A great college party drinking game that is played quite frequently is 7-11-Doubles. This game requires 2-8 players.  You can technically have as many players as you want, but it starts to get very crowded at the table and takes longer in between turns.  The objective is to roll a 7, 11, or a double with the two dice and make someone at the table drink.  Below is a list of equipment and rules that are needed to play 7-11-Doubles.

Equipment

  • 2 Dice
  • Table (or other flat surface people can circle around)
  • Alcohol (beer or mixed drinks)
  • Cup

 

Rules

Fill the cup about ¾ of the way with the selected alcohol.  This obviously can vary depending on the size of the cup and how challenging you are looking to make the game.  But for a standard red cup, ¾ works well.

To start the game, pick someone who will roll the dice first.  This is usually the host or the game organizer if the host isn’t playing.  Give them the dice and they become the Roller.  The Roller will now roll the two dice.  This leads to two possible outcomes:

  1. If the dice add up to 7 or 11, or there are doubles, the Roller chooses someone at the table to become the Drinker.  The Drinker now has to finish the drink in the center of the table before the Roller rolls the dice to add up to 7, 11, or doubles again.  The Roller cannot start rolling the dice until the Drinker touches the glass.  This can get interesting because if the Roller touches the dice before the Drinker touches the glass, then they swap roles.  Trickery is allowed and highly recommended.  Once the Drinker touches the drink, the Roller rolls the dice as fast as he can over and over until he gets the required roll.   If the Roller rolls a 7, 11, or doubles before the Drinker finishes his or her drink, then the glass is refilled and the turn is repeated.  If the Drinker finishes the drink before the Roller can roll a 7, 11, or doubles, then it is the end of the turn and the Roller passes the dice to the Drinker, he or she becomes the Roller and the game starts over again.  As a fun side note, anyone at the table is allowed to “save” the Drinker.  This means that someone at the table grabs the drink and tries to beat the Roller.  If they fail, then they become the new Drinker.
  2. If the Roller does not roll a 7, 11, or doubles, then their turn is over. They then pass the dice to the next person in the circle and the game starts over.
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