How to make getting drunk fun: seven drinking games for groups. Beer game

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Beer is a drink that has been known to man since the time of the legendary pharaohs. Already in those distant times, they knew how to prepare this wonderful foamy drink and loved to drink it, because it could simply quench their thirst perfectly. A lot of time has passed since those distant times, but beer still remains one of the most popular drinks in the world. Due to the popularity of this drink, there are a huge number of various games, the stories of which are dedicated to this excellent drink and the attributes associated with beer. But since drinking beer is quite unhealthy for the human body, that’s why all the games are basically dedicated to the fight against this evil. So there are games in which it is not at all necessary to drink beer; on the contrary, the player will have to fight with those who drink beer and drink it in huge quantities. One of these flash games does not offer drinking beer. All that players will need to do in it is to spend a little time destroying a can of beer, which can be used as targets at which they will fire accurately from their shotgun. A player who is not going to drink beer in flash games, such free games They won’t teach you how to drink beer. Rather, free games will allow the characters in the game to drink beer, because if you don’t have time to make an accurate shot at the can, main character games, the handsome drunkard will simply drink all the beer and get drunk, and we simply cannot allow this. Therefore, you should hurry up a little and try to ensure that each shot hits the target and destroys the beer cans. Games where drinking beer is not at all necessary, like many other games, provide the opportunity to enjoy the game process on several levels. Moreover, each next level of the game you can drink beer online as much as you like, it will differ from the previous one in higher speed and higher and complex rules, by completing which you can become a winner. It is clear that the drink beer cannot be called a drink for children, but it is beer and the attributes associated with it that can be perfectly used in flash games to drink beer for children in order to allow the youngest gamers to master skills such as ingenuity, attentiveness and observation. It is these qualities that young gamers will definitely need to solve those puzzles that games can offer to drink beer online. When playing beer drinking games for children online, it is clear that it is not at all necessary. And since there is no need to play beer drinking games for children online, you can try to assemble a picture of a cheerful little man selling foamy beer from separate pieces. The game at first glance is quite simple, but with each next level it becomes more and more difficult, because with each next level the elements from which the picture must be assembled become more and more, which means it will take time to get to the final much more. Free games for drinking beer for children, of course, do not teach this addiction; quite the opposite, flash games for drinking beer for children teach kids that drinking beer is neither good nor healthy. Remember the well-known cartoon character named Homer, who was too fond of drinking beer at the nearest bar. Using the example of this hero, who became the hero of a game where children don’t need to drink beer at all. Using the example of this beer-drinking game for children, in which you won’t have to, the children will have to help Homer get to the nearest store without getting drunk with this intoxicating drink. By controlling Homer's every move with the arrows on the keyboard, free beer drinking games for children will allow the hero of the game not to get drunk from those barrels of beer that simply fall on his head. If suddenly at least one barrel of beer falls on our hero’s head, he will not be able to resist, and will definitely get drunk with this drink, which means he will not be able to get to the store where he wanted to buy gifts for his entire family.

In the beer game, dramatic changes in orders and inventory were caused by a structure that included a multi-level supply chain, delays in transmission and limited information transferred from one part of the system to another, as well as the goals, costs, perceptions and fears that shape the size of beer supply orders. .

The Beer Game is a laboratory experiment to study how structure determines behavior. Each player—retailer, wholesaler, or brewery—makes only one decision per week: how much beer to order. The retailer is the first to increase orders, and they peak in the 12th week. By this time, orders for beer supplies are no longer fulfilled on time, because the wholesaler and the plant are not able to satisfy all incoming orders.

But the retailer is not thinking about beer shortages at all; he increases the volume of orders in order to get beer at any cost. This unexpected increase in orders then flows through the entire system, from retail to wholesale to the factory. The wholesaler's orders increase to 40 containers, and factory production- up to 80. As a result, we get a characteristic picture of the rise and fall of orders at each level of the sales and distribution chain, and the closer to the production level, the stronger the reaction to the primary increase in demand.

So at every level of the supply chain we have an inventory-backlog cycle: first there is insufficient inventory, then there is excessive inventory. This dynamic, characterized by shifts between excessive orders and inventories and the reduction of both, exists despite the stability of consumer demand.

Final consumer demand changed only once. In week 2, customers demanded twice as much beer - not four packs a week, but eight. Demand remains at eight packs per week until the end of the game. In other words, after a one-time increase, consumer demand remains completely stable!

True, only the store owner, the only one of the players, knows about the magnitude of consumer demand, but even he knows it only for the past week, and the future is shrouded in darkness. At the end of the beer game, we asked those in the roles of wholesaler and brewery manager: what did they think customer demand was? Most responded by drawing a curve with ups and downs corresponding to changes in orders at their level. In other words, players assumed that the only reason for the increase and decrease in orders was changes in final demand. This is an assumption about the presence of " external cause"is a sign of unsystematic thinking.

Players' guesses about the magnitude of consumer demand shed light on our deepest need to have someone or something to blame for our problems.

At first, immediately after the end of the game, many tend to place the blame on others playing for other parts of the production and distribution chain. But we know that every time this scenario is played out, the same problems arise, regardless of who plays a particular role. Then many try to make a scapegoat out of beer consumers. The rationale is simple: “All this could not have happened without very strong fluctuations in consumer demand.”

But when you present them with a completely stable level of final demand, this argument also crumbles to dust. This has a devastating effect on some players. I can’t forget how stunned the president looked at the beer game charts

a large trucking company. During the next break, he rushed to the phone.

"What's happened?" — I asked him upon his return.

“Just before I came to you,” he explained, “my managers completed a three-day analysis of our activities. One of the units was found to have monstrous instability in the use of trucks. Everyone felt that the division president simply couldn't get the job done. We automatically decided that it was all his fault, just as each of us automatically blames the brewery during the game. I was struck by the idea that the reason here may be structural, and not at all in this person. I immediately ran to call corporate headquarters to stop the procedure for his dismissal.”

How to improve your beer game results

First, consider the results of the game in the case where each player does nothing in response to changes in the amount of inventory and unfulfilled orders. With this “lack of strategy,” each player will invariably order exactly the same amount as was ordered to him. A simpler ordering policy simply cannot be imagined. If you have a demand for four packs of beer, you place an order for four packs, and if there is a demand for eight packs, then you order exactly eight. This means, given the final demand dynamics in this game, that you order four packs or four containers each week until consumers demand eight (packs or containers). After that, you order eight every week. If all three players follow this strategy exactly, each player's position will stabilize in week 11.

Neither the store owner nor the wholesaler manages to repay the outstanding orders. Due to delays in receiving orders, the backlog of deliveries increases, just like in the main game. Unsatisfied demand persists because players do not make any effort to saturate it, since the “no strategy” strategy does not allow ordering more than orders received for certain week, and the task of delivering orders that were not completed previously is not even set.

Is this “no strategy” successful? Most players will likely answer in the negative. After all, its result is a constant underfulfillment of orders. This means that customers are waiting longer than necessary for their orders to be fulfilled. IN real life such a situation will undoubtedly attract competitors to the market offering more reliable supplies. Only firms with monopolistic control of the market can choose such a strategy. But still, this strategy prevents excessive accumulation of inventories and the subsequent drop in orders to zero. Moreover, the total costs of all participants in this “no strategy” are lower than those of 75% of groups playing out this scenario!

In other words, most players, many of whom are experienced managers, achieve worse results than if they simply issued orders for the delivery requirements that they received.

At the same time, almost 25% of players achieve better results than with “no strategy,” and about 10% achieve much better results. In other words, success is possible in this game. But most players need to change their approach to succeed. They need to understand the fundamental discrepancy between the ordinary perception of the game, its intellectual model, so to speak, and its actual content, the way the game works. Most players see their task as “managing their resources” in isolation from the entire system. And they need to see how their position relates to the game system.

Imagine yourself as a typical player in any of the roles. You closely monitor your own inventory, expenses, backlogs, orders, and shipments. Orders come from “outside”, and most wholesalers and breweries, for example, are shocked by the mysterious reality of the second half of the game, when orders should be the largest, but they remain zero week after week. You ship beer in response to new orders, but have little idea how those shipments will affect the next round of orders. And in the same way, you have an extremely vague idea of ​​what is happening with your orders; you just hope that after some time you will receive what you ordered.

The players are part big system, which they imagine very vaguely. When their orders are large, they are able to deplete their supplier's inventory, which will lead to increased delays in beer shipments. If they respond (as many do) by increasing orders further, a vicious circle arises and the problems become insurmountable for the entire system. This vicious circle can be created by any panicked player, no matter what role he plays - wholesaler or retailer. Even a factory can create the same effect simply by not being able to produce beer in sufficient volumes. As a result of the interaction between different vicious circles, panic spreads up and down and covers the entire production and distribution system. I've seen players respond to panic by placing orders that are 20 to 50 times their supply requirements to replenish inventory.

To improve their results, players of the beer game need a different understanding of their influence. The influence of any of the players is broader than just managing their own resources. You don't just send orders somewhere, which then turn into beer deliveries; these orders influence your supplier's behavior. And his behavior can, in turn, influence the behavior of another supplier. This means that your success depends not only on your orders, but also on the actions of everyone else who makes up the system. If, for example, the plant is left without beer, then very soon everyone else will be left without beer. Either the whole system is working, or your position is not working either.

The interesting thing is that in the beer game, as in many other systems, you can only succeed if others also succeed.

Moreover, this should be the understanding of each of the players, because if only one of the players panics and sharply increases their orders, panic can cover the entire system. There are two main rules to follow in this game.

Firstly,
the situation with the beer that was ordered and has not yet arrived due to delays. I call this the “take two aspirin and wait” rule. If you have a headache and need aspirin, you don't take it every two minutes until the headache goes away. You wait patiently for the first two pills to take effect, because you know for sure that aspirin does not help immediately. Many players send out beer orders on a weekly basis until supplies become overwhelming.

Secondly,
do not panic. If your supplier cannot get you beer from the required speed, then the worst thing is to start increasing orders. But this is exactly what many players do. When your customers are clamoring for beer and deliveries keep getting delayed, it takes discipline to curb the urge to order more. In the absence of such discipline, not only you, but also everyone else involved will suffer. Most players do not follow these rules because they lack an understanding of the interactions between players of different levels.

What can players achieve by following these rules?
It is not possible to completely eliminate the overestimation of order volumes and the very cycles of inventory changes and backorders. But the corresponding fluctuations can be reduced to a very modest level, which will be only a small fraction of what happened with “Amateur” beer. General costs can be reduced to 20% of the level achieved with a no strategy strategy, or to approximately 10% of the level of typical costs in this game. In other words, very significant improvements are possible.

Learning Disabilities and Our Ways of Thinking

Most players' greatest insights come when they realize that their problems and their hopes for improvement are inextricably linked to the way they think. Cannot create sustainable system fruitful learning in an organization dominated by attachment to events. A transition to “structural” or systems thinking is necessary. Requires the ability to identify structural causes of behavior. Enthusiasm and willingness to “create your own future” are not enough. As players in the beer game come to understand the structures that shape their behavior, they become more aware that they have the power to change that behavior and adopt more intelligent and productive behavior. They also begin to realize the timeless wisdom of Walter Kelly's dictum: "We have finally discovered the enemy, and it turns out to be ourselves."

Structure

Orders flow up to the manufacturer, while supplies flow down the supply chain to to a retail buyer(see Figure 1).

An important element of the game is the time delay for order fulfillment, which consists of the time for delivery and production of goods. Each delivery (and production order) requires two rounds until they are finally delivered to the next link (see Figure 2).

Let's play

The game is played in rounds that simulate weeks.

Using the materials (see Figure 2), players must complete the following steps in each round:

1. accept orders from your clients;
2. receive the goods from your supplier;
3. update the game table;
4. send the goods to your client further along the chain;
5. place a new order with your supplier.

The choice of order quantity in each round is the only decision that players make during the game.


Rules

Each order must be completed right now (level inventory players must be large enough), or later in subsequent rounds.

Inventory and overdue (unfulfilled orders) incur costs - each item in inventory costs EUR 0.5 per week, while each item overdue costs EUR 1.00. Therefore, the main goal of every seller is to keep their costs as low as possible.

Thus, players' optimal strategy is to operate their business with the lowest possible inventory (minimum orders to their suppliers) while avoiding backorders from their customers.

Players are not allowed to communicate. The only information they are allowed to exchange is the order quantity; there is no transparency regarding what stock levels or actual consumer demand are; Only the retailer knows external demand.

Consumer demand

External demand is predetermined and usually does not vary significantly. At the start of the game, the supply chain starts with the same inventory levels (eg, 15 units), order quantities (eg, 5 units), and some amount of beer in transit and in production (eg, 5 units).

To induce the bullwhip effect, external demand first remains stable for several rounds (for example, 5 units for 5 rounds). Then it suddenly increases (a jump of 9 units), then it stabilizes again at this more high level until the end of the game (usually a total of 52 rounds according to the number of weeks in the year, one round lasts less than one minute).

Just one sharp increase in external demand inevitably creates a bullwhip effect and destabilizes the placement and fulfillment of orders throughout the supply chain.

Bullwhip effect is a known consequence of coordination problems in traditional supply chains. It is expressed in the fact that even with small variations in retail demand, the level of order fluctuations tends to increase significantly downstream in the supply chain. As a result, total orders become very volatile [when demand is strong], and can be very high this week and almost zero the next. The term was coined around 1990 when Procter & Gamble experienced erroneous order fluctuations in its baby diaper supply chain. The Bullwhip effect is a well-known consequence of coordination problems in traditional supply chains. It is expressed in the fact that even with small variations in retail demand, the level of order fluctuations tends to increase significantly downstream in the supply chain. As a result, total orders become very volatile [when demand is strong], and can be very high this week and almost zero the next. The term was coined around 1990 when Procter & Gamble experienced erroneous order fluctuations in its baby diaper supply chain. As a consequence of the bullwhip effect, problems are present throughout the supply chain:

High (safe) inventory level;
- poor customer service;
- poor use of capacity;
- deepening the problem of demand forecasting;
- high prices and low levels of trust within the supply chain.

While the bullwhip effect is not new, it is still a relevant and pressing issue in modern supply chains.

Typical Results

To learn from Beergame, it is necessary to collect and study data from players. Here are typical results from one game.

Bullwhip effect

Figure 1 shows the distribution of orders over 40 weeks and a typical bullwhip effect. It becomes clear that retailers responded to the surge in consumer demand with a two-week time delay.


On next stage everyone placed larger orders, each one increasing in size, thus creating the typical bullwhip effect.

Inventory Fluctuation

Figure 2 shows inventory level fluctuations with negative inventory indicating a back order.


Obviously, players are experiencing a backlog of orders. Overreaction to demand led to rapid overstocking at 20-30 weeks.

P summing up the game

The debriefing usually begins with a brief discussion of the students' experiences throughout the game. Typically, the following issues are discussed:

1. Have you ever had the feeling from time to time that you were not in control of the situation?
2. Have you blamed your chain partners for your problems?
3. Have you felt despair at any point?

This discussion usually shows that people do blame their supply chain partners for not doing their job correctly (either making unreasonable orders or failing to deliver your order).

Despair and disappointment - general feelings during the last round of the game.

Structure creates behavior

The main takeaway from this discussion is that the structure of the game (i.e. the structure of the supply chain itself) dictates behavior.

Thinking about the game

1. The second group of questions can be devoted to discussing how Beergame simulates real-life conditions:
2. What is unrealistic about this game?
3. Why are there order delays?
4. Why are there production delays and delivery delays?
5. Why are distributors and wholesalers needed? Why can’t beer be shipped to retail directly from the plant?
6. Should a beer manufacturer communicate with its raw material supplier?

Please note! By emphasizing the fact that real-world supply chains are much more complex (there is a huge variety of products and supply chain partners, as well as complex cross-linkages), students can quickly see that real-world conditions contribute to the emergence of bullwhip to a much greater extent, and that the Beer Game really good remedy to simulate the bullwhip effect.

The discussion of the results

This discussion usually results in a very lively discussion. For example, the concept of “accumulated supply chain costs” is introduced, indicating that until the product reaches the final customer, no one in the supply network makes money; this understanding is the first step in creating the idea of ​​global thinking and whole-chain optimization, which essentially requires collaboration.

Then you can move on to identifying the causes of the bullwhip effect.

Causes of the Bullwhip Effect

The bullwhip effect is mainly caused by three basic problems: 1) lack of information, 2) supply chain structure, and 3) lack of cooperation.

Three reasons can be identified in an interactive session with students discussing the experience of participating in Beergame and then supported by references to practice and literature.

1. Lack of information

In the Beer Game, no information is stored except for the order size. Consequently, much of the information about consumer demand is quickly lost on its way upstream in the supply chain.

This Beergame feature models supply chains with low levels trust, where the parties share only a minimum of information with each other. Without actual customer demand data, all forecasting must rely solely on incoming orders at each stage of the supply chain. In such situation traditional methods Forecasting and inventory strategies contribute to the bullwhip effect.

2. Supply chain structure

The very structure of the supply chain contributes to the bullwhip effect. We have long lead times, i.e. It takes a long time for an order to arrive upstream and for the next delivery to go downstream. The more time it takes, the more likely it is that the bullwhip effect will occur.

Typically, when placing an order, they are guided by the forecasted demand during the replenishment of the order, adjusted for safety stock, in order to guarantee the level of service (no shortage of goods) during the time until the next order arrives.

Therefore, than longer time replenishment, the more clearly the order volume will respond to an increase in forecast demand (especially in combination with the need to update the level safety stock, see above), which contributes to the bullwhip effect.

3. Local optimization

Local optimization, expressed in local forecasting and local cost optimization when there is a lack of cooperation in the supply chain, also underlies the bullwhip effect.

A good example of local optimization is ordering batches. In practice, the size of the order is fixed and determined by the delivery method, since, for example, the cost of delivery when delivering by full truck or container is lower than when delivering a smaller volume. In addition, many suppliers offer volume discounts, which encourages larger orders.

Consequently, there is some incentive for individual players to collect more (and therefore hold back some of the orders) from their customers and place only large aggregate orders with their supplier. This behavior, however, worsens the demand forecasting problem because each such order contains very little information about actual demand. And shipping orders in batches, of course, does contribute to the bullwhip effect by unnecessarily inflating orders.

As experience shows, if players suddenly begin to exchange information, inform each other of the situation in their warehouses, coordinate purchases, they can even out the situation!

The article uses materials from the website beergame.org.

Let's not lie, games with alcohol can cheer up even the biggest bore. Moreover, the rules of the games are almost always quite simple, and even familiar from childhood. Some of them are quite famous, for example Beer Ping Pong, thanks to American comedies for that. But this, of course, is not the limit! So make yourself comfortable, it offers you 13 best games for parties that will definitely allow you to overcome the awkwardness and start having fun to the fullest!

1. Four Kings

An unlimited number of people can participate in this game, but, one way or another, each round comes down to 4 main players. A standard deck of cards is taken, and each of the 4 participants takes turns drawing one card, and this continues in a circle over and over again until one of them draws a king. The first one to draw the coveted card chooses an alcoholic drink, the second chooses what we will drink/snack with, the third buys/prepares the drink, and the fourth, accordingly, drinks it. By the way, it may well turn out that one player will draw the king more than 1 time. So don't rush to choose the strongest drinks, because you may be the one. who will have to drink them!

2. Cherished word

The only one required element of this game is a TV, or any other screen showing something. What is the essence of the game: you choose a show or movie that you are going to watch with your friends. It could be anything: a hockey game, a presidential speech, or a Harry Potter movie. Before you start watching, you agree on a certain cherished word or sign, after hearing or seeing it on the screen, you must all drink a glass of something intoxicating together. Variants of such signs? For example, we drink every time there is a scoring situation in a hockey match between Russia and Belarus. Or when in that same Harry Potter film the name Harry or Voldemort will be heard. There are a lot of options, choose according to your taste!

3. Drunk Santa

The game is perfect for the period New Year's holidays. And its rules are as follows: take a Santa Claus hat and put it on the corner of the TV. Every time a TV character appears to be wearing this hat, immediately drink a glass of something containing a degree. It's simple, right?

4. Electric cards

Alcoholic version of the famous card game. The deck is drawn and the top card is dealt face up. Each player takes turns in a circle taking out one card and placing it on top of the previous one. If it happens that the card matches the previous one in suit or value, the lucky one drinks. For each card and each suit, you can assign a different drink. Or just drink shots when you are lucky enough to draw a “good” card!

5. Battleshot

An alcoholic variation on the theme of the game “Battleship” that everyone has loved since childhood. On large sheet paper, and better than cardboard, the field for playing “Sea Battle” is being drawn. And the ships represent a different arrangement of glasses with alcohol on the board in combinations of three, two and one. Then you know the rules. From the start of the game, you try to figure out where the enemy ships are with your opponent's shots, and when you hit them, your opponent drinks the shot accordingly!

6. Sink the ship!

The marine theme, as you can see, is very popular among this kind of games. The name is similar to No. 5, but the essence of the game is completely different. So, a jug of beer is placed in the center of the table. A glass (preferably plastic) is lowered into the center of the jug. All players in a circle pour a little beer into a glass, which is kept on the surface of the jug, trying not to become the one who drowns the glass. And the lucky one who drowns him just has to drink. Not a jug of beer. of course, but just a glass!

7. Knock back the glass

This game is truly legendary, and right now we will learn how to play it. Participants are divided into two teams and stand on both sides of the table opposite each other. In front of each participant is a glass of beer (1/2 or 1/4 full). The first participants on both sides drink their glasses in quick sips. Then they place the glass on the edge of the table so that part of the bottom of the glass is in the air, and try to turn the glass over with one blow and place it bottom up.
The next player in a row can only start drinking after the previous player has turned over his glass. The first team to drink all the beer and turn over all the glasses wins. And believe me, it's not that easy!

8. Alcohol checkers/chess

Who said chess is boring? Fools, they apparently never played the alcoholic version of this ingenious game. All you need to do is place glasses of alcohol instead of pieces on the chess board and start the game. When you lose pieces in a game, you must drink its contents. Important: you must not give in!

9. Russian roulette with beer

The game is very fast, but definitely fun. So, everyone gets a certain number of bottles of beer. One of them is shaken thoroughly and then hidden among the remaining untouched bottles. Everyone takes one for themselves, opens it and... And we find out who got the bullet!

10. Ring of Fire (sometimes also called Kings)

This game requires a deck of cards and alcohol for each participant. In addition, an additional bottle with some kind of food is placed in the center of the table. alcoholic drink, around which the cards are laid out face down. Players in a circle choose one card at a time and must follow the instructions contained on them. The rules are:

2 - the player chooses who should drink.
3 - drink it yourself.
4 - the last one to put his hands on the table right now drinks.
5 - all the guys drink.
6 - all the girls drink.
7 - the last one who raises his hands to the sky right now drinks.
8 - the player chooses someone who will drink with him until the end of the game.
9 - all participants must come up with a rhyme for your word, if not, they drink.
10 - everyone just drinks together.
Jack - The player who draws a jack selects a category for which everyone must give an example. For example, German cars: BMW, Mercedes, etc. If they can't, they drink.
Queen - the one who draws this card can ask any question to any player, and he must answer honestly. If he doesn't want to, he drinks.
King - Wave. The player who drew the card begins to move, and everyone else follows him in a wave.
Ace - The player who draws the Ace comes up with a rule that everyone must follow for the rest of the game.

11. I never...

A great game for late evenings when everyone is tired, or, conversely, for the very beginning of the party to get to know each other better. Each player takes turns finishing the sentence with "I've never..." and saying something they've never done. The rest of the players, if they haven’t done this either, bend one finger on their hand; if they did, drink. The one who clench his fist first loses (or wins, it depends only on you).

12. Beer ping pong

This list wouldn't be complete without talking about Beer Ping Pong, the king of them all. drinking games! The essence of the game is as follows: a certain number of glasses of beer (usually from 6 to 21) are placed in the shape of a pyramid. Opponents stand on both sides of the table opposite each other and try to hit the ping pong ball into the opponent's glass. If they manage to do this, the opponent must drink the contents of this glass. The game ends when all the opponent's cups are empty.

13. No hands

This game is only for those who are strong in soul and body, because it will require serious energy expenditure from you. So, a bottle of beer is attached to each player’s hand with tape, or whatever. And until the participant in the game drinks both bottles to the very end, he remains without hands. And since this is very inconvenient, you have to drink faster, which makes the game even more entertaining!

It happens that you pass out during a violent drinking session, and the next morning you wake up with the inscription on your forehead “Kolyanych is a fool” and a Hitler mustache drawn under your nose. The most offensive thing is that you drank alone yesterday... After such cases, one has to admit that libation in itself is a valuable activity in itself. And yet, since ancient times, humanity has tried to turn this generally simple process into something more. So, apparently, alcohol competitions appeared.

The first written mention of drunken games can be found already in Plato’s “Symposium”. The ancient Greek feaster had to fill the cup with wine, drain it, slam the bottom and pass the vessel to his neighbor. Since then, the registry of alcohol games has grown greatly, and the rules have become more complex. However, not to such an extent that a drunk person would not understand them.

Well, let's go?


Legend


A game of attention or intelligence
Game of luck
Endurance game
or dexterity

Just fooling around

Autumn speed
players

Low
Average
High

Variety
alcohol

Beer
Strong alcohol
Everything that has degrees
01 Sea battle

paper and two pens.


Divide into two teams and prepare a standard field for naval battle. Using fantasy (a fairly well-known free program that can be downloaded from any brain), set the rules for yourself. Agree on the number of ships; decide what the miss is (in grams or sips), how much the members of the team whose ship was sunk should drink, and so on. The game strategy itself does not differ from the classic non-alcoholic version.


02 This is a breakthrough!

What you'll need besides snacks: napkin, coin, cigarette.


Cover the glass with a napkin and place a coin on it. Light a cigarette. Now the players take turns piercing the paper with the smoldering tip of the cigarette. The one whose coin finally breaks through the napkin and sinks to the bottom must drink a glass. So be it, he doesn’t have to swallow the coin.


03 Drug Lord

What you'll need besides snacks: Card deck .


Leave as many cards from the deck as there are players at the table; you won’t need the rest. Dignity and suit do not matter, but you need to assign two main cards in advance. One (let's say an ace) will be a Drug Lord, the other (let's say a King) will become a Policeman.

Hand out the cards. The one who got the king is obliged to frankly admit this out loud. Now he is a Policeman, and he has to figure out the Drug Lord with an ace. The rest should remain silent for now. The drug lord, meanwhile, must quietly wink at one of the players, and he, in turn, must react by shouting: “I’m in!” Now it's the Policeman's turn. He must name the alleged Drug Lord. If he guesses correctly, the drug lord and the one to whom the underworld businessman winked (if there was such an agreement) drink the penalty. If the Policeman's accusation is wrong, he gets a penalty. Meanwhile, the Drug Lord winks at his new accomplice...


04 Cocktail “Tear of the Platypus”

What you'll need besides snacks: coin .


The first player pours as much as he wants into the glass and whatever he wants from any bottle on the table. The resulting mixture (even if it is only ten grams of vodka) is called the “Tear of the Platypus” cocktail. The player then flips the coin and, as it spins in the air, predicts whether it will land on heads or tails. If the guess is correct, the player passes the glass to the next participant. He also adds something to the glass according to his perverted taste and tosses a coin. The unfortunate person who couldn't guess which way the coin would fall drinks a cocktail. Then everything starts again.


05 Skillful hands

What you'll need besides snacks: at least two more drinking buddies.


Sitting at the table, the players take each other's arms and place their palms on the table. As a result, everyone faces left hand neighbor on the right, right hand neighbor on the left and Olivier (where would we be without him!). Now you can start playing. Someone shouts “Left!” (or “Right!”) and slams the table with his left palm. This is a signal to launch a “wave” of claps clockwise (or counterclockwise). Accordingly, the next clap, continuing the wave, should be made by the person sitting one to the left of the first, hitting the table with his right palm. Then the player sitting on the left next to the first must hit with his left, etc. Penalties are awarded for any errors that occur. He hit out of turn, missed the clap, smashed the TV with a stool...


06 Trained to drink

What you'll need besides snacks: paper and pen.


Ideally, this game should start with the very first sip of beer that you and your friends order at the bar. But, on the other hand, in order not to spoil the pleasure of savoring the foamy drink, prudent people prefer to start the competition no earlier than the last couple of glasses before leaving. So, that's what a friendly match is all about. You need to drink beer in fewer sips. The loser gets to pay for the drinks and hold a grudge against the stupid game.


07 Fingering

What you'll need besides snacks: saucer


A saucer (or, say, an empty glass) is placed in the center of the table, on which everyone present places a finger. On the count of three, everyone either removes or leaves their finger on the saucer. A penalty is awarded to that part of the drinking buddies (and sometimes it’s just one person, Igorek) that remains in the minority.


08 Torque

What you'll need besides snacks: coin


Here's another simple game that will help you pass the time while waiting for the intoxication to arrive. The first player spins a coin on the table and calls the name of one of those sitting next to him. The person named must, without stopping the coin, flick it with his finger to give it additional rotational energy and call the name of the next player. If the coin stops or flies off the table, the culprit will receive a penalty. For more excitement, you can set additional rules. For example, if a coin that has stopped spinning comes up heads, then you are required to drink two penalties.


09 Water all around

What you'll need besides snacks:set of identical dishes.


Hitchcock would have loved this play, full of suspense. Players fill all glasses with water, except one, into which vodka is poured, and mix them thoroughly. Then everyone takes a glass (without raising it to their nose, so as not to smell the contents), and everyone drinks on command. If desired, you can increase the nervousness of the game by periodically increasing the number of glasses with vodka (or, conversely, completely eliminating them).


10 Hard Nut

What you'll need besides snacks: salted peanuts.


Even if none of your friends likes salted nuts, still order them with beer. On command, simultaneously drop a nut into your glasses. If you don't get peanuts made from soy, the peanuts will immediately sink. But don’t rush to mourn them. Very soon, gas bubbles will stick around the peanuts and raise them to the surface. The loser whose nut pops up last must pay for the rest.


11 I have never...

What you'll need besides snacks: Nothing .


Another game for a motley crew. This fun will help guests who are seeing each other for the first time to get to know each other better and not feel constrained, otherwise, you know, the whole swing party will be in vain. Anyone can start the game. He says the key words: “I have never...” and then adds something like “...saw the movie Heat.” After this confession, everyone who has seen this film (in our editorial office, by the way, there are still no such people) immediately drinks. Then the next guest takes the floor and says: “I have never… refused to drink.” After which, even inveterate teetotalers have to drink a penalty drink amid hooting.


12 Russian beer roulette

What you'll need besides snacks:a lot of canned beer and a willingness to be nasty.


Before each round of drinking, one of the beer cans is shaken thoroughly (best done by your fellow epileptic) to turn it into a bomb. After shaking, the charged jar is mixed with the rest. Well, who do you think will get it?


13 Shooting Range

What you'll need besides snacks: coin


On the table, stacks are placed in a circle according to the number of participants in the game and one stack in the center. Each pile is assigned to a specific player. A coin is placed on the edge of the table. The goal of the game is to flip a coin and get it into one of the piles. Details: If the coin thrower hits his pile, everyone drinks a penalty; if he misses, only he drinks; if it ends up in someone else's pile, the owner of the pile drinks; If it ends up in the central pile, everyone drinks. Well, except for Igorka. He has an ulcer.


14 Words for the evening

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