the REAL Beer Die Drinking Game

1. If, at any time, anyone says "five," he or she must take a sip of beer. One may instead refer to the number five without penalty by saying "biz."2. If, at any time, anyone says "seven," he or she must take a sip of beer. One may instead refer to the number seven without penalty by saying "buzz."3. All rulings handed down by the Beer Die God are final.

II. Setup

1. Players sit opposite each other at the short ends of the table.

2. Each player places his or her party cup one forearm's length from the short side of the table and four fingers' width from the long side. Fill all cups with beer (twelve ounces is the official standard). At any given time, a player's cup must contain an amount of beer sufficient enough to cover the height of a die.

3. The Beer Die God is appointed. The Beer Die God adjudicates all game-related disputes between the players. He or she cannot currently be playing Beer Die.

4. Players decide the number of points needed to win the game. Traditionally, games are played to biz or buzz.

5. The Hall of Champions is a record of each player's career plunks (see Section IV- 6-b). If a Hall of Champions does not yet exist, create one on the Beer Die table using the permanent marker.

6. Players who have not chosen a Beer Die name should choose one now. A Beer Die name is pseudonym for use in the Hall of Champions. When a player attains 100 plunks, he must retire his Beer Die name and choose a new one.

7. The oldest player starts the game, and the players decide the rotation of play.

III. Play

1. Players take turns throwing the die, following the rotation decided earlier, until one team scores the winning point.

a. If the throwing team is unsure as to what the order of play is, they may consult with each other and with the other team. If, at this point, the order of play has still not been determined, the throwing team may call "possession" and may proceed with the throw without fear of being "sloppy" (see Section IV - 5).

2. A legal throw is thrown underhand and travels in an arc with height that is satisfactory to the catching team. Players must tap the die twice on the table before throwing to alert all players of the throw. An illegal throw cannot count as a point.

a. If the catching team (or the Beer Die God) deems the arc of a just-thrown die unsatisfactory, they (or he) may call a "whip." If the Beer Die God upholds the whip, the resulting penalties are as follows: the throwing team must take a sip of beer, the throw is deemed illegal, and the throwing team loses possession of the die.

3. A legal catch is one-handed. Players may not make catches over the table. Player's may not trap an in-bounds die against their body to catch it. If an illegal catch is made, the throwing team scores one point.

4. A point is scored if a legally thrown die bounces on the table at least once, travels off the table in the opponent's in-bounds zone, and strikes the floor or stops all motion without being legally caught. Extraordinary cases are subject to ruling by the Beer Die God. The in-bounds zone is the short end of the table with a 45 degree arc extending off of the corners.

IV.Conditions for Drinking

1. Whenever a player commits an infraction that requires him to drink, his partner drinks an equal amount.

2. If a player's throw fails to hit the table, the throwing team must take a sip of beer (this is referred to as a "heinous")

3. If, after any throw, the die comes to rest on the table showing biz, all players and spectators must take a sip of beer (this situation is referred to as a "Social").

4. If the catching team fails to catch the die and the result is a point, the catching team must take a sip of beer.

5. If a player commits "sloppy die," the offending team must take a sip of beer. Sloppy die includes 1) playing (or tapping) the die out of turn, 2) dropping the die after gaining possession of it, or 3) any other game-related acts players construe as sloppy (subject to verification from the Beer Die God).

6. Plinking and Plunking

a. A player "plinks" when his throw comes into contact with an opponent's cup without coming to rest inside. The plinked-upon team must take a sip of beer. Multiple plinks in a single throw are cumulative. If, after a plink, the die travels off the table, and the plinked-upon team catches it legally, all players and spectators must take a sip of beer (as in the previous case of the die coming to rest on the table showing biz, this situation is also referred to as a "Social").

b. A player "plunks" when his thrown die comes to rest inside an opponent's cup. The plunked-upon team drinks the entire contents of their party cups. The player whose cup contains the die must take the die into his mouth and spit it out (or leave the die in while drinking the remaining contents in the cup, and then roll it out). Players are not to disturb the trajectory of the die. If the die comes to rest showing biz, the plunked-upon team members must drink another full beer each. The plunking player should record his or her plunk in the Hall of Champions using a straight tally mark underneath his or her Beer Die name. If the Beer Die name is not yet written in the Hall of Champions, it should be added at this point. The plunking player may also request music to celebrate his or her plunk.

c. A plunk is referred to as a "bitch plunk" if the die bounces at least once before coming to rest in the opponent's party cup. Legally, it is treated like a normal plunk; however, bitch plunks should be recorded in the Hall of Champions by using a wavy tally mark instead of a straight one.

d. A player "self-plinks" when the die comes into contact with his (or his teammate's) party cup without coming to rest inside. The drinking penalty for self-plinking is the same as that for being plinked upon.

e. A player "self-plunks" when the die comes to rest inside his (or his teammate's) party cup. The drinking penalty for self-plunking is the same as that for being plunked-upon. Self-plunks are not recorded in the Hall of Champions.

f. If the die enters a player's party cup and knocks it over in the process, the player whose cup was knocked over and his teammate must drink whatever remains in their cups (after it is saved), plus another full cup of beer. If the die comes to rest inside the cup, the throw is also considered a plunk and may be added to the Hall of Champions.

g. A point cannot be scored in the same throw as a plink.

h. An illegally thrown die cannot result in a plink, plunk, self-plink, or self-plunk. The exception is a whip, which can result as a plunk, except in the most egregious of cases (the Beer Die God will adjudicate such a situation).

i. If a player is unable to finish his beer as a result of a plunk, he may have his teammate finish the beer for him or he may instead "owe" the beer. The opposing team scores one point for each beer owed. This penalty is in all cases. The plunking team may choose not to accept any or all points awarded in this manner, thus increasing their completely intangible Beer Die Honor.

V. Winning the Game

1. The game ends immediately when one team scores the number of points decided at the beginning of the game; however, teams must win by at least two points.

2. The winning team has the option of whether or not to continue playing in the next round of Beer Die.

More Drinking Games