7-11-Doubles Drinking Game

Roll a 7, 11 or doubles and watch someone scramble to chug.

Also known as: Sevens Elevens and Doubles · 7/11/2x

Be the first to rate this game
Your rating:
Players 3-8
You need2 dice, 1 cup, drinks
DrinkBeer
Intensity
Time15-40 min
Play 7-11-Doubles online
7-11-Doubles drinking game - setup illustration

7-11-Doubles strips the dice drinking game down to a single, savage mechanic: pressure. Roll a 7, an 11 or any doubles and you get to pick a victim, fill the cup, and start re-rolling the moment their fingers touch it. If you hit another 7, 11 or doubles before they slam the empty cup down, they refill and go again. There is no scoring, no strategy - just a race between a chugger and a pair of dice.

This is the game people mean when they talk about dice-game intensity. With good triggers landing on about one in three rolls, victims get caught in loops that turn a quiet Tuesday into a highlight reel. You need three to eight players, two dice, one cup and a table that can take a beating. Learn it in one round; remember it forever.

Play 7-11-Doubles online

Free, instant, works on one phone passed around the table.

What you need & setup

  • Sit 3-8 players around a sturdy table with two dice and one designated chug cup.
  • Agree on a standard pour - a third to half a cup of beer is the sane default.
  • Everyone keeps their own drink for refills; the chug cup lives in the middle.
  • Pick a first roller by any method you like, then move clockwise.

How to play 7-11-Doubles

Roll for a trigger

On your turn, roll both dice. You are hunting for a 7, an 11 or any doubles. Roll anything else and your turn is over - pass the dice to your left. Roll a trigger and the fun begins: you have just earned the right to nominate a chugger.

Pick your victim and pour

Point at any player and fill the chug cup to the agreed line. Your victim cannot refuse, but here is the key rule: you cannot touch the dice again until they touch the cup. The moment their hand makes contact, the race is live and you may start rolling as fast as you can throw.

Race the re-roll

Your victim's job is simple and horrible: finish the cup and get it back on the table before you roll another 7, 11 or doubles. If you hit a trigger while any liquid remains, they must refill and start over. If they finish and slam the cup down first, they are free and the dice pass left.

Watch for the fake-out

Veterans hover a hand over the cup to bait the roller into an early throw. If you roll before your victim has actually touched the cup, the trigger does not count - and at most tables, rolling early is a foul that makes YOU drink the cup instead. Discipline wins this game.

Call your own fouls

Spilled dice, cocked dice on the cup rim, and rolls that leave the table are dead rolls - re-throw them. A chugger who slams the cup with beer still in it must refill and go again. Appoint the most sober player as referee for disputed slams; this game generates disputes.

Pass and repeat

Once a chugger survives - or the roller throws a non-trigger to start a turn - the dice move clockwise. There is no winner and no end state; 7-11-Doubles runs until the table calls it. Most groups play it in twenty-minute bursts between other games, which is exactly the right dosage.

Roll outcomes

RollWhat happens
7, 11 or any doublesRoller picks a chugger: fill the cup, they must finish it before the roller re-rolls
Anything elsePass the dice left

The rules

  • Roll a 7, 11 or any doubles: pick any player as the chugger and fill the cup.
  • The roller may not roll again until the chugger touches the cup.
  • Once touched, the roller re-rolls as fast as possible.
  • If a 7, 11 or doubles lands before the cup is empty and back on the table, the chugger refills and restarts.
  • The chugger escapes by finishing the cup and touching it down before the next trigger.
  • Rolling before the cup is touched is a foul - the roller drinks the cup.
  • Dice off the table or cocked on the cup are dead and must be re-rolled.
  • Any non-trigger roll at the start of a turn passes the dice left.
  • No player can be nominated twice in a row (recommended mercy rule).

Variations & house rules

Three Strikes

A chugger who gets caught three times in one turn is freed automatically, and the roller finishes the final cup themselves. This mercy rule keeps one unlucky friend from getting buried and adds a nice risk to gleefully hammering the same victim.

Community Cup

Instead of nominating one chugger, a trigger means the cup goes to the next player clockwise, no exceptions. It removes the targeting politics - and the alliances - and spreads the damage evenly around the table. Better for groups with mixed tolerances.

Doubles Pass

Only 7s and 11s start a chug race. Doubles instead let the roller pass the dice to anyone, skipping the normal order. It slows the drinking dramatically while keeping the paranoia, which makes it the right speed for longer sessions.

Speed Pour

The roller must pour the cup themselves with one hand while holding the dice in the other, and may not set the dice down. Sloppy pours get redone. It gives the chugger a few seconds of breathing room and adds a fine motor skills test the roller will fail hilariously.

Water Rounds

Every third nomination is a water cup, no exceptions and no telling which round it is until the pour. Keeps everyone hydrated, keeps the pressure mechanic intact, and honestly the panic-chugging of water is just as funny.

Pro tips

Set the pour size low. The game's fun is the race, not the volume - a third of a cup races just as well as a full one.
As the chugger, control the tempo: take a breath, plan the chug, then touch the cup. The clock starts on your terms.
As the roller, pre-stack your grip so your first re-roll is instant - most catches happen in the first two seconds.
Use a cup with a wide mouth; narrow cups slow chugs and inflate refill counts unfairly.
Rotate a referee for slam disputes before feelings get involved.
Retire the game after two or three loops per person - this one escalates faster than any other dice game.

Where 7-11-Doubles fits on the shelf

  • 7-11-Doubles is the most intense of the 9 dice games on this site, rated 4 out of 5.
  • The sweet spot is 3-8 players - enough for chaos, few enough that every turn matters.
  • A typical session runs 15-40 min - a solid middle act for the evening.
  • Browse the full dice drinking games shelf to compare all 9 games side by side.

A little history

7-11-Doubles is usually credited to American fraternity culture, with most accounts placing its rise somewhere in the late twentieth century, though hard evidence is predictably thin. It likely descends from older tavern dice games built around the 7 and 11 'naturals' of craps. The re-roll race mechanic - dice against throat - seems to be the game's own invention, and it is the reason the game survived while gentler cousins faded.

Drink responsibly: 7-11-Doubles is built on speed-drinking, which makes it the easiest dice game to overdo. Keep pours small, cap any player at two or three chug loops per session, slot in water rounds, and shut the game down while it is still funny - that is the skill. See our safety guide for pacing tips and alcohol-free versions.

7-11-Doubles FAQ

What are the odds of rolling a 7, 11 or doubles?
Higher than most players think. Out of 36 possible two-dice combinations, six make 7, two make 11 and six are doubles - that is 14 out of 36, or roughly a 39 percent chance per roll. A fast roller gets off a throw every couple of seconds, which is why slow chuggers get caught in refill loops so easily.
When can the roller start rolling again?
Only after the chugger physically touches the cup. This is the game's most important rule and its biggest strategy point: the chugger controls when the race starts, so smart players settle themselves before making contact. If the roller jumps the gun and rolls early, the standard penalty is that the roller drinks the cup themselves.
What counts as finishing the cup?
The cup must be empty and back in contact with the table before the next trigger lands. A cup slammed down with beer still in it does not count - the chugger refills and restarts. Most tables rule that a trigger rolled at the exact moment of the slam goes to the chugger, so do not cut it close.
How much should we pour into the cup?
A third to half a standard party cup of beer is the classic pour. Anything more turns refill loops dangerous rather than funny. Never play this game with liquor in the chug cup - the whole mechanic is built around repeated fast drinking, and spirits break it completely. Beer, cider or water only.
Can the same person be picked over and over?
Under raw rules, yes - and that is exactly how the game goes wrong. Most experienced tables adopt a no-repeat rule (you cannot nominate the previous chugger) or the Three Strikes mercy variant. Targeting one friend all night is the fastest way to end both the game and the friendship.