Ship, Captain & Crew
Find your 6, your 5, your 4 - then sail on the leftovers.
Roll a 7, 11 or doubles and watch someone scramble to chug.
Also known as: Sevens Elevens and Doubles · 7/11/2x
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.
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.
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.
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.
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.
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.
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 | What happens |
|---|---|
| 7, 11 or any doubles | Roller picks a chugger: fill the cup, they must finish it before the roller re-rolls |
| Anything else | Pass the dice left |
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.
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.
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.
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.
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.
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.
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