Other Drinking Games
Games you can play with our cards!
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Asshole
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This is a slightly more complex game, but very, very fun when
mastered. This game requires a minimum of 5 people to play. High boot
factor.
The first hand of asshole is the establishing hand. This will
decide who is the President, V-Pres, Normal People, and the Asshole
for the next round.
Approximately 6 or 7 cards are dealt to each player, depending
on the number playing this can be higher or lower. The rank of the cards
is as follows (most powerful to least powerful) 2, A, K, Q, ... 4, and 3.
Some is chosen to go first and they play a card, the next person has two
options:
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 Pres for the next round, the next out becomes the
VP, the next players out are normal, and the last person out is the
Asshole.
However lets say that the person leading has two 5's, this person may
play them both, then the next player must play two of the same card
HIGHER than five; this player cannot play one card or three cards, only
two. As well, three, or even four, of the same card may be lead.
The only time a player may lay one card in a situation like this is if
it is a two (the power card); a single two, beats everything, and the
hand ends followed by a new lead.
The roles for each player are as follows:
President: can make any player drink at any time, no-one may make
the President drink but self. The Pres is the first
player to start each round (benefits of power). And
the Pres should never have to refill own beer.
Vice Pres: can make any player drink at any time (except Pres),
the only the Pres or self can make the VP drink.
The VP goes second in each round.
Normal People: These players can make each other drink as well
as the Asshole. They play in the order they
finished the previous round; first normal out
follows the VP, second normal out follows first, etc.
Asshole: for many reasons, this player is truly the Asshole.
This player has to do all dealing of cards, all sweeping
of cards after the hands, and can not make any other
player drink. The asshole plays last in each round.
A few recommendations, at the end of each round, the players should move
seats in order to reflect the hierarchy, and proper playing order. Play
your lowest cards first. Abuse the power when Pres or VP, but remember
it will always come back to haunt you, especially when abusing the
Asshole.
Play as many rounds as desired.
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Beer Blow
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Another very simple game (the best kind) with a high
buzz factor. Supplies: people, beer, deck of cards, empty bottle.
The deck of cards is placed on the empty bottle. Each player blows
cards off the deck on the bottle in turn. The one who blows the last card
off the bottle has to drink one glass of beer.
Variation: If somebody spots an ace among the cards a player blew
off - that player has to drink once. So if someone blows down a bunch of
cards and two aces are visible that person would drink twice.
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Beer Hunter
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The rules are so easy, a drunk person could understand. All you
need for this game is a six-pack, a box, and people to play it with you.
Take one can. Shake it. Now I don't mean just shake it, I mean
SHAKE the sucker! Till it's about to blow up. Then put it in the box
with the others and mix them around (one person not looking) and then
switch them around again (the other person not looking) Basically, nobody
knows where it is.
Now, one person picks a can, holds it to his/her head at an angle,
and opens it. If it's not the one, s/he has to drink it. If it is the
one, s/he gets a wet head and you can start all over or whatever. Then,
if it wasn't the one, the next player takes one and tries. etc.
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Beer Pot
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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.
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Beer Race
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The rules are quite simple; potentially high buzz factor.
As usual the basic supplies are people and beer.
Each person starts with a full glass/mug/stein/tankard/cup of beer.
Any beer will do, but preferably something quite inexpensive.
All platers start drinking at the same time. To signal that you
have finished you hold the glass *upside-down* above your head; if anyone
does so then the other players must do the same whether or not they have
finished drinking.
IMPORTANT NOTE: It isn't required that you actually drink the beer
before claiming to have won; the winner is the first person to invert
their glass above their head regardless of whether they actually drank
the contents.
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Boat Races
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One of those classic endeavors that leaves everyone wet and drunk.
Very high buzz factor. Supplies: people and lots of beer.
Have everybody divide up into two even teams. Each team lines up
opposite each other, preferably down a long table, or just sitting on the
ground. Fill each glass full of beer and place in on the table in front
of each player. The players can not touch their glass before they are
allowed. The first players on each team start the game by drinking all
of their beer and setting the glass back on the table. When the glass
touches the table the second person drinks his beer and sets his glass on
the table. This continues until the last beer is gone. The first team
to place their last empty glass on the table wins. Wins what you may
ask? Nothing.
Alternate version: each player has two glasses of beer. The race
goes down the line and returns. That means the turn-around players have
to drink two beers in a row.
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Bouncing Ball
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A very interesting and imaginative game. Mid level buzz factor.
Supplies: people, beer, and an imaginary ball.
Everyone sits around a table. There are only three words
that can be said: WHIZ, BOUNCE, and BOING. Someone starts by saying
one of the words.
WHIZ = the ball passes to next player.
BOUNCE = the ball skips the next player and goes to the following
player.
BOING = ball hits wall and reverses direction.
The penalty for errors is drinking.
Variation: play with difficult words such as PERFIGLIANO, SCHWARTZ, and
a players name.
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Bullshit
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Another mentally challenging card game that involves beer.
High level buzz factor. Supplies: beer, people (not more than 6
for a good game), and a deck of cards.
Sit in a circle, deal out the entire deck of cards evenly,
or thereabouts, to each player. The object of the game is to get rid
of all your cards. Starting with aces, the first player lays down
the number of aces s/he has, stating the number of cards. EVEN if the
player doesn't have any of the card, LIE.
If someone thinks that you are lying, they say "Bullshit!"
If that person is right, you drink an amount proportional to the
number of cards in the stack; lots of cards already played = lots of
drinks. However, if you were honest in your play and someone says
"Bullshit!" that person ends up drinking the prescribed amount.
Play starts with aces, then goes on accordingly, through kings,
then repeats back to aces.
Oh, by the way, if have to drink because of either being caught
bullshitting or falsely accusing, in addition to drinking, you must
also pick up all of the cards already played and add them to your hand.
Play continues until someone runs out of cards. If you so choose,
play could continue down to the last two players.
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Buzz
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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.
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Century Club
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This is another straight forward simple game, the best kind.
You will end up very drunk, very quickly if you play this.
The necessary materials are: people, lots of beer, and a designated
time keeper.
Every minute for 100 minutes, each player takes a shot of beer (1 oz
or 1.5 oz, you choose). At one oz, this equates to just short of nine
cans of beer in just over 1.5 hours. That's a lot of beer.
The game starts out slow, but in the later rounds you wonder where
the time went.
It helps to have a timekeeper because otherwise, you tend to miss a
few shots in there.
Remember, not everyone makes it to 100. But if you do, feel proud.
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Dice
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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.
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Drop the Dime
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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.
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Drug Dealer
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Quite a simple game actually, with a low-mid boot factor.
This is a game to play while doing other things at a party. To play the
game you need one playing card for each participant. You always
need one King and one Ace, and a variety of numbered cards some
low, some mid, some high, but just one card per player.
The cards are dealt face down, take a quick peek. The person who
gets the King is the cop, the person who gets the ace is the drug
dealer, everyone else are bystanders.
It is the drug dealers job to very VERY discreetly wink at another
player, this person while enventually say 'the deal has been made.'
At this time the cop identifies him/herself and tries to figure out
who the dealer is. The cop chooses a player, if wrong the cop drinks
the number shown on the card, and then chooses again, if wrong again,
he drinks the number on that card. When the cop chooses correctly,
the drug dealer drinks the NUMBER OF CARDS remaining NOT the total
of the numbers on the cards.
After that, the cards are redealt and the game goes on.
This is a great game for when people don't feel like playing a game
because it's the regular socializing that helps disguise any winks
and keep the cop on his/her toes. However, it helps alot if the players
do sit in a circle while playing, and not spread around a room.
Obviously if you want to increase the boot factor, play with high
numbered cards.
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Drunk Driver
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The rules for this are easy, there is a dealer and one 'driver.'
The dealer deals 6 cards (more for a greater challenge, less for an
easy road) face down to the driver. The driver turns over a card and
one of the following will happen:
if the card is a non-face card or ace, nothing happens and
the driver moves onto the next card.
if the card is a face card or ace, the driver is dealt additional
cards based on which card; Jack = +1 card, Queen = +2 cards,
King = +3 cards, and Ace = +4 cards. As well, as being dealt more
cards, the driver also has to have a drink for each additional card.
(ace turned over --- 4 cards and 4 drinks).
The game continues until the driver has successfully made it off the road
(gone through all cards dealt). If the dealer runs out of cards, simply
reshuffle the cards already played.
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Fuzzy Duck
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A good get-to-know-ya kind of game. Simple supplie: people and beer.
Low buzz factor. Not too bad of a game after everybody's had a few.
Begin the game by saying "fuzzy duck" to the person to your left.
That person then says "fuzzy duck" to the person on his/her left. This
continues until someone decides to change the direction of play by saying
"does he" (duzzy). "Does he" changes the direction and the phrase that
is said. Not only does the direction change but the people must say
"ducky fuzz." Now the game is going to the right with "ducky fuzz." The
direction is then changed back by saying "duzzy." The words to say go
back to "fuzzy duck."
Any screw-ups ===> drink. After awhile when the mistakes are more
frequent, it turns into, "Does he F**ck?" or "F**k he does."
Variation: the same player cannot say the same thing
consequtively within the same round. ie: if player 1 starts with
"Fuzzy Duck," and play comes back around to him, he must say "Does He"
before being able to say "Fuzzy Duck" again.
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Guess the Note
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As many people as are interested can play, the more the merrier.
A game for the more musically inclined. Low buzz factor. Supplies:
people, bottled beer, and some musical instruments (piano is best).
One player takes a seat at the instrument. The other players drink
unspecified amounts of beer from the bottles. The first player blows a
note on his bottle, as if playing a flute. The person at the instrument
has 3 tries to repeat the note with the instrument. If repeated
correctly, the first player drinks. If the person never matches the
note, he drinks three and passes his turn.
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"Hi, Bob"
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Similar to "TV Characters," another old style drinking game
steeped in tradition. Mid-High buzz factor. Supplies: people, beer,
and episodes of the original "Bob Newhart Show," or even "Newhart,"
if desperate.
Simple rules: whenever anybody on the show says "Hi, Bob!",
everybody calls out "HI BOB!" and takes a very generous drink of their
beer. People on the show say "Hi, Bob" so often, that even the guys who
can hold their alcohol the best will get at least a good buzz.
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High - Low
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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.
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Indian Poker
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A pretty silly looking game, but that's what makes it fun.
Supplies: people, beer, and a deck of cards. Mid-high buzz factor.
Each player is dealt one card that they can not look at. They must
place the card on their foreheads so that everyone else can see the
cards. That means you can see everyone card but your own.
Dealer begins by betting that he has the highest card by saying how
many drinks he wishes to bet. Players who don't think they can win fold
and take as many drinks from their beer that the current bet is at. The
player who ends up losing with the lowest card with the lowest card must
drink the total of the bets.
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The Name Game
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Another good "get to know ya'" kind of game. Mid buzz factor.
Only the standard supplies are needed: people and beer.
Everybody sits in a circle, (isn't this how most games start?)
and someone starts by saying the name of someone famous, or pretty
close to being famous as far as those people are concerned.
The next person says a name that starts with the first letter
of the last name of the previous name. Sound confusing? Not really.
Mel Brooks
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Bart Simpson
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Sam Donaldson
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Dick Vitale
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Vincent Price
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Pat Robertson
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Rick Mears
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Michelle Pfeiffer
If a player can't think of a name IMMEDIATELY, they must consume
for the DURATION until they can think of an appropriate name.
Play never stops, it is always moving. Now, if someone says
a name that begins with the same letter on first and last names
(ie: Doanld Duck, Mickey Mouse) or is a singel name (ie: Madonna, Cher)
then the direction of the circle reserves.
For example:
Michelle Pfeiffer
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Patty Duke
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Donald Duck
| (direction change)
Davy Jones
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Jesus (direction change)
|
Jim Morrison
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Mike Tyson
and so on.
(also referred to as "Think While You Drink")
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Peuchre
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A drinking game adapted to the card game Euchre. If you
don't know how to play Euchre, don't ask. It has to be seen to be
understood, and not many people get it after that. So, this
game is for those who know how to play the game.
Lose a point: one drink per point.
Get Euchred : five drinks, plus drinks for points.
Take all during loner: losers drink 10, plus points.
Partner over-trumps when not necessary: partner has two.
Caught Reneging: Kill entire beer.
Victorious: Have a few to celebrate.
Add to and adjust as needed.
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Quarters
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A mindless game that actually requires a certain amount of
coordination. Supplies: people and beer (as usual), a quarter
(hence the name), and a shallow juice-type glass.
All players sit around a table, or similarily hard surface, and, in
turn, try to bounce the quarter off the table into the juice glass.
If successful, the player tells any other player to have a drink, as well
as receiving another turn. If the player fails, play passes to the
next in the circle.
If the player is fortunate enough to make three bounces in a row,
this player may make a rule. Anything goes. Some favorites are:
"Can't say drink, drank, or drunk."
"Can't point with your fingers."
"No proper names."
"Have a drink before each attempted bounce."
etc. (be creative)
If any rule is broken during the course of play, the violator
subsequently "consumes some beverage."
Early days variations:
The glass that you bounce into also contains the beer to drink.
The trick is to then drink the beer without swallowing the quarter.
If the player bounces and hits the rim of the glass, without
the quarter going in, s/he receives another free attempt.
If the player misses, and feels confident enough, s/he may
"chance" for another attempt. If the player makes the chance attempt,
things proceed as if it were a normal turn. However, if the chance
attempt fails, that player must drink the beer.
Following a failed "chance" attempt, the player may wish to
attempt a "kill." if the attempt is succesful, play continues as normal,
but if the attempt fails, the player must drink a full glass/can/bottle
of beer non-stop.
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Queens
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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.
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I Never
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This is a great game for a group of close friends or people
who really like to share hints of their dark pasts. Only supplies
are people with enquiring minds, and beer. You probably won't
get drunk playing this, but it's a great ice-breaker for a party.
Everyone sits around around a table, or on the floor if you
so desire. One person goes first by making a TRUE statement that
begins with "I never...." For example, "I've never been to Disneyland."
Then, if any other player HAS DONE what the person said, they simply
drink.
As the game progresses, the statements tend to get more personal
and explicit. But the game only works when people are honest. However,
if somebody drinks on an "I never..," no explanation is necessary.
For example, if someone says, "I've never had sex with an inflatable
doll," and someone ends up drinking to it, no explanation is needed, just
a drink of affirmation.
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Kings
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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.
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Master of the Thumb
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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.
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Mexican
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Takes a bit to catch onto, but once understood, quite a
competitive game. Requires people, beer and dice. Mid buzz factor.
Someone arbitrarily goes first by rolling the dice. The score for
the dice is as follows:
2 & 1 = Mexican, the highest possible roll.
(if you throw one of these, the eventual loser has to drink
double the standard drinking quantity being used for the game.)
(each subsequent mexican in that round will double the required
drink for loser). More easily understood later.
3 & 1 = scumbag
the thrower immediately has to consume one drink. This
throw does not count as one of the thrower's goes.
Any double = 100 times the double i.e., double 1 scores 100,
double 2 scores 200 etc.
Any other throw = The highest number multiplied by 10 + the smallest
number i.e., 5 & 4 scores 54, 6 & 1 scores 61 etc.
The starter has the choice of one, two of three rolls to obtain the
best score they can. The starter's score is the score of their last
throw i.e., if you throw a 61 then 63 with your first two throws and
elect to take a third throw, you must count the third throw even if it's
lower. Every other player in the game has the choice of throwing up to
as many times as the starter i.e., if the starter takes one throw, all
other players have only one throw.
Holding a dice - if a player has more than one throw available, they
may hold a 1 or a 2 (if thrown) for subsequent throws i.e., if you have 2
or 3 throws and you throw a 4:1 on your first go, you may, if you wish,
only pick up the 4 and throw it as your next go. This tactic will
increase your chance of a mexican, while also increasing your chance of a
low score or scumbag. If you throw a scumbag you may not hold the 1.
The loser is the person who throws the lowest score. In the event
of a tie, all players with the lowest score must roll one dice and the
lowest number loses.
Play as many rounds as desired.
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Questions
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This is a favorite drinking game, although it's often difficult to
find people willing to play it. Mid level buzz factor. Basic supplies
only: people and beer.
It starts with a room full of people, the more the merrier. The
object is to ask a question when it is your turn, but this is much more
difficult than it seems. The rules are:
1. Obviously, the infraction of any rule is punishable by a drink.
2. You can only ask one person one question at a time.
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 <> or <>. (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 <> 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: <>
<> <>
The other best way to play is to get personal (the game usually
descends to this level fairly quickly): <> <> <> <>
You can see the game demonstrated (after a fashion) in the tennis
court scene in _Rosencrantz_and_Guilderstern_Are_Dead_.
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Red and Black
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Simply a simple game with a pretty high buzz factor.
Simple supplies: people, beer, deck o' cards.
One player goes first. Using mental telepathy, s/he
tries to predict the color of the card about to be turned over.
If correct, s/he continues; if incorrect - drink.
If correct three times in a row, the player can make a rule
concerning procedure for the game. Intersting rules are:
"Can't say red"
"Can't say black"
"Tap head before drinking"
etc.
As always, be creative.
Of course, if some is caught "violating" a rule, s/he drinks.
But be sure not to break the rules while enforcing them.
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Shotgun
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This is not really a drinking game, but more or less a contest
to see who could drink a can of beer the fastest. Very high buzz factor.
Supplies: beer, and something to puncture the can with.
Punch a hole near the bottom of the can, on the side. BE CAREFUL:
that can is now dangerous with sharp edges possibly exposed. Put your
mouth over the hole, lift your head upo with the can while opening the
can. Drink fast. The first person to finish is the "winner."
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Sink the Battleship
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A game of skill, a game of challenge, a game of intrigue? Low-Mid
buzz factor. Supplies: people, beer, pitcher, and glasses.
Each player will need a glass of beer. Float an extra glass in
the pitcher of beer (adding some beer to the glass may be needed for
stability). Each player takes turns pouring beer into the floating glass.
After a five second wait, the next player then pours into glass. Whoever
causes the glass to sink must retrieve it and drink its contents.
The object is to leave the glass just short of sinking and leave the
care upto the next player.
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Star Trek: The Next Generation
The Canonical Drinking Game
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Requirements: Episode(s) of ST:TNG
This list
People (the more the merrier)
Beverages of your choice
Instructions: Simple. Watch the show, and whenever a condition is met,
take the appropriate number of drinks. The definition of
"drink" should be decided before game play starts. Usually,
a good mouthful will suffice. Optional rules are included
at the end of the list for fun variations on the "standard"
game.
Compiler's Note: I would advise taking some time before game play starts
to decide which conditions to use and which to ignore.
Remember that this list is canonical, so you probably will
_not_ want to use them all (especially with a new episode,
since you'll spend all your time reading the list, rather
than watching). Please send any corrections, suggestions,
requests, submissions, flames, etc. to the address listed
above.
---------------------------------------------------------------------------
Category: Condition : Number of Drinks
---------------------------------------------------------------------------
General : "Open hailing frequencies" : 1
Quotes : "Medical emergency" : 1
: "Belay that order" : 1
: "Energize" : 1
: "Hell", "Damn" and other swearing. : 1
: SEE ALSO: Riker's special swearing rules. :
: "It's not like anything I've ever seen before": 1
: "Impossible" : 1
: "Impossible" while watching the "impossible" : 2
: "Shut up, Wesley" : 3
: "On screen" : 1
: "Understood" : 1
: "Set phasers on..." : 1
: "Acknowledged" : 1
: "Priority One" : 1
: "Just a little more time...!" : 1
: "Eastern/Western/Southern/Northern Continent" : 2
: "The Klingon Home Planet" or other reference :
: without actually giving it a name : 2
---------------------------------------------------------------------------
General : A female crewmember has flawless makeup after :
Actions : she's been put through the ringer : 1
: A crewmember straightens his/her uniform : 1 ea.
: SEE ALSO: Picard's special uniform rules. :
: A crewmember drinks (outside of 10 Forward) : 1 ea.
: SEE ALSO: Picard's special drinking rules.:
: A bridge officer is seen in casual clothes : 1 ea.
: SEE ALSO: Picard's & Beverly's special :
: clothing rules. :
: A bridge officer is seen in dress uniform : 1 ea.
: "Ensign Ethnic" or "Ensign Buxom" gets a line : 1
: Someone is referred to by their first name : 1
: First names while sexual tension present : 2
: The sarcophagus is used in sickbay : 2
: Nobody leaves the ship, but we still see more :
: than one room of the alien ship/planet/etc: 2
: The same matte painting of an alien planet is :
: used after each commercial break : 1
: The matte painting has a moving ground vehicle: 2
: Transporter Room 3 is used : 1
: A shuttlecraft appears unsafe : 1
: Someone reads a book : 1
: Mention of dilithium crystals : 1
: Someone adopts a persona (Dixon Hill, Sherlock:
: Holmes, etc.) : 1 ea.
: Someone receives a shot : 1
: Someone receives a shot from a non-medical :
: officer : 2
: A new alien has latex on its forehead : 1
: A new alien also has differently shaped hands : 1
: A new alien doesn't have latex on its forehead: 2
: Someone preaches the Prime Directive : 1
: Someone other than Picard preaches the P.D. : 2
: Someone preaches about "Humanity's Unique :
: Potential" : 1
: An "Old Earth Saying" is brought up : 1
: A member of the bridge crew takes over a :
: by pushing someone out of the way : 2
: Someone wakes up from a nightmare : 1
: The bridge crew contemplates mutiny : 3
: The holodeck appears in its "natural" state : 2
: Holodeck characters become aware of their own :
: ephemerality : 2
: Someone implies that 10 Forward is a Happening:
: Place : 1
: They fade to commercial playing the "ominous :
: horns" : 1
: They fade to commercial with a soap-opera-like:
: close up on someone's face : 1
: The Enterprise is hurled somewhere by another :
: force (Q, Tin Man, etc.) : 2
: Klingon is spoken : 1
: English is spoken by Klingons when they are :
: alone and have no reason to speak English : 2
: Picard or Riker order a course change by :
: exact X, Y, and Z coordinates, rather than:
: something like "Set course for Starbase 8": 3
: The computer makes that "I'm listening" chirp : 1
: An "expendable" is killed : 1 ea.
: A new alien ship is revealed : 1
: Something escapes the sensors : 1
: Something escapes the sensors and they use the:
: word "interference" as an excuse : 2
: Communications malfunction/go out : 1
: Transporter goes down : 1
: A token alien is shown in the background :
: and has no lines : 1
: The token alien is a Vulcan : 2
: Yellow Alert : 1
: Red Alert : 2
: Intruder Alert : 3
: The Enterprise docks at a starbase : 3
: Another Captain or Starfleet Command officer :
: is shown : 1
: A desk hologram is seen : 2
: There is a countdown : 1
: Someone stops the countdown : 2
: Bridge command is handed over : 1
: The Enterprise avoids a conflict rather than :
: using force : 1
: The Enterprise actually fights (shots must be :
: fired) : 2
: Someone uses the episode's title in a sentence: 2
: The saucer section separates : Whole Beverage
: They contact someone via communicator or :
: intercom without activating it : 1
: Communicators don't work : 1
: Communicators are out of range : 2
: The battle bridge is used : 1
: The battle bridge is used with the saucer :
: section still attached : 2
: TNG contradicts a fact stated in TOS : 2
: Dialogue in the turbolift : 1
: A poker game is shown : 1
: A log entry is made : 1
: A log entry is made - not by Picard : 2
: A stardate is mentioned - not in a log entry : 1
: An Old Earth Date is mentioned : 2
: Someone requests that an image on the main :
: viewer be magnified : 1
: Someone requests magnification when it's :
: painfully obvious that it's necessary : 2
: Readings go off the scale : 1
: The ship/crew is seconds away from disaster : 1
: Someone removes their communicator : 1
: Someone places their communicator on something:
: so it can be beamed away or destroyed : 2
: Someone gives their communicator to a non- :
: crewmember so they can communicate with :
: the Enterprise : 3
: The transporter room can't lock on to someone : 1
: The transporter room pulls someone through :
: after their ship explodes : 2
: Someone who normally pronounces "sensors" as :
: "SEN-sers" pronounces it as "SEN-sohrs" : 1
: Someone brings up the matter/antimatter ratio : 1
: A member of the bridge crew looks WAY too :
: pleased with him/herself : 1
: A Captain's Log entry is made by someone other:
: than Picard : 2
: A sound effect from TOS is heard : 1
: The camera pans > 90 degrees to show how BIG :
: the ship is : 1
: Someone changes their pronunciation of a word :
: within the same scene : 1
: Someone throws/is hit by/etc. styrofoam props : 1
: Someone quotes Shakespeare, etc. (See Picard) : 1
: A bad fight scene occurs : 1
: The Enterprise is taken over : 1
: The weapons are rendered useless : 1
: Phasers are used for a different function than:
: intended (e.g. overload, power :
: a transporter, etc.) : 1
: Harmonics are changed in shields/phasers/etc. : 1
: Someone alludes to a work/person/event/etc. :
: that hasn't been made/existed/happened yet: 1
: A guest appearance is made by someone from TOS: 3
: Security alert or request : 1
: Part of a set is destroyed in a fistfight : 2
: A succession of five face closeups with no :
: dialogue : 1
: A shuttlecraft is launched : 2
: A probe is launched : 1
: Someone mentions Jack Crusher : 2
: Someone is seen out of uniform (in civvies) : 2
: The Enterprise is boarded by hostiles : 2
: The warp engine light goes really fast : 2
: The auto-destruct sequence is activated : 3
: A principle character is put on trial : 1
: The Enterprise is captured in a nebula/cloud : 1
: A star returns from the dead : Whole Beverage
: Ancient alien technology screws things up : 1
: Someone is transported to somewhere other than:
: a transporter room or sickbay from :
: somewhere other than a transporter room : 2
: The Enterprise encounters an unknown energy :
: form : 1
---------------------------------------------------------------------------
Picard : "Make it so" : 1
Quotes : "Engage" : 1
: "Come" : 1
: "Come" (in personal quarters) : 2
: "Captain's Log" : 1
: "Captain's Log, Supplemental" : 2
: "Proceed" : 1
: "Number One" : 1
: "The boy" in reference to Wesley : 1
---------------------------------------------------------------------------
Picard : Straightens his uniform : 2
Actions : Straightens his uniform before giving a speech: 3
: Drinks : 2
: Drinks tea : 3
: Drinks tea identified as Earl Grey : 4
: Wears chest-revealing bedwear : 2
: Has an accident or is attacked : 2
: Accident or attack draws blood : 3
: Is possessed : 4
: Requests a Level One Diagnostic : 1
: Makes a speech that saves the day : 1
: Tries to avoid Lwuxana Troi : 1
: Surrenders : 1
: Leaves the ship : 1
: Leaves the ship to lead an away team : 2
: Demonstrates knowledge of a foreign language : 1
: Swears/hurls an insult in a foreign language : 2
: Appears uncomfortable (around women, children): 1
: Quotes Shakespeare, etc. : 2
: Leaves the bridge during a crisis to talk with:
: Dr. Crusher or Guinan : 1
: Talks about death to Dr. Crusher : 1
: Takes a communique from Starfleet in his ready:
: room : 1
: Is called upon to mediate a dispute : 2
: Takes the helm in a tricky situation : 3
: Is seen on the bridge out of uniform : 2
: Calls a meeting : 1
: Calls a meeting in the middle of a crisis : 2
: Cries : Whole Beverage
---------------------------------------------------------------------------
Worf : "Impressive" : 1
Quotes : "Admirable" : 1
: "Grrrrr" (A simple sneer qualifies) : 1
: "I am a Klingon" : 1
: "Klingons do NOT..." : 1
: "Security Override!" : 2
: "Human women are too fragile" : 2
---------------------------------------------------------------------------
Worf : Uses the word "human" in a sense meaning puny,:
Actions : weak, or otherwise >not< Klingon : 2
: Gets beat up : 1
: Actually wins a fight : 2
: Throws someone in the brig/Arrests someone : 1
: Asks for an explanation of a human term/custom: 1
: Says something with a tilt of his head/nod : 1
: Has a suggestion shot down offhandedly : 2
: Fusses about his discommendation : 2
: Makes a reference to his sexual prowess : 2
: Mentions or participates in some bizarre :
: Klingon ritual : 2
---------------------------------------------------------------------------
Data : "Fascinating" : 1
Quotes : "Accessing" : 1
: "Inquiry" : 1
: "Intriguing" : 1
: "I am an android" : 1
: "I cannot feel emotions", etc : 1
: "Increase speed" : 1
---------------------------------------------------------------------------
Data : Uses his strength : 1
Actions : Uses his strength and shows up Worf : 2
: Uses his superior android speed : 1
: Innards are revealed : 1
: Innards are revealed other than his head : 2
: Is cut off mid-sentence : 1
: Is cut off during a list of synonyms : 2
: Stops himself during an inappropriate speech : 2
: Has to have "An Old Earth Saying" explained : 2
: Gives a list of synonyms for the term he did :
: not understand : 1
: Is able to interpret/use alien technology in :
: no time : 1
: Uses a new colloquialism : 1
: Uses a contraction : Whole Beverage
: Affects a human mannerism (e.g. Sherlock Data): 2
: Corrects somebody's grammar : 1
: Brent Spiner breaks character for comic effect: 1
: Gives an "approximation" out to several :
: decimal places : 1
: Does that little head twitch : 1
: Gets kissed, etc. : 3
: Is told that he's more human than he thinks : 2
: Is "used" to save the ship, beam down, or hang:
: around infected people because the :
: situation is too dangerous for humans : 3
---------------------------------------------------------------------------
Riker : "Hell" : 2
Quotes : "What the hell is going on?" : Whole Beverage
: "You are personally responsible for the :
: Captain's safety" to Worf : 2
: "With pleasure, sir" : 1
---------------------------------------------------------------------------
Riker : Walks forward as if he's trying to knock an :
Actions : imaginary door down with his forehead : 1
: Demonstrates knowledge of a foreign language : 1
: Swears/hurls an insult in a foreign language : 2
: Thrusts his chin out with a smug look : 1
: Stands with his feet more than 2 ft. apart :1 per ' beyond 2'
: Pronounces a word in a way that does not match:
: his heritage (e.g. charade=shur-AHD) : 2
: Acts blatantly like Kirk : 1
: Gets that annoying smirk on his face : 1
: Gets the girl : 1
: Gets the girl for no apparent reason : 2
---------------------------------------------------------------------------
LaForge : "...lost a lotta good people down there..." : 1
Quotes : "Maybe not" in response to "Impossible" : 2
: "I'm workin' on it!" : 1
---------------------------------------------------------------------------
LaForge : VISOR is taken or knocked off : 1
Actions : Tweaks the warp engines/shields/tractor beams : 1
: Wishes he had human vision : 1
: Is used as a "human tricorder" : 1
: Sees with his own eyes (VISORless) : Whole Beverage
: Interacts with a woman (real or not) in the :
: holodeck : 2
---------------------------------------------------------------------------
Beverly : "This won't hurt a bit" : 1
Quotes : "This shouldn't be happening" : 1
: "Nothing yet, but we're working on it" : 1
: "He's dead " : 1
: "He's gone..." : 2
: "This man is dying!" : 3
---------------------------------------------------------------------------
Beverly : Can't figure out some bizarre medical problem : 1
Actions : Uses the word "stumped" in regards to problem : 2
: Is seen in a sweater : 2
: Beams directly to sickbay or orders someone to:
: be beamed directly to sickbay : 1
: Is seen on the bridge for no apparent reason : 1
: Appears without her lab coat : 1
: Appears without her lab coat in sickbay : 2
: Uses one of her ridiculous 24th century :
: medical terms : 1
: Performs major surgery : 2
: Diagnoses something really obvious : 1
: Shows maternal instinct : 2
: Loses a patient : 2
---------------------------------------------------------------------------
Deanna : "What do YOU think about that?" or other quote:
Quotes : reminiscent of ELIZA : 1
: "Are you troubled?" (when they obviously are) : 1
: "Mother! Please...!" : 1
---------------------------------------------------------------------------
Deanna : Senses something really shocking : 1
Actions : Gives us Betazoid insight into something :
: really obvious : 2
: Senses (and lists) more than one emotion : 1
: Cries : 2
: Is hit on : 1
: Rolls her eyes : 1
: Can't shut out all the feelings : 1
---------------------------------------------------------------------------
O'Brien : Has a line in a first or second season episode: 1
Actions : Disables a weapon during transport : 1
---------------------------------------------------------------------------
Wesley : "It's easy!" (or "simple", etc.) : 1
Quotes : "Wow", "Gee", "Ooh", etc. : 1
---------------------------------------------------------------------------
Wesley : Talks back to his mom : 1
Actions : Saves the day : 1
: Saves the day and nobody understands his :
: pseudoscientific babbling : 2
: Saves the day and nobody thanks him : 2
: Appears to be hitting on someone : 1
: Gets that annoying "impish" grin : 1
: Creates some spiffy new science project : 1
: Gets that "I'm not just a kid" attitude : 1
: Swallows really hard : 1
: Has his life threatened : 2
: Has his life threatened and he dies : Party like it's
: : 1999!
: Is seen with a girl (other than when on duty) : 3
---------------------------------------------------------------------------
Lwuxana : "Little One" in reference to Deanna : 1
---------------------------------------------------------------------------
Lwuxana : Reads Picard's mind (or pretends to) : 1
Actions : Is referred to in an episode in which she does:
: not appear : 1
---------------------------------------------------------------------------
Yar : Suggests that the Enterprise fight, upon :
Actions : meeting another ship, etc. : 1
: Denise Crosby makes a guest appearance : 1
: Decks someone : 1
: Decks someone just to show her strength, etc. : 2
---------------------------------------------------------------------------
Pulaski : Mispronounces Data's name : 1
: Calls Data "it" or accuses him of being unable:
: to do something because he's an android : 1
: Cuts Picard off : 1
---------------------------------------------------------------------------
Guinan : Makes someone sigh at the end of a talk : 1
: Talks about "her people" : 1
---------------------------------------------------------------------------
---------------------------------------------------------------------------
Variations
---------------------------------------------------------------------------
"Engage", "Make It So", "Energize", "Accessing", "On Screen" and "Magnify"
are shot words - you must take a drink unless you say the exact word _in
unison_ with the dialogue. Two drinks if you say the wrong word.
Whenever Riker appears in a scene, the last person to say "Oink Oink" takes
a drink.
If Troi "senses" something, everyone must stick a finger down their throats
and make gagging sounds - last one to do so takes a drink. (This one could
be dangerous in the latter stages of the game.)
At the start of a commercial break, guess who will do the next log entry.
Take a drink if you're wrong. If there's no log entry, everyone drinks.
When Data launches into a long explanation, the last person to interrupt
with "Thank you, Commander..." takes a drink. Doesn't count if you say it
after it's said on the screen.
Whenever Wesley saves the ship, throw something at the TV. Take a drink if
you don't hit Wesley.
Before the show, everyone predicts Dr. Crusher's hairstyle. Everyone who
is wrong has to take a drink.
Whenever Troi gets a headache, drink until the headache subsides.
Before the show, everyone predicts Guinan's hat style (stop sign or
teardrop). Everyone who is wrong has to take a drink.
Whenever Data embarasses himself, drink until somebody stops him.
-----
Sixes
-----
Simple game, high boot factor.
Line up six cups, size unimportant.
Get a pitcher(s) of beer.
And a single die.
Everyone sits around and someone starts by rolling the dice.
(clockwise or counter, direction matters not)
The number you roll corresponds to the number of the cup in the line.
If it's empty fill it as much as you want,
if it contains beer, drink it all, and roll again.
If you clear the table chances are the party will become more enjoyable
( at least to you ).
-----
Smile
-----
Highly adult game. Low buzz factor, nonetheless quite
enjoyable to play.
Approx 6-8 guys or girls (all one sex or mixed, for that matter)
sit around a table with a table cloth that hangs to the floor. The
participants drop their pants/skirts/shorts to their ankles and a willing
person goes under the table to do whatever s/he wishes.
The first "player" to smile has to drink.
Originally a bachelor party game with hired prostitute.
----
Snap
----
A game of speed, challenge, and intellect? (or was that
Thumper?) Anyways, a good game with a Very High buzz factor. Supplies:
people, beer, and cards.
Best played with a large number of people (for obvious reasons).
One person is designated as the dealer. (This person should be changed
every round because the dealer is at a distinct disadvantage. Some
people play that the dealer does not play on his/her turn.) The dealer
begins by placing cards, face up, in a stack, and calls out the number
on each turn. When two cards of the same number come up in a row,
the first person to bring his/her hand down onto the top of the
pile gets the top card, and is then allowed to "give out" the
number of the card in drinks to whomever he/she wishes. Rounds
end when the dealer runs out of cards.
Some people try to add some more fun to the game by requiring
that all players have the 'snap hand' behind their backs. Others
call snap on two face cards of same suit in a row, or cards in either
assending or decending order.
--------------
Speed Quarters
--------------
This one is said to be more fun than the original game. This one
doesn't allow for those certain people to concentrate for half-an-hour
while everyone else gets bored. The cardinal rule in this game is - you
snooze, you loose! Supplies: people, beer, a shallow glass, and two
quarters.
Situate everyone in a circle. Give the two quarters to two people
opposite each other in the circle (or as opposite as possible). Then,
say "GO!" and the two people try to bounce their quarters into the same
glass. They get as many tries as it takes and can take as long as they
want...BUT when one does make it in, that person passes his/her quarter
to the person on their left. Then this person must bounce the quarter
in. This goes on until a person gets passed a quarter when s/he already
has a quarter. This person then must drink some beer, you choose the
amount.
Sometimes, depending on the number of people playing, it's better
to play with two glasses. Then both the quarter and glass get passed
after a successful attempt.
---------
Three Man
---------
A most excellent good time dice game. Supplies needed are the
standars people and beer, plus dice. Check the variation below for
additional optional supplies.
Everyone sits in a circle. The first order of business is to
determine the Three Man. This is done by each player rolling a die
in turn. The first to roll a three becomes the Three Man (see below
for variation with the Beer Helmut.)
The player to the left of the Three Man goes first, and play
continues in a clockwise direction. The player then rolls both dice
and acts according to the following combinations:
1:1 Doubles - see below
1:2 Three man drinks (sum to 3)
1:3 Three man drinks (three on die)
1:4 Thumb to table or floor (playing surface)
1:5 Index finger to side of nose.
1:6 Player to left of roller drinks (7 left/11 right)
2:2 Doubles - see below
2:3 Three man drinks (three on die)
2:4 Pass turn
2:5 Player to left of roller drinks (7 left/11 right)
2:6 Pass turn
3:3 Doubles - see below; three drinks twice
3:4 Three man drinks; player to left of roller drinks
3:5 Three man drinks
3:6 Three man drinks; Social
4:4 Doubles - see below
4:5 Social
4:6 Pass turn
5:5 Doubles - see below
5:6 Player to right of roller drinks (7 left/11 right)
6:6 Doubles - see below
However, if on the Three Man's turn, s/he rolls a three or combination
thereof, s/he is no longer the Three Man and then can designate
any other player as the new Three Man. (This also includes if the
Three Man rolls during a doubles give; see below)
Social: Everybody drinks
Doubles: The roller has the option of giving both dice to one player
or one dice to two players. Whatever the case, the dice are rolled
and the number on the dice is what that person(s) have to drink.
(ie. roller gives the dice to Y and Z. Y rolls a 3 and Z rolls a five,
Y drinks 3, Z drinks 5. Or Y gets both both dice and rolls a 3:5, Y then
drinks 8.) However, if the given dice roll to doubles, the original
roller has to drink that amount. But the original roller also
keeps the turn.
To condense everything:
Total of 7 - player to right of roller drinks
Total of 11- 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 Helmut:
To make the visual effect of the game more interesting, the
Three Man should have to were some some of strange hat, the Beer Helmut.
The Helmut could be almost anything that can be worn on the head,
orange hunters' hat, lampshade, undergarments, etc. But tradition
holds that the Helmut be made from a discarded case of beer, cut
so the the handle serves as eyepieces and a nose bridge. Other
ornamentation may be freely added, such as a plume from other
cardboard or feathers. It should look like something worn into battle.
Thus the name, Beer Helmut.
When the Three Man no longer is the Three Man due to skillful
rolling, part of the ceremony is the passing of the Helmut onto
the new Three Man.
-------
Thumper
-------
Simple game for highly energetic people. Low buzz factor.
Required supplies: people and beer.
The first thing to do is for each person to choose a hand
gesture that they would like to have represent him/her during the game.
Can be simple, polite, or sexually enticing, but it must be SHORT.
Everyone sits in a circle, everyone starts the game by
"drumming" their hands on the table or floor or whatever the playing
surface may be. During the drumming, someone says "WHAT"S THE NAME
OF THE GAME?" everyone responds with "THUMPER!!!" then the leader
says "AND WHY DO WE PLAY THE GAME?" responded with "TO GET FUCKED UP!!"
At this point the leader performs his/her own hand gesture,
immediately followed by the gesture of any other player. This player
then performs his/her own gesture followed by another players, etc..
and so on. When a cue is missed or when someone responds too slowly,
the "violator" must drink. This person then is the leader for the
next round.
Also be creative with what is said during the drumming, it's
not limited to the above two questions. You could also call a slo-motion
or high speed switch at anytime.
The game takes a lot of emotional involvement, good when played
when eveyones hyper because there's no where to go, or nothing better
to do.
-------------
TV Characters
-------------
Originally named the "Love Boat Drinking Game." Very fun, with
a high buzz factor. Supplies: people, beer, and a tv show with enough
different characters for each player.
Before the show starts, each player chooses what character s/he
will play. For example, if watching the "Love Boat," someone will play
the Captain Stuebing, one will play Gopher, another the Doctor, another
Isaac, and even someone will be the Pacific Princess.
During the show, when ever the character appears _on screen_,
the player must drink for the duration of the appearance. If the
character is simply referred to without being present, one drink
must be taken.
Many shows are very well designed for this game. For example,
"Cheers" has many characters on screen for long durations. This means
that a lot of beer is necessary.
--------
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 elses name.
If the person who "spins" the quarter causes the quarter to spin off
the table when they hit it, he/she must take a drink.
If the quarter stops spinning and lands flat before the "receiver"
manages to catch or spin the quarter, he/she must drink, and the original
"spinner" gets to spin the quarter again.
Rules can also be added regarding such things as if the quarter
stops, who drinks when it is heads, or when tails.
-------------
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."
---------------
Twenty-One Aces
---------------
This is a good game to start in a Bar. Simple, straight-forward,
no gray areas. Mid-high buzz factor. Supplies: people in a bar
(preferably ones you know, or people you want to know), and five dice.
The game is played by counting the "ones" that are rolled. The
person who rolls the seventh 'one' gets to pick the shot that will be
consumed at the end of the game. The person who rolls the fourteenth
"ace" gets the honor of paying for the shot. The person who rolls the
twenty-first ace has to drink the shot. Play the game by taking die out
of the roll so that you only have one dice left when the twenty-first ace
is rolled.
For example:
Count | # dice rolled
-----------------------
1-16 | 5
17 | 4
18 | 3
19 | 2
20 | 1
21 | You Drink
---------------------
Up and Down the River
---------------------
Quite an excellent game with a potentially very high buzz factor.
Required materials: many people and at least two decks of cards. A good
rule of thumb is one deck for six people, than an additional deck for
every additional eight to ten people.
Everyone sits in a circle, one player is the dealer as well
as a participant. Each player is dealt four cards face up, to be kept
in front of that player.
The dealer then starts 'up the river' by turning over the first card,
each player with the same card in front of him/her (suit doesn't matter),
must take one drink. If the person has more than one of the same card,
it is a drink for each card.
The dealer then turns over the next card. Same thing, except this
time it is two drinks. The next deal is three drinks, and the the last is
four drinks.
After the fourth card, the dealer returns 'down the river' by dealing
the next card on top of the fourth card dealt. Players with matching
cards now GIVE four drinks away in any combination; four to one player,
or maybe one drink to four different players. Same situation of the
player has more than one of the same card; the player gives drinks for
each card.
The dealer continues back 'down the river' by dealing the next
card on top of the third card dealt. This time players give three cards
for each matching card. The next deal is a give of two drinks, and the
last deal is a give of one drink.
After all the cards are dealt, simply shuffle and deal again.
Lastly, the dealer starts turning over cards, while counting from 1 (ace)
to 13 (king), if the count and the card turned over are equal in value
then all players drink that many drinks. Play continues until everyone
is sick of the game, or sick from the beer.
------
Viking
------
Another very simple game, with a low boot factor. No limit on
number of players, but more than ten or so is not recommended.
The players sit in a circle, one person goes first. The player
makes "wiggly viking horns," simply thumbs in, or near, ears and wiggles
the remaining fingers for a second or two, then claps both palms
together, and points them at any other player.
This player then does the "viking horns," but the player on each
side of the "viking" must "steer the boat." This entails rowing to
whatever side of the Viking the player is sitting on; right of the
Viking rows right, left rows the boat left. The Viking then claps
both palms together and designates another Viking.
This continues until either the designated Viking misses his/her cue,
or either rower fails to row the boat in the appropriate direction;
whomever fails drinks, and then that person resumes play with "the
horns."
----------
Mexicali
----------
Need: 2 dice and a cup to roll them in.
Everyone at the table has thier own drink. The object is to shake
the dice in the cup, slam it on the table, lift it up and take a peek
at the dice (don't let anyone else see them!!) and then announce what
you have. There is a lot of bluffing involved because if your roll
doesn't top the privious roll you have to drink. If you bluff and get
caught, you drink. If you get called on the roll but really have
beaten the privious, then the person who called you has to drink.
If you bluff and get away with it the dice pass to the next person.
The only person who can call your bluff is the person who's roll you are
trying to beat. Rolls are based on the two digit number they form
when placed side by side (ex. a 3 and a 4 would be "43") or if you
throw doubles the value is one die times a hundred (ex. double 2 would
cound as "200"). There are also some other special rolls that affect
the game: "21" (a 2 and a 1) is called a Mexicali and beats all other
rolls (including double 6, or "600"), a "31" is a "reverse" and play
goes back the other way around the table, "32" is a "social" and
everybody drinks. "Reverse" and "social" both cancel out the previous
roll so you don't have to worry about beating the privios guy's score.
If you are caught bluffing a Mexicali you have to down the whole drink.
To sum:
2-1 "21" Mexicali Beats all
3-1 "31" Reverse
3-2 "32" Social
4-1 "41"
4-2 "42"
4-3 "43"
4-5 "45"
5-1 "51"
5-2 "52"
5-3 "53"
5-4 "54"
6-1 "61"
6-2 "62"
6-3 "63"
6-4 "64"
6-5 "65"
1-1 "100"
2-2 "200"
3-3 "300"
4-4 "400"
5-5 "500"
6-6 "600"
When rolling all you have to do is tie the priviou roll, so if a
Mexicali is rolled you can either call the guy's bluff or accept it
and try to tie it. Optional: Successive Mexicalis double the amount
of drink to consume on a challenge or bluff.
----------
The Tower
----------
This is a Swedish game I learned in a bar in Austria. Construct a tower
out of the following drinks, placing a cardboard beer coaster between
glasses: (in order from bottom to top) 12 oz beer, glass of white wine,
tall mixed drink (e.g. Tom Collins), small mixed drink (e.g. whiskey sour),
shot of schnapps (or tequila, etc.). Participants roll a die in turn.
The first to get a 6 drinks the schnapps. The next to get a 6 removes
the coaster that was under it. The next drinks the small drink, the next
removes the coaster, and so on. The next to roll always waits to roll
until the previous person has drunk (or removed the coaster) EXCEPT when
the beer is drunk. When that happens, the game speeds up, because if
someone rolls a 6 before the person drinking the beer finishes it, the
beer-drinker must pay for the whole tower. If the beer drinker finishes
first, then the next person to roll a 6 (the beer drinker is exempt) pays.
--------
1-2-3
--------
I learned this in a bar near Mt. Lassen ski area, in California. Again
people roll a die in turn. The first to get a 6 names the drink. The
second to get a 6 drinks it. The third, pays!
---------------------
Pennies In a Pitcher
---------------------
1.) Everyone chips in and buys a pitcher.
2.) The pitcher is passed around the table clockwise. Each
person drinks as much as they want from it.
3.) The person sitting to the right of the one who
finishes the pitcher buys the next round.
It's simple, but great. (You really have to play a
round or two to understand all the subtleties of this game.)
A similar version is as follows: Each time a sip is taken, a quarter
(or suitable ante) is tossed into the pitcher by the drinker. Whoever
chugs the pitcher dry, i.e., drinks for dollars, collects the loot.
It could be advised to use nickels vs quarters as, when swallowed, they
tend to pass through the digestive system easier.
These and many other gnarly beer games are described in the two
book series "The Complete Book of Beer Drinking Games", written by three
Yale students. The first one is better, very intertaining.
-------------
Bouncing Ball
-------------
A very interesting and imaginative game. Mid level buzz factor.
Supplies: people, beer, and an imaginary ball.
Everyone sits around a table. There are only three words
that can be said: WHIZ, BOUNCE, and BOING. Someone starts by saying
one of the words.
WHIZ = the ball passes to next player.
BOUNCE = the ball skips the next player and goes to the following
player.
BOING = ball hits wall and reverses direction.
The penalty for errors is drinking.
Variation: play with difficult words such as PERFIGLIANO, SCHWARTZ, and
a players name.
---------------
Beat the Barman
---------------
Another game for the insane, very very high buzz factor. As the
story goes, nobody has ever won, lost or drawn.
Some tips :
- don't play it in a crowded bar (you may lose 'your' barman).
- Make sure the bar staff are friendly and can take a joke
(very important to avoid a draw).
- Don't make any plans for the following morning.
The steps are very simple :
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. Mid level
buzz factor. Supplies: people, beer, and a deck of cards.
The object of the game is to play cards into a pile and have the
value of the pile equal 99. You start off by dealing four cards to each
player, then turn the top card over. Play goes around the circle with
each person playing a card, mentally keeping track of total value of
the pile.
Special cards:
King - Kept to avoid drinking or place drinking responsibilities on
Someone else, usually used near end of game.
Four - used as a skip card when you have none to play, can also be
used to skip drinking responsibilities goes.
Tens - When in the 90's, this drops the value of pile by 10,
otherwise its a regualr 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.
---------------
Kings and Blood
---------------
Simple game, simple rules. Very High buzz factor. Supplies: people,
beer (as usual), and a deck o' cards.
Shuffle a deck of cards, spread out face down on a table. Place a
cup, or some sort of container in center of table. Go around table
drawing cards one at a time. If you draw a red card, drink twice. If
you draw a black card, don't drink. If you draw ANY king, pour a desired
amount of beer into the center cup. Whoever draws the final (fourth)
king, must chug the center cup.
---------
BEERchesi
---------
An adaption of the game Parchesi. If you already know how to
play, it's just as easy. If you don't know, learn. Supplies: people
how want to play Parchesi, the game itself, and some brew. Low-mid
buzz factor.
Play the game as usual, if you get sent back, or cannot move,
take a drink. It's that easy. Good with two players, each player taking
two sets of pieces on opposite corners.
----------
BEERgammon
----------
Another adaptation of board games, this one obviously to Backgammon.
A pretty tame game, that just gets tamer. Supplies: you and a partner
who wants to play Backgammon, the game itself, and some beverage.
Low-mid buzz factor, depending on how fierce the competition is.
Play the game as usual. Any time one of your pieces gets sent to the
bar, drink. As well, each time you take a piece off the board, drink
again. Pretty straightforward.
---------------
One Big Chicken
---------------
A great bar game, any number of people may play. High buzz factor.
Supplies: people and beer, the basics. But what's really important is to
have someone who know's all ten phrases.
The person who knows all the phrases begins, one phrase a time. The
game follows the same routine as the Twelve Days of Christmas. So, the
sixth person in the circle would have to repeat the sixth phrase, as well
as the previous five.
If you mess up a phrase you drink the number of phrases you had to
complete, and then start over at the first phrase. This continues until
the game is completed, saying all ten without screwing up.
The phrases are:
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 pluckers
son but I'll pluck figs until the fig plucking's done!
---------
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!
----------------
ICETRAY QUARTERS
----------------
Supplies: Icetray, beer, a quarter, and people
Play follows as regular quarters except you are shooting into an
icetray. The right side of the tray is the "give" side and the left
side is the "take" side. The number of drinks to be given or taken
corresponds to how far away the hole is. One drink for the hole
closest to you and then one more for each one further away. You shoot
until you miss or hit the "take" side and must drink yourself.
---------
S-M-A-S-H
---------
A very very very fun game. Very high buzz factor. Supplies: people,
beer, and episodes of MASH, the televison show.
Simple rules: watch the show, any time a rank is said, drink. (ie.
corporal, private, major, etc).
------------
Whales Tales
------------
Very confusing at first, but you'll get the hang out it, enventually.
Beer and people with an imagination are needed. Any number of people
stand together in a circle & 1 person (the prince of wales) starts by
saying...
"Whales tales, the prince of wales calls tales, on a court
of , on "
There are thousands of different types of tales, many of the custom
jobs, but I'll list those at the end.... The court size is the number of
people counted off from the prince, depending on the type of tales it
could be just numbers, letters, etc... when introducing a new type of
tales, it is polite to point to each person as you count off the ordinal
for them.
Once the prince picks someone ('on four') for example that person must
say 'nay', the prince then responds 'who', and the person then picks a
new person '1' which would be the person next two him, who would respond,
'nay' and the person who said one would then say 'who' and the person who
said nay would then pick a new number... here's a graphical? picture:
A
B C
D
A: "whales tales, the prince of wales, calls regular rotational tails,
on a court of 4 on 2"
D: "nay"
A: "who"
D: "3"
B: "nay"
D: "who"
B: "4"
B: "nay,who,1" <- this is legal, generally it is polite to use the
sizeof as max
D: "nay"
B: "who"
D: "1"
C: "nay"
D: "who" and so on....
There are like i said, many variations on the type of tales you can play
though generally there are only 3 types of rotation, regular, reverse, &
counter regular & reverse are counterclockwise & clockwise & counter
oscillates between if it goes to C clockwise, from C it goes
counterclockwise...
Tales :
Regular (1,2,3,4,etc)
Greek (Alpha,Beta,Gamma,Delta,etc)
Fat Albert (One-ba, two-ba, three-ba, etc Note: all words are -ba'd.
ex: on 1-ba, nay-ba!, who-ba?, 3-ba)
Jamaican (One-mon, two-mon, three-mon... (See Fat albert for the rest))
Canadian (One-eh, two-eh, three-eh, etc)
Also, you can add in speed tales... in which the nay/who lines are
removed
As in most of the beer games, when you screw up or it takes you too long
to respond you drink... The person who drinks becomes the new prince for
the next round & gets to call the type of tales, etc.
--------
Beer 99
--------
A great game my friend taught me, you start offf by dealing out 4 cards
to each player (do not show cards) then you put the rest of the deck down
turning the top card over.
Special cards:
King-(Kept to avoid drinking or place drinking responsibilities on
(Someone else, usually used near end of game)
Four-(used as a skip card when you have none to play, can also be
(used to skip drinking responsibiliteis goes to next player)
Tens-(used when approaching 99 or 98,97 only drops points by 10
(otherwise its a regualr card)
The object of the game is to reach 99 by adding up the amounts on the
cards, you nall know how to add right? Well whoever throughs down the
card that equals 99 the next person drinks, unless he or she has a
special card King Hopefully, because then you can pick the person you
want to drink.
Socials:
Socials occur whenever the cards = a number ending in 9
Special socials on 69(you know) and 71(69+2 fingers up the ass)
On special you must drink twice.
Whoever gets hit with 99 and must drink must drink 1/2 glass or whatever
is preferrable. Important:cards are held throughout game, only thrown
cards are reshuffled, if you lose a card (throw one down and forget to
pick one up, your screwwed) Object: to get totally zooted.
--------------
Cardinal Puff
--------------
I played Cardinal puff many times. The wording we used was slightly
different. We said "Cardinal puff, may I begin?" and whoever was a
cardinal would say "Yes, you may begin". Then you say: "I am drinking
cardinal puff for the very first time tonight". I recall picking up the
glass and only holding the pinky away from the glass. The second time,
saying "I am drinking cardinal puff puff for the second time tonight" and
holding the glass with the pinky and ring finger away from the glass.
The third time, I said "I am drinking cardinal puff puff puff for the
third and final time tonight". This time I held the glass with the
middle, ring, and pinky away from the glass. The rest is the same as the
previous poster's version (i.e. tapping the glass once, twice, three
times, standing up, etc).
We got "bored" of cardinal puff and tried eagle puff. We would have to
do the whole thing with one less "glug". Then we did "speed races"
trying to go through the cardinal puff sequence without messing up and
trying to beat the other players. The first time I played this game, I
got all the way to the end and got dinged on not picking up the glass
correctly when I was saying "Once a cardinal, always a cardinal". I
recall we ran out of the liquor I was using and so they gave me some
other concoction the 3rd time around--- I quit after the 4th mishap :-)
It's a fun game, but can be brutal if you don't have a lot of people
playing (because you learn it by watching and listening to the ones
before you, who inevitably mess up somewhere in the sequence...).
-----------
Fuzzy Duck
-----------
This is a British drinking game called fuzzy duck. It's a good word type
game which becomes much harder when pissed. The rules are quite
straightforward , the players sit round a table or in a circle on the
floor. Each participant has a drink in front of them, we like to do this
using small glasses each with a very strong shot in it.
The play commences as follows;
1. one player is nominated to start.
2. They either say "FUZZY DUCK" or "DUCKY FUZZ" the choice is theirs.
3. If the first player said "FUZZY DUCK" then the player on their left
can either say "FUZZY DUCK" or "DOES HE".
4. If the first player said "DUCKY FUZZ" then the player on their
right can either say "DUCKY FUZZ" or "DOES HE".
5. If the second player in either direction repeats the first player
then the play passes on to the next person round the table. They
can say "FUZZY DUCK"/"DUCKY FUZZ" following the second player or
"DOES HE".
6. The phrase "DOES HE" reverses the play around the group ie
switches clockwise for anti-clockwise or vice-versa. It also
has the effect of changing the phrase so "DUCKY FUZZ" becomes
"FUZZY DUCK" and vice-versa.
7. Two people can say "DOES HE" one after another, this has the effect
that the play carries on in the same direction as before and with
the same phrase.
8. There are only two more rules, you cannot say the same phrase twice
in one session. If you said "DUCKY FUZZ" last time and the order
of play means that you should say "DUCKY FUZZ" again you must say
"DOES HE" so reversing the direction of play and the phrase.
9. If anyone makes any form of mistake in pronunciation or in the
order of play,ie saying the same phrase twice, then a forfeit
must be payed. Normally this consists of downing your shot in one,
any mistakes in carrying out the forfeit can lead to further
forfits.
O.K it sounds complicated but it isn't to bad if you try it. Below is a
simulated game between five people (number 1 to 5 in a clockwise
direction), player 1 starts.
Player 1. "FUZZY DUCK"
2. "FUZZY DUCK"
3. "FUZZY DUCK"
4. "DOES HE"
3. "DUCKY FUZZ"
2. "DOES HE"
3. "FUZZY DUCK"
4. "FUZZY DUCK"
5. "FUZZY DUCK"
1. "FUZZY DUCK".....Player one is at fault for saying the same
phrase twice. They should have said "DOES HE".
The game works best if you start a session slowly and gradually build up
speed. A session lasts until someone makes a mistake. A small tip watch
your pronunciation "DUCKY FUZZ" can quite easily become "F**K HE DOES"
and "FUZZY DUCK" becomes "DOES HE F**K".
------------
Kiss-n-Slap
------------
You have to let at least one male/female in on it before you start. Send
the guys and girls off into separate rooms. Have the guy and girl who
are in on it start by calling in a guy or girl. You line up and
whoever's in the front of the line preferably whoever knows the game
starts. (now this is where there could be some variation I suppose) The
leader says 'now everybody has to do what I do so pay close attention.'
The person behind the leader who is "in on it" puts their hands on the
leaders hips. So, supposedly whoever is there will do the same to
whoever is in front of them. Then the leader turns and kisses the person
behind them and this continues until you get to the first person who is
new in line. The person in front of them turns and instead of kissing
them slaps them in the face. As long as you don't play with anyone
really violent it is pretty funny. You continue until everybody has been
called out of the rooms. (helps if it is an all couples party or same
number of guys and girls attend.) When people get liquored up and play it
can be downright hilarious. TRUST ME.
--------
Pursuit
--------
Group players in a circle. Put any question/answer type game
in the center. The game begins by choosing one person as a
"chaser" and another as the "runner". The chaser picks a question
from the deck and reads it aloud. The runner decides whether to
play or pass. If the runner passes then he must drink. Activity
cards may make the game more interesting. If the runner answers
the question correctly then the chaser has to perform the action on
the card. If the runner gets answers wrong then he must do the action.
Obviously, it is possible to avoid a 50% possibility of performing
an "activity" by simply continuing to pass... but this also means you
drink *every* time. Eventually, you might decide to risk it.
Now if you are the chaser... you are more or less at the mercy of the
runner.
Each turn is for only one question, and the runner and chaser position
each rotates one person clockwise each turn. Everyone gets to play.