Drinking Games

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...