Contents:
Shot glass;
Big dice;
Waterproof cards.
There are 250 waterproof cards, divided into four different styles.
1. Truth — you draw a card, read the written question, and answer truthfully — only the truth and nothing but the truth. Or you take a shot.
2. Action — you draw a card, read what’s written, and do the action. Or you take a shot.
3. Group Action — you draw a card and read what’s written on it. It will be something that all players have to do. For example: touch the butt of the person next to you. Whoever is the slowest or doesn’t dare to do it, drinks.
4. Battle — probably the most savage card of them all. You draw a card, read what’s written, and it’ll be something like: “You have 3 minutes. In that time, get as many girls’ phone numbers as you can.” Whoever gets the fewest has to take a shot. That’s just one example. You get the idea of how useful this game can be, right? 🙂
Some cards have “create your own assignment” written faintly on them. If you draw one of those, it means the theme is open and you get to come up with the challenge yourself.
The die is soft and large. It’s designed so it won’t get stuck between pebbles on a rocky beach, nor sink into the sand on a sandy one. It’s a big die — you don’t roll it along the ground, you toss it into the air, and whatever it lands on is what you go with. The die has six different options written on it:
1. BATTLE — you draw a Battle card. At this point, you can either play as individuals or split into teams in advance and compete as groups. The key thing is that the teams must have an equal number of players. Battle cards also have a special function, which you’ll find out about below.
2. DARE — you draw an action card.
3. TRUTH — you draw a truth card.
4. GO — you draw a group action card.
5. TROUBLE — you simply have to take a drink.
6. DOUBLE — you choose anyone you want and make them draw one of the cards. Here, there are two possible ways to play, which you agree on in advance:
1) Ask truth or dare, and then come up with whatever you want yourself.
2) Make them draw either a Truth card or a Dare card.
The game is played either clockwise or counterclockwise — the important thing is that the turn order is clear and consistently followed by all players.
You can play either individually or in teams. The important thing is that the teams have an equal number of players and that everyone agrees from the start on who’s in which group. Even then, the main gameplay still happens individually — but if you win, you win as a team, and if you lose, you lose as a team.
Do we drink or not?
There are two ways to play the game — with drinking or without drinking. If you’re playing without alcohol, each player gets 4 jokers. The goal is to collect 10 jokers to win. Here’s the catch: the game itself naturally pushes you toward drinking. That’s why the game includes shot glasses, not joker cards. What you use as jokers is up to you — they can be matches, small pieces of paper, another type of card, or anything similar that’s easy to keep track of. If you’re not drinking, the rules are as follows:
1. If you can’t answer a Truth card, then you have to put one of your jokers into the “bank.”
2. If you can’t do a Dare, then one of your jokers goes into the “bank.”
3. If a Group Action card comes up, then the person who finishes last has to give one of their jokers to the player who drew the card.
4. If a Battle card comes up, there are two scenarios.
Individual play: the player with the worst result gives one joker to the player with the best result.
Team play: every member of the team with the worst result gives one joker to every member of the team with the best result.
5. DOUBLE — you take a joker from the bank and choose any player, making them pick truth or dare. Remember, there are two options here: either they draw a card, or you ask truth or dare and then come up with the question or action yourself.
You put the joker into the bank.
Ending the game
When there’s no drinking involved, As mentioned above:: the first person or team to collect 10 jokers wins.
At that point, if anyone completely runs out of jokers, they’re out of the game.
This also explains why playing in teams can be risky: even though the main gameplay is individual, if anyone in a team drops to 0 jokers, the entire team loses.
The upside is that team members are allowed to give jokers to each other — but only before someone hits zero. You can’t wait until the last second and say, “Here, take one or we’re out.” That doesn’t count. If your teammate has 1 joker left and you see the risk that they might drop to zero, you’re allowed to give them a joker in advance. But once they’ve already hit zero, it’s too late to save them — you had your chance and should’ve acted earlier, on your own initiative.
When drinking IS involved, Remember when we mentioned that Battle has a special function?
In every Battle, you’re given the option to end the game. After each battle, you decide whether to continue playing or simply acknowledge that whoever won the last battle is the coolest one among you — and end the game right there.
P.S. You can use this method of ending the game even when you’re playing without drinking.
It might seem like there are a lot of rules, but in reality the game is much simpler than it may look here. If you have any questions, feel free to contact support. Have a great time 🙂