Presidents
Climb the table hierarchy - or serve drinks at the bottom of it.
The simplest bet in cards: call it right or drink.
Also known as: High-Low · Hi-Lo
Higher or Lower is the entire concept of gambling distilled into one sentence: will the next card be higher or lower than this one? Call it right and you are safe. Call it wrong and you drink. That is the whole rulebook, which is exactly why this game has survived every trend in party culture - it needs no setup, no memory, no explanation, and it works with two people at a kitchen table or eight people in a hostel common room.
The drinking version adds one elegant twist: streaks. String together three correct calls and you can pass the deck, forcing the next player to face the odds while you sip in peace. Suddenly a coin-flip game grows tactics - do you pass at three, or push for a longer streak and make someone else drink for every correct call you banked? Simple games with one good decision in them are the ones that last all night.
The active player looks at the face-up anchor card and declares 'higher' or 'lower' out loud before touching the deck. Commitment matters: a call made is a call locked, and mumbled hedging counts as whatever the table heard. Anchor cards near the middle, like a seven or eight, are the ones that separate the gamblers from the survivors.
Flip the next card from the pile onto the anchor. Correct call: you are safe, the new card becomes the anchor, and your streak counter ticks up one. Wrong call: take a drink, the new card still becomes the anchor, and your streak resets to zero. Ties count as wrong on the standard ruleset - the deck accepts no cowardice.
Keep calling as long as you keep hitting. Each correct call extends your streak, and reaching three gives you the golden option: pass the deck to the next player and exit your turn clean. Streak rules turn boring hot runs into table-wide events, with everyone counting your calls out loud like a stadium crowd.
At three or more, you choose: pass now, or push your luck for style points and side rules. Many tables reward long streaks - five straight calls lets you hand out a drink, seven lets you invent a rule. Pushing past a comfortable exit and immediately blowing it is the game's signature comedy beat, so push often.
There is real strategy under the hood. Off a 3, call higher; off a Queen, call lower; off an 8, flip a mental coin and accept your fate. Sharper players track what has already appeared - four Kings gone means high anchors are safer than they look. The deck rewards attention even at midnight.
When the draw pile runs out, reshuffle everything except the current anchor and keep going. There is no formal ending - Higher or Lower runs until the table moves on, which is precisely its job as the perfect warm-up, cool-down, and between-games filler. Rotate first call each reshuffle so no one always faces a fresh, uncountable deck.
The game-show format: deal a row of five face-down cards and flip the first as the anchor. The player must call the entire row correctly, one card at a time, to win the round; any miss means drink and a fresh row for the next player. Completing a full row lets you give out five sips.
Before each higher-lower call, the player first calls the color of the coming card. Wrong color adds an extra sip to any miss; correct color banks a 'shield' that cancels one future wrong call. Two predictions per flip doubles the tension and gives cautious players something to hoard.
Arrange fifteen cards in a face-down pyramid, five to one. Climb from the bottom row calling higher or lower on each card; a miss means drink one sip per row reached and restart at the bottom. First player to summit hands out a drink per row. A perfect solo-spotlight version for smaller groups.
Wrong calls cost sips equal to the gap between the anchor and the flipped card - call higher on a 6, reveal a 2, drink four. Big whiffs get expensive fast, so mid-deck anchors become genuinely frightening. Best reserved for tables drinking light beverages who want the calls to carry real weight.
Score one point per correct call, lose two on a miss, first to fifteen wins. Because the pass-at-three decision and the push-your-luck streaks are the actual fun, the scored version works as a legitimate quick card game for road trips and family tables with nothing lost in translation.
Higher or Lower descends from centuries-old banking card games built on the same one-card bet, and its television cousin Play Your Cards Right (based on the American show Card Sharks, first aired in 1978) cemented the format in popular culture. The drinking version is believed to have evolved in parallel in pubs and student houses, since guessing a card and drinking on a miss requires no invention at all - just a deck and an evening.
BestDrinkingGame.net is a drinking-games site made for adults. Please confirm you are of legal drinking age before you come in.
By entering you agree to our terms and to drink responsibly. Know the legal drinking age where you live (21+ in the US).
You need to be of legal drinking age to use this site. Thanks for stopping by, and stay safe.
Every game here can also be played alcohol-free once you're old enough. See you soon.