Desfasa2

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Desfasa2 cards and their rules

Every Desfasa2 card is a mini-game. Here they all are, with the official explanation from the game’s instructions.

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How the cards work

There are three kinds of card: ones you play on the spot; power cards, which stay with whoever draws them until another player draws the same card; and rules, which last until the end of the game and stack up. If a card you don’t know comes up, the lightbulb in the game has the full explanation.

Original Edition

Waterfall — Original Edition

Waterfall

A · Mini-game · ×4 in the classic deck

Ready… Steady… GO! The player who draws this card starts drinking, and so does the player on their left at the same time. When the first one stops, the next player (the third in the round) starts. When the second one stops, the fourth starts, and so on until everyone has joined the waterfall. Nobody can stop drinking until the player before them does. The fun is in stretching your sip to mess with whoever comes next… but careful. The Homies card is off during this game.

Heaven — Original Edition

Heaven

2 · Power · ×4 in the classic deck

Oh, lucky you! You have been blessed with the power of Heaven. From now on, you can raise your hand at any moment of the game. As soon as you do, everyone must raise theirs too. The last one to do it loses… and takes a sip. You can use this power whenever you like for the whole game, but don’t get too used to it… If someone else gets a Heaven card, the power passes to that player automatically and you can’t use it any more.

You drink — Original Edition

You drink

3 · Mini-game · ×4 in the classic deck

Oops! Looks like the card picked you. No excuses, no drama, no funny looks… It’s your turn to drink.

Tongue twister — Original Edition

Tongue twister

4 · Mini-game · ×4 in the classic deck

Time to put your tongue to the test! Pick a tongue twister. You have two tries to say it right. If you stumble, get tangled or make up weird words… drink up!

  • She sells seashells by the seashore.
  • Peter Piper picked a peck of pickled peppers.
  • How much wood would a woodchuck chuck if a woodchuck could chuck wood?
  • Red lorry, yellow lorry.
  • Six slippery snails slid slowly seaward.
  • Unique New York, you know you need unique New York.
  • Fred fed Ted bread, and Ted fed Fred bread.
  • I saw Susie sitting in a shoeshine shop.
The Potion — Original Edition

The Potion

5 · Mini-game · ×4 in the classic deck

The Potion has fallen into your hands! The punishment is clear: your friends turn into crazy bartenders. They’ll mix a bit of whatever they can see: spirits, soft drinks or unexpected juices. Don’t worry, it’s not a full glass… just a sip of this unique creation. Dare to taste the unknown!

The Toast — Original Edition

The Toast

6 · Mini-game · ×4 in the classic deck

It’s time for The Toast! Whoever draws this card must stand up and make a toast to whatever they like: “To my friend, who’s pulling tonight!”. Then everyone stands up, clinks glasses and celebrates together. Cheers!

Frequency — Original Edition

Frequency

7 · Mini-game · ×4 in the classic deck

Close your eyes while the group secretly picks a number from 1 to 10. Your goal is to guess it. Ask questions, and everyone answers with something that, for them, matches that score. For example (number 4): “Name a food”. The answer could be: “Broccoli”.

Make a rule — Original Edition

Make a rule

8 · Rule · ×4 in the classic deck

Time for order… or chaos! The player who draws this card must create a rule that everyone has to follow for the whole game. It can be anything: no saying “yes” or “no”, drinking only with your left hand, no saying “bro”… Whatever they come up with! If more La Norma cards come up, new rules are added, and they all stay active until the end. If someone slips up or forgets… bad luck, you drink!

Thumb Master — Original Edition

Thumb Master

9 · Power · ×4 in the classic deck

You’ve got the power of the thumb! You are now THE THUMB MASTER. Every time you put your thumb on the table, everyone must do the same. The last one to put their thumb down loses and takes a sip. Careful! The power stays active until another player draws this card. Stay alert: if the Thumb Master does it sneakily and you miss it, you’ll be the one who loses.

Homies — Original Edition

Homies

10 · Rule · ×4 in the classic deck

Time to join forces! The player who draws this card must pick their best friend to form an inseparable team. From now on, every time one of them has to drink, their homie must drink too. Friendship is for better… and for worse. Choose wisely… the worst thing about betrayal is that it never comes from an enemy…

Silenced — Original Edition

Silenced

J · Mini-game · ×4 in the classic deck

You’ve got the power to silence! Pick a player and take away their voice. They can’t speak until they finish their drink.

Medusa — Original Edition

Medusa

Q · Mini-game · ×4 in the classic deck

Everyone looks down. The player who drew this card counts to three out loud. On three, everyone stares straight into another player’s eyes. If two people lock eyes… they both lose and take a sip! Careful not to get caught in Medusa’s gaze.

Spy — Original Edition

Spy

K · Mini-game · ×4 in the classic deck

The player who drew this card must, silently and one by one, whisper the same word (like a place or an animal) into each player’s ear… except one, who hears “spy”. Now the round begins: taking turns, players say words related to the secret word, trying not to give it away to the spy. The spy must blend in and avoid being found out. At the end, everyone votes on who they think the spy is. If they get it wrong, everyone drinks except the spy. If they catch the spy, the spy drinks.

Virus — Original Edition

Virus

Mini-game · ×3 in the classic deck

The player who drew the card is infected: they drink, and so do the players sitting on their left and on their right.

Summer Edition

Gossip Grannies — Summer Edition

Gossip Grannies

Mini-game

The player who draws this card whispers a juicy question into another player’s ear. That player answers out loud, without saying the question. Then a price in sips is set for revealing the question. Whoever wants to know it pays the price.

Shark Alert — Summer Edition

Shark Alert

Mini-game

When a player draws this card, the Shark Alert goes off: they count down out loud: 3, 2, 1… Then everyone raises a hand above their head like a shark fin and says a number in the order they react. The first says “one”, the second “two”, the third “three”, and so on. Be quick, but careful: if two or more players say the same number at once, they all lose and drink. The last player to make the gesture and say their number also drinks, so speed matters too.

Spell it — Summer Edition

Spell it

Mini-game

The player who draws this card picks a word and says it out loud. From there, the players spell it out together, following the order of the round. Each player says just one letter until the word is complete. If you miss, get it wrong or hesitate, you lose. For example, chosen word “BEACH”: player 1, B; player 2, E; player 3, A; player 4, C; player 5, H.

High Tide — Summer Edition

High Tide

Mini-game

The tide rises… and so do the sips. When this card comes up, the tide is on for one full round and, from that moment, every sip in the game counts double. The tide lasts until it’s the turn of the player who drew the card again. (If another Tide comes up while one is active, the effect restarts and lasts until it’s the turn of the player who drew the second card again.)

Who’s most likely? — Summer Edition

Who’s most likely?

Mini-game

Time to point without mercy. The player who draws this card makes up a question starting with: “Who is most likely to…?”. Once it’s asked, everyone points at the same time at the person they think fits best. Each player drinks one sip for every person pointing at them.

Surfer — Summer Edition

Surfer

Mini-game

The player who draws this card must “surf” every drink on the table. To do it, they take a short sip from each player’s drink. The card ends once they’ve tasted every drink.

Sunburnt — Summer Edition

Sunburnt

Mini-game

When a player draws this card, everyone closes their eyes. The player who drew it secretly taps one person: that person is “the burnt one”. The burnt one must finish their drink little by little before the drawer’s next turn, without the rest of the group noticing. The game goes on as normal. The group’s goal is to find out who got burnt while they drink without raising suspicion. If the group thinks they know, they can vote for one person. If they’re right, the burnt one loses and must finish their drink. If they vote for someone else, the group loses. If the burnt one finishes their drink undetected, they win and the group loses. If the round ends and the burnt one hasn’t finished, they also lose and must finish it.

Totem — Summer Edition

Totem

Mini-game

When a player draws this card, they set an alarm on their phone to go off at any moment within the next 5 minutes. That player starts with the totem. The goal is not to have the totem when it rings. To pass it, ask another player a question. The player asked must answer ending with the name of the person who asked. If they do it right, the totem stays; if not, they get the totem. When the alarm rings, whoever holds the totem loses.

FAQ

How many cards does Desfasa2 have?

The classic deck has 55 cards with 14 different mini-games. The Summer Edition adds summer mini-games.

What happens if the same card comes up twice?

Power cards like Heaven or the Thumb Master pass to the new player. Rules stack up. Everything else is simply played again.

Do rare or gold cards change the rules?

No. Rarities only change how a card looks and how hard it is to get from packs; they play exactly like the normal card.

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