Fantasy Beer Pong was created to fit right over your Beer Pong rules. Each player chooses a class and you go from there.
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.
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.
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 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 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.
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
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...)
The Assassin requires stealth to be effective, but can be deadly when played correctly.
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.
The Assassin can shoot whenever they want, they do not have to follow the normal turn order. Assassin Bounces count for 3 cups.
The Berserker is about throwing as many balls as possible, with your shirt off.
The Berserker takes 3 shots in rapid succession while screaming. Relentless Assault should not take more than 5 seconds.
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.
The Guardian requires constant vigilance, and a strong shield arm.
The Guardian can block any shot they want as long as they say ‘Shield block’ out loud before contact is made.
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.
The Warlock a great pick to counter a strong player.
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.
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.
The Ranger class is for the sharp shooter, to fuck shit up with.
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.
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.
The Wizard brings powerful offense to the game with an easy to understand kit.
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).
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’.