Overview
Fun times and fond memories await you and those fortunate enough to be in your company, so let’s get this party started! All 5 games can be played with optional ‘penalties’ assigned to the ‘losers’. For many groups, those penalties will involve alcohol, but there are also countless other penalty options to choose from (push-ups, embarrassing acts, etc.). The important part is that everyone is comfortable with the chosen penalty and agrees to them before the start of the game. The game doesn’t have to be “family friendly”, but it should be friendly! We hope people will open up and step outside their comfort zone, but under no circumstances should anyone ever be forced or pressured to do something they are uncomfortable with! When using alcohol as a penalty, please remember:
- Always drink responsibly!
- Do NOT pressure others to drink!
- Do NOT drink and drive!
Never Have I Ever , Would You Rather
, and Truth or Dare
can all be played one of two ways:
Option 1 – Draw based: Each player takes turns drawing a card and using whatever statement/question/dare, etc., is listed on the card. This allows for questions and such to be asked, without the asker feeling any guilt or embarrassment for asking what may be personal/embarrassing/silly/
Option 2 (suggested method) – Supplemental: Each player first attempts to come up with their own question/topic/statement/etc., and if they are unable to or take too long, they draw a card from the pile. This allows for greater originality, while also keeping the game (and the fun) moving!
*An optional “penalty” can be applied for taking this option, such as drinking, being forced to play the round with an accent, etc.
Ring of Fire and Werewolf
have specific (but simple) setups and game play, all of which will be explained in the following sections.
Werewolf
Team Villager
Villager
No special ability, attempts to identify and eliminate Werewolves by social deduction, all while trying to stay alive.
Cursed Villager
A Villager who is seen as a Werewolf by all identifying characters (such as the Seer), but is still on the side of the Villagers and has no special ability.
Blessed Villager
A Villager who can only be eliminated if selected for elimination during the voting/deliberation phase, OR if targeted twice by Werewolves. If targeted by the Werewolves, the Moderator should reveal during the day phase that the character selected for attack “appears to have been blessed, but that blessing has faded”.
Paranoid Villager (The boy who cried wolf)
Must accuse a different player every round of being a Werewolf (only one). Learns the actual identity of one Werewolf every third night.
Seer
Can select one player per round (or every other round of playing with less than 10 players) and be told whether or not they are on the side of the Werewolfs. When the Seer is called during the night phase, they will point to a specific player and the Moderator will nod if they are against the Villagers, or shake their head if they are not.
Apprentice Seer
Becomes the new Seer if/when the Seer is eliminated.
Mystic
Each night they are told the remaining number of Werewolves/evil characters, but not who they are.
Investigator
Once per night, they may select two players and be told whether or not they are on the same team (but not which team, or their roles).
Fool
Marked as Seer 1 or Seer 2, decided by Moderator: Thinks they are a seer but isn’t; receives random answers to inquiries. Only playable when both Seer 1 and Seer 2 character roles are being used.
Drunk
Can only communicate with sounds and gestures, no intelligible words. Evil characters can also pretend to be the drunk, so you’d better really play it up and convince the others!
Hunter
After the Hunter is targeted the Moderator flips a coin and allow the Hunter to call it in the air. If correct, the attacking Werewolf is also eliminated. If incorrect, the Hunter is eliminated with no other effect.
Mason
Villagers who, on the first night, wake up and identify each other as Villagers. Must have at least two Masons in order to include them in the game.
Baker
May choose to reveal themselves to one player each night. If eliminated, all Werewolves must be eliminated within 3 turns or Villagers begin to starve. One Villager is eliminated per night, starting on the third night after the Bakers elimination, and continuing clockwise from the Baker.
Butcher
Same as Baker. As long as one survives, the 3 turn counter does not start.
Priest
Chooses one player to shield from Werewolf attack. Depending on desired game play, the Werewolves can either be told that the protected player cannot be targeted, or simply informed during the day phase that the attack failed, when addressing the village as a whole. If the Priest is eliminated, the protection is lost.
Bodyguard
Once per game they may select a player to protect. If non-Werewolf player is selected, any attempt to eliminate the protected character that night will fail. If a Werewolf is accidentally selected, the Bodyguard is eliminated along with the Werewolves nightly elimination.
Witch
Can save OR eliminate one player per game. Each night the character is asked if they would like to use their ability, if so they point to another player and indicate their desire to eliminate them by making a thumbs down gesture. Conversely, they can make a thumbs up gesture to save whoever would have been eliminated that night.
Insomniac
Told whether or not either of the players sitting next to them has awaken during the night, a simple nod or shake of the head is used to indicate yes or no (awakes last).
Guardian Angel
Selects one player to protect, if that player is elimated the Guardian Angel is eliminated instead. They can change who they protect every other round.
Mad Scientist
Eliminates the players on both sides of them when they are eliminated (regardless of those players role).
Harlot
Can select one player per night to “visit”. If visiting a Werewolf or a Werewolves victim, they are eliminated as well. If chosen to be eliminated while out visiting another player, they remain safe.
Old Man
Is eliminated a predetermined number of turns into the game equal to the total number of players minus twice the starting number of Werewolfs. Example: 10 players total with 3 Werewolves, means the Old Man is eliminated during the 4th night.
Lycan
Becomes a Werewolf when selected to be eliminated by a Werewolf, unless also selected to be healed by a character with a healing ability. If selected to be healed, they become a normal villager for the remainder of the game.
Vigilante
Can choose one player per night to Eliminate. If they choose any player other than a Werewolf, the Vigilante is eliminated as well.
Match Maker
used without “Lovers”: On the first night, the Match Maker select two players at random (without knowing their primary role) and the Moderator wakes both so they can identify each other. Those players are informed of their love for each other, but not their lovers role. If one is eliminated, so is the other.
Lovers
used without “Matchmaker”: Awaken during the first night and identify each other. When one is eliminated for any reason, the other is as well. (Must use both Lover cards when including this role).
Doctor
Selects one player per night to heal at random. If that player was chosen to be eliminated during the night, they will be saved. *Wakes last, unless playing with the Insomniac. Cannot save themselves.
Spy (aka Little Girl, aka Cheater)
Can choose to open their eyes during the Werewolves elimination phase and see their identities. They are immediately eliminated if caught, which does not count as the Werewolves nightly elimination.
Team Werewolf
Werewolf
Conspires with other Werewolves to eliminate one Villager each night.
Alpha Wolf
Same as Werewolf, but must say the word “Werewolf” at least once per turn.
Lone Wolf
Wakes separate from other Werewolves and chooses a player to eliminate. Can accidentally eliminate Werewolves as well.
Sneaky Wolf
A Werewolf who is clever enough to evade detection. They behave the same as a normal Werewolf (waking with them), but they are seen as a Villager by identifying characters such as the Seer.
Minion (Cultist)
On the side of the Werewolves but seen as a Villager by identifying characters. They only wake with the Werewolves on the first night, and indicate they are the Minion by making an obvious gesture (such as touching their nose, sticking out their tongue, etc.). They attempt to help the Werewolves stay alive. They win if the Werewolves win.
Wolf Cub
Is a Werewolf but cannot eliminate players or suggest players for elimination. If eliminated, the Werewolves become enraged and eliminate two Villagers the next night. If all other Werewolves are eliminated, the Villagers win.
Other Roles
Moderator
Controls game play and narrates the story. The more interesting and involved the story, the more fun it will be for everyone!
Monster
Cannot be eliminated by Werewolves but can be eliminated by other Villager characters (such as the Vigilante) or during the deliberation/voting phase. Wins the game (instead of the Werewolves/Villagers) if they survive until the end. *Seen as Werewolf by identifying characters (such as the Seer).
The Innocent
A Villager who is truly pure of heart. If eliminated by the Villagers, the game ends immediately and the Villagers lose.
Would You Rather
Players choose between two amusing or challenging options in creative scenarios, sparking laughter and debate!
Setup:
- Shuffle the deck and place it face-down, or spread the cards in a circle with no gaps.
- If playing in a circle, whoever breaks the circle by creating a visible gap receives a penalty.
- (Optional) Include one or more Joker cards to introduce a random penalty—whoever draws a Joker (or everyone when a Joker is drawn) must:
- Take a drink, finish their drink, or take a shot.
- Play “shot roulette.”
- Perform the Truth/Dare of a random previously drawn card.
- Any other agreed-upon consequence.
Gameplay:
- The player with the most adventurous life goes first; play continues clockwise.
- On their turn, a player either:
- Creates their own “Would you rather…” statement.
- Draws a card and reads it aloud, starting with “Would you rather…”
- All players answer simultaneously.
- A 3–5 minute debate follows, where players argue for their chosen option. If everyone had a chance to speak and no new convincing arguments arise, the group moves to a vote.
- Players vote for the “best” option.
- The majority wins, and those players earn a point.
- The losing side faces a penalty.
- The next player then takes their turn.
Winning the Game:
- The game ends when a player reaches a predetermined number of points. If the deck runs out first, the player with the most points wins.
- In case of a tie, tied players must debate why they should win; the group votes to decide the winner.
- Losers receive a pre-determined penalty or one assigned by the winner (if agreed upon beforehand).
Game Variations:
- Scorer’s Advantage: Whoever draws the card earns a point if, after the debate, the majority agrees with their answer.
- Alternative Consequences: Instead of points, losing players must:
- Perform an embarrassing act.
- Take a drink or a shot.
- Complete the Truth/Dare on the card.
- Casual Play: Skip scoring and penalties—just enjoy the discussions!
- Challenge Mode: The card drawer does not participate in the initial answer phase. After hearing the group’s responses, they must argue in favor of the least popular option.
Truth or Dare
Players take turns choosing between revealing a personal truth or completing a daring challenge before looking at the card.
It’s all about pushing boundaries, getting to know each other better, and injecting excitement and fun into any gathering.
Never Have I Ever
You know what to do! Those who “have” drink; anyone unwilling to share their story drinks twice!
A revealing and entertaining game where players test each other’s experiences…
This game can be played Draw Based or Supplemental.
Setup
- Shuffle the deck and place it within reach of all players.
- Agree on the penalty to be used before starting.
Gameplay
- Each player starts with the same number of raised fingers (5 recommended).
- Players take turns making “Never have I ever…” statements (moving clockwise).
- The statement must be something they have never done but believe others might have—or something they’re simply curious about.
- If a player has done it, they lower one finger and receive the agreed-upon penalty.
- If no one has done it, the player who made the statement takes the penalty instead.
Optional Rule Variations
- Players only receive penalties once they lower all fingers, instead of for each individual finger.
- A lighter penalty can be given per lowered finger, with a larger penalty for the player who loses all fingers.
Storytelling Rule
- Anytime a player lowers a finger, another player may ask them to share the story behind it.
- If they refuse to tell the story, they must immediately take a penalty (such as a shot).
Winning or Losing
- The first player to lower all their fingers is declared the winner; all others receive the penalty.
- Optional Rule: If after five full rounds no one has lost, the group declares everyone a “loser” for living too boring a life—everyone takes the penalty.
- Once a round ends, all players reset their fingers, and the game continues until:
- You’re drunk.
- You’re bored.
- You’ve learned too much about your friends and can never look at them the same way again. 😆
Ring of Fire
Ring of Fire (a.k.a. Kings Cup) is one of the most well known and commonly played drinking games around! It’s great for any size group and is the perfect way to loosen up and get the party started!
Set-up
Shuffle the deck and place it face down, within reach of all players; draw directly from the top.
-OR-
Shuffle the deck and spread out the cards in a circle (creating a “Ring of Fire”), leaving no gaps, allowing players to take any card they want. In this version, who ever “breaks” the circle by opening up a visible gap, receives a penalty.
Game play
Decide on a “penalty” prior to the start of the game. This can be drinking, physical exercise, an embarrassing act, etc., as long as everyone agrees beforehand. *Drinking is one of the most commonly chosen penalties, so that is what we will refer to from this point forward.
Take turns selecting cards and obeying the card rules.
The card rules are printed on the *BOTTOM* of the card, next to a flaming ring symbol.
Each card rule is described below for reference.
Winning or losing
The game ends once all cards have been drawn or the group has loosened up enough to move on to other activities. The winners are those who enjoyed themselves the most, stepped outside of their comfort zone, and learned new things about the other players.
To keep things moving:
Those who struggle to come up with a “Hotseat” question, “Truth or Dare”, or a “Never Have I Ever” may receive a penalty (such as taking a drink) and use a prompt printed on one of the previously played/discarded cards.
A
Accent:
Speak with an accent (decided on by the group) until another Ace is drawn.
Cheers:
Propose a toast, which everyone then drinks to. It can be funny, flirtatious, or down right terrible! Anyone who would rather NOT drink to your toast, in case you go the “terrible” route, can instead drink twice to a toast of their choosing.
Snake Eyes:
Until another Ace is drawn, anyone you make eye contact with drinks. If no one does so by the time another Ace is drawn, you drink.
Story time:
Tell your most embarrassing story. Drink if the group decides it is not embarrassing enough.
2
Mister and Misses x4:
You and another player, selected by the group, stand with your backs toward each other (so you can’t see one another). In a clockwise direction each player then asks a question which could relate to either of you, such as: “who is funnier?”, “who is most likely to end up naked before the night ends?”, “who is better in bed?”, “who is most likely to change the world?”, etc. If you feel the answer is you, raise your hand (same for the other player). If neither of you raise your hand or if you both raise your hands, you both drink. Continue for at least one full round, or until the group runs out of good ideas.
* Alternatively, you can opt to take a sip from your drink as opposed to raising your hand. If both players drink, they take an additional sip. If neither player drinks, they both take a sip.
3
Pass the Card x4:
Also known as suck and blow. In a clockwise direction, attempt to pass the card from one player to the next using only your lips on the flat face of the card. One player sucks in air, causing the card to stick to their lips and then turns to the next player. The next player then presses their lips to the other side of the card, simultaneously sucking in while the passer blows out, thereby transferring the card. This continues until the card has made its way back to you. If the card is dropped, the players attempting to pass it at that time, drink and discard the card.
* Alternate 1) When the card is dropped the players who dropped it drink and then continue attempting to pass it until successful. This continues until the card makes a full round.
Alternate 2) When the card is dropped, the players who failed to pass it, as well as every player after them, drinks!
4
Innies x2:
Bust out those belly buttons! All those who have an “innie” drink. Outies, your time will come…
Rhyme x2:
Say a word (other than “orange”…) and each subsequent player must say a word which rhymes. Continue clockwise until someone fails to rhyme or repeats a word, at which point they drink.
* Alternatively, instead of rhyming single words, you rhyme entire sentences in an effort to create one cohesive story.
5
Thumb Master x3:
At any point you may place your thumb on the table (or any other group selected surface, if there is no table). The last person to do the same, drinks. If multiple people fail to do so within a reasonable amount of time, they all drink. This continues until the next “5” is drawn and a new Thumb Master takes over.
Assume the Position x1:
For the remainder of the game, you are the “Commander”. Decide on a “pose theme”, such as Green Army Men, Karate Moves, or any other theme with numerous pose possibilities. At any point you may shout “Assume the position!” and all players must immediately strike an appropriate pose. The last person to do so and/or anyone who strikes the same pose, drinks.
6
Outies x2:
Bust out of the those belly buttons once again! Outies drink.
Mate x2:
Select a drinking buddy! For the remainder of the game (or the rest of the night?), any time either of you drinks, so does the other.
7
Hot Seat x4:
Set a timer for 2-5 minutes; in a clockwise direction players take turns asking you any question they can think of. You may refuse to answer a question and take a drink instead. If you attempt to “run out the clock”, you’ll be asked to drink AND time will be added.
8
Truth or Dare x4:
Select another player who then chooses either Truth or Dare. Once that player completes your challenge, they then give you a Truth or Dare, depending on your choice (giving them an opportunity for immediate “retaliation”).
If the player you selected refuses to complete their assigned Truth/Dare (highly discouraged), they must instead drink and engage in mandatory dance off with an inanimate object (such as a tree, chair, or imaginary partner). They also forfeit the opportunity to offer you a Truth or Dare. However, if the player you selected completes their challenge but you refuse yours, you must finish your drink as well as perform the aforementioned dance off.
9
Never Have I Ever x4:
Direct each player to raise a certain number of fingers (5 recommended). Take turns making “never have I ever” statements, in which you say things you have never done, but think others may have. If a player has in fact done it, they take a drink and lower one finger. If no one in the group lowers a finger, you drink. The first player(s) with all their fingers lowered is considered the winner and anyone who still has fingers up, drinks.
* Alternatively, if no one has won by the time the group has made 2-3 rounds, you are all considered “losers” for having lived such boring lives :); everyone finishes their drink and promises to try something new tonight.
10
Categories x2:
Select a category (such as car brands, fast food chains, sex positions, etc.), and name something within that category (Lamborghini, McDonald’s, Missionary, etc.). Continue clockwise until a player: is unable to come up with an answer, repeats an answer, or takes longer than 5 seconds to answer. That person drinks.
Fact or Fiction x2:
Make a personal statement which can either be a Fact or Fiction (such as “I’m allergic to nuts”, “I’m still a virgin”, “I’ve travelled to 60 countries”). Each player may then ask you one question in an attempt to figure out, which it is. All players then simultaneously vote and the incorrect players drink.
J
Rule Master x4:
Make a rule (which remains in effect for the remainder of the game), such as “no pointing”, “everyone takes the name of the person to their right”, “close your eyes while speaking” etc. Anyone called out for breaking that rule, drinks.
Q
Question Master x3:
Anytime you ask a question and another player answers, the answering player drinks. This continues until the next queen is drawn.
Iconic Dance Moves x1:
On the count of 3, everyone performs an Iconic Dance Move (such as: The Running Man, Orange Justice, Moonwalk etc). Drink if: you do the same move as someone else, can’t think of a move, or no one knows what you are doing.
K
Waterfall x2:
Call out “Waterfall!” and begin drinking. Moving clockwise, each player immediately begins drinking when the player on their right starts and does not stop until the player on their right stops.
Hand of the King x2:
You are now “King” and must choose another player to act as your “Hand”, that player then sits next to you. You are no longer allowed to use your hands during the game, and must instead rely on the “Hand of the King” to perform ANY hand related actions for you (such as holding your cup when drinking, scratching your nose, and drawing a card). When another King is drawn, you are dethroned and regain the use of your hands.
Joker
Shot Roulette:
Select a number of cups equal to the number of players. Fill one (or more) with alcohol and the others with a similar looking non-alcoholic liquid and then mix them up. On the count of three, all players select and drink the contents of their cup. It’s important to do so in one motion, to avoid being able to smell or otherwise figure out what is in each cup. This is best played using water and a clear alcohol (vodka, gin, etc.), or a dark alcohol and a dark beverage.
* Alternatively, you can play the King’s Cup variant. Place one cup in the middle of the card circle and each time a Joker is drawn, the drawer adds some of their drink to the cup. Once the third joker is drawn and after the drawer adds some of their drink to the cup, they must drink the entire cup.
If you are consuming alcohol as a penalty, please remember:
- Always drink responsibly
- Do NOT pressure others to drink
- Do NOT drink and drive
- Do NOT drink if you are not physically healthy enough, or in the right state of mind to do so.
- When in doubt, water wins out! Stay hydrated my friends!