Drunk Driver is a fun card game with an ultimate goal of getting drunk. In the game there is one 'Dealer' and one 'Drunk Driver'. The objective is for the Drunk Driver to successfully finish a round.
If the card that is flipped is a non-face card (e.g. 2-10), nothing happens and the Drink Driver can move onto flipping over the next card in the line. For each additional card that is dealt during the game, the Drunk Driver must drink one shot or one sip (depending on your preference) of an alcoholic beverage.
The game continues until the Drunk Driver has gone through all of the dealt cards. If the Dealer runs out of cards during the game, he or she can simply reshuffle the cards that have already been played and continue. If you choose to play with more than two players, add additional Drunk Drivers and play in the same manner. Once one Drunk Driver clears all of the cards, move onto the next Drunk Driver in line.
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This is a rather straight forward simple game, the best kind. You will end up very drunk, very quickly if you play this. The necessary materials are: people, lots of beer, and a designated time keeper.
Every minute for 100 minutes, each player takes a shot of beer (1 oz or 1.5 oz, you choose). At one oz, this equates to just short of nine cans of beer in less just over 1.5 hours. That's a lot of beer.
If, when you spin the 'spinner', and it comes up a tie (i.e. it doesn't land on a number, but the line in between), you must spin again, and take the number of drinks that is shown. Then proceed normally.
To play this game you will need a cigarette, a glass, a napkin, and a dime. Unfold the napkin and place it over the mouth of the glass so that it will stay in place (may need to secure with tape or rubber band). Then place the dime in the center of the napkin. The object is to see how much of the napkin you can burn away, taking turns, with the cigarette. The player to cause the dime to drop consumes a full glass of beer.
this is a game to play while doing other things at a party. To play the game you need one playing card for each participant. You always need one King and one Ace, and a variety of numbered cards some low, some mid, some high, but just one card per player.
It is the drug dealers job to very VERY discreetly wink at another player, this person while eventually say 'the deal has been made.' At this time the cop identifies him/herself and tries to figure out who the dealer is. The cop chooses a player, if wrong the cop drinks the number shown on the card, and then chooses again, if wrong again, he drinks the number on that card. When the cop chooses correctly, the drug dealer drinks the NUMBER OF CARDS remaining NOT the total of the numbers on the cards.
This is a great game for when people don't feel like playing a game because it's the regular socializing that helps disguise any winks and keep the cop on his/her toes. However, it helps a lot if the players do sit in a circle while playing, and not spread around a room.
The rules for this are easy, there is a dealer and one 'driver.' The dealer deals 6 cards (more for a greater challenge, less for an easy road) face down to the driver. The driver turns over a card and one of the following will happen: if the card is a non-face card or ace, nothing happens and the driver moves onto the next card.
Begin the game by saying "fuzzy duck" to the person to your left. That person then says "fuzzy duck" to the person on his/her left. This continues until someone decides to change the direction of play by saying "does he" (duzzy). "Does he" changes the direction and the phrase that is said. Not only does the direction change but the people must say "ducky fuzz." Now the game is going to the right with "ducky fuzz." The direction is then changed back by saying "duzzy." The words to say go back to "fuzzy duck."
Variation: the same player cannot say the same thing consecutively within the same round. ie: if player 1 starts with "Fuzzy Duck," and play comes back around to him, he must say "Does He" before being able to say "Fuzzy Duck" again.
Deal the game as you normally would. Anytime you ask for a card and are told to "go fish," you drink once. Every time you have to give a card to another player, you drink twice, three times for face cards and aces. Every time time you lay down a pair, your opponent(s) drink twice. It's that simple.
One player takes a seat at the instrument. The other players drink unspecified amounts of beer from the bottles. The first player blows a note on his bottle, as if playing a flute. The person at the instrument has 3 tries to repeat the note with the instrument. If repeated correctly, the first player drinks. If the person never matches the note, he drinks three and passes his turn.
Similar to "TV Characters," another old style drinking game steeped in tradition. Mid-High buzz factor. Supplies: people, beer, and episodes of the original "Bob Newhart Show," or even "Newhart," if desperate.
Simple rules: whenever anybody on the show says "Hi, Bob!", everybody calls out "HI BOB!" and takes a very generous drink of their beer. People on the show say "Hi, Bob" so often, that even the guys who can hold their alcohol the best will get at least a good buzz.
Player one is dealt a card. S/he then guesses whether the next card will be higher or lower than the next card. If wrong, s/he drinks once (because one card was showing). If correct, s/he guesses again. After taking at least three cards, the player may choose to continue or pass, BUT ONLY after having taken at least three cards. If the player pass, the next player starts where the previous left off.
SETUP:
get everyone at least 1 drink give the people around the table a number, i.e. go clockwise and assign 1,2,3,4 etc. char one end of the cork by lighting it, letting it burn and blowing it out. start the game. PLAY:
play continues by the player who is called, naming himself ("number 3 ibble-dibble" identifying how many marks he has ("with 6 dibble-ibbles") then calling another player and identifying the number of marks they have. ("calling number 7 ibble-dibble wit no dibble-ibbles"). Any mistakes or pausing requires the player to scull and try again, they aren't allowed to count the marks or anything. The player who makes a mistake also a dibble-ibble put on him by one of the other players.
everyone says "NO WAY you paused.." etc and someone makes a mark on his face. (usually marks are spots on cheeks etc, but as the game progresses, people get eyes blacked out, groucho mustaches, horns, beards etc)
FINISHING THE GAME:
You finish once you get really pissed and want to go out and party. Then you go out without washing the marks off (or alternatively use a toxic marker or something) and everyone at the clubs you go to wonders what stupid disease these idiots who just walked in have.
Play follows as regular quarters except you are shooting into an ice tray. The right side of the tray is the "give" side and the left side is the "take" side. The number of drinks to be given or taken corresponds to how far away the hole is. One drink for the hole closest to you and then one more for each one further away. You shoot until you miss or hit the "take" side and must drink yourself.
Dealer begins by betting that he has the highest card by saying how many drinks he wishes to bet. Players who don't think they can win fold and take as many drinks from their beer that the current bet is at. The player who ends up losing with the lowest card with the lowest card must drink the total of the bets.
This is a great game for a group of close friends or people who really like to share hints of their dark pasts. Only supplies are people with enquiring minds, and beer. You probably won't get drunk playing this, but it's a great ice-breaker for a party.
Everyone sits around around a table, or on the floor if you so desire. One person goes first by making a TRUE statement that begins with "I never...." For example, "I've never been to Disneyland." Then, if any other player HAS DONE what the person said, they simply drink.
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