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Each player takes it in turns to put any amount of their own drink into the cent
ral drinking glass (known as the Dirty Pint ). They must then toss a coin, predicti
ng which side it will land on. If they choose correctly, then the Dirty Pint is
passed to the next player, who will then add their chosen amount and toss then c
oin themselves. However, if the players chooses incorrectly, they must down what
ever is in the Dirty Pint at that time.
The Dirty Pint is then passed to the next person and the game continues.
han their opponents. The empty cans of beer are then taped together to create so
mething that resembles a wizard's staff. At the end of the night, whoever is lef
t with the longest staff (in other words, consumed the most beer) is declared th
e "Wisest Wizard."
After consuming a can, the player levels up and another can is duct taped on top
of the first one. Each can consumed counts as one level, so upon finishing the
first beer, the player becomes a Level 1 Wizard. At the beginning of the game, p
layers decide on an interval to fight bosses (usually every 5 levels). These bos
ses are shots of hard liquor that are named after the liquor. For example, Boss
Daniel's would be a shot of Jack Daniel's whiskey. Taking these shots is require
d to advance to the next level. The idea is to have multiple brands of hard liqu
or so that you can fight a different boss at each interval. White Wizard Variati
on: Once a player reaches level 10, they become a white wizard. When another pla
yer becomes a white wizard, they fight each other with their staffs. The wizard
who breaks his opponent's staff becomes the new white wizard.
"Feeling wise" Variation: Players may not state that they are drunk, but must in
stead call it "feeling wise". If a player does say "drunk, intoxicated, etc.", t
hat player must chug a beer and is not allowed to add it to the staff.