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Rules

Setting up

Deck composition

Normal Drinko is played with the following deck composition:

  • 1x Each colored 0 digit card,
  • 2x Each colored 1-9 digit card,
  • 2x iconRedPlus1.png Each colored +1 card 
  • 1x  Each colored +2 card
  • 1x Each colored +3 card
  • 2x iconDeflect.png Deflect card
  • 2x iconSplit.png Split card
  • 1x iconTarget.png Target card

Optionally, you can add the Suffer card out.png if you want to live dangerously, or Plus 0 iconPlus0.png and Minus 1 iconMinus1.png cards. Beware that the Plus 0 and Minus 1 may make the game take longer with minimal or no added fun.

Draw deck

Once you have chosen all cards you wish to have in the deck:

  • Shuffle the deck.
  • Give each player 7 cards.

Put the rest of the cards face down on a pile. This is the draw deck.

Play pile

Next, draw a card from the top of the draw pile. Turn it face up and put it next to the draw pile. This is the initial play pile.

The initial card must be a colored number card. If it is not, repeat these steps until it is.

Playing the game

Choose a player to start. The game begins with their turn, staring with a clockwise turn order. 

Normal phase

On their turn, each player must play a legal card from their hand:

  • If a card has the same color or type as the last played card, it can be played.
  • Any card can be played after a special card was played.
  • See Colored number cards

Colored number cards

A colored number card can be played if the last card was also a colored 

πŸš‚ Drink Train phase

Any card with a drink amount on it will start a Drink Train phase. During this phase, we are stacking drinks and cards to draw (amount of drinks = amount of cards, always). Whoever gets a turn during this phase and fails to play a valid card

Cards

This chapter is a quick reference for what cards can be played when.

Colored 0-9 iconRed0.pngiconGreen3.pngiconYellow6.pngiconBlue9.png

Normal phase: Can be played if the last card was the same color, the same digit, or a special card.

πŸš‚ Drink train: Cannot be played.

Colored Skip iconRedSkip.pngiconGreenSkip.pngiconYellowSkip.pngiconBlueSkip.png

Effect

The next person has their turn skipped. It is now the turn of the player after them.

Playability

Normal: If the last card was the same color, the same type, or a special card.

πŸš‚ Drink Train: Cannot be played.

Colored +1/+2/+3 iconRedPlus1.pngiconGreenPlus1.pngiconYellowPlus2.pngiconBluePlus3.png

Effect

If there was no active πŸš‚ Drink Train, playing these will start one.

The πŸš‚ Drink Train gains cards and drinks equal to the number on the card.

Playability

Normal: Can be played if the last card was the same color, the same type, or a special card.

πŸš‚ Drink Train: Can be played if:

  • The last card was the same color, and an equal or lesser drink count.
    • Example: A red +3 can not be played after a red +1 or +2.
  • The last card was a different color, and an equal drink count.
    • Example: A red +2 can be played after a green +2.
  • The last card was a special card.

Deflect iconDeflect.png

Effect

Turn order is reversed. If a πŸš‚Drink Train is active, the drink train continues in the new turn order.

Playability

Always.

Target iconTarget.png

Effect

Choose a player. It is now their turn.

If a πŸš‚ Drink Train is active, it is carried over to the chosen player.

Playability

Always.

Split iconSplit.png

Effect

Only has an effect during a πŸš‚ Drink Train.

Choose another player. You and them must both drink half of the drinks, rounded up. You still draw cards equal to the full amount of drinks. The other player does not need to draw.

Playability

Always.

Suffer iconStar.png

Effect

Only has an effect during a πŸš‚ Drink Train.

Every player drinks a copy of the full drink train. The player who played this card must still draw cards equal to the full amount of drinks.

Playability

Always.