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)

Circle of Death (PA Version)

Grab as many players as possible, 3 to 6 are the best range of people. You place the cards face down in a circle. (this drinking game is played by suit)
Any person may start it doesnt matter. You flip over cards and place them into the center. Continue around the circle until someone gets a heart (which is automatically designated the beginning suit).
You count up the number of cards in the center including the heart and drink that many. When you are done drinking the designated amount of sips, you then must 1. call the next suit, 2. place down your glass, 3. then flip a card.
Should you place your cup down BEFORE you call a suit, you must drink the same amount again. If you do this twice in a row you must finish your drink. this continues until you get low on cards, where you will then take the used cards and create a circle around the drinking pile, and continue the game as such.
You get drunk, you win! You see everyone else get drunk, you win!
(Thanks Amy)

Bastard

This is one of “those” drinking games that get you insanely drunk pretty quickly.
To start off, you pick someone (at random, i don’t give a fuck who it is) and tell them to call out a suit. You flip a card and if it’s the suit they called, they drink so many drinks 2-2..3-3..4-4..ect. jacks 11 and queens 12. If the suit does not match then you continue to flip cards to the left of the last person until the suit called is shown. not to the counting. Say you have 10 drinks, you don’t use your judgement on what exactly a drink is, people count 1..2..3..ect until 10.
Thats why it’s called bastard, you can be a bastard and hold your number as long as you want. If it’s your drink, you can also be a bastard, if you slam down your beer (if you finish before they finish counting) the person who was supposed to say the a number next, picks up all your drinks and drinks 10. If they finish counting, you say a suit, then put your beer down, it continues to your left ect ect. there is no end you can restart the deck however many times you need to.
This is a mans drinking game, i’ve seen it played through a deck as many as 10 times over.
(Thanks Kevin)

Survivor Flip Cup

Inspired by massive and lengthy matches (i.e., 10 on 10, 15 on 15 – oh yes!), this game is played like traditional flip cup, with two teams chugging and flipping. The twist is thrown in when a team loses a round – they must then “elect” a member of their team to be eliminated from the game, and another player on the team must consume their beverage and perform the requisite flip. This person is often the weakest player or the cause of the loss of the last round.
The game then proceeds with players being eliminated each round and their teammates picking up the remaining drinks AND flips. Before long, everyone is consuming multiple beverages (except the cast-offs).
The winning team is the last one with players. The losing team’s Champion is often on the floor. A good twist is for the WINNING team to eliminate a player from the losing team.
(Thanks Mike)

Clue

Simple. Obtain a copy of “Clue: The Movie.” Each person picks a character, a room, and a weapon. Drink whenever your character, room, or weapon is mentioned. 
 
Social (all drink) whenever Mr. Body is mentioned.
(Thanks Charles)

Drinking Blackjack

This game requires that at least one of the players be versed in the rules of casino blackjack. Since it’s blackjack we’re talking about, it helps to use as many complete decks of cards as are available. Otherwise, people will be able to count cards without much difficulty, and the dealer will get f-cked. The game, however, can be played with one deck.
If you know the rules of blackjack, the game’s pretty simple. Here are the rules:
1) A dealer is selected.
2) Each player “bets” a number of drinks.
3) The dealer deals himself and each player a hand, starting with the player to his right. The dealer checks his hole card. If the dealer has been dealt a blackjack, each of the players drinks twice his/her bet. If one or more players is dealt a blackjack, the dealer drinks twice the amount of his/their bets.
4) The game proceeds like a normal game of blackjack, with the dealer dealing around the table to the right. Doubling down and splitting are allowed.
5) Each losing player drinks the number of drinks he/she has bet. The dealer drinks the amout of the winning player’s bet. If more than one player has beaten the house, then the dealer drinks the amount of the highest winning bet.
6a) If one deck is being used, either (i) the person to the right of the dealer becomes the new dealer when the deck is through, or (ii) the deck is shuffled after every game and is passed to the right of the dealer whenever the dealer beats all players.
6b) If multiple decks are being used, then the deck is passed to the new dealer on the right whenever the dealer beats all players.
(Thanks Charles)

Bell ping pong

Bell ping pong drinking game is a normal game of ping pong with a few minor differences.
The first is every player has a drink. They either take a shot or take a 1/4 glass sip of beer every time they loose a point.
The second difference is there is a bell dangling over the net (about 3 feet), if that bell is hit everyone including audiance members drink the required amount. (2-4 players required)
(Thanks Derek, Brian & Luke)

Hurdles

Play is easy, and setup is quick for this drinking game. All you need is an icecube tray, two straws, and some liquor and a chaser. Start by alternating alcohol with chasers on both sides of the ice cube tray, ie Shot, Chaser, Shot, Chaser, Shot, Chaser on both sides. Each player takes a straw and on go, they proceed to consume the beverages in order. They cannot proceed to the next slot until the entire amount of liquid in the previous tray is consumed. The winner is the person who crosses over all “hurdles”.
It is best to do a tournament of sorts.
(Thanks Brad!)

Beer Tennis

lifesize beer pong drinking game, all you need is a tennis court, tennis balls, and some buckets for this drinking game..you know the rest…