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The Bugman's Game

The Bugman's Game Rulebook

Table of Contents

Table of Contents

  • The Aim of the Game
  • Components
  • The Board
  • Getting Ready to Play
    • Dwarfs
    • Home Tables
    • The Playing Cards
    • The Dice
    • The Square Counters
    • Characters
  • The Turn
    • Who Goes First?
    • Playing a Bugman's Card
  • Picking up Stuff from the Bar
  • Placing Characters and Counters
  • Moving Characters
    • 'Move 'x' Spaces' Moves
    • 'Move Directly To' Moves
    • Stashing Grub and Booze
  • Fighting
    • Working Out Fights
    • Playing Fight Cards
    • Winnin' an Losin'
    • Draws
    • Fights in da Bogs!
    • Example of a Complete Fight
  • Replenish Cards
    • Getting Cards from Grub
    • Getting Cards from the Bogs
    • Getting Cards from the Gobbo Loan Shark
    • Bogs Out of Order
  • The Serving Wench
  • Piles of Vomit
  • The Game Ends When...

The Aim of the Game

Each player is represented by a Dwarf character and a table full of thirsty mates. Your Dwarf has to fetch beer and grub for himself and his pals - the team that guzzles and scoffs the most come chucking out time wins. It's as easy as that.

Trouble is... well, you don't want to know what lies ahead. Oh no!

Components

The Bugman's game includes the following no-expense spared components:

  • 1 Rule Book (you're reading it)
  • 1 Bugman's Board (wipe-able)
  • 52 Playing Cards (slightly sticky)
  • 60 Counters (pre-stained)
  • 6 Dwarfs (thirsty)
  • 1 Dice (guaranteed totally six-sided)
  • 1 Small Bag of Carrots (struck through in the printed rulebook, with a handwritten note: "deleted due to hygiene regulations")

The Board

The somewhat sticky floor of Bugman's is represented by a board of 100 squares (10 x 10). The bar room itself is surrounded by a corridor one square wide running round the outside. At one end of the bar room is the Bar. You'll be seeing a lot of this - one way or the other.

Long Tables - You'll notice there are three long tables near the bar. At these tables sit regular customers of Bugman's. As you can see, they are sullen, hard-bitten types and you can be sure they'd like nothing more than to do you down in some humiliating fashion. These (quite literally) ugly customers will cheerfully throw stuff at you if you get close, so try not to lurk around this area for too long. Unfortunately they happen to be between you and the bar. Bugger!

Bar Skittles and Pool Table - In this pre-digital age this is as fun as it gets with your breeks on. Don't be distracted by such fripperies - you are here to drink remember!

Doors - These lead to the dark, dingy outside corridor. This will prove useful when you have to go to the bogs or if you simply want to avoid what's going on in the bar!

Bogs - Be they ever so repulsive you'll be glad of these filthy facilities before the night is over... believe you me!

Board key:

  1. Bar
  2. Bar Skittles
  3. Doors
  4. Bogs
  5. Home Table Area
  6. Bar Room
  7. Long Tables
  8. Pool Table
  9. Corridor (the back passage...)

Getting Ready to Play

Dwarfs

First assemble your players (no glue required). Three to six people can play The Bugman's Game. You can also play with just two, although this somewhat reduces the potential for conniving and back-stabbing - unless you are seriously mixed up.

Each player takes the Dwarf character that corresponds to the colour of his home table and places it on top of the table in the set-up area.

Home Tables

Sort through the square counters and find a coloured home table for each player. There are six colours and they match the colours of the six Dwarf stand-up characters. Your home table is a very important piece. As a player accumulates useful point scoring counters, in the form of booze and grub, these go under his home table. As a player's score rises, his table stack grows correspondingly higher and wobblier.

If you have fewer than six players, take out any excess home tables from the deck - these will not be needed. Put them safely aside for now. Place the players' home tables as follows. Each player rolls the dice - the highest scoring player places his table first - then the player to his right, then to his right, and so on until all the tables have been placed.

Home tables are placed on the far side of the Bugman's bar room between the long tables and the far wall on the wooden floorboards. Once a home table has been placed in the bar, no player can put another home table adjacent to it edge-to-edge. Home tables can be placed corner-to-corner if you want - but not edge-to-edge. This is to ensure that all the players can reach their home tables easily... well fairly easily anyway!

The Playing Cards

The game includes a deck of (52) playing cards. Before the game begins, one player shuffles the deck and deals each player five cards face down. Keep these cards secret. The remaining cards are placed face down in a pile by the board. There are two types of card - as indicated on the cards themselves: Fight cards and Bugman's cards.

Fight cards are used for fighting - these are useful cards because they can be used to boost your fighting value, or boost the value of another player, or of any fighting piece as explained later.

Bugman's cards are not used for fighting but some will allow you to move a piece, some can be exchanged for bonus items from the bar and others trigger a barrage from Rowdy Revellers - as explained on the cards themselves.

The Dice

A dice is used in conjunction with the Fight cards to decide who wins fights. Don't think fights won't happen either 'cos they will. Bugman's is a notoriously violent place, that is part of its charm.

The dice is also used to find out what happens when you visit the pool table or bar skittles, when you deal with the Gobbo Loan Shark, order drinks from the Serving Wench, wade through piles of vomit, and other occasions as directed on the cards. Put the dice somewhere close to hand. Preferably somewhere that isn't too sticky.

The Square Counters

There are sixty square card counters that represent:

  • Piles of Vomit
  • Bogs Out of Order
  • Booze
  • Grub
  • Dangerous Characters (Trolls, Halflings, and the Moody Elf)
  • Helpful Characters (Gobbo Loan Shark and Serving Wench)
  • The Home Tables
  • Rowdy Revellers

Before the game begins, take four Booze counters at random and place them on the bar one at a time starting at either end. Shuffle all the remaining square counters (that is - all the square counters minus the home tables and the four Booze cards). Place the stack face down beside the board where everyone can reach it.

Characters

All the Dwarfs, Dangerous Characters, and Helpful Characters are collectively referred to as 'characters' - so when instructed to move 'any character', we mean either a Dwarf, Troll, Halfling, Elf, Gobbo Loan Shark or Serving Wench. Quite a few of the cards enable you to move characters about, so it's worth getting this clear from the start. Got that? Good!

The object of the game is for each player to move his Dwarf to the bar, grab as much grub and booze as possible, and carry it back to his home table. Booze and Grub counters carried back to the home table are 'stashed' and the Dwarf is then free to fetch more.

As soon as one player has a stash of five or more counters at his home table, the game is over. The player who has completed his stash shouts, 'Booze Up!' enthusiastically and claims his free drink (the player selects one Booze counter from the bar and adds it to his stash). Total up the value of every player's stash. The player with the highest score wins!

The Turn

Who Goes First?

The player who placed his table last goes first, then the player to his left and thence clockwise round the table much as you would expect.

In each player's turn, play proceeds according to the following sequence:

  1. Play a Bugman's card - you do not have to play a card at all - it's up to you.
  2. Pick-up Booze and/or Grub counters if your Dwarf is at the bar.
  3. Move Dwarf. Roll the dice. Move your Dwarf up to this distance. Subtract the number of items you're carrying from your maximum move. No matter how much a Dwarf carries, he always manages to stagger one square - this is his lowest Move value regardless of the dice roll.
  4. Resolve encounters. If your Dwarf moves onto a square that contains a Dangerous Character, another Dwarf, a Pile of Vomit, the Pool Table or Bar Skittles, resolve what happens as described elsewhere.
  5. Replenish cards. If your Dwarf ends his move on the Bogs or Gobbo Loan Shark, you can replenish your hand of cards as described separately.
  6. Order from the Serving Wench. If your Dwarf ends his move on the Serving Wench, you can order from the bar as explained separately.
  7. Stash Booze/Grub. If your Dwarf reaches his home table, stash your Booze and/or Grub at the table. If you stash Grub, take additional cards as indicated on the counter.

Playing a Bugman's Card

Remember there are two kinds of cards: Fighting cards and Bugman's cards - each is clearly marked to show what kind of card it is.

In his turn a player first gets the chance to play one Bugman's card - he doesn't have to though. Once a card is played, its effect is resolved and the card is placed in the Discard pile. If the cards should happen to run out, shuffle the Discard pile and start again. The Bugman's cards are largely self-explanatory. The following list explains exactly what each card does - once you've played a couple of times this should all become pretty obvious.

'Arta My Way! - Move any character 1 space. This card allows you to move any character one space into a square they are allowed to move into. You can play this card onto any character - your own Dwarf, another player's Dwarf, or any Dangerous Character or Helpful Character.

Cummin' Thru! - Move any character 2 spaces. This card allows you to move any character two spaces into a square he or she is allowed to move into, or two characters one space each in the same fashion. You can play this card onto any character - your own Dwarf, another player's Dwarf, or any Dangerous Character or Helpful Character.

Mind Yer Back! - Move any character 3 spaces. This card allows you to move any character three spaces, or three characters one space each, or one character two spaces and another one - any combination is allowed so long as you move no more than three spaces in total. Otherwise, this is exactly the same as a one or two space move.

Move to Bogs or Home Table - Move character to Bogs. Playing these cards immediately moves a character directly to a Bogs or Home Table square. In the case of the Move to Bogs, whoever plays the card decides which Bogs to move to. A character can be sent to an empty Bogs, a Bogs that is Out of Order, or to a Bogs that is already occupied in order to start a fight.

You can play a Move to Home Table card on any Dwarf including your own. Note that you cannot play a Home Table card on a Dwarf who is carrying anything - only on a Dwarf who is empty handed. Remember this - it is important!

Take 1 Extra Booze/Grub. - Take extra Grub counter, Play at Bar only. This card can only be played on behalf of the player's own Dwarf whilst he is at the bar. The card enables him to pick up either one extra Booze counter or one extra Grub counter. The Dwarf has to pick up the extra counter from the bar that turn. The Dwarf can pick the extra counter from anywhere on the bar, not just the square he is touching. This enables a Dwarf to carry more than one Booze and one Grub counter e.g. with an Extra Grub card you can manage two Grub and one Booze.

Rowdy Revellers. - Throw Tankard missiles. When this card is played, the player can get the Rowdy Revellers to hurl missiles at a Dwarf or a Home Table in order to try to 'knock out' Booze or Grub counters. Missiles can originate from any Rowdy Reveller counter - so there must be a Rowdy Reveller counter on the board to use this card.

The card's Throw Tankard table gives the range and the score needed to hit:

RangeScore needed to hit
1 space2+
2 spaces4+
3 spaces6

Missiles can be hurled at a Dwarf who is carrying Booze/Grub, or at a Home Table that has at least one Booze/Grub counter stashed beneath it. The chance of scoring a hit is given on the card itself. Count the number of squares to get the range and roll the dice. If the dice roll is equal or better than the score required, the missile has hit its target! If a Dwarf is hit, he loses one randomly chosen counter from those carried. If a Home Table is hit, the table loses one randomly chosen counter from those stashed under the Home Table. The player losing the counter presents the blank sides of his counters and his opponent randomly picks one and discards it.

Once the player whose turn it is has played his Bugman's card (or not if preferred) his Dwarf can take Booze and/or Grub from the bar.

Picking up Stuff from the Bar

A Dwarf can only take counters from Bar squares he is already touching (either edge-to-edge or diagonally). The most he can normally carry is one Grub counter and one Booze counter. As we have already seen, some Bugman's cards allow you to pick up and carry an extra Grub or Booze counter. You will notice that the Grub and Booze counters have different values - these represent the score value of those items at the end of the game. The higher the value, the better the score. When a Dwarf picks up Booze or Grub, place the counters underneath the Dwarf. When the Dwarf moves, move the counters along with him to show that he is carrying them.

When a counter is picked up from the Bar, the player whose turn it is immediately deals another counter into the empty Bar space. Do this one counter at a time. So a Dwarf could potentially take a Booze counter and then the Grub counter that is dealt into the same space, for example.

If the new counter is neither Booze or Grub, the player must place the counter onto the board and deal another counter onto the empty Bar space. This continues until all the empty spaces on the Bar are filled with either Booze or Grub.

Placing Characters and Counters

Trolls, Halflings and the Moody Elf must be placed on an empty bar room square - they cannot be placed on the Bar itself, on the Long Tables, on the players' Home Tables, or in the Pool Table or Bar Skittles squares.

The Serving Wench must be placed on any empty bar room square within 3 or fewer spaces of the Bar. She cannot be placed on the Bar, Long Tables, etc, as above.

The Gobbo Loan Shark must be placed on any empty barroom or corridor square within 3 or fewer spaces of the Bar Skittles. He cannot be placed on the Bar itself, etc as above.

Placing Bogs Out of Order. The Bogs Out of Order counter must be placed on one of the Bogs. It doesn't matter whether the Bogs is occupied at the time or not!

Placing Piles of Vomit. Piles of Vomit must be placed on an empty square in the bar room or corridor. A Pile of Vomit can be placed absolutely anywhere so long as the space is empty. It can even be placed on an empty Bar or Long Table space should you so wish. Note that a player's Home Table is not an empty square and a Pile of Vomit cannot be placed on top of it!

Placing Rowdy Revellers. Rowdy Revellers must be placed on an empty Long Table square. As you will have noticed, these counters show the hardened Bugman's regulars fighting, throwing things and misbehaving in a typically irresponsible drunken fashion.

Moving Characters

All characters can move from square to square either diagonally or edge-to-edge.

In his own turn, each player gets to move his Dwarf. The player rolls a dice. The player's dice roll equals the number of squares the Dwarf can move that turn. The Dwarf doesn't have to move the entire distance allowed, or even at all if the player prefers, the dice roll shows the maximum move allowed.

If a Dwarf is carrying one or more counters then deduct one square from his maximum move for every counter he carries. A Dwarf can always move one square regardless of the dice roll. No matter how heavily laden with booze and grub, a Dwarf always manages to stagger at least one square if he wants to.

Characters can't move through the six Long Table squares - these are tables already occupied by other drinkers, or move onto the Bar squares (as shown below).

Characters can move between the corridor and bar room by means of the doors round the outside. When a character moves through a door, he must always move through the doorway square itself (the square in the corridor). This means that if a character is stood in the doorway, another character cannot move past him diagonally.

Note that characters moving through the corners of the corridors must also travel through the corner spaces - the squares either side do not connect diagonally (as shown below).

Apart from a player's own Dwarf, no character can move onto the Home Table of any of the players. A Dwarf can move onto his own Home Table - and needs to do so to deliver his grub and booze.

Any character can move onto a Games square (the Pool Table and Bar Skittles squares). If a Dwarf moves onto a Games square, his move ends immediately. The player whose Dwarf it is rolls on the Games chart. Other characters are not affected by these special squares and don't need to roll on the chart.

Any character can move onto or through a square that contains a Pile of Vomit, assuming they can otherwise move into that square (ie, the Pile of Vomit is not on the bar or on a Long Table). If a Dwarf moves into a Pile of Vomit, his move does not necessarily end. Roll on the Vomit chart before moving the Dwarf any further. Depending on the result the Dwarf might fall down and end his move, skid one space, or complete his move - sometimes with a bonus space! Other characters are not affected by the Pile of Vomit and don't need to roll on the chart.

If a Dangerous Character is already in a Pile of Vomit or Games square, a Dwarf who moves into the same square must fight the character first. If the Dwarf defeats his opponent, the Dangerous Character is removed and the player must then roll on the Vomit or Games chart.

If a Helpful Character is already on a Pile of Vomit or Games square, a Dwarf who moves into the square must first roll on the Vomit/Games chart as usual. The player can roll on the Serving Wench or Gobbo Loan Shark chart only if the Dwarf is still in the square at the end of his move. See the Serving Wench and Gobbo Loan Shark rules for more about these two Bugman's favorites.

Characters can move through or onto the Bogs or Helpful Characters without penalty. If a Dwarf ends his move on the Bogs or Gobbo Loan Shark, the player can replenish cards as described separately. If a Dwarf ends his move on the Serving Wench, the Dwarf can order drinks from the bar as described separately.

If a Dangerous Character moves into the same square as a Helpful Character, or vice versa, the player whose turn it is must move the Helpful Character to an adjoining empty space or failing that a space as close as possible.

If a Dangerous Character already occupies a Bogs square, a Dwarf who moves onto the same square must fight the Dangerous Character first, and must defeat (and therefore remove) the character before he can use the facilities.

Dangerous Characters cannot move into spaces already occupied by other Dangerous Characters.

Dwarfs can move onto squares already occupied by other Dwarfs or Dangerous Characters. In both cases the result is a fight! See Fights and Fighting.

'Move 'x' Spaces' Moves

Some Bugman's cards allow a character to move one, two or three spaces. Resolve any resulting encounters between Dwarfs and Dangerous Characters, Games, Piles of Vomit, or other Dwarfs straight away.

'Move Directly To' Moves

Some Bugman's cards send characters directly from where they are to the Bogs or, in the case of Dwarfs, to their Home Table. A Dwarf who has been beaten in a fight is also moved directly to his Home Table. When a character is sent directly to the Bogs or their Home Table, the piece is moved straight to the appropriate space without further ado and regardless of what might be in the way.

Stashing Grub and Booze

A Dwarf who ends his move on his Home Table automatically stashes all the counters he is carrying. These are removed from beneath the Dwarf and placed on or beneath the Home Table.

Fighting

Fights break out when a Dwarf moves onto a square occupied by either another Dwarf or a Dangerous Character, or if a Dangerous Character moves into a square occupied by a Dwarf (as shown below).

Fights can happen because a player chooses to move his Dwarf into another character or because another player has used a Bugman's card to move Dwarfs or Characters into each other! This means that fights can potentially involve any Dwarf in any player's turn!

Whenever a Dwarf whose turn it is fights... his turn is over once the fight has been resolved regardless of whether he wins or loses.

Working Out Fights

When working out who wins a fight, both sides compare their Fight values and the highest total wins - easy as that!

A Dwarf has a Fighting value equal to the roll of a dice. Dangerous Characters have a Fight value as shown on their card. This varies from the tough Trolls (3) to the Moody Elf (1).

If a Dwarf fights another Dwarf, both players roll the dice and the highest score wins. If a Dwarf fights a Dangerous Character, the player rolls a dice and he wins if his score beats the Dangerous Character's Fight value.

That's what happens when you get a clean, fair fight... but wait a minute... you're in Bugman's... you really didn't expect a fair fight, did you!

This is where the Fight cards come in. The Fight cards provide lots of 'orrible, sneaky low-down tricks and nastiness that players can use to boost the Fight values of either their own Dwarf, other Dwarfs, or Dangerous Characters. And when there's a fight, EVERYBODY gets to pile in with helpful suggestions and the odd low blow... so don't hold back or you'll probably find yourself on tomorrow's menu.

A Dwarf triggers a fight if he moves into another character or if a Dangerous Character moves into him. When one Dwarf moves into another, it is always the Dwarf who moved that triggers the fight.

When it is his turn to play Fight cards, a player can either pass (play no cards) or play one or more Fight cards on behalf of one of the combatants. Each card played adds a bonus to the combatant's Fight value as indicated on the card itself. The total bonus for each combatant is the total value of all the cards played on his behalf.

There are only two rules to remember when playing Fight cards. Firstly, you must always start with a RED card. If you don't have a red card you can't play any cards at all. Secondly, you can't play more than one card of the same colour. For example, you can play red + blue + dark green + yellow - you can't play red + red.

Most of the cards simply add a bonus (+1, +2, +3, etc) but the following cards are a bit more sneaky.

Grab 'im (red) - Lose all fight cards played so far. If you play Grab 'im, any Fight Cards already played for that combatant are then discarded immediately! Players who are still to go can add further Fight cards to the combatant - but all cards already laid down are discarded together with the Grab 'im. This is a good card to play if you are playing last!

Pull 'iz arms off! (red) - Add a dice roll (1-6). If you play this card, the combatant adds a further dice roll to his Fight value - roll this dice once all cards have been played to work out the total bonus for that combatant. If you play this on a Dwarf, it means he gets to roll two dice rather than one for his Fight value.

'An kick in da donglies (orange) - Double dice or fight value. If you play this card on a Dwarf, the player doubles the value of his dice roll when deciding who wins the combat. If you play this card on a Dangerous Character, the Dangerous Character's Fight value is doubled. Ouch!

Playing Fight Cards

Before any dice are rolled, each player gets a chance to play one or more Fight cards from his hand. Start with the player to the left of the player whose Dwarf triggered the fight and go round the table clockwise until every player has either played cards or 'passed'.

Notice that this means the player whose Dwarf triggered the fight always plays his cards last - this is a bit of an advantage as he can see what cards have already been played.

Winnin' an Losin'

Add up the total value of all cards played on behalf of each combatant and roll Fight values for the Dwarfs to establish the total scores for each. The combatant with the highest total score wins and his opponent loses.

If a Dwarf loses then he also loses all the items he is carrying - discard these counters. The Dwarf is moved back to his Home Table empty-handed. If it is the Dwarf's turn then that player's turn ends immediately. If a Dwarf wins and it is his turn then the Dwarf remains where he is and the player's turn ends immediately.

If a Dangerous Character loses then the Dangerous Character is eliminated - remove the counter and discard it.

If a Dangerous Character wins then he remains where he is.

Draws

If the result is a draw, whichever character moved into the square is moved back into the square from which he came.

If a Dwarf draws and it is his turn then the player's turn ends immediately. If a Dwarf is carrying anything he doesn't lose it - the Dwarf hangs on to all his Booze and Grub in a draw (determined beggers these Dwarfs!).

Fights in da Bogs!

It is possible to have a fight in the Bogs because a character has been moved there directly by a 'Bogs' card. If the resulting fight is a draw, move the character who was sent to the Bogs into the nearest empty space. If the character is a Dwarf, the owning player decides where to put him. If the character is a Dangerous Character, the player whose turn it is decides. The resident character remains in the Bogs... What a Bog Hog!

Example of a Complete Fight

Alf, Bert, Clive and Dick are playing the Bugman's Game... well it's better than drinking the beer, let's face it!

In Alf's turn his Dwarf picks up Booze and Grub from the bar. In Bert's turn he uses a Bugman's card to move Alf into an adjacent Troll (Fight value 3)... oh dear!

As Alf's Dwarf has triggered the fight, the player to his left gets to play Fight cards first - this is Bert... Bert plays a (red) Take that! +1 card for the Troll just to liven things up a bit.

Next Clive plays a (red) Rip 'iz lungs art! +2 and a (blue) 'An' that! +1 for the Troll.

Dick decides to keep well clear of this disaster and passes. The Troll is now at a total value of 3+1+2+1 for an impressive 7!

Alf plays last because his Dwarf triggered the fight - he calmly lobs in a (red) Take that! +1 followed by (green) 'An' jump on 'im! +5 for his own Dwarf. Alf's Dwarf now has a total bonus of +6 so he only needs a dice roll of 2 or better to win (total 8). Alf rolls his dice and scores 3 - he wins! The Troll is eliminated. Bert is happy to have removed so many nasty Fight cards from play - forcing Alf to give up the most valuable card in the whole deck whilst getting Clive to do most of his dirty work for him.

Replenish Cards

Each player is dealt five cards at the start of the game. This is the most number of cards a player can hold at once. If a player has more than five cards, he must choose which of the excess cards to discard. Additional cards are earned when a Dwarf stashes Grub under his Home Table. Cards can also be gained by visiting the Bogs or the Gobbo Loan Shark.

Getting Cards from Grub

Grub counters entitle the player to further cards when they are stashed. Every Grub counter has a Score value and also a Cards value. When a Dwarf brings Grub back to his Home Table, the player stashes the Grub counter beneath the table and automatically takes the indicated number of cards from the deck. If this raises the total number of cards in his hand to more than five, he must discard the excess.

Getting Cards from the Bogs

If a Dwarf ends his move on the Bogs, the player can discard any cards from his hand and replenish his hand up to a total of five cards. This is known as flushing. Remember to wash your hands afterwards!

Note that where Bugman's cards send a player's Dwarf straight to the Bogs, the player can exchange cards only if his Dwarf is still on the Bogs square at the end of his own turn.

Getting Cards from the Gobbo Loan Shark

The Gobbo Loan Shark is a Helpful Character. No honestly... really he is. If a Dwarf ends his move on the Gobbo Loan Shark, the player rolls on the Gobbo Loan Shark chart to find out what happens. If the Gobbo gives you any cards, add these to your hand and discard any excess if you have more than five.

Note that it is possible for the Gobbo Loan Shark to occupy the Bogs which also gives a player cards. A player whose Dwarf ends his move in such a square can make use of both the Loan Shark and the Bogs one after the other. He is still only allowed to hold a maximum of five cards though.

Bogs Out of Order

A Bogs cannot be used to gain additional cards if the 'Out of Order' card has been placed on it. The square is still treated as 'empty' though and can be moved through or onto as normal.

A Dwarf can still be directed to the 'Out of Order' Bogs by a Bugman's card. Once 'Out of Order', a Bogs stays 'Out of Order'... forever!

The Serving Wench

Editor's note: the Serving Wench, Gobbo Loan Shark, Piles of Vomit and Games results are rolled on charts that are not printed in this rulebook. Those charts are not reproduced here.

Once the Serving Wench has been placed in the bar room, the Dwarfs can order drinks and food directly from the Serving Wench rather than from the Bar. If an empty handed Dwarf ends his move on the same square as the Serving Wench, he can order grub and drinks. Roll on the Serving Wench chart to find out what happens.

Piles of Vomit

When a Dwarf moves onto a Pile of Vomit, roll on the chart to find out what happens. Other characters can wade through the vomit with impunity - they are used to it!

A Pile of Vomit counter placed on a Long Table square or Bar square blocks the square.

Once a Bar or Long Table square has been vomited on you can't put another counter on it. This is mostly decorative but can be useful occasionally... honest!

If a Pile of Vomit counter is placed on a Games square and a Dwarf moves onto it, work out the Vomit result first and complete the Dwarf's move if the result tells you to do so. Work out the Games square result if the Dwarf remains on the square.

If a Dangerous Character is stood in the same square as a Pile of Vomit, a Dwarf who moves into the square must fight the Dangerous Character first. If the Dwarf wins the fight, he must roll on the Vomit chart afterwards, but any result of 'Complete Move' means he stays where he is (as his move normally ends when he fights).

If a Helpful Character is stood in the same square as a Pile of Vomit, a Dwarf who moves into the square must roll on the Vomit chart as usual. If the Dwarf is still in the square at the end of his turn, the player can deal with the Helpful Character as normal.

The Game Ends When...

As soon as one player accumulates a stash equal to or more than the number of Grub and Booze counters required, the game ends. The lucky player who has ended the game first must shout 'Booze Up!' in an overbearing, loud voice and can then take one free drink from the Bar. The player selects any Booze counter from the Bar and adds it to his stash. If there is no Booze counter on the Bar, tough luck - the Bar has run dry and the Dwarf must forego his bonus! Each player then totals up the value of all the stashed cards at his Home Table. The player with the highest value wins!

If you are playing with four or fewer players then five cards are needed to complete your stash.

If you are playing with five or more players then four cards are needed to complete your stash.

It can happen that all the counters are used up before any player has stashed the number required. In this case the game ends once there are no counters left in play - the player with the highest value stashed when the game ends is the winner.

If you wish, you can fix a higher or lower number of counters to end the game - in which case the game will last for a shorter or longer time. This is entirely up to the players. You will find that the more players there are taking part, the harder it is to stash Booze and Grub (because there's more folks trying to stop you!) which is why we set only four counters where five or more players are taking part.

Note: the rulebook's earlier Characters section gives the end condition as a stash of "five or more counters"; the End of Game section gives it as "equal to or more than the number of Grub and Booze counters required". Both are transcribed as printed.