A game of potions, bluff & alchemy for 2–5 players
Drink or Die is a card game where rival alchemists brew mysterious potions and dare each other to drink them. Each turn you add ingredients to a shared cauldron — but eventually someone has to drink it. The potion's cards go into your personal collection. At the end of the game, you score points based on how many element cards you've collected and how well-balanced your opposing elements are.
The core tension: you want high-value element cards, but collecting too many of one element without its opposite costs you 3 points per imbalance. Nature cards are a double-edged sword — each one reduces your imbalance by 1, but also reduces your raw score by 1.
The game uses a deck of 90 cards across 5 elements:
Elements form two opposing pairs plus one neutral:
Each element has 18 cards with values 1, 2, or 3:
| Element | ×1 | ×2 | ×3 | Total cards | Total value |
|---|---|---|---|---|---|
| 🔥 Fire | 6 | 6 | 6 | 18 | 36 |
| 🧊 Ice | 6 | 6 | 6 | 18 | 36 |
| ✨ Light | 6 | 6 | 6 | 18 | 36 |
| 💀 Shadow | 6 | 6 | 6 | 18 | 36 |
| 🌿 Nature | 6 | 6 | 6 | 18 | 36 |
| Total | 30 | 30 | 30 | 90 | 180 |
Use approximately 20 cards per player, drawn randomly from the shuffled deck:
The game is played over multiple rounds. A round ends when every player has drunk exactly once. Then hands are refilled to 6 cards from the draw pile and a new round begins.
At the start of each potion, the designated creator places 2 cards from their hand into the center: 1 face-down (hidden) and 1 face-up (visible to all). This is the new cauldron.
Alice places 🔥 3 face-up and one card face-down (🂠). Everyone can see the Fire 3 but not the hidden card — it could be anything.
Starting from the player after the creator and going clockwise, every player with cards must do one of the following:
Critical rule: Players who have already drunk this round must still add cards on their turn. They cannot drink again, but they continue to influence the potion for the remaining players.
Bob already drank earlier. The cauldron has 3 cards. On his turn, Bob adds 💀 3 face-down (🂠). Carol, who hasn't drunk yet, now faces a dangerous unknown card — she must decide whether to drink or add and hope someone else gets stuck with it.
If the cauldron reaches 6 cards, the next player who hasn't drunk yet is forced to drink immediately. This is a powerful weapon — you can deliberately push the cauldron to 6 to force an opponent to drink a poisoned potion.
The cauldron has 5 cards. Bob (who already drank) adds a 6th card. Carol is the next player who hasn't drunk — she is forced to take all 6 cards, good or bad!
The player who drank creates the next potion by placing 2 cards (1 face-down + 1 face-up). If they have fewer than 2 cards, the next player with enough cards creates it instead. Play continues until all players have drunk once.
When all players have drunk, the round ends. Each player refills to 6 cards from the draw pile. The starting player for the next round rotates clockwise.
When the draw pile runs out during the refill phase, the Final Round begins. Gather any cards that were removed during setup and shuffle them. Deal from this pool so that each player has exactly 4 cards in hand.
The Final Round plays exactly like a normal round with two key differences:
Once every player has drunk in the Final Round, the game ends and players calculate their final scores.
At the end of round 7, the draw pile has only 9 cards left but 4 players need 24 cards to refill to 6. The draw pile is exhausted mid-refill — this triggers the Final Round. The 10 cards removed at setup are shuffled and used to top up everyone to 4 cards each. Alice starts by placing a single 🔥 2 face-down into the cauldron. Play proceeds normally from there.
This is the heart of Drink or Die. Understanding how elements interact is essential to winning.
Fire and Ice are opposites. Light and Shadow are opposites. When you collect cards from both sides of a pair, their values work toward balance. What matters is not how much you have of each element, but how far apart the opposing totals are.
You have 🔥 3 🔥 2 and 🧊 3 🧊 2
Fire total = 5 Ice total = 5 → |5 − 5| = 0 imbalance ✓
Perfectly balanced! These 4 cards contribute 10 raw points and 0 penalty.
You have 🔥 3 🔥 3 🔥 2 and 🧊 1
Fire total = 8 Ice total = 1 → |8 − 1| = 7 imbalance!
This pair alone would cost 7 × 3 = 21 penalty points. The raw value is only 9. Devastating.
Your Delta is the sum of both pairs' imbalances:
Delta = |Fire − Ice| + |Light − Shadow|
Each point of Delta costs you 3 points. So even a small imbalance adds up quickly.
Fire = 6, Ice = 3, Light = 5, Shadow = 1
Delta = |6−3| + |5−1| = 3 + 4 = 7
Penalty = 7 × 3 = −21 points
🌿 Nature is the only tool to reduce your Delta. Each point of Nature reduces your Delta by 1. However, Nature also subtracts from your raw score — each point of Nature costs 1 raw point.
The trade-off is clear: 1 Nature point costs 1 but saves 3 (by reducing Delta by 1, which saves 3 penalty points). This makes Nature extremely valuable when you're unbalanced — but worthless (and harmful!) when you're already balanced.
Final Delta = |Delta − Nature|
Warning: Nature uses absolute value! If your Delta is 2 and you have 5 Nature, your Final Delta is |2 − 5| = 3, not 0. Excess Nature creates new imbalance. You need exactly the right amount.
Delta = 5, Nature = 🌿 3 🌿 2 = 5
Final Delta = |5 − 5| = 0 → Penalty = 0 × 3 = 0
Nature perfectly zeroes out the Delta. You pay 5 raw points instead of 15 penalty points — a net gain of 10!
Delta = 2, Nature = 🌿 3 🌿 2 🌿 1 = 6
Final Delta = |2 − 6| = 4 → Penalty = 4 × 3 = −12
The 6 Nature points cost 6 raw AND create a new imbalance of 4, costing 12 more! Total cost: 18 points for having too much Nature.
The ideal amount of Nature is exactly equal to your Delta. Less than that, and you're still paying 3 per point of remaining imbalance. More than that, and the excess Nature creates its own imbalance at the same ×3 rate — plus you're already losing the raw points.
At the end of the game, each player calculates their score in 3 steps:
Step 1: Raw = 🔥 + 🧊 + ✨ + 💀 − 🌿
Step 2: Delta = |🔥−🧊| + |✨−💀| → Final Δ = |Delta − 🌿|
Step 3: Score = Raw − (Final Δ × 3)
🔥 3 🔥 2 🧊 3 🧊 2 ✨ 3 ✨ 1 💀 2 💀 2
Fire=5, Ice=5, Light=4, Shadow=4, Nature=0
Raw = 5+5+4+4 − 0 = 18
Delta = |5−5| + |4−4| = 0 + 0 = 0
Final Δ = |0 − 0| = 0 → Penalty = 0
Score = 18 − 0 = 18 points ✨
Perfectly balanced! Every point of raw score is kept.
🔥 3 🔥 3 🔥 2 🧊 1 ✨ 3 💀 1 🌿 3
Fire=8, Ice=1, Light=3, Shadow=1, Nature=3
Raw = 8+1+3+1 − 3 = 10
Delta = |8−1| + |3−1| = 7 + 2 = 9
Final Δ = |9 − 3| = 6 → Penalty = 6 × 3 = 18
Score = 10 − 18 = −8 points 💀
Without Nature: Raw would be 13, Delta 9, Penalty 27. Score = 13−27 = −14. Nature saved 6 points (cost 3 raw, saved 9 penalty).
🔥 3 🔥 2 🧊 2 ✨ 3 ✨ 2 💀 1 🌿 2 🌿 1
Fire=5, Ice=2, Light=5, Shadow=1, Nature=3
Raw = 5+2+5+1 − 3 = 10
Delta = |5−2| + |5−1| = 3 + 4 = 7
Final Δ = |7 − 3| = 4 → Penalty = 4 × 3 = 12
Score = 10 − 12 = −2 points
If she'd had Nature = 7 (exactly matching delta), she'd pay only 7 raw (Raw=6) and Penalty=0, scoring 6. Nature is a precision tool!
🔥 1 🧊 1 🌿 3 🌿 3 🌿 2
Fire=1, Ice=1, Light=0, Shadow=0, Nature=8
Raw = 1+1+0+0 − 8 = −6
Delta = |1−1| + |0−0| = 0
Final Δ = |0 − 8| = 8 → Penalty = 8 × 3 = 24
Score = −6 − 24 = −30 points ☠️
Already balanced, Nature was completely unnecessary. Raw goes negative AND excess Nature creates massive phantom imbalance.
When you place a card face-down, only you know what it is. You can say "don't worry, it's just a 🌿 1" when it's really a 🔥 3. Or pretend danger to scare someone into drinking early, when the potion is actually mild.
Drinking early = fewer cards (lower raw) but safer balance. Waiting = more cards (higher raw potential) but more risk. Count the face-up cards and estimate the hidden ones — the balance between known and unknown is where the game lives.
If an opponent is badly imbalanced, load the cauldron with elements that worsen their collection, then push it to 6 cards. They'll be forced to drink poison.
You've drunk, but you still add cards. This means you can "poison" future potions for opponents. Add high-value cards of elements you know will hurt them, or sneak in Nature to make a potion deceptively balanced.
The ideal Nature equals your Delta exactly. Track your Fire/Ice and Light/Shadow gaps during the game. If your Delta is 4, you need exactly 🌿 4 in Nature — no more, no less. Treat Nature collection as a surgical operation.
Pay attention to what face-up cards other players collect. If someone has lots of Fire, they'll want Ice to balance — or Nature as insurance. Deny them those cards by adding them to potions you know others will drink.
Raw = 🔥+🧊+✨+💀 minus 🌿
Delta = |🔥−🧊| + |✨−💀|
Final Δ = |Delta − 🌿|
Score = Raw − (Final Δ × 3)
1 Nature = −1 raw but −3 penalty
Ideal: Nature = Delta exactly
Excess Nature creates new imbalance!
When playing with 5 players, all 90 cards are used (no cards are removed during setup). The following adjustments apply:
| Rule | 2–4 Players | 5 Players |
|---|---|---|
| Cards in deck | ~40–80 (see scaling) | All 90 |
| Hand size | 6 cards | 5 cards |
| Final Round trigger | Deck empty, refill to 4 | Deck cannot give everyone 3 cards |
| Final Round hand size | 4 cards | 3 cards |
| Potion start (normal) | 2 cards (1🂠 + 1🃏) | 2 cards (1🂠 + 1🃏) |
| Potion start (final) | 1 card | 1 card |
With 5 players, 90 cards must stretch across more rounds. A hand of 5 cards means 25 cards are dealt each refill (vs 24 for 4 players with 6-card hands), keeping the game balanced while ensuring enough rounds of play. The Final Round triggers when the remaining cards (deck + removed) cannot fill every player to 3 cards, ensuring the last round still has meaningful decisions.
At end of round 5, the deck has 4 cards left. After dealing, some players have 3–5 cards. Since the deck is now empty and there are no removed cards to draw from, the game checks: can everyone reach 3 cards? If not, this is the Final Round. Players keep what they have (minimum 3 if possible), and the potion starts with a single card.
All other rules (6-card forced drink, balance rule, scoring, post-drink participation) remain identical.