Bouncing Ball
Requirements:
People, beer and an imaginary ball.
Setup:
Everyone sits around a table with their favourite drinks.
Shots for the mad ones.
How to play:
Dead simple rules, but get strangely more complicated with each drink. You can only say the three words "Whiz", "Bounce" or "Boing". Someone starts by saying one of the words, each with their own meaning:
WHIZ = the ball passes to next player.
BOUNCE = the ball skips the next player and goes to the following player.
BOING = ball hits a wall and reverses direction.
Penalty for blunders are downing your drink, pint or shot.
----------------------------
Fuzzy Duck
Requirements:
Uhm... people and beer maybe?
Setup:
Get a group of drunken people (with a pint or seven apiece) around a table.
How to play:
Someone kicks off by saying "fuzzy duck" to the person on their left. That person repeats the phrase and the process continues clockwise around the table until someone decides to say "Does he?". Now the direction of play is reversed and the phrase changed to "ducky fuzz". This continues around the table until someone says "Does he?" again, whereupon the direction changes and the phrase reverts to "fuzzy duck". The point of the game is to say it very fast. Anyone who pauses or gets the phrase wrong must drink the pre-determined quantity; say, a pint(!) or two fingers. If anyone says "Does he?" twice in a row they incur the maximum fine and down the rest of the pint - there's nothing worse than a drinking game cheat.
Additions:
This game is enjoyable enough but it gets repetitive after a while. True pissheads can opt for the enhanced version where you alternate saying "Does he?" with "pleasant" - the direction changes and the phrase now becomes "pheasant plucker". At the next change of direction you switch to "pluck a pheasant". The gameplay reverts to "fuzzy duck/ducky fuzz" when someone says "Does he?" again.
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Viking
Requirements:
You need to be already blathered, or have no concept of dignity.
Setup:
Do the circle thing around a table, beer at the ready.
How to play:
The least inhibited (or most inebriated) begins the game by "making the Viking". This means putting both hands to his/her head, fixing the thumbs against the temple and then waving the remaining fingers frantically (these represent the Viking helmet's horns; but don't ask why they wiggle, they just do, okay?). Meanwhile, the two people on either side of the person doing the Viking thang must row the long-ship with the standard Hawaii Five-O style technique. Play changes when the Viking claps his horns together and points to another person, who must immediately don the virtual helmet, and the two players on either side of that person then begin rowing. Fines are imposed for hesitation, mistakes and insufficient wiggling.
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Depth Charge
Requirements:
A large jug of beer (pitcher) and a straight half-pint glass.
Setup:
Place the empty glass into the jug, making sure that it floats with stability (i.e. some beer in the glass as ballast).
How to play:
Each player in turn pours some beer from their own pints into the glass, waiting five seconds after each turn to ensure the glass doesn't sink. Whoever causes the glass to sink must retrieve it from the bottom of the jug and down its contents in one. Couldn't be simpler, really. You will soon delight yourself with scientific discoveries, "look at the meniscus on that!" as well as nail-biting tension "she's going down man!".
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Mallets Mallet
Requirements:
Some beers and a brain. Maybe a mallet too, but not a real one.
Setup:
Appoint one person to be a judge, or chaos will ensue.
How to play:
Growing up in the Eighties meant that us kids were exposed to gratuitous brutality on our TV screens, such as the A-Team, Knightrider, Airwolf and other retro telly cheeze. But these were all late-night viewing (like around 5pm) and so we had to get our morning fix of unjust violence from TV-AM, which happily provided us with Wac-a-day... and Timmy Mallett. This brute would hit unsuspecting children on the bonce with a huge pink and yellow foam mallet. It's a word association type game, and getting it wrong means you get a whack. One person starts by giving a random word, e.g. "pencil". The next person has to say a related word to "pencil", e.g. "wood". Then the following player has to say something in relation to "wood", e.g. "tree". This goes on until a person can't think of an associated word, says a word which is seemingly unrelated, e.g. "kebab" with "tree", or they just go "errr...". Doing any one of these means that the predetermined quantity is devoured, say three fingers worth.
---------------------------
Buzz Fuzz
Requirements:
Complicated one, this. Beer and people who can count.
Setup:
Sit around the table and determine a penalty, usually a whole pint!
How to play:
The first player says "one", the person on his left says "two", and so on clockwise around the table until a multiple of seven (or a number with seven in it, like 17) is reached. At this stage the person says "buzz" rather than the number, and the play switches direction until the next "buzz". To further muddy the waters, any number that's a multiple of five (or has a five in it, like 51) is replaced by "fuzz". However, the play does not switch direction on a "fuzz". If a number is a multiple of both seven and five (such as 35), it's a "buzz-fuzz". If someone does it wrong, they must drink the forfeit. That player then restarts from the number at which they messed up.
Hints:
Learn your seven-times table. Here's why...
It can go something like "One... two... three... four... fuzz... six... sev- oh sh*t! Fuzz! No, buzz... f*ck! Glug, glug......
Buzz... eight... nine... fuzz... eleven... twelve... thirteen... buzz... fifteen... OH F*CK! F*CK! FUZZ!! Glug, glug"...
If someone is very pissed, they'll be very crap at the game. And being very crap gets you very pissed. You can't lose really.
-------------------------
enjoy..
Requirements:
People, beer and an imaginary ball.
Setup:
Everyone sits around a table with their favourite drinks.
Shots for the mad ones.
How to play:
Dead simple rules, but get strangely more complicated with each drink. You can only say the three words "Whiz", "Bounce" or "Boing". Someone starts by saying one of the words, each with their own meaning:
WHIZ = the ball passes to next player.
BOUNCE = the ball skips the next player and goes to the following player.
BOING = ball hits a wall and reverses direction.
Penalty for blunders are downing your drink, pint or shot.
----------------------------
Fuzzy Duck
Requirements:
Uhm... people and beer maybe?
Setup:
Get a group of drunken people (with a pint or seven apiece) around a table.
How to play:
Someone kicks off by saying "fuzzy duck" to the person on their left. That person repeats the phrase and the process continues clockwise around the table until someone decides to say "Does he?". Now the direction of play is reversed and the phrase changed to "ducky fuzz". This continues around the table until someone says "Does he?" again, whereupon the direction changes and the phrase reverts to "fuzzy duck". The point of the game is to say it very fast. Anyone who pauses or gets the phrase wrong must drink the pre-determined quantity; say, a pint(!) or two fingers. If anyone says "Does he?" twice in a row they incur the maximum fine and down the rest of the pint - there's nothing worse than a drinking game cheat.
Additions:
This game is enjoyable enough but it gets repetitive after a while. True pissheads can opt for the enhanced version where you alternate saying "Does he?" with "pleasant" - the direction changes and the phrase now becomes "pheasant plucker". At the next change of direction you switch to "pluck a pheasant". The gameplay reverts to "fuzzy duck/ducky fuzz" when someone says "Does he?" again.
---------------------
Viking
Requirements:
You need to be already blathered, or have no concept of dignity.
Setup:
Do the circle thing around a table, beer at the ready.
How to play:
The least inhibited (or most inebriated) begins the game by "making the Viking". This means putting both hands to his/her head, fixing the thumbs against the temple and then waving the remaining fingers frantically (these represent the Viking helmet's horns; but don't ask why they wiggle, they just do, okay?). Meanwhile, the two people on either side of the person doing the Viking thang must row the long-ship with the standard Hawaii Five-O style technique. Play changes when the Viking claps his horns together and points to another person, who must immediately don the virtual helmet, and the two players on either side of that person then begin rowing. Fines are imposed for hesitation, mistakes and insufficient wiggling.
------------------------------
Depth Charge
Requirements:
A large jug of beer (pitcher) and a straight half-pint glass.
Setup:
Place the empty glass into the jug, making sure that it floats with stability (i.e. some beer in the glass as ballast).
How to play:
Each player in turn pours some beer from their own pints into the glass, waiting five seconds after each turn to ensure the glass doesn't sink. Whoever causes the glass to sink must retrieve it from the bottom of the jug and down its contents in one. Couldn't be simpler, really. You will soon delight yourself with scientific discoveries, "look at the meniscus on that!" as well as nail-biting tension "she's going down man!".
--------------------------
Mallets Mallet
Requirements:
Some beers and a brain. Maybe a mallet too, but not a real one.
Setup:
Appoint one person to be a judge, or chaos will ensue.
How to play:
Growing up in the Eighties meant that us kids were exposed to gratuitous brutality on our TV screens, such as the A-Team, Knightrider, Airwolf and other retro telly cheeze. But these were all late-night viewing (like around 5pm) and so we had to get our morning fix of unjust violence from TV-AM, which happily provided us with Wac-a-day... and Timmy Mallett. This brute would hit unsuspecting children on the bonce with a huge pink and yellow foam mallet. It's a word association type game, and getting it wrong means you get a whack. One person starts by giving a random word, e.g. "pencil". The next person has to say a related word to "pencil", e.g. "wood". Then the following player has to say something in relation to "wood", e.g. "tree". This goes on until a person can't think of an associated word, says a word which is seemingly unrelated, e.g. "kebab" with "tree", or they just go "errr...". Doing any one of these means that the predetermined quantity is devoured, say three fingers worth.
---------------------------
Buzz Fuzz
Requirements:
Complicated one, this. Beer and people who can count.
Setup:
Sit around the table and determine a penalty, usually a whole pint!
How to play:
The first player says "one", the person on his left says "two", and so on clockwise around the table until a multiple of seven (or a number with seven in it, like 17) is reached. At this stage the person says "buzz" rather than the number, and the play switches direction until the next "buzz". To further muddy the waters, any number that's a multiple of five (or has a five in it, like 51) is replaced by "fuzz". However, the play does not switch direction on a "fuzz". If a number is a multiple of both seven and five (such as 35), it's a "buzz-fuzz". If someone does it wrong, they must drink the forfeit. That player then restarts from the number at which they messed up.
Hints:
Learn your seven-times table. Here's why...
It can go something like "One... two... three... four... fuzz... six... sev- oh sh*t! Fuzz! No, buzz... f*ck! Glug, glug......
Buzz... eight... nine... fuzz... eleven... twelve... thirteen... buzz... fifteen... OH F*CK! F*CK! FUZZ!! Glug, glug"...
If someone is very pissed, they'll be very crap at the game. And being very crap gets you very pissed. You can't lose really.
-------------------------
enjoy..