http://tvtropes.org/pmwiki/pmwiki.php/DrinkingGame/PrisonArchitect
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Drinking Game /
Prison Architect
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In the campaign:
- Take a sip whenever you get a call.
- Take two sips whenever you get a call from the CEO.
- Take three sips if something horrible happens to your prison (riot, death, escape) in the background.
- Finish your drink if it was entirely preventable but you were stuck in the calling screen.
- Take a sip if you somehow manage to kill every guard defending the prison in G.A.B.O.S.
- Take two sips if you end up trapping yourself because the prisoners killed every guard stuck behind the locked jail door.
- Take three sips if you still manage to subdue the riot.
In Escape Mode:
- Take a drink every time another inmate speaks to you about your condition.
- Take a drink whenever you surrender.
- Take a drink whenever the prison guard calls you a "god-damn monster".
- Take a sip if you choose to skip your punishment.
- Alternatively, take a sip if you're able to sleep the punishment away.
- Take a sip whenever you are taken to the infirmary.
- Take a drink if you succeed in bribing a guard.
- Down your entire bottle if you manage to reach the armory.
- Only drink half if the armory was not assigned as a Staff Only area (i.e. there's no diagonal red lines covering it).
- Take a drink every time your inmate gets stuck in place when trying to have a meal.
- Take a drink if you manage to steal the vendor’s shades.
- Take two drinks whenever you manage to start a riot.
- Get another drink, in addition to the above take, if you get warned about the incoming military.
- In terms of the ending:
- Take a sip every time you get the Dead ending.
- Take another sip if a riot guard, sniper, or military fighter is the one who kills you.
- Take a drink if you get the Solo ending.
- Add another if you get the cutscene of your inmate sneaking behind a poster in his cell.
- Take three drinks if you get the Crew ending.
- Down your entire bottle if you get the Take Over ending.