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

You scanned the glass — well met, delver. Five rooms wind down your pint, and your beer level is your adventurer.

One glass each · Five sips · Highest total wins

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

Every icon on the glass marks a zone — land your level in it, score its number. The richest prize in each room glows below. Aim true.

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

A gentle start — the chest waits mid-room.

  • Treasure chest best 8
  • Spike trap 1
  • Gargoyle 3

Fortune sits just past the door — barely wet your lips.

  • Cave spider 1
  • Spike trap 2
  • Treasure chest best 5

Hold your nerve — the prize sits at the bottom of the room.

  • Coin hoard 4
  • Gargoyle 3
  • Treasure chest best 8

The deep chest pays best — commit to the gulp.

  • Cave spider 3
  • Treasure chest best 10
  • Spike trap 5

The richest hoard in the dungeon, dead centre. Steady.

The dregs — count your gold

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

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.