Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes

a0grain Jan 27, 2016 @ 10:07am
Drinking Games with KTaNE?
anyone have any suggestions for how to turn it into a drinking game? I am terrible at coming up with rules that are well-balanced, but I know some people are really good at it.
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Showing 1-13 of 13 comments
Whoopsies Jan 27, 2016 @ 1:09pm 
OMG, this is such a good idea! KTaNE + alcohol. OMG, such an opportunity xD
theathenian Jan 27, 2016 @ 1:43pm 
Every time you fail an attempt at disarming a specific part you take a drink
Evil Ninetales Jan 28, 2016 @ 9:13am 
Get a strike? thats a shot
Get a second strike? Thats another two shots each.
Bomb blown? Another two shots each.
Captain Oveur Jan 28, 2016 @ 2:11pm 
I was thinking one shot per strike and three if it explodes.
Jim Woke Jan 28, 2016 @ 3:36pm 
Or you could add it where the more complicated modules get more shots if get a strike
soldier6661111 Jan 29, 2016 @ 11:54am 
This game would end so fast as alcohol destroys the thought processes and increases failure which increases shots and in a circle on and on till the darkness descends.
a0grain Feb 3, 2016 @ 1:54am 
The prior suggestions strike me as unrealistically fast-pased, but it's a matter of personal taste/tolerance.

You'd still get pretty hammered even if you limited drinks to when the bomb explodes, then varied the amount based on the cause. For example, explosions on the striped wire module make for a double shot, that sort of thing.

I'm surprised, no one's really tried this yet, huh? Of those who pass through here anyway.
Last edited by a0grain; Feb 3, 2016 @ 1:54am
Mjollner Feb 4, 2016 @ 11:53pm 
Oh ha, just saw this. I actually made a drinking game a few weeks ago when playing with friends and just posted the rules we used here
<DkW> Feb 5, 2016 @ 5:26pm 
I had these thought when playing with my brother & sister. 1 shot per death seems decent enough, esp if you are playing the chapter after Needy. If you play to much you pick some of the modules up anyways...
a0grain Feb 14, 2016 @ 1:31pm 
So I read Mjollner's suggestions. You can vary the amount drunk or the type of alcohol but I think every module is a little extreme. There should be some drinks everyone has to take, like every new bomb, but the rules should mainly force you to drink for mistakes. Thanks for the suggestions!
rockpaperCARAMEL Feb 22, 2016 @ 3:09pm 
Create special rules for strikes on each module. Let's say, strike for simon says is two shots for expert, one for defuser. strike for complex wires is one for expert and one plus amount of strikes for defuser. etc etc. have fun.
Starvingartizt Mar 4, 2016 @ 4:36am 
Originally posted by soldier6661111:
This game would end so fast as alcohol destroys the thought processes and increases failure which increases shots and in a circle on and on till the darkness descends.
you just explained the entire pointof a drinking game WELL DONE! you dont play drinking games to NOT get plastered lol
soldier6661111 Mar 4, 2016 @ 2:42pm 
Originally posted by Starvingartizt:
Originally posted by soldier6661111:
This game would end so fast as alcohol destroys the thought processes and increases failure which increases shots and in a circle on and on till the darkness descends.
you just explained the entire pointof a drinking game WELL DONE! you dont play drinking games to NOT get plastered lol
It wouldn't be fun if it ended as quick as this would :P
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Date Posted: Jan 27, 2016 @ 10:07am
Posts: 13