Geoffrey DeFilippi

Kings - DeFilippi House Rules

March 9, 2007 @ 1:36 pm by Geoff | Games

Setup and Play

Kings is a game that involves shuffling a deck and spreading the cards face down around an empty pitcher. Each person playing in turn draws a single card (their choice). They then perform the associated feat from the list below based on the card drawn. Play continues until the fourth king is drawn at which point the unlucky (or lucky depending on how you look at it) player has to drink whatever has been poured into the pitcher.

Card Feats:

  1. Red Give 2 drinks Black Take 2 drinks
  2. Red Give 3 drinks black Take 3 drinks
  3. Social
  4. Take a rule away
  5. Categories (or cataseries depending on who wrote it!)
  6. Waterfall
  7. Make a rule (cheebeejah anyone?)
  8. Rhyme time
  9. Thumb rule
  10. Jack - Guys drink
  11. Queen - Ladies drink
  12. King - Pour & on 4th game over and you drink the pot
  13. Ace - social
  14. Joker - Pick any feat

Explanations of Feats:

Take away a rule:
The player drawing this card may remove a rule from play of their choice. If there are no rules in play their is no action. Take away a rule can not be saved for later use. The player may choose to do nothing if they do not want to eliminate a rule from play.

Categories:
The drawing player picks a catagory and names an item in the category. Each player in turn must name an item in the category. The first person to repeat an item or who can not name an item in the category in a reasonable amount of time takes a drink. The combined players decide when a reasonable amount of time has passed.

Waterfall:
The drawing player and all players begin drinking at the same time. Players can not stop drinking until the player before them in turn order has put down their drink. The drawing player is the first person to put down their drink. The player after may at this point stop as well or continue to drink. The next player may stop after this player has put down their drink. This process continues in order until the last player has stopped drinking.\r\n\r\nMake a Rule:\r\nMake any rule you so desire. Any player that fails to follow the rule and is caught by the playing collective must drink. We have used rules like: No one can say any version of the word drink or No one can use a swear word or After every drink you must say “Chicken Ball Johnny”. Rules stand until a game is completed by the drawing of the fourth king. Rules never pass to the next game. The only way to eliminate a rule is by drawing the take away a rule card. The combined collective of players may over-rule a rule before it is put into play if it is deemed inappropriate etc… All players except the player that is making the rule must agree to over-rule the new rule. The drawing player may make choose a different rule is his/her rule is disallowed.

Rhyme Time:
The player drawing this card says a word or phrase. All players in order must then pick a different word or phrase that rhymes. This continues until a word or phrase is repeated or a player is unable to make a rhyme. The player collective is the judge on whether a word or phrase is in fact a rhyme or not. There have been some arguements about “loose” rhymes in the past.

Thumb Rule:
The player drawing the card at any time before the game places the pad of his/her thumb on the table (playing surface). All other players must follow suit. The last player to put their thumb down has to drink. The thumb rule can be invoked at anytime by the draw-er. If the thumb rule is not played before the end of the game it is void.

-Please don’t drink and drive!

Football Funday Cheers

March 9, 2007 @ 1:15 pm by Geoff | Games

Watch an entire football game with the following rules:

  • 2 drinks per turnover\r\n1 shot blocked fieldgoal
  • 1 shot blocked punt\r\n3 drinks sack
  • 1 drink per 10 yards of penalty (round up)
  • 1 shot at each 2 minute warning
  • 1 drink first down\r\n2 drinks 4th down conversion made
  • 1 drink per point scored (4 * for a safety i.e. safety = 8 drinks)

Have fun, don’t drink and drive