Rules

Drunken Warriors is a drinking card game that is essentially a shameless blend of 1000 Blank White Cards, alcohol, and popular TCG’s such as Magic: the Gathering and Hearthstone. The aim of the game is to summon spells and minions into battle and use them to make your opponents drink while defending yourself from taking drinks. Playing cards costs drinks as well, however, and all cards are created by the players themselves (both before and during play).

Setting Up

You Will Need

2-6 Players
(can be more, but this amount works best)
A pen for each of them
(preferably black/non-felt tip)
Blank cards – as many as possible
(template provided but cut up paper works too)
Cards from previous games
(if you’ve played before)
Alcohol
(enough to get the job done)

Creating the Deck

Before gameplay commences you must set up the decks. Separate your cards into two piles; those that are blank and those that are from previous games (if any). Place the regular deck face down and the blanks face up in the center of the table. Each player is dealt 6-10* blanks and is given a few minutes to turn these into new cards. These cards should follow the format outlined below.

The effects and abilities of your cards are limited only by your imagination, but remember that any card you create may potentially be used against you. Don’t worry if you aren’t a good artist – the shittier your drawings the better.

Once everyone has finished, shuffle the new cards together and place them face down on top of the main deck. each player is dealt 5 cards and 1 blank as their starting hand. You may use blank cards in your hand at any time to create new cards throughout the game.

*If you do not have any cards from previous games, it is suggested that each player create around 15-20 instead or that you come prepared with some of your own.

Cards

Types of Cards

Creatures

Creatures are allies that you summon into battle. They may attack other players and defend against creatures that are attacking you.

Creatures may only be played during your turn and cannot attack on the first turn they enter play.

Some creatures have special abilities that may be activated to aid you in battle. Creature abilities may be activated from the first turn the creature enters play and during any players turn.

Utilities

Utilities are support cards that may include anything from weapons and armor that buff your own creatures to spells and enchantments that cripple your enemies.

Utility cards may be played from your hand at any time and during any player’s turn.

Whilst some utilities function as one-off spells that are discarded after use, others may require that you ‘attach’ or ‘equip’ the card to a target indefinitely (usually a creature or player) or that the card remain in play for a set period of time.


Card Anatomy

[p1] Mana cost
(in drinks/sips)
[p2] Card title
[p3] Illustration
[p4] Card type
[p5] Card description and/or creature ability
[p6] Flavor text
[p7] Attack/defense
(creatures only)

Key

Icon Description Icon Description
[1d] Drinks [ATK] Attack
[1s] Shots [DEF] Defense
[R] Resting position

Playing the Game

Play begins with the player to the dealer’s left and continues in a clockwise direction. At the beginning of your turn, return all resting cards ( [R] ) to an upright position and draw a card from your choice of the two decks in the center. If, at the beginning of your turn, you have no cards in your hand, you may choose to instead take [1s] (1 shot) in order to draw 5 cards. Only 1 of these 5 cards may be a blank card.

You may then choose to play cards from your hand and attack with creatures under your command. These actions may be performed in any order and are outlined below.

Playing Cards

During your turn you may play any number of cards from your hand.

To play a card, you must first drink an amount equivalent to it’s mana cost (the number in the top left) then reveal it to the group.

Creature cards that you play are lined up in front of you. They are your defense against other players.

Utility cards, unless otherwise stated, have an immediate effect upon entering play (outlined in their card description) before being sent to your discard

discard pile after use. Some utilities may be ‘attached’ or ‘equipped’ to targets (such as creatures or players), while others are required to remain in play for a set period of time. To attach or equip a utility, simply place it underneath your target (if target is a card), or beside your target (if target is a player). Utilities that have no set target but are required to remain in play are placed in the center of the table. These kinds of utilities remain in play until the target they are attached to is destroyed, certain conditions are met (outlined by the card), or they are destroyed by other cards.

Creature Abilities

Some creatures may have special abilities, the rules for which are outlined in their card description.

Abilities may always be active or require activating. Abilities that require activating are accompanied by a condition that must be met to activate that ability.

Example: SCV (left) requires that you drink [1d] and turn SCV to the resting position ( [R] ) in order to activate the ability ‘Gather’ which lets you draw a card. You may use your creature’s ability from the moment it enters play. Abilities may also be used during other players turns. Each creature may only use it’s ability once per turn cycle. A creature that is attacking or blocking may use it’s ability mid combat, but only if it does not require entering the resting position ( [R] ) to do so.

Combat

Attacking

During your turn, you may choose to attack other players with your creatures. To do so, declare to the group which creatures are attacking, and who they are targeting.

Creatures may only target players and not other creatures. You may only target one player per creature. Remember that creatures cannot attack on their first turn that they came into play.

Attacking creatures must assume the resting position ( [R] ) after damage has been dealt.

Defending

After attacking creatures have been declared, the players being attacked have an opportunity to choose creatures from their own army to defend against the attack.

Each defending creature may only be assigned to block one attacking creature, however multiple creatures may be assigned to defend against the same attacking creature (see diagram below).

Once defenders have been declared, damage is assigned, the rules for which are outlined below.

The Resting Position

Creatures are required to assume what is known as the ‘resting position’ immediately after attacking or using an ability that requires resting to activate (noted in the card description as [R] ).

Cards that are resting are turned 90 degrees onto their side and may not attack, defend, or use any of their abilities until they leave the resting position.

Creatures may leave the resting position at the beginning of the controlling players turn.

Combat Examples

Dealing Damage

Damage is dealt once all attacking/defending creatures have been declared and utility cards have been played.

Attacking creatures that were not defended against deal damage to the player they were targeting. That player must take a number of drinks equal to the attacking creature’s [ATK] .

Attacking creatures that were defended against deal damage equal to their [ATK] to all defending creatures and vice versa. If the total damage inflicted is equal to or greater than a creature’s [DEF] they are destroyed and sent to the player’s discard pile. Note that damage dealt to creatures does not carry over beyond the attack phase. All creatures that are still alive after the attack phase remain at full [DEF] .

  • Lewis attacks Michael with Rock, a [ATK] 1 [DEF] 2 creature.

    Michael chooses not to defend against the attack.

    Michael takes [1d] drink and Rock assumes the resting position ( [R] ).


  • Lewis attacks Michael with Rock, a [ATK] 1 [DEF] 2 creature.

    Michael chooses to defend against the attack with Zubat, a [ATK] 1 [DEF] 1 creature.

    Zubat takes 1 damage and is destroyed. Rock takes 1 damage and remains in play.

    Rock assumes the resting position ( [R] ).


  • Lewis attacks Michael with Rock, a [ATK] 1 [DEF] 2 creature.

    Michael chooses to defend against the attack with Zubat, a [ATK] 1 [DEF] 1 creature, and Paper, a
    [ATK] 1 [DEF] 1 creature.

    Zubat and Paper both take 1 damage and are destroyed.

    Rock takes 2 damage ( [ATK] 1 + [ATK] 1) and is destroyed.

  • Lewis attacks Michael with Rock, a [ATK] 1 [DEF] 2 creature.

    Michael turns Paper to the resting position
    ( [R] ) in order to activate it’s special ability:
    [R] Destroy target rock.”

    Rock is destroyed before any damage can be dealt.

  • Lewis attacks Michael with Rock, a [ATK] 1 [DEF] 2 creature.

    Michael chooses to defend against the attack with George Lucas, a [ATK] 1 [DEF] 5 creature.

    Michael equips George Lucas with the Bastard Sword, giving George Lucas [ATK] +2.

    Rock takes 3 damage and is destroyed. George Lucas takes 1 damage and remains in play.

Winning the Game

The game ends and you win when all other players have been defeated. A player is defeated when they are unable/unwilling to continue taking drinks or abide by the rules of a card played against them.

Should alcohol reserves run dry before this point is reached, the game results in a draw between remaining players.

House Rule: Lifeblood

In this game mode, your beverage acts both as mana and health. Each player sets aside a designated number of drinks prior to starting. In addition to the rules for winning outlined left, finishing all of your designated drinks means you are out of the game.

This rule is best for those who do not wish to die of alcohol poisoning.