Follow TV Tropes

Following

Drinking Game / PAYDAY 2

Go To

PAYDAY 2 has a lot in common with its predecessor so it's not surprising the drinking game would be pretty similar. Remember, you're heisting for millions, try not to get drunk and crash a plane into a forest:

General:

  • Take a drink each time a random player in your party shows up with a ridiculous mask. Take two drinks if it is made of couch leather.
  • Every time you gain more than 10 levels from a single heist, drink.
  • Advertisement:
  • Every time you gain a level past 75, drink.
  • Whenever one of the robbers shout "IT'S A MOTHERFUCKING/FUCKING [Insert special unit here]!" you drink.
  • Take a sip every time you go down.
    • Take two sips if you end up in police custody.
      • Take three sips if you are traded back into the game.
      • If the entire team gets wiped, everyone must finish their drinks.
  • Take a sip for every two or more cops you kill with an explosive.
  • Take two sips every time a Cloaker instantly downs you.
  • Every time a female civilian shrieks, take a sip.
  • Take a sip every time something breaks and has to be reset.
    • Two sips if a drill is left jammed long enough that a character comments on needing to fix it.
  • Advertisement:
  • Take a sip every time a smoke bomb/flashbang disorients you.
  • Take a drink each time you get Tased and shoot a cable-tied civilian by mistake.
  • Take a sip every time you get blown up by a frag grenade or by someone using the grenade launcher. Take a drink whenever you go down by someone using a rocket launcher. Finish the drink if you down yourself because you got Tased with the rocket launcher out.
  • In heists with the Longfellow or other vehicles, drink continuously whenever the vehicle breaks down and you have to fix it.
  • Take a sip for every cop you send flying by driving into them.
  • Take a celebratory drink every time you finish a heist and secure all the optional loot.
  • If you are running Stoic, take a drink alongside your character for every use of the Hip Flask.
    • For that matter, if you're running any perk deck that replaces your throwable with an active item, drink every time you use it.
  • Advertisement:
  • Take one sip for every point Joy earns.Values 

Stealth-Related:

  • Take a sip each time you answer a pager. Finish the drink if the next pager sets the alarm off anyway because you forgot how many you answered.
  • Take a sip each time you shoot out a camera. Finish the drink if a security guard sees the broken camera long after you forgot about it and calls the police.
  • Take a sip each time you use an ECM Jammer. Take an additional sip for each ECM jammer you already used.
  • Take a sip each time you shoot a civilian because you ran out of cable ties.
  • Take a drink every time you turn a corner/go up stairs and bump into a guard you couldn't see.
  • Take a sip whenever you have to kill/tie someone and someone sees you do it, forcing you to deal with them too.
    • One additional sip for each time this happens in a row.
  • Down half a bottle if your team neutralized everyone in stealth except one alerted civilian outside the invisible walls, and there is no way to reach him/her.
    • Down the other half of the bottle if said civilian alerts the cops.
  • Finish your drink if the heist goes loud but you finish it anyway.
    • Finish a second drink if you were playing on Death Sentence.
  • Drink to forget if you accidentally left your shaped charges in explosive mode and they go off.
    • Or if you accidentally used them instead of, say, a drill to open a door.

Heist-Specific:

  • In Ukrainian Job, take a sip each time Bain nags you about finding the tiara.
  • In Bank Heist, take a sip each time you shoot a civilian to stop them from hitting a panic button.
    • Finish the drink if someone uses a grenade as "crowd control"
    • Take a sip every time Bain tells you to get the thermal drill.ä, that is, unless you muted contractor voices.
  • In Shadow Raid, take a sip each time you secure a bag that isn't money or coke. Two for artifacts or gold. Finish the drink if you get all four pieces of samurai armor and escape.
  • In Framing Frame Day 1, take a sip for each painting you secure in stealth. Finish the drink if you accidentally walk through the motion sensors.
  • In Framing Frame Day 2, take a sip if you get ambushed. Take another sip if you have to override the keypad locks.
  • In Framing Frame Day 3, take a sip each time Bain compliments the apartment, if you have contractor voices enabled. Hope you finish before you black out! Finish the drink if you set the alarm off while trying to get the coke to the pre-vault room.
  • In Election Day Day 1, take a drink if you skip the computer and tag a truck right away. Finish the drink if you're wrong.
  • In Election Day Day 2, take a sip each time you successfully hack a machine. Finish the drink if you stealthily hack every machine but get caught on the way out.
  • In Big Oil Day 2, take a drink every time you deliver the wrong engine.
    • If you get the right engine on the first try, finish your drink.
  • In Firestarter Day 3, take a drink if someone tries to set up the thermal drill without shutting the power off.
  • In Cook Off, if someone blows up the meth lab, everyone must finish their drink.
    • Take a sip for every bag of meth you cook up.
  • In GO Bank, take a sip each time you answer the phone.
    • Take a drink each time the pilot misses the cage. Finish your drink if the pilot crashes.
    • Take a drink for every bag of loot that wasn't in the cage when it gets picked up.
  • In the Hotline Miami heist, take a drink every time the Commissar reminds you he's Russian.
    • On day 1, drink every time someone inputs the wrong barcode.
    • On day 2, drink every time Bain reminds you about the coke.
  • Take a sip each time the pilot slumps over in White Xmas.
    • Take a drink whenever the pilot does. This one's for you Johnny!
  • In Hoxton Breakout Day 1, take a sip each time Hoxton insults one of the heisters. Take another sip if someone's playing that heister.
    • Take a sip whenever Hoxton uses the word 'Wanker.'
    • Finish the drink if you encounter "The Swivel Dozer" when trying to get the bollards down.
    • On Day 2, take a drink every time the cops cut the power.
    • And should you be attempting Tabula Rasa, take a drink of shame if you choose to run Anarchist.
  • In The Diamond, take a sip whenever Bain starts yapping about the artifacts.
    • Finish the drink if somebody messes up the tile puzzle.
  • In the Big Bank (or any heist which is playing Ode to Greed), take a sip whenever the opera portion of the soundtrack starts.
  • For The Bomb: Forest, take a sip whenever you trip off the train cars and take damage from falling.
  • Car Shop Heist: Take a sip every time you spin out the car and take a whole drink if you somehow managed to flip the car over.
    • Also take a drink if you fail stealth on the heist.
  • Meltdown: Take a sip whenever the forklift you're driving hits a wall and is in a difficult spot to get out of.
  • Beneath the Mountain: Finish your drink, pour yourself another one, and finish that one too if you fail the heist at the last minute because the chopper broke down.
  • Birth of Sky: Raise a glass in remembrance for every teammate that jumps out without a parachute.
  • Lab Rats: Take a drink whenever someone falls off the cooking equipment and is downed.
  • Goat Simulator: On day 1, take a drink for every civ you accidentally run over with the Longfellow.
    • On Day 2, take a drink for every time you need to send another cage. God help you if you're going for the Farmer Miserable achievement.
  • Counterfeit: Have a celebratory drink if you defuse all the C4 in the basement.
  • Panic Room: Take a sip every time the saws jam.
    • Every time Bile yells at you to clear enemies from the roof, take a sip.
    • Take a sip for every bag of coke you secure. Finish the drink if you secure the giant toothbrush.
  • Prison Nightmare: Take a sip every time the wheel is spun.
    • If it lands on Dozer, Sniper, take a drink. If it lands on Flames or Smoke, finish the drink.
    • Take a drink for every bag you secure in the vent. If the vent and loot spawn are on different floors, take two sips.
  • Scarface Mansion: Take a sip for every guard on the exterior you shoot. Yes, this includes the head of security.
    • Down a drink if stealth is broken because a guard walked in on a heister using the phone.
    • On any heist which is playing Break the Rules, take a celebratory drink if the lyrical version of the song plays.
  • Safe House Raid: Take a drink every time Bain reminds you about the money bags. You'll be under the table before the first wave is over.
    • Take a sip for every bundle of money you retrieve from the Skulldozer piñata. Down the drink, and smash the glass against your forehead if the cops retrieve multiple bags of money while you do this.
  • Green Bridge: If you open the wrong transport, drink.
  • Cursed Kill Room: Take a drink whenever you fail to secure a Cloaker Safe.
    • Take a drink for every loop of the kill room.
  • Reservoir Dogs Heist: On Day 1, if someone runs into the tear gas-filled vault, drink.
    • If they still somehow manage to get some bags out of there, drink again.
  • Henry's Rock: In the weapons lab, take a drink if someone walks into the laser.
    • In the archaeology lab, take a drink for every wrong code.
  • White House: Take a shot of whiskey upon completing the heist, in memory of Bain.
Top

Example of:

/

Feedback