Card Games That Will Get You Wasted

      A healthy (and I use that term loosely) alternative to wild and crazy bar night drinking games, is to party at a house (or wherever) and get all messed up playing drinking card games! 

        This way, also, when one of your friends have to puke, they don't end up hugging on a piss-soaked toilet!  (Unless the host doesn't clean very often.) 

        Another Advantage of partying at home, is that you don't have to TIP ANYONE!  If you want a beer, you grab a beer!  I'd rather spend 12 - 13 bucks on 12 beers, than on 3.  Yes, the bar gives a good atmosphere and there's all sorts of people there to mess with, but the crazy group you're running with will be fun wherever you are!

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Drown the Clown


Requirements for play:

1 deck of cards

4+ players


Instructions for play


- Deal each player a card.  On the count of three, everyone flips their cards over. If any two people have the same card, then each must point at the person that they have a match with and yell "clown".


- Whoever says it first gets to watch the other take as many drinks as designated for being the slowest.


- If a person points at a person who does not have a match or if he/she says anything but the word "clown", then they must drink 3 drinks.



F.U.B.A.R.


Requirements for play:

1 deck of cards

4+ players


Instructions for play


-  Shuffle a full deck of cards and scatter them in a pile in the middle of your table.


-  Each player takes a turn at picking one card. They flip over their card, displaying it to everyone. Each card has a different rule as follows:


# Ace - Take one drink


# 2 - Take Two


# 3 - Take Three


# 4 - Questions: You look at the person of your choice and ask them a question, they must answer your question with a question and it keeps going until someone screws up. Ex. What is going on? Why do you touch yourself? You don't have to question the person who questioned you either. Make sure to make eye contact.


# 5 - Give five drinks


# 6 - I never. This is where the person who flipped the card says something they have never done and anyone who has must drink.


# 7 - Thumbmaster: This person puts their thumb down on the table whenever they want and the last one to put theirs down drinks. The thumbmaster can do this as many times as he wants until the next seven is picked.


# 8 - Categories: The first person gives a topic/category and in rotation, everyone else must give a kind. Ex: Toothpaste...Crest....Colgate.....Mentadent..etc.


# 9 - Rhyme: Everyone must give a word that rhymes with yours. Ex: Shoe...glue...you..etc


# 10 - Social: Everyone drinks.


# Jack - Assholes drink...guys drink.


# Queen - Bitches drink....girls drink.


# King - Waterfall: This can be extremely hard, depending on your group of drinkers. It goes in order first being the one who picked the card and so on. The first person drinks as much beer as they can continuously and the 2nd person can't stop until they stop, the 3rd person can't stop until the 2nd person and so on. If you have big drinkers at the beginning, it is really difficult.



Give One, Take One


Requirements for play:

1 deck of cards

4+ players


Instructions for play:


-  Before playing, the deck is shuffled and cut.


-  The host is the original dealer. Dealer changes each time the last card is flipped on the deck.


-  Each player is dealt 3 cards, face up. The dealer asks the person to their right, "give or take?"


Give:

a) The first card remaining on the deck is turned face up. Any player that has the matching card instructs any player of their choice to take a drink. They must comply. If the player with the matching card has two of the same card, the player may instruct two different individuals to take a drink, or may "give" both drinks to one individual.


b) The next card is turned over "give 2". Any player having that matching card instructs another player to take 2 drinks. Next card, "give 3". After "give 3", you automatically move onto "take", "take 1" to "take 3", as you would if the player had initially said "take" instead of "give", as below.


Take:

a) Same as give, however if you have a matching card, you take a drink. Of course, if you have 2 matching cards, double whatever number you are on.


b) Continue "take 2, take 3", and start all over with "give 1".


-  When the deck is completely flipped, pass the deck to the next dealer.


-  When you can no longer read the cards, stop playing!



High or Low


Requirements for play:

1 deck of cards

2+ players


Instructions for play


-  The player one is dealt a card. The player then guesses whether the next card will be higher or lower than the next card. If wrong, the player drinks once (because one card was showing). If correct, the player guesses again.


-  After taking at least three cards, the player may choose to continue or pass. If the player passes, the next player starts where the previous left off.


-  When a player guesses incorrectly, they drink for each card showing. So, the strategy is to build up a lot of cards and then pass it to the next player.


-  Before play starts, determine by vote if equal cards are a loss or correct guess.


Indian Poker


Requirements for play:

1 deck of cards

4+ players


Instructions for play


-  Each player is dealt one card that they cannot look at. They must place the card on their foreheads so that everyone else can see the cards. That means you can see everyone's card but your own.


-  The dealer begins by betting that he has the highest card, and placing an amount of drinks 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) must drink the total of the bets.


Queens


Requirements for play:

1 deck of cards

4+ players


Instructions for play


-  Shuffle the deck of cards. Spread them out so that any card can be chosen. Someone, doesn't matter who, goes first by choosing a card.


-  Do the following corresponding action:


Ace - Choose any player to drink.


King - All players drink.


Queen - Ladies drink.


Jack - Men drink.


10 - 2nd person to the right drinks.


9 - 2nd person to the left drinks.


8 - All players drink.


7 - Person to the right drinks.


6 - Person to the left drinks.


5 - Change direction of play.


4 to 1 - Drink that value in drinks.


-  Play continues to the left, unless a five, the change of direction card, was drawn.


Red and Black #1


Requirements for play:

1 deck of cards

2+ players


Instructions for play


-  One player goes first by attempting to predict something (value, color, suit) about the card to be turned over. If correct, the player continues, if incorrect - the player drinks, and passes play to the next player.


-  If correct three times in a row, the player can make a rule concerning procedure for the game.


Examples:

"Can't say red"

"Can't say black"

"Tap head before drinking" etc.


-  If a player is caught "violating" a rule, they drink. But be sure not to break the rules while enforcing them.


Beeramid


Requirements for play:

1 deck of cards

4-8 players


Instructions for play


-  The dealer lays out 15 cards in a pyramid form and deals 5 cards to each player face down. Each card in the pyramid represents one drink.


-  The players look at their own cards but don't let anyone else see them. The dealer flips the top card in the pyramid.


-  If you have the card you can tell someone to drink. You can also bluff that you have the card. The players can drink or call the bluff. If you call the bluff and the person doesn't have the same card, they drink double. If the player has the card you drink triple.


-  If a player has two or more of the card flipped then they can make someone drink twice or more, depending on how many matches they have. You can also split up the drinks given to players in Beeramid if you have multiple matches.


Connection


Requirements for play:

1 deck of cards

3+ players


Instructions for play


-  Deal out all the cards evenly among all players. Each player should have his/her own pile. Player's must not look at their own or any other player's pile.


-  One player starts by turning their top card of their pile over.


-  If the cards are connected, by suit or by number, then both players’ must drink the same amount of sips as the number on their card. (For example, the first player draws a 5 of clubs. The second player turns over a 9 of clubs. Therefore the first player must drink 5 (sips) and the second player must drink 9.)


-  If a connection is made twice or more times in a row, all player's with that connection must drink. (Lets say the third person also threw a club (a jack). Then everyone once again must drink their number (aces high). The first two people have now drank twice off of their one card. )


-  Play continues to each player. If any card around the table is connected (not across) to the card next to them by suit or by number, then all players with that connection must drink.


Cops and Robbers


Requirements for play:

1 deck of cards

6+ players


Instructions for play


-  Get a group of people (preferably at least 6 people) to sit around a table. Take a number of cards out of a deck that is equal to the number of people playing. One of the cards has to be a king and one of the cards has to be an ace. The other cards can be any combo of numbers people decide on. However, the higher the card number, the greater the chances of getting drunk quickly (you'll see why).


-  Pass out a card to each person.


-  Whoever receives the ace is the robber. Whoever receives the king is the cop.


-  Once all of the cards have been passed out, everyone stares at everyone else around the table waiting to hear the words "the deal has been made". These words will be heard once the person who has the ace (the robber) winks at someone.


-  The person who has the king (the cop) is on alert to try to see who the robber is. He/she wants to catch the robber winking at someone. Once "the deal has been made" (the person who is winked at will say this to the group), the cop throws over his card and tries to guess who the robber is (the person who winked).


-  If the cop guesses wrong, he/she has to drink the number of drinks that the cardholder turns over.


-  This game, cops and robbers, continues on until the cop guesses who the robber is.


-  It's hilarious to watch the cop go through everyone around the table while having to slam beers for each wrong guess.


-  If the robber happens to wink at the cop, the robber is automatically busted and has to drink a pre-determined number of drinks.


Crazy Eights


Requirements for play:

1 deck of cards

4+ players


Instructions for play


-  Take the four 8's from a deck of cards and lay them out on a table, top to bottom. Deal the rest of the deck to the players sitting around the table.


-  Players must take turns laying down their cards, building from the eights in either direction (matching suites).


-  Any card may be played, however;


-  If a player cannot lay down a card that directly follows one already on the table, a 9 on a 8 for example, they must drink for the total number of cards from those in the suit on the table and those missing in between.


-  If a player lays down a card that does not skip any cards, the drinks (of their card's face number) are given out to the player(s) of their choice.


Copyright 2007 - Priveco Co.