Back in my Tiny Gunslinger review, I remember saying I may review this one day, but not that day or the next. Well, the day has finally arrived. As of 9/13/2026, the prices are: $14.99/softcover $24.99/hardcover $29.99/combos same as just the book. This has a little crunch to it, but that isn’t a bad thing. The gist is the game is the PCs own/work at a tavern. There are character sheets, but there’s also a tavern sheet complete with a section for clientele and staff. It’s set up to be a “slice of life” game. I originally did the pdf for this back in the day for the Kickstarter for $10, so I’ve had a version of it since it was new, I just never got around to doing anything with it.
After the usual introductions, chapter one is basic rules. The standard Tiny D6 rules apply, but there are more types of tests. Save tests, chore tests, notice tests, and charm tests are just a few of the tests. There are conflicts and they take the form of contests, quarrels, combat, and action scenes with some more specific rules for each. Combat is handled a little differently. Think bar fights and oral arguments as primary conflicts. Of course, with that comes injury, physical and mental. 3 minor injuries or multiple major ones equal incapacitation. A major injury wile incapacitated equals death. You can recover from your injuries, depending on how you were injured and healing times can vary. They finish the chapter by discussing the different types of magic and how to use it.
Next is Tavern and Character Creation. The group starts with basic tavern creation. There are 6 steps to start with, like: type of tavern, location, naming it, and creating regulars among them. Then create the PCs. There are 8 heritages including: Pooka, Mandrake, and Firbolg. After picking traits and proficiencies, each decides their job at the tavern and it can be anything the GM allows. Finally, create some additional resources.
Next is During the Game. Rules on how to gain XP and what it can be used on for starters, as well as moods and afflictions. It also goes into potions, tonics, and such as well as buying stuff. Last is the GM Toolkit. This starts with advice to get your GM brain into “Slice of Life” gaming as opposed to “Save the World” gaming, not that one couldn’t go that way if the group decided. There are different mini-games that can be employed, and it is good. I probably should have backed the physical copy at the time, but decided not to for whatever reason.