI 2) then plays “Spike it with Firewater” to add 2 Alcohol Content
one of the two Drinks. The result is one Drink with 2 Alcohol Content and another
with 4 Alcohol Content.
5
Split Example 2: Dimli plays “Spike it with Firewater” as soon as the Elven
Wine is revealed, making the Elven Wine a Drink with 5 Alcohol Content. Fleck then
plays “I do so hate to drink alone...”, creating two Drinks with 3 Alcohol Content
each.
until there is a clear winner. If all tied players but
one pass out during this process, the remaining
Drinking Contest!
Drink Event
player wins the Drinking Contest and does not
continue drinking. If all tied players pass out during
this process, the Drinking Contest has no winner.
If a player would win the Drinking Contest and
pass out at the same time, that player collects Gold
for winning the contest, then passes out.
If a player passes out during a Drinking Contest,
that player loses the game, but does not split their
Each player reveals a card from the Drink
Deck and drinks it. The player who reveals
Gold among the other players until after the Drinking
the Drink with the highest Alcohol Content
(even if they avoid the effects of the Drink)
Contest is completed. Players who lose the game in
wins 1 Gold from each other player.
If there is a tie, the players who tied reveal
this way still must pay one Gold to the winner of the
and drink again until there is a winner.
The effects of Drink Event Cards are ignored
Drinking Contest before splitting their Gold.
and they count as 0 Alcohol Content.
6
Cards that increase or decrease the Alcohol
Content of a Drink will affect the outcome of a
Drinking Contest. If a Drink is split, Ignored, or given to another player, this does not
affect the outcome of the contest. If a player somehow takes extra Drinks during a
Drinking Contest (with a card like Dimli’s “Drink up, friend!”, from RDI 2), these extra
Drinks do not affect the outcome of the Drinking Contest.
If a Drink’s total Alcohol Content is less than 0 (such as Coffee), it counts as a 0
Alcohol Content Drink in a Drinking Contest. The Drink will still affect your Alcohol
Content as normal.
To split a Drink with one or more Chasers, first combine all like numeric effects
(Alcohol Content, Fortitude, drawing cards, etc.), then split each combined effect in
half, rounding up.
Split Example 3: On Fleck’s Drink Phase, he reveals Elven Wine with a Chaser
of Gnomish Inspirational Ale (from RDI 3 - Gain 2 Alcohol Content, draw 2 cards).
He then plays “I do so hate to drink alone...” to split the Drink with Dimli. Fleck
and Dimli each gain 3 Alcohol Content and draw 1 card.
Baron von Vlazlo’s card “Zis drink is fang-tastic!” splits a Drink, but in a slightly
different way. First, it splits the Drink with no one - the other half of the split Drink
simply goes away. Second, it rounds any fractional results down instead of up.
Sauvignon Blech
Sauvignon Blech is a Drink that has its own built-in split effect. When a player
reveals it, players first get an opportunity to affect the Drink. When players are done
affecting the Sauvignon Blech, the player who revealed it may choose a player with
whom to split it. Players then have another opportunity to affect the split halves of the
Sauvignon Blech. Because players have an opportunity to affect the Drink after it is
split, the two players sharing the Sauvignon Blech could end up taking different effects
from it!
Drinking Contest Example 1: In a Drinking Contest, Vlazlo reveals Dragon
Breath Ale (4 Alcohol Content), and Amundyr reveals Light Ale (1 Alcohol Content).
Vlazlo plays “Zis tankard is too big”, reducing the Alcohol Content of his Drink to
1, so he ties with Amundyr. They each gain 1 Alcohol Content, then the Drinking
Contest continues.
Sauvignon Blech Example: Vlazlo reveals Sauvignon Blech during his Drink
Phase. No player alters the Drink, so he decides to split it with Daareka. This creates
two copies of Sauvignon Blech with 2 Alcohol Content each (half of 3 rounded
up). After this, Dimli (from RDI 2) plays “Spike it with Firewater” on Daareka’s
Sauvignon Blech, giving it a total Alcohol Content of 4. Each player then drinks
their half, so Vlazlo gains 2 Alcohol Content and Daareka gains 4.
Drinking Contest Example 2: In another Drinking Contest, Daareka reveals
Dragon Breath Ale (4 Alcohol Content), and Vlazlo reveals Dark Ale (1 Alcohol
Content). Daareka plays “You’re thirsty. Wouldn’t you agree?” to give her Drink
to Vlazlo. Vlazlo gains a total of 5 Alcohol Content, but Daareka still wins the
Drinking Contest.
If Sauvignon Blech is the result of a Drink Event Card or if it is revealed as a Chaser
to another Drink, it may not be split with another player. The player drinking the
Sauvignon Blech takes its full effects.
A Toast to Villainy!
Drink Event
If you run out of Gold during a Drinking Contest, you will remain in the game at least
until the Drinking Contest is finished. Ignore any effects that force you to pay Gold. If
you do not win the Drinking Contest, you are out of Gold and out of the game!
A Toast to Villainy!
The card A Toast to Villainy is similar to a
split effect, but is not considered a split effect.
When a Drink is revealed for A Toast to Villainy,
each player immediately receives a separate,
independent copy of that Drink. Players do not
have an opportunity to affect the Drink before it
is copied, but may affect the individual copies
afterward.
Drinking Contest Example 3: Amundyr has 1 Gold, and reveals a Drinking
Contest on her Drink Phase. As Drinks are revealed by each player, the Drink Deck
runs out, so everyone pays 1 Gold to the Inn to get a new round of Drinks. Amundyr
pays her last Gold, so she will be out of the game if she does not win. She reveals a
Dragon Breath Ale and wins the Drinking Contest, receiving a Gold from each other
player and staying in the game.
The Bar Deck Variant
The Red Dragon Inn is designed to be played with a 30-card Drink Deck, so that the
deck will run out during the game and force everyone to pay Gold to the Inn. However,
there are now many more than 30 unique Drink Cards available across all expansions. If
you’d like to play with a Drink Deck of more than 30 cards, use this variant.
Drinking Contest
Reveal aaDrink
(withreveals
possible Chasers)
When
player
a Drinking Contest card, each player, starting with the player
from the Drink Deck. If you reveal a
whose
turn
it before
is, reveals
top card of the Drink Deck. If that card is a Drink Event, it
Drink
Event
revealingthe
a Drink,
discard it and reveal again.
has no
effect and counts as a 0 Alcohol Content Drink. If it is a Drink with a Chaser, the
Each player (including you) drinks a
player
Drink Cards as appropriate. Once all players have revealed
copycontinues
of the revealedrevealing
Drink.
one or more cards from the Drink
6 Deck, players may, in turn order, play Sometimes
Cards that modify Drinks. Anytime Cards may also be played here. When all players
are done playing cards, each player drinks and discards their Drink, then the player who
revealed the Drink with the highest total Alcohol Content receives one Gold from each
other player.
If two or more players tie for the Drink with the highest total Alcohol Content, the
tied players repeat the process of revealing, modifying, drinking and discarding Drinks
Setup: Shuffle together all of the Drink Cards you wish to use for the game. This is
the Bar Deck. Count out 30 cards from the Bar Deck face-down and use those cards as
your Drink Deck at the start of the game.
When the Drink Deck runs out, each player pays 1 Gold to the Inn, as normal. Then,
take the next 30 cards from the Bar Deck and use them as your replacement Drink Deck.
If the Bar Deck runs out during this process, shuffle all of the discarded Drink Cards and
use that as your new Bar Deck.
6
from RDI 3, which refers only to Drink Events).
Some Dungeon Events say that their effects may be reduced or Ignored as though
they were Action Cards. You may play cards to reduce or Ignore these effects only if the
card you play specifically states that it may be played in response to an Action Card.
Dungeon Events
The Dungeon Event Deck offers an optional play variant for your game. When you
play with the Dungeon Event Deck, you are drinking, gambling and roughhousing in
the villainous Black Dragon Depths tavern, deep in the catacombs beneath Greyport.
During the game, random events happen that are just the kind of things you’d expect to
see in a dungeon!
At the start of the game, decide whether you want to play with the Dungeon Event
Deck. You may use the Dungeon Event Deck with any combination of Red Dragon Inn
characters, even ones from previous editions of The Red Dragon Inn. If you decide to
play with the Dungeon Event Deck, shuffle the deck and place two Dungeon Event
Progress Counters on top of it. Leave space next to the deck for its discard pile. If you
run out of cards in the Dungeon Event Deck, shuffle the discards and use that as the new
Dungeon Event Deck.
At the end of each player’s turn, remove a Progress Counter from the Dungeon Event
Deck. When you remove the last Progress Counter, reveal and discard the top card of the
Dungeon Event Deck and follow the instructions on the card. After this, place a number
of Progress Counters onto the Dungeon Event Deck equal to the Encounter Level of the
revealed Dungeon Event Card.
Cave-in!
Dungeon Event
Title and
Card Type
Effect
3
Encounter
Level
Each player pays 1 Gold to the Inn and discards the top
card of their Drink Me! Pile (as they scramble to safety).
Playing with Dungeon Events and Sea Events
Thanks to a teleport spell gone awry (nice job, Joran), the party is randomly shifting
back and forth between the Crimson Drake and the Black Dragon Depths!
In this variant, you play with both the Sea Event Deck from RDI 4 and the Dungeon
Event Deck. Shuffle each deck separately, then put 2 Sea Progress Counters onto the Sea
Event Deck and 3 Dungeon Progress Counters onto the Dungeon Event Deck.
At the end of each player’s turn, remove a Progress Counter from the Sea Event
Deck and reveal the event if appropriate. Then, do the same with the Dungeon Event
Deck. Yes, this means that you could get a Sea Event followed by a Dungeon Event on
the same turn!
Character Rules
Baron von Vlazlo
Dungeon Event Example:
At the end of Vlazlo’s turn,
he removes the last Progress
Counter from the Dungeon
Event Deck. He reveals the top
card, which is “Cave-in!” Each
player pays 1 Gold to the Inn
and discards the top card of their
Drink Me! Pile. “Cave-in!” has
an Encounter Level of 3, so
Vlazlo puts 3 Progress Counters
onto the Dungeon Event Deck
and the game continues.
Vlazlo is an ancient vampire who has mastered the art of shapeshifting and who
looks dapper through it all. Vlazlo can become an evasive bat avoiding danger or a
vicious wolf ripping other players in half!
Setup
Shuffle your 30-card Character Deck and place it next to your player mat. Shuffle
your 8-card Wolf Deck and your 8-card Bat Deck and place them near your player mat.
(The 8-card Monstrosity Deck and the 5 Boss cards are only for the Boss variants and
are not used in a normal game. See “Boss Battle” on page 13 for more information.)
Draw a card from your choice of the Wolf Deck or the Bat Deck, then draw 6 cards
from your Character Deck, for a total of 7 cards. (The first form card is free, but Vlazlo
will need to pay Blood Tokens for later ones!)
Gaining Blood
Many of Vlazlo’s cards have one or more blood
icons in the bottom right corner of the card face.
When you play one of these cards, move that many
Blood Tokens from your supply to your player mat
after all other effects on the card have been carried
out. If a card that would give you Blood Tokens is
Negated, you don’t get the tokens. However, if the
card is Ignored, reduced or otherwise altered, you do
get the tokens. Vlazlo may never have more than 8
Blood Tokens on his player mat.
Dungeon Events affect all players. If a Dungeon Event requires players to make
a choice, those choices are made in turn order, starting with the player whose turn is
ending, unless the card says otherwise.
If a Dungeon Event gives you the option of taking an action that you can’t take, you
may not choose that option. So, for example, if you have fewer than 3 cards in your
hand, you may not choose to discard to “Drink or Meet Your Doom!”
Some Dungeon Events refer to “Heroes” and “Villains”. A Villain is any of the
characters from RDI 6, plus any future villainous characters that may exist (stay tuned!)
A Hero is any other character.
Removing a Progress Counter and revealing a Dungeon Event (if appropriate) is the
last thing that a player does on his or her turn. So, for example, this happens after the
active player loses a Fortitude due to having one of Amundyr’s Scarab Tokens.
If a player loses the game on his or her turn, or if a turn ends prematurely (for
example, with Vlazlo’s card “Bat nap”), a Progress Counter is still removed from the
Dungeon Event Deck as normal.
Look into my eyes...
Action
Pick another player. They
gain 1 Alcohol Content.
Form Cards
Vlazlo’s form decks allow you to acquire extra
cards to improve your Character Deck. His Bat
Deck lets you avoid other players’ Action Cards and
sneak away with a few Gold while you’re at it. And when it’s time to start biting off
some heads, cards from the Wolf Deck are what you’ll need!
After you discard cards in your Discard and Draw Phase, but before you draw new
cards from your Character Deck, you may purchase form cards for 2 Blood Tokens
each. (The blood drops on the backs of form cards are to remind you of this cost.) Each
purchase is resolved one at a time and may come from either of your form decks. You
may look at a purchased card before deciding on your next purchase.
When you acquire a form card, either from a card effect or by purchasing it at the
start of your turn, you add it directly to your hand. That card becomes a part of your
Interaction Between Dungeon Events and Other Cards
Once an Event Card starts resolving, it can no longer be Negated or Ignored (note
that this rule applies to Dungeon Events, Sea Events and Drink Events).
Discarding a card to a Dungeon Event effect does not count as “playing” that card.
(This can be relevant for Erin when she is in Tree form.)
Cards that say that they affect Event cards can affect Dungeon Events, Sea Events
or Drink Events. Cards that say that they affect only a particular type are limited to that
type (such as Wizgille’s “I didn’t activate my temporal dilation field. It’s just deja vu”
7
Character Deck for the rest of the game. If your deck runs out and you shuffle your
discard pile, include all of your discarded form cards into the shuffle.
You may purchase as many form cards as you can afford, even if purchasing would
cause you to have more than 7 cards in hand. After you are finished purchasing form
cards, if you have fewer than 7 cards in hand, draw cards from your Character Deck
until you have 7 cards.
Just like during a normal Discard and Draw Phase, no player, including Vlazlo, may
play cards during the process of discarding, purchasing form cards and drawing. For
example, Vlazlo may not play an Anytime form card he
just acquired to get more Blood Tokens to buy more cards.
I’m not a veeble old man!
Form cards have different backs, and that is intentional!
Action
Other players are allowed to know how many of each kind
of form card are in your hand.
This card costs
to play.
Pick another player. They
lose 3 Fortitude.
Torglesnarf Duncleton, First of His Name
The self-proclaimed Goblin King, Torglesnarf, is known for having more Gold than
sense. More specifically, he has just enough sense and just enough Gold to hire the right
goons to enable him to continue pretending that he has royal power and authority.
Setup
Torglesnarf starts the game with two extra Gold. You may use the two doublestamped “TORG” coins included in the game, but this isn’t strictly necessary - any two
Gold pieces will do.
Minions
Some of Torglesnarf’s cards represent his
Minions. You may play one of these cards as your
Action Card for your turn. When you play a Minion,
play it face-up in front of you.
Some Minions provide an ongoing effect while
the Minion is in play. Others allow you to take an
action once during each of your Action Phases. In
the latter case, you may activate your Minions in
play whenever you like during that phase (in any
order, either before or after you play an Action Card
for the turn). A Minion may act on the turn it comes
into play.
Cards with Blood Costs
Some of Vlazlo’s cards require you to spend Blood
Tokens from your player mat as a cost. If you don’t have
enough Blood Tokens to pay the cost, you may not play the
card. If you spend Blood Tokens in this way and the card is
Negated or Ignored, you do not get a refund of the Blood
Tokens you spent.
Amundyr the Cursed
Amundyr is a mummy whose pet scarabs help her drink, gamble
and roughhouse, all while spreading a bit of mummy rot to people she
doesn’t like.
Action - Minion
Wages 2 (If this Minion loses
Fortitude, you must either discard it
from play or pay 2 Gold to the Inn.)
Once during each of your Action
Phases, you may pick another player.
They lose 2 Fortitude.
Example: Torglesnarf plays “Grunt the
Brawler” by placing it face-up in front of him.
He then uses Grunt to make Vlazlo lose 2 Fortitude. On Torglesnarf’s next turn,
Grunt is still in play, so he uses Grunt during his Action Phase to make Daareka lose
2 Fortitude, then he plays “Gambling? I’m in!” as his Action Card for the turn.
Setup
Take the 12 Scarab Tokens and keep them in a supply near your player mat.
Scarabs
Many of Amundyr’s cards cause players to gain
Scarab Tokens. A player that receives one or more
Scarab Tokens keeps those tokens visible near their
player mat.
Grunt the Brawler
Wages and Attacking a Minion
Each Minion has a number specifying its Wages. This is the amount of Gold you
must pay that Minion to stick around in the face of danger.
Whenever a player other than Torglesnarf must choose another player for a card’s
Fortitude loss or redirection effect, the player playing that card may choose to target one
of Torglesnarf’s Minions instead. (This is similar to the rule for Wrench’s Gizmos.)
Whenever a Minion loses one or more Fortitude, Torglesnarf has a choice. He may
either discard that Minion or pay Gold equal to that Minion’s Wages to the Inn.
I see you’ve met
Itsy and Bitsy!
Action
Scarab Damage
At the end of a player’s turn, if that player has
one or more Scarab Tokens (and isn’t Amundyr
herself), they return one Scarab Token to Amundyr
and lose one Fortitude.
A player may reduce or Ignore Scarab damage
Pick another player. They lose 1
Fortitude and gain 2 Scarabs.
as though it came from an Action Card played by
Amundyr. They may not play “hit-back” cards after
taking Scarab damage, however. If a player reduces
or Ignores Scarab damage, that player still returns
one of their Scarab Tokens to Amundyr.
Scarab Tokens in Amundyr’s supply do not cause damage at the end of her turn.
Example: Grunt the Brawler is in play. Amundyr plays “Yup, that growth on
your arm is definitely Mummy Rot”, targeting Grunt. Torglesnarf chooses to pay
Grunt’s Wages to keep him around, so Torglesnarf pays 2 Gold to the Inn. Grunt
stays in play. No player loses Fortitude from Amundyr’s card.
When you pay Wages, any card effects that would allow you to pay the cost with
Gold from the Inn instead reduce the cost by 1 Gold. You may not avoid paying Wages
by playing a card that allows you to Ignore a card that would “affect your Gold”.
If a player other than Torglesnarf plays a card that makes each other player lose
Fortitude, that card affects each Minion as well.
Other Scarab Rules
A card that gives a player Scarab Tokens without also altering their Fortitude, such as
“Sorry about the mess,” does not count as affecting that player’s Fortitude.
If a card instructs a player to gain Scarab Tokens, but Amundyr doesn’t have any
left, she simply doesn’t give those tokens. If she doesn’t have enough, she gives out the
amount that she is able.
If Amundyr loses the game, any Scarab Tokens on other players persist and affect
the game normally.
If a player with Scarab Tokens loses the game, they return those Scarab Tokens to
Amundyr.
Example: Grunt the Brawler and Brix the Enforcer are both in play. Daareka
plays “Pbthbthbth! Old Gods, you startled me!” Each other player loses 1 Fortitude,
and Torglesnarf must choose whether or not to pay Wages for each of his Minions.
He chooses to pay 2 to keep Brix in play, but chooses to discard Grunt.
If a Minion causes a player to lose Fortitude and that player has a card that allows him
or her to “hit back”, the player may use that card to target Torglesnarf or the Minion that
hit him or her. (Note that this includes non-standard hit-back cards such as Natyli’s “Evil
Eye”, Bryn’s “Stop hitting yourself!” and Amundyr’s “You knocked off my hat!”)
8
Other Minion Rules
Minions Ignore all Event Cards. This includes Drink Events, Sea Events and
Dungeon Events.
There is no limit to the number of Minions you may have in play.
Minions are only affected by card effects that would make a player lose Fortitude.
If a card targeting a Minion would affect other attributes, those parts of the card do
nothing.
cards against Daareka.
Consult the section on Card-Specific Notes on page 15 if you have questions.
Team Variants
RDI 6 introduces several team variants. General rules for all team variants are
described here. Rules specific to each individual team variant are described below. Read
this section first, then read the section explaining the team variant you wish to play.
When you play on a team, you are working together with your teammates. You each
have your own Character Deck, hand of cards and Drink Me! Pile as normal. You can
look at each other’s hands and consult on the correct plays to make. You win or lose the
game together.
Example: Torglesnarf activates Grunt the Brawler to make Daareka lose 2
Fortitude. Daareka takes the damage, then plays “Now I’ll show you why I’m called
‘the Mindbreaker!’” to hit Grunt back. This card normally makes a player lose 1
Fortitude and gain 1 Alcohol Content, so Grunt loses 1 Fortitude and Torglesnarf
must choose whether to pay Wages or discard him. No one gains the Alcohol Content
from Daareka’s card.
Minions can’t pay or gain Gold. They may not buy Potion Cards from Phrenk (from
RDI 3). They may not draw or discard cards. They may not reveal Drinks or have Drinks
passed to them or split with them. If a card would make a Minion do any of these things,
that part of the card does nothing.
Shared Fortitude, Alcohol Content and Gold
A team has shared Fortitude, Alcohol Content and Gold. Each player may have their
own player mat if they like, but only one player per team tracks the team’s Fortitude,
Alcohol Content and Gold. When any player on a team gains or loses Fortitude, Alcohol
Content or Gold, the team’s shared stats are affected. Each team starts the game with 20
Fortitude, 0 Alcohol Content and 10 Gold. As with the individual game, your Fortitude
may not go above 20 and your Alcohol Content may not go below 0.
Amundyr’s Scarabs: Minions may not get Scarabs from Amundyr. If a Minion
would get a Scarab, Torglesnarf gets it instead.
Remy’s Marks: Minions may not be marked by Remy (from RDI 4). If a card effect
would cause a Minion to be marked, Torglesnarf becomes marked instead. (Note that
Torglesnarf may still only have one of Remy’s marks at a time. If Torglesnarf would
become marked while he is already marked, nothing happens.)
Since a Minion can never be marked, Remy may not cause damage to a Minion with
his cards “Deflect” and “I have no time for your tomfoolery!”
If a player loses Fortitude from a Minion, Remy may play “Infighting? Not on my
watch!” to mark Torglesnarf (as long as he isn’t already marked).
Potion Tokens
In a team game, each team starts with a number of Potion Tokens
specified in the rules for the specific variant being played. A team may
discard a Potion Token at any time to choose one of the following
effects: gain 6 Fortitude OR lose 6 Alcohol Content OR gain 3 Gold
from the Inn. These effects may not be Negated, Ignored or affected
in any way.
Natyli’s Debuffs: Minions may not be debuffed by Natyli. If a card effect would
cause a Minion to be debuffed, Torglesnarf becomes debuffed instead. Pain Curses only
trigger when Torglesnarf loses Fortitude, not when a Minion loses Fortitude.
If Torglesnarf has a Power Jinx from Natyli, then all of the numeric effects on all of
his Minions are reduced by 1, but only during Torglesnarf’s Action Phase. Torglesnarf
returns his Power Jinx to Natyli at the end of his Action Phase as normal.
Shared Defense
Players on a team may play Sometimes Cards to defend each other! This includes
cards that reduce or Ignore Fortitude loss or Alcohol Content gain, cards that Ignore
Drinks or Events, cards that pay costs with Gold from the Inn or avoid paying, cards that
avoid a Round of Gambling, or even cards that “hit back” after losing Fortitude.
You may play a Sometimes Card whenever you or a teammate meet the conditions
that would allow you to play that card.
Nitrel’s Bombs: Minions may not get Bombs from Nitrel. If a Minion would get a
Bomb, Torglesnarf gets it instead.
Example 1: Vlazlo plays “Von’t you join me
for dinner?” to make Amundyr lose 3 Fortitude.
Amundyr’s teammate Daareka plays “Ink spray”
to help her Ignore Vlazlo’s card. The team loses
no Fortitude.
Redirection and Two-Player Games: If a card with a redirection effect has a
specific clause about the case where only two players are left in the game, that clause
takes effect in a two-player game, even if there are Minions that would normally be legal
targets for the redirection effect.
Example 2: Vlazlo plays “Vhat? Zis gold?
It vas behind your ear...” to make Daareka pay
him a Gold. Daareka’s teammate Amundyr plays
“I suppose these tomb raiders are good for
something” to let Daareka pay with Gold from
the Inn instead.
Luck Potion/Strength Potion: Effects that increase numerical effects, like
Phrenk’s Luck Potion and Strength Potion, may be used to boost a Minion for a single
activation.
Daareka the Mindbreaker
Daareka the Mindbreaker has earned her title by breaking the minds of “lesser
creatures” (her term for “everyone other than me”). She is usually calm, collected and
in control, but watch out if you ever push her past her mindbreaking point!
Daareka has no special mechanics or rules, but has a number of unique and interesting
new card effects. For example, some of Daareka’s cards cause a player to lose Fortitude
and discard cards. If a player Ignores such a card, they neither lose Fortitude nor discard
cards. A player affected by such a card must discard before they may play “hit-back”
Example 3: Deirdre and Fiona (from RDI
1) are teammates. Deirdre reveals a Dragon
Breath Ale. Fiona plays “Nothing like a little
belt of liquid courage!” on it, so the team gains
4 Fortitude instead of 4 Alcohol Content.
9
Von’t you join me for dinner?
Action
Pick another player. They
lose 3 Fortitude.
Champion often doesn’t matter in the case of Events. See “Static Effects” below for an
important exception!)
Shared Turn Structure
A team takes their turn together, by playing the usual four phases in order. A player
may not move on to the next phase until her entire team is ready to move on.
Event Example 1: Boss Vlazlo reveals Round on the House. The Challengers
choose Zakhan (from RDI 5) as their Champion so he can gain some Drunken Chi.
Vlazlo reveals Wine from the Drink Deck. Vlazlo and Zakhan each gain 2 Alcohol
Content, then Zakhan decides to increase his Drunken Chi by 1.
Discard and Draw: Each player on the active team discards any cards they don’t
want, then they refill to their hand size simultaneously. A player may not see what their
teammates have drawn before deciding what cards to discard.
Event Example 2: Torglesnarf and Daareka are on a team. Daareka reveals
A Toast to Villainy!, so she automatically becomes her team’s Champion. After
each other team chooses their Champion, Daareka reveals Dragon Breath Ale.
Torglesnarf plays “This drink is not worthy of a king!” to Ignore the Drink on
Daareka’s behalf.
Action: In any order, each player on the active team may play
one Action Card. A player plays and completely resolves their
Action Card before their next teammate acts. We recommend using
the red/green gem tokens to indicate which players on the team
have acted (green = “hasn’t acted yet”, red = “has acted”).
A player may not play an Action Card on behalf of a teammate.
If a player on a team doesn’t play an Action Card, that doesn’t
allow her teammates to play extras!
Other Events: If a team reveals an Event Card that isn’t a Drink Event at the end of
their shared turn, and that Event would affect all players, each team chooses a Champion,
then the Event resolves normally, affecting only the chosen Champions. This applies to
Sea Events, Dungeon Events, or whatever similar Events we may print in the future.
Order a Drink: The active team orders the number of Drinks specified in the rules
for the specific team variant being played. An ordered Drink may be placed on any
opponent’s Drink Me! Pile. You may not order Drinks for a teammate.
Event Example 3: Vlazlo and Dimli (from RDI 2) are on a team. At the end of
their turn, they reveal the Dungeon Event Feats of Heroism. They choose Dimli as
their Champion, so they gain 1 Alcohol Content rather than losing 1 Fortitude.
Drink: In any order, each player on the active team drinks the top card of their
Drink Me! Pile. A player reveals and completely resolves their Drink before their next
teammate drinks. This means that you must decide whether or not to Ignore your Drink
before seeing what Drinks your teammates get! (We recommend using the red/green
gems to keep track of who has already taken their Drink.)
Remember that you may Ignore a Drink on behalf of a teammate!
Round of Gambling: When a player begins a Round of Gambling, that player is
automatically chosen as their team’s Champion. Each other team chooses a Champion,
then the Round continues with only the chosen Champions participating.
Gambling Example 1: Dimli plays “Gambling? I’m in!” to start a Round of
Gambling. His teammate Fiona (from RDI 1) sits out, since Dimli is automatically
their team’s Champion. The Vlazlo/Amundyr team chooses Amundyr as their
Champion, then the Round of Gambling continues.
Drink Rules
Each player in a team game has their own individual Drink Me! Pile. Each player’s
Drink Me! Pile starts the game with one Drink Card on it, as usual.
You may not pass a Drink you are about to drink to a teammate or split a Drink with
a teammate.
When the Drink Deck runs out of cards, each team (not each individual player) pays
1 Gold to the Inn to get a new round of Drinks.
Players other than the Champions are not included in the Round, even if the card that
started the Round would normally prevent players from avoiding it.
A Champion chosen for a Round of Gambling stays Champion for the entire Round.
A team may not switch Champions in the middle of a Round of Gambling.
Players other than the Champions may not play Gambling or Cheating Cards during
the Round. They also may not play any cards that say that you may not play them if
you have already left the Round. However, they may play cards that could otherwise be
played during a Round.
Gambling, Events and Team Champions
Many card effects, such as a Round of Gambling or a Drinking Contest, would
normally force multiple players on a team to face off against one another. In these cases,
the team chooses a player to act as their Champion. A team chooses a Champion in each
of the following cases:
Gambling Example 2: Dimli plays “Gambling? I’m in!” to start a Round of
Gambling. Later in the Round, his teammate Gerki (from RDI 1) plays “Grab a
coin while no one’s lookin’!” to steal a Gold from the pot. This is a legal play, even
though Gerki is not participating in the Round of Gambling.
- An Event Card would affect all players
- A Round of Gambling begins
- A player plays a card that would affect “each player (including you)”
Gambling Example 3: Dimli plays “Gambling? I’m in!” to start a Round of
Gambling. Later in the Round, his teammate Gerki plays “Oh, I guess the Wench
thought that was her tip...” to end the Round and cause all of the anted Gold to go
to the Inn.
If a player reveals a Drink Event, starts a Round of Gambling, or plays an “each player
(including you)” effect, that player is automatically chosen as their team’s Champion. If
a team reveals a Sea Event or Dungeon Event at the end of their shared turn, they still
choose a Champion for the Event, regardless of which teammate revealed the card.
Each time a team must choose a Champion, they may choose a different teammate.
In other words, you do not need to choose the same player to be your Champion for the
entire game.
“Each player (including you)”: When a player plays a card that affects “each
player (including you)”, each team chooses a Champion to take the effect. The player
who played the card affecting everyone must be chosen as that team’s Champion. (Note
that this rule does not apply to cards that affect “each other player” - see below.)
Example: Deirdre (from RDI 1) plays “Let’s toast the Goddess!” to make each
player drink from the Drink Deck. Deirdre is automatically her team’s Champion.
Each other team chooses a Champion, then each of the Champions takes a Drink
from the Drink Deck.
Drink Events: When a player reveals a Drink Event that would affect all players, the
player who revealed the Drink Event is automatically chosen as their team’s Champion.
Each other team chooses a Champion, then the Drink Event resolves normally, affecting
only the chosen Champions. However, each Champion’s teammates may still play
defensive Sometimes Cards to help out. (Note that this means that a team’s choice of
10
which reduce Fortitude loss they would take).
Boss Vlazlo plays “First rule of willainy: Never
fight on an empty stomach” to make each player
on the team lose 1 Fortitude (among other
effects). Erin reduces her Fortitude loss by 2
(to a total of 0), Wrench reduces his Fortitude
Loss by 1 (to a total of 0), and Kaylin reduces
her Fortitude Loss by 1 (to a total of 0). When
Vlazlo’s card resolves, the team will lose a total
of 1 Fortitude (because Dimli didn’t reduce the
1 point done to him).
Targeting Other Players
Another player: If a card requires you to pick one or more other players (using the
phrase “another player” or “other player[s]”), you must pick players who aren’t on your
team. If a card requires you to pick more than one player, you may not pick the same
player multiple times, but you may pick multiple players on the same team. (If you pick
multiple players on a team, follow the rules for “each other player” below.) Note that
which player(s) on a team you choose is often not relevant due to shared defense, but
Static Effects sometimes lead to game states where the choice matters (see below).
Pick a player: If a card says to “pick a player” (like “Tip the Wench!”), you may
choose any player, including a teammate or yourself.
“Your Turn Ends Now”
Each other player: If a card affects “each other player”, it affects each player that
isn’t on your team. Note, however, that shared defense means that a team may reduce or
Ignore such an effect with just one card!
First rule of willainy: Never
fight on an empty stomach.
Action
Each other player discards a Sometimes
Card from their hand unless they reveal
a hand with no Sometimes Cards.
Each other player loses 1 Fortitude.
This card can’t be Negated
or Ignored.
If a player’s turn would prematurely end, that
player (and only that player) stops taking game
actions. They may not play cards for the rest of this
turn, they Ignore all effects, and they do not participate in phases for the rest of the
turn. That player’s teammates continue with the turn normally, though. The “Ignore all
effects” shield does not affect them.
A character who is “not there” due to a turn-ending effect may still be chosen to act
as the team’s Champion. That character automatically Ignores the effects of whatever
they are the Champion for.
Example 1: Amundyr and Vlazlo are teammates. Daareka plays “Pbthbthbth!
Old Gods, you startled me!” to make each other player lose 1 Fortitude. The
Amundyr/Vlazlo team loses a total of 2 Fortitude.
Example 2: Amundyr and Vlazlo are teammates. Daareka plays “Pbthbthbth!
Old Gods, you startled me!” to make each other player lose 1 Fortitude. Amundyr
plays “Are you done now?” to reduce the Fortitude loss by 2. The Amundyr/Vlazlo
team loses no Fortitude.
Example: Kaylin is under the effects of “I need some Private Pixie Time”
when Boss Amundyr reveals a Drinking Contest. The team chooses Kaylin as their
Champion, thereby automatically Ignoring the Drinking Contest (they don’t draw a
Drink and don’t risk any Gold).
Each player (including you): If a card affects “each player (including you)”, each
team chooses a Champion to take the effect. The player who played the card affecting
everyone must be chosen as that team’s Champion.
Skipping or Repeating Phases
Redirection: A card that redirects an effect to another player may redirect it to a
teammate of the person who originally played that effect, even if that teammate couldn’t
have been targeted originally.
If a player plays a card that makes a player skip or repeat a phase, or repeat the
special action associated with that phase, the player playing the card chooses which
player on the affected team skips or repeats that phase or special action. Only the chosen
player is affected - their teammates are not.
Example: Deirdre and Fiona (from RDI 1) are teammates. Fiona plays “So
then I got the ogre in a headlock like this!” to make Boss Daareka lose 3 Fortitude.
Daareka plays “My, what selfless adventurers you are!” to redirect the effect to
Deirdre. The Deirdre/Fiona team loses 3 Fortitude.
Example 1: After each teammate has played an Action Card, Chronos plays
“Timewarp” to get another Action Phase, choosing himself as the affected player.
During the extra Action Phase, only Chronos may play another Action Card, not
his teammates.
Static Effects
Example 2: After ordering Drinks, Chronos plays “Timewarp” to get another
Order a Drink Phase, choosing himself as the affected player. During the extra
Order a Drink Phase, Chronos may order a single extra Drink for an opponent. His
teammates may not.
Some characters have cards or other objects that stay in front of them and provide
an effect that is “always on” while the card or object is in play. These Static Effects
include things like Kaylin’s “Private Pixie Time”, Wulfric’s moods, Erin’s forms,
Cormac’s Rage Tiles, some of Wrench’s Gizmos, some of Keet’s Artifacts and some of
Torglesnarf’s Minions.
Static Effects only affect an individual player, not that player’s teammate(s). In most
cases, an attacking player can play around Static Effects by simply targeting a teammate
that isn’t defended by a Static Effect, but this isn’t always possible!
Example 3: Gog (from RDI 2) plays “Gog say you drink MORE!” to make
Amundyr drink again during her team’s Drink Phase. Only Amundyr drinks again.
Her teammates do not.
Character-Specific Team Rules
Example 1: Kaylin (from RDI 3) is on a team with Dimli (from RDI 2). Wulfric
is feeling Loyal, so any Fortitude loss that Kaylin would take is reduced by 1. Vlazlo
plays “Von’t you join me for dinner?” and decides to target Dimli. The Kaylin/Dimli
team loses 3 Fortitude, since Dimli gets no help from Wulfric’s Loyal mood.
If a character does something special during their turn, like revealing a Potion Card or
activating Gizmos, then that player performs that special action when it would normally
happen during the shared team turn. For example, Wrench’s Gizmos activate at the end
of the Action Phase, after each team member has played an Action.
Example 2: Fiona is on a team with Cormac who is on Rage Tile B, which makes
him deal extra damage, but take more Alcohol Content from Drinks. Fiona plays
“It will hurt more if you do it like this” to make Amundyr lose 1 Fortitude. Fiona
deals no additional Fortitude loss because of Cormac’s Rage Tile. (She also takes
no additional Alcohol Content from Drinks that she drinks!)
Bastian: Only Bastian himself may gain Prayer Tokens and play Prayer Cards.
Bastian’s teammates may look at his face-down Prayer Cards.
Bryn: If Bryn plays “You mess with the crew, you mess with me!”, then the amount
of Fortitude the card hits back for is equal to the number of players on Bryn’s team minus
the number of those players who reduced the Fortitude loss to 0 with Static Effects. This
Example 3: Dimli, Erin, Wrench and Kaylin are on a team together. Erin is a
Tree, Wrench has a Buckler in a Box, and Kaylin has Wulfric feeling Loyal (all of
11
Power Jinxes that Boss has will affect only the first Action Card they play during that
phase. Later Action Cards are unaffected. If a non-Boss happens to play multiple Action
Cards during their Action Phase, then any Power Jinxes they have will affect them all.
is regardless of how many teammates were actually targeted by the opponent’s card and
how much Fortitude the team actually lost, as long as that amount is greater than 0.
Captain Whitehawk: The Captain may play the card “Don’t forget the captain’s
extra share!” whenever anyone on her team gains Gold.
Nitrel: “Drinksplosion” and “Spitfire Spinner” affect each player that isn’t on
Nitrel’s team. Three Bombs, “Combustible Clockwork”, “Three-Headed Hydra” and
“Big Badda Boom”, allow a player to discard cards to alter the effect. Only the affected
player may discard cards to these effects - teammates may not discard on their behalf.
If a Bomb says that it cannot be passed to Nitrel, it can still be passed to one of her
teammates!
Chronos: If Chronos plays “Timewarp”, he chooses which player on the affected
team will take the special action associated with the extra phase. Only that player is
affected - their teammates are not. (See “Skipping or Repeating Phases”, above.)
Cormac: Cormac’s Rage Tiles affect Cormac himself, and not his teammates. Only
Cormac himself may discard cards to an effect that allows him to discard an extra card
into his Rage Pile.
Phrenk: Phrenk may not sell his Potion Cards to a teammate, but he may sell them to
opponents as normal. If a team controls a Potion Card, then any player on that team may
play it as though it were in their hand. (Note that this rule applies to Phrenk’s own team,
as well. Any player on Phrenk’s team may play Phrenk’s own face-up Potion Card.)
Erin: If Erin becomes a Tree during her own team’s shared turn, she skips all of her
remaining phases, but the rest of her team plays them normally. Erin may not play any
cards for the rest of the turn, even if they would help a teammate. Erin Ignores all effects
for the rest of the turn, but her teammates do not.
Pooky: Pooky’s mood gets worse when anyone on his team loses Fortitude from a
card played by an opponent. This makes him get angry rather quickly in a team game!
Pooky’s mood also gets worse if he participates in a Round of Gambling and doesn’t
win it. Pooky himself must be the team’s Champion during the Round of Gambling in
order for this rule to take effect.
Pooky’s mood also gets worse if Pooky (and only Pooky) gains 3 or more Alcohol
Content from a Drink.
Halden: Only Halden himself may play Totem Combos. His teammates may not.
Halden may intersperse his Action and his Totem Combo however he likes among his
teammates’ Actions during their shared Action Phase.
Kaylin: Wulfric changes moods at the end of the shared turn, after all teammates
have finished drinking, but before Dungeon Events or Sea Events are revealed.
Wulfric’s cards are Static Effects, so they only affect Kaylin herself, not her
teammates.
If Kaylin ends her turn with “I need some Private Pixie Time”, she skips all of her
remaining phases, but the rest of her team plays them normally. Kaylin may not play
any cards until her next turn, even if they would help a teammate. While “Private Pixie
Time” is in play, Kaylin Ignores all effects. However, since this is a Static Effect, it only
applies to Kaylin herself, not to her teammates.
Remy: Remy’s teammates may not be marked.
Sera: If Sera targets multiple players on a team with “You get a knife, and you get a
knife, and you get a knife...”, that team may Ignore the full Fortitude loss by playing a
single appropriate Sometimes Card.
Serena: If Serena plays “Your donations will be greatly appreciated by the Temple”
and a teammate helps Serena avoid tithing Gold by, for example, paying with Gold from
the Inn, then it counts as though Serena did not tithe, so she loses 1 Piety.
Keet: If Keet is on a team, that team starts with 10 Artifacts instead of Gold.
If one of Keet’s teammates needs to pay or ante Gold, they may do so with an Artifact
their team controls (face-up or face-down). If they ante a face-down Artifact, the entire
team may peek at it just like Keet does.
If a team controls an Action, Sometimes or Cheating Artifact, then any player on that
team may play it as though it were in their hand. (Note that this rule applies to Keet’s
own team, as well. Any player on Keet’s team may play Keet’s Artifacts.)
If Keet reveals a Static or Triggered Artifact, that Artifact’s effect applies to Keet
himself. If another player gains control of a Static or Triggered Artifact, its effects apply
to that player instead. (However, any player on that team may still spend it as a Gold.)
Keet’s card “I’ll take that!” only applies if an opponent spends an Artifact. He may
not play it when a teammate spends an Artifact.
If Keet’s team sells a Potion Token for 3 Gold, that team gains Gold pieces from the
Inn, not Artifacts.
If Torglesnarf and Keet are on a team together, that team starts with 10 Artifacts, plus
Torglesnarf’s 2 bonus Gold.
Tara: If Tara orders extra Drinks with “Signs point to you getting drunker...soon!”,
she and her teammates may look at all of the Drinks they order during this phase and
distribute them as they see fit. They may not keep any of the Drinks for themselves; they
must give them all to players on other teams.
Torglesnarf: If Torglesnarf is on a team, that team starts with Torglesnarf’s 2 bonus
Gold in its shared Stash.
If Torglesnarf and Keet are on a team together, that team starts with 10 Artifacts, plus
Torglesnarf’s 2 bonus Gold.
Only Torglesnarf may use his Minions’ effects. His teammates may not.
Vlazlo: If Vlazlo ends his turn with “Bat nap”, he skips all of his remaining phases,
but the rest of his team plays them normally. Vlazlo may not play any cards until his next
turn, even if they would help a teammate. While “Bat nap” is in play, Vlazlo Ignores
all effects. However, since this is a Static Effect, it only applies to Vlazlo himself, not
to his teammates.
Lizwick: Only Lizwick may use her Items. Her teammates may not.
Immediate Items must be resolved by Lizwick herself. So, for example, only Lizwick
herself may discard cards to “Cursed Relic of Torpor”.
If Lizwick’s turn ends with “Needle of Sleeping”, she skips all of her remaining
phases, but the rest of her team plays them normally. Lizwick may not play any cards
for the rest of the turn, even if they would help a teammate. Lizwick Ignores all effects
for the rest of the turn, but her teammates do not.
Wizgille: If Wizgille’s turn ends with “I need to fix that right now”, she skips all of
her remaining phases, but the rest of her team plays them normally. Wizgille may not
play any cards for the rest of the turn, even if they would help a teammate. Wizgille
Ignores all effects for the rest of the turn, but her teammates do not.
Wrench: Only Wrench may use his Gizmos’ effects. His teammates may not. Gizmos
are activated at the end of Wrench’s team’s shared Action Phase.
If a player makes a Gizmo lose Fortitude, Wrench’s teammates may not play “hit-
Natyli: If a Boss plays multiple Action Cards during their Action Phase, then any
12
Potion Tokens: X for the Boss; X for the Challengers, where X is the number of
Challengers. (Note that the Challengers get X Potion Tokens total, not X per player.)
back” cards against that player. Wrench’s hit-back card, “Sorry, I forgot the safety on my
Automatic Phalanx!” explicitly allows him (and only him) to hit back in this case.
Collateral Damage makes Wrench’s team lose a total of 1 Fortitude (not 1 Fortitude
per player on the team). Collateral Damage is still unavoidable.
Challenger Setup: The Challengers sit on one side of the table so that they can see
each other’s cards. The Challengers use one player mat to track Fortitude and Alcohol
Content. The other Challengers may also use player mats to hold their Character Decks,
discard piles and Drink Me! Piles if they choose, but those other player mats should
not have Fortitude and Alcohol Content markers on them, since Fortitude and Alcohol
Content are shared.
Each individual Challenger has their own Drink Me! Pile that starts the game with
one face-down Drink Card.
Each Challenger shuffles their non-Boss Character Deck and draws 7 cards.
The team of Challengers takes 10 Gold and X Potion Tokens, where X is the number
of Challengers.
Zakhan: The team’s shared Alcohol Content will also include Zakhan’s Drunken
Chi, and Zakhan’s team will lose the game if their Total Drunkenness equals or exceeds
their Fortitude.
However, the team may only gain Drunken Chi when Zakhan himself drinks. His
teammates’ Drinks do not count. Pro tip: choose Zakhan as the Champion for all of your
Drinking Contests!
Only Zakhan himself may discard cards to reduce Drunken Chi.
Zariah: Only Zariah herself may use the Chimera’s built-in Action effect as her
Action for the turn. Her teammates may not.
Boss Setup: The Boss player chooses a villainous character to play and takes the
cards and player mat for that character. (It is not possible to play a Boss Battle with a
non-villain character as the Boss.)
The Boss shuffles their Boss Cards into their Character Deck. For Amundyr, Daareka,
and Torglesnarf, this will result in a 55-card Character Deck. For Vlazlo, it will result in
a 35-card Character Deck.
If the Boss is Vlazlo, he shuffles each of his
three 8-card form decks separately (Bat, Wolf and
Monstrosity) and leaves them each near his player
mat. He then draws a card from the form deck of
his choice. (If you’re not sure which deck a Vlazlo
card belongs to, check its back. Cards with the
“boss dragons” on the faces but the normal “Human
Vampire” back are his 5 Boss Cards to be shuffled
into his Character Deck at the start of the game.
Cards with the “Vampire Monstrosity” back are his
Monstrosity form deck.)
The Boss draws up to their hand size (8 if there
are 2 Challengers, 9 if there are 3 Challengers, and
10 if there are 4 Challengers). The form card drawn
by Vlazlo counts against his hand size, so he will
draw one fewer card from his Character Deck.
The Boss puts one Drink Card face down on their Drink Me! Pile.
The Boss takes 10 Gold and X Potion Tokens, where X is the number of Challengers.
They then take any extra components associated with that character (Amundyr’s Scarab
Tokens, Vlazlo’s Blood Tokens, or Torglesnarf’s 2 bonus Gold).
Two-Headed Dragon
Two-Headed Dragon is a team variant in which players play in two-player teams
rather than individually. Like all team variants, it uses all of the rules under “Team
Variants” above.
Hand Size: 7
Potion Tokens: 2 per team
Setup: You need an even number of players. Divide into teams of two. Teammates
sit next to each other so that they can see each other’s cards.
Each team takes one player mat to track Fortitude and Alcohol Content. The other
teammate may also use a player mat to hold their Character Deck, discard pile and Drink
Me! Pile if they choose, but that player mat should not have Fortitude and Alcohol
Content markers on it, since Fortitude and Alcohol Content are shared.
Each individual player has their own Drink Me! Pile that starts the game with one
face-down Drink Card.
Each player shuffles their Character Deck and draws 7 cards from it.
Each team takes 10 Gold and 2 Potion Tokens.
Order a Drink Phase: During a team’s shared Order a Drink Phase, that team orders
two Drinks, which they may place face down on any other players’ Drink Me! Piles.
Drinks ordered by a team may go to the same player, to the two players on an opposing
team, or to two different teams.
The Boss’s Turn
The Boss always goes first. On the Boss’s turn, he or she takes the usual phases in
the usual order, but with some different rules:
Discard and Draw: The Boss discards any cards they don’t want, then refills to their
hand size (8, 9 or 10, depending on the number of Challengers). Vlazlo may use Blood
Tokens to purchase cards from any of his three form decks during this phase.
Boss Battle
Boss Battle is a team variant in which one player (the Boss) plays against a team of
2, 3 or 4 other players (the Challengers). Like all team variants, it uses all of the rules
under “Team Variants” above. For the purposes of this variant, the Boss counts as a
“team of one”. So, for example, the Boss is always the team Champion when such a
choice is needed.
Playing as the Boss is tough! We recommend this variant only for experienced Red
Dragon Inn players.
Action: The Boss may play up to X Action Cards, where X is the number of
Challengers. (Exception: during the Boss’s first turn, he or she may play up to 1 Action
Card if there are 2 Challengers, or up to 2 Action Cards otherwise.)
If the Boss plays Action Cards that require her to pick one or more players, she
may pick any of the Challengers. The Boss is not required to target a different player
with each Action Card (and in many cases, the choice won’t matter much, due to the
Challengers having shared defense).
The Boss’s Action Cards are played and completely resolved one at a time. The
Boss leaves the Action Cards they play face up near their player mat so that players
Hand Size: 7 for the Challengers; 8, 9 or 10 for the Boss depending on whether there
are 2, 3 or 4 Challengers, respectively.
13
Setup: Each player follows Boss Setup as described under Boss Battle above, but
with a hand of 7 cards.
will remember how many Action Cards the Boss has played so far. (This is particularly
important after a long Gambling Round!)
Example: Boss Daareka is playing against
Fiona, Deirdre and Zot (from RDI 1). She plays
“Stop thinking so loudly!” to make Fiona lose
2 Fortitude. Zot plays “The stars say no!” to
defend Fiona. Daareka leaves her first Action
Card near her player mat and plays her second
Action Card, “These aren’t the coins you’re
looking for” to make each player pay her 1
Gold. The team has no defense, so they pay 3
Gold to Daareka. Finally, Daareka plays her
third Action Card, “I’ve been known to break
a mind or two...” to make Zot lose 2 Fortitude.
The Challengers lose 2 Fortitude, then Zot
discards a card from his hand at random. Since
Daareka’s Action Phase is over, she discards the
three Action Cards she played and proceeds to
her Order a Drink Phase.
Order a Drink Phase: During a team’s shared Order a Drink Phase, that team orders
two Drinks, which they may place face down on any other players’ Drink Me! Piles.
Drinks ordered by a team may go to the same player, to the two players on an opposing
team, or to two different teams (when more than four Bosses exist in the future).
These aren’t the coins
you’re looking for...
Action
Leaders and Lackeys
The Leaders and Lackeys variant is the same as the Two-Headed Boss Battle variant,
but with each team consisting of one Boss and one non-Boss character. The hilarious
combinations are nearly endless with this variant!
(You mind trick the others!)
Each other player pays you 1 Gold.
Hand Size: 7
Potion Tokens: 2 per team
Setup: Each Boss player follows Boss Setup as described under Boss Battle above,
but with a hand of 7 cards (regardless of the number of players in the game). Each
Lackey player shuffles their puny non-Boss Character Deck and draws a hand of 7
cards.
Order a Drink: The Boss orders X Drinks, where X is the number of Challengers.
(Exception: during the Boss’s first turn, he or she orders 1 Drink if there are 2
Challengers, or 2 Drinks otherwise.)
Ordered Drinks may be placed on any Challengers’ Drink Me! Piles. The Boss may
give the ordered Drinks to any Challengers (all to a single Challenger, spread out among
all Challengers, or any combination thereof).
Order a Drink Phase: During a team’s shared Order a Drink Phase, that team orders
two Drinks, which they may place face down on any other players’ Drink Me! Piles.
Drinks ordered by a team may go to the same player, to the two players on an opposing
team, or to two different teams.
Example: Boss Amundyr is playing against the team of Torglesnarf, Vlazlo and
Daareka. During her Order a Drink Phase, she orders 3 Drinks. She decides to give
1 to Torglesnarf and 2 to Vlazlo.
Drink: The Boss reveals the top Drink from their Drink Me! Pile and drinks it.
Boss Versus Boss
(Observant readers will note that the Boss’s special first turn is essentially a “halfturn”, rounded up.)
In the Boss Versus Boss variant, up to four players play an individual RDI game using
Boss decks! This isn’t exactly a “team variant”, but we’re including it here anyway. It
does not use the general team rules listed above.
The Challengers’ Turn
The Challengers take their shared turn exactly as described in “Shared Turn
Structure” on page 10. An important point to remember is that each player may play
up to one Action Card during the shared Action Phase. If a Challenger doesn’t play an
Action Card, that doesn’t allow one of her teammates to play an extra one!
Hand Size: 7
Potion Tokens: None
Order a Drink: During the Challengers’ shared Order a Drink Phase, they order one
Drink for the Boss (one Drink total, not one Drink per Challenger).
Setup: Each player follows Boss Setup as described under Boss Battle above, but
with a hand of 7 cards and no Potion Tokens.
Cards referring to teammates: If a card effect does something to a player’s
teammates, that part of the effect does nothing. If a card needs to know the number of
opposing teammates, that card uses the number of opponents instead.
Two-Headed Boss Battle
Team Champions: Team Champions are never chosen in this variant. One card,
Daareka’s “How chivalrous of you”, normally lets you choose a member of another
team as your Champion. In this variant, this card lets you Ignore the Action Card or
Event Card that would normally require you to choose a Champion in a team game.
The Two-Headed Boss Battle variant is the same as the Two-Headed Dragon variant,
but with each player playing a Boss Deck! Since there are only four Boss Decks currently
in existence (for now...), Two-Headed Boss Battle is a 2-v-2 fight between Amundyr,
Daareka, Torglesnarf and Vlazlo, paired as they see fit.
Hand Size: 7
Potion Tokens: 2 per team
14
Card-Specific Notes
I... am... unstoppable!: This card may Ignore Drink Events, Sea Events, Dungeon Events or
any other Events that might exist in the future. If this card is Negated, you get the alternate effect
instead of the original one. The alternate effect may not be altered or Negated.
A Contest of Wills: If no one bids, nothing happens. As in a Round of Gambling, passing
doesn’t mean you’re out - you can bid later if the bidding doesn’t end first. In a team game, first
each team chooses a Champion, then the Champions start the bidding process.
I bet you can’t chug this whole thing!: After passing the Drink to another player, Torglesnarf
may Ignore the Drink to avoid paying Gold. If the recipient of the Drink Ignores it, Torglesnarf
does not pay them Gold.
A Costly Cure: If each player reveals zero Gold, each player loses 3 Alcohol Content. In a
team game, first each team chooses a Champion, then the Champions choose and reveal Gold.
I can pay, don’t worry! Who’s worried? I’m not worried...: This card does not count players
who have already lost and left the game. In a team game, this card counts each individual player.
All the violence money can buy!: If you choose to have the player lose 3 Fortitude and they
Ignore this card, you still must pay.
I think I was embalmed in this stuff...: If this card is Negated, you get the alternate effect
instead of the original one, and the targeted Drink remains unchanged. The alternate effect may not
be altered or Negated.
Baron of the Twilight Realm: You may look at the card you draw from your Character Deck
before deciding which form deck to draw from.
Blood Money? I’m In!: If you must ante more than 1 Gold, you may choose to replace any
amount of that ante with Fortitude loss. So, for example, if you must ante 2 Gold, you can ante both
Gold from your Stash, or lose 1 Fortitude to ante 1 Gold from the Inn and 1 from your Stash, or lose
2 Fortitude to ante both from the Inn.
I think you should reconsider: If this card is used to Negate an “Action - Gambling” Card
played during a Round of Gambling, that card is Negated, which causes the player to pass. Then,
the player draws a card. What happens next depends on who played the card. If “I think you should
reconsider” Negates a card played by the player whose turn it is, that player will be able to play
another Action Card after the Round of Gambling. If it Negates a card played by any other player,
nothing else happens.
Discount Elixir of Haggling: If you have both copies of this card in play, the Inn still only
pays the first Gold piece of your payments, not the first two. This card only affects the first Gold
piece of a payment, even if the payment is split up somehow, as in the Sea Event “Merchant Ship”
(from RDI 4).
I’ve been known to break a mind or two...: If the chosen player Ignores this card, they do
not discard.
Leftover Loot: You only flip one coin, not one per player. The result of the flip affects everyone
who chose to help. In a team game, each team chooses a Champion, then each Champion chooses
whether or not to help open the chest.
Don’t mind the scarabs. They’re just exploring!: If the targeted player reduces the Fortitude
loss somehow, they return Scarabs to Amundyr equal to the amount of Fortitude they actually
lost.
Let’s make this game more interesting!: Note that this card may be played when any player
wins a Round of Gambling - including Torglesnarf himself! If multiple players wish to play
Sometimes Cards immediately after a player wins a Round of Gambling (Torglesnarf, Gerki and
Dimli, for example), then start with the active player and proceed in turn order. The first such card
played takes effect.
Drink or Meet Your Doom: First, each player chooses whether to discard. Then, the players
who didn’t discard each reveal a Drink. Then, players have a chance to play Sometimes Cards that
modify Drinks. Finally, each player drinks their revealed Drink simultaneously.
Remember that once an Event has started resolving, it can no longer be Negated or Ignored, so
if you want to Ignore the Event, you must do so before the Drinks are revealed! After the Drinks
are revealed, you may Ignore the Drink you are about to drink, but you may not Ignore the Event
itself.
In a team game, first each team chooses a Champion, then each Champion chooses whether
they wish to discard 3 cards or drink.
My bite is vorse than my bark: Cards that would Ignore this Fortitude loss reduce it by
2 instead. This includes cards with Static Effects that would Ignore the Fortitude loss, such as
Kaylin’s “I need some Private Pixie Time.” You may play multiple Ignore effects on this card to
reduce its effect to zero.
My friend will play this hand for me: If you cannot or do not wish to discard a Gambling or
Cheating Card from the player’s hand, it counts as though you passed in the Round of Gambling.
You may not play a Gambling or Cheating Card from your own hand in this case - the Round of
Gambling continues.
Drinks with “Friends”: In a team game, first each team chooses a Champion, then the Drink
is revealed and each Champion drinks it.
Eat up my pretties! We don’t have all night!: Players with Scarabs lose 1 Fortitude each and
return 1 Scarab each, regardless of how many Scarabs they have.
My, what selfless adventurers you are: You are “picked to take effects from an Action Card”
when someone plays an Action Card that says something like “pick a player” or “pick another
player”. An Action Card that doesn’t use that wording (like “Gambling? I’m in!”, or a card affecting
“each other player”) may not be affected by this card. This card is an exception to the normal
redirection rules. It redirects all effects on the redirected Action Card, not just its Fortitude loss.
First rule of villainy: This card affects each player who isn’t on your team. Note that
Amundyr’s version of this card gives out a Scarab and Vlazlo’s version gives him Blood Tokens in
addition to their usual effects!
General Drog: The targeted player loses 1 Fortitude per player on their team, including
themselves.
No!: Unlike other similar cards, this card does not allow the person who played the Negated
Action Card to play another one. Note that you may use this card to Negate “Gambling? I’m in!”,
since it is an Action Card. If you Negate it as someone’s Action Card for the turn, the Round of
Gambling never happens. If you Negate it during a Round of Gambling that has already started, it
counts as though the player who played it passed, and the Round of Gambling continues.
Hold them back! I’m taking care of this one personally!: The targeted player’s teammates
may help Ignore this card as normal. However, if no one does, and the player loses Fortitude, then
that player’s teammates are locked out of defense for the rest of the turn.
No von can help you now: The targeted player may reduce, Ignore or redirect this Fortitude
loss as normal. That player’s teammates may not. Note that this card may still be Negated by any
player with one of the few cards in the game that can Negate an Action Card.
How chivalrous of you: In the Boss Battle variant, the Boss is always their “team’s” Champion.
Having a Champion on another team does not make you that person’s teammate. For example, you
may not look at that player’s hand. If your team ends up with no Champion, then your team Ignores
the effect(s) of the card that caused teams to choose Champions.
Not the face! Someone else’s face!: In a team game, you may use this card to make a player hit
their own teammate. If a player Ignores this card with a card that lets them Ignore a card affecting
their Gold, the redirection effect will still happen normally - the player just won’t get paid by
Torglesnarf.
Hungry hungry scarabs: If one or more players Ignore this card, you may pick a player to
gain 2 Scarabs. This could be one of the players who Ignored the card, or it could be a different
player. The 2 Scarab effect only happens once, regardless of how many players Ignore this card.
15
during this process, shuffle your discard pile, use that as your new Character Deck and continue
revealing. If you run out again, you don’t get a Minion (but you still have to pay).
Oh look! You brought me some help: The players Daareka chooses must be different. She
may not choose the same player twice to make them lose 5 Fortitude. If Daareka uses this card
to make one of Torglesnarf’s Minions or one of Wrench’s Gizmos lose 2 Fortitude, the card does
nothing else, since neither Minions nor Gizmos have a hand for Daareka to look at. However, if
Daareka uses this card to make a player lose 2 Fortitude and discard an Action Card, she may use
the follow-up hit to make a Minion or Gizmo lose 3 Fortitude.
Who Let All These Kobolds In?: In a team game, first each team chooses a Champion, then
each Champion chooses which mode they want.
You don’t need a winning hand when you have
enough goons!: Veteran RDI players will recognize this
card as a variant on “Oh, I guess the Wench thought that
was her tip...” This card has the same play restrictions as
that one. In particular, this card may not be played after the
last player has passed.
Captain Whitehawk (from RDI 4) may take half
of Torglesnarf’s ill-gotten Gold by playing “What a
coincidence, I happen to have the same hand!”, even
though he technically isn’t winning with a great hand.
Oh. That happened: Note that this card reduces the Fortitude you lose to 1. It does not reduce
it by 1, as some other cards do.
Psionic vision: If an opponent is temporarily “not in the game” due to an effect like Kaylin’s “I
need some Private Pixie Time” or Erin’s Tree Form, you may still choose that opponent to divide
the cards.
Sharing is caring: First, split the Drink with another player, rounding fractional effects up as
normal. Then, add the effect “gain 2 Scarabs” to the other player’s half of the Drink.
You might need a sanity check after this: The affected
player plays with their hand revealed to all players, not just
Daareka. An opponent is any player not on your team. If
the targeted player Ignores this card, you still draw cards.
Staring Contest: If you choose the second mode, you must Ignore all Action Cards (even ones
that might benefit you), but you are still affected normally by other cards such as Drinks, Events
or Anytime Cards.
If Torglesnarf or Wrench are Ignoring effects due to this card, their Minions or Gizmos can still
be affected normally.
In a team game, first each team chooses a Champion, then each Champion chooses which mode
they want. If you choose the second mode in a team game, then only you Ignore Action Cards. Your
teammates do not.
You don’t need a winning hand
when you have enough goons!
Sometimes
You may play this card at any time during a
Round of Gambling, even if you have left the
Round. You may not play this card if the Round
has already ended. You may not play it in
response to a card that would make players ante
or would end the Round when it resolves.
The Round ends. You get the anted Gold. (This
does not count as you winning the Round.)
You’re in a bit of a bind: The alternate effect happens
whether the targeted player Ignores the card or a teammate
Ignores it for them. If the alternate effect happens, the originally-targeted player gets the Scarab,
regardless of who Ignored the card. If this card is Ignored, you still draw 2 cards.
That’s some nice gold you’ve got there...: The three players you pick must be different. You
may not pick the same player multiple times. In a team game, you may pick multiple players on
the same team.
Zis drink is fang-tastic: This card acts like a card that splits a Drink with another player, but
instead of the second half going to another player, it simply disappears. In addition, this card rounds
the effects of the split Drink down instead of up. This card may not be played on a Drink that says
that you can’t split it, such as Sauvignon Blech or Gambler’s Grog (from RDI 3).
The Price of Power: If no one bids, nothing happens. As in a Round of Gambling, passing
doesn’t mean you’re out - you can bid later if the bidding doesn’t end first. In a team game, first
each team chooses a Champion, then the Champions start the bidding process.
Follow us online!
The Wench Dares You...: Remember that once an Event has started resolving, it can no longer
be Negated or Ignored, so if you want to Ignore the Event, you must do so before the Drinks are
revealed! After the Drinks are revealed, you may Ignore the Drink you are about to drink, but you
may not Ignore the Event itself.
If the revealed Drinks have the same Alcohol Content, the player who revealed the Event
chooses which Drink to drink.
http://SlugFestGames.com
Example: On her Drink Phase, Daareka reveals “The Wench Dares You...” For her two
Drinks, she reveals Angel Tears (+2 Fortitude) and Dungeon Runoff (-1 Fortitude). Since
these Drinks each have 0 Alcohol Content, she chooses to drink the Angel Tears herself and
make each other player drink Dungeon Runoff.
http://facebook.com/SlugFestGames
If the revealed Drinks would have different effects depending on who would drink them, then
the determination of which has the lower Alcohol Content is made based on the player who revealed
“The Wench Dares You...”, but the actual effects taken depend on each individual player.
@SlugFestGames
Example: On her Drink Phase, Daareka reveals “The Wench Dares You...” For her
two Drinks, she reveals Angel Tears (+2 Fortitude) and “Tomato Juice” (-2 Fortitude, or 2
Alcohol Content if you are a Vampire). Since Daareka is not a Vampire, the Drinks each have
0 Alcohol Content from her perspective. She chooses to drink the Angel Tears herself and
make everyone else drink the “Tomato Juice”. Torglesnarf loses 2 Fortitude, but Vlazlo gains
2 Alcohol Content.
The Red Dragon Inn 6: Villains, First Edition
Game Design: Sam Waller and Jeff Morrow
Based on mechanics designed by Geoff Bottone, Colleen Skadl and Cliff Bohm
Art Direction and Layout: Jeff Morrow
with Art created by Erin Wong, Rose Besch, Megan Langan, Mat Kolbeck,
Lorraine Schleter, Drew Morrow, Sam Waller, Beth Trott, Kennon James and ColdFuzion Studios
Special thanks to the original “arch-colleagues”, James Ernest and Andy Looney
We’ll deal this round: Only the players currently participating in the Round of Gambling gain
Scarabs. Players who have left the Round do not.
We’ll take those!: If you order a player multiple Drinks, that player still only gets 1 Scarab.
Wench, bring us one of everything!: This card is similar to “Wench, bring some drinks for my
friends!”, but it orders 3 Drinks instead of the usual 2.
WWW.SLUGFESTGAMES.COM
Published by SlugFest Games West, LLC. Made in China.
Package and contents © SlugFest Games West, LLC 2006-2017
The SlugFest Games logo and Red Dragon Inn logo are trademarks of SlugFest Games West, LLC.
What am I paying you all for? Get in here!: If you run out of cards in your Character Deck
16
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement