Book Submission: Finn's Drinking Games



  • Dear librarian,

    There goes my drinking games for people to rejoice.

    Finn


    The Dare or Drink Dice Game

    - Up to 10 players. - All players roll d12. - Those that get a 12 have to drink and are awarded a "Token of Exemption" - Those that roll a 1 have to drink everyone's drink. - If any dices tie, like two people roll a 2, they need to do a dare given by the highest roll. If the TIE is the highest roll, they need to do the dare of given by the lowest roll. - Highest roll, without ties, always choose the dare to the lowest roll. - Whoever gets a dare, has a choice. Either do the dare, or can drink. - The Token of Exemption can be used so the losing part can cancel both the dare and the need to drink.

    //OOC: At each drink a PC chugs, must roll a fortitude vs DC 11. At each new drink the DC increases by 1. So if you were ordered to drink 3 times, the 4th time would have DC 14, for example.
    //OOC: Fail 1 time, slightly tipsy. Fail 2 times, drunk. Fail 3 times, you are out cold.

    The Arc of Animals Game

    - Endless players, the more the merrier. - All players roll d100. - Lowest roll chooses an animal name, it cannot be an animal name that has already been said and must speak out loud all the animals that have already been said on the game until a reset roll has happened. - Someone roll a 100, game is reseted. - Someone screws up the order of animals, or speak a repeated animal, they gotta drink.

    //OOC: At each drink a PC chugs, must roll a fortitude vs DC 11. At each new drink the DC increases by 1. So if you were ordered to drink 3 times, the 4th time would have DC 14, for example.
    //OOC: Fail 1 time, slightly tipsy. Fail 2 times, drunk. Fail 3 times, you are out cold.

    The Follow your Tribesman Game

    - Up to 10 players. - Setup a firecamp. - Every player joins together around the firecamp forming a circle. - All rounds gets to have a WARCHIEF. - Warchief says the order, everyone must abide, if he says left, everyone must go left. If he says right, everyone must go right. And so on. - When he says left, however, whoever is on the left becomes the WARCHIEF and must issue new orders. - Anyone screws up or step out of line, they gotta drink.

    //OOC: At each drink a PC chugs, must roll a fortitude vs DC 11. At each new drink the DC increases by 1. So if you were ordered to drink 3 times, the 4th time would have DC 14, for example.
    //OOC: Fail 1 time, slightly tipsy. Fail 2 times, drunk. Fail 3 times, you are out cold.

    And my personal favorite!

    The Dice of Hostility

    - Endless players. - Everyone rolls a d20. - Lowest number has to talk shit and taunt about the highest number. - If the lowest number makes a good taunt, highest number drinks, and the highest number gets to attempt a punch on the lowest number. - if the lowest number makes a poor taunt, lowest number drinks his own drink and the highest number drink ((2 rolls)) - Those that roll a 1, need to drink and everyone gets to attempt one punch at the lowest number. - Those that roll a 20, get the possibility to drink a healing potion of their choosing. - Ties get to lose everytime because fuck ties. They need each to curse at each other, then drink, then attempt a punch at one another.

    //OOC: At each drink a PC chugs, must roll a fortitude vs DC 11. At each new drink the DC increases by 1. So if you were ordered to drink 3 times, the 4th time would have DC 14, for example.
    //OOC: Fail 1 time, slightly tipsy. Fail 2 times, drunk. Fail 3 times, you are out cold.