10 Children’s Games As Drinking Games | The Odyssey Online
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10 Children’s Games As Drinking Games

Not skipping rope, that’s too hard.

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10 Children’s Games As Drinking Games
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We are all young at heart, and many of us even love to re-live our childhoods. In the case of the following list, relive that childhood with beer. It’s much more interesting that way, ask any college kid.

So here you go. The top 10 games we loved to play when we were kids, converted into drinking games: **DISCLAIMER: Must be 21 or older to participate**

1. Family Feud

First, this game does not have to involve families, just two teams of the same number. You can buy Family Feud at Target, which has cards with questions and ‘survey says’ answers.

The Twist…

  • Give an answer that gets buzzed, well you get buzzed too. Drink.
  • Fail to uncover all the answers from the survey, your team drinks.
  • Fail to give an answer at all. Drink.
  • Win the game, the other team drinks.
  • BONUS RULE: Assign drinks to players on the other team based on how well your answer ranks. (for example, if there are six answers, and you get the number one answer, then you can assign six drinks to the other team however you see fit. If you get the number six answer, you get to assign one drink, etc.)


2. Spoons

Everyone remembers sitting in a circle around spoons (one spoon less than the number of participating players). The dealer starts the game by giving each player four cards. Then the dealer draws a card from the top of the deck. They can either keep that card, or give it away, but regardless they must pass a card to the person sitting to their left. This process continues as the dealer continues drawing cards and the players pass the cards around. The first player with four of a kind draws a spoon. Once one spoon is drawn, all the spoons are up for grabs and it becomes a game of reflexes to grab a spoon before there are none left. Whoever does not get a spoon is out of the game.

The Twist…

To make spoons extreme, there must be an added hurdle between getting four of a kind and grabbing a spoon.

  • Have each player fill a red solo cup. Once they reach four of a kind, the player must chug the contents of the cup, then proceed to play flip-cup (Flip Cup -> Once the cup is empty, place the cup upwards on the edge of the table. Using two fingers, try flipping the cup by hitting the bottom of it so that the cup is then facedown on the table.) Once they have successfully flipped their cup, the player can grab a spoon. However, once the players notice that one player has started drinking, they too can start chugging, the same way as normal spoons. It is then a race to the finish to get a spoon.
  • BONUS RULE: Sometimes, a player may want to cheat a little and pretend to have four of a kind. They start the flip cup process and that starts the cascade of flip cups. At the beginning of the game, establish whether or not this false flipping is allowed. If it is, then when the game is complete (the cards are all still facing down on the table), all players flip over their cards and the player with the worst poker-style hand has to drink.

3. Catchphrase

In this game, you holding a device where a word or phrase comes up, and you have to describe it for your team members to get them to guess it correctly. By the way, when the timer goes off it actually buzzes. Go figure.

The Twist...

  • If you accidentally say the word or part of the phrase while you are describing it, you drink.
  • If one of your teammates guesses the word or phrase correctly before time expires, that person gets to pick out a member of the opposing team and make them drink.
  • If you skip a word or phrase because you think it’s too tough, your entire team drinks.
  • If your team fails to guess the word or phrase before your time expires, your entire team drinks.
  • BONUS RULE: The team doing the guessing has to drink the entire time they are guessing.

4. I’m going to the bar and I’m bringing…

This is a memory game (which will likely not be remembered the next morning). As kids, the game involved choosing a destination such as “Going to the zoo” or “Going to the park.” Then, in a circle, each person would choose an item. The first person’s item would start with the letter ‘A’, the second ‘B’, and so on until ‘Z’. On every turn, you must repeat each preceding item. So, for example, the first person might start by saying “I’m going to the zoo and I’m bringing an apple AND a (b-word of choice).” The second person will add to that with a ‘b’ word, maybe by saying “I’m going to the zoo and I’m bringing an apple AND a banana.” Etc. through the letter ‘z’. If a player cannot remember one word, then you can ask for help. If you can’t remember multiple, you lose the game.

The Twist...

  • Rather than going to the zoo, players are going to the bar, and all words must be related to drinks, bars, jukebox music, etc.
  • If a player picks a word that the rest of the players don’t beliEve fits the ‘going to the bar’ category, then that player drinks. (Voting is simple thumbs-up, thumbs-down majority with ties benefitting the player)
  • If a player forgets a word, then they can ask for a wing-man assist, but it will cost them a drink.
  • If a player forgets more than one word, they lose, but then they have to chug while the next player recites the correct words. If that player stumbles, then they join the drinking while the next player recites the correct words. Etc.
  • BONUS RULE: Call this the bartender rule. If a player spills a drink or commits any other bar faux pa's, then they have to add a word the next time it’s their turn on the letter of the team’s choosing. For example, they may have to add a second word to the list for the letter ‘r.’ They are the only one who has to add this to their list each time.


5. 20 Questions

This classic game is easy to play. One player thinks of a person, place or thing, and the other players get to ask ‘yes’ or ‘no’ questions to guess what it is. The object of the game is to guess correctly before using up 20 questions.

The Twist…

  • During the question and answer period, if a question is not asked in the ‘yes’ or ‘no’ format, the asker drinks.
  • If the asking team does not guess correctly after using up their 20 questions, that entire team drinks.
  • If the asking team guesses correctly, then the team that came up with the word or phrase drinks.
  • BONUS RULES: If the asking team guesses correctly, then the other team has to drink equal to the number of questions left (for example, if the team guesses in only 15 questions, the losing team drinks five times). Also, if the asking team takes more than 20 questions to guess correctly, they drink that number of times (for example, they answer correctly using 26 questions, they drink six times).

6. Simon Says

We have all played Simon Says. One person is dubbed Simon, who stands in front of the rest of the players. The remaining participants then must do everything Simon says. However, they must only follow Simon’s orders when he begins the phrase with “Simon Says..” If Simon does not use that phrase, players must not follow the order. If a player messes up, either by doing an action they were not supposed to, or not doing an action they were supposed to do, they are out of the game.

The Twist…

  • Simon’s orders can occasionally involve drinking, such as “Simon says take a sip.”
  • If a player messes up, they must chug their drink.

7. Newcomb/Newcomb Ball

Newcomb is a variation on volleyball where, rather than having three hits to get the ball back over the net, one must catch the ball before it hits the ground, then throw it back over the other side. If the ball hits the ground on your side, and you are nearest to it, you are out of the game. To bring a player back into the game, one member of the team must successfully catch the ball one handed. Spiking the ball also disqualifies you from the game.

The twist…

  • Every person to get out must drink, the losing team finishes their drinks.
  • Catching a ball one-handed not only gets a teammate back in, but that teammate brings a drink with them which must be consumed by the person who threw the ball that was caught one-handed.
  • Running the table - meaning a team is down to one player and that player survives by bringing teammates back into the game - allows that player to assign a ‘table’ drink to all members of the losing team (a drink of their choice).


8. Charades

We all know that mortifying feeling of not being able to properly act out a word in charades. You can purchase Charades from Target, which has topics on cards, or you can have each player write down a movie, book title, famous person, an animal, place, etc. These are then put into a bowl. Players are split into two teams. On your team’s turn, one player draws a slip from the bowl and must act out what is written without speaking. Teammates then guess until they correctly name the character, or the allotted time runs out.

The Twist…

  • Every incorrect answer guessed by the team is a sip for that guesser.
  • If the other team guesses correctly, your whole team drinks.
  • If your team cannot guess the character before time runs out, your team drinks.
  • BONUS RULE: Call this the anti-academy award rule. If after a losing turn, both teams believe the ‘acting’ was so poor, then they can punish that player with a rotten tomato drink - a drink determined at the beginning of play but reserved for just this occasion.

9. War

This classic game requires a deck of cards and a lot of luck. Two players face off, each with half of a deck of cards in their hand. Cards must be face-down. On the count of three, each player lays down their top card, the highest card wins and that player gets to take all of the cards from that ‘battle.’ A war occurs when both players flip up the same card (two Jacks, for example). When this happens, the players then lay a card face down below the first card, then, flip up the next card from their deck. The highest card wins that war and takes all the cards, including those that were face down. Using this method, the first player to take all of the cards wins.

The Twist…

  • Okay, obviously the loser of each battle has to drink.
  • Losers of each ‘tie’ war drink double.
  • The loser of the game chugs.
  • BONUS RULE: Call this the epic beat-down rule. Any time an Ace beats a King, the King has to ‘drink from a chalice’ (aka drink from a cup of a predetermined size).

10. Battleship

This childhood game required strategy and luck. Each player has a board, identical to those of their opponents, which their opponents cannot see. At the start of the game, each player places their ship pieces on their board, facing any direction, in any location. Then, each player takes a turn guessing the exact location of one of their opponent’s ships. If their ship was there, it’s a hit! If there is no ship there, it’s a miss. The game continues until one player has sunk all of their opponent’s ships.

The Twist...

  • More like Battleshot...Build a homemade battleship game which prevents the two players from seeing the other’s board.
  • Rather than ships, use shots. Place the drinks on your board however you like.
  • If the opponent’s guess hits your sh(ip)ot, drink up!
  • Sinking an entire ship means drinking an entire extra drink. (yes, those 2-spot PT boats suck).
  • BONUS RULE: Call this the bad-aim rule. Drink if you hit any three spots that surround an occupied spot. For example, if the ship is located in 56,57,58, and the opposing player hits D6 (directly above the ship), E5 (directly left of the ship), and F7 (directly below the ship), then they must drink.

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This article has not been reviewed by Odyssey HQ and solely reflects the ideas and opinions of the creator.
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