Beer Darts

For the two player game, players sit in chairs around 15 feet apart, or whatever distance the players agree is fair.
-A piece of cardboard is placed on the ground in front of each chair, a full, open can of beer is placed into the center of the cardboard.
-Players alternate throwing metal-tipped darts at the opponents can – when a hit is made, the player hit must drink the beer to the level of the hole (this can be determined by the fact that beer no longer pours from the hole. A hit only counts if there is a puncture
-Any dart sticking in the top of the can requires the chugging of the beer.
-Three hits lower than half way down the beer can signals the end of that beer. It must be finished and replaced with a new can, or a substitute player must be found. Five overall hits also singnals the end of the beer.
-This can be played with teams as well. When playing in teams, players throw at whomever they wish, and the person thown at get the next turn for the other side.
-Everyone wins.
-If none of the players are crazy, this isn’t as dangerous as it sounds.
(Thanks Jeff)

Tour de Franzia

For this game you need to split into teams of four and you need one box of Franzia (or other cheap boxed wine, doesnt really matter) and you race to see which team can finish their box first. Pretty simple but fun you will get FUCKED UP.

Who Shit, What Shit

Absolute classic drinking game. Everyone in the game gets a name which is Blank Shit (ie BatShit, DogShit, HorseShit, JalepenoShit) and it is the job over all playing to remember the other persons name.
The drinking game starts when someone starts to tell a long and winded story that includes the word shit several times. “I was walking through the woods and it was some crazy shit, absolutely wild shit, i might have enven been smoking shit, etc…” usually the crowd eggs the person on. Then the story teller will work in another one of the group members “shit Name” at which time the person has to say:
Shit Name: Who Shit?
Story teller: What Shit?
Shit Name: Blank shit
This goes on until someone makes a mistake at which time the person who messed up has to drink and then start his own story.
Great drinking game for late at night!
(Thanks to “The Good Ol Boys”)

Circle of death (STL version)

Put a full beer can in the middle of the table, fan a deck of cards around the beer. Randomly pick who goes first and continue clockwise from there.
Cards 2-4 – take yourself
Cards 5-8 – give out
9 – bust a rhyme
10 – catagories (ie beer- bud light, sam adams, etc)
Jack is thumb master (if you put your thum on the table the last person to do so drinks)
Queen is question master (if you ask someone a question they must answer you in a question or else they drink and if they do answer in a question it goes back and forth until someone slips up)
King – you make a rule(ie you cant use the word drink, or you cant cuss or you drink)
Ace of course is WATERFALL
VARIATION- if you want you can put all the cards except jack queen and king under the tab of the full beer can after you pull them until someone pops it and then they must CHUG the whole beer. Also if you break the circle you must CHUG the rest of your current beer.
(Thanks Ian)

Roxanne

A group of people divide themselves into two teams, and then play the song “Roxanne” by The Police. Every time Sting sings the word “Roxanne”, one team drinks. Whenever “Put on the Red Light” is sang, the other team drinks.
Very simple, yet very funand highly intoxicating drinking game . A harder version is to have no teams, and everyone drinks one drink with their left hand on “Roxanne”, and one drink with their right hand on “Put on the Red Light”.
(Thanks Brian)

Carnipuff

This is a different version of “Cardinal Puff” that was created/modified by Russian fishermen in Alaska. I personally feel it is a much better version.
Rule #1 – Everyone starts sober (And for a real official game, everyone eats the same things and same amounts the day of said game).
Rule #2 – You puke or pass out, you’re out. No leaving the table (except to piss or puke)..
Rule #3 – No music, TV, or any other distractions.
Everyone (2-8 people)sits around a table (preferrably a glass one so everyone can see all movements).
You will need: One 16 ounce glass, one small hand towel, and LOTS of beer (or hard liquor, if you think you can handle it).
If there are newbies to the game, you can let them watch the veterans until they feel comfortable, but warn them that if they enter and mess up, they will start over and keep going until Rule #2 is applied.
The glass gets filled to the top. The first person starts, and says “The Carnipuff will now take his/her first drink of the evening.” He/she then takes his first (pointer) finger, and thumb, lifts the glass, and takes one drink (Better to take a big drink on the first one). He/she then sets the glass down with one tap on the towel. Then, left hand first, taps their pointer fingers on the table’s top edge(left hand, then right), then taps the underside of the table with their pointer fingers(left then right), then tap your knees with their pointer fingers(left then right). He/she then says “Thank you Ladies and Gentlemen. The Carnipuff-puff will now take his/her second drink of the evening.” With two fingers (pointer and middle) and thumb, they lift the glass, take two drinks, and set the glass down with two taps. Then, with the same two fingers, tap the top edge of the table twice(left hand, then right), underneath twice(left, left, then right, right), and knees twice(left, left, then right, right). They then say “Thank you Ladies and Gentlemen, Thank you Ladies and Gentlemen. The Carnipuff-puff-puff (3 puffs) will now take his/her third AND FINAL drink of the evening.” Then, with three fingers(pointer, middle and ring) and thumb on glass, take either 3 drinks or finish the glass(No more than 3 drinks on this consumage allowed). Then he/she sets it down with three taps on the towel, takes three fingers and taps three times on top of the table(left, left, left, then right, right, right), then the underside of the table and then their knees (3 times, three fingers, three taps). Then he/she says “Thank you Ladies and Gentlemen, Thank you Ladies and Gentlemen, Thank you Ladies and Gentlemen. ONCE A CARNIPUFF, ALWAYS A CARNIPUFF.” Then take the empty glass, tip it over and tap it on the towel, then tip right side up and tap.
If you have managed to do this all correctly (without major slurring, without forgetting the “AND FINAL”, with correct tapping, etc.) then the glass goes to the next person to the left. If, at any time, anyone sees a mistake, they are to immediately call it. A second opinion is nice, and even nicer is for the person who made the mistake to fess up. NO EXCUSES!! You made a mistake; drink the rest of the glass, fill up and try again!!! Once everyone gets in the groove, the game progresses from one person to the next fairly quickly. All of a sudden, a mistake will be made; more drinks consumed, and someone gets stewed. The last person to not puke or pass out is the Carnipuff champion!!
This drinking game, once learned, is the best drinking game I have ever known. Once, in a fierce showdown of drunkeness, my buddy and I both finished 26 beers before he puked right ON the table!! Needless to say, I am the reining champ.
Have patience when learning, have fun, and good luck!!!
(Thanks Brian)

Case Race

Make teams of 2. As many as you want its just a race.
Each team starts with a case of beer (24 pack).
The goal is to drink all the beer in the case the fastest.
The team that finishes first gets to take and keep all the beer that the other teams did not drink out of their cases. Awesome for pre-gaming.
(Thanks Cody)

Edward 40 hands with a twist

Typical edward 40 hands…However, when you finish your first one, you have to do a few shots. The number of shots you take depends on how fast you finish your first one, and how many players there are.
Say you have 5 players.. You finish your first one in say 20 minutes. Divide the time by the number of players. So, 20minutes/5 players=4 shots. And being edward 40 hands you obviously can’t use your hands.
Also, you can not use the beer in your 40. Other beer is ok, however liqour is always more fun. This gives you more incentive to finish faster (or slower depending on how much of an alcoholic you are), and of course gets you drunker 🙂
(Thanks Max)

Land Mines

This beer drinking game can be played with as little as two people.
All you need to play is a quarter, and two shot glasses. The game works best when using beer cans instead of beer bottles.
Rules
The first player takes a quarter and spins it on the table, then with one hand takes a shot of beer, sets the shot glass down, and with the same hand takes the next shot of beer, sets it down and then grabs the quarter before it is no longer spinning.
If the spinner is successfull then his turn is over and the next player goes. If the quarter stops spinng or spins off the table, the player must continue to spin and take shots of beer until he succeeds.
As the game goes on, you will acquire empty beer cans. When you have an empty you may place it anywhere on the table, including directly in front of your opponent. (if he spins the quarter it will bounce off a can and make it harder for him to successfully take his shots)
The drinking game is called landmines because with all the empty beer cans on the table, one can get confused as to which can he/she is drinking from. If caught picking up an empty beer can to drink from, the player must A. Chug the rest of their beer or B. Chug an entire beer.
(Thanks Mike)

Flux

A fun drinking game created for those rare three-person drinking nights, Flux revolves around a central playing surface. Upon first or even second play, it may seem complicated, but comes naturally shortly after.
To start, the cards are spread in the center for th “War Round” and the first person (designated “The Dealer”) draws a card along with the person to his left (let’s call him “Doc”). The Dealer and Doc lay their cards down face up. The lower of these two cards (Ace valued as 14, King as 13, Queen 12, Jack 11 and down to 2) drinks the difference. For instance, if Doc draws a 3 to The Dealer’s King, Doc drinks 10. Next, the step is repeated, only with Doc and the third player (how about “Marty”) each drawing and laying a card. After the difference is consumed, Marty and The Dealer each draw a card, with low-man drinking the difference, then the cycle repeats until each player has four cards. At this point, a 3-man War is declared and all three players draw and play a card, with each of the two lower players drinking the difference between their respective card and the high card played.
As an aside, if at any point during this “War Round” two players should draw both draw in the same turn equal cards (ex: Doc and Marty each draw and flip a Queen at the same time), the player who first yells out “Great Scott!” is the winner of the turn and the losing player must drink the added amount of each card (24 drinks, using the Queen example). During 3-man war, the “Great Scott rule” comes into effect only if there is a draw-tie for high card.
During the “War Round,” the players should line up their exposed cards from left to right, starting with their first card drawn and ending with their last. The draw pile is removed and these three rows are pushed together to form a triangle, with each player behind his or her line. Inside the circle, four cards are dealt by The Dealer, face down –on at each of the corners and one in the center. This is the “Flux! Round” because it was at this point that Flux! gained it’s name since, if done right, the layout looks like that of Back to the Future’s Flux Capacitor. The Dealer then flips the corner card directly opposite his row. If the card matches any card in his row, he gives out the amount listed; if not, he drinks the amount. This portion continues with Doc an Marty doing the same with the cards directly opposing their rows. Once all three corner cards are turned, the center card is revealed. If any player has a matching card in his row, he may divy out the added amount from the corner cards (if the corner cards are Ace, 3, 9, the center a Queen, and Doc has a Queen, he gives out 26 drinks…14+3+9).
Next a “Suicide Round” is dealt with one card on each of the outside corners of the triangle. Again, the player draws the card opposite his own line but this time, if he has a matching card, he drinks the amount. If he doesn’t have a match, it’s simply a free round.
At this point, the system repeats itself, only in the second “War Round” the five cards are dealt face down to each player, underneath their row of face-up cards.
The “War Round” proceeds again, followed by a 3-man war. There are two differences from the first war round, however. If a player should draw a card and that card match his already exposed card directly above it, he has met his former-self, and must drink the doubled amount of his drawn card (if Marty, on his second draw, turns a 9 and his second draw in the first War round also yielded a 9, he would drink 18, on top of any differential penalties if he should also lose the war round). If however, a player draws an 8 on top of another 8 (like drawing an 8 in his third draw of each round) he has successfully reached 88 miles per hour, must say “Let’s see if you bastards can do 90!” then hand out a combined 90 drinks to one or both opponents. And yes, the “Great Scott!” rule is still in effect.
Another “Flux! Round” is dealt much the same way as the first. However, in this round, a player’s second draw-row counts for double drinks. So, if Marty draws a 4 as his corner card, and has a 4 in both his first and second row, he would give out twelve…4 + (4*2). Again, after all three corner cards are turned over, the center card is turned. This can get someone very drunk if it plays out correctly. As we know, if you can match the center card, you give out the added amount of the three corner cards. Furthermore, if you can match it from your second row, you give out double that amount. FURTHERMORE, if you have multiple matches (say, perhaps, three 7s in your second row, with the fourth 7 in the center) you would give out three times two times the sum of the three corner cards. Theoretically, if in the second “Flux! Round!” it worked out so that each corner card were an Ace, and for the hell of it, the two was the center card and you had three 2s in your second row, you would disperse 252 drinks!…42 (Ace*3) times 2 (because all matches are in the second row) times 3 (because you have three matches) equals 252. This etremely rare instance would be the equivalent of “disrupting the space-tiem continuum.
After this, another “Suicide Round” is dealt…ALSO AA CARD IS DEALT FACE DOWN IN THE CENTER OF THE TRIANGLE. Again, in the “Suicide Round” nothing happens if you don’t match the card opposite your rows, and if you do match, you drink the amount…times two if it matches in your second row.
The final card to be drawn, dealt to the center at the beginning of the second “Suicide Round” is THE FLUX! CARD. This is simply a social card, in order to bring the game to a friendly close, that each of the three players must partake of. The Dealer exposes the card…he, Doc and Marty raise their respective glasses/cans/fish bowls, say “One-point-Twenty-One Gigawatts!” and drink the amount designated by THE FLUX! CARD.
Fun drinking game, fairly quick, get you drunk game. Flux!
(Thanks Kevin)