Titmouse's Debut Board Game Started as a Boozy Joke

The renowned animation company is perhaps best known for producing hit the popular series animated series including Vox Machina's Legend and Mighty Nein, but after a highly triumphant crowdfunding effort recently, the studio's debut board game is set to launch on Nov. 28.

Delinquents, Druggies, & Drunkards is marketed as a “mind-altering roleplaying drinking game” for gamers of every skill level and drunkenness states. Envision a condensed edition of Dungeons & Dragons where instead of HP, you forfeit “drinks” or “puffs” every time you suffer injury. (Although the developers have mentioned players are encouraged to use any substitute from pushups to spicy food or sweets instead — anything that causes you to take some kind of mostly innocent physical “damage.”)

The funniest thing about this loud fresh title, though, is that it originally began as a prank.

The items of the game's premium version feature cards for heroes and enemies, a rolling surface, and additional elements.

“Annually we do a weird client gift, a distinctive piece that we send to all our clients,” the studio's founder and Chief Executive Officer the founder told during a video call. “Several years back, I desired to make a game master screen.”

Based in Oakland illustrator SKINNER, who focuses on “trippy artwork,” developed the vibrant artwork for the display. Yet the founder noted they needed the inside of the display to include content. Therefore he recruited the studio's creative head the director to quickly assemble content designed to appear “very verbose and precise” as if Gary Gygax had written a drinking game in the manner of the classic RPG.

“I didn't anticipate anyone to try it,” Prynoski confessed. “I just thought it would be a entertaining novelty item. Yet a bunch of individuals tried it and recommended we could develop this.”

The founder explained it was Gary Gygax's son, the co-creator's offspring, who finally persuaded the Titmouse team to raise funds for a more fleshed-out iteration of the project.

Once beginning on Backerkit previously, the game was fully funded in just two hours, finally smashing through additional targets to earn a total of $103,291. (Sadly, that meant it was $17k below releasing the Wine-based class.) The project has 12 classes based on ale, liquor, or marijuana — like the Ale Warrior, Whiskey Wizard, Druid of the Flower. Along with traditional abilities, most of them have familiar mechanics you see in drinking games. The Pontificator must continuously perform a speech throughout the game in extensive depth, and if they let up, they have to take a sip.

The Blazebarian is a barbarian hit with a touch of reefer madness. Its player consumes if they neglect whose move it is — and two if they miss on their turn.

There are pre-rolled character cards participants can employ outlining how each hero has core attributes, two attacks (a blend of melee and magic), a Unique Ability, and a Special Feature. However you can also customize with these elements to create a totally custom hero. Useable objects and gear additionally adjust various playstyles, like the Bongwater Staff that causes any foes it hits to receive double damage for one round.

“It isn't intended for the heavy narrative,” Prynoski commented. “The battle mechanics is essentially a meat grinder, so it’s focused on character roleplay and combat.”

The entire mechanics is centered on using a one twelve-sided die packaged with every copy of the game (which can also be used on a set of charts to create the atmosphere). Per round, the current Drunken Master uses that d12. According to the role, they pick an enemy tile from a few options (nineteen creatures in total) to put on the playing field. Might it be the playful Cannabis Royalty that returns enchantment strikes? Or maybe the huge Flesh Golem that makes all opponents add a d12 for strikes?

The playful Cannabis Royalty is every caster's worst nightmare.

Each monster attacks as instructed by the active GM, then each player.

“The biggest difference between this release and classic roleplaying games is that there is no one game master,” the founder explained, explaining that as with a typical game, the duty shifts around the table with each leader managing the enemies for that period. To Prynoski, this is one of the game’s features that cause it to be approachable to TTRPG newcomers.

Strike attempts are measured against a gamer or creature's protection: When the Hangover Mummy launches a strike and rolls an eleven with the 2d12+4, it won’t cause harm versus a Ale Warrior's 12 armor. However should it makes a similar assault against a Whiskey Wizard with six defense, the {player|gamer|participant

Denise Sloan
Denise Sloan

A web designer and WordPress enthusiast with over 8 years of experience creating modern, responsive themes for creative professionals.

June 2026 Blog Roll

May 2026 Blog Roll

Popular Post