Showing 97 rules
Accentuated
Must speak differently than you normally do during your turn.
All the way
Play until all cards have been collected. The player with the most cards wins the game.
Ambidextrous
Players must switch their paddle to their other hand after every hit.
Baby Bottle
Must hold your drink with both hands when drinking.
Ballerinas
The players immediately to the left and right of the player who catches the ball must twirl 360 degrees on one foot right after the catch.
Blind roll
A roller may claim a value without looking at their own roll (it must equal or better the claimed value to be a winner).
Cherry picker
Capture the top die between your finger and thumb on a stack drop with all other dice making it into the cup and you may add or remove a rule.
Cherry roll
Roll the captured die after a cherry picker and all other players must drink the result.
Clean slate
Start the game with Mexican being the only active rule (players must win with Mexican to make additional rules).
Clueless
A player drinks double if they lose when bluffing a value that is lower than their actual roll.
Contemptuous
Must sigh before drinking.
Desperado
A roller may split snake eyes (11) or ducks-on-a- pond (22) in an attempt to get a Mexican (21). Show the doubles then roll one of the split die by hand for all to see. If the resulting combined roll is another double, then roll again. If the resulting combined roll is a Mexican, the roller advances that roll in plain view to the next player. If Mexican is not attained, the roller drinks double the stakes.
Down the hatch
All dice make it into the cup on a stack drop. The winner distributes drinks among the players equivalent to the number of dice.
Drawn in
FORMATION ACTION: a request to shrink the circle by taking a number of steps inward.
Dropout
A player must drink the number of dice that do not make it into the cup during a stack drop (excluding a captured cherry).
Ecstasy
Must make a sound of rapturous delight when catching the ball.
Expelled
Cannot burp during play.
Flirt
Must wink at someone before drinking.
Fortuitous
A player who wins with four cards of the same color gets to add or remove a rule.
Front and center
Singles players must place their drink on the center line halfway between their end and the net. Doubles players must place their drink half way in-between the center line and the side of the table also halfway between their end and the net.
Gift of the Gander
The first player someone looks at after drinking must say “nicely done.”
Gobbler
When your gambling roll equals an opponent’s number you may take ALL cards from their un-played hand. If multiple players have the same number then you may take cards from only one of them. Also, when all a player's cards are gobbled up it is not considered a rid out. The player will have to gamble to get more cards.
Golden sombrero
When a player loses 4 times in a row the roller must reverse the direction of play with a Blind roll.
Good Riddance
You must drink the number of cards remaining in your hand when someone rids out.
Head-address
Players incur a drink penalty if they speak during a round without wearing a head feather.
Hook shot
Players must throw by extending their throwing arm to the side and bringing it back over their head when releasing the ball.
Hot potato
Cannot hold the ball for more than 3 seconds (must either toss to another person or repeatedly up in the air to oneself).
Imprint
The person who adds this rule may place their thumb on the table (in view) at any time during gameplay. The last person to place their thumb drinks. The loser can initiate again at any time.
Incognito
Cannot use any player’s first name.
Inflation Act
The first player to fold drinks once. The second player to fold drinks twice and so on.
Juggler
A player must switch their drink to their other hand immediately after throwing the ball.
Keep it clean
Cannot swear.
Klutz
Cannot spill or dribble your drink.
Knee-rest
Must take a knee and rest your drink on top of the other during play.
Known sender
Must say the name of the person who threw you the ball upon catching it.
Lucky bastard
A roller who clicked on an empty chamber may distribute drinks (totaling their new cap-count) among any non-dropped players.
Manners
May not place your elbows on the table.
Marauder
Rather than drawing from the center pile, a player selects a card (face down at random) from another player who has currently has at least two cards. The current owner of the card acts as the only judge on the attempt. If the attempt succeeds, the marauder gets to keep the card. If the attempt fails, the marauder must take 6 drinks (i.e. a half a beer).
Mexican standoff
When a Mexican is rolled trying to beat a Mexican, the roller must lift the cup and both players who rolled Mexican must drink together.
Minimalist
The worst card in the deck (2-of-clubs) beats everything and the bearer gets to make/remove a rule.
Never got it up
The roller must drink the stack height if it tumbles while rolling, stacking, or during a stack lift.
Peacock Block
You may lay down four cards at once if they are each of a different suit. In doing so, the order of play reverses.
Peep show
Reveal a 1 when claiming a roll and the opponent must take a drink for getting a glimpse.
Piling on
Lay down cards in congruence with your already-played cards and give drinks for the number of cards added.
Pointless
Cannot point at anything with your finger.
Post-tap
Must tap your drink once on the table after taking any drink.
Pre-tap
Must tap your drink once on the table before taking any drink.
Progression
Loser consumes the number of drinks equal to the number of previous players who rolled in succession without losing.
Proven
A player must successfully recite one of their collected cards again (selected by the other players) in order to win. Should the player fail the card is mixed back into the pile face down.
Punish-the-loser
When a player bluffs and loses against a ‘to-beat’ roll, the dice and cup go back to the player before the loser.
Quacking
Is initiated by the quacker at any time during gameplay by calling out “Quack.” Every second-player in the opposite order of gameplay must then continue to quack one-by-one. The player who messes-up the quacking drinks and becomes the quacker for the next round. The quacking order should always be opposite of the primary gameplay order. Thus, the quacking order also reverses whenever the primary gameplay reverses (i.e. “Duzzy” is called). The round does not end when the quacking is messed-up. The offender drinks and quacking stops for the remainder of the round.
Reform
FORMATION ACTION: a request to restore the shape of the circle should it become oblong or the spacing between players is uneven.
Reminiscence
Must say the name (first and last) of a former classmate when drinking on a loss. Name must be recognized by another player to be valid. Used names may not be repeated.
Risky business
Go max bet when dealt the suicide king, one-eyed king, or a one-eyed jack and take no cards. If you win, keep the card (face up) to turn in as a free pass to negate a loss later in the deal.
Rookie mistake
A player drinks double if they lose when bluffing and their actual roll is a rule that would have gotten them off the hook.
Rub it in
Player drinks double the bet when the dealer beats a 7 1/2 with five cards. Dealer drinks double the bet when losing to five cards while holding a 7.
Scramble
Players must slowly walk (at the same pace) the perimeter of the circle in the requested direction (clockwise or counter-clockwise) during play.
Sea legs
Imagine the circle is a platform floating on water and all players must lean to-and-fro with the waves relative to the ball-possessor’s lead during play.
Selfish
Cannot say any form of ‘you’.
Selfless
Cannot say any form of ‘I’.
Shuffle
FORMATION ACTION: a request to re-arrange the order of players in the circle.
Silver lining
After losing with the 8-of-hearts, a player may optionally add or remove a rule.
Single File
Deal cards to only one player at a time rather than seeding each player with a card at the beginning of a round.
Singularity
Must swear once (and only once) during your turn.
Skin in the game
All observers must wager a sip on the outcome of each hand. Bet on the opponent to win by holding a thumb-up. An observer who does not hold a thumb-up (or holds a thumb-down) bets on the dealer to win. A thumb-up must be placed no later than after the opponent takes 1 card or before the dealer's turn if the opponent is taking no cards.
Sloppy dice
A player who drops the die/dice off the table must roll it/them by hand and drink that amount.
Sloppyspeak
Cannot say ‘um’.
Strict
Rules do not get the roller off the hook (a player may choose to show and apply a rule on a ‘to-beat’ roll, but must drink and be punished if the roll does not beat the incoming roll).
Taken aback
FORMATION ACTION: a request to expand the circle by taking a number of steps backward.
Toothless
Must cover your teeth with your lips when speaking on your turn.
Triple D
Cannot say ‘drink’, ‘drank’ or ‘drunk’.
Unbroken-wind
Cannot fart during play.
Understood
Cannot say ‘you know’.
Valleyspeak
Cannot say ‘like’.
Ventriloquist
Must perform ventriloquism when speaking on your turn.
Wander
All players randomly walk around inside the circle during play.
Weakling
May only use your weak hand to drink.