



Tavern Tales - Legends of Dungeon Drop
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Some exaggerate the dragon's tale. Some know and pretend to believe it. Some elaborate. And in the end, who really killed that dragon?
WHAT IT'S ABOUT
Heroes, tavern, and well-placed lies
After Dungeon Drop, your adventurers return to the Traveler's Tavern to warm up with a Gingerbrew and recount heroic deeds. Tavern Tales, designed by Gregory Skulnick and illustrated by Gong Studios, is a card game where everyone exaggerates, some lie, and only the shrewdest become legends.
At the table, players compete to boast the biggest loot or the most dangerous monster slain. They declare treasures, dispute each other's stories, and raise the stakes. In the end, whoever collects the most identical sets wins eternal fame. Or at least free beer for the night.
What they say abroad
A party game where bluffing meets strategy.
— FroGames
Every round is a narrative poker game.
— FroGames
Tavern Tales: Legends of Dungeon Drop
Your rhetorical weapons
What you play at the table
Location cards
Dungeon locations where you claim to have performed feats. One is chosen each round, and the verbal dispute begins there.
Treasure cards
Treasures you claim to have found. The more of the same type you accumulate, the more points they're worth. If they believe you.
Monster cards
Monsters you swear you've killed. Same principle: collect identical sets, climb the legend. Or bluff and hope no one exposes you.
Hero cards
Cards you use to make your declaration or to challenge others. Managing them well is half the victory.
Recommended sleeves 122 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 122 |
| Total cards | 122 |
In twenty minutes you will have lied at least three times. And maybe won anyway.
A game in five moments
What happens at the table
Not the rules. The experience.
First timid boasts
Locations are revealed, everyone looks at the cards in their hand. Someone declares three red treasures, someone four monsters. No one disputes immediately. The atmosphere is still polite.
The first lie unmasked
Someone overbids. They are challenged, they lose the dispute. The table understands that lying is possible. And that it's best to do it with moderation.
War of disputes
Now every declaration is doubted. Whoever has collected two sets begins to defend their advantage. The others attack, trying to steal points. Cards fly.
The perfect bluff
Someone declares five dragons slain. It seems impossible. No one challenges them. They win the dispute, take the points. Afterwards it turns out they really had the cards. Or maybe not.
Final count
The collected sets are revealed. Whoever focused on a single category wins big. Whoever bluffed too much lost everything. Whoever played it safe is in the middle. We laugh, we play again.
How to play
The flow of each round
Each round is a narrative auction where bidding continues until someone yields.
Choose a location and declare how many treasures or monsters you found there. Play hero cards from your hand to support your claim.
Other players can challenge you by playing higher hero cards. Whoever bids highest gains control of the dispute.
Whoever wins the final dispute collects the treasure or monster cards from the location. They add them to their set.
Each identical card in your set is worth more points than the previous ones. The second dragon is worth more than the first, the third even more.
Why it's different from others
Six mechanics that make a difference
Structured bluffing
It's not like Coup where you just bluff. Here you can declare cards you don't have, but you must support the lie with real hero cards. Bluffing is tactical, not anarchic.
Escalating set collection
Each card of the same type is worth more points than the previous one. Focusing pays off much more than diversifying. But everyone understands what you're aiming for, and they'll hinder you.
Chain disputes
Once challenged, anyone can join the dispute by raising the bid. Disputes expand, temporary alliances form. It's never 1v1.
Limited hand management
You have few hero cards. Each dispute empties your hand. Choosing which battles to fight is as important as winning them.
Fast games
20 minutes from start to finish. Enough to build a strategy, too little for complex revenge. The pace is fast and direct.
Asymmetric powers
Each hero has different abilities. Someone is strong in disputes, someone protects sets, someone steals points. Hero choice matters.
How it ends
How to win and how to lose
The game ends when someone reaches enough fame points to become a legend.
Victory
- Accumulate points by completing sets of identical treasures or monsters
- Each card of the same type in your set is progressively worth more
- The first to reach the established fame threshold (varies with the number of players) wins
How to stay in the shadows
- Bluffing too much and getting caught: you lose disputes and associated points
- Diversifying too much: few complete sets mean few points
- Emptying your hand too early: you're left with no weapons for important disputes
A party game where lying well is worth more than telling the truth. But only if you know when to do it.
Frequently asked questions
FAQ about Tavern Tales: Legends of Dungeon Drop
Can it be played well with 2 players or do you need a group?
It works with 2, but disputes are less chaotic. From 3 players up, bluffing explodes: more players mean more temporary alliances, more backstabbing, more laughs. The sweet spot is 4-5.
How important is bluffing compared to strategy?
Bluffing is powerful, but without strategy it doesn't last long. You need to know which sets to complete, when to challenge, when to yield. Those who bluff randomly lose. Those who never bluff also lose.
Do you need to know Dungeon Drop to play?
No. Tavern Tales is standalone. It shares the setting and some thematic references, but the mechanics are completely different. You can start here without problems.
Are the games really that fast?
Yes. 20 minutes is the stated average duration, and it's accurate. The rules are explained in 5 minutes, turns are quick. Perfect as a filler or a gaming aperitif before something heavier.
Is this edition in Italian?
No, this Phase Shift Games edition is in English. The cards contain text (names of treasures, monsters, hero abilities), so a basic knowledge of the language is required. The rules are clear and the low complexity helps.
Tavern Tales: Legends of Dungeon Drop is a competitive card game for 2-5 players designed by Gregory Skulnick and published by Phase Shift Games. In 20 minutes, players compete in tactical disputes using bluffing, hand management, and set collection to accumulate fame. The mechanics of auction, deduction, and asymmetric powers create fast and unpredictable games, ideal for party nights or as a strategic filler. Ages 14 and up. Available on FroGames.it.

Tavern Tales - Legends of Dungeon Drop
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