Cards and dice and stuff--get a browser, damnit! The Games We Play
Part Two

Make sure you see our Obligatory Comments on the games.

Three Man

Three man is a dice game that should be run fast and furious. Three man's play essentially works such that rolling a seven makes the player to the left of the roller drink, and an eleven makes the player to the roller's right drink. On a roll of doubles, the die are given out so that one die is rolled to see the number of drinks the player receiving the dice will take, and the other die is given as the number rolled. The dice can be given out singly or as a pair. A player rolling any of these combinations may continue shooting, otherwise the dice are passed clockwise around the circle.

The way a player becomes three man is usually quite flexible and depends heavily upon the commonly agreed to rules.
This is a good middle-of-the evening game, since the high-volume of alcohol three-man consumes is better done after one has some steam going.
When there is no three man in office, rolling a three (two and a one) makes the roller three man. From that point on, whenever a three comes up on the die, either as a total sum or as an individual die, the three man must drink, doubly for pairs of threes. Depending on how cutthroat the players are, there are a number of ways to remove three man status. The most commonly agreed to way is for a player to roll three doubles in a row. Another way is for the three man to roll double threes himself, at which point he may either pass the die or leave the office vacant for the next three roller, as the group decides (beforehand, of course). Three man must drink his way out of office before retiring.

Depending on the group, a roll of nine can either be a social drink or a drink for "nine-man" (also known as "shit-man" commonly) who's role is similar to that of three man.

Mexicali

The goal of Mexicali is to beat or tie the dice roll of the previous player. Each player rolls the dice under a opaque cup and announces the highest combined score that he could have "written down"--IE a roll of five and six is "sixty-five", a roll of 1 and 6 is "sixty-one".
This game has a relatively high "learning curve", but makes for an excellent early-evening game.
Mis-announcing a roll (such as "sixteen" in the previous example) is a rookie move and is cause for a penalty drink.

There are a number of special rolls that aren't counted in the same manner. Doubles are counted as hundreds: double two's are "two-hundred". A roll of 3-1 reverses and 3-2 is a social. In these cases, play starts over and the player rolls again. A roll of 2-1 is Mexicali and is the highest combination in the game. Announcing any of these rolls as their point score ("twenty-one") is a rookie move and is penalized.

Since the player's roll is hidden a player may and is encouraged to bluff. Any player may call his bluff. If the bluffer is caught, he must drink and play starts over. If the accuser is wrong, he drinks and the game continues.

Chandeliers

Chandeliers is a variant on the popular game of Quarters where players try to bounce a quarter off the table and into a cup. The difference here is that every player has a glass of beer which is "theirs" around a common larger container of beer such a small pitcher or carafe, the arrangement looking somewhat like a Chandelier.
This is a good game for dragging people into gaming--it is usually boisterous, full of action, and interesting looking. It also gets the players drinking a fairly good amount all at once.
Players attempt to shoot the quarter into another's glass, causing the other to drink on a successful landing. Players who sink a quarter continue shooting, misses are passed to the next player in the circle.

If the quarter lands in the center glass, each of the players must race to drink their beer, as the last one to do drink and place their glass down must drink the central beer. To keep the race even, all players glasses should be kept filled evenly and no player should be allowed to have their hands or arms on the table. The glasses, when finished, must be slammed upside-down to prove that they are empty, and cheaters must pay the price. Obviously, to make this game worthwhile, the center glass should be a goodly deal larger than the surrounding glasses. To make sure that there is no confusion, players should all touch their glasses at the same time to make sure that everyone gets their glass in the commotion that is to follow. Cutthroat players will, at this moment, declare the center container "live" ("liiiiiiiiiiiive carafe!!"), at which point any player touching it is forced to drain it.

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