FIFA Drinking Game
Concede, drink; miss a sitter, drink twice.
Lose a stock, take a sip - lose the set, face the bracket's judgment.
Also known as: Super Smashed Bros
Smash night already has everything a drinking game needs: instant rematches, constant knockouts, and a spectator couch that's louder than the players. The drinking layer is elegantly simple - Your stocks are your drink meter. Lose a stock, take a sip. Get launched into the blast zone at ludicrous percent, sip while the replay gets savored. Every KO is a tiny, public, screen-shaking event, which means the drinking rhythm writes itself and nobody ever forgets whose turn it is to drink.
This rule set scales from a two-player grudge match to a full eight-person bracket with a rotating couch of hecklers. Stock-based triggers keep the sipping proportional - Better players drink less, which sounds unfair until you add the bounty rules that paint a target on whoever keeps winning. Set items to taste, ban nobody's main, and let the blast zones handle the bartending.
Agree on stocks, items and stages before the first match, because every setting changes the drinking math: three stocks with items on is the party standard, producing enough KOs to keep sips flowing without drowning anyone. Tournament-style no-items rules slow the drinking way down - Fine, just know what you're choosing. Announce it once, then never argue mid-match.
The core loop: every stock you lose is one sip, taken during the respawn animation while you're invincible and briefly unemployed. Lose your last stock and you finish the sip standing up, as a sign of respect. Three-stock matches cap your worst case at three sips per game, which is exactly the gentle baseline a long Smash night needs.
Layer KO-quality triggers on top: a spike or meteor smash sends the victim an extra sip, a shield-break means the frozen player drinks while awaiting their doom, and anyone KO'd below fifty percent sips twice for the disrespect. These rules make the couch erupt, and they're self-limiting - Genuinely flashy KOs are rare enough to stay special.
Walk off the stage, misjudge a recovery, or up-B into the void with no one near you, and that's a self-destruct: two sips and a public confession of what you were attempting. The table decides borderline cases by majority vote. SD taxes are the funniest rule in the set because everyone, from button-masher to bracket demon, pays them eventually.
Whoever wins a match carries a one-sip bounty into the next: anyone who takes a stock off the reigning winner assigns a bonus sip anywhere at the table. Win three in a row and you play the next match holding a one-sip handicap you drink at the start. Bounties keep skill gaps fun instead of tyrannical - The best player becomes the boss fight.
With five or more players, run a rotating bracket: losers surrender controllers, join the couch, and inherit spectator triggers - Sip when anyone gets spiked, sip on every sudden death. Winners stay on for a maximum of three matches before mandatory rotation. Between rounds everyone refills water, stretches thumbs, and re-seeds the bracket by vibes rather than skill.
Switch to stamina mode with 150 HP and translate damage into drinking: every time your health crosses a 50-point threshold, take one sip. It converts the drinking from event-based to gradual, which suits slower, spacing-heavy matchups. KOs still end matches the normal way, and the loser toasts the winner. Best for duels where both players actually know their character.
Each player builds a squad of three characters and plays them in sequence, one stock each - Every character KO means the player sips and swaps fighters. Because nobody gets to hide behind one comfort pick, upsets happen constantly and the sipping spreads evenly. Run it as a team relay with two players alternating seats for maximum couch chaos.
Everyone picks random every match, no rerolls, and playing a character for the first time all night grants you one sip of insurance before the match starts. Landing your actual main off random means you hand out two sips for your luck. Roulette flattens skill gaps better than any handicap setting and produces the night's most honest comedy.
The best player in the room becomes the Boss and fights one-versus-two or one-versus-three every match. Each stock the challengers strip from the Boss lets them hand out two sips; if the Boss wins anyway, the whole table sips and the Boss picks the next stage. It's the definitive fix for the friend who's mysteriously memorized frame data.
Smash drinking rules grew up alongside the game itself, in the dorm rooms and LAN gatherings that made the series a party institution from 1999 onward. No inventor is credibly documented - The stock-equals-sip convention appears to have arisen independently in countless living rooms, then standardized through forums and college word of mouth. The tournament-bracket drinking format came later, borrowed from the competitive scene the game spawned.
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