|
| |
 |
|
|
 |
|
 |
|
| |
| 1-2-3 |
 |
Requirements |
| |
 |
1 dice |
 |
3 players |
|
 |
Instructions |
| |
 |
Each player rolls a die in turn. |
 |
The first to get a 6 names the drink. The second to get a 6 drinks it. The third, pays! |
|
| |
|
| |
Top |
|
| |
| Aces of Spades |
|
|
| |
| Across The Bridge |
 |
Requirements |
| |
 |
1 deck of cards |
 |
2 player |
|
 |
Instructions |
| |
 |
To start Across the Bridge, you need to deal out ten cards face down in one line. This forms the bridge. |
 |
Each player takes turns to flip one card over at a time. |
 |
If you get a numbered card you are fine and get to move to the next card. However, if you flip a face card you drink according to the face card, Jack is one, Queen is two, King is three, and Ace is four. |
 |
Once you flip a face card, you must put down more cards according to what the face card is.
Example: Pull a Jack and place one more down, pull a Queen and put two down, etc. |
 |
Once all the cards are flipped over or the deck is done you are across, and you are done. |
|
| |
|
| |
Top |
|
| |
| Asshole |
|
| |
| Baseball |
 |
Requirements |
| |
|
 |
Instructions |
| |
 |
Set up the four shot glasses in a row going away from home base (the designated shooting spot for the quarter). Fill them with beer or similar beverage. |
 |
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. |
 |
The 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). |
 |
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. |
|
| |
|
| |
Top |
|
| |
| Beer 99 |
 |
Requirements |
| |
 |
1 deck of cards |
 |
4+ players |
|
 |
Instructions |
| |
 |
Deal 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 the 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.
Tens
When in the 90's, this drops the value of pile by 10 when you play it, otherwise its a regular card.
Socials occur whenever the total equals a number ending in 9. Special socials on 69 and 71. On a 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 |
|
| |
|
| |
Top |
|
| |
| Beer Blow |
 |
Requirements |
| |
 |
1 deck of cards |
 |
1 empty bottle |
 |
4+ players |
|
 |
Instructions |
| |
 |
Place a deck of cards on an 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 |
|
| |
|
| |
Top |
|
| |
| Beer Snap |
 |
Requirements |
| |
 |
1 deck of cards |
 |
2+ players |
|
 |
Instructions |
| |
 |
Beer Snap is based around that popular card game, "Snap". |
 |
For people who are not familiar with "Snap", the rules are as follows:
- A deck of cards is dealt between 2 people, who then take it in turn to place a card between themselves onto a pile.
- If a card placed on the pile matches the previous card's value, it becomes a race to see which player can shout "snap" first. The player who says "snap" first wins the cards present in the pile.
- The idea of the game is to win all the cards.
Beer snap is almost the same, but when 2 card values match, and the first player to shout "snap" has been established, the player to shout last has to drink the following amounts of beer from a big (pint) glass:
Value:
2-6 --------> 1 finger
7-10 -------> 2 fingers
Face card --> 3 fingers
This game is best played in a large group on a winner-stays-on basis
|
|
| |
|
| |
Top |
|
| |
| Beeramid |
|
| |
| Blow Me |
 |
Requirements |
| |
|
 |
Instructions |
| |
 |
To start Blow Me, take a deck of cards and stack them on top of a bottle (beer, vodka, whatever..). |
 |
Each person then tries to blow the cards off the deck. |
 |
If they can blow one card off than everyone drinks, if they blow more than one off nothing happens, BUT when somebody blows the whole deck of cards off the bottle they must drink the entire time while everyone sings the following tune:
*We will use the name Julie as as example...
"Oh here's to sister (when its a guy you say brother) Julie, sister Julie, sister Julie, oh here's to sister Julie who's with us tonight. She eats it, she beats it, she even mistreats it, so drink mother f*cker, drink mother f*cker, drink mother f*cker drink!"
...and the crowd can sing as fast or as slow as they would like. |
|
| |
|
| |
Top |
|
| |
| Brain Damage |
 |
Requirements |
| |
 |
1 deck of cards |
 |
3+ players |
|
 |
Instructions |
| |
| |
Remove the 8s, 9s and the red 10 tens from a deck of cards. This game is played just like BlackJack but to 7.5 points.
The ranks of the cards are:
Face cards - .5 points
Aces - 1.0 point
2-7 - face value
10s - wild |
 |
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." |
 |
- The dealer takes the deck, deals one card face down to the first player, and one card face down to himself. The player looks at the card, then bets any amount of beer, a large shot glass is usually a good limit.
- The player keeps his 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, the dealer turns over his card, and then hits until he thinks he has the player beat. If the dealer busts, he drinks the bet.
- When the dealer is satisfied with his hand, the player turns over his card. The lowest 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 of losing to that player is to deal again. With six or less cards, the dealer lays them face down, the player bets, they both draw a card, and the loser drinks (tie means the player drinks) Play continues until everyone has dealt. |
|
| |
|
| |
Top |
|
| |
|
| Bullshit |
 |
Requirements |
| |
 |
1 deck of cards |
 |
4 - 6 players |
|
 |
Instructions |
| |
 |
Sit in a circle, deal out the entire deck of cards evenly, or thereabouts, to each player. |
 |
- 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 that card, they can lie.
- If someone thinks they 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.
Note: 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. |
|
| |
|
| |
Top |
|
| |
| Bullshit Pyramid |
 |
Requirements |
| |
 |
1 deck of cards |
 |
4+ players |
|
 |
Instructions |
| |
 |
Make a flat pyramid with the cards. You can either make the base 5 or 6 cards. After you make the pyramid, you share the remainding cards between players. Don't show anyone else your cards. |
 |
Flip over the 1st card in the bottom row of the pyramid. If you have the card, or wish to bluff that you have it, you can tell anyone else to drink for 1 second. The bottom row is one, second row is two, etc... |
 |
If an opponent thinks you have the card they can call "bullshit". If you fail to show them the card then you have to drink double, and if you do have the card that they called bullshit on, they have to drink double. |
 |
If you have more then one of the cards flipped over, multiply the amount the person has to drink by this number. For example if a four is turned over on the first row and you have two fours in your hand, then you could make someone drink two instead of the standard one for the first row.
Remember that you can pretend that you have the cards in Bullshit Pyramid even if you don't, to make people drink more. |
|
| |
|
| |
Top |
|
| |
| California Kings |
 |
Requirements |
| |
 |
1 deck of cards |
 |
4+ players |
|
 |
Instructions |
| |
 |
To start California Kings, spread cards face-down around a large cup. Draw in clockwise order. A "drink" is a normal sip.
Ace - Social - He/she who draws proposes a toast and everyone drinks.
2-6 - Black (Clubs & Spades) - Consume the card's value in drinks.
2-6 - Red (Hearts & Diamonds) - Give the card's value in drinks. The total may be split-up between multiple players.
7 - Waterfall - Everybody begins to chug. You can't stop until the person to your right has stopped. He/she who draws may stop first.
8 - Thumb Master - He/she who draws puts his/her thumb on the table. The last person to do so drinks.
9 - Rhyme - He/she who draws says a sentence. The person to his/her left must rhyme with the last word in the original sentence. This continues in clockwise order. Rhyming words may not be repeated. If you repeat a word or can't think of one, you drink.
10 - Category - He/she who draws thinks of a category, like "Simpsons Characters." Then, he/she says one, like "Homer." Then, the person to his/her left must think of another one, like "Bart." This continues in clockwise order. If you repeat an item or can't think of one, you drink.
Jack - Guys drink - A toast is often included.
Queen - Ladies drink - A toast is often included.
King - We don't call it "kings" for nothing. He/she who draws the first, second and third king pours some of his/her drink into the "large cup" and comes up with a rule that must be obeyed for the rest of the game, like "no showing your teeth" or "no saying 'drink,' 'drank' or 'drunk'." Anyone in violation of a rule drinks. He/she who draws the fourth king must POUND the contents of the "large cup." Drawing the fourth king marks the end of the game.
Note: Drawing the fourth king is a fate worse than death if there are a combination of beverages in the "large cup," like beer, wine cooler and vodka. In fact, some players insist that only beer be poured into the cup; but they don't have the love for the game. |
|
| |
|
| |
Top |
|
| |
| Circle of Death |
|
| |
| Circle of Death 2 |
 |
Requirements |
| |
 |
1 deck of cards |
 |
4+ players |
|
 |
Instructions |
| |
| \ |
Arrange the cards in three circles, inside one another, on the table. All players sit in a circle around the outer cards. |
 |
The first person draws a card.
- If the card drawn is black, then he/she must drink whatever number is on the card (J, Q, K are 10, and A is 11).
- If the card drawn is red, he/she can assign the number of drinks to one person, or can split it up, and assign it to more than one person.
|
 |
Continue around the circle, taking cards only from the outer circle. When that circle is gone, go to the second circle. |
 |
The rules remain the same for both second and third circles, except that the number of drinks to be given/taken is doubled and tripled respectively for each circle. |
|
| |
|
| |
Top |
|
| |
| Circle of Death 3 |
|
| |
| Connection |
|
| |
| |
|
| |
|
| |
|
| |
| Dice |
 |
Requirements |
| |
 |
2 dice |
 |
2+ players |
|
 |
Instructions |
| |
\ |
1. The first player rolls two dice.
2.
a) 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.
b) 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).
c) 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).
d) 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).
3. 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
4. After achieving the above, the next player now takes his turn. |
|
| |
|
| |
Top |
|
| |
|
| |
|
| |
|
| |
| Drunk Driver |
 |
Requirements |
| |
 |
1 deck of cards |
 |
2 players |
|
 |
Instructions |
| |
 |
Decide who will be the 'dealer' and who will be the 'driver'. The dealer deals 6 cards (more for a greater challenge, less for an easy road) face down in a line adjacent to each other. |
 |
The driver turns over a card, and does the following:
- card is a non-face card - nothing happens and the driver moves onto the next card.
- card is a face card or ace, the driver is dealt additional cards to the line, based on which card he turns over:
Jack = +1 card
Queen = +2 cards
King = +3 cards
Ace = +4 cards.
The driver must also drink one shot/sip of a designated beverage for each additional card dealt.
|
| |
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. |
|
| |
|
| |
Top |
|
| |
| Drunk Driver 2 |
 |
Requirements |
| |
 |
1 deck of cards |
 |
2 player |
|
 |
Instructions |
| |
 |
Decide who will be the 'dealer' and who will be the 'driver'. The dealer deals 6 cards (more for a greater challenge, less for an easy road) face down in a line adjacent to each other. |
 |
The driver turns over a card. He must now guess whether the value of the next card will be higher or lower than the one he has just turned over.
- If guessed correctly, the driver moves onto the next card.
- If guessed incorrectly, the driver must drink, in gulps, the number of that card from the beginning of the line. (eg. fourth card, 4 gulps) The dealer then replaces all uncovered cards (except the first) with new cards, and the driver starts again from the beginning of the line.
- If the dealer runs out of cards, drunk driver is declared, and the driver must down a glass of the beverage chosen to play with. A new deck is then dealt and play starts over again until the driver beats the game.
- The game continues until the driver has successfully made it off the road (gone through all cards dealt).
|
| |
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. |
|
| |
|
| |
Top |
|
| |
| Eat The Turnbuckle |
 |
Requirements |
| |
|
 |
Instructions |
| |
 |
Each numbered card is worth its face value in drinks. |
 |
Jacks are worth 11 and Queens are worth 12. Kings and Aces are known as cover cards. Start by passing out all of the cards to every player evenly. |
 |
Players take turns rolling two dice.
- If a 6 is rolled and you have two 6's in your hand, you can place them both in front of one player or you can split them up between two players. The players who have had a card or cards placed in front of them must drink that number. (i.e. Two 6's equals twelve drinks.)
NOTE - If a player has all four of the same card laid in front of them they must drink time and a half (four 6's equals thirty six drinks).
- The game ends when all twelve numbers between both die have been rolled. In other words, no one is holding any more cards in their hand.
- If a number is rolled twice, then whoever has that number's card(s) in front of them must drink the appropriate amount.
- If a player has a King or an Ace, they may use them to cover one card in front of them for each King or Ace they have, but the player has to always drink the first time a card is laid in front of them, even if they cover it right away. You cannot move a cover card after it has been laid on a card, so be careful in choosing which cards to cover.
- Biting the turnbuckle is when a player has had all four Queen's laid in front of them (That's seventy two drinks).
NOTE - If you have all four of cards of the same number laid in front of you, use a cover card to cover one of those cards and you will half the number of drinks that you have to take everytime that number is rolled.
|
|
| |
|
| |
Top |
|
| |
| F.U.B.A.R. |
 |
Requirements |
| |
 |
1 deck of cards |
 |
4+ players |
|
 |
Instructions |
| |
\ |
Shuffle a full deck of cards and scatter them in a pile in the middle of your table.
1. Each player takes a turn at picking one card. They flip over their card, displaying it to everyone. Each card has a different rule as follows:
· Ace - Take one drink
· 2 - Take Two
· 3 - Take Three
· 4 - Questions: You look at the person of your choice and ask them a question, they must answer your question with a question and it keeps going until someone screws up. Ex. What is going on? Why do you touch yourself? You don't have to question the person who questioned you either. Make sure to make eye contact.
· 5 - Give five drinks
· 6 - I never. This is where the person who flipped the card says something they have never done and anyone who has must drink.
· 7 - Thumbmaster: This person puts their thumb down on the table whenever they want and the last one to put theirs down drinks. The thumbmaster can do this as many times as he wants until the next seven is picked.
· 8 - Categories: The first person gives a topic/category and in rotation, everyone else must give a kind. Ex: Toothpaste...Crest....Colgate.....Mentadent..etc.
· 9 - Rhyme: Everyone must give a word that rhymes with yours. Ex: Shoe...glue...you..etc
· 10 - Social: Everyone drinks.
· Jack - Assholes drink...guys drink.
· Queen - Bitches drink....girls drink.
· King - Waterfall: This can be extremely hard, depending on your group of drinkers. It goes in order first being the one who picked the card and so on. The first person drinks as much beer as they can continuously and the 2nd person can't stop until they stop, the 3rd person can't stop until the 2nd person and so on. If you have big drinkers at the beginning, it is really difficult. |
|
| |
|
| |
Top |
|
| Give One, Take One |
 |
Requirements |
| |
 |
1 deck of cards |
 |
4+ players |
|
 |
Instructions |
| |
\ |
Before playing, the deck is shuffled and cut.
The host is the original dealer. Dealer changes each time the last card is flipped on the deck.
1. Each player is dealt 3 cards, face up. The dealer asks the person to their right, "give or take?"
Give:
a) The first card remaining on the deck is turned face up. Any player that has the matching card instructs any player of their choice to take a drink. They must comply. If the player with the matching card has two of the same card, the player may instruct two different individuals to take a drink, or may "give" both drinks to one individual.
b) The next card is turned over "give 2". Any player having that matching card instructs another player to take 2 drinks. Next card, "give 3". After "give 3", you automatically move onto "take", "take 1" to "take 3", as you would if the player had initially said "take" instead of "give", as below.
Take:
a) Same as give, however if you have a matching card, you take a drink. Of course, if you have 2 matching cards, double whatever number you are on.
b) Continue "take 2, take 3", and start all over with "give 1".
2. When the deck is completely flipped, pass the deck to the next dealer.
When you can no longer read the cards, stop playing! |
|
| |
|
| |
Top |
|
| |
|
| |
| Hockey |
 |
Requirements |
| |
 |
1 deck of cards |
 |
4 players |
|
 |
Instructions |
| |
\ |
1. Divide the players into teams of two. Partners sit across the table from each other, and the cards are all dealt out.
2. You score a point every time you lay the card of the same value as the person before you laid.
a) To make things more interesting, there are "safe cards": Eights and Jacks. You cannot lay a safe card on another safe card (i.e. no 8 on 8, J on J, 8 on J, J on 8).
3. The team that wins the point choses a player from the losing team to "knock". The other losing team player must drink until the other "knocks" for them.
4. After each point, record the point on a scoring tally. After all the cards have been laid, that's the end of a period (out of 3, as in hockey). The person to the left of the previous dealer becomes the new dealer.
5. Scoring:
a) Subtract the losing team's points from the winning team's points for each period. That will be the winning team's points for that period. (eg. Team A: 7pts, Team B: 5pts --- 7-5 = Team A: 2pts, Team B: 0pts)
b) Do the same for subsequent periods, and add the resultant scores for each period together for the winner. |
|
| |
|
| |
Top |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
| Mexican |
 |
Requirements |
| |
|
 |
Instructions |
| |
\ |
This game takes a bit to catch onto, but once understood, quite a competitive game.
1. Someone arbitrarily goes first by rolling the dice. The score for the dice is as follows:
2 & 1 = Mexican, the highest possible roll.
If you throw one of these, the eventual loser has to drink double the standard drinking quantity being used for the game. Each subsequent mexican in that round will double the required drink for loser. More easily understood later.
3 & 1 = scumbag
the thrower immediately has to consume one drink. This throw does not count as one of the thrower's goes.
Any double
100 times the double i.e., double 1 scores 100, double 2 scores 200 etc.
Any other throw
The highest number multiplied by 10 + the smallest number i.e., 5 & 4 scores 54, 6 & 1 scores 61 etc.
2. The starter has the choice of one, two of three rolls to obtain the best score they can. The starter's score is the score of their last throw i.e., if you throw a 61 then 63 with your first two throws and elect to take a third throw, you must count the third throw even if it's lower. Every other player in the game has the choice of throwing up to as many times as the starter i.e., if the starter takes one throw, all other players have only one throw.
3. Holding a dice - if a player has more than one throw available, they may hold a 1 or a 2 (if thrown) for subsequent throws i.e., if you have 2 or 3 throws and you throw a 4:1 on your first go, you may, if you wish, only pick up the 4 and throw it as your next go. This tactic will increase your chance of a mexican, while also increasing your chance of a low score or scumbag. If you throw a scumbag you may not hold the 1.
4. The loser is the person who throws the lowest score. In the event of a tie, all players with the lowest score must roll one dice and the lowest number loses.
Play as many rounds as desired. |
|
| |
|
| |
Top |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
| Thirty One |
 |
Requirements |
| |
|
 |
Instructions |
| |
\ |
The game follows the same premise as Blackjack, but with some important variations.
1. 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.
2. 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.
a) The person with the lowest point total has to drink an entire beer before they lose again in an ensuing hand.
b) If the person who knocked has the lowest point total, that player must also drink an additional penalty beer for poor play.
c) If someone does not finish their beer before losing again, they must drink yet another penalty beer.
d) Finally, anytime someone has a total of 31 in their hand, they immediately place their cards down and everyone else is a loser (and must drink). |
|
| |
|
| |
Top |
|
| |
| Three Man |
 |
Requirements |
| |
 |
2 dice |
 |
4+ players |
|
 |
Instructions |
| |
\ |
1. Everyone sits in a circle.
2. 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.
3. 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
4. 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 |
|
| |
|
| |
Top |
|
| |
|
| |
| Up and Down the River |
 |
Requirements |
| |
|
 |
Instructions |
| |
\ |
1. 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.
2. The dealer then starts 'up the river' by turning over the first card.
a) Each player with the same card in front of him/her (suit doesn't matter), must take one drink.
b) If the person has more than one of the same card, it is a drink for each card.
3. 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.
4. After the fourth card, the dealer returns 'down the river' by dealing the next card on top of the fourth card dealt.
a) Players with matching cards now 'give' four drinks away in any combination; four to one player, or maybe one drink to four different players.
b) If the player has more than one of the same card; the player 'gives' drinks for each card.
5. 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.
6. 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.
7. Play continues until everyone is sick of the game, or sick from the beer. |
|
| |
|
| |
Top |
|
| |
|
|
| |
|
|
|
|
|
|
|
|