Drunk Cornhole
Classic bags with drinking rules on every toss.
Knock the bottle off the pole - catch the frisbee or drink.
Also known as: Polish Horseshoes · Frisbeer
Beersbee - Also known as Polish Horseshoes or Frisbeer - Is the thinking athlete's lawn drinking game. Two poles stand about 30-40 feet apart, each with an empty bottle balanced on top. Teams of two take turns throwing a frisbee at the opponents' pole, trying to knock the bottle off, while the defenders scramble to catch both the falling bottle and the frisbee before they hit the ground. Points for hits, drinks for drops, and a shocking amount of diving.
What makes Beersbee endlessly replayable is the double-duty defense. A good throw forces impossible choices: lunge for the tumbling bottle or track the deflected frisbee? Meanwhile, the signature rule - You must have a drink in one hand at all times - Turns every catch into a one-handed highlight. It scratches the same itch as cornhole and spikeball but adds real athletic drama, making it the go-to for beaches, campsites, and tailgates everywhere.
Each team of two stands behind its pole, drinks in hand, facing the other team across the gap. Teams alternate throws - One frisbee, one throw per possession, launched from behind your own pole. The throw must be catchable-ish: at or near the pole, not spiked into the dirt or sailed over everyone's heads, or it scores nothing and costs the thrower a drink in many house rule sets.
The dream throw clips the pole or bottle directly, sending the bottle flying. A direct bottle hit is worth the most, but even near misses matter: any frisbee the defenders let touch the ground can score. Aim for the pole at chest height - It forces defenders to choose between bodies colliding, bottle falling, and frisbee skipping away. Chaos is your friend on offense.
Here's the beautiful problem: you must keep your drink in one hand at all times, so all catching is one-handed. If the frisbee hits your pole, one defender tracks the falling bottle while the other chases the deflected frisbee. Catch both and the throw scores nothing. Communication matters - Call 'bottle!' or 'disc!' early, because two teammates diving for the same object ends badly and hilariously.
Classic scoring is simple once you see it in action: a bottle that hits the ground scores 3 points, a catchable frisbee the defenders let touch the ground scores 1, and a clean defense - Bottle and disc both caught, or the bottle never disturbed - Scores zero. Uncatchable garbage throws score nothing no matter what happens afterward, which is why accuracy beats power on every single possession.
Drinking triggers keep the game social: defenders drink when the bottle hits the ground, when they drop a catchable frisbee, or when a throw scores any points. Throwers drink for wild, uncatchable throws. And the cardinal rule - Anyone caught without a drink in hand, ever, finishes it. Sips, not chugs; Beersbee is a long game and the diving catches demand functional reflexes.
Teams alternate possessions until one side reaches 21 points (win by 2 in most house rules). Swap which teammate throws each possession so both players stay involved. When the game ends, the losing team traditionally finishes their drinks and challenges the winners to a rematch, resets the bottles, and the afternoon disappears one possession at a time. Round-robin brackets work great with three or more teams.
The purist ruleset: glass bottles, exactly 30 paces between poles, and the strict one-point 'ground rule' where any catchable disc the defense fails to catch scores - No leniency for awkward hops or sun-in-eyes excuses. Games run to 21, win by two, and the drink-in-hand rule is enforced with religious fervor. This is the version arguments should default to.
Swap glass bottles for empty cans, which fly further when hit and are far safer on decks, driveways, and crowded beaches. Because cans are lighter, the wind plays a bigger role and defenders get slightly more reaction time, making this the friendlier version for new players. House rule: crushing the can after a 3-point knock earns a bonus celebration sip.
Set four poles in a square with four teams of two, each defending their own bottle while attacking any other pole. Throw order rotates clockwise, and every team drinks by the normal triggers. Alliances form and collapse in real time. Scoring races to 15 because points come faster, and defenders quickly learn to never fully trust the team beside them.
Play a 'course' around a park or campsite: each hole is a pole planted somewhere new, and teams count throws until someone knocks the bottle off, golf-style - Lowest total after nine holes wins. Drinks flow per normal Beersbee triggers along the way. Turns the game into a walking afternoon event and rewards touch and accuracy over defensive heroics.
Identical rules with water bottles, soda, or nothing in hand at all - Though keeping the one-hand rule with any beverage preserves the game's signature clumsy-catch comedy. Beersbee is legitimately fun as pure sport, and this version keeps the whole campsite in the bracket, designated drivers and kids included. The diving catches need no alcohol to be spectacular.
Beersbee's origins are hazy, but the game seems to have grown out of North American campgrounds and college campuses, with roots often traced to the 1970s-80s frisbee boom - Some accounts credit Canadian campers, others American students, and the 'Polish Horseshoes' name adds its own unexplained folklore. Whatever its birthplace, the game spread through beach towns and tailgates for decades, and commercial pole sets in the 2010s turned a DIY pastime into a packaged lawn-game staple.
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