Beer Knight FAQ
Frequently Argued Questions (because someone always argues)
đĄ COMBAT & COMBOS
A Combat Combo is what youâre fighting with: 1 Knight, 1 Mount, and 1 Weapon built from your Hidden Hand.
Pairings are special combinations of cards that increase scores or activate unique abilities. These only count within your current Combat Combo.
Liquid Courage (LC) is a Knight card ability. It triggers only with the Knight in your Combo â not from your hand â and is once per Tourney.
Hold My Beer (HMB) is played from your Hidden Hand, not your Combo. Itâs a once-per-player ability used after Combos are revealed and dice have been rolled.
If you can't make a full Combo (e.g., no Weapon), use the Take a Card Rule â draw the missing type and immediately use it.
đČ DICE & ROLLING RULES
During combat, each player rolls 2 D12 and adds the results.
If you roll doubles, you may reroll both dice, but you must take the new result.
General dice rule: take the highest rolls if you reroll or get an extra dice. Exception: specific cards may force you (or your opponent) to take the lowest rolls. Specific rules beat general rules.
Some cards add extra dice, letting you choose the best 2 rolls. Some cards let you reroll 1 or more dice.
Banked Dice: Some cards let you roll and "bank" a die for use later, allowing you to replace a bad roll with a better one. Some cards even let you do this to your opponent, swapping a good roll for a bad one. The only thing you CANâT do is replace a banked roll with another banked roll.
đș CHALLENGES
Challenges happen after Last Call, but before discarding your Combo.
Challenge types: Beerocracy, Drinking Contests, Monsters.
Some Challenges resolve immediately; others affect the next Combat Round.
Your Combo (including Pairings or Liquid Courage) might modify how you handle Challenges.
The Challenge Deck is not shuffled until every Challenge card has been played. If you manage to go all the way through this deck you now get to roll 3 D12 (instead of 2) on every fight in this game session. Wooooo!
đ GAMEFLOW & VICTORY
Each Knight fights only once â after combat, they go to the Beer Tent or ascend to Beerhalla.
A player who wins 2 Combats sends their current Knight to Beerhalla.
The first player with 2 Knights in Beerhalla wins the game.
The Combat â Challenge sequence repeats until someone ascends to Beerhalla.
After a Knight enters Beerhalla, shuffle the Knight, Mount, and Weapon decks (excluding Beerhalla Knights).
â STYLES, BORDERS & LAST CALL
Knight & Mount styles: Hoppy, Strong, Amber, Golden, Dark, Light, Funk.
Weapon styles: Edged, Blunt, Weird.
There are three border types used for Last Call.
Knights in the Beer Tent can be used for Last Call.
đŠ CARDS & DRAWING
You do not draw new cards unless:
A card ability (Pairing, LC, or HMB) allows it, or a Challenge instructs you to.
Mount and Weapon cards can be reused as long as they remain in your hand.
Trade Up: Before the next Combat begins you can discard one card from your hand, or from the Beer Tent, and draw one new card of any type.
Take One Rule: If for any reason, at the start of Combat, you donât have a required card (you are missing a Weapon, for example) you should immediately draw a replacement and play it.