So I am just kind of polling for interest here, but me and a buddy came up with a set of rules to turn warhammer into a drinking game. We have played with this rules about 5 times now and they seems to work great. They put an excellent twist on the game for a fri or sat night, and truly do get you "hammered". If you guys would be interested in it I could post the rules we made and you too could enjoy a rousing game of "Beerhammer".
Another Round Barkeep!: Each player takes a number of drinks equal to the turn counter at the start of each game round. Drunk With Power: 1 drink when you miscast. Wizard's Hangover: 1 drink when you fail to cast. Strange Brew: 1 drink when you fail to dispel. Can't See Straight: 1 drink when misfiring. Drunken Boxing: 1 drink when declining a challenge Stumbling Home: 1 drink when you flee for any reason. One Too Many!: 1 drink when you lose combat. Watch That First Step: 1 drink for every inch you fail a charge by. To the Victorious Dead!: When an infantry unit dies, take 1 drink for each rank the unit had at the start of the game. In the case of cav, monstrous cav, monstrous infantry, take 3 drinks per rank. In the case of chariots, war machines, and chariots, take a number of drinks equal to that models starting wounds. Can't Even Hold His Ale: Finish your drink when your general dies. Three Sheets to the Wind: Finish your drink when your BSB dies Tonight! We Dine! In Hell!: Each player finishes their drink at the end of the game as a show of good sport. By the Gods!: Feel free to call out times to drink based on spectacular events not covered here. Have to run right now, but coming next is the Lore of Beeromancy, and its rules. Have fun!
Beeromancy If you have one or more wizards in your army, your highest level wizard must roll for one spell from the beeromancy table, in addition to rolling his regular spells. Lore Attribute: Take a drink when you cast or dispel with this lore. Double Vision: The caster causes his enemy’s buzz to momentarily heighten, making it near impossible to swing their swords or shoot straight, or to pass a sobriety test. For this turn all drinking penalties are doubled for the opponent. 10+ Liquid Confidence: The caster’s allies become stronger and more clever than they have ever been before, although not really, and the hangover probably won’t be worth it. Your opponent treats successful charges as failed charges for the purpose of drinking, with the total distance of the charge for the number of drinks. 9+ The Spins: The Beergods heed the caster’s call to turn the entire enemy’s ale into boiler makers. The increased strength of these drinks causes unexpected blackouts, dizziness, and bringing home fat chicks. The opponent must finish their drinks. 12+ Skunky Brew: The wizard is either very clever or has had too much to drink and attempts to amass the Beergods favor by drinking heavily, therefore causing the gods to curse their enemy for not drinking enough. Enemy troops suffer the wrath of the gods themselves, having their power sapped and being banned from their favorite tavern. Your opponent takes an additional D6 drinks for losing combats this turn. 9+
That looks a ridiculous amount of fun! But to clarify, by '1 drink' do you mean a swig/sip/mouthful or an actual full drink?!
Unless you want to die, a swig. This sounds brilliant, I will try my best to get my roomate to agree to play this. There should be a special condition to winning, such as not being the first to throw up, spill your beer, ect.