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Drinking Game / Tower Defense Simulator

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When venturing in, start with the lobby rules and change to the next set of rules depending on your gamemode.

If you have the job of chaining Call To Arms with the Commander, switch to water instead of alcohol. This applies to all rules.

Lobby Rules (If a VIP Server, double the amount of drinks and keep the hospital on speed dial):

  • Whenever you find a map you want to go to but it then changes before you get to it, take a sip.
    • Finish your drink if it was the Badlands and you wanted to try and get the Cowboy.
      • Take another and lament about your failures if it was a Badlands MEGA Server.
  • Take a drink if a Youtuber, admin, or someone famous appears in your server.
    • Take two if they join up with you. Commence either hilarity or seriousness.
  • Whenever someone starts spamming in the chat to party up, take a drink. Prepare to call the hospital if you value your life.
    • Take two if it's just MEGA in all caps repeated.
    • Prior to the fixing of spawn rates, take three if it happens to be "MEGA FALLEN BADLANDS". It's your funeral if you decide to do this.
  • Take a drink if you try and join and the people already in the elevator say they're soloing or duoing.
  • Take a drink if someone joins your elevator but leaves right before the elevator teleports your team to the map.
  • Take a celebratory drink if you and your squad manage to get into an elevator and easily teleport to the map.

Survival Rules:

  • Whenever the base takes damage, take a sip.
  • Whenever the Commander gives a tip that is generally bad, take a sip.
  • If a teammate leaves, take a drink. At least their towers are still there.
  • Take a drink if someone spams Snipers, Paintballers, Freezers, Frost Blasters, Rocketeers, or any other tower you deem bad.
    • Take another if they refuse to sell it.
    • Take another if it's a non-Golden Pyromancer and it isn't a multilane map.
  • Take a sip if at least one teammate goes and farms and the rest of you are stuck with the early game defense.
    • Finish your drink if everyone else is farming and you're stuck with the entirety of the early game defense.
  • Take a sip whenever someone places down an event tower (Gladiator, Commando, Frost Blaster, Archer, Slasher, Swarmer, Toxic Gunner, Sledger, or Executioner).
  • Whenever someone else uses Call To Arms, take a sip for the duration of the ability.
    • If you're the one using it, take another glass of water. Prepare to use the restroom.
  • If you're in charge of stacking Rangers, take a sip if you incorrectly stack. Weep.
  • Take a drink every time an enemy or boss stuns at least one of the towers.
    • Take two if they had an ability.
      • Take a third if it was a Commander.
  • Take a drink every time a Mystery or Mystery Boss spawns another boss. This is RNG-dependent, so good luck trying to not damage your liver.
  • If someone places down an Accelerator, take a celebratory drink. The match is slowly getting easier.
  • Take a drink if you win.
    • Take two drinks if you lose and reevaluate your life choices.
      • If you were the only one really doing any work and at least one of your teammates blames you for it, stop drinking and find a new party.

MEGA Server Rules:

Survival rules apply, but add a sip to every drink and add two sips to every sip.
  • Take a drink and lament if there are four players or less in the server including you.

Hardcore Rules:

Survival rules apply, but add an extra drink to every drink or sip.
  • If you manage to go onto Wrecked Battlefield, take a celebratory drink.

Solar Eclipse Rules (Kept for historic purposes):

  • These rules will differ by night.
  • General:
    • For every five minutes someone tries to find a party, take a drink while waiting for your group to arrive.
    • If people are farming, take a drink and explain to them why they shouldn't.
    • If following a strategy and someone deviates from it, take a drink.
  • Night 1 (Optimal Towers: Scout and Commander):
    • Take a drink if someone does not understand why Scouts are good for this night.
    • Take a sip whenever Jaxe compliments himself.
    • Take a drink whenever Jaxe stuns a tower. Which will happen a lot.
    • Take a long drink if you lose, and lament about your failure to beat the easiest map in the event.
    • Take a sip if you win, and go and attempt to beat Night 2.
  • Night 2 (Optimal Towers: Ace Pilot, Pursuit, Scout, Hunter, Commander, DJ):
    • Take a sip whenever a Ghost or Wraith manage to somehow get past the defenses. You're screwed.
    • Take a drink whenever the Werewolf howls and charges. Better get a Toxic Gunner or Electroshocker.
    • Whenever the Swamp Monster stuns a tower, take a sip.
    • Take a drink if you lose, and go and try again.
    • Take a sip if you win, and go and attempt to beat Night 3.
  • Night 3 (Optimal Towers: Hunter, Scout, Minigunner, Commander, DJ, Turret, Ranger, Accelerator, Ace Pilot):
    • Take a drink if you underestimate the strength of the first enemies.
    • Take a sip whenever it's hinted that Penumbras has a thing for the Umbra.
    • Take a sip whenever you underestimate the range of the Hunter.
    • Take a drink when you lose to a Bat that slipped past the defenses.
    • Take a drink if you lose.
      • Take another if it was during the final wave.
    • Take a break from drinking if you win, and prepare to attempt to beat Night 4.
  • Night 4 (Optimal Towers: Accelerator, Mortar, Toxic Gunner, Ace Pilot, Pursuit, Turret, Commander, Minigunner, DJ, Medic):
    • Take a sip whenever the Umbra speaks.
    • Take a drink if you leak any enemies. Have someone place down a Medic.
    • Take a drink if someone tries to climb up to where the Umbra is walking and laugh about it.
    • During Wave 16, cease all drinking of alcohol and switch to water. This will require as much concentration as you can handle.
      • Take a sip whenever the Umbra stuns at least one tower. This will happen multiple times.
      • Take a drink whenever the Umbra damages the base.
      • If you are collecting orbs, take a sip whenever you collect one. Finish the glass of water if the cannon was fully charged before and lament.
      • If you are operating the cannon, take a celebratory sip whenever you manage to stun the Umbra at the right time.
      • If you are chaining Call to Arms, do not drink at all and concentrate on keeping the COA chain going.
    • If you lose, switch back to alcohol, take two drinks, and lament. Then prepare to go back in.
      • If you lost because of the Umbra's arrow damaging the base, take another drink and lament.
    • If you win, switch back to alcohol and take a celebratory drink. Ask your team if they want to go in again and grind shards.

Duck Hunt 2022 Rules (Optimal Towers: Sniper, Minigunner, DJ, Commander, Pursuit, Executioner, Medic, Soldier) (Kept for historical purposes):

  • Take a sip whenever someone doesn't understand why Snipers are good for this event.
  • Every time someone buys a plot, take a sip. Take a drink if all plots are bought.
    • If it's a cliff spot, take another sip.
  • Take a sip every time a duck damages the base that is not Ducky D00M.
  • Take a sip in the later waves every time a tower is stunned, whether it be by beam, shockwave, explosion, or gun. This will happen numerous times.
  • Whenever your team argues over whether or not they should buy the last plot and trigger Wave 🦆, take a drink.
  • When Wave 🦆 starts, take a drink and start spamming more troops.
    • Take a sip every time Ducky D00M damages the base. This will happen multiple times.
    • When Ducky D00M enters Rage Mode, take a drink.
    • Every time towers are stunned by Ducky D00M, take a sip. This will happen multiple times.
      • Take two sips if it is by minigun, explosion, or shotgun.
  • Take a drink if you lose, and lament.
    • Add a sip if it's by ducks slipping past your defenses on Wave 🦆.
      • Add another drink if it's by Ducky D00M damaging your base on Wave 🦆.
  • If you win, take a celebratory drink. Ask your team if they want to go back in and grind Eggs.

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