King's Cup is a very popular drinking game, perfect for parties or an evening with friends. There are many different versions, such as "Circle of Death", "Ring of Fire" or simply "Kings". This article describes the rules of the classic version, as well as some additional noteworthy variations.
Steps
Part 1 of 3: Classic Version
Step 1. Place a glass in the center of the table and surround it with a deck of face down cards
Spread an entire deck of 52 French cards face down, without jokers, around the "King's cup". Before playing, a full ring of cards should form around the glass.
- All participants should arrange themselves in a circle around the glass and be able to easily take turns taking a card.
- If you drink directly from the can, you can place a closed one in the center instead of the glass. This variant is also more hygienic, because only one person will drink from the can rather than having a glass in common.
Step 2. Pour a drink for each participant
Each player must have his own alcoholic drink and during the game he will have to drink it or pour it into the common glass. Each drawn card causes one of the players to drink, so if a participant's drink runs out, they should take another.
Not all players have to drink the same drink, but otherwise it would be much more difficult to drink from the common cup, where different spirits would be mixed
Step 3. Determine the extent of the "punishments"
Each action forces a participant to drink. Usually a simple sip will suffice. Some people prefer to set rules for each drink, such as "one 3 second sip" and so on.
Step 4. Decide the rules for each card
King's Cup has very specific rules that all players need to know before starting. At each turn, a participant will draw a card from the deck and each of them will be associated with a simple action of one of the players at the table. You are free to adapt or modify these rules for your games, the variations are endless; here are the most common ones:
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The 2 is for you.
If a player draws a 2 (of any suit), he can choose a player to drink, according to the rules established at the start of the game.
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The 3 is for me.
The player who draws a 3 must drink.
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4 is the floor.
If a player draws a 4, all participants must touch the ground as fast as possible. The last one to touch has to drink.
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5 is for boys.
If a player draws a 5, all men at the table must drink.
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6 is for girls.
If a player draws a 6, all women at the table must drink.
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7 is the sky.
If a player draws a seven, all players must get both hands in the air as quickly as possible. The last player to do so must drink.
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8 is for friends.
If a player draws an eight, he must choose another participant who must drink each time he does and vice versa. This penance continues until another player draws an 8. If one of the players forgets to drink when his partner does, he will have to drink twice as a penalty.
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The 9 is for rhymes.
If a player draws a nine, he must choose a word and say it aloud. Clockwise, participants will take turns saying a word that rhymes with the original one, such as dog, bread, frog, vane, etc., in less than 5 seconds. The round continues until a player can find a rhyme and is forced to drink.
- The 10 is for "Never have I ever." If a player draws a 10, all participants must raise three fingers. Starting with the player who drew, everyone will have to say a sentence that begins with "Never have I ever …" and complete it with an action they have never performed. If any of the players have done that specific action, they must put down one of the three fingers. The first who runs out of three possibilities drinks.
- With the Jack you can "Invent a rule." If a player draws a jack, he has the power to invent a rule that everyone will have to follow for the duration of the game. He can decide that no one can swear, that it is forbidden to go to the bathroom or that no one can call others by name. Anyone who breaks the rule must drink. Here are some of the best ideas for rules to come up with.
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The Queen is the Master of Questions.
If a player draws a queen, he becomes the master of questions. Until another player draws a woman, everyone has to answer the master's questions with only more questions. For example, if the teacher asks "What time is it?", The valid answer would be "Is it 2am?". Who does not answer with a question … drinks.
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The King is for the king's glass.
When a player draws a king, he will have to pour part of his drink into the glass in the center of the table. The player who draws the fourth king will have to drink the mixture in the glass and end the game. If you are playing with a can in the center, you can give the King the rule "finish your drink" or one of your choice.
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The aces are the waterfalls.
If a player draws an ace, all players must drink, starting with whoever took the card. Each player can only start drinking when the person to his right has started and can only stop after that person has stopped. Therefore, if you are to the left of the player who drew the card, you cannot stop drinking until all the other players have stopped.
Step 5. Draw the top card
Choose the player who will start by taking a card at random. Turn it quickly and carry out the orders associated with it; once finished, the card is discarded and the turn will pass to the next player, who will have to draw a new one.
If you are playing with a can, slide the paper under the flap of the closed can. The cards will thus accumulate as the game progresses, causing the can to open at a certain point. The player who opens the can has to drink it all
Step 6. Raise the stakes with new rules
There are hundreds of variations for each card, but there are a few other rules you can adopt to make the game more interesting. Almost all of the following rules force players to drink more often:
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Ring of Fire:
the game is played normally. Arrange the cards so that they overlap. Players who break the circle must drink their current drink.
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Colored Kings:
for all numbered cards (except face cards), the drinker must do so for the seconds indicated on the card. "The Red is for yourself" meaning you will have to drink for the number of seconds. "Black is for the foreigner", that is, you will be the one to choose who should drink.
Part 2 of 3: Variants for the Cards
Step 1. Remember that you can adapt, modify and refine the rules as you like
The fun of this game comes mainly from the rules created by the participants themselves. Each game is different and comparing your experiences or playing with other people can lead to new and exciting rules. The steps below offer 1-2 variations per card, but you can modify and mix them as you like.
Step 2. Change the rule for Aces
Aces often play an important role and are the ones that make you drink the most.
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The ace is the race.
If a player draws an ace, he must choose another player to compete against in order to reach the end of the glass. Both will have to finish the whole drink.
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The ace slaps you.
If a player draws an ace, all participants must slap each other. The last player to do so must drink.
Step 3. Change the rule for the two
The two almost always means you (due to the assonance with "two" in English), or the possibility of indicating someone who has to drink. However, there are some variations.
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The 2 changes places.
If a player draws a 2, all participants must swap places with someone else. The last one to sit down has to drink.
Step 4. Change the rule of three so that it reverses the direction of turns
In almost all variations, the three is for "me". You can, however, also use it as a "turn reversal". If a player draws a 3, the direction of play changes from clockwise to counterclockwise or vice versa.
Step 5. Change the rule for four
Four is in some cases used to make women drink.
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4 is the dinosaur.
If a player draws a 4, he is allowed to draw a dinosaur on another participant's face.
Step 6. Change the rule for five
There are many variations for the five, including:
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5 is for dancing.
When a player draws a 5, everyone has to start dancing. The last person to do this has to drink.
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5 is for diving.
If a player draws a 5, everyone has to dive under the table. The last player to do so must drink.
Step 7. Change the rule for six
Six is often used to make boys drink.
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6 is the master of thumbs.
If a player draws a 6, he becomes the thumb master. Every time he puts his thumb on the table, all the other players will have to do the same. The last one to do it has to drink. The thumb master remains so until another 6 is drawn.
Step 8. Change the rule for seven
Seven is another card with many variations. Some people use it for "thumb master" or "never have", according to the other rules.
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7 is the snake's gaze.
If a player draws a 7, he has the snake's gaze - every time he catches a competitor's gaze, that person has to drink.
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7 is the bomb.
This is a group rule. Clockwise, all players have to count, starting with "1", the next player will say "2" and so on. Multiples of seven (14, 21) or the numbers that contain it (17, 27) must be replaced by the word "BUM!". Whoever makes a mistake, drinks and the game goes on.
Step 9. Change the rule for 8
Since eight (eight) in English rhymes with many words, many variations are attributed to this card.
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8 is for hate (hate).
Choose a player, who will have to start drinking until you tell him to stop. However, if the drink runs out before you can stop it, you will be the victim of the game - and whoever you are targeting will be able to control you.
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The 8 is straight.
There are two options for this rule. The player who sits directly in front of the cardholder must drink, or the player who took the 8 must drink a shot of the alcohol of the participants' choice. The rules come from the meaning of "straight" in English (straight) … in the sense that alcohol must go down all in one go, without mixing it with other drinks or drinking water.
Step 10. Change the rule for nine and ten
These cards are usually associated with rules that you have not assigned to the others. Some ideas include:
- Fish again.
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Foreign Minister.
This makes you the only person who can speak to anyone who is not playing.
Step 11. Override the rule of kings to avoid drinking the common glass
In some cases, if the situation suggests it or if the drinks have been mixed too much, you may want to avoid drinking the king's glass. There are many ways to do this:
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Kings are the slaves.
If you draw a King, you will have to follow the orders of the table, within the bounds of what is permissible. An example of penance is having to refill everyone's glasses when they have finished drinking until another king is caught. Never treat the slave too badly - you can't know when it's your turn.
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Kings are categories:
if a player draws a king, he can choose a category, such as "dog breeds" or "car models". Each player will then have to name something that falls into that category, such as "mastiff" or "Cinquecento". If a player can't think of anything within 5 seconds, they'll have to drink. Some assign this rule to 10s.
Part 3 of 3: Inventing Rules for Jacks
Step 1. Rule of the "green sprite"
This rule requires players to imagine that they have a green pixie above their glass. For the duration of the game, they will have to mimic the movement of taking it out of the glass before drinking and putting it back after drinking. Those who do not do so will have to drink again as a penalty.
Step 2. 3 Rule B
Under this rule, players cannot say the words "drink", "drink" or "drank" for the duration of the game. Whoever uses one of those words will have to drink as a penalty.
Step 3. "Opposite Hand" Rule
With this rule, right-handed players can only take the glass with their left hand, left-handed players only with their right. Anyone caught drinking with their dominant hand will have to drink a second time as a penalty.
Step 4. Rule "forbidden to indicate"
This rule is clear. Players cannot indicate anything or anyone for the entire game. Anyone who breaks the rule will have to drink.
Step 5. Rule "no touching"
Players will have to choose a part of the body (lips, hair, ears, etc.) that no one will be able to touch for the entire duration of the game. Anyone who breaks the rule will have to drink.
Step 6. The "no swearing" rule
Again it should be pretty clear. Swearing is not allowed for the duration of the match. If a player breaks the rule, he drinks. It may be helpful to make a list of prohibited words before starting.
Step 7. "Nickname" rule
Each player receives a nickname upon introduction of the rule. If at any time a player refers to another without using the nickname, he must drink.
Advice
- Create a reference table with the rules in advance, or at least quickly explain them to participants before starting.
- If you're playing with people you don't know well, allow each to introduce a rule to spice up the game.
Warnings
- Play only if you are of legal drinking age.
- Always drink responsibly. King's Cup is a game, not an excuse to drink dangerously. If you or another person is drinking because of the "rules" but shouldn't, stop gambling right away.