DrunkQuest
DrunkQuest Rulebook
Table of Contents
Table of Contents
Components
- Monster cards (red): 66
- Base cards (blue): 16
- Treasure cards (green): 118
Setup
- Separate the cards into 3 piles: Monsters, Treasures and Base cards.
- Next, shuffle the red and green decks. Separate the blue deck into 2 piles: the Hero cards and the Realm cards.
- Let each player choose, at random, a Realm card and a Hero card. These cards should be placed face up in front of the player.
- Deal each player 5 Treasure (green) cards. Players may lay any permanents they are dealt down in front of them immediately.
- Each player needs a D6 to keep track of their level and another to roll Hero Abilities. Each player starts at level 1.
- The oldest player goes first.
Turn Order Quick Guide
- Reveal a Monster from the Monster deck. Place the monster in front of you.
- Immediately read and follow the monster's ability.
- The "Circle" opens with the player who revealed the monster. That player may play an Action on their Monster, use their Hero's Ability, or pass and draw a Treasure card.
- Then, every player (starting clockwise) gets to play an Action, use their Hero's Ability to affect the Monster, or they can pass and draw a Treasure card.
- The "Circle" closes with the player who revealed the monster. They may play an Action, use their Hero's Ability (if they haven't done so yet) or pass and draw a Treasure card.
- Total up the Monster's new values (Drinks, Treasures, Levels). Player must then drink the Monster's total value to defeat it, or may run from it, if they're a total baby.
- The rewards (Treasures / Levels) for defeating the Monster are handed out.
- Next player's turn.
Monster Anatomy
- Drink Value (top left of the card): how many drinks a player must gulp down in order to defeat the monster.
- Treasure Value (bottom right of the card): how many treasures it will reward when it is defeated.
- Monster Ability (bottom of the card): its effects happen as soon as the monster comes into play. Example (Brandy Orc): Berserk: Players must take 1 drink before they can play an action on this monster.
Starting the Game
At any time during the game, all players may play any Permanents or Instants in their hands they wish. Regardless of whose turn it is.
The first player reveals a Monster and places it in front of them. Read and follow the Monster's ability. Combat has begun! NOTE: A Monster's ability is "reset" if the Monster is moved.
The "Circle" opens. The player who revealed the Monster may then play an Action card from their hand, roll a die to use their Hero's Ability or pass on their turn and draw a Treasure.
The Circle then passes clockwise to the next player until each player has had a chance to play an Action, use their Hero's Ability or pass and draw a Treasure.
When all players have had a turn in the Circle the player who revealed the Monster (regardless of where it ends up during the Circle) gets to close the Circle by playing an Action, using their Hero's Ability (if they haven't done so already) or pass and draw a Treasure. Once they've done one of these choices, the Circle is closed and no other Action may be played.
With the Circle closed, the player who has the Monster in front of them must take the total accumulated drinks in order to defeat it or, alternatively, they may attempt to run away.
Once the Monster is defeated, the player gains any rewards associated with that Monster. (Levels, Treasures)
Objective
Be the first to defeat enough Monsters to achieve level 6!
Additional Rules
Reducing Monster Values
A Monster's Drink, Treasure, and Level values can never be reduced below zero.
How many Permanents?
A player may only have 1 of each "type" of Permanent. The types are Weapon, Helmet, Ring and Shoes.
Instants
In cases where an Instant or another Treasure contradicts the other, (EX: Move Monster/Lock Monster) the last card trumps the first.
Running Away
Running away allows a player to escape battle and all drinks associated with the Monster. No rewards are gained if a player manages to run away (Treasures/Levels). In order to run away from a monster, a player rolls a D6 and on a 4 or better, manages to escape. If a player fails to escape, he/she loses a level, but still does not have to drink.
Interrupts
Interrupts can only be played as a reaction to the type of Treasure specified on the card.
Hero Abilities
Hero Abilities work the same way Actions do with one minor change. A player choosing to use his Hero's Ability must roll a D6. On a 1, 2, or 3, the Negative (-) happens. On a 4, 5, or 6, the Positive (+) happens. Once the ability has been used, the player places his/her Hero card on the Monster. This helps players keep track of what's been done to the Monster during the Circle.
Trading?
Players may trade Treasure cards with one another at any time as long as both players are not currently involved in combat.
Maximum Hand Size
A player may have no more than 7 Treasure cards in their hand. Any cards exceeding this amount must be discarded. Note: You may play Instants and Permanents immediately to reduce hand size.
Treasure Card Types
Actions
Action cards are the main Treasure card in DrunkQuest. They can only be played on a Monster. A player can only play an Action card during his/her turn, during the Circle. (Example: Boozeblood, +4, "Action: Add 4 drinks to monster.")
Interrupts
Interrupts are the main counter in DrunkQuest. They are used almost exclusively to stop another player from using an Instant, Action or even another Interrupt. (Example: Fizzle, Deny, "Interrupt: Stop an instant, action or interrupt from happening.")
Instants
Instant cards can be played at any time and do not count as your turn when played. Instant cards are mostly played on a player. The results of an Instant must be followed immediately after it's been played, unless another Instant or Interrupt is played to counter it. (Example: Copper, +1, "Instant: choose a player to take 1 drink.")
Permanents
When a player draws a Permanent they may play it immediately. These cards usually offer an ongoing bonus that can be used as the card describes. NOTE: Permanents are always optional; a player is never forced to use its effects. (Example: Thirst Quencher, -2, "Permanent: minus 2 drinks anytime you must drink to defeat a monster or boss.")
Boss Monsters
On Draw
When a Boss Monster is revealed on a player's turn it must be fought immediately. If it is drawn as a result of a Treasure card (EX: Brew Bait) its stats are added to the combat as the card describes. However, a Boss Monster added in such a way will always grant an extra level.
Everyone Fights
Boss Monsters are a social fight meaning all players fight it at once. A Bosss' drink value is not divided. Each player must take the total drink value when the Circle closes.
The Circle
Just like other Monsters, the Circle opens and closes with the player who revealed the Boss.
No Escape
There is no running from a Boss Monster. If a player is unwilling/unable to fight the Boss they lose an immediate level and are ridiculed by the other players for being a sissy.
No Levels
A Boss Monster does not grant a level when defeated, but it can be made to grant one through Treasures or Abilities.
The Turn After
A Boss does not count as a turn for the player who revealed it. Once the Boss Monster is defeated, the drawing player gets to reveal a new Monster.
Helping Other Players
The Basics
Players facing particularly strong Monsters with high drink values may ask for help from 1 other player. Most players will ask for 1 or more of the Monster's Treasures in trade for their help.
How Much Can You Help?
The normal amount is to take half of the Monster's total drink value. However, desperate players may offer up extra rewards for more help, while the sturdy player may only require nominal drinks to be taken from the Monster's total. A player may never take ALL of the Monster's drinks when helping. The controlling player must take at least 1 drink or be forced to run away from the Monster.
Can I offer the Monster's Level as Reward?
No, the Monster only grants a level to the player who revealed it.
Can More Than 1 Player Help Me?
No, only 1 other player may help. You are, however, allowed to ask multiple people what they require for their help and take the best deal. In fact we recommend you do that every time!
Card Specific Rules
Porcelain God
If this card is played on a "Move Monster" type card, it is treated as though that player had played a duplicate of the "Move Monster" card and so he/she will be able to move the Monster again.
Shield
When Shield is played to interrupt a "Move Monster" type card, the Monster is moved back to the player it was previously stolen from.
Add Treasure Cards
When cards that add/subtract Treasure are added to a Boss, all players will receive the total treasure value when the Monster is defeated.
FAQ
How Much is a Drink?
One "drink" is usually determined by the group playing. Usually, the number of drinks are counted out loud as the player swallows their beverage.
Having the entire table count out your drinks as you defeat a Monster is part of the fun!
We've found that for the casual player/drinker there are around 24 drinks in a normal sized bottle of beer.
How Long Does a Game Take?
The standard game takes anywhere from 15-35 minutes, but the time can increase depending on player's familiarity with the rules and the amount of players. A good rule of thumb is to start with 15 minutes as a base for a 3 player game. Then add 10 minutes of play for each additional player.
What Happens If Someone Throws Up?
They immediately lose the game! And are subject to ridicule for months to come.