You will need a quarter, plenty of beer, and several players. Decide who starts and that player then spines the quarter, before it comes to rest the ‘Spinner’ slaps his or her hand over it, flattening it on the table. The ‘Spinner” then picks a player to guess heads or tails; If the guessing player is correct he becomes the ‘Spinner’ and the game conitnues. If the guessing player is incorrect the ‘Spinner’ picks the quarter back up and the player prepares to drink. The ‘Spinner’ spins the quarter and the drinker must drink, continuously, until the ‘Spinner’ stops the quarter or it comes to rest on its own. The spinning quarter may only be touched to stop it. If the drinking player is able to finish his or her beer, and set it back on the table, before the quarter comes to rest, or before it is stopped by the ‘Spinner’ the ‘Spinner’ must then finish his or her beer and give up their turn. After the third consecutive turn the ‘Spinner’ may make a rule.
Category Archives: Drinking Games
Cops and Robbers
You will need a deck of cards, beer, and five or more people for this one. This game is best played later in the evening. You will need at least five players, but the more there are the better. They must all be able to sit around one table. Remove an Ace and a King from the deck, then count off enough cards so that there is one for each player. Deal the cards out to all players. Players do not reveal their cards to each other. The player who recieves the Ace is the ‘Dealer’ and the player who recieves the King is the ‘Cop”. The ‘Dealer’ must wink at someone sitting around the table, and once that has happened the person who was winked at states “The deal has been made” (its a good idea to wait a few moments after being winked at). At this time the ‘Cop’ reveals himself then begins guessing who the ‘Dealer’ is. For every wrong answer the ‘Cop’ drinks one. If the ‘Dealer’ is the last person reamaing after all others have been accused, the ‘Cop’ must finish his beer. If the ‘Cop’ observes the wink, or is winked at the ‘Dealer’ is busted and must finish their beer.
Shaker
You will need a quarter, a die, and a cup, preferrably a large plasitc one. The first player puts the quarter and die on the table, then puts the cup upside down over the quarter and die so that they are trapped under the cup. That player then begins to shake the cup back and forth, flipping the quarter and die around underneath. When ready, that player calls on another at the table and that player then guesses heads or tails. If the guessing player is correct, he or she becomes the ‘Shaker’. If the guessing player is incorrect they must then drink the number showing on the die. After three successful turns the ‘Shaker’ may make a rule Is the ‘Shaker’ loses the quarter or die from under the cup at anytime during play he must drink the numbe showing on the die and then forfeits his turn to the player to the left. Tips for play; While shaking push the cup down on the table from the top. Some folks tend to squeeze the sides of the cup. This creates gaps between table and cup on two sides allowing the quarter or die to slide out. With practice it is possible to take the cup, containing the quarter and die, off the table while shaking. Begin by shaking the cup back and forth, stopping on one side near the table edge. On one pass, allow the cup to slide off the edge of the table. As the cup leaves the table begin moving it in a downward arc, while turning the cup right side up. Once the cup is almost right side up, reverse the motion and bring the cup back to the table, upside down of course. The object is to keep the cup in constant motion so that the quarter and die and ‘held’ against the side. Practice this before playing and encourage spectators to give it a shot.
Some Drinking Game Rules
Most drinking games allow players to make rules, here are some of our favorites. First and foremost it is imperative that no rule makes any exceptions for one or more players. They must be fairly applied to all players, at least at our table. No first names, players may not address each other by their first names. One drink per violation. No cussing. One drink per violation. Rename players, choose names arbitrarily or shift players names to the right or left. i.e. if the players are Jimmy, Matt, Geoff, and Jason Jimmy becomes Matt, Matt becomes Geoff and Jason becomes Jimmy. One drink per violation. No pointing. One drink per violation. Thumbmeister. The player designating the rule usually begins by subtly putting his or her thumb on the table, the rest of the hand may be concealed beneath the table. All other players must then follow that example putting their thumbs down on the table edge. The last player must drink and becomes thumbmaster. D words. No player may say drink, drank, or drunk. One drink, er sip for each violation. Green Man. There is a little green man resting on the edge of your beer. He must be removed and placed on the table before drinking and replaced on top of the beer afterwards. Failure to do either requires the offending player to drink. Another name game. All players must choose signs (handsigns, or motions) or sounds for themselves. Player must be addressed by their respective handsign and no names may be used. One drink per violation.
Up and Down the River
This is best played with four or more players, one deck of cards is required. Don’t let anyone tell you the point is to get rid of all your cards. Deal 4 cards to each player. The players then turn their cards face up on the table in front of them. The dealer begins dealing the remaining cards face up, in four piles, one at a time in the center of the table. As the dealer goes up the river players take drinks, and as he goes down the river players give drinks. The first card dealt (up the river) is a 4. All players with a four in front of them take one. The next is a J. All players with J’s must drink two, and so on. After the fourth ‘Up’ card is dealt, another is dealt on top of it and so begins the trip down the river. If the first down card (dealt on top of the last ‘up’ card) is a 10 all players with a 10 may give that card to another player causing him to drink four drinks. The next down card is a 5. Players with a 5 may give their 5 to another player and that player will drink three. You don’t have to give cards, but must drink instead. Someone must pay. If a player has more than one card of a number he must drink for all of them. So if you were going up the river, and say 7’s take 3 and you have two 7’s, that’s six drinks for you. Similarly, if the situation is the same as above, except you are going /down/ the river you may give one player six, or two players three each, giving them the cards with the drinks.
Beeramids
This game is best with at least 4 players, you’ll need a deck of cards. The dealer begins by dealing 5 rows of cards face down on the table. The first row gets one card, the second two, the third three and so on through the fifth row. The dealer then deals 5 cards to each player. Each row has a drink value. Row one (5 cards) is one drink, row two (4 cards) is two, row three (3 cards) is three, row four (two cards) is four, row five (1 card) is five drinks. Once all the cards are dealt the dealer then flips over the card in row one. The first player (to the dealer’s left) starts by passing or challenging another player. Pass is self explanatory. On his turn a player may challenge another player by telling him or her to drink based on the supposition that the challenging player has a card matching the card in play. The player may challenge more than one player if he has more than one card. The challenged player must then drink the drink value for the row. If the challenged player thinks he is being bluffed he may call ‘Bullshit’ and the challenging player must reveal the card if he has it, thereby doubling the number of drinks the challenged player must drink. If the challenging player does not have the card he must drink double the number of drinks for that row. **For an extra challenge invert the drink value for the rows so that you only have one card in the one drink row and five cards in the five drink row
Pizza
Good for 3 or more. Remove the 9-A from a deck of cards and deal them out in a circle in the middle of the table. Player to the dealer’s left by turning over any card. Play continues as follows; A- Drink one drink for every face up ace, 1 for the first and so on K- Give five drinks. All to one player, or split them up. Q- Topic. The player that turns over the card names a topic and other players around the table must name an original item in the same topic. This continues until there is a repeat or someone can’t think of one in 10 seconds or so. If the topic is brands of beer, and someone names Miller, that includes Miller Lite, MGD etc. J- Take 3 10- Rule. Make a rule 9 – Rhyme. Similar to Topic. The player that turned the card over decides on a word and players in turn say a word that rhymes.
Beer Pong
You need 12 or 20 plastic cups, a long table (ping-pong table is best), some ping-pong balls, and beer. Don’t allow anything expensive in the vicinity, this game gets crazy. Two teams of two people each stand on opposite sides of the table, with either 6 or 10 cups in front of them, arranged like bowling pins. Each cup should be filled with 2 – 3 inches of beer. One team starts by throwing the ping-pong ball at the other team’s cups. If the ball makes it in, one of the players on that team drinks that cup and sets it aside. Bounce-ins are not legal. If they don’t make it, it’s open ball. First team to grab it gets to throw. And this sucker’s full contact – anything goes. Try not to break too much furniture. The defending team can wave their hands over the cups and do anything distracting they want (NOONAN!), but cannot touch the ping-pong ball until it’s obvious it’s not going to get into the cup (Bounces, goes past the edge of the table, etc). If they touch the ball, they have to drink one of their cups. The first team to lose all their cups by whatever means loses, and has to drink the remainder of the beer left in the other team’s cups.
Spelling Buzz
Like a spelling bee, with all contestants competing standing up. After spelling a word successfully, the contestant takes a drink. Miss and you’re out; fall down (knee/elbow/buttock/hip on floor) and you’re out. Last person standing wins. If everyone in a round misses, everyone in that round is back in. Also, last person standing must spell one extra word to win; else everyone who was eliminated in the previous round is back in. A couple house rules: 1) To handicap for body weight/spelling ability/etc., one can give different contestants drinks of different strength. E.g. small glass of wine for 105lb. women, shot of hard liquor for average person, shot of grain for smartass type that always won them in school. 2) To add challenge, speed up the game (more misspellings), or for seasoned drinkers: contestant takes 1 drink after Round 1, 2 after Round 2, 3 after Round 3, etc.
Centurians
Basically it’s the British, and more hardcore version of power hour. It can be played with any number of people. Each player has a shot glass and must drink 1 shot of beer a minute for 100 minutes. It’s the sort of thing that sounds easy but few people can finish. People soon get bloated and drunk. Certain rules are debatable between those playing. Usually you can go to the toilet provided you take miss no more than 3 shots and you catch up when you return. No puking is allowed. Those who make it to 100 gain Centurian status.