Three Man
Roll a three, crown a victim - long live the Three Man.
Two dice, a table and gravity - that is the whole setup. Three Man curses, 7-11-doubles pressure rolls, sea-shanty Ship Captain Crew and bluffing duels decided by the bones.
Roll a three, crown a victim - long live the Three Man.
Roll a 7, 11 or doubles and watch someone scramble to chug.
Find your 6, your 5, your 4 - then sail on the leftovers.
Five dice, one cup, zero honesty - call the bluff or drink it.
The 21 beats everything - if you believe the roller.
Six cups, one die - fill it, roll it, and pray for empties.
Two ones and the table drinks - simple, sudden, savage.
A table, four cups and a die flying at terminal velocity.
Push your luck one roll too far and drink the difference.
The gentlest game on this shelf (intensity 2/5) - teach it in one round and let 3-10 players settle in.
Rated 4/5 - the most intense pick here. Save it for the night's main event and pace accordingly.
Works from 2 players up, so a quiet night still gets a real game.
| Game | Best for | Players | Intensity | Time |
|---|---|---|---|---|
| Three Man | Roll a three, crown a victim - long live the Three Man. | 4-8 | 20-45 min | |
| 7-11-Doubles | Roll a 7, 11 or doubles and watch someone scramble to chug. | 3-8 | 15-40 min | |
| Ship, Captain & Crew | Find your 6, your 5, your 4 - then sail on the leftovers. | 2-8 | 15-30 min | |
| Liar's Dice | Five dice, one cup, zero honesty - call the bluff or drink it. | 2-6 | 20-40 min | |
| Mexicali | The 21 beats everything - if you believe the roller. | 3-8 | 15-30 min | |
| Sixes | Six cups, one die - fill it, roll it, and pray for empties. | 3-8 | 15-30 min | |
| Snake Eyes | Two ones and the table drinks - simple, sudden, savage. | 3-10 | 10-30 min | |
| Beer Die | A table, four cups and a die flying at terminal velocity. | 4 | 30-60 min | |
| Drunk Farkle | Push your luck one roll too far and drink the difference. | 2-8 | 30-45 min |
Dice games are the great equalizer of drinking games: no aim, no memory, no vocabulary - just probability and nerve. That makes this shelf the right opener for mixed groups where nobody wants to be bad at something. Three Man is the classic on-ramp because the cursed-title mechanic writes its own jokes, while 7-11-Doubles is the accelerator you break out when the table wants pressure and chanting.
Two pieces of table craft: roll into a shallow box lid or a folded towel - dice that fly off the table trigger endless 'does that count?' litigation - and keep a spare pair of dice within reach, because the ones in play develop a reputation ('these dice hate Marcus') and swapping them mid-game is a legitimate house ritual. For head-to-head nights, Liar's Dice and Mexicali reward bluffing over luck; for big circles, Snake Eyes barely needs a table.
Want something different? Browse all 108 drinking games, jump into Quick Play, or check the party guides for picks by group size and occasion. And whatever you play, read the drink-responsibly guide first.
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