Anarchist Tablero

Anarchist Tablero has been a household game since just after the Founding. A bastardized version (created by Uthyr the Bastard) of the more widely-known da’Gucci Tablero, Anarchist Tablero complicates the rules just enough to make it much more difficult to win while drunk. Not that we all haven’t tried. Frequently.



The game board is a square grid, seven squares on a side. Seven shot glasses and two dice are used in the game. The standard game is played with two players. Any kind of beverage can be used. The board is marked in seven locations, spread out on the board so that no marking lines up in a straight or diagonal line with any other mark.

Game Rules

The objective of this game is to empty all of your opponent’s drink, while still keeping some of your own. This can be accomplished in one of two ways, or a mixture thereof. The first way is to create a line of at least six cups in a straight unbroken line anywhere on the board (horizontal, vertical or diagonal). A chevron can also be used, but only if all seven cups are lined up.

Five cups for a line is acceptable if the player currently moving has less than half a game beer left and their opponent has at least one unopened game beer (also known as being “skunked”). Seven cups can be lined up but it is very difficult and brag-worthy.


To start the game put one shot glass on each of the seven marked locations. Each player brings two equally-sized bottles of, typically, either beer or hard cider. Each player fills three of the shot glasses apiece, leaving the center glass empty.

Determine Prophet’s Number (aka Queen’s Number)

Prophet’s number is set at the start of the game and does not change. This number is typically rolled by a bystander, preferably a Prophet, or former Prophet or Daos, but it can be anyone. The Prophet’s number is determined by adding up the combined total of both dice after they have been rolled.  If there isn’t a bystander around, then Prophet’s number can also be determined by adding up the total of the first Initiative roll. Sometimes both players agree that the Prophet’s number sucks (i.e. it’s a 2, 11 or 12) and can request a re-roll. As long as the game hasn’t started yet, this is okay.


Each player rolls one dice. The highest number is the winner and that person becomes The Player. If both people roll the same number, the dice are re-rolled until a someone wins.

The Play

Game starts by the Player first filling any empty cups, then they roll both dice to determine movement. A shot glass moves like a rook in chess – in a straight line (not diagonal) and must be able to move the same number of squares as the dice roll to be used for a move.

Each dice represents a different shot glass, and the dice cannot be combined or totaled. Shot glasses cannot move through another glass and the full dice roll must be used. Furthermore the player must move one cup horizontally, and one vertically.

Rolling Prophet’s Number (aka Queens Number)

If the player who has possession of the dice rolls the Prophet’s number (the total, not the exact number on the dice originally rolled at the beginning of the game) they must declare so the other player can hear, BEFORE any shot glasses have moved, that they have rolled the Prophet’s number. At that point they may choose one shot glass from anywhere on the board, drink it (if it is full), and place it anywhere else on the board. Their opponent must then fill that shot glass, and the game play returns to normal.

However, if the player in possession of the dice fails to verbally declare Prophet’s Number and/or moves a shot glass, their opponent may then call out Prophet’s Number. Game Play then pauses as the opponent may pick a shot glass from anywhere on the board, drink it (if it is full), and the player in possession of the dice must then fill it. Game play then returns to the player in possession of the dice.


If a shot glass is spilled it must be refilled by the person who spilled it, but otherwise the game is continued as normal.


If the player who has possession of the dice rolls doubles then their game play has ended and they must pass the dice to the other player.

Cluster F***

If the player in possession of the dice finds they cannot move both shot glasses on a roll then their turn is ended and they must pass the dice to the other player.


Once a line of at least six has been formed then the player in possession of the dice must drink at least half of the shot glasses (rounded up), but they may pass the rest to either their opponent or other watchers. This is called “sharing”. Their turn is over. See Passing Play Due to Creating a Line or Emptying all Shot Glasses.


If a player ends a dice move with their shot glass on one of the seven anarchy spots they may choose to drink the contents of the glass. Their opponent does NOT fill at this time, and the play continues as normal. This move is considered by some as “playing dirty”, and is most generally used when a player is either losing or wishes to empty all seven glasses when a line of six is formed. A player may empty all shot glasses thought slashing. If they do so see the rules for Passing Play Due to Creating a Line or Emptying all Shot Glasses.

Passing Play Due to Doubles or a Cluster ***

Once a player’s turn has ended the other player must first fill all empty glasses. They then continue play with the current board configuration until they lose the dice, complete a line, or empty all glasses via Slashing.

Passing Play Due to Creating a Line or Emptying All Glasses

If a player either creates a line or empties all the shot glasses via slashing, the other player must then fill ALL BUT ONE glass. All shot glasses are placed back on their starting positions with the one empty glass placed in the center. If there are any still-full glasses (like if a 6 line is made and the 7th glass was not part of it nor emptied via slashing), those cups are neither drunk nor filled. That cup most go on an anarchy spot that is NOT the center placement.

The two players then re-roll initiative with the winner gaining control of the dice and filling the center shot glass (this is the same as the start of the game). The Prophets Number does not change.

Courtesy Fill

When an opponent clearly cannot fill an empty shot glass because they have run out of beverage designated for the game, the winning player has the ENTIRELY VOLUNTARY OPTION to courtesy fill one or more cups from his or her stash so that the game may continue. If the winning player chooses not to courtesy fill, see End Game / The Toast Round.

End Game / The Toast Round

When an opponent clearly cannot fill an empty shot glass because they have run out of beverage designated for the game, they must concede and the winner makes a toast.


Optional House Rules

Over the years we have developed several optional house rules that we use for individual games or in tournaments. All optional rules need to be agreed-upon BEFORE the game or tournament is started, otherwise they cannot be used.

The Law-Law

The winner of initiative can choose to fill and take their turn, or pass the turn to the other player who will then fill and play.

The Damon Law

If the player rolls the doubles that also equals the Prophet’s number, the player may call Prophet’s Number, then take the normal Prophet’s Number move, before turning the dice over to the other player. The other player must then fill that cup (and any other empty cup as per normal), before proceeding with their turn.

The Stop-it Frank (aka ‘Don’t Be a Bitch’) Rule

This voids out the 5-line rule and requires lines to contain 6 or 7 cups in a row to count.


Chevrons (two half-lines, touching each other on the center spot), count as a line as long as ALL SEVEN cups are used to form the Chevron.