Here You'll find our beta rules which we're using to test our game of Bar Fights. As we work on this project we'll be fleshing it out with pictures, diagrams, and explanations to make the game easy to understand and fun to read. Please provide us with your feedback so we can make the game better for everyone! We are sharing these rules with a few special people because we feel you will truly enjoy it and will be able to provide great feedback.

You can download a pdf version of the rules here.

This version of the game does not have rules for:
ranged combat
drunk magic
bar set up

After a weary journey you've decided this night you'll rest in town. There's nothing like a good dwarven song and an ale on your lips, and the endless road has awakened your craving. At this time of year all the traders and merchants have gathered, bringing with them their servants, and mercenaries. The promise of soldier's tales and news from faraway is too tantalising a prospect and your feet are drawn like moths to the light and sound coming from a building whose sign depicts a dog simultaneously drinking from his fallen master's cup and eliminating upon him. You decide it's a charming reference to the slaying of Lord Tipho by his own peasants 130 years ago and you instantly like the place. The tavern is ringing with laugher and song and shouting men trying to be heard above the din and it's the most welcome excitement you've seen in days. You proceed to get very very drunk.

Hours later you're convinced the room is definitely falling off of a cliff and no one has quite seemed to notice yet, in fact the noise has doubled since you came in. Or maybe it's the sound of the elf sitting next to you raising his(her?) voice to be heard above the sounds of two arguing merchants. You think the it's trying to tell of the many poems it's written to the ladies at Willow court and has begun reciting them you. You're neck snapping fantasies are aborted suddenly and wetly as a mug of beer and it's owner, one of the arguing merchants collides with you. Soaked from butt to beard, you wrestle the man off of you and stagger to your feet.

You make a wisdom check: If you fail, these merchants have insulted your beard and you fight.
If you pass, they've also insulted this spilt beer and you must fight!

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Welcome to Bar Fight!
This quick start guide is designed to help get you started in the greatest tabletop drinking adventure of all time! In order to play make sure you have the following:

2 drunk dice
2 six sided dice (d6)
a scatter dice
a measuring tape with inches
a few Beer and d6's miniatures (6-10 drunks and NPCs for a small game)
some bar scenery (tables and chairs)

Taverns and bars are filled with all sorts of characters. In the game they're classified into Active and Inactive. The inactive models are those drunks, patrons, and bar staff who are in the bar but not yet participating in the brawl. Those drunks and patrons are represented by the sitting models and become active when a model attacks or collides with them. Active models are the models participating in the fight and consist of player characters (PC) drunks, and non player characters (NPC)

Active model's abilities and skills are shown on cards.
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PCs are the characters controlled by you and other players. PCs are generally heroes of renown or adventurers with a variety of experiences and skills that set them apart from the average townsfolk. They usually have higher ability scores and special rules to reflect their skills. PCs can also make a number of actions not allowed to other model types. A drunken hero, for example, can tolerate extreme levels of pain, facing terrible odds and ignoring grievous wounds. Instead of falling, they simply take another swig of whatever's at hand and fight on!

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An inactive model. When a model attacks or collides with it will be replaced with an active model.

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The top card from the stack is flipped, revealing a drunk. The inactive model is replaced by an angry drunk!
NPCs are the characters at a bar who stand out from the crowd, because they're unique or different from the usual townsfolk in that they require their own set of stats and special rules. They can be bar staff, bandits, pirates, monsters, blacksmiths, city guard, etc.

Drunks are the most common customers at a bar. They represent the majority of the patrons and townsfolk who might frequent the bar.

A tavern can quickly become as confusing a place as a battlefield: fists, flailing limbs, bottles, chairs, and other debris can come out of nowhere. Before you know it, your wayward blows, ducked jabs, and the fellow you just hurled across the room could land upon an unsuspecting onlooker, and you could find yourself facing more trouble than you looked for!

Drunks and NPC cards are shuffled and placed in a stack off to the side. When an inactive model becomes active, flip the top card over and replace the inactive model with the model on the card. That model can now take actions as normal.


Game rounds
A game of bar fight is comprised of several rounds. In each round, players will take turns activating PC's and other active models in the bar. Rounds continue until one of the objectives for winning a game have been met.

At the start of each round players roll a die to determine who goes first. The player with the highest roll wins and may choose who will take the first turn. The turn then passes to the next player. In games with more than two players the turn passes clockwise from one player to the next.

A player may activate one of their PC's or an active model during their turn. A player may activate any active model, friend or foe, but not another player's PC. Players will take turns activating models until all of the active models have been activated. Once all models have been activated, the round ends and a new round will begin.

If a player activates a model that is hostile to his own PC, its action and move must be one that threatens a model it is hostile against.

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Player 1 can activate his Barbarian C, drunk B, or drunk D. If he chooses to activate drunk D then that drunk will attack his barbarian. But if he chooses to activate drunk B, which is free and not hostile towards C then he may use it to come to his aid, attacking drunk D, or attack dwarf A.

During Player 2's turn, if he were to activate drunk B, it would automatically move toward and attack the dwarf since Player 2 is activating a model hostile to his PC. If he chooses to activate drunk D then the drunk would attack the barbarian, since the two are already engaged.


When a player activates a model they are allowed to move and make an action. This can be done in any order. A Model may move up to 4 inches during their movement. When moving, a model must treat other models and tables occupied by inactive models as obstacles and may not move through them. A model may climb onto and over unoccupied tables and other terrain but doing so costs 1 inch of movement. Under normal circumstances going up a level in a bar can only be done so by using the stairs, which reduces a models movement by half.


In a bar fight pretty much anything goes. We've all seen the movies where a guy gets dragged across the bar top, smashed on the head with a bottle, or clobbered with a rickety chair! Well it's not a proper bar fight if you can't flip a table or drag an opponent across the bar and land him in a heap of burnt chicken and broken crockery.

Charging is an action which combines a model's move with an attack and must be declared before the model moves. The activating player may pivot the model to face any direction and then move the model up to it's normal movement +1 inch in a straight line towards its target.

If the charging model has sufficient movement to reach its target it may make an attack. In order for a charging model to develop sufficient momentum for a charge, its target must be at least 2" away. Because the attacker has some momentum behind their attack, a charging character receives +1 attack and damage for its first attack. The attacker and its target are now considered to be engaged. See the rules for Combat on how to resolve an attack.

If the model does not have sufficient movement to reach its target it must pass a dexterity check. If the dexterity check fails then the character stumbles and becomes knocked down. Dwarves do not benefit from their racial ability to avoid being knocked down when they fail a charge.

Only PC's may declare a charge if they are already engaged in a combat. Any model which is currently engaged with it will get to make a free attack against the activating character before the charge takes place. Resolve these attacks immediately. If the activating character gets knocked down then it may not continue with its charge and remains engaged but may make an attack action if it is still able to do so. You may not declare a charge against a model that the activating character is already engaged with.

The model may throw an object in its possession or pick up an object within 1/2" of it to throw at a target model or at a location in the bar. The maximum distance a character may throw an object is equal to the character's Attack in inches for medium objects or twice the character's strength if it is a small object. The rules for ranged attacks are described later under Combat.

Medium sized objects are things such as chairs or small casks of beer.
Small sized objects might be bottles, mugs, bread trays, or crockery.

Pick up object
There's a lot of loot in a bar! If a PC is within 1/2" of an item such as beer, treasure, or a chair it may pick it up. That item is now in the character's possession and can be used by the character. If a character gets knocked down, killed, or K.O.'d then it will drop the item.

A model who is in range to make an attack against a target may choose this action. In order to initiate a close combat attack against a target the model needs to be within 1/2" of it. For more details see the rules for combat. When engaged, most NPC's and drunks may only attack until their opponent is KO'd or leaves combat.

Bar slide
A model may attack a target by grabbing him and dragging the target across the length of the bar. In order for this to happen either the model making the attack or its target must be within 1/2" of the bar and the target must be within Attack range of the model. The model initiating the bar slide must then make two separate rolls with 2d6 just as if he was making an attack but in order for the action to succeed he must hit with both rolls. A model gets +1 to these rolls if their attack value is 2, +2 if their attack value is 3 and so on. If the action is successful then place both the model and its target on the farthest side end of the bar in contact with each other and the bar. The target takes d6 damage. This action will also make any inactive model that the acting model would cross through while performing the action to become active models. A model may not perform this action if they are already engaged in combat with a model that is not the target of this action.

Take cover
Sometimes there's far too much excitement going on and a more sober person might want to duck behind a table or seek the protection of a chair as a shield while calamities ensue. This action involves using cover to its fullest effect to avoid blows and ranged attacks. If there is a part of the building such as the bar or a pillar or an overturned piece of furniture that would obstruct the view of an attacker and the model taking cover is within 1/2" of it or in possession of it in the case of a chair, then the model benefits from a 4+ save. The same rules for using chairs as weapons applies to using chairs as a shield. When a chair is used defensively it will take damage instead of the model using it if the saving throw is successful. Chairs can absorb 5 points of damage before they are destroyed.

Knock down/over
This action can be used to overturn a table, making it more suitable as cover to ranged attacks. Standing behind it provides light cover (5+ save) from ranged attacks and a +1 to the saving throw of a model making a take cover action.

Leave Combat
A PC or NPC may attempt to leave a combat they are engaged in by making a Dexterity test. If the test is passed then the character may move away from the model it is engaged with without provoking an attack from it.


This is the good stuff. The life of an adventurer is right here. Brandishing chairs above your head and screaming war chants to your beer gods. Revel in the chaos of flailing limbs, flying bottles, and the curses of drunken men.

Combat takes place between two or more engaged characters. A model is considered to be engaged when it makes an attack or is the target of an attack. The two models are then considered to be engaged until one of them is K.O.'d, dies, or leaves combat. A model can be engaged with more than one combatant. When this happens, the model will remain engaged until they are all defeated or it leaves combat. A drunk will not attempt to leave combat.
The steps for combat are as follows
1 Select a target.
2. Roll to hit
3 Deal damage -> 4 Aftermath
3 Scatter -> 4 Roll to hit new target -> 5 Deal Damage -> 6 Aftermath

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One drunk is clearly in range to be attacked by the barbarian, but if he misses , a wild swing may still hit another model.
Select a Target
In order to carry out an attack action a model must first declare the target of its intended attack. You may target any model in the acting model's front arc. Once a target has been declared, check to see if the target is within range to be attacked. In order to be attacked the target must be within 1/2" of the attacking model's base. If the target is not in range, the model's attack counts as a miss. The attacker must then roll 2d6 and consult the mishap table. The mishap table is a collection of unfortunate calamities that might befall a drunken combatant. If the target is in range proceed to the next step. Roll to hit.

Roll to hit
In order to hit its target a model must roll equal to or greater than his target's defence stat with 2D6. If the attacking model or target has a an item, skill, or special attack that provides a modifier to the dice these are added or subtracted to the result. The actual result of the rolls does not change (in other words, if you rolled a 1 and a 4, it's still a 1 and a 4 even if you have a bonus that raises the result to 7)

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As a model takes damage mark off their hit points. We highly recommend protecting your cards using plastic sleaves and a dry erase marker.
Deal Damage
If the attack is successful roll for damage by rolling a D3 and adding any modifiers to the result. Subtract the amount from the target's health. Then compare your dice roll with the hit table to find the result of your attack.

If the attacking model has multiple attacks, after each successful attack roll and apply damage and then continue rolling to hit. After all of a model's attacks have been made use the best result from those attacks and apply that result to the hit table.

If any of the attacks miss and would result in a knock down, test to see if the attacker is knocked down. If the model fails the knock down test then its attacks are finished and its activation is over. Apply the
result of the hit table (if any) first, and then apply the result of the mishap table. If the miss doesn't result in a knock down it may continue with its remaining attacks.

The most important rule of combat is to resolve the attacker's action before applying the results. Models can go crashing into one another, resulting in more attacks and new models activating. In order to keep the game running smoothly and keep track of what's going on it's important to not get carried away following through with the result of an attack. Finish a model's attack then find out the aftermath of the attack.

Once a model's hit points have been exhausted, it is removed from the game. A PC is not immediately removed from the game. A player may drink to heal damage that his PC has taken before it falls into unconsciousness.

If an attack fails, the model's wild swings may still land a blow on another nearby model, or a solid blow might send a target stumbling across the bar. Consult the proper table and use the attacker's dice rolls to determine the outcome of the attack. If the result causes it to swing wildly or to stumble, roll a scatter dice and apply the result in the direction of the arrow.

If the attack caused the model to stumble, move the character D3" in the direction of the arrow. If the stumble causes the the attacker to collide with another model other than its original target, the model stops its movement. Proceed to the aftermath to find out what happens.

A wild swing starts in the direction the arrow is pointing at and proceeds clockwise. Turn the model to face the direction of the arrow. If there are any models within 1" of the attacker's front arc then the swing stops and a roll to hit this new target is made, but with a -2 modifier. An inactive model has a defence of 7. If this attack fails then the action ends. If the attack hits, then the inactive model becomes active and is engaged with its attacker. Flip a card from the inactive pile to find out who you've struck!

Hit Table
6-6 Hay maker - Target knocked down and must make a constitution check or suffer instant K.O.
5-6 Crushing blow - Target suffers Thrown back and must test for knock down
5-5 Thrown back - Target stumbles backwards D6 directly away from the attacker
4-6 Stumble - target stumbles D3 inches in a random direction
4-4 to 4-5 No effect
3-6 Stumble - target stumbles D3 inches in a random direction
3-3 to 3-5 No effect
2-6 Stumble - target stumbles D3 inches in a random direction
2-2 to 2-5 No effect
1-6 Stumble - target stumbles D3 inches in a random direction
1-1 to 1-5 No effect

Mishap Table
D-D Whirlwind of ineptitude - the attacker slips and falls, taking down every model within 1". The attacker falls unconscious for one round. Nearby models are knocked down automatically with no save possible.
D-1 to D-3 Too drunk to stand- Automatically knocked down
D-4 to D-6 Attacker stumbles D3" in a random direction and must test for knock down
1-1 to 1-2 Attacker knocked down
1-3 to 1-4 stumble- attacker stumbles D3 inches in a random direction. Pass a dexterity check or provoke a single attack from your target.
1-5 Wild swing
1-6 No effect
2-2 to 2-4 Wild Swing,
2-5 to 2-6 Wild Swing
3-3 to 6-6 No effect

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Wild Swing: The barbarian attacks a drunk and rolls a 2 and 3. Even in a drunken rage it's not enough to hit the drunk so the attack misses its target. A 2-3 on the Mishap Table is a wild swing so the player rolls a scatter die. Starting in the direction of the arrow and going clockwise the barbarian's swing immediately encounters a dwarf. The barbarian must now roll to hit the dwarf.

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Stumble: The barbarian's meaty fists send the drunk reeling. The drunk stumbles 3" and collides with a dwarf. This causes the dwarf to make a dexterity check to see if he will take a swing at the stumbling drunk!


Bars can be quite crowded at times, and that means plenty of things can happen or go wrong in a bar fight! Attackers may stumble or fall, people struck can go flying through the air or sent reeling and collide with tables and chairs or other people. For us this is great! It means the bar fight is really taking shape and coming to life. Soon more participants may be joining in the ruckus but whose side they'll take is anyone's guess.

Being in the vicinity of a pair of drunken brawlers can be unfortunate to say the least. In the aftermath of the attack we resolve all the effects the the brawl immediately before letting the next player activates a model of his choice.

The Hit / Mishap Table
After damage has been applied. Consult the hit table and/or mishap table depending and compare your dice roll with the chart. (ex. your roll a 2 and a 6, resulting in your target stumbling D3" in a random direction)


If a PC gets knocked out in a brawl it could spell the end of the game for that player! A KO'd PC model must spend d6 activations in an unconscious state. After the rounds have passed, if the game has not yet been won, the PC may make another Constitution check. If the test is past the model staggers back to its feet! If the result is a failure then the PC remains KO'd but can test again the next round. After three failures, the PC is out cold for the rest of the game.

Inactive models
Attacking, colliding with, or stumbling into an inactive model immediately turns it into an active model. Flip over the top card of the inactive pile and replace the inactive model with the appropriate figure. That model will then immediately activate, interrupting the normal chain of activations, but it will be fate or dumb luck which determines whose side it will be on.

If the attacking model struck the the newly active model with a wild swing then that model is hostile towards its attacker and its activation will be controlled by the attacker's opponent.

If the attacking model, or it's target stumbled or was knocked into the newly active model then it is considered neutral on a roll of 4+. If it's neutral, the current player may control the newly active model and choose a foe for it to act against. A roll of 1-3 means that the model has taken offence to being jostled and is hostile to the model that collided with it.

Active models
If a model collides with another already active model that model may lash out at it as it continues along its path. If the stumbling model collides with a friendly model, the friendly model must make a dexterity test. If the test is failed, it strikes the stumbling model. If the model is an enemy, it gets a free attack against the stumbling model. If a model's disposition has not been determined then it is friendly on a 4+. Being struck may result in the model halting it's stumbling to fall down, or even stumble in a new direction. Whatever the case, immediately resolve the attack and apply its effects and then continue resolving the aftermath of the model that activated.

There are situations in which multiple models can be activated- An inactive model is struck by a wild swing and knocked back into another inactive or active model.

If it was knocked into an inactive model, the first model makes its action followed by the second one. The second model, if it is not hostile towards the model that collided with it will be hostile towards that model's attacker.

Knock Down
A model must make a dexterity check by rolling equal to or less than its dexterity stat on 2d6 or be knocked down. Place the model on its side. If an activated model is knocked down then its activation ends immediately.

While knocked down a model is a much easier target. Any attacks against a knocked down model receive a +2 to attack. A model who gets attacked while knocked down disregards the parts of affects that force it to move.

A model may stand up during its next activation but must sacrifice its action or its movement.


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We promised you a drinking game so here's the good stuff! When a drunken hero is fighting a horde of angry villagers and being pummelled on all sides by angry drunks, he or she is bound to suffer one or two blows that would make evan an orc wince. Particularly villainous sorts may even pull knives and brandish broken bottles, threatening one's life and good looks! In times like this the only thing that may pull you out of this scrap in one piece is get as drunk as you can and kill the pain with strong drink!

At any time during the game, when a PC takes damage, a player can heal that damage by drinking some beer. For every 1.5oz you drink, (the size of a shot glass) your character heals one point of damage. So a 12 oz can of beer heals 8hp and a pint or 16oz can heals 11hp! Alas, drinking beer only heals you of damage you've taken. It does not negate the effects of a solid hit. So you can still get sent sprawling to the floor or KO'd and end up taking a nice long nap.

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The perils of alcohol
Getting off your face drunk has it's consequences though. Whilst inebriated you may think you are the pinnacle of martial prowess. You wield the chair and mug so handily that you're probably thinking you're the lovechild of Kurt Russel and Jackie Chan, but that's not why the scullery maid is staring at you. You may be in fact, incoherently, stumblingly, piss yourself drunk.

Whenever you heal your character by means of drinking, you must pass a constitution check by rolling equal to or less than its constitution stat on 2d6. If your roll is equal to or less than your constitution, you're ok. If you fail, from that point on, whenever you roll to attack, one of your dice must be replaced with a drunk dice. The drunk side of the die has a value equal to 0 when making attack rolls. Getting a drunk result during a combat usually results in some great calamity befalling your character.

It is possible to fail your constitution check multiple times. Each time you replace one regular dice with a drunk dice.

When making a dexterity check while drunk, do not roll drunk dice. Instead use regular dice and add a +1 penalty to the result per drunk die you have accumulated.

The Challenge

A player skilled in the arts of drinking can push his heroes to greater feats and accomplishments. When the result of a dice roll or event is not to their liking, a player may contest the result by taking a drink. His opponent must then take a drink or yield to the challenge and accept the re-roll or change. The players will then take turns drinking until one of them yields. The following situations may be challenged:

Knock Down: If a player passes a knock down check another player may challenge the result, forcing the player to re-roll the dice. The result of the re-roll is final and may not be contested again.

Direction: When the bullseye is rolled the player who rolled the dice gets to choose the direction of the scatter. But another player may try to take the choice for themselves by calling a challenge.

Follow Up: When a model stumbles it becomes unengaged with its attacker. The attacker may pursue the stumbling model, moving with it to remain engaged by declaring a follow up. Another player may contest the follow up in a challenge, forcing the model to remain stationary instead of following up.

Special Rules

Accuracy: This model is skilled at ranged combat and can throw things with more precision, and to greater effect. The model gets a +1 to hit and damage with ranged attacks.
Common: Common models usually appear in large numbers when encountered. Roll a d3 when this model's card is revealed and replace the inactive model with the number of models rolled on the die.
Evasion: Evasion allows a model to leave combat without provoking an attack. If the model collides with an active model it may roll it's own dexterity check to avoid being struck.
Iron Gut: A model with this ability can re-roll failed drunk tests when healing itself.
Order: When this model activates it may also simultaneously activate another model of the type shown. The parenthesis indicate the number of models it may activate.
Backup: This model may summon other models during its activation by sacrificing either its movement or its action. The type of model will be indicated on the card. Summoned models will appear within 2" of the model who summoned them.
Drunken Rage: When this model fails its first drunk test it flies into a rage, gaining +1 to hit and damage rolls.

When the model fails it's second drunk test it becomes uncontrollable, destroying everything in its path. The model must move toward and attack the closest model when activated.

After the third failed drunk test the model purges, violently throwing up. This ends the models state of drunken rage, losing its bonuses and drunk dice.
Sturdy: A model with this ability is incredibly difficult to knock down. It may re-roll knockdown tests.

Armor: Most people don't visit taverns dressed for battle and wearing a helmet greatly can greatly interfere with drinking but some armours are very commonplace amongst adventurers and mercenaries visiting a tavern. Light armour provides a 5+ save against all attacks while heavy armour offers a 4+ save. Saving throws are rolled on a d6 after the model has been struck. Armour provides no protection on grab attacks such as the bar slide.
Monster: When models of this type appear, shock and terror fills the room. Some foul beast has just revealed itself and it's up to our mighty heroes to defend the tavern! A drunk will never attack a monster and will always try to stay more than 1" away from a monster during its activation, causing it to leave combat if necessary. A monster on the other hand will ignore drunks and go after PCs and NPCs.
Grapes of Wrath: When a player activates the halfling he may choose to use the Grapes of Wrath power up attack instead of a normal attack. This is a powerful and unexpected blow to the opponent's testicles. This attack works exactly like a regular attack works exactly like a regular attack except prior to rolling to hit, the activating player must declare a number and take that many drinks. For every drink the player took, the halfling gets a +1 to its attack roll.

Winning the game

We don't really know yet how to win at Barfight. We just like drinking.