Smash Bros Drinking Game
Lose a stock, take a sip - lose the set, face the bracket's judgment.
Every stolen star is a drinking offense.
Also known as: Drunk Mario Party
Mario Party was already a friendship-ending machine - The drinking game just makes the betrayal official. The format is perfect for it: a board game full of dice rolls, stolen stars and rigged-feeling luck, punctuated every turn by a minigame that crowns one winner and three thirsty losers. You don't need to invent drama; the game manufactures it. Your job is simply to attach sips to the outrages that were going to happen anyway.
These rules bolt drinking penalties onto the two currencies that matter - Stars and minigames - Plus the coin swings and item shenanigans in between. A ten-turn board with four players paces out naturally to a relaxed session, because turns take time and minigames give your hands a break. Bring people who can laugh at a stolen star, or at least people you're willing to watch cry.
Choose your board and turn count first, because it defines the night: ten turns is a tidy hour-ish session, twenty is a saga that needs lighter sips. Everyone starts with the same drink, and everyone agrees on the trigger list out loud before the first dice hit. Mid-game rule inventions are how Mario Party nights end in tribunal.
Stars are the game's soul, so they carry the biggest penalties: sip when someone buys a star, drink when yours gets stolen, and salute - Everyone sips - When a hidden block coughs one up for free. Star triggers are rare but seismic, which is exactly what you want: long calm stretches, then one moment of beautiful chaos.
Every minigame ends with the losers taking one sip - That's the metronome of the whole night. In one-versus-three games, the outnumbered side drinks double if they lose but hands out three sips if they win. Duels are winner-gives-two. Keep minigame sips small; there are a lot of minigames, and the math adds up fast.
Luck triggers keep the table laughing: sip when you roll a one, sip when an event space warps you somewhere terrible, sip when the game's mid-board twist robs you in a way no one could have prevented. The point is communal outrage - Everyone drinks with you on the truly criminal stuff, because tomorrow it'll be them.
Items are premeditated crimes, so price them accordingly: buy anything that targets another player and you sip on purchase - Consider it a sin tax. When the item actually fires, the victim drinks and the whole table gets ten seconds of gloating. Defensive items are tax-free. This one rule makes every shop visit a public moral decision.
Announce last-five-turns like a weather warning and cut all sip values in half - The endgame stacks bonus stars, desperate item plays and maximum theft. When bonus stars are revealed, anyone who gains a place hands out two sips, anyone who loses one takes a sip and their dignity. Then crown the Superstar, hydrate, and choose violence again tomorrow.
Skip the board entirely and run a straight minigame playlist - Most Mario Party titles have a dedicated mode for it. Losers sip after every game, the winner banks a point, first to ten points wins the night. It's the faster, fairer version: no dice, no theft, pure mechanical skill, and it works brilliantly when you only have thirty minutes or one very salty friend.
Before the game, everyone antes into a communal pot - The bounty. Whoever holds the most stars at each five-turn checkpoint assigns five sips, split however they like. Come from behind to win the board and you get to distribute a full drink's worth of sips across the table. Bounty rules concentrate the drama into checkpoints, keeping the between-turns drinking light.
One player is designated Bowser for the whole session. Whenever the game itself does something cruel - An event space, a coin wipe, a last-minute twist - Bowser also invents a ten-second challenge for the victim: rhyme, trivia, or an impression. Fail and sip; succeed and Bowser sips. Rotate the role each game so the tyranny stays evenly distributed.
Ignore stars and drink on the coin economy instead: sip per twenty coins lost in a single turn, hand out a sip per fifty banked. Coins swing constantly, so halve all sip sizes first. This variation suits the older boards where coin chaos outshines star drama, and it keeps players who've mathematically lost the star race fully invested in the drinking game.
Drinking rules for Mario Party seem to have emerged wherever the game did - Living rooms, dorms and student flats from the late 1990s onward - With no traceable inventor. Early internet forums traded house rules for the N64 originals, usually built around minigame losses. The star-theft penalty became the signature trigger later, as the series leaned harder into luck-driven swings that practically begged for a drinking consequence.
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.