Beer die
Beer Die, a "gentleman's game", is a drinking game involving four people, a die, a table, four cups, and beer. It combines the highly competitive nature, required skill and tradition of sport with the copious beer consumption commonly found in other drinking games. Although, unlike most beer-based games (not to mention life) drinking and scoring are generally unrelated. There is no consensus on where the sport originated - as numerous colleges and fraternities claim to have invented the sport. It is, however, generally believed that it originated in the state of Maine, namely at either the University of Maine or Colby College. Nobody has yet traced the history of the Beer Die to Beer Pong, but the game shares much of the same equipment.
Rules
The Table
While there are no official regulations for the table, it has traditionally been an eight feet long by four feet wide piece of plywood, supported by legs at the corners so to be at a comfortable height for the players when sitting (approximately thirty inches). Both size and surface type affect gameplay; a harder surface will cause the die to bounce more, changing certain aspects of the game. Thus it is recommended that material with similar hardness to plywood be used for the surface. Legend has it that the original beer die table was a green ping pong (table tennis) table. An alternative legend is that the game began when the large wooden doors of Colby dorms, frat houses, library and administration buildings were removed and turned into gaming surfaces. Clearly, the invention of the plastic cup and inexpensive dice also played a role in the development. In judging the ur-Myth of beer die, the wooden door theory has several strong arguments: 1) ping-pong tables are difficult to acquire in college; 2) the Colby administration has gone through periodic episodes of remodeling to remove the large wooden doors and also banned in the past the possession of banquet tables which were used for the game and 3) dice do not bounce well off a ping pong surface.
The Die
The die used is a normal six-sided die.
The Cups
Cups must be able to hold one twelve ounce beer and be hard enough so that a die hitting the cup will not move it much. 16oz Hard plastic "keg" cups work quite well. Glass vessels are broken easily by a hearty die-toss and are therefore not recommended.
Basic Rules
Four players form two teams of two players each. The teams sit across from each other at opposite ends of the table. The four cups are filled with exactly one beer each and set at "regulation" positions: each player sets his or her cup on the table one hand length horizontally and one forearm length vertically from the corner of the table closest to him or her. While some people roll the die to determine which team goes first, the majority rule is that the oldest player goes first.
Play consists of the teams taking turns throwing the die across the table, alternating between players. Another popular method of playing is whomever catches the die throws the die next for his team. It is common to 'fake' the other team out by pretending to throw the die while his teammate actually has it. Players must throw from a sitting position. Furthermore, players are not allowed to cross the vertical plane defined by the end of the table when throwing.
At no point during play is any player allowed to stand. As noted above, all throws must be made from a sitting position. Players on the defensive are allowed to leave their seats only in a "diving" attempt to catch the die. Players are allowed to stand during any drinking or any other "dead die" situation. However, the game is sometimes played without this rule and the person in possession of the die chooses which cup to aim for. The player cannot throw until the player catching the die signals he is ready; it is a common courtesy to tap the die a few times on the table before throwing to signal the opposition.
If at any point, a cup is not in the regulation position, play cannot continue. Using this rule, timeout can be called by removing your cup from position or "stepping out of the box".
Games are played to five (called bizz). Usually the first game is played to seven (called buzz).
The words "five" or "seven" may not be uttered during game play by participants. Any infraction or error results in a penalty, which tends to be one sip out of their cup. Some variations of the game require the cup be finished for each mention of the word, and one of the side-objects is one player to get another player to say the number numerous times - for example, asking for his phone number. Only "bizz" and "buzz" may be said, respectively. This rule also applies to all areas of numbers during a game. For example, one may not say the time is "two twenty-five." Instead, he must say "two twenty-bizz." However, since the word fifty does NOT contain the word five in it, you can say fifty without penalty, so "four-fifty" is still legal. However, seventy is pronounced buzzety.
Scoring
A team scores a point when one of its players makes a throw in which all of these requirements are met:
- Is underhand (or overhand depending on the version of Beer Die you play)
- Reaches a certain height (approximately 6 feet above the table height -or- As high as it goes long, some players use a net or a Plexiglass divider in the middle of the table)
- Bounces on the table on the line or on the other side of the center line on a fly
- Goes off the table. Some people play that it can go off the sides as long as it's over the line, others do not.
- Lands finally on the ground
This is harder than it sounds, especially since the other team is allowed to play defense. As soon as the die has bounced or rolled off the table, they are allowed to try to catch it with one hand and one hand only. The die may be juggled between hands, and other body parts can be used in an attempt to catch it, but the die must come to a rest in one hand only. Body traps are not allowed, and result in a point for the opposing team. The die is still in play and can still be caught until it either hits the ground, or stops moving. Sometimes there is a house rule in which only female participants are allowed to trap.
Additionally, some places (such as Cornell) play with a rule called "Backs". The cups are placed a distance away from the end of table (typically the forearm and hand's length combined), and any die that has the first bounce AFTER the cups but still on the table is called a back. The die is dead when called back. This rule increases the skill involved in the game, first by making throwing more difficult (since a throw can't be too hard or else it won't come down until after the cups, so throwers must put more arc in the throw), and also makes the game go longer (thus making stamina an important skill). This rule is not recognized by Colby College.
Also, in some places (such as Minnesota) the cups are placed a hand's width from the side and a hand's length from the edge of the table. If the die lands on the table, behind the cups and bizz up a point is awarded. There is no possible way to defend against such a throw.
Some players observe these additional scoring variations: A team scores a "puke point" when one of their opponents has to vomit. You can't win on a puke point. You can't win on a sink, either, but a sink still counts for chugging. When a sink occurs on game-point forcing the trailing team to chug, it is called a "dick move".
The Beer-Die Cup
NW Territory Beer-Die has created a championship trophy (think Stanley Cup) to honor their past and future tournament champions. It is present at all officially sanctioned tournaments, and is awarded to the winning team. The champions' names are engraved into the trophy next to the date, location, and day's record. The 'Cup is also used to honor Beer-Die Hall of Famers and individual (Savage and Petry) Award winners. To date the Beer-Die Cup has been present at tournaments in 6 different States and 1 Canadian Province, over the course of 10 recognized Tournaments.
The Biz Beer-Die Tenets
Beer-Die Fundamentals: 1. Fair and Honest Play 2. Quality Drunkenness 3. Clever Trash-Talk 4. Competitive Spirit 5. A Love for the Game
"The Four Pillars" At the inaugural beer-die game at Gustavus College in 1997, four beer kegs were used to hold up the table. They were referred to as "The Four Pillars" of Beer-die:
1. Honor 2. Tradition 3. Excellence 4. Discipline
"Sploohing", "Plunking", "Sinking", or "KP"
If a player manages to land the die in an opposing player's cup, the other team fill their cups (keeping the die in the beer) with a new beer, and then chug the entire beer. This is known as a "ker-plunk" aka "KP" (or a "sink" in Newfoundland and at Middlebury College) and counts as a point for the team that plunked. Another variation is that no point is given for a KP and only the beers must be finished. The player that manages a "plunk" would then get to add their name to the table, or add a tally mark under their name. The game then continues as it had before the "ker-plunk." The plunked team, once they chug the entire beer, must spit out the die on the table. If they miss the table, they must drink another beer. As a result, most players move right next to the table so that there is no way the die can roll off the table. If the die lands bizz-up, then the throwing team must fill up their beers and chug, as if they had just been plunked. The die is also placed in the original throwing team's cup and they too get a chance to spit out the die so it lands bizz-up. The process can, in theory, go on forever, but the probability of that is obviously incredibly low. If it lands on anything else, nothing happens.
Plunking brings a unique reward. The player who threw the plunk gets to write his/her name on the table and start a hash mark count of their plunks. In some places when you plunk for the first time, the player is given a "die-name" by all the veterans of the game. The player is required to use this name at this table and every other one until the player plunks 100 times. At this point they may elect for a new "die-name." Any player guilty of a self-plunk must write their name on the underside of the table along with a count of self plunks. Further, they and their partner are required to strip completely naked and run around the building in which they are playing. At some schools (Colby College) a self-plunker does not need to run around the building but has to finish the game completely naked with his/her partner.
You CAN plunk yourself, and both players must still chug an entire beer, and spit out the die. If you spit it out bizz-up, your team must chug another beer. In theory, your team could keep going chugging beers if the die kept being spit bizz-up (and if you miss the table on purpose, you must drink an entire beer).
At some places, the Roll-Out is the procedure following a beer. Under Roll-Out rules, the process is as such:
Following a plunk, the beers should be pounded. Immediately following the die should be rolled out onto the table. The rolling of Bizz-up results in an additional penalty beer.
A Plunk's A Plunk ("Nothin beats a Sink!")
Regardless of the source, intention, or target of a plunk, it always counts. (see "Rams Plunk").
Die Names and Plunking
In the original Beer Die, as played at Colby College, when a player plunks for their first time he or she is rewarded their die name. The name is usually a joke name, since it is invented by the other players on the table. The player who plunked then adds their die name to the table and puts a tick under it to signify the plunk. This "die name" will be their name until the end of college, or if the player does not like his or her die name they can change it to what they choose (besides their own name) after 100 plunks on the same table. A player records every following plunk with an additional tick under their name on the table. When playing on a new table, that player will record their plunks under their original given name. Therefore they will end up "tagging" many die tables across campus with their "die name" throughout college.
Plinking
If a player throws a die that touches or bounces off either of the other team's cup, this is known as a "plink" or "body blow" and requires the team's cup's hit to take a sip. The die can "hit" both cups, this would require 2 sips. In theory, if the die managed to ricochet back and forth between the cup multiple times, it would be that many plinks. The only negative thing that can happen to the throwing team after a plink is if the die ends bizz-up. This is often referred to as a "self plink". If a player catches the die after a plink if it didn't hit the table at any point, then the plink is "right back at ya" and the throwing team drinks. If a plink occurs the defending team does not need to catch the die.
In some circles, no points can be accumulated after a plink. However in those where points may be scored after plinks, doing so is sometimes referred to as a "ploint" or a "two-fer". Hitting the cup can drastically change the direction of the die, yet at the same time it also takes away substantial momentum. Overall, a plinked die has about the same chance of scoring a point as a normal die, although it is much more gratifying for the throwing team and much more demoralizing for the opposition.
As with "a plunk's a plunk", the same goes for a plink. In addition to the die, any object/projectile that strikes the beer is a valid plink, resulting in the opposing team sipping his or her beer. Tradition dictates that after a team member finishes pouring his or her own beer, they are obligated to slide/throw/hurl the empty beer can at an opposing team member's cup. Contrary to popular opinion, knocking over your own beer either defending against a can plink, or knocking it over in the process of hurling your own can, is completely admirable and definitely a cool thing to do.
Drinking
Teams drink together. Both teammates are expected to finish their cups at the same points during the game. One "drink" is one fifth of a beer or one fourth depending on how many drinks you give yourself to finish your cup. As soon as a teams cups are empty, they get filled again.
Besides the "plink" and "plunk" drinking requirements, players may be forced to drink for several illegal moves, such as:
- Throwing a die that does not hit anywhere on the table (called "a heinous")
- Throwing out of turn
- Trying to pass off a trapped die as a catch (commonly known as "bird style")
- Dropping the die on the ground when it is in your possession (between throws) ("Sloppy Die")
- When the die lands on the table, not landing bizz up, whoever the bizz side of the die points at must drink, regardless of whether or not they are participating in the game ("Bizz Points Rule")
- Whenever anything new and/or exciting happens, everyone at the table must drink ("Maxime Rule")
Out of Bounds
If a throw lands on the table legally, but instead of going off the table vertically (where the other team must try to catch it), goes off the table horizontally, this is called an "Out of Bounds", or OB for short. After 3 OBs from one team, that team must drink. The other team can still try to catch the die and if they do so, there is no OB penalty. Most players try to catch the die since it is a gentleman's game, and by doing so, the other team will try to return the favor when you throw an OB. However, some players do not attempt to catch it in an attempt to make the other team drink.
PDT (Perfect Die Toss)
PDT, or Perfect Die Toss, refers to when a player tosses the die and it hits the very end of the table (opponent's side), presumably making the bounce impossible to catch. PDT's, while not officially recordable like plunks, raise a player's status and garner respect from fellow players.
Obviously, when backs are in play, there is no such thing as a Perfect Die Toss, since the die must bounce before the cups, which are not on the end of the table, but rather a forearm and hand's length from the end of the table.
This has also been referred to in some circles as "venom", "kill shot", or "Jesus Drop." It has also been called a "Lugo", in reference to Greg Louganis. There have been cases when players in a drunken, excitable state have accidentally yelled "Guno" when attempting to say "Lugo." There is no penalty for this expression, but such players will be mocked for the rest of the game and generally the rest of their lives.
As with many other aspects of the game, the terminology used for this situation is different at Middlebury, where a PDT is referred to instead as a "nick" or a "Nick Kass Johnsson."
Aficionados at Idaho State University use the term "Miagi"(with emphasis) to describe this perfect throw. It is perhaps the most esoteric term, a reference to the "crane technique" from Karate Kid; "when done correctly, none can defend."
FBP (Full Beer Plunk)
An FBP refers to the phenomenon where a player plunks on a freshly poured beer. There seems to be a connection with a freshly poured beer and the die. This plunk is often characterized by a large splash of beer that demoralizes the team that now has to drink another beer. The characteristic "mushroom cloud" shape and resultant frag pattern of beer have led to the FBP being labelled "Daisy Cutter". Few accomplishments in life can compare to "Daisy Cutting" an opponent.
Low
If the throw is too low, the other team immediately calls Low, and the die, like in Back, is dead. Nothing else can happen with the die once it is called Low, negative or positive for the throwing team. Occasionally, players will call out various words and phrases instead of just simply "low." These include, but are not limited to, "Kurt Loder", "Loder", "MTV News", or the declaration that a certain throw was "ten to the hour."
Another variation is that if a throw is called low, the throw is still live. However, only the throwing team can be penalized for any other infraction that may occur.
This is often referred to as a Whip or simply "height" because it did not reach sufficient height. This is because it is not as high as it is long.
The die must be tossed as high as an average sized man standing with his arm raised at a 45 degree angle.
Some variations say that the die must be tossed over the height of 2 beer cans at the middle of the table.
Other variations demand that the die go as high as the throw goes long, thus a die landing near the middle of the table and bouncing towards the opponent doesn't have to travel as high as a throw landing near the end of the table.
When playing indoors (under a typical height ceiling) some schools demand that the die must come within about eight inches from the ceiling.
Bizz-up
Bizz = 5
If the die is thrown and eventually comes to rest on the table with the "bizz" facing up, the team who last had contact with the die must take a sip (or, in other games, must drink until the non-drinking team touches the die, or in some variations, must finish their beers (see Middlebury College's Mill Social House, below). This rule can lead to the only time both teams drink at the same time - the throwing team plinks, and the die land up bizz-up.
Self Plunk AKA a Self Sink
The most egregious blunder is the self plunk. Plunking your own or your partner's cup, while difficult, is not impossible. On a self plunk both you and your partner must fill and finish your beers, and also, must spit out the die on the table as if it were a normal plunk. If you spit out a bizz (or spit the die off the table to avoid the risk of a bizz), you repeat the process as if the other team had spit out a bizz on your plunk. This could, in theory, go forever, but the odds are obviously extremely low. Often the player who throws the self-plunk must sign the bottom of the table; also known as the "Asshole List". This is a direct result of the humiliating toss that led to a self-plunk.
Another common rule on the self plunk is that you must play the rest of the game naked.
God
Often, someone not participating in the actual competition will be chosen to act as the referee, or "God". "God" has final say on all questionable throws and catches, but he must remain silent until he is asked his opinion. If a player makes a throw that is too low, it is the burden of the other team to appeal to God and ask if it was an illegal throw. "God" is also in charge of keeping score, and knowing how many drinks remain in each player's cup. In some places, it is customary to ask God permission to throw the die after the other team has taken a drink. If the throwing team fails to ask permission, they are required to take a drink.
In some places, "God" is simply known as "The Arbitrator." At Middlebury, the use of "God" has changed over the years. While currently "God" isn't use -- as the players agree to self-referee the games based on the idea that beer die is a gentleman's game -- this has not always been the case. For example, in the mid-1990s at Middlebury, "God" sat on one side of the table while "Satan" sat on the other. The two deities would then argue -- often drunkenly -- about various aspects of the game. It should be noted that during those years at Middlebury, there was by no means a requirement that there be any "God." Rather, that position was usually relegated to a person who wanted to participate in the game but could not stomach the massive drinking, and/or the coordination required to play the game. It was, in some sense, a booby prize. God would, however, be required to put his or her cup of beer on the table on a special mark. On the occasion that a die landed in God's beer, God would have to do a full-beer chug as any other player would under such circumstances. The evolution of the Satan character came naturally, as the yang to God's yin, and was a much less frequent appearance.
Extreme Penalties
If a thrown die fails to cross the "Salsa Line" (in reference to the inaugural game of beer die in which a can of salsa was used to denote center table) and lands on the thrower's side of the table (whether through an exceptionally weak throw, or by bouncing off the ceiling or opponent's cup) that team's players must play with their pants around their ankles until they complete a regulation toss. It is suggested that before play, everyone guarantees that they are indeed wearing boxer shorts. A common variant to this rule states that a die that lands on the thrower's side of the table is either a "heinous" (if it did NOT at any time cross the center line and hit the other team's table) or nothing (if it did cross). If the die lands bizz-up, the throwing team still drinks. If the die did not land and also did not cross, this results in a double drink.
Another variant to the rule states that if you "self plunk" you are required to run around the perimeter of the dorm (no matter the weather) completely naked. Or, depending on house rules, you must simply play naked, or remove an article of clothing. Another variation to this rule is that if one player "self plunks" they must drink all four cups at the table. Also, if one player "plunks" in their partners cup, they must drink their cup of beer and also their partners.
Cheating
Cheating, such as lying about the score or purposefully making a false call on a throw, is considered very poor sportsmanship and incredibly frowned upon. The game is considered a gentleman's game; treat it as such with proper respect.
Bird Style - a variation on the catch that walks the fine line between fair play and cheating, usually dependent on the affability (or in some cases, attractiveness of a female competitor) of its perpetrator. In lieu of executing a clean, one-handed catch, the die is trapped (with one hand) against a bosom, abdominal roll, or other lipid deposit. Bird Style (aka B.S.) catches were a prominent feature of the New Haven scene during the years 1997-2000. It is unclear whether the nomenclature refers to its inventor's tendency to "swoop" or the chicken wing-like appearance of a player's arm after executing a B.S. catch.
The Natural
While under normal circumstances a game will continue without interruption, any player may call, during his/her team's turn at throwing the die, a Natural. This allows any player on the table to leave the table for a bathroom break. This is most commonly used for urination breaks, but in extreme cases it is also used to allow players time to vomit, or "pull the trigger".
Poof Rule
In this version any time the die lands dead on the table with the number "5" face up the team that shot must both finish their beers (this version is played at Middlebury College's Mill Social House). Also in this version no one play is allowed to say the number "5". It is referred to as poof (because of the shape of the dots on that side of the die) and anyone that says 5 must drink their entire beer.
Tactics
Several skilled players have adapted elaborate tactics to win close games. Some of these tactics include:
The blind throw
Player throws the die from the inside, and releases the die before his hand becomes visible above the table. Though this throw often results in over-throws, when done properly it is fairly effective in catching opposing players off guard.
The double throw
Player fakes throwing with one hand and quickly throws with the other hand.
Splitting the Uprights
Player tries to throw the die directly in between the opponent’s cups with the hopes that on the ensuing bounce both opposing players will try and catch the die at the same time. Ideally this will cause a mid-air collision of hands, thus decreasing the likelihood of a successful catch. Works best when opposition is slightly intoxicated and is a great tactic when trying to spark a come from behind victory.
The partner feint
Player fakes throwing out of turn, and then his partner quickly follows with the actual throw. This is often preceded by the feigning player making a visible showing of the die, and then passing it surreptitiously to his teammate under the table.
The Krueger Gambit
One player attempts to score points on his throw, while the other player attempts to get "plunks" on his every throw. This tactic is especially effective in tournament play, as getting your opponents drunk early may pay off in the long run. There is usually some form of bourbon or Jaegermeister involved in this gambit as incentive.
The Petry Tirade
A legendary NW Territory Beer-Die Hall of Famer, who is renowned for his unreal competitive spirit and skill at the table - once argued a perceived bad call by God to a level previously unseen at the table. The now fabled "Petry Tirade" resulted in this legendary partipant blowing his top, kicking dirt everywhere, delivering a few choice words to God, and eventually throwing the championship trophy, the Beer-Die Cup, into the Hyolite Reservoir along with a chair, during a tournament out in western Montana. The Tirade was well documented, and the acting God decided to defuse the situation by handing out a stiff number of penalty drinks, but did not disqualify the tirade team from the table (which would have been well within his rights as God).
The Tirade is less of a tactic, and more of a lack of emotional control, but some have argued that the Tirade may have been staged, and a clever and dirty tactic to buy one team "time" to regroup. It also can be argued that God was less willing to call a close call against that team. Regardless, the end result of the day saw the Tirading team take home the championship.
The MiG Offensive
The MiG Offensive is a psychological strategy designed to bewilder and infuriate one's opponents. This multi-pronged mental assault is most often performed in a Godless environment, because many of the tactics associated with the MiG Offensive could be construed as cheating. Chief among these is the maneuver of inventing rules during match play to better accommodate one's situation. For example, one might insist that the rules require players to fill their cups to the rim, rather than to the agreed upon line. A player using this technique often justifies his new rule by referencing a nobler, bygone age of beer die, where "men were men", and the game was played in front of thousands of screaming fanatics at sold-out arenas. This player will often argue the point vehemently, in the hope that his opponent will forget the illegality of the rule change itself.
The second component of the MiG Offensive is perhaps the most distressing to opponents. The technique begins with a maddening string of insincere, over-the-top complements directed at one's opponents. The player will often use phrases such as "Ohmygod! You're too good! I can't even play against you! You're too good!". The seemingly cordial player will often run his fingers through his hair repeatedly as if to emphasize his incredulity. This is usually accompanied by a wild-eyed drunken expression. The string of complements is then suddenly replaced by a tactless insult such as "Your mother should've swallowed you", during a critical point in the match. The offender then apologizes, and proceeds to repeat the entire process from the beginning.
Other indicators that the MiG Offensive is in play include, but are not limited to: Insisting that every one of his opponent's throws are too low (often screaming WHIP!, sometimes before the die is even in flight), and accusing his opponents of trying to stage an intervention.
The coup de gras is performed the day after the event, when the player insists that he in fact won the previous night's match. He is usually unwavering in this belief and cannot be moved by persuasion or hard evidence of a contrary outcome.
The MiG Offensive can only be performed under extreme alcoholic duress. It's appearance usually signals the end of the night's beer die festivities. The MiG Offensive is not a recommended strategy for those who truly have respect for their friends and for the sport of beer die.
The Collins Defense
More an organization of responsibility than a tactic of the mind, this style stresses placing the better catcher on the left side so he can use his right hand to catch the die when it comes between the two teammates. (This is assuming the superior catcher favors his right hand. If he favors his left, he would occupy the right side instead.)
"Snipping"
On some occasions, beer die participants have had too much to drink and decide that they would like to cheat by dumping part or all of their beer in an attempt to evade the game's drinking requirements. This act is known as "snipping" one's beer.
The Freshman (AKA The Summer Boarder)
When playing with a Freshman, tell them to take the die, walk across to the otherside of the table and drop it in an opponent's cup. While this tends to anger the opposing team, it counts as a plunk and the other team must finish their beers. This tactic usually only works once. Use only in dire circumstances.
The Rebmann Offensive
Like the Collins Defense, this style of play focuses on the position of the players. This style emphasizes having the better thrower on the right side (again, assuming he is right handed), so he can throw from outside the table instead of from the center. This style of throw enables the player to put more spin on the die, and drastically alter its course after the first bounce.
The Slothe Offensive
This fearsome offense is a combination of skill and finesse. It was named after the Great Carmone and focuses on powerdrinking and herbal lore. Carmone was known for puffing out smoke signals that would confuse and bewilder his opponents as well as himself at times. Little details are know of the origins except that the object is to drink your opponents under the table causing a forfeit.
The Gehlert Gambit
As the name implies, this was originally a sacrificial play. While in the short-term the initiating player benefits from the gambit, in the long-term he/she may suffer greatly. The scheme is executed by secretly switching to a non-alcoholic beverage. This aids the player by allowing him/her to maintain greater levels of mental focus and physiological prowess. On its inaugural use, the Gehlert Gambit (G-bit in common usage) involved replacing beer with milk, which is not generally recommended.
The Rickert Rotator
This play involves extending one’s arm behind one’s back and throwing the die by rotating the arm in an arch over the shoulder towards the table. The die is generally released when the arm reaches an eighty to eighty-five degree angle above the table. While the resulting toss is impressive, it is difficult to master and is not appropriate for use in rooms with low ceilings.
The Huff Gambit
The Huff Gambit involves intentionally throwing the die short and with various spin angles and speeds in an effort to utilize the die's unpredictable bounce to confuse and surprise the enemy. This gambit can be likened to a fluttering knuckleball in baseball...it travels much slower than the other pitches but it can be extremely hard to hit (or catch in the case of Beer Die).
The Huff Gambit is a difficult throw to pull off correctly and will not work as well on softer tables. As the knuckleball is more effective on a windy day, the Huff Gambit is more effective on a harder playing table, such as a hardwood, laminate, or mica surface. Seasoned veterans, however, would be remiss not to have it in their offensive repertoire. The throw can be used in a multitude of situations, but it is most effective in the later stages of the game when player's faculties are not 100%.
The high, short flight of the die can surprise unexpecting opposing players, who initially think the thrower made a mistake. They soon realize, however, that they must now catch the die as it is bouncing unpredictably towards them. In rare instances, a well thrown Huff Gambit will score a plunk; but it most frequently scores a plink or a drink when the opposition cannot catch it. The gambit can also be effective when thrown down the middle as the opposition has more time to think about it and catching assignments have a greater likelihood of being blown. One final benefit of the Huff Gambit is that it changes the pace of throws between players, making it harder for the enemy to get into a rhythm.
Poaching
Poaching involves a partner intentionally and sometimes vigorously catching a die directed at his/her partner. This is most often done to prevent inexperienced or poor partners from costing the team points throughout the match. "Poaching" can lead to partner confusion and collision in an effort to retrieve the die, however when properly performed, the Poach can be a clutch move.
Other places call this "Die Hogging" or "Hanking", and one who does this is labeled a "Die Hog" or the "Hank."
If it is a competitive match (such as tournament play or an intense rivalry) Poaching is acceptable, however, in a friendly game, it is heavily frowned upon (though not illegal).
April Fools Defense
This is an extremely controversial defensive technique where a piece of cellophane is put over top of the cup to prevent a plunk from ever occurring similar to the April Fools day stunt of placing cellophane over the toilet. Many times throwers jokingly accuse defenders of an April Fools tactic when the die plinks off the rim of the cup on a shot that looked to be a guaranteed plunk, or in the most frustrating of situations, a Zoolander.
The Restell Counteroffensive
A form of the "Goodman" whereby an angry opponent slams his/her fist onto the table causing the die to enter the cup. Also, beer is spilled everywhere. Most effective variations are the "Mand Counter", which follows an opponents plunk. The "Mand Counter" is executed when one is drinking immediately after an opponent's plunk, showering them with beer.
Variations
Midwest Variations
In the Midwest regions of the country, specifically Rockhurst University in Kansas City, MO, the game of Beer Die has been modified to Beer Guy. This form of the game was created and perfected primarily by members of the local Tau Kappa Epsilon fraternity.
Random Team Selection
NW Territory Beer-Die handles the teams for their annual tournaments in a very traditional fashion of randomly selecting teams out of a hat. The first two "teams" drawn start the tournament, with the winning team staying on until they are defeated.
Championship Shirts
Championship t-shirts are created and the winning team wears them proudly at all times, so there is never any doubt who the defender is on the table. Whomever ends the day/night with the best total record (must be at least biz wins) officially wins the tournament, and keeps the victory shirts forever. These are very prized possessions.
Casualty of War
If a player cannont continue playing during a match (alcholol related), then the team is disqualified from the tournmanet unless the remaining one player drinks for both people. The player that did not finish his beer must leave the table and cannot return for the duration of the game. If a player continues to play alone he must drink double (normal team drinks) for the remainder of the game with no additional time limits and forfeiture of the throwing turn for the missing teammate. If the solo player is victorious his teammate may return for the start of the next game. Non-Alcohol Related - If your partner leaves for any non-alcohol related reason the same rules apply except that the player may rejoin the game, however, stalling penalties will be strictly enforced during tournament play. The application of “Casualty of War” should be used only in extreme situations and is strongly discouraged as 2 vs. 1 takes away from the feng-shui that is Beer Die. If however it comes to this, the person leaving the table will forfeit their toss, but the toss rotation will continue without change (ex: Player A1 tosses, Player B1 tosses, Player A2 tosses, [player B2 forfeits his toss], player A1 tosses, etc).
Dual Citizen Rule
In the event of an odd number of tournament participants, one player from an existing team will be randomly selected to partner with the last odd number person. This player drawn becomes the "Dual Citizen" and will participate on two teams. If either of his teams win and stay on the table, his other team could in fact have their place at getting back on the table delayed to if/when the first team loses. Dual Citizen is a tough task, but is an honor and a chance to make an odd number of participants still work.
Armageddon
After a plunk the cup the die landed in is inspected before it is removed from the table. If the die is biz(five) up, all players must finish their beer.
Cell Phone Rule
If a player gets a cell phone call during the game that player has 5 (Bizz) seconds to complete the call
Canadian Doubles
If a fourth player cannot be found, you may play with three players, two on one side, one on the other. Same rules apply, the lone player being responsible for his/her entire side of the table. Two beers should be used, just as if the 4th player was present.
Cutthroat
In the unfortunate event that a 4th player cannot be located, a game of Cutthroat Beer Die may be played. The side with 1 player moves back and forth between the seats on his side, moving after he has both thrown and played defense with the person diagonal from him. After each match point, the three players rotate so that everyone takes turns being on a team alone. The side of the table with 2 players each get 1/2 of a match point for winning, where as the side with 1 player gets the entire match point for winning. This version was developed at Kansas State University at the Chase Manhattan Apartment Complex.
Australian Singles
A variation of the above Cutthroat gameplay, it is a three man beer die match, in which there are two players vs. one. The one man team has only one seat on his side of the table and can position it anywhere of his choosing. The game then commences as a normal game, and once the game is completed all player rotate right one seat around the table, moving a new player into the singles seat.
Roommate One on One Game
If two roommates are playing together with no one else waiting for the table, then they follow the roommate rules. Every few tosses of the die, instead of throwing it underhand they throw it overhand directly at the opponent's cup. Winner is the person who passes out last.
Death Match
In Death Match play, points are not counted. Each player sits with a case of beer and a white towel. The team that runs out of beer first, or surrenders by waiving the white towel loses.
40 oz. Drink in
To make the game more interesting for experienced BeerDie players, the choosing of partners could be random. Prior to a tournamnet, pairs of 40 oz beers are purchased equal to the amount of players in the tournament (the cheaper the beer the better). Caps from the 40's are chosen by the players out of a hat, which will decide your partner. The 40 must be finished before any player is allowed to play their first game. A. Villar (MA) master beer die player has said that the 40 Oz. has made a major impact in the competitiveness of the tournament.
Stoner Rules
Should a game reach a score of 6-6, any player may enact stoner rules whereupon play continues until one team gains a 2 point advantage over its competition, similar to add-in and add-out in a tennis match. It is theoretically possible for a game to never end in this fashion.
Stupid Cup
A full pitcher of warm beer is placed directly in the center of the table. If any player lands a toss in the pitcher, this player and their partner must drink the entire pitcher, or forfeit the game / tournament.
This is also called the "Death Cup." If a player says "death cup" in any other voice besides a low demonic growl, then they must take a sip of their beer. The same rules still apply if the die lands in the pitcher.
Mad Die
Follows all rules of normal beer die, but substitutes Mad Dog 20/20 in various flavors for normal beer. It should be noted that while traditional beer die can be played with any variety of beer, though tradition dictates this beer should be a low quality, domestic macrobrew (see Schaefer, Ice House, Coors Light, the Champagne of beers, Natty Light). Note: Playing with any of the following is a Bad Idea (or an Awesome Idea): Natty Ice, Wild Irish Rose, any sort of alcoholic punch, Bailey's Irish Cream.
T-Rex Die
Players must keep their elbows touching their sides during throws and catches, resulting in a sight that one could only describe as dinosaurs playing die. All normal rules of beer die apply, except for "low" calls.
Vod-Die
Similar to Mad Die above but substituting vodka lemonades for beer after all the beer runs out. Post game effects include: players affectionately jumping on other players backs causing them to go face first into alleys, stealing things like apples from grocery stores and then proclaiming "I'm stealing an apple!" while running out of the store with a bloody face from previously mentioned face plant into alley, general mayham, vomiting.
Alpha Pi Rules
A favorite game among fellow Zetes, this version of beer die is a variation played at the Alpha Pi and Tau Gamma chapters. - Players do not sit at a table; they stand while the game is played.
- Each side starts the game with two full cups and two refills and the loser is decided when one team has empty cups and no refills.
Throwing
- Scoring is simple: if you hit, or "plink", half a beer is drunk from that cup. If you sink on a cup, or plunk, the remainder of the cup must be drunk.
- The throwing player must call their cup before throwing and their elbow cannot extend over the edge of the table.
- The die must be thrown in an under handed fashion and must clear a height of two and a half beer cans at the middle of the table. If the die does not reach that height and is not intentional the throwing side is given a "low warning". Throwing the die low again is penalized with a forfeited throw .
- Throws must hit the table on the table/cup before hitting the ground. If the die does not hit the table or a cup it is deemed a "overthrow", the throwing player is penalized with drinking a half cup (but the game cannot be won on an overthrow).
- If the die hits the table and then bounces off the table to the left or the right while not passing beyond the cup is ruled off the side and does not count as a drop
- Any all drinking must be done before the team can throw
- Drinks can be passed between team members, it is a "team" game
Catching
- As with the other versions of beer die one member of the opposing side must catch the die (with one hand only) before it hits the ground.
- If in the event the die is trapped in the clothing of one member of the catching team, it must remain trapped for 5 seconds at which point it is declared caught. In other variations of beer die, trapping of any sort is not allowed.
Other Rules
- The number 5 has no consequences in this version due to a local secret of chapter.
- Respect can be earned by making trick shots or trick catches. This includes behind the back shots and kicking the die in the air and catching it. While these tricks do not equate to drinking more or less, they are in themselves worthy of celebration and praise.
- If a sink is made on a full cup, the opposing team must drink the beer and then roll the die. The person that threw the die then calls out a number between 1 and 6. If the die lands on that number the person who was "sunk on" must drink an additional full beer before the game is finished.
- If the die hits one cup and then hits the other cup the opposing side must drink a half beer from both cups. Or, in some of the more intense areas of the sport, the team whose cups were hit must dunk their nuts in their beer and drink the whole thing.
- In the rarest of all events that a die hits one cup and then lands in the other, the player that threw the die shall be known forever as being amazingly skilled and/or lucky.
- If in the case the die strikes a foreign horizontal surface after bouncing from the table a point is awarded to the throwing team. If a die strikes a vertical wall after bounching on the table it is still recognized as catchable. Players must be aware of their surroundings in playing areas with limited space as this is where injuries often occur.
- After a "sink," if the player spits the die back onto 5 his team must drink another beer, not the team that threw the die.
Drinks
- In the event that only two people are available to play, they may play with "quarter" rules. The only changed aspect of the game is that all previous rules to drink a half a beer are changed to quarter of a beer, and drinking a full beer is changed to half.
- The game can be played with other drinks if necessary. This includes but is not limited to Mad Dog, 40's, Mixed drinks, and straight liquor.
- *Warning* Liquor Die is not for the faint of heart or faint of liver. In 95% of cases it leads to blackouts (citation needed). Player discretion is advised.
Key Terms and Phrases
Special Throws
The Tim Nippins - This is a throw that just grazes the edge of the table (also known as a Perfect Die Toss).
The Backhoe - An underhand throw where the back of the hand faces upward and the thrower whips the hand up pivoting from the elbow, this throw creates much spin making it difficult to catch cleanly.
Special Plunks
There are a number of potential "special" calls that a player may make when the die is in the air but before it has actually landed in the cup. These range from particular shouted sayings to specific body actions needed to complete the "special" nature of the plunk. Following is a list of the potential special plunks, though these can vary based on house rules.
The Ricky Henderson - This is a plunk that happens on the very first die toss during a game.
The Tiger Woods - After the die is tossed in the air, the player tossing the die leaves their chair and points as the die lands in the cup.
The Don Imus - This is a plunk which occurs when a team is leading 4-0 resulting in the most degrading loss possible, 6-0.
The Chinese - The die must first hit the ceiling and then land in the cup.
The Bitch - The die must first hit the table and then bounce in to the cup. This can also be seen in multiples (the Double or Triple Bitch) as well as in combination (the Chinese Bitch). Adhering to political correctness, this type of plunk is also referred to as a "Ground Rule Plunk."
The Rim Job- The die catches the rim of the cup then goes in. This plunk is usually characterized by having little or no spash.
The Peter Parker - The die bounces on the table and then climbs up the side of the cup and rolls in.
The Lil' John - While the die is in air, the tosser must shout "Yeah", "What" or "Okay" in the voice of Lil' John.
The Street Fighter - While the die is in air, the tosser must shout "Ryuken" or "Tut tut tut tieuyken" as in the game Street Fighter. This can be augmented with the appropriate hand actions.
The Zoolander - "It's a walk off!" This happens to score the buzz point and end the game.
The Yahtzee - After the beer has been chugged, the die must be tossed out of the now empty cup in an attempt to plunk the original tossers. If this happens, the points switch sides.
The Prepas - Any sink or "plunk" thrown by a player wearing sweat pants stained by spaghetti sauce and/or grease from McDonald's hash browns.
The Natasha Bedingfield - When you are the victim of an especially ferocious plunk that splatters beer everywhere and, as a result, you "feel the rain on your skin". Normally associated with a FBP or "Daisy Cutter".
The Helen Keller - Appropriate when playing with Guinness. No one heard or saw the shot in the air, and the only way to determine if a plunk was made is to reach deep into the beer and feel for the die.
The José Canseco- When the die bounces off your opponent's head and into their cup.
The Al Gore - A plunk which finally occurs after many half-hearted or insincere attempts. By this time though, because of the shooting team’s inaction or incompetence, the opponent's beer has become irreversibly warm, and thus spoiled, as a result of the buildup of heat created by man’s natural, yet excessive, emission of hot air from flatulence, questionable stories, or fruitless conversations with females. (e.g. “Man if they had just listened to Al Gore and taken some initiative a while ago, my beer wouldn’t be piss-warm and ruined.”)
The Pacman Jones - The act of plunking, or "making it rain", on your opponent while simultaneously slamming the nearest slut's head against the beer die table with your free hand.
The Tom Emanski - Occurs when a team or individual plunks on back-to-back-to-back tosses. This plunk is endorsed by Major League Super Star Fred McGriff. ("This is the plunk that gets results.")
The Diego Maradona Hand of God Plunk - While attempting to make a catch the die glances off a hand and into the cup, but the game's referee does not see the die touching the hand thus the play results in a plunk. However, it is not a self plunk due to the referee's failure to make the correct call. You may be demonized by the English press as a result of this dishonest tactic.
The Walkoff, aka The Big Papi - Scoring the winning point of the game with a plunk.
The Stratoplunk - A ridiculously high throw that results in a plunk. This can only be done correctly during outdoor games as the die must travel at least 20 feet above the table. You must yell out "STRATO" when the die is in air for it to be a true Stratoplunk. Stratoplunks cause huge splashes of beer and are extremely demoralzing to your opponents. Attempts often result in out of bounds throws, but when the die does hit the table, points are likely to be scored.
Special Catches
The Bill Buckner - an easy catch that is missed to lose the game.
The Willie Mays - an over the shoulder catch.
The Charles Barkley - shoving your partner out the window when attempting to make a catch and then saying "I regret that we weren't on a higher floor"
The Zidane - Head-butting your partner, accidentally or otherwise, while making a catch.
The Aaron Rowand - when you crack your face on the wall or any other fixed obstacle while making an over the shoulder catch. similar to "The Willie Mays"
The Pelé - Any type of catch or plunk that involves the feet in some way. (Note: although a catch where the die is lodged in between two toes is extremely baller and does not result in a point, it is still considered a trap and thus a drink.)
The Steve Bartman - In an effort to make a catch, the player either accidentally or intentionally reaches over the table thus interfering with the throw - this results in a point.
Other Situations
Federgreen - term used to describe ignorant bystanders not versed in beer die etiquette, typically a girl or girls, who engage in any one of the following transgressions while the match is underway:
- Walking between the competitors and table, or behind the players thereby forcing them to adjust their stance or pause the game altogether
- Resting your drink on, leaning on, or in any other way disturbing the sanctity of the beer die table
- Attempting to engage in meaningful conversation with the competitors. On rare occasions, a girl player will become very sexually suggestive after the game has been in progress for a while. Sometimes that player and a guy will exit the game and the rest is purely speculation.
Clap-Back - after being plunked upon, the act of plunking on the opposing team on the next throw. May also be used to describe scoring a point on the throw immediately after being scored upon. (e.g. "We need this Conor, clap back.")
Buffalo - One team plunks 4 or more times in a game, and still manages to lose the game. Most likely scenario involves a Bill Buckner (Please see above).
Rams Plunk
A plunk that bounces at least 4 times before landing in the cup.