You and your increasingly mighty party of adventuring companions have spent all day slogging through the dungeon, killing monsters and taking their stuff. Now you’re back in town, healed up, cleaned up, and ready to party at the Red Dragon Inn. Drink, gamble, and roughhouse with your friends. But don’t forget to keep an eye on your gold. If you run out, you’ll have to spend the night in the stables. Oh… and try not to get too beaten up or too drunk. If you black out, your friends will continue the party without you… after they loot your body for gold, of course! The last conscious adventurer with gold wins the game!
The Red Dragon Inn 5 includes four new characters, plus a storage solution designed to hold all of the previous characters, with room to spare!
Sera is a stealthy rogue whose speed and agility allow her to take down roomfuls of bad guys before they even know what’s happening. The dungeon’s beefiest monsters are no match for her flying daggers! She didn’t get so skilled by slacking off, though. Even while she’s partying, she continues training to make sure she’s always at the top of her game.
The Good: She hones her skills by sparring with her friends.
The Bad: Sometimes she does this without warning them first…
Lizwick the Collector
Lizwick is a consummate problem solver with an unrivaled collection of gear. Her wondrous Bag of Holding contains rare and peculiar items of all descriptions. She is always on the lookout for the next amazing whatchamacallit to add to her collection. Lizwick has gotten The Party out of many a jam with the clever application of the wrong tool at the right time.
The Good: Lizwick’s collection is the envy of academies, guilds and hoarders alike!
The Bad: …and they’d like their stuff back.
Joran the Trickster
Joran’s penchant for pranks earned him a student “sabbatical” from the Mage’s Collegium. Fortunately, Zot saw some potential in the boy, and decided to take him adventuring for some valuable field experience. The young mage’s humor has proven to be mostly harmless to his new friends. He puts his clever brain to good use by pulling fast ones on the bad guys.
The Good: Joran’s talent for misdirection makes him the perfect weapon against enemy spell-casters.
The Bad: It also makes him the perfect weapon against his friends’ gold, their sobriety, their patience…
Zakhan the Drunken Master
Zakhan’s father is a solemn elven noble and a guru of meditative martial combat techniques. His mother was a rowdy barbarian warchief with a penchant for throwing wild parties. This unique heritage has allowed Zakhan to hone a seemingly reckless hybrid fighting style of his own. His opponents who underestimate his “drunken” martial arts do so at their own peril!
The Good: Zakhan’s drunken fighting techniques make him a formidable foe.
The Bad: Sometimes he’s actually just drunk.
- 4 unique 40-card character decks
- Lizwick’s item deck
- 1 30-card Drink deck
- 29 portable player mats
- Fortitude markers
- Alcohol Content markers
- Gold and Platinum Coin tokens
- Zakhan’s Drunken Chi token
- Foam blocks
- 2 drawstring bags
- Ziptop bags
- Cardboard deck dividers
- Rules for playing The Red Dragon Inn
How to Play:
In Red Dragon Inn, you play the part of a party of heroic, fantasy adventurers. You've raided the dungeon, killed the monsters, and taken their treasure. Now you're back, and what better way to celebrate your most recent victory than to spend an evening at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and roughhousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto his Gold wins.
To begin the game a player will start off by choosing a character deck. These are fairly balanced with a mix of similar cards but each have their own flavour text and some unique cards. Also some characters will have more of one type of a kind of card than another for instance ‘Fleck’ the bard has more gambling orientated cards.
Fortitude starts at 20. Alcohol Content starts at 0. Fortitude & Alcohol Content can’t be more than 20 or less than 0. If Fortitude and Alcohol Content meet, you’re out!
- Action: Used only on a players turn
- Anytime: Used whenever a player deems fit
- Sometimes: Used in reaction to another event or card being played
- Gambling: Special cards for use when engaged in gambling (Mostly Action cards to start Gambling, followed by others that are played in the sub game)
Each player takes a turn by
- Discard/Draw Phase: Discarding, then Drawing (up to 7 cards in a hand)
- Action Phase: Play an Action card
- Buying Drinks Phase: give a drink from the drink deck to a player’s Drink Me! pile
- Drink! Phase: Drinking from one’s own Drink Me! Pile..
The Drink Deck sits in the middle of the table, waiting for somebody to deal a drink to another player (Buy Drinks Phase). It consists of:
- Low to high Alcohol Content drinks: These are simply Alcohol Content givers
- “With Chaser” cards: These force a player to take some Alcohol Content and then drink the next card underneath it as well.
- Unique Drinks: Holy Water, Wizard’s Brew, Coffee, etc. That have conditions
- Drinking Events: As if the Drink! phase wasn’t bad enough, these drink cards actually call for the entire table to drink one or more drinks. The” Drinking Contest” is particularly destructive
Winning: Game ends when one players Fortitude is reduced or drunkenness is high enough so they meet and Character ‘passes out’ or they run out of money and are therefore ‘kicked out of the Inn’.
Get the Rules Here:
About SlugFest Games
Their mission at SlugFest Games is to provide good clean fun that is dripping with theme. They strive to make games that are easy to learn and quick to play, with a depth of strategy that is learned through playing. If you love humor paired with solid mechanics, then check out their games.
Want to know how to play the game?
Check out this great review courtesy of TeamHypercube: