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General Gameplay

  • Take a shot if any player is using a competitive deck.
  • Take a shot if you notice a player is playing a deck with very outdated cards. You are exempt if both players' decks are such.*
    • Alternatively, switch your drink to something vintage, if able, if both players' decks are outdated.
    • Add another shot if you notice the deck has no clear strategy and is a mishmash of cards and combos.
      • Toast to that player if they win despite the odds.
    • Down another shot and contemplate the concept of identity if the old archetype constantly goes into a generic Extra Deck combo that almost every other Deck can access anyway.
  • Take three drinks if a player activates a Forbidden Card.*
    • Take two drinks for Limited Cards.
    • Take one for Semi-Limited Cards.
  • Take a small sip whenever someone loses or gains LP. This is a suicide rule if it is a mirror match between Aroma players, let alone a duel where at least one person is using Aroma.
  • Liver-Poisoning Edition: Take a drink whenever someone does a Special Summon. Trust us, with the card's current metagame, be prepared to take a LOT of shots.
    • If someone uses Maxx "C" and their opponent responds by spamming Special Summons to try and make them draw their entire deck, withhold from drinking immediately and just store them for this turn. Down them all if the player successfully decks out.
    • Empty out your glass if a long string of Special Summons gets answered or interrupted by Nibiru.
  • Take a sip for each instance or variation of "once per turn" you read on a card.
    • Take two instead if you read "once per Duel".
  • Take a drink whenever a monster's effects are negated. Take two if the monster is destroyed afterwards.
  • Take a drink per monster Tributed or used as Fusion/Synchro/Xyz/Link Material.
  • Take a drink when 3 or more monsters are Pendulum Summoned at the same time.
  • Take a drink if a TCG-exclusive card is Summoned/Activated. God help you if you or your opponent's using Plunder Patroll or Dream Mirror.
  • Take a drink if someone draws a card outside of their draw phase. Be wary of people who use Generaiders or Danger.
    • Include the Draw Phase if you wish to kill your liver. Now be really wary of Generaiders.
  • Take a drink if someone searches their Deck and puts a card into their hand. Take two if the card goes straight onto the field, or sent to the graveyard. Take three if Ash Blossom and Joyous Spring is activated in response to that, instead.
  • Take a shot if someone activates a card effect from their Graveyard. (There's plenty. This is a suicide rule if a GY-centric deck like Phantom Knights, Burning Abyss, both of the aforementioned in one deck, or Ishizu Tearlament is involved.)
    • Take two if it's right after their hand and field were just emptied, causing their opponent to be overconfident.
  • Take a drink if someone activates a monster effect from their hand. And then realize everyone in the meta is using handtraps, essentially making this an almost-suicide rule.
  • Take a drink if someone finishes an Extra Link.
    • Toast to the opponent if they manage to break apart the Extra Link.
  • Take a big gulp—preferably from a rocks glass—if a player successfully performed a One Turn Kill on their opponent.
  • Drink if someone wins due to an alternate victory condition.
    • Raid the liquor cabinet if you had the privilege of witnessing a legitimate No Turn Kill.note  Nice knowing you.
  • Take a shot any time three copies of the same card exist on the field. Tokens are exempt from this.
  • Take a shot if a monster is Xyz Summoned manually (Alternate Summon methods and Rank-Ups don't count) and it's not Rank 4.
    • Feel free to spit your drink if that monster is a CXyz or Number C monster.
  • Down two shots if someone uses their Normal Summon to unlock the effects of a Gemini Monster. (Using cards like Supervise don't count.)
  • Take ten shots if you activate Pot of Desires and it ends up banishing all copies of a card that your deck absolutely needs. Take six shots if the same thing happens when using Pot of Extravagance. Add a shot if you draw another copy of Desires/Extravagance.
  • Take a shot for each player you find who doesn't use an Extra Deck. Take another if that player is not running Monarchs.
  • Drink in frustration if something you're attempting doesn't work because an effect misses the timing.
  • If you have a bad opening hand:
    • Take a shot for each otherwise great card in your opening hand that you can't play/summon at the moment. This includes board-breakers and hand-traps while you've got the first turn.
    • Take two for each card that you never wanted to draw in the first place, like PSY-Frame Driver.
  • Suicide rule: Whenever a monster is summoned, take shots equal to its Level/Rank/LINK. note 
  • Take a frustration shot if your opponent:
    • Absorbs your boss monster with Number 101 or shuffles it into the deck with Castel.
    • Cherry taps your Life Points to 0 with Gagaga Cowboy, Gustav Max or a similar monster.
    • Nukes your field with Raigeki/Dark Hole/Lightning Storm.
    • Destroys that card you just set with a card like Mystical Space Typhoon.
    • Negates your monster summon with a card like Solemn Warning or Black Horn of Heaven.
    • Eats your boss monster with Gameciel.
    • Activates Witch's Strike and nukes your whole field.
    • Sacrifices your board to Nibiru or Ra Sphere Mode.
    • Activates the effect of a Level 3 Tuner with 0 ATK and 1800 DEF from their hand.
    • Negates your handtrap using Called by the Grave or Crossout Designator.
    • Stifles your plays with a floodgate.
    • Deals the finishing blow using Accesscode Talker, after systematically blowing up your board with it.
    • Arranges their Chain Links so that it's difficult to negate the one critical card in the Chain.
    • Uses a spell that fuses using materials from the Deck.
    • Summons Divine Arsenal AA-Zeus with at least 4 Materials.
    • Activates Rite of Aramesir, equips the Adventurer Token with Dracoback, and Special Summons Wandering Gryphon Rider.
    • Activates Triple Tactics Talent or Triple Tactics Thrust when you think you've stifled them with your handtrap or monster-based negate. Take two if they used Thrust to search for Talent.
    • Banishes a crucial LIGHT or DARK monster from your GY to Summon a Bystial.
    • Uses the effect of a Tearlament card, or the effect of a retrained (remade; remastered) monster that was used by Ishizu Ishtar.
    • (MD only) Special Summons a monster with Spright Elf. Another afterwards if that monster's Type is Aqua.
    • Blocks further draws or searches with Droll & Lock Bird.
    • (OCG/MD only) Resolves Maxx "C".
    • Uses any combination of Snake-Eyes Poplar, Diabellstar the Dark Witch, and/or Original Sinful Spoils just to get their hands on a Level 1 FIRE monster to start their real combo.
  • Take a VERY small sip every time someone draws a card using Tethys, Goddess of Light. If the large majority of their deck is Fairy monsters, or they have multiple copies of Tethys... well, good luck.
    • Also applies to Veil of Darkness and Heart of the Underdog, for DARK and Normal Monster decks respectively.

Deck-Specific Drinks

  • Playing Steelswarm, True Draco, or Floowandereeze, take a sip whenever you Tribute Summon.
    • Hard mode: Take a sip whenever you Normal Summon, not just Tribute Summon. Add an extra sip if you do it during your opponent's turn.
    • Finish your drink if your opponent screws you over by teching in Zombie World.
  • Playing Monarchs:
    • Take a shot for every Caius or Raiza you summon. Their Mega forms can count also.
    • Take a small sip when you Summon Ehther or Erebus.
    • Take a sip when you summon a Vassal/Knight. Take two if it isn't Edea or Eidos.
    • Take a small sip every time you brick (i.e. ends up with a hand where you can do nothing due to bad card combinations).
  • Playing Gusto or Yang Zings, take a shot every time your opponent attacks a face-down floater.
  • Playing Inzektor, Dragunity, ABC/XYZ, or Cyberdarks take a shot every time an equipped monster leaves the Equip Spell position (either by going to the Graveyard or by being Summoned to the field).
  • Playing Noble Knight, take a shot every time an Equip Spell is re-equipped by its own effect.
    • Suicide rule if you are using their more modern version, Infernoble Knights.
  • Playing Qliphort, take a shot every time your opponent's effects are hosed by the Qliphort's immunity.
  • Playing Gladiator Beast, take a shot every time you tag-out (i.e. switch your on-field GB with another on your deck).
  • Playing Crystal Beast:
  • Playing Chain Strike:
    • Take a sip each time a Chain with 3 or more links that involves your cards resolves, adding 1 more for each link past the third.
    • Take a shot if you win before the very first card in a Chain resolves.
    • Finish your drink if your opponent was Crazy-Prepared enough to use a card that nullifies effect damage without needing to access the Side Deck.
    • Sip and grin if your opponent's play creates a long Chain, only for you to follow up with putting Chain Strike on top for a massive chunk of damage.
    • Spit Take if the opponent plays Vanity's Call.
  • Playing pure (Twi-)Lightsworns (hybrids don't count), take a small sip each time you send cards from your Deck to the Graveyard. Do not count individual cards, just instances you do so.
    • Hard mode: Change the above rule to count each card you mill.
    • Drink if you win without ever Summoning Judgment Dragon.
    • Down (what's left of) the drink if you lose because you ran out of cards.
  • Playing Venom:
    • Take a sip each time you place Venom Counters on a monster.
    • Take a celebratory shot for Summoning Vennominaga and winning with her.
    • Upgrade it to a drink if you actually won with her alternate win condition.
    • Also feel free to take a drink just for winning with Venoms.
    • Drown your sorrows if your opponent manages to defeat Vennominaga.
    • All spectators to do a Spit Take if you Summon Starving Venom Fusion Dragon.
  • Playing Gravekeepers:
    • Once per Duel: Take a shot when you notice your opponent won't be able to play properly due to Necrovalley.
    • Drink if your Royal Tribute causes the opponent to discard their entire hand. Drink if they discard nothing but you also notice that their hand is still playable. Two drinks if you end up triggering the effects of a Dark World or Fabled monster.
    • Suicide rule: Whenever a card enters the opponent's Graveyard, take a sip if it has effects that are shut down by Necrovalley.
  • Playing Koa'ki Meiru:
    • Take a shot whenever your monsters self-destruct because you can't maintain them.
    • Take a shot if you topdeck the Iron Core at the worst possible moment. Take another if you actually placed the card there beforehand.
  • Playing Scraps, Meklords, Artifacts, dinosaurs, Unchained, Metalphoes, Igknights, Fire Kings, Rokkets, or Nephthys, take a shot each time you destroy your own cards. Take an extra sip for each copy of Supply Squad you activate in the process.
  • Playing Dark World, Danger!, or Fabled:
    • Take a shot each time your own effect causes you to discard cards during resolution.
    • Take a frustration shot if you realize you're discarding to pay a cost or sending a monster from hand to the Graveyard, as doing so would invalidate the monsters' effects. You are exempt if the monster in question doesn't care how it got discarded, like this card for example.
  • Playing Counter Fairies:
    • Take a shot every time your opponent goes Oh, Crap! thanks to a Van'Dalgyon Summon.
    • You can also take a shot when your opponent yells in frustration when you successfully use Guiding Ariadne's effect.
  • Playing ANY Dark deck, take a shot when you summon Dark Armed Dragon. Two if your opponent kicks it out of the field immediately.
  • Playing Synchron, take a shot every time you summon Shooting Quasar Dragon.
  • Playing Hieratics, Blue-Eyes, Dark Magicians, Red-Eyes or PSY-Frames, take a shot for every game you lose because you drew a high-level Normal Monster on the worst moment possible.
  • Playing Burning Abyss:
    • Take a frustration shot for every time you can't Summon any new monsters to win the game thanks to a previous non-BA summon.
    • Also take a frustration shot every time Dante's effect mills a bunch of cards that you really didn't want to see milled.
    • Take a shot every time you summon Dante. Yes, even from the graveyard. Good luck surviving.
    • Take a shot every time you summon Beatrice.
  • Playing nearly any early Hidden Arsenal archetype purenote , take a long shot just for trying to play that deck.
    • Empty your glass and then some if you actually win despite the clunkiness of early card design.
    • Playing Genex, sip whenever you get another Normal Summon through the effect of Repaired Genex Controller. (This can add up very quickly!)
    • Playing Ally of Justice, down the entire bottle when you face a Light deck and win.
      • Down two bottles when you face a non-Light deck and win.
  • Playing Kozmo:
    • Take a shot every time you Special Summon a monster from your hand.
    • Finish your drink if your opponent goes first and activates Imperial Iron Wall.
  • Playing Kaiju:
    • Take a shot every time you Special Summon a monster to your opponent's side of the field by tributing one of their monsters. Laugh devilishly and take another shot if that monster happens to be their boss monster.
    • Take two if you regain control of that monster afterwards.
    • Take three if your opponent uses that monster's effect against you. Mind that Gameciel!
  • Playing Spirits, Melffy, or Yosenju, take a shot when a monster is returned to the hand. May the gods protect your soul.
  • Playing Infernoid, take a shot when a monster is banished. Take two if it's banished by the opponent.
  • Playing Mecha Phantom Beasts, take a shot each time you Summon Tokens.
  • Playing Ritual Beasts, take a shot each time you return your own Fusion monster to the Extra Deck.
  • Playing Superheavy Samurai, take a shot if you activate a Spell or Trap Card. (Using a monster as one, such as your Equip effects or your Pendulums, doesn't count.)
    • Take another shot if that Spell or Trap Card cannot easily leave the Graveyard without assistance.
  • Playing HERO:
    • Take a sip for each Fusion monster you Summon. Take another sip if that Fusion monster actually lists specific, named Fusion Material. (Things like Flame Wingman qualify, those like Absolute Zero will not)
    • Take one more if you summon a Neos Contact Fusion without anything to help keep it on the field.
  • Playing Masked HERO:
    • Take a sip every time you Special Summon Shadow Mist. Two if it wasn't from your hand.
    • Take a shot every time you summon Dark Law. Two if it's the first turn, and three if you didn't use Shadow Mist.
    • Finish the drink if Dark Law immediately gets destroyed, or the opponent immediately scoops once it hits the field.
    • Take a shot every time you use a "Change" card to summon something other than Dark Law for a change.
  • Playing Ghostrick, Worms, or Subterrors, take a sip whenever you flip cards face-up or face-down.
    • Drink in shame if you just use Ghostrick Xyz monsters to summon Utopic Draco Future.
  • Playing Traptrix, take a shot for each "Trap Hole" card you activate. Two if that card ends up affecting more than 1 monster.
  • Playing Phantom Knights, take a shot every time you use a card effect from the Graveyard. Take two shots if that effect was Break Sword, and was triggered by destroying Break Sword with its own effect.
  • Playing PSY-Frame:
    • Take a sip every time you use a hand trapnote .
    • Take a shot every time you pass a turn because your entire hand consists of hand traps (or Driver).
  • Playing Majespecters, take a shot every time your opponent activates a card that has no effect on Majespecters.
  • Playing D/D:
  • Playing ABC's or Electromagnet Warriors:
    • Take a shot every time your boss monster is separated into its smaller parts.
    • Take a shot for the sake of awesomeness if you win a duel using AtoZ - Dragon Buster Cannon or Imperion Magnum.
  • Playing Ojamas:
    • Drink to celebrate if you manage to lock out all five of the opponent's Main Monster Zones.
    • Drink to celebrate if you Summon Armed Dragon Catapult Cannon, despite all the risks of bricking using a Deck that has three distinct archetypes.
  • Playing Infernity:
    • Take a sip when you empty your hand for the first time and you can start your combos.
    • Take as many shots as you wish if your combo fails, you need to topdeck a good card next turn and you do. Finish off your drink if that card was Infernity Archfiend.
    • (Paper/Tabletop Simulator only): Count how many times you attempt to cheat by setting an Infernity monster in your Spell/Trap zones to empty your hand. If your opponent catches on, take a sip for every time you did so. If you manage to win the duel without your opponent noticing, take a shot for each time instead as a handicap.
  • Playing any Cyber Angel variants (including Drytron):
    • Take a shot every time Benten is tributed.
    • Take two shots if Benten is actually summoned. Three if her burn effect is triggered, and four if that wins the duel for the player.
  • Playing Madolche, take a sip for every card you shuffle into the Deck. Wanna test your luck? Take a shot for every shuffled card instead.
  • Playing Pendulum Magicians, take a shot every time a player summons Odd-Eyes Rebellion Dragon or Nirvana High Paladin not for the sake of winning the duel, but just because they wanted to summon a cool Pendulum hybrid monster.
  • Take a drink for every player you encounter playing Zoodiacs or a Zoodiac hybrid. Drink again if you yourself are playing that archetype.
    • Suicide rule: If you yourself are playing pure Zoodiacs, take a drink every time you Xyz Summon. Down the entire drink if the last monster you Xyz Summon for the turn happens to be Zoodiac Drident.
  • Playing Gem-Knights or any Branded variant, take a sip whenever you successfully Fusion Summon a monster.
  • Playing any form of Invoked, as this archetype is an enginenote :
    • Take a sip for every time you use Aleister the Invoker as Fusion Material. Take a shot instead if the monster you're Fusion Summoning happens to be Invoked Mechaba.
    • Take a drink if your opponent negates Aleister's search effect. Take two if you already had Invocation in your hand anyway.
    • Finish your glass if your opening hand contains Magical Meltdown, Aleister, and Invocation all at once, rendering any attempts to negate a search for Invocation futile.
  • Playing Sky Strikers:
    • Take a sip whenever you snatch an opponent's monster with Widow Anchor or Shark Cannon. Follow up with a drink if you make a Link-2 or higher Sky Striker monster right afterwards.
    • Take a sip when you Special Summon Raye from the GY.
    • Just drink if you manage to make any fruitful use of Aileron.
  • Playing Eldlich, take a shot every turn you use both of Eldlich, The Golden Lord's effects. Take a sip if you only use one effect.
  • Playing any Zombie World variant:
    • Sip if Uni-Zombie's effect(s) get negated.
    • Take a sip whenever activate any of Doomking Balerdroch's effects. If you've used all three in a single turn (auto-revival, negate, and removal), finish your drink.
    • Take an extra sip if your opponent didn't realize Balerdroch can revive because they control a Field Spell.
    • Once per Duel: take a sip when your opponent's intended plays are rendered futile because of the otherwise inoffensive effects of Zombie World.
  • Playing Appliancer, Code Talkers, Ignisters, Marincess, or Salamangreat, take a shot for every time one of its in-archetype Link Monsters is Link Summoned.
  • For Salamangreat:
    • Sip if you Special Summon Gazelle.
    • Drink if you use a Link Monster as the entire material for a second copy of itself.
  • Playing Dogmatika, take a sip for every time you activate Ecclesia's effect. Another sip right after if either that effect gets negated or you grab Fleurdelis with it.
    • Take a shot when you Special Summon Fleurdelis from your hand. Take two if that Ecclesia from earlier is still on the field when the Summon occurs.
    • Down the drink if you resolve the effect of Fallen of Albaz.
  • Playing (or playing against) Trickstars, take a sip for every instance either player takes burn damage. A definite suicide rule if it is a Trickstar mirror match.
  • Playing Ancient Gear or Cyber Dragons, take a shot if your Fusion monster deals well over 8000 damage in one Battle Phase.
    • Finish the drink if you Power Bond out a gigantic monster and your opponent survives the turn.
    • Drown your sorrows if your opponent breaks open your entire board using Chimeratech Fortress Dragon. Take two if your own Cyber Dragon is part of the cost.
  • Playing Swordsoul, take a shot if you finish your turn while controlling Chixiao and Baronne de Fleur.
  • Playing Mathmech:
    • (OCG/Master Duel only) Sip whenever you search for Mathmech Circular.
    • Take a shot if you summon Alembertian using more than two materials and detach more than two materials from it.
    • Sip if you resolve Superfactorial to Summon Laplacian during your opponent's turn. Take another sip if you detach three Materials from Laplacian all at once.
    • Sip if you use Superfactorial to Synchro Summon rather than Xyz Summon for whatever reason. Sip in celebration if it turned out to be a good decision.
    • Take a celebratory drink if you OTK the opponent using Final Sigma, rather than Terahertz or Accesscode.
  • Playing Spright:
    • Take a sip whenever a Level/Rank/Link-2 monster is Summoned. This can get ugly.
    • If you notice the opponent is irritated because Gigantic Spright is blocking them from punishing you with Nibiru or a Bystial, take a shot and revel in the schadenfreude.
    • Down your drink while shuffling for game 2 if your opponent wipes your field and hand by resolving Deck Devastation Virus.
  • Playing Tearlament:
    • Take a sip each time a card(s) is milled or shuffled into the Deck.
    • Down the drink if you beat your opponent on your first turn with this strategy (by making them concede).
    • Suicide rule: Remember when you had to drink for every card milled in the hard mode for Lightsworn? Do that, with this. God bless your soul if you're on Ishizu Tearlaments.
  • Playing Labrynth, take a sip for every time a card is removed because of a Normal Trap. Then add 1 sip per Level 8 Labrynth monster you control.
  • Playing Runick:
    • Take a sip for every Quick-Play Spell you activate.
    • Take a sip whenever you draw 3 cards off of Fountain's effect.
    • Drink to soothe your pain if Fountain gets removed in a way that you can't prevent. Watch out for Cosmic Cyclone!
    • Drink in shame if you forgot that your own effects force you to skip your next Battle Phase if you tried to go for game. Drink again if you remembered the skip but neglected to go into a Battle Phase to expend the skip until it's too late.
  • Playing Vaylantz:
    • Take a sip for every time a Monster Card is moved to a different Zone on the field.
    • Drink if your endboard involves Fossil Dyna Pachycephalo and/or Secret Village of the Spellcasters.
  • Playing Libromancer, take a sip for every card revealed in your hand. Take a drink afterwards if you revealed Cyber Angel Benten.
  • Playing Paleozoic, take a sip each time you Special Summon a Paleozoic trap as a monster.
  • Playing Dream Mirror, take a shot for every time an in-archetype Field Spell is placed on the field directly from the Deck.
    • Hard mode: Take a shot for every time ANY in-archetype card is placed on the field directly from the Deck.
  • Playing Watts, take a shot for each time you attack directly. Down the drink if you win the duel with that.
  • Playing Rikka, take a sip for every Plant monster you Tribute.
  • Playing Madolche, Vernuslyph and/or Ishizu Ishtar's modern monster retrains, take a sip for every EARTH Fairy monster that leaves your hand. If you want to be really stupid, take a sip for every EARTH Fairy monster that leaves your GY, as well.
  • Playing Live/Evil Twin:
    • Sip whenever you get Ki-sikil or Li-la to summon their counterpart.
    • Sip and thank the opponent for the Superchat whenever you reduce their LP from the effect of Sunny's Snitch.
    • Drown your sorrows if the opponent activates Called by the Grave to utterly stifle Trouble Sunny's effect.
    • Down a shot if you included GG EZ only for rubbing your victory in your opponent's face.
    • Finish your drink if you actually Summon the "Ki-sikil & Lil-la" Main Deck boss monster and win with it.
  • Playing Exosister, take a shot whenever the opponent moves cards out of their GY with their own effects while you already control a non-Xyz Exosister.
  • Playing Kashtira:
    • Take a sip whenever a card(s) is banished face-down.
    • Drink to celebrate if you completely block out all of the opponent's card zones.
  • Playing Rescue-ACE, sip whenever you set 4 backrow from Turbulence.
  • Playing Nouvelles, switch your drink to something classy to fit whatever you're cooking:
    • Sip each time anyone mispronounces your card names.
    • Sip if your opponent causes your monsters' effects to trigger and Tribute their monster.
    • Drink to celebrate if you finish off the opponent with Hungry Burger.
  • In addition to Crystal Beasts above, if you play Gate Guardian, Centur-Ion, Vaylantz,, Artifacts, or Snake-Eyes, take a sip every time you put a monster in a Spell/Trap zone as a Continuous Spell/Trap.
  • Playing Snake-Eyes:
  • Playing Centur-Ion:
    • Take a sip every time you Synchro Summon.
      • Take a shot instead if it's Legatia or Crimson Dragon.
      • Take another if you Synchro Summon King Calamity. If it was during your opponent's turn, down your whole drink in glee if you activate its effect to lock your opponent out of playing cards or field effects for the rest of the turn, or in disappointment if the effect misses timing or gets negated. (TCG only)

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