Part of the series on Popular drinking games | | | | Pong games Beer pong | w/ Paddles Slam | Dartmouth Image File history File links Information_icon. ...
This article or section is not written in the formal tone expected of an encyclopedia article. ...
This article or section is not written in the formal tone expected of an encyclopedia article. ...
Image File history File links Beer_mug. ...
For the similar drinking game involving table tennis paddles, see beer pong (paddles). ...
When referring to the game using table tennis paddles, the rules of Beer Pong are relatively close to those of table tennis and thus presumably emerged as an adaptation of table tennis into a drinking game. ...
A slam pong player at Dartmouth Colleges Phi Tau Coeducation Fraternity. ...
Dartmouth Pong is a drinking game based on ping pong played at Dartmouth College. ...
Table games Flip cup | Boat race Arrogance | Quarters Land Mine Flip Cup, also known as Flipper, Flippy Cup, Taps, Tippy Cup, Cups, Canoe, Turbos or Turbo Cups, is a team-based drinking game. ...
A boat race is a drinking game between (usually) two teams of equal numbers. ...
Arrogance (also referred to as 50-50) is a drinking game of chance which can be played with any number of players. ...
Quarters is a popular drinking game which involves players bouncing a quarter off of a table in an attempt to have the quarter land, usually into a shotglass (or cup) on that table. ...
âMinefieldâ redirects here. ...
| | Word games I Never | 21 Drink while you think For other uses, see I Never (disambiguation). ...
21 is a drinking game typically played by players sitting in a circle. ...
Coge lo que pienses (known in some quarters as Coge lo que pienses, or Imbibe whilst you cogitate under International Drinking Rules) is a very simple drinking game. ...
| | Card games Kings | President/Asshole Hi-Lo | Horserace This does not cite its references or sources. ...
The current, third-generation Hi Lo counter Hi Lo is a pricing game on the American television game show The Price Is Right. ...
Horserace is a drinking game in which players place bets on a particular suit of cards, cheer their selected horse on as it races, and drink according to the outcome. ...
| | Binge drinking games Keg stand | Power Hour Funneling | Shotgunning Strawpedo | Yard of ale Edward Forty-Hands Drinking too much beer may qualify as binge-drinking if it leads to at least two days of inebriation and the drinker neglects usual responsibilities The British Medical Association states that there is no consensus on the definition of binge drinking. ...
This article or section does not cite its references or sources. ...
Power Hour, also known as Centurion, is a type of drinking game where every player drinks a 1. ...
Funneling at a heavy metal festival in Sweden A student demonstrates a beer bong at Carnegie Mellon University. ...
Shotgunning is a means of consuming a canned beverage, especially beer, very quickly by a particular technique involving punching a hole in the side of the can. ...
This article is about the measurement of beer known as the yard. ...
Edward Forty-Hands is a binge drinking game in which a player duct tapes a 40 oz. ...
| President (also popularly known as Presidents and Assholes, Asshole, Scum, Bastard, P's and A's, Presidents and Eejits, Rich man, Poor man, El Presidente, Sheep, Dictator, Gummybears or Revolution) is a card game for 3 or more in which players race to get rid of all their cards. The game is popular with people of all ages, from children to adults. It is often played as a raucous and irreverent drinking game. There are countless variants of this game. Often, unless players agree on the rules prior to the game, in the middle of the game there can be disputes about the rules of the game since the game can vary from person to person. This is a variant of Tien Len, but some players add Big Two's rules to it, as well as many house rules. Image File history File links Circle-question-red. ...
// For the game on The Price Is Right, please see Card Game (pricing game). ...
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First Round
Any player may shuffle, cut (if desired), and deal the deck out evenly to each of the players until the deck is exhausted. Extra cards may be discarded (without revealing them) for the first round. The player with the three of clubs starts the first round of play.
Playing the First Round Each player privately views the cards they have been dealt. The goal is to discard all the cards you have been dealt first. Proceeding in a clockwise manner, each player is required to play a higher card or a higher set of cards of the same rank, than the person played before them. However, a player may elect not to play and say "pass", even if they are able to. Cards are played face up for all to see. Players are not required to play cards with a consecutive rank. For example, a player does not have to follow the play of a Four with a Five. They may skip to a Six, or Queen, or may "Pass", even if able to play.
A player may also play a set of more than one card (two, three, or all four) of the same rank. If so, the player following must play a set of an equal or higher number of cards of a higher rank.
If a person is unable to play they must say "pass".
The round does not end at the person who started it. Instead, play continues until either a player lays down a card or set of cards that no other player at the table can (or chooses to) beat (all other players have declared pass), or until a player plays the designated clearing card (often the Two) which automatically clears the played cards. That player starts the new round with the card/set of cards of their choice .
The first player to get rid of all of their cards becomes the "President" for the next hand. The second player to get rid of all of their cards becomes the "Vice President". The Third becomes the "Secretary" and the naming convention continues until only one player is left with cards in hand. That player becomes the "Asshole" (or sometimes "Dirty Sanchez", "Bum", "Bitch" or "Janitor") for the next hand. With four or more players the hierarchy is rounded out by a "Vice-Asshole", though terminology varies widely.
Playing Successive Hands Each hand begins with the shuffled deck of cards being dealt out evenly to each of the players. In each hand but the first, the Asshole should shuffle and deal. The dealer deals cards to the players until the deck is exhausted. This may leave some players with one more cards than others. While in some games this is just considered the luck of the draw, other rules might require that the extra card(s) be allocated to the Asshole. After the deal, in any hand except the first, the Asshole must surrender his/her best card to the President in exchange for the President's least desired card. Play proceeds as above excepts the President may elect to start the round or choose who starts the round. The president is also allowed to make new rules for the play of the game (see below). When played as a drinking game, the President is often given broad powers (see the section on Presidential powers, below) in successive hands including arbitrary "scoring" and command over social behavior.
Scoring and Penalties If point scoring is used, players are usually awarded points at the end of each hand based upon how they finished (with the Asshole receiving the least number of points). Often the game is played without scoring, but rather with players required to drink from an alcoholic beverage during or after each hand. Players who do poorly, such as the Asshole, generally have to drink more. Some variants keep the drinks flowing by requiring players to take a drink any time they must pass because they cannot (or choose not to) beat the last hand laid down on the table (since the Asshole has likely been forced to pass a lot, and is in the hand until the very end, he will have likely taken more drinks than any other player). A common option is to give players the ability to distribute drinks to any player with a lower rank than themself. Other variants may prescribe drinks at the end of each round, based on the rank each player achieved (with the Asshole drinking the most). Bottles of cachaça, a Brazilian alcoholic beverage. ...
Optional rules Change Seats After Every Round After every round, the seating changes based on the ranks determined in the prior round. The Vice-President sits to the President's left, the Secretary to the Vice President's left and so on, until the Asshole sits to the President's right. If the President plays first, this gives a slight advantage to those players seated to the President's left. The President may elect not to move or to sit in the most comfortable chair and give the least comfortable chair to the Asshole.
Lateral Moves Each player may play a card(s) of the same rank or a higher card than the person played before them.
Skip Rule When a player matches the rank of the previously played card, the next player is forced to pass. This rule also applies when a pair is played on another pair of the same rank. However, this does not apply when a single card is followed by a pair; the second hand must contain the same number of cards as the previous hand in order to invoke a skip. In some variations, skipping a player will end the round when there are only two players left.
Burn Rule A variation of the Skip Rule. When a card or series of cards match the rank of the cards played during the previous turn, the round is ended. The next round begins with the player who 'burned' the last round, effectively a double turn. The burn rule is almost always used in conjunction with the 'Must match previous type' rule.
Two Clears In the Two Clears variant, a single Two of any suit will end the round, and may be played at any time, regardless of the previously played cards. The player who played the Two starts the next round by playing the card(s) of his choice. In this variation, playing more than one Two at a time has no benefit, unless these are the only cards left in his/her hand. Many versions played using the Two Clears rule also state that if the deuce is the player's last card, or the player's last card is a deuce and one other card, then this player will automatically become the "Asshole". Another possible addition to this rule is the "Red Three" Rule, in which a Three of Diamonds or Three of Hearts functions as a clear card. In this case if either black Three is played a Social is declared.
Three Holds, Two Clears This is played identically to the Two Clears variant, except that Threes are ranked just below Twos. A single Three will hold the pile until another Three or a Two is played, and a pair of Threes will clear the pile. In this variant, then, the fours are the lowest cards, and whoever has the Four of clubs has to lead the first hand.
Preview Hands After the first round, the cards are dealt into piles equal to the number of players, but not given to any particular player. The last card dealt in each pile is turned face up. Each player chooses one of the piles in order of the players' ranks (i.e. the President chooses first, followed by the Vice-President, etc.). This allows the President to be guaranteed that at least one of their cards is of a reasonably high rank; usually a 2 if available. Tactics for picking the "best" pile include picking a pile in which the 3 of clubs is revealed if the rules state that that card always starts, or picking a pile with one fewer card in it if the deck could not be dealt perfectly evenly.
Free Trading At the end of a round, free trading ensues between players of respective ranks (President with Asshole, Vice-President with Vice Asshole, etc.). The neutral players may join in, as long as there are other neutral players to match up with. Each player may trade any number of his/her cards with his/her trading partner, as long as both players agree to the trade. Players use their discretion as to which cards they disclose to their trading partners. Usually, once the President is done trading with the Asshole, the free trading is finished and the round begins.
Last card If loser rules are being played, then a player reaches his or her last card, they must immediately yell "last card." If they do not do that, or if someone else yells it before them, then that player is automatically the asshole for the next round. If the player puts down the card and neither that player nor any other player calls him or her on last card he or she is in the clear; the player must be called out before their last card is put down. If a player has two of the same cards as the final hand (ie 8 of hearts and 8 of diamonds), they do not need to call last card since he or she has two cards. In the case where a player has a 2 and any other card, the user can put down the other card (if it can be played), and give the 2 to whom ever he or she chooses without having to yell "last card." If the "2 Clears" variation is being played, then that move wouldn't make sense, because the player could end their turn simply by clearing with the 2, then immediately starting the next round by laying down the last card. For those playing the 4 is a social, 4s cannont be given away. 4s also may not be played as last card.
Social rule (or Socialism, Completion Rule) A "social" occurs any time four cards of the same rank are on the table consecutively. When this happens, all players say "SOCIAL", and in drinking game versions everyone takes a drink. If playing with the "Lateral Moves" variant, this may occur during normal game mechanics. For instance: A player will lay down two Sevens, and then the next player will lay down two Sevens. A single player laying down a four-of-a-kind is also a social. Another version of the Social Rule allows the social to clears the cards similar to the "Two Clear" Variant.
Joker Automatically Socials This rule causes a joker to become a card which can social on anything. This allows the joker to be played just like a 2 in "2 Clears" rules, with the addition of being able to be played out of turn.
Random Social rule (Speed Social, Bagley Rules) This is an extended social rule that can be used in single deck games. "Socialing" is the act of quickly playing cards out of turn in order to create a four-of-a-kind on the table. The opportunity to social is lost if the next player plays higher cards before the opportunity to socialize out-of-order is taken. For example: You have two Sevens, and the last two people to play each put a single Seven on the table. You may then play out of turn and lay down your two Sevens, calling "SOCIAL!". If the next player played an eight before you had the chance to "socialize" with your two Sevens, you would not be allowed to social. The "special cards" (twos, jokers, or whatever you are using) cannot be socialed. In some variants, the player laying down the social cards out-of-turn does so simply to get rid of extra cards: it doesn't change the last normal hand that was laid down on the table, and it doesn't change which player has the next turn. In other versions of the game, socializing like this ends the round, and the player who socialed is allowed to start the next round. Playing with the Random Social Rule has the added benefits of increasing the speed of game play, and forcing players to remain highly attentive of the cards being played. Since the Social Rule allows particularly attentive players to get rid of their cards more quickly than others, and in some instances disrupt normal turn order preventing others from playing, it is desirable to block as many Random Socials as possible.
Run Rule If three or more players lay down cards in sequence (ie: a 6 is laid down to open followed by a 7 and an 8) all players who played cards in sequence get to discard an additional card of their choice. If the run is in doubles, triples, or quadruples, the players get to discard two, three, and four cards, respectively.
Run Rule #2 From the Japanese Variant: At the beginning of a sequence, a player may lay down three or more consecutive cards of the same suit. The following players must play the same number of consecutive cards of a given suit until the pile clears. If they do so, the lowest card played must be greater than the highest card played before it.
Revolutions From the Japanese Variant: If a player plays a set of four or more cards, the order of the cards is reversed from descending to ascending, or vice versa. The following player must lay the same number of cards, following the new order. For example, if a player plays four 8s, the next player may play four 6s, but not four 9s. The next player could then play four 10s, but not four 5s. Sequences of revolutions may be played in this way until the pile clears. Another variation of revolution is that when a player is dealt 4 cards of the same rank (or after the trading portion of the game) that he may lay all four cards down and declare revolution on the game. At this point, all the cards are re-dealt and the roles of all the players are reversed, whereas the Asshole becomes the President and vice versa. This rule is generally ignored due to its rarity, but is somewhat likely in 3-player games. If two people have a revolution dealt to them, the two revolutions would cancel each other out and the game would re-deal with everyone in their same rank or position. In Israel, where cards are ranked from two to ace in order of importance, revolution is often declared by placing down a triplet of threes. When revolution occurs, the order of card placement is reversed for the entire duration of the hand, so play continues until an asshole is declared by being the last player to hold cards. This means that for the rest of the match, lower cards beat higher cards (kings beat aces, twos beat threes, etc.). This doesn't immediately make the asshole into a president, but it does give a strong advantage to any players still holding low-value cards, and taking away the advantage of all players still holding high cards, which often (but not always) results in rearrangement of the power structure at the end of the round. This prompts high-ranking players to keep threes to themselves during card exchanges. Some variations give players the ability to add any threes they are holding on top of a three or a pair of threes that have just been played, in order to complete a revolution. This cooperation may be restricted by some arbitrary rule. Once the round is over, the regular order (twos low, aces high) is restored for the next round.
Poker hands In addition to playing multiples of the same card, the player may play any 5-card Poker hand. Subsequent players must play poker hands of a higher rank. This variant is also known as Cho Dah Dee. A game of Texas holdem, the most popular form of poker, in progress. ...
// This article refers to standard poker hands only, otherwise refer to non-standard poker hand In poker, certain combinations of cards, or hands, outrank other hands, based on the frequency with which these combinations appear. ...
Suit Ranks Count Suits rank in alphabetical order (with the beginning of the alphabet being the lowest), the same as in Bridge: clubs, diamonds, hearts and spades. So, the ten of spades may be played on the ten of diamonds, but the ten of clubs may not be played on the ten of diamonds. Of course, the jack of clubs may still be played on the ten of diamonds. This variation makes the game extremely similar to the Oriental game of Big Two. A log bridge in the French Alps near Vallorcine. ...
Clubs (â£) is one of the four suits found in playing cards, marked with a black trefoil; the term is translated from the Spanish basto (clover). ...
Diamonds () is one of the four suits found in playing cards. ...
Hearts (♥) is one of the four suits found in playing cards. ...
Spades (â ) is one of the four suits found in playing cards. ...
This article or section does not adequately cite its references or sources. ...
Must Match Previous Type If the first person plays a single card, then all plays for the rest of the round must be a single card. For example, a pair of eights may not be played on a seven. Similarly, three jacks may not be played on a pair of sixes; a player with three jacks must decide whether to split up his/her triple or not. The player who starts a new round (after all other players pass) may play anything he chooses.
Asshole handles cards and Asshole Tendencies Only the Asshole is allowed to touch cards on the table. Of course, this player has to deal the cards at the start of the game, and clear the table at the end of each round. If someone else does the Asshole's job by clearing the cards after a round (without the express consent of the President), then that player is penalized (Asshole Tendencies). In some games, it is enough for the President to make up a punishment. In other variants, a strict punishment is predetermined: The offending player has to exchange rank, place (when played with Change seats after every round) and cards with the Asshole, thus becoming the Asshole. In some variations, the position of Asshole and President, in regard to making (temporary) rules, or assigning drink penalties, is reversed while the Asshole is dealing cards. (See Asshole "Powers" below) The International Drinking Rules (also sometimes called the Standard Rules, or Gentlemens Rules of Imbibage) may be used during any drinking game, or social gathering whose participants are aware of the rules. ...
Sevens Rule Any time a 7 is played, the very next card (and only the very next card) played, must be of rank 7 or lower (i.e., 3,4,5,6, or 7). The card after that must then be of equal or greater rank, in accordance with normal game play. For example, if Player A plays a 7, Player B may play a 4, but player C must revert to normal rules and play a 4 or higher card. Similarly, pairs, triples, or quadruples of 7s must be followed by lower pairs, triples, or quadruples, respectively, in a parallel fashion as that described for single 7s.
Banana Republic If the President fails to get rid of their cards first, they are automatically relegated to Asshole in the next round, and everyone who goes out after the President moves up one place. This rule cycles the roles more, and prevents one player from being Asshole for a large number of turns.
Diablo If a player has three 6s in his/her hand, he or she can over-power any other card played, even a joker, by playing the three 6s.
Queen of Spades The Queen of Spades is the highest card in this variant, capable of defeating any other card or combination of cards (ie the one Queen of Spades will defeat even four twos).
Transparent Tens A ten may be played on any card except the highest rank. Play then continues as though the ten is transparent, I.E. the previous card is still on top. Some players choose to put the ten under the waste pile to avoid confusion. If Sevens Rule or such similar rule applies, the "effect" card may or may not still have effect after the ten has been placed down, transferring the effect to the next player.
Jacks Wild In this version, the Jack can be combined with any card (or pair of cards) to automatically turn it into a double. (or triple, or quadruple, or quintuple, etc. . .) For example, a Jack could be played with an Ace to form a pair of aces, with a pair of sevens to create a triple seven, or you could chose to combine a pair of Jacks with a pair of tens to create quadruple tens. This power can be combined with nukes as well, often used in situations where nukes need to be played in pairs etc. to clear larger combination of cards. Jacks played by themselves however lose their wild property making their value proportionate to the skill of the user. During the card trades before the round, the President for instance may decide to pass up a two in favour of Jack if he or she wishes to.
Long Island Rules Long Island Rules is a set of rules that takes a number of the above "optional rules" as fixed game mechanics, as well as adding its own unique mechanics. Combination Follow-up is in full effect, and players must conform to the number of cards (singles, doubles, trips or quads) until the pile is cleared (or 'swept') or no one can go. The most important change in LI rules are that Twos and Threes are clears (called 'Sweepers') and may end the round. However the number of sweepers needed must be one lower than the number of cards in play (x = y-1). For example: Three sweepers (2s, 3s, or a combination of 2s and 3s) are needed to clear a Quad, while two sweepers are needed to clear a triple. A person may use sweepers on their turn at any point in the game, and may place whatever they like on the table (single, double, triple, or quad) after the sweep. In games of more than three people, middlemen may free trade. President trades three cards with the Asshole, and may ask for whatever s/he desires (the Asshole has no say in what is traded). Vice-President trades two cards, in the same fashion, with the 'Vice-Asshole'. In games with many players, the rank of 'Senate' and 'House' may be put into affect (Senate is below VP, and House is above Vice Asshole) these ranks may trade 1 card in a 'free-trade' fashion. 'Presidential Powers' may only be enacted if initiated at the start of the game (not the round). Multi-decks are used in large games (usually 6+ players). Socials may only be used in a Drinking Game.
Trading Restrictions Similar to part of Long Island Rules, some variations put additional restrictions on who is allowed to trade cards before the round, and what cards they are allowed to trade. Depending on how many players there are (more players = fewer cards per player and thus less flexibility to trade) the Asshole is required to give his/her three most valuable cards to the President. There is no choice in the matter, either by the Asshole or the President. The President is then required to trade back 3 cards of their own choosing, including (if they want) some or all of the cards given them by the Asshole. The Asshole can request specific cards to be traded back, but the President is not required to oblige. As President, one might be inclined to oblige the Asshole at least a little bit, however, since it is possible that they will have rank over you in a later round. Following the same rules, the Vice-Presdident trades 2 with the Vice-Asshole, and the Secretary trades 1 with the Vice-Vice Asshole. No other players are permitted to trade cards.
Optional presidential powers In some versions of the game, especially when played as a drinking game, the President has broad powers to add new rules and even issue arbitrary commands to other players.
New rules The President has the power to add rules to the game. Some variants only allow the President to make one rule during each term (hand), or only allow Presidents to make rules after winning at least three hands. But in many informal drinking game variants, the President may make rules at any time. A Presidential rule stays in effect until a future Presidential rule repeals or contradicts it. Some rules may influence game rules, such as invoking an optional rule that wasn't in effect when the game started (although the most basic rules of the game cannot be altered). Other Presidential rules are more social in nature. For instance: The International Drinking Rules (also sometimes called the Standard Rules, or Gentlemens Rules of Imbibage) may be used during any drinking game, or social gathering whose participants are aware of the rules. ...
- Thumb Master: When the President puts his or her thumb on the table, the last one to do so must drink.
- Drinking ritual: An action or statement must be performed every time a person drinks (such as a salutation to the President), or that person must drink again.
- The 3 D's: If the words "drink", "drank", or "drunk" are used, the user must take a drink.
- "It's Good to be the King": This phrase must be uttered by the person playing a king.
- Eye contact: It is illegal to make eye contact with the President when this rule is in effect.
- Any of the International Drinking Rules.
- Beer Bitch: Assign one person the job of supplying the table with cold beverages.
- Henchman: The President can assign the Vice-President (for instance) the job of enforcing game rules (useful when intoxicated players become forgetful), and grant that player the ability to punish offenders by ordering them to drink.
- The Forehead Rule: Whenever the President drinks, everyone must put their forehead on the table; the last one to do so must also drink (try to avoid concussions and bloody noses in later rounds).
- Table Laps: At any time, someone with a higher rank can make a lower ranking person get up and walk a complete lap of the table.
- Last Man Standing: Often players will leave the table between hands, while the Asshole is shuffling and dealing. This rule punishes the last player to return to the table with a certain number of drinks.
- No Names: If a proper name is spoken, the speaker must drink.
- No Cursing: If a player curses, the player must drink.
- Double Socials: Each social counts twice.
- No Pointing: If a player points to another player, the pointing player must drink.
- No Pronouns: Players are not allowed to use pronouns, such as "I", "he", "she", "it", "we", "you" or any other case of these pronouns. If a player uses a pronoun, he or she must drink. This rule can be exceptionally difficult and should only be attempted by advanced players.
- Little Man: The players are told that a "little man" (sometimes called "the little green man") exists on the edge of his or her glass and can not be drunk with a drink. Therefore, before each player drinks, he or she must remove the "little man" from the glass. Once drinking is completed, the little man must be returned. If at any time the little man is drunk, the player must drink again.
- The 69 Rule: If a player possesses both a 6 and a 9 card, these cards, if used together, wield the same powers as the 2 card.
- The Waterfall Rule: The president at anytime during cardplay can declare a 'waterfall' to take place. A waterfall is the event where the everybody engages in drinking his/her beverage. Each player can only stop drinking as long as the player above them in the hierarchy has stopped drinking. For example, the vice president can not stop drinking unless the president stops drinking.
(See: Drinking Game Rules for additional rules) The International Drinking Rules (also sometimes called the Standard Rules, or Gentlemens Rules of Imbibage) may be used during any drinking game, or social gathering whose participants are aware of the rules. ...
The International Drinking Rules (also sometimes called the Standard Rules, or Gentlemens Rules of Imbibage) may be used during any drinking game, or social gathering whose participants are aware of the rules. ...
- Twice Twice: Every time someone speaks, they need to repeat the last word of their sentence twice.
- Chain of Command Rule: Similar to the Waterfall Rule, this can be brutal when drinking is involved, especially if you have some players with a propensity to outdrink everyone they know or players looking for revenge/payback. This can be called by any player at any time, but must be approved by the president. The president is also the only one allowed to be excluded from this rule - priveledges of carrying out executive orders. Whoever calls for a chain of command becomes temporary president and assigns a vice-president, secretary, etc. Some players can be excluded, but this is left up to the temporary president. All players raise their glasses and begin to drink. Everyone must continue to drink until the player ranked above them stops. Ex. When the president stops, the vice-president can stop, followed by the secretary and so forth.
Presidents can try to use tricky wording in order to have their rules aid them after their reign has ended. For instance, a President who decrees that "anyone who skips the President must drink" may find that their rule survives, since future Presidents will enjoy it, but it doesn't do the inventor much good after his or her reign is over. A clever President might decree "anyone who skips me must drink", thus allowing them to force someone who skips him or her to drink even after their reign is ended; although once the next President realizes that the rule is still in effect, they will most likely repeal it immediately. Presidents are advised to be creative when thinking up rules. Although Presidents can be (and often are) tyrannical, a good President will make rules that are fun for all. Unpopular rules will not only be rescinded by future Presidents, but they may invite reprisals after a President "leaves office."
Presidential "Powers" If the President wins the round and is President again then he/she may make a rule that applies to all players except the President. Only 1 rule may be made for each consecutive time the President wins a round. These rules remain in force for the remainder of the game unless a President revokes a previous rule. If the President revokes a previous rule, the president may not make a new one that round. Examples: Players must play their cards with their left hand only. Players must compliment the President before playing a card. Hierarchy For a variant with much more drinking, everyone may be permitted to give drinks indiscriminately to any lower-ranked player. That is, anyone may make the Asshole drink, anyone but the Asshole may make the Vice-Asshole drink (if there is one), and so forth. The only player to whom drinks cannot be given at will by at least one other player is the President, who may make any other player drink at his or her discretion. Neutrals are generally considered to have equal rank, and cannot give drinks to one another, but in another variant the hierarchy goes by seat, so that any player may make any player sitting to their left drink, starting from the President and ending at the Asshole. The only thing that keeps the handing out of drinks in check in this variant is that positions change every round, and that anyone to whom you are handing out drinks this round may outrank you in the next.
Asshole "powers" The Asshole is the whipping boy of the game, but sometimes the Asshole can be given limited, fleeting powers to make up for the grief they must undergo. While the new Asshole is shuffling and dealing the cards for the next hand, the Asshole has all of the powers of the President, and the President has no powers until the dealing is done. This means that the Asshole can give out drinks to anyone just like the President can during normal gameplay. The Asshole can also make rules, but those rules only apply during future shuffle and deal periods, they don't apply during gameplay. Assholes who are not careful with these temporary powers may dig themselves into an even deeper hole if they upset the President-elect. An Asshole who attempts to filibuster by taking too long to deal, in order to extend their power, is likely to face extreme punishment; also, if such delay tactics become problematic, a limit can be set on how long the Asshole may take to deal. Some versions penalize any player who touches his/her cards before the Asshole picks up his/her own hand by making them take a drink. Whipping Boy was a hardcore punk band from Palo Alto, California. ...
Commercial Versions Two commercial variations of this game with non-standard decks have been released by Wizards of the Coast. They are titled The Great Dalmuti (1995), and Corporate Shuffle (1997), which is based on the popular comic strip Dilbert. Both are described under The Great Dalmuti. Wizards of the Coast (often referred to as WotC or simply Wizards) is a publisher of games, primarily based on fantasy and science fiction themes. ...
Dilbert (first published April 16, 1989) is an American comic strip written and drawn by Scott Adams. ...
The Great Dalmuti is a card game designed by Richard Garfield and published in 1995 by Wizards of the Coast. ...
External links - go.to/hagru or rather home.pages.at/hagru: Free version of this card game for the PC (Java)
- Rules at DrinkingGameRules
- Rules at DrinkNation
- Rules Webtender
- A Good Writeup of Some Variant House Rules
- Alternate rules for "Asshole"
- Portuguese online version of The Great Dalmuti
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