|Origins||Human settlements, current rules from Drachenwald|
|Player Count||At least four players advised|
The Anglian-Shuffle is an Ailor’s excuse to smash themselves with an unnecessary amount of alcohol. It’s perhaps one of the hidden jewels in Ailor culture that links commoners, nobility, thugs and even military generals together, for it’s played both in the grandiose Hivres of Ithania just as regularly as it’s brought up in the bowels of Silverwind pirate outposts.
Drinking games have been around for quite a while, with evidence pointing out some extremely decadent versions played within the later days of the Elven Empire. Common Ailors had their get-drunk nights in their tavern as well. The patrons found it boring to just take turns with drinks, and drinking games sprung up all over the human settlements, influenced by local culture.
In Drachenwald, taverns also often operated as gambling dens where different card games were played for silver or gold. The average craftsman couldn’t afford day-to-day betting though, so they started to substitute the coins with drinks, fusing South-Anglian card games with the so-traditional alcoholism. As time progressed, different circles of friends and patrons started to alter the rules of these card games to be better aligned to simple drinking.
When the South-Anglian shuffle was proclaimed a distinct game in a Drachenwald chug-stop, it set off on a journey to accompany Ailor merchants everywhere they went, essentially spreading the game. Because there has never been a definite set of rules, different cultures, races and locations have their own alterations to the rules, mostly when it comes to the numbers and the rhymes.
The South-Anglian shuffle serves more as a general framework than a set of rules. The rhymes that are most widely used are the original ones that spread out from Drachenwald. Major alterations to the rhymes are used in Ithania, and some regions of Calemberg and Drixagh. Above these, the game was adopted into other languages as well with a complete re-shuffle of roles based on new rhymes that match the tone of the numbers. Apart from the different number-rule associations, the Calemberg version of the shuffle utilizes the local game cards, where a deck only has 32 cards in 4 suits.
The only equipment the game needs is a South-Anglian deck of cards. Such a deck is made of 54 cards, 13 different ones in four suits. Some decks have so-called jesters, but they are removed in most games. The cards are to be shuffled before the game, and re-shuffled every time the fourth of the same number is drawn.
How to Play
- Players take turns pulling cards from a deck, going clockwise and starting with the youngest.
- Each card triggers a specific 'event' that shows who will drink and how much.
- Drink none. Nobody drinks.
- You too. The one pulling the card drinks, as does another player he chooses.
- Down to the knee. The one pulling the card descends to knee and takes two drinks.
- Take two, two more. The one pulling the card drinks twice, as does another player he chooses (or two players, 1-1 each).
- Like a Mekett hive. Everyone in the game takes a drink.
- The Leutz-Vixe. All females in the game drink.
- Step in the center. Everyone in the game takes a drink except for the one pulling the card.
- Be my mate! The one pulling the card chooses a mate. Every time the one who pulled the card drinks, the mate drinks as well.
- Treat it like wine. Everyone takes a drink. As by tradition, players usually pretend being aristocrats or nobles, smelling and swirling about whatever drink they have, even if it's ale in wooden mugs.
- Let's drink men! All males drink.
- Jack/Prince, let's rinse. The one pulling the card drinks, and anyone who had a drink on the previous card takes a drink as well.
- Queen, make a scene. The one pulling the card announces a word of their choice. The next time this word is used, each player has to say 'Scene!'. The last one to do so drinks. The word chosen is usually an obscure one to garner enough attention within the game, and is used two or three turns later to spice up the play.
- King, take a swing. The one pulling the card takes three drinks.
- One, make a pun. The one pulling the card has to insult another player. The insulted player either thanks the insult, or takes a drink.
- Three, a chance to be free. The one pulling the card is allowed to force themselves to throw up, gaining an unfair advantage in the game.
- Five, someone to revive. The one pulling the card chooses a player that fell out of the game before by vomiting. This player is forced to down a further drink, usually resulting in more bile.
- Six, Calemberg politics. All players smack their foreheads onto the table then take a drink.
- 11/Prince/Jack - Prince, the lover’s kiss. The one pulling the card has to kiss the one on their left, regardless of gender.
- 13/King - King, let’s sing. The one pulling the card has to sing an Ithanian song. If they refuse to, they have to drink.
- 3 - Three, taste the northern sea. The one pulling the card takes a drink from the mugs of each player still in the game.
- 6 - Six, Ithanian ticks. Anyone who didn’t drink the previous turn takes one.
- 8 - Eight, Lutherstadt’s gate. The one pulling the card takes four drinks. The two sitting next to them take three-three each. Then those sitting next to those take two-two as well. Everyone else takes one.
- 9- Nine, fill it with brine. The one pulling the card has to take a drink. The other players are free to throw a pinch of salt into the player’s drink each.
- 12/Queen - Queen, drink it clean. The one pulling the card takes a drink. Then the one on their left takes a drink. Then those on their left. This only stops when someone pukes.
There are two ways to play the South-Anglian shuffle: either shoot for last-man-standing, or first-man-falling. The former means the winner is the last one who doesn’t puke out their drink. The latter means the one who vomits first loses, everyone else wins.
- Use /roll 13 to determine the card pulled.
- Give each player a ‘drunk score’. Start from 0. Every time the player takes a drink, do a /roll 10 and add the number you get to the ‘drunk score’.
- Have a limit that if reached will make players puke. A ‘drunk score’ of 100 is perfect for starters.
- Have each player announce their ‘drunk score’ in an emote after each drink taken. It’ll skip arguments.
- You may give different characters different limits, based on their alcohol tolerance. A tall and fat brawler could have a ‘drunk score’ limit of 200, while a fragile youngster who hasn’t touched alcohol before could have a limit of 50.
- You can control the length and randomness of the game by altering the roll you make after each drink. For a shorter, riskier game, use /roll 20 or /roll 25. For a more drawn-out game, use /roll 5.
- The sixth card is a reference to the Ithanian influence on the Leutz-Vixe culture in Southern Anglia, mocking their feminine attitude. When the game is played by the Leutz or Ithanians, it is often replaced with 'Six, Regalisch politics' to reverse the mockery.
- When an Ailor trader introduced the South-Anglian shuffle to an Orc clan in Daendroc, the gorr took the 'King, take a swing' part too seriously. In the Orcish version of the game, pulling the king gets you a punch in the face from the one on your left. When non-orcs play the game with the greenskins, the rhyme is usually replaced with 'King, take a fling'.
- Alt-Regalisch soldiers further adopted the game and brought it to the frontlines in a simplified version. Instead of rules, they just sip from their mug of beer for as many seconds as the card they pulled is worth.