Bitch

Watch a movie. Any time you can legimately place the word “Bitch” or “Pussy” after any of the character’s sentences, the other people have to take a shot of (place alcohol here). A few examples would be “What are you lookin’ at?” BITCH! “I knew I couldn’t rely on you” PUSSY! If you say either “bitch” or “pussy” and the majority of the group decides it was a bad call, you have to take the shot. Works great with really cheesy movies or something you’ve never seen before.

Shotgun Croquet

Shotgun Croquet Standard croquet rules apply with these additional changes/clarifications. I. SHOTGUNNING a. Any player wishing to play an additional shot may “shotgun” a beer. b. A shotgun will be judged by other participants and a protest may be made if an honest effort by the “Shot gunner” is not made to consume the entire beer. i. Exceptions will be made for 1. Struggling with ice cold beer. 2. Choking. c. A swig of hard liquor may be substituted by players with aversions to beer or if adequate quantities of beer are not available. i. All efforts to avoid the latter must be made by participants. ii. Suitable quantities of warm beer must be set aside for shot gunning. d. The shotgun must take place immediately following the active players current shot. i. The proper way to announce a shotgun is to say “shotgun” loud enough for all players to hear, in order to avoid the following player hitting his next shot. e. Following the shotgun the shot gunner may toss his empty can over his shoulder on to the course, creating a “land mine” (see section II; hazards). i. Players may not aim their land mine toss (see section III; penalties). f. The player in the lead is not allowed to shotgun voluntarily. i. A clear lead is defined as being 1 wicket or more ahead of all opponents – i.e.; if the 2 lead players are between the 2 same wickets no clear lead has been established. II. HAZZARDS a. Any player hitting their ball into a “land mine” is required to shotgun. b. Any player whose ball is hit into a land mine is required to shotgun. c. Any player stepping on, kicking, tripping on or moving a landmine is required to shotgun. d. Any player “disturbing” a wicket is required to shotgun. i. “disturbing” is defined as 1. Uprooting a wicket – one or more sides of the wicket coming out of the ground fully. 2. Causing a wicket to be unfairly playable by opponents. i.e.; knocking it over but with both tines still in the ground. 3. Any reconfiguration of a wicket intentionally or unintentionally that makes it necessary to replace the wicket. III. PENALTIES a. No Lollygagging i. The 30 second rule is in effect – opponents may call lollygagging on any player who loses track of time and does not play his shot in the time – limit. 1. exceptions should be considered for: a. beer runs b. bathroom breaks c. loss of consciousness i. loss of consciousness results in an automatic win ii. By loosing consciousness you forfeit your right to be angry when your opponents take your pants and write on your face with a Magic Marker™. 2. A 10 second countdown must be announced with sufficient volume to be heard by the lollygagger for the penalty to be assessed. b. Players must observe the order of the game. i. If a player makes a shot out of turn he looses his next turn. 1. No shotgun penalty will be assessed unless habitual out-of-turn shot making is established by a player (see section IV; consensus). 2. If a player asks if it is his turn an honest answer must be given by the one questioned. c. Land Mine Toss must not be aimed i. An aimed landmine toss will result in a re-toss in accordance with the rules 1. habitual landmine tossers may be assessed a consensus penalty (see section IV; consensus) d. Players hitting an opponents ball i. Anyone hitting or disturbing an opponents ball illegally will be made to shotgun. The ball wrongly hit will be placed back in it’s original position. IV. CONSENSUS a. New rules may be established during the course of the game. i. New rules will be reviewed and adopted by a majority vote. ii. New rules take effect at the top of the order on the following turn. iii. New rules may not adversely affect players during the turn the new rule is adopted. iv. These rules will be incorporated into the remainder of the tournament. b. Shotgun penalties may be assessed to any player at any time by a consensus of opponents. i. Reasonable judgment will be used in assessing consensus penalties. 1. Reasonable penalties could include: nudity, course desecration, complaining, farting, rule arguing (if clearly stated in the above rules), practical jokes played on people causing delay in the game (unless really funny), generally being an asshole. V. GENERAL CROQUET RULES (ones we have had problems with) a. There are two ways to earn bonus strokes; b. Scoring a wicket or hitting the “turning stake” gives you one bonus stroke. c. Roqueting (hitting) a ball with the strikers ball gives you two bonus strokes. d. All wicket or stake bonus strokes must be played from where the ball lies after the point is made. e. After roqueting (hitting) a ball a player has four options: i. Take the two bonus strokes from where the player’s ball has come to rest. ii. With “ball in hand” place the players ball one mallet head’s length away from the other ball in any direction and then take two bonus strokes. iii. With “ball in hand” place the players ball in contact with the struck ball (where it has come to rest) then strike the player’s ball so as to send both balls in the desired direction. This is called a croquet shot. The striker then has one bonus stroke remaining. iv. With “ball in hand” place the players ball in contact with the struck ball (where it has come to rest) and placing the player’s foot on his own ball so as to render it immobile, strike the player’s own ball so as to send the other ball off in the desired direction while the player’s ball remains where it is. The player then has one more bonus stroke remaining. If the players ball moves from under the foot there is no penalty and the bonus stroke is taken. v. Each ball may be roqueted (hit) for bonus strokes only once in a turn, unless the striker scores a wicket or strikes the turning stake, in which case the balls may be roqueted again for bonus strokes. vi. If a player roquets (hits) more than one ball in a stroke it will get bonus strokes from the first ball roqueted with the other balls remaining where they came to rest. VI. RULE CHANGES (ones we have established) a. A maximum of 3 bonus strokes may be accumulated. b. A player may not roquet the same ball twice in a row. c. A legal pass through the wicket is defined as more than half the ball passing through the wicket. d. Out of bounds will be determined by consensus of opponents. e. Balls hit out of bounds may be placed in bounds up to 1 mallet head distance from point of entry. Note from Author: this is just my version of the rules. Credit should be given to the Burns household for hosting the first shotgun croquet contests that I know of. Any rule clarification should be discussed before the game or at least a reasonable attempt should be made to establish rules so players are not unfairly advantaged/disadvantaged during play and fewer arguments result. If a rule is challenged it may be brought to a consensus vote. Rule changes are encouraged and can be adapted to the course conditions or sobriety of the players.

King Kong

Players: as many as you can gather to play Choose a random word that people will say a bunch at a party, but not so much that the word is over used. For example the word can be ‘Beer’. Now every time you hear someone say the word ‘Beer’, Any member of the game has to yell out ‘King’ and then once ‘King’ is called, all of the players must drink whatever they have in their hands. Once the player is finished their drink, they must slam the glass down and yell out ‘Kong’. Once ‘Kong’ is yelled out, everyone except the person who yelled out ‘ Kong’ must have a full glass of whatever they are drinking and finish it all in a chug or two. People will become so drunk that they wont care about the game anymore and whoever is left is the ‘King Kong’

Drunk Driver

All you need is a deck of cards and some beers. One person is the dealer. They go around and ask each person “black or red” for which color the card is. If the person gets it right they assign another person(s) to drink for 2 seconds, but if they get it wrong the person drinks for 2 seconds. The next question is “higher or lower” than the past card, with a penalty of 4 seconds. Next is “inbetween or outside” the 2 numbers of the cards(example..you have a 4 and an 8 inside number would be a 6), with a penalty of 6 seconds. Next question is “which suit” with a penalty of 8 seconds. Then you line up two rows of 4 cards. The top row is give away, bottom is take. So if there is a 2 on the top and you have a 2, you give away a two second penalty drink. Then it goes down the line 2,4,6,8..with the last one being finish your beer. Start the night out with this game and you’ll be good!

Edward 40 Hands

Ok you must follow these rules….Grab 2 40’s. I mean mother fucking 40oz malt liqour beers. You must have someone duct tape those to your hands. Once they are fully secured you must open it with your mouth one at a time or both. No one can open it for you because Edward 40hands could not open that shit…he had 40s for hands. You are not allowed to take off either 40 from you hand until both are done. REPEAT BOTHE 40 MUST BE DONE. If you have to piss, keep in mind Edward 40 hands had to piss with the 40s on his hands too. So drink that shit and you might be boozed, but I like to do it twice.

Spoons Without Spoons

We played it like this: there were no spoons cuz we were in a bar so we all spat in a bottle of beer and placed that in the middle of the table and the first person who grabbed the bottle of beer (either by getting 4 of the same first, or by them yelling ‘spoons’ and someone else grabbing it quicker) could get to choose someone around the table who had to drink the beer full of hocked up phlegm. Mmmmm.

Baseball

This game is derived from the popular game Quarters. You need a lot of beer, four cups, each one larger than the other. When the quarter is bounced into each cup a different type of hit is rewarded. The smallest cup is a single, the next largest is a double, the 2nd largest is a triple, and the largest is a homerun. If you sink the quarter in the cup, the other team has to drink that cup. If you miss the cup, its an out. three outs equal one inning just like baseball. To speed the game up, you can apply a rule that once you have sunk the quarter in one of the cups, that cup can not be used again until your next inning. This is a quality game and is fun to play against people who cant bounce quarters worth shit.

PinkyMcDrinky

Please see our official web site for pictures and better rules! Drinking Game – by PinkyMcDrinky How to play: What you need: – one pink die (6-sided) – two white dice (6-sided) – one shot glass, and liquor of your choice (Tequila) The game begins with one player rolling the pink dice (aka “pinky”). After the initial roll, both players roll their white dice simultaneously. Basic Play: – If the sum of the two white dice is 7, both players take a single drink (social). – If the players roll the same quantity on their dice, they paper-rock-scissors. The loser takes one drink. – If one of the players matches the pink dice, the other player drinks that amount. Once the number on the pink die is matched, the player that matched it re-rolls the pink dice. Exceptions: Triples: If all three dice match, a paper-rock-scissors is performed to decide who will drink. The loser drinks the number on the dice + 1 drink. There is only one exception to this rule: 666 Rule: If at any time three 6’s are rolled, both players must attempt to grab “pinky”. The player who fails to pick him up in time must take a shot out of “drinky” (our affectionate name for the shot glass). On occasion, when liquor was absent, we have substituted chugging the rest of your beer for taking the shot. Sloppy Roller Rule: If at any point the dice falls off the table, the roller takes a drink and must re-roll.

Big jar

In this game, only one person is going to be drunk…. (well, if you play more rounds everyone will be drunk as hell). First, you fill a big jar (like the ones you keep rice or flour in) and you fill it with all the drinks you want, like vodka, rum, beer, whiskey, etc, but you might also want to add some soda or something. Then, you cover it with some plastic paper, like the one used to cover sandwiches or any meal. Then you place a coin on top of the covered jar and you start making small holes in the paper with a cigarette, the person who drops the coin inside the jar has to drink the whole stuff!!! You may want to save booze for more rounds, but the ones who have already drank are not allowed (or physically able)to try again

Fast Numbers

Alright, the only disclaimer on this game is that you must be drunk to start the game. Everyone who is playing (preferably no more than 8 people) sits in a circle. No cards or dice are required. A random person is designated as the “Thinker Guy.” The rest of the people in the circle are the “Guesser Guys.” Starting with the “Guesser Guy” to the “Thinker Guy’s” left, the “Guesser Guys” are going to try to guess what number the “Thinker Guy” is thinking of. That is done like this: (1) The “Thinker Guy” thinks of a number between 1 and 10. (2) When the “Thinker Guy” knows his number he says the word “READY.” (3) The first “Guesser Guy” then guesses a number between 1 and 10 that he thinks the “Thinker Guy” is thinking of. (4) Absolutely immediately after the guess is finished coming out of the mouth of the “Guesser Guy”, the “Thinker Guy” then says the number that he was thinking of. (*Important note: you must be drunk and you must say the number right after the guess or else the game doesn’t work) (5) If the “Guesser Guy’s” guess is wrong, he must drink the difference between his guess and the actual number. If the “Guesser Guy” is correct (i.e. if the Thinker Guy says the same number as the Guesser Guy guessed), the Thinker Guy must drink double that number. (6) The “Thinker Guy” keeps on going around the circle of “Guesser Guys” until someone guesses his number. Then, the “Guesser Guy” who guessed the number becomes the new “Thinker Guy.” If he gets all around the circle with no one guessing his number, the job of “Thinker Guy” is passed one spot to the left.