HERE ARE SOME GAMES FOR BOOZING, THEY ARE ALL FAVORITES OF MINE, BUT FOR SOME REASON I COULD NEVER REMEMBER THE RULES. (I CALL THAT COLLEGE ONSET ALCOHOLZHEIMERS) THE TOP SECTION IS FOR CARD GAMES, DOWN BELOW THERE ARE SOME PRETTY FUN DICE GAMES, PERFECT FOR TAKING WITH YOU TO THE BAR, OR IT YOU JUST REALLY LIKE DICE. WHATEVER. Mexicali
Instructions
THIS REQUIRES PEOPLE, BEER AND A DECK OF CARDS. JUST LIKE ANY DRINKING GAME, THIS WILL GET YOU WASTED, SO BE CAREFUL AND KNOW YOUR LIMIT. (IF YOU JUST DRANK A 12PACK, YOU SHOULD TAKE A TIME-OUT.
All the cards are dealt to players BUT THEY DON"T LOOK AT THEM. Person #1 turns over a card, let's say it's the 3 of hearts. Person #2 then turns over a card, say the 8 of hearts. Now Person #3 tells them both to start drinking because they have a pair (two hearts) and Person #3 starts counting. When he gets to the number 3, then person #1 can stop drinking and when he gets to number 8, person #2 can stop. The problem is that person #3 can count as fast or slow as he wants and others have to keep drinking no matter what. Also, person #3 has to catch the pair BEFORE he plays his card.
Okay, now say person #3 puts down an ace of hearts, then person #4 tells #'s 1, 2, and 3 to start drinking and counts until 14. Aces=14.
Now say that person #4 puts down an ace of spades, then the next person (before playing his card) catches them and then starts counting to 28. Because 14+14 =28. (same value is doubled/tripled) Both #3 and #4 drink until 28.
This will get you very drunk if you're friends are cruel. If counting, feel free to go the the bathroom, get another beer, go on a food run, etc, while in the process of counting. _____________________________________________________________________
SCREW YOUR NEIGHBOR
Instructions:
Requirements: 4+ People and Alchohol
The object of the game is not to have the lowest card at the end of each round. (Ranking : Low to High : Ace,2,3,4,5,6,7,8,9,10, Jack, Queen, King) The dealer deals each player one card face down. Each player looks at his card. If it is a King he immediately flips it over and places it in front of himself. (The reason will become apparant later).
Each round begins with the player to the left of the dealer, keeping his card or trading with the person to his left. Play proceeds in a clockwise manner with each person either keeping the card dealt (or traded) to him, or trading with the person on his left. The dealer, who obviously goes last, has the option of either keeping his card or taking one from the deck.
A flipped King cannot be traded for. Thus, the person to the right of the King is semi-screwed if the card that he was dealt (or was traded) is a crappy one, since he is stuck with it for the round.
Another way people get screwed is when they decided to trade and get a lower card from their neighbor. The neighbor then typically smiles meekly and says that he likes his card and does not want to trade with the person on his left. Typically, unless others in the round have really crappy cards, they too will elect not to trade.
Since the dealer can always trade with the deck (i.e. he is the last to go and can't get stuck next to a King), he is at an advantage and so the deal rotates after each round.
After the dealer makes his choice (keep his card / pick from deck), all cards are flipped and the low takes a big swig of beer (or shot). If there are ties, all losers drink.
Let me give some examples to show you how things work... Four Players Seated Thusly: Player B Player A Player C Player D
Round I
PlayerA : 4 (Dealer) PlayerB : 10 PlayerC : 2 PlayerD : Jack
PlayerB has a 10 which is a good card, so he doesn't trade. PlayerC doesn't want his 2 so he trades it to PlayerD and gets a Jack. PlayerD doesn't want the 2 so he trades it to PlayerA and gets a 4. PlayerA doesn't want the 2 so he picks a card from the deck, a 6.
PlayerD is low with a 4, and drinks.
Round II
PlayerA : 2 PlayerB : 6 (Dealer) PlayerC : 4 PlayerD : Queen
PlayerC doesn't want a 4 so he trades it to PlayerD and gets a Queen. PlayerD doesn't want a 4 so he trades it to PlayerA and gets screwed with a 2. PlayerA knows that he traded a 2 to PlayerD and will not be low even with a 4. Therefore, he stays. PlayerB sees that PlayerA stayed. This makes his 6 look pretty good (since there has been some screwing going on by player A) so he stays as well.
PlayerD is low with a 2, and drinks.
Round III
PlayerA : King (Flipped) PlayerB : Jack PlayerC : 5 (Dealer) PlayerD : Ace
PlayerD doesn't want the Ace, but has no option; PlayerA has flipped a King!! PlayerA flipped a King and sittin' pretty. PlayerB has a Jack and ain't too worried, he stays. PlayerC sees nobody trade, secretly cusses out PlayerB for not having traded with him and gotten screwed with his 3, and decides to take a card from the deck. Unfortunately this card is an Ace.
PlayerD and PlayerC tie with Aces both drink.
Although it took me a while to explain, the game is rather easy to learn and the rounds go by quickly, so it is quite effective at warming the joint up. Also, since only one card is needed per player, many people can easily play with one deck. _____________________________________________________________________
Drunk Driver
Instructions
THIS DOES NOT IN ANY WAY MEAN THAT YOU SHOULD DRIVE WHILE EVEN A LITTLE BUZZED. I GOT A D.U.I YEARS AGO AND IT SUCKED ASS!! I ALSO HAVE A LOT OF DEAD FRIENDS BECAUSE OF IT. SO IF YOU DRIVE DRUNK, G.F.Y.!
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. _____________________________________________________________________
Asshole
Instructions
YOU NEED AT LEAST FIVE PEOPLE FOR THIS ONE. IT IS GREAT FUN ONCE YOU FIGURE IT OUT AND MAKES A GREAT "GO TO" GAME. (AS IN, "MAN I'M WASTED LETS GO TO TACO BELL")
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.
Approximately 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.
Someone 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 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 hierarchy, 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.
Modified rules: 1 First of all, the ideal number of people to have play is four. If more than four play, take out enough cards (starting with the threes) or add jokers (jokers come in as high cards - higher than the two) to make sure everyone will be dealt an even number of cards. If more than seven are playing, use two decks of cards. (Hierarchy of cards (l->h) 3,4,5,6,7,8,9,10,J,Q,K,A,2,Joker) 2 The object of the game is to get rid of your cards first. The person who gets rid of their cards first becomes President, the next becomes VP, and so on. 3 The idea of the hierarchy (President,VP,Treasurer,. . .,asshole) is that as soon as the cards are dealt you can make anyone below you drink. Asshole also has some extra jobs. He must shuffle the cards, sweep the cards after each round is played, and fill everyone's drink. If there is too much for the asshole to do, and the game is slowing down, vice-asshole will be requested to assist the asshole in his duties. 4 Before the hand starts, President gives the asshole his lowest card, and asshole gives the President his highest card. If either is caught not giving his absolute lowest or highest card (this means breaking up a pair of threes if you are the President) they are automatic asshole for the next hand. If eight or more are playing, President and asshole exchange their *two* highest and low-est cards, and VP and vice-asshole exchange their *one* highest and lowest card. 5 The President leads off the *first* round. After the first round, whoever won the last round leads the next round. If the person who won threw his last card, the lead follows to the left. 6 After the first card is led, play follows down the hierarchy. When play reaches you, you can play or pass. You can play by matching the card played or by playing a higher card. Also, if a single card is led, you must follow with a single card. If a pair is led, you must follow with a pair, and so on. If you can not match or beat the card or cards played, you must pass play to the next player. Even if you can play on the cards, you may choose to pass anyway (to save your high cards). The last card played wins the round. 7 Once a person leads, play only goes around *once*. For example, if the President leads with a 5, VP plays a J, Treasurer plays a 2, and the asshole passes, the round ends, and the Treasurer leads since he won that round. 8 Play continues until everyone has thrown all of their cards and the hierarchy is established for the next hand.
Other fun ways to drink more: • Before the hand starts, someone must give the President a toast (this is an opportune time to kiss-ass to the President). If no toast is presented, the President can give out his own punishment. • There is a "social" (everyone must drink) when three cards of the same value are played in one round. Not only for three cards played by different people, but also for triples! • Then there is the board meeting. Everyone starts drinking and is not allowed to stop drinking until the person above him stops drinking (i.e. the VP cannot stop until the Pres. stops, the Tres. cannot stop until the VP stops, et cetera). As you can see, this another disadvantage of being the asshole (low man on the totem pole). Only the President can call a board meeting.
Well, I think that about covers the rules. It can sound like a difficult game at first (don't try to learn it drunk), but it provides hours and hours of entertainment. _____________________________________________________________________
Brain Damage
Instructions
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. You'll need a deck of cards with all 8s, 9s and the red 10 tens removed, people, and the ever-important beer. The buzz factor starts out low, but with lots of people, dealing last can be dangerous at best.
The ranks of the cards are: • Face cards: .5 points • Aces 1.0 point • 2-7 face value • 10s 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 begins 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. _____________________________________________________________________
Dictator
Instructions
As the name implies, dictator is another "abuse of power game," such as "Asshole." Standard supplies: people, beer, and a deck of cards.
Begin play by have all players draw a card. The player with the highest card is the dictator. The dictator then announces some card-based condition(s) and deals out as many cards as he likes (try to keep it less than 5 per player). For every card a player has that meets the announced conditions, they take a drink. The dictator is also dealt a hand of cards, except giving, rather than taking drinks. After dealing, the dictatorship passes to the left.
Easy conditions are: all odd cards, all red cards, etc (as always, be creative). Conditions can be combined. For example: if the conditions are all red cards drink once, all even cards drink once, and all aces drink twice, then a player with the ace of hearts would drink four times (face cards are Jack=11, Queen=12, King=13, and Ace=14).
Variation: The dictator can use other non-card based conditions as they want. This is the reason and rationale of being dictator, to change the rules as you please and keep the game interesting. _____________________________________________________________________
High or Low
Instructions
This is another very easy game with good results :) 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. _____________________________________________________________________
You Bet Your Liver
Instructions
Ingredients: Deck of cards One large container (no larger than a pitcher) At least three people
This game is very simple. One person starts it off by pouring any amount of beer into he container (his is how you bet). Then he\she calls red or black. The dealer turns over the card. If the person guess the correct card then he\she passes the cup to the next player who must add to the container with his\her own "bet." Obviously if you guess the wrong card you must drink the contents of he container. Take it slow at first. If three people guess correctly in a row, the pitcher can fill up awfully quickly.
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Thirty One
Instructions
A game of math and drinking. You'll need a deck of cards, people, and beer. The game follows the same premise as BlackJack, but with some important variations.
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. Fast play can be a killer. _____________________________________________________________________
Give One, Take One
Equipment
Two Decks of Cards Various types of Alcohol of your choice, Smirnoff Ice, Hard Cider, etc. Anywhere from 3-7 friends willing to get plastered.
Directions
To play this game, get two decks of cards.(No jokers) Shuffle them well, then get the friends togther, with their drinks of choice. Have them sit around a table of adequate size, and start dealing each person 4 cards, all face up.(The dealer also must deal themselves 4 cards, all face up)
Now, remember your cards. Suits don't matter, only face value. Kings, Queens Aces, Jacks, etc. etc. etc.
Now, the dealer deals a card off the top so that everyone can see it's face value. What happens next is important.
If one or more of the players has the card value in their hand, for example; Dealer: 4 5 7 Jack Russ: 8 6 4 Queen Rick: 10 Ace 2 5 John: 6 9 King Ace
The dealer deals out a card (4), so that everyone can see the face value. Each person that has that number must say 'I give a drink to (player or dealers name)" That person must then drink one full mouthful(A comfortable mouthful, mind you...) of their chosen alcoholic beverage. Next, the dealer deals another card, (5) Therefore, the Dealer and Rick must take a drink. (again, full comfortable mouthful of beverage)
The dealer deals again, but this time, instead of the person who has the card giving only One drink, they must give out 2 drinks, and they can be split up any way. Then the dealer deals again, and any person with the card dealt must Take two drinks(Cannot be split up)
This goes on, until 'Give 4, Take 4' has ended. It then goes back to 'Give One, Take One'. The cycle can repeat Ad Nauseaum(literally), but must get faster and faster as each round goes on.
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HERES THE DICE GAMES YOU LUSH
Five's
Equipment
People of course Five dice Beer 1 extra cup
Directions:
Fill the extra cup about 1/3 full of beer. The first person rolls all five dice. Any dice that is five or adds up to five equals zero, and you put those dice off to the side continuing to roll with the rest of the dice. The same person rolls until he rolls nothing that can be a five. However much the dice adds up to is his/her score continuing on to the next person. Who ever at the end of the round has the highest score has to drink the cup of beer. As the game continues on the cup gets fuller, because the last person to drink gets to fill it for the next person to drink. _____________________________________________________________________
Three Man
Instructions
This one is great, you need beer and dice of course, and there is a variation below that is most enjoyable as well. Everyone sits in a circle, (or at the bar). 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 _____________________________________________________________________
7,8,9
Ingredients 1 bowl, 2 dice, several beer glasses, 2 or more players
Instructions:
Fill 1/2 glass of beer to start and play in clockwise order with each player rolling the dice into the bowl in turn. Use the following rules: • If the dice=7 then the player gets to add as much beer to the glass as he wants. If the glass is full, put another glass on the table and add to that. • If the dice=8 then the player drinks 1/2 the beer on the table, (be it half a glass or 5 glasses) • If the dice=9 then the player drinks ALL the beer in the glass or glasses • If the player rolls doubles then the play order is reversed, unless its 2 players where the player rolls again • If the player rolls double 4's then he drinks half the beer AND rolls again • If the player rolls none of these then its the next players turn... • If the dice are rolled and ANY of them all out of the bowl then that player has to drink ALL of the beer _____________________________________________________________________ This one is more than just a drinking game, this is a "get wasted" game. Good times!
Peruvian Brothel
Instructions
Supplies - People - 5 Dice - Liquor
Directions: The player rolls all five dice with the objective of getting everything s/he needs for a productive visit to a bordello: a room, a bed, a whore, and a hard-on. These are symbolized by a 5, a 4, a 2, and a 1, respectively.
The player gets three rolls to get all four of these items. If, for example, the player rolls a 5, two 4's and two 3's on the first cast, the 5 and one 4 are left out and the remaining three are rolled again, in the hope of coming up with a two and a one. If the player doesn't get it in this roll, s/he rolls one more time. If the player doesn't get his/her hard-on (the one), whore (the two, which looks like two nipples), the bed (a four-poster), and a room (the five, which is four walls and a roof), then s/he drinks. This goes on until everybody is nicely plastered and forgets the rules of the game
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