| Drinking Games Recipies Fun Bunghole Liquors |
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------- Asshole ------- This is a slightly more complex game, but very, very fun when mastered. This game requires a minimum of 5 people to play. High boot factor. The first hand of asshole is the establishing hand. This will decide who is the President, V-Pres, Normal People, and the Asshole for the next round. 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: 1) to play a card higher than (but not the same) as the previous card. 2) or to pass on that turn. For example, if a 4 is lead, a next player must play HIGHER than a 4, the the next player has to play higher than that. A new hand starts when all players pass, or when someone plays a 2 (the most powerful card). The last person to play a card, leads the next hand. This proceeds until all players are rid of their cards. The first player out of cards is the Pres for the next round, the next out becomes the VP, the next players out are normal, and the last person out is the Asshole. However lets say that the person leading has two 5's, this person may play them both, then the next player must play two of the same card HIGHER than five; this player cannot play one card or three cards, only two. As well, three, or even four, of the same card may be lead. The only time a player may lay one card in a situation like this is if it is a two (the power card); a single two, beats everything, and the hand ends followed by a new lead. The roles for each player are as follows: President: can make any player drink at any time, no-one may make the President drink but self. The Pres is the first player to start each round (benefits of power). And the Pres should never have to refill own beer. Vice Pres: can make any player drink at any time (except Pres), the only the Pres or self can make the VP drink. The VP goes second in each round. Normal People: These players can make each other drink as well as the Asshole. They play in the order they finished the previous round; first normal out follows the VP, second normal out follows first, etc. Asshole: for many reasons, this player is truly the Asshole. This player has to do all dealing of cards, all sweeping of cards after the hands, and can not make any other player drink. The asshole plays last in each round. A few recommendations, at the end of each round, the players should move seats in order to reflect the hierachy, and proper playing order. Play your lowest cards first. Abuse the power when Pres or VP, but remember it will always come back to haunt you, especially when abusing the Asshole. Play as many rounds as desired. --------- 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 Hunter ----------- The rules are so easy, a drunk person could understand. All you need for this game is a sixpack, a box, and people to play it with you. Take one can. Shake it. Now I don't mean just shake it, I mean SHAKE the sucker! Till it's about to blow up. Then put it in the box with the others and mix them around (one person not looking) and then switch them around again (the other person not looking) Basically, nobody knows where it is. Now, one person picks a can, holds it to his/her head at an angle, and opens it. If it's not the one, s/he has to drink it. If it is the one, s/he gets a wet head and you can start all over or whatever. Then, if it wasn't the one, the next player takes one and tries. etc. -------- Beer Pot -------- An incredibly simple game that will knock you out of your chair. Basic supplies: beer and people (as usual), plus a big pot, or pitcher. All players sit in a circle. Each player contributes one beer to the pot. One player starts drinking from the pot. This person can drink as much or little as s/he chooses. When done, the pot passes to the next player who does the same thing. The person who empties the pot is the winner. The person who drink immediately before the winner is the loser. The loser must then put a beer in the pot for each of the players; then play starts again. Or a variation is that the loser puts in two beers, the winner zero, and everybody else puts in one. This is also a great game to be played in bars. Buy a big pitcher of beer. Pass it around. The loser buys the next pitcher. It is important that the pot/pitcher is big - it makes it harder to judge the amount of beer remaining. --------- Beer Race --------- The rules are quite simple; potentially high buzz factor. As usual the basic supplies are people and beer. Each person starts with a full glass/mug/stein/tankard/cup of beer. Any beer will do, but preferably something quite inexpensive. All platers start drinking at the same time. To signal that you have finished you hold the glass *upside-down* above your head; if anyone does so then the other players must do the same whether or not they have finished drinking. IMPORTANT NOTE: It isn't required that you actually drink the beer before claiming to have won; the winner is the first person to invert their glass above their head regardless of whether they actually drank the contents. ---------- Boat Races ---------- One of those classic endeavors that leaves everyone wet and drunk. Very high buzz factor. Supplies: people and lots of beer. Have everybody divide up into two even teams. Each team lines up opposite each other, preferably down a long table, or just sitting on the ground. Fill each glass full of beer and place in on the table in front of each player. The players can not touch their glass before they are allowed. The first players on each team start the game by drinking all of their beer and setting the glass back on the table. When the glass touches the table the second person drinks his beer and sets his glass on the table. This continues until the last beer is gone. The first team to place their last empty glass on the table wins. Wins what you may ask? Nothing. Alternate version: each player has two glasses of beer. The race goes down the line and returns. That means the turn-around players have to drink two beers in a row. ------------- 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. -------- 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. ---- Buzz ---- Simple game, low buzz factor. None the less entertaining when a good buzz is already attained. Required supplies: people, and of course, beer. Sit in a circle. The first player says 'one,' the next player says 'two,' and so on down the line. However, when someone reaches a number that is divisible by 7, s/he says "buzz." If the player misses a "buzz" when needed, or when an unnecessary "buzz" occurs, that player drinks. The obvious challenge is to see how high of a number can be attained; but this also means very little drinking. The known current record is over 1200. Variation: An honest "buzz" would change the direction of the circle. Or add '11' into the rotation and say 'Bizz' for divisibles of 11. In this case, watch out for 77. ------------ Century Club ------------ This is another straight forward simple game, the best kind. You will end up very drunk, very quickly if you play this. The necessary materials are: people, lots of beer, and a designated time keeper. Every minute for 100 minutes, each player takes a shot of beer (1 oz or 1.5 oz, you choose). At one oz, this equates to just short of nine cans of beer in just over 1.5 hours. That's a lot of beer. The game starts out slow, but in the later rounds you wonder where the time went. It helps to have a timekeeper because otherwise, you tend to miss a few shots in there. Remember, not everyone makes it to 100. But if you do, feel proud. ---- Dice ---- Quite similar to, but not as involved as Three Man. Still, a high buzz factor. Standard supplies: beer, people, liquor, dice. Roll two dice. Anything that adds up to six (i.e. 2-4,5-1) or has a six in it (i.e. 6-1, 6-2, 6-2, 6-3, 6-4, 6-5), you drink a "good" gulp of beer. Any time you roll double 2s, 4s, or 5s you drink that many (2, 4, or 5) "good" gulps of beer (You can modify this to just one "gulp" on doubles). If you roll double 3s you are penalized twice, for getting doubles and adding up to six. Thus four "good" gulps (or 2 if you play the modified rules). The killer is double 1s or double 6s. For this you do a SHOT of your favorite poison (i.e. JD, Southern Comfort, tequilla, etc). Lastly...you continue rolling until you get something that you don't drink on (i.e. 1-2, 1-3, 1-4, 1-5, 2-3, 2-5, 3-4, 3-5, 4-5). If you roll the dice off the table, you are also rewarded with a gulp of beer. ------------- Drop the Dime ------------- To play this game you will need a cigarette, a glass, a napkin, and a dime. Unfold the napkin and place it over the mouth of the glass so that it will stay in place (may need to secure with tape or rubber band). Then place the dime in the center of the napkin. The object is to see how much of the napkin you can burn away, taking turns, with the cigarette. The player to cause the dime to drop consumes a full glass of beer. ----------- Drug Dealer ----------- Quite a simple game actually, with a low-mid boot factor. This is a game to play while doing other things at a party. To play the game you need one playing card for each participant. You always need one King and one Ace, and a variety of numbered cards some low, some mid, some high, but just one card per player. The cards are dealt face down, take a quick peek. The person who gets the King is the cop, the person who gets the ace is the drug dealer, everyone else are bystanders. It is the drug dealers job to very VERY discreetly wink at another player, this person while enventually say 'the deal has been made.' At this time the cop identifies him/herself and tries to figure out who the dealer is. The cop chooses a player, if wrong the cop drinks the number shown on the card, and then chooses again, if wrong again, he drinks the number on that card. When the cop chooses correctly, the drug dealer drinks the NUMBER OF CARDS remaining NOT the total of the numbers on the cards. After that, the cards are redealt and the game goes on. This is a great game for when people don't feel like playing a game because it's the regular socializing that helps disguise any winks and keep the cop on his/her toes. However, it helps alot if the players do sit in a circle while playing, and not spread around a room. Obviously if you want to increase the boot factor, play with high numbered cards. ------------ 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. ---------- Fuzzy Duck ---------- A good get-to-know-ya kind of game. Simple supplie: people and beer. Low buzz factor. Not too bad of a game after everybody's had a few. Begin the game by saying "fuzzy duck" to the person to your left. That person then says "fuzzy duck" to the person on his/her left. This continues until someone decides to change the direction of play by saying "does he" (duzzy). "Does he" changes the direction and the phrase that is said. Not only does the direction change but the people must say "ducky fuzz." Now the game is going to the right with "ducky fuzz." The direction is then changed back by saying "duzzy." The words to say go back to "fuzzy duck." Any screw-ups ===> drink. After awhile when the mistakes are more frequent, it turns into, "Does he F**ck?" or "F**k he does." Variation: the same player cannot say the same thing consequtively within the same round. ie: if player 1 starts with "Fuzzy Duck," and play comes back around to him, he must say "Does He" before being able to say "Fuzzy Duck" again. -------------- Guess the Note -------------- As many people as are interested can play, the more the merrier. A game for the more musically inclined. Low buzz factor. Supplies: people, bottled beer, and some musical instruments (piano is best). One player takes a seat at the instrument. The other players drink unspecified amounts of beer from the bottles. The first player blows a note on his bottle, as if playing a flute. The person at the instrument has 3 tries to repeat the note with the instrument. If repeated correctly, the first player drinks. If the person never matches the note, he drinks three and passes his turn. --------- "Hi, Bob" --------- Similar to "TV Characters," another old style drinking game steeped in tradition. Mid-High buzz factor. Supplies: people, beer, and episodes of the original "Bob Newhart Show," or even "Newhart," if desperate. Simple rules: whenever anybody on the show says "Hi, Bob!", everybody calls out "HI BOB!" and takes a very generous drink of their beer. People on the show say "Hi, Bob" so often, that even the guys who can hold their alcohol the best will get at least a good buzz. ---------- |