Beer Run pub sign
Twitch Chat RPG — One Pub. One Game.
🍺

Beer Run

Graft. Pull jobs. Dodge the heavies. Don't get nicked.

0Brands
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0Jobs
0Events
0Zones
0Questlines
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📖

What is Beer Run?

One pub. One game. Don't get nicked.

Beer Run is a live Twitch chat RPG built around the local pub's "informal economy." You're a chancer — grafting between jobs, pulling heists with the crew, and trying not to end up face-down in a police van.

The whole game runs on a single rhythm: Graft between jobs with BeerQuest, pull Jobs solo or as a crew, and deal with Trouble when it shows up — foes, zone heavies, and the occasional shared street boss that half the chat piles into.

One character. One level. One heat meter. Everything feeds into the same pub-crime story.

At a glance

🏷️ 154 brands 📦 361 items 💼 65 jobs ⚡ 78 events 💥 5 zone heavies + street bosses ⏱ Rounds under 60s 🗺️ 5 BeerQuest zones 📜 14 chapter questlines
The Rhythm
🔄

The Rhythm — Graft / Jobs / Trouble

How the whole game fits together

Every session follows the same loose pub-crime loop. You don't have to play all three modes but they all feed into each other — XP, heat, rep, and kit flow between them.

Graft
BeerQuest
The continuous background game. Explore zones, encounter foes, rest up, train stats. Type !bq pub explore to start. Runs on its own cooldown between jobs — something to do while you wait for the next round.
Jobs
Heists & Runs
The main event. Solo runs with !beerrun, crew rounds with !join. Your gear loadout matters here — weapons, utility, and shop consumables. Completing jobs earns XP, cash, and raises rep.
Trouble
Encounters
Things go sideways. A run ends in a boss standoff — !attack !heal !takecover !rush. BeerQuest zones use !bq attack/takecover/parry/rush/flee. Heavies and street bosses show up too — the whole chat can pile into street bosses.
📋

Sheet & Kit Commands

How to check your character, gear, and bag

!char
Your full character sheet — level, crew stats, heat, rep, title, and active quest.
!kit
Shows your equipped heist gear (for jobs) and your questpack trinkets (for BeerQuest) side by side.
!bag
Everything in your inventory — items and consumables in one place, usable in any mode.
!use <item>
Use a consumable from your bag — works during runs, explores, or a fight.
!bq
Full alias for !beerquest — status, explore, rest, fight, equip, train. All the same.
!revive
Bring a downed crew member back during a boss encounter. Costs HP but keeps the team in the fight.
ℹ️

Old commands still work — !beerstats, !beerquest train, etc. are permanent aliases. Nothing got deleted.

🚪

Joining a Run

Get in before the round closes

!beerrun
Join bare-handed. No items — just vibes and your randomly assigned job.
!beerrun [item]
Join with one item from your inventory equipped. Name must match exactly.
!beerrun [item] [item]
Equip up to 4 items in a single join command.
ℹ️

You can only join once per round. The round closes before results resolve — latecomers miss out. Your job is drawn randomly from the 65-role pool each round.

🎒

Items & Loadout

What you bring in determines what you walk out with

⚔️
Weapon
Boosts success chance, reward value, and crate drops. Carries attack power that scales into boss fights.
⚔️ Attack stat
🛡️
Utility
Reduces arrest or injury chance. Adds crate bonus. Defence power absorbs boss damage in encounters.
🛡 Defence stat
🧪
Consumable
Single-use. Activates automatically to block a specific trigger — arrest or injury — then disappears.
Single use

Combat stats

StatWhat feeds itWho carries it
⚔️ AttackSuccess, payout, crate, and risk stats on a weapon all push its fight damage up.Weapons only; any useful weapon has at least 1 Attack
🛡 DefenceArrest safety, injury safety, crate, and payout stats on protective kit feed damage reduction.Utility & insurance kit; pure offence pieces usually have none

Consumables

Crew Insurance
Blocks a snitch event from landing on you. Consumed on activation — check your inventory.
Dodgy Health Pack
Blocks an injury trigger. Single use. The 25% shop bonus slot is your main source.
🛒

The Shop

Build your loadout between rounds

The shop refreshes each round with 4 items drawn from the full 361-item pool. There is a 25% chance per round that a fifth bonus slot appears — this always stocks a consumable (Crew Insurance or Dodgy Health Pack).

The shelf is archetype-aware: each slot prefers a role not already present, so you'll typically see a spread of Striker / Earner / Hauler / Minder rather than four of the same thing. Each item shows a role badge so you can read the shelf at a glance.

🎁
Bonus consumable slotAppears as a fifth item on 1-in-4 rounds — snap it up while it's there.
25%
💡

You can hold items across rounds — you don't have to equip everything you own. Build a loadout you're happy with, then run it until an upgrade appears. Use !upgrade <item> to rank a favourite piece up instead of waiting for a replacement.

🗺️

BeerQuest RPG

The continuous game running between jobs

BeerQuest is the always-on RPG layer. While you're waiting for the next heist round, you're out grafting — exploring zones, scrapping with foes, resting off fatigue, and levelling up your crew stats. Type !bq status to see where you're at.

Crew stats

Muscle
💪
Melee power. Guard blocks more damage as Muscle grows (60% → 85%). Cellar zone check.
Wheels
🚗
Speed and escape. Alley zone check. Feeds heist escape math.
Brains
🧠
Nudges all your d20 rolls up slightly — the sneaky stat. Pub zone check.
Face
😎
Charm and rep. Pub zone check. Feeds heist social skills.
ℹ️

Checks are d20 + relevant stat. Brains nudges all rolls, so a bit of Brains investment goes a long way even if you're specialised elsewhere.

Zones — unlock by level

Lv 1 — starter 🍺
The Pub
Check: Brains / Face · 75s cooldown
Home turf. Basic foes, gentle loot, the safest place to train when you're just starting out.
Lv 2 🌙
The Alley
Check: Wheels · 100s cooldown
Gets sketchier. Better drops, tougher foes. The Night Watchman patrols here.
Lv 4 🪣
The Cellar
Check: Muscle · 150s cooldown
Deep and dangerous. Top-tier loot, meanest foes, and Keg King Kev lurking in the dark.
Lv 6 🃏
The Snug
Check: Brains · 180s cooldown
Deals and faces. Card games, back-room favours, and the odd conversation you shouldn't have heard.
Lv 9 🏙️
Rooftops
Check: Wheels · 240s cooldown
High routes, high stakes. The Magpie rules up here. Best views. Worst landings.
ℹ️

Each zone runs its own independent cooldown clock — you can rotate zones to keep exploring while others reset. Rest cooldown is a flat 60s.

BeerQuest commands

!bq <zone> explore
Head into a zone: pub (75s), alley (100s), cellar (150s), snug (180s), rooftops (240s). Each zone has its own clock.
!bq rest
Recover HP and clear fatigue. Fatigue builds up from explores — resting keeps you sharp.
!bq train <stat>
Spend a stat point on Muscle, Wheels, Brains, or Face. Points earned by levelling up.
!bq attack / takecover / parry / rush / flee
Combat actions during a BeerQuest encounter. See the Combat section for the full breakdown on each verb.
!bq laylow
Pay the desk sergeant 30c per heat point to wipe your heat slate clean. Also: !bq lay.
!bq status
Full snapshot: level, stats, HP, fatigue, heat, active quest, and questpack.
!bq bag
Consumables in your bag. Use them with !use <item>.

BeerQuest consumables

Shandy
+12 HP. Half the strength, none of the regret.
Blackcurrant Cordial
+16 HP. Pub-table purple medicine.
Stale Scotch Egg
+18 HP. Found under the glass dome. Best not to ask.
Cheese & Onion Cob
+24 HP. Wrapped in cling film, somehow heroic.
Healing Pint
+30 HP. The reliable patch-up when rest isn't fast enough.
Stout Float
+34 HP. Dessert and poor judgement in one glass.
Chips & Gravy
+38 HP. A tray of brown comfort.
Microwave Pub Curry
+45 HP. Lava in the middle, cold at the edges.
Guest Ale
+50 HP. The good stuff from the rotating tap.
Steak & Ale Pie
+70 HP. Proper pub armour for the insides.
Hair of the Dog
Full HP, clears fatigue AND the morning after (recovering).
Pork Scratchings
Salty resolve — clears all fatigue.
Pep Talk
Clears fatigue instantly. Good after a long string of explores.
Kebab Voucher
Post-session medicine — +25 HP and eases fatigue.
Last Orders Bell
Ring it and slip out in the scramble — exits any fight or situation free.
Lucky Beermat
+6 to your next stat check. Flip it before a tricky encounter.
Pub Quiz Answers
+10 on your next check. Slightly beer-stained.
Suspicious White Powder
Rare focus boost: +35% XP for your next 3 XP gains.
Pure Suspicious White Powder
Epic focus boost: +75% XP for your next 4 XP gains.
Soggy Paper Straw
Floppy, unsuckable, and still causing a scene. -1 heat.
gRape Juice
Wine-bottle wobble fuel. Escapes any fight or situation free.
Bag of Ice
Cools you right down — −2 heat.
Pickled Egg
An acquired taste — +2 rep with the regulars.
Round for the Bar
Everyone drinks on you — +6 rep.
Bronze Scratch Card
Common card. Corner-shop hope, 0–40c.
Scratch Card
Uncommon card. Found behind the fruity, 0–150c.
Silver Scratch Card
Uncommon card. Shinier foil, 0–200c.
Gold Scratch Card
Rare card. The good one from behind the till, 0–500c.
Landlord Lottery Ticket
Epic card. Suspiciously local odds, 0–1000c.
Full English
Gets you back on your feet after being downed and heals 40% of max HP.
Loopy Juice
Clears fatigue and lets you explore again straight away, but adds heat.
Brown Envelope
Your next arrest showdown is handled quietly. Used up when it saves you.
Mystery Keg
A gamble in a barrel: heal, cash, XP, or heat and a small slap.
Cheeky Chaser
Lets your next BeerQuest fight move fire immediately. Use it when timing matters.
Gaffer Tape & Plasters
Adds 20 condition to your most-worn equipped heist item.
A Round for the Bar
Spend 100c to gain rep now and a small success boost on your next job.

Daily contracts & streak

Each day you get 3 contracts drawn from the pool — complete all 3 for a 50c bonus payout. Completing them on consecutive days builds a streak multiplier on the all-done bonus: +10% per day, capping at . Miss a day and the streak resets.

Sample contracts: do 3 explores, work the pub 3 times, raid the cellar twice, show your face in the snug, run the rooftops once, win 2 scraps, pull off 2 jobs, take down a heavy.

Coin flip vs the landlord — !flip

Stake 5–300c on a coin flip: double or nothing, 49% win, 60s cooldown. The landlord keeps a sliver. Pure gambling — don't stake what you can't lose.

📜

Questlines

Fourteen chapters that tell your pub-crime story

Questlines are auto-assigned story chains — 14 chapters in all, running from your first pint to Level 20+. Complete one and the next kicks off automatically. Each stage has a goal — explore a zone, win a fight, find an item — and pays out XP, cash, or gear. Finish a full chapter and you earn a permanent honorific title. Type !story to see where you are.

Progress ticks in chat, on the web app, and via the extension — any surface, same progress. The opening arc:

1
Finding Your Feet
The starter line. Explores and basic encounters — just get out there and do a few runs.
Title: Local
2
Making a Name
Venture into the alley, stack some wins, build a rep. People are starting to recognise you.
Title: Known Face
3
Cellar Dweller
Unlock the cellar (Lv4) and prove you belong down there. Harder encounters, better rewards.
Title: Cellar Boss
4
Heavy Hitter (Lv 6+)
Take on the zone heavies — two scraps, then a heavy, then two more heavies. Not a stroll.
Reward: Keg Belly Title: Heavy Hitter
5
Top of the Game
The end of the opening arc. Boss kills and high-stakes encounters — and the story is only just warming up.
Title: Top Dog

Then it keeps going. Chapters 6–14 take you through the Snug Society and over the rooftops into the late game (Lv 16–20): The Snug Society (Made Member), Over the Rooftops (Skyline Ghost), Pillar of the Community, The Lock-In (Lock-In Legend), Brand Ambassador, Midnight Logistics (Fence's Friend), The Connoisseur, Turf Accountant, and Last Orders (Stuff of Legend). Every chapter mints its own title — and you need all 14 complete before you can prestige.

🎒

Questpack & Trinkets

Three passive slots for BeerQuest buffs

Your questpack holds up to 3 trinkets (a 4th slot unlocks at Level 20) — passive items that buff your BeerQuest performance. Equip them with !bq equip <trinket>, remove them with !bq unequip <trinket>. Buffs stack — multiples of the same type multiply or add depending on the buff.

Your heist gear also feeds BeerQuest: weapon attack → +hit damage, utility/insurance defence → +block, haul/crate items → +loot odds. So keeping your kit well-equipped matters even when you're just grafting.

The web Equipped panel shows all 4 tiles at all times — the 4th shows a lock icon and “Unlocks Lv20” until you reach the threshold.

Trinkets

Hip Flask
+5 HP healed per explore. Keeps you in the field longer between rests.
Bar Nuts
Salted stamina — half fatigue gain. You can push harder before needing to rest.
Cellar Keys
Open the good stores — +70% loot odds. More drops from explores and combat wins.
Beer Jacket
The legendary insulation — −30% incoming damage. Soaks hits across explores and fights.
Crooked Darts
Hustle the pub league — +50% cash from encounters. If you're farming money, this is the one.
Landlord’s Watch
Knows when rounds change — −25% explore cooldown (×0.75 multiplier, 45s floor). More explores per session — pairs well with Hip Flask.
Lucky Bottle Opener RARE
Cracks open the good lessons — +15% BeerQuest XP.
Lucky Flip EPIC
A rude little charm with excellent timing — +25% BeerQuest XP.
Pool Cue
Business end first — +2 flat hit damage per attack. Combat trinket — feeds into your attack bonus alongside gear.
Keg Belly
Built like a barrel — +2 flat block per hit. Stacks with Take Cover and Beer Jacket. Reward from Heavy Hitter questline.
Beer Goggles UNCOMMON
Liquid confidence — crit on natural 17+ instead of 18+. But −1 flat block. The glass-cannon tweak.
Bouncer’s Earpiece RARE
4% dodge in BQ fights — full avoid, wobble style. Stacks with Wobbler class (total capped at 15%).
The Slate UNCOMMON
+1c personal fence price per crate. Stacks additively with the Ratter class bonus (both stack = +2c).
Pickled Egg Jar COMMON
+2 HP after every explore. Stacks with Hip Flask (Hip Flask +5, Jar +2 = +7 HP per explore).
Foam Scraper UNCOMMON
Parry counter damage ×1.25. Makes a skilled parrier genuinely dangerous rather than just defensive.
Flat Cap of Anonymity RARE
Heat from clean jobs is halved (round down, min 0). Successful runs add heat — this cuts that cost in half.
Stolen Dartboard UNCOMMON
+1 rep whenever you gain rep in BQ (explores and combat wins). Stacks with the Gaffer class rep bonus.
Brewery Map RARE
+5% crates on successful runs (round nearest, only when crates > 0). Stacks additively with the Ratter class crate bonus.
Dodgy Sat-Nav UNCOMMON
Explore cooldowns ×0.85 (stacks multiplicatively with Landlord’s Watch) BUT +1 heat per explore. Fast and loud — that’s the tradeoff.
Landlady’s Hairpin RARE
Once per day: a hit that would down you leaves you at 1 HP instead. The chase item. Fires automatically.
💡

You have 3 slots until Level 20, then 4. Strong explore combo: Landlord’s Watch + Hip Flask + Pickled Egg Jar (or Dodgy Sat-Nav for speed at a heat cost). Combat bruiser: Pool Cue + Keg Belly + Beer Jacket + Foam Scraper at L20. Economy: The Slate + Brewery Map + Crooked Darts.

The Heavies

The Heavies

Zone mini-bosses drawn out by heat

Every explore has a chance of drawing a heavy — a zone mini-boss who ambushes you mid-explore. They're tougher than regular foes, hit harder, and always drop an item win or lose. Well, you need to win to get the drop. Obviously.

Heat is what draws them. Higher heat = more likely to get jumped. Keep heat low by resting, and the heavies leave you alone. Let it stack and Big Ronnie starts turning up every other alley trip.

Ambush odds

ConditionEffect
Base ambush chance2% + 1.5% per heat point (cap 20%)
Level gateBeerQuest Lv 3+ only — rookies are safe
Cooldown10-minute per-player cooldown between heavy ambushes
Win rewardBig cash + XP + rep + guaranteed item drop — and burns −3 to −5 heat off

The five heavies

Pub heavy 🍺
Big Ronnie
Zone: The Pub
45 HP — "You again."
Alley heavy 🔦
The Night Watchman
Zone: The Alley
55 HP — fast and methodical
Cellar heavy 🪣
Keg King Kev
Zone: The Cellar
70 HP — the worst one
Snug heavy
The Chairman
Zone: The Snug
85 HP — cold and surgical
Rooftops heavy
The Magpie
Zone: The Rooftops
95 HP — top of the food chain
⚠️

Heavies use the full BeerQuest fight system — attack / take cover / parry / rush / flee. Below ~55% HP they enrage and start winding up big hits. The game warns you with a "tell" — Take Cover or Parry that swing or you eat the full thing.

🚨

Street Bosses

Shared heist bosses — the whole chat jumps in

Sometimes a BeerQuest explore goes sideways in a much bigger way. A street boss spawns — a full shared heist-level encounter that anyone in chat can join. These are the same bosses from the main heist encounters (Cuff Squad, Pubwatch Response Unit, etc.) running with all the usual machinery: phases, sweeps, overlay cards, the works.

The difference is the scale. Street bosses spawn from the continuous game and the whole community takes them on together — not just whoever joined the round.

DetailValue
Spawn sourceBeerQuest explore roll — chance rises with more active explorers
HP scalingScales with recently-active explorers in the session
Global cooldown~30 minutes between street boss spawns
Auto-join (chat)Your first !attack, !rush, !heal, or !takecover adds you to the party automatically
Auto-join (web)"Join the fight" button appears on the spectator row
RewardsAll joiners share victory rewards — you don't need to be the one who triggered it
🍺

When the overlay announces a street boss — just start attacking. Your first command auto-joins you to the party. No need to find a special join command.

Live Events

78 events that shift the odds every round

Every round draws one event from the 78-event pool. Events affect the whole crew — they're not targeted at individuals. The event resolves before the run outcome is calculated.

Event categories

Arrest risk
police_visit
+20% arrest chance
Arrest risk
cctv_loop
−10% arrest chance
Injury risk
off_duty_bouncer
+15% injury chance
Mixed
closing_rush
+arr +inj but extra rewards
⚠ Sting op
honeypot_stock
High arrest · high reward if you escape
⚠ Sting op
undercover_buyer
High arrest · high reward if you escape
⚠ Sting op
marked_load
High arrest · high reward if you escape
⚠️

Sting operations are high-risk, high-reward. A well-stacked Defence loadout can absorb enough of the arrest penalty to make them profitable. Running bare is gambling.

💥

Boss Encounters

A standoff between your crew and whoever showed up

Some runs end in a boss encounter — a real-time fight in chat. The entire crew competes together against a single boss, played out live on the stream overlay.

Trigger conditions

SituationEncounter opens?
Run ended in an arrestAlways
Run failed, no arrest75% chance
Scheduled boss heistBoss already armed

The boss roster — all 21

🚓
Arrest
Cuff Squad
🚨
Arrest
Pubwatch Response Unit
🛢️
Arrest
Keg Yard Enforcers
🚧
Arrest
Council Cone Patrol
🔦
Failed run
Night Shift Security
📦
Failed run
Stockroom Bruisers
🚨
Failed run
Depot Alarm Crew
📋
Street
Duty Manager Dave
🥪
Street
PC Meal Deal
🕶️
Street
Loss Prevention Phil
📦
Street
Parcel Paul
📱
Street
TikTok Trevor
🚐
Street
BangBus Barry
💪
Street
Bouncer Bryn
🅿️
Street
Car Park Carl
🛒
Street
Costco Colin
🦺
Street
CSO Clive
🐕
Street
Dog Walker Derek
👀
Street
Neighbourhood Watch Sandra
🛎️
Street
Self-Checkout Sharon
📋
Street
The Inspector

HP scaling

Boss HP = 240 base + 95 per runner. A solo fight is ~335 HP. Bigger crews mean a tankier boss but far more firepower — coordinate.

PHASE 2

Phase 2 triggers at low HP — the boss gains a glowing red badge and hits harder. Stop healing, push damage.

Combat
⚔️

Combat

What to type during a boss fight — try it live below

Playable demo Fight a boss right here — pick your crew size and go
Crew size:
120s
🚓PHASE 2
Cuff Squad
Arrest-trigger boss · solo standoff
Boss HP180 / 180
Crew HP100 / 100
⚠️ Wind-up! GUARD or PARRY this one!
🏆
Victory!
The crew dropped the boss.

Demo numbers are illustrative — demo uses the same verb/tell logic as the real game.

The five combat verbs

CommandCheckWhat it does
!bq attackMuscle vs DC 10Standard swing. Hits for base damage; crit on a strong roll. Safe, reliable.
!bq rushMuscle vs DC 12All-out swing — 1.5× damage (2.2× on a crit), hits the opening for 1.6×. Your guard is down: incoming damage ×1.4 this round. High risk, high return.
!bq takecoverForgo your attack and dive behind cover — block 60–85% of the hit (scales with Muscle). On a boss wind-up: 80–92% block and leaves them wide open.
!bq parryBrains vs DC 11 (+2 per parry in a row)Only pays when there's something to read. On a wind-up tell or a lunge: block everything, counter, and leave them wide open. Against a normal jab it's just a half-guard (50% block, no counter). Fail: eat the full hit unblocked. Foes adapt — parry twice in a row and they've got your number (harder check, no lunges to punish). Mix it up.
!bq fleeWheels vs DC 11Try to break off. Success escapes cleanly (a Last Orders Bell skips the check). Fail: stuck in the fight.
THE TELL

Boss wind-up: When the boss enrages (below ~55% HP), it starts telegraphing big hits. The chat gets a warning. Guard absorbs most of it and creates an opening. Parry turns it aside entirely, counters, and creates an opening. Attack or rush into it and you eat full damage. Openings hit for 1.6×.

Combat modifiers

VariableEffect
Player miss / critStandard attack can miss (0 damage) or crit (×1.6). Crit requires a natural 18+ on the d20; a nat 20 always crits a non-fail. Rush crits deal ×2.2.
Boss crit chanceBoss hits crew for extra damage — prime time for a Guard wave
Encounter expiry6-minute timer — resets on every valid action. Keep someone attacking.
Opening bonusAfter a Guard or Parry on the tell, next attack/rush deals ×1.6. Use it.
💡

Your item's ⚔️ Attack stat feeds directly into BeerQuest hit damage. A high-attack loadout is worth equipping even if your run normally focuses on Defence. The Pool Cue trinket adds flat damage on top.

🔧

Item Wear & Repair

Kit degrades on the job — keep it maintained or lose half its value

Every piece of equipped job gear has a condition starting at 100%. Each completed job costs 1 condition point. A failed job costs 2. Gear never breaks entirely — but once it drops below 30% it's classed as WORN and only contributes half its stat bonuses until repaired.

Worn kit shows up with a warning in !stash and !loadout, and on the web loadout panel with a Repair button. The stat halving applies silently — it's on you to stay on top of it.

Repair commands

!repair
Lists all battered kit and the full-service price for each piece.
!repair all
Fix everything in one go. Charged per item based on how far each has degraded.
!repair <item>
Fix a single piece. Good when cash is tight and you only need the one.

Repair cost formula

Cost per condition point = item cost ÷ 200 (minimum 1c per point). A piece that cost 200c and dropped from 100% to 30% has 70 missing points — repair costs 70c. Cheap kit is cheap to fix; premium gear costs more to maintain.

⚠️

Worn kit on an expensive item silently tanks your success or defence bonuses by half. If a run feels like it's underperforming, check !repair first.

🎯

Shop Roles & Prestige

Kit archetypes, the polishing bench, and legend stars

Shop archetypes

Every piece of kit has a role — a label that tells you what it's actually for. The daily shop shelf deliberately stocks different roles so there's always a real choice to make, not just a numbers race.

🎯 Striker
Lands the job
Boosts run success chance. The core stat for turning up and walking out with the goods.
💷 Earner
Fatter take
Boosts reward value. More coin per run — pairs well with a Striker to land the job and then extract properly.
📦 Hauler
More crates
Increases crate drops per run. Crates are secondary loot — items, consumables, kit from the wider pool.
🛡 Minder
Keeps you free
Reduces arrest and injury chance. The defensive archetype — essential on sting nights and high-risk zones.
🃏 Wildcard
Bit of everything
No dominant stat — decent across the board. Good filler when you already have the roles you need covered.
ℹ️

The role badge shows on each item in the shop and in your loadout panel on the web app. The shelf rotates to keep at least one of each major role available each day.

Kit polishing — !upgrade

Spend cash to push item XP into a piece of owned kit. Each polish bumps its rank, which stacks small permanent bonuses on top of its base stats — more success, more reward, more crates depending on the item's role. Rank bonuses are doubled from the previous patch, so it's genuinely worth the investment now.

Crates — !crate <tier>

Burning a hole in your pocket? Crack a crate: a proper grab-bag: mostly gear (rarity-weighted over the whole shop), with cash pockets, banked crates, XP finds, and Beerquest bag items in the mix. 📦 Bronze 250c (cheap and cheerful), 🥈 Silver 700c (better odds), 🏆 Gold 2,000c (guaranteed rare or better). Already own the drop? It's fenced on the spot for 40% of its price. And every crate has a small chance of a straight cash stash instead.

World Events

Every so often the streets shift for everyone: an ⚡ XP Surge (+15% XP, 15 min), 🍀 Lucky Streets (+5% run success, 15 min), or a 📦 Crate Rush (+1 crate on winning runs, 10 min). Events announce themselves in chat when they hit — !market shows what's live and how long is left. Keep an eye out for stashed chests on your runs too; some doors just happen to be open.

👷

Word on the street: a certain Inspector has been seen prowling the brewery district, clipboard out. His citations stick. Bring crew.

Prestige — !prestige

Hit Level 50 and complete all 14 chapter questlines and you can sell up — resetting level, stats, and bag, but you walk away with a quarter of your cash plus all your titles, kit, and crew. Each prestige mints a legend star. It’s meant to be a grind — selling up is the endgame flex.

The Legend Board: every star is a choice. Spend it on one of six permanent perks — browse with !prestige board, spend with !prestige pick <perk> (or use the board in the web app's character panel).

PerkPer pickCap
🎯 Old Hand+2% run success5 picks
📈 Fast Learner+10% XP earned5 picks
💪 Iron Liver+7% max HP5 picks
🎒 Deep Pockets+15 bag capacity5 picks
⏱️ Quick Turnaround−4% run cooldown5 picks
📦 Crate Eye+10% bonus-crate chance5 picks
💡

Picks are permanent and survive future sell-ups. Build tall (max one perk) or wide (spread the stars) — a speedrunner's board looks nothing like a hoarder's.

Titles — !titles / !title <name>

Titles are bragging rights you wear on your character — pick one with !title <name|number> or the dropdown on the web app's Character panel. They come from four places:

Chapters — every completed questline awards its title (Cellar Boss, Skyline Ghost, Lock-In Legend…). The brand shelf — collection milestones at 25/50/100/all 154. Your record — 21 stat milestones earned automatically, including Barrel Chested (100 runs), Sticky Floor Veteran (250), Forklift Certified (500 crates), Jammy Beggar (10 streak), The Brink's Mat Of Beer (2,000c haul), Pub Enemy No. 1 (25 arrests), Minted (10,000c), and Pillar Of The Community (Allegedly) (L50). Legend stars — Local Legend (★1), Pub Royalty (★3), Five Star Establishment (★5).

💰

Loot & Rewards

What drops when the boss goes down

🎁
Loot drop — per checkUp to 2 drop checks per defeated boss encounter
12%
🍺

Your normal run rewards are separate from boss loot. You don't need to win the fight to get your cut — boss loot is a bonus on top of whatever you already earned from the run. When a boss fight resolves, the web app pops a full payout screen — recap, per-runner payouts, loot drops and level-ups.

🏷️

Brands

154 targets in the pool

The brand being stolen is drawn fresh every round from 154 options. It flavours the narrative and sets the scene — it doesn't directly alter base odds, but the vibe matters.

The Brand Collection

Every clean run logs the brand you lifted onto your personal shelf. Each find has a 3% chance of being a ✨ vintage. Browse your shelf on the web app's Brands stash tab or with !collection.

Milestones earn titles: 25 — Shelf Starter, 50 — Brand Botherer, 100 — Century Club, and all 154 — The Full Cellar.

ℹ️

Some brands appear as slot variants (same brand, different pack size). These are intentional — counted as known duplicates in the system, not errors.

📦

The Beer Black Market

Crates are a commodity — the fence's price drifts

Fence price: 1–6c · Surges to 9c · Watch the announce

Every crate you haul on a run gets banked automatically. The fence pays a price that drifts between 1–6c per crate, ticking every 10 minutes — and occasionally SURGES to 9c for about 8 minutes (announced in chat — that's your moment to sell the lot).

Check the going rate with !market and cash out with !fence all. The web app's Shop tab shows the live price, a trend sparkline, and a one-tap fence button.

💡

Patience pays: crates banked at 1c are worth 9× that in a surge. There's also sometimes a live bonus on top while the stream is up — watch for the announcement.

🥊

Beer Brawls

Settle it in the car park — chat bets on the outcome

Car Park · Live Bets · Best of 3 minutes

Call someone out with !beerbrawl <name> [stake] (short: !bb). They get 60s to !bb accept or decline. Both fighters put up the same stake (10–5,000c, escrowed) — winner takes the pot. Declining costs nothing.

On accept there's a 45-second betting window, then the fight goes live on an arcade-style VS card on the web app — fighters left and right with HP bars and gear, the blow-by-blow log underneath.

The fight

Fighters use the BeerQuest verbs — attack / take cover / parry / rush — via !bb <verb> or the web buttons. Every verb runs the same per-verb cooldown for both fighters (attack 5s, take cover 6s, parry 8s, rush 10s) — so it's about reading your opponent, not typing speed. Macros win nothing here.

Your HP pool, attack and defence come from your crew stats and equipped gear — duels never injure your real character. Cash only. First to drop wins; if the 3-minute bell rings, it goes to points (highest remaining HP%). Dead-even = a draw, everyone refunded.

Backing a fighter — !back <name> <amount>

During the 45s window anyone (except the fighters) can bet 5–5,000c, one bet each. It's a parimutuel pool: winners get their stake back plus a share of the losers' pool, split pro-rata by bet size. The house skims 5% of the losing pool for the pub fund. Back the winner alone and you take the whole losing pool.

⚠️

Safety rails: both fighters need L3+, same pair can't rematch for 15 minutes, one brawl at a time, and the loser keeps all their gear — only the stake is on the line.

💼

Jobs

64 roles, randomly assigned each run

When you join a run you're assigned a random job from 65 possible roles. Your job gives you a narrative title and may adjust your base stats for that round — it rerolls every run, so you can't lock a specific one.

64 total roles Randomly assigned on join Rerolls every round
Classes
🎯

Classes

Pick a playstyle — small but real modifiers that compound across the game

Every runner can pick one of six classes with !class <id> or the dropdown in the web app. First pick is always free. Changing later costs 300c and has a 10-minute cooldown.

Classes give flavour-level modifiers — none is mandatory for anything, but each feeds a distinct playstyle. Type !class with no argument to list them all in chat.

The Shotter
!class shotter

Glass-half-full mentality: when you connect, you really connect.

+6% crit chance crit ×+0.2 mult −1 block
The Chugger
!class chugger

Built like a keg — thick, heavy, and hard to put down.

+2 block +10% max HP −4% crit chance
The Wobbler
!class wobbler

Nobody can hit what they can't track. 8% chance hits pass straight through you.

8% dodge cover soak ×1.5 −10% damage dealt
The Flex
!class flex

The run pays better when you're the one who walked it.

+10% victory cash +4pp loot chance −5% max HP
The Gaffer
!class gaffer

Runs the crew properly — heals harder, cover goes further, rep comes faster.

heals +30% cover ×2 shared +1 BQ rep/win
The Ratter
!class ratter

Always knows a bloke. Fence pays more, runs pull more crates, swings a bit softer.

fence +1c/crate +5% run crates −1 attack
ℹ️

Class modifiers apply everywhere that stat matters — encounter fights, BQ combat, brawls, solo runs, the fence. The class picker is also in the web app Character panel, below the title dropdown.

⌨️

Chat Cheat Sheet

Everything you can type — the fast version

ℹ️

Chat commands are the casual layer. The full game — loadout, contracts, repair, prestige, crew — lives at djij.uk/beer-run/app.

Runs & heists

!beerrun
Join the next run bare-handed.
!beerrun [items]
Join with up to 4 items equipped.
!char
Your full character sheet.
!stash / !loadout
Inventory and equipped gear.
!repair
List battered kit and repair costs.
!repair all
Fix everything in one go.
!upgrade <item>
Polish kit to raise its rank.
!prestige
Sell up at L50 + all 14 chapters for a legend star. Keeps 25% of your cash.
!prestige board
Browse the Legend Board and spend stars: !prestige pick <perk>.
!crate <tier>
Crack a lootbox crate: bronze 250c, silver 700c, gold 2,000c (gold guarantees rare+). Dupes fence for cash.

Boss encounters (heist)

!attack
Standard swing at the boss.
!heal
Patch up the crew. 24s cooldown.
!takecover
Bank cover points that absorb damage before HP.
!rush
All-in charge — ×1.6 damage, but the counter hits YOU straight through cover. 10s cd.
!revive
Get back up when you're downed.
!throw molotov / medkit
Spectator plays — 50c damage lob / 40c crew-wide heal.

BeerQuest (the continuous game)

!bq <zone> explore
pub / alley / cellar / snug / rooftops
!bq rest
Recover HP and clear fatigue. 60s cd.
!bq train <stat>
Spend a skill point on muscle/wheels/brains/face.
!bq status
Full BeerQuest snapshot.
!bq attack
Standard swing. Muscle DC 10.
!bq rush
All-out swing — ×1.5 dmg, guard down. Muscle DC 12.
!bq takecover
Dive behind cover — block 60–85% of the hit. Scales with Muscle.
!bq parry
Read the big moves — negate a wind-up or lunge + counter. Half-guard vs normal jabs. Spamming it gets read. Brains DC 11.
!bq flee
Try to escape. Wheels DC 11.
!bq laylow
Pay 30c/heat to clear all heat. Also: !bq lay.
!contracts
Check today's 3 daily contracts and streak.
!flip <amount>
Coin flip vs the landlord — 5–300c, 49% win, 60s cd.
!bq use <item>
Drink/eat/use a consumable from your bag.
!bq equip <trinket>
Slot a trinket into your questpack (3 slots; 4th unlocks at Lv20).
!story
Your chapters — where you are in the tale.

Titles, classes & the black market

!titles
List every title you've earned.
!title <name|number>
Wear one — it shows on your character everywhere. Also a dropdown on the web app.
!class
List all six classes with blurbs and current pick.
!class <id>
Pick or retrain your class. First pick free; later picks cost 300c + 10-min cooldown. Also a dropdown in the web app.
!collection
Your brand shelf — how many of the 154 you've lifted.
!market
The fence's current crate price and trend.
!fence <n|all>
Sell banked crates at the going rate.
!crew board / create / join / leave
Firms — create for 200c at L5+, 8 heads max. Full crew UI in the web app stash.
!wrapped
Your season recap — runs, hauls, scraps, highlights. Also !recap, or !wrapped @name to nose at someone else's.

Beer Brawls (PvP)

!beerbrawl <name> [stake]
Call someone out — stake 10–5,000c, winner takes the pot. Short: !bb
!bb accept / decline
Answer a challenge within 60s.
!bb attack / takecover / parry / rush
Fight verbs — same per-verb cooldowns as BeerQuest for both fighters.
!back <name> <amount>
Bet on a fighter during the 45s window — 5–5,000c, parimutuel payout, 5% to the pub fund.
💡

Tips & Strategy

How to stop being the one who gets nicked

TIP 01
Stack Defence on risky nights
Sting events and high-arrest rounds punish bare loadouts. A couple of utility items absorbs enough penalty to stay profitable.
TIP 02
Bring Attack to boss fights
High ⚔️ Attack items feed directly into encounter damage math — including BeerQuest combat. Don't show up defence-only and wonder why everything takes forever.
TIP 03
Coordinate cover in Phase 2
Solo cover barely moves the needle. When the boss flips Phase 2 and starts critting, call a cover wave in chat — then pile on.
TIP 04
Keep the timer alive
The fight stays open while people keep acting. Every valid action refreshes the clock. Dead chat = timer runs out = wasted fight.
TIP 05
Buy consumables immediately
The bonus shop slot only appears 25% of the time. When Crew Insurance or a Dodgy Health Pack shows up, buy it now.
TIP 06
Watch the HP colours
The overlay shows boss HP: orange → red → crimson. When it goes crimson, stop healing and dump everything into attack.
TIP 07
Manage your heat — or pay it off
Heat draws the heavies and raises arrest risk on jobs. Rest between explores or win a fight to burn some off. Already too hot? !bq laylow pays 30c per heat point to clear the slate entirely.
TIP 08
Take Cover vs Parry — know the difference
Take Cover is the reliable soak (60–85% block, every round). Parry is the read — it only pays when the foe commits: negate a wind-up or lunge completely and counter. Against a normal jab it's just a half-guard. And foes adapt: parry twice in a row and they've got your number — the check gets harder and they stop lunging. Mix your verbs.
TIP 09
Put a Landlord's Watch in your questpack
Cuts your explore cooldown by 25% (×0.75, 45s floor). More explores = faster XP, faster quest progress, more chances at loot. Pair with Hip Flask to sustain HP across long sessions.
TIP 10
Street boss? Just attack.
When a street boss spawns, your first !attack auto-joins you to the fight. No special join command needed. Don't sit there watching — pile in.
TIP 11
Check !char regularly
Your character sheet shows level, stats, heat, rep, and active quest all in one place. Worth a quick check before any big session to see where you're up to.
TIP 12
A bit of Brains goes a long way
Brains nudges all your d20 rolls — not just one zone check. Even a point or two in Brains makes every encounter, explore, and fight slightly more likely to go your way. It also powers Parry.
TIP 13
Rush the opening, not the wind-up
Rush deals 1.5× damage (2.2× crit) but leaves your guard down — incoming hits land for ×1.4 that round. The right time is after a block or parry creates an opening, where it hits for 1.6× on top. Don't rush into the wind-up.
TIP 14
Check your kit condition
Job gear degrades: 1 condition per successful job, 2 on a fail. Below 30% it's WORN and only pulls half its bonuses. If your stats feel off, run !repair and check the damage.
TIP 15
Read the shop shelf by role
The shop stocks different archetypes each day — Striker, Earner, Hauler, Minder, Wildcard. If you already have a Striker covered, upgrade it rather than buying a second one. A mixed loadout beats a pile of the same role.
TIP 16
Rotate zones while cooldowns reset
Each zone has its own independent cooldown (pub 75s, alley 100s, cellar 150s, snug 180s, rooftops 240s — trinkets can shave these, floor 45s). Instead of waiting, bounce between zones — you can usually get an explore in somewhere while the others tick down.