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I WANNA KNOW…

THE RULES

SETUP · ABOUT A MINUTE

1 SHUFFLE. Prompt cards and wild cards go into one face-down pile. The quick start guide and voting cards stay out.
2 DEAL THE VOTES. Everyone gets a voting card: OVER on one side, UNDER on the other. More than 6 players? Paper slips work exactly the same.
3 PICK THE FIRST CALLER. Second smallest shoe size goes first. Tied? The taller one. Play moves clockwise from there.
SETTLE THESE BEFORE THE FIRST CARD How big one drink is. How your table decides to skip a card. Which optional rules you're playing.

HOW TO PLAY

  1. 1 DRAW. The Caller draws the top card. A wild card? Follow it and keep drawing until a prompt comes up. A prompt? Read it out loud. If it gives options, like (neighbor / roommate), the Caller picks one before reading.
  2. 2 GUESS. The Caller says how many people at the table the prompt applies to, themselves included. Anything from 0 up to the number of players. Once it's said, it's final.
  3. 3 BET. Everyone but the Caller picks OVER or UNDER and covers their card with a hand. Everyone lifts at once. No switching after the reveal.
  4. 4 COUNT. On three, everyone the prompt applies to raises a hand. Caller too.
  5. 5 DRINK. Count higher than the guess? UNDER drinks. Lower? OVER drinks. Exact match? Everyone drinks, the Caller included. Play passes clockwise.

EXAMPLE. The Caller says 5. Exactly 5 hands go up. Everyone drinks, Caller included, after exactly one second of smugness.

WILD CARDS

DOUBLE SHOT (×6)

Draw a prompt, all drinks doubled. Even on exact matches.

HAPPY HOUR (×6)

Everyone at the table drinks. Draw another prompt.

BLIND BET (×5)

Lock in OVER / UNDER. Then draw a prompt and read it.

SPILL OR SIP (×3)

Play any round to force a 'yes' player to tell their story or drink.

  • Keep it. Don't play it when you draw it. Hold it, draw a prompt, and keep playing.
  • Play it after the hands go up. In any round, pick someone who raised a hand. They tell the story behind their yes, or they chug.
  • Chug means chug. Refusing means finishing what's left in their glass in one go. "I don't remember" counts as refusing. The Caller decides if the story was real.
  • The half-full rule. If their glass is less than half full, they fill it up before they choose. An empty glass isn't a defense.
  • This round only. You can hold the card as long as you like, but it only works on a yes from the round you play it in. Then it goes to the discard pile.
EVERY WILD NEEDS A PROMPT. A wild card never ends the round. Keep drawing until you hit a prompt, then play it with the wild(s) in effect.
WILDS STACK. Draw two or three in a row and they all apply, in any order. Double Shot plus Blind Bet: everyone bets blind and every drink is doubled.

TABLE RULES

HONESTY IS THE GAME. If it applies to you, your hand goes up. Think someone's dodging? The table can vote to count them.
CALLER'S CALL. Prompt unclear? The Caller decides what counts this round. No appeals.
SKIPPING A CARD. You can only skip if the group agrees. The card goes to the bottom of the pile, everyone drinks, and the Caller draws again.
OPTING OUT. Won't answer and the group won't skip? Chug your drink and sit out the round. You aren't counted.
OUT OF CARDS. Shuffle the discard pile back in, including any Spill or Sip cards that were played.
WHO WINS? Nobody. You play until the table calls it. Everyone just goes home knowing too much.

WHAT IF…?

THE PROMPT APPLIES TO NOBODY?

Zero is a real answer. If the Caller guessed higher, it's UNDER, so OVER drinks. If the Caller said 0, that's an exact match and everyone drinks.

THE CALLER SAID 0 AND A HAND WENT UP?

That's OVER. Everyone who bet UNDER drinks.

WHAT'S THE HIGHEST GUESS?

The number of people playing, Caller included. At 8 players, it's 0 to 8.

CAN THE CALLER PASS?

No. Once you draw, you're in. The group can vote to skip, or you can opt out and chug.

CAN WE CHALLENGE THE CALLER'S CALL?

No. Talk it out if you want, but the Caller decides what the card means. Draw it yourself another night and you can call it your way.

SOMEONE ISN'T DRINKING ALCOHOL.

Anything in a glass counts. Water, soda, mocktails. They play every round the same way.

SOMEONE SHOWS UP MID-GAME.

Hand them a voting card. They're in on the next prompt and skip anything triggered before they sat down.

WHAT COUNTS AS ONE DRINK?

A sip. Agree on the size before the first card so a Double Shot means the same thing to everyone.

THEIR DRINK IS A THIRD FULL. CAN I SPILL OR SIP THEM?

Yes. Anything under half full gets filled up first. Then they tell the story or chug.

WE HAVE MORE THAN 6 PLAYERS.

Tear up some paper. Write OVER on one side and UNDER on the other. Works exactly the same.

VARIATIONS & HOUSE RULES

Optional. Agree on them before you start. More get added here over time.

PHONE TAX Check your phone during someone's turn? You drink. Petty and effective.
WAGERING Before the draw, the Caller sets the round at 1, 2 or 3 drinks instead of one. The wrong side drinks that many, and an exact match means everyone does. Double Shot doubles it (3 becomes 6). Happy Hour stays at one, and Spill or Sip is unchanged.
THE DRINK BUDGET Everyone guesses how many drinks they'll have tonight. One person tallies everyone's drinks on paper. At the end, whoever's closest (over or under counts the same) hands out one drink per player. Whoever's furthest finishes their drink.
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PREORDER · SHIPS BY DECEMBER 15

In time for Christmas, while supplies last.