http://tvtropes.org/pmwiki/pmwiki.php/DrinkingGame/PocketCardJockey
Following
Drinking Game /
Pocket Card Jockey
Go To
Chirp's Shop
- Take a shot if all of Chirp's items are more than $10,000.
- Take a shot if you get two puzzle pieces. Take two shots if you get three pieces.
- Take a shot if you get a duplicate puzzle piece.
Race Starts
- Take a shot if the other racers vastly outclass you.
- Take a shot if you get knocked away by the other racers during the start. Take two if it puts you in a bad position.
Solitaire
- Take a shot if the very last card you get clears the game.
- Take a shot if you lose a game. Down the bottle if it causes your horse to turn runaway.
- When you clear a game:
- Don't drink if you weren't in a Comfort Zone.
- Take a shot if you were in a level 1 Comfort Zone.
- Take two shots if you were in a level 2 Comfort Zone.
- Take three shots in triumph if you were in a level 3 Comfort Zone.
Race
- If you achieved Super Unity, take a shot for each racer you knock away.
- Take a shot if the other racers push the special cards away from you. If they only push dung cards away, don't drink.
- Take a shot if you get knocked away by another racer.
- Take two if it puts you in a bad position.
- Take one if it was a runaway horse.
Homestretch
- Take a shot if another racer is blocking you. Down the bottle if you get boxed in.
- Take a shot if the match was decided by a nose. Take two if you don't know who won.