Created by Brad White
1-2-3.
I learned this in a bar near Mt. Lassen ski area, in California. Again people roll a die in turn. The first to get a 6 names the drink. The second to get a 6 drinks it. The third, pays!
Asshole.
This is a slightly more complex game, but very, very fun when mastered. This game requires a minimum of 5 people to play. High boot factor.
The first hand of asshole is the establishing hand. This will decide who is the President, V-Pres, Normal People, and the Asshole for the next round.
Approxiametly 6 or 7 cards are dealt to each player, depending on the number playing this can be higher or lower. The rank of the cards is as follows (most powerful to least powerful) 2, A, K, Q, ... 4, and 3.
Some is chosen to go first and they play a card, the next person has two options:
to play a card higher than (but not the same) as the previous card.
or to pass on that turn.
For example, if a 4 is lead, a next player must play HIGHER than a 4, the the next player has to play higher than that. A new hand starts when all players pass, or when someone plays a 2 (the most powerful card). The last person to play a card, leads the next hand.
This proceeds until all players are rid of their cards. The first player out of cards is the Pres for the next round, the next out becomes the VP, the next players out are normal, and the last person out is the Asshole.
However lets say that the person leading has two 5's, this person may play them both, then the next player must play two of the same card HIGHER than five; this player cannot play one card or three cards, only two. As well, three, or even four, of the same card may be lead. The only time a player may lay one card in a situation like this is if it is a two (the power card); a single two, beats everything, and the hand ends followed by a new lead.
The roles for each player are as follows:
President:
can make any player drink at any time, no-one may make the President drink but self. The Pres is the first player to start each round (benefits of power). And the Pres should never have to refill own beer.
Vice President:
can make any player drink at any time (except Pres), the only the Pres or self can make the VP drink. The VP goes second in each round.
Normal People:
These players can make each other drink as well as the Asshole. They play in the order they finished the previous round; first normal out follows the VP, second normal out follows first, etc.
Asshole:
for many reasons, this player is truly the Asshole. This player has to do all dealing of cards, all sweeping of cards after the hands, and can not make any other player drink. The asshole plays last in each round.
A few recommendations, at the end of each round, the players should move seats in order to reflect the hierachy, and proper playing order. Play your lowest cards first. Abuse the power when Pres or VP, but remember it will always come back to haunt you, especially when abusing the Asshole.
Play as many rounds as desired.
Another version
This is another version with slightly modified rules:
First of all, the ideal number of people to have play is four. If more than four play, take out enough cards (starting with the threes) or add jokers (jokers come in as high cards - higher than the two) to make sure everyone will be dealt an even number of cards. If more than seven are playing, use two decks of cards. (Hierarchy of cards (l->h) 3,4,5,6,7,8,9,10,J,Q,K,A,2,Joker)
The object of the game is to get rid of your cards first. The person who gets rid of their cards first becomes President, the next becomes VP, and so on.
The idea of the hierarchy (President,VP,Treasurer,. . .,asshole) is that as soon as the cards are dealt you can make anyone below you drink. Asshole also has some extra jobs. He must shuffle the cards, sweep the cards after each round is played, and fill everyone's drink. If there is too much for the asshole to do, and the game is slowing down, vice-asshole will be requested to assist the asshole in his duties.
Before the hand starts, President gives the asshole his lowest card, and asshole gives the President his highest card. If either is caught not giving his absolute lowest or highest card (this means breaking up a pair of threes if you are the President) they are automatic asshole for the next hand. If eight or more are playing, President and asshole exchange their *two* highest and low- est cards, and VP and vice-asshole exchange their *one* highest and lowest card.
The President leads off the *first* round. After the first round, whoever won the last round leads the next round. If the person who won threw his last card, the lead follows to the left.
After the first card is led, play follows down the hierarchy. When play reaches you, you can play or pass. You can play by matching the card played or by playing a higher card. Also, if a single card is led, you must follow with a single card. If a pair is led, you must follow with a pair, and so on. If you can not match or beat the card or cards played, you must pass play to the next player. Even if you can play on the cards, you may choose to pass anyway (to save your high cards). The last card played wins the round.
Once a person leads, play only goes around *once*. For example, if the President leads with a 5, VP plays a J, Treasurer plays a 2, and the asshole passes, the round ends, and the Treasurer leads since he won that round.
Play continues until everyone has thrown all of their cards and the hierarchy is established for the next hand.
Other fun ways to drink more:
- Before the hand starts, someone must give the President a toast (this is an opportune time to kiss-ass to the President). If no toast is presented, the President can give out his own punishment.
- There is a "social" (everyone must drink) when three cards of the same value are played in one round. Not only for three cards played by different people, but also for triples!
- Then there is the board meeting. Everyone starts drinking and is not allowed to stop drinking until the person above him stops drinking (i.e. the VP cannot stop until the Pres. stops, the Tres. cannot stop until the VP stops, et cetera). As you can see, this another disadvantage of being the asshole (low man on the totem pole). Only the President can call a board meeting.
"Waltham Rules" Asshole .
Object of each round: To get rid of all your cards first
Object of the game: Get your friends sickly drunk, choose sides, stab each other in the back, and eventually break stuff.
Equipment: 1 standard deck of playing cards, 1 big table (preferably round), lots of beer, vomit bucket for big fat juicys.
Part I: General Rules & Overview
To Start Game:
One person, it does not matter who, deals one card to each player to determine the ranking of players for the first and only the first round. Aces are high here, and only here. The player with the highest card is president, second highest is VP, third is treasurer, fourth is secretary, you can make up names from this point on. However, the last person, no matter how many players, is the ASSHOLE for the first round. Again, these rankings are only for the first round.
To Start First Round:
Players sit in ranking order and in a circular fashion. Meaning the President chooses to sit where he wants, VP is next, and so on all around the table with the asshole last. This would be a good point in the game to declare an asshole seat. Meaning if there are not enough chairs, the asshole should stand or if one chair is of significantly lesser quality the asshole should get it, etc.
The asshole deals the cards. The president decides who gets dealt the first card and which direction after that (clockwise or counter-clockwise). The asshole will deal in that specified order until all the cards are given out.
Side note: The presidents decision of who gets dealt the first card is dependent upon which school of thought he subscribes to. Since the object of the round is to get rid of all your cards first, one would figure it would be beneficial to have the least amount of cards as possible. A president from this school of thought would instruct the asshole to deal him (the president) last. On the other hand a president from the opposing school would want the most amount of cards, because this would increase his statistical chances of receiving "good" cards.
And yes I realize if you are playing with a number of people that is divisible by 52, none of this matters. And I also realize Joe Recine views every card as "good".
Card Values:
In "Waltham Rules" Asshole the highest valued card is a 3. The second highest valued card is a 2. The third highest valued card is an Ace. The cards then drop down in regular sequential order (King, Queen, Jack, ten... all the way down to four. A four is the ass-suckiest card in the deck.
To Start Playing the First Round (and general rules of play):
The President always starts the first round. Traditionally he would throw his worst card first. For an example, if he had a four he would play that. The next person in line, the VP, has to try to beat that card. For example, if the VP had a five or higher he would play that. It keeps going down the line until a card is played that nobody can beat. For example if a player throws a King, the next person in line would have to pass if he could not beat the King. If it goes all the way around the table and back to the person who threw the King (i.e. nobody can beat the King) the pile is cleared. Once the pile is cleared, that person who threw last (the King) gets to start play again (traditionally with his lowest card).
The above scenario is a very basic example of how the game is played. Here are other points and rules to consider.
Ties. You do not have to necessarily "beat" the last card thrown if it is your turn.
Example: If a four is thrown, and it is your turn you can throw four as well. What this does is "skip" the next person in line.
Doubles, triples, & pairs of four. If you are the person who is starting play, you do NOT have to throw a one of a kind.
Example: If you have a pair of fours, you can start with that. What that means is, the next person in line must also throw a PAIR of cards of the same or higher value. If the next person throws a pair of fours, it only skips ONE person. Triples and four of a kind are played in the same fashion. NOTE you can NOT throw triples on doubles, doubles on triples, etc. The same number of cards must be played. Also, nowhere in the game of ASSHOLE does the "suit" of the card matter.
Clearing "Power" of the 3. As previously mentioned 3 is the highest valued card. When a player throws a 3 the pile is automatically cleared and the person who threw the 3 gets to start play. If you remember the previous example above; a player threw a King and it went around the table until somebody beat it. Well if somebody threw a 3 on that King, for example, the pile is cleared and the person who threw a 3 begins play, traditionally with his lowest card. Also a single 3 can be thrown on anything. Meaning if there is a pair, triple, or 4 of a kind on the table, ONE 3 can clear any of them.
Passing. Even if you can beat the card in front of you, you do not HAVE to throw anything. You can reserve the right to pass at any time. This brings actual "strategy" to the game.
Finishing Round One:
The first person to give out all his cards becomes president for round 2. The second person out is VP... all the way down to ASSHOLE. When a person goes out, the pile is automatically cleared and the next person in line gets to start play, traditionally with his lowest card.
Starting Round Two:
Once round one has finished a new ranking of players has been determined. The players must re-arrange themselves with the president picking wherever he wants to sit. The asshole deals the cards starting with the president indicating who gets dealt first and if the deal will be clockwise or counter-clockwise. Round 2 is played and completed exactly like round 1 and repeated for all other rounds to come.
Part II: Drinking
Introducing - Beer
The game obviously sounds a little tame now, so lets change that. There are very few instances in this game in which you don't drink, depending on how much of a bastard you are and the bastard quality of the friends you are playing with. But here are the times when drinking is mandatory:
Being Skipped. Whenever you are "skipped" (i.e. the person in front of you ties what was on the table) you must take a generous sip.
Passing. Whenever you pass (i.e. decide not to throw a card) you must take a generous sip.
Social. Whenever a four of a kind is on the table (can be the result of four singles of the same value played in a row, to pairs of the same value thrown in a row, or some smart ass jack-off throws a four of a kind) everyone playing must take a generous sip.
Somebody above you tells you to drink. If you are the president you at anytime can tell anybody below you to drink for any reason. If you don't like the card they threw, if they said something stupid...etc. These are just a few from a vast infinity of examples in when you can tell somebody to drink. Unless you are the ASSHOLE, you can't tell anybody to drink, but everybody else can tell you to.
Part III: Written Waltham Rules
These are the hard set in stone liberties we at Waltham took to make an already great game better.
Asshole always clears. If play is cleared for whatever reason (i.e. somebody threw a 3, somebody went out, nobody could beat a particular card) asshole clears the pile in order for play to start again. The asshole must do this as quickly as possible, for if they do it too slow everybody can tell the ASSHOLE to drink because he cleared it too slowly. Of course even if the ASSHOLE clears the pile like greased lightning, barely breaking the sound barrier, everyone can still make him drink for clearing too slowly.
Waltham Rules Waterfall. At anytime the current president may declare a Waltham Rules Waterfall. I will not even go in to explaining what a traditional waterfall is because that type of play is reserved for big fat juicys. Basically in a Waltham Rules Waterfall, everybody chugs a beer.
Cheating. Waltham's basic stance on cheating is it is okay, unless you get caught. If you do get caught cheating, for any reason, you must chug a beer and are automatic ASSHOLE for the next round. It helps to count the cards before each round.
Shit runs downhill (making people below you drink in Waltham Rules Asshole). Previously I mentioned any player can make anybody below him drink at anytime for whatever reason. I will now modify this. The reason we in Waltham modify this rule is because we love to see our friends suffer, and if we allow each other drink at will with no limitations the game would quickly run out of control and we would break stuff early. Waltham is barely civilized, but a civilization nonetheless and no civilization no matter how crude and barbaric must have some basic rules. Here is how it works.
A player can only make somebody drink ONCE per turn. Meaning when it is your turn to play a card you can make anybody below you drink once.
Example: if it is your turn and you make the asshole drink, the next time you can make the asshole drink is the next time it is your turn to throw a card. If you are skipped, you can not make anybody drink until your next turn. When you do make somebody drink, you can make them drink one, two, or a maximum of three sips. So obviously you will here "drink three" about 99% of the time.
A player can only directly make somebody below them drink once per turn, but that same player can also make anybody drink or pass it to somebody.
Example: You are the president and the asshole is somebody you want to make drink, A LOT. It could be because the asshole insulted you, made you drink in the previous rounds, because the asshole just happens to be Jeff Fuller, etc. As the president, when it is your turn you can make the ASSHOLE drink 3. Additionally you could turn to the VP and say "drink 3 or give them to the ASSHOLE". The VP now reserves the right to drink himself or pass them down to the ASSHOLE. Most likely you will pass because this will make one of your friends suffer. The president can then use this tactic with everyone else below him, and depending on the number of people playing and the number of people who pass the sips, the ASSHOLE could be bumming. This may sound confusing, but we morons from Waltham can keep track of the drinks so there should be NO excuses if you can't follow this.
Making a Rule. If you are President for 3 consecutive rounds, you can make a rule. I realize in traditional asshole there are some automatic rules in place, such as the asshole gives the president his best card. In Waltham these luxuries must be earned. Also, rules do not necessarily have to be "card giving" in nature. You may use your imagination to the best of your ability in order to come up with some good stuff.
Completely Leaving the Game. Your should consider yourself a captive of the game once play commences. You should never want to leave the game, but if for some reason your "tampon needs a-changin" you may only leave as president. If you are lower than president and want to leave the game... tough shit.
Between Rounds. Nobody can make anybody drink after they have gotten rid of all their cards. Additionally nobody can make anybody drink between rounds. Between rounds is reserved for seat changing, shuffling of the deck by the asshole, piss breaks, or vomit breaks. The president may also decide who shuffles and deals the deck if he suspects someone may cheat. For example Matt Quinn and Joe Recine are not allowed to EVER touch a full deck. Even if they are ASSHOLE somebody else must deal, which although is a pain in the ass to that person, it is viewed as something for the good of the game.
Ending the GameWhen beer runs out.
Part IV: Underlying Nature of Waltham Rules
Even if you apply all the written laws in Part III you still only get of what Waltham Rules Asshole is all about. The other half is the nature in which the game is played. Players can team up and make other people drink. Of course these teaming only seems to last a little while until somebody decides to stab somebody in the back. The only constant in this game is that Rupen and Jeff are always in opposition
This underlying nature is played with a vicious tenacity so horrific words can not even begin to describe it. This is something people outside of Waltham often try to "imitate" but can never "duplicate".
Well hope you enjoy and can make decent use of these rules without embarrassing yourself. Any questions will not be answered.
Baseball.
Supplies: 4 shot glasses, beer, a quarter, and two teams of people
Set up the four shot glasses in a row going away from home base (the designated shooting spot for the quarter). Each player on the visiting team takes turns shooting the quarter at the shot glasses. The first glass represents a single, the second a double, the third a triple, and the last a home run. Three strikes (misses of all shot glasses) and you are out. Three outs and the other team is up to bat.
Game follows as regular baseball and runs are scored in the same way (except that you have to keep track of the runners on base in your head). Drinking happens in the following manner:
- Fill the shot glasses with beer.
- If a player makes the quarter into a shot glass (gets a hit), he must drink the contents of the shot glasses behind the one he made. For example, if he hits a single, he must drink the remaining three shot glasses full of beer. If he hits a triple, he only has to drink one. If he gets an out, he must drink all four.
- The opposite team must drink for each run the other team scores.
Beat the Barman.
Another game for the insane, very very high buzz factor. As the story goes, nobody has ever won, lost or drawn.
Some tips :
- don't play it in a crowded bar (you may lose 'your' barman).
- Make sure the bar staff are friendly and can take a joke (very important to avoid a draw).
- Don't make any plans for the following morning.
The steps are very simple:
The drinker approaches the bar and orders a shot drink (whisk(e)y, bourbon, vodka, etc., etc..).
The drinker pays for the drink with too much money (i.e. hand over a $5-bill for a $2 drink).
As the barman goes away to get change, the drinker shoots the shot.
When the barman returns with the change, go to step number 1.
The game ends in a number of possible ways:
- drinker falls over (Result: Bar wins).
- barman punches drinker's lights out (Result: Draw).
- drinker gets thrown out (Result: Draw).
- bar closes (Result: Drinker wins).
Beer Bomb.
A game of fierce skill in the land of the very high buzz. You're going to need two card tables, ping pong balls, and of course, beer.
Set up the card tables on opposite sides of a room, the farther apart, the greater the challenge. Place a cup of beer on the far table for each player.
Each player takes turns bouncing a ball off the near table trying to land the ball in the cup on the far table. If a player bounces a ball that does not make it to the opposite table, that player must drink from his/her beer. If a player is successful in landing the ball in an opponents cup, the opponent must immediately bounce a ball into the cup of the successful player. If unsuccessful in the match, that person must drink the entire cup of beer with the ball in it. But, if the challenger is successful, the first player must drink his entire beer.
If you ever land the ball in your own cup, you must drink the entire beer with the ball in it.
Beer Bungee.
Maybe not a game that you will be able to play every weekend, but will be highly entertaining when you get the chance. You will need a good 20 feet of bungee cord (or proportional to room size), beer, and willing participants.
Attach the rope onto a wall facing a bar or table. Make the gap between the bar and the wall about 20-30 feet. But make sure that the bungee rope is only 20 feet long, but when stretched, reaches 30 feet or thereabouts.
Then place a beer onto the bar, tie someone to the other end of the rope and watch as they try to stretch their way to a beer.
Try and make it so that some of them can reach it, they will grab it and the bungee rope will then drag them back to the wall with the beer all over them.
The game itself doesn't get you drunk, but watching others do it whilst drinking heavily does - then try doing it yourself!!
Beer Pong.
Just like ping-pong, this can be played either in singles or doubles. Supplies: players, beer, and a ping-pong table (or make your own, described later).
Each player fills a cup with beer and places it one paddle-width from the end of the table, in the center (or a paddle-width from the side for doubles). Hitting your opponent's cup earns you a point and requires the opponent to sip (5 sips to a cup). If you get the ball in your opponent's cup, you are awarded 5 points and the opponent must drink whatever remains in the cup (excluding the ball).
No player may touch the ball prior to its hitting the table or a cup; if the ball hits a cup before hitting the table, it remains in play even after a single bounce on the table. A player may attempt to save a point after the ball hits a cup by returning it (provided of course the ball has bounced no more than one time). Multiple hits count only as a single point (exception: a ball hitting a cup and then bouncing inside the cup, or inside the partner's cup, counts as a 5-point inside-the-cup "poofter").
A number of house rules are common - knocking a cup over is grounds for a penalty chug (but no points); ball may not be "auto-returned" via a fortuitous bounce off the cup, etc. The trajectories of the volleys should be high arcs, to keep things civilized (and to maximize your chance at a poofter).
Travel hints: Beer pong nets can be created using some string, two chairs, and three or four paper towels.
Beer 99 #1.
An interesting card game involving that "new" math. Mid level buzz factor. Supplies: people, beer, and a deck of cards.
The object of the game is to play cards into a pile and have the value of the pile equal 99. You start off by dealing four cards to each player, then turn the top card over. Play goes around the circle with each person playing a card, mentally keeping track of total value of the pile.
Special cards:
King
Kept to avoid drinking or place drinking responsibilities on Someone else, usually used near end of game.
Four
used as a skip card when you have none to play, can also be used to skip drinking responsibilities goes.
Tens
When in the 90's, this drops the value of pile by 10, otherwise its a regular card.
Socials occur whenever the total equals a number ending in 9. Special socials on 69 and 71. On special you must drink twice.
Whoever gets hit with 99 must drink 1/2 glass.
After you play a card, draw another from the stack. When out of cards, reshuffle those already played.
Beer 99 #2.
A great game my friend taught me, you start offf by dealing out 4 cards to each player (do not show cards) then you put the rest of the deck down turning the top card over.
Special cards:
King
Kept to avoid drinking or place drinking responsibilities on someone else, usually used near end of game.
Four
Used as a skip card when you have none to play, can also be used to skip drinking responsibiliteis goes to next player.
Tens
Used when approaching 99 or 98,97 only drops points by 10 otherwise its a regular card.
The object of the game is to reach 99 by adding up the amounts on the cards, you nall know how to add right? Well whoever throughs down the card that equals 99 the next person drinks, unless he or she has a special card King Hopefully, because then you can pick the person you want to drink.
Socials:
Socials occur whenever the cards = a number ending in 9 Special socials on 69(you know) and 71(69+2 fingers up the ass) On special you must drink twice.
Whoever gets hit with 99 and must drink must drink 1/2 glass or whatever is preferrable. Important:cards are held throughout game, only thrown cards are reshuffled, if you lose a card (throw one down and forget to pick one up, your screwwed) Object: to get totally zooted.
Beer Blow.
Another very simple game (the best kind) with a high buzz factor. Supplies: people, beer, deck of cards, empty bottle.
The deck of cards is placed on the empty bottle. Each player blows cards off the deck on the bottle in turn. The one who blows the last card off the bottle has to drink one glass of beer.
Variation: If sombody spots an ace among the cards a player blew off - that player has to drink once. So if someone blows down a bunch of cards and two aces are visible that person would drink twice.
Beer Hunter.
The rules are so easy, a drunk person could understand. All you need for this game is a sixpack, a box, and people to play it with you.
Take one can. Shake it. Now I don't mean just shake it, I mean SHAKE the sucker! Till it's about to blow up. Then put it in the box with the others and mix them around (one person not looking) and then switch them around again (the other person not looking) Basically, nobody knows where it is.
Now, one person picks a can, holds it to his/her head at an angle, and opens it. If it's not the one, s/he has to drink it. If it is the one, s/he gets a wet head and you can start all over or whatever. Then, if it wasn't the one, the next player takes one and tries. etc.
Beeropoly.
An adaptation to the classic game of Monopoly, with a slight twist. Buzz factor is very high. Supplies: players, the game itself, and beer.
The game is Monopoly, but no money is needed; players use beer instead. Each $100 = a drink (sip usually). The rules of money changing hands is a bit tricky. If a player owes money to the bank or another player, that player that owes drinks. If a player is owed money by the bank only (passing GO, for instance) that player must drink. (a variation is to have everyone ELSE drink when a player should collect money from the bank). All dollar values are rounded UP. (i.e. $2 for Baltic is still one drink). It's a social game, and extra rules should be added as needed. Buying property at the start of the game is the hardest part. But then again, imagine paying $2000 rent on Boardwalk with a hotel!
Beer Pot.
An incredibly simple game that will knock you out of your chair. Basic supplies: beer and people (as usual), plus a big pot, or pitcher.
All players sit in a circle. Each player contributes one beer to the pot. One player starts drinking from the pot. This person can drink as much or little as s/he chooses. When done, the pot passes to the next player who does the same thing. The person who empties the pot is the winner. The person who drink immediately before the winner is the loser.
The loser must then put a beer in the pot for each of the players; then play starts again. Or a variation is that the loser puts in two beers, the winner zero, and everybody else puts in one.
This is also a great game to be played in bars. Buy a big pitcher of beer. Pass it around. The loser buys the next pitcher.
It is important that the pot/pitcher is big - it makes it harder to judge the amount of beer remaining.
Beer Race.
The rules are quite simple; potentially very high buzz factor. As usual the basic supplies are people and beer.
Each person starts with a full glass/mug/stein/tankard/cup of beer. Any beer will do, but preferably something quite inexpensive.
All platers start drinking at the same time. To signal that you have finished you hold the glass *upside-down* above your head; if anyone does so then the other players must do the same whether or not they have finished drinking.
IMPORTANT NOTE: It isn't required that you actually drink the beer before claiming to have won; the winner is the first person to invert their glass above their head regardless of whether they actually drank the contents.
Boat Races.
One of those classic endeavors that leaves everyone wet and drunk. Very high buzz factor. Supplies: people and lots of beer.
Have everybody divide up into two even teams. Each team lines up opposite each other, preferably down a long table, or just sitting on the ground. Fill each glass full of beer and place in on the table in front of each player. The players can not touch their glass before they are allowed. The first players on each team start the game by drinking all of their beer and setting the glass back on the table. When the glass touches the table the second person drinks his beer and sets his glass on the table. This continues until the last beer is gone. The first team to place their last empty glass on the table wins. Wins what you may ask? Nothing.
Alternate version: each player has two glasses of beer. The race goes down the line and returns. That means the turn-around players have to drink two beers in a row.
Bouncing Ball.
A very interesting and imaginative game. Mid level buzz factor. Supplies: people, beer, and an imaginary ball.
Everyone sits around a table. There are only three words that can be said: WHIZ, BOUNCE, and BOING. Someone starts by saying one of the words.
| WHIZ | = the ball passes to next player. |
| BOUNCE | = the ball skips the next player and goes to the following player. |
| BOING | = ball hits wall and reverses direction. |
The penalty for errors is drinking.
Variation: play with difficult words such as PERFIGLIANO, SCHWARTZ, and a players name.
Brain Damage.
A fantastic game. Undoubtedly when you first explain this game, people give blank stares and are confused, but after a quick round, everyone usually gets the hang of things. You'll need a deck of cards with all 8s, 9s and the red 10 tens removed, people, and the ever-important beer. The buzz factor starts out low, but with lots of people, dealing last can be dangerous at best.
The ranks of the cards are:
| Face cards | .5 points |
| Aces | 1.0 point |
| 2-7 | face value |
| 10s | wild |
The game is played just like BlackJack but to 7.5 points.
First, lay out all cards face down, everyone "cuts for deal". Highest card deals first (10 would be 7.5, 7 is very good). Deal will go from highest draw to lowest. Very important: you cannot leave the game until after you have dealt. That's why dealing first is great, dealing last has been known to result in "Brain Damage."
Dealer takes deck, deals one card face down to first player, one card face down to self. Player looks at card, then bets any amount of beer, a large shot glass is usually a good limit.
Player keeps first card face down, and can take as many hits as he wants. If he goes over 7.5, he must announce that fact, and then drink the bet. If not, when he stops, dealer turns over his card, and then hits until he thinks he has the player beat. If dealer busts, he drinks the bet.
When the dealer is satisfied with his hand, the player turns over his card. Lower total drinks. Ties mean player drinks. The dealer then goes to the next player, repeating the process until the deck is exhausted.
If the player gets a "five card charlie" (5 cards, not busted), he wins immediately, dealer cannot draw, dealer loses even with a 10 in hand. If player draws to 7.5, dealer can of course try to tie (win).
If the dealer begins dealing begins with six or less cards, the penalty is to deal again. WIth six or less cards, dealer lays them face down, the player bets, they both draw a card, loser drinks (tie == player drinks) Play continues until everyone has dealt.
Buffalo.
The rules are simple:
Everybody must use their left hand while drinking (except if you are left handed).
If you see anyone drinking with the right hand, you begin shouting BUFFALO! BUFFALO! BUFFALO! and clap your hands or bang a table in the same rythm. Now everybody notice and join in.
This means that the unfortunate drinker must finish his/her drink as fast as he/she can to make you stop.
There are no exceptions from finishing the drink.
This game is wery popular in Iceland (the home of drinking).
Bullshit.
Another mentally challenging card game that involves beer. High level buzz factor. Supplies: beer, people (not more than 6 for a good game), and a deck of cards.
Sit in a circle, deal out the entire deck of cards evenly, or thereabouts, to each player. The object of the game is to get rid of all your cards. Starting with aces, the first player lays down the number of aces s/he has, stating the number of cards. EVEN if the player doesn't have any of the card, LIE.
If someone thinks that you are lying, they say "Bullshit!" If that person is right, you drink an amount proportional to the number of cards in the stack; lots of cards already played = lots of drinks. However, if you were honest in your play and someone says "Bullshit!" that person ends up drinking the prescribed amount.
Play starts with aces, then goes on accordingly, through kings, then repeats back to aces.
Oh, by the way, if have to drink because of either being caught bullshitting or falsely accusing, in addition to drinking, you must also pick up all of the cards already played and add them to your hand.
Play continues until someone runs out of cards. If you so choose, play could continue down to the last two players.
Buzz.
Simple game, low buzz factor. None the less entertaining when a good buzz is already attained. Required supplies: people, and of course, beer.
Sit in a circle. The first player says 'one,' the next player says 'two,' and so on down the line. However, when someone reaches a number that is divisible by 7, s/he says "buzz."
If the player misses a "buzz" when needed, or when an unnecessary "buzz" occurs, that player drinks.
The obvious challenge is to see how high of a number can be attained; but this also means very little drinking. The known current record is over 1200.
Variation: An honest "buzz" would change the direction of the circle. Or add '11' into the rotation and say 'Bizz' for divisibles of 11. In this case, watch out for 77.
Caps.
You need:
- 2 same cups (I prefer glass)
- 4 people
- a lotta beer
- a lotta bottle caps
The setup:
Split into 2 teams. Sit each team about 10 feet (can be varied) away from each other, facing eachother. Place a glass between the two people sitting on each side.
The game:
Simple. Try to throw a cap into the other team's glass. Turn is rotated back and forth between the players on opposite teams. If you make it, you score a point (recorded by caps neatly placed in front of the players), and the player with the next turn on the other team has to drink.
However, if the point is answered, the other team has to drink, and the point is not scored for them, but for the team answering the point. This can continue back and forth, until a cap goes unanswered.
I like to play to 20, then switch up teams. If a player shoots out of turn, they have to drink. I like to play with beer in the glasses, meaning, if you do not match the point, you have to drink, without swallowing the cap. Pour as much beer in the cup as you like. (We usually play half cup....meaning we consume about 2.5 beers in about 10-15 minutes.) Speed increases as people get better, but slows down as people get drunker. Fun game to play. Fun game to talk trash. Great to have several games going simultaneously, in parties. Great for tournaments. Best thing is, there are no losers, everyone gets drunk.
Cardinal Puff.
I played Cardinal puff many times. The wording we used was slightly different. We said "Cardinal puff, may I begin?" and whoever was a cardinal would say "Yes, you may begin". Then you say: "I am drinking cardinal puff for the very first time tonight". I recall picking up the glass and only holding the pinky away from the glass. The second time, saying "I am drinking cardinal puff puff for the second time tonight" and holding the glass with the pinky and ring finger away from the glass. The third time, I said "I am drinking cardinal puff puff puff for the third and final time tonight". This time I held the glass with the middle, ring, and pinky away from the glass. The rest is the same as the previous poster's version (i.e. tapping the glass once, twice, three times, standing up, etc).
We got "bored" of cardinal puff and tried eagle puff. We would have to do the whole thing with one less "glug". Then we did "speed races" trying to go through the cardinal puff sequence without messing up and trying to beat the other players. The first time I played this game, I got all the way to the end and got dinged on not picking up the glass correctly when I was saying "Once a cardinal, always a cardinal". I recall we ran out of the liquor I was using and so they gave me some other concoction the 3rd time around--- I quit after the 4th mishap :-)
It's a fun game, but can be brutal if you don't have a lot of people playing (because you learn it by watching and listening to the ones before you, who inevitably mess up somewhere in the sequence...).
Century Club.
This is another straight forward simple game, the best kind. You will end up very drunk, very quickly if you play this. The necessary materials are: people, lots of beer, and a designated time keeper.
Every minute for 100 minutes, each player takes a shot of beer (1 oz or 1.5 oz, you choose). At one oz, this equates to just short of nine cans of beer in just over 1.5 hours. That's a lot of beer.
The game starts out slow, but in the later rounds you wonder where the time went.
It helps to have a timekeeper because otherwise, you tend to miss a few shots in there.
Remember, not everyone makes it to 100. But if you do, feel proud.
Death Ring.
The name alone should inspire great caution. Gather many risk-loving friends, mass hordes of beer, two decks of cards and get ready for some serious consumption.
Everyone is in a circle. The first person draws a card. The next person draws a card. If the card is related to the first card drawn (related meaning it is the same value or if it is the same suit) then both players must drink the number of sips as on their card. (jack=11 drinks, queen=12, etc.). If they have both have the exact same card then they have to drink double the face value. Ok, if that doesn't sound bad enough, it gets worse. The next person in the circle is the one who gets to count the sips the first two are drinking, as fast or slow as he/she wants. But, and this is a big but, if one of the drinkers finishes their beer before the counting is done, then the person counting has to finish his beer. (It is best to play this game with cans of beer or cups so you can bluff as to how much beer you have left).
Ok, now, the third person draws, if the card is related to either the 1st or 2nd card, then all 3 have to drink (the fourth person counts), and say that one and two had a match, then they still drink double. Now continue around the circle. If a card drawn fails to be related, the ring is broken, and start again. If the ring makes it all around the circle, then the first guy gets rid of his card and becomes the counter, then is next to draw a new card.
Ok, a sample round. Let's have 6 people in the ring.
- player 1 draws a 7 of clubs
- player 2 draws a 9 of clubs
- player 3 counts to 9 while players 1 and 2 drink (player 1 stops at 7 drinks)
- player 3 draws a 7 of hearts
- player 4 counts to 14, player one finishes beer before 4 is done counting, player 4 has to finish beer
- player 4 draws a 10 of hearts
- player 5 counts to 14
- player 5 draws a 9 of diamonds
- player 6 counts to 18
- player 6 draws a 4 of hearts
- player 1 discards his 7 of clubs (no longer in play) and counts to 18
- player one draws....etc.
Be careful with this one.
Dice.
Quite similar to, but not as involved as Three Man. Still, a high buzz factor. Standard supplies: beer, people, liquor, dice.
Roll two dice. Anything that adds up to six (i.e. 2-4,5-1) or has a six in it (i.e. 6-1, 6-2, 6-2, 6-3, 6-4, 6-5), you drink a "good" gulp of beer. Any time you roll double 2s, 4s, or 5s you drink that many (2, 4, or 5) "good" gulps of beer (You can modify this to just one "gulp" on doubles). If you roll double 3s you are penalized twice, for getting doubles and adding up to six. Thus four "good" gulps (or 2 if you play the modified rules). The killer is double 1s or double 6s. For this you do a SHOT of your favorite poison (i.e. JD, Southern Comfort, tequilla, etc). Lastly...you continue rolling until you get something that you don't drink on (i.e. 1-2, 1-3, 1-4, 1-5, 2-3, 2-5, 3-4, 3-5, 4-5). If you roll the dice off the table, you are also rewarded with a gulp of beer.
Drop the Dime.
To play this game you will need a cigarette, a glass, a napkin, and a dime. Unfold the napkin and place it over the mouth of the glass so that it will stay in place (may need to secure with tape or rubber band). Then place the dime in the center of the napkin. The object is to see how much of the napkin you can burn away, taking turns, with the cigarette. The player to cause the dime to drop consumes a full glass of beer.
Drug Dealer.
Quite a simple game actually, with a low-mid boot factor.
This is a game to play while doing other things at a party. To play the game you need one playing card for each participant. You always need one King and one Ace, and a variety of numbered cards some low, some mid, some high, but just one card per player.
The cards are dealt face down, take a quick peek. The person who gets the King is the cop, the person who gets the ace is the drug dealer, everyone else are bystanders.
It is the drug dealers job to very VERY discreetly wink at another player, this person while enventually say 'the deal has been made.' At this time the cop identifies him/herself and tries to figure out who the dealer is. The cop chooses a player, if wrong the cop drinks the number shown on the card, and then chooses again, if wrong again, he drinks the number on that card. When the cop chooses correctly, the drug dealer drinks the NUMBER OF CARDS remaining NOT the total of the numbers on the cards.
After that, the cards are redealt and the game goes on.
This is a great game for when people don't feel like playing a game because it's the regular socializing that helps disguise any winks and keep the cop on his/her toes. However, it helps alot if the players do sit in a circle while playing, and not spread around a room.
Obviously if you want to increase the boot factor, play with high numbered cards.
Drunk Driver.
The rules for this are easy, there is a dealer and one 'driver.' The dealer deals 6 cards (more for a greater challenge, less for an easy road) face down to the driver. The driver turns over a card and one of the following will happen:
- if the card is a non-face card or ace, nothing happens and the driver moves onto the next card.
- if the card is a face card or ace, the driver is dealt additional cards based on which card; Jack = +1 card, Queen = +2 cards, King = +3 cards, and Ace = +4 cards. As well, as being dealt more cards, the driver also has to have a drink for each additional card. (ace turned over --- 4 cards and 4 drinks).
The game continues until the driver has successfully made it off the road (gone through all cards dealt). If the dealer runs out of cards, simply reshuffle the cards already played.
Fuzzy Duck #1.
A good get-to-know-ya kind of game. Simple supplie: people and beer. Low buzz factor. Not too bad of a game after everybody's had a few.
Begin the game by saying "fuzzy duck" to the person to your left. That person then says "fuzzy duck" to the person on his/her left. This continues until someone decides to change the direction of play by saying "does he" (duzzy). "Does he" changes the direction and the phrase that is said. Not only does the direction change but the people must say "ducky fuzz." Now the game is going to the right with "ducky fuzz." The direction is then changed back by saying "duzzy." The words to say go back to "fuzzy duck."
Any screw-ups ===> drink. After awhile when the mistakes are more frequent, it turns into, "Does he F**ck?" or "F**k he does."
Variation: the same player cannot say the same thing consequtively within the same round. ie: if player 1 starts with "Fuzzy Duck," and play comes back around to him, he must say "Does He" before being able to say "Fuzzy Duck" again.
Fuzzy Duck #2.
This is a British drinking game called fuzzy duck. It's a good word type game which becomes much harder when pissed. The rules are quite straightforward , the players sit round a table or in a circle on the floor. Each participant has a drink in front of them, we like to do this using small glasses each with a very strong shot in it.
The play commences as follows:
one player is nominated to start.
They either say "FUZZY DUCK" or "DUCKY FUZZ" the choice is theirs.
If the first player said "FUZZY DUCK" then the player on their left can either say "FUZZY DUCK" or "DOES HE".
If the first player said "DUCKY FUZZ" then the player on their right can either say "DUCKY FUZZ" or "DOES HE".
If the second player in either direction repeats the first player then the play passes on to the next person round the table. They can say "FUZZY DUCK"/"DUCKY FUZZ" following the second player or "DOES HE".
The phrase "DOES HE" reverses the play around the group ie switches clockwise for anti-clockwise or vice-versa. It also has the effect of changing the phrase so "DUCKY FUZZ" becomes "FUZZY DUCK" and vice-versa.
Two people can say "DOES HE" one after another, this has the effect that the play carries on in the same direction as before and with the same phrase.
There are only two more rules, you cannot say the same phrase twice in one session. If you said "DUCKY FUZZ" last time and the order of play means that you should say "DUCKY FUZZ" again you must say "DOES HE" so reversing the direction of play and the phrase.
If anyone makes any form of mistake in pronunciation or in the order of play,ie saying the same phrase twice, then a forfeit must be payed. Normally this consists of downing your shot in one, any mistakes in carrying out the forfeit can lead to further forfits.
O.K it sounds complicated but it isn't to bad if you try it. Below is a simulated game between five people (number 1 to 5 in a clockwise direction), player 1 starts.
Player 1. "FUZZY DUCK"
2. "FUZZY DUCK"
3. "FUZZY DUCK"
4. "DOES HE"
3. "DUCKY FUZZ"
2. "DOES HE"
3. "FUZZY DUCK"
4. "FUZZY DUCK"
5. "FUZZY DUCK"
1. "FUZZY DUCK".....Player one is at fault for saying the same
phrase twice. They should have said "DOES HE".
The game works best if you start a session slowly and gradually build up speed. A session lasts until someone makes a mistake. A small tip watch your pronunciation "DUCKY FUZZ" can quite easily become "F**K HE DOES" and "FUZZY DUCK" becomes "DOES HE F**K".
High or Low.
This is another very easy game with a pretty decent buzz factor. Materials needed: people, beer, cards.
Player one is dealt a card. S/he then guesses whether the next card will be higher or lower than the next card. If wrong, s/he drinks once (because one card was showing). If correct, s/he guesses again. After taking at least three cards, the player may choose to continue or pass, BUT ONLY after having taken at least three cards. If the player pass, the next player starts where the previous left off.
When a player guesses incorrectly, s/he drinks for each card showing. SO, the strategy is to build up a lot of cards and then pass it to the next player.
Before play starts, determine by vote if equal cards are a loss or correct guess.
Icetray Quarters.
Supplies: Icetray, beer, a quarter, and people
Play follows as regular quarters except you are shooting into an icetray. The right side of the tray is the "give" side and the left side is the "take" side. The number of drinks to be given or taken corresponds to how far away the hole is. One drink for the hole closest to you and then one more for each one further away. You shoot until you miss or hit the "take" side and must drink yourself.
Indian Poker.
A pretty silly looking game, but that's what makes it fun. Supplies: people, beer, and a deck of cards. Mid-high buzz factor.
Each player is dealt one card that they can not look at. They must place the card on their foreheads so that everyone else can see the cards. That means you can see everyone card but your own.
Dealer begins by betting that he has the highest card by saying how many drinks he wishes to bet. Players who don't think they can win fold and take as many drinks from their beer that the current bet is at. The player who ends up losing with the lowest card with the lowest card must drink the total of the bets.
I Never.
This is a great game for a group of close friends or people who really like to share hints of their dark pasts. Only supplies are people with enquiring minds, and beer. You probably won't get drunk playing this, but it's a great ice-breaker for a party.
Everyone sits around around a table, or on the floor if you so desire. One person goes first by making a TRUE statement that begins with "I never...." For example, "I've never been to Disneyland." Then, if any other player HAS DONE what the person said, they simply drink.
As the game progresses, the statements tend to get more personal and explicit. But the game only works when people are honest. However, if somebody drinks on an "I never..," no explanation is necessary. For example, if someone says, "I've never had sex with an inflatable doll," and someone ends up drinking to it, no explanation is needed, just a drink of affirmation.
The Jerry Springer Drinking Game.
What you need:
- A group of more than four people.
- A shot glass per person.
- A quarter per person.
- An empty bowl or cup placed in center of table.
- And don't forget, all you need is a little Jerry.
Rules:
Anytime you have had the problem the show is dealing with, chug a beer. (Done only once at beginning of show.)
Whenever there is a beep (censored), take a shot of beer.
When there's a fight, take a shot of beer, last person to slam down glass takes another shot.
Whenever a person gets into another fight drink the number of fights they have been in.
Whenever they show free tickets screen, last person to put their thumb on the table takes a shot of beer.
Whenever someone says the title of the show (i.e. "I'm Cheating On You") take a shot of beer.
During the final thought, whenever you are confused, take a shot of beer. Be honest.
Whenever a guest comes out with a prop (i.e. flowers) take a shot of beer.
Whenever the prop is used in a fight, take a shot of beer.
Whenever they go to commercial break, last person to sink quarter in center cup takes 2 shots.
Whenever the chair person fixes the chairs, everyone stands on their chair and screams, "I Love Jerry."
Whenever Jerry makes fun of a guest, play musical chairs. Must go more than one seat away. Last person seated takes a shot.
Whenever you see a bouncer wearing a pink shirt, pat your head and rub your tummy.
Anytime an audience member tries to solve the problem, take a shot of beer.
If someone's wig falls off, everyone checks to make sure they still have their hair.
During the credits, if someone has a prepared rap/skit, last person to take a shot of beer has to repeat what was said.
Kings.
A simple game, could be quite interesting. A game that could very easily be played in a bar, making the lives of others more interesting. Played with liquor not beer. Supplies: people, a variety of liquor, and a deck of cards.
Shuffle the cards. Start dealing one card at a time, face up, to each player. The first person to be dealt a king picks a liquor, the second dealt a king picks the mixer, the third makes the drink (or buys it), and the last dealt a king drinks it.
This can turn out to be quite a laugh; it relies purely on chance, and if you pick a really disgusting liquor or liquor/mixer combination, it could happen that you'll be the one required to drink the concoction.
Kings and Blood.
Simple game, simple rules. Very High buzz factor. Supplies: people, beer (as usual), and a deck o' cards.
Shuffle a deck of cards, spread out face down on a table. Place a cup, or some sort of container in center of table. Go around table drawing cards one at a time. If you draw a red card, drink twice. If you draw a black card, don't drink. If you draw ANY king, pour a desired amount of beer into the center cup. Whoever draws the final (fourth) king, must chug the center cup.
Master of the Thumb.
This game is played in conjunction with any other game during the course of the evening. It is very simple and easily adapted.
The game starts by picking the person who will be the first Master Of The Thumb. While sitting around the table having a good time, the Master Of The Thumb can, at any time s/he chooses, non-chalantly place her thumb on the edge of the table. After she has started this, anyone who notices must follow example. The last person to place his/her thumb on the table loses and has to drink, but they do become the new Master Of The Thumb. If anyone places their thumb on the table without the real Master Of The Thumb starting it, they have to drink.
Mexicali.
You need 2 dice and a cup to roll them in.
Everyone at the table has thier own drink. The object is to shake the dice in the cup, slam it on the table, lift it up and take a peek at the dice (don't let anyone else see them!!) and then announce what you have. There is a lot of bluffing involved because if your roll doesn't top the privious roll you have to drink. If you bluff and get caught, you drink. If you get called on the roll but really have beaten the privious, then the person who called you has to drink. If you bluff and get away with it the dice pass to the next person. The only person who can call your bluff is the person who's roll you are trying to beat. Rolls are based on the two digit number they form when placed side by side (ex. a 3 and a 4 would be "43") or if you throw doubles the value is one die times a hundred (ex. double 2 would cound as "200"). There are also some other special rolls that affect the game: "21" (a 2 and a 1) is called a Mexicali and beats all other rolls (including double 6, or "600"), a "31" is a "reverse" and play goes back the other way around the table, "32" is a "social" and everybody drinks. "Reverse" and "social" both cancel out the previous roll so you don't have to worry about beating the privios guy's score. If you are caught bluffing a Mexicali you have to down the whole drink.
To sum:
2-1 "21" Mexicali Beats all
3-1 "31" Reverse
3-2 "32" Social
4-1 "41"
4-2 "42"
4-3 "43"
4-5 "45"
5-1 "51"
5-2 "52"
5-3 "53"
5-4 "54"
6-1 "61"
6-2 "62"
6-3 "63"
6-4 "64"
6-5 "65"
1-1 "100"
2-2 "200"
3-3 "300"
4-4 "400"
5-5 "500"
6-6 "600"
When rolling all you have to do is tie the priviou roll, so if a Mexicali is rolled you can either call the guy's bluff or accept it and try to tie it. Optional: Successive Mexicalis double the amount of drink to consume on a challenge or bluff.
Mexican.
Takes a bit to catch onto, but once understood, quite a competitive game. Requires people, beer and dice. Mid buzz factor.
Someone arbitrarily goes first by rolling the dice. The score for the dice is as follows:
2 & 1 = Mexican, the highest possible roll.
If you throw one of these, the eventual loser has to drink double the standard drinking quantity being used for the game. Each subsequent mexican in that round will double the required drink for loser. More easily understood later.
3 & 1 = scumbag
the thrower immediately has to consume one drink. This throw does not count as one of the thrower's goes.
Any double
100 times the double i.e., double 1 scores 100, double 2 scores 200 etc.
Any other throw
The highest number multiplied by 10 + the smallest number i.e., 5 & 4 scores 54, 6 & 1 scores 61 etc.
The starter has the choice of one, two of three rolls to obtain the best score they can. The starter's score is the score of their last throw i.e., if you throw a 61 then 63 with your first two throws and elect to take a third throw, you must count the third throw even if it's lower. Every other player in the game has the choice of throwing up to as many times as the starter i.e., if the starter takes one throw, all other players have only one throw.
Holding a dice - if a player has more than one throw available, they may hold a 1 or a 2 (if thrown) for subsequent throws i.e., if you have 2 or 3 throws and you throw a 4:1 on your first go, you may, if you wish, only pick up the 4 and throw it as your next go. This tactic will increase your chance of a mexican, while also increasing your chance of a low score or scumbag. If you throw a scumbag you may not hold the 1.
The loser is the person who throws the lowest score. In the event of a tie, all players with the lowest score must roll one dice and the lowest number loses.
Play as many rounds as desired.
Multiple Party Game.
A Game Composed of Other Drinking Games.
Equipment needed:
Cards
Suggested, 1 deck for every 3 to 4 people.
Alcohol
Suggested, enough for everybody.
Optional
Shot glass for measuring drinks.
1 die for determining number of drinks to be taken.
Game Rules:
Lay out all the cards across the table. First person takes a card and the game is on.
Recommended: use cheap or old cards as the chances of them getting beer spilled all over them is high, especially in the latter stages of the game.
Ace = Do it
The person drawing an ace gives a Task to any other player. Must be something that can be done in the room you are playing in. Person has to at least try to do the Task. If the Task is completed the Task Giver does the drink, If not completed the Victim does the drink. If the Task is not completed 1 other person can attempt it. If they can do it, both the Task Giver and the Victim drink. If not completed, the Victim and the Second Person both drink.
Optional: Can roll a die to determine how many drinks the Victim is playing for. This is called incentive!
King = Sentence
The person drawing a King starts a sentence. The person who either cannot give a word that makes sense or cannot give a word at all drinks.
Queen = Question
The person drawing a Queen asks another player a Yes/No Question. If the question is not a Yes/No Question they drink. If the Person asked does not respond with a Yes/No answer they drink. They immediately ask another person another Yes/No Question. Cannot repeat a Question, and cannot ask the person who asked them a Question. If either of these are done the Questioner drinks.
Jack = Name Game.
The person drawing a Jack says a name. Next person says another name using the first letter of the last name of the original name. If a one word name is used, (Cher), or a double name is used, (Janis Joplin), the rotation reverses. Person who makes a mistake or repeats a previously said name, drinks.
Ten = Social
The person drawing a Ten calls Social, and everybody touches glasses and drinks.
Nine = I Never
The person drawing a Nine says a statement. I Never (and something they say they never did). Anybody who has done it drinks.
Eight = Category
The person drawing an Eight names a Category, (Types of cars, kinds of beer, etc). Person who cannot come up with an answer to fit the Category drinks.
Seven = Buzz
The person drawing a Seven starts by saying 1, next person says 2, and so forth. When 7 or any multiple of 7, (14, 21, 28) comes that person must say BUZZ. Person not saying BUZZ or forgetting the count drinks.
Six = Letter
The person drawing a Six says a letter. The next person says a word that begins with that letter, and so forth. The person who repeats a word or cannot think of a word drinks.
Five = Rule
The person drawing a Five makes a rule, (keep fingers crossed while smoking, close eyes while drinking, etc). The Rule is in effect until the end of the game or another person drawing a Five cancels it. This can easily be abused, so be careful.
Four = True / False
The person drawing a Four makes a statement. The other players must say whether they think it is true or false. Then the original person tells if it was true or false. Everybody who guessed wrong drinks.
Three = Rhyme
The person drawing a Three says a word. The next person must say a word that rhymes with it. Whoever cannot think of a rhyming word or repeats a word must drink.
Two = Take
The person drawing a Two must take a drink.
Optional: Can roll a die to determine the number of drinks taken.
Joker = Give
The person drawing a Joker gives drinks to every other player.
Optional: Can roll a die to determine the number of drinks taken.
Nothing.
You start with 5 dice. Roll all dice. Set aside all threes every roll and roll rest of dice. If you roll no threes, keep lowest dice.
Keep going until all dice are set aside. Once everyone has gone, lowest total wins. When adding 3's count as zero.
The losers drink as many times as the winner's total. As in all dice games, the winner starts next round.
One Big Chicken.
A great bar game, any number of people may play. High buzz factor. Supplies: people and beer, the basics. But what's really important is to have someone who know's all ten phrases.
The person who knows all the phrases begins, one phrase a time. The game follows the same routine as the Twelve Days of Christmas. So, the sixth person in the circle would have to repeat the sixth phrase, as well as the previous five.
If you mess up a phrase you drink the number of phrases you had to complete, and then start over at the first phrase. This continues until the game is completed, saying all ten without screwing up.
The phrases are:
Big Chicken
Cute Ducks
Brown Bears
Hairy Running Hares
Fat Females Sitting, Sipping scotch, and smoking cigarettes
Sheets Slit by Sam the Sheet Slitter
Sexy Siamese Sailors sailing the seven seas
Echoing egotists echoing egotistical ecstasies
Naughty Knocked up Nuns navigating the nigerian desert towards the nunnery
fig pluckers plucking figs, I'm not a fig plucker or a fig pluckers son but I'll pluck figs until the fig plucking's done!
Pennies In a Pitcher.
Everyone chips in and buys a pitcher.
The pitcher is passed around the table clockwise. Each person drinks as much as they want from it.
The person sitting to the right of the one who finishes the pitcher buys the next round.
It's simple, but great. (You really have to play a round or two to understand all the subtleties of this game.)
A similar version is as follows: Each time a sip is taken, a quarter (or suitable ante) is tossed into the pitcher by the drinker. Whoever chugs the pitcher dry, i.e., drinks for dollars, collects the loot. It could be advised to use nickels vs quarters as, when swallowed, they tend to pass through the digestive system easier.
These and many other gnarly beer games are described in the two book series "The Complete Book of Beer Drinking Games", written by three Yale students. The first one is better, very entertaining.
Peuchre.
A drinking game adapted to the card game Euchre. If you don't know how to play Euchre, don't ask. It has to be seen to be understood, and not many people get it after that. So, this game is for those who know how to play the game.
| Lose a point: | one drink per point. |
| Get Euchred : | five drinks, plus drinks for points. |
| Take all during loner: | losers drink 10, plus points. |
| Partner over-trumps when not necessary: | partner has two. |
| Caught Reneging: | Kill entire beer. |
| Victorious: | Have a few to celebrate. |
Add to and adjust as needed.
Pursuit.
Group players in a circle. Put any question/answer type game in the center. The game begins by choosing one person as a "chaser" and another as the "runner". The chaser picks a question from the deck and reads it aloud. The runner decides whether to play or pass. If the runner passes then he must drink. Activity cards may make the game more interesting. If the runner answers the question correctly then the chaser has to perform the action on the card. If the runner gets answers wrong then he must do the action.
Obviously, it is possible to avoid a 50% possibility of performing an "activity" by simply continuing to pass... but this also means you drink *every* time. Eventually, you might decide to risk it.
Now if you are the chaser... you are more or less at the mercy of the runner.
Each turn is for only one question, and the runner and chaser position each rotates one person clockwise each turn. Everyone gets to play.
Quarters.
A mindless game that actually requires a certain amount of coordination. Supplies: people and beer (as usual), a quarter (hence the name), and a shallow juice-type glass.
All players sit around a table, or similarily hard surface, and, in turn, try to bounce the quarter off the table into the juice glass. If successful, the player tells any other player to have a drink, as well as receiving another turn. If the player fails, play passes to the next in the circle.
If the player is fortunate enough to make three bounces in a row, this player may make a rule. Anything goes. Some favorites are:
"Can't say drink, drank, or drunk."
"Can't point with your fingers."
"No proper names."
"Have a drink before each attempted bounce."
etc. (be creative)
If any rule is broken during the course of play, the violator subsequently "consumes some beverage."
Early days variations:
The glass that you bounce into also contains the beer to drink. The trick is to then drink the beer without swallowing the quarter.
If the player bounces and hits the rim of the glass, without the quarter going in, s/he receives another free attempt.
If the player misses, and feels confident enough, s/he may "chance" for another attempt. If the player makes the chance attempt, things proceed as if it were a normal turn. However, if the chance attempt fails, that player must drink the beer.
Following a failed "chance" attempt, the player may wish to attempt a "kill." if the attempt is succesful, play continues as normal, but if the attempt fails, the player must drink a full glass/can/bottle of beer non-stop.
Queens.
Another decent card game with a mid-level buzz factor. Supplies: people, beer, and a deck of cards.
Shuffle the deck of cards. Spread them out so that any card can be chosen. Someone, doesn't matter who, goes first by choosing a card. The following tells what action is going to be taken:
- Ace - Pick any player to drink
- King - All players drink
- Queen - Ladies drink
- Jack - Men drink
- 10 - 2nd person on right of chooser drinks
- 9 - 2nd person on left of chooser drinks
- 8 - All players drink
- 7 - Person to right of chooser drinks
- 6 - Person to left of chooser drinks
- 5 - change direction (ie from clockwise to counter-clockwise)
- 4 to 1 - the person picking the card drinks that many drinks.
Play continues to the left, unless a five, the change of direction card was drawn.
Questions.
This is a favorite drinking game, although it's often difficult to find people willing to play it. Mid level buzz factor. Basic supplies only: people and beer.
It starts with a room full of people, the more the merrier. The object is to ask a question when it is your turn, but this is much more difficult than it seems. The rules are:
Obviously, the infraction of any rule is punishable by a drink.
You can only ask one person one question at a time.
The person who asks the question must address the person queried by name; no pointing. (newcomers to a crowd are allowed some leeway until they learn names.)
The questions must be answerable by "yes" or "no". (This rule is optional, but be certain beforehand if it will be observed.)
The person asked the question must immediately ask another person
Any hesitation, answering the question, laughing, or doing anything else besides asking somebody else a question is punishable by a drink.
Asking a question back at the person who asked is punishable by a drink.
Any question can be asked only once. Simply rephrasing somebody else's question is a cheat. A person who repeats a question must take a drink.
Other notes:
If the crowd cracks up (after, for example, a spectacularly personal question), a "Team Drink" is called.
The best way to play is to keep a question or two rolling around in your head, to be spewed out after you are asked a question. Good questions are the innocent sounding ones: "Has the game started yet?" "Is it past midnight?" "Is that button on your shirt undone?"
The other best way to play is to get personal (the game usually descends to this level fairly quickly): "Do you often pick your nose like that?" "Do you masturbate often?" "Are your breasts really 36DD?" "Does your girlfriend arch when you make love?"
You can see the game demonstrated (after a fashion) in the tennis court scene in Rosencrantz and Guilderstern Are Dead.
Red and Black #1.
Simply a simple game with a pretty high buzz factor. Simple supplies: people, beer, deck o' cards.
One player goes first. Using mental telepathy, s/he tries to predict the color of the card about to be turned over. If correct, s/he continues; if incorrect - drink.
If correct three times in a row, the player can make a rule concerning procedure for the game. Intersting rules are:
"Can't say red"
"Can't say black"
"Tap head before drinking"
etc.
As always, be creative.
Of course, if some is caught "violating" a rule, s/he drinks. But be sure not to break the rules while enforcing them.
Red and Black #2.
This game is like high and low and it is a very simple game even though the instructions seem long.
The best way to play this game is if you are all seated near each other (like at a table).
The first player guesses if the card that the dealer flips over is going to be a red or a black card.
If the player guesses right then he/she guesses again.
If the player is right again then he/she is passed and the next player goes. If the player guesses wrong then he/she either has to take a chug of his/her beer and the next player goes.
If the player guesses wrong then he/she guesses again after taking a sip of their beer. If the player is wrong again then he/she has to finish their beer and the next player goes. If the player guesses right then he/she is passed and the next player goes.
Shotgun.
This is not really a drinking game, but more or less a contest to see who could drink a can of beer the fastest. Very high buzz factor. Supplies: beer, and something to puncture the can with.
Punch a hole near the bottom of the can, on the side. BE CAREFUL: that can is now dangerous with sharp edges possibly exposed. Put your mouth over the hole, lift your head upo with the can while opening the can. Drink fast. The first person to finish is the "winner."
Sink the battleship.
A game of skill, a game of challenge, a game of intrigue? Low-Mid buzz factor. Supplies: people, beer, pitcher, and glasses.
Each player will need a glass of beer. Float an extra glass in the pitcher of beer (adding some beer to the glass may be needed for stability). Each player takes turns pouring beer into the floating glass. After a five second wait, the next player then pours into glass. Whoever causes the glass to sink must retrieve it and drink its contents. The object is to leave the glass just short of sinking and leave the care upto the next player.
Sixes.
Simple game, high boot factor.
Line up six cups, size unimportant. Get a pitcher(s) of beer. And a single die.
Everyone sits around and someone starts by rolling the dice. (clockwise or counter, direction matters not)
The number you roll corresponds to the number of the cup in the line. If it's empty fill it as much as you want, if it contains beer, drink it all, and roll again.
If you clear the table chances are the party will become more enjoyable (at least to you ).
Snap.
A game of speed, challenge, and intellect? (or was that Thumper?) Anyways, a good game with a Very High buzz factor. Supplies: people, beer, and cards.
Best played with a large number of people (for obvious reasons). One person is designated as the dealer. (This person should be changed every round because the dealer is at a distinct disadvantage. Some people play that the dealer does not play on his/her turn.) The dealer begins by placing cards, face up, in a stack, and calls out the number on each turn. When two cards of the same number come up in a row, the first person to bring his/her hand down onto the top of the pile gets the top card, and is then allowed to "give out" the number of the card in drinks to whomever he/she wishes. Rounds end when the dealer runs out of cards.
Some people try to add some more fun to the game by requiring that all players have the 'snap hand' behind their backs. Others call snap on two face cards of same suit in a row, or cards in either assending or decending order.
Speed Quarters.
This one is said to be more fun than the original game. This one doesn't allow for those certain people to concentrate for half-an-hour while everyone else gets bored. The cardinal rule in this game is - you snooze, you loose! Supplies: people, beer, a shallow glass, and two quarters.
Situate everyone in a circle. Give the two quarters to two people opposite each other in the circle (or as opposite as possible). Then, say "GO!" and the two people try to bounce their quarters into the same glass. They get as many tries as it takes and can take as long as they want...BUT when one does make it in, that person passes his/her quarter to the person on their left. Then this person must bounce the quarter in. This goes on until a person gets passed a quarter when s/he already has a quarter. This person then must drink some beer, you choose the amount.
Sometimes, depending on the number of people playing, it's better to play with two glasses. Then both the quarter and glass get passed after a successful attempt.
Spinners.
A physically and mentally "challenging" game. Low buzz factor. Supplies: people, beer, and a quarter.
A group of people sit around a flat table with one quarter. One person takes the quarter and stands it on edge on the table, holding it with the end of his/her finger. with his other hand, (or with the same hand holding the quarter), he hits the quarter, causing it to spin (like a top) across the table.
Immediately after "spinning" the quarter, he/she calls the name of someone else sitting at the table. This person must then do one of two things:
stop the quarter from spinning by capturing it (still on edge) with the tip of his/her index finger.
hit the quarter using his/her finger so that it continues to spin on edge; after which they call someone elses name.
If the person who "spins" the quarter causes the quarter to spin off the table when they hit it, he/she must take a drink.
If the quarter stops spinning and lands flat before the "receiver" manages to catch or spin the quarter, he/she must drink, and the original "spinner" gets to spin the quarter again.
Rules can also be added regarding such things as if the quarter stops, who drinks when it is heads, or when tails.
Super Quarters.
An extension of Quarters, and Speed Quarters. This game has also been referred to as Chandeliers. Supplies: people, beer, many cups, and a quarter. High buzz factor.
Take one cup, "the big chug," fill it with beer, and place in center of table. Put a small amount of beer in a cup for each player, and place these cups around the big chug; remember which cup is your own.
The game begins with a player attempting to bounce the quarter into any of the cups. If the player misses, s/he must drink the contents of his/her own cup. If the player makes it, whoever's cup the quarter landed in must drink. If the quarter lands in "the big chug," everybody must drink, and the last one to finish must drink the "big chug."
The Vegetable Game.
This game works best after a few drinks. It is quite similar to Thumper without the pounding.
The object of the game is to speak without ever showing your teeth by hiding them with your lips curled over them. The game starts by each person choosing the name of a vegetable. That will be their call name. The first person to go will say their name twice then choose another person by saying their name twice. That person will then continue by saying their name twice and "calling" another person.
Example:
First Person: Broccoli, Broccoli calls Asparagus, Asparagus
Second Person: Asparagus, Asparagus calls Lettuce, Lettuce
Usually people feel, sound and look so ridiculous trying to say their names that everyone starts laughing - thus showing their teeth - resulting in a drink fest. If you can laugh and still hide your teeth then you haven't had enough to drink beforehand.
The Name Game.
Another good "get to know ya'" kind of game. Mid buzz factor. Only the standard supplies are needed: people and beer.
(also referred to as "Think While You Drink")
Everybody sits in a circle, (isn't this how most games start?) and someone starts by saying the name of someone famous, or pretty close to being famous as far as those people are concerned.
The next person says a name that starts with the first letter of the last name of the previous name. Sound confusing? Not really.
Mel Brooks
|
Bart Simpson
|
Sam Donaldson
|
Dick Vitale
|
Vincent Price
|
Pat Robertson
|
Rick Mears
|
Michelle Pfeiffer
If a player can't think of a name IMMEDIATELY, they must consume for the DURATION until they can think of an appropriate name.
Play never stops, it is always moving. Now, if someone says a name that begins with the same letter on first and last names (ie: Doanld Duck, Mickey Mouse) or is a singel name (ie: Madonna, Cher) then the direction of the circle reserves.
For example:
Michelle Pfeiffer
|
Patty Duke
|
Donald Duck
| (direction change)
Davy Jones
|
Jesus (direction change)
|
Jim Morrison
|
Mike Tyson
and so on.
The Tower.
Construct a tower out of the following drinks, placing a cardboard beer coaster between glasses: (in order from top to bottom)
shot of schnapps (or tequila, etc.)
small mixed drink (e.g. whiskey sour)
tall mixed drink (e.g. Tom Collins)
glass of white wine
12 oz beer
Participants roll a die in turn. The first to get a 6 drinks the schnapps. The next to get a 6 removes the coaster that was under it. The next drinks the small drink, the next removes the coaster, and so on.
The next to roll always waits to roll until the previous person has drunk (or removed the coaster) EXCEPT when the beer is drunk. When that happens, the game speeds up, because if someone rolls a 6 before the person drinking the beer finishes it, the beer-drinker must pay for the whole tower. If the beer drinker finishes first, then the next person to roll a 6 (the beer drinker is exempt) pays.
Thirty One.
A game of math and drinking. You'll need a deck of cards, people, and beer. The game follows the same premise as BlackJack, but with some important variations.
The object of the game is to get as close to 31 points in your hand without going over. Aces are 11, all face cards are 10 points, and all other cards are face value.
Each player is dealt three cards, two face-down, and one face-up. The play rotates, like in BlackJack, for additional cards. At any point in the game, if you think you have a high hand, 28 points or so, you can "knock," which means everyone else has one last draw to add to their hand. After everyone plays their last card, the hands are laid down and the person with the lowest point total has to drink an entire beer before they lose again in an ensuing hand. If the person who knocked has the lowest point total, that player must also drink an additional penalty beer for poor play.
If someone does not finish their beer before losing again, they must drink yet another penalty beer. Finally, anytime someone has a total of 31 in their hand, they immediately place their cards down and EVERYONE else is a loser. Fast play can be a killer.
Three Man.
A most excellent good time dice game. Supplies needed are the standars people and beer, plus dice. Check the variation below for additional optional supplies.
Everyone sits in a circle. The first order of business is to determine the Three Man. This is done by each player rolling a die in turn. The first to roll a three becomes the Three Man (see below for variation with the Beer Helmut.)
The player to the left of the Three Man goes first, and play continues in a clockwise direction. The player then rolls both dice and acts according to the following combinations:
| 1:1 | Doubles - see below |
| 1:2 | Three man drinks (sum to 3) |
| 1:3 | Three man drinks (three on die) |
| 1:4 | Thumb to table or floor (playing surface) |
| 1:5 | Index finger to side of nose. |
| 1:6 | Player to left of roller drinks (7 left/11 right) |
| 2:2 | Doubles - see below |
| 2:3 | Three man drinks (three on die) |
| 2:4 | Pass turn |
| 2:5 | Player to left of roller drinks (7 left/11 right) |
| 2:6 | Pass turn |
| 3:3 | Doubles - see below; three drinks twice |
| 3:4 | Three man drinks; player to left of roller drinks |
| 3:5 | Three man drinks |
| 3:6 | Three man drinks; Social |
| 4:4 | Doubles - see below |
| 4:5 | Social |
| 4:6 | Pass turn |
| 5:5 | Doubles - see below |
| 5:6 | Player to right of roller drinks (7 left/11 right) |
| 6:6 | Doubles - see below |
However, if on the Three Man's turn, s/he rolls a three or combination thereof, s/he is no longer the Three Man and then can designate any other player as the new Three Man. (This also includes if the Three Man rolls during a doubles give; see below)
Social: Everybody drinks
Doubles: The roller has the option of giving both dice to one player or one dice to two players. Whatever the case, the dice are rolled and the number on the dice is what that person(s) have to drink. (ie. roller gives the dice to Y and Z. Y rolls a 3 and Z rolls a five, Y drinks 3, Z drinks 5. Or Y gets both both dice and rolls a 3:5, Y then drinks 8.) However, if the given dice roll to doubles, the original roller has to drink that amount. But the original roller also keeps the turn.
To condense everything:
| Total of 7 | player to right of roller drinks |
| Total of 11 | player to left of roller drinks |
| Total of 9 | Social |
| Any 3 or sum to 3 | Three man drinks |
| 1 and 4 | thumb on floor |
| 1 and 5 | finger on nose |
| Doubles | give 'em away |
Variation with the Beer Helmut:
To make the visual effect of the game more interesting, the Three Man should have to were some some of strange hat, the Beer Helmut. The Helmut could be almost anything that can be worn on the head, orange hunters' hat, lampshade, undergarments, etc. But tradition holds that the Helmut be made from a discarded case of beer, cut so the the handle serves as eyepieces and a nose bridge. Other ornamentation may be freely added, such as a plume from other cardboard or feathers. It should look like something worn into battle. Thus the name, Beer Helmut.
When the Three Man no longer is the Three Man due to skillful rolling, part of the ceremony is the passing of the Helmut onto the new Three Man.
Thumper.
Simple game for highly energetic people. Low buzz factor. Required supplies: people and beer.
The first thing to do is for each person to choose a hand gesture that they would like to have represent him/her during the game. Can be simple, polite, or sexually enticing, but it must be SHORT.
Everyone sits in a circle, everyone starts the game by "drumming" their hands on the table or floor or whatever the playing surface may be. During the drumming, someone says "WHAT'S THE NAME OF THE GAME?" everyone responds with "THUMPER!!!" then the leader says "AND WHY DO WE PLAY THE GAME?" responded with "TO GET FUCKED UP!!"
At this point the leader performs his/her own hand gesture, immediately followed by the gesture of any other player. This player then performs his/her own gesture followed by another players, etc.. and so on. When a cue is missed or when someone responds too slowly, the "violator" must drink. This person then is the leader for the next round.
Also be creative with what is said during the drumming, it's not limited to the above two questions. You could also call a slo-motion or high speed switch at anytime.
The game takes a lot of emotional involvement, good when played when eveyones hyper because there's no where to go, or nothing better to do.
Trivial Pursuit.
Equipment: Trivial Pursuit game, two or more people, and beer.
Basically, play goes as normal. The only new rule is that, if you get a regular question wrong, you (and your partner(s), if playing teams.) drink once. If you get it right, the player or team to your left drinks once. On the pie spaces, the same rule applies, only the number of drinks is five. When the game is won, the losing player(s)/ team(s) have to finish their drinks.
Twenty-One Aces.
This is a good game to start in a Bar. Simple, straight-forward, no gray areas. Mid-high buzz factor. Supplies: people in a bar (preferably ones you know, or people you want to know), and five dice.
The game is played by counting the "ones" that are rolled. The person who rolls the seventh 'one' gets to pick the shot that will be consumed at the end of the game. The person who rolls the fourteenth "ace" gets the honor of paying for the shot. The person who rolls the twenty-first ace has to drink the shot. Play the game by taking die out of the roll so that you only have one dice left when the twenty-first ace is rolled.
Example:
| Count | # dice rolled |
| 1-16 | 5 |
| 17 | 4 |
| 18 | 3 |
| 19 | 2 |
| 20 | 1 |
| 21 | You Drink |
Ultimate Loser.
History:
After getting really tired of playing asshole/president, we sat down and worked out a new game that is not simply the application of a general use algorithm to a completely random deal.
And, Ultimate Loser was born.
This game has evolved over the course of a week from a moronically simple game, to something that is now slightly too complex for us to handle after we have played for an hour. Rules have been worked in and removed with this factor in mind, until we have reached the final version. We hope you enjoy it is much as we do.
If you love this game, please respond to: wpowers@nortel.ca
Requirements:
- 1 deck of cards
- 2+ players
Object:
To not be the last player with cards (like asshole).
Play:
Cards are dealt to all players such that all players have the same number of cards AND at least 1 card is left over. For example, with 3 players, 17 cards are dealt to each and 1 card remains; with 4 players, 12 cards are dealt to each player, and 4 cards remain. The spare card(s) are set in a neutral area of the table, and a single spare card is turned up. Additional spare cards are not made visible to players. Optionally, a joker may be included to work out the math such that all cards are in play. With 2 players, 13 cards are randomly dealt to each player.
Play begins with the person of the left of last hand's Ultimate Loser. Play is clockwise, and in tricks.
The lead may be a single card, a pair, 3 of a kind, 4 of a kind, or a straight-flush of at least three cards (ie. 3,4,5 of clubs). Play continues in a clockwise direction with each successive player choosing to play the same type of combination (ie. a pair), choosing to pass, or choosing to pass and exchange 1 card in their hand with the card exposed during to deal (the card set to the side). In cases where a player chooses to exchange a card with the exposed card, the card set down by the player is the new exposed card, and may be picked up by another player. It is important to note that players do not have to beat the previous player in order to play. Players only have to use the same combination of cards (pair, straight, etc). When a straight-flush is played, on straight-flushes of equal length may be played (eg. 4 long, 5 long, etc).
After each player has played, passed, or exchanged; the cards are removed from play and the player who had the highest cards wins the trick, and leads. In cases of a tie, 2 players each play a single ace for example, the player who first played the highest card wins. In cases where the person who wins the trick does not have any cards left, the second best person (accounting for the tie rule) wins the lead. A person who passes is not considered to have played (obviously).
In the extreme case where all of the remaining players passed on the lead, the lead is determined by playing Paper-Scissors- Rock.
Penalties:
The loser of each trick must take 1 drink. In cases of a tie for the loss, the tie rule is not applied. Both players drink. Any player who passes is considered to lose the trick.
When only one player has cards left to play, the ULTIMATE LOSER has been determined. The Ultimate Loser must drink 1/2 of a full beverage (ie. half a beer), and must then deal the next hand. In cases where players run out of cards at the same time, the tie rule is applied, and only the loser of the trick is the ULTIMATE LOSER.
All drink on a FourPlay (all of a numbered card).
No other penalties/bonuses exist.
Notes:
We had a LOSER SCRAPE rule, but it seemed to prove to complicated for the loser to always be drinking and scraping. It slowed play too much. We then tried a WINNER SCRAPE rule, which worked almost as poorly. We now use the SOMEBODY SCRAPE rule.
The Paper-scissors-rock rule has been a point of debate. A couple of us love it (we win a lot), and a couple hate it (they always lose at it). It developed when we realized that there was an advantage given to passing, if we let the next person take control of leads. Since we prefer a game the requires people to consider the cards they play in terms of drinking and in terms of controlling the game, we refused to let the lead move to a person who does not play a card. With this in mind, players will sometimes choose to pass/drink instead of playing in order to try to control the game when their low cards might win.
The penalty is enough, if it is enforced correctly. In reality, we only use of penalty of about 4 drinks for the Ultimate Loser. The drinks taken along the way do most of the damage (with 3 people, you could drink as many as about 10 before getting the final penalty).
The Gin card (exposed card, nicknamed the Gin card for it's resemblance to Gin Rummy) is crucial. A lousy hand can be greatly improved with some key passes. The randomness of the deal is lowered, and card playing ability is emphasisized.
Likewise, the straight-flush rule is crucial. The Gin card will lead to some amazing straights (8 long for example). Again, lousy hands can be converted into something useful.
We have not used the skip rule. It seems to powerful a weapon in a trick based game.
Hints:
Always play. Not winning is a heck of a lot better than losing.
If you can't win, and look like the loser - play your lowest card. A drink now might save one later.
If resigned to losing the game, make others drink along the way.
Use the Gin card carefully, what you put down might help someone else more than you were helped by what you picked up.
Up and Down the River.
Quite an excellent game with a potentially very high buzz factor. Required materials: many people and at least two decks of cards. A good rule of thumb is one deck for six people, than an additional deck for every additional eight to ten people.
Everyone sits in a circle, one player is the dealer as well as a participant. Each player is dealt four cards face up, to be kept in front of that player.
The dealer then starts 'up the river' by turning over the first card, each player with the same card in front of him/her (suit doesn't matter), must take one drink. If the person has more than one of the same card, it is a drink for each card.
The dealer then turns over the next card. Same thing, except this time it is two drinks. The next deal is three drinks, and the the last is four drinks.
After the fourth card, the dealer returns 'down the river' by dealing the next card on top of the fourth card dealt. Players with matching cards now GIVE four drinks away in any combination; four to one player, or maybe one drink to four different players. Same situation of the player has more than one of the same card; the player gives drinks for each card.
The dealer continues back 'down the river' by dealing the next card on top of the third card dealt. This time players give three cards for each matching card. The next deal is a give of two drinks, and the last deal is a give of one drink.
After all the cards are dealt, simply shuffle and deal again. Lastly, the dealer starts turning over cards, while counting from 1 (ace) to 13 (king), if the count and the card turned over are equal in value then all players drink that many drinks. Play continues until everyone is sick of the game, or sick from the beer.
Viking.
Another very simple game, with a low boot factor. No limit on number of players, but more than ten or so is not recommended.
The players sit in a circle, one person goes first. The player makes "wiggly viking horns," simply thumbs in, or near, ears and wiggles the remaining fingers for a second or two, then claps both palms together, and points them at any other player.
This player then does the "viking horns," but the player on each side of the "viking" must "steer the boat." This entails rowing to whatever side of the Viking the player is sitting on; right of the Viking rows right, left rows the boat left. The Viking then claps both palms together and designates another Viking.
This continues until either the designated Viking misses his/her cue, or either rower fails to row the boat in the appropriate direction; whomever fails drinks, and then that person resumes play with "the horns."
Whales Tales.
Very confusing at first, but you'll get the hang out it, enventually. Beer and people with an imagination are needed. Any number of people stand together in a circle & 1 person (the prince of wales) starts by saying...
"Whales tales, the prince of wales calls [type of] tales, on a court of [court size], on [someone]"
There are thousands of different types of tales, many of the custom jobs, but I'll list those at the end.... The court size is the number of people counted off from the prince, depending on the type of tales it could be just numbers, letters, etc... when introducing a new type of tales, it is polite to point to each person as you count off the ordinal for them.
Once the prince picks someone ('on four') for example that person must say 'nay', the prince then responds 'who', and the person then picks a new person '1' which would be the person next two him, who would respond, 'nay' and the person who said one would then say 'who' and the person who said nay would then pick a new number... here's a graphical? picture:
A
B C
D
A: "whales tales, the prince of wales, calls regular rotational tails, on a court of 4 on 2"
D: "nay"
A: "who"
D: "3"
B: "nay"
D: "who"
B: "4"
B: "nay,who,1" <- this is legal, generally it is polite to use the sizeof as max
D: "nay"
B: "who"
D: "1"
C: "nay"
D: "who" and so on....
There are like i said, many variations on the type of tales you can play though generally there are only 3 types of rotation, regular, reverse, & counter regular & reverse are counterclockwise & clockwise & counter oscillates between if it goes to C clockwise, from C it goes counterclockwise...
Tales :
Regular (1,2,3,4,etc)
Greek (Alpha,Beta,Gamma,Delta,etc)
[insert foreign language here]
Fat Albert (One-ba, two-ba, three-ba, etc Note: all words are -ba'd. ex: on 1-ba, nay-ba!, who-ba?, 3-ba)
Jamaican (One-mon, two-mon, three-mon... (See Fat albert for the rest))
Canadian (One-eh, two-eh, three-eh, etc)
Also, you can add in speed tales... in which the nay/who lines are removed
As in most of the beer games, when you screw up or it takes you too long to respond you drink... The person who drinks becomes the new prince for the next round & gets to call the type of tales, etc.
Who Shit.
Who Shit is very similar to Thumper. But where Thumper was a game of hand gestures to identify a person, Who Shit has a type of "Shit" to identify a person. Supplies: beer and people.
Prior to the beginning the game, everybody playing decides what type of "Shit" they are going to be. No, not actual feces, but...well, here are some examples: He Shit, Book Shit, Car Shit, Dumb Shit, Coffee Shit, etc. Basically anything can qualify as a type of Shit, including proper names, adjectives, and so on.
One person starts the game by saying, "Who Shit, Shit." Then the person who was called responds by saying their own Shit followed by another player's shit. Example:
You have four people playing:
Dumb Shit, Captain Shit, Sexy Shit,
and Mystery Shit. Dumb Shit begins:
DS: "Who Shit, Mystery Shit"
MS: "Mystery Shit, Sexy Shit"
SS: "Sexy Shit, Mystery Shit"
MS: "Mystery Shit, Captain Shit"
etc.
This continues until either somebody fails to immediately respond when called, or somebody calls on a non-existent shit. The person who screwed up then takes a drink and starts with "Who Shit."
Wuss, Douche Bag, Fucker.
Nothing quite like a game where you must use these three words. The play is very very similar to "Bouncing Ball." This game is best played among people who know each other well enough to get away with calling them names.
Basically, you can't wuss a wuss, and you can't look a fucker in the eye.
One player begins by looking at another player and shouting "Wuss." The next player has three options:
"Wussing" another player than the one who called him (That player then must call something)
Saying "Douche Bag" while looking at the player, in the eye, who called him a wuss. (The other player again has control)
Saying "Fucker" and looking away from the player who called him. (The original calling player must then call again.)
As with an drinking game, if you screw up, you drink.
Alternate rule:
In addition to saying "fucker," one can say "Barney" but must look towards Pittsburgh. If in Pittsburgh, one must look towards "alumni corner" (I guess you have to see it).
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