
a. Drinking is tied
to each character in the classic Christmas Special
i.
Each character gets, say, 12 “Drinkable Moments” per game
1. Drinks defined
and tracked on each character’s Scorecard (See section ‘e’ below.)
a. Requires close
parsing of the script to define each “Drinkable Moment” for each character
ii.
Drinks declared as Single, Double, Triple or Quadruple sips (or
gulps) at the start of the game
1. i.e. “Let’s make
this a Double Gulp Game”
2. Die-based
declaration
a. Each game’s
sip/gulp rule may be established by rolling a special red-and-white 4-sided
die, 1 (one) for Single, 2, (two) for Double, and etc.
iii.
Exception: Everyone drinks every time Rudolph’s nose glows.
1. Obviously.
b. Potential Sub-characters
(examples)
i.
Depressed Rudolph
1. Drinks only when
Rudolph gets teased, or has something bad happen to him, or is the object of
bad parenting
ii.
Victorious Rudolph
1. Drinks only when
something good happens to Rudolph, * and * whenever something bad happens to
anyone else
a. Does not include
Misfit Collective (See section c-iv below.)
iii.
Elves (Collective)
1. This player drinks
steadily throughout the game, according to his Elf Count
2. Elf Count is
physically indicated by a stroke on the Scorecard (see section ‘e’ below) for
every elf (not named Hermey) that appears on screen
a. i.e. if he counts
and scores 30 elves in Santa’s workshop, that’s how many drinks he should take,
paced accordingly to the length of the show
3. The Elves player
also has the option to substitute single drinks plus 4 (four) die-based Drink Specials
(per section ‘c’ below) in lieu of adhering to the Universal Double / Triple /
Quadruple sip/gulp rule established at the beginning of the game
iv.
Misfits (Collective)
1. This player drinks
every time any character names something wrong with themselves or someone else
c. Drink Specials, Special
Drink Specials, Passes, Socials
i.
Drink Specials
1. Die-based
a. Where indicated
with an asterisk (or glowing-nose symbol), roll a red-and-white 4-sided die for
“Drink Specials”, and multiply your drinks for that round accordingly
i.
i.e. Playing a Single Gulp game, Jim encounters a
drinkable moment marked with a glowing nose. He rolls 1d4, generating a 3, and
takes three gulps.
ii.
Special Drink Specials
1. Defined per each
character’s scorecard; examples:
a. The Yukon Cornelius
Special Drink Special
i.
Bonus shot or shotgun whenever Cornelius licks his pick.
1. Players should
not play Cornelius unless they are willing to wholeheartedly embrace the extra
effort required to faithfully execute his Special Drink Specials
b. The Abominable
Snowmonster Special Drink Special
i.
Double-shot or full drink required when Abominable loses a
tooth – to “kill the pain”
iii.
Passes
1. Each player has
the option to “Pass” a 3 drinks per game to another player.
a. “Passed” drinks
are marked as “P” on the scorecard
b. A player with
more than 3 “Passed” drinks on their scorecard is obliged to take a Drink
Special (1d4) for every “P” above the 3 “P” limit at the end of the game
c. “Passes” may be
marked by other players should the passing player be absent during a designated
Drinkable Moment
iv.
Socials
1. Certain scenes
shall be designated as ‘Social’ on the Scorecard
2. All players
drink for designated ‘Social’ scenes
d. Scorecards
i.
Like Yahtzee scorecards
1. 12 drinks listed
in columns on each card
2. Each column
constitutes a single game
3. Drinks checked
off down the column as show progresses
4. Each card has
multiple columns; (allows for multiple
games to be scored on each card)
5. Each column has
space to track Nose-glow Drinks, Drink Specials, Special Drink Specials,
Socials, and etc.
6. Card may have
enough room to allow for notes / annotations for each drink
7. Blank rows
provided for Elves and Misfits
e. Memorization
i.
After a few games, players may become familiar with their
character’s standard Drinkable Moments and specific Drink Specials. In such
cases, the group may rule to allow that player to play without a scorecard
ii.
Memorization Player shall count every Drinkable Moment and
Drink Special out loud for the group.
iii.
If, at the end of the game, the Memorization Player has only
counted, say, 10 out of 12 drinks, or 3 of 4 Drink Specials, that player shall
take a 1d4 Drink Special.
f.
Playtesting
i.
The Knuckledogs should get together via videocall on a
designated date in early December to collectively watch the show, define the
Drinkable moments, playtest and further develop the rules of the Rudolph the
Red-nosed Reindeer Drinking Game
