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How to Play Sotally Tober: Rules, Card Types and Winning (Sort Of)

Party Profi · August 12, 2026 · 2 min readHow to playDrinking games

A player holds up a Sotally Tober activity card mid-game

Sotally Tober is a drinking card game for four or more players, ages 21+. The whole idea fits in one sentence — draw a card, do what it says, or drink — but the six card types turn that sentence into a genuinely different night every time. Here is everything the rules sheet covers, in plain English.

What's in the box

125 cards across six color-coded types, plus the rules sheet. That's it — no board, no app, no setup beyond shuffling. Whoever's birthday is closest goes first.

The six card types

  • Activity (orange): actions you must perform, from mime-offs to toasts. Do it or drink.
  • Secret (yellow): hidden tricks you keep face-down and spring at the worst possible moment.
  • Curse (blue): conditions that stay on you — stay in character or drink.
  • Skill (green): powers you keep and use at your discretion, until someone takes them.
  • Decree (red): table-wide laws. Everyone abides, or everyone drinks. Only two decrees can rule at once.
  • Bonus (the black card): the table invents its role before the game begins — then must live with it.

How a turn works

Draw a card from the deck, read it out loud (Secrets excepted — those stay hidden), and do what it says. Activities discard face-up into the memories pile; Curses, Skills and Secrets stay in play until the game moves them along. Then the next player draws. There is genuinely nothing else to learn — the cards teach the game as you play it.

How you win

Whoever takes the fewest drinks wins. Playing sober? The rules cover that too: swap drinks for points, and the lowest score takes it. Either way, the real scoring happens in the stories you retell the next morning.

Try it before you buy it

The original deck runs free in your browser — one person starts a room, everyone joins with a code, and the same 125 cards deal themselves. It is the easiest way to teach the game to a remote group, or to convince the skeptic in yours.

When the original stops being enough

Once your group has worn a path through the deck, there is a second box: same rules, same deer, 125 all-new cards that skip straight past small talk. It is called Close & Personal for a reason — best served among friends with nothing left to hide.

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