|
Baseball
Supplies: 4 shot glasses, beer, a
quarter, and two teams of people
Set up the four shot glasses in a row going away from home base (the designated
shooting spot for the quarter). Each player on the visiting team takes turns
shooting the quarter at the shot glasses. The first glass represents a single,
the second a double, the third a triple, and the last a home run. Three strikes
(misses of all shot glasses) and you are out. Three outs and the other team is
up to bat.
Game follows as regular baseball and runs are scored in the same way (except
that you have to keep track of the runners on base in your head). Drinking
happens in the following manner:
Fill the shot glasses with beer.
If a player makes the quarter into a shot glass (gets a hit), he must drink the
contents of the shot glasses behind the one he made. For example, if he hits a
single, he must drink the remaining three shot glasses full of beer. If he hits
a triple, he only has to drink one. If he gets an out, he must drink all four.
The opposite team must drink for each run the other team scores.
This game is pretty simple but lots of fun (and lots of drinks)!
Beer Blow
Another very simple game (the best kind)
with a high buzz factor. Supplies: people, beer, deck of cards, empty bottle.
The deck of cards is placed on the empty bottle. Each player blows cards off the
deck on the bottle in turn. The one who blows the last card off the bottle has
to drink one glass of beer.
Variation: If 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 Bomb
A game of fierce skill in the land of the
very high buzz. You're going to need two card tables, ping pong balls, and of
course, beer.
Set up the card tables on opposite sides of a room, the farther apart, the
greater the challenge. Place a cup of beer on the far table for each player.
Each player takes turns bouncing a ball off the near table trying to land the
ball in the cup on the far table. If a player bounces a ball that does not make
it to the opposite table, that player must drink from his/her beer. If a player
is successful in landing the ball in an opponents cup, the opponent must
immediately bounce a ball into the cup of the successful player. If unsuccessful
in the match, that person must drink the entire cup of beer with the ball in it.
But, if the challenger is successful, the first player must drink his entire
beer.
If you ever land the ball in your own cup, you must drink the entire beer with
the ball in it.
Beer Pong
Just like ping-pong, this can be played
either in singles or doubles. Supplies: players, beer, and a ping-pong table (or
make your own, described later).
Each player fills a cup with beer and places it one paddle-width from the end of
the table, in the center (or a paddle-width from the side for doubles). Hitting
your opponent's cup earns you a point and requires the opponent to sip (5 sips
to a cup). If you get the ball in your opponent's cup, you are awarded 5 points
and the opponent must drink whatever remains in the cup (excluding the ball).
No player may touch the ball prior to its hitting the table or a cup; if the
ball hits a cup before hitting the table, it remains in play even after a single
bounce on the table. A player may attempt to save a point after the ball hits a
cup by returning it (provided of course the ball has bounced no more than one
time). Multiple hits count only as a single point (exception: a ball hitting a
cup and then bouncing inside the cup, or inside the partner's cup, counts as a
5-point inside-the-cup "poofter").
A number of house rules are common - knocking a cup over is grounds for a
penalty chug (but no points); ball may not be "auto-returned" via a fortuitous
bounce off the cup, etc. The trajectories of the volleys should be high arcs, to
keep things civilized (and to maximize your chance at a poofter).
Travel hints: Beer pong nets can be created using some string, two chairs, and
three or four paper towels.
Bullshit
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.
Death Ring
The name alone should inspire great
caution. Gather many risk-loving friends, mass hordes of beer, two decks of
cards and get ready for some serious consumption.
Everyone is in a circle. The first person draws a card. The next person draws a
card. If the card is related to the first card drawn (related meaning it is the
same value or if it is the same suit) then both players must drink the number of
sips as on their card. (jack=11 drinks, queen=12, etc.). If they have both have
the exact same card then they have to drink double the face value. Ok, if that
doesn't sound bad enough, it gets worse. The next person in the circle is the
one who gets to count the sips the first two are drinking, as fast or slow as
he/she wants. But, and this is a big but, if one of the drinkers finishes their
beer before the counting is done, then the person counting has to finish his
beer. (It is best to play this game with cans of beer or cups so you can bluff
as to how much beer you have left).
Ok, now, the third person draws, if the card is related to either the 1st or 2nd
card, then all 3 have to drink (the fourth person counts), and say that one and
two had a match, then they still drink double. Now continue around the circle.
If a card drawn fails to be related, the ring is broken, and start again. If the
ring makes it all around the circle, then the first guy gets rid of his card and
becomes the counter, then is next to draw a new card.
Ok, a sample round. Let's have 6 people in the ring.
player 1 draws a 7 of clubs
player 2 draws a 9 of clubs
player 3 counts to 9 while players 1 and 2 drink (player 1 stops at 7 drinks)
player 3 draws a 7 of hearts
player 4 counts to 14, player one finishes beer before 4 is done counting,
player 4 has to finish beer
player 4 draws a 10 of hearts
player 5 counts to 14
player 5 draws a 9 of diamonds
player 6 counts to 18
player 6 draws a 4 of hearts
player 1 discards his 7 of clubs (no longer in play) and counts to 18
player one draws....etc.
Be careful with this one.
Drunk Driver
The rules for this are easy, there is a
dealer and one 'driver.' The dealer deals 6 cards (more for a greater challenge,
less for an easy road) face down to the driver. The driver turns over a card and
one of the following will happen:
if the card is a non-face card or ace, nothing happens and the driver moves onto
the next card.
if the card is a face card or ace, the driver is dealt additional cards based on
which card; Jack = +1 card, Queen = +2 cards, King = +3 cards, and Ace = +4
cards. As well, as being dealt more cards, the driver also has to have a drink
for each additional card. (ace turned over --- 4 cards and 4 drinks).
The game continues until the driver has successfully made it off the road (gone
through all cards dealt). If the dealer runs out of cards, simply reshuffle the
cards already played.
High or Low
This is another very easy game with a
pretty decent buzz factor. Materials needed: people, beer, cards.
Player one is dealt a card. S/he then guesses whether the next card will be
higher or lower than the next card. If wrong, s/he drinks once (because one card
was showing). If correct, s/he guesses again. After taking at least three cards,
the player may choose to continue or pass, BUT ONLY after having taken at least
three cards. If the player pass, the next player starts where the previous left
off.
When a player guesses incorrectly, s/he drinks for each card showing. SO, the
strategy is to build up a lot of cards and then pass it to the next player.
Before play starts, determine by vote if equal cards are a loss or correct
guess.
Indian Poker
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) must drink the total of the bets.
Party Game
A Game Composed of Other Drinking Games.
Equipment needed:
Cards
Suggested, 1 deck for every 3 to 4 people.
Alcohol
Suggested, enough for everybody.
Optional
Shot glass for measuring drinks.
1 die for determining number of drinks to be taken.
Game Rules:
Lay out all the cards across the table. First person takes a card and the game
is on.
Recommended: use cheap or old cards as the chances of them getting beer spilled
all over them is high, especially in the latter stages of the game.
Ace = Do it
The person drawing an ace gives a Task to any other player. Must be something
that can be done in the room you are playing in. Person has to at least try to
do the Task. If the Task is completed the Task Giver does the drink, If not
completed the Victim does the drink. If the Task is not completed 1 other person
can attempt it. If they can do it, both the Task Giver and the Victim drink. If
not completed, the Victim and the Second Person both drink.
Optional: Can roll a die to determine how many drinks the Victim is playing for.
This is called incentive!
King = Sentence
The person drawing a King starts a sentence. The person who either cannot give a
word that makes sense or cannot give a word at all drinks.
Queen = Question
The person drawing a Queen asks another player a Yes/No Question. If the
question is not a Yes/No Question they drink. If the Person asked does not
respond with a Yes/No answer they drink. They immediately ask another person
another Yes/No Question. Cannot repeat a Question, and cannot ask the person who
asked them a Question. If either of these are done the Questioner drinks.
Jack = Name Game.
The person drawing a Jack says a name. Next person says another name using the
first letter of the last name of the original name. If a one word name is used,
(Cher), or a double name is used, (Janis Joplin), the rotation reverses. Person
who makes a mistake or repeats a previously said name, drinks.
Ten = Social
The person drawing a Ten calls Social, and everybody touches glasses and drinks.
Nine = I Never
The person drawing a Nine says a statement. I Never (and something they say they
never did). Anybody who has done it drinks.
Eight = Category
The person drawing an Eight names a Category, (Types of cars, kinds of beer,
etc). Person who cannot come up with an answer to fit the Category drinks.
Seven = Buzz
The person drawing a Seven starts by saying 1, next person says 2, and so forth.
When 7 or any multiple of 7, (14, 21, 28) comes that person must say BUZZ.
Person not saying BUZZ or forgetting the count drinks.
Six = Letter
The person drawing a Six says a letter. The next person says a word that begins
with that letter, and so forth. The person who repeats a word or cannot think of
a word drinks.
Five = Rule
The person drawing a Five makes a rule, (keep fingers crossed while smoking,
close eyes while drinking, etc). The Rule is in effect until the end of the game
or another person drawing a Five cancels it. This can easily be abused, so be
careful.
Four = True / False
The person drawing a Four makes a statement. The other players must say whether
they think it is true or false. Then the original person tells if it was true or
false. Everybody who guessed wrong drinks.
Three = Rhyme
The person drawing a Three says a word. The next person must say a word that
rhymes with it. Whoever cannot think of a rhyming word or repeats a word must
drink.
Two = Take
The person drawing a Two must take a drink.
Optional: Can roll a die to determine the number of drinks taken.
Joker = Give
The person drawing a Joker gives drinks to every other player.
Optional: Can roll a die to determine the number of drinks taken.
Quarters
A mindless game that actually requires a
certain amount of coordination. Supplies: people and beer (as usual), a quarter
(hence the name), and a shallow juice-type glass.
All players sit around a table, or 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 successful, play continues as normal, but if the attempt fails,
the player must drink a full glass/can/bottle of beer non-stop.
Three Man
A most excellent good time dice game.
Supplies needed are the standards 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 player to left of roller drinks
Total of 9 Social
Any 3 or sum to 3 Three man drinks
1 and 4 thumb on floor
1 and 5 finger on nose
Doubles give 'em away
Variation with the Beer Helmut:
To make the visual effect of the game more interesting, the Three Man should
have to were some some of strange hat, the Beer Helmut. The Helmut could be
almost anything that can be worn on the head, orange hunters' hat, lampshade,
undergarments, etc. But tradition holds that the Helmut be made from a discarded
case of beer, cut so the the handle serves as eyepieces and a nose bridge. Other
ornamentation may be freely added, such as a plume from other cardboard or
feathers. It should look like something worn into battle. Thus the name, Beer
Helmut.
When the Three Man no longer is the Three Man due to skillful rolling, part of
the ceremony is the passing of the Helmut onto the new Three Man.
More to come later...