If you wish to verify the text below, download the
original MS-Word file. This
is a companion file to
The Leadership
Program Hymnal.

T.L.P.'S LESS-THAN-COMPLETE-BECAUSE-THE-OTHERS-SUCK DRINKING
GAMES GUIDE
Key to danger levels:
Low - Probably (but not always) tame.
Medium - Medium buzz factor
High - Potential exists for high buzz factor
Insane - Could get VERY nasty
Deadly - Don't do it, you idiot.
NAME TYPE DANGER LEVEL
Asshole Card Insane
Bar Golf Travel High to Deadly
Baseball Coin Insane
Beat the Barman Endurance Deadly
Beer 99 Luck/Skill Medium
Beer Blow Card High
Beer Bomb Skill High
Beer Bungee Strength Low-Medium
Beer Chess Strategy Deadly
Beer Hunter Luck Medium
Beer Pong Skill Medium
Beer Pot Skill Insane
Beeramid Cards Insane
BeerOpoly Monopoly Deadly
Beirut Skill Deadly
Blind Poker Card Potentially Insane
Boat Races Speed Insane
Bouncing Ball Vocal Medium
Brain Damage Card High-Insane
Bullshit Card High
Buzz Vocal Low
Caps Skill Medium-High
Categories Vocal Low
Century Club Endurance Deadly
Checkers Checkers Insane
Death Ring Card Deadly
Dice Dice Insane
Dictator Card Insane
Drop the Dime Skill Medium-High
Drug Dealer Card Medium-High
Drunk Driver Card Insane
Fuzzy Duck Vocal Low-Medium
High-Low Card High
I Never Vocal Low-Medium
Ice Tray Quarters Coin High
Indian Poker Card High
James Bond Movie Medium
Kings Card Medium-High
Master of the Thumb ---- Low
Mexicali Card Deadly
Mexican Dice Medium
Mexico Dice Insane
Name Game Vocal High
One Big Chicken Vocal High
One Up, One Down Vocal Medium
Pyramids Card High
Quarters Skill/Coin High
Queens Card Medium
Questions Vocal Medium
Red and Black Card Insane
Rhyme Vocal Low
Shotgun Speed Insane
Shra Card High
Sink the Battleship Skill Medium-High
Sixes Dice Insane
Snap Card Insane
Speed Quarters Coin High
Spinners Coin Low
Star Trek TV Medium-High
Suck and Blow Misc Low
Super Quarters Coin Insane
Taps Coin Low-Medium
Thirty One Card Insane
Three Man Dice High-Insane
Threshold Dice/Coin Insane
Trapped Card Medium
Twenty-One Aces Dice High
Up&Down the River Card Insane
Wuss Douchebag Fucker Vocal Low
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.
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.
Someone is chosen by the method of player's choice to go first ,and
they
play a card, the next person has two options:
1) to play a card higher than (but not the same) as the previous
card.
2) 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 President 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, suppose 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 President is the first
player to start each round (a privilege of power). And
the President should never have to refill own beer.
Vice President: can make any player drink at any time (except the
Pres),
but only the President 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.
President-Asshole relationship: At any time, for any reason, the
Asshole must do whatever the President says: drink, wear
underwear on his head, blow the dog. The penalty of being
Asshole is limited only by mutual consent of all playing prior
to the start of the game.
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.
You are encouraged to abuse the power when President or VP, but
remember it will
always come back to haunt you, especially when abusing the Asshole.
Play as many rounds as desired.
Variable rules of play:
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 low-
est 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
Tresurer 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 USED
TO LIKE EACH OTHER.
BAR GOLF
There are two variations of Bar Golf, nine-hole and
eighteen-hole, depending on the size of your town, the availability
of pubs and bars within walking distance, and the stamina of the
players. I recommend you play in teams or pairs, or bring "caddies"
along, to keep players honest in scoring (just like the real thing).
HANDICAPS
Each player's handicap is based on weight. The "no-handicap"
weight is 180 lbs; for each ten pounds less than 180 a player
weighs, they have a handicap of two strokes. A handicap may be
redeemed in one of two ways:
- Strokes subtracted from the final score; OR
- Less to drink. Each stroke in the handicap translates to 1/2 less
of a beer (i.e., if
someone has a handicap of 4, they may skip two holes. No fractions,
though: a
handicap of 3 means you can only skip one hole).
Each player weighing MORE than 180 must drink an extra beer for
every 20 lbs, PRIOR to the start of play.
THE GAME
Plot a course. The starting pub/bar/club is the first hole;
subsequent holes should all be in walking/staggering/crawling
distance, and should not include restaurants. Any other bar, club,
pub, lounge, hall, or establishment in which alcohol is served and
consumed on the premises is fair game, but all holes should be
listed on the evening's scorecard. Remember, all players are allowed
10 minutes to get from one hole to the next when the current hole
has played; walking, taxiing, subway or bus are all allowed.
Tee off at the first pub on the course. All players order a beer.
Drink it. This and all subsequent "holes" are initially scored a
nominal par 3; that is, you have three chances to put the beer to
your lips and gulp/chug it until empty. Additional strokes are
scored or deducted as follows:
- Subtract one stroke for each lift less than 3 it takes to
finish--BIRDIE or
EAGLE.
- Add one stroke for each lift more than three it takes you to
finish--BOGEY.
- Add one stroke for the hole if you have to take a piss--BOGEY.
- Add one stroke for every glass of water, soda, or other
non-alcoholic beverage you have in-between beers--BOGEY.
- Also, add one stroke if you find yourself "in the rough"--that is,
you get slapped, insulted, laughed at, or otherwise rejected by a
member of the opposite sex (MOS)--BOGEY.
- Add one stroke if you don't even make an effort with an
MOS--BOGEY.
- However, subtract one stroke if you get a name and phone
number--BIRDIE.
- Add two strokes if you spill or otherwise commit "alcohol
abuse"--DOUBLE BOGEY.
- Add two strokes if the bartender or bouncer makes you
leave--DOUBLE BOGEY.
- Add three strokes if you hit the "water hazard" (i.e, you
puke)--TRIPLE BOGEY.
- Add four strokes if you don't make it to the toilet before you
puke--QUADRUPLE BOGEY.
- Getting into a fight is by itself score-neutral, however:
- Subtract one from your score if you win;
- Add two to your score if you lose.
- Getting lost on the way to the next hole is a FORFEIT.
- Wimping out and quitting early is a FORFEIT.
- Deciding you like a particular bar/club and declining to continue
is a FORFEIT.
- Getting arrested for drunk and disorderly is a FORFEIT, because
there's not much we can do for you.
A HOLE IN ONE is assessed for that and all subsequent holes if
you meet, hit it off with, and before the hole is done leave the
premises together with the MOS of your choice.
END OF GAME
The NINETEENTH HOLE (or the TENTH HOLE, for a nine-hole course)
is a bar, pub, or club chosen by mutual consent. At this hole,
scores are tallied and punishment rendered for poor scores:
- EIGHTEEN HOLE GAME:
1-5 strokes over par: one additional beer
6-15 strokes over par: one shot (preferably Tequilla)
16-25 strokes over par: two shots
26-35 strokes over par: three shots
36-50 strokes over par: four shots
51 or more strokes over par: until you puke or pass out
- NINE HOLE GAME:
1-3 strokes over par: one additional beer
4-10 strokes over par: one shot
11-15 strokes over par: two shots
16-20 strokes over par: three shots
21-30 strokes over par: four shots
31 or more strokes over par: until you puke or pass out
Exempt from the punishment round is the Master--he who had the
lowest score. If two or more are tied for the best score, however,
they must each drink a congratulatory shot to the other's honor.
BASEBALL
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.
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 rules are simple :
1 The drinker approaches the bar and orders a shot
drink (whisk(e)y, bourbon, vodka, etc., etc..).
2 The drinker pays for the drink with too much money
(i.e. hand over a $5-bill for a $2 drink).
3 As the barman goes away to get change, the drinker
shoots the shot.
4 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. Medium 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.
Tens - When the tally is in the 90's, this drops the value of pile
by 10;
otherwise it's 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.
If a player fails to blow a card off in one breath--including the
last card--
s/he must "chug".
For each ace visible among the cards a player blew off, the blowing
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 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/glass/mug/yard 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
opponent's 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
after
heavy drinking does - then try doing it yourself!!
BEER CHESS
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 development 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 declared 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.
PIECES
White: Black:
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:
1. When one moves a piece, one must sip from the piece moved.
2. When one's piece is captured, one must drink the entire piece.
3. Castling requires two sips: one from the King, one from the Rook
4. En passent requires only one sip (as in a standard pawn move)
5. When one's pawn reaches the eighth rank, and is exchanged for a
queen (or other piece), one's opponent must drink the remainder of
the pawn.
6. Once a piece is sipped, that piece must be moved (taking back
moves is not allowed)
7. 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.
8. After each exchange of pieces, the players must toast each
other's health with the exchanged pieces.
9. When one is put in check, one must sip from the King.
10. Passing out constitutes a resignation.
11. A player may not go the the bathroom before his move.
12. When one is checkmated, one must drink:
1) The remainder of one's King
2) The remainder of the opponent's King
3) The remainder of one's pieces (and that's a lot of beer)
GENERAL HINTS:
1. 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 amount you will have to drink
from that piece when it is traded or captured.
2. If you are a light drinker, avoid exchanges (especially if you
are down a piece)
3. 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.
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 the shaken can 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 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 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.
BEERAMID
Beeramid (rhymes with pyramid, go figure) 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 dis-
tributed 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/her lips.
This game has a surprisingly high intoxication factor, especially if
played with eight levels instead of the usual seven.
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!
BEIRUT
This game is similar to the game "Libya" but more violent. You
can
play with more people and of course more beers. You'll need the same
gear
as with "Libya," cups, ping pong balls, a long table, beer, and
participants.
You fashion the cups in a pyramid with a base as large as of however
drunk you want to be. When Team 1 lands a ball in a full cup, Team 2
must
drink it. However, unlike "Libya", do not remove the cup. Drink it
and place
it back where it was. Now if Team 1 lands the ball in any empty cup,
Team 1
must drink a penalty from beer not on the table.
Keep firing until all the cups on one team have been drained. Once
this happens, the losing team (the one with no full cups left) must
drink the
remaining cups from the other team. Again, very simple
BLIND POKER
This is a crazy game of drinking and daring... A real good way to
see who the
craziest bastard in the room is. You need a deck of cards and plenty
of drinks
for everybody. To start the game, deal out one card (face down) to
everyone.
Make sure that nobody can see their card when it is dealt out. Each
person then
takes their card and presses it to their forehead so that everyone
else can see
it. Make sure though that nobody can see their own card. The person
to the left
of the dealer starts off the bidding. For example, that person can
say: "1
drink", which means "I'm betting one drink that I don't have the
lowest card."
The next person has three options: Drink, See, or Raise. If you
don't want to
take the chance of being the lowest when the number of drinks gets
really high,
you can Drink... So if the current level is one you can get out of
the bidding
by taking one drink. If the second person does not believe that
their card is
the lowest, they can raise the level to two (or more ) drinks, or
they can say
See (say the same number that the person before them did.) The next
person
has to raise, see, or take two drinks. Play progresses until every
one at the
table has stop raising the level. Then everybody puts their cards
down, and
the person with the lowest card takes however many drinks the
bidding was up
to. In the case of a tie for lowest, all players with that lowest
card have to
drink. Of course, if any players "drank" out of the biding earlier,
their cards
are not counted and they do not have to drink at the end of the
round.
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? Not a damn
thing.
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. Medium 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.
BULLSHIT
Another mentally challenging card game involving 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 you 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
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
The game:
Players sit approx 10 feet from each other 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.
CATEGORIES
A simple game that requires a little bit of thought. Standard
supplies: people and beer.
Any player can start the game, all it takes is the calling out of
a category. The next player then has to say some that fits into that
category. Play ends when somebody repeats something that has already
been
said, or can't think of anything new. The player at fault takes a
drink,
then play starts again with a new category.
Sample categories: States, Cars, Brands of Beer, Sexual Positions,
Brands of Cigarettes, Venereal Diseases, Colors, etc.
CENTURY CLUB
This is another straightforward 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.
The game starts out slow, but in the later rounds
you wonder where the time went.
It helps to have a timekeeper; otherwise, you tend to miss a
few shots here and again.
Remember, not everyone makes it to 100. But if you do,
be rightly proud.
CHECKERS
Nothing quite like a drinking game based on games we grew up on.
The
normal supplies are needed: beer and people. But you will also need
a checker-
board (or something similar), and instead of checkers, lots of small
glasses,
such as a shot glass. Actually the glasses should be of two
different types,
one for each player.
Set up the board normally, and fill the glasses with beer or some
other drink. Be warned: straight shots will cause death.
Play the game as you normally would, except that you have only five
seconds to make a move. When you jump a player, that person has to
drink the
glass. The losing player then also has to drink the remaining shots
on the
board.
Another version is a tag-team game. Each player on a team alternates
the moves. The only stipulation is that there is no talking allowed
between
partners.
DEATH RING
The name alone should inspire great caution. Gather many
risk-loving
friends, mass quantities 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's 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.
DICTATOR
As the name implies, dictator is another "abuse of power game,"
such as "Asshole." Standard supplies: people, beer, and a deck of
cards. Of
course, a bad joke regarding potatoes always comes to mind, but
that's a different story.
Begin play by having all players draw a card. The player with the
highest card is the dictator. The dictator then announces some
card-based
condition(s) and deals out as many cards as he likes (try to keep it
less
than 5 per player). For every card a player has that meets the
announced
conditions, they take a drink. The dictator is also dealt a hand of
cards,
except he gives, rather than takes, drinks based on his cards. After
dealing,
the dictatorship passes to the left.
Easy conditions are: all odd cards, all red cards, etc (as always,
be creative). Conditions can be combined. For example: if the
conditions are
all red cards drink once, all even cards drink once, and all aces
drink twice,
then a player with the ace of hearts would drink four times (face
cards are
Jack=11, Queen=12, King=13, and Ace=14).
Variation: The dictator can use other non-card based conditions
as they want. This is the reason and rationale of being dictator, to
change
the rules as you please and keep the game interesting.
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 dealer's job to VERY discreetly wink at another
player; this person must 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 IDs a player as the dealer; 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 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 are easy: there's a dealer and there's 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. Simple supplies: people and
beer.
Low buzz factor. Not too bad 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 players must now 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
consecutively 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.
HIGH-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.
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 inquiring 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.
ICETRAY QUARTERS
Supplies: Icetray, beer, a quarter, and people
Drinking involved: LOTS!
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. Medium-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.
Of course, that means you can see everyone's 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 must drink the total of the
bets.
THE JAMES BOND DRINKING GAME
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"
Every time James says "Miss Mollypenny," sigh audibly and drink.
If JAWS flashes his teeth, everyone drinks.
Every time Q kills a dummy with a household item, everyone must
kill their drink and name the closest household item to them. If
they do not--or, if they do not name the closest item--the offender
must drink again. Regardless, the last to speak up must drink again.
Every time James Bond orders a vodka martini, everyone must say
"SHAKEN--NOT STIRRED" before Bond. If not, they drink.
The first time Bond gets laid in the film, everyone must say "God
save the Queen." Offenders must drink. The second and subsequent
time Bond get's laid, everyone must shout out the hair color of the
previous conquest. Those who don't--or the last--must say "Oh,
James" and drink. If they fail to do either, they have a choice of
quoting:
-- The girl's nationality
-- What Bond said just before the act
-- What the girl said when he walked out
If again they fail, they have to drink and say "SPECTRE."
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.
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
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 Deadly buzz factor. You'll need people,
beer,
and a deck of cards to play.
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.
MEXICAN
Takes a bit to catch onto, but once understood, quite a
competitive game. Requires people, beer and dice. Medium 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.
MEXICO
Modified rules to Mexican; but unlike Mexican, its got a Insane
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.
THE NAME GAME
Another good "get to know ya'" kind of game. Medium 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
(ie: Donald Duck, Mickey Mouse) or is a single 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.
(also referred to as "Think While You Drink")
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:
1 Big Chicken
2 Cute Ducks
3 Brown Bears
4 Hairy Running Hares
5 Fat Females Sitting, Sipping scotch, and smoking cigarettes
6 Sheets Slit by Sam the Sheet Slitter
7 Sexy Siamese Sailors sailing the seven seas
8 Echoing egotists echoing egotistical ecstasies
9 Naughty Knocked up Nuns navigating the Nigerian desert towards
the nunnery
10 fig pluckers plucking figs, I'm not a fig plucker or a fig
plucker's
son but I'll pluck figs until the fig plucking's done!
Have fun.
ONE UP, ONE DOWN
You will first need to find a "Judge" who knows the rules of the
game. I would
like to tell the rules, but there is a curse on anyone who tells the
rules.
This is a game you have to DISCOVER the rules to.
Here's how the game works. Any number of people sit in a circle
with the drink
of their choice in hand. The object of the game is to discover the
rules of the
game. Go around the circle, one person at a time, and each person in
order
must say one of these three things:
1) "One up, One Down."
2) "Two up."
3) "Two down."
If you pick the right one, the Judge will tell you "Right!" If
you pick
the wrong one, the judge will tell you "Drink!" No matter what
happens the next
person in the circle has a turn, and play continues all the way
around the
circle until everybody figures out the pattern and nobody is
drinking anymore.
I would love to tell you the rule, but it is much better to
discover it on your
own. I promise you that it will be one of the happiest moments of
your life
when you discover the pattern. There should be no problem whatsoever
finding at
least one person at a party who knows the pattern and can serve as
judge. This
is not a joke to trap gullible people. There IS an actual pattern
for this game.
PYRAMIDS
A very excellent card game. Get some people together, grab two
decks of cards, some beer, and get ready to play.
This game is similar to "Up and Down the River." Each player is
dealt four cards which they can look at, but shouldn't let others
see.
The dealer out a pyramid of cards, one card at a time (diagram
below). If you have this card, you can tell someone else to drink
the number
of times for that row. However, considering this is a game of
bullshitting
and lying, you can even tell people to drink when you don't have
that card.
But, if the person thinks you are lying, they can call your bluff -
which
doubles the drinking stakes. If you are suspected of lying, you must
show
your card. If you are caught lying, you drink double for the number
of that
is being dealt. Likewise, if you are not lying, the other person
drinks double.
rows - 1 2 3 4 5 6
x x x x x x
x x x x x
x x x x
x x x
x x
x
When you finish the pyramid, the game is over. But if you want to
keep on going, simply bring the sixth row back down into another
point.
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 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.
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. Medium 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.
a. 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.)
b. 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
a. Any hesitation, answering the question, laughing, or doing
anything else besides asking somebody else a question is punishable
by a drink.
b. Asking a question back at the person who asked is punishable by a
drink.
c. 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 Questions demonstrated (after a fashion) in the
tennis court scene in "Rosencrantz and Guilderstern Are Dead."
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"
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.
RHYME
A drinking game for aspiring poets. Supplies: people and beer.
Any player can begin the game, all it takes is for the person to
say a word, any word. The next player must say another word that
rhymes
with the previous word. Play ends when a word is repeated or a
non-rhyming
word is said. The violator then takes a drink. Play begins again
with a new
word.
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 up with the can while opening the can.
Drink fast. The first person to finish is the "winner."
SHRA
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.
SINK THE BATTLESHIP
A game of skill, a game of challenge, a game of intrigue?
Low-Medium
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 buzz factor.
Line up six cups, any size unimportant. Get a pitcher(s) of beer
and a single die.
Everyone sits around and someone starts by rolling the die
(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.
SNAP
A fun game with a Insane 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 amend the rules so 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 lose! 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:
1) stop the quarter from spinning by capturing it (still on edge)
with
the tip of his/her index finger.
2) 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.
THE STAR TREK DRINKING GAME (NOT TNG)
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 way 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"
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 their violation of
regulations/orders
Lt. Leslie speaks
The Enterprise goes back/forward in time
Anybody makes a "historical" reference to the 20th century
Spock gets laid
Romulans laugh
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."
TAPS
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.
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
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 Helmet.)
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- left
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 Helmet:
To make the visual effect of the game more interesting, the Three
Man should have to were some some of strange hat, the Beer Helmet.
The Helmet could be almost anything that can be worn on the head,
orange hunters' hat, lampshade, undergarments, etc. But tradition
holds that the Helmet 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 Helmet.
When the Three Man no longer is the Three Man due to skillful
rolling, part of the ceremony is the passing of the Helmet onto the
new Three Man.
THRESHOLD
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.
TRAPPED
This is a very simple game to play. It is best played with a
group of 3-6 players. Necessary equipment: deck of cards, people and
beer. The deal alternates clockwise. All of the cards are dealt out
face down to each player. The players should make sure to keep their
hand hidden from the other players.
Play begins with the player seated clockwise from the dealer. That
player lays down any card he/she wishes. The next players
(clockwise) need to lay down the same face value card (1 per player)
as the previous player.
When the play gets to someone who does not have a card of the same
face value, that player becomes 'trapped' and must take a drink. The
next player may then play any card. If the 'trapped' player doesn't
have that card they remain trapped, and must take another drink.
Then plays shifts back to the other player adjacent to the trapped
player. This person then plays any card. This goes back and forth
until the 'trapped' player becomes untrapped by playing the same
face value card as one of the adjacent players.
Play continues until a player plays their last card. Once this
happens, the rest of the players must count their remaining cards
and take that many drinks.
TWENTY-ONE ACES
This is a good game to start in a Bar. Simple, straight-forward,
no gray areas. Medium-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.
For example:
Count # dice rolled
--
1-16 5
17 4
18 3
19 2
20 1
21 You Drink
UP AND DOWN THE RIVER
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 left in the deck. 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 gift of two drinks,
and the last deal is a gift of one drink.
After all the cards are dealt, simply shuffle and deal again.
Play continues until everyone is sick of the game, or simply sick.
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:
1 - "Wussing" another player than the one who called him (That
player then must
called something)
2 - Saying "Douche Bag" while looking at the player, in the eye, who
called him a
wuss. (The other player again has control)
3 - Saying "Fucker" and looking away from the player who called him.
(The
original calling player must then call again.)
As with any drinking game, if you screw up, you drink.
|