I take my gaming and my drinking very seriously. You have to when you’re on a podcast with the tagline, “Pursuing the RPG Hobby with Reckless Abandon… and beer.” Perhaps because of this, I was recently sent a review copy of Drinking Quest, an RPG card game designed to be played while drinking. In fact, the mechanics require you to be drinking.
BEST CONCEPT EVER.
Drinking Quest is a very simple RPG by design, after all, they are expecting you to play while inebriated. The game is designed for two to four players. Everyone starts by choosing one of the four pre-generated character cards. These are all about equal power-wise, and have funny names and powers. I was a little disappointed that only one of the four characters is a very female character, but all the characters are very stereotypical to the point of being crude satire. The characters are really basic, with no armor, low stat numbers, and simple attacks. Again, I assume the designers were trying to keep the math simple for Drinky McDrinkerson and his buddies. After you kill off some enemies you can collect gold to buy some simple items to improve your defense or attacks.
There is no DM/GM, and each player draws a card to see what opponents or challenges they will
face. They player rolls against another player who represents the baddy if an opponent is drawn, or the player rolls all three dice if it’s a stat challenge. Combats are simple and usually over in a few hits. It really reminds me of a simplified version of the DnD boardgames, like the Legend of Drizzt. It’s a great little system that doesn’t put responsibility on any one player. Everyone is able to just relax and enjoy themselves.
One thing that is lacking in Drinking Quest is a healing system. The game is designed to have your character die, then you chug your drink to get them alive and back to full health the next
turn. It sounds like it would be really fun, however it seems that characters almost never die in Drinking Quest. We played a few times and only a handful of chugging instances occurred. This seemed to be the main drinking component in the game, so we were a little disappointed that it happened so rarely.This isn’t exactly a bad thing, especially if your just looking for something to play when your GM calls in sick, but if you’re looking to get wasted this may not be your game. Try Beer Pong. My group ended up house ruling a healing mechanic that involved taking a big swig and getting a hit point back. (We just weren’t getting drunk fast enough apparently!) This may only be a good idea if you are drinking beer, because a home brewed healing game with shots might kill someone.
The cards are clever and entertaining. They are some real zingers in there that will crack up the whole group. The challenges are amusing and it’s nice that everything is drawn
randomly so that every time you play the adventure changes. I was very worried about the “sexual prowess” stat when I first looked at the character cards, but it’s used in an amusing and not a gross way (phew!). The artwork, by Carole Nelan, is well done and perfect for the feel of the game. It requires three dice, the game cards, and character sheets. The game is very high quality, with professional level cards, disposable character sheets on a pad, and a color printed box. The package design is excellent, and all of these items fit into a slightly larger playing card box. Seriously, I have both Drinking Quest and Drinking Quest 2 in my purse right now. I really appreciate that type of compact design in my games and gaming books.
For $22 a pack the price is a little steep in my opinion. We had a good time with the game, and if you think you’d have the opportunity to play a lot, it could be worth the money to some gamers. If you will be playing with the same group over and over again, I’d suggest buying Drinking Quest 2 in addition to the original. It is a stand alone game, not an expansion, but you could mix up the adventures and PCs with the original Drinking Quest deck in order to keep things fresh. And, as always, I am fully behind home brewing the rules to customize the fun for your group.
You can learn more about drinking quest and buy it at drinkingquest.com. Please, drink responsibly… or crash on someone’s couch.
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We all have seen players completely take their GM by surprise. Usually, the GM has planned one or two specific ways for the players to handle a challenge… and the players try something completely different. This creates a crossroad for the game. Is the GM willing to consider alternative solutions to the problem?
As a GM, there are some important things to keep in mind with this concept. Mainly, just because you let the party try something, DOESN’T mean it has to work. Maybe their logic is off, maybe there are some factors they aren’t aware of, or maybe they just roll badly. Let them try it, and let them pay the consequences if they fail. However, if their logic is sound and they roll well, they should be rewarded with success. They shouldn’t fail just because it’s a different solution than you planned.
First, I didn’t want to penalize the characters for the players’ ignorance. They had found a good solution, but simply did not have the scientific background to choose the right materials to make it work, even though the materials were available to them. Often we play characters with knowledge or qualities different than our own. Shy players can roll skills to give speeches and technology dummies can roll to hack computers, so it didn’t seem fair to kill their creative idea when their character would have known exactly the right material to choose.

Without a doubt, everyone’s favorite thing about Traveller is the character creation system. The player gets to make choices during creation, but everything really comes down to die rolls. It’s almost a separate game unto itself and gives players a skeletal back story for their character, including ties to other members of the party and skills they have learned along the way. The dice determine that you left military service with PTSD, but it’s up to the player to flesh out the story. Are you devoted to another player because they saved your life? Do you hate the Navy for sending you to die? If you approach it with an open mind you can get an incredible character that you would never have created without the help of the dice.




- Find a phrase that will immediately bring you back into your accent. Usually, this is something very stereotypical that you almost can’t imagine being said in any other accent. For my Irish accent I use the phrase “Jesus, Mary, and Joseph!” because it’s VERY Irish, and it’s easy to fit into many different situations. It’s like hitting the refresh button on my Irish lilt.
Why? Because it sounds like every other fantasy game out there, only with more limitations on plot, overall creativity, and roleplaying. The entire concept of this system is that the PCs fight against “the man”, who we assume is to blame for the sexism, racism, etc. Already that drastically limits the creativity of the GM to create plots because they have to be about social justice. It also drastically limits the types of characters that the players can create because the PCs have to have the desire to fight the wrongs in society, but not be afraid to rebel against the current institutions that are in place. Party conflict and drama is going to be pretty hard to drum up in a group of incredibly similar characters. Maybe they can’t agree on whether to fight racism or sexism today?
over an existing, proven system? If you want something other than a pass/fail mechanic, check out the ORE system. For that you roll for the speed and quality of your action, and it is very applicable to situations like archeological digs, performing music, or very intense combat. Why reinvent the wheel? And how many times are your players going to want to play with that same wheel if you put it on a track with limited customization?
My big question? If you are trying to break the traditional RPG mold, why would you choose the most stereotypical setting possible as a foundation? Mr. Hill claims to be improving on the traditional Tolkien fantasy model (sorry… I can’t just let that slide) but it sounds like he wants players to behave just like Sam and Frodo. They are normal folk, facing the evils of this world to protect their village’s freedom. Or just like Gandalf, who despite being a virtual demi-god, puts the future of Arda in the hands of a minority group (hobbits). Maybe Mr. Hill has forgotten these small plot points, or how Gimli and Legolas broke down the barriers of hatred between their two races and became lifelong friends? Or Eowyn, a noblewoman who successfully kills the Lord of the Nazgul!?!?! I told you not to get me started…