Minecraft Server

beangame

The Legendary Item Randomizer

Open the roll and it hands you seven random legendary items. Keep whatever you like, then try to stay alive with it while the arena shrinks around you. Last bean standing wins.

  • 100sLegendary items
  • 7Items rolled per pick
  • ~22minPer round
  • 1Winner

What is beangame?

Your whole loadout comes out of the roll.

beangame is The Legendary Item Randomizer. An inventory pops open (we call it the roll) holding seven random legendary items pulled from a pool of hundreds. Lock the ones you want to keep, throw the rest back, and go again. Whatever you end up with is your build for the round.

Every one of those items is homemade, with its own ability, cooldown, particles and sound design. A lot of them were originally built for other Minecraft servers, public and private, and ended up living here permanently. They summon things, rewrite the terrain, send damage to whoever you didn't hit, and fairly regularly do things that vanilla Minecraft has no business doing.

Then the walls start moving. The border pulls in, the ceiling drops, PvP gets switched on, and you're stuck winning with whatever nonsense you rolled.

Free to play Java Edition Proximity voice chat
the_lobby
Aerial view of a beangame lobby: a green island surrounded by molten orange walls.
Every round builds a brand new arena, and then slowly crushes it.

The Roll

Seven items, and you keep the ones you lock.

You have to gamble your way into a build. Every roll deals out seven legendary items, and you lock the ones worth keeping, throw the rest back, and spin again.

Play it too safe and you never see the item that would have carried the whole round. Get greedy and you burn the rolls you needed. Most of the game lives in that little 14‑slot window.

  • Seven fresh legendary items every roll
  • Per‑slot locks that carry between rolls
  • Every roll you take pays XP toward your level

Under the hood

A whole game bolted into Minecraft.

There are no command blocks involved. beangame is a proper plugin, with custom items, custom mobs, custom blocks, a level system that saves, and a round director quietly running the whole match.

Hundreds of legendaries

Every item is its own class with real behaviour behind it: on hit effects, talismans, castable spells, summons, armor. No two of them play the same, and the roster keeps growing.

The roll

Seven random legendaries on the table, lockable slot by slot. This is the core of the whole game, and the only way gear gets into your hands.

Collapsing arena

The world border closes in while the ceiling and floor squeeze toward each other. There's nowhere to camp and nowhere to hide, which is also why no round ever drags.

Levels that stick

Winning, losing, rolling, reviving: all of it pays XP. Your level saves to the server and sits next to your name in every round after that.

Proximity voice chat

You hear the people near you and nobody else. Which is great, right up until an item starts messing with whose voice comes out of your mouth.

Revives & spectating

Dying doesn't have to end your round. A revive can pull a teammate back, sometimes with their whole inventory still on them. Until someone does, you ride along as a spectator.

Gamemode toggles

Hosts flip modes on and off before the round starts: full block randomizer, quick cooldowns, custom banned-item lists. Stack enough of them and it barely feels like the same game.

Custom mobs & blocks

Living trees that pull themselves out of the ground, rifts, sea creatures, tentacles, TNT spiders, plus placeable custom blocks that run their own tick logic.

The Armoury

Hundreds of items, and almost none of them sensible.

Every legendary was built by hand, right down to the cooldown and the noise it makes. New ones land all the time, so honestly the only reliable way to know what's in the pool right now is to go and roll for it.

Every legendary lists its classes at the bottom of the tooltip, colour‑coded in‑game. Those classes are what actually decide how the item plays.

Castable

Active abilities on a right-click. Something happens the moment you press it. A fortress goes up around you, a projectile leaves your hand, you become very briefly enormous. Then it goes on cooldown.

Talisman

Pure passive. There's no button and no cooldown, and the effect runs the entire time the item sits anywhere in your inventory. Permanent buffs, auras, and traps that go off without you doing a thing.

Held Talisman

A talisman that only works while it's actually in your hand. Put it away and the effect stops, so it's costing you the slot you'd probably rather be swinging something from.

On Hit

Fires when you land a hit. Every strike drags something extra along with it, like lightning dropped onto the target, explosions that shred their armour, or a status effect they now have to deal with.

Armor

Wearable, with real armour values and a passive bolted on. The tooltip tells you what it does on your head, body, legs or feet, and the pieces rarely agree with each other.

Food

Edible. Some of it just feeds you, some gives you a serious buff and an ugly side effect in the same bite, and some of it is somehow also a weapon.

Support

Aimed at your team instead of the enemy. Heals, shields, revives and buffs, including a few projectiles that do nothing whatsoever unless they hit a friend.

Summon

Puts something into the world to fight for you. Brutes that charge out ahead of you, flocks that orbit and then detonate, structures that show up already built. Most of it despawns eventually.

On Hit Extender

Does nothing by itself. It boosts whatever On Hit effects you're already carrying, which is how an annoying build turns into an unfair one.

Movement

Dashes, grapples, thrusters, and bridges that build themselves under your feet. A good chunk of beangame is getting somewhere you very clearly shouldn't be able to reach.

Tool

Pickaxes, axes and gathering gear that break blocks in ways vanilla tools can't. They transmute ores into other ores, clear out a cavern in one swing, or fell an entire tree in a single hit.

Ranged

Bows and arrow-based kit. The arrow is really just the delivery method; what matters is the anvil cluster, the ice, or the zone that appears where it lands.

Item names, stats and the current rotation all live in‑game. Run /activeitemlist on the server to browse everything in the pool.

How a round plays

Twenty-two minutes, start to finish.

  1. 01

    Lobby up

    Everyone piles into the lobby, the host picks the gamemodes for this round, and the next world pre‑generates in the background while you wait.

  2. 02

    Drop in

    New world, new arena, and everybody lands somewhere different. PvP is off for now, so use the quiet stretch to gear up before anyone can stop you.

  3. 03

    Roll for legendaries

    Seven items on the table. Lock whatever fits your build, dump the rest, roll again. Make your mind up before the timer makes it up for you.

  4. 04

    PvP switches on

    The grace period ends and the border starts moving in. Whatever you're holding at that point is what you're fighting with.

  5. 05

    The squeeze

    The arena closes in from every direction at once: walls inward, ceiling down, floor up. Once there's nowhere left to go, every fight turns into everyone's fight.

  6. 06

    Last bean standing

    One player left. Everybody gets paid their XP, levels tick over, and the next world is already loading.

Come play

beangame runs out of the Discord.

Rounds get announced there, that's where you get pinged when one is about to start, and new items always show up there first. Bring a friend if you can, it's a much better game loud.

Join the beangame Discord

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