Screw Your Neighbor
One card each, one chance to dump your dud on your neighbor.
Truths, dares and drinks dealt from a pyramid of fate.
Also known as: Take or Give
Give and Take deals your fate from a pyramid of face-down cards split into two moods: the Give side, where matching a card lets you hand out drinks, truths, or dares, and the Take side, where you receive them. Each player guards four private cards, the dealer flips the pyramid one card at a time, and whoever matches must act. It is part card game, part truth-or-dare, and entirely a machine for generating stories nobody will confirm tomorrow.
The pyramid climbs in value as it narrows, so early matches cost a sip or an easy question while top-row matches demand serious dares or serious drinks. Because your cards are dealt face up for all to see, there is no bluffing and no escape - when your Queen comes up on the take side, the whole table already knows it is yours. That inevitability is exactly what makes the flips so deliciously tense.
Arrange the pyramid so every row has a clear Give half and a Take half - many groups place Give cards on the left and Take on the right, alternating flips between sides. Announce which side each card belongs to before flipping it, because the same 9 of hearts means opposite things depending on where it sits.
Your four cards sit face up in front of you all game. There are no secrets in Give and Take: everyone can see that you are holding two Kings, and everyone is waiting for a King to hit the Take column. The transparency is the fun - your fate is public knowledge in advance.
The dealer flips one pyramid card at a time, bottom row first. Every player holding that rank is involved - matches trigger by rank, not suit. If nobody matches, the card is dead and the game moves on. If two players match the same card, both act, in seat order.
Match a Give card and you choose: assign the row's drink count to any player, or ask any player a truth question scaled to the row. Row one is 'what is your most-used emoji'; row four is confession territory. The target can swap a truth for drinking the row value, always.
Match a Take card and the table decides your fate: drink the row's value, or accept a dare invented by the group and dialed to the row's height. Low-row dares should be silly and instant; top-row dares can be all-night rules like speaking in an accent. Dares must never be dangerous, destructive, or involve leaving the building.
The final single card at the top is both Give and Take at maximum value: whoever matches it hands out the biggest penalty of the game AND takes one themselves - usually a big dare plus finishing a healthy portion of their drink. If nobody matches the peak, the last player to have taken anything inherits it. Then rebuild and run it back.
Strip out the dares and the drinks-as-default: every Give is a question you ask, every Take is a question you answer, with drinking only as the opt-out tax. The pyramid becomes an escalating interview, and the top rows produce genuinely revealing answers. This is the version for new friend groups and first dates with an audience.
Deal the four player cards face down and let players memorize them Beeramid-style, opening the door to bluffing: claim a Give match without proof unless challenged. Wrong challenges drink double; caught bluffs drink double. It grafts Pyramid's lying engine onto Give and Take's truth-or-dare stakes, which gets chaotic in the best way.
Assign each pyramid row a theme before flipping: row one is childhood questions, row two is dating, row three is work, row four is 'things you would never post.' Matches must give or take within that theme. The pre-labeled dread of watching row four approach is worth the extra setup minute.
The dealer flips on a strict fifteen-second timer, matches or not, and anyone who fails to notice their own match before the next flip takes the row value doubled. It converts a laid-back parlor game into a reflex test and stops the mid-game dare committee meetings from stalling the night.
Split into pairs who share a combined eight-card hand and split all consequences: one teammate answers the truth while the other drinks the dodge tax, or one performs the dare while the other narrates. Matches happen constantly with eight cards, and shared punishment builds the fastest alliances in party-game history.
Give and Take appears to be a folk descendant of pyramid-style college card games, with the truth-and-dare layer likely borrowed from slumber party classics somewhere along the way. No inventor or origin date is recorded, and rule sets differ noticeably between countries - some play pure drinks, others pure dares. Its structure suggests it evolved as a gentler, more social remix of Beeramid sometime in recent decades.
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