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.
-------------------------------------
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.
------------------------------
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.
-------------------------------------
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.
------------------------------
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.