Beer Knight FAQ

Frequently Argued Questions (because someone always argues)

🛡 COMBAT & COMBOS

  • A Combat Combo is what you’re 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 — not from your hand — and is once per Tourney.

  • Hold My Beer (HMB) is played from your Hidden Hand, not your Combo. It’s 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 — draw the missing type and immediately use it.

đŸŽČ 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 CAN’T do is replace a banked roll with another banked roll.

đŸș 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!

🔄 GAMEFLOW & VICTORY

  • Each Knight fights only once — 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 → Challenge sequence repeats until someone ascends to Beerhalla.

  • After a Knight enters Beerhalla, shuffle the Knight, Mount, and Weapon decks (excluding Beerhalla Knights).

⚔ 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.

📩 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 don’t have a required card (you are missing a Weapon, for example) you should immediately draw a replacement and play it.