Inn-Fighting

Asmor

First Post
I just posted this over on Boardgame Geek, and did a search on it here and couldn't find anything, so I thought I'd repost it. I know there's gotta be other people here who are interested in the game and as annoyed as I was at the complete dearth of info about it! Everything that follows is a direct copy-paste, hence why I repeat myself on certain points between this paragraph and the next few.

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I just picked this up today. Been looking forward to it for a long time, Three Dragon Ante was a very pleasant surprise and quickly became one of my favorite games, so I had high hopes for Inn-Fighting.

Sadly, I won't have a chance to play it for a few days...

But anyways, the lack of info about this game is pretty madenning, so I figured I'd post here about it!

Quick note: The game comes with 7 dice; a blue d20, and 6 custom inn-fighting dice. These are d6s with pictures instead of numbers. 5 of them are white, one is red. All have the same sides:

2x Fists
1x Ale
1x Chair
1x Power
1x Luck

15 adventurer cards. Everyone is dealt one at random, this is their character.

34 action cards, comprising both actions and bystanders

That said, here's a rundown on the rules:

Setup

Shuffle the decks. Each player takes one adventurer card and 2 action cards, laying down any bystanders and keeping any actions in their hand.

You need a number of tokens to represent HP and victory points, which are essentially one and the same. Whenever you damage someone, you gain that damage as VPs. Put an appropriate number of HP on your adventurer and any bystanders.

Gameplay

Roll the d20 for "initiative." All this actually means is rolling to see who goes first. You only roll for initiative once.

Each turn, you roll any dice which don't have an action showing (actions are Luck and Ale). The first player rolls all 6 dice.

Next, you choose what you want to do.

Actions

You may only take one action per turn, and only if at least 3 of the same action are showing on the dice. After taking an action, you always re-roll ALL the dice, and then make an attack.

Luck: If at least 3 luck are showing, you may take a luck action; just draw an action card. If it's a bystander, put it out and put an appropriate number of HP on it from the bank.

Ale: Take a number of VPs from the person with the most, and put them on your character, healing yourself. The VPs taken are equal to the number of dice showing ale. You can't heal yourself above maximum, so any extra are discarded. Also note that if you're the leader, you use your own VP, but it's still a good idea to take this action since if you don't the Ale dice will get passed to the next player and he can use it and screw you over.

Attack

Whether you took an action or not, the last thing you do is make an attack. This should almost always be possible, unless you took an action and then rolled the dice and everything came up luck and ale.

Punch: You attack the person to your left.

Chair: You attack the person to your right.

Power: You attack the person with the most VPs.

For each of these actions, if you only have one die showing that action, you may only attack a bystander if the defender has any (is they have none, you attack their adventurer. If you show two or more of the dice, you can attack a bystander or adventurer, your choice.

Resolving attacks

Roll the d20, and add the number of dice showing your attack... For example, if there are 3 punches showing and you're making a punch attack, roll d20+3. Every adventurer has a high and low damage for each attack. If you roll lower than your adventurer's skill, do the low damage. Otherwise, do the high damage.

Any damage you cause is given to you as VPs. You can't get more VP like that than however much HP was left on your target, but if you knockout a bystander, you also gain 2 bonus VP from the bank. Every adventurer has a listed bonus for knocking them out.

If you roll a natural 1 you automatically miss and deal no damage. If you roll a natural 20, you automatically hit and deal 1 extra damage.

Defense

Every adventurer and bystander can make a defense roll if they're about to take 3 or more damage, or if they're about to be knocked out (this is called the "3 or Out" rule).

You roll the red die (which, as mentioned, is identical to the white ones... but it matters for the purpose of passing the dice). Adventurers defend on a roll of luck or power; bystanders defend only on a roll of luck. Each card tells what it does depending on what you roll. Some might decrease the damage, some hurt the attacker, etc.

You ONLY make a defense roll in response to an attack! If you're getting hurt by someone else's defense roll, you do NOT get to make a defense roll.

Pass the dice

Finally, pass the dice to the player on your left. Remember, he keeps any luck or ale currently showing, so be careful while passing!

Knocked out

When a bystander is knocked out, discard the card.

If your adventurer is knocked out, you're still in the game. Your bystanders remain out, but may not be targeted by attacks. They may still be hurt by things that don't require an attack roll. At the beginning of your next turn, draw a new adventurer card.

Victory

You win when, at the end of your turn, you have 20 VP AND you damage an opponent! This means you may win even if someone else has more VP. You can't win when it's not your turn, and you can't win if you don't damage someone on your turn.

The rules are a bit ambiguous about whether you need the 20 VP before you do the game-winning blow, or if the damage caused by that counts, but my personal interpretation is that it should count. So if you have 19 VP and attack someone for 1, you win.

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You can see pictures of the cards at Boardgame Geek. I'll also upload some scans of the rulebook here, which BGG doesn't allow for some odd reason, to explain the anatomies of the cards.
 

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Tazawa said:
I am! I was hoping to get a mini-review from you once you had a chance to play it.

Sadly, as I mentioned, I probably won't get a chance to play it until Sunday or Tuesday, so a review's going to take a while.

Although depending on how I feel, I might play a "solo" game tonight at home. Yes, I'm that desperate to try it. >_>
 

I just played a solo game. Myself and two dummy players. The player to my right, I decided, would primarily try to use the attack which showed up on the dice the most. The player to my left would try to attack the opponent with the most victory points. Both dummies would use actions and action cards as soon as they could. I would play myself using my best intuition.

I lost. >_>

It was an interesting experience, and I suspect that it doesn't really give you the full effect of the game, but it was illuminating.

A few things: Even with keeping the action dice, actions aren't that common.

It's rare that you won't have a choice between 2 or 3 different kinds of attacks (punch, chair, power). This is always a good thing, since choice is what makes a game a game. In practice, in a three-player game, you can almost always attack whoever you want to attack, even if it's suboptimal.

Being knocked out isn't really a bad thing. You get another adventurer and keep all your cards and bystanders. The dummy which one was the only person to be knocked out, interestingly. One rule I missed! When you draw your new adventurer after your old one's KOed, you also draw another action card.

It was a quick game! Maybe 15 minutes, give or take.

Luck is a really big factor in this game. I'm not sure how big, but at least in a three-player game, it seems like it's huge. Might not be so big a factor in a larger game, since there are more people to invoke power attacks and beat on the current leader. I suspect that power attacks will serve as a natural "anti-steamroller" mechanic. Whoever's in the lead is going to naturally be stuck in the crosshairs.

Some characters seem much stronger than others. The vampire, for example, not only deals damage with her attacks, but if you roll high she also steals a VP. She's also got some nasty defenses, including a mesmerize which makes your attack miss and she gains control of one of your bystanders.

Ultimately, despite the importance of luck and seeming balance issues, it seems like a fun beer and pretzels game. Not something you'd want to take seriously... More like Munchkin, a game where you get most of the fun from the actual playing, and not so much from the strategy (or lack thereof). Someone on Boardgame Geek compared it to Munchkin, and I have to agree with that person's assessment: this is the game Munchkin wishes it was. A light, smack around your buddies game where the outcome doesn't matter so much as the experience.
 

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