Give and Take
Truths, dares and drinks dealt from a pyramid of fate.
Every flipped row raises the stakes - bluff your way up.
Also known as: Beeramid · Pyramid Scheme
Pyramid - or Beeramid, to its friends - is a bluffing game disguised as a card layout. The dealer builds a face-down pyramid on the table, five cards wide at the base and one at the peak, then hands each player four private cards. One by one the pyramid flips, and anyone can claim they hold a matching card and order another player to drink. Here is the catch: they do not have to be telling the truth.
Every row up the pyramid multiplies the stakes - one drink on the bottom row, five at the peak - and every claim can be challenged. Call someone's bluff correctly and they drink double; call it wrong and you do. Since players memorize their four cards at the start and never look again, even honest claims carry a whiff of doubt. It is memory, acting, and petty revenge stacked five rows high.
At the deal, you get one short look at your four cards before they go face down in front of you for the rest of the game. Card order matters enormously - remember position, not just rank. Fumbling your own memory later is where most of the drinking in this game actually comes from.
The dealer turns over one pyramid card at a time, starting at the five-card base and climbing toward the peak. Each revealed card opens a claim window before the next flip. The bottom row is cheap practice; by row four the room goes quiet, because the numbers stop being funny.
If a flipped card matches one you memorized - or one you are pretending to have - point at any player and say it: 'That is my Queen. Drink two.' The drink count equals the row number. You never show the card unless challenged, which is exactly why lying works.
The targeted player can accept and drink, or call 'Bullshit.' A challenged claimer must flip the exact card from their face-down hand. Produce the match and the challenger drinks double the row value; flip the wrong card and you drink double instead. Miscalling your own hand counts as a failed bluff - memory errors get no mercy.
Row one claims move one drink; row five moves five, and doubles to ten on a challenge. Smart players save their real matches and their boldest lies for the top rows where the payout is worth the risk. The pyramid's shape does the pacing for you: wide and gentle below, narrow and vicious up top.
The single peak card is the game's final showdown - one flip, maximum value, and usually at least one desperate bluff. Once claims on the peak resolve, the game ends. Total up nothing; there is no score, only survivors. Shuffle, rebuild the pyramid, and redeal for round two while memories are still questionable.
Build the pyramid six or seven rows tall with the extra rows on the bottom, and deal five memorized cards per hand. The longer climb stretches the game to forty-plus minutes and gives bluffers more low-stakes rows to establish a trustworthy reputation before cashing it in near the peak. Use two decks for big groups.
The player who drank the most (or lost the most challenges) finishes the night riding the bus: the dealer flips a fresh row of five cards one at a time, and any face card sends the rider back to the start with a drink. It welds Pyramid to its natural companion punishment and gives the table a finale to jeer at.
Anyone at the table - not just the drink's target - can challenge a claim. Failed challengers drink double, so third-party heroics carry real risk. This version dismantles bully tactics fast, since a player repeatedly picking on one target will eventually get audited by the whole room at once.
After winning a challenge, the claimer may immediately point at a second player and assign the same drinks again without re-proving anything. Streaks become terrifying, and the table learns to stop challenging players with proven memories. A single honest Queen at row four can end up moving sixteen drinks.
Swap drinks for points scored on a whiteboard - row value for accepted claims, double for won challenges - and play to twenty-one. Identical bluffing, identical memory sweat, zero alcohol required. It also works as a hybrid: points for most rows, drinks only on the peak, keeping the finale festive.
Pyramid's origins are undocumented, but it is widely believed to have emerged from American college culture, where the nickname Beeramid suggests decades of dorm-room play. It shares clear DNA with give-and-take pyramid games and the memory-bluff mechanic of Up the River, and rule sets vary heavily by region - a hallmark of games passed along by word of mouth rather than any rulebook.
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.