Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Inn-Fighting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Asmor" data-source="post: 3852277" data-attributes="member: 1154"><p>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.</p><p></p><p>-------------------------------------</p><p></p><p>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.</p><p></p><p>Sadly, I won't have a chance to play it for a few days...</p><p></p><p>But anyways, the lack of info about this game is pretty madenning, so I figured I'd post here about it!</p><p></p><p>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:</p><p></p><p>2x Fists</p><p>1x Ale</p><p>1x Chair</p><p>1x Power</p><p>1x Luck</p><p></p><p>15 adventurer cards. Everyone is dealt one at random, this is their character.</p><p></p><p>34 action cards, comprising both actions and bystanders</p><p></p><p>That said, here's a rundown on the rules:</p><p></p><p><strong>Setup</strong></p><p></p><p>Shuffle the decks. Each player takes one adventurer card and 2 action cards, laying down any bystanders and keeping any actions in their hand.</p><p></p><p>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.</p><p></p><p><strong>Gameplay</strong></p><p></p><p>Roll the d20 for "initiative." All this actually means is rolling to see who goes first. You only roll for initiative once.</p><p></p><p>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.</p><p></p><p>Next, you choose what you want to do.</p><p></p><p><strong>Actions</strong></p><p></p><p>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.</p><p></p><p><strong>Luck</strong>: 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.</p><p></p><p><strong>Ale</strong>: 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.</p><p></p><p><strong>Attack</strong></p><p></p><p>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.</p><p></p><p>Punch: You attack the person to your left.</p><p></p><p>Chair: You attack the person to your right.</p><p></p><p>Power: You attack the person with the most VPs.</p><p></p><p>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.</p><p></p><p><strong>Resolving attacks</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Defense</strong></p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Pass the dice</strong></p><p></p><p>Finally, pass the dice to the player on your left. Remember, he keeps any luck or ale currently showing, so be careful while passing!</p><p></p><p><strong>Knocked out</strong></p><p></p><p>When a bystander is knocked out, discard the card.</p><p></p><p>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.</p><p></p><p><strong>Victory</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>------------------------------</p><p></p><p>You can see pictures of the cards at <a href="http://boardgamegeek.com/game/29198" target="_blank">Boardgame Geek</a>. 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.</p></blockquote><p></p>
[QUOTE="Asmor, post: 3852277, member: 1154"] 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: [b]Setup[/b] 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. [b]Gameplay[/b] 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. [b]Actions[/b] 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. [b]Luck[/b]: 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. [b]Ale[/b]: 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. [b]Attack[/b] 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. [b]Resolving attacks[/b] 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. [b]Defense[/b] 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. [b]Pass the dice[/b] Finally, pass the dice to the player on your left. Remember, he keeps any luck or ale currently showing, so be careful while passing! [b]Knocked out[/b] 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. [b]Victory[/b] 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 [url=http://boardgamegeek.com/game/29198]Boardgame Geek[/url]. 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Inn-Fighting
Top