Minecraft Server

beangame

The Legendary Item Randomizer

The roll opens. Seven random legendary items, and you pick what you keep. Then you fight to hold onto it as the arena closes in around you. Last bean standing wins.

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

What is beangame?

You don't find your gear. You roll for it.

beangame is The Legendary Item Randomizer. An inventory opens — the roll — and offers you seven random legendary items out of hundreds. Lock what you want to keep, throw the rest back, and go again. Whatever you walk away with is your build for the round.

Every one of those items is homemade, with its own ability, cooldown, particles and sound design. Some of the items were designed specifically for other private and public Minecraft servers, then found a permanent home in beangame. They summon things, rewrite the terrain, redirect damage onto the wrong person, and occasionally break your expectations of what is possible in vanilla Minecraft.

Then the walls start moving. The border tightens, the sky presses down, PvP switches on, and whatever nonsense you rolled is what you have to win with.

Free to play Java Edition Proximity voice chat
the_lobby
Aerial view of a beangame lobby — a green island enclosed by molten orange walls.
Every round generates a brand new arena. Then it starts eating itself.

The Roll

Seven items. Lock what you love.

You don't get handed a build — you gamble for one. Every roll deals you seven legendary items. Lock the ones you want to keep, throw the rest back, and spin again.

Lock too little and you'll never assemble a build. Lock too much and you'll never see the item that would have carried you. It's the whole game in one little 14‑slot window.

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

Under the hood

A whole game bolted into Minecraft.

beangame isn't a datapack full of command blocks. It's a full plugin — custom items, custom mobs, custom blocks, a persistent level system and a round director that runs the whole match.

Hundreds of legendaries

Every item is its own class with real behaviour — on hit effects, talismans, castable spells, summons, armor. No two play alike, and the roster keeps growing.

The roll

Seven random legendaries on the table, lockable slot by slot. It's the core of the whole game and the only way gear enters your hands.

Collapsing arena

The world border closes while the ceiling and floor compress inward. Nowhere to camp, nowhere to hide, no round that drags.

Levels that stick

Win, lose, roll or revive — it all pays XP. Your level is saved to the server and rides along next to your name in every round after.

Proximity voice chat

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

Revives & spectating

Death isn't always final. Revives can pull a teammate back — sometimes with their whole inventory intact. Until then, you ride along as a spectator.

Gamemode toggles

Hosts flip modes on and off before the round: full block randomizer, quick cooldowns, custom banned-item lists. Same plugin, different game.

Custom mobs & blocks

Living trees that uproot themselves, rifts, sea creatures, tentacles, TNT spiders — plus placeable custom blocks with their own tick logic.

The Armoury

Hundreds of items. Not one of them sensible.

Every legendary is homemade — its own ability, its own cooldown, its own particles and sound design. New ones land all the time, so the only reliable way to know what's in the pool is to go and roll for it.

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

Castable

Active abilities on a right-click. Press it and something happens — a fortress goes up around you, a projectile leaves your hand, you briefly become much larger than you were. Then it goes on cooldown.

Talisman

Pure passive. No button, no cooldown — the effect runs the entire time the item is anywhere in your inventory. Permanent buffs, auras, and traps that fire without you doing a thing.

Held Talisman

A talisman that only pays out while it’s actually in your hand. Put it away and the effect stops — so it costs you the slot you might rather be swinging something from.

On Hit

Fires when you land a hit. Every strike carries a rider: lightning called down onto the target, explosions that shred their armour, a status they now have to deal with.

Armor

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

Food

Edible. Some of it simply feeds you, some hands you a powerful buff and an ugly side effect in the same bite, and some of it is also, inexplicably, a weapon.

Support

Aimed at your team rather than the enemy. Heals, shields, revives and buffs — including projectiles that do nothing at all unless they hit a friend.

Summon

Puts something into the world to fight on your behalf. Brutes that charge ahead of you, flocks that orbit and detonate, structures that arrive fully built. Most of it despawns eventually.

On Hit Extender

Does nothing on its own. It amplifies the On Hit effects you’re already carrying, which is how a merely annoying build turns into an unfair one.

Movement

Dashes, grapples, thrusters and bridges that build themselves under your feet. Half of beangame is arriving somewhere you very clearly should not be able to reach.

Tool

Pickaxes, axes and gathering gear that break blocks in ways vanilla tools can’t — transmuting ores into other ores, clearing a cavern in one swing, felling an entire tree at once.

Ranged

Bows and arrow-based kit. The arrow is only a delivery mechanism — what matters is the anvil cluster, the ice, or the zone that appears where it lands.

Item names, stats and the current rotation 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 while the host picks the gamemodes for this round and the next world quietly pre‑generates in the background.

  2. 02

    Drop in

    Fresh world, fresh arena, everyone scattered. PvP is off. Use the quiet stretch to gear up before anyone can stop you.

  3. 03

    Roll for legendaries

    Seven items on the table. Lock what fits your build, dump the rest, and roll again. Commit before the timer does it for you.

  4. 04

    PvP switches on

    The grace period ends and the border begins its walk inward. Whatever you're holding now is what you're fighting with.

  5. 05

    The squeeze

    The arena compresses from every direction at once — walls in, ceiling down, floor up. Every fight becomes everyone's fight.

  6. 06

    Last bean standing

    One player left. XP pays out to everybody, 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's starting, and it's where every new item shows up first. Bring a friend — it's better loud.

Join the beangame Discord

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