Quick night
Ten rounds, no callouts. A mix of quick reactions and table games, including Same Brain for even tables of four or more. Ride the Bus is the finale with three or more players.
The next round is someone else’s problem.
One phone each. Quick party games. Someone drinks. Join in a browser and let the room settle the arguments.
The short version
Join the room, read the round intro, then play. The result tells you who drinks and why. The host starts the next round.
Let’s play →01 · Get the room together
Tap Start a game. Share the four-letter code, invite link or QR code.
Open the link or enter the code on your own phone. Pick a name. You need 2–12 players; more people unlock more games.
The host picks the options and taps Start game. Everyone sees the order. Tap ? beside any game for its rules, then the host taps Start round 1.
Ten rounds, no callouts. A mix of quick reactions and table games, including Same Brain for even tables of four or more. Ride the Bus is the finale with three or more players.
Every eligible game, plus callouts with three or more players. The lineup opens fast and spaces out the thinking games. Its length depends on the games your table can play.
Use Game options to change the mix, drink rule, difficulty or prompt decks. Each selected game gets a turn before repeats. Small mixes repeat to fill at least ten rounds. A preset keeps your difficulty and prompt decks. Fresh rooms start on Hard; choose Normal for an easier first game.
02 · Know the stakes
The host’s two drink settings control ranked games: speed, timing, memory, words and guesses. “Fastest” means the best result for that game. The game cards below call these settings Messier and Tamer.
The best result stays safe. Everyone else drinks one. If players tie for best, they all stay safe, but none earns an outright win.
The worst result drinks one; tied worst results all drink. In games with an automatic loss, such as a false start or a Chicken bust, those players drink instead. Valid players are then safe.
Some games have their own stakes. Team matches, votes, the potato, horse races, the Spy, duels and the Bus say exactly who drinks below. Hard mode changes some controls, clocks or stakes. The round intro and result show the rule that applies.
03 · Pick a game
Open a game for the action, the drinks and the Hard mode change.
Bluffs, bad drawings and shared guesses.
Everyone has 15 seconds to lock a secret bid of how many answers they can name. Highest bidder performs; tied highest bids get a random pick. Another player is randomly chosen as judge. After a short countdown, the performer has 10 seconds to say distinct answers that fit the prompt. Repeats and answers after the timer do not count. The judge then has 20 seconds to choose Pass or Fail. On Fail, they enter how many answers were right. With two players, the other player judges.
Pass: the performer earns one win and stays safe. Each other player, including the judge, drinks the bid in sips. Fail: only the performer drinks the bid minus correct answers; everyone else is safe. Bid 8 and get 5 right: drink 3. A missing bid cannot win the chance to perform, but that player still gets the usual result. No bids, no available judge, or no verdict means no sips and no wins. Both drink settings use these rules.
Same clock and sip rules. No winner’s prize or extra On Fire sips. Safe players keep their fire.
Secretly choose 0, 1, 2 or 3 coins within 15 seconds. Your first choice locks. The name wheel picks one player after all hands lock. It spins for four seconds, then reveals their coins to everyone. Zero-coin hands can be chosen too. After a short pause, everyone has 15 seconds to guess the full table total, including the revealed coins. Guesses stay secret until results. Most players know two hands; the spotlight player only knows their own. Hands already locked stay in the total if someone disconnects.
The closest guesses are safe and earn one win each, including ties. Every other player drinks one sip. No coin choice or no guess costs one sip, with no double charge. Missing hands are left out of the total and wheel. At least three hands must lock: with fewer, only missing coin choices cost a sip and nobody earns a win. Both drink settings use these rules.
Same coins, wheel, clocks and sip rules. No winner’s prize or extra On Fire sips. Safe players keep their fire.
Same Brain needs an even number of players, with at least four. The game puts everyone in pairs. Everyone sees the same prompt. Without talking or giving hints, each player locks one word within 20 seconds. The first word is final. Capitals and accents do not matter; spelling does.
Every member of a team must match. Matching teams are safe and earn one win per player. Everyone on the other teams drinks one. No matches means everyone drinks; if all teams match, everyone is safe. A missing word makes that team fail. Both drink settings use this rule.
Same rules, same time limit. Matching players keep any On Fire streak, with no extra fire drinks or winner’s prize.
Everyone sees a category. One player is the Spy; only the others see the secret word. Give one clue without using that word. The Spy uses the category to bluff. All clues appear together, then you can talk or vote at once; bigger tables get a longer vote window to read every clue. You cannot vote for yourself, and your first vote is final. The Spy seat rotates so everyone gets a turn. Best with four or more players.
If the Spy is the single most-voted player, they drink two. A wrong leader, any top tie or no votes lets the Spy escape: every non-Spy drinks one. Both drink settings use this rule.
You have 15 seconds instead of 20 to give a clue. The Spy still sees the category.
Read the prompt and vote for the player it describes. The host can change a prompt during the intro. Votes stay hidden until the result.
The most-voted player drinks one. A top tie makes everyone drink in Messier, or just the tied leaders in Tamer. Missing the vote also costs one. These do not stack.
Each top-voted player drinks two, including tied leaders. Other players caught by a Messier tie, or a missing vote, still drink one.
Study the shape for 2.5 seconds, then redraw it in one stroke within 10 seconds. Lock it in, or your current drawing submits when time runs out. Vote for the worst drawing in the unnamed gallery. You may vote for your own. Needs three players: two drawings would only ever tie.
The artist with the most votes drinks one. Tied leaders all drink. No valid drawing or no vote also costs one, with at most one drink per player from this round. With fewer than two valid drawings, the vote is skipped and only missing drawings are charged. Both drink settings use these rules.
You see the shape for just 1.2 seconds. The drawing and voting rules stay the same.
When the potato lands on you, tap to pass it to a random player. Leave the screen alone while someone else has it. The results show who made the final pass and how little time was left.
The final holder drinks two. Your first out-of-turn tap costs one, but you stay in the game. If you also end up holding it, you drink three in total. Both drink settings use this rule.
The fuse is hidden, so there is no countdown to watch, and it runs 10 to 20 seconds instead of 8 to 18. Hit the moving potato target to pass it.
Pick a horse in secret, then watch the same race together. More than one player can back the same horse. There are four horses for two to four players, and eight for five or more.
Back the winning horse to stay safe. All other players drink one, including anyone who never picked. Both drink settings use this rule. A lucky horse does not add a win to your score.
Back the horse that finishes dead last and you drink two instead of one. Everything else is the same luck.
Quick hands and a steady nerve.
Wait until the screen turns green, then tap as fast as you can. Your reaction time appears in milliseconds.
Messier: everyone except the fastest valid tap drinks one. Tamer: early taps, missed targets and no taps drink one; if there are none, the slowest valid tap drinks one.
Hit the white target when the screen turns green. A tap elsewhere is a miss. The wait for green can also stretch to 7 seconds instead of 5.
Tap to inflate your balloon. It takes 18 taps to pop in Normal. Watch the other balloons grow beside yours.
Messier: everyone except the first to pop drinks one. Tamer: the last to pop drinks one. Anyone who has not popped when time runs out ties for last.
Land 12 hits on the moving pin. Your first miss costs one hit of progress; later misses cost two.
The needle sweeps back and forth. Tap once to stop it as close to the target line as you can.
Messier: everyone except the closest drinks one. Tamer: the furthest from the line drinks one. Not stopping counts as the maximum error.
The needle moves faster and you have less time to stop it.
Read the target time. After the shared countdown, count in your head and tap when you think that time has passed. You can see who has stopped, but there is no running clock.
Messier: everyone except the closest to the target drinks one. Tamer: the furthest away drinks one. Never stopping counts as the worst miss.
The target ranges from 3 to 10 seconds, instead of 5 to 10, and you cannot see who has stopped until you stop.
Stay in as long as you dare, then tap once to leave before the hidden bust. You do not need to hold your finger down. The last player out before the bust has the best score.
Messier: everyone except the bravest safe player drinks one. Tamer: anyone still in at the bust drinks one; only if nobody busts does the earliest player out drink.
The bust can happen much sooner, and anyone still in when it blows drinks two.
Memory, words and your best guess.
Watch four pads flash, then repeat the pattern from memory. Each pad also has its own tone. The longest correct start ranks first, then total correct positions, then speed.
Messier: everyone except the best memory score drinks one. Tamer: players who submit nothing drink one; if everyone submits, the weakest score drinks one.
Remember six flashes instead of four. They flash faster too.
Answer the number question without seeing anyone else’s choice. Normal gives you options to pick from. The closest answer wins.
Messier: everyone except the closest guess drinks one. Tamer: missing answers drink one; if everyone answers, the furthest guess drinks one.
The options disappear. Type your own number; you get 20 seconds instead of 15.
Hold your phone sideways. Pan and zoom the map, place your pin where you think the capital is, then lock it in. The result shows the real place and everyone’s pins.
Messier: everyone except the closest pin drinks one. Tamer: players who never lock a pin drink one; if everyone locks, the furthest pin drinks one.
You get the city name but not the country.
Find the shared five-letter word in 4 guesses and 40 seconds. Green means the right letter in the right place; yellow means it belongs elsewhere. Fewer guesses beats a faster solve. If nobody solves it, the best hints found decide the ranking. Once you solve it or use all four guesses, watch the other players’ live coloured grids with letters hidden. Stuck after a guess? Bow out to lock your board so the table is not held to the buzzer; it still ranks on the hints you found. Answers favour familiar words; the wider dictionary still accepts rarer guesses.
Messier: everyone except the best board drinks one. Tamer: players who enter no valid guess drink one; if everyone enters a guess, the weakest board drinks one.
Every guess must use the hints already found: keep green letters in place and include yellow letters.
One last chance to settle the score.
The finale uses four shared cards. Call red or black; higher or lower; inside or outside the first two ranks; then whether the last suit matches any of the first three cards. Aces are high. A wrong call does not end your ride.
The four stages are worth 1, 2, 3 and 4 drinks. A right call earns that many to give away; a wrong call adds that many to your own total. Matching the rank on higher/lower costs four; matching either boundary on inside/outside costs six. After card four, hand out your earned drinks within 30 seconds. Anything you have not handed out when the clock ends is lost.
Five seconds per call instead of ten. A missed call picks the less likely option for you. In Normal, a missed call is a loss at that stage’s usual stake.
04 · Make it personal
With callouts on and at least three players, one is added after every 4 normal rounds when more regular rounds remain. The caller is whoever drank last round and has the most drinks overall; if nobody drank, the table’s biggest drinker calls. The rival picks Quick Draw, Striker vs Keeper or Bar Slide. Everyone else backs a side. See the three duel games.
First to 2 points
At most 5 points are played, including draws. If nobody reaches 2, the leader at the limit wins. Everyone sees the tap times, shot choices or coasters at each reveal, including the final point.
Hard mode adds no change. Callouts use their own stakes: no winner’s prize or extra On Fire drinks. The host can turn them off in Game options.
05 · Just the two of you
With exactly two connected players, the lobby also offers Duel. Pick one game and play 5 sets. Each point moves the marker towards the loser. A lead of 3 points wins the set; at 20 points, the leader wins. A tied set is a draw.
The set loser drinks 2; a tied set is 1 each. Most set wins takes the match, with fewer drinks breaking a tie. Still level? Share the crown. Hard mode does not change these games. In a callout, the same games use the shorter first-to-2 rule.
Ignore the fake-outs and wait for DRAW. The faster valid tap wins the point. Tap early and the point goes to your rival. No taps or an exact tie make a drawn point.
Take turns shooting and keeping goal. Both players choose left, centre or right in secret. Matching choices mean a save and a point for the keeper. Different choices mean a goal and a point for the striker. Missing your choice loses the point; if both miss, it is a draw.
Pull your coaster back and release it towards the target. The closest coaster on the bar wins. Going off the end or into either side gutter is a scratch and loses to a coaster still on the bar. Two scratches, two missing throws or equal distances make a drawn point.
06 · Keep it going
With three or more players connected, win a round outright and take one prize before the host moves on: give one drink to another player, or pick from up to 3 offered games to play next.
The next-game choice appears only when there is a choice to make. It cannot move a scheduled callout or the Bus finale. Big Talk, Pocket Change, Same Brain, duels, callouts and the Bus do not award this prize. A gift adds a drink, but does not break the recipient’s streak.
Finish 3 rounds without a drink from the round result and you are on fire. In supported games, you play the Hard version even if the table chose Normal. If the table is already on Hard, it stays that way.
Ride the Bus does not add to your dry-round streak.
07 · Settle the score
Among the players who played the most rounds, the most wins takes the crown. Fewer drinks breaks a tie. If both are equal, those players share the win.
Big Talk adds one win for a passed attempt. Pocket Change adds one win to each closest guess, including ties. Same Brain adds one win to each matching teammate. Horse Race, Most Likely To, Trace It, Hot Potato and Ride the Bus do not award wins. If nobody earns a win, the fewest drinks decides the crown among those with the best attendance.
The summary also shows drink totals, the longest dry streak, and earned moments: the table’s worst drawing, a Spy bluff that worked, or the closest Chicken escape. The host can end early from a results screen, or let the full lineup finish. New game clears the scores and keeps the room together.
08 · Keep the phones happy
Use the sound button to choose Loud, Soft or Muted. Visual cues still show what to do. Your first tap on the page lets the browser play sound.
Turn on Accessible cues for extra labels and patterns in supported games. Device reduced-motion settings reduce the game’s motion.
Most Likely To has Friendly, Chaotic, Flirty and Spicy decks. The host can mix them in Game options. At least one deck stays on.
If you lose the connection, return to the same room in the same browser. The game tries to restore your seat. Clocks keep running while you are away. A new player joining during a round watches it; a new player joining at results sends everyone back to the lobby with fresh scores.