Mario Party Drinking Game
Every stolen star is a drinking offense.
Finish your drink before the finish line - never drink and drive (a kart).
Also known as: Drunk Mario Kart · Beerio Kart
Beerio Kart is the crown jewel of video game drinking games, and the rule that made it famous is beautifully simple: finish your entire drink before you cross the finish line, but you may never, ever drink while your kart is moving. That single restriction turns every Grand Prix into a strategy problem. Do you chug at the starting line? Pit-stop on a straightaway? Gamble on a last-second lap-three sprint? Choose wrong and you're eating dust.
This page collects the classic Beerio Kart core rule plus a full menu of item-based drink triggers, so your race night works whether you're two roommates on a couch or eight people passing controllers. Everything here is sip-scaled and self-balancing - The racers in the back get mercy, the racer in first gets a target on their back, and blue shells finally feel like justice instead of cruelty.
Every racer gets the same drink in the same size - A single standard beer or cider is the classic loadout, and spirits are banned outright. Then agree on engine class: 100cc is a friendly cruise, 150cc is tournament standard, and 200cc is for people who enjoy suffering. Identical drinks and identical settings keep the whole night arguable but fair.
The Beerio Kart constitution has a single article: your kart must be at a complete stop before the drink touches your lips. Pull over, stop fully, sip or chug, then race on. Anyone caught drinking while rolling takes a ten-second penalty stop - Or, in stricter houses, restarts the race in last. No exceptions, not even on Rainbow Road.
Three schools exist. Sprinters slam the whole drink at the starting line and race with free hands. Pit-Stoppers split it into two or three planned stops on safe straightaways. Gamblers drive clean and pray they can empty the cup on the final stretch. Every strategy loses sometimes - That tension is the entire game, so commit and own the consequences.
You must cross the finish line with an empty cup, and both halves matter. Finishing first with drink remaining is a disqualification; finishing your drink but rolling home last is merely sad. Your real placement is your on-screen finish, valid only if the cup is dry. Hold your empty upside down over your head as you cross - Tradition demands it.
Once the core rule feels natural, add item-based drinks from the rules list below: blue shells, lightning, bananas, Bullet Bills. Keep it to four to six triggers so nobody needs a spreadsheet, and remember every trigger drink still obeys the sacred law - You owe the sip at your next full stop, not mid-drift. Item drinks are debts, not interruptions.
Score it like the game does: points per race across the four-race cup, disqualified racers scoring zero. Between races, everyone refills to the same level, swaps trash talk, and rotates controllers if you have more players than ports. The cup champion picks the next tracks; the last-place finisher picks the music and gets first pick of snacks. Balance, always.
Split into two-player teams sharing one kart per race: one teammate drives the first two laps, then you pause, swap the controller, and the partner drives home. Each teammate has their own drink, and both cups must be empty at the line. It halves the chugging load per person, doubles the shouting, and makes the handoff pause the most dramatic moment in racing.
Run only the shortest, most chaotic circuit in the game on repeat - Seven tiny laps of pure item warfare. Because races end in under three minutes, drop the finish-your-drink rule entirely and play triggers only, sips capped at one per hit. It's the light-beer session of Beerio Kart: fast, loud, low-volume drinking, and perfect for warming up a party.
Switch to balloon battle and tie drinks to balloons instead of laps: lose a balloon, take a sip at your next full stop; pop someone's last balloon and hand out two. The no-drinking-while-moving law still applies, which turns every arena corner into a risky pit stop. Great for groups who prefer combat to racing, and it plays beautifully in short rounds.
Everything flips: tracks run mirrored, and so does the drinking. First place inherits the penalties - Sip when you throw a shell, sip when you overtake - While the back half of the grid rides free. It's the fairest handicap system ever bolted onto a kart racer, because your fastest friend finally races with the same anxiety everyone else feels on Rainbow Road.
Beerio Kart's origins are pure folklore - Most accounts point to American and Canadian dorm rooms in the late 1990s and early 2000s, when the N64 and GameCube made four-player couch racing a campus staple. Nobody can credibly claim the invention, but the finish-your-drink-before-the-race-ends rule spread by word of mouth and internet forums until it became the default way to race tipsy.
BestDrinkingGame.net is a drinking-games site made for adults. Please confirm you are of legal drinking age before you come in.
By entering you agree to our terms and to drink responsibly. Know the legal drinking age where you live (21+ in the US).
You need to be of legal drinking age to use this site. Thanks for stopping by, and stay safe.
Every game here can also be played alcohol-free once you're old enough. See you soon.