at least as old as 12-Jan-1993 15:58
|Beat the Barman||Endurance||Very Very High|
|Beer Pot||Skill (?)||Very High|
|Beer Race||Speed||Potentially Very High|
|BeerChess||Chess||Very Very High|
|BeerOpoly||Monopoly||Very Very High|
|Boat Races||Speed||Very High|
|Century Club||Endurance||Very Very High|
|Chutes and Ladders||Board Game||High|
|Dennis Miller||TV||Very High|
|Drop the Dime||Skill||Mid-High|
|Drunk Driver||Card||Very High|
|Guess the Note||Music||Low|
|High or Low||Card||High|
|Keg Stand||Endurance||Very Very High|
|Kill the Keg||Endurance||Very Very High|
|Kings and Blood||Card||Very High|
|Master of the Thumb||----||Low|
|Mexicali||Card||Very Very High|
|One Big Chicken||Vocal||High|
|Red and Black||Card||Very High|
|Scud Attack||TV||Very Low|
|Sixty Seconds||Endurance||Very Very High|
|Sink the Battleship||Skill||Mid-High|
|"Strange Brew"||Movie||Very High|
|Star Trek - TNG -- The Canonical Drinking Game||TV||Very High|
|Stripes and Solids||Billiards||Very High|
|Suck and Blow||Misc||Low|
|Super Quarters||Coin||Very High|
|Three Man||Dice||High-Very High|
|Tympani||Jerry Lewis||varies greatly|
|Up and Down the River||Card||Very High|
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.
Approximately 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 hierarchy, 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.
(slightly) Modified rules ∞
1. 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)
2. 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.
3. 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.
4. 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 lowest cards, and VP and vice-asshole exchange their *one* highest and lowest card.
5. 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.
6. 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.
7. 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.
8. 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:
9. 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.
10. 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!
11. 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.
Well, I think that about covers the rules. It can sound like a difficult game at first (don't try to learn it drunk), but it provides hours and hours of entertainment.
I HIGHLY RECOMMEND THIS GAME FOR A GOOD GROUP OF FRIENDS WHO ENJOY LOTS AND LOTS AND LOTS OF DRINKING AND FUN.
HAVE FUN WITH IT!!!!
Supplies: 4 shot glasses, beer, a quarter, and two teams of people
Drinking involved: LOTS!
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.
This game is pretty simple but lots of fun (and lots of drinks)!
Beat the Barman ∞
Another game for the insane, very very high buzz factor. As the story goes, nobody has ever won, lost or drawn.
- 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 99 ∞
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 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 somebody 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.
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 ∞
(for lack of a better name)
The rules are quite simple; potentially 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 players 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.
Beeramid (rhymes with pyramid, go figga) is a game that involves a tremendous amount of drinking.
Supplies: people, beer, and a deck of cards.
A Beeramid (pyramid) of cards is constructed by placing a certain number of cards face down in a row (usually seven) as the base and building up until there is one card as the top of the Beeramid. The remaining cards are distributed as evenly as possible among the players. The dealer turns over the first card at the base of the beeramid and calls out the card value. Anyone who claims to have that card may give one drink to anyone else. That person may either drink or call the bluff by saying "bullshit". If the first person has the card after all, he shows the card and the victim drinks twice. If he doesn't have it, he drinks twice himself. Once a row of the Beeramid is completed, the first card on the next row is drawn, and every card now has the same value as its row. Each person with a card on the second row can give two drinks, on the third row three drinks, all the way up to the seventh row. All bullshit calls double the value of the row, of course, making them risky propositions as time goes on.
If someone has more than one of a card (say a five is drawn and someone has two fives in his hand) he can give both fives to the same person or split them up. He only needs to show both cards if both players call bullshit; if only one player calls bullshit he only needs to show one card.
At the seventh row, if people are taking honest drinks, a bullshit call should result in about a full beer's consumption by SOMEBODY. For this purpose we usually buy a bottle or two of a heinous-tasting beer (your choice) to serve as the "Penalty Beer". Anyone losing a bullshit challenge on the seventh row must finish the Penalty Beer without taking it from his lips...
This game has a surprisingly high intoxication factor, especially if played with eight levels instead of the usual seven.
An adaption of the game Parchesi. If you already know how to play, it's just as easy. If you don't know, learn. Low-mid buzz factor.
Supplies: people how want to play Parchesi, the game itself, and some brew.
Play the game as usual, if you get sent back, or cannot move, take a drink. It's that easy. Good with two players, each player taking two sets of pieces on opposite corners.
This was printed in the Boston Half Baked.
Beer Chess is chess played with beer as the pieces. Beer chess is the unification of the intellect with the inebriated. Beer chess is stimulating brain cells as you kill them. Beer chess was created during a weekend retreat at the McEnaney Estate in Jackman, Maine, thus making Jackman, Maine the Beer Chess capital of the universe.
- Playing the game
Beer chess is played with beer, a lot of beer. One side uses Light Beer (white), the other side uses regular (black) of the same brands. (see list below) Our research and deveolpment team has concluded that one can expect a standard Beer Chess game to last up to five hours, assuming neither player passes out. Intermissions, however, may be decleard on a bilateral basis.
- Board construction
As you may have realized, this game requires a big board. While beer chess boards are now commonplace in Jackman, in other places their availability is still limited. Again, our R+D team has arrived at a clever solution: Bathroom tiles-large white bathroom tiles. Placed on a darker table at regular intervals, one can quickly construct a professional looking Beer Chess set. For and even cheaper board, cardboard coasters, available at most bars, serve as impromptu, portable boards.
|8 pawns:||Bud Lights (8oz can)||Budweiser (8oz cans)|
|2 Rooks:||Miller Light (12oz can)||Miller Genuine Draft (12 oz Can)|
|2 Knights:||Busch Light (12 oz Can)||Busch (12 oz Cans)|
|2 Bishops:||Coors Light (12 oz Can)||Coors (12 oz Cans)|
|Queen:||Michelob Light (Bottle)||Michelob (Bottle)|
|King:||Bud Light (Bottle)||Budweiser (Bottle)|
- Standard rules
- When one moves a piece, one must sip from the piece moved.
- When one's piece is captured, one must drink the entire piece.
- Castling requires two sips: one from the King, one from the Rook
- En passent requires only one sip (as in a standard pawn move)
- When one's pawn reaches the eigth rank, and is exchanged for a queen (or other piece), one's opponent must drink the remainder of the pawn.
- Once a piece is sipped, that piece must be moved. (taking back moves is not allowed)
- One may take as long as one wants to drink a captured piece, but the piece must be quickly consumed when a second piece is captured.
- After each exchange of pieces, the players must toast each other's health with the exchanged pieces.
- When one is put in check, one must sip from the King.
- Passing out constitutes a resignation.
- A player may not go the the bathroom before his move.
When one is checkmated, one must drink:
- The remainder of one's King
- The remainder of opponent's King
- The remainder of one's pieces. (That's a lotta beer)
- General hints
- Take big sips out of pieces you expect to trade, when moving those pieces. This technique evenly distributes the amount of beer you will consume, and decreases the ammount you will have to drink from that piece when it is traded or captured.
- If you are a light drinker, avoid exchanges (expecially if you are down a piece)
Avoid sacrificing pieces for position. A sacrifice will only force you to drink more. Remember, in this game, you can be beating your opponent, not only by the fact that you have a greater number of pieces left on the board, but also by the fact that you have a greater number of surviving brain cells left.
Another adaptation of board games, this one obviously to Backgammon. A pretty tame game, that just gets tamer.
Low-mid buzz factor, depending on how fierce the competition is.
Supplies: you and a partner who wants to play Backgammon, the game itself, and some beverage.
Play the game as usual. Any time one of your pieces gets sent to the bar, drink. As well, each time you take a piece off the board, drink again. Pretty straightforward.
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!
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.
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.
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.
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 a divisible of 11. In this case, watch out for 77.
Number of players: Minimum of two
Equipment: At least two cups (standard keg cups work great), as many bottle caps as you can get a hold of, water, beer
Players sit approx 10 feet from eachother on the floor (depends on the size of the room and the skill of the players). Players alternately flip the bottle caps at each others goal - the cup, which is filled about half way with water (this prevents caps from popping out). If a player makes a shot he scores one point; however the opposing player is allowed the chance to "cancel" the point by making his next shot. If the opposing player misses his cancel shot he is required to take one drink (we generally equate six points to one 12oz beer - no milking). If the opposing player makes his cancel shot, no points are immediately scored. Player one shoots again and if he misses he must drink once (no points). If he makes his second shot it is once again up to player two to cancel - if he misses he drinks twice, if he makes then player one must make or else drink twice. This can go on to the point where a player must chug his whole beer before he can shoot again - only one point is awarded, though.
The only other rule is that any ricochets are worth two points (i.e. a bounce off the floor, or a thigh, or the wall. To cancel, player two must ricochet his cap also. If he just makes a normal shot he cancels out one of the two points and must take a drink.
Games generally go to 15 and you must win by two.
We have played this with as many as four people to a team, or if your room is large enough you can spread individuals into various formations for individual play.
This game was originally played with your beer in the cup that was being shot at - it got pretty disgusting - use the water method. Not only did beer get all over the carpets/floors but whatever was on the carpets/floors got in your beer. Blech.
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 less 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.
Chutes and Ladders ∞
Go out and buy the childrens board game.
Modify the rules as such:
Whenever you go UP a latter, count the number of squares OVER and UP that you are propelled, and distribute that many drinks among your opponents. (eg. 4 over and 3 up---7 drinks: 2 to person A, 3 to B, 2 to C, for ex.).
Whenever you go DOWN a chute, count the number of squares OVER and DOWN that you are propelled, and drink that many YOURSELF. For computer geeks, just tell them to count the Hamming distance.
If, when you spin the 'spinner', and it comes up a tie (i.e. it doesn't land on a number, but the line in between), you must spin again, and take the number of drinks that is shown. Then proceed normally.
Dennis Miller ∞
Turn the sound off, make a pitcher of kamikazes, and every time he runs his hand through his hair you either have to do a shot or take off an article of clothing.
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 (and you re-roll your dice).
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 eventually 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 re-dealt 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 a lot 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 ∞
A good get-to-know-ya kind of game. Not too bad of a game after everybody's had a few.
Low buzz factor.
Simple supplies: people and beer.
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 Fck?" or "Fk he does."
Variation: the same player cannot say the same thing consecutively within the same round. i.e.: 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.
Go Fish ∞
A very simple adaptation to the card game of the same name.
Supplies: people, beer, and cards.
Deal the game as you normally would. Anytime you ask for a card and are told to "go fish," you drink once. Everytime you have to give a card to another player, you drink twice, three times for face cards and aces. Everytime time you lay down a pair, your opponent(s) drink twice. It's that simple.
Guess the Note ∞
As many people as are interested can play, the more the merrier. A game for the more musically inclined.
Low buzz factor.
Supplies: People, bottled beer, and some musical instruments (piano is best).
One player takes a seat at the instrument. The other players drink unspecified amounts of beer from the bottles. The first player blows a note on his bottle, as if playing a flute. The person at the instrument has 3 tries to repeat the note with the instrument. If repeated correctly, the first player drinks. If the person never matches the note, he drinks three and passes his turn.
Hi Bob ∞
Similar to "TV Characters," another old style drinking game steeped in tradition.
Mid-High buzz factor.
Simple rules: whenever anybody on the show says "Hi, Bob!", everybody calls out "HI BOB!" and takes a very generous drink of their beer. People on the show say "Hi, Bob" so often, that even the guys who can hold their alcohol the best will get at least a good buzz.
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.
Ibble Dribble ∞
Supplies: 1 cork (at least), some matches or lighter, copious amounts of scullable liquids, numerous party animals (some of which have hilarious accents).
- An IBBLE-DIBBLE is a player wanting to get drunk,
- A DIBBLE-IBBLE is a mark made on the player using a blackened cork.
Setup: Get everyone at least 1 drink give the people around the table a number, i.e. go clockwise and assign 1,2,3,4 etc. char one end of the cork by lighting it, letting it burn and blowing it out. start the game.
Play continues by the player who is called, naming himself ("number 3 ibble-dibble" identifying how many marks he has ("with 6 dibble-ibbles") then calling another player and identifying the number of marks they have. ("calling number 7 ibble-dibble wit no dibble-ibbles"). Any mistakes or pausing requires the player to scull and try again, they aren't allowed to count the marks or anything. The player who makes a mistake also a dibble-ibble put on him by one of the other players.
i.e. a game might go something like:
1 says: "This is number 1 ibble-dibble with no dibble-ibbles calling number 5 ibble-dibble with no dibble-ibbles"
5 says: "This is number 5 ibble-dibble with no dibble-ibbles calling number 6 ibble-dibble with <PAUSE> no dibble-ibbles"
everyone says "NO WAY you paused.." etc and someone makes a mark on his face. (usually marks are spots on cheeks etc, but as the game progresses, people get eyes blacked out, groucho mustaches, horns, beards etc)
5 has to scull, and pours another drink and says: "This is number 5 ibble-dibble with 1 dibble-ibble calling number 7 ibble-dibble with no dibble-ibbles"
7 says: "This is number 7 ibble-dibble with no dibble-ibbles calling number 5 ibble-dibble with NO, OOPS ONE AAAH SH*T" gets a mark, has to scull, and game continues.
Finishing the game:
You finish once you get really pissed and want to go out and party. Then you go out without washing the marks off (or alternatively use a toxic marker or something) and everyone at the clubs you go to wonders what stupid disease these idiots who just walked in have.
Indian Poker ∞
A pretty silly looking game, but that's what makes it fun.
Mid-high buzz factor.
Supplies: people, beer, and a deck of cards.
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.
As always, be creative.
James Bond ∞
Just put on a James Bond Film
- Every time someone says "James" drink twice.
- Every time someone says "Bond" drink twice.
- Every time someone says "James Bond" drink half a beer.
Can be quite amusing, especially when our hero says "My name is Bond, James Bond"
Keg Stand ∞
Simply cheap, crazy entertainment to liven up any old party. This stunt will put you well on your way to a long, fun-filled evening of saying really stupid things to that person you've been staring at across the room. So, what do you need? A keg, a mouth, and a couple of assistants.
The object is to drink as much as you can, for as long as you can, without stopping. Put both hands on the keg. Have your friends get your feet, and tip you upwards do you're doing a handstand on the keg. Wrap your thirsty lips around the tap, open it, drink. Keep track of your time. Compare times with your friends. Oh yeah, shake your head to signal somebody to close the tap.
Kill the Keg ∞
This is not really a game, but beautifully referred to as "a call to action, a frenzied rally for a cause held dear by the participants."
Supplies: people eager to drink themselves silly, and a keg of beer, brand irrelevant.
At some time during the course of a party, particularly at a low point, maybe near the end of an evening, all it takes is for someone to shout, "Kill the Keg!" Participation is mandatory. Everyone heads to the keg, and doesn't stop drinking until the keg is done, emptied, drained, dry, KILLED!
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-nonchalantly 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.
One of those potentially very sinister games, a chance to piss a lot of people off, or likewise be pissed off yourself. But hey, you'll be wasted because this game has a Very Very High buzz factor.
Supplies: People, beer, and a deck of cards.
All the cards are dealt to players BUT THEY DON"T LOOK AT THEM. Person #1 turns over a card, let's say it's the 3 of hearts. Person #2 then turns over a card, say the 8 of hearts. Now Person #3 tells them both to start drinking because they have a pair (two hearts) and Person #3 starts counting. When he gets to the number 3, then person #1 can stop drinking and when he gets to number 8, person #2 can stop. The problem(?) is that person #3 can count as fast or slow as he wants and others have to keep drinking no matter what. Also, person #3 has to catch the pair BEFORE he plays his card.
Okay, now say person #3 puts down an ace of hearts, then person #4 tells #'s 1, 2, and 3 to start drinking and counts until 14. Aces=14.
Now say that person #4 puts down an ace of spades, then the next person (before playing his card) catches them and then starts counting to 28. Because 14+14 =28. (same value is doubled/tripled) Both #3 and #4 drink until 28.
This will get you very drunk if you're friends are cruel. If counting, feel free to go the the bathroom, get another beer, go on a food run, etc, while in the process of counting.
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.
Modified rules to Mexican; but unlike Mexican, its got a Very High buzz factor.
Supplies: beer, people, dice, and a cup that you can't see through.
Choose someone to go first, and roll the dice, take a peek, and don't let anyone else see the roll. You can either tell the truth on what you rolled or lie about it.
The bigger of the dies is tens, the smaller is ones. So, if you have 4 and 5, your hand is 54. 6 and 1 is 61 and so on. So hand 16 does not exist.
You always have to roll, by truth or lie, better than the previous player. The hands are in numerical order with the following modifications (starting with the highest):
1-1 special 2-1 special 6-6 5-5 4-4 3-3 2-2 pairs are better than a mixed hand 6-5 6-4 6-3 6-2 6-1 5-4 ... 3-1
The next player decides whether he believes the roll or not. If he doesn't, he lifts the cup to check. If the truth was told, the person who questioned must drink (1/3 of a bottle/can is standard). If the liar is caught, the liar drinks. However, if the person chooses not the question the previous roll, he takes the dice (not looking at them) and rolls, continuing the game.
If you roll (or lie) 1-1 (the highest roll), you may tell someone to drink. If the person believes, he drinks once and the next player continues. If the person wrongly accuses him of lying, and the 1-1 was true, he drinks twice. (Once for 1-1 and once for checking a true hand.)
2-1 (mexico) changes the direction of the game, and, of course, can be challenged.
Basically, that's the game. There is, however, special sanctions in some cases:
If you drop a dice (and someone notices), drink once
- in case of two dice, drink twice. If no one notices, continue normally. (If the following player believes your 5-4 with only one dice, it really isn't your concern after that.)
If you roll, and one dice escapes the cup, drink once
- two dice, twice
- If you break the cup, drink three bottles and fetch another cup.
- If you lose a dice, again three bottles.
- If you say a lower hand than the previous, or say an unexisting hand (2-3 for example), and if someone notices, drink once. If no one notices, continue normally.
In all cases (except 1-1), when someone drinks, the player next to the drinker begins from zero.
Name Game ∞
Another good "get to know ya'" kind of game. Mid buzz factor. Only the standard supplies are needed: people and beer.
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 (i.e.: Donald Duck, Mickey Mouse) or is a single name (i.e.: Madonna, Cher) then the direction of the circle reserves.
Michelle Pfeiffer | Patty Duke | Donald Duck | (direction change) Davy Jones | Jesus (direction change) | Jim Morrison | Mike Tyson
and so on.
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 knows 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!
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.
RULE ONE: If *anyone*, at any *time*, for any *reason*, believes in, supports, or likes a person, place, or idea, it's only because they haven't uncovered the fundamental contradictions underlying it and you are allowed to laugh at them because they are Less Jaded than you.
QUALIFICATION ONE: If *everyone* disbelieves in, attacks, or dislikes a person, place, or idea, it's only because they haven't uncovered the fundamental contradictions underlying that disbelief, and you may support that person, place, or idea, *and* you are allowed to laugh at the other players because they are Less Perceptive than you.
COROLLARY: anyone who explains the rules is an ANNOYING FUCK.
Have a drink.
Pub Crawl ∞
The world needs more fun things to do in public, such as this next game. What you will need for supplies are people (in pairs), money, and a list of your favorite bars (within walking distance).
This game, in it's simplest form, is a race. The two people who choose to be partners become a three-legged team by tying one of their legs together. Then, depending on the number of teams, everyone starts at the same bar. The procedure is that each team must consume two beers (one per person). As each team finishes their beers, they quickly head onto the next establishment, preferably after paying, still joined at the leg.
The team that finishes their beers first at the last bar, wins. Wins what, I don't know. A good number of bars to play with is about five.
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 similarly 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 successful, play continues as normal, but if the attempt fails, the player must drink a full glass/can/bottle of beer non-stop.
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 (i.e. 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.
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:
- 1. Obviously, the infraction of any rule is punishable by a drink.
2. 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.)
3. 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.
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 & Guildenstern Are Dead (film) (1990 movie).
Red and Black ∞
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. Interesting rules are:
- "Can't say red"
- "Can't say black"
- "Tap head before drinking"
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.
Divide the room in half, one half being "Roxanne," the other half being "Red Light." Play the music. Anytime "Roxanne" is sung, the Roxanne side drinks. Likewise, anytime "red light" is sung, the "red light" side of the room drinks. It's that easy.
Alternate version: everybody drinks when either "Roxanne" or "red light" is sung.
Scud Attack ∞
A game that gets more and more outdated as the days go by. Very Low Luzz factor.
Supplies: people, beer, multiple televisions.
The order of channel-hopping is NBC, ABC, CBS, and CNN. At each commercial, unless otherwise indicated by further rules, the channel is changed. If you hear someone on TV say "scud," take a swig of beer and change the channel except during scud attacks (see below).
If someone says "Patriot," everyone in the room must salute. The last person to salute takes a shot.
If a scud attack is reported, everyone must hold their breath. The first person to breathe must go to a sealed room while everyone else takes a shot. That player remains in the room until the "all clear" is sounded.
If someone says "somewhere in eastern Saudi Arabia" everyone must shout "Dhahran." The last person takes a shot and must forego the next "scud." The same applies for shouting "Riyadh" upon hearing the phrase "a large airbase in central Saudi Arabia." Anyone naming the wrong city must also take a shot unless they shout "Taif" before they are called on the error.
Whenever Wolf Blitzer appears on the screen, everyone must shout "woof woof" and drink a wine spritzer.
A shot of Kahlua and coffee is kept on the table. Whenever the phrase "ground war," "ground assault," or "ground attack" are used, the first person to grab the shot gets it.
Every time Dan Rather says something stupid, all shout "change the channel." The last person to do so takes a shot and is forced to watch CBS on another TV until the next "scud." I realize that this one is a judgment call, but the odds are that it won't be long before he says something stupid anyway. Of course, if Sam Donaldson is on ABC, change the channel.
Sixty Seconds ∞
This is one that is only good for quickly getting sloshed on cheap nasty beer (the best kind).
Required supplies: one analog clock with second hand, lots of beer, people with nothing better to do.
Each person chooses a number (either 1 through 12 or 1 through 60).
Whenever the second hand passes a players number, s/he drinks, that simple, eh.
Game ends when either: no more beer, nobody conscious, clock broken, or players find a real life.
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 up with the can while opening the can.
Drink fast. The first person to finish is the "winner."
Rhymes with raw. A simple game with a high buzz factor.
Supplies: people, beer, and a deck of cards with 10 through Ace only.
Place one full cup of beer in the center of the table, and arrange the 20 cards in any desired formation around the cup of beer. Play goes in a circle around the table. The first player draws a card. The following table shows what will follow:
- 10 - Word Association
- J - Social drink
- Q - that player drinks
- K - Give one drink to anybody
A - the first three aces drawn don't do anything. Whoever draws the fourth and final Ace must drink the entire cup of beer in the center of the table.
A few rules about Word Association. The player who draws the 10 starts by saying any word. The next player continues on by saying an associated word. This ends when either somebody can't think of another word IMMEDIATELY, or if a previous word is repeated from that round. Both instances results in a drink. It's that simple.
Have one sip of the cheapest beer per successfully met condition:
- "D'oh!" --2 sips if it's not Homer
- eats donuts
has an erection
- mentions humanity
- participates in another dike feminist cause
plays the sax --2 sips if one sings with her playing
- makes crank phone call --2 sips if someone dies from prank
goes to France --2 sips if he goes to Amman, Jordan
writes a complaint letter --3 sips
- hair causes a giant shadow
- kisses homer
- growls at homer
- are in a scene --3 sips if they are separated
smoke --2 sips if they shootup
mention God --5 sips if they convert to Islam
Itchy and Scratchy:
- are in a scene
- one of them dies --10 sips if Scratchy sodomizes Itchy
their theme song is played
- falls down
- says something in a flash forward
urinates and excrements in her tight silk panties
one sip for the following:
- a warm fuzzy happy ending where the family gets closer together.
- a life in hell type character is shown
- someone talks to God or Allah
CARASSO is seen in Moe's tavern
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 up to the next player.
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).
A very very very fun game. Very high buzz factor.
Supplies: people, beer, and episodes of MASH, the television show.
Simple rules: watch the show, any time a rank is said, drink. (ie. corporal, private, major, etc).
Highly adult game. Low buzz factor, nonetheless quite enjoyable to play.
Approx 6-8 guys or girls (all one sex or mixed, for that matter) sit around a table with a table cloth that hangs to the floor. The participants drop their pants/skirts/shorts to their ankles and a willing person goes under the table to do whatever s/he wishes.
The first "player" to smile has to drink.
Originally a bachelor party game with hired prostitute.
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 ascending or descending 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.
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 else's 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.
"Strange Brew" ∞
One of the all-time classics, a beer lovers "movie of a lifetime." What you need to do is get A LOT of beer and a copy of the movie "Strange Brew," starring Bob and Doug McKenzie, those whacked-out Canadian beer hounds.
Version 1: Watch it. Anytime somebody says "eh" (pronounced like the letter 'A'), drink. For example, "Get me a beer, eh?"
Version 2: Watch it. Anytime somebody says "hoser," drink. For example, "You're a hoser."
Version 3: Watch it. Anytime somebody says "eh" or "hoser," drink. It's all that simple.
Star Trek ∞
Sip if any of the following occur:
- Bones says "He's dead, Jim."
- Bones points out he's a doctor, not a _______
- Kirk gets the girl
- Kirk outwits a computer
- Kirk violates the prime directive
- Kirk's shirt gets ripped
- Kirk bluffs his out
- Kirk takes responsibility for the whole crew
- Kirk saves the day with a stirring speech
- Kirk kisses the girl
- Kirk says "We come in peace" and "shoot to kill" in the same sentence
- Kirk says "Phasers on stun"
- Spock shows emotion
- Spock uses the vulcan neck pinch
- Spock looks into the science station
- Spock refers to the doctor as illogical
- Spock says "Fascinating" or "Indeed"
- Scotty complains about the warp speed requested/demanded
- Scotty pulls off a miraculous technological feat
- Scotty says "The engines canna take much more a this, Captain"
- Chekov promotes Russian history
- Chekov says "But Keptin...."
- Chekov pronounces a 'w' like a 'v'
- Sulu sets course
- Sulu has the con
- Uhura says "Hailing frequencies open"
- Uhura opens a channel in all frequencies and all languages
- Uhura sings
- Yeoman Rand gives Kirk something to initial
- Yeoman Rand serves coffee
- Nurse Chapel lusts after Spock
- Kyle makes his appearance as transporter chief
- Lt. Leslie appears or is mentioned
- A redshirt dies
- The weapons are powerless
- The transporter is inoperative
- Dilithium crystals are drained/inoperative/missing
- Communicators malfunction
- The shields are about to collapse
- The Enterprise goes faster than it is possibly able to
- The Enterprise is taken over by a superior alien power
- You see a styrofoam planet or a planet with no atmosphere
- A newly discovered planet is "Much like Earth"
- Klingon and Romulan technology is mixed up
Special effects people cannot tell phasers from photon torpedoes
CHUG if any of the following occur:
- Kirk does not get the girl
- Sulu gets a sword
- Major character dies/is assumed dead
- Starfleet exhonorates the crew for violation of regulations/orders
- The episode was blatantly ripped off by ST:TNG
- Lt. Leslie speaks
Anybody makes a "historical" reference to the 20th century
Star Trek - TNG -- The Canonical Drinking Game ∞
Stripes and Solids ∞
Finally a game for the billiards player. A challenging game with a High buzz factor.
Supplies: people, beer, and your favorite pool table.
This game is a variant on just plain 8 ball. However, the set up is quite different. All of the solid balls are placed in a cluster over the dot. The set up should look something like this: (The 8 ball is over the dot)
7 1 8 2 3 6 4 5
Meanwhile, the stripes are placed along the side rails, two balls 1/4 of the way from the side pockets, two more half way, two more 3/4 of the way, and one centered between the two corner pockets on the end.
O===============O | | | | | | * = striped ball ( ) |* *| X = collection of solids |* X *| |* * *| O===============O
If a player sinks a solid ball, the player gets to give out the number of the ball in healthy swigs of beer. If a player sinks a stripe, the player must drink the number of the ball. In the event of a scratch, the player must finish his/her drink. When all of the stripes have been sunk, the game is over. Until that point, whenever there is only one solid left on the table, all the other solids are placed on the table with the five position deleted.
Suck and Blow ∞
A classic game for the purpose of meeting people, not for getting drunk.
Supplies needed: people of both sexes (depending on sexual preference) and something along the lines of a good sized index card or sheet of paper.
Everyone sits in a circle, generally male - female. Someone chooses to start, and places the card against his/her lips, then using nothing but air pressure passes it to the person sitting next to him. This person takes the card by sucking on it and attempts to pass it to the next person, of course, never touching the card with hands.
If the card is dropped during the exchange, those involved take a drink. Then the game resumes.
There is another version where after the card is dropped, it is torn in half, and then the game continues. Eventually, there becomes more lips involved in the exchange than actual card.
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."
An overly simple game with minimal verbal communication.
Standard supplies: people, beer, and a coin for each player.
A player taps his coin on the table once to begin play to the right. The person to his right then taps his coin once to maintain that direction twice to reverse directions. When a person screws up (tapping out of turn or not tapping soon enough) he drinks.
Three Man ∞
A most excellent good time dice game. Supplies needed are the standard 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
4:6 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. (i.e.. 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.
This is one of those "gee, lets get blasted" games invented after tireless rounds of other games. Very high buzz factor.
Supplies: people, beer, a quarter, a cup, and a die.
The cup is passed, containing a quarter and a die. The shaker shakes to the person next to her/him (the shakee). The shakee then calls heads or tails. If the shakee is correct, the shaker drinks once for each spot showing on the die (6 times if you roll a 6). If the shakee is wrong, s/he drinks that many times. Pretty simple game. Variation: use two dice.
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 slow-motion or high speed switch at anytime.
The game takes a lot of emotional involvement, good when played when everyone's hyper because there's no where to go, or nothing better to do.
TV Characters ∞
Originally named the "Love Boat Drinking Game." Very fun, with a high buzz factor.
Supplies: people, beer, and a tv show with enough different characters for each player.
Before the show starts, each player chooses what character s/he will play. For example, if watching the "Love Boat," someone will play the Captain Stuebing, one will play Gopher, another the Doctor, another Isaac, and even someone will be the Pacific Princess.
During the show, when ever the character appears _on screen_, the player must drink for the duration of the appearance. If the character is simply referred to without being present, one drink must be taken.
Many shows are very well designed for this game. For example, "Cheers" has many characters on screen for long durations. This means that a lot of beer is necessary.
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.
|Count||# dice rolled|
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. Play continues until everyone is sick of the game, or sick from the beer.
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, eventually. 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 size of 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 counter-clockwise & clockwise & counter oscillates between if it goes to C clockwise, from C it goes counter-clockwise...
- 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 as well ex: on 1-ba, nay-ba!, who-ba?, 3-ba)
Jamaican (One-mon, two-mon, three-mon, etc...
- (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.