Before there was beer pong…
Published by Brenda Cothern at Smashwords © 2010
All Rights Reserved.
First Printing.
No part of this work may be copied, reproduced, altered, stored in a retrieval system or transmitted in any form, in any way, without prior, written permission from the author, except by a reviewer who may quote brief passages within the review for publication in a newspaper, magazine, journal, or on a website.
Other Titles:
Soul Stealer
When Beasts Bite
Barely Restrained
Shadows
Fates
New Beginnings
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CONTENTS
Chapter 1 - Cards
Chapter 2 - Coordination
Chapter 3 - Cups
Chapter 4 - Dice
Chapter 5 - Words
Appendix 1 - Intoxication Chart
Appendix 2 - DUI/DWI Consequents Chart
Introduction
Even as I write this book, I am sure these first few pages will not be read by very many people. Which, if I am honest, I would probably not read either if I was looking for a book full of drinking games!
Before Beer Pong became a college staple, there were dozens of games that did not require anything more than cards, dice, a coin & cup or just words. These are the games we played in the ‘80’s and many of them have survived (amazingly!) I have played all of the games contained in this book and as my own children are college age, I thought to share the games with them (and their friends) by writing this book. Because to be honest, this old lady just doesn’t recover as quickly any more (see what you have to look forward too!)
However, I feel that to just compile a book full of different ways that you could get wasted would actually be a waste of time since I am sure (though I have not checked) that many of these same games or variations of them could be found online. That being said let me give you something that those online sites don’t… (And a creative person could even turn this into a drinking game!)
Did you know that…
Drinking games can be traced back to 4th century ancient Greece? According to Rupert Thompson of Santa Clara University, the earliest reference to drinking games in Western literature is from Plato's Symposium The Drinking Party. The game was simple: fill a bowl with wine, drink it, slap it, and pass it on to the next person.
Who applied the first use of dice or riddles to drinking games? The ancient Chinese used to use a canister from which they would draw a lot and a number from to decide who had to drink and how much. Examples of lots included: the youngest player, the host, the last player to join, etc. The amount of drink varied as well.
The Guinness Book of World Records instituted a speed drinking category (for beer) in the early 1960. They later dropped the category in 1991 due to concerns about litigation.
Legal BAL (Blood Alcohol Limit) for most US states and the District of Columbia is 0.08% and a chart of DUO/DWI (as of March 2004) consequences are listed in the back of this book.
Forty-two states and Washington D.C. have laws prohibiting the driver, passengers or both from possessing an open container of alcohol in the passenger compartment of a vehicle. Shouldn’t you know if you are in one of them?
So, now that I have thrown a little education at you, I must cover the legal stuff…
This book is for entertainment and educational purposes and not intended to encourage the excessive use of alcohol. Any reader of the following pages takes full and binding responsibility for their behavior and the consequences that result from any and all application of the games presented herein. The author can not be held liable, accountable, or responsible for any or all applications of the information provided herein.
Please drink responsibly and always designate a driver!
Game - # of Players
Black Red - 2+
Beer Snap - 2+
Red Black - 2+
High Low - 2+
Four Horseman - 2 - 4
Drunk Diver - 2
Drink Bitch - 3+
Connected - 3+
Brain Damage - 3+
Trapped - 3+
Drink to the King - 4 - 8
Crazy 8's - 4+
Ring of Death - 4+
Death by 8's - 4+
99 Beers - 4+
Circle of Death - 4 - 6
Bullshit - 4 - 6
Beer-amid - 4 - 6
Thirty One - 4+
Queen's Court - 4+
Up & Down the River - 4 - 6
Asshole - 4
Jersey Kings - 4+
F.U.B.A.R. - 4+
Drug Dealer - 5 -6+
Need: Cards, 2 players
To start the game, you need to deal out ten cards face down in one line. This forms the bridge.
Each player takes turns to flip one card over at a time.
If you get a numbered card you are fine and get to move to the next card. However, if you flip a face card you drink according to the face card, Jack is one, Queen is two, King is three, and Ace is four.
Once you flip a face card, you must put down more cards according to what the face card is. Example: Pull a Jack and place one more down, pull a Queen and put two down, etc.
Once all the cards are flipped over or the deck is done you are across, and you are done.
Need: Cards, 2+ players
One player goes first by attempting to predict something (value, color, suit) about the card to be turned over. If correct, the player continues, if incorrect - the player drinks, and passes play to the next player.
If correct three times in a row, the player can make a rule concerning procedure for the game.
Examples:
"Can't say red"
"Can't say black"
"Tap head before drinking" etc.
If a player is caught "violating" a rule, they
Need: Cards, 2+ players
Note: The game is based on the card game “Snap” and is best played in a large group on a winner-moves-on basis.
A deck of cards is dealt between 2 people, who then take it in turn to place a card between them onto a pile.
If a card placed on the pile matches the previous card's value, it becomes a race to see which player can shout "snap" first. The player who says "snap" first wins the cards present in the pile.
The idea of the game is to win all the cards. Beer snap is almost the same, but when 2 card values match, and the first player to shout "snap" has been established, the player to shout last has to drink the following amounts of beer from a big (pint) glass:
Value:
2-6 --------> 1 finger
7-10 -------> 2 fingers
Face card --> 3 fingers
Need: Cards, 2+ players
The player one is dealt a card. The player then guesses whether the next card will be red or black. If wrong, the player drinks once (because one card was showing). If correct, the player guesses again and gives out a drink to another player.
After taking at least three cards, the player may choose to continue or pass. If the player passes, the next player starts where the previous left off.
When a player guesses incorrectly, they drink.
Need: Cards, 2+ players
Before play starts, determine vote if equal cards are a loss or correct guess.
The player one is dealt a card. The player then guesses whether the next card will be higher or lower than the next card. If wrong, the player drinks. If correct, the player gives out a drink to another player and guesses again.
After taking at least three cards, the player may choose to continue or pass. If the player passes, the next player starts where the previous left off.
When a player guesses incorrectly, they drink.
Need: Cards, 2-4 Players
First take the 4 kings out of the deck and lay them in the center of the table facing out.
Deal out 7 cards to all the players and put the rest of the deck in the middle of the 4 kings.
Play starts left of the dealer. The first card needed would be a queen. If you have a queen you lay it on the respectable suit and pass out the number of drinks to as many people as wanted, 2 drinks, one for the king and one for the queen, so when the jack is played it would make for 3 drinks.
There are no gaps, if you can't play a card you drink and draw a card from the deck. First to run out of cards wins.
Need: Cards, 2 players
Decide who will be the 'dealer' and who will be the 'driver'. The dealer deals 6 cards (more for a greater challenge, less for an easy road) face down in a line adjacent to each other.
The driver turns over a card, and does the following:
Card is a non-face card - nothing happens and the driver moves onto the next card.
Card is a face card or ace, the driver is dealt additional cards to the line, based on which card he turns over:
Jack = +1 card
Queen = +2 cards
King = +3 cards
Ace = +4 cards.
The driver must also drink one shot/sip of a designated beverage for each additional card dealt.
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.
Need: Cards, 3+ players
Deal a card to each player. Place the rest of the pile in the center.
Each player takes turns to flip through the deck and;
if one of the cards is the same as his/her card, the player must take two drinks.
b) if the card is ranked next to your card you take one drinks. (eg. your kind and a queen or ace in the deck.)
When the deck is done, start over.
Need: Cards, 3+ players
Deal out all the cards evenly among all players. Each player should have their own pile. Player's must not look at their own or anyone other player's pile.
One player starts by turning their top card of their pile over.
If the cards are connected, by suit or by number, then both players’ must drink the same amount of sips as the number on their card. (For example, the first player draws a 5 of clubs. The second player turns over a 9 of clubs. Therefore the first player must drink 5 (sips) and the second player must drink 9.)
If a connection is made twice or more times in a row, all player's with that connection must drink. (Lets say the third person also threw a club (a jack). Then everyone once again must drink their number (aces high). The first two people have now drunk twice off of their one card. )
Play continues to each player. If any card around the table is connected (not across) to the card next to them by suit or by number, then all players with that connection must drink.
Need, Cards, 3+ players
Remove the 8s, 9s and the red 10 tens from a deck of cards. This game is played just like BlackJack but to 7.5 points.
The ranks of the cards are:
Face cards - .5 points
Aces - 1.0 point
2-7 - face value
10s - wild
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."
The dealer takes the deck, deals one card face down to the first player, and one card face down to himself. The player looks at the card, and then bets any amount of beer, a large shot glass is usually a good limit.
The player keeps his 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, the dealer turns over his card, and then hits until he thinks he has the player beat. If the dealer busts, he drinks the bet.
When the dealer is satisfied with his hand, the player turns over his card. The lowest 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 of losing to that player is to deal again. With six or less cards, the dealer lays them face down, the player bets, they both draw a card, and the loser drinks (tie means the player drinks) Play continues until everyone has dealt.
Trapped
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 they wish. 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 un-trapped 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.
Need: Cards, 4-8 players
Shuffle a deck of cards, and spread them out face down on a table.
Place a cup, or some sort of container in the center of the table. Go around the 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 a king, pour a desired amount of beer into the center cup. Whoever draws the final (fourth) king must chug the center cup.
Need: Cards, 4+ players
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's card but your own.
The dealer begins by betting that he has the highest card, and placing an amount of drinks 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.
Need: Cards, 4+ players
Take the four 8's from a deck of cards and lay them out on a table, top to bottom. Deal the rest of the deck to the players sitting around the table.
Players must take turns laying down their cards, building from the eights in either direction (matching suites).
Any card may be played, however;
If a player cannot lay down a card that directly follows one already on the table, a 9 on a 8 for example, they must drink for the total number of cards from those in the suit on the table and those missing in between.
If a player lays down a card that does not skip any cards, the drinks (of their card's face number) are given out to the player(s) of their choice.
Need: 2 decks of cards, 4+ players
Note: Best to play with canned beer or drinks in cups so you can bluff how much you have left.
Sit everyone in a circle. The first person draws a card. The next person draws a card.
If both cards are related (same value or the same suit) then both players must drink the number of sips as on their own card. (jack=11, queen=12, etc.).
If they have both have the exact same card then they have to drink double the face value.
3. 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.
Need: Cards, 4+ players
Take the four 8's from a deck of cards and lay them out on a table, top to bottom. Deal the rest of the deck to the players sitting around the table.
Players must take turns laying down their cards, building from the eights in either direction (matching suites).
Any card may be played, however;
If a player cannot lay down a card that directly follows one already on the table, a 9 on a 8 for example, they must drink for the total number of cards from those in the suit on the table and those missing in between.
If a player lays down a card that does not skip any cards, the drinks (of their card's face number) are given out to the player(s) of their choice
Need: Cards, 4+ players
Deal four cards to each player, and then turn the top card over. Play goes around the circle with each person playing a card, mentally keeping track of the 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 in the 90's, this drops the value of pile by 10 when you play it, otherwise its a regular card.
Socials occur whenever the total equals a number ending in 9. Special socials on 69 and 71. On a 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.
Need: Cards, 4-6 players
Spread a deck of cards out into a circular shape. Players should sit around the circle.
One person chooses a card. The person adjacent to them also chooses a card.
If the cards are of the same suit, you add up the values of the two cards and the two people have to drink for that many seconds.
If they aren't the same then the first person puts their card in a discard pile and the next person (a third player) draws a card.
If it matches the second person's suit then they drink, etc...
When three or four cards of the same suit are drawn in a row, add all the values up and all three or four players must drink.
If a player breaks the circle of cards with their chosen card, he/she must drink once.
Bullshit
Sit in a circle; deal out the entire deck of cards evenly, or thereabouts, to each player.
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 that card, they can lie.
If someone thinks they 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.
Note: 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.
Need: Cards, 4-8 players
The dealer lays out 15 cards in a pyramid form and deals 5 cards to each player face down. Each card in the pyramid represents one drink.
The players look at their own cards but don't let anyone else see them. The dealer flips the top card in the pyramid.
If you have the card you can tell someone to drink. You can also bluff that you have the card. The players can drink or call the bluff. If you call the bluff and the person doesn't have the same card, they drink double. If the player has the card you drink triple.
If a player has two or more of the card flipped then they can make someone drink twice or more, depending on how many matches they have. You can also split up the drinks given to players in Beer-amid if you have multiple matches.
Need: Cards, 4+ players
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.
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 (and must drink).
Need: Cards, 4+ players
Shuffle the deck of cards. Spread them out so that any card can be chosen. Someone goes first by choosing a card.
Do the following corresponding action:
Ace - Choose any player to drink.
King - All players drink.
Queen - Ladies drink.
Jack - Men drink.
10 - 2nd person to the right drinks.
9 - 2nd person to the left drinks.
8 - All players drink.
7 - Person to the right drinks.
6 - Person to the left drinks.
5 - Change direction of play.
4 to 1 - Drink that value in drinks.
Play continues to the left, unless a five, the change of direction card, was drawn.
Need: Cards, 4-6 players
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 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. If the player has more than one of the same cards; 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.
Play continues “up & down the river” until all cards are played.
Asshole
To determine everyone’s rank in the game deal players one card each then highest card is President, next highest Vice-President, then Secretary, Lowest card is the Asshole..
The President starts by laying down any card or cards with the same face value. The person following you must lay down a card of equal or greater value. They must also use the same amount of cards as you did.
If you lay down two 9's then they would have to lay down two of something equal or greater. If the player lays down the same card as the previous player then the next player is skipped and must drink. Also, if you can't play any of your cards than you must skip and drink. Cards are cleared if everyone skips or a two is played.
Play continues like this until all the cards have been played.
Anyone who ranks higher then you can tell you to drink whenever they want to.
Special Rules:
The Asshole must always deal and clear the cards.
The Asshole must give the two best cards in their hand to the President.
The President gives the two worst cards in their hand to the Asshole.
If the President remains President for three consecutive rounds they can create special rules, such as the word "drink" cannot be used. If these rules are broken then the offender must drink.
Need: Cards, 4+ players
To start Jersey Kings, spread cards face-down around a large cup. Draw in clockwise order. A "drink" is a normal sip.
Ace - Social - He/she who draws proposes a toast and everyone drinks.
2-6 - Black (Clubs & Spades) - Consume the card's value in drinks. (Hearts & Diamonds) - Give the card's value in drinks.
7 - Waterfall - Everybody begins to chug. You can't stop until the person to your right has stopped. He/she who draws may stop first.
8 - Thumb Master - He/she who draws puts his/her thumb on the table. The last person to do so drinks.
9 - Rhyme - He/she who draws says a sentence. The person to his/her left must rhyme with the last word in the original sentence. This continues in clockwise order. Rhyming words may not be repeated. If you repeat a word or can't think of one, you drink.
10 - Category - He/she who draws thinks of a category, like "Simpsons Characters." Then, he/she says one, like "Homer." Then, the person to his/her left must think of another one, like "Bart." This continues in clockwise order. If you repeat an item or can't think of one, you drink.
Jack - Guys drink - A toast is often included.
Queen - Ladies drink - A toast is often included.
King - He/she who draws the first, second and third king pours some of his/her drink into the "large cup" and comes up with a rule that must be obeyed for the rest of the game, like "no showing your teeth" or "no saying 'drink,' 'drank' or 'drunk'." Anyone in violation of a rule drinks. He/she who draws the fourth king must POUND the contents of the "large cup." Drawing the fourth king marks the end of the game.
Note: Drawing the fourth king is a fate worse than death if there are a combination of beverages in the "large cup," like beer, wine cooler and vodka. In fact, some players insist that only beer be poured into the cup.
Need: Cards, 4+ players
Shuffle a full deck of cards and scatter them in a pile in the middle of your table.
Each player takes a turn at picking one card. They flip over their card, displaying it to everyone. Each card has a different rule as follows:
Ace - Take one drink
2 - Take Two
3 - Take Three
4 - Questions: You look at the person of your choice and ask them a question, they must answer your question with a question and it keeps going until someone screws up. Ex. What is going on? Why do you touch yourself? You don't have to question the person who questioned you either. Make sure to make eye contact.
5 - Give five drinks
6 - I never. This is where the person who flipped the card says something they have never done and anyone who has must drink.
7 - Thumbmaster: This person puts their thumb down on the table whenever they want and the last one to put theirs down drinks. The thumbmaster can do this as many times as he wants until the next seven is picked.
8 - Categories: The first person gives a topic/category and in rotation, everyone else must give a kind. Ex: Toothpaste...Crest....Colgate.....Mentadent..etc.
9 - Rhyme: Everyone must give a word that rhymes with yours. Ex: Shoe...glue...you..etc
10 - Social: Everyone drinks.
Jack - Assholes drink...guys drink.
Queen - Bitches drink....girls drink.
King - Waterfall: This can be extremely hard, depending on your group of drinkers. It goes in order first being the one who picked the card and so on. The first person drinks as much beer as they can continuously and the 2nd person can't stop until they stop, the 3rd person can't stop until the 2nd person and so on.
Need: Cards, 5-6+ players
Sit
around a table. Take a number of cards out of a deck that is equal to
the number of people playing. One of the cards has to be a king and
one of the cards has to be an ace. The other cards can be any combo
of numbers people decide on. However, the higher the card number, the
more you will have to drink. Pass out a card to each person face down
and do not show other players when looking at your card
Whoever receives the ace is the drug dealer. Whoever receives the king is the cop.
Once all of the cards have been passed out, everyone stares at everyone else around the table waiting to hear the words "the deal has been made". These words will be heard once the person who has the ace (the dealer) winks at someone.
The
person who has the king (the cop) is on alert to try to see who the
robber is. He/she wants to catch the robber winking at someone. Once
"the deal has been made" (the person who is winked at will
say this to the group), the cop throws over his card and tries to
guess who the dealer is (the person who winked).
If the cop guesses wrong, he/she has to drink the number of drinks that the cardholder turns over.
This game, drug dealer, continues on until the cop guesses who the dealer is.
It's
hilarious to watch the cop go through everyone around the table while
having to slam beers for each wrong guess.
If the dealer happens
to wink at the cop, the dealer is automatically busted and has to
drink a pre-determined number of drinks.
Game - # of Players
Captain Puff - 3+
Super Bunny - 3+
Need: 3+ players
Round 1
The first player says "I dedicate the first drink of the night to Captain Puff". They then:
• tap the table top once with one finger (both hands)
•tap the table underneath once with one finger (both hands)
•snap their fingers once (both hands)
•pick up their beer with one finger and thumb
•tap the table with bottle
•take a drink
Everyone in the circle repeats until finished; if anybody messes up, they must drink and start over.
Round 2
The first player says "I dedicate the second drink of the night to Captain Puff Puff", and then repeats the actions from the first round, but doubling everything (two taps, two snaps, two fingers on beer etc).
Everyone in the circle repeats until finished; if anybody messes up, they must drink and start over.
Round 3
In this round, everything is done 3 times. The first player says "I dedicate the third and final drink of the night to Captain Puff, Puff, Puff", followed by three taps, three snaps, three fingers on beer, ending by finishing their drink off and placing the bottle (or glass) upside down on their head and saying "Once a Captain, always a Captain, drink to the last drop!"
Variation
Don’t end at round three. Instead complete round three doing everything three times (snaps, taps etc.). Proceed to round four.
Round 4 (and subsequent rounds)
Players add an action after tapping the table but before taking a drink. Starting with player one who added a new action, the game goes around the table with everyone taking one drink for the round. Player two starts round two by adding an action after player one’s action but before they drink.
Example:
Player one :
• tap the table top once with one finger (both hands)
•tap the table underneath once with one finger (both hands)
•snap their fingers once (both hands)
•pick up their beer with one finger and thumb
•tap the table with bottle
ADD Action (tap nose, pull ear, touch elbow, etc.) Player one taps nose
•take a drink
The game goes around the table with everyone repeating the sequence with the new addition. When game gets back to player one, they repeat above.
Player two:
• tap the table top once with one finger (both hands)
•tap the table underneath once with one finger (both hands)
•snap their fingers once (both hands)
•pick up their beer with one finger and thumb
•tap the table with bottle
Player one’s action: taps nose
ADD Action (pull ear, touch elbow, etc) Taps knees
•take a drink
The game goes around the table with everyone repeating the sequence with the new addition. When game gets back to player two, they repeat above.
Player three starts:
• tap the table top once with one finger (both hands)
•tap the table underneath once with one finger (both hands)
•snap their fingers once (both hands)
•pick up their beer with one finger and thumb
•tap the table with bottle
Player one’s action: taps nose
Player two’s action: Taps knees
Add Action
•take a drink
The game goes around the table with everyone repeating the sequence with the new addition. When game gets back to player three, they repeat above.
You get the idea now --- have fun!
Need: 3+ players
This game appeared confusing at first but once you get it down, it is hilarious to play especially if you have 6-10 players!
The starter of the game is known by various names, including Bunny Master or Super Bunny. They put their thumbs to their head like bunny ears, waving their fingers up and down in a bunny fashion. The people to their left and right are known as the Bunny Master Minions. The person to the Bunny Master's right waves their left hand, whilst the minion to the Master's left waves their right hand, mimicking the Bunny Master.
The Bunny Master must then pass the bunny to another player who must take possession of the bunny by putting their thumbs to their temples and waggling their 'bunny ears'. The players on either side of the new possessor of the bunny must also 'mirror' the bunny.
For the pass to be legitimate, the original Bunny Master must fully remove their thumbs from their temples. The minions who were mirroring the Bunny Master must also remove their thumb from their temple and cease to mirror.
Failure to adhere to these rules or any other will result in the player getting 'fined' at the end of the round. These fines are usually alcoholic resulting in the intoxication of the players, which of course is the real object of the game.
Passes
New bunny passes may be introduced into the game, over progressive rounds, to increase the difficulty level. Example passes include:
Simple Pass - Both thumbs are released from the temple and the arms are stretched out horizontally with the hands together, and the index fingers pointing clearly at another player, who must then pick up the bunny.
One Man Pass - The Super Bunny removes one of their thumbs from their temple, and the bunny is passed to the player next to them on the same side that the remaining bunny ear of the passing player is still waggling. So if the right hand is dropped, the bunny is passed one player to the left (and vice versa). This pass is also known as the Leeds Pass.
Two Man Pass - The Super Bunny removes both thumbs from their temples, and then places one thumb on their nose with the palm of the hand facing in one direction or the other around the circle. The direction that the palm faces in determines the direction the pass goes in. This means that is the right hand is being used, the bunny is passed to the player next but one on the left of the passing player (the bunny is passed two players to the left). This pass is also known as the Bradford Pass.
Three Man Pass - The Super Bunny removes one thumb from one of their temples and puts it on their nose, with the palm facing in the direction of the pass. The bunny is thus passed to the player three players along the circle in the direction of the palm. This pass is also known as the Exeter Pass.
Dummy Passes
However, players should be aware of fake passing - known as the Dummy Pass. These fakes are used by the Super Bunny to trick another player into picking up the bunny when it had not in fact been 'passed' or 'thrown' to that player. There is of course a drinking penalty if you are duped by this.
The Stare Dummy - The Super Bunny stares at another player other than the one they are passing to, making that player think they are the one being passes to.
The Nod Dummy - The Super Bunny feigns a simple pass by pointing with their index fingers and nodding in the direction of the player to be dummied. However, because their thumbs never leave their temples, the bunny is never released.
The Loughborough Dummy - In this fake, the hand that drops the bunny is used to point at the player to be dummied. Of course the real One Man Pass (see above) is to the player next to the Super Bunny. For example a player issues a One Man Pass to their right, by dropping their left hand, but points with that left hand across the circle at another player.
Game - # of Players
Quarters - 2+
Chase - 4+
Rapid Fire - 3+
Dirty Pint - 3+
Ice Tray Sink - 2+
Baseball - 4
Chandlers - 4+
Flip, Sip or Strip - 3+
Quarters
Need: Shot glass, a quarter, 2+ players
The object of the game is to bounce the quarter into the shot glass. If the shot is made, the shooter gives out the drink and shots again. If the shot is missed, the shooter drinks. Is the shooter makes three shots in a row, they can make a rule. Riles can consist of anything (touch nose before shooting, stand and hop before shooting, etc.)
Chase
Need: a mug, 2 shot glasses, 2 quarters (add more glasses and quarters as need so the game doesn’t slow) 4+ players
Start by setting up in a circle, fill the mug about halfway then pass out the shot glasses, with a quarter. It's best to start the shot glasses across the table from each other.
Players begin at the same time and shoot repeatedly until they make their shot into the glass. Once the shot is made, the glass is passed to the left.
Players race around the circle trying to pass off the shot glass before the other one laps them.
If the person to your right makes the shot before you do and slides their glass to you, you have to drink the mug in the middle.
The person that drank then fills up the mug to whatever height they want, passes the shot glasses to whoever they want (players must be across from one another) and a new round begins
Need: mug and a coin for each, 3+ players
Place a glass in the middle of the table and fill half way. Each player has their own quarter and glass.
One person shouts "ready, rapid fire!!!"
The last person to bounce their quarter into their own glass in has to drink the glass in the middle!!!
One main rule: you always must keep the same quarter; you can not grab someone else's. If your coin goes flying off the table. Get up and chase after it!
Need: 1 quarter, 1 glass, 3+ players
Each player takes it in turns to put any amount of their own drink into the central drinking glass (known as the 'Dirty Pint').
They must then toss a coin in the air and catch it, predicting which side it will land on. If they choose correctly, then the Dirty Pint is passed to the next player, who will then add their chosen amount and toss then coin themselves.
However, if the player chooses incorrectly, they must down whatever is in the Dirty Pint at that time.
The Dirty Pint is then passed to the next person and the game continues.
Need: 1 ice cube tray, a coin (any will do), 2+ players
Play follows as regular quarters except you are shooting into an ice tray.
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.
Baseball
Need: 4 shot glasses, 1 quarter, 4 players
Set up the four shot glasses in a row going away from home base (the designated shooting spot for the quarter). Fill them with beer or similar beverage.
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.
The 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).
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.
Chandlers
Need: quarter (or any coin), equal number of cups per player +1
Place a mug of beer in the middle of the table with as many smaller glasses of beer as there are players.
Players take turns and to bounce their coin into someone else's drink.
If they succeed that player whose glass it is must drink their beer.
If he misses play passes to the next player.
If he manages to get his coin in the central pint everyone except the coin bouncer must drink their glass empty as quickly as possible. The last person to empty their glass also has to drink the pint of beer in the middle of the table.
Need: 1 quarter (or any coin), 3+ players
Flip a coin and call heads or tails whilst it is still in the air. If you guess right, you can either pass the coin to your right or you can choose to flip again. Another successful guess lets you either flip again pass the coin to anyone of your choosing.
However, any wrong guess means that you must pass the coin to your left and either take a drink OR take one article of clothing off (anything that is a pair - such as socks- counts as one item).
If you guess right 3 times in a row, you may retrieve an article of clothing and put it back on. The coin is then passed to your right.
Game - # of Players
Match up - 4+
Twenty One - 2+
Rolling Dice - 2
Screwed - 4+
Sixes - 2+
Chasing the Ace - 4+
Deadly Dice - 2+
Mexican Dice - 2+
Three Man - 4+
Need: 2 dice, 4+ players
Two players each roll a die. If the both roll the same number they give that many drinks out. If they roll different numbers, the have to drink the amount on the other person’s die.
Need: 2 dice, a glass, 2+ players
Fill the glass half way. Players roll the dice and tried to get as close to 21 as they can without going over.
All players roll and the closest to 21 gives out the glass to drink.
If they “bust” and go over 21 they drink the glass and refill it.
Need: 2 dice, 2 players
Both players roll their die at the same time. The person with the highest die wins. The loser subtracts the number on their die from the number on winners die and then drinks the difference. If the players both roll the same number they both must drink the total number that the dice adds up to.
Screwed
One person starts and rolls one die.
If they roll any odd number except for 3, the person to their left must take 3 drinks.
If they roll any even number except for 4, the person to their right must take 3 drinks. If they roll a 4, everyone must take 3 drinks.
If they roll a 3, that person then takes both dice and rolls them. What ever the two dice add up to, is how many drinks they must take.
Sixes
Need: 1 die, 6 cups, 2+ players
Line the cups up in a straight line. Decide which end starts from 1 and the other from 6.
Everyone sits around and someone starts by rolling the dice.
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 with a drink, and pass play to the next player.
If it contains a drink, drink it all, and roll again.
Need: 2 dice, 2 cups, 4+
Sit in a circle and give two people, who are opposite each other, a cup each with a die in it. On the count of three, start rolling the dice out of the cup.
Amount on die:
1=pass the cup and die to your left
2=nothing
3=nothing
4=one drink for the person on your left
5=one drink for the person on your right
6=one drink for yourself
You roll until you get a 1 on the die. If you get stuck with both cups, your penalty is to chug the rest of your beer. You must take your drinks as assigned immediately, even if you are rolling.
Need: 2 dice, 2+ players
The first player rolls 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).
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
After achieving the above, the next player now takes his turn.
Need: 2 dice, a cup, 2+ players
This game takes a bit to catch onto, but once understood, quite a competitive game.
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.
Need: 2 dice, 4+ players (For quick explanation go to pg 47!)
Everyone sits in a circle. 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.
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 Index finger to side of nose
1:5. Thumb to table or floor (playing surface)
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
4:4 Doubles - see below
4:5 Pass turn
4:6 Social & Pass turn
5:5 Social & Doubles - see below
5:6 Player to right of roller drinks (7 left/11 right)
6:6 Doubles - see below
However, if on the Three Man's turn, s/he rolls a three or combination thereof, s/he is no longer the Three Man and then can designate any other player as the new Three Man. (This also includes if the Three Man rolls during a doubles give; see below)
Social: Everybody drinks
Doubles: The roller has the option of giving both dice to one player or one dice to two players. Whatever the case, the dice are rolled and the number on the dice is what that person(s) have to drink. (ie. roller gives the dice to Y and Z. Y rolls a 3 and Z rolls a five, Y drinks 3, Z drinks 5. Or Y gets both both dice and rolls a 3:5, Y then drinks 8.) However, if the given dice roll to doubles, the original roller has to drink that amount. But the original roller also keeps the turn.
To condense everything:
Total of 7 - Player to right of roller drinks
Total of 11 - Player to left of roller drinks
Total of 10 - Social
Any 3 or sum to 3 - Three man drinks
1 and 4 - Finger on nose
1 and 5 - Thumb on table
Doubles - Give 'em away
Game - # of Players
Animal Game - 3+
This is My… - 3+
Whizz, Bang, Bang - 3+
21’s - 3+
Bullshit - 3+
Turtle Master - 4+
Need: 3+ players
The players sit in a circle, and the first person starts the game off by saying the name of person (real of fictional but they must have a first and last name). The person to their left has to say the name of another person that starts with the first letter of the last name that the first person said.
For example, if they said "Robin Williams" the next person might say "William Shakespeare". The third person could say “Sissy Spacek” Play continues around the circle in the same manner. However, when first and last names start with the same letter, the direction of the game reverses.
All players must take a drink while thinking of a name. If a player does not need to think, they take one drink before saying the name.
If the player says name that was already used, they must continue to drink while they think of another name. The last one remaining player wins.
Need: 3+ players
The players sit in a circle, and the first person starts the game off by saying the name of an animal. The person to their left has to say the name of another animal that starts with the last letter of the animal the first person said.
For example, if they said "caT" the next person might say "Tiger". Play continues around the circle in the same manner. However, if the player cannot think of an animal or says an animal that was already used, they take a drink and say a new animal. The last one remaining player wins.
Need: 3+ players
Players sit in a circle and take it in turns to point to one of their body parts and say the incorrect name. For example, a player pointing to their eye might say "This is my chin". The next player continues in the same manner.
To make play more difficult, you can require that the next player makes their statement (e.g. by pointing to their ear and saying "This is my nose"), followed by the previous person's statement and action.
When someone messes up, they must drink half a beer.
Need: 3+ players
Play begins with the first player stating "to my left/right" and then shouting "whizz" and clapping their hands in the direction of the next player. The next player then has 3 options.