The Red Dragon Inn: Battle for Greyport is a cooperative deckbuilding game that takes place in The Red Dragon Inn universe. You’ll play as one of the adventurers from our wildly successful tavern brawling game as you race through the city to save its various landmarks from monster attack. As you fight, you’ll recruit citizens to join your militia, and arm them with powerful items you scavenge for at each location. Each encounter brings you to a new location in the city, and closer to the final battle. Will you and your friends save the day (yet again) or will the city burn?
The game just launched on Kickstarter (here), but how exactly do you play this it? Glad you asked!
The objective of the game is to, of course, save the City of Greyport from some bad guys. Players do this by working together to defeat monsters across multiple battles taking place at different locations in the city. At each location they will have to fight new monsters and have the opportunity to add new heroes and items to their deck to hopefully increase their power to the point that they can take care of the big bad guy at the last battle.
The players can win in a variety of ways as defined by each scenario, such as by defeating a specific boss enemy or by saving the last location. The players can lose at any point in the game if one of the party members suffers a lethal amount of damage or in a variety of other creative ways the monsters have come up with.
Players will be using Hero and Item cards throughout the game in their fight to defeat monsters. Hero and item cards have a variety of features, but the most important one is their color. Red Physical items may only be used by Physical heroes. In the same vein, blue Magic items can only be used by Magic heroes. Carefully managing the amount of magic and physical cards in your deck will be key to your victory.
To help you along, each player also has a special hero card that represents their Character. Character cards refresh each time their player draws a new hand at the end of their turn, ensuring that they can rely on their character to help out each time around the table. These character cards function exactly like hero cards but are never shuffled into their player’s deck.
Location and Encounter cards define what sort of mischief the monsters are up to. Location cards have a defense value that determines how long it takes the monsters to destroy it and a reward for the players if they are able to save it. Furthermore, location cards frequently have an ability that helps aid the players in saving it.
Encounter cards (described later) define all of the bad stuff that’s happening to the location. It will tell the players how many monsters are attacking the location, how many are attacking each player, and what happens if the monsters destroy the location.
Monsters and Bosses have a bunch of information, all of which is bad for the players. These cards are fairly self-explanatory, and will primarily be there receiving and dishing out damage, though many of them can do other horrible things to the players – especially the bosses, they don’t play fair and are incredibly hard to kill!
For example, our good Goblin King may be a little squishy, but employs a massive bodyguard named Drog who keeps his liege well-protected with some massive damage reduction. You’ll probably need to defeat Drog before you can even get to the King.
The rest of the game’s components are pretty straightforward:
Each player then chooses a Character, sets aside their character cards and shuffles their starting deck. A player is chosen to be the starting player and takes the Active Player Marker. Then each player draws a hand of 5 cards and adds their Level 1 Character Card to their hand.
Players start at the first Location and Encounter. These tell the players which Monster Deck to use, how many monster cards are put on the location and how many on each player. Typically this is represented by Threat Values on the encounter card. Monsters are played first to the location one at a time until their Combined Threat Value equals or exceeds the encounter card’s requirement. Then the same is done for each player.
After all Monsters have been dealt out, any Ambush effects on the monsters are resolved (usually all bad stuff that happens to the players or location). After the players have suffered all the ambush effects, the Active Player takes their first turn. Play then proceeds clockwise from there.
Bellow you’ll find a layout for a two player game.
You already know what all the components are, so lets just breakdown the layout for you guys. We have two Reinforcement Rows at (A). Each row has a mix of physical and magic cards in it, but will only have either heroes or items to recruit. That way you will always have your choice between a hero, giving you more things to do each turn, or an item, significantly amplifying the power of your actions. Over on the left (B) we have the next monster deck that will get shuffled in after we defeat the first scenario. In the middle (C) we have the current scenario, location, monster deck and the monsters attacking the location. As you can see, one of the monsters already has some damage on it. Fiona is the active player (D) and has the active player marker as well as two of her own monsters. The monsters here can be fought. Deirdre (E) is not the active player, and her monsters may not be fought directly, but are also not in a position to deal damage to the location or a player this turn.
Each turn, the players will have an opportunity to fight the Active Monsters. The active monsters are the ones in front of the player whose turn it is. If there are no active monsters (i.e. no monsters in front of the active player) then players may fight Location Monsters, monsters attacking the location, directly.
Each player, in whatever order the party wishes, may play a single Hero (including their Character) during the active player’s turn. After a hero is played and any of its immediate abilities have resolved, further heroes may be played by other players, or Items may be equipped to a player’s own heroes.
The active player may also, at any time, use their active player marker to Taunt a monster and move it over to themselves. The taunted monster can be one on the location, or in front of another player. Usually this ability is used to peel monsters off the location, but sometimes it’s used to take the pressure off of another player who’s already suffered a lot of damage.
At any time, a played hero can then be assigned to Fight. That hero’s owner declares which active monster that hero fights for the turn. That hero’s owner rolls Damage Dice equal to the combined dice represented on that hero and any of their equipped items. The result of the damage roll is then applied to the fought monster. If the monster isn’t killed outright by the damage roll, then Damage Tokens are used to mark how much damage that monster has suffered. Any excess damage is lost.
If the last monster attacking the location is killed or moved away from the location, the players immediately benefit from the Reward for saving the location.
There are many ways for the players to cheat all of the rules, of course. Some heroes and items are allowed to fight whomever they please, while others deal a flat amount of damage. Still others can launch powerful splash attacks that deal damage to a whole group of monsters, or summon more heroes to fight on the same turn. Taking advantage of all of the abilities provided by your heroes and items will be key to victory!
In a three player game Fiona is the Active Player and has three monsters in front of her.
Zot plays a Temple Archivist first and resolves the Archivist’s instant ability: “Draw a card, then you may retire a card from your hand.” Unfortunately, Zot doesn’t have any Item Cards.
Fiona plays Fleck the Bard and resolves Fleck’s instant ability: “Each player draws 2 cards, then discards a card.”
Gerki plays a Clergyman and resolves the Clergyman’s instant ability: “A player of your choice draws a card.” and chooses Zot.
Zot thanks his allies for the two items he just drew, and equips them to his Temple Archivist (who has the Dual Wield ability): a Scepter of Majesty and a Freezing Staff. He then has his Temple Archivist throw a whole pile of damage at Fiona’s biggest monster, easily dispatching of it in a shower of arcane fury! The party cheers!
Fiona then equips Fleck with another Freezing Staff and has him fight one of the remaining monsters in front of her, leaving it at two hit points.
Gerki doesn’t equip his Clergyman with anything, complaining about how it would be a waste of an item, and has his Clergyman attack the monster with only two hit points left… and rolls a one, leaving the monster there with a single hit point.
The rest of the party groans and moves on to the Monster Damage Step with Fiona staring down two very much still alive monsters in front of her.
After all players have had an opportunity to play heroes and declare fights, the Active Monsters and Location Monsters attack! This damage is often pretty considerable, so using abilities to prevent the damage, as well as carefully moving monsters around are going to be important things to consider throughout your turn.
As an added wrinkle, many of the more powerful monsters also have special abilities that make things even worse for the players they damage. These monsters are always worth considering when you are prioritizing targets!
When the monsters deal damage, they first deal damage to the active player. As long as no player is eliminated, the monsters on the location then deal their damage. If the location survives, the turn continues as normal. If the location suffers lethal damage, then the Penalty is suffered, then, starting with the active player and proceeding clockwise, players choose Location Monsters to move in front of them one at a time until there are no more Location Monsters.
Any unused Shield Tokens are lost.
After all monsters have dealt their damage, players enter the Cleanup Phase. During this brief phase, some abilities on heroes, items or monsters may trigger. After that, all played cards go to their owner’s discard pile.
Some cards cause you to Retire itself or another card, which means removing it from the game. Don’t worry! Your special character can never be retired, however they can lose power. If you would have to retire your character, you instead level them down. If they are already level 1, then you don’t need to worry about it!
After all of the fights happen and monster damage is dished out, you’ll have the opportunity to Recruit a new card. In the middle of the table there are two Recruitment Rows. One row is comprised of only hero cards and the other of only item cards, but both decks are mixed between physical and magic cards. Players will only be able to recruit from the available heroes and items. Sometimes Zot will get lucky and be able to get a Scepter of Majesty and start dishing out massive magic damage. Other times the only available heroes and items will be physical, and he’ll need to choose ones that can still synergize with his deck.
The active player must recruit a card by discarding a Recruitment Token of equal or greater value. The recruited card is added directly to their hand and is available for use the next turn.
After the active player has recruited a card, they may then discard any cards from their hand they do not wish to keep before drawing up to a new hand of 5 cards (or discard down to a hand of 5 cards if they have more than 5 cards). Then they return their character back to their hand to make a final hand of 6 cards. A player’s character never counts against their hand size and players may have more than 5 cards in their hand between turns (if, for example, they somehow draw extra cards).
Finally, the active player passes the active player marker to the left, starting a new round!
Once all of the monsters at a location are defeated, the encounter ends (regardless of whether or not the location was saved). As the players make progress (either by saving the location or surviving a battle), they will gain access to more powerful heroes and items and increase the power of their character card. However, the monsters will also become more numerous, more powerful, or both!
If it was not the last encounter of the scenario, players move on to the next location, deploy new monsters, and continue the fight!
And that’s everything you need to know! The print and play rules are available here and the print and play will be available on Board Game Geek soon. If you enjoy the game, you can check it out on Kickstarter where we are hoping to unlock it with tons more content including additional locations and monster decks to add even more variety to the fights!
A few weeks ago we launched our customer feedback survey and one trend we noticed was this little monster was terrorizing taverns (and players):
For those of you who don’t know, this red kobold is Wrench, an Ally expansion for The Red Dragon Inn. We think the poor little guy is getting a bad rap, so today we we decided to share with you a little bit of insight into defeating Wrench and his reign of adorable mechanical terror.
Wrench’s greatest strength is his unprecedented action economy. All of his actions persist across at least two turns, essentially doubling, tripling or quadrupling their effect! This makes him a surprising and frightening offensive powerhouse, and essentially ensures kobold victory if he’s allowed to get out of hand. So what’s the best way to deal with a clockwork army? Punch them all in the gearbox!
Wrench’s Gizmos may be the target of Fortitude-Loss Action, Sometimes and Anytime Cards. Dealing Fortitude damage to his stuff will seriously reduce the efficiency of or outright destroy his Gizmos. On top of that, anytime a Gizmo meets a tragic early end, it explodes violently, dealing Collateral Damage to Wrench, which is unavoidable Fortitude Loss!
The majority of Wrench’s Gizmos that you need to worry about (i.e. the ones hit for more than 1 Fortitude) usually have 3 or less Fortitude. That means when one of these guys ticks down, it’s sitting at a juicy 2 Fortitude, which also happens to be the most common amount of Fortitude loss in the game. Nearly every character can deal 2 Fortitude loss with an Action or “hit back” card, meaning nearly every character can one-shot a 3-Fortitude Gizmo that’s ticked once. Heck, a “hit back” card is almost guaranteed to destroy a Gizmo since there’s no way for Wrench to heal it before it suffers lethal damage, and the only way he has to protect it requires sacrificing a different Gizmo!
As an added bonus, many characters also have 1 Fortitude loss cards that normally aren’t all that exciting. These are some of the best cards for dealing with Gizmos that are on the edge of winding down (especially Bear Trap).
Wrench’s Gizmos are also subject to “each other player loses” effects. A well timed “drunken rampage” or “rowdy drinking song” can spell the end for a whole lot of Gizmos all at once.
Fun Fact: Pooky is Wrench’s worst nightmare. Because Wrench is typically “death by a thousand papercuts” Pooky will basically always be on full tilt, getting the best value out of his Action Cards all of the time. So as long as Pooky avoids the Bear Trap, you better prepare yourself for a very angry furball of teeth and claws!
We got a lot of comments stating that it felt like a waste spending your action to destroy a Gizmo. Think of it this way:
Every time you successfully destroy a Gizmo, you get to hit Wrench for 1 unavoidable damage.
That’s crazy! Unavoidable damage is a huge problem for Wrench. He has very few defensive options to keep himself safe without sacrificing his Gizmos. Furthermore, he has no ability to recover Fortitude outside of a lucky draw from the Drink Deck. Whatever damage Wrench suffers will stick and slowly wear him down. Furthermore, if you know Wrench will continue to aim his Gizmos at you for the rest of the game (like when it’s down to just the two of you), anytime you destroy one of his Gizmos you can be saving yourself from 1-4 damage later.
With everyone in the party armed with the knowledge that attacking his Gizmos is a good thing, what’s a little kobold to do? Well, Wrench has a number of powerful tricks up his sleeve, and a clever Wrench player will take advantage of them.
One key thing Wrench needs to do is make sure his Gizmos stick around at 3 Fortitude. Generally speaking, a Gizmo at 3 Fortitude is very safe because your opponent will need to spend a high-powered card to destroy them and some characters simply can’t add up to 3. That means occasionally using your “This would be perfect for oiling the gears!” on someone else’s drink (like Holy Water!). It’s impossible to keep an unlimited number of Gizmos that healthy for too long, so the clever Wrench player will know which Gizmos are important to keep alive, and which ones he can sacrifice.
Speaking of sacrifices, while Wrench doesn’t have many ways to avoid Fortitude loss, he does have two copies of “Noble sacrifice”. These are your magical, super important cards, and you should save these cards for those dreaded “Each other player loses” cards.
Other than the specific mechanics Wrench has available to him and his Gizmos, there’s also simply the way you play him. If you are flooding the table with Gizmos you are going to draw a LOT of attention. It’s like Gerki winning a hugenormous pile of gold. Doing something BIG will paint a huge target on your back, so focus on the little things. Emphasize your defensive Gizmos and trickle feed your offensive ones throughout the game. Of course, dialing it up to 11 and dropping a Lightning Generator and Bear Trap on the same turn is incredibly satisfying, but you just need to be smart about when to do that sort of thing.
Wrench definitely brings a lot of innovation to the table and wildly changes how players typically approach the game. He’s the most complex Ally we have released to date and we love how he really shakes the game up. Now go forth, party members, and start stomping on some Gizmos!
Greyport is nestled between ocean to the east and imposing, nearly impassible mountains to the west. The city is on the only pass through the treacherous mountain range, and is the port of call for all traders north and south on the coast (including the illustrious Crimson Drake). Perhaps most important of all, Greyport is home to The Red Dragon Inn.
You and your adventuring companions are headed to the tavern to celebrate your recent exploits when a loud commotion in the distance catches your attention. Suddenly, alarm bells sound out all over the city, and the captain of the guard comes running up to you screaming:
So, being the heroes that you are, you do the only thing sensible in such a situation. Rally the townsfolk, grab whatever gear is on hand and wade into the…
The Battle for Greyport is the game of the adventurers after the adventure but before the pints. Maybe the big bad guy’s underlings are seeking revenge, or maybe an even bigger bad guy is coming over to show the city who’s the new boss in town. Whoever they are, you and your comrades in arms must fight them off before they burn down the city… and the tavern!
This brand new cooperative deckbuilding game takes place in The Red Dragon Inn universe, but is not part of the tavern brawling game we all know and love. Once again you will be taking on the role of a familiar character from the RDI universe but this time you’ll be playing a whole new game! Players will recruit a deck of Greyport’s Heroes and Items and lead them into battle with their own unique Character Cards. Each encounter brings you to a new location in the city, and closer to the final battle. Will you and your friends save the day (yet again) or will the city burn?
Make sure to follow us on Facebook where we will reveal more about the game in the coming weeks!
Last time on RulesFest we talked about the basic mechanics and game theory of playing and winning a Round of Gambling at the Red Dragon Inn. Today we’re going to cover many of the corner cases that throw a wrench into the game.
Many of the cheaters in The Red Dragon Inn have a special Cheating Card called “What’s that up your sleeve?”. This powerful card not only gives you control of the Round of Gambling, but it also forces another player out of the Round.
There are three major uses for this card:
- Eliminating the Competition: If you are in a Round of Gambling against another very strong Gambler, using this card to kick them out of the Round will significantly increase your chances of taking all of that sweet Gold for yourself!
- Winning the “Game after the Game”: Another great way to use this card is to kick out the player who needs the Gold most! Characters who are strong with Gold frequently find themselves in positions where it really isn’t important whether or not they win a Round of Gambling. Rather, it’s more important that one specific player doesn’t win the Round (like the fighter with only 2 Gold left). Kicking that player out of the Round guarantees that they don’t get that Gold they so desperately need!
- Auto-Winning a Head-to-Head Round: If you find yourself playing against only one other player, playing this card against them almost guarantees that you win!
There are a handful of other characters that have Gambling and Cheating cards similar to “What’s that up your sleeve?”. For example, Erin has a special non-Cheating variant of the card (“It’s not wise to upset a Druid…”) and Pooky has a version that allows the targeted player to pay a blood tax to stay in (Pooky won’t give up without a fight.)
Strategically taking advantage of this kind of card may not just win you a pile of Gold, but also set up one of the other players for elimination!
With all of the advantages that cheating characters have, you’d think that the deck would be stacked against non-cheaters. However, almost all of the non-cheaters are equipped with a magic bullet of their own to help deal with runaway Rounds of Gambling. These special Sometimes Cards are played in response to another player playing a Cheating Card, and can win you the Round of Gambling right then and there!
These “catch a cheater” cards are very powerful when they are played at the right time, and can save you from disaster and completely flip the game on its head! They can’t protect you forever, though, and can also be negated by “I don’t think so!” cards. Plus, they come with the drawback of being VERY situational, which means you are sacrificing a spot in your hand to deal with something that may never come up! Do you keep it to protect yourself, or discard it so you can draw more Fortitude loss Action Cards? Making the right call at the right time can define the game!
The card to the left is perhaps the most spiteful card in the game, and one of the ones that gets misplayed most frequently. “Oh, I guess the Wench thought that was her tip…” is the ultimate “Back at you!” response to getting kicked out of the Round, or your opponent playing an unexpected Winning Hand! that you can’t beat. This card abruptly ends the Round and gives all of the Gold to the Inn. This is one of the best ways to beat your opponents on Gold, as it completely eliminates a LOT of Gold from the game in one fell swoop.
However, this card isn’t the end-all be-all and has VERY important restrictions (listed on the card in more recent editions of the RDI games):
You may not play this card if the Round has already ended. You may not play it in response to a card that would make players ante or would end the Round when it resolves.
Some specific examples of how “Wench thought…” is used and misused:
- You may not play this card in response to Gerki playing “Um… I know you think you won, but…” because that card will end the Round when it resolves.
- You may play this card in response to Dimli playing “Best two out of three?” because the Round is not over yet, just restarting.
- You may not play this card in response to someone starting a Round of Gambling with ”Gambling? I’m in!” or forcing more Gold into the pot with “I raise!”. You have to wait until each player has finished paying the ante or getting out of the Round first. You can’t use this card to get out of paying!
- You may play this card in response to someone forcing you out of the Round, even if only two of you are left in the round (and therefore the Round would end if you leave).
- You may not play this card in response to another player playing one of the “catch a cheater” cards. Those cards always end the Round. Besides, the Wench is smart enough to avoid a table with adventurers shouting and swinging their swords.
- You may not play this card after the last player passes. As soon as that player passes, the Round ends and the last player who played a Gambling or Cheating Card wins! No fair playing this card as the winner is reaching for the pot!
All that being said, this is a favorite card for characters who get an early Gold lead and don’t necessarily need to win Rounds of Gambling anymore. Remember: at a certain point, you really don’t need more Gold. You just need your opponents to have less of it!
Character-specific Gambling, Cheating and Sometimes Cards define who’s really good at gambling, and who’s just an amateur. Cards like Gerki’s “Um… I know you think you won, but…” which guarantees you the win and Dimli’s “Best two out of three?” which lets him restart the Round (usually after he did nothing the previous Round!) make stripping these players of their Gold almost impossible. There are too many character-specific cards to go into here, but one of the upcoming characters joining the party later this year is all about having a brand new approach to Gambling:
Keet changes the way players approach gambling in one very interesting way. Instead of Gold, Keet pays for things with powerful Artifact Cards! At the start of the game, Keet is dealt 10 random Artifact Cards face down, and will be revealing them one by one whenever his cards let him finish his research. Many of these Artifacts are good for the adventurer, giving them a unique bonus or special power, but others can be very bad. Worst of all, Keet will probably just ante with face-down Artifacts – after peeking, of course! It will be up to the other players to decide if taking a Cursed Idol of Doom is worth winning the Round of Gambling, or if Keet will be successful in scaring players out of the Round with his most dangerous Artifacts.
Keet is available now as the SlugCrew Major Reward and you can find out how to earn him here.
That wraps up this week! Armed with all of this knowledge, maybe it’s time to try out one of these Gambling-centric characters. Just make sure you don’t win too much, or you may end up getting dogpiled by all of your less “fortunate” friends!
While Gambling at The Red Dragon Inn is never a sure bet, it certainly is a ton of fun! Today we’re going to talk about a couple of little things players frequently overlook (and maybe a little strategy) in Gerki’s favorite part of the game! Let’s start off with a quick overview of how a Round of Gambling works:
- First, a player must play “Gambling? I’m in!” to start a Round of Gambling. (Note that a few cards can start a Round of Gambling in other ways!)
- Next, each player antes 1 Gold to the middle of the table. This collection of Gold is what the winner earns!
- After that, players have the opportunity, in turn order, to take control of the Round of Gambling by playing Gambling or Cheating cards.
- If no player plays a new Gambling or Cheating card, then the last player to do so wins all the anted Gold!
There are four basic varieties of Gambling and Cheating cards used in a Round of Gambling:
Gambling is not voluntary! If someone starts a Round of Gambling then everyone is obligated to participate unless they have a good excuse. There’s a lot of peer pressure at the tavern! After all, if you can slay a dragon, you can stand to lose a few gold.
This is where Sometimes cards come into play. Many characters come up with inventive ways to get out of a game of chance, especially when they don’t have many Gambling or Cheating cards in their hand. However, if you do have a bunch of Gambling and Cheating cards…
When it’s your turn in a Round of Gambling you are not obligated to play a Gambling or Cheating card! This is where the strategy of the game is. Electing to pass when it’s your turn does not mean that you are out, folded, quit, etcetera! In fact, the only time you should feel obligated to play a Gambling or Cheating card is if the player immediately after you will win, or if you don’t think anyone between you and the player who is going to win will play one.
Gambling cards are a rare resource, and you need to make sure you carefully spend them so you have cards left over when someone else plays one after you. Bluffing and strategic planning can win you large piles of Gold with only a single card!
On his turn, Gerki plays “Gambling? I’m in!” to start a Round of Gambling. Deirdre plays “Sorry, I have to pray…” to leave the Round of Gambling. She does not have to ante, but she cannot play any Gambling or Cheating Cards for the rest of this Round.
Gerki, Fiona and Zot each ante one Gold. Since Gerki started the Round, he’s winning (in control).
Fiona goes next. She passes.
Zot plays “I raise!” a Gambling Card that forces all players in the Round to ante an additional Gold. Gerki, Fiona and Zot each ante one more Gold (bringing the pot to six Gold). The “I raise!” card also puts Zot in control of the Round of Gambling, so he is now winning.
Gerki plays “Winning Hand!” This is a special Gambling Card that can only be beaten by Cheating Cards. Gerki is now winning.
Fiona goes next. She passes again.
Zot plays “Look over there! It’s the Lich King!” – a Cheating Card. Zot is now winning.
Gerki plays “Gambling? I’m In!” In addition to starting a Round of Gambling, “Gambling? I’m in!” can be used during a Round to take control. Gerki is now winning.
It’s Fiona’s turn again and yet she still passes. In fact, she watches as Zot and Gerki continue fighting over control.
Eventually, in an act of desperation, Zot plays “I raise!” which also happens to be the last card in his hand. Gerki, Fiona and Zot each ante one more Gold (bringing the pot to nine Gold). Zot takes control and is now winning.
Gerki goes next. For the first time in the Round of Gambling, Gerki passes.
Once again, it’s Fiona’s turn. She looks at Gerki, who only has a single card left in his hand. She plays “Winning Hand!” the only Gambling Card she had this whole time.
Zot passes since he has no cards. Gerki passes because he has no Cheating Cards. Fiona wins the nine Gold in the pot and brags about how she only had to play one Card!
That’s it for this week. Stay tuned for our next part, where we will cover special sometimes cards that can really throw a wrench into the works!
A little over a year ago we launched a little experiment. Back in November of 2014 we started Red Dragon Inn Organized Play (OP) by offering brick and mortar game stores the opportunity to sign up for Red Dragon Inn prize kits. We were surprised and thrilled by the response, and are excited to announce that December 2015 marks the launch of Season 2 of our OP Program!
Organized Play is your opportunity to prove that you’re a tavern brawling expert in Red Dragon Inn Tournaments! These tournaments are hosted by Tournament Organizers at your local game store, giving fans of RDI a friendly place to compete for fabulous prizes.
Last year we launched OP with a Tournament Kit that featured two brand new promo drink cards that could support up to four tournaments. We got a lot of feedback about how the cards were cool, but getting together four times for the same prizes was not so groovy. After much deliberation we have altered the kit to provide an exceptional pile of goodies for two tournaments.
- 40 copies of the Participation Promo Hair of the Dwarf (20 for each tournament)
- 6 copies of the Premium Promo Whitehawk’s Private Reserve (3 for each tournament)
- 2 Season 2 Winner Pins awarded to the champion of each tournament
- 1 set of 6 Gambling Marker Cards as a Wild Card Prize
- 1 pair of metal Fortitude and Alcohol Content Markers as a Wild Card Prize
That’s a lot of awesome swag to win!
If you missed out on OP last season, don’t worry! Individual Season 1 “catch-up packs” containing Deirdre’s Detoxifying Draught and Compulsive Gambler’s Grog are now available as add ons to Season 2 Kit orders for just $5.00! Limit of one Season 1 “catch-up pack” per Season 2 Kit.
Are you excited about all this cool stuff? Then reach out to your Friendly Local Game Store and let them know you want Organized Play! There is currently no other way to get these sweet promo cards or the Season 2 Winner Pin. Your FLGS can order the kit through our website here.
We are also excited to hear about your experience. So make sure you bring your friends, have a good time and share it.
OP Kits are for you to promote your store and our games. We want you to be successful because you are responsible for the bulk of our income! Keep up the good work and share an exciting program with your customers.
Each kit comes with enough material for two events. We tried our best to price them economically and want all the feedback you can give us about the kits and the program. You can send feedback to us at: SlugFestGamesOP@gmail.com
We are going to need you for Season 2 as well! Storefronts will need dedicated RDI fans to run these events. Organized Play will offer you a chance to earn points toward your SlugCrew Rewards, as well as the opportunity to earn these new promos! We will be relying on the feedback of tournament organizers like you to continue improving the program. When you submit event reports, feel free to include any feedback you might have for us!
You can get all of the documentation ahead of time on the Organized Play Page of our website. Brief yourselves on the rules and regulations, and then get out there and let your FLGS know you want to run events!
We reached out to tournament organizers and attendees for their feedback on Season 1 to guide us in creating this season’s kits, and we know that Season 2 will be huge! With all the new premium rewards stuffed into the kits, make sure to contact your Friendly Local Game Store and get them to sign up for events on the Organized Play Page.
What’s big, jolly and red? Red Dragon Inn 5; The Character Trove! What? Your answer was Santa? Uh..ours, too!
We have quite a few new and shiny things to offer through our online store this holiday season; like the storage behemoth that is Red Dragon Inn 5! We also have three new Allies ready to join your party with Halden the Unhinged, Zariah the Summoner and Wrench the Kobold Artificer. Or, if you are looking for some RDI swag, check out our amazing new 5-player coin and token set and full-sized posters of the entire party in our new Merch Store! Please take a look – you might finish off your Christmas list, or find something for yourself.
The last day to order with us directly and get your items shipped in time for December 25th is Wednesday the 16th!
After that deadline our personal customer service elf will still be getting your items packed and in the mail, but the processing and shipping time means your order will arrive after Christmas. So please put in your orders soon if you’re hoping to score some SlugFest Gifts!
We hope all of you have a very Happy Holidays, full of good food and fun games with friends and family.
In today’s Rulesfest we talk about the Second Rule of Sometimes: Whenever something happens, you can respond with as many cards as you like!
Last week we talked about the First Rule of Sometimes, reminding you that cards don’t have any affect on you unless you must physically move your bits when they resolve. This week we want to cover what happens when cards do affect you, using the Second Rule of Sometimes: You may play any number of Sometimes cards that respond to the same game event.
What the heck does that mean? On to the examples!
Zot Player: Oh no! “Pooky’s on a Drunken Rampage!”
Fiona Player: Well… I can’t prevent the Fortitude loss. But you should know, Zot, I “Instinctively aim for the head!”… twice!
The heroes of the Red Dragon Inn are definitely brawlers, proof positive being the number of “hit-back” cards there are in their character decks! While most characters have at least one, a number of them, particularly the fighter-types, are sporting two (or more, in Bryn’s case). So here, our Fiona player is playing out both of her hit-back cards in response to Zot’s one Action card.
Now, most players, even the brand new ones, are eager to effectively play out their cards in this situation – after all – everyone loves beating up their buddies! However, there are some other very exciting things you can do.
Fleck: Tough luck, Dimli. Looks like you have a good drink there!
Dimli: That’s okay, “Now this stuff is actually good! Try some!”
Fleck: Uh… It didn’t look that good…
Dimli: You know, you’re right. “You have this. I’m waiting for the good stuff!”
A 7 Alcohol Content drinks is pretty scary, unless of course you are Dimli! A crafty dwarf knows how to hand out some killer brews to his companions, and there’s no better way to do it than by using his best drink avoidance cards: “Now this stuff is actually good! Try some!” and “You have this. I’m waiting for the good stuff!”. Did you know you could combine the effects to cause some really scary results?
In this scenario, Dimli plays “Now this stuff is actually good! Try some!” first to split the drink in two, creating two 4 Alcohol Content drinks (because half of 7 rounds up to 4 and 4). When Dimli follows that up with “You have this. I’m waiting for the good stuff!” to pass his half of the drink to another player (or the same one!). And thus, through the magic of Sometimes cards, Dimli avoids taking 7 Alcohol Content and gets to cause other players to gain up to 8 Alcohol Content! Now, if Dimli wanted to get REAL rude, he could then start spiking these drinks with some Firewater!
Gog: Gog think “This taste yucky!”
Joran: I don’t know Gog, “Are you sure?”
Gog: Gog still think “This taste yucky!”
Another important thing to remember is that you don’t have to play all of your Sometimes cards in response to a game event all at once. You can technically play all of your Ignore cards at the same time, but you usually only need one since Ignoring something you are already Ignoring is kinda unnecessary. However, if your first card is Negated, there’s no reason for you to not play another!
After all things are said and done, you need to know one thing: each Sometimes card defines when you can play it, but that isn’t a one-chance window. If you play a Sometimes card and it gets Negated, you’re still have the opportunity to play something else until the game progresses.
Speaking of progressing, we’ve come to the end of today’s blog. Thanks for reading, and we hope you have a blast playing Red Dragon Inn now that you are armed with a bit more knowledge about the rules!
In today’s Rulesfest we talk about the First Rule of Sometimes: If you don’t move a bit when a card resolves, then that card doesn’t affect your Fortitude, Alcohol Content or Gold.
One of the most frequent mistakes we come across when demoing The Red Dragon Inn to newcomers is the following interation:
Zot Player: Huzzah! I got a Holy Water!
Deirdre Player: Let me help you with that. I play “Water into Wine” and add 2 Alcohol Content to your Holy Water.
Zot Player: I play “The stars say, ‘No!’ “ to ignore your card!
Deirdre Player: You can’t do that.
Zot Player: Why not?
There are many different cards that create very similar scenarios in the game. Today we are going to discuss the First Rule of Sometimes: If you don’t move a bit when a card resolves, then that card doesn’t affect your Fortitude, Alcohol Content or Gold.
Let’s take a look at the cards from our first example:
As you can see, Holy Water is pretty awesome. It heals your Fortitude and doesn’t come with any Alcohol Content, so of course Zot wants to prevent bad stuff from happening to his safe drink. The problem is that Deirdre’s card “Water into Wine” doesn’t actually affect Zot’s Alcohol Content. “Water into Wine” affects Drink Cards, and must be negated with more powerful cards like “I don’t think so!” or “The Wench thinks you should stop playing with the drinks.”
However, you might be saying: “But Deirdre’s card will cause me to gain Alcohol Content if I don’t stop it!” While that is true, we only have to look back to the First Rule to understand what’s going on. Ask yourself: “At the moment when Deirdre’s card resolves, will Zot’s Alcohol Content change?” If the answer is “No” then the card does not affect Zot’s Alcohol Content. In this case, when Deirdre’s card resolves it only changes the effect of a Drink card, and doesn’t actually move Zot’s Alcohol Content marker. Keep in mind that even if a lot of cards have been played in response to one another, they still only resolve one at a time.
The vast majority of these problems come up when people are altering other people’s Drinks. Remember, all of these cards that affect Drinks aren’t affecting you. There are some card interactions that do not involve Drinks though. Here’s another example:
Ozrik Player: I play “Recharging the Elements” to gain 1 Fortitude.
Joran Player: Sorry Ozrik. I play “I’m gonna save this healing for the dungeon!” to reduce that Fortitude gain to 0.
Ozrik Player: “Oh please. Your powers are no match for mine!” lets me Ignore your card!
Joran Player: No it doesn’t…
Unlike the above example, Joran’s card is actually affecting Ozrik’s card. However, Joran’s card does not directly affect Ozrik’s Fortitude. Once again, ask yourself: “At the moment when Joran’s card resolves, will Ozrik’s Fortitude change?” In this case, the answer is no because when Joran’s card resolves all that changes is the effect of Ozrik’s card and doesn’t move Ozrik’s Fortitude Marker.
Remember: cards really only affect you when they move your bits around as they resolve (and they resolve one at a time!). So when you sit down to your next round with those craft characters who mess with your drinks, make sure you’re holding onto those Ignore Drink cards!
RulesFest is a blog where we go over a few of our design choices as well as cover the occasionally missed rule. This week we talk about the exciting world of Chasers, the scariest drinks at the Red Dragon Inn.
The drinks of the Red Dragon Inn are arguably the main attraction for adventurers far and wide. While the fiery Dragon Breath Ale or disgusting Ogre Brew are likely to turn heads (as well as stomachs!), when these drinks are combined with other more run-of-the-mill refreshments you’ll see adventurers dropping like flies. Today we are focusing on the dreaded Chaser, what they do and how to get out of drinking them!
What is a Chaser?
Every Drink Deck has a variety of Chasers in it, usually made of the more “normal” drinks. While these drinks on their own aren’t too exciting, the simple fact that they combine with other drinks makes them very formidable. To start things off, a quick refresher on the Chaser rules.
To the right is the Chaser icon. Whenever a player reveals a Drink Card with this icon, they must reveal another Drink Card and combine its effects with the previous card, making one super hybrid drink!
Now for the nitty gritty:
- Where do these extra Drink cards come from?
If the first Drink Card came from your Drink Me! Pile, then any other Drink Cards you must reveal come from your Drink Me! Pile. If you run out of cards in your Drink Me! Pile then you stop and do not add any more cards to this drink.
If the first Drink Card came from the Drink Deck, then any other Drink Cards you must reveal come from the Drink Deck. Because the Drink Deck never runs out of cards (you just reshuffle it), you always have to reveal another Drink Card.
- What happens if I reveal another Chaser?
Usually Chasers tell you to reveal only one extra Drink Card. The only time you reveal more Drink Cards is when your extra drink is also a Chaser. That’s right, Chasers can chain into more Chasers! In the below example, some poor adventurer has to deal with a 9 Alcohol Content drink!
- What happens if I reveal a Drink Event?
If you ever reveal a Drink Event while resolving the ability of a Chaser, you stop immediately, discard the Drink Event, and move on to responding to the drink.
- How do cards that respond to drinks work with Chasers?
Remember, the original drink and all extra drinks count as a single drink. Any card that modifies or affects a drink affects the whole thing! That’s why you need to wait until all cards are revealed before you play anything. In modern editions of the rules we clarified that this was the case, that “No player may respond to a drink until all of its Chasers have been revealed.”
Chaser Example 1: Fiona drinks from her Drink Me! Pile and gets Wine with a Chaser. She reveals the next card on her Drink Me! Pile and gets Dragon Breath Ale. She adds the effects of both Drinks, for a total Alcohol Content of 6. Fiona plays “This is just the thing to get the rust off my armor!” to Ignore the Drink, so she gains no Alcohol Content.
Chaser Example 2: During a Drinking Contest, Deirdre reveals Dark Ale with a Chaser from the top of the Drink Deck. She reveals the next card from the Drink Deck and gets Round on the House. Since Round on the House is a Drink Event Card, it has no effect as a Chaser. Deirdre gains 1 Alcohol Content.
Chaser Example 3: During a Drinking Contest, Fleck reveals Dark Ale with a Chaser from the top of the Drink Deck. He then reveals the next card from the Drink Deck and gets Holy Water. In response, Eve plays “Actually, that’s Dragon Breath Ale” turning Fleck’s Dark Ale with a Chaser of Holy Water into a Dragon Breath Ale!
Whew, that was a long drink! Hopefully we’ve been able to dispel any confusion players had about Chasers and how they work in RDI. Now if you don’t mind, we’ve got some drinks waiting for us at the bar. See you next time!