Fantasy Beer Pong

4.2 changes
  • General - Necromancers are now called Warlocks
  • General - Berserkers can now block bounces with their fists
  • General - Rangers no longer block bounces
  • General - Assassinated players only stay dead for 3 turns
  • Guardian - Changed Passive
    • Crowd Control - Whenever the Guardian or their teammate makes a shot they have the option to move one of the cups they are shooting against into any legal position.
  • Ranger - Changed Active
    • Piercing Shot - The Ranger announces a Piercing Shot and shoots as normal. If they make the shot, the Ranger also removes up to 2 cups directly behind the cup made. This cannot be used with Aim Shot.
4.0 changes
  • General - The Bard class has been removed
  • General - The Cleric class has been removed
  • Guardian - Changed Passive
    • Kill Secured - Whenever the Guardian is ‘On Fire’ they may opt to relinquish their shot and remove a cup of their choice from the opponent’s rack instead. Additionally, if the Guardian and their teammate get ‘balls back’, they may instead relinquish BOTH of their shots to remove a cup of their choice from the opponent’s rack.
  • Assassin - Changed Active
    • Assassinate - The Assassin can assassinate a player after they re-rack. To do this the Assassin must throw the ball at an enemy, they must say ‘Assassinate’ as they do this. If the ball connects that player is ‘dead’ and cannot be revived until their teammate makes a cup OR Re-rack. (Dead players cannot shoot or block)
  • Necromancer - Changed Passive
    • Curse of Blindness - If the Necro or their teammate makes a shot or blocks an intentional bounce, the Necro can cast 1 Curse of Blindness on an enemy, the afflicted player cannot block. This curse persist from the end of the Necro’s turn until the end of the Necro’s next turn.
  • Necromancer - Changed Active
    • Curse of Clumsiness - The Necro places a mighty curse of clumsiness on a player. That player must shoot with the alternative hand until they make a cup or Re-rack.
3.3 changes
  • General - Passive Abilities cannot be used on last cup
    • Stealth - Stealth is the exception and can still be used
  • Bard - Added Special Effect
    • General Merriment - The Bard’s team receives 1 additional Re-rack.
  • Berserker - Changed Active
    • Relentless Assault - The Berserker takes 3 shots in rapid succession while screaming. Relentless Assault should not take more than 5 seconds.
  • Guardian - Buffed Passive
    • Hold the line - When two or more cups are touching & in a horizontal line, the Guardian can declare a Hold for that line. Doing this means until the line is broken, every cup behind the line is safe and can only be killed if it is made twice in the same turn, a Bounce behind the line only removes the cup made. However, once the line is broken (which happens when a cup in the line is made) the Guardian will not be able to Hold the Line until they use Defensive Positions or Rerack. The Guardian must say things like “HOLD”, “STEADY”, “RALLY!” to continue holding the line.
  • Necromancer - Added Special Effect
    • Unholy Aura - The enemy team receives 1 less Re-rack.
  • Ranger - Changed Active
    • Long Shot - The Ranger takes 3 large steps back from the table and shoots from here. If the Ranger makes a cup, it removes 1 additional cup. This CAN be used with Aim Shot.
3.2 changes
  • General - Removed Requirements for Actives, they all come from Re-racks now.
  • Assassin - New Active
    • Hit your Mark - The Assassin chooses a cup, when they shoot if the ball touches that cup at all it is considered a make and removed from the table.
  • Bard - Changed Active
    • Warsong - The Bard sings the Warsong, if their teammate makes a shot it removes 1 additional cup. The Bard does not get a Shot.
  • Bard - Chanting is now Passive
  • Cleric - New Passives
    • Reckoning - If both players of the enemy team miss, the Cleric can cast Reckoning. The enemy team is blind for the next turn and must shoot with their eyes closed. Reckoning cannot happen 2 turns in a row.
    • Judgment - If both players on the Cleric’s team make their shot, the Cleric can cast Judgment. The enemy team must shoot from their knees on the next turn.
  • Necromancer - Cursing is now Passive
  • Necromancer - New Active
    • Raise Dead - The Necro begins channeling Raise Dead at the start of their turn, they must chant magic spells until their next turn (they do not get a shot). If the enemy team does not make a successful shot before it is the Necro’s turn, the channel completes and the Necro can ressurect 1 cup from their graveyard.
3.1 changes
  • Necromancer - Removed Dark Pact
  • Necromancer - Added Impending Doom
    • Impending Doom - At the start of the Game, the Necro chooses a cup. This cup will move towards the Necro at a rate of 2-Cup-Diameters per Necro Turn. If the enemy team makes it in this cup, it will move back until it touches another cup in the rack OR until it reaches the same plane as another cup. (This is considered a make for all bonuses). When the cup crosses the halfway mark, it is removed from the table; then a new cup is chosen.
  • Ranger - Removed Robin-Hooding
  • Ranger - Changed Passive
    • Aim Shot - The Ranger can call a cup to make, they get two opportunities to make that cup; if they make it they remove 1 additional cup. If they do not make it in the specified cup, it doesn’t count. Rangers are encouraged to squint their eyes and focus deeply while making Aim Shot’s.
  • Ranger - Changed Active
    • Volley - The Ranger makes a shot as normal, however if they make the shot 2 additional cups are removed, but only if they are touching the cup made.
3.0 changes
  • Support Changes - When your team makes a cup or blocks an intentional bounce: The support class gets their buff.
  • Assassin - Rogue is now Assassin
  • Bard - Chanting is now Active
  • Bard - Changed Passive
    • General Merriment - The Bard’s team receives 1 additional Re-rack!
  • Cleric - Changed Passive
    • Triage -

      Every time the enemy team makes a cup, it is placed into Triage. The Cleric can use their mana pool to save these cups and return them to the battlefield; this action takes the Cleric’s turn. The Cleric also have to wave their hands in the air and make a funny sound. A Cleric can not do this if they are oom.

      When the enemy team re-racks, all of the cups in triage will die. Cups in Triage are considered out of play for all other purposes. A Cleric can only have as many cups in Triage as on the Playfield: if there are 4 cups up there can be 4 in Triage (2 Clerics may have double this amount, so 3 up 6 in Triage.) Any cup that is made twice in the same turn is instantly killed and cannot be placed into Triage.

  • Guardian - Changed Passive
    • Hold the line -

      When two or more cups are touching & in a horizontal line, the Guardian can declare a Hold for that line. Doing this means until the line is broken, every cup behind the line is safe and can only be killed if it is made twice in the same turn, a Bounce behind the line only removes the cup made. However, once the line is broken the Guardian loses a turn. The Guardian must say things like “HOLD”, “STEADY”, “RALLY!” to continue holding the line.

  • Necromancer - Cursing is now Active
  • Necromancer - Changed Passive
    • Impending Doom -

      At the start of the Game, the Necro chooses a cup. This cup will move towards the Necro at a rate of 2-Cup-Diameters per Necro Turn. If the enemy team makes it in this cup, it will move back until it touches another cup in the rack OR until it reaches the same plane as another cup. (This is considered a make for all bonuses). When the cup crosses the halfway mark, it is removed from the table; then a new cup is chosen.

  • Necromancer - Removed Curse of Pain, Added Curse of Silence
    • Curse of Silence -

      The afflicted player cannot use active or passive abilities (Triage/Dark Pact/General Merriment are not affected by this)

2.4 changes
  • General - Added the Bard Class!
2.3 changes
  • General - Illegally Blocking removes maximum cups that shot could have removed.
  • Cleric - Buffed Replenish
  • Cleric - Added Meditate
  • Necromancer - Removed 2 curses
  • Wizard - Nerfed Passive
2.1 changes
  • Cleric - Buffed Replenish
  • Necromancer - Buffed Raise Dead
  • Wizard - New Active
  • Wizard - Tweaked Flammable
2.0 changes
  • General - Added Berserker Class
  • General - Added Necromancer Class
  • General - Simplified Rules
    • Removed Bounce Modifications
    • Added Custom Requirements to Actives
1.0 changes
  • General - Created Classes
    • Cleric - Support/Defensive class, focus on helping teammates & not ‘dieing’
    • Guardian - Defensive class, focus on not ‘dieing’
    • Ranger - Offensive class, focus on skill shots
    • Rogue - Offensive class, focus on surprise & stealth
    • Wizard - Offensive class, focus on AoE & big damage’
  • General - Created Abilities
    • Active Abilities - Once per Re-rack
    • Bounce Modifications - Bounces all had special rules
    • Passive Abilities - Always on