No deck of cards in sight? Doesn't matter. Every game on this list runs on stuff you already have — cups, a ping pong ball, a phone, or nothing at all.
We've grouped them by what you've got and how many of you there are, so you can pick one in ten seconds and get back to the party. Rules for each take under a minute to explain.

No deck? You can still run a full night of drinking games with just cups, a phone and your friends. Best overall: Boomit (free app, pass-the-bomb chaos, zero setup) — with Beer Pong and Flip Cup as the classic cup-based picks, and Paranoia or Medusa when you have literally nothing but people.
Every game below takes under a minute to explain. If you actually do have a deck lying around, start with Kings Cup or Ride the Bus instead.
Free app for iOS and Android. Your phone becomes a ticking bomb: a "most likely to" question pops up, you pass the phone to whoever fits the answer, and whoever's holding it when it blows does the penalty. Over 4,000 questions across Casual, Flirty, Crazy and Edgy themes, no ads.
Why it works: the timer does the peer pressure for you — nobody sits out, and there are no rules to memorise. Download Boomit and you're playing in about 30 seconds.
Take turns saying something you've never done. Anyone who has done it drinks. That's the whole game.
Why it works: the confessions get better with every round. Works from 3 players up to a full flat party.
Another phone-only option: Poco Loco mashes up dilemmas, dares and challenges into one app with 5,000+ prompts, sorted by mood — icebreaker, flirty or full chaos.
Why it works: when the group can't agree on one game, an app that rotates mini-games settles it.
Write a rule or dare on each Jenga block — "take a sip", "swap drinks", "do an accent for 3 rounds". Pull a block, do the block. Knock the tower over and you finish your drink. Full block ideas in our Drunk Jenga guide.
Why it works: the tension of regular Jenga plus consequences. The tower falling is a group event every time.
Everyone writes ridiculous sentences on scraps of paper. Take turns reading one aloud with a completely straight face. Crack a smile, take a drink.
Why it works: your friends know exactly what breaks you, and they will write for it.
Boomit's online mode: everyone joins a room with a PIN, votes anonymously on "most likely to" questions, and the person with the most votes gets the virtual bomb. If it explodes, they're punished; if not, they pick someone else's punishment.
Why it works: anonymous voting means honest voting. Best for groups of 4+ who want receipts on what everyone really thinks.
Two teams line up on opposite sides of a table. Drink your cup, set it on the table's edge, flip it upside down with one finger, and the next teammate goes. Losing team drinks again.
Why it works: it's a relay race, so even shy people end up screaming.
Ten cups in a triangle each side, throw a ping pong ball at the other team's cups. They drink whatever you land in; first team to clear the other side wins.
Why it works: it's the default party game for a reason — competitive, spectator-friendly, and endless rematch material.
Count to 21 around the circle. Whoever says 21 shouts "cheers to the governor", everyone drinks, and they invent a new rule — like swapping 5 and 15, or replacing 7 with a duck noise. Mess up a rule, drink.
Why it works: by round five the count is unrecognisable and everyone is failing.
Line up shot glasses — some strong, some weak, one water if you're kind. Everyone picks blind.
Why it works: zero skill, pure suspense, and it works with 2 players or 12.
Whisper a question to your neighbour — "who here would survive a horror film?" — and they say the answer out loud. Only the name. Whoever wants to hear the question drinks for it.
Why it works: the curiosity is unbearable. People drink just to end the mystery.
Someone reads a "most likely to" question, everyone counts to three and points at their pick. Most fingers pointed at you? Drink. Steal prompts from our 153 most likely to questions, or let Boomit generate them so nobody has to think.
Why it works: the simultaneous point is the moment — instant exposure, no hiding.
First player: "I'm going on a picnic and bringing beer." Next player repeats the list and adds one item. Forget anything, drink.
Why it works: memory games and drinks are natural enemies, which is the joke.
Everyone sits in a circle, heads down. On three, look up and stare at someone. If they're staring back, both yell "Medusa!" — last to yell drinks.
Why it works: needs nothing, explains itself in one sentence, and the accidental eye contact is comedy on its own.
Pictionary with a clock: one person draws, the rest guess, and the artist drinks for every 20 seconds it takes.
Why it works: the drawings get worse as the night goes on, and so do the guesses. Great for smaller groups and couples.
Say two true things and one lie about yourself. The group votes on the lie — wrong guessers drink; if everyone guesses right, you drink.
Why it works: ideal early in the night or with new people, because you actually learn things.
Everyone's cup circles one big cup in the middle. Bounce a ping pong ball: land in someone's cup and they drink; land in the middle and everyone races to finish.
Why it works: it's Beer Pong where everybody is always in danger.
Like Cheers to the Governor but stricter: count to 21, but saying two numbers reverses direction and three numbers skips a player. Hesitate or slip up, drink, and the loser adds a rule.
Why it works: it punishes overconfidence, which your group has plenty of.
Everyone puts a finger on the rim of a communal cup. One player guesses how many fingers will still be there after the count — players secretly choose to stay or pull off. Guess right and you're out safe; last one in drinks the cup.
Why it works: it's a mind game dressed as a counting game.
Four cups in a line as bases, each further and fuller. Bounce a coin (or ball) — the further the cup you land, the more the other team drinks. Miss everything, you drink.
Why it works: proper team-versus-team stakes without needing a pong table.
Name a celebrity. Next player names one whose first name starts with the first letter of the previous surname — "Dua Lipa" leads to "Lewis Hamilton". Stall or repeat, drink.
Why it works: harder than it sounds after two drinks, which is exactly when you'll play it.
Pick a film, pick 3-4 triggers — a catchphrase, a costume change, an obvious plot hole — and sip whenever one lands.
Why it works: perfect for low-energy nights when nobody wants to stand up.
Describe a word without saying it or its obvious relatives — "beach" without "sand", "sea" or "sun". Say a forbidden word, drink.
Why it works: watching someone mime "photosynthesis" after three drinks is worth the whole evening.
Two Truths and a Lie, Shot Roulette and Drunken Artists all work with just two players, and Boomit's Pass It On mode runs fine head-to-head. We've collected more in our list of two-person drinking games.
Medusa, Paranoia, Cheers to the Governor and I'm Going on a Picnic are best in small circles where everyone gets a turn quickly. Drunk Jenga and Beer Fingers also hit their stride at 3-4 players.
Boomit and Poco Loco are the two we'd install first: both are free, run entirely on one phone, and generate the questions for you. Boomit's Be Exposed mode also lets a bigger group vote from their own phones with a room PIN.
All of them. Swap drinks for sips of anything, points, or dares — Boomit even lets you turn the bomb timer off entirely for a pressure-free round. The games are about the reactions, not the booze.
Whatever you play: drink water between rounds, eat something first, and know your limit — the games are funnier when you remember them. Every game here works just as well with soft drinks, so nobody has to sit out.