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Three man
Three man
from Wikipedia
Three man
GenresDrinking
Players3+
Setup time0
Playing timevaries

Three man (also referred to as Mr. Three,[1] hat man[1] or the trifecta[1]) is a drinking game played with two dice.[1] It can be played with at least three people but some consider it better with around five.[2]

Rules

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A random player is chosen to be the "three man", and may be given a hat to wear to signify this role. Players then take turns around the table to roll two six-sided dice, with one version of the rules stating the following effects:[2][3]

Threes
For a roll that totals 3, or shows 3 on one of its dice, the three man must take a drink.[3]
Sevens
For any roll that totals 7, the person to the left of roller drinks. (If a 3-4 is rolled, "three man" must also drink.)[3]
Tens
Any roll that totals 10 is called a "social": all players drink.[3]
Elevens
For any roll that totals 11, the person to the right of roller drinks.[3]
Doubles
Whenever a double is rolled, the roller may pass the dice to one or two other players, who roll the dice and apply the result. If this results in another double, the original roller must drink the sum of the dice.[3]

If a roll meets none of these criteria, the player's turn is over.[2]

The role of the three man may change during the game. Some versions of the game allow the three man to pass their role on after taking a drink under the "threes" rule,[1] others have the three man lose their role upon rolling "threes" themselves, with the next person to roll "threes" becoming the new three man.[2]

Variations

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In the "doubles" variation, whoever rolls doubles (Player A) can "give" them to another player (Player B), who then rolls both the dice to see how many times they must drink. If B rolls doubles, the dice are returned to A, who must roll and drink twice as many times as the value that they roll (e.g., if A rolls 3 and 2, A must drink 10 times).[1]

In the "party foul" variant, if the dice fall off the table, the player drinks for each fallen die.[3] When a "sloppy jalopy" rule is applied, the player with fallen dice is loudly admonished as a "sloppy jalopy" and immediately becomes the new three man.[4]

One version includes special effects for any roll of 1:

  • 1 and 1 follow the usual rules for passing off doubles.
  • 1 and 2 makes the roller the three man.
  • 1 and 3 makes the three man drink (as with any roll of a 3).
  • 1 and 4 thumb to table or floor: last player to place his/her thumb must drink.
  • 1 and 5 turn ends.
  • When a 1 and 6 is rolled, the player to the left drinks.[3]

Another house rule is a "bathroom penalty": if a player is in the bathroom when it is their turn to roll, they must take a drink for every 5 seconds they are late in returning.[3]

In an Australian version of this game the rules are as follows:[citation needed]

  • 1+1: New Rule (You make a rule affecting the current game, little green man,[5] Nicknames etc)
  • 1+2: 3 man (You are the three man; put on a hat, every time a three is on the dice drink, remains until someone else rolls this)
  • 2-2 3-3 4-4 5-5 6-6 (doubles): Choose a person to fill their drink and finish their drink.
  • 7 or 11: Choose a person to fill their drink and finish their drink. If someone has a double, seven or eleven they roll as soon as the person touches the cup and if they get a 7, 11, or double the person must repeat. If a player touches the dice before that, they must finish their drink. On the third time this is rolled, the roller must finish their drink.
  • 9: Busta Rhyme (Make up one line of a rhyme, go around table, loser drinks)
  • 10: Categories (Select a category, go around the table until someone misses out they drink)

Other rules require the roller to drink on an 11, or the player to the right to drink on a 9. One variant says that on rolling a five, the player must high-five the three man.

See also

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References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Three Man is a dice-based drinking game typically played by three or more adult participants, in which players take turns rolling two six-sided dice according to varying house rules that determine who must drink an alcoholic beverage based on the outcome. A central feature is the designated "Three Man" role, who drinks whenever a 3 appears on any die, with the role changing when the dice sum to 3 (1+2) or when the current Three Man rolls a 3. The 's simplicity, adaptability, and emphasis on social interaction make it a popular choice at parties, though specific rules such as those for rolls of 7 or 11 can vary significantly between groups, often affecting the pace and fairness.

Introduction

Overview

Three Man is a dice-based typically played in social settings such as parties or gatherings, where participants engage in a structured activity to promote interaction and alcohol consumption. As a chance-based requiring no , it relies on random dice outcomes to dictate drinking assignments, fostering a lively group dynamic often associated with and rapid intoxication. The is particularly prevalent among students, reflecting broader patterns in undergraduate social behaviors. It necessitates a minimum of three players to designate the central role and distribute actions effectively, with optimal group sizes of 4 to 8 ensuring balanced participation and preventing overly long turns. The core objective centers on players taking turns rolling two dice, where specific outcomes determine who drinks and how much, with the "Three Man" role serving as the focal point for escalating consumption by assigning additional penalties to its holder. Rolls totaling 3, 7, or 11, for instance, commonly trigger drinks among participants or the designated role. Documented as a popular element of American college culture since at least the early , Three Man emerged within and party environments, though precise origins remain anecdotal due to the informal nature of such traditions.

Equipment and Setup

To play Three Man, the essential equipment consists of two standard six-sided and an for each participant, such as or served in individual cups to facilitate drinking penalties. Optional accessories include a dice cup or lidded container for shaking and revealing the dice discreetly, which helps maintain suspense during rolls, and a or similar headwear to visually identify the current Three Man, the designated player responsible for certain drinking duties. Players begin by arranging themselves in a circle around a stable table or flat surface suitable for rolling the , ensuring everyone can observe the outcomes clearly. Players first designate the initial Three Man by taking turns rolling a single die until a 3 is rolled; the player to the left of the Three Man then starts by rolling both , with turns proceeding thereafter. An optional setup variation involves passing a dice cup around the circle instead of handing loose , which streamlines the process and prevents premature peeking at rolls. The game accommodates groups of three or more players, though it plays best with four to eight participants to balance pacing and interaction; smaller groups of fewer than four can lead to quicker intoxication and shorter sessions, while larger groups exceeding eight may extend turns and dilute the focus on individual rolls.

Core Rules

Designating the Three Man

The designation of the Three Man is a core mechanic that establishes the game's central role, typically at the outset of play. To determine the initial Three Man, players take turns rolling a single die in order; the first to roll a 3 assumes the role. Once designated, the Three Man bears specific ongoing obligations that heighten their involvement in the . They are required to drink every time a 3 appears on any of the two rolled during a turn or when the combined total of the dice sums to 3 (such as a 1 and 2). To visually mark the role and add to the game's atmosphere, the Three Man may wear a distinctive , such as a novelty item or modified beer container helmet, throughout their tenure. The Three Man role is not permanent and can transfer during gameplay to maintain dynamism. When the current Three Man rolls a 3 or a combination summing to or showing 3 on their turn, they may designate any other player as the new Three Man. This role significantly influences by imposing additional drinking penalties on the Three Man beyond standard roll outcomes, such as those for 7 or 11, thereby accelerating their beverage consumption and often leading to quicker rotation of the position among participants.

Standard Dice Rolls and Penalties

In the standard version of Three Man, players take turns rolling two six-sided in a direction, with each turn consisting of a single roll unless specified otherwise by special outcomes like role transfers. If the roll does not result in a designated total or other rule trigger, the dice simply pass to the next player without any penalty, maintaining the flow of play. This structure ensures the game progresses steadily, emphasizing the role of probability in determining drinking obligations. The core penalties revolve around specific sums of the two dice, which dictate who consumes a drink (note: directions for 7 and 11 vary by group, with left/right sometimes reversed). A total of 3 requires the current Three Man to drink, reinforcing their central role in the game. A total of 7 means the player to the left of the roller drinks, while a total of 11 assigns the penalty to the player to the right. A total of 10 often triggers a "social" round, where all players take a drink simultaneously, though this is a common variation. These sums form the foundational mechanics, with their frequencies influencing game pace— for instance, 7 is the most common at approximately 16.7% probability, while 3 and 11 are rarer at 5.6% each. Drink penalties are typically measured as one standard sip, often equated to the width of a poured into a (hence the informal "finger" term), though groups may adjust this by consensus to suit preferences like strength or session length. This keeps penalties light and consistent, preventing overconsumption while encouraging participation.

Special Mechanics

Handling Doubles

In the Three Man , rolling doubles—when both dice show the same number, such as 1-1, 2-2, up to 6-6—triggers a passing mechanic that introduces an element of risk and strategy. The player who rolls doubles passes both dice to any other player of their choice, or they may split the dice between two players if preferred. The recipient(s) then roll the dice and must drink a number of sips equal to the sum shown on the dice they roll (variations may assign the original roll's sum instead). This passing creates a potential boomerang: if the recipient rolls non-doubles, they drink as above, and the dice pass normally to the next player in turn order. However, if the recipient rolls doubles, the dice return to the original roller, who must drink a number of sips equal to the sum of the recipient's doubles—for instance, if the original roll was 4-4 and the recipient rolls 2-2, the original player drinks 4 sips. The original roller then keeps or continues their turn. Rules for doubles and specific rolls vary by house rules; common implementations include the passing and drinking described, though some require the roller to create a new rule upon doubles. Players often employ in selecting recipients for the pass, opting for those less likely to roll doubles (based on perceived or ) to minimize the chance of the dice returning with a drinking penalty. While double 1s may carry special connotations in some playstyles, such as initiating the chain without further variation here, the mechanic emphasizes matched pairs across all numbers equally in standard implementations. If the Three Man role is involved in the chain, the passing adheres to the same rules, potentially allowing the role to shift depending on subsequent rolls.

Rolls Involving a Single Die Showing One

In the Three Man drinking game, rolls featuring exactly one die showing a 1 trigger distinct penalties or actions that differentiate them from other combinations, emphasizing quick resolutions or role shifts to maintain momentum. These outcomes often intersect with the Three Man designation, where the affected player assumes or interacts with the role of drinking on threes. Rules for such rolls vary by house rules. The combination of 1-1 is handled as a form of doubles, prompting the roller to pass the dice to one or more players, who then roll and apply the resulting penalty to themselves (drinking the sum as per doubles rules). If the passed dice result in another doubles roll that returns to the original roller, the initial player must drink the sum of the recipient's doubles, following the general doubles mechanic. This encourages strategic passing while punishing returns. A roll of 1-2 (summing to 3) causes the current Three Man to drink, and the roller becomes the new Three Man. This outcome overlaps with the Three Man responsibilities, where the new holder drinks on any future rolls showing a 3 or totaling 3. For 1-3, the current Three Man must drink, regardless of who rolled it, reinforcing the role's central penalty for any appearance of a 3. This rule applies even if the roller is not the Three Man, ensuring consistent accountability for the designated player. The 1-4 roll initiates the "thumb master" challenge, where all players race to touch the table or floor with their ; the last to do so drinks (or the roller becomes thumb master who can signal anytime, last to follow drinks, per variation). This physical mini- adds an element of speed and competition, often leading to humorous scrambles.

Variations

Common House Rules

Players often customize the Three Man drinking with house rules to enhance enjoyment and introduce penalties for errors or delays, allowing groups to tailor the experience while maintaining the core dice-rolling mechanics. These optional rules are widely adopted in casual settings and focus on mishaps, timing, and additional roll outcomes. A prevalent house rule is the "party foul," which penalizes players if the dice fall off the table or out of their hands during a roll; the roller must take one drink for each fallen die. Similarly, the "sloppy jalopy" variation escalates this penalty: if the dice drop, other players shout "sloppy jalopy," and the fumbling roller immediately becomes the new Three Man, often accompanied by verbal admonishment for added humor. The bathroom rule addresses interruptions, requiring players to time absences during their turn; upon returning late, the player drinks one sip for every 5 seconds of delay, typically capped at 10 seconds per drink to keep the game flowing. This encourages quick breaks and prevents prolonged pauses. Extensions to specific rolls are also common. For the 9 rule addition, groups may stipulate that the player to the right (or across, depending on seating) , providing a directional twist beyond standard social drinking on a 9. Likewise, the 5 rule often mandates that the roller high-five the current Three Man upon rolling a 5, or else take a themselves, integrating physical interaction into the . These rules integrate seamlessly with standard rolls, such as 7s or doubles, by adding layers of accountability without altering the game's fundamental structure.

Regional Adaptations

In Australia, the Three Man drinking game often adopts a laid-back and humorous approach, emphasizing creative penalties and communal toasts to foster group camaraderie. A distinctive feature is the handling of a 1-1 roll, which allows players to establish a new group rule for the session, such as assigning nicknames to participants or introducing themed gestures. Rolling a 9 initiates the "Busta Rhyme" challenge, where the roller starts a rhyming phrase and players continue in turn; the first to fail or repeat a rhyme must drink. European variants of Three Man tend to prioritize social drinking and group interaction over individual penalties, incorporating more elaborate mechanics to encourage collective participation. These adaptations frequently include additional layers such as chanting traditional songs during certain rolls or requiring group toasts on social outcomes like a 9 (everyone drinks), which heightens the communal atmosphere compared to more individualistic North American styles. While formal documentation is limited, these elements reflect broader European drinking culture's focus on shared rituals. In the United States, particularly among students, Three Man adaptations streamline rules for faster-paced play. This version maintains core rolls like 3 (Three Man drinks) and 7 (person to the left drinks) for consistency but emphasizes quick resolutions to suit high-energy gatherings. No formalized Canadian or variants exist in widely available sources.

Safety and Etiquette

Responsible Play Guidelines

To promote health and safety during sessions of the Three Man, players should prioritize hydration by alternating alcoholic beverages with water or non-alcoholic drinks, which helps mitigate and slows overall alcohol absorption. Establishing personal limits, such as no more than one per hour, and monitoring for signs of intoxication like slurred speech or impaired coordination are essential practices to prevent overconsumption. Consent and inclusion form the foundation of responsible participation, requiring all players to explicitly agree to the rules beforehand and allowing any individual to opt out at any time without pressure. Providing non-alcoholic beverage options ensures sober or abstaining participants can join fully, fostering an inclusive environment. Legal considerations must be observed, including the minimum drinking age of 21 in the United States, where providing alcohol to minors is prohibited. Participants should avoid driving after playing and appoint a designated sober monitor to oversee transportation and intervene if needed. Effective pacing involves taking short breaks every 30-45 minutes to eat snacks, hydrate further, or reassess comfort levels, thereby reducing the risk of rapid overconsumption. Drinking games like Three Man are associated with higher risks of and alcohol-related harms, such as and , requiring vigilant monitoring.

Common Pitfalls and Resolutions

One common pitfall in Three Man occurs when dice rolls are invalid, such as failing to land flat on the surface or being interfered with by another player. Such rolls are often treated as "party fouls" requiring a penalty drink to maintain fairness in gameplay. Role confusion, particularly forgetting who holds the Three Man position, frequently disrupts the flow of turns. Many groups mitigate ongoing confusion by using a physical marker, such as a hat or token, to visibly track the role throughout the session. Uneven drinking distribution can emerge when certain players consume less due to lucky rolls or absences. Groups may address this by rotating the Three Man role after a set number of rounds to distribute intake more evenly, while avoiding pressure to maintain a positive environment. Prolonged debates over rule interpretations or extended chains of drinking assignments often lead to game stalling. To resolve this, groups can establish clear rules or a reference sheet beforehand to settle disagreements quickly and sustain momentum.

References

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