Snake Eyes
Two ones and the table drinks - simple, sudden, savage.
Six cups, one die - fill it, roll it, and pray for empties.
Also known as: Six Cup · Roll for It
Sixes might be the simplest drinking game ever built around a single die. Line up six cups, number them one through six, and start rolling. Roll a number whose cup is empty? Pour some of your drink in and pass the die - you are safe. Roll a number whose cup is full? That one is yours now. Drink it, put it back empty, and roll again.
That is the entire game, and it is diabolical. Early on the cups are empty and everyone is smugly pouring. Then the table fills up, the odds flip, and suddenly every roll is a loaded chamber. There is zero skill, zero memory and zero mercy - which makes Sixes the perfect warm-up game, the perfect background game, and a genuinely terrible game to be unlucky at.
Set six cups in a clearly ordered row - cup 1 on the left through cup 6 on the right, or numbered with a marker if your table tends to drift. Every cup starts empty. The row is communal territory: nobody owns a cup, and everybody is one roll from owning all of them briefly.
On your turn, roll the single die and find the matching cup. This is the whole decision tree of Sixes: the die decides, you obey. There are no choices, no bluffs and no take-backs, which is exactly why it works while everyone is talking over each other.
If your number's cup is empty, pour a standard shot of your own drink into it, and your turn is over - pass the die left. Filling feels like winning, and early in the game it mostly is. But every cup you fill is a landmine you are planting for the whole table, including future you.
If your number's cup has anything in it, that drink is yours. Finish it, return the cup empty to its spot, and here is the twist - you roll again. Unlucky streaks in Sixes are self-perpetuating: drink cup 4, re-roll, hit cup 2, drink that, re-roll. The table's job is to enjoy this immensely.
The game breathes. When one cup is full, you are 5-to-1 safe. When five cups are full, the die is basically a sentence. Because drinkers re-roll and refillers pass, the table naturally oscillates between calm pouring phases and one player getting absolutely flattened. That rhythm is the entire show.
There is no win condition - Sixes runs until the group moves on, which is its charm as a background game. For a finale, play Last Call: go around once more, and anyone who rolls a full cup on the final lap drinks it plus gives one out. Then retire the row with honor.
| Roll | What happens |
|---|---|
| 1-5 | If that numbered cup is full, drink it; if empty, fill it |
| 6 | All six cups full? Drink them... just kidding: fill or drink cup six |
Cup 6 is the danger cup: it gets a double pour when filled, and whoever drinks it also hands out two sips to the table. One cup carrying extra weight changes the emotional value of every single roll, and the table learns to dread the six together.
Players pour whatever they are drinking - beer, cider, wine, seltzer - so every full cup is a surprise cocktail decided by history. Chaotic-neutral and very funny, but set a no-liquor rule up front; mystery cups only stay fun when the worst case is a beer-wine hybrid.
Two dice circulate on opposite sides of the table simultaneously, each running the normal rules on the same six cups. Collisions - both dice calling the same cup - make both rollers split it. Doubles the pace, halves the downtime, and turns a background game into a main event.
Start with all six cups full instead of empty. The game inverts: rolls mostly hit full cups early, and the tension comes from racing to be the player who empties the row. Last cup's drinker wins the round and assigns a victory sip. Shorter, sharper, great as a closer.
Alcohol-free scoring version: filling a cup (with water) scores one point, being forced to 'drink' scores minus one, first to five wins. Genuinely playable with kids at a barbecue while the adults play the standard version with the exact same cups. Efficient.
Sixes is one of those games that seems to have always existed - a folk creation of college kitchens and camping trips with no credible origin story attached. It is plausibly a descendant of older pour-and-forfeit tavern games, and its structure independently resembles chance games played wherever cups and dice coexist. Names vary by region - Six Cup, Roll for It - and so do the pour rules, suggesting it was reinvented many times over.
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