
Rules in Dungeons & Drinking are typically just “things that happen during the game that call for a drink”. It can have as many or as few rules as you like. If you find that a rule doesn’t sit well with your group and taking it out doesn’t affect the game that much, go ahead and take it out. If you’re looking for more rules, on the other hand, then these Advanced Rules are some suggestions from other adventurers who have found that the basic rules could use a few more interesting and exciting reasons to drink. Bear in mind that these rules are only suggestions, you can use any or all of them, and no one should be pressured into drinking or doing anything they’re not comfortable with.
Thief:
Under the basic rules, the thief will steal the treasure from another player. But if you’re lucky enough to have befriended a thief, there’s no telling what sort of favour you can ask him to do. Here are some suggestions for other favours that can be performed by the thief:
He can sneak up to another player and stab them in the back. This will cause an adventurer of your choosing to immediately take a drink to nurse a wound and then also take a drink on their next turn to recover. It’s the same as if that player lost a battle (see Battles).
He can reveal a card only to you. The thief knows the dungeon well. If you ask him about an area of the dungeon, he can tell you about it. This means that you can secretly look at any card in the dungeon that hasn’t already been revealed.
He can act as your bodyguard. If you’re carrying a treasure and need some extra protection you can ask the thief to be your bodyguard. If you lose a battle, provided you’ve already invoked this favour, the thief will step in and stab your opponent before they have the chance to strike the killing blow. This is like having a free win on your next battle. If you win your battle, you didn’t need the thief’s help – you’ve still got his protection for your next battle.
He can steal socks. Do you think that it might help you win if your competition has cold feet? Ask the thief to steal the socks from an adventurer of your choosing.
He can poison another player. The thief can slip poison to another player (make an adventurer of your choosing take a shot of liquor).
Crone:
The Crone can be a lot of fun but some adventurers find that coming up with a question on the spot is too difficult. If you’ve got a box of trivia cards from a different game lying around feel free to use those.
Another option is to bypass the question thing altogether. Some people give The Crone the power to teleport you anywhere in the dungeon. The rules for that are as follows: You reveal the Crone, she hands you a potion, if you decide to drink the potion (take a drink) then you can choose any square in the dungeon and move your token there and then your turn ends. If it's a wall, you don't have to take any extra drinks for nursing the bump or digging.
King's coffin:
Raising your glass and drinking to the memory of the old king is all well and good but for some adventurers it’s even more fun to deliver a eulogy. The player who steps onto the king must say a few words (completely made up of course) about the king before everyone drinks. The player delivering the eulogy is under added pressure. The dragon gets angry if it decides the eulogy is of poor quality.
Finding the moat:
Have you been trying to enter the dungeon only to hit wall after wall after wall? Well if you discover five wall cards in a row along the edge of the dungeon then you’ve discovered the moat. You fall in. You’re all wet. The moat is filled with beer – now you’ve got more beer than you know what to do with. You can assign drinks to other adventurers. Assign five drinks as you see fit. The moat is discovered by the person who turns over the card that completes the consecutive five. If you notice that a moat is about to be discovered you might want to run over there and be the one who does the discovering.
Contemplating your existence:
Some people find being transported into a strange dungeon makes them thoughtful. On your turn, instead of moving your token, you can decide to take a drink and share your ponderings with the other adventurers. It's a risky move though. If the other adventurers decide that you weren't worth listening to it may anger the dragon.
Defeating the wizard:
When you win the game, you get to make a choice. You can accept your victory or you can decide to try your hand at defeating the wizard. This rule involves flipping a coin.
HEADS: SUCCESS! You have defeated the wizard. Everyone raises their glass and drinks to celebrate your victory. They also have to say thank you and tell you that you're the best.
TAILS: FAIL! The wizard sends you back to spend eternity in the dungeon with your fellow adventurers. Take a long, sorrowful drink as if you also just lost the game.
This rule can have many variants. The one listed is the simplest one. If you've got dice, you can come up with a different scenario for each roll. Maybe you win but can't force the wizard to return your friends. Maybe you lose but manage to escape somehow. The result for each scenario is up to you but most likely would involve drinking. Just make sure you agree on the scenarios and results before you roll the dice. There are too many variants for them all to be listed in this section but feel free to share your ideas in the forum.