Keg Stand
Heels up, hands on the keg - the countdown is the crowd's job.
Slam the frisbee through the slot - or drink to the deflection.
Also known as: KanJam Drinking Rules
Kan Jam is the best backyard disc game ever boxed, and it converts into a drinking game almost without modification. Two teams of two stand at opposite cans - Tall plastic bins with a slot cut in the front - And take turns throwing a frisbee at the far can while a teammate stationed there deflects it home. Points for hits, big points for slam dunks into the can, instant victory for threading the slot. The drinking rules attach a sip to every mistake and a toast to every highlight.
The genius of Kan Jam as a party game is the deflector: every single throw is a two-person play, so nobody stands around waiting to care. Your partner's terrible throw is your diving redemption arc; your perfect line drive is nothing until they slap it in. Add the drink triggers below and every rally has stakes for all four players - Plus whoever's watching from the lawn chairs with a spare beverage and opinions.
On your team's turn, one partner throws the disc from behind their own can toward the far can, where the other partner waits as deflector. Aim for a flat, level flight at chest height on the can - Deflectors can work with anything close, but a disc in the dirt helps nobody. Both partners throw once per turn, swapping roles between throws.
The deflector may slap, tip or redirect the incoming disc with one hand to help it strike or enter the can - But can never catch it, hold it, or carry it in. Think volleyball set, not baseball catch. Great deflectors read the flight early, move their feet, and sacrifice their dignity on the lawn. This is where games are won and highlight reels are born.
Three scoring plays: a dinger (1 point) when the deflector redirects the disc to hit the can; a deuce (2 points) when the thrower hits the can directly with no assist; and a bucket (3 points) when the deflector slaps the disc down inside the can. Points only count when the group agrees the play was clean - Deflections must be hits, not catches.
If a thrown disc flies through the front slot of the can - No deflection, pure throw - The game ends immediately, regardless of score. It's Kan Jam's hole-in-one: rare, outrageous, and the reason every thrower occasionally ignores the safe play to fire at a slot the size of an envelope. Standard drinking rule: the losing team finishes their drinks on a slot shot.
The drinking layer is simple: a throw that misses everything - No touch from the deflector, no can contact - Costs the thrower a sip. A bucket against you costs both defenders a sip; a deuce, one sip each. When either team reaches exactly 21, the losers drink a final toast to the winners. Keep every trigger at sip scale; it's a long afternoon and a lot of throws.
You must land on 21 exactly - Score points that would carry you past 21 and the excess doesn't count; house-rule tables instead reset you to 15 as punishment for sloppy math. Playing the endgame means choosing throws by their point value: at 20, a dinger wins and a deuce is worthless. Win by the slot at any time, though. The slot forgives all arithmetic.
Add a trigger for every outcome: dingers and deuces you score let you assign a sip to any opponent, buckets assign two, and a turn with zero points costs both teammates a sip. It roughly doubles the drinking pace of the standard set, so run it with light beers, shaded seating and a two-game maximum before reverting to standard triggers.
Every game must end on a slot shot: reach 21 and you don't win - You unlock 'match point,' where your team gets two throws per turn at the slot while the other team plays normal scoring to catch up. It turns the instant win into a climax instead of a fluke, and produces the most unhinged celebrations in backyard sports. Losing team still finishes their drinks.
Kan Jam croquet: set the cans at a new distance and angle each game - 30 feet across a slope, 60 feet between trees, a delicate 20-footer around the grill. Each 'hole' is one game to 11 with standard triggers. Keep team scores across the course; the losing team on each hole carries the cooler to the next one. Best played as the spine of an entire barbecue.
Rainy-day version: cans 15-20 feet apart, a foam or soft mini disc, and buckets worth 2 instead of 3 (short-range slap-ins are too easy). All triggers drop to single sips and slot shots score 5 points rather than ending the game, because indoors the slot becomes genuinely hittable. Move the lamps first. You will not move the lamps first, but we said it.
Kan Jam's origins trace to Buffalo, New York, where a garbage-can disc game - Often dated to the 1980s and credited to Charles Sciandra and friends - Was refined and commercialized as KanJam in the 2000s, complete with molded cans and the signature slot. The drinking rules are a natural fan addition with no single author; disc games and backyard beverages have been converging since long before anyone trademarked anything.
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.