🥤 Flip Cup
Team relay: chug your cup, flip it rim-to-table, pass to the next player. First team to finish wins; losers pick the next game.
Equipment: Plastic cups (one per player), flat table, drinks. Teams of 4–6 work best.
Ranked list of the best party drinking games — rules, equipment, difficulty ratings, and pro tips. Start with Never Have I Ever, then rotate through card classics, cup games, and confession formats all night.
Fun ★★★★★ = maximum laughs. Difficulty ★ = easiest setup. Click any game to jump to full rules.
| # | Game | Fun | Difficulty | Players | Equipment |
|---|---|---|---|---|---|
| 1 | Never Have I Ever | ★★★★★ | ★☆☆☆☆ | 4–100+ | Drinks only |
| 2 | King's Cup | ★★★★★ | ★★☆☆☆ | 4–15 | Deck of cards, center cup |
| 3 | Truth or Dare (Drinking) | ★★★★★ | ★★☆☆☆ | 4–20 | Drinks only |
| 4 | Beer Pong | ★★★★★ | ★★★☆☆ | 2–4 per table | Table, 20 cups, 2 ping-pong balls |
| 5 | Flip Cup | ★★★★★ | ★★☆☆☆ | 6–20+ | Plastic cups, flat table |
| 6 | Would You Rather (Drinking) | ★★★★☆ | ★☆☆☆☆ | 5–50+ | Drinks only |
| 7 | Most Likely To | ★★★★☆ | ★☆☆☆☆ | 6–20 | Drinks only |
| 8 | Waterfall | ★★★★☆ | ★☆☆☆☆ | 4–15 | Drinks (often via King's Cup) |
| 9 | Quarters | ★★★★☆ | ★★★☆☆ | 2–8 | Quarter, cup, flat surface |
| 10 | Paranoia | ★★★★☆ | ★★☆☆☆ | 4–12 | Coin, drinks |
| 11 | Higher or Lower | ★★★★☆ | ★★☆☆☆ | 3–8 | Deck of cards |
| 12 | 21 (Blackjack) | ★★★★☆ | ★★☆☆☆ | 3–8 | Deck of cards |
| 13 | Ride the Bus | ★★★★☆ | ★★★☆☆ | 4–8 | Deck of cards |
| 14 | Truth or Drink | ★★★★☆ | ★☆☆☆☆ | 4–15 | Drinks only |
| 15 | Power Hour | ★★★☆☆ | ★★☆☆☆ | 2–20+ | Playlist or timer, drinks |
| 16 | Slap Cup | ★★★★☆ | ★★★☆☆ | 4–10 | Cups, table |
| 17 | Three Man | ★★★☆☆ | ★★☆☆☆ | 3–8 | Two dice |
| 18 | Put a Finger Down | ★★★★☆ | ★☆☆☆☆ | 4–20 | Drinks or fingers only |
| 19 | Categories | ★★★☆☆ | ★★☆☆☆ | 4–15 | Drinks only |
| 20 | Medusa | ★★★☆☆ | ★☆☆☆☆ | 4–12 | Drinks only |
The #1 party drinking game — zero equipment, infinite replay value, and the perfect gateway to every other game on this list. One reader, everyone reacts.
If the statement applies to you, take a sip. Reader drinks if nobody else has done it.
Start with 10 fingers up; put one down when it applies. Last fingers up wins — no alcohol required.
Anyone who drinks owes a 30-second story. No story = finish your drink.
Stack categories: dating disasters, travel chaos, work confessions, then spicy (opt-in only).
Drink if you have NOT done it — flips the dynamic for groups that know each other too well.
90-second timer per reader. Hesitate and you drink. Resets energy between slower card games.
200+ NHIE drinking prompts · 150+ party questions · Play online free
Spread a deck face-down around a center cup. Players draw cards and follow assigned rules. Each King poured into the center cup; whoever draws the fourth King drinks the cup.
Each turn, the player chooses truth or dare. Refuse either option and you drink. Truths reveal secrets; dares push boundaries. Cap at 15 active players and rotate spectators in.
Drinks only. Optional: bottle for spinning to pick the next player.
Read two options. Players move to sides of the room or raise hands. The minority side drinks. Split 50/50? Everyone drinks. Perfect wind-down format while people grab water.
Drinks only. Enough floor space for two sides of the room (optional).
Team relay: chug your cup, flip it rim-to-table, pass to the next player. First team to finish wins; losers pick the next game.
Equipment: Plastic cups (one per player), flat table, drinks. Teams of 4–6 work best.
Two teams of two at opposite ends. Ten cups in a triangle per side. Throw ping-pong balls into opponent cups — sunk cups are removed and drunk. First team to clear all cups wins.
Equipment: Ping-pong table (or any long flat surface), 20 plastic cups, 2 ping-pong balls, beer or water.
Bounce a quarter off the table into a cup. Make it — assign a drink. Miss — pass the quarter. Three makes in a row lets you make a house rule.
Equipment: Quarter (or similar coin), short glass or cup, flat hard surface.
Two players race to flip their cup — steal your opponent's turn by flipping before they finish chugging. High-energy 1v1 or small circle format.
Equipment: Plastic cups, flat table, drinks.
Usually triggered by an Ace in King's Cup. The person who drew starts drinking and everyone follows in a chain — you can't stop until the person to your right stops. Escalates fast; use sparingly.
Equipment: Drinks for everyone. Often played as a King's Cup card rule — no extra gear needed.
Whisper a question about someone in the group to the person next to you. They choose: answer aloud or drink. Flip a coin — heads the question is read to the group, tails it stays secret.
Equipment: Coin, drinks. Works best with 4–12 close friends.
Flip a card. Guess if the next card is higher or lower. Wrong guess — drink. Streak bonuses for three correct guesses in a row. Also called "Ride the Bus" round 2 in some regions.
Equipment: Standard deck of cards, drinks.
Deal two cards per player. Closest to 21 without busting wins; losers drink. Bust — finish your drink. Blackjack — everyone else drinks.
Equipment: Deck of cards, drinks.
Four rounds of card guesses (color, higher/lower, inside/outside, suit). Wrong guesses accumulate drinks. The loser flips a pyramid of cards — drink for each number card until a face card stops the bus.
Equipment: Deck of cards, drinks. Best as a late-night finale.
Point at one person on "Who is most likely to…" Most fingers on you — drink. Unanimous vote — finish your drink.
Personal questions only — refuse to answer and sip. No dares keeps it simpler than full Truth or Dare.
One sip every 60 seconds for an hour. Background format — use sparingly with water breaks.
Roll doubles — become Three Man and assign drinks until the next doubles. Equipment: two dice.
NHIE with fingers instead of drinks. First to zero fingers loses — or drinks if playing the hybrid version.
Name items in a category going around the circle. Hesitate or repeat — drink. Often triggered by a Jack in King's Cup.
Everyone looks down. On "3," look up at someone. Make eye contact — both drink. Equipment: drinks only.
Missing a deck? Use our free printable NHIE cards or online player until someone runs to the store.
Question games (NHIE, Would You Rather) scale to 50+. Card games cap at 8–15. Run multiple tables for Beer Pong and Flip Cup.
Start PG for mixed crowds — coworkers, cousins, new partners. Escalate only after a group vote on spicy tiers.
Rotate sit-down confession games every 20–30 minutes with active games (Flip Cup, Beer Pong) to keep the night moving.
Card games need a deck and flat surface. Cup games need space and cleanup supplies. Question games need nothing but drinks.
Opener: NHIE. Middle: King's Cup or 21. Peak: Truth or Dare in a smaller circle. Wind-down: Would You Rather with water breaks.
Hosting 15+ people? See our party games for large groups and large group rotation guide.
Never Have I Ever: 10-finger method or sip juice/soda when the statement applies.
King's Cup: Center cup filled with water or a gross (but safe) mix — same card rules.
Beer Pong: Water Pong — identical rules, water in cups. Less mess, same competition.
Flip Cup: Use juice or soda in cups. Relay format unchanged.
Would You Rather: Minority side takes a bite of snack or does a silly dare instead of drinking.
Truth or Dare: Refuse either option = do a clean dare (sing, dance, call a friend) instead of drinking.
The best opener on this list — 200+ prompts, printable cards, and a free app. Then rotate through King's Cup, Flip Cup, and Truth or Dare as the night heats up.