A whole deck of quick rules - flip, react, and drink round the table.
Also known as: Sociable · Social
Be the first to rate this game
Your rating:
Players 3-10
You needDeck of cards, drinks
DrinkBeer or mixed drinks
Intensity
Time20-40 min
Sociables is the fast, friendly cousin of Kings Cup: one deck, one circle, and a rapid-fire stream of drink, give and group rules that flip up one card at a time. Every card has a meaning - red means you drink, black means you give drinks away, and certain values trigger a rule or a mini-game - so the whole table stays involved on every single flip. There is no complicated cup in the middle and no long setup, just turn over a card and do what it says.
The result is a game that moves faster than Kings Cup and works for anywhere from three to ten players packed around a coffee table. Because the rules are simple and the actions are quick, Sociables is a perfect icebreaker early in a night or a filler between bigger card games. Deal the deck into a face-down pile, agree on your card meanings, and start flipping.
What you need & setup
Sit everyone in a circle around a table or on the floor where all players can reach and see the cards.
Shuffle a standard 52-card deck. Either keep it as one face-down draw pile or spread the cards face-down in a ring in the middle.
Make sure every player has their own drink - beer, seltzer, a mixed drink or a non-alcoholic option all work equally well.
Run through the card meanings out loud so everyone agrees before the first flip; house versions differ, so settle any disputes now.
Pick who flips first and set a direction, usually clockwise. Play passes one card at a time around the circle.
How to play Sociables
Flip a card
On your turn, draw the top card (or grab one from the ring) and turn it face-up in the middle so everyone can see it. Whatever the card means happens immediately, before play moves on.
Handle color: red drinks, black gives
In the simplest layer, a red card means the person who flipped it drinks, and a black card means they hand out drinks to others. The number on the card sets how many sips are in play.
Trigger the value rules
Specific values do specific things - a Ten might start a category round, a Queen might make you Question Master, a King might pour the communal cup. Announce which special applies as soon as the card lands.
Keep the standing rules going
Some cards create a rule that lasts: the Question Master, an assigned drinking mate, or a 'no first names' rule. These stay active and keep catching people out for the rest of the game.
Take your medicine and pass on
Drinks are taken (or given), any mini-game resolves, and the flipped card goes to a discard pile. The turn then passes to the next player, who flips the next card.
Play to the last card
Keep flipping around the circle until the deck runs out. There is no winner or loser - the game simply ends when the cards do, which usually lands at a nicely social twenty to forty minutes.
The rules
Red card: the player who flipped it drinks the number shown (face cards run their special rule rather than a plain number).
Black card: the player who flipped it gives out that many sips, split however they like among the others.
Ace - Waterfall: everyone starts drinking at once, and you can only stop when the person before you does, so the flipper controls the whole chain.
Two - You: point at someone and they drink two.
Three - Me: the flipper drinks three.
Four - Floor: last player to touch the floor drinks.
Five - Guys and Six - Chicks: all the guys (five) or all the girls (six) drink; swap for any split your group prefers.
Seven - Heaven: last player to raise a hand to the sky drinks.
Eight - Mate: pick a partner who now drinks whenever you do for the rest of the game.
Nine - Rhyme: say a word, and each player rhymes it in turn until someone fails or repeats, and that player drinks.
Ten - Categories: name a category (types of beer, car brands) and go around until someone stalls or repeats, and they drink.
Face cards: Jack is a house rule of your choice, Queen makes you Question Master (anyone who answers your questions drinks), and each King pours into a communal cup that the player of the fourth King must down.
Variations & house rules
Simple color-only Sociables
The stripped-down version drops all the value rules and plays on color alone: red means you drink the number shown, black means you give it out, and face cards are worth a flat five. It is the fastest possible way to play and the easiest to teach a new table.
Ring spread
Instead of a draw pile, fan all 52 cards face-down in a circle on the table. Players take turns picking any card in the ring. Breaking the ring (leaving a gap when you pull a card) can carry its own drink penalty, which adds a little dexterity to the flipping.
Sociables with a communal cup
Borrow the Kings Cup mechanic: each King (or each red King) pours a splash of the flipper's drink into a central cup, and whoever draws the last one drinks it. It gives an otherwise winner-less game a dramatic finish.
House-rule stack
Every standing rule that gets triggered - drinking mate, no swearing, nicknames only - stays live at the same time. By the back half of the deck the table is juggling five rules at once, and the sips pile up on whoever forgets.
Non-alcoholic Sociables
Play the identical game with soda, seltzer or water in every cup. Because the sips are small and frequent, it works just as well as a party game with no alcohol at all - ideal for a mixed group.
Pro tips
Agree on every card meaning before you deal - most Sociables arguments come from two players learning different house rules.
Keep the sips small. With a full deck of cards, lots of little drinks add up fast, so a 'drink' should be a modest gulp, not a chug.
If you become Question Master or draw a drinking mate, use the power sparingly and memorably - the fun is catching people off guard, not nonstop nagging.
Write the value rules on a phone note or napkin in the middle so nobody has to remember all thirteen.
Spread the give-drinks around rather than hammering one person; Sociables is at its best when it stays, well, sociable.
Have water on the table alongside the drinks so anyone can tap out of a round by sipping water instead.
Where Sociables fits on the shelf
Sociables is one of the gentler picks on the shelf - 17th of 17 cards games by intensity, rated 2 out of 5.
The sweet spot is 3-10 players - enough for chaos, few enough that every turn matters.
A typical session runs 20-40 min - a solid middle act for the evening.
Browse the full card drinking games shelf to compare all 17 games side by side.
A little history
Sociables belongs to the big family of communal card drinking games that includes Kings Cup, Ring of Fire and Circle of Death, and like those it spread through college dorms and house parties by word of mouth rather than any official rulebook. There is no single inventor or definitive edition; the name simply refers to the shared 'social' drink that several cards trigger, where everyone drinks at once. Because it travels orally, card meanings vary from group to group, which is why every table agrees on its own key before dealing.
Drink responsibly: Sociables spreads a lot of small sips across a full deck, and it is easy to lose track of how much you have actually drunk when every card is a little top-up. Pour modest measures, keep the individual sips small, and keep a glass of water on the table so you can take a round in water whenever you want. Never use the give-drinks cards to pressure or single out one person, let anyone pass on a card without a fuss, and switch to a non-alcoholic version any time the group would rather keep it light. Good hosts eat first, pace the deck, and make sure everyone has a safe way home. See our safety guide for pacing tips and alcohol-free versions.
Sociables FAQ
How do you play Sociables?
Sit in a circle with a shuffled deck in the middle and take turns flipping the top card. Each card has an agreed meaning: as a baseline, red means the flipper drinks and black means they give drinks away, while specific values trigger actions like Waterfall, Categories or making someone the Question Master. You do what the card says, discard it, and pass to the next player, continuing until the deck runs out. There is no winner - it is a social warm-up game, not a competition.
What is the difference between Sociables and Kings Cup?
They are close relatives. Kings Cup centers on a communal cup that fills up as Kings are drawn and gets downed by whoever pulls the last one. Sociables leans on the red-drink, black-give color mechanic and often skips or simplifies the central cup, which makes it faster and lower-stakes. Many groups blend the two, and the card meanings overlap heavily, so the names are sometimes used interchangeably.
What do the cards mean in Sociables?
Color sets the baseline - red is drink, black is give - and values add actions. A common key is: Ace waterfall, Two you, Three me, Four floor, Five guys, Six chicks, Seven heaven, Eight mate, Nine rhyme, Ten categories, Jack house rule, Queen Question Master, King communal cup. Every group tweaks this, so lock in your table's version before the first flip.
How many players do you need for Sociables?
Anywhere from three to ten works well. Around five to eight is the sweet spot: enough people that the give-drinks and group rules land, but still tight enough that everyone can see each flipped card and the pace stays quick. With more than ten, deal two decks together or split into two circles.
Can you play Sociables without alcohol?
Easily. The sips are small and frequent, so swapping in soda, seltzer or water changes nothing about how the game plays. Because Sociables is really about the flipping, the rules and the group reactions rather than getting drunk, a non-alcoholic table has just as much fun - and it is a great option for a mixed group where not everyone is drinking.
More games like Sociables
Top pick Play
Cards
Kings Cup
The king of card drinking games - every card is a rule.
4-10
Hot Play
Cards
Ride the Bus
Guess wrong, drink, repeat - and pray you never drive the bus.
3-8
Play
Cards
Circle of Death
Kings Cup's meaner cousin - break the circle, face the card.
4-10
Play
Cards
Screw the Dealer
Outguess the dealer or put them out of their misery.
3-8
Play
Cards
Horse Race
Four aces, one track - bet your sips and scream your horse home.
4-12
Top pick Play
Party
Never Have I Ever
Every statement is a confession - drink if you've done it.
3-20
Are you 18 or older?
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).
Come back when you're older
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.