Beer Ball
Hit their can with the ball, then chug until the catch is made.
Land the coin in the pitcher and the other team drinks the lot.
Also known as: Pitchers · Bounce Pong
Anchorman is the loud, high-stakes cousin of Quarters: two teams line up on opposite sides of a table with one big pitcher of beer between them, and take turns bouncing a coin off the table into it. Land the coin and the entire other team has to drink the whole pitcher before the coin comes back. The twist that gives the game its name - every team names an anchor, the closer who drinks last and has to finish whatever is left.
It plays fast and it plays personal. One clean bounce can bury a team under a full pitcher, so every throw comes with a wall of trash talk and a table full of people willing it to miss. Because the drinking is shared down a line and the anchor cleans up, the pressure lands squarely on whoever the team trusts most. It is part carnival game, part relay, and completely built for a rowdy crowd.
On your turn, bounce the coin once off the tabletop and try to land it inside the center pitcher. It has to hit the table first, not go in on the fly - a direct throw does not count. Miss and the coin passes to the next thrower on the other team. It is Quarters aimed at one shared target, so a soft, high bounce works best.
When your coin lands in the pitcher, the entire opposing team has to drink it dry before the pitcher can come back into play. They drink in a set order, one player at a time, passing the pitcher down their line. Nobody can start until the person before them has swallowed and handed it over, so the whole team is on the clock together.
The anchor drinks last and has to finish whatever beer is left when the pitcher reaches them. Teams stack the order so lighter drinkers take smaller pulls and the anchor closes it out. Choosing your anchor is real strategy: pick someone who can reliably empty a half-full pitcher, because a make against you is a guaranteed team-wide drink.
Once a pitcher is drained, refill it to the agreed line and play continues - the coin goes to the next thrower. Rounds move quickly because a single made shot resolves in seconds, and the tension resets every time a coin clatters on the table. Keep the pours modest so a run of makes does not bury one team.
There is no universal win condition, so pick one before you start. Common options: first team to land a set number of coins, most makes over a fixed number of rounds, or simply play until a pitcher or two is gone and call it. A timer keeps the volume of beer predictable, which matters in a chugging game.
After a team finishes a pitcher, give a beat before the next throw - it stops the game from snowballing into back-to-back chugs on a tired team. Rotate who throws so the same person is not carrying the aim all night, and let anyone tap the anchor role to a teammate if they have had enough.
Fill the pitcher with water and keep everyone's real drink to the side; when your team loses a pitcher, each player takes an equivalent sip of their own beer instead of chugging shared water. Same aim, same anchor drama, but every player controls exactly how much alcohol they take on. It is the cleanest and most inclusive way to run the game at a big party.
Swap the single big pitcher for a smaller jug or a large cup so a made shot means a modest amount of beer, not a face-full. Ideal for lighter groups or long sessions where nobody wants to chug a full pitcher every couple of minutes. The game plays identically - just with far gentler consequences on every make.
When the game is tied at the end, both anchors face off one on one: each bounces at a fresh, lightly filled pitcher, and the first to land a coin wins it for their team - with the losing anchor finishing the pitcher solo. It turns the whole night into a build-up toward a single dramatic duel between the two closers.
Add a stopwatch: time how long each team takes to empty the pitcher after a make, and award the round to whichever team was quicker across the night's makes. It rewards a tight, well-drilled drinking order and gives the non-throwers something to compete over, since aim is not the only skill that decides it.
Anchorman appears to be a North American college and house-party invention, most often described as a team spin on Quarters that spread through fraternity circles in the late 1900s. Reliable documentation is thin, and the name, the number of players and the exact pitcher rules vary widely from campus to campus. The one constant everyone agrees on is the anchor - the designated last drinker who finishes the pitcher - which is almost certainly where the game got its name.
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