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“Oi! Who d’ya fink yer lookin’ at?”
Original concept by Alan Merett, Robin Dews, Paul Sawyer, Gordon Davidson and Jim Butler.
This version created by Dave Brugman, Leander Dado, Martijn Nas, Rogier van Oudheusden, Frank Peeters and
Roel Rutgers, and play-tested by many members of Gaming Club Hive Novio from Nijmegen, the Netherlands.
Thanks, you weedy zoggers!
Original rules and models available for download at http://www.specialist-games.com/assets/BrewhouseBash.pdf
Off course you’ll also need Orc/Ork models to represent the players. Any Orc or Ork model will
do, as long as it’s on foot and on a normal base (not bigger than 25mm). If you want to use a
Bouncer, he can be put on a bigger (40mm or 50mm) base.
Finally, you’ll need to have at least one regular D6 to play, and some pens and paper to note
down the greenskin’s Wounds and Skills.
Setting Up
Place the counters for chairs, bottles and plates on the board. Plates and bottles must be set up on
tables, while chairs need to be on the floor. If you and your mates can’t mutually decide where to
put which counter, just bash their heads (and maybe poke one or two gits in their eye).
Next you’ll need to allocate Wounds and Skills to each model. Every player starts with a random
number of Wounds, representing the amount of bashin’ he can take before he’ll pass out. Each
Ork has D3+3 Wounds. To roll a D3, simply roll a D6 and divide the number by 2, rounding up.
Each player then rolls on the Bashin’ Skills Table below. This gives each Ork a special ability that
he can use to hurt other hurts or stay alive longer! Roll a D6 for every player and note down their
Skill. The effects of each different Skill are described in more detail below.
Bashin’ Skills Table
1: Weep Like a weedy Grot!
2: I’m Dead ‘Ard h
3: Oi! Come ‘ere!
4: Did you spill me pint?
5: Pick up an’ throw
6: Poke in da eye
6: Poke in da eye
Quick, before he turns his head! Jab him in the eye with your fingers! Yeah, go on, it feels nice
and squishy in there, scrabble around a bit! Your opponent howls in fury and cries like a baby
Grot. With tears streaming from his eyes, the poor git can only perform 1 Action or Skill in his
next Turn.
Deploying Your Brave And Noble Warrior
Finally, each player rolls a D6. The player that rolled the highest score sets up his model first,
followed by the next player clockwise, and so on. Models can be set up anywhere on a floor,
stool, or toilet - they can't start on top of a table or on the bar, or something silly like that. Once
all models have been placed, the player that set up first gets to move first and the bashin’ begins!
Actions
During their turn, each player can either perform two Actions, or perform one Action and use
their Skill. You can perform these in any order and perform the same Action twice if you like, but
you can not use your Skill more than once per turn, with the exception of Skills marked with an
“h” who are used automatically and don’t “use up” an Action in your turn.
The following Actions are possible:
Move
A player may move his model up to 3 squares in any direction. You can not move through walls
or other players (as long as they are standing upright). If you want to jump onto the bar, a table,
or any other object, roll a D6. On anything but a 1 you succeed. If you fail this roll, the Move
action ends on the square next to the obstacle.
Stand Up
If you’re lying on the floor it takes a Stand Up Action to shake your head clear and stagger back
to your feet.
Pick Up Chair
If you’re adjacent to or on a square containing a chair, you can pick it up.
This counts as 1 Action per item picked up.
You can only carry one chair at any time, and nothing else can be carried at the same time.
You can not pick up anything when another player is standing on top of it!
If you are carrying a chair when making a Bash or Pile On attack, you get a +1 to your dice roll,
though a natural 1 is still a 1, and a natural 6 is still a 6. After the attack, the chair has broken in
pieces and is removed from the game.
Pick Up Barrel.
This counts as picking up a chair, but it gives +2 to a Bash or Pile On attack.
Bash
If you’re standing next to another model you can take a swing at him. Roll on the Bash Table
below and apply the result immediately.
If you are standing on a table, crate or any other high object and attacking someone on a lower
level, you add +1 to your dice roll. If your opponent is on a higher elevation than you, you suffer
a -1 to your roll. In both cases, a natural 1 still counts a 1, and a natural 6 still counts as a 6.
You can’t reach a model more than twice your height above or below you (when in doubt, use
common sense, roll a D6, or bash some heads).
Divin’ Leap
This action enables you to leap up to D3+1 squares if you are standing on an elevation no more
than once your height. If you are suicidal enough to want to leap from higher than this, you can
jump up to D6+1 squares. If you land on another model on a lower elevation, you cause an
immediate Pile On attack (this Pile On is part of the same Action). Resolve the attack and then
move yourself into any adjacent, vacant square.
If you land on an empty tile, you must test to land safely. Roll a D6, and add the number of tiles
you leapt. If the result is 11 or more, you suffer a Bash result (that’ll teach you not to do stupid
things too often!).
If you land on a chair, plate, bottle or similar small item, it breaks and is removed from the game.
Note that leaping from more than twice your height causes double wounds on yourself or the
poor unfortunate beneath you, as the case may be!
Pile On
If you’re standing next to a model who is already lying on the floor, then you can Pile On. This is
a far more vicious attack than a Bash as you’re kicking someone who is already down! You can
also make a Pile On attack if you make a Divin’ Leap.
F
Additional rules
These rules aren’t necessary to play, but can add some extra sillyness to the game.
Grotz
Grotz start with D3+1 Wounds. This is because they are weedy creatures that can’t stand pain as
well as Orks. Every Grot automatically has the “Weep like a Weedy Grot” Skill, as well as a
second Skill which is determined by rolling on the Grot “Skill” Table below.
Note that you may still only use one Skill per turn, unless the Skill is marked with an “h”.
“Weeping like a Weedy Grot” has no effect on Grotz – they’ll be more than happy to kick
someone who is lying down and weeping pathetically. In fact, they prefer it that way!
Snifflin’ Snotling!!! h
You’re worse than a Grot ... you’re a Snot! Snotlings start with a mere D3 Wounds. Yes, they are
REALLY weedy! Snotlings deduct -1 from any attempt to Bash or Pile On (but a natural 6 is still
a 6!) and can throw bottles only D3 squares. They can’t pick up chairs, barrels or anything else
other than bottles and plates and similar small items. A Snot can only ever carry one item.
Dodgy Dealings h
You’re a dodgy fellow, aren’t you? When this model is attacked with thrown bottles or models,
he may dodge the attack on a 4+.
Leggit
This Grot has some quick reflexes and finely-tuned survival instincts (always a Good Thing for
Grotz). When walking, he may move up to six squares instead of the usual three.
Scary Growl
This is scary stuff! You can use this Skill when you’re standing adjacent to another model. When
you’re standing next to a Grot or Snotling, roll a D6: on a 1 nothing happens, on a 2+ the model
will be scared by your growl and moves D3 squares in a direction of your choice. When standing
next to a Squig, roll a D6: on a 1-2, the Squig will be annoyed and bite you (a bash attack), on a
3-6 you may move the Squig D6 squares. When standing next to an Ork, roll a D6: on a 1-2 the
Orc will be annoyed and hit you (counts as a bash attack), on a 3-6 the Ork will laugh so hard
that he may only perform one Action in his next turn.
Trip Up h
You sneaky little fellow you… When another model starts his move adjacent to a standing model
with Trip Up and tries to move, roll a D6: on a 5 or 6, the model trips and is placed prone on the
square he was moving to.
Squigs
Squigs start the game with D3+3 Wounds. “Weep like a Weedy Grot” has no effect on Squigs –
they’ll bite anything that seems remotely edible and juicy. All kinds of Squig move D6 squares
instead of 3; roll every time AFTER you’ve declared a Move Action to see how far your Squig
will travel this time.
Squigs cannot pick up objects. They may, however, use a special Action called “Gobble”.
Gobble
If you’re adjacent to a square containing a bottle, plate or other small throwable item, you can
gobble it up. This counts as 1 Action per item gobbled up. An item that is gobbled up is removed
from the game.
There are many different types of Squig, and therefore you must roll on the What Kinda Skwik is
THAT den? Table to determine your Squig’s particular “Skill”.
Facebeater Squig h
Oh my, what big teef ya got! You’re a particulary nasty type of Squig and you may always add
+1 to your Bash or Pile On dice roll, though a natural 1 is still a 1 and a natural 6 is still a 6!
Odd Squig
There’s some odd fungus in this Squig’s genetics. You can try to regenerate wounds. Roll a D6:
on a 4+ you gain a wound you’ve lost before. You can’t use this Skill to get more wounds than
you started with, and neither can it help you regain consciousness after you’ve passed out.
Hop Squig
This skill is mostly seen on Cave Squigs. You can hop instead of move. This means that you can
move across models and furniture without testing. You can even move across standing models
(but not land on top of them).
Squig Hound h
Canine carnage! After you’ve done a Bash or Pile On attack (and you’re not knocked down
yourself), you MUST roll a D6: on a 1-3 nothing happens, on a 4+ you’ve taken a firm grip on
your opponent’s behind. From now on, everywhere he goes you will follow automatically and at
the start of any of his turns he will suffer another wound on a D6 roll of 5+. Also, all you can do
in your own turns is perform Bash or Pile On actions on the guy you’re biting. You will
automatically let go of your victim as soon as he’s unconscious, or when you get knocked down
or take a wound. You can’t let go of him voluntarily and as long as you’re attached you don’t
have to test for climbing on things (your victim still has to test, however).
Squiglet h
You’re a tiny kind of Squig - maybe one of those weird squiggly beasts that infest the lavatories,
a Mekboy’s escaped Oil Squig, or something that spored in a mouldy corner. You start the game
with D3+1 Wounds. Being a Squiglet enables you to walk between a standing model’s legs or
underneath tables without penalty. You must still test to climb on objects or over prone models.
Also, because you’re so small and squiggly, when you’re attacked in any way you may ignore
the result on a D6 roll of 6 (this includes being picked up, wounded, pushed back, bashed, hurt
by a thrown player etc.).
Scaly Squig h
You’re covered in armour-like scaly skin. Whenever you suffer a wound, roll a D6. On a 5+ you
may ignore the actual wound, though all other effects of the attack still apply (being pushed
back, knocked down etc.)
Bouncers
Bouncers are big, burly Orks hired by the brewhouse owner to ensure that there is not too much
fighting going on in his pub (or at least to prevent the fighting from getting too far out of hand).
One player can choose to play as the Bouncer instead of playing as a normal Ork (or as one of
them weedy Grotz, Snotz or Squigs). If more than one player wants to be the Bouncer, organize a
head-butting contest, a Squig-eating competition, or a dice roll-off – the winner gets to Bounce.
A Bouncer always starts the game anywhere adjacent to the pub’s entrance. Being big, strong and
often very smelly, a Bouncer has D3+4 Wounds and all three of the following skills: I’m Dead
‘Ard, Oi! Come ‘ere! and Pick up an’ throw.
Pick up an’ throw works on a 3+ for Bouncers, and the model can be thrown up to D3+2 squares.
Due to his bulk, a Bouncer takes up four squares/tiles rather than one, like normal models, and he
can only move D3 tiles per Move Action.
If there is not enough space for him to move (ie a path less than two tiles wide), a Bouncer can
either try to climb, or perform a special Action called “Move Stuff” (see below).
Move Stuff
This Action allows a Bouncer to create some room for his vast bulk. Whenever he is in contact
with an non-fixed obstacle (a table, barrel, Ork or whatever) the Bouncer may try to move it
aside. Roll a D6 – on a 3+ the Bouncer may move the obstacle one tile in any direction. Add +1
to the required score for every model on top of the obstacle – for example, when the Bouncer
tries to move a table with two Orks and a Grot on top of it, he must roll a 6+ to succeed (2+3).
If the required roll is 7+ or higher, the obstacle is too heavy and can not be moved – better climb
up and shove some of those weedy Orks off first!
Thanks to his long and muscular arms, a Bouncer can carry up to two items of any kind at the
same time (including chairs and barrels and such), but he must first roll a 3+ on a D6 to
succesfully pick up stuff – his boss does not pay him to break the furniture! If this roll is failed,
the Bouncer is momentarily struggling with his conscience and the Action is wasted.