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How to Play

Game Setup and Equipment:
1. Lots of Beer, trust'll need it.
2. One rectangular table (1/2 in. plywood at least), 8' x 4' official size.
3. 2 dowel rods, and a fringe to make a net. The fringe is so you can tell if the die goes under the net; the fringe will flip up.
4. Four competitors in two teams of two.
5. Four wide-mouth cups capable of holding about 12 oz. of beer.
6. 1 standard, six-sided die. It might be a good idea to have a few because they could get lost. Those little fuckers are hard to find when you're drunk.
7. Four chairs or other suitable surfaces for sitting upon.
8. A standard bar towel for spillage, and sploosh over splash.
9. Lots of room to play. A garage or game room would be perfect.

Note: See the "Build a Table" section for things you need to build your table.

Typical regulation table is 8'x 4'. Height of table approx. 30" high, net should be approx. 68" at its highest point & 65" or so at its lowest point (the net will sag in the middle). Placing the table on a pool table would be a good height. Another tip would be to use 12 milk crates, 3 for each table leg. This makes the table and legs easy to store if you don't have a permanent storage space. Adjustable and folding saw horses are also a very good option.

The object of Beer Die is to throw the die up and over the net and sink the die in one of your opponents' cups. Sinking, or "splooshing", your opponents awards your team 2 points. On the event of a sploosh, the person that was splooshed must chug the remainder of the beer in their cup before continuing play. The die must at least hit the opponents' side of the table or one of their cups on every throw. If the die hits your opponents' side of the table or the cup, then one of the opponents must catch the die with one hand. If the opponents do not catch the die, then 1 point is awarded to your team. If the die does not hit the table, no points are awarded and both members of the team that missed the table must take a drink before the game can continue. See below for more specific rules.

Rule Number 1 of Beer Die: "YOU DO NOT TALK ABOUT BEER DIE!"

2. Teams will start at opposite ends of the table (the long way).

3: Games are played to 7 win by 2 or first team to 9 points.

4: Both teams will roll the die once to see which team goes first. The team that rolls the highest number goes first. On the event that both teams roll the same number then the teams will roll again until a winner is decided.

5: Once play has started, NEVER EVA EVA EVA EVA EVA EVA say the numbers 5 or 7. These are referred to as the "Bad Numbers". If you must refer to these numbers during game play for any reason they are referred to as "low-bad" (5) and "high-bad" (7). Or you can create any other words to refer to these numbers as you wish. If someone says "5" or "7" during game play (even timeouts), then the player that said the numbers must drink 1 whole beer for each time they said the numbers. For example, if someone asks you your phone number and you're stupid enough to tell them during play, "235-7459," you would have to drink 3 beers before play could resume. Exceptions can be made to "Newbies" to the game; they tend to make this rookie mistake. If someone says "fifty" then that is okay because it doesn't contain the full word "five", but if someone says "seventy" they must drink because it contains that word "seven".

6: All players will start each game with a full 8 oz. - 12 oz. beer, and must refill as needed. Players can choose to drink whenever they want, but they must refill their cup when the beer gets too low. As a rule of thumb, a player's cup needs refilled if the beer level is below the player's first knuckle when they put their index finger on the table vertical next to the cup. If playing from a keg then fill approx. 12 oz.

7: Each player has a circle in their corner of the table. All beers must be in their circles for a throw to count. Except if your partner is throwning then your cup DOES NOT have to be in the circle, but the throwing partners cup does have to be in it's circle for a throw to count. If your team throws and a cup is out of the circle then your team's throw does not count and your team will lose that turn. No points are awarded for the throw. Taking a cup out of the circle comes in handy when calling time out to discuss a rule or situation. Anytime cups are in their circles during game play then a throw can be made. Catching your opponents off guard is allowed, so pay attention. A cup is either all the way in or all the way out of the circle. NO half on and half off, it can cause confusion and World Wars.

8: Once the throwing order is decided within the teams, you must abide by this order for the rest of the game. If your opponents catch you going out of order then that player will lose a turn, but possession of the die is NOT given up; no point is awarded. The die may be thrown overhand or underhand, whichever the player prefers. The die can be thrown crosscourt or down the line.

9: "There is no GOD." Some people elect a "GOD" before each game starts. The GOD is a mutually agreed upon referee for the game being played. The GOD knows the rules and can settle any disagreements in the game. We personally do not play this way. We find that ANY outside help tends to be biased toward one team or the other and can cause problems. Any disagreements in the game should be worked out between the teams and by the teams only. If an agreement cannot be reached then there should be a "re-throw" or a "do-over".

10: Your opponents must catch the die with one hand if it hits their side of the table or one of their cups after a throw. It cannot be trapped against the player's body, and it cannot be caught with two hands. The die can bounce off anything in the room and still be caught as long as it never hits the ground or stops moving. Walls, couches, cups, spectators, lights, polar bears, hookers, and kegs are all in play. Once the die hits the ground or stops moving it is dead. No points are awarded for a catch... only a no-catch that hits the table or opponents cup or a Sploosh are awarded points.

11: If a throw is made and the die stays on the table for any reason, then the team that threw the die will take a number of drinks corresponding to the number shown on the die. Drink sips, not full beers. Except when the die lands on 5 and stays on the table. Players that threw the die must then finish their beers and refill before play continues.

12: On the event of sinking the die into one of your opponent's cups, (2 points) then the player that was splooshed will chug their remaining beer, refill their cup, and roll the die. The players partner must drink the number of sips indicated by the die. The winning team (first team to 7 win by 2 or first team to 9 points) remains on the table until they lose or pass out. If you are not involved in a tournament...this is how we usually play. Pick a partner, if you and your partner win 3 times in a row then that team leaves the table and has to break up for the rest of the night and choose new partners. This keeps teams that are waiting to play rotating in and out of the game. It just keeps things moving smoothly and is fair for everyone waiting to play.

How to score points:
1. Throwing the die over the net, hitting the opponents' side of the table or one of their cups and your opponents fail to catch the die. (1 point)

2. Sinking, or "splooshing", one of your opponents' cups with the die. (2 points)