Horse Race
Four aces, one track - bet your sips and scream your horse home.
Outguess the dealer or put them out of their misery.
Also known as: F*ck the Dealer · Beat the Dealer
Screw the Dealer, also known by a considerably ruder name, is the only classic card drinking game where one player is officially everyone's enemy. The dealer holds the deck while the table takes turns guessing the top card, two tries each, with a higher-or-lower hint in between. Guess wrong and you drink the difference between your call and the truth. Guess right, though, and the dealer drinks big while the whole table grins.
The hook is the escape clause: the dealer cannot pass the deck until two players in a row completely whiff. One hot guesser can chain correct calls and pin an increasingly desperate dealer in the seat for what feels like a geological era. Add the face-up discard grid that lets sharp players count cards, and you get a guessing game with genuine strategy, real villainy, and the most satisfying role reversals in card drinking games.
The player to the dealer's left names any rank, two through ace, trying to call the deck's top card exactly. The dealer looks at the card privately and responds only with higher or lower if the guess misses, or reveals it if the guess is dead on. No suits, no colors - rank is the whole game.
Armed with the higher-or-lower clue, the same player guesses once more. Nail it on either guess and the dealer drinks: commonly the difference between the guess and the card in sips on the second try, or a flat heavy penalty on a first-guess hit. Miss both and the drinks flow the other direction.
When both guesses miss, the guesser drinks the gap between their final guess and the actual card. Guess a 5, reveal a 9, drink four. The card is then flipped into the face-up grid for all to study, and the guessing seat moves one player clockwise while the dealer stays trapped.
The face-up grid is the strategy layer. Four sevens already showing means never guess seven. As the deck thins, sharp guessers narrow ranks down mercilessly, and dealer punishment accelerates. Screw the Dealer quietly rewards the most sober-brained card counter at the table, which creates a delicious tension as the night progresses.
The dealer is released only when two consecutive players both miss twice. The deck then passes clockwise, and a new dealer starts sweating. A hot streak of correct guesses can imprison one dealer for a brutally long shift - which is precisely the level of drama the game is named after.
The game runs until the deck is exhausted, with late-game rounds turning into near-certain hits as the grid fills in. The final few cards are effectively free shots at the dealer, so tradition demands the table savor them loudly. Reshuffle, install the most smug guesser as the new first dealer, and run it back.
The polite-company version in more than name: penalties cap at three sips regardless of the guess gap, and the dealer escapes after a single player misses twice. Rounds move much faster, no one gets buried, and it doubles nicely as a quick warm-up game before something heavier takes the table.
After a correct rank guess, the guesser may double down by calling the suit. A correct suit call doubles the dealer's penalty; a wrong one splits the original penalty between guesser and dealer. Pure gambling stacked on gambling, and the source of the loudest single moments in this game.
Once per shift, the dealer may secretly peek at the top card and 'taunt' - offering one true statement about it ('it is a face card'). If the guesser still misses both tries, their penalty doubles. If they hit, the dealer's penalty doubles instead. High risk, high comedy, dealer's choice.
A ten-second shot clock on every guess, counted down by the table. Overtime counts as an automatic miss at maximum distance (drink the full gap to the revealed card). It obliterates the card-counting advantage and turns the game into pure gut instinct, which levels the field late at night.
Sips become points against you, tracked on a pad; lowest total when the deck runs out wins. Because the game already rewards memory and probability, the alcohol-free version is legitimately competitive - a rare drinking game that converts into a real card game without losing its personality.
Screw the Dealer's origins are undocumented, as with most drinking games, but it is believed to descend from old pub guessing games built on a single deck and a punished dealer. Most accounts place its modern two-guess format on American college campuses by the 1980s, where the profane version of the name stuck. The face-up discard grid that enables card counting appears to be a later refinement that became standard.
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