Community

 
Jump Menu:
Pause Switch to Standard View Magic for drunks, hehe, drinking games?
Show More
Loading...
Flag LupaCupcake August 31, 2012 5:29 AM PDT
Doing up a magic party tonight. Usually not big on drinking, but we are set to party tonight.

I wanna do some magic drinking games. Got any ideas?
Flag Enigma256 August 31, 2012 5:31 AM PDT
get shot glasses in the mana colors and drink for each mana spent
that should get the job done
Flag guildmage14 August 31, 2012 6:47 AM PDT
Alternatively, everytime a player is dealth damage, they take a drink for every lifepoint they lose. For players with mill decks, every time a player discards a card due to milling, take a shot.
Flag Dilleux_Lepaire August 31, 2012 6:57 AM PDT

Aug 31, 2012 -- 5:31AM, Enigma256 wrote:

get shot glasses in the mana colors and drink for each mana spent
that should get the job done




"I pay ten to cast... oh, damn it, just give me the bottle."

Flag Terti August 31, 2012 7:07 AM PDT
You can take a shot to give the next spell you cast flash and the loser of the game takes five. Go wild!
Flag fillupurcup August 31, 2012 8:45 AM PDT
ok so about 6-7 years ago i wrote some rules to MtDG, magic the drinking game. there are 11 rules and if you managed to get to the end of a game without alcohol poisoning then you are winning.

here are the rules for MtDG:

1.at the beginning of each players turn that player takes a drink.

2.whenever a permanent you control is placed in a graveyard from play, drink.

3. whenever a spell you play is countered, drink. if the countered spells caster attempts to counter the counter, the loser of the counter battle must drink for a number of seconds for each counterspell that went on the stack.

4. whenever a player "loses life" that player must drink for a number of seconds equal to amount of life lost. (a) if a player would gain life, that player may make another player drink for a number of seconds equal to amount of life gained.

5. if a player puts a card from their library into their graveyard that player drinks for a number of seconds equal to the number of cards placed in graveyard.

6.if a player would discard a card that player drinks for a number of seconds equal to cards discarded.

7. on any coinflip the loser must drink.

8. at the end of each game all players must finish their drink.

9. loser must fetch all drinks/refills for the next game. if playing multiplayer use a**hole heirarchy(president,vp,secretary,treasurer,a**hole)

10. a player who wins 3 consecutive matches may add a "world effect" that affects all players and can not be removed without winning 3 consecutive matches and negating effect. multiple effects stack i.e if person wins 3 games then wins another 3 games both effects that player created stack.

11. ALL cards are legal, including ante cards.
Flag catowner September 1, 2012 4:56 AM PDT
fillupurcup:  That sounds like fun.  I'll bring my high tide deck which comboes off and kills you with a massive brain freeze .  I hope you're not playing battle of wits!
Flag fillupurcup September 1, 2012 6:20 AM PDT
i will play a hindering touch on your brainfreeze....drink up friend
Flag tehbeast September 1, 2012 8:16 AM PDT
I've tried coming up with suitable conditions for drinking in Magic previously, but either it happens so much that players risk alcohol poisoning or players hardly ever drink.

Every third upkeep, a player drinks (either one swig of soft booze or one shot)? I really dunno. But drunk Magic is awesome, my favourite way to play, most definitely. I'm much better at it than under the effects of any other chem.
Flag warghoul September 1, 2012 10:47 AM PDT
 Whenever you tap a nonland permanent take a drink.
Flag bay_falconer September 1, 2012 12:14 PM PDT
Whenever a player says a mediocre card is broken, everyone take a drink.
Whenever a player says "I'd tap that" and thinks it's clever, everyone takes a drink.
In an EDH game, take a drink whenever there's a boardwipe.
In the current Standard or Innistrad block constructed, take a drink whenever someone transforms something.
Take a drink whenever you get a poison counter.
Chug if someone wins or loses by nonstandard means. (A standard win is that everyone else loses. A standard loss is having 0 loss, being forced to draw a card when your library is empty, or having ten poison counters.)
Flag Taldier September 1, 2012 2:02 PM PDT
Some of these rules seem downright suicidal with the right deck lol.  Literally to the extent that even if you were drinking water you would probably drown yourself.
Flag AVHer September 1, 2012 2:10 PM PDT
I CAP LOCKED all the main words from all the rules for the sake of remembering.  Usually the first ten-fifteen minutes of ANY drinking game is people forgetting how to play.  As you go on it gets easier to play.  Some of these are specific to the way I play but oh well here goes..

* = Optional if playing with only 2 people

Common Occurances
1. At the beginning of your turn, if your life is the lowest take a drink. *
2. At the beginning of your turn, if you life total is the highest, you may have any player take one drink. *
2. Whenever you deal damage to a player, or are dealt damage by another player, take a drink.
3. Whenever you have a spell COUNTERED, take a drink.
4. If you ever say "Is is my turn?" or "My turn?" take a drink.

Uncommon Occurances
5. If you FORGET to untap/tap your permanents, take a drink.
6. If you KNOCK your D20 life counter over, take a drink.
7. If you say anything about "MANA SCREW", or "MANA FLOOD", take a drink.


Rare Occurances
8. Whenever there is a BOARD WIPE, everyone drinks for X seconds where X is the number of permanents that went into all graveyards.
9. Whenever someone casts a spell with any of the following words in the card text, take a drink:
Flashback
Epic
Rebound
Retrace
Split Second

I might add to this later.
Flag tehbeast September 1, 2012 2:12 PM PDT
xD These are all terrible ideas that will result in smelly, vomitous death, unless you're using weak beer (then you'll just be completely trashed and hopefully run out of hooch before any permanent damage is done).
Flag fillupurcup September 1, 2012 2:42 PM PDT
my friends and i have played a couple times using the rules i posted but we never made it much farther than 2 completed matches lol. if you ever played the game a**hole then you should be good as i used it to model the amount of drinking i expected when you add in the in play drinking games that happen during a game of a**hole, ie waterfalls, thumb game, and executive drinking orders.
Flag SgtPepperjack September 1, 2012 4:08 PM PDT
Facepalm. Any one of these rule sets would result in a degree of mutual drunkeness among the participants that would make Cpt. Jack Sparrow look like the Pope.
Then again, perhaps that's the point...
Flag AVHer September 2, 2012 7:32 AM PDT
Well the point of drinking games is to get drunk is it not?
Flag Escef September 2, 2012 2:10 PM PDT
Is the goal to get totally poop-faced by the end of the first game or the end of the evening? Because most of the suggested rules here will kill people by alcohol poisoning in less than 2 games.
Flag AVHer September 2, 2012 4:07 PM PDT

Sep 2, 2012 -- 2:10PM, Escef wrote:

Is the goal to get totally poop-faced by the end of the first game or the end of the evening? Because most of the suggested rules here will kill people by alcohol poisoning in less than 2 games.


I guess it depends on how big the games are.  If they are 8 players in one game then yes, you will be poop-faced pretty quickly.  If I were to delve deeper into this, I'd make seperate rules for different numbers of people like so:

1-3
4-6
7-12

Flag razorborne September 2, 2012 5:42 PM PDT
play multiplayer. once you lose, drink until the game is over.

one way ticket to the emergency room.

 
Flag TheShadow344 September 3, 2012 2:25 PM PDT
These rules are probably tamer than some of the other sets that have been posted, but whatever.

Our playgroup just plays by the "combat damage rule":
  • when you successfully deal any amount of combat damage to a player, YOU take a drink
  • when you successfully deal more than 5 damage outside of combat in a single turn to a single player, YOU take a drink
  • when you mill a single player for seven or more cards in a single turn, YOU take a drink
  • the winner of the game drinks

This ruleset makes drinking a reward rather than a punishment.  And it makes for interesting gameplay scenarios such as the "combat damage pact" (you and another player mutually agree to take a little bit of damage so that both of you can drink).


It's always been fun for us (none of us are huge drinkers), but YMMV.

Flag Uhhsam September 8, 2012 12:59 AM PDT
We drunks don't play drinking games.  If we want to play magic, we pour ourselves a glass of bourbon and shuffle up and drink whenever we get a chance.  We don't need no silly bunny foo foo hopping through the forest drinking games to tell us when we can drink.  If anything, that just limits our drunken tendencies.  What if I really want to take a sip, but no one did X while Y-ing with Z currently in effect?

The only way I would get behind this is if there was a magic drinking game that had each player start with an emblem that has "Take a shot: Add 1 mana of any color to your mana pool."

I could easily foresee myself trying my best to get Autochthon Wurm out on turn 1.
Flag rulesinquisitor September 8, 2012 6:28 PM PDT
I've never actually attempted MtG-related drinking games, but I have tried to come up with rules in my head before. It seems nearly impossible to make a set of rules that isn't easily abusable (ie, making a deck that's designed to make everyone else drink way more than yourself) and isn't so generalized that everyone ends up on the hospital. I would probably have to side with Uhhsam on this one, just play like you normally would while freely indulging in your favorite drink or other drug of choice. Not that I advocate using illegal drugs, because that would be a CoC violation, and I would never dream of committing such an offense.
Flag LoveMonkey September 9, 2012 2:17 AM PDT

Sep 8, 2012 -- 12:59AM, Uhhsam wrote:

I could easily foresee myself trying my best to get Autochthon Wurm out on turn 1.



I quite like this idea.  To take it a step further, create several emblems, each with a different ability and have each player pick an emblem at random before each game.  They then get to use that emblem for the duration of the game.

I'm not doing well as to thinking what fair abilities would be, but some ideas include:
Take a Shot: Add one mana of any colour to your mana pool
Take a Shot: Tap target permanent
Take a Shot: Target card has flash until the end of turn
Take a Shot: Draw a Card and lose 2 life
Take a Shot: Target creature gains haste until the end of turn

Cheers

Post Your Reply
<CTRL+Enter> to submit
Please login to post a reply.
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing