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Drinking Game / Darkest Dungeon

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General:

  • Take a sip every time the Narrator uses the words "dark", "singular", "terrible", "horror," or "baubles."
  • Drink whenever both the Caretaker and the Town Crier take up two slots in the same stress relief areas.
  • Drink whenever a hero goes missing in the Hamlet for the week. Also drink if you return to the Hamlet only to realize a hero you've sent for stress relief is still unavailable.
  • Take a shot every time you send a hero to the Bar. This also applies if the hero stays in the Bar for another week.
    • Take another shot if someone comes back with "Tippler", or has the "double vision" or "moving sluggishly" debuffs.
  • Take a sip if you failed to disarm a trap.
    • Take a drink if you forgot to disarm a trap.
  • Take a drink every time a hero's quirk causes them to immediately activate a curio.
    • Take another drink if the effects of the curio are negative.
    • Take another drink if you have an Antiquarian in your team and you miss out on their Antiques this way.
    • Take an extra shot if a Kleptomaniac/Egomaniac hero stole the loot from the curio.
    • An extra sip if you had a supply item that you could have used on the curio.
    • Take a shot if it was a Shambler Altar that you planned on using.
  • Take a shot every time a hero gains a negative quirk or disease from a curio.
    • Raise a toast if the hero gains a positive quirk or loses a negative one. You can do the same if a positive quirk becomes locked this way or it they lose a locked negative quirk.
    • Drink in frustration if the hero gained a situational positive quirk that displaced one of their more useful ones.
  • Take a drink if you encounter an obstacle and you have no Shovels to clear it out.
  • Take a shot if you received a Hunger check and didn't have enough food.
    • Chase it down in frustration if it was because you didn't account for the "+% Food Consumed" stat.
  • Drink in celebration if you find a Very Rare (or better) Trinket from by random chance (Loot from battle, curios, Trinket Scrounge).
    • Down a glass of wine if you find the Tempting Goblet.
  • Take a sip if you discover a secret room.
    • Drink in frustration if you have no keys for the Ancient Artifact.
    • Take another sip if you earn a Head Trinket from it.
    • Have a beer when you realize one of the patches nerfed it into a normal chest.
  • Take a sip if a party member gets moved to a position where they can't use any of their skills.
    • Take a shot if your party gets shuffled and at least two of your heroes gets shuffled into positions where they can't use their skills.
  • Take a drink if an enemy lands a critical hit on at least two heroes.
  • Take a drink when every hero receives a DoT, debuff, or Horror from the same attack.
  • Take a shot if at least two heroes get stunned by the same attack.
  • Take a shot when a hero gains an Affliction (once per dungeon).
    • Raise a toast instead if the hero gains a Virtue.
      • Take a chaser when the Virtuous hero gets wiped anyways.
  • Take a drink if a hero passes their turn.
    • Take a shot instead if you had to choose to pass manually.
  • Take a sip whenever you use Laudanum to remove Horror.
  • Drink in celebration if a hero moves on their own before their turn and it works in your favor.
  • When you relieve Stress with a Camp skill, take a drink to relieve some of your own.
    • If you do so with the Hellion's Revel skill, take a shot to join the fun.
    • Take another drink if you get nighttime ambushed (Shieldbreaker nightmare doesn't count).
  • Take a drink if a hero catches a disease from an enemy.
    • Take a shot instead if this is their third disease.
  • Take a shot if in a stroke of bad luck or foolishness an enemy receives reinforcements.
  • Take a sip every time a hero on Death's Door survives a direct attack somehow. Raise your glass and drink a toast if they make it through the battle.
  • Take a drink whenever a hero reaches 200 Stress and receives a Heart Attack.
  • Take a drink when a hero receives a Deathblow.
    • Take another drink if a hero on Death's Door dies from Blight or Bleed because their turn went before your healer's.
    • Take a shot instead if the hero gets killed on the first Deathblow check. This includes dying from a Blight or Bleed tick.
    • And take another shot when they died simply because they went insane and refused EVERY ATTEMPT TO HEAL THEM.
    • Also take another shot if they died right after a failed retreat.
    • Take another shot if they died from a Heart Attack while at 0 HP.
    • Chug your drink if they died from a trap.
    • Drink the whole bottle if they died from a Hunger check.
  • Chug if a quest ends in a Party Wipe.
  • Take a drink if a hero only gets negative quirks and/or diseases from leveling up. Take a shot instead if they got both.
  • Take a drink if a really bad negative quirk (generally bad like Kleptomania, Fading, etc. or anti-synergistic like Risktaker on Jester) gets locked.
  • Take a shot if a hero gains a combination of quirks that prevents them from using any stress relief areas.
  • Take a shot if the Houndmaster's Cry Havoc heals stress of everyone in the party EXCEPT the one with the highest stress.
  • Take a shot if a hero who's recently leveled up dies in their very next dungeon run.
  • If a hero died in a dungeon, take a drink in memoriam for each party member that survived.
    • Pour one out if Reynauld or Dismas died.
  • Drink in celebration if you get the From Beyond Town Event.
    • Don't if your only choices of heroes to revive are Level 0-1 chumps.
  • When you're in the Ruins, take a sip every time a hero gains stress from the Bone Courtier's Tempting Goblet.
    • Take another sip when the Bone Courtier dodges an attack or resists a stun.
  • When you're in the Warrens, take a shot if a Swinetaur was able to use Pig Spear or Boar Rush two turns in a row.
  • When you're in the Weald, take a shot if a Giant lands a critical Treebranch Smackdown on a hero.
  • When you're in the Cove, take a sip if a Thrall explodes on your party.
    • Take a drink if it was being guarded when it exploded.
  • Take a shot if you encounter The Collector or The Shambler. You'll need it.
    • If you have DLC enabled, add The Fanatic and The Thing from the Stars to that list.
    • Take a shot if a Shambler randomly spawned in pitch-black light or if you didn't know what the Shambler's Altar is and you randomly tested items until you got a "result."
    • Take a celebratory drink if you win the battle. You'll need it, too.
  • If the Brigand Pounder misfires, take a moment to collect yourself, then drink.
  • Take a sip if a hero dodges or resists getting charmed by the Siren.
  • Take a shot if Wilbur stuns your healer before they could've healed a hero who gets killed by the Swine King.
    • Take two shots if Wilbur directly kills a hero.
  • Have a celebratory drink if no one becomes Afflicted at the end of a Shrieker fight.
    • Take a shot if a hero receives a negative Shrieker quirk.
  • Take a shot if the Hag or Fanatic kill a hero immediately after they're released from the pot or pyre.
  • Drink if you obtain an achievement from Yet Another Stupid Death, unless you were actively seeking them.
  • If a hero gains the Resolution quirk, don't drink for the rest of the dungeon.
    • If they received it after clearing a dungeon or in the Hamlet, don't drink until you go into a new dungeon.
  • Take a sip every time a quest gets screwed over by the Random Number God in some other fashion (it doesn't have to be listed on this page). Caution: This might still kill you.
  • If you're on Stygian or Bloodmoon difficulty, finish your drink if you lose due to the time or death limit.

If the player has the Dipsomania quirk:

  • Take a drink every time someone lands a critical hit. If you like living dangerously, apply this rule for critical heals too. If you value your liver, don't use anything strong.
  • Take a drink every time someone misses or dodges an attack. Again, don't use anything strong unless you want to put your liver on Death's Door.

DLC:

  • Take a shot every time a hero gets infected with the Crimson Curse.
  • Take a sip along with an infected hero in your active party when they chug a vial of the Blood. (If it counted the inactive ones too you would likely die.)
  • Take a shot in substitute for each missing blood vial in the inventory for your team of "wasting" Crimson Cursed adventurers. Don't drink if that hero is holding the Rat Carcass.
  • Take a sip every time a hero infected with the Crimson Curse does something to mess with your strategy.
    • Take a shot if they bring a friendly hero into Death's Door.
  • Take a shot if a hero interacts with a Wine Crate when you really needed it for Firewood.
  • Drink if your Flagellant used Exsanguinate and misses.
  • Raise a toast if your Flagellant miraculously saves the day during the Vvulf invasion. He seems surprisingly well-suited for the event.
  • Raise a toast if your Flagellant demonstrates to be a One-Man Army, especially while he's Rapturous.
  • Drink in celebration if you find a Crimson Court set trinket from an unexpected source. (i.e. not from bosses or quest completion)
  • Drink in celebration if you find and rescue a hero from the Courtyard.
  • Take a sip every time a you bring a Bloodsucker enemy down to low health but it heals back to full before you can finish it off.
  • Take a shot in frustration whenever a Gatekeeper retreats before you could kill it for an invitation.
  • Take a shot every time you are forced to abandon a team member while escaping a full wipe from the Fanatic.
  • Take a drink if the Shieldbreaker had at least 40 Stress when the nightmares happen.
  • Take a sip every time a snake inflicts Damage Over Time on the Shieldbreaker.
  • Take a drink if a snake lands a critical hit and stresses out the Shieldbreaker.
  • Take a sip whenever you get shuffled by a Plow Horse.
  • Take a drink when the Sleeper's Herald's Reality Bend debuff or a trinket makes you target an unintended enemy.
  • Take a shot every time you can't destroy a Crystalline Aberration or one of the Fracture's crystal formations before it blows.
  • Drink to celebrate whenever a hero gains a Prismatic Quirk.

The Butcher's Circus:

  • Take a sip if your match is rendered null from a desync. Take another if the desync happens while you had the upper hand.
  • Take a sip if your opponent surrenders while still having 4 heroes alive.
  • Take a sip if one of your heroes dies in the first round of actions.
    • Sip again if this loss throws your strategy into disarray and you can't recover.
    • Finish your drink if you surrender or lose without even killing an enemy hero.
  • Take a sip if you notice your opponent is running a Stress team, because This Is Gonna Suck.
  • Sip in frustration if the opponent went first and stunned a vital team member.
  • Sip in frustration if your hero recovers from a stun only to get stunned again despite their buffed resistance.
  • Sip in frustration if an enemy hero remains on Death's Door against an attack with raised Deathblow chance.
  • About hero skills, sip if:
    • You use the Jester's Finale but it doesn't do enough damage to kill.
    • An enemy Man-At-Arms uses Bellow for at least three turns in a row.
    • An enemy Houndmaster uses nothing but Hound's Harry.
    • An enemy Grave Robber uses nothing but Panic Darts.
  • Sip if you lose two or more heroes to a heart attack chain reaction.
  • Take a sip if your last remaining hero is against three or more enemies, and takes out at least two of them before going down.
    • Raise a toast if you turn the tables and win despite the odds.

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