The Dungeon Drink map etched on the glass — a dragon at the gate, the START arrow, and the first stone rooms with their treasure and monsters
The Manor's Pint-Glass Game

Dungeon Drink

Five rooms wind down the glass — your liquid level is your adventure.

Rules, as etched on the glass
  1. Fill to START.

    Pour to the START line at the dungeon gate, up near the rim. No shortcuts, no head starts.

  2. Play Rooms 1–5 in order.

    The dungeon descends as you drink — top of the glass to the bottom. No skipping ahead, no doubling back.

  3. One sip per room.

    A single drink per room — a cautious sip or a fearless gulp. Once you lower the glass, that's your move.

  4. Score only the current room.

    Wherever your level settles, you score the zone it lands in — treasure pays well, vermin pay poorly. Zones in other rooms count for nothing.

  5. If two zones touch, take the lower score.

    Level resting on the line between two zones? The dungeon is cruel: the lower score stands.

  6. Highest total wins.

    After Room 5, tally all five scores. The richest delver claims the crown — and, by Manor tradition, chooses the next round.

The Descent

Each room holds three zones. Land your liquid level inside one and score its number — treasure pays, vermin doesn't. Here is Room 1; the other four work the same way, with richer prizes the deeper you go.

Start — fill to here
  • Coin hoard 2
  • Treasure chest best 6
  • Gargoyle 4

Stop on the chest for 6; drink past it and the gargoyle pays 4.

Rooms 2 – 5 wind on down the glass, worth 1 to 10 apiece.
Every zone is listed on the scorecard below.

The dregs — count your gold

A flawless delve scores 37. A doomed one limps home with 10.

A filled Dungeon Drink pint glass on a wooden bar top, the etched rules panel and its QR code facing the camera
Rules on one side, the dungeon winding round the other. Ask your server for the glass.
The Scorecard

Keep the tally as you descend — tap the zone each delver landed in. The count keeps itself and survives a dropped phone (screen permitting).

The scorekeeper needs JavaScript — parchment and honour work too.

Table Law
  • Every delver runs their own dungeon — one glass each, no sharing.
  • No topping up mid-delve. The dungeon only goes down.
  • Sail past every zone in a room and the corridor pays nothing — mark a miss, play the next room from where you stand.
  • Foam doesn't count. Judge by the liquid, and let the table's ruling be final.
  • Pace your party: water between delves is free and honourable. Please drink responsibly.