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Drinking game
Drinking game
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Beer pong is a drinking game in which players throw ping pong balls across a table, attempting to land each ball in a cup of beer on the other end.

Drinking games are games which involve the consumption of alcoholic beverages and often enduring the subsequent intoxication resulting from them. Evidence of the existence of drinking games dates back to antiquity. Drinking games have been banned at some institutions, particularly colleges and universities.[1]

History

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Ancient Greece

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Symposium, with scene of Kottabos – fresco from the Tomb of the Diver in Paestum, 475 BC

Kottabos is one of the earliest known drinking games from ancient Greece, dated to the 5th to 4th centuries BC. Players would use dregs (remnants of what was left in their cup) to hit targets across the room with their wine. Often, there were special prizes and penalties for one's performance in the game.[2]

China

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Drinking games were enjoyed in ancient China, usually incorporating the use of dice or verbal exchange of riddles.[3]: 145  During the Tang dynasty (618–907), the Chinese used a silver canister where written lots could be drawn that designated which player had to drink and specifically how much; for example, from 1, 5, 7, or 10 measures of drink that the youngest player, or the last player to join the game, or the most talkative player, or the host, or the player with the greatest alcohol tolerance, etc. had to drink.[3]: 145–146  There were even drinking game referee officials, including a 'registrar of the rules' who knew all the rules to the game, a 'registrar of the horn' who tossed a silver flag down on calling out second offenses, and a 'governor' who decided one's third call of offense.[3]: 146  These referees were used mainly for maintaining order (as drinking games often became rowdy) and for reviewing faults that could be punished with a player drinking a penalty cup.[3]: 146  If a guest was considered a 'coward' for dropping out of the game, he could be branded as a 'deserter' and not invited back to further drinking bouts.[3]: 146  There was another game where little puppets and dolls dressed as western foreigners with blue eyes (Iranian peoples) were set up and when one fell over, the person it pointed to had to empty his cup of wine.[4]

Drinking games became popular among elites in the late Qing period as part of the privileged class' urban leisure aesthetics.[5]: 117  Novelists who invented literary-themed drinking games included Li Boyuan and Sun Yusheng.[5]: 117  Drinking games also increasingly appeared as elements in novels of the period such as Yu Da's The Dream in the Green Bower.[5]: 117 

Germany

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A wager cup[6]

Drinking games in 19th century Germany included Bierskat, Elfern, Rammes and Quodlibet,[7] as well as Schlauch and Laubober, probably the same game as Grasobern. But the "crown of all drinking games" was one with an ancient and distinctive name: Cerevis. One feature of the game was that everything went under a different name from normal. So the cards (Karten) were called 'spoons' (Löffel), the Sevens were 'Septembers' and the Aces were the 'Juveniles' (junge Leichtsinn). A player who used the normal names was penalised. Every time a card was played, it was supposed to be accompanied by humorous words, so if a Jack or Unter was played, the player might say something like "my merry Unterkasser" (Lustig mein Unterkasser) or "long live my Unterkasser" (Vivat mein Unterkasser). If his opponent beat it, he might say "hang the Unterkasser" (Hängt den Unterkasser). The loser had to chalk up a figure such as a swallow, a wheel or a pair of scissors depending on the number of minus points gained and was only allowed to erase them once he had drunk the associated amount of beer.[8]

Silver wager cups, also known as wedding cups, were used in Germany from the late 16th to mid 17th century. The smaller cup is on a pivot so both vessels can be face-up and filled with liquor. In wedding ceremonies, the man would drink from the larger vessel first, then turning the figure right side up, pass it to the woman, who would drink from the smaller cup; the challenge was for the two drinkers not to spill any liquor. They were also sometimes used during wine drinking boughts where a wager was placed if participant(s) could drink the contents of both sides without spilling a drop. In Germany they are known as Jungfrauenbecher, or maiden cups.[9][10] Replicas of the cups were frequently manufactured during the 1880s to 1910s.[11]

Types

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Endurance

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The simplest drinking games are endurance games in which players compete to out-drink one another. Players take turns taking shots, and the last person standing is the winner. Some games have rules involving the "cascade", "fountain", or "waterfall", which encourages each player to drink constantly from their cup so long as the player before him does not stop drinking. Such games can also favor speed over quantity, in which players race to drink a case of beer the fastest. Often drinking large amounts will be combined with a stylistic element or an abnormal method of drinking, as with the boot of beer, yard of ale, or a keg stand.

Tolerance games are simply about seeing which player can last the longest. It can be as simple as two people matching each other drink for drink until one of the participants "passes out". Power hour and its variant, centurion, fall under this category.

Speed

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Bonging is popular among college students.

Many pub or bar games involve competitive drinking for speed. Examples of such drinking games are Edward Fortyhands, boat races, beer bonging, shotgunning, flippy cup (a team-based speed game), and yard. Some say that the most important skill to improving speed is to relax and take fewer but larger gulps. There are a variety of individual tactics to accomplishing this, such as bending the knees in anticipation, or when drinking from a plastic cup, squeezing the sides of the cup to form a more perfect funnel.

Athletic races involving alcohol including the beer mile, which consists of a mile run with a can of beer consumed before each of the four laps. A variant is known in German speaking countries as Bierkastenlauf (beer crate running) where a team of two carries a crate of beer along a route of several kilometers and must consume all of the bottles prior to crossing the finish line.

Skill

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Some party and pub games focus on the performance of a particular act of skill, rather than on either the amount a participant drinks or the speed with which they do so. Examples include beer pong, quarters, chandeliers (also known as gauchoball, rage cage, stack cup), caps, polish horseshoes, pong, baseball, and beer darts.

Pub golf involves orienteering and pub crawling together.

A unique drinking game is made in the tavern Oepfelchammer in Zürich, Switzerland. It is called "Balkenprobe" and one has therefore to climb up a beam at the ceiling and move to another beam and then to drink a glass of wine with the head hanging down.[12]

Luck

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Party games like the Korean apateu are mostly luck, as it has the players stack their hands, after which the leader shouts out a number, and whoever has their hand at that position in the stack will drink.[13]

Thinking

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Thinking games rely on the players' powers of observation, recollection, logic and articulation.

Numerous types of thinking games exist, including Think or Drink, 21, beer checkers, bizz buzz, buffalo, saved by the bell, bullshit, tourettes, matchboxes, never have I ever, roman numerals, fuzzy duck, pennying, wine games, and Zoom Schwartz Profigliano. Trivia games, such as Trivial Pursuit, are sometimes played as drinking games.

Card and dice

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Kings is played with cards.

Drinking games involving cards include president, horserace, Kings, liar's poker, pyramid,[14] ring of fire, toepen, ride the bus and black or red.

Dice games include beer die, dudo, kinito, liar's dice, Mexico, mia, ship, captain, and crew, three man, and Triple Snakes.

Arts

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Movie drinking games are played while watching a movie (sometimes a TV show or a sporting event) and have a set of rules for who drinks when and how much based on on-screen events and dialogue. The rules may be the same for all players, or alternatively players may each be assigned rules related to particular characters. The rules are designed so that rarer events require larger drinks. Rule sets for such games are usually arbitrary and local, although they are sometimes published by fan clubs.

In reference to film, a popular game among young adults consists of printing out a mustache and taping it on the television screen. Every time the mustache fits appropriately to a person on the screen, one must drink the designated amount.

Live drinking games such as Los Angeles–based "A Drinking Game"[15] involve recreating films of the 80s in a "Rocky Horror" fashion, with gift bags, drinking cues, and costumed actors. A suggestion to "do six shots for SEAL Team 6" following every mention of Osama bin Laden at the 2012 Democratic National Convention necessitated a prominent disclaimer on the satire site that posted it, as the quantity of alcohol ingested would probably have been lethal.[16]

"Datsyuk Game" involves a Datsyuk highlight reel being played and contestants drink every time the word Datsyuk is mentioned. The ceremonial playing of the Russian national anthem before the game is another tradition.

Music can also be used as a basis for drinking games. The song "Thunderstruck" by AC/DC is used in which a player begins drinking when the word "thunder" is sung and switches to the next player each time "thunder" is sung, until the end of the song.

Sport related drinking games involve the participants each selecting a scenario of the game resulting in their drink being downed. Examples of this include participants each picking a footballer in a game while other versions require multiple players to be selected. Should a player score or be sent off, a drink must be taken. Another version requires a drink for every touch a player takes of the ball.

Hybrid games

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Some drinking games can fall into multiple categories such as a Power hour which is a primarily an endurance-based game, but can also incorporate the arts if players are prompted to drink by a playlist that changes songs every 60 seconds. Similarly, Flip cup combines the skill of flipping cups with the speed of drinking quickly prior to flipping.

Russian roulette

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There is a drinking game based on Russian roulette. The game involves six shot glasses filled by a non-player: five are filled with water, but the sixth with vodka. Among some groups, low quality vodka is preferred, as it makes the glass representing the filled chamber less desirable. The glasses are arranged in a circle, and players take turns choosing a glass to take a shot from at random.[17]

There is also a game called "Beer Hunter" (titled after the Russian roulette scenes in the film The Deer Hunter). In this game, six cans of beer are placed between the participants: one can is vigorously shaken, and the cans are scrambled. The participants take turns opening the cans of beer right under their noses; the person who opens the shaken can (and thus sprays beer up their nose) is deemed the loser.[18]

Both are non-lethal compared to the game with the firearm which is almost always lethal.

Health concerns

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Drinking games are popular social activities, particularly among young adults and college students, but they come with significant health risks. These games often encourage rapid alcohol consumption, often leading to heavy drinking, which can result in severe consequences such as alcohol poisoning:

  • Beer pong. Some writers have mentioned beer pong as contributing to "out of control" college drinking.[19][20][21]
  • Power hour. Players may have difficulty completing the specified number of drinks as the rate of consumption can raise their blood alcohol content to high levels.[22][23]
  • Keg stand is another drinking game known for its extreme consumption style.[19]
  • Neknominate. The original rules of the game require the participants to film themselves drinking a pint of an alcoholic beverage. Five people are believed to have died as a result of playing the game, including a Cardiff man thought to have downed a pint of vodka,[24] and a London hostel worker who reportedly mixed an entire bottle of white wine with a quarter bottle of whisky, a small bottle of vodka and a can of lager.[25] In the latter case, the victim's nominator was interviewed by police, but it was ruled an accidental death without coercion.[26]

See also

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References

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Literature

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  • Lese-Stübchen: Illustrirte Unterhaltungs-Blätter für Familie und Haus. Vol. 3. Brünn. 1862.
  • Haupt, Richard (1877). Neues Bücher-Lexicon. Vol. Part 13 A-K. Leipzig: Weigel.
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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A drinking game is a social activity structured around rules that mandate participants to consume alcoholic beverages at specified times and quantities, typically incorporating elements of chance, , or to facilitate rapid intoxication. These games have ancient origins, with evidence of practices in Greek symposia involving competitive wine-drinking rituals such as kottabos, where players flung dregs from their cups at targets, and similar customs in ancient using drawn lots to determine drinks. In contemporary settings, particularly among students, drinking games are prevalent, often manifesting as behaviors that escalate alcohol intake beyond moderate levels. Participation in drinking games correlates strongly with elevated risks of alcohol-related harms, including , blackouts, injuries, and alcohol poisoning, due to the structured encouragement of excessive consumption within short periods. Empirical studies indicate that players experience higher blood alcohol concentrations and more negative consequences compared to non-game social drinking, with demographic factors like younger age amplifying vulnerabilities. Despite their role in fostering social bonds, the causal link to hazardous drinking patterns underscores their classification as high-risk behaviors rather than benign recreation.

History

Ancient Civilizations

In , particularly during the Archaic and Classical periods from the 6th to 4th centuries BC, drinking games formed a central element of , male social gatherings focused on wine consumption, intellectual discourse, and entertainment. The most well-documented game, kottabos, involved participants reclining on couches, draining a —a shallow drinking vessel—then flicking the residual wine lees toward distant targets such as bronze statuettes or saucers balanced on poles filled with water. Precision strikes produced a ringing sound upon impact, awarding points, prizes like cakes or garlands, and often erotic toasts naming beloveds, with the game extending late into the night amid music and poetry. Archaeological evidence, including specialized vessels and depictions in vase paintings, confirms its popularity across , , and mainland , where it served social bonding and competitive display among elites. Variations of kottabos existed, such as the "master's kottabos," played in a central basin to predict outcomes by patterns, or collective versions emphasizing group harmony over individual skill. Literary references in works by and describe it as both skillful diversion and occasional source of excess, though regulated by a symposiarch to maintain order and prevent over-intoxication. These games underscored wine's ritualistic role in Greek culture, distinct from mere inebriation, fostering camaraderie while testing dexterity under the influence of diluted vintages typically mixed 2:1 or 3:1 with . Ancient Romans adapted Greek symposia into convivia, incorporating similar wine-flinging amusements alongside dice and board games during banquets from the through the . A distinctly Roman innovation, passatella, emerged as a high-stakes played in taverns and elite gatherings, where participants drew from a deck to dictate escalating drink penalties—ranging from sips to full flagons—for losers, often leading to disputes resolved by fists or blades among plebeians. and other sources attest to its widespread practice across social strata, blending gambling with consumption to heighten convivial risks, though imperial edicts occasionally curbed such excesses in public venues. Evidence from Pompeian frescoes and texts like Petronius's illustrates these activities' integration into daily festivity, prioritizing unadulterated wine over Greek dilutions. While beer predominated in earlier Mesopotamian and Egyptian contexts from the 3rd millennium BC, textual and artistic records emphasize ritual feasting over structured games, with no unambiguous artifacts or inscriptions detailing competitive drinking mechanics akin to later Mediterranean forms. Senet and mehen boards in Egypt, or the Royal Game of Ur in Mesopotamia, involved ale offerings but functioned primarily as divinatory pastimes rather than alcohol-fueled contests. This paucity of evidence suggests drinking games crystallized more distinctly in Hellenic and Roman urban societies, where wine culture and sympotic institutions enabled their elaboration.

Medieval and Early Modern Periods

In medieval , specialized ceramic vessels known as puzzle jugs emerged as tools for social drinking amusements, requiring participants to master hidden channels and spouts to consume liquid without spilling, often resulting in comedic drenching. An exemplar is the Exeter puzzle jug, crafted in Saintonge, , around 1250–1300 AD, featuring satirical motifs of dancing and musicians, likely used in or household games to test dexterity and provoke laughter among imbibers. These artifacts indicate that drinking challenges integrated physical skill and wit, prevalent in alehouses where ale was the staple beverage due to water's unreliability. Communal rituals further structured alcohol consumption, as seen in English wassailing traditions dating to at least the 13th century, where groups traversed households or orchards bearing a spiced ale-filled bowl, exchanging toasts, songs, and health blessings for reciprocal drinks or harvest boons. In Norse contexts, sagas describe hall-based drinking contests and paired toasts between men and women, emphasizing endurance and verbal prowess amid or ale, with penalties for faltering. gambling, such as for rounds, commonly fused chance with obligatory consumption, reflecting ale's role in daily social lubrication across classes. During the early modern period (c. 1500–1800), university customs formalized penalties into drinking fines, exemplified by Oxford's sconcing practice, attested from 1617, wherein breaches of table —such as wearing a or —incurred a of ale or to be drained in one go as social correction. In Italy, the tavern game passatella persisted from Roman antecedents, involving card draws to dictate drink portions or slaps, pooling funds for escalating rounds that could turn coercive, as chronicled in 19th-century accounts tracing its medieval continuity. Innovations like 17th-century mechanical wine vessels, such as automated automata dispensing drinks upon triggers, added performative elements to elite gatherings, reviving puzzle-like challenges in refined settings. These evolutions coincided with rising literacy and urbanization, enabling more codified rules amid expanding gin and trades.

19th and 20th Centuries

In the , drinking games evolved within social settings like European parlors and American saloons, often blending skill, chance, and alcohol penalties. The , a perforated vessel requiring precise manipulation to drink without spilling, remained in use as a playful challenge, particularly in Britain and from the 16th through 19th centuries. Snapdragon, a hazardous parlor game, involved plunging the mouth into a bowl of brandy-soaked raisins or almonds ignited aflame, rewarding successful grabs with the treats while losers faced burns or forfeit drinks; it persisted as a tradition into the despite declining popularity due to safety concerns. In U.S. saloons, recreational games such as cards, billiards, or frequently incorporated "playing for drinks," where losers consumed shots or beers as wagers, a practice integral to culture through the century's end. The early 20th century saw drinking games adapt to (1920–1933), which drove consumption underground and fostered discreet variants in speakeasies, where players used coded signals or quick-consumption rules to evade detection. Post-repeal, college campuses became hotspots for formalized games amid expanding systems and youth socializing. originated at between 1950 and 1960, initially resembling with paddles, nets, and beer-filled cups on a ping-pong table; it spread via student word-of-mouth, evolving by the 1970s into the paddle-free, cup-tossing format dominant today. Other innovations, like (bouncing coins into glasses for drink forfeits) and (racing to drink and flip cups), gained traction in U.S. universities during the mid-century, reflecting a shift toward competitive, group-oriented mechanics suited to abundant beer access and party settings. By the late , these games diversified further, influenced by media portrayals and commercialization, though empirical studies from the era note their role in accelerating intoxication rates among participants, with average blood alcohol concentrations rising 0.02–0.05% per game round in controlled observations. Saloon-style wager-drinking persisted in working-class venues, but college variants emphasized social bonding over , setting precedents for global adaptations.

Contemporary Developments

Beer pong, originating in the mid-20th century at , achieved mainstream prominence in the early through college party culture and competitive tournaments, such as the of Beer Pong established in 2006, drawing thousands of participants annually by the . , a relay-style game involving rapid consumption and cup flipping, similarly entrenched itself as a staple of social gatherings, with its simple mechanics favoring large groups and minimal equipment. These physical games persisted as dominant trends into the 2020s, reflecting enduring appeal in competitive, skill-based alcohol consumption. The proliferation of smartphones from the late 2000s onward spurred digital adaptations, with apps like Picolo (launched around 2015) and Do or Drink offering randomized card-based prompts for virtual or hybrid play, amassing millions of downloads by 2025. These tools reduced reliance on physical setups, enabling remote participation via video calls, particularly during the restrictions from 2020 to 2022, and catered to tech-savvy users seeking varied, rule-enforced experiences. By the mid-2020s, search trends highlighted continued dominance of classics like alongside emerging app-integrated games such as Boomit, though exhibited a broader shift toward moderated drinking, with 64% engaging more in non-alcoholic social entertainment games over traditional pub outings. This evolution underscores adaptation to digital platforms and changing consumption norms, without supplanting core mechanics of chance, skill, and social bonding.

Classification and Types

Physical and Skill-Based Games

Physical and skill-based drinking games require participants to employ hand-eye coordination, dexterity, or athletic timing, with alcohol consumption tied to successful or failed attempts at physical feats such as throwing, bouncing, or balancing objects. These games contrast with those based on chance or cognition by prioritizing measurable skill, often in competitive formats that encourage precision under the influence of alcohol, which can impair performance. Beer pong exemplifies this category, involving two teams positioned at opposite ends of a table, each arranging 6 to 10 cups filled with in a triangular formation. Players alternate tossing ping-pong balls toward the opposing cups; a ball landing in a cup obliges the defenders to drink its contents, with the game concluding when one side eliminates all opponent's cups. The rules mandate keeping the throwing elbow behind the table's edge, and variations may include "rebounds" where balls bouncing into cups count as valid. Originating in American college settings, possibly as "Beirut" at in the or , the game gained widespread popularity by the late through fraternity culture and media portrayals. Flip cup operates as a team , with players lining up along a table, each positioned behind a filled with matching a counterpart on the opposing team. On signal, the first player in each line drinks the cup's contents and attempts to flip it upside down by flicking its bottom edge against the table; success advances the next teammate, while failure requires retrying until achieved. The first team to finish the wins, often leading to rapid consumption in group settings like parties. This game emphasizes speed and flip accuracy, with documented play in social drinking contexts since at least the early , though likely predating formalized records in informal gatherings. Quarters tests bouncing precision, where players seated around a table take turns flicking a quarter off the surface toward a central or cup; a successful entry allows the shooter to select another player to drink, often from their own cup or the target vessel. Variations include "speed quarters," limiting shots within a time frame, or "chance" calls after misses to attempt multiple bounces. Popular in American bar and dorm environments, the game relies on controlled force to arc the coin accurately, with alcohol intake scaling with opponents' skill levels. Historical antecedents include ancient kottabos, a Greek symposion game from around 500 BCE, where participants swirled and flung wine dregs from kylixes at metal targets, scoring based on accuracy and producing resonant sounds upon impact; losers drank penalties. This skill-oriented diversion parallels modern iterations by linking physical accuracy to enforced toasts, underscoring enduring appeal in social imbibing rituals.

Chance and Gambling Games


Chance and drinking games determine alcohol consumption primarily through random outcomes from tools like cards or , minimizing the influence of skill or strategy. In chance variants, every participant faces equal probabilistic of , often in rotation or based on draws, promoting egalitarian intoxication over competitive prowess. subtypes incorporate wagering, where players bet drinks on results, and victors evade penalties while losers fulfill stakes. Academic classifications distinguish these from skill-oriented games, noting their reliance on pure luck such as die rolls or card flips to assign obligations.
King's Cup exemplifies a card-based chance game: a deck is shuffled and fanned around a central vessel, with players sequentially drawing cards that trigger rules tied to rank—such as category-based questioning for aces or pouring into the cup for kings—culminating in the final king consuming the accumulated contents. Dice games like 7-11-Doubles involve rolling pairs and sipping upon hitting totals of 7, 11, or matching numbers, enforcing immediate penalties without preparatory ability. These mechanics ensure unpredictability, as no tactic alters the odds beyond participation. Gambling-infused examples adapt familiar wagers, such as Drunk Poker, where Texas Hold'em hands decide shot forfeits for defeated players, blending bluffing with random card distribution to escalate stakes. Similarly, uses dice to select filled shots (some liquor, others water), with optional bluffing on contents heightening the bet-like tension. , a dice-driven format, designates a "three man" via rolls equaling 3, who drinks on subsequent 3s, 7s, or 11s, passing the role randomly and mimicking wagering through avoided or imposed consumption. Empirical studies link these games to moderate binge episodes in youth settings, though less intensely than rapid-chug variants due to dispersed risk.

Cognitive and Verbal Games

Cognitive and verbal drinking games rely on participants' mental agility, including memory, rapid calculation, , and verbal fluency, rather than physical dexterity or random chance. Players must perform cognitive tasks such as reciting constrained lists, solving simple arithmetic under time pressure, or generating responses without repetition, with alcoholic penalties imposed for errors, hesitations, or failures. This category, identified in on drinking behaviors, contrasts with motor-skill games by initially favoring sober participants, though intoxication progressively hinders performance, often accelerating consumption as mistakes compound. A classic example is , in which players seated in a circle sequentially count integers starting from 1, but substitute "buzz" for any number divisible by 7 or containing the digit 7 (e.g., 7, 14, 17); the player who errs by misstating a number or hesitating drinks and restarts the count. This tests quick mental arithmetic and verbal substitution, with studies grouping it under cognitive/verbal skills due to its reliance on impaired faculties like and processing speed as blood alcohol levels rise. Similar mechanics appear in variants like , adapting the core rule to different trigger numbers or words, emphasizing the game's scalability for group sizes from 3 to over 10. Another instance is the Animal game (also known as or Animal Alphabet), where participants name distinct animals in turn, typically requiring the next entry to begin with the final letter of the prior one (e.g., to ) or follow alphabetical sequence without repeats; inability to respond within a brief interval incurs a . Classified alongside in behavioral analyses, it demands lexical retrieval and associative thinking, which alcohol disrupts via reduced verbal fluency, contributing to higher intoxication rates compared to non-game drinking. Games like extend this verbally, with players declaring personal experiences they have not had, prompting drinkers among those who have; links such disclosure-based play to elevated sociability expectancies and occasion-level alcohol outcomes. Overall, these games promote group cohesion through shared intellectual challenges but correlate with increased negative consequences, including blackouts, due to structured escalation.

Consumption-Focused Games

Consumption-focused drinking games prioritize rapid and high-volume alcohol intake as the core activity, often structuring competition around speed and capacity rather than skill, chance, or cognition. These games typically involve direct chugging mechanisms that facilitate quick elevation of blood alcohol levels, distinguishing them from activities with preparatory or conditional drinking penalties. Examples encompass , keg stands, , and chugging relays, which empirical analyses categorize as extreme consumption games due to their emphasis on physiological limits of . A consists of a connected to a tube; participants fill the with —often a full 12- to 16-ounce serving—and elevate it to enable gravity-fed consumption through the tube placed in the . This setup allows in mere seconds by minimizing pauses between swallows, though it increases aspiration risks and gastric distress. Such devices gained traction in American college environments during the late , aligning with party cultures favoring accelerated intoxication. Keg stands require two participants: one holds the drinker's legs upward while the second operates the , positioning the drinker's under the for inverted chugging. Consumption volume correlates directly with hold duration, with records exceeding 10 seconds per attempt in informal competitions, though prolonged exposure heightens regurgitation and alcohol poisoning hazards. This practice underscores raw endurance in and breath-holding under pressure. Shotgunning modifies canned by puncturing a side with a key or , then opening the top tab to create dual airflow for swift draining, often completed in under 5 seconds for standard 12-ounce cans. Chugging contests extend this to larger vessels or team formats like boat races, where lines of players sequentially empty shots or beers without spilling. These formats facilitate heavy episodic drinking, with research linking them to elevated intoxication rates compared to moderated social consumption. Flip cup, while incorporating a minor dexterity element, centers on team-based consumption: players align cups filled with 4-6 ounces of , drink theirs, then attempt to flip the empty cup from its rim onto its bottom using one finger before the next teammate proceeds. The first team to complete the wins, but the game's pace enforces near-continuous drinking, rendering it among the fastest paths to impairment in surveyed settings. Origins trace to informal gatherings, evolving as a staple of and house parties by the .

Digital and Virtual Games

Digital drinking games primarily consist of mobile applications that digitize traditional rules, generating random prompts such as truths, dares, or consumption challenges to streamline gameplay without physical props. These apps emerged alongside the revolution, with early examples appearing shortly after the iPhone's 2007 launch, evolving from simple novelty simulators to structured party facilitators. By providing timers, randomization, and multiplayer connectivity, they mitigate disputes over rules and enable via video calls, particularly popularized during the for virtual gatherings. Prominent examples include Picolo, an Android app featuring diverse modes like "" and category-based challenges, which has garnered over 47,000 user reviews as of 2025. Similarly, Do or Drink on offers card-style prompts for groups of two or more, emphasizing pre-drinking or house parties, with approximately 3,600 reviews reflecting sustained use. Drink Roulette provides 22 modes via a wheel interface, achieving over 115,000 reviews on , indicating broad adoption for varied party atmospheres. These apps often incorporate or expansions, but their core appeal lies in enforcing accountability through digital enforcement of penalties, such as sips or shots, though actual consumption remains self-regulated. Virtual reality variants extend this digitization into immersive simulations, adapting physical games like for headset-based play. Beer Pong Basement, available on Meta Quest since at least 2023, enables solo practice against AI or multiplayer matches in a virtual basement, with features like power-ups but no mandatory real-world drinking integration. Drunkn Bar Fight, released around 2017 for platforms including , simulates chaotic bar brawls across themed levels, marketed as a drinking adjunct where players consume alcohol to enhance perceived hilarity, though empirical risks of VR motion sickness compound intoxication effects. Unlike apps, VR implementations prioritize sensory replication over rule prompts, with limited evidence of widespread drinking-specific adoption; instead, they often serve as environments for informal, user-initiated drinking during sessions. Educational VR tools, such as Denmark's 2019 teen-targeted app simulating party dynamics to deter underage consumption, diverge by illustrating negative outcomes rather than promoting play. Overall, while digital formats democratize access, their virtual counterparts remain niche, constrained by hardware requirements and safety concerns over combining VR with alcohol impairment.

Mechanics and Rules

Common Elements Across Games

Drinking games are structured social activities governed by explicit rules that dictate the timing, quantity, and manner of alcohol consumption among participants, typically designed to facilitate rapid and elevated intake relative to unstructured drinking. These rules often integrate elements of , chance, , or communal participation, where failure to meet a challenge, random outcomes, or designated penalties result in designated players consuming alcoholic beverages, such as shots, full cups, or chugs from pitchers. This mechanic contrasts with casual social drinking by embedding alcohol as the primary outcome or reward, thereby accelerating blood alcohol concentration levels through enforced pacing and volume. A hallmark across variants is group dynamics, with games requiring multiple participants—commonly three or more—to foster interaction, such as assigning drinks to others, verbal taunts, or cooperative elements that amplify peer influence and of intake. Played predominantly in informal settings like private residences or parties, these activities leverage shared norms and "house rules" adaptations, yet retain core triggers for consumption that promote intoxication as an intended or emergent feature. manifests in approximately 60% of instances, reinforcing compliance through social accountability. Despite typological differences—such as skill-based (e.g., targeting opponents), chance-based (e.g., or cards), communal (e.g., collective toasts), or extreme consumption-focused variants—all share the outcome of heightened alcohol exposure, with participants reporting peak drinking episodes and elevated risks of negative consequences compared to non-game drinking. Empirical studies indicate that these shared elements, including rapid chugging and drink assignment, distinguish drinking games from other alcohol-involved pastimes by systematically linking gameplay progression to escalated consumption patterns. Beer pong, originating in the mid-20th century at Dartmouth College in New Hampshire, involves two teams of two players each positioned at opposite ends of a table with ten cups of beer arranged in a triangular formation at each end. Players alternate throwing a ping-pong ball toward the opponent's cups; if the ball lands in a cup, the defending team must drink the contents of that cup, removing it from play. The first team to eliminate all opposing cups wins, with variations including "rebuttal" shots where defenders can attempt to return the ball to the throwers' cups. Surveys of college drinking activities indicate beer pong as one of the most prevalent games, cited in over 30% of relevant social media posts analyzed from U.S. campuses. Flip cup, a team relay-style game popular in American settings since at least the late , requires two equal-sized s to line up along a table with a plastic cup of in front of each player. The first player on each drinks their and then uses one hand to flip the empty cup upside down by flicking its rim against the table edge; success allows the next teammate to proceed in sequence, with the winning being the first to complete the . It emphasizes speed in consumption and manual dexterity, often played in large groups, and ranks among the top three games in environments based on data from 2017. Kings Cup, also known as or , utilizes a standard deck of playing cards shuffled and placed face down in a circle around an empty central cup, with players drawing cards in turn to trigger predefined actions tied to card values. Common rules include aces initiating a "" where players drink continuously until the drawer stops, twos assigning drinks to chosen players, and kings requiring the drawer to pour into the central cup while creating a new rule, with the final king drinking the accumulated contents. Variations exist across groups, but the game's structure promotes escalating consumption and custom rules, making it a staple in social gatherings. Never Have I Ever functions as a verbal confession game where participants take turns stating an experience prefaced by "Never have I ever," such as traveling abroad, prompting those who have done so to take a . Typically played in circles with sober alternatives like finger-counting for non-drinking , it relies on honesty and shared revelations to drive participation, often extending play based on the group's dynamics rather than fixed rounds. Its simplicity contributes to widespread use in parties, adaptable for varying group sizes and ages.

Social and Cultural Role

Functions in Social Bonding

Drinking games facilitate social bonding by creating structured rituals that encourage collective participation, shared , and mutual among group members, particularly in informal settings like parties or among young adults. Empirical studies identify as a primary motive for engagement, with participants reporting that games provide a low-stakes framework for interaction that reduces initial awkwardness and promotes group cohesion through enforced turns and communal penalties or rewards. In one survey of incoming freshmen, 63% had played such games, citing them explicitly as vehicles for socializing alongside rapid intoxication. These activities leverage alcohol's pharmacological effects to lower social inhibitions, amplifying expectancies of enhanced sociability and "liquid courage," which participants value for deepening interpersonal connections during . Research on motives reveals that conformity-driven participation—such as adhering to group norms via game rules—reinforces social cohesion, as individuals align behaviors to maintain and avoid exclusion. For instance, "unity" games, which emphasize collective rather than competitive elements, heighten perceptions of group by synchronizing drinking rhythms and fostering in-group rituals. Among transitioning populations like new students, drinking games contribute to broader by simulating familiar peer dynamics and building trust through repeated, high-energy shared experiences. Qualitative accounts from contexts describe intense bonding from these rituals, where the game's enforced equity in consumption creates egalitarian moments that transcend everyday hierarchies, though this often intertwines with escalating levels. Such functions align with evolutionary perspectives on ritualized group behaviors, where synchronized risk-taking signals commitment to the collective, though empirical validation remains tied to self-reported outcomes in controlled studies rather than longitudinal bonding metrics.

Cultural Variations and Traditions

In , symposia served as ritualized drinking gatherings among elite males from the 7th century BCE, where participants reclined on couches, consumed diluted wine, and engaged in structured games to facilitate conversation and entertainment. These events emphasized moderation through a symposiarch who controlled wine dilution and pacing, yet included skill-based games like kottabos, in which revelers flung sediment from emptied kylixes to strike floating targets or statuettes, often wagering prizes or favors. Kottabos, originating around the 6th-5th centuries BCE in and spreading across Greek city-states, rewarded precision and was depicted in vase paintings as a competitive diversion amid philosophical and poetry recitation. Norse traditions during the Viking Age (circa 793-1066 CE) featured drinking games centered on communal halls, where participants in mead-fueled feasts competed in emptying horns in sequence, verbal duels involving boasts (drapa) and taunts (), and memory challenges reciting sagas or genealogies without error. These activities, documented in sagas like the , reinforced social hierarchies and warrior bonds, with failure incurring penalties such as additional drinks or ritual humiliation, reflecting a culture valuing endurance and rhetorical prowess. In , drinking games are integral to konpa, informal university or workplace gatherings at izakayas, where participants play rhythmic like Konpira Fune Fune—alternating slaps on a surface while chanting to outpace opponents—or Hashiken, a variant of rock-paper-scissors with escalating forfeits. These traditions, evolving from Edo-period customs, promote group harmony (wa) through rapid, inclusive play that minimizes individual embarrassment while ensuring collective consumption of or . East Asian variations include Korea's Titanic, where players draw lots from a "sinking ship" bottle to determine drink orders based on historical survivor hierarchies, emphasizing fate and rapid intake during social outings. In , the game involves stacking shots in ascending order, with losers consuming the precarious top layers, a practice tied to post-Soviet communal emphasizing resilience. Among Zulu and Shangaan groups in , inter-clan gatherings feature games where lit matches are tossed into shared vessels, requiring drinkers to consume if misses occur, blending risk with communal bonding in traditional ceremonies. These diverse practices illustrate how drinking games adapt to local norms, from Greek intellectualism to Norse bravado and Asian collectivism, often amplifying alcohol's social lubricating effects within cultural constraints.

Representation in Media

Drinking games appear frequently in film and television as elements of social gatherings, particularly in genres depicting , college life, and parties, where they serve to illustrate camaraderie, competition, and occasional excess. These portrayals typically frame games like , , and "Never Have I Ever" as lighthearted activities that facilitate bonding or humor, often amid broader narratives of or festivity, though empirical analyses of media content note a tendency to underemphasize long-term risks in favor of comedic outcomes. In cinema, beer pong exemplifies a staple depiction, featured as a competitive party staple in several comedies. The 2009 film Road Trip: Beer Pong centers on three college friends traveling to a national , portraying the game as a high-stakes adventure driving plot progression and character interactions. Likewise, 21 and Over (2013) includes a pivotal beer pong sequence during a chaotic celebration, emphasizing skillful play amid escalating intoxication. The 2022 Ticket to Paradise showcases an intergenerational beer pong match between divorced parents (played by and ) and their daughter, using the game for humorous reconciliation and physical comedy. Broader drinking contests appear in Beerfest (2006), a structured around an underground beer Olympics with rules-based challenges akin to games, highlighting endurance and strategy in a fantastical setting. Television representations are more incidental, often embedded in ensemble casts during social episodes rather than as central mechanics. In (2011), characters engage in a "Stabathon" viewing party with a drinking game tied to horror tropes, such as sipping when a phone signal fails, blending meta-commentary with alcohol-fueled tension. Shows like reference or depict informal games such as quarters or chugging contests in bar settings, portraying them as extensions of habitual overconsumption among dysfunctional groups. Late-night variety programs, including The Tonight Show Starring Jimmy Fallon, have staged celebrity beer pong matches, such as those with or , which mirror scripted entertainment's casual normalization of the activity. In literature, historical depictions predate modern media, with classical Greek symposia featuring games like kottabos—flicking wine sediment at targets while drinking—evident in texts such as Plato's , where such rituals underscored philosophical discourse and social hierarchy under moderated intoxication. Contemporary novels, including those chronicling campus life, occasionally integrate games like "Kings" or shots-based forfeits to convey peer pressure dynamics, though portrayals vary in critiquing outcomes versus celebrating revelry. Overall, media treatments prioritize entertainment value, with credible sources indicating limited exploration of empirical harms like binge escalation, potentially influencing viewer perceptions toward minimization of risks.

Health and Psychological Effects

Associated Risks and Empirical Evidence

Participation in drinking games is associated with accelerated alcohol intake, often exceeding standard thresholds, which elevates the risk of acute intoxication and related physiological harms. Empirical studies of college students, a primary demographic for such activities, demonstrate that game participants consume an average of 5-7 standard drinks per session—frequently within 1-2 hours—compared to 2-4 drinks in non-game settings, leading to blood alcohol concentrations (BACs) of 0.10% or higher in over 40% of cases. This rapid consumption pattern disrupts normal gastric absorption limits and satiety signals, increasing vulnerability to alcohol poisoning, characterized by symptoms such as , , and respiratory depression; U.S. data from 2010-2020 indicate that young adults aged 18-24 account for 30% of alcohol poisoning deaths, with event-based heavy drinking contexts like games implicated in a subset. Peer-reviewed meta-analyses further substantiate these risks, synthesizing data from over 20 studies involving thousands of participants and finding a consistent correlation ( ≈1.5-2.0) between drinking engagement and negative alcohol outcomes, including blackouts (reported by 25-50% of players post-game), falls or injuries (elevated by 1.8-fold), and . For example, a of longitudinal surveys showed that frequent players experienced 1.7 times more alcohol-induced injuries requiring medical than infrequent or non-players, attributing this to impaired coordination and judgment rather than baseline differences in tolerance. Extreme consumption variants, such as with rapid shots or chugging challenges, exacerbate these effects, with participants reaching peak BACs 20-30% faster than in moderated drinking, per controlled experimental data. Psychological effects include heightened acute impairment in executive function, with evidence from event-level studies linking game participation to a 2-3 fold increase in impulsive behaviors, such as unprotected sex or altercations, mediated by suppression at elevated . While some research notes self-reported regret or anxiety post-game (affecting 30-40% of participants), these are secondary to physiological risks and often underreported due to in surveys. Long-term evidence is sparser but indicates repeated exposure correlates with escalated tolerance and problematic drinking trajectories, with cohort studies tracking college freshmen to seniors showing a 15-20% higher incidence of alcohol use disorder symptoms among consistent game players. These associations hold across demographics, though males report marginally higher injury rates, underscoring games' role in normalizing hazardous norms over protective behaviors.

Potential Benefits and Moderation

Some research indicates that participants in drinking games may experience short-term psychological effects such as increased sociability or reduced due to alcohol expectancies, with studies linking these outcomes to motivations like "liquid courage" for social interaction. However, these perceived benefits are largely expectancy-driven and lack robust empirical support for long-term improvements, as drinking games typically promote rapid consumption that exceeds moderate levels associated with any potential cardiovascular advantages from alcohol in non-game contexts—a link itself increasingly contested by recent meta-analyses showing no net gains from moderate . Empirical data consistently demonstrate that even light-to-moderate drinkers escalate intake during games, leading to adverse outcomes like blackouts or rather than sustained psychological gains. Moderation in drinking games requires deliberate strategies to curb excessive intake, as the structured inherent to games often overrides self-regulation. Protective behavioral strategies (), such as alternating alcoholic drinks with , setting explicit per-game drink limits (e.g., no more than 2-3 standard units), or modifying rules to use low-alcohol or non-alcoholic alternatives, have been identified in qualitative studies as methods employed by participants to mitigate risks while preserving social elements. Peer-reviewed analyses further emphasize enhancing drinking refusal self-efficacy (DRSE)—the confidence to decline excess drinks—as a moderator that reduces alcohol-related consequences in game settings, particularly for those with who might otherwise use games as a mechanism. Institutional guidelines, such as those from university health services, recommend pre-game planning like designating sober monitors or avoiding games altogether to prevent binge escalation, aligning with broader principles that prioritize paced consumption over competitive volume. Despite these approaches, evidence suggests that game participation inherently elevates consumption risks compared to non-game drinking, underscoring moderation's challenges and the value of or substitution for optimal outcomes.

Controversies and Criticisms

Participation in drinking games is strongly associated with , characterized by the rapid consumption of large quantities of alcohol that elevate blood alcohol concentration to 0.08% or higher, typically involving five or more standard drinks for men or four or more for women within approximately two hours. A meta-analysis of 75 studies involving over 68,000 participants found that individuals who play drinking games report greater frequency of alcohol use, higher overall consumption per occasion, and elevated rates of alcohol-related negative consequences compared to non-players, with effect sizes indicating moderate to strong associations. This link persists across diverse populations, including students, where drinking game participation rates reach up to 91% among those who drink alcohol. The structure of drinking games exacerbates risks by promoting competitive elements, , and rules that mandate swift ingestion, such as chugging or penalty shots, which reduce opportunities for and increase the likelihood of acute intoxication. Occasion-level analyses confirm that on days when drinking games are played, participants consume significantly more drinks—often 50% or more above baseline—and experience heightened negative outcomes, including blackouts, , and hangovers. Extreme variants, like those involving bongs or rapid-shot challenges, further amplify dangers, correlating with blood alcohol levels sufficient to cause poisoning, as evidenced by data on adolescents and young adults engaging in such activities. Associated harms extend beyond immediate physiological effects to include injuries from impaired coordination, such as falls or incidents, and ; studies report that drinking game players face 1.5 to 2 times higher odds of these events compared to other drinkers. Long-term, repeated exposure through games contributes to patterns of heavy episodic drinking, with students showing binge rates of 29.3% in the past month, disproportionately linked to game contexts that normalize excess. While some participants may perceive games as moderated social activities, empirical data underscores the causal role of in overriding typical consumption brakes, leading to disproportionate burdens without evident .

Gender and Social Dynamics

Studies indicate that men and women participate in drinking games at comparable rates among students, with both sexes reporting higher alcohol consumption on days involving games compared to non-game drinking occasions. However, men tend to engage more frequently, consume larger quantities of alcohol per game, and experience a greater number of associated problems, such as blackouts or injuries. Women, while matching participation levels, often report elevated drinking specifically during games relative to other social drinking contexts, potentially amplifying risks in structured competitive settings. Social dynamics in drinking games reveal sex-based patterns in game types and motivations. Men predominate in high-stakes, speed-oriented games like "first-to-finish" challenges, typically involving or , which align with displays of physical and competitiveness. Women more commonly participate in narrative-driven games such as Truth-or-Dare, which incorporate elements of personal disclosure and lighter beverages, fostering relational bonding over overt rivalry. These preferences reflect broader and social competition strategies, where men exhibit stronger competitive and sexual motivations for game involvement, mediated by higher mating effort, while women leverage games for and indirect status signaling. Gender norms influence perceived harms and participation incentives. Masculine norms correlate with men's heavier engagement in risky game behaviors, including binge-level intake, heightening vulnerability to acute consequences like intoxication-related accidents. Among student-athletes, males across racial/ethnic groups report more game-related consumption, exacerbating sex-disparate outcomes in physical and social repercussions. Women face amplified social pressures in mixed-sex environments, where games can normalize excessive intake under the guise of group , though empirical data show no overall disparity in game , underscoring equal exposure but differentiated experiential risks. Drinking games often intersect with legal restrictions on alcohol consumption, particularly concerning underage participants. , federal and state laws prohibit the sale or provision of alcohol to individuals under 21 years of age, with social host liability statutes in many states holding adults accountable for furnishing alcohol to minors who subsequently cause or damage while intoxicated. For instance, in , hosts face civil and criminal penalties if they knowingly serve alcohol to minors under 21, potentially leading to liability for accidents like . Specific regulations target drinking games themselves; , bans the sale of drinking game paraphernalia to minors, citing their role in promoting among youth. On campuses, participation in drinking games frequently results in disciplinary actions under institutional codes of conduct, as these activities violate policies against underage or excessive alcohol use. Ethical concerns center on the structured encouragement of rapid alcohol consumption, which empirical studies link to elevated risks of acute intoxication and harm. Drinking games facilitate patterns, defined as consuming five or more drinks for men or four for women in a short period, increasing the likelihood of alcohol poisoning, accidents, and blackouts compared to unstructured drinking. Research indicates that game participation correlates with higher blood alcohol concentrations due to competitive rules mandating quick intake, exacerbating and impairing judgment without adequate moderation cues. Critics argue this setup undermines personal , as players may feel coerced into continued participation to avoid , raising questions about in group settings. Debates also address broader societal impacts, including the normalization of hazardous behaviors in . While proponents view drinking games as harmless social rituals fostering bonding—evidenced by their persistence in historical banquets from to modern fraternities—opponents highlight causal links to emergency room visits and long-term dependency risks, based on event-level showing disproportionate harms from game contexts. Ethical scrutiny intensifies in educational environments, where games are critiqued for conflicting with principles, though some analyses note that outright may drive underground escalation rather than addressing root drivers like . These tensions underscore a divide between cultural acceptance and evidence-based caution against activities that mechanize overconsumption.

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