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The BLOODY BUTCHER Adventure Deck

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Digital Archetype Deck

— House Rules —

Extra rules for extra pun fun...

0 | Don’t Spill


If a Regular spills at any point during the game, something bad immediately happens to their character.


If the House spills at any point during the game, something good immediately happens to the Crew.


1 | Shocktail


Instead of a straight shot of liquor or liqueur, mix a cocktail and pour it into the 7 shot glasses.


2 | Taking A Hit


A Regular can choose to Take A Hit instead of Taking A Shot.


Instead of reaping the benefits of Taking A Shot, the Regular is dealt an extra faceup card for their Hand. If a Regular's cards add up to more than 21, it is a Critical Failure unless the House's hand is also greater than 21, in which case it is a Mixed Success.


3 | Group Check


The Crew might engage in a single narrative action that requires a Check from more than one Regular.


Instead of trying to succeed individually, all the Regulars can each play simultaneously against a single Hand from the House.


  • If more Regulars win than lose: 2 Parts Success for the whole Crew
  • If more Regulars lose than win: 2 Parts Failure for the whole Crew
  • If just as many Regulars win as lose: 1 Part Failure and 1 Part Success for the whole Crew


4 | Split The Check


The Crew might engage in a single narrative action that requires a roll from more than one Regular.


Each Regular plays against the same hand from the House, RESOLVING each hand individually but simultaneously.


5 | Ice Back


Instead of discarding dice after a Challenge, each die gets added to the House’s stash of Garnishes.


On any future Check, the House may roll the die and add it to their Hand.


  • If the die causes the House to exceed 21, it is not a Critical Success.
  • If the die causes the House to reach exactly 21, it is still a Critical Failure.


6 | Large Rock


Regulars replace the card part of their Hand with a d20 roll.


  • A Nat 20 is a Critical Success
  • A Nat 1 is a Critical Failure


If a Deck of Cards is unavailable, the House may use two d10s, rolling one where everyone can see and keeping the other roll a secret.


7 | Limited Supply


Instead of the House having infinite Garnishes, set aside or designate 1, 7, or any amount of facedown cards to be used as Garnishes.


  • The House can add any amount of available Garnishes to a Roll so long as the Regular's hand has not been revealed.
  • The House uses a Garnish by taking one of the facedown Garnishes, flipping it face-up, and adding it to their Hand.
  • The House can run out of Garnishes.


8 | Faceoff


A Faceoff is any Check involving combat, and there may be special house rules attached to losing a Faceoff.


9 | One Shot, One Kill


TAKING A SHOT makes a Check automatically succeed.


10 | Pay It Forward


Whenever you Settle Up, instead of putting the replaced bottle cap back into the bag, write the name of a Skill on the bottom of the bottle cap.


The Skill must be related to something that happened during the adventure.


Whenever the Skill might be relevant in the current or in a future adventure, you may add the Skill bonus to a Regular’s Hand during a Check.


11 | Pinochle Martini


For a higher intensity game, play with a pinochle deck instead of a standard deck of cards.


12 | Bring The Heat


TAKE A SHOT of hot sauce or spicy food instead of alcohol.


13 | I Can’t Believe You Drank That…


TAKE A SHOT of something gross/sour/unappealing (tartar sauce, vinegar, Worcestershire sauce, lemon juice, lime juice, etc) instead of alcohol.


14 | BYOG


Each Regular is dealt a facedown card at the beginning of the game (they can look at it).


At any point during the game, instead of Taking a Shot, a Regular can add the card to their hand, following the same rules as when the House adds a Garnish.


15 | BYOB


Each Regular is dealt a faceup card at the beginning of the game.


Whenever that Regular is involved in a Check, they are only dealt a facedown card, as their Hand consists of the changing facedown card with the same faceup card each time.


16 | Only Hits


Instead of dice, place a facedown card underneath each Shot. When a Regular Takes a Shot, they add a bonus equal to the card’s value to their Hand instead of rolling a die.


17 | On The House


If the House reveals 7 cards without going over 21, RESOLVE the Challenge as a Critical Failure.


18 | Happy Hour


In order to add a Garnish, the House must take a drink.


19 | Calling All The Shots


Requires 7 shots for each player.


In order to unlock a die, everyone must TAKE A SHOT.


20 | When It Rains It Pours


Whenever a Regular chooses to take their challenge On the Rocks, they may roll any/all discarded dice as well.