The Short Version
Roll 20night is a bar game. All you need is a 20 sided dice and something to argue about ordering.
What You Need
The Game
Every decision is a potential roll. Some rolls are standard — you'll find yourself reaching for the dice when it's time to order drinks, pick food, or figure out where the night is headed next. Others are completely made up on the spot, which is half the fun.
When a decision affects the whole table — like where you're going next — anyone can call a Table Roll. One person gets nominated to roll and whatever they land on is the law. Choose your nominee wisely.
Anything can be a roll. We've rolled for karaoke songs, whether someone had to finish their drink, and who has to pay the cover charge into the cowboy bar no one wants to go to. If you're debating it, just roll.
How to Roll
Before anyone picks up the dice, the table decides what each outcome means. This is important — if you roll before agreeing on the stakes, you're just spinning a number. Once the dice hits the table, the result stands. No negotiations. No appeals.
A rough guide, though ultimately the table decides:
| Roll | What it probably means |
|---|---|
| 20 | Critical success. The night bends to your will. |
| 11–19 | Success. You get what you want. |
| 2–10 | Partial success at best. Could be worse. |
| 1 | Critical fail. The table decides your fate. |
For example: say you love sweet drinks. Before you roll for your next order the table agrees: a 20 means piña colada, someone else's tab. 11–19 means piña colada, your tab. 2–10 means vodka soda, nobody's favourite. A 1? Bloody mary. The table ordered it. You're drinking it.
Always agree on the stakes before the dice leaves your hand.