Fantasy Beer Pong

Fantasy Beer Pong - The Rules

Fantasy Beer Pong was created to fit right over your Beer Pong rules. Each player chooses a class and you go from there.


Rules

Overview

Fantasy Beer Pong is an alternative rule set to beer pong that is intended to add a level of skill, tactics and fun into the already successful game. In Fantasy Beer Pong every player takes the role of a class, and through the classes abilities they drastically change the way they play the game.

Quick Reference

  1. Each Player Picks a Class
  2. Each Class has an Active Ability that they can use after a Re-Rack
  3. Each Class has a Passive Ability that they can always use
  4. Passive Abilities cannot be used on last cup (Except Stealth)
  5. Each team gets 2 Re-Racks per game.
  6. An intentional bounce shot counts as 2 cups made.

Game Structure

In a game of Fantasy Beer Pong, every player must choose a class at the start of the game. We typically pick Round-Robin style but feel free to pick however you want.

Classes

In Fantasy Beer Pong we have 6 classes; Assassin, Berserker, Guardian, Ranger, Warlock, Wizard. These classes are derived from the classic fantasy archetypes. See the class specific rules below

Each class has a set of abilities that modify their play, these are unique to each class and strongly influence the players choices throughout the game. Abilities are broken into two categories, Active & Passives.

Active Abilities

Active Abilities are power-ups that you can use after your team has Re-Racked. Active abilities must be announced, failing to do so will prevent their use. Active Abilities do not have to be used immediatly after a Re-Rack you may choose when to use them. However, Active Abilities do not stack, you can only have 1 stored at a time. Active abilities typically involve removing extra cups or nullifying an enemy shot.

Passive Abilities

Passive Abilities are power-ups that are always on. These abilities play a huge role in defining a classes play-style. Each passive is unique and should play a large part in how you play each class.

Passive Abilities cannot be used on Last Cup, except for Stealth. This means you cannot Aim Shot the last cup. You cannot cast Reckoning when both enemies miss the last cup. You cannot buff/debuff someone shooting on last cup. If a Wizard makes last cup he does not get the ball back from Flammable.

Beer Pong Rules

Anyone who has played Beer Pong can tell you that there are more rule variations than anyone could possibly keep track of. We thought about this a lot during the design phase, doing our best to avoid specific beer pong rules which would create conflicts. Here are the only ones we enforce in Fantasy Beer Pong

  • Each team gets 2 Re-Racks per game.
  • An intentional bounce shot counts as 2 cups made.

That's it! Feel free to combine any variation of your own rules with ours, just don't expect them all to be balanced and mesh with the game perfectly (we can't test for everything...)

Turn Order

  1. Receive Balls
    • Berserker's Counter-Attack *
  2. Re-Rack *
    • Announce Active Abilities *
  3. Shoot
    • Wizard's Flammable *
    • Warlock Curses *
    • Guardian uses Crowd Control *
  4. Turn Ends
    • Enemy Team Begins (See 1)
* - If you have the abilitiy to AND you want to.

Classes


Assassin

The Assassin requires stealth to be effective, but can be deadly when played correctly.

Active Ability - Assassinate

To Assassinate a player an 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 OR 3 turns pass. DEAD players cannot shoot, block or use abilities.

Passive Ability - Stealth

The Assassin can shoot whenever they want, they do not have to follow the normal turn order. Assassin Bounces count for 3 cups.

Assassin Notes:

  • Assassins are NOT allowed to bring extra balls to the table, only the 2 in play are allowed to be used.
  • Assassins can only shoot one turn ahead of their teammate (They cannot take 4 shots at once, unless they haven't been shooting).
  • A team can still re-rack after the Assassin has taken their shot.
  • When returning balls to the other team, Assassins should roll them across the table to prevent confusion as to when they are sneaking in shots.
  • Two players on the same team cannot be DEAD at the same time.

Berserker

The Berserker is about throwing as many balls as possible, with your shirt off.

Active Ability - Relentless Assault

The Berserker takes 3 shots in rapid succession while screaming. Relentless Assault should not take more than 5 seconds.

Passive Ability - Counter Attacks

A Berserker may counter-attack when a cup is made against his team, once for every cup made. A counter-attack is a behind-the-back or alternative hand shot, while screaming.

Berserker Notes:

  • The Berserker must block bounces with their fist.
  • Counter-Attacks happen before re-racks at the start of the Berserker’s turn.

Guardian

The Guardian requires constant vigilance, and a strong shield arm.

Active Ability - Shield Block

The Guardian can block any shot they want as long as they say ‘Shield block’ out loud before contact is made.

Passive Ability - 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.

Guardian Notes:

  • The Guardian can craft a shield, but the size must be roughly the size of a six-pack box.
  • If a Guardian blocks a ball and it goes into an opponent's cup, that counts as a legal shot

Warlock

The Warlock a great pick to counter a strong player.

Active Ability - Curse of Clumsiness

The Warlock 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.

Passive Ability - Curse of Blindness

If the Warlock or their teammate makes a shot the Warlock can cast 1 Curse of Blindness on an enemy, the afflicted player cannot block from the end of the Warlock’s turn until the end of the Warlock’s next turn.

Ranger

The Ranger class is for the sharp shooter, to fuck shit up with.

Active Ability - 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 can NOT be used with Aim Shot.

Passive Ability - 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 Notes:

  • The Ranger can NOT block bounces
  • Piercing shot removes cups behind the cup made, but they do not have to be perfectly in line.

Wizard

The Wizard brings powerful offense to the game with an easy to understand kit.

Active Ability - Magic Missile

The Wizard can throw a ‘Nuke’ which is an unblockable bounce as long as they say ‘Magic Missile’ in the voice of an old Wizard while they do it. (This counts as their shot for the turn).

Passive Ability - Flammable

The Wizard is always ‘On Fire’, any time they make a shot they get their ball back. However after they make 3 cups, their on fire buff sizzles & their turn is over. Wizards should make sound effects while shooting ‘On Fire’.