10 Minute Warning
Supplies: shot glass, lots of beer, and a time keeper/ someone to pour the beer.
Rules:
Every minute for ten minutes you take one shot of beer. But here's the catch. The first minute you take one shot of beer, the second minute you take two shots of beer, the third minute you take a three shots of beer and so on. It doesn't seem like it would be that hard but it is. When we play the game we only allow a two throw up limit or you lose. Just remeber you only have one minute to drink that amount of beer or you lose. If you still don't think it is a lot it turns out to be a little over 9 beers in 10 minutes. Have fun!Anchorman
Supplies: At least 8 people, pitcher of beer, a glass to shoot quarters into, and two quarters
Rules:
Each team first picks an anchorman. Each team's players take turns shooting the quarter into the glass, with the object of getting three quarters in. They don't have to be made in a row, just three quarters in the glass. When one team makes three, the other team must drink the entire pitcher of beer. The manner of drinking is important. Each of the first three drinker must place the pitcher to his/her mouth and begin drinking. They then proceed to drink as much beer as possible, but the second that their lips leave the pitcher, they must pass it to the next drinker. The anchorman is the last drinker, and must consequently finish all of the beer left in the pitcher. Other rules include: If you shoot the quarter and it lands in the pitcher, you must drink the entire pitcher. Strategies: Try not to be anchorman, and if you are, be really nice to the people on your team so they will drink lots of beer.Asshole
Supplies: people, cards, and alcohol
Rules:
The first hand of asshole is the establishing hand. This will decide who is the President, V-Pres, Normal People, and the Asshole for the next round.Approxiametly 6 or 7 cards are dealt to each player, depending on the number playing this can be higher or lower. The rank of the cards is as follows (most powerful to least powerful) 2, A, K, Q, ... 4, and 3. Some is chosen to go first and they play a card, the next person has two options:
- To play a card higher than (but not the same) as the previous card.
- Or pass on that turn.
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.
Play as many rounds as desired.
Baseball
Supplies: people, 4 shot glasses, and a quarter
Rules:
- 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.
Beer Blow
Supplies: people, beer, deck of cards, empty bottle.
Rules:
The deck of cards is placed on the empty bottle. Each player blows cards off the deck on the bottle in turn. The one who blows the last card off the bottle has to drink one glass of beer.Variation: If sombody spots an ace among the cards a player blew off - that player has to drink once. So if someone blows down a bunch of cards and two aces are visible that person would drink twice.
Beer Hunter
Supplies: Beer, box, people.
Rules:
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.
Beeramid
Supplies: people, beer, and a deck of cards
Rules:
Beeramid (pyramid) of cards is constructed by placing a certain number of cards face down in a row (usually seven) as the base and building up until there is one card as the top of the Beeramid. The remaining cards are distributed as evenly as possible among the players. The dealer turns over the first card at the base of the beeramid and calls out the card value. Anyone who claims to have that card may give one drink to anyone else. That person may either drink or call the bluff by saying "bullshit". If the first person has the card after all, he shows the card and the victim drinks twice. If he doesn't have it, he drinks twice himself. Once a row of the Beeramid is completed, the first card on the next row is drawn, and every card now has the same value as its row. Each person with a card on the second row can give two drinks, on the third row three drinks, all the way up to the seventh row. All bullshit calls double the value of the row, of course, making them risky propositions as time goes on.If someone has more than one of a card (say a five is drawn and someone has two fives in his hand) he can give both fives to the same person or split them up. He only needs to show both cards if both players call bullshit; if only one player calls bullshit he only needs to show one card.
At the seventh row, if people are taking honest drinks, a bullshit call should result in about a full beer's consumption by somebody.
Beer Pong (Beirut)
Supplies: 14 dixie or solo cups(6 on each side with 2 wash cups), 3 ping pong balls, a large flat surface, and people.
Rules:
The game of beirut (beer pong) consists of attempting to remove all of the opposing team's cups from the table in accordance with the rules.Teams of two stand on opposite sides of the table, each team gets six cups. The cups need to be arranged in a triangular formation at the edge of the tables. All cups must be touching, and one additional cup of water placed to the side for washing the ball.
Prior to the start of play, the teams shall decide who shall have the initiative by using a method of random chance. The team that is awarded the initiative shall choose whether they will start on defense or offense, or which side of the table they will defend. The opposing team shall then make the remaining choice. After both teams have assumed their positions, play shall begin following the standard shooting order.
Teams shall take turns shooting the ball alternately. Each team shall alternate shooting within their team on a turn-by-turn basis. When a player has legal possession of the ball during their turn to shoot, they are deemed the shooter and the opposing team deemed the defenders. The shooter may shoot at any time.
If both teams sink the final cup in the same round, overtime shall begin. During overtime, the standard order of play shall be observed with three cups placed in a triangular formation. There shall be no limit on the number of turns during overtime, or the number of overtimes that may occur.
The first team to remove all of the opposing team's cups from the table shall be declared the winner
Beer Pot
Supplies: beer, people, and a big pot, or pitcher.
Rules:
All players sit in a circle. Each player contributes one beer to the pot. One player starts drinking from the pot. This person can drink as much or little as s/he chooses. When done, the pot passes to the next player who does the same thing. The person who empties the pot is the winner. The person who drink immediately before the winner is the loser.The loser must then put a beer in the pot for each of the players; then play starts again. Or a variation is that the loser puts in two beers, the winner zero, and everybody else puts in one.
This is also a great game to be played in bars. Buy a big pitcher of beer. Pass it around. The loser buys the next pitcher.
It is important that the pot/pitcher is big - it makes it harder to judge the amount of beer remaining.
Beer Race
Supplies: people and beer.
Rules:
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.
Beer 99
Supplies: people, beer, and a deck of cards.
Rules:
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.
Boat Races
Supplies: people and lots of beer.
Rules:
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.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.
Brain Damage
Supplies: Deck of cards with all 8's, 9's and the red 10's removed, people, and beer.
Rules:
A fantastic game. Undoubtedly when you first explain this game, people give blank stares and are confused, but after a quick round, everyone usually gets the hang of things.The ranks of the cards are:
- Face cards: .5 points
- Aces: 1.0 point
- 2-7: face value
- 10's: Wild
The game is played just like BlackJack but to 7.5 points.
First, lay out all cards face down; everyone "cuts for deal". Highest card deals first (10 would be 7.5, 7 is very good). Deal will go from highest draw to lowest. Very important: you cannot leave the game until after you have dealt. That's why dealing first is great, dealing last has been known to result in "Brain Damage."
Dealer takes deck, deals one card face down to first player, one card face down to self. Player looks at card, then bets any amount of beer, a large shot glass is usually a good limit.Player keeps first card face down, and can take as many hits as he wants. If he goes over 7.5, he must announce that fact, and then drink the bet. If not, when he stops, dealer turns over his card, and then hits until he thinks he has the player beat. If dealer busts, he drinks the bet.
When the dealer is satisfied with his hand, the player turns over his card. Lower total drinks. Ties mean player drinks. The dealer then goes to the next player, repeating the process until the deck is exhausted.
If the player gets a "five card charlie" (5 cards, not busted), he wins immediately, dealer cannot draw, dealer loses even with a 10 in hand. If player draws to 7.5, dealer can of course try to tie (win).
If the dealer begins dealing with six or less cards, the penalty is to deal again. With six or less cards, dealer lays them face down, the player bets, they both draw a card, loser drinks (tie == player drinks). Play continues until everyone has dealt
Bullshit
Supplies: beer, people, and a deck of cards.
Rules:
Sit in a circle, deal out the entire deck of cards evenly, or thereabouts, to each player. The object of the game is to get rid of all your cards. Starting with aces, the first player lays down the number of aces s/he has, stating the number of cards. EVEN if the player doesn't have any of the card, LIE.If someone thinks that you are lying, they say "Bullshit!" If that person is right, you drink an amount proportional to the number of cards in the stack; lots of cards already played = lots of drinks. However, if you were honest in your play and someone says "Bullshit!" that person ends up drinking the prescribed amount.
Play starts with aces, then goes on accordingly, through kings, then repeats back to aces.Oh, by the way, if have to drink because of either being caught bullshitting or falsely accusing, in addition to drinking, you must also pick up all of the cards already played and add them to your hand.
Play continues until someone runs out of cards. If you so choose, play could continue down to the last two players.
Buzz
Supplies: people,and beer.
Rules:
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.
Century Club
Supplies: people,beer, and a designated time keeper.
Rules:
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.
Circle of death
Supplies: people,beer, and a designated time keeper.
Rules:
Setup : Lay one card on the floor or table. Lay a circle of cards around the first card (3 to 5). Lay a second circle of cards around the first circle=20. So on and so on until you have three or four circles of cards.First person picks up a card. If it's a red card you drink that many drinks. 5 of hearts, you drink 5. If it's black, you get to pass out that many drinks to other people in any combination. Next person picks a card from the first circle. Each person keeps picking cards from the first circle until it's depleted. Next person picks from the second row. The second row has a multiplier of two. Each row has a multiplier of whatever the row is that your drinking from. The last row could have a multiplier of 4 or 5! Get a red 10 and your drinking 50 drinks.
Dice Striptease
Supplies: Dice, beer and an even number of men and women.
Rules:
Each person takes a turn at rolling two dice. Then simply follow these rules for each score:- If the number is even - take a drink
- f the number is odd - remove an article of clothing
Doubles:
- 1-1 = make the call (shot or clothing)
- 2-2 = pass a shot to the person to the right of you
- 3-3 = it's your lucky roll, you go free
- 4-4 = truth or dare to someone of your choice
- 5-5 = lucky roll again, put a piece of clothing back on
- 6-6 = kiss the person to your right
Play continues until there is no more beer or no more clothes.
Edward 40 Hands
Supplies: two 40oz. beers for each person playing, duct tape
Rules:
To play you tape one 40 to each of your hands and you can't take them off until both of the 40's are empty. You can not remove the bottles intill both containers are completely empty. The point of the game is to make people drink alot of beer fast.Flip Cup
Supplies: Cups, flat surface, people, and beer
Rules:
Everyone has a cup and fills it with beer half-way. Both Teams stand in a line (one for each) near a table. Someone says GO! and the first person on each team has to drink their cup and then place it upside down and try to flip it rightside up on the table, once the first person finishes this it moves to the next person, and so on until the last person finishes. First team to finish wins(gets bragging rights).Fuzzy Duck
Supplies: people and beer.
Rules:
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.
High - Low
Supplies: people, beer, and a deck of cards.
Rules:
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.
Indian Poker
Supplies: people, beer, and a deck of cards.
Rules:
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.
Quarters
Supplies: people, beer, and a deck of cards.
Rules:
All players sit around a table, or similarily hard surface, and, in turn, try to bounce the quarter off the table into the juice glass. If successful, the player tells any other player to have a drink, as well as receiving another turn. If the player fails, play passes to the next in the circle.If the player is fortunate enough to make three bounces in a row, this player may make a rule. Anything goes. Some favorites are:
- "Can't say drink, drank, or drunk."
- "Can't point with your fingers."
- "No proper names."
- "Have a drink before each attempted bounce." etc. (be creative)
If any rule is broken during the course of play, the violator subsequently "consumes some beverage."
Early days variations:
The glass that you bounce into also contains the beer to drink. The trick is to then drink the beer without swallowing the quarter.
If the player bounces and hits the rim of the glass, without the quarter going in, s/he receives another free attempt.
If the player misses, and feels confident enough, s/he may "chance" for another attempt. If the player makes the chance attempt, things proceed as if it were a normal turn. However, if the chance attempt fails, that player must drink the beer.
Following a failed "chance" attempt, the player may wish to attempt a "kill." if the attempt is succesful, play continues as normal, but if the attempt fails, the player must drink a full glass/can/bottle of beer non-stop.
Queens
Supplies: people, beer, and a deck of cards.
Rules:
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.
Never Have I Ever
Supplies: people with enquiring minds, and beer.
Rules:
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 "Never have I ever...." 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 "Never have I ever..," no explanation is necessary. For example, if someone says, "Never have I ever had sex with an inflatable doll," and someone ends up drinking to it, no explanation is needed, just a drink of affirmation.
Kings and Blood
Supplies: people, beer, and a deck of cards.
Rules:
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.Kings
Supplies: people, a variety of liquor, and a deck of cards.
Rules:
Shuffle the cards. Start dealing one card at a time, face up, to each player. The first person to be dealt a king picks a liquor, the second dealt a king picks the mixer, the third makes the drink (or buys it), and the last dealt a king drinks it.This can turn out to be quite a laugh; it relies purely on chance, and if you pick a really disgusting liquor or liquor/mixer combination, it could happen that you'll be the one required to drink the concoction.
Master of the Thumb
Supplies: thumb, and drinking game.
Rules:
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.
Power Hour
Supplies: shot glass, a time keeper, and a couple cans of beer.
Rules:
This game is played in conjunction with any other game during the course of the evening. It is very simple and easily adapted.A basic variation of Century Club, start with a shot glass full of beer. On every minute you consume said shot of beer. You do this for the sixty minutes or an hour. If you think you can continue go on to the 100 minute mark.
Ride The Bus
Supplies: deck of cards, beer, and people
Rules:
Start out with a pyramid of cards and as many people as you can get to play! Place 1 card in the first row, 2 in the 2nd, up to 4 or 5 rows depending on if you're playing 2 decks or not. Deal out the rest of the cards to everyone.Everyone says together "Everybody plays, everybody wins, when you ride the bus!". Then whoever is the dealer flips over the card in the first row. Anyone who has that same card plays it down (places it somewhere in a pile, it doesn't really matter where) and gives 1 drink to a person of their choice. If you have two of the same card, then you would get to give out 2 drinks.
Repeat the "Everybody plays..." for each card you flip over. Same steps for the first card in the 2nd row; But this time give out 2 drinks because you are in row 2! (You can give one drink to 2 people, or 2 drinks to one person); then the same for the 2nd card in the 2nd row.
Continue down the pyramid, each row creates more drinks. (3rd row, means 3 drinks off of each card!) Remember, if you have 2+ of the card flipped then you get to give out a lot of drinks! For example, in the 3rd row and the card flipped over is a 7. I have 3 7's in my hand, then I get to give out 9 drinks total to whomever I choose. I could give 5 to Joe and 4 to Sally, or I could give all 9 to Jennifer just because!
At the end whoever has the most cards left in their hand "Rides the bus". If there is a tie, then the ones who tied get to ride the bus together. Riding the Bus:
Deal out 10 cards face down in a line. Flip one over, if it's a 2-10 they lucked out, just flip the next card. If it's a jack: take 1 drink and add 1 more card to the pile, queen: 2 drinks add 2 cards, king: 3 drinks add 3 cards, ace: 4 drinks add 4 cards.
They keep going till the pile is gone!
Sink the Battleship
Supplies: people, beer, pitcher, and glasses.
Rules:
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.Smile
Supplies: people and beer
Rules:
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
Supplies: people, beer, and a deck of cards.
Rules:
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
Supplies: people, beer, a shallow glass, and two quarters.
Rules:
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
Supplies: people and beer, and plus dice.
Rules:
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)
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.
Thirty One
Supplies: people, beer, and a deck of cards
Rules:
A game of math and drinking. The game follows the same premise as BlackJack, but with some important variations.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.
The object of the game is to get as close to 31 points in your hand without going over. Aces are 11, all face cards are 10 points, and all other cards are face value.
Each player is dealt three cards, two face-down, and one face-up. The play rotates, like in BlackJack, for additional cards. At any point in the game, if you think you have a high hand, 28 points or so, you can "knock," which means everyone else has one last draw to add to their hand. After everyone plays their last card, the hands are laid down and the person with the lowest point total has to drink an entire beer before they lose again in an ensuing hand. If the person who knocked has the lowest point total, that player must also drink an additional penalty beer for poor play.
If someone does not finish their beer before losing again, they must drink yet another penalty beer. Finally, anytime someone has a total of 31 in their hand, they immediately place their cards down and everyone else is a loser.Suck and Blow
Supplies: people of both sexes (depending on sexual preference) and something along the lines of a good sized index card or sheet of paper.
Rules:
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
Supplies: people, beer, many cups, and a quarter.
Rules:
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."
Voodoo
Supplies: coin, people, and beer