Jackbox Drinking Game

Phones out, lies in - the party pack with penalties.

Also known as: Jackbox Party Pack Drinking Rules

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Players 3-10
You needJackbox Party Pack, phones, a TV, drinks
DrinkAnything
Intensity
Time30-90 min
Jackbox Drinking Game drinking game - setup illustration

Jackbox is the party game for rooms where not everyone wants a controller - Phones are the gamepads, the TV is the stage, and every round ends in a public vote. That structure is a drinking game waiting to happen. Votes become sips, successful lies become power, and the pack's endless parade of trivia bluffs, fake definitions and t-shirt slander gives you a fresh trigger every ninety seconds. Nobody needs gaming skill; they need nerve and a phone battery.

The rules here are deliberately game-agnostic, built on the two currencies every Jackbox title shares: votes and lies. Fool someone, they drink. Get zero votes, you drink. Audience members - The players beyond the eight slots - Drink and vote right along with everyone else. It scales from a triple-date to a full house party, and it's the rare drinking game where the funniest person and the drunkest person are usually different people.

What you need & setup

  • Load a Party Pack, pick a bluffing or voting game, and get every phone connected to the room code.
  • Everyone gets a drink - Including audience members beyond the player slots.
  • Agree on 5-6 triggers from the rules list and pin them in the group chat.
  • Nominate a host to read prompts aloud with maximum drama and settle disputes.
  • Chargers by the couch: dead phone batteries are the only way to truly lose.

How to play Jackbox Drinking Game

Pick a votes-and-lies game

Choose a title built on bluffing or voting - Fake-answer trivia, made-up definitions, head-to-head joke battles. These produce clear, screen-verified triggers every round: who fooled whom, who got votes, who got nothing. Pure drawing games work too, but bluffing games are where the drinking rules sing, because every reveal names its own winners and losers in public.

Make votes the currency

The backbone: every vote your answer earns lets you assign one sip; an answer that earns zero votes means you take two and sit with that. Head-to-head votes are simpler - The loser of each matchup sips once. Because the screen tallies everything automatically, this drinking game uniquely never has scorekeeping arguments. The TV is the referee and it cannot be lobbied.

Reward the beautiful lie

In bluffing rounds, every player you fool with a fake answer drinks one sip, announced by the reveal screen for maximum theater. Falling for the game's own decoy answer costs two sips, because being outwitted by software deserves reflection. These triggers make people write funnier, more plausible lies - The drinking game actively improves the Jackbox game.

Punish safe and reward bold

Add spice triggers: sip if you submit the round's most obvious answer and it ties with someone else's identical joke, and hand out a sip if the room laughs out loud at your entry before votes are even cast. The host arbitrates laughter honestly. These rules push the table away from safe plays and toward the unhinged answers Jackbox exists for.

Deal the audience in

Everyone past the player cap joins as audience members on their phones, and they drink too: one sip whenever the answer they voted for loses, and a communal audience sip when a player pulls off a perfect round. Audience integration is Jackbox's superpower - Fifteen people can be in the drinking game with eight in the actual match. Nobody spectates dry.

Rotate packs and pace the night

Swap game titles every two or three rounds - Different games spotlight different players, and rotation is the format's natural break point: refill waters, plug in phones, shuffle who's in the player slots versus the audience. End the night with a champion-of-champions round where the winner of each game faces off, table sipping on every reveal. Then taxis and toast.

The rules

  • Every vote your answer receives: assign one sip.
  • Your answer gets zero votes: take two sips and accept the silence.
  • Fool someone with your fake answer: they drink one sip per victim.
  • Fall for the game's own decoy answer: two sips - You lost to software.
  • Lose a head-to-head vote: one sip; lose it in a shutout, two.
  • Pick the actual truth in a bluffing round: hand out one sip, smugly.
  • Submit an identical answer to another player: you both sip and high-five.
  • Win a round outright: assign three sips, split however you like.
  • Audience members sip when their chosen answer loses.
  • Whole table sips when anyone achieves a perfect round or unanimous vote.
  • Phone dies mid-game: one sip and you're audience until it revives.

Variations & house rules

Streamer Mode Stakes

Play with extended timers and run every prompt as a performance: answers must be read aloud by the host in a dramatic voice before voting, and anyone who laughs at their own entry while it's read sips preemptively. It slows the game down and doubles the comedy, ideal for smaller groups who care more about the bits than the bracket.

Trivia Gauntlet

Stick to the pack's trivia-style games and drink on knowledge alone: one sip per wrong answer, hand out one per correct streak of three, and the round's last-place finisher toasts the leader. No bluffing, no writing - Just the quiet horror of learning what your friends don't know. Great for mixed groups where writing jokes on a phone feels like homework.

Anonymous Author

Before votes, the host reads every answer and the room guesses out loud who wrote each one before the reveal. Guess right and the author sips; guess wrong and you do. Layered on top of the normal vote triggers, this variation weaponizes how predictable your friends are - The sixth 'that's absolutely Dave' of the night is a communal drinking event.

House Party Relay

For big gatherings: run two packs on two screens in different rooms, with teams rotating between them every twenty minutes. Each room keeps its own trigger list; moving rooms costs one hydrating glass of water at the door. The relay keeps a twenty-person party circulating and ensures the drinking stays diluted across hours, rooms and dozens of tiny rounds.

Pro tips

Bluffing games make the best drinking games - Every reveal screen is a pre-scored list of who drinks and why.
Sips only, always. Jackbox rounds resolve every minute or two, and vote-based triggers fire constantly across a full pack.
Keep the host role rotating; reading prompts aloud is the best job in the room and shouldn't be monopolized.
Family filters exist in the settings. Decide as a group before grandma picks up a phone, not after.
Chargers and water share the coffee table. Both prevent the two saddest ways to leave the game early.
Write funny over safe - The drinking rules punish bland answers harder than wrong ones, by design.

Where Jackbox Drinking Game fits on the shelf

  • Jackbox Drinking Game is one of the gentler picks on the shelf - 6th of 6 video games by intensity, rated 2 out of 5.
  • The sweet spot is 3-10 players - enough for chaos, few enough that every turn matters.
  • A typical session runs 30-90 min - a solid middle act for the evening.
  • Browse the full video game drinking games shelf to compare all 6 games side by side.

A little history

Jackbox drinking rules arose organically almost as soon as the Party Packs launched in 2014, with living rooms and streamers layering house penalties onto the votes the games already tallied. The format descends from the trivia and bluffing drinking games that predate it - Attach sips to a public vote and any parlor game becomes a drinking game. No inventor exists to credit; every group's rule sheet is a remix.

Drink responsibly: Rounds resolve fast and votes stack, so cap any single reveal at three sips and keep everything sip-sized. The mercy rule is always live - Anyone behind downgrades penalties to one sip - And pack-rotation breaks double as phone-charging, water and fresh-air stops between games. See our safety guide for pacing tips and alcohol-free versions.

Jackbox Drinking Game FAQ

Is this an official Jackbox Games feature?
No. These are fan-made house rules with no affiliation to, or endorsement from, Jackbox Games. The Party Packs ship as all-ages party software; the drinking layer is invented entirely by players and lives at your table, not in the software. We reference the Jackbox name only to identify which games the rules are written for - Nothing here is official.
Which Jackbox games work best with drinking rules?
Anything built on bluffing or voting: fake-trivia games, made-up-definition games, and head-to-head joke battles map perfectly onto the fool-and-vote triggers. Drawing games work with simplified rules - Sip per vote against you - While slower deduction games dilute the pacing. Every Party Pack contains at least one strong candidate, so rotate titles and let the room discover its favorite.
How many people can actually play?
More than any game on this site. Player slots run up to eight or ten depending on the title, and the audience system lets dozens more vote from their phones - And the rules here deal audience members into the drinking directly. A twenty-person house party works fine with one screen, one room code, and a trigger list pinned in the group chat.
Do people who aren't drinking get left out?
Not remotely - This is the easiest drinking game to play dry, because the actual game is writing jokes and lying to your friends. Non-drinkers swap sips for points or water, and their zero-vote humiliations sting exactly as much. Since votes, not drinks, drive the comedy, mixed tables of drinkers and non-drinkers play on genuinely equal footing all night.
What if the votes make one person drink constantly?
That's the fooled-everyone jackpot problem, and the mercy rule solves it: anyone falling behind can downgrade every penalty to a single sip for the rest of the game, no questions asked. Also cap any single reveal at three sips total, regardless of vote count. The game should punish bland answers with laughter, and let the drinks stay decorative.