Description
The Red Dragon Inn 4
- Core Set: Red Dragon Inn 1 (However all Games act as stand alone games apart from mini expansions)
- Manufacturer: Slugfest Games
- No of Players: 2+ (Limited only by number of decks – this set has 4 decks)
- Playing Time: 30 to 50 Minutes (30 mins + 10 mins per additional player beyond 2)
- Minimum Age: 12+
- Release Date:2013
You and your ever-expanding party of adventuring companions have set out on a voyage across the high seas aboard the Crimson Drake! You’ve dug up buried treasure, fought off pirates and sea monsters, and now you’re ready to party with Captain Whitehawk and her crew!
Drink, gamble, and roughhouse with your friends. The drinks aren’t free, though, so keep an eye on your Gold or you’re out. 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 drag you to the brig and loot your body for Gold, of course!
The last conscious adventurer with Gold wins the game!
But watch out! You aren’t in the relative safety of The Red Dragon Inn anymore. Prepare yourself for adventure on the high seas. Anything could happen, from a meeting with the merfolk to a battle with the Leviathan!
The Red Dragon Inn 4 introduces four new adventurers, the officers of the Crimson Drake. The Sea Event Deck gives you the option to play The Red Dragon Inn at sea! The Red Dragon Inn 4 may be played alone or combined with other versions of The Red Dragon Inn to allow games with more than 4 players!
Captain Whitehawk
Captain Whitehawk is the stalwart master of the Crimson Drake. She’s a natural leader with years of experience and a wit as sharp as her saber. She’ll take the crew to hell and back for adventure and loot, and make damn sure they have a roaring good time while they’re at it.
The Good: Captain Whitehawk is a brilliant judge of character and quick to action in any scenario.
The Bad: Be careful… things can get violent if anyone insults her ship or her crew.
First Mate Remy
Remy is an honor-bound swashbuckler from a faraway land. As First Mate, he keeps the crew in line. He’s always the first to step in and break up a fight. The more experienced members of the crew know it’s better to back down before they get on his bad side.
The Good: Remy keeps an eye on the crew and makes sure ne’er-do-wells get their comeuppance.
The Bad: If you’re a ne’er-do-well, Remy’s got some comeuppance for you.
Bryn the Boatswain
One of Captain Whitehawk’s oldest friends, Bryn is tough as nails and knows how to keep a ship afloat. When she’s not making repairs or loading the stores, she enjoys sparring with the crew… all of them… at the same time…
The Good: She’s strong enough to carry a cannon.
The Bad: She’s strong enough to carry a cannon!
Tara the Navigator
Tara was born blind, but with the gift of second sight. With her knack for seeing the future, she is an invaluable, if unlikely, navigator for the Crimson Drake. After predicting countless storms and monster attacks, she has earned the trust of Captain Whitehawk and her crew.
The Good: She can tell you your future.
The Bad: It’s never a good idea to know too much about that.
The Worse: She’s going to tell you anyway.
Contens:
- 4 unique 40 card player decks
- 30 card drink deck
- 20 card sea event deck
- 4 player mats
- 4 fortitude markers
- 4 alcohol content markers
- 50 gold coin tokens
- 12 marks for Remy
- 7 sea event progress counters
- Rules for playing The Red Dragon Inn 4
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 cant be more than 20 or less than 0. If Fortitude and Alcohol Content meet, youre out!
Card Types:
- 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 players Drink Me! pile
- Drink! Phase: Drinking from ones 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:Â These are simply Alcohol Content givers
- With Chaser cards:Â These force a player to take some Alcohol Content and then drink the next card underneath it as well.
- Unique Drinks:Â Holy Water, Wizards Brew, Coffee, etc. That have conditions
- Drinking Events: As if the Drink! phase wasnt bad enough, these drink cards actually call for the entire table to drink one or more drinks. The Drinking Contest is particularly destructive
Winning:Â 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.