Category: Gaming Night

Everything you need for the perfect gaming night – drink pairings for board games, video game sessions, tabletop RPGs, and more.

  • D&D and Drinks: The Ultimate Character Class Cocktails + Campaign Night Beer Guide

    D&D and Drinks: The Ultimate Character Class Cocktails + Campaign Night Beer Guide

    Quest Type: Campaign Enhancement Guide
    Mana Cost: $$ to $$$ (Depends on your liquor cabinet level)
    Difficulty Rating: Tutorial Level → End-Game Content
    Campaign Length: 4-8 hours (plan accordingly)
    Buffs: +40 Roleplay Immersion, +25 Party Cohesion, +50 Memorable Sessions
    Debuffs: -30 Combat Accuracy After Hour 3, -50 Ability to Remember What Happened (Take Notes)

    The Loading Screen (Why D&D Needs Drinks)

    Listen, Dungeons & Dragons is already the perfect social activity. You’re sitting around a table with your friends for 4-8 hours, rolling dice, pretending to be elves and wizards, and arguing about whether your Barbarian can actually grapple a dragon. It’s collaborative storytelling. It’s tactical combat. It’s improv theater. It’s PEAK nerd culture.

    But you know what makes it even BETTER? Thematically appropriate alcoholic beverages.

    I’m not talking about just cracking open random beers and getting hammered while your DM tries to run a serious campaign. I’m talking about CURATING your drinks to match your character, your party composition, your campaign setting. When your Paladin orders a drink, they’re not drinking what the Rogue drinks. The Wizard isn’t pounding the same thing as the Barbarian.

    Your character has a personality. A backstory. A CLASS. Your drink should reflect that.

    This guide is going to give you:

    • 12 Character Class Cocktails (one for each core D&D 5e class)
    • Alignment-Based Beer Recommendations (because your alignment matters)
    • Campaign Setting Drink Pairings (different vibes for different worlds)
    • Practical DM/Player Tips (how to drink responsibly during a 6-hour session)
    • The Ultimate D&D Drinking Game (optional, use with caution)

    By the time you’re done reading this, you’ll be able to host THE definitive D&D + Drinks night that your party will talk about for YEARS.

    Nerd Tip: D&D sessions are LONG. Pace yourself. You’re not speedrunning a shooter… you’re playing a marathon TTRPG. One drink per hour maximum. Hydrate between drinks. Your DM worked hard on this campaign and deserves your functional attention span.

    The Lore (Why This Matters)

    D&D is about IMMERSION. When you’re playing a grizzled Dwarf Fighter who’s seen too many battles, you embody that character. You speak in their voice. You make their decisions. You feel their motivations.

    So why would you drink a fruity cocktail when your character exclusively drinks ale in dingy taverns?

    Matching your drink to your character is the ULTIMATE roleplay move. It’s method acting for tabletop gaming. When you take a sip of your drink, you’re not just drinking—you’re BEING your character. It deepens the experience.

    Plus, let’s be real—D&D nights can sometimes drag. Combat takes forever. Someone’s always checking their phone during someone else’s turn. The energy dips.

    But when everyone’s got a themed drink in hand, when the Bard is sipping something fancy while the Barbarian chugs something strong, when the DM has a special “god-tier” cocktail behind the screen—the vibe ELEVATES. People stay engaged. The session flows better. Everyone’s having MORE fun.

    This isn’t just drinking during D&D. This is ENHANCEMENT.

    Part 1: Character Class Cocktails (The Core 12)

    Alright, let’s get into the actual drinks. I’ve created a cocktail for EACH of the 12 core D&D 5e classes. Each drink reflects the class’s flavor, mechanics, and vibes.

    1. BARBARIAN: The Rage Cage

    Class Fantasy: Uncivilized, primal, STRONG, hits things until they stop moving
    Drink Philosophy: High ABV, simple ingredients, no fancy techniques
    ABV: ~25% (This will put hair on your chest)

    Ingredients:

    • 3 oz Bourbon (cheap bourbon, Barbarians don’t sip premium)
    • 1 oz Fireball (cinnamon whiskey for the BURN)
    • Splash of ginger beer (for a kick)
    • Ice

    Instructions:

    1. Fill a rocks glass with ice
    2. Pour bourbon and Fireball directly into glass
    3. Top with ginger beer
    4. Stir once with your finger (Barbarians don’t use bar spoons)
    5. Drink while yelling

    Garnish: None. Barbarians don’t need garnishes.

    Nerd Tips:

    • Serve this in a metal tankard if you have one
    • When you take a drink, you must grunt or roar
    • If you’re playing a Berserker subclass, make it a double

    Pairing Notes: Pairs well with meat. Just… meat. Jerky. Wings. Steak. Barbarians are simple.

    2. BARD: The Silver Tongue Sour

    Class Fantasy: Charismatic, artistic, seductive, talks their way out of everything
    Drink Philosophy: Balanced, elegant, impressive-looking, crowd-pleasing
    ABV: ~15%

    Ingredients:

    • 2 oz Gin (something floral like Hendrick’s)
    • 1 oz Fresh lemon juice
    • 0.75 oz Elderflower liqueur (St. Germain)
    • 0.5 oz Simple syrup
    • 1 Egg white
    • Edible glitter (because Bards are EXTRA)

    Instructions:

    1. Dry shake (no ice) all ingredients for 15 seconds to emulsify egg white
    2. Add ice and shake again for 15 seconds
    3. Strain into a coupe glass
    4. Top foam should be thick and white
    5. Sprinkle edible glitter on the foam
    6. Garnish with a lemon twist, expressed over the drink

    Garnish: Lemon twist, edible flowers (if you’re feeling fancy)

    Nerd Tips:

    • This drink should look BEAUTIFUL. Bards care about aesthetics.
    • Take a photo before drinking (it’s what your Bard would do)
    • If you successfully seduce an NPC, take a sip as your reward
    • College of Glamour Bards should add rose water

    Pairing Notes: Pairs with anything upscale. Cheese board. Charcuterie. Fancy crackers.

    3. CLERIC: The Divine Intervention

    Class Fantasy: Holy warrior, healer, blessed by the gods, support main
    Drink Philosophy: Restorative, balanced, trustworthy, slightly righteous
    ABV: ~12%

    Ingredients:

    • 2 oz White rum
    • 1 oz Coconut water (hydrating! you’re a healer!)
    • 1 oz Fresh lime juice
    • 0.75 oz Honey syrup (1:1 honey to water)
    • Fresh mint leaves
    • Splash of club soda

    Instructions:

    1. Muddle mint leaves gently in shaker
    2. Add rum, coconut water, lime juice, honey syrup, and ice
    3. Shake well for 15 seconds
    4. Strain into a highball glass with fresh ice
    5. Top with club soda
    6. Garnish with mint sprig

    Garnish: Mint sprig, lime wheel

    Nerd Tips:

    • This drink is HYDRATING (coconut water + club soda). Your party needs you functional.
    • When you cast Healing Word, take a sip
    • Different deity domains should modify: Life Domain adds more honey, War Domain adds a shot of whiskey
    • Keep water nearby. You’re the healer. Set an example.

    Pairing Notes: Light snacks. Vegetables. Hummus. You’re the responsible one.

    4. DRUID: The Wildshape Sour

    Class Fantasy: Nature magic, shapeshifting, environmentalist, talks to animals
    Drink Philosophy: Earthy, herbal, natural ingredients, organic vibes
    ABV: ~14%

    Ingredients:

    • 2 oz Mezcal (smoky, earthy)
    • 1 oz Fresh lime juice
    • 0.75 oz Agave nectar
    • 3-4 Fresh basil leaves
    • Splash of cucumber juice
    • Pinch of sea salt

    Instructions:

    1. Muddle basil leaves in shaker
    2. Add mezcal, lime juice, agave, cucumber juice, salt, and ice
    3. Shake vigorously for 15 seconds
    4. Double strain (remove basil bits) into rocks glass over fresh ice
    5. Garnish with basil leaf and cucumber ribbon

    Garnish: Fresh basil, cucumber ribbon, edible flowers

    Nerd Tips:

    • Use organic ingredients when possible (your Druid would insist)
    • When you Wild Shape, switch to a different drink (Beer if you turn into a bear, etc.)
    • Circle of the Moon Druids should make this a double
    • Forage your own garnishes if you’re REALLY committed to the bit

    Pairing Notes: Plant-based snacks. Veggies. Nuts. No meat (you’re probably vegetarian).

    5. FIGHTER: The Champion’s Brew

    Class Fantasy: Reliable, versatile, martial excellence, consistent damage
    Drink Philosophy: Classic, no-frills, effective, gets the job done
    ABV: ~5-6% (it’s literally just beer)

    The Drink:

    • A GOOD craft beer (IPA, Amber Ale, or Stout)
    • Served in a pint glass
    • That’s it. Fighters don’t overcomplicate.

    Recommended Beers:

    • Battle Master: Bell’s Two Hearted Ale (tactical and precise)
    • Champion: Guinness (classic and reliable)
    • Eldritch Knight: Something with “Wizard” in the name (you’re fancy for a Fighter)
    • Echo Knight: Any beer from a local brewery (support local fighters!)

    Nerd Tips:

    • Fighters are CONSISTENT. Drink the same beer all night.
    • When you Action Surge, chug the rest of your current beer
    • Second Wind = switch to water for one round
    • Fighters are the backbone of the party. Pace yourself. You need to be functional.

    Pairing Notes: Classic bar food. Wings. Burgers. Fries. You’re not fancy.

    6. MONK: The Ki Strike

    Class Fantasy: Disciplined, fast, spiritual, martial artist, ascetic
    Drink Philosophy: Light, clean, precise, low ABV, focused
    ABV: ~10%

    Ingredients:

    • 1.5 oz Sake (clean, traditional)
    • 0.5 oz Yuzu juice (or lemon if unavailable)
    • 0.5 oz Ginger syrup
    • 2 oz Green tea (brewed and chilled)
    • Splash of club soda

    Instructions:

    1. Combine sake, yuzu, ginger syrup, and green tea in a shaker with ice
    2. Shake gently (not aggressively—you’re disciplined)
    3. Strain into a highball glass with ice
    4. Top with club soda
    5. Garnish with candied ginger and lemon wheel

    Garnish: Candied ginger, lemon wheel

    Nerd Tips:

    • Sip slowly. Monks are PATIENT.
    • When you use Flurry of Blows, take multiple small sips rapidly
    • Way of the Drunken Master subclass = switch to regular sake shots
    • Alternate with green tea throughout the night (you’re disciplined about hydration)

    Pairing Notes: Light Asian-inspired snacks. Edamame. Rice crackers. Sushi if you’re fancy.

    7. PALADIN: The Oath Keeper

    Class Fantasy: Holy warrior, righteous, heavy armor, smites evil
    Drink Philosophy: Bold, strong, virtuous, slightly judgmental
    ABV: ~16%

    Ingredients:

    • 2 oz Brandy (refined and noble)
    • 1 oz Benedictine (herbal liqueur made by monks—thematic!)
    • 0.5 oz Fresh lemon juice
    • 2 dashes Angostura bitters
    • Gold leaf (optional but VERY Paladin)

    Instructions:

    1. Combine brandy, Benedictine, lemon juice, and bitters in a shaker with ice
    2. Shake with RIGHTEOUS PURPOSE for 15 seconds
    3. Strain into a coupe glass
    4. Float gold leaf on top (you’re EXTRA lawful)
    5. Serve with a declaration of your oath

    Garnish: Gold leaf, lemon twist

    Nerd Tips:

    • When you Divine Smite, finish your drink and declare “SMITE!” loudly
    • Different oaths modify the drink:
      • Oath of Devotion: Add a sugar cube (you’re pure and good)
      • Oath of Vengeance: Add a shot of whiskey (you’re ANGRY good)
      • Oathbreaker: Make it a Black Russian (you’ve fallen from grace)
    • Paladins JUDGE other people’s drink choices. Lean into it.

    Pairing Notes: Upscale bar food. You have STANDARDS. Flatbread. Charcuterie.

    8. RANGER: The Beast Master Old Fashioned

    Class Fantasy: Wilderness expert, tracker, archer, has an animal companion
    Drink Philosophy: Woodsy, bittersweet, complex, outdoorsy
    ABV: ~20%

    Ingredients:

    • 2 oz Rye whiskey
    • 0.25 oz Maple syrup
    • 3 dashes Angostura bitters
    • Orange peel
    • Luxardo cherry
    • Rosemary sprig (for that forest vibe)

    Instructions:

    1. In a rocks glass, muddle orange peel with maple syrup and bitters
    2. Add large ice cube
    3. Pour rye whiskey over ice
    4. Stir gently for 20 seconds
    5. Express orange peel oils over drink, then discard
    6. Garnish with fresh orange peel, cherry, and rosemary sprig (smells like the woods)

    Garnish: Orange peel, Luxardo cherry, rosemary sprig

    Nerd Tips:

    • Use a smoking gun with hickory or cedar chips (you’re OUTDOORSY)
    • When your animal companion gets hit, take a drink (you feel their pain)
    • Gloom Stalker Rangers drink this in the dark with no lights on
    • Hunter Rangers should use deer-antler cocktail picks if available

    Pairing Notes: Jerky. Trail mix. Anything you’d eat while camping.

    9. ROGUE: The Sneak Attack Martini

    Class Fantasy: Sneaky, cunning, high damage, gets in trouble
    Drink Philosophy: Strong, deceptive, looks innocent but ISN’T
    ABV: ~30% (This will backstab you)

    Ingredients:

    • 3 oz Vodka (clear and sneaky)
    • 0.5 oz Dry vermouth
    • Olive brine (just a splash)
    • Activated charcoal powder (makes it BLACK)

    Instructions:

    1. Add charcoal powder to vodka (turns it black—you’re in the shadows)
    2. Add vermouth and olive brine
    3. Stir with ice for 30 seconds (don’t shake—you’re SNEAKY, not loud)
    4. Strain into a chilled martini glass
    5. Garnish with three olives on a pick (like your sneak attack dice)

    Garnish: Three olives (for 3d6 sneak attack damage)

    Nerd Tips:

    • This drink looks HARMLESS (it’s clear in low light) but is HIGH ABV
    • When you Sneak Attack, finish the drink in one go
    • Assassin Rogues drink this before initiative is rolled
    • Arcane Trickster Rogues add a splash of blue curaçao (you’re magical)
    • Hide your drink under the table between sips (you’re literally sneaking)

    Pairing Notes: Finger foods you can eat quietly. Olives. Cheese cubes. Nothing crunchy.

    10. SORCERER: The Wild Magic Surge

    Class Fantasy: Raw magical power, chaotic, unpredictable, born with magic
    Drink Philosophy: Random, colorful, CHANGES every time, chaos incarnate
    ABV: ??? (Literally changes each time you make it)

    The Concept: This isn’t ONE drink. It’s a SYSTEM. Every time the Sorcerer orders a drink, they roll on a table to determine what they get.

    How It Works:

    1. DM (or bartender) prepares 6 different mini-cocktails before the session
    2. Number them 1-6
    3. When the Sorcerer wants a drink, they roll 1d6
    4. They get whatever cocktail corresponds to the number
    5. They don’t know what it is until they taste it

    Example Drink Options:

    1. Margarita (tequila, lime, salt)
    2. Whiskey Sour (whiskey, lemon, egg white)
    3. Cosmopolitan (vodka, cranberry, lime)
    4. Mojito (rum, mint, lime, soda)
    5. Negroni (gin, Campari, vermouth)
    6. Long Island Iced Tea (EVERYTHING—this is the “fireball” wild magic result)

    Nerd Tips:

    • Wild Magic Sorcerers MUST use this system
    • Draconic Bloodline Sorcerers pick one color-coordinated drink and stick with it
    • When you trigger Wild Magic Surge in-game, you MUST roll for a new drink immediately
    • Have the DM roll secretly so you don’t know what you’re getting

    Pairing Notes: Who knows? It changes every time.

    11. WARLOCK: The Eldritch Pact

    Class Fantasy: Sold soul for power, spooky, LIMITED SPELL SLOTS, patron relationship
    Drink Philosophy: Dark, mysterious, limited quantity, STRONG
    ABV: ~18%

    Ingredients:

    • 2 oz Dark rum (mysterious and shadowy)
    • 1 oz Coffee liqueur (Kahlúa)
    • 0.5 oz Amaro (bitter Italian liqueur—your pact has consequences)
    • Splash of cream
    • Activated charcoal dust (for darkness)

    Instructions:

    1. Combine rum, coffee liqueur, and amaro in a shaker with ice
    2. Shake well
    3. Strain into a rocks glass with large ice cube
    4. Gently float cream on top (don’t mix—creates layers)
    5. Dust with activated charcoal
    6. Serve with an ominous warning about the price of power

    Garnish: None. Your patron doesn’t do garnishes.

    Nerd Tips:

    • Warlocks get SHORT RESTS to recharge spell slots. You get TWO of these per session. No more.
    • When you run out, switch to water until your next “short rest”
    • Different patrons modify the drink:
      • The Fiend: Add cinnamon and cayenne
      • The Great Old One: Add squid ink (yes really)
      • The Archfey: Make it sparkly and pretty
    • Every sip costs you something. Roleplay the consequences.

    Pairing Notes: Dark chocolate. Something bittersweet. You made a DEAL.

    12. WIZARD: The Spell Slot Special

    Class Fantasy: Studied magic, prepared spells, intelligent, squishy
    Drink Philosophy: Complex, precise measurements, LOTS of components
    ABV: ~14%

    Ingredients:

    • 1.5 oz Gin
    • 0.5 oz Blue Curaçao (it’s BLUE like magic)
    • 0.5 oz Elderflower liqueur
    • 0.75 oz Fresh lemon juice
    • 0.5 oz Simple syrup
    • Edible glitter
    • Dry ice (optional, for DRAMA)

    Instructions:

    1. Combine gin, curaçao, elderflower, lemon, and syrup in shaker with ice
    2. Shake for exactly 15 seconds (Wizards are PRECISE)
    3. Strain into a coupe glass
    4. Add edible glitter (swirl to activate)
    5. Optional: Add small piece of dry ice for fog effect (WAIT for it to fully dissolve before drinking)
    6. Garnish with lemon twist

    Garnish: Lemon twist, edible glitter suspended in the liquid

    Nerd Tips:

    • Label your drink with a spell level (this is a “2nd level spell slot”)
    • When you cast a spell, drink an amount proportional to the spell level
    • Prepared casters should have ALL their drinks pre-made at the start of the session
    • Divination Wizards get to see what everyone else is drinking before choosing theirs
    • Necromancers add activated charcoal to make it BLACK

    Pairing Notes: Brain food. Nuts. Dark chocolate. You’re STUDYING.

    Part 2: Alignment Based Beer Recommendations

    Your character’s alignment says a LOT about them. Here’s what they’re drinking when they’re not having cocktails:

    Lawful Good: Guinness

    Clean, reliable, traditional. You follow the rules and everyone trusts you.

    Neutral Good: Blue Moon

    Approachable, generally liked, unoffensive. You’re helpful without being preachy.

    Chaotic Good: Dogfish Head 60 Minute IPA

    Experimental, bold, but ultimately well-intentioned. You break rules for good reasons.

    Lawful Neutral: Stella Artois

    By-the-book, no surprises. You follow procedure whether it helps or not.

    True Neutral: Coors Light

    You don’t care about anything. You’re just here. Switzerland in a can.

    Chaotic Neutral: PBR

    Unpredictable, kinda trashy, does whatever feels right. Pure chaos.

    Lawful Evil: Modelo Negra

    Sophisticated evil. You have PLANS and STRUCTURE to your villainy.

    Neutral Evil: Bud Light

    You’re evil because it’s convenient and easy, not because you care deeply.

    Chaotic Evil: Four Loko

    You want to watch the world burn and you don’t care who gets hurt. Please seek therapy.

    Part 3: Campaign Setting Drink Pairings

    Different D&D settings have different vibes. Match your drinks to the world:

    Forgotten Realms (Classic Fantasy)

    • Mead
    • Medieval-style ales
    • Wine served in goblets
    • Stick to traditional fantasy tavern drinks

    Eberron (Noir Fantasy)

    • Prohibition-era cocktails
    • Dark and Stormies
    • Anything with bitters
    • Film noir aesthetic

    Ravenloft (Gothic Horror)

    • Red wine (obviously)
    • Absinthe
    • Blood-red cocktails
    • Vampire-themed drinks

    Spelljammer (Space Fantasy)

    • Neon-colored cocktails
    • Anything with dry ice
    • Galaxy-themed drinks
    • “Astronaut” ice cream as a garnish

    Homebrew Settings

    • Whatever fits YOUR world. Get creative. Themed drinks are half the fun.

    Part 4: The DM’s Special Menu

    If you’re the DM, you NEED special drinks that the players don’t get. You’re running this whole show. You deserve premium beverages.

    The DM Screen Sipper

    A large format cocktail you can nurse for the entire session:

    • 3 oz Bourbon
    • 2 oz Sweet vermouth
    • 1 oz Amaro
    • Bitters
    • Large ice sphere
    • Lasts 3-4 hours, sipped slowly between narration

    The “You Killed My NPC” Shot

    When players murder your beloved NPC, take a shot and make eye contact with the murderer while you do it:

    • 1.5 oz Fernet Branca (bitter Italian liqueur)
    • It tastes like punishment
    • They will feel your pain

    The “Critical Fail” Penalty Shot

    When a player rolls a natural 1 on an important roll:

    • THEY have to take a shot
    • You provide it
    • Make it weird (pickle juice, hot sauce, etc.)

    Part 5: Practical Tips for Drunk D&D

    Pacing Guidelines:

    • One drink per hour MAXIMUM
    • Start strong (high ABV cocktails) then transition to beer
    • Hour 1-2: Cocktails
    • Hour 3-4: Beer
    • Hour 5+: Water and snacks

    Hydration System:

    • For every alcoholic drink, finish one glass of water
    • Put water bottles on the table
    • The Cleric enforces this rule

    Snack Strategy:

    • Heavy snacks BEFORE drinking
    • Protein and carbs (pizza, wings, etc.)
    • Constant grazing throughout session
    • Don’t drink on an empty stomach

    Combat vs. Roleplay Drinking:

    • Drink during ROLEPLAY scenes (talking, exploring, shopping)
    • DON’T drink during combat (too many decisions, math required)
    • Switch to water when initiative is rolled

    The Session Zero Agreement:

    • Discuss alcohol tolerance with your group
    • Agree on pacing rules
    • Establish a “tap out” signal if someone needs to stop
    • Have a designated driver or rideshare plan

    Part 6: The D&D Drinking Game (OPTIONAL)

    If you want to make this an ACTUAL drinking game (proceed with caution):

    Take a sip when:

    • Natural 20 (everyone celebrates)
    • Natural 1 (everyone mourns)
    • Player forgets what their character can do
    • DM makes an NPC voice
    • Someone asks “What’s my modifier?”
    • Loot is distributed
    • Player checks their phone during someone else’s turn (SHAME SIP)

    Take a larger drink when:

    • Character drops to 0 HP
    • Player does something SPECTACULARLY stupid
    • DM has to look up a rule
    • Someone derails the campaign with a wild idea
    • In-party argument breaks out

    Finish your drink when:

    • Character dies permanently
    • Campaign ends (session finale)
    • TPK (Total Party Kill)

    The Shopping List

    To make these drinks, you’ll need:

    Essential Bar Tools:

    • Cocktail shaker
    • Jigger (for measuring)
    • Bar spoon
    • Muddler
    • Strainer
    • Quality glassware (rocks, coupe, highball)

    Essential Ingredients:

    • Base spirits (vodka, gin, rum, whiskey, tequila, mezcal)
    • Liqueurs (elderflower, coffee, blue curaçao, etc.)
    • Fresh citrus (lemons, limes)
    • Simple syrup / honey syrup / agave
    • Bitters
    • Fresh herbs (mint, basil, rosemary)

    D&D Essentials:

    • Dice sets (thematic dice for the drinks?)
    • Character sheets
    • DM screen
    • Campaign books
    • Miniatures

    Party Supplies:

    • LED lights (set the mood)
    • Bluetooth speaker (for ambiance music)
    • Themed decorations
    • Camera for photos

    Final Thoughts: Roll for Initiative

    Look, D&D is already one of the best social activities humans have invented. Add themed drinks and you’ve basically created the PERFECT night.

    These aren’t just random cocktails—they’re CHARACTER BUILDING TOOLS. When you sip your Barbarian’s Rage Cage, you’re not just drinking whiskey—you’re EMBODYING THE RAGE. When your Bard orders their Silver Tongue Sour, they’re making an entrance.

    The drinks become part of the story. “Remember when Dave’s Warlock ran out of spell slots AND drinks at the same time and he had to beg his patron for more?” That’s LEGENDARY campaign lore.

    So gather your party. Prep your drinks. Roll initiative. And may your dice roll high and your glasses stay full (but not TOO full).

    Now go forth and campaign, you magnificent nerds. 🎲🍹⚔️


    P.S. – If your DM doesn’t allow drinks at the table, they’re Lawful Evil and you should find a new campaign.

    P.P.S. – Hydrate. Seriously. D&D sessions are LONG and you need to be functional for combat encounters. Your party is counting on you.

    P.P.P.S. – The best campaigns are the ones you REMEMBER. Drink responsibly so you can actually recall that sick Natural 20 you rolled to seduce the dragon.

    P.P.P.P.S. – If anyone asks why you’re drinking a specific cocktail, don’t say “because the internet told me to.” Say “it’s what my CHARACTER would drink.” Instant D&D cred.

  • Board Game Night Survival Guide: From Gateway Games to Friendship Ending Epics

    Board Game Night Survival Guide: From Gateway Games to Friendship Ending Epics

    Quest Type: Gaming Night Strategy Guide (Analog Edition)
    Mana Cost: $$ to $$$ (Board games aren’t cheap, but they last forever)
    Difficulty Rating: Tutorial Level → End-Game Content (We’ll cover the full spectrum)
    Player Count: 2-10+ (Depends on the game)
    Buffs: +25 Face-to-Face Social Skills, +15 Strategic Thinking, +30 Nostalgia
    Debuffs: -20 Table Space, -50 “Quick Game” Expectations, -100 Friendships (Monopoly only)


    The Loading Screen (Why Board Games Hit Different)

    Listen, I love video games. I’ve logged thousands of hours across dozens of platforms. But there’s something about sitting around a physical table, shuffling actual cards, rolling actual dice, and watching your friend’s face as you absolutely RUIN their strategy with a well-timed betrayal that digital gaming just CANNOT replicate.

    Board games are having a renaissance right now. We’re not talking about the dusty Monopoly box in your parents’ closet (we’ll GET to Monopoly later, and it’s not pretty). I’m talking about the explosion of incredible modern board games that have come out in the last 20 years. Games with actual strategy, gorgeous art, innovative mechanics, and most importantly—games that don’t take 4 hours to finish.

    The board game industry has basically gone through the same evolution that video games did. We had our “Pong era” (Monopoly, Risk, basic stuff). Then we had our “Golden Age” (Settlers of Catan, Carcassonne, gateway games). Now we’re in the “Modern Era” where there are hundreds of amazing games for every possible taste, complexity level, and group size.

    But here’s the problem: Walking into a board game store is like walking into a Dark Souls boss room without leveling up first. There are TEN THOUSAND games. The boxes all look amazing. The descriptions sound great. And you have NO IDEA which ones are actually fun versus which ones will sit on your shelf collecting dust after one painful 3-hour session where nobody had fun.

    That’s why this guide exists. I’m about to save you hundreds of dollars and dozens of awkward game nights by telling you EXACTLY what games to get, who they’re for, and how to not screw up hosting.


    The Lore (Understanding Modern Board Gaming)

    Check it, there’s been this MASSIVE shift in board game culture. It used to be that “board games” meant Monopoly, Scrabble, or maybe Risk if you wanted to end friendships. These games are what we call “Roll and Move” games—you roll dice, you move, stuff happens, you argue about the rules because they’re ambiguous, someone flips the board.

    But then in 1995, a German game called Settlers of Catan came out and basically said “what if board games required ACTUAL STRATEGY and DIDN’T take 6 hours?” This kicked off what’s called the “Eurogame” movement—games focused on mechanics, strategy, and player interaction rather than just luck.

    Since then, the board game industry has EXPLODED. There are now distinct categories:

    Gateway Games: Easy to learn, quick to play, perfect for introducing people to modern board gaming. Think of these as the “Tutorial Level” of board games.

    Medium-Weight Games: More complex rules, deeper strategy, longer playtime. These are your “Mid-Game Boss” tier.

    Heavy Games: Complex rules, 2+ hour playtimes, deep strategy, lots of components. This is “End-Game Content.”

    Party Games: Simple, chaotic, often team-based. Designed for large groups and laughter, not strategy.

    Your job as a host is to MATCH THE GAME TO YOUR GROUP. Don’t bring a heavy Euro game to a party of casual friends. Don’t bring a simple party game to your hardcore strategy group. Read the room, people.


    The Golden Rules (Before We Get to the Games)

    Rule #1: Playtime Estimates Are LIES

    When a box says “45-60 minutes,” that’s for experienced players who know all the rules. For your first game, ADD 30 MINUTES minimum for rules explanation and slower play.

    Rule #2: Read the Rules BEFORE Game Night

    Do NOT try to learn a new complex game while 5 people stare at you impatiently. Watch a YouTube tutorial beforehand. Your group will thank you.

    Rule #3: Everyone Needs Snacks and Drinks

    But keep them AWAY from the game components. One spilled beer on a $80 board game and you’ll cry. Use a separate snack table.

    Rule #4: The Person Who Owns the Game Doesn’t Always Win

    Just because you bought it and know the rules doesn’t mean you’re guaranteed victory. If you get salty about losing YOUR game, nobody will want to play with you.

    Rule #5: Some Games ARE Friendship Enders

    We’ll mark these clearly. Diplomacy, Munchkin, and Monopoly have ended ACTUAL relationships. Proceed with caution.


    The Game Recommendations (By Category)

    Alright, let’s get into the actual games. I’m organizing these by type and complexity so you can find exactly what you need.


    GATEWAY GAMES: Your “Intro to Modern Board Gaming” Pack

    These are the games you use to convert your Monopoly-loving friends into real board gamers.


    1. Ticket to Ride

    Players: 2-5
    Playtime: 30-60 minutes
    Cost: $45
    Complexity: Tutorial Level

    What It Is:
    You’re building train routes across a map (USA, Europe, or other expansions). You collect colored cards to claim routes between cities. Longest route gets bonus points. Most completed destination tickets win.

    Why It’s Perfect:
    The rules fit on ONE page. Turns are simple: draw cards OR claim a route. But there’s actual strategy—do you block your opponent’s route? Do you rush your long route or play it safe with short ones? It’s simple but NOT simplistic.

    Plus, the components are gorgeous. Colorful train pieces, nice thick cards, beautiful board. It FEELS premium.

    Nerd Tip: Start with the USA map (base game). Don’t jump into Europe or Asia until your group is comfortable. The USA version is the most straightforward and has the best balance.

    Difficulty Rating: Tutorial Level
    Friendship Destruction Potential: 2/10 (mild frustration when someone blocks your route)
    Replayability: High


    2. Carcassonne

    Players: 2-5
    Playtime: 30-45 minutes
    Cost: $35
    Complexity: Tutorial Level

    What It Is:
    Tile-laying game where you’re building a medieval landscape. Each turn, you draw a tile and place it to extend roads, cities, or fields. You place your “meeples” (little wooden people) on features to score points.

    Why It’s Perfect:
    Every turn is just “draw tile, place tile, maybe place meeple.” That’s it. But the strategy comes from WHERE you place things and how you maximize points. It’s like a puzzle that everyone’s building together but competing on.

    Nerd Tip: Don’t overthink your first game. Just place tiles that look like they fit and have fun. You’ll learn optimal strategy naturally after 2-3 games.

    Difficulty Rating: Tutorial Level
    Friendship Destruction Potential: 3/10 (mild annoyance when someone completes YOUR city)
    Replayability: Very High


    3. Splendor

    Players: 2-4
    Playtime: 30 minutes
    Cost: $40
    Complexity: Tutorial Level+

    What It Is:
    You’re Renaissance merchants collecting gems to buy development cards. Cards give you permanent gems and points. First to 15 points wins.

    Why It’s Perfect:
    It’s basically poker chips and cards. The physicality of collecting chips is satisfying. The strategy is clear: buy cheap cards early to get discounts on expensive cards later. It’s an engine-building game (your early purchases make later purchases easier) but in the simplest form possible.

    Nerd Tip: This game plays FAST once everyone knows it. A experienced group can knock out a game in 20 minutes. It’s perfect for “one more game” syndrome.

    Difficulty Rating: Tutorial Level+
    Friendship Destruction Potential: 1/10 (basically zero conflict)
    Replayability: Very High


    4. Azul

    Players: 2-4
    Playtime: 30-45 minutes
    Cost: $35
    Complexity: Tutorial Level+

    What It Is:
    You’re decorating a Portuguese palace wall with ceramic tiles. Draft tiles from central displays, place them on your player board in specific patterns. Complete rows to score points.

    Why It’s Perfect:
    It’s GORGEOUS. The tiles are thick and satisfying to handle. The gameplay is a brain-teaser—you’re trying to optimize your tile selection while also hate-drafting tiles your opponent needs. It’s mean but in a subtle way.

    Nerd Tip: Azul has several versions (Summer Pavilion, Stained Glass of Sintra). Start with the original. It’s the most balanced and elegant design.

    Difficulty Rating: Tutorial Level+
    Friendship Destruction Potential: 5/10 (drafting the tile someone needs is COLD)
    Replayability: High


    5. Kingdomino

    Players: 2-4
    Playtime: 15-20 minutes
    Cost: $20
    Complexity: Tutorial Level

    What It Is:
    Domino-style tiles with two terrain types on each. You’re building a 5×5 kingdom grid, connecting matching terrains to score points. Bigger connected areas = more points.

    Why It’s Perfect:
    It’s FAST. A full game is like 15 minutes. You can play 3-4 games in an hour. The rules take 2 minutes to explain. But there’s genuine strategy in tile placement and drafting order.

    Also it’s CHEAP. Twenty bucks for a game this good is a steal.

    Nerd Tip: Get the “Age of Giants” expansion if you like the base game. It adds just enough complexity without overwhelming new players.

    Difficulty Rating: Tutorial Level
    Friendship Destruction Potential: 1/10
    Replayability: High (for such a short game)


    PARTY GAMES: Maximum Chaos, Minimum Rules

    These are for when you have 6+ people and want laughter over strategy.


    6. Codenames

    Players: 4-8+ (best with 6-8)
    Playtime: 15-30 minutes
    Cost: $20
    Complexity: Tutorial Level

    What It Is:
    Word association game. 25 word cards on the table. Two teams. Each team has a “spymaster” who gives one-word clues to help their team guess their words. First team to guess all their words wins.

    Why It’s Perfect:
    The rules take 60 SECONDS to explain. But the gameplay is hilarious and clever. Watching someone give the clue “Vehicle, 2” and their team guessing “Horse” and “Bicycle” when they meant “Car” and “Ambulance” is chef’s kiss.

    It scales perfectly to any group size. Works with 4, works with 10. And rounds are quick so you can play multiple games.

    Nerd Tip: There are tons of versions—Codenames Pictures, Codenames Duet (2-player co-op), Codenames Disney. They’re all good but start with the original.

    Difficulty Rating: Tutorial Level
    Friendship Destruction Potential: 2/10 (you might yell at your teammate for being dumb)
    Replayability: Infinite (word cards are randomized)


    7. Wavelength

    Players: 2-12+ (best with 6-10)
    Playtime: 30-45 minutes
    Cost: $35
    Complexity: Tutorial Level

    What It Is:
    Team-based game where you’re trying to guess where on a spectrum something falls. One person sees a spectrum like “Cold → Hot” and a target location. They give a clue (like “coffee”) and their team has to guess where on the spectrum that clue falls.

    Why It’s Perfect:
    It creates AMAZING discussions. “Is coffee hot? Well it STARTS hot but I drink iced coffee…” It’s half game, half philosophical debate about subjective experiences.

    Also, nobody’s really BAD at it because the clues are subjective. Your weird interpretation is just as valid as anyone else’s.

    Nerd Tip: This game works best when people COMMIT to weird clues. Don’t play it safe. The weirder the clue, the funnier the discussions.

    Difficulty Rating: Tutorial Level
    Friendship Destruction Potential: 3/10 (arguments about whether cereal is a soup)
    Replayability: Very High


    8. Just One

    Players: 3-7
    Playtime: 20 minutes
    Cost: $25
    Complexity: Tutorial Level

    What It Is:
    Cooperative word-guessing game. One person is the guesser. Everyone else writes a one-word clue to help them guess the target word. BUT—if two people write the SAME clue, both clues get cancelled out.

    Why It’s Perfect:
    It’s co-op, so nobody feels bad about losing individually. The mechanic of duplicate clues cancelling creates this beautiful tension where you’re trying to think of good clues that nobody ELSE will think of.

    Nerd Tip: This game won the Spiel des Jahres (German Game of the Year) in 2019. It’s legitimately that good. For $25, it’s a must-have.

    Difficulty Rating: Tutorial Level
    Friendship Destruction Potential: 4/10 (you WILL get mad at duplicates)
    Replayability: Very High


    9. Telestrations

    Players: 4-8
    Playtime: 30 minutes
    Cost: $20
    Complexity: Tutorial Level

    What It Is:
    It’s telephone meets Pictionary. Everyone starts with a word. Draw it. Pass your book. Next person guesses what it is. Pass again. Next person draws THAT guess. Repeat. At the end, reveal how hilariously the original word got distorted.

    Why It’s Perfect:
    You do NOT need to be good at drawing. In fact, being BAD at drawing makes it funnier. Watching “lighthouse” turn into “candle” turn into “birthday” turn into “celebration” turn into “party hat” is peak comedy.

    Nerd Tip: Play with the “After Dark” edition if your group is okay with adult content. It’s the same game but with inappropriate words.

    Difficulty Rating: Tutorial Level
    Friendship Destruction Potential: 1/10 (pure laughter)
    Replayability: Very High


    MEDIUM-WEIGHT GAMES: Real Strategy Starts Here

    These games require more brainpower but are still accessible to non-gamers who are ready to level up.


    10. 7 Wonders

    Players: 3-7
    Playtime: 30-45 minutes
    Cost: $50
    Complexity: Mid-Game Boss

    What It Is:
    Card drafting game where you’re building a civilization. Three ages (rounds). Each turn, pick a card from your hand, play it, pass the rest. Cards give you resources, military, science, or points. Most points at the end wins.

    Why It’s Good:
    It plays 7 people in 30 minutes. That’s INSANE for a strategy game. Everyone plays simultaneously so there’s no downtime. And despite looking complicated, the rules are pretty straightforward after one game.

    The Catch: First game takes 60-90 minutes with rules explanation. But every game after that is 30 minutes.

    Nerd Tip: Use the “7 Wonders Companion” app to calculate scores. Manual scoring takes forever and is error-prone.

    Difficulty Rating: Mid-Game Boss
    Friendship Destruction Potential: 3/10
    Replayability: Very High


    11. Dominion

    Players: 2-4
    Playtime: 30-45 minutes
    Cost: $45
    Complexity: Mid-Game Boss

    What It Is:
    Deck-building game. Everyone starts with the same 10 cards. Each turn, use cards to buy better cards. Build your deck into an engine that scores points. It’s like building a Magic: The Gathering deck IN REAL TIME during the game.

    Why It’s Good:
    This game INVENTED the deck-building genre. It’s clean, elegant, and has infinite replayability because you only use 10 of the 25+ card types each game.

    Nerd Tip: Don’t buy too many “Victory Point” cards early. They clog your deck and do nothing. Build your engine first, then pivot to points.

    Difficulty Rating: Mid-Game Boss
    Friendship Destruction Potential: 4/10 (attack cards can be mean)
    Replayability: Infinite


    12. Wingspan

    Players: 1-5
    Playtime: 40-70 minutes
    Cost: $65
    Complexity: Mid-Game Boss

    What It Is:
    Engine-building game about birds. You’re attracting birds to your wildlife preserve. Birds have different abilities that combo together. Play birds, lay eggs, draw cards, collect food. Most points wins.

    Why It’s Good:
    It’s BEAUTIFUL. Gorgeous bird art, satisfying components, thematic gameplay. It won a million awards. It’s also mechanically elegant—each turn has clear options and the combos feel satisfying without being overwhelming.

    The Catch: It’s pricey at $65 and takes longer than most gateway games.

    Nerd Tip: This game has amazing solo mode. If you’re into single-player board gaming, this is top tier.

    Difficulty Rating: Mid-Game Boss
    Friendship Destruction Potential: 2/10 (minimal interaction)
    Replayability: Very High


    13. The Quest for El Dorado

    Players: 2-4
    Playtime: 30-60 minutes
    Cost: $40
    Complexity: Mid-Game Boss

    What It Is:
    Deck-building race game. You’re explorers racing to El Dorado. Buy cards to move through different terrains. First to the end wins.

    Why It’s Good:
    It combines deck-building (like Dominion) with racing (physical board movement). So you get the satisfaction of building an efficient deck AND the tension of a race. Plus, the board is modular so every game is different.

    Nerd Tip: This is designed by Reiner Knizia, one of the legendary game designers. Everything he makes is gold. Trust the pedigree.

    Difficulty Rating: Mid-Game Boss
    Friendship Destruction Potential: 5/10 (blocking paths is ruthless)
    Replayability: High


    HEAVY GAMES: End-Game Content for Serious Gamers

    These are for dedicated game groups who want deep strategy and don’t mind 2+ hour playtimes.


    14. Terraforming Mars

    Players: 1-5
    Playtime: 90-120 minutes
    Cost: $70
    Complexity: End-Game Content

    What It Is:
    You’re corporations terraforming Mars. Play cards to raise temperature, create oceans, add oxygen. Build your engine, compete on different tracks, score points. Whoever contributes most to terraforming wins.

    Why It’s Legendary:
    This game has been top 5 on BoardGameGeek for YEARS. The card variety is insane (200+ unique cards). Every game feels different. The theme is perfectly integrated with mechanics.

    The Catch: It’s LONG (2+ hours), has lots of components, and the rules are complex. Not for casual groups.

    Nerd Tip: Get the “Prelude” expansion immediately. It speeds up the early game and makes the pacing way better.

    Difficulty Rating: End-Game Content
    Friendship Destruction Potential: 6/10 (resource blocking is brutal)
    Replayability: Extremely High


    15. Spirit Island

    Players: 1-4
    Playtime: 90-120 minutes
    Cost: $80
    Complexity: End-Game Content

    What It Is:
    Cooperative game where you’re spirits defending an island from colonizers. Each spirit has unique powers. Work together to drive invaders off the island before they build too many settlements.

    Why It’s Legendary:
    It’s one of the best co-op games ever made. Asymmetric spirits (everyone plays differently), deep strategy, scalable difficulty, incredible solo mode. If you like co-op games, this is the pinnacle.

    The Catch: It’s COMPLEX. First game will take 2.5 hours with rules. And it’s not cheap.

    Nerd Tip: Start with the low-complexity spirits (Lightning’s Swift Strike or River Surges in Sunlight). Don’t jump straight into the hard ones.

    Difficulty Rating: End-Game Content
    Friendship Destruction Potential: 0/10 (fully co-op)
    Replayability: Extremely High


    16. Gloomhaven / Frosthaven

    Players: 1-4
    Playtime: 60-120 minutes per session, 100+ hours campaign
    Cost: $140-160
    Complexity: MAXIMUM END-GAME CONTENT

    What It Is:
    Tactical combat campaign game. It’s basically D&D meets XCOM. You’re adventurers running missions, fighting monsters, leveling up, unlocking new characters and story. It’s a CAMPAIGN that lasts dozens of sessions.

    Why It’s Legendary:
    This is the #1 rated game on BoardGameGeek. It’s a COMMITMENT but it’s incredible. Deep tactics, branching story, legacy elements (things you do permanently change the game), character progression.

    The Catch: It’s $160, weighs 20 pounds, and requires a dedicated group willing to play 50+ sessions. This is NOT casual.

    Nerd Tip: Frosthaven is the newer, better version. Start with Frosthaven unless you can get Gloomhaven much cheaper.

    Difficulty Rating: MAXIMUM END-GAME CONTENT
    Friendship Destruction Potential: 3/10 (co-op but you might argue about tactics)
    Replayability: One campaign = 100+ hours


    SPECIAL CATEGORIES: The Wildcards


    17. Munchkin

    Players: 3-6
    Playtime: 60-90 minutes (or FOREVER)
    Cost: $25
    Complexity: Tutorial Level (rules) / Mid-Game Boss (politics)

    What It Is:
    Parody dungeon-crawler card game. Fight monsters, get loot, level up. First to level 10 wins. BUT—everyone can backstab you, team up against you, or help you depending on politics.

    Why It’s Controversial:
    People either LOVE this game or HATE it. There’s no middle ground. It’s chaotic, political, and the person in the lead gets ganged up on. Games can drag on forever if everyone keeps screwing over the leader.

    Nerd Tip: Set a timer. If nobody has won in 90 minutes, highest level wins. This prevents 3-hour slogs.

    Difficulty Rating: Mid-Game Boss
    Friendship Destruction Potential: 9/10 (VERY HIGH)
    Replayability: Medium


    18. Betrayal at House on the Hill

    Players: 3-6
    Playtime: 60 minutes
    Cost: $50
    Complexity: Mid-Game Boss

    What It Is:
    Horror-themed exploration game. You’re exploring a haunted house. Halfway through, one player becomes a traitor and everyone else has to stop them. There are 50+ different “haunt” scenarios.

    Why It’s Unique:
    The game is DIFFERENT every time. The house layout is random. The haunt is random. One game you’re fighting a dragon. Next game you’re stopping a cultist ritual. It’s basically a horror movie generator.

    The Catch: The rules for each haunt are different and sometimes ambiguous. Expect arguments.

    Nerd Tip: The 3rd edition is the most balanced. Older editions have some broken haunts.

    Difficulty Rating: Mid-Game Boss
    Friendship Destruction Potential: 6/10 (the traitor mechanic creates tension)
    Replayability: Very High


    19. The Resistance: Avalon

    Players: 5-10
    Playtime: 30 minutes
    Cost: $20
    Complexity: Tutorial Level (rules) / End-Game Content (bluffing)

    What It Is:
    Social deduction game. You’re knights of the round table. Some are loyal, some are spies. Go on missions. Spies secretly sabotage. Loyal players try to figure out who the spies are.

    Why It’s Intense:
    This game is PURE lying and deduction. There are no dice, no luck. Just reading people’s faces and voices. It gets HEATED. Accusations fly. Trust is shattered.

    The Catch: You need at least 5 players and people willing to lie convincingly.

    Nerd Tip: Play with the role cards (Merlin, Assassin, etc.) from the start. They make the game way more interesting.

    Difficulty Rating: Tutorial Level (rules) / End-Game Content (psychology)
    Friendship Destruction Potential: 8/10
    Replayability: Very High


    The Games You Should AVOID (The Hall of Shame)

    Let me save you some pain and money:

    ❌ Monopoly

    Why It’s Bad: It was designed in 1903 to show how capitalism is broken. It’s SUPPOSED to be unfun. Games last 2-4 hours. Most of that time is you sitting there waiting for your turn while someone else buys all the properties. Player elimination means you sit there doing nothing while others finish. There are 10,000 better games.

    Verdict: Only play this if you want to lose friends.

    ❌ Risk

    Why It’s Bad: It’s Monopoly but with dice and it takes even LONGER. 3-6 hour games. Player elimination. Runaway leader problem (whoever gets ahead stays ahead). Based mostly on luck.

    Verdict: Play “Risk Legacy” (the improved version) or literally any other war game.

    ❌ Cards Against Humanity

    Why It’s Bad (controversial take): It WAS funny in 2012. Now everyone’s seen all the cards. The humor is lowest-common-denominator shock value. It’s just Mad Libs with swear words. After 3 games, it’s repetitive.

    Verdict: Play Quiplash (Jackbox) or Wavelength instead. Same concept, infinite replayability.

    ❌ Exploding Kittens

    Why It’s Meh: It had a huge Kickstarter because of The Oatmeal’s art. But the game is shallow. It’s basically Russian Roulette with cats. Minimal strategy. Gets old fast.

    Verdict: Not terrible, but there are better quick card games.


    The Setup (How to Actually Host Board Game Night)

    The Physical Space

    You Need:

    • Big table – 6+ people need SPACE. Your coffee table won’t cut it for big games.
    • Good lighting – You’re reading cards and looking at components. Bad lighting = bad time.
    • Comfortable seating – 2-hour games require comfortable chairs.
    • Space for drinks/snacks AWAY from the game – Seriously, one spill ruins everything.

    Nerd Tip: Put a tablecloth down. It reduces noise (shuffling, dice rolling) and protects the table. Plus, if someone spills, the tablecloth takes the hit, not your $80 game.


    The Social Contract

    Before you start, establish ground rules:

    1. Phone away – Unless you’re using it for scoring apps or music, put it away. Be present.
    2. No alpha gaming – In co-op games, don’t tell people what to do on their turn. Let them play.
    3. Finish what you start – Don’t bail halfway through a 2-hour game.
    4. Be a gracious winner/loser – Don’t gloat, don’t sulk.
    5. Teach well – If you’re teaching, be patient and answer questions.

    The Teaching Protocol

    Teaching a new game is an ART. Here’s the framework:

    1. Start with theme – “We’re merchants in the Renaissance collecting gems” (Splendor)
    2. Explain the win condition – “First to 15 points wins”
    3. Explain turn structure – “On your turn, you do X, then Y”
    4. Show an example turn – Actually play out a turn with cards visible
    5. Then start playing – Answer questions as they come up

    Don’t: Read the rulebook out loud. Nobody retains information that way.

    Do: Learn the game yourself first, then teach in your own words.


    The Pro-Strat (Advanced Hosting)

    🎮 Nerd Tip #1: Use Apps for Scoring Games like 7 Wonders, Wingspan, and Splendor have scoring apps. They’re faster and more accurate than manual scoring.

    🎮 Nerd Tip #2: Have Multiple Games Ready Not every game lands with every group. Have a backup ready. If your complex game is flopping after 30 minutes, pivot to something lighter.

    🎮 Nerd Tip #3: End Early If It’s Not Working If a game is clearly not fun for someone, call it. “Hey, this isn’t landing. Let’s try something else.” Don’t force people to finish.

    🎮 Nerd Tip #4: Photograph the Final Board State Some games look AMAZING when done (Carcassonne, Azul, Wingspan). Take a pic! It’s good content and a nice memory.

    🎮 Nerd Tip #5: Create a “Gaming Night Playlist” Background music helps fill silent moments. Keep it instrumental and low-volume. Video game soundtracks work great.

    🎮 Nerd Tip #6: Have Sleeves for Valuable Games If you’re spending $70+ on a game, spend $10 on card sleeves. They protect the cards from wear and spills.


    The Ultimate Board Game Night Starter Pack

    Building from scratch? Here’s what I’d buy with a $300 budget:

    Gateway Pack ($150):

    1. Ticket to Ride – $45
    2. Splendor – $40
    3. Kingdomino – $20
    4. Codenames – $20
    5. Azul – $35

    Party Pack ($100):

    1. Wavelength – $35
    2. Just One – $25
    3. Telestrations – $20
    4. Resistance: Avalon – $20

    Medium Weight ($200):

    1. 7 Wonders – $50
    2. Wingspan – $65
    3. Quest for El Dorado – $40
    4. Dominion – $45

    Pick the pack that matches your group. Gateway for newbies. Party for big groups. Medium for regular gamers.


    Final Thoughts: Cardboard Beats Pixels (Sometimes)

    Look, I’m not saying board games are BETTER than video games. They’re different experiences. Video games give you production value, complex systems, and solo play. Board games give you face-to-face social interaction, tactile satisfaction, and no software updates ruining your fun.

    But here’s what board games DO better: They force you to be PRESENT. No phones (except for scoring). No alt-tabbing. No “one sec, someone’s at the door.” You’re at a table with your friends, making memories.

    Some of my best gaming memories aren’t from 100-hour RPG epics or competitive esports wins. They’re from board game nights. Watching my friend realize I’ve been screwing them over in Catan for 3 turns. The absolute CHAOS of a Wavelength argument about whether a hot dog is a sandwich. The moment in Resistance when you correctly guess who ALL the spies are.

    These are analog experiences in a digital world. And they hit different.

    So grab some friends, grab some games, clear off your dining table, and rediscover what gaming looked like before we needed electricity.

    Now go forth and roll some dice, you beautiful nerds. 🎲🃏


    P.S. – If someone suggests playing Monopoly, offer them literally ANY other game on this list. You’re saving them from themselves.

    P.P.S. – The board game hobby is a rabbit hole. You’ve been warned. One day you’ll own 50 games and be explaining Kickstarter campaigns to your confused significant other. This is normal. Embrace it.

    P.P.P.S. – Sleeving your cards is NOT overkill. It’s called “protecting your investment.” Don’t @ me.

  • Party Games for People Who Don’t Actually Game: A Survival Guide for Mixed Skill Friend Groups

    Party Games for People Who Don’t Actually Game: A Survival Guide for Mixed Skill Friend Groups

    Quest Type: Gaming Night Strategy Guide
    Mana Cost: $ to $$ (Most games are cheap/free, snacks cost more)
    Difficulty Rating: Tutorial Level (That’s The Point)
    Player Count: 4-12 (The more the merrier/messier)
    Buffs: +20 Social Inclusion, +15 “Fun Uncle” Energy, +10 Nostalgia
    Debuffs: -30 “Hardcore Gamer” Street Cred (Temporarily)


    The Loading Screen (Why This Guide Exists)

    Listen, we’ve all been there. You’re hyped for gaming night. You’ve got your setup ready, your Discord server is popping, you’ve meal-prepped some gamer fuel (read: ordered pizza), and then your roommate says the six words that fill you with existential dread:

    “Can my girlfriend come? She doesn’t game.”

    And suddenly your plans to run a Destiny 2 raid or play ranked Valorant just evaporated like your will to live during a Monday morning standup meeting. Because here’s the thing—you CAN’T subject non-gamers to actual games.

    Imagine inviting someone to play basketball and then immediately making them guard LeBron James. That’s what putting a non-gamer into Apex Legends feels like. They don’t know what “push” means. They don’t understand why everyone’s yelling about “one shot.” They’re just walking into walls while you’re trying to explain that “Q is your tactical ability, E is your ultimate, but actually check your keybinds because maybe you rebound it, also watch out for third parties.”

    They’ll hate it. You’ll hate that they hate it. Your K/D will suffer. Friendships will be tested.

    But here’s the beautiful truth: There are DOZENS of games specifically designed for this exact scenario. Games where your “I only play Candy Crush” friend can actually compete with your “2,000 hours in Elden Ring” friend. Games that are easy to learn, hard to master, and most importantly—fun for literally everyone.

    This guide is your emergency protocol for when non-gamers infiltrate your gaming night and you need to pivot FAST.


    The Lore (Understanding Your Audience)

    Check it, there are basically three types of people at a gaming night with mixed skill levels:

    The Gamers™: That’s you. You know what “frames” are. You’ve rage-quit at least one competitive game this week. Your Steam library has 300 games you’ve never played. You understand why “git gud” is both advice and insult.

    The Casuals: They play games, but like… mobile games. Maybe some Mario Kart. They know who Mario is but couldn’t tell you the difference between a PlayStation and an Xbox. They think “Twitch” is something your eye does.

    The Nomads (Non-Gamers): They have never held a controller with any level of competency. They don’t know what the bumper buttons do. When you say “press A,” they look down at the controller like it’s a Rosetta Stone. Their gaming experience peaked with Wii bowling in 2007.

    Your job—your SACRED DUTY—is to find games that let all three groups have fun together. This is like being a Dungeon Master but for party games. You’re curating experiences. You’re facilitating joy. You’re making sure your non-gamer friend doesn’t feel like an idiot while your gamer friend doesn’t feel bored.

    It’s a tightrope walk. But I’m about to hand you a guide rope and a safety harness.


    The Golden Rules (Before We Get to the Games)

    Before I start recommending games, let me hit you with the fundamental laws of mixed-skill gaming nights:

    Rule #1: Absolutely ZERO Competitive Shooters

    I don’t care if you think Overwatch is “easy to learn.” It’s not. Don’t do this to your friends. Your non-gamer friend will spend 10 minutes learning how to walk and aim at the same time, then get instantly headshot by your friend who’s been playing since beta. They will have a bad time. You will have a bad time watching them have a bad time.

    Rule #2: Gatekeeping is Cringe

    If you say “well ACTUALLY, the game we SHOULD play is—” and proceed to suggest something with a 40-minute tutorial, you’re the problem. Not every game night needs to be you teaching people your 4X strategy game. Read the room.

    Rule #3: Shorter is Better

    Non-gamers have LIMITED attention spans for games. A 5-minute round of laughs beats a 45-minute session of confusion and frustration. Structure your night with SHORT games.

    Rule #4: Embrace the Chaos

    The best party games are the ones where EVERYONE is kind of bad at them. Level the playing field by picking games where mechanical skill matters less than creativity, luck, or social deduction.

    Rule #5: Alcohol is a Difficulty Modifier

    A couple drinks can actually HELP non-gamers relax and stop overthinking. But too many drinks and nobody can play anything. Find the sweet spot. (See: our drinking game guides for inspiration.)


    The Game Recommendations (Sorted By Situation)

    Alright, let’s get into the actual games. I’m breaking these down by vibe, player count, and what type of chaos you’re trying to create.


    TIER S: The “Everyone Can Play These” Essentials

    These are your bread and butter. If you only get 5 games from this entire guide, make it these 5.


    1. Jackbox Party Packs (Any of Them)

    Platform: Everything (PC, consoles, even your grandma’s Smart TV)
    Players: 3-8+ (some games support audience members)
    Cost: $20-30 per pack on sale (ALWAYS buy on sale)
    Controller: YOUR PHONE (This is the secret sauce)

    Why It’s Perfect:
    Listen, Jackbox is the GOAT of party games for non-gamers. Here’s why: Nobody needs to learn controller inputs. Everyone just uses their phone as the controller. Your non-gamer friend who can text 80 words per minute? They’re already qualified.

    The Best Jackbox Games:

    • Quiplash: You answer prompts, others vote for the funniest answer. It’s basically Cards Against Humanity but you make your own cards. Zero skill, 100% creativity.
    • Drawful: Pictionary but intentionally terrible drawings. The worse you are at drawing, the funnier it is.
    • Fibbage: Trivia game where you make up fake answers to trick people. Lying is the mechanic. Your theater major friend will DOMINATE.
    • Push The Button: Social deduction game (like Among Us but simpler). Find the aliens among your crew.

    Nerd Tip: Buy Jackbox Party Pack 3 or 7 first. They have the best game variety. Party Pack 3 has Quiplash 2 and Trivia Murder Party. Pack 7 has Quiplash 3 and Blather ‘Round. You literally cannot go wrong.

    Difficulty Rating: Tutorial Level
    Friendship Destruction Potential: 2/10 (only if someone writes something TOO edgy)


    2. Mario Kart 8 Deluxe

    Platform: Nintendo Switch
    Players: 2-4 local, up to 12 online
    Cost: $60 (Nintendo tax is real)
    Controller: Joy-Cons, Pro Controller, even a single Joy-Con sideways

    Why It’s Perfect:
    Because it’s MARIO KART. Everyone knows Mario Kart. Your grandma knows Mario Kart. There’s a reason this game has sold 60+ million copies. It’s accessible, it’s colorful, it’s chaotic, and most importantly—the items are the great equalizer.

    Even if your friend is terrible at racing, a well-timed Blue Shell or Lightning Bolt can instantly put them in first place. It’s RNG-based chaos that rewards both skill AND luck.

    Nerd Tip: Turn on steering assist and auto-accelerate for your non-gamer friends. They can literally just hold the controller and steer. The game does the rest. Don’t tell them you turned it on. Let them think they’re just naturally good at Mario Kart.

    Difficulty Rating: Tutorial Level (with assists) / Mid-Game Boss (without)
    Friendship Destruction Potential: 7/10 (Blue Shells cause REAL anger)


    3. Overcooked! 2

    Platform: Everything
    Players: 2-4 local co-op
    Cost: $25 (frequently on sale for $10)
    Controller: Standard controllers

    Why It’s Perfect:
    Overcooked is a cooking simulation game where you work together to fulfill food orders in increasingly chaotic kitchens. It’s basically Hell’s Kitchen but you’re ALL Gordon Ramsay yelling at each other.

    The genius of Overcooked is that it’s cooperative, so non-gamers don’t feel like they’re competing against skilled players. You’re all just trying to not burn the restaurant down together. It teaches communication, delegation, and time management—which are NOT traditional “gaming skills.”

    The Catch: This game WILL cause arguments. You will yell at your friends for not chopping the tomatoes fast enough. Your friend will yell at you for not washing dishes. This is normal. This is part of the experience.

    Nerd Tip: Start with the early levels to teach mechanics. Don’t jump straight into the nightmare kitchens with moving platforms and rats. Let people learn to walk before you make them dodge obstacles while cooking.

    Difficulty Rating: Tutorial Level → End-Game Content (progression curve is STEEP)
    Friendship Destruction Potential: 8/10 (cooperative games can cause MORE anger than competitive ones)


    4. Just Dance (Any Recent Year)

    Platform: Everything (console versions best)
    Players: 1-6
    Cost: $40-60, subscription for more songs
    Controller: Your BODY (motion controls or phone app)

    Why It’s Perfect:
    Because everyone—and I mean EVERYONE—is bad at Just Dance. Unless you’re a professional dancer, you’re just flailing around trying to match the on-screen moves. It’s the great equalizer.

    Plus, it’s ACTIVE. After 3 hours of sitting and gaming, getting people up and moving is healthy and fun. Also, watching your friend who “doesn’t dance” absolutely commit to “Rasputin” by Boney M is chef’s kiss content.

    Nerd Tip: Make everyone do one song. No exceptions. Even the person saying “I don’t dance” needs to do it. Peer pressure is your friend here. Once everyone’s done one song and looked equally ridiculous, the self-consciousness disappears.

    Difficulty Rating: Tutorial Level (everyone’s bad)
    Friendship Destruction Potential: 1/10 (it’s hard to be mad when everyone’s laughing)


    5. Fall Guys

    Platform: Everything (it’s free now!)
    Players: 1 locally, up to 60 in a match
    Cost: FREE
    Controller: Standard controller

    Why It’s Perfect:
    Fall Guys is basically Wipeout (the TV show) meets Battle Royale. You’re a little jelly bean man racing through obstacle courses, trying not to fall off platforms or get grabbed by other players.

    The controls are SIMPLE: jump, dive, grab. That’s it. A child can learn this in 30 seconds. But the game is chaotic enough that even skilled players will get eliminated by pure bad luck (getting grabbed at the finish line, a random ball hitting you, server desync).

    Nerd Tip: Play the “squads” mode where you’re on teams. This way, even if your non-gamer friend gets eliminated early, they’re still invested because their team can still win. Also, it’s free, so literally everyone can download it right now.

    Difficulty Rating: Tutorial Level
    Friendship Destruction Potential: 3/10 (hard to be mad at jelly beans)


    TIER A: The “Slightly More Gaming Required” Zone

    These games require a BIT more mechanical skill or understanding, but they’re still totally accessible.


    6. Among Us

    Platform: Everything (even mobile)
    Players: 4-15
    Cost: Free on mobile, $5 on PC/console
    Controller: Point and click / touch screen

    Why It’s Good:
    Social deduction game where you’re trying to figure out who the “imposter” is while they secretly sabotage and kill crew members. It’s Mafia/Werewolf but in space.

    The gameplay is SIMPLE: walk around, complete minigames (tasks), and accuse people in meetings. Non-gamers can handle this. The real game is the social element—lying, deducing, arguing about who’s sus.

    The Catch: You need at least 6-8 people for it to really work. Also, some people are BAD at lying and will get caught instantly, which can be discouraging.

    Nerd Tip: Play on “The Skeld” map first. It’s the original map and everyone knows it. Don’t start with the newer, more complex maps.

    Difficulty Rating: Tutorial Level (mechanically) / Mid-Game Boss (socially)
    Friendship Destruction Potential: 6/10 (accusing your friend of murder creates TENSION)


    7. Gang Beasts

    Platform: PC, PlayStation, Xbox, Switch
    Players: 2-8 local/online
    Cost: $20
    Controller: Standard controller

    Why It’s Good:
    Physics-based fighting game where you’re trying to knock other gelatinous blob-people off various platforms. Think drunk sumo wrestling but everyone’s made of jello.

    The controls are INTENTIONALLY clunky. Nobody is “good” at Gang Beasts. You’re all just mashing buttons and hoping your character doesn’t ragdoll off the edge. It’s pure chaos.

    Nerd Tip: Play this game AFTER a few drinks. The clunky controls become even funnier when everyone’s coordination is already compromised.

    Difficulty Rating: Mid-Game Boss (button mashing required)
    Friendship Destruction Potential: 5/10 (physical comedy reduces rage)


    8. Moving Out

    Platform: PC, PlayStation, Xbox, Switch
    Players: 2-4 local co-op
    Cost: $25
    Controller: Standard controller

    Why It’s Good:
    Co-op game where you’re furniture movers trying to load items into a truck. It’s like Overcooked but instead of cooking, you’re throwing couches through windows and arguing about optimal box stacking.

    Physics-based puzzles + cooperation = fun chaos. Non-gamers can handle “pick up couch, move to truck.” But the physics make it harder than it seems, so everyone’s equally confused.

    Difficulty Rating: Tutorial Level → Mid-Game Boss
    Friendship Destruction Potential: 7/10 (cooperative chaos breeds arguments)


    TIER B: The “I’m Easing You Into Gaming” Category

    These games are a small step up but still accessible. Use these if your non-gamer friends are getting comfortable and want to try something with slightly more depth.


    9. It Takes Two

    Platform: PC, PlayStation, Xbox
    Players: 2 (strictly co-op)
    Cost: $40 (only need to buy once for “Friend Pass”)
    Controller: Standard controller

    Why It’s Good:
    This is a co-op adventure game designed for exactly TWO players. You and one other person play as a couple going through relationship counseling, except you’ve been turned into dolls and have to work together through various platforming and puzzle challenges.

    It’s GORGEOUS, creative, and specifically designed for one experienced gamer + one less experienced player. The game adjusts difficulty and gives both players equally important roles.

    The Catch: It’s not a party game. It’s for 2 people only. But if you’re trying to introduce ONE non-gamer friend to gaming, this is the perfect gateway drug.

    Nerd Tip: This won game of the year (2021). It’s THAT good. Use it as your “see, games can be actual art” example.

    Difficulty Rating: Mid-Game Boss
    Friendship Destruction Potential: 4/10 (it’s designed for cooperation)


    10. Pummel Party

    Platform: PC (Steam)
    Players: 2-8
    Cost: $15
    Controller: Controller or keyboard

    Why It’s Good:
    It’s basically Mario Party but on PC and WAY more chaotic. Board game structure with minigames that range from skill-based to pure RNG. You can literally blow up other players’ progress with items. It’s beautiful spite in game form.

    Nerd Tip: Enable “Friendly Fire” mode for maximum chaos. Nothing says friendship like launching a rocket at your bestie’s game piece.

    Difficulty Rating: Mid-Game Boss
    Friendship Destruction Potential: 9/10 (it’s DESIGNED to ruin friendships)


    The Setup (How to Actually Host This)

    Alright, so you’ve got your games picked. Now let’s talk logistics, because a good gaming night is 50% game selection and 50% everything else.


    The Tech Setup

    What You Need:

    • A big screen – TV, projector, doesn’t matter. Bigger is better. Nobody wants to squint at a 24″ monitor.
    • Enough controllers – If you have 6 people and 2 controllers, that’s a problem. Buy cheap wired controllers as backups. They’re $15 on Amazon.
    • Good Wi-Fi – If you’re playing online games, your router matters. Nothing kills the vibe like lag.
    • A charging station – Controllers WILL die mid-session. Have charging cables ready.

    Nerd Tip: If you’re using a Nintendo Switch for Mario Kart, you can buy cheap Joy-Con grips or third-party controllers for like $20. Don’t make people use single Joy-Cons sideways unless you have to—they’re TINY and uncomfortable.


    The Snack Economy

    This is critical. You CANNOT host a gaming night without snacks. This is law.

    The Essentials:

    • Pizza – The official food of gaming. Order 2 pizzas per 4 people. Someone’s going to eat more than you think.
    • Chips – Variety is key. Get at least 3 types. Someone will have opinions about this.
    • Candy – Gummy bears, chocolate, whatever. Sugar fuels gaming.
    • WATER – Seriously, have water available. Gamers are chronically dehydrated.

    What NOT to Serve:

    • Anything that makes your hands greasy (avoid Cheetos unless you want orange controller prints)
    • Anything that requires utensils (you’re gaming, not dining)
    • Anything too messy (no ribs, no saucy wings)

    Nerd Tip: Put the snacks on a SEPARATE table away from the controllers. This prevents “Dorito dust controller” syndrome.


    The Social Dynamics

    How to Handle Skill Gaps:

    1. Rotate games frequently – Don’t play 6 rounds of the same thing. Keep it fresh.
    2. Mix teams – Pair your experienced gamer with a non-gamer for co-op games.
    3. Celebrate losses – Make fun of yourself when you lose. It gives non-gamers permission to not take it seriously.
    4. Handicap yourself – If you’re obviously way better, play with one hand, use a worse character, or drink more (carefully).

    Nerd Tip: If someone’s getting frustrated, switch games immediately. Don’t force it. Gaming should be fun, not homework.


    What NOT to Do (The Failure States)

    Let me tell you about the gaming nights that go WRONG so you can avoid them:

    ❌ The “I’ll Just Teach You My Favorite Game” Disaster Your friend: “Let’s play something!”
    You: “Okay, so this is Dwarf Fortress. Let me explain the ASCII graphics and the 47 different stone types—”
    Your friend: leaves

    Don’t do this. Your 4X strategy game or your CRPG with 600 hours of content is NOT party game material.

    ❌ The “Everyone Must Be Equally Skilled” Trap If you’re waiting for everyone to “get good” before having fun, you’ll never have fun. Embrace the chaos. Let people be bad. That’s the point.

    ❌ The “Nobody Explains the Rules” Chaos If you throw 6 people into Gang Beasts with zero explanation, they’ll be confused and frustrated. Take 60 seconds to explain controls and objectives. Future you will thank past you.

    ❌ The “I’m Taking This Too Seriously” Problem If you’re getting actually mad about losing party games, you’re the problem. Chill out. Have a drink. Remember this is supposed to be FUN.


    The Pro-Strat (Advanced Hosting Tactics)

    🎮 Create a Rotation Schedule Before people arrive, make a list of 5-6 games you want to play and roughly how long each should last. This prevents the “uhhh what should we play next” dead air.

    Example Schedule:

    • 7:00 PM – Jackbox (30 min)
    • 7:30 PM – Mario Kart (20 min)
    • 7:50 PM – Gang Beasts (20 min)
    • 8:10 PM – Overcooked (30 min)
    • 8:40 PM – Jackbox again (30 min)

    🎮 Have a “Backup Game” Ready Sometimes a game just doesn’t land. Have a backup ready to pivot to. Jackbox is always a safe pivot because literally everyone can play it.

    🎮 Use a Tournament Bracket for Competitive Games If you’re playing something competitive like Mario Kart, make a bracket. It adds structure and gives people who get eliminated a clear endpoint instead of just “endless losing.”

    🎮 Take Photos/Videos Gaming nights create AMAZING content. Someone doing Just Dance to “Cotton Eye Joe” is social media gold. Just ask permission first.

    🎮 End on a High Note Don’t keep playing until everyone’s tired and annoyed. End the night while people are still having fun. They’ll want to come back.


    The Ultimate Party Game Night Starter Pack

    If you’re building from scratch and have ZERO party games, here’s what I’d buy with a $150 budget:

    1. Jackbox Party Pack 3 – $25 (or wait for sale, get it for $12)
    2. Mario Kart 8 Deluxe – $50 (if you have a Switch)
    3. Overcooked 2 – $10 (on sale)
    4. Fall Guys – FREE
    5. Among Us – FREE (mobile) or $5 (PC/console)
    6. Extra controllers – $30 (for whatever platform you have)
    7. Snacks – $30

    Total: ~$150

    This gives you 5 games covering different genres (trivia, racing, co-op, platformer, social deduction) plus the hardware to support it. You’re SET.


    Final Thoughts: Gaming is For Everyone

    Here’s the thing—gaming has this reputation for being gatekeepy and exclusive. “You have to know the meta.” “You have to have played the previous games.” “You have to have 1000+ hours to understand.”

    That’s bullshit.

    Gaming is supposed to be FUN. And party games prove that you don’t need to be “good at games” to have a great time. Some of my best gaming memories are watching my friend who’s never touched a controller absolutely BODY everyone at Quiplash because he’s funny. Or watching my grandma dominate at Just Dance despite being 70 years old.

    The games in this guide are designed to make EVERYONE feel included. Your speedrunner friend and your “I only play Wordle” friend can both have fun with Jackbox. Your Elden Ring veteran and your Animal Crossing casual can both laugh at Gang Beasts.

    So next time someone says “I don’t game,” don’t gatekeep. Don’t make them feel bad. Don’t subject them to ranked Overwatch.

    Just boot up Jackbox, hand them their phone, and watch them discover that gaming is actually for everyone.

    Now go host an amazing gaming night and prove that games are for everyone, not just the sweats. 🎮🍕


    P.S. – If you introduce someone to gaming through party games and they end up getting super into it and buying their own setup, you’re basically their gaming godparent now. Congratulations. That’s your legacy.

    P.P.S. – If someone suggests playing Monopoly at gaming night, kick them out. That’s not gaming, that’s just choosing violence. There are LIMITS.

  • Escape from Tarkov Drinking Game: The “Head, Eyes” Protocol

    Escape from Tarkov Drinking Game: The “Head, Eyes” Protocol

    Quest Type: Drinking Game (Masochistic Difficulty)
    Mana Cost: $$$ (You’ll need quality vodka for this Russian experience)
    Difficulty Rating: END-GAME CONTENT (This Will Break You)
    Player Count: 1-5 (Playing solo is already self-harm, why not add alcohol?)
    Buffs: +5 Emotional Resilience, +10 Camaraderie Through Suffering
    Debuffs: -40 Will to Live, -60 Bank Account (Therapist bills), -100 Sobriety

    The Loading Screen (Welcome to Hell)

    Listen, if Arc Raiders is a “fun” extraction shooter, Escape from Tarkov is what happens when Russian game developers look at the concept of “fun” and say “нет” (that’s “no” for you non-Slavic speakers). This is the Dark Souls of looter shooters, except even Dark Souls lets you respawn without losing all your gear.

    Tarkov finally hit 1.0 on November 15, 2025, after EIGHT YEARS in beta. Eight. Years. That’s longer than some marriages. And you know what? The game is STILL brutally unfair, the learning curve is a vertical wall, and getting “Head, Eyes’d” by a scav you never saw is basically a rite of passage.

    The game just wiped on December 26, 2024, which means everyone’s broke, desperate, and running around with garbage-tier gear. It’s like The Hunger Games but with more Slav squatting and Adidas tracksuits. Perfect drinking game territory.

    Check it—Tarkov has this reputation where experienced players will literally hunt new players for sport, extract campers exist to ruin your day, and the AI scavs have better aim than most CS:GO pros. Adding alcohol to this equation is like adding gasoline to a dumpster fire, but hey, that’s why we’re here.

    Nerd Tip: Tarkov released the 1.0 version with a new Battle Pass system that DOESN’T wipe. So at least when you black out and lose your entire stash for the 47th time, your Battle Pass progress is safe. Small victories.

    The Lore (Why Tarkov Exists to Hurt You)

    In the Escape from Tarkov universe, a fictional Russian city called Tarkov has been sealed off after corporate warfare, political conspiracy, and general Slavic chaos turned it into a lawless hellscape. PMCs (Private Military Companies) are trapped inside, fighting over resources while trying to escape.

    The real lore is that Battlestate Games created Tarkov specifically to punish people who thought Call of Duty was “too easy.” The game has:

    • Realistic ballistics (bullets actually matter)
    • Complex medical system (15 different ways to bleed out)
    • Weight-based stamina (your thicc boy can’t sprint)
    • Weapon jamming (your gun WILL betray you at the worst moment)
    • Permadeath for gear (you lose EVERYTHING when you die)

    The drinking game’s lore is simpler: You’re already suffering. Might as well be drunk.

    The Inventory (What You Need to Survive)

    Required:

    • Escape from Tarkov (Available on PC, coming to Steam post-1.0)
    • Vodka – For authenticity. This is a Russian game. Respect the culture.
    • Beer – Your “standard loadout” drink
    • Whiskey/Bourbon – Your “mid-tier” drink
    • Tequila/Shots – Your “oh god I lost everything” drink
    • Water – Hydration is your only friend in Tarkov
    • 1-5 PMCs – Squad recommended because misery loves company
    • Actual Tissues – You WILL cry

    Optional But Necessary:

    • A Stress Ball – For when you get exit camped
    • Backup Monitor – In case you punch the first one
    • Therapy Budget – Seriously, Tarkov is traumatic
    • A Friend Who Doesn’t Play – Someone needs to tell you it’s just a game

    The Walkthrough (The Rules of Engagement)

    CORE RULES: The Baseline Suffering

    1. The Deployment Drink
    Every time you deploy into a raid: Take 1 sip of beer
    Why: You’re entering the Thunderdome. Liquid courage mandatory.

    2. The Survival Sipulator
    Successfully extract with loot: Take 2 sips in celebration
    Why: You ACTUALLY survived Tarkov. That’s worth celebrating.

    3. The Death Tax (CRITICAL RULE)
    Die in raid and lose your gear: Finish your current drink
    Why: Pain. Suffering. The Tarkov way. Your gear is gone. Process it with alcohol.

    4. The Scav Salvation
    Successful scav run (extract with loot): Take 1 sip
    Why: Free gear, free booze. Low risk, low drink.

    DEATH CLASSIFICATIONS: How You Died Matters

    The WAY you die in Tarkov determines your punishment. Tarkov tracks this. So do we.

    5. “Head, Eyes”
    Instantly killed by a headshot you never saw coming: Take 3 sips + shot of vodka
    Why: This is the most Tarkov death possible. You didn’t even get to react. The game just said “you’re dead lol.”

    6. “Head, Jaws”
    Killed by face hitbox (usually through your visor): Take 3 sips
    Why: Your expensive faceshield did NOTHING. Classic Tarkov RNG.

    7. Killed by AI Scav
    AI scav kills you: Take 4 sips + apologize to your squad
    Why: An NPC killed you. Your PMC training is worthless. Shame drink.

    8. Killed by Scav Boss/Guards
    Boss or guards kill you: Take 2 sips (that’s respectable)
    Why: Those guys are BUILT DIFFERENT. Reshala doesn’t miss.

    9. Extract Camped
    Killed at extract by a rat hiding in a bush: Finish drink + take a shot + yell profanities
    Why: This is the most disrespectful way to die in Tarkov. You did all the work. They get all the loot. Rage fuel.

    10. Friendly Fire
    Killed by your own squad: The killer takes 5 sips. You take 2 sympathy sips.
    Why: Squad cohesion is important. Also, your buddy is an idiot.

    11. Bleed Out / Didn’t Heal
    Die to bleeding, hunger, or dehydration: Take 3 sips
    Why: You had 15 different medical items and still died to a light bleed. Skill issue.

    12. Grenade (Your Own)
    Kill yourself with your own grenade: Finish drink + take a shot + leave voice chat for 2 minutes in shame
    Why: You’re a danger to yourself. Everyone needs a break from you.

    GEAR LOSS TRAUMA: The Economic Pain

    Tarkov isn’t just about dying—it’s about WHAT you lose.

    13. Lost a Budget Loadout
    Die with gear worth under 100K rubles: Take 1 sip
    Why: It’s fine. You’re fine. It was cheap gear. Totally fine. (You’re not fine.)

    14. Lost a Mid-Tier Kit
    Die with gear worth 300K-600K rubles: Take 3 sips + shot
    Why: That actually hurt. That was GOOD gear.

    15. Lost a Chad Kit
    Die with gear worth 1M+ rubles (meta armor, meta gun, expensive mods): Finish drink + take 2 shots + sit in silence for 30 seconds
    Why: You just lost tens of thousands of real-world rubles worth of in-game items. Your Slick armor is gone. Your meta M4 is gone. Everything hurts.

    16. Lost a Quest Item
    Die while carrying a critical quest item: Take a shot + cry + take another shot
    Why: You have to do that entire run again. Jaeger laughs at your suffering.

    17. Killed with Found-In-Raid Required Quest Item
    Die carrying a FIR item needed for quests: Finish drink + shot + uninstall the game (then reinstall 10 minutes later)
    Why: You can’t just buy another one. You have to FIND IT AGAIN. The suffering is existential.

    PVP RULES: Player Interactions

    18. Win a PVP Fight
    Kill another PMC: Give out 2 sips to anyone
    Why: You’re a Chad. Share the glory.

    19. Squad Wipe Enemy Team
    Your squad wipes another squad: Everyone takes 1 celebratory sip
    Why: Teamwork makes the dream work. Also those guys are PISSED.

    20. Get Killed by a Pistoling/Naked Runner
    Fully geared, killed by someone with a pistol or zero gear: Finish drink + take 2 shots + change your in-game name out of shame
    Why: You got outplayed by someone with a PACA and a dream. You deserve this.

    21. Survive a 1v3+ Clutch
    Win a 1v3 or greater disadvantage: Everyone else in your squad owes you a shot
    Why: You just pulled off a play that’ll be in your mental highlight reel forever.


    TARKOV-SPECIFIC MECHANICS: The Suffering is Systemic

    22. Gun Jam
    Your gun jams during a firefight: Take 2 sips while yelling at the screen
    Why: Your Tapco SKS betrayed you at the worst possible moment. This is why we can’t have nice things.

    23. Blacked Limb Sprint
    Have to sprint on blacked legs: Take 1 sip per blacked leg per 10 seconds you sprint
    Why: Your PMC is literally destroying his skeleton and you can HEAR IT. Drink through the pain.

    24. Run Out of Stamina Mid-Fight
    Completely drain stamina during PVP: Take 3 sips
    Why: Your heavy loadout + no endurance skill = you’re a sitting duck. Should’ve done more cardio.

    25. Heal Wrong Body Part
    Accidentally use expensive med on wrong limb: Take 1 sip
    Why: You just wasted a Grizzly on a light bleed. Economic illiteracy.

    26. Forgot to Insure Gear
    Die and realize you forgot to insure: Take a shot
    Why: That gear is GONE gone. No Prapor message. No second chances.


    MAP-SPECIFIC RULES: Geography is Pain

    27. Factory Speedrun
    Die within 2 minutes on Factory: Take 2 sips
    Why: You spawned, heard gunfire, died. That’s Factory, baby.

    28. Woods Sniper Death
    Die to sniper on Woods with no idea where they were: Take 3 sips + shot
    Why: Could’ve been anywhere. You’ll never know. The paranoia is the real damage.

    29. Interchange Extract Camp (Emercom/Railway)
    Die at Interchange extract: Finish drink + leave Discord in anger
    Why: Of COURSE there was a rat. There’s ALWAYS a rat at Emercom.

    30. Reserve D-2 Bunker Betrayal
    Die inside D-2 bunker: Take a shot
    Why: That’s just a murder hallway. What were you thinking?

    31. Labs Entry
    Die on Labs (the hardest map): Standard death rules apply BUT all drinks are doubled
    Why: You paid 200K+ rubles for a Labs keycard. The failure costs more.


    TRADER HUMILIATION: The Economic System

    32. Can’t Afford to Heal
    Can’t afford Therapist’s healing fee: Take 2 sips of shame
    Why: You’re SO broke you can’t even pay to un-break your legs. Rock bottom.

    33. Therapist Bill Over 100K
    Healing costs over 100K rubles: Take a shot
    Why: You got DESTROYED out there. Every limb was blacked. Your head was a sieve.

    34. Failed to Complete Jaeger Quest
    Fail a Jaeger quest objective: Take 1 sip per attempt
    Why: Jaeger’s quests are designed by someone who hates humanity. “Get 3 headshots while dehydrated from 80+ meters on a Tuesday during a full moon.”


    THE WIPE SPECIAL RULES

    35. First Raid of a New Wipe
    Your very first raid after wipe: Everyone takes a shot together before deploying
    Why: New wipe, new pain. Let’s start this fresh hell properly.

    36. Hit Level 15 (Flea Market)
    First person in squad to hit lvl 15: Everyone else owes them a shot
    Why: Flea market access is HUGE. They grinded for this.

    37. Max Traders
    First person to max a trader: They assign 5 drinks total to the squad
    Why: That’s dedication. They’ve suffered enough quests to earn this.


    The Pro-Strat (Nerd Tips for Drunk PMCs)

    🎮 Nerd Tip #1: The “Rat Run” Strategy
    When you’re 5 drinks deep, switch to pure rat gameplay. No PVP. Hide in bushes. Loot stashes. Extract immediately. Your drunk brain cannot handle PVP but it CAN handle being a sneaky loot goblin. This is called “adaptive gameplay” (cowardice).

    🎮 Nerd Tip #2: Scav Runs Are Your Safety Net
    Use your scav runs as “water breaks” where you only drink water. Free loadout + hydration break = you might actually survive the night. Plus, scav runs are lower stress. Your drunk PMC needs the break.

    🎮 Nerd Tip #3: The Insurance Scam Becomes Chaos
    When drunk, you WILL forget what you insured. Prapor’s messages the next day become like Christmas morning but all the presents are mediocre AKs and busted armor. It’s a surprise every time!

    🎮 Nerd Tip #4: Avoid Labs Entirely
    Do NOT run Labs while drunk during this drinking game. Labs is expensive, full of cheaters and sweaty players, and will absolutely bankrupt your drunk ass. Reserve that pain for sober you.

    🎮 Nerd Tip #5: Communication is Key (Until It Isn’t)
    Tarkov’s audio is legendarily broken. When drunk, your callouts will devolve from “Enemy, two-story green building, 30 meters northwest” to “HE’S THERE! THE PLACE! SHOOT THE THING!” This is fine. Your squad knows what you mean. Probably.

    🎮 Nerd Tip #6: The Tarkov Drinking Game Paradox
    The drunker you get, the worse you play. The worse you play, the more you drink. The more you drink, the worse you play. This is an infinite loop. The only winning move is to not play (but you’ll play anyway because Tarkov is digital heroin).

    🎮 Nerd Tip #7: Pre-Healing is For Cowards (But Do It Anyway)
    Before a raid, heal all your limbs with Therapist. When you’re drunk and in a firefight, you will NOT remember which limb is which or what med to use. Pre-healing is the difference between success and bleeding out while clicking your Cheese in confusion.

    🎮 Nerd Tip #8: Use Heavy Rocks Glasses
    Like I said with Arc Raiders—heavy-bottomed rocks glasses. When you get Head, Eyes’d for the 8th time and slam your glass down in rage, it won’t shatter. Trust me. I’ve done the field research (read: destroyed glassware).


    Special Game Modes (For the Masochists)

    “Hardcore Mode” (Actually Hardcore)

    If you’re playing during one of Tarkov’s “Hardcore Wipe” events (like the July 2025 one):

    • All drink quantities DOUBLE
    • No flea market = More suffering = More drinks
    • Level 1 traders only = Every death hurts more = More drinks
    • You cannot use scav runs as water breaks
    • Playing this mode is a cry for help

    “Pistol Run Drinking Game”

    • You can ONLY use pistols
    • Every kill: Give out 3 sips
    • Every death: Take only 1 sip (you expected to die)
    • Extract with over 500K in loot: Everyone takes a shot in your honor

    “Factory Speed Dating”

    • Queue only Factory
    • Goal is to survive AND extract 3 times in a row
    • Each failure: Take a shot
    • Success: Everyone else takes a shot
    • This mode lasts 45 minutes maximum or until someone rage quits

    “The Punisher” (Quest Line Drinking)

    • Attempt any of Prapor’s “Punisher” quest line
    • Every failed attempt: Take 2 sips
    • Successful quest turn-in: Give out 5 sips
    • Give up on the quest: Take a shot and acknowledge Prapor has broken you

    The Reality Check (Safety & Sanity)

    Listen, I need to be real with you for a second:

    Tarkov is ALREADY one of the most stressful games ever made. The developers basically designed it to spike your cortisol. Your heart rate WILL increase. You WILL get jump-scared. Adding alcohol to this is like adding a modifier that says “and now you also can’t aim or make good decisions.”

    Real Talk:

    • Modify these rules. If 3 sips feels like too much, make it 1. If shots are too intense, skip them entirely.
    • Hydrate constantly. Tarkov raids can last 40+ minutes. That’s a long time between water breaks.
    • Know when to stop. If you’re too drunk to play, you’re too drunk to drink more. Switch to water, keep playing if you want, but the alcohol part is DONE.
    • Don’t mix drinking with actual anger. Tarkov makes people genuinely mad. If you’re raging, drinking makes it worse. Take a break.
    • This is supposed to be fun. If it stops being fun, change the rules or stop playing.

    Why This Works (The Meta-Analysis)

    Escape from Tarkov is a game about risk, loss, and perseverance. You WILL lose gear. You WILL die to things you couldn’t prevent. You WILL question why you’re playing.

    But here’s the thing—adding a drinking game framework makes all that suffering communal. When your buddy loses his first Slick armor to a head, eyes death, and you’re all taking shots together, it becomes a shared experience instead of isolated pain.

    Tarkov is a game where the stories of your failures are often better than your successes. “Remember when Dave got exit-camped THREE TIMES IN A ROW and just started crying?” becomes legendary squad lore.

    The drinking game doesn’t make Tarkov easier. It makes the inevitable losses more bearable. And honestly, that’s the most Russian thing about this whole experience—confronting suffering with vodka and camaraderie.


    Final Thoughts: Cheeki Breeki

    Escape from Tarkov hit 1.0 after 8 years. The game is FINISHED (sort of). It’s polished (relatively). It’s balanced (debatable). But it’s still the most punishing, unforgiving, brutal extraction shooter on the market.

    Adding alcohol doesn’t fix any of Tarkov’s problems. But it does make you care about them less, which is honestly the closest thing to “fixing” you’re gonna get from Battlestate Games.

    So grab your squad, grab your drinks, and get ready to lose everything you’ve ever loved to a scav named “Bogomolov” who headshots you through a bush with a TOZ.

    This is Tarkov. This is suffering. This is home.

    Cheeki Breeki, you beautiful degenerates. 🍺🔫


    Community Challenge: If your squad completes 5 successful PMC extractions in a row while following all drinking rules, you’re legally allowed to call yourselves “functional alcoholics with good comms.” That’s canon now. I don’t make the rules (I literally just made the rules).

    P.S. – If you’re playing during a wipe and actually manage to hit Kappa container (complete all collector quests) while doing this drinking game, you need to seek professional help. But also, respect. Absolute respect.

  • Arc Raiders Drinking Game: The Speranza Sippin’ Protocol

    Arc Raiders Drinking Game: The Speranza Sippin’ Protocol

    Quest Type: Drinking Game
    Mana Cost: $$ (Beer + Liquor recommended)
    Difficulty Rating: Mid-Game Boss
    Player Count: 1-6 (Solo drinking is valid, squads preferred)
    Buffs: +15 Chaos, +10 Teamwork, -20 Coordination After Hour 2
    Debuffs: -30 Extraction Success Rate, -50 Memory of What Happened

    The Loading Screen (Introduction)

    Listen, Arc Raiders is what happens when Tarkov and The Division had a baby and that baby was raised by the developers who made The Finals. It’s a PvPvE extraction shooter where killer robots have absolutely wrecked Earth and you’re living in an underground city called Speranza (which means “hope” in Italian, and brother, you’ll need that hope after your third wipe).

    The game loop is simple: Go topside. Avoid death by murder-drones. Maybe avoid death by other humans (or don’t, you psycho). Loot everything that isn’t bolted down. Extract before a massive explosion turns you into space dust. Rinse, repeat, get absolutely hammered in the process.

    I’m tellin’ you, this game is PERFECT for a drinking game because matches are exactly 30 minutes, which is the perfect window between “pleasantly buzzed” and “why did I challenge The Queen while wearing a free loadout?”

    Nerd Tip: Arc Raiders has a pet rooster named Scrappy who passively collects materials for you. Name your drinks after him. Every time you take a sip, say “Thanks, Scrappy.” Your squadmates will either love it or mute you. No in between.

    The Lore (Why We’re Getting Drunk in a Post-Apocalypse)

    In the year 2180, mysterious hostile machines called “ARC” (named after their arc-shaped radar signatures because scientists are REAL creative when robots are actively murdering them) descended from space and went full Skynet on humanity. Now we’re all living underground in Speranza like a bunch of mole people with NASA-Punk fashion sense.

    The drinking game’s lore is simpler: You’re Raiders. Raiders need to stay loose. Loose means lubricated. You’re basically doing what your character would do between runs anyway. This is called “method gaming” and I just invented that term.

    Perfect! Arc Raiders just came out and it’s FIRE. Let me write you the ultimate drinking game guide for this Game Awards winner. Gimme a sec to channel my inner tipsy raider…


    Arc Raiders Drinking Game: The Speranza Sippin’ Protocol

    Quest Type: Drinking Game
    Mana Cost: $$ (Beer + Liquor recommended)
    Difficulty Rating: Mid-Game Boss
    Player Count: 1-6 (Solo drinking is valid, squads preferred)
    Buffs: +15 Chaos, +10 Teamwork, -20 Coordination After Hour 2
    Debuffs: -30 Extraction Success Rate, -50 Memory of What Happened


    The Loading Screen (Introduction)

    Listen, Arc Raiders is what happens when Tarkov and The Division had a baby and that baby was raised by the developers who made The Finals. It’s a PvPvE extraction shooter where killer robots have absolutely wrecked Earth and you’re living in an underground city called Speranza (which means “hope” in Italian, and brother, you’ll need that hope after your third wipe).

    The game loop is simple: Go topside. Avoid death by murder-drones. Maybe avoid death by other humans (or don’t, you psycho). Loot everything that isn’t bolted down. Extract before a massive explosion turns you into space dust. Rinse, repeat, get absolutely hammered in the process.

    I’m tellin’ you, this game is PERFECT for a drinking game because matches are exactly 30 minutes, which is the perfect window between “pleasantly buzzed” and “why did I challenge The Queen while wearing a free loadout?”

    Nerd Tip: Arc Raiders has a pet rooster named Scrappy who passively collects materials for you. Name your drinks after him. Every time you take a sip, say “Thanks, Scrappy.” Your squadmates will either love it or mute you. No in-between.


    The Lore (Why We’re Getting Drunk in a Post-Apocalypse)

    In the year 2180, mysterious hostile machines called “ARC” (named after their arc-shaped radar signatures because scientists are REAL creative when robots are actively murdering them) descended from space and went full Skynet on humanity. Now we’re all living underground in Speranza like a bunch of mole people with NASA-Punk fashion sense.

    The drinking game’s lore is simpler: You’re Raiders. Raiders need to stay loose. Loose means lubricated. You’re basically doing what your character would do between runs anyway. This is called “method gaming” and I just invented that term.


    The Inventory (What You Need)

    Required:

    • Arc Raiders (duh) – Available on PC, PS5, Xbox Series X/S
    • Beer – Your “standard loadout” drink (Low risk, always available)
    • Shots/Mixed Drinks – Your “legendary loot” drinks (High risk, high reward)
    • Water – Your healing item (seriously, stay hydrated)
    • 1-6 Players – Solo works but squads are more chaotic

    Optional But Recommended:

    • A Backup Controller – You WILL rage quit at least once
    • Snacks – The real loot is the Doritos you found along the way
    • A Designated Sober Friend – Every raid team needs a medic

    The Walkthrough (The Rules)

    Core Rules: The Baseline Buzz

    These happen every match, no exceptions:

    1. The Drop-In Drink
    Every time you spawn into a new raid: Take 1 sip of beer
    Why: You’re entering the danger zone. Liquid courage is mandatory.

    2. The Scrappy Salute
    Whenever your pet rooster Scrappy collects materials: Take 1 sip
    Why: That bird is working HARD. Show some respect.

    3. The Extraction Celebration
    Successfully extract with loot: Take 2 sips to celebrate
    Why: You earned it, Raider. Celebrate not dying.

    4. The Wipe Tax
    Die and lose your loadout: Finish your current drink
    Why: Pain. Suffering. Character development.

    ARC Encounters: The Robot Roulette

    The machines want you dead. The drinks keep you brave.

    5. Downed by a Standard Drone
    Get killed by a basic drone: Take 2 sips
    Why: That’s embarrassing. Those things are like the Goombas of Arc Raiders.

    6. Snitched On
    A Snitch drone spots you and calls reinforcements: Take 1 sip + warn your squad to drink
    Why: You f*cked up and now everyone’s in danger. Shared consequences.

    7. Rocketeer Rumble
    Successfully destroy a Rocketeer: Give out 2 sips to anyone
    Why: You’re a legend. Share the wealth.

    8. The Queen Fight (BOSS MODE)
    If your squad attempts The Queen boss fight:

    • Start: Everyone takes a shot
    • Victory: Everyone takes a celebratory shot
    • Defeat: Everyone takes a sadness shot
      Why: The Queen is Arc Raiders’ endgame content and you need to be properly intoxicated to think fighting her is a good idea.

    PvP Rules: Trust No One (Except Your Drinking Buddies)

    Other players are unpredictable. So are drunk decisions.

    9. Betrayed by Another Raider
    Get killed by another player: Take 3 sips
    Why: The sting of betrayal tastes like cheap beer and poor life choices.

    10. You Betray Another Raider First
    Murder someone who wasn’t hostile: Take 3 sips
    Why: You’re a monster, but at least you’re honest about it.

    11. Friendly Encounter
    Successfully team up with random Raiders peacefully: Everyone involved takes 1 sip of celebration
    Why: Wholesome content in a PvP game deserves recognition.

    12. Standoff at Extraction
    Mexican standoff at the elevator: Everyone drinks until someone makes a move
    Why: TENSION. DRAMA. POOR DECISION MAKING.

    Extraction Drama: The Final Countdown

    The last 5 minutes are chaos incarnate.

    13. Called the Elevator
    Successfully call an extraction elevator: Take 1 sip (nervous anticipation)

    14. Elevator Escape
    Make it onto the elevator and doors close: Take 2 sips (relief)

    15. Die at Extraction
    Die while waiting for the elevator: Finish your drink + take a shot
    Why: Maximum emotional damage. The game giveth, the game taketh away.

    16. The Explosion (Time Ran Out)
    Fail to extract before the 30-minute timer: Everyone still on the surface takes a shot
    Why: You got greedy. The universe corrected you. Violently.

    Special Condition Rules

    17. Free Loadout Run
    Using a free loadout (no risk): Drink water only this round
    Why: You’re playing it safe. Hydrate.

    18. Lost All Your Good Gear
    Lose a fully kitted legendary loadout: Take a shot + your choice of anyone else taking a sympathy sip
    Why: That’s devastating and you need emotional support.

    19. Raider Hatch Key Extraction
    Successfully escape via a Raider Hatch: Give out 3 sips
    Why: You’re basically a ninja. You earned bragging rights.

    20. Cold Snap Frostbite (New Winter Update)
    Take frostbite damage from the new Cold Snap weather conditions: Take 1 sip
    Why: You’re literally too cold. Alcohol warms you up (not medically accurate but we’re not doctors).

    The Pro-Strat (Advanced Mode: “Legendary Raider” Rules)

    Check it, once you and your squad are comfortable with the base rules, enable these for maximum chaos:

    21. Loot Goblin Protocol
    Whoever has the most valuable loot in their inventory at extraction: Doesn’t drink for the next round
    Whoever has the LEAST valuable loot: Doubles all their drinks next round

    22. The Voice Line Drinking Game
    Every time the AI voice lines say something particularly awkward (looking at you, Embark Studios and your controversial AI voices): Take a sip and complain about it

    23. Scrappy Shenanigans
    If someone in your squad says “Thanks, Scrappy” every single time he collects materials for an entire match: They get to assign 5 sips total throughout the next game

    Nerd Tips & Tricks (The Experience Enhancer)

    🎮 Nerd Tip #1: The Setup Matters
    Use heavy-bottomed rocks glasses for your drinks. Why? Because when you panic and slam your glass down after getting jumped by a Rocketeer, you won’t shatter your glassware. Also, they fit perfectly in controller holders. I’ve done the math.

    🎮 Nerd Tip #2: Pace Yourself, Raider
    Arc Raiders matches are 30 minutes. That’s 2-3 matches per hour. Do the math: if you’re taking 15-20 sips per match, that’s 30-60 sips per hour. Mix in water rounds or you’ll be face-down in Speranza before the night is over.

    🎮 Nerd Tip #3: The Free Loadout is Your Friend
    When you’re 4 drinks deep and your hand-eye coordination is shot (pun intended), use free loadouts. You’ll die anyway, but at least you won’t lose your crafted Legendary railgun to a level 3 drone because you zigzagged into a wall.

    🎮 Nerd Tip #4: Assign Roles Like a Real Raid Team

    • Designated Shot-Caller: Makes tactical decisions, drinks the least
    • Loot Goblin: Collects everything, drinks the most when they die with full pockets
    • PvP Maniac: Engages other players, drinks when betrayals go wrong
    • The Medic: Keeps everyone alive AND hydrated, gets a drink pass once per night

    🎮 Nerd Tip #5: The Queen is Not Worth It (But Do It Anyway)
    Fighting The Queen after 5 drinks is like attempting a Dark Souls no-hit run while your controller is buttered. It’s a terrible idea. But when your drunk squad decides “we got this,” and you miraculously win? That’s the story you’ll tell for YEARS. Also you’ll all be hammered because of Rules #8.

    🎮 Nerd Tip #6: Crossplay Means Cross-Drinking
    Arc Raiders has full crossplay between PlayStation, Xbox, and PC. This means you can drink with your friends regardless of platform. Technology is beautiful.

    Variants & Modifications (Custom Game Modes)

    “Hardcore Extraction” Mode

    • Every rule is doubled
    • Water is not allowed
    • You must extract 3 times in a row or reset the count
    • This mode is for people who hate their liver

    “Pacifist Run”

    • You cannot kill other Raiders (only ARC)
    • Every peaceful encounter: Give out 2 sips
    • Every time you’re forced to kill another player in self-defense: Take 3 sips (guilt drinking)

    “Speedrun Sips”

    • Set a timer for 15 minutes
    • Extract before timer ends: Don’t drink
    • Fail: Take a shot for every minute over the limit

    “Cold Snap Survival Challenge” (New!)

    • Play only during Cold Snap weather conditions
    • Every frostbite tick: Take a sip
    • Freeze to death: Finish your drink
    • Successfully stay warm the entire match: Give out 5 sips

    Safety Disclaimer (Because I’m Technically Responsible)

    Look, I’m not your dad, but I’m also not trying to send anyone to the ER:

    • Drink responsibly. You’re playing a game where you can respawn. Real life doesn’t work that way.
    • Hydrate. For every 2 alcoholic drinks, have 1 water. Scrappy would want you to.
    • Know your limits. If you’re feeling too drunk, switch to water-only mode and still play.
    • Don’t drive. Seriously. Call an Uber. The Extraction helicopter doesn’t work IRL.
    • Modify rules as needed. If the game is too intense, reduce sip counts. If it’s too easy, add shots. Find your balance.

    Final Thoughts: Why This Slaps

    Arc Raiders is already one of 2025’s best multiplayer games (literally won at The Game Awards), and adding alcohol to the extraction shooter formula is like adding a chaos modifier to an already unpredictable experience. You’re going to die. You’re going to laugh. You’re going to lose gear you spent 3 matches crafting. And you’re going to have the time of your life doing it.

    The beauty of this game as a drinking game is that the 30-minute match timer naturally paces you, the mix of PvE and PvP keeps things fresh, and the extraction mechanic creates these PERFECT narrative moments where you’re either celebrating victory or drinking away the pain of loss.

    Plus, with crossplay, you can rope in your friends from any platform and ruin everyone’s evening equally. That’s true friendship.

    Now get out there, Raider. Speranza needs you.
    And by “needs you,” I mean “wants you to get moderately drunk and yell about robots.”

    Community Challenge: If your squad successfully defeats The Queen while following all drinking rules, clip it and send it to me. That’s legendary status right there. You’re basically the Doom Slayer of Arc Raiders at that point.

    May your loot be legendary and your extractions be clean. Cheers, you beautiful disaster. 🍺🤖

    Remember: The best loadout is the one you craft while sober but use while drunk. That’s the real endgame meta.