Bizz Buzz Drinking Game

Count around the circle - but 5s bizz, 7s buzz, and brains melt.

Also known as: Fizz Buzz (drinking)

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Players 4-12
You needNothing but drinks
DrinkAnything
Intensity
Time10-30 min
Bizz Buzz drinking game - setup illustration

Bizz Buzz is counting, weaponized. The circle counts upward one number per person - one, two, three, four - except any number divisible by five becomes 'bizz' and any number divisible by seven becomes 'buzz.' Say the number when you should have said the word, say the wrong word, or freeze while your brain does long division, and you drink. Then the count resets to one and the climb begins again.

On paper it's third-grade math. In practice, the sevens ambush people every single time - 14, 21, 28 arrive on nobody's schedule - and the true horror lives at 35, where bizz and buzz collide into 'bizz buzz.' Watching a table of otherwise functional adults disintegrate somewhere between 12 and 17 is the whole show. It needs no equipment, no setup, and no mercy.

What you need & setup

  • Sit in a circle so the counting order is unambiguous.
  • Everyone gets a drink.
  • Confirm the two rules aloud: multiples of 5 are 'bizz,' multiples of 7 are 'buzz.'
  • Decide whether numbers containing 5 or 7 (like 52 or 17) also trigger - hardcore tables say yes.
  • Pick a starter; counting always begins at one.

How to play Bizz Buzz

Count around the circle

The first player says 'one,' the next says 'two,' and the count travels clockwise, one number per person. Keep a steady, brisk rhythm - Bizz Buzz played slowly is just math homework. The rhythm is also the referee: when someone breaks it, everyone hears the stumble instantly.

Bizz on fives

Any number divisible by five is never spoken - the player says 'bizz' instead. So the count runs: three, four, bizz, six. Multiples of five are mercifully predictable (they end in 5 or 0), which is why fives alone almost never kill anyone. They exist to build false confidence before the sevens arrive.

Buzz on sevens

Any number divisible by seven becomes 'buzz': six, buzz, eight. Unlike fives, sevens follow no pattern your tipsy brain can track - 7, 14, 21, 28 land on random-feeling numbers, and 21 in particular has ended more streaks than any number in the game. Sevens are where Bizz Buzz stops being cute.

Survive the collisions

Numbers divisible by both five and seven - 35, 70, 105 - require the full 'bizz buzz.' The table can see 35 coming from ten numbers away, and the doomed player can feel everyone watching. Nailing it earns applause; blowing it after all that anticipation earns a drink and a memory that will be referenced for the rest of the night.

Drink and reset

A player drinks when they say a number that should have been a word, say the wrong word, speak out of turn, or hesitate past a beat or two. After the penalty, the count resets to one, starting with the player who failed. Resets sting because the group loses all its progress - the shared goal of finally passing 35 is real motivation.

Add rules as you improve

Once the table can routinely clear 40, escalate: make numbers CONTAINING a 5 or 7 (like 17, 52, 57) trigger too, or add a reversal rule where every 'buzz' flips the counting direction. Each added rule roughly doubles the failure rate. The game's ceiling is exactly as high as your group's hubris.

The rules

  • Count upward around the circle, one number per player, starting at one.
  • Multiples of 5: say 'bizz' instead of the number.
  • Multiples of 7: say 'buzz' instead of the number.
  • Multiples of both (35, 70...): say 'bizz buzz.'
  • Saying the forbidden number, the wrong word, or nothing at all: drink.
  • Hesitating past a beat or two counts as a fail.
  • After any fail, the count resets to one with the player who failed.
  • Keep a steady rhythm - stalling to calculate is itself a fail.
  • House option: numbers containing a 5 or 7 also trigger their word.

Variations & house rules

Reverse Buzz

Every 'buzz' reverses the direction of counting. Now sevens don't just replace a number - they fling the count back at the player who just relaxed. The double whammy at 35 ('bizz buzz' plus a reversal) is one of the most reliably lethal moments in all of drinking games. Highly recommended once basics are mastered.

Contains Counts

Numbers merely containing a 5 or 7 trigger the word too: 17 is 'buzz,' 52 is 'bizz,' and 57 is 'bizz buzz' despite being divisible by neither. This roughly triples the trigger density and makes the 50s (bizz, bizz-one... wait, no) a genuine minefield. The table will not survive to 60. That's fine.

Bizz Buzz Bang

Add a third rule: multiples of three become 'bang.' Now 15 is 'bizz bang,' 21 is 'buzz bang,' and 105 - if you somehow get there - is the mythical 'bizz buzz bang.' With three overlapping cycles, almost half of all numbers are words. This is the expert tier, and it is not survivable past 30 for most tables.

Speed Round

One player claps a beat and every number must land on it, with the tempo rising slightly each full lap. No thinking time whatsoever - the sevens must be pre-computed or they will eat you. Rounds are short, loud, and end in spectacular pile-ups. Perfect as a finale when the group wants one last flame-out.

Silent Bizz

Instead of saying 'bizz,' players clap; instead of 'buzz,' they slap the table. The count becomes a strange percussion piece punctuated by numbers. Mixing physical actions with mental math causes a completely different genre of failure - people confidently clapping on 6 - and works brilliantly in loud rooms where words get lost.

Pro tips

Pre-compute your likely numbers while others count - you can usually see yours coming three turns out.
The sevens are the killers: rehearse 7, 14, 21, 28, 35, 42 until they're reflexive.
Watch for 35 approaching from a full lap away and start composing 'bizz buzz' early - collision numbers punish improvisers, and the whole table will be staring at you.
Keep the group's counting rhythm steady and audible - erratic tempo causes more fails than hard math does, because players time their thinking to the beat.
After a reset, refocus - the sloppy fail on 'four' right after a reset is a classic.
Small sips only - constant resets make this game far longer than it looks, and arithmetic is the first skill your drink takes away from you.

Where Bizz Buzz fits on the shelf

  • Bizz Buzz lands mid-table for intensity (7th of 10 word games), rated 2 out of 5.
  • It needs at least 4 players to spark, but it scales all the way to 12+ - a true big-group game.
  • Rounds are fast (10-30 min), so it slots between bigger games without hijacking the night.
  • Browse the full word & talking games shelf to compare all 10 games side by side.

A little history

Bizz Buzz descends from Fizz Buzz, a counting game played in British classrooms and around campfires for generations as mental arithmetic practice; drinkers appear to have adopted it by the mid-20th century, with the name drifting to 'Bizz Buzz' in pub versions. Cementing its nerd credentials, the same game later became a famous programming interview question. Who first attached drinks to the divisibility rules is, as usual, lost to history.

Drink responsibly: Bizz Buzz punishes exactly the faculties that drinking erodes, so the fail rate climbs steeply as the night goes on. Keep penalties to a sip, reset with water rounds when the count can't clear ten, and treat the mental fog as a stop sign, not a challenge. See our safety guide for pacing tips and alcohol-free versions.

Bizz Buzz FAQ

What do you say on 35?
'Bizz buzz' - it's divisible by both five and seven, so both words fire, in that order. It's the first collision number and the game's most famous kill zone, because the entire table sees it coming and the pressure builds for a full lap beforehand. The next collisions are 70 and 105, which most groups meet only in legend.
Is it Bizz Buzz or Fizz Buzz?
Same game, different accents. 'Fizz Buzz' is the older classroom and campfire name, and it's also what programmers call the famous interview problem based on it. 'Bizz Buzz' is the common pub and drinking-game name in many regions. Some tables even split the difference and play 'fizz' for fives, 'buzz' for sevens. The math doesn't care.
Why is everyone failing on numbers like 14 and 21?
Because multiples of five announce themselves - they end in 0 or 5 - while multiples of seven land on numbers that feel random: 14, 21, 28, 42. Your brain runs on pattern recognition, and sevens don't offer one at speed. The fix is rote memorization: chant the seven times table a few times and you'll instantly become the table's most annoying survivor.
How high does the count usually get?
A fresh, sober-ish group typically dies somewhere between 12 and 30 on early attempts - 14 and 21 are the classic first graves. Clearing 35's 'bizz buzz' is a genuine group achievement worth cheering. If your table regularly passes 50, you've outgrown base rules; add Contains Counts or Reverse Buzz and enjoy your return to double digits.
How many players does Bizz Buzz need?
Four to twelve works well, with six to ten as the sweet spot. More players means each person handles fewer numbers per lap - which sounds easier, but also means the trigger numbers land on you less predictably, so you can't just memorize 'my numbers.' With very small groups, the count comes back fast and the math gets relentless.