Mario Kart Drinking Game
Finish your drink before the finish line - never drink and drive (a kart).
Phones out, lies in - the party pack with penalties.
Also known as: Jackbox Party Pack Drinking Rules
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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