
Short answer: Boomit is the best pick when you want a card-style drinking game without anyone dealing or explaining rules, because the "deck" lives on one phone and a ticking bomb does the refereeing. If you've got a real deck on the table, go for Kings Cup for a big group, Ride the Bus for chaos, or Fuck the Dealer if you want someone to suffer.
Apart from Boomit, every game below needs a standard deck of cards (plus one with an Uno pack), and we've ranked them by how fast you can start, how many people they suit and how well they hold up three drinks in.
Download in the Apple store for iPhone here.
Download in the Play store for Android here.
Think of it as a deck of question cards that never runs out and never needs shuffling. Open the app, pick Pass It On, choose a theme and hit start. A card pops up on screen, something like "who's most likely to text their ex tonight?" or "name a famous rapper", and a bomb starts ticking.
You answer, then pass the phone to whoever fits the question best. They answer and pass it on. Whoever's holding the phone when the bomb goes off takes the penalty or the dare. No dealer, no rule sheet, no one arguing about what a seven means.
There are 4,000+ questions across Casual, Flirty, Crazy, Sexy and Edgy themes, and you can set the round length and player count. Not into the pressure? Switch the bomb off and just play through the questions. Big group? Be Exposed lets everyone join a room with a PIN and vote on their own phones, and the most-voted player gets the virtual bomb. It's free with no ads.
Why it works: nobody has to be quizmaster, nobody has to remember rules, and the timer forces fast answers, which is where the best moments come from. If you want a second phone game, its sister app Poco Loco has 5,000+ dilemmas, dares and challenges sorted by mood.
The default card drinking game for a reason. Spread the deck face down in a circle around an empty cup. Take turns drawing a card, and every card has a rule: aces start a waterfall, sevens mean everyone points up and the last one drinks, nines mean rhymes, tens mean categories, jacks let you make a rule, and so on. Each king gets poured into the middle cup, and whoever draws the fourth king drinks it.
House rules vary wildly, so agree on them before the first card. Our Kings Cup rules guide has the full card list plus variations.
Why it works: it suits any group size from four to twelve and the rules turn into running jokes. Compared with Boomit, someone always has to check what a card means, and the game stalls while you argue about it.
A guessing game with a nasty ending. The dealer gives each player four cards, one at a time, and you have to guess as you go: red or black, higher or lower than your first card, inside or outside your first two, then the suit. Every wrong guess is a drink.
After that comes a pyramid round where you hand out drinks, and then whoever's holding the most cards rides the bus: a run of guesses that resets every time they're wrong. Full steps are in our Ride the Bus guide.
Why it works: the bus round is pure spectator sport. Compared with Boomit, the setup is long, and one unlucky player can end up doing most of the drinking.
One person deals. The player on their left guesses the value of the top card. Wrong? The dealer says "higher" or "lower" and they get a second guess. Still wrong, they drink the difference between their guess and the card. Get it right and the dealer drinks.
Cards go face up in rows, so as the deck thins out the guessing gets easier and the dealer starts sweating. The dealer usually passes the deck on after three wrong guesses in a row. Variations are in our Fuck the Dealer guide.
Why it works: it's simple, there's a clear villain, and the face-up cards reward people who are paying attention. Compared with Boomit, it's all numbers and no stories, so the chat dries up.
Build a pyramid of face-down cards (five on the bottom row is the usual) and deal everyone four cards to memorise and turn over. Flip the pyramid one card at a time from the bottom. If you claim to hold a matching card, you can make someone drink: one sip on the bottom row, two on the next, and so on.
The catch is you can bluff. If someone calls you on it and you can't show the card, you drink double. Our Beeramid guide covers scoring and setups for bigger groups.
Why it works: it's a memory game that gets funnier as everyone's memory gets worse. Compared with Boomit, it needs table space and a few minutes of setup.
Pull out the four aces and line them up as your horses. Lay a row of face-down cards next to the track as the course. Everyone bets a number of sips on a suit. Then the host flips cards from the deck one by one, and whichever suit comes up moves that ace forward a step.
When all four horses pass a course card, flip it over, and that suit's horse goes back a step. First ace past the finish wins. Winners hand out their bet, losers drink theirs. Full rules and twists are in our Horserace guide.
Why it works: everyone plays at once, so it works for big groups and nobody's sat waiting. Compared with Boomit, it's pure luck and one person has to host the whole thing.
Deal out the whole deck. Players take turns playing higher cards or sets onto the pile, and the first to empty their hand becomes President, the last becomes the Asshole (or Scum, if you're being polite). Next round, the Asshole hands their best cards to the President and the President can make anyone drink whenever they like.
Why it works: the hierarchy creates instant rivalries and a lot of revenge plotting. Compared with Boomit, it takes a full round before the drinking really kicks in, and the rules are confusing for newcomers.
Also known as BS. Deal the whole deck. Going round the circle, each player puts cards face down and says what they are, in order: aces, then twos, then threes. You can lie. Anyone can shout "cheat". If the cards were a lie, the liar drinks and picks up the pile. If they were true, the accuser drinks and picks it up.
Why it works: it turns your mates' poker faces into the whole game. Compared with Boomit, it can drag on when hands get big, so set a time limit.
Put spoons in the middle of the table, one fewer than the number of players. Everyone gets four cards. The dealer picks up from the deck and passes one card to the left, and everyone keeps passing as fast as they can, trying to collect four of a kind. The moment someone gets one, they quietly grab a spoon, and everyone else scrambles. Whoever's left without a spoon drinks.
Why it works: it's loud, physical and fast, perfect for waking a room up. Compared with Boomit, it needs a table, a pile of spoons and someone who won't get too competitive. Count your fingers afterwards.
Flip a card. The next player calls higher or lower for the one after it. Wrong call, one sip. Three right in a row and they can hand two sips to anyone.
Why it works: it takes ten seconds to learn and works with two players or twenty. Compared with Boomit, it's pure luck, so no stories or confessions come out of it.
Play normal Uno with drinking rules bolted on. Draw-two means two sips, draw-four means four, a skip means you drink once, and forgetting to say "Uno" costs you two. Some groups also say a reverse sends a drink back to whoever played the last card.
Why it works: everyone already knows Uno, so there's nothing to teach. Compared with Boomit, games can run long, and stacking draw-fours gets brutal fast.
A Dutch pub classic. Everyone gets four cards and you play tricks, with only 7s up to aces in the deck. At any point you can knock on the table to raise the stakes, and everyone else has to fold or stay in. Whoever loses the last trick takes the penalty points, and in the drinking version, the drinks.
Why it works: the knocking adds a bluffing layer most card games don't have. Compared with Boomit, it takes a couple of rounds before everyone gets it.
Split the deck between players. Take turns flipping your top card onto a shared pile. When two cards in a row match in value, the first person to slap the pile and shout "snap" wins it. Slap at the wrong time and you drink. Last person to slap a real snap also drinks.
Why it works: it's a reflex game, so it gets funnier the more people have had. Compared with Boomit, it only really works with two to four players around one small table.
Split the deck in two. You both flip your top card at the same time, and the lower card drinks. Matching cards mean war: three cards face down, one face up, and the loser of that round drinks three.
Why it works: zero skill, zero thinking, great for winding down. Compared with Boomit, there's no conversation at all, so it's a warm-up or a closer rather than the main event.
Standard Go Fish: deal five or seven cards each and ask other players for cards to make sets. Every time someone says "go fish", you drink. Complete a set of four and you hand out four sips.
Why it works: it's the gentlest game here, good for a slow start or a group that doesn't want to get wrecked. Compared with Boomit, it gets repetitive after a couple of rounds.
Card games are great until someone has to be in charge. One person deals, one person explains the rules for the third time, and half the table forgets what a nine means by round two. By midnight nobody's shuffling properly and the cards are sticky.
That's where Boomit's Pass It On mode fits. The phone serves up the next question, the bomb keeps the pace up, and the penalty lands on whoever's holding it. For bigger groups, Be Exposed lets everyone vote from their own phone, and if you'd rather skip the pressure, turn the bomb off and just play the questions. Read how to get Boomit and keep the deck for later.
For a big group with a real deck, Kings Cup is still the one, with Horserace a close second when you want everyone in at once. For three to five people, Ride the Bus and Fuck the Dealer bring the most drama, and Beeramid wins if your group loves a bluff. Two of you? Higher or Lower and Drinking War do the job.
But the thing that kills most card games is the admin: dealing, explaining, arguing about house rules. Boomit skips all of it. One phone, no setup, a timer that keeps it moving, and themes from Casual to Edgy.
Bottom line: keep a deck handy for Kings Cup, but Boomit is the app to open first.
Download in the Apple store for iPhone here.
Download in the Play store for Android here.
Boomit is the best pick if you want a card-style game with no dealing or rules to learn, since the questions live on one phone. With a real deck, Kings Cup is the best all-rounder for groups, and Ride the Bus is the most chaotic.
Higher or Lower, Drinking War, Snap and Drunk Go Fish all take under a minute to explain. Kings Cup is easy too once someone has written the card rules down where everyone can see them.
Higher or Lower, Drinking War, Snap and a two-player Ride the Bus all work with two. For more ideas, check our list of two person drinking games or open Boomit, which works fine with just two of you passing the phone back and forth.
Yes. Swap sips for soft drinks, points, or dares. Boomit already has a penalty or dare built into every bang, so it works the same whether anyone's drinking or not.
One last thing: pace yourselves, drink water between rounds, and remember every game here works just as well with soft drinks.