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Legal vices enter the psyche. Coffee, tobacco, and alcohol don't cure anything — but you already know you'll take all three.
What it's about
The vices you didn't expect — and can't ignore
Side Effects: Legal Vice is a limited edition mini card pack for the Side Effects board game by Pillbox Games. It introduces three new "Fun Drug" cards — Coffee, Tobacco, and Alcohol — which blend with the base deck (and expansions) adding a new category: legal vices.
Unlike regular Drug cards, Fun Drugs don't cure any Disorders. They live on the side of your Psyche and grant you special advantages each turn. But beware: every vice brings its own side effects. Coffee gives you an extra action. Tobacco lets you draw an extra card, but you discard two. Alcohol blocks an incoming Episode.
You can indulge in all three simultaneously — but discarding even a single Fun Drug consumes your entire turn. The choice is yours. And so are the regrets.
The secret of Legal Vice
A card pack that shifts priorities at the table: you're no longer just trying to cure yourself — you're also managing your vices with cynicism and satisfaction.
The secret of Legal Vice in a nutshell
When Coffee, Tobacco, and Alcohol come into play, strategies change — and everyone's psyche becomes more interesting to attack.
From gameplay experience
Side Effects: Legal Vice
Your new vices
Three cards, three addictions
Coffee
An extra action every turn. Seems harmless — until you realize how much it changes the game's pace when you have it and others don't.
Tobacco
Draw an extra card, but discard two. A deal with the devil: more options in hand, but at a price. Addiction justifies itself.
Alcohol
Blocks an incoming Episode. Keep it ready and opponents will think twice before attacking you. Or maybe not — but at least you're protected once.
The cost of vice
Discarding even a single Fun Drug costs your entire turn. Keeping all three is the most satisfying — and riskiest — move in the game.
Three cards that seem insignificant. Then Coffee arrives on the third turn, and you realize there's no turning back.
🎲Components3 Fun Drug cards
🃏Recommended sleeves1 size · 9 cards (including base game)
A game in five moments
What happens at the table
Not the rules. The experience.
The deck is shuffled. Three strange cards appear.
As you deal the cards, someone notices Coffee, Tobacco, and Alcohol in the deck. Someone else asks what they do. It's explained in thirty seconds. The table instantly understands that these three cards will change everything.
Coffee comes out. Everyone wants Coffee.
The first Fun Drug to appear immediately shifts priorities. An extra action each turn is too strong to ignore. The first dispute of the game arises — not over a Disorder, but over a cup.
Someone accumulates all three vices.
There's always one player who decides to hold onto Coffee, Tobacco, and Alcohol simultaneously. The others look on with a mix of admiration and distrust. It's the riskiest move in the game — and the one that generates the most attention at the table.
Alcohol blocks the wrong Episode.
Someone uses Alcohol to protect themselves from a mild Episode — and then a severe one arrives a turn later. Or they hold onto it for too long, and the perfect moment never comes. Fun Drugs teach that timing is as valuable as the card itself.
The winner had Tobacco at the right time.
At the end of the game, someone admits that the draw-one-discard-two card saved them at a crucial moment. Or perhaps sunk them. Either way, that hand is still talked about — not the final result.
How it integrates
Fun Drugs in the game flow
The three cards mix with the base deck. Four additional rules, nothing more.
Coffee, Tobacco, and Alcohol enter the Side Effects deck (and all expansions). They are drawn like any other card during play.
Unlike normal Medications, Fun Drugs do not go on Disorders. They are placed next to your Psyche and remain active each turn as long as you hold them.
Coffee → an extra action. Tobacco → draw one card, discard two. Alcohol → block an incoming Episode. Advantages apply as long as the card is in your Psyche.
Want to get rid of a Fun Drug? It costs the entire turn. No other action that round. The vice always comes at a price.
Why add them
Six reasons to give in to legal vices
New card category
Fun Drugs introduce a mechanic that doesn't exist in the base game: persistent benefits that remain active every turn. A different logic from everything else in the deck.
New tactical targets
Whoever accumulates the most Fun Drugs becomes the primary target — but is also the strongest player. This creates spontaneous coalition dynamics that the base game doesn't generate.
Real cost of discarding
Losing an entire turn to discard is a tangible choice. It's never obvious if it's worth it. This tension adds depth to every decision about which vice to keep.
Compatible with all expansions
They mix with the base deck and Booster Shot without modifying any existing rules. Integration is immediate — nothing new to learn.
Three recognizable vices
Coffee, tobacco, and alcohol are universal. Everyone at the table has an immediate opinion about these cards — and this generates spontaneous conversation and instant identification.
Limited convention edition
Legal Vice was sold exclusively at conventions. It's not an off-the-shelf DLC — it's an item that Side Effects collectors actively seek.
How the advantage works
To keep or to let go — that is the question
Fun Drugs don't change the victory condition of Side Effects — they change the path to get there. The goal remains the same: get rid of all Disorders. But now you have three more levers.
Keep them
- You accumulate advantages every turn at no additional cost
- You become the target — but you are also the strongest player at the table
- With all three, your game speed surpasses that of your opponents
Discard them
- It costs an entire turn for each Fun Drug you remove
- You stop being the target — but you lose the accumulated advantage
- It's only worth it if the vice is penalizing you more than it's helping you
Side Effects: Legal Vice is a limited edition for those who already know the base game — and want to add a new dimension to the chaos of the psyche.
Frequently asked questions
FAQ about Side Effects: Legal Vice
Are Fun Drugs stronger than normal cards?
It depends on how you manage them. In themselves, they are powerful — especially Coffee with the extra action — but whoever accumulates all of them becomes the natural target of the table. The advantage exists, but it also creates pressure. The balance is less obvious than it seems.
What happens if you no longer want a Fun Drug?
Discarding it costs the entire turn — no other action that round. It's not a symbolic penalty: it's a concrete choice that can change the outcome of the game. It's better to evaluate carefully before taking on a vice that you can't later let go of.
Is the base game Side Effects required to use Legal Vice?
Yes, absolutely. Legal Vice is a card pack to integrate into Side Effects — it is not a standalone game. The three cards mix with the base deck (or with Booster Shot) and follow the general rules of the game with the addition of the Fun Drug mechanics.
Is it also compatible with Booster Shot?
Yes. The three Fun Drugs mix with any combination of base Side Effects and Booster Shot without modifying any rules. Integration is immediate — just add the cards to the deck.
Why is it a limited edition?
Legal Vice was conceived by Pillbox Games as a convention exclusive — distributed in limited quantities at physical events. It is not part of the standard catalog. Those who find it available take it, because it's not certain that it will be restocked.
Is the game available in Italian?
Side Effects and Legal Vice are in English edition. The cards have minimal text and the original rulebook is simple and illustrated. The language barrier is low, but texts and cards are in English.
Side Effects: Legal Vice is a limited edition card pack for the board game Side Effects by Pillbox Games. It introduces 3 "Fun Drug" cards — Coffee, Tobacco, and Alcohol — to integrate into the base deck or with the Booster Shot expansion. Fun Drugs do not cure Disorders but grant persistent passive advantages: extra action (Coffee), extra draw with discard (Tobacco), Episode block (Alcohol). Compatible with all versions of Side Effects. Take that mechanic, 2–8 players, ages 14+, duration 20–40 minutes. English edition. Originally distributed exclusively at conventions. Available on FroGames.it.

Effetti collaterali legali negativi
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