----- 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. Previous Page |