Mexicali. You need 2 dice and a cup to roll them in. Everyone at the table has thier own drink. The object is to shake the dice in the cup, slam it on the table, lift it up and take a peek at the dice (don't let anyone else see them!!) And then announce what you have. There is a lot of bluffing involved because if your roll doesn't top the privious roll you have to drink.
If you bluff and get caught, you drink. If you get called on the roll but really have beaten the privious, then the person who called you has to drink. If you bluff and get away with it the dice pass to the next person. To sum: 2-1 "21" Mexicali Beats all 3-1 "31" Reverse 3-2 "32" Social 4-1 "41" 4-2 "42" 4-3 "43" 4-5 "45" 5-1 "51" 5-2 "52" 5-3 "53" 5-4 "54" 6-1 "61" 6-2 "62" 6-3 "63" 6-4 "64" 6-5 "65" 1-1 "100" 2-2 "200" 3-3 "300" 4-4 "400" 5-5 "500" 6-6 "600" When rolling all you have to do is tie the priviou roll, so if a Mexicali is rolled you can either call the guy's bluff or accept it and try to tie it. Give One, Take One. You need a deck of cards. Before playing, the deck is shuffled and cut. The host is 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? " (We will pretend the individual said give). The next card is turned over "give 2". Next card is "take 1". Continue "give 2, give 3", and start all over with "take 1". When you can no longer read the cards, stop playing! Game source: "The Willey's" Home · Drink Recipes · Forums · Bookstore · Barstore · Web Index · Feedback. Drug Dealer. Quite a simple game actually, with a low-mid boot factor.
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. The cards are dealt face down, take a quick peek. The person who gets the King is the cop, the person who gets the ace is the drug dealer, everyone else are bystanders.
It is the drug dealers job to very VERY discreetly wink at another player, this person while enventually say 'the deal has been made.' At this time the cop identifies him/herself and tries to figure out who the dealer is. After that, the cards are redealt and the game goes on. 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. Game source: The (Un)Official Internet Bartender's Guide. Century Club. This is another 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 just over 1.5 hours. The game starts out slow, but in the later rounds you wonder where the time went. It helps to have a timekeeper because otherwise, you tend to miss a few shots in there. Remember, not everyone makes it to 100. Game source: The (Un)Official Internet Bartender's Guide Home · Drink Recipes · Forums · Bookstore · Barstore · Web Index · Feedback.
Black(out)jack. A fantastic game. Undoubtedly when you first explain this game, people give blank stares and are confused, but after a quick round, everyone usually gets the hang of things. You'll need a deck of cards with all 8s, 9s and the red 10 tens removed, people, and the ever-important beer. The buzz factor starts out low, but with lots of people, dealing last can be dangerous at best. The ranks of the cards are: The game is played just like BlackJack but to 7.5 points.
First, lay out all cards face down, everyone "cuts for deal". Dealer takes deck, deals one card face down to first player, one card face down to self. Player keeps first card face down, and can take as many hits as he wants. When the dealer is satisfied with his hand, the player turns over his card. If the player gets a "five card charlie" (5 cards, not busted), he wins immediately, dealer cannot draw, dealer loses even with a 10 in hand.
If the dealer begins dealing begins with six or less cards, the penalty is to deal again.