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Banana Joe Games presents

Sound of Violence

The jukebox sets the clock. Everything else is fists.
Beta rules  v0.1  ·  party brawler  ·  card game

A party game about a bar fight. You play a regular of Joe's bar, you swing whatever is within reach, and the song on the jukebox decides how long the fight lasts.

1 The short version

Everyone is drunk in the same bar and everyone is holding a fistful of punches. On your turn you hit the person next to you, they have to hit back, and the exchange runs around the table until somebody runs out of cards. When the song ends the round ends, and whoever collected the fewest punches that round takes the smallest hangover.

Your Booze Level is both your health and your hand size. Getting hit sobers you up, and a sober patron holds fewer cards, which means fewer punches to throw next round. Drinking is how you heal.

In the box

Card counts as printed in the beta rules. The full card list is not written yet, so the Cards tab covers the icon language and the special cards rather than the individual 110 cards.

2 The three kinds of card

Action 80 cards

The bread and butter of the mayhem. Hits, combos, gulps and the utility cards that let you rob, poison and interrupt everyone else's turn.

Bar 20 cards

The furnishings. Smashable décor you can pick up and fling: the stool, the bottle, the cue, whatever the bar left within reach.

Patrons 10 cards

The quirky regulars, each with their own traits. Your patron card carries your Booze Level, and a second one is slid behind it as the tracker.

3 Booze Level

BL is printed on your Patron card and it does two jobs at once:

  • Damage. The number of hits you can take before you are knocked out.
  • Starting hand. The number of cards you draw at the beginning of the round. Lose BL during the game and your next draw shrinks with it.

You track it by sliding the face-down Patron card behind your own to cover or reveal the current number.

The spiral. Damage is not just a life counter, it is the size of your next hand. A bad round makes the following one harder, and the only way out is a Gulp card. That is the whole economy of the game in one line.

Joe's

The jukebox was screaming an old song, too loud, too out of place, like a drunk trying to crack jokes at a funeral. The speakers crackled with the notes of a ballad that might have made someone cry in another life. Now, it was just there to drown out the sound of violence.

A slap of neon flickered across the greasy, sticky floor, littered with broken glass and cigarette butts. Someone had just been knocked down, hard. A body hit the ground in front of the jukebox, the impact sending a half-finished drink flying off a nearby table. The glass spun in the air, catching the light for a moment before shattering into a spray of jagged shards.

The camera, if there had been one, would've pulled back just in time to catch another guy lunging forward, a bottle raised high above his head. The man on the floor groaned, trying to push himself up, but the bottle came down before he had the chance. A dull crack, and a fresh burst of blood joined the sticky mess on the floor.

Chairs scraped, fists swung, a table went over with a crash. The air was thick with sweat, booze, and something metallic, blood, probably.

And then, there was Joe.

Behind the bar. Unmoving. Unimpressed.

He wiped the inside of a glass with a rag that had probably seen better days, staring at the wreckage of his bar with the kind of resignation that only comes from seeing the same disaster unfold a hundred times before. The counter was his border, his last line of defense. On his side, calm. On the other, chaos. Someone screamed. Another glass broke. Joe just kept polishing.

Deal the patrons, shuffle the two decks, put the furniture where everyone can reach it.

1 Distributing patrons

  1. Deal one patron each. Shuffle the Patrons and deal one, face up, to each player.
  2. Take a second one as the tracker. Each player takes a second Patron card, flips it face-down and puts it behind their Patron card. Slide it to cover or reveal the number of BL indicated on your Patron card.

2 Preparing the game

  1. Shuffle both decks. The Action Deck and the Bar Deck, thoroughly.
  2. Draw your hand. Each player draws a starting hand equal to the BL shown on their Patron card.
  3. Furnish the middle. Place a number of Bar Cards in the centre of the table equal to the number of players.
  4. Furnish each seat. Deal one Bar Card face-up in front of each player.
  5. Set the rest aside. Put aside the remaining Bar and Patron cards.
  6. Seed the discard pile. Before placing the rest of the Action Deck in the centre, remove a number of cards equal to the number of players and set them face-down beside the deck. These form the base of the discard pile.
Who can reach what. You may interact with the Bar Cards in the middle of the table, the one in front of you, and the ones in front of your two neighbours. Nothing further down the table.
Why the discard pile starts full. A player who runs out of cards draws from the discard pile as a last resort. Seeding it during setup means that resort exists from the first exchange of the game.

3 First player

Choose the first player by your preferred method. Play then runs in clockwise order.

Every round is three phases: put a song on, fight until it ends, then count who came off worst.

1 · Jukebox

Pick the song. Reset the bar. Replace anyone who was knocked out.

2 · Brawl

Turns, action chains, utility cards. This is the game.

3 · End

Count the hits in front of each player and pay the Booze Level.

1 Jukebox Phase

First round: just select the song and skip the rest of this phase.

Song selection

The duration of the chosen song is the maximum length of the round. When the song ends, the round ends, unless it finished earlier. Pick anything you like, but if you want a brisk brawl, avoid excessively long tracks like Pink Floyd's "Shine On You Crazy Diamond".

Collect the Bar Cards

Take every Bar Card back off the table and redistribute them as in setup: one in front of each player, and as many in the centre as there are players.

Refill the Action Deck and discard pile

Gather everything in the discard pile, shuffle it back into the Action Deck, then rebuild the starting discard pile as in setup.

Knocked-out characters

If your character was knocked out in the previous round:

  1. Discard your hand. All of it.
  2. Draw a new character. A fresh patron from the ones set aside.
  3. Draw a new hand. Equal to the new character's Booze Level.

2 When the round ends

The round ends the moment either of these happens:

A brawl is a chain. Somebody throws a punch, the target has to answer, and the answer creates the next target. The chain only stops when someone cannot respond.

1 Starting an Action Chain

When a HIT card successfully strikes a player, that card is placed face-up in front of them. It stays there for the rest of the round, as the record of the damage.

2 Continuing the chain

The targeted player may respond in one of three ways:

Hit back mandatory

Hit the attacker. This is mandatory if this is the first time you are hit during this round: no dodging your first punch of the round.

Hit another player optional

Use a HIT card against an adjacent player, or against anyone already in the brawl with you.

Dodge optional

Discard a card to redirect the HIT to the next player in turn order. The discarded card goes face-down to the bottom of the discard pile, its identity hidden.

Last resort

If a targeted player has no cards in hand at all, they draw the top card of the discard pile:

3 Utility cards

Any player may play a Utility card at any time, which temporarily pauses the Action Chain. Playing one triggers a chain reaction of its own: every other player may then play one Utility card.

Resolution. All played Utility cards are placed face-up on the table. Once no additional cards are played, they resolve in clockwise order starting with the player immediately after the initiator. The initiator resolves last.

Once every Utility card has resolved, the Action Chain resumes where it stopped.

Why last is worst. Whoever opens the utility window resolves at the end of it, after everyone has seen what they played and answered it. Interrupting is powerful, and going first costs you the last word.

4 Ending a chain, ending a turn

Hits do not remove you on the spot. They pile up in front of you, and the bill arrives when the song stops.

1 End Phase: resolve damage

Count the HIT cards in front of each player.

SituationBooze Level lost
The player, or players in case of a tie, with the fewest HIT cards1 BL
A player with no HIT cards at all0 BL
Everyone else2 BL

If a patron's BL reaches 0 or below, that patron is knocked out and its player draws a new one in the next Jukebox Phase.

Nobody walks away clean. Even the winner of the round pays 1 BL if they took a single punch. The only free round is the one where nobody touched you.

2 Game end

The game ends when the total number of knocked-out patrons equals the number of players. Not one each: the total, however they are spread around the table.

3 Scoring

  1. Everyone starts at 10 points.
  2. Minus 2 for every character lost. Each patron of yours that was knocked out costs you 2 points.
  3. Minus 1 per missing BL. Once the final patron is knocked out, tally the remaining Booze Level of every patron still in play. Every BL point missing from that patron's maximum costs 1 more point.
Winner highest total

The player with the highest total points wins.

Tie breaker fewest hits

The tied player with the fewest HIT cards displayed in front of them is the winner.

The icon language and the special cards, straight from the beta rules. The individual cards are not written yet, so this browser covers how a card is read rather than which cards exist.

Each card carries one or more icons that state its effect. If an icon appears more than once, the card produces that effect as many times as it is shown.

Everything you need at the table that is not printed on a card.

1 The round, in one box

Jukebox. Song on. Bar Cards back out. Discard pile reshuffled and reseeded. New patrons for anyone knocked out.

Brawl. Play a HIT at an adjacent opponent, or at anyone in your brawl. They must hit back if it is their first hit of the round, otherwise they may hit someone else or discard a card to dodge and redirect. Utility cards can interrupt at any time.

End. Fewest HIT cards loses 1 BL, 0 if untouched, everyone else loses 2 BL. At 0 BL or below, the patron is knocked out.

2 Keywords

TermMeaning
BLBooze Level. Both the damage you can absorb and the size of your starting hand. Printed on the Patron card, tracked with the face-down card behind it.
AdjacentThe player immediately to your left or right at the table. Until you are in a brawl, that is everyone you can reach.
In a brawlYou have exchanged blows this round. Inside a brawl you can target anyone else in it, seating no longer matters.
Action ChainThe unbroken sequence of HIT cards and responses that starts when someone throws the first punch of a turn.
Knocked outBL at 0 or below. The patron is gone and the player draws a new one in the next Jukebox Phase.
Out for the roundThe state of a player who failed the last resort draw. They lose 1 BL and cannot be targeted or act until the next round.

3 Numbers

80
Action cards
20
Bar cards
10
Patron cards
1
Song per round

Bar Cards on the table at the start of a round: one per player in the centre, plus one in front of each player. Cards removed from the Action Deck to seed the discard pile: one per player.

Team notes. What is canon, where the older draft disagrees with the beta, and what still has to be decided before this can go to a full card list.

1 What this page is built from

2 Where the draft and the beta disagree

Each of these is a decision waiting to be made. The beta is what this page prints.

SubjectBeta v0.1 (printed here)Older draft
WinningGame ends when total KOs equal the player count. Points: 10, minus 2 per lost character, minus 1 per missing BL.Game ends at 4 KOs total, and the highest BL simply wins. No points at all.
DodgingDiscard any card to redirect the hit to the next player in turn order.Same, plus a limit: a HIT can only be dodged once, the second player targeted has to take it.
Swoosh cardsNot mentioned. Dodging costs a card, any card.A dedicated SWOOSH card that cancels the attack outright, discards the attacker's combo with it, and ends the chain.
Hand limitNot mentioned. BL sets your starting hand only.BL is also a hand limit: discard down to your current BL at the end of your turn.
Utility timingAny player, any time, pausing the chain.Restricted: never immediately after your own card, another player has to act in between.
Sand timerNot mentioned.A stalling target can be timed out by any player, and loses 1 BL when the timer runs out.
Gulp capRecover 1 BL, then the card becomes a Bar Card in the centre.Same, capped at your starting BL, and placed in your own bar slot first.
The one to settle first is the dodge. Whether a hit can be dodged once or endlessly decides how long an Action Chain runs, which decides how many hits land per song, which is the input to every number in the End Phase. Nothing else can be tuned before it.

3 The Patron count does not add up

Setup hands every player two Patron cards, one character and one face-down tracker. The box holds ten.

PlayersCards in useSpares leftReplacements the game needs
3642
4823
51004

Replacements needed = one per knocked-out patron, and the game ends on the KO that makes the total equal the player count, so the last one never has to be drawn.

At four players the box runs dry before the game can reach its own ending. Three ways out, and one has to be picked: print more Patron cards, make the tracker a separate and cheaper component, or send knocked-out patrons back into the pool to be drawn again. The third is free and probably right, but it needs a line in the rules, because right now nothing says where a knocked-out patron goes.

4 Open threads

5 What the design already gets right