Set up 6 :cup: into two sets of 3, as pictured. Both opposition players cannot shoot for the same set until one of the sets has been completely removed. You cannot be re-racked.
Set up 10 :cup: into two sets of 5, as pictured. Both opposition players cannot shoot for the same set until one of the sets has been completely removed. Each side can only be re-racked separately, and only when the set has 3 :cup:.
Make an opponent spin around in a circle 10 times before they shoot their :ball:. The opponent must shoot within 3 seconds or they are spun another 10 times.
Make an opponent spin around in a circle 10 times before they shoot their :ball:. The opponent must shoot within 3 seconds or they are spun another 10 times.
You can block an opponent’s :ball: in mid-air. No penalty is attached (except if you knock it into your own :cup:).
You can shoot any rebound shots normally, instead of performing a trick shot.
You can block an opponent’s :ball: in mid-air. No penalty is attached (except if you knock it into your own :cup:).
You can shoot any rebound shots normally, instead of performing a trick shot.
After sinking a :opposition-cup:, move 1 :cup: elsewhere on the table. This :cup: then cannot be moved by another country ability and is ignored for re-racks.
After sinking a :opposition-cup:, move 1 :cup: elsewhere on the table. This :cup: then cannot be moved by another country ability and is ignored for re-racks.
For this turn, and your next 2 turns, receive +1 :ball:.
You can forfeit instead of attempting redemption to completely avoid any post-game drinking penalties.
For this turn, and your next 2 turns, receive +1 :ball:.
You can forfeit instead of attempting redemption to completely avoid any post-game drinking penalties.
Set up a deck of cards containing only a K, Q, J, and A. At the end of your turn, draw a card. If you draw a K, the opposition receives -1 :ball: on their next turn. If you draw anything else, nothing changes. Shuffle the deck after each turn.
Set up a deck of cards containing only a K, Q, J and an A. At the end of your turn, draw a card. If you draw a K, the opposition receives -1 :ball: on their next turn. Anything else, nothing changes. Shuffle the deck after each turn.
On the opposition's next turn, they must sink a :cup:. If they do, nothing changes. If they don't, return a :cup: to the game.
On the opposition's next turn, they must sink a :cup:. If they do, nothing changes. If they don't, return a :cup: to the game.
At the start of your turn, both Bhutanese players flip a cup. If both successful, you gain +1 :ball: on your turn. If neither of you are successful, -1 :ball:.
Set up 8 :cup: in a diamond shape, as pictured. You can only be re-racked at 4 :cup: into a diamond shape.
Instead of just your last :cup:, attempt a redemption for your last 3 :cup:. If you are successful, the :cup: remains, and opposition takes the next turn.
Set up 13 :cup: in a diamond shape, as pictured. You can only be re-racked at 8 :cup: and 4 :cup: into diamond shapes (see country page).
Instead of just your last :cup:, attempt a redemption for your last 3 :cup:. If you are successful, the :cup: remains, and opposition takes the next turn.
Choose an opponent to remove from the game. That player cannot participate until their teammate has successfully sunk a :cup:. Can only be used if both sides have at least 4 :cup: / :opposition-cup: remaining. While an opponent has been removed, the remaining opponent shoots all :ball: for their team.
Choose an opponent to remove from the game. That player cannot participate until their teammate has successfully sunk 2 :cup:. Can only be used if both sides have at least 4 :cup: / :opposition-cup: remaining. While an opponent has been removed, the remaining opponent shoots all :ball: for their team.
If the opposition has a unique setup: Remove a :cup: from the game. Cannot be used to end the game.
If the opposition does not have a unique setup: After the opposition activates their ability, you can delay it until they sink a :cup:.
If the opposition has a unique setup: Remove a :cup: from the game. Cannot be used to end the game.
If the opposition does not have a unique setup: After the opposition activates their ability, you can delay the use until they sink a :cup:.
Set up 2 water (Great Lake) cups next to your :cup:. If the opposition sinks a Great Lake, you receive +2 :ball: on your next turn. Great Lakes are not removed when sunk. You may change their location each time you are re-racked. Grenades and rim shots can trigger this ability, but you cannot choose Great Lakes as collateral for bounce shots.
Set up four water (Great Lake) cups next to your :cup:. If the opposition sinks a Great Lake, you receive +2 :ball: on your next turn. Great Lakes are not removed when sunk. You may change the location of the Great Lakes each time you are re-racked. Grenades and rim shots can trigger this ability, but you cannot choose Great Lakes as collateral for bounce shots.
At the end of your turn, swap sides with the opposition. All abilities are then void, and the rest of the game continues as normal beer pong. Before you swap, you cannot sink your own cups under any circumstances.
Set up 8 :cup: in a vertical line, as pictured. You can be re-racked only at 3 :cup: into a smaller vertical line.
Set up 14 :cup: in a vertical line, as pictured. You can be only re-racked into a smaller vertical line at 6 :cup:, and at 3 :cup:.
Your empty :cup: can be used to create a Great Wall. This wall can be maximum 2 :cup: tall, and must be at least 2 cup-lengths in front of your :cup:. You can only build (or rebuild) the Great Wall at the start of your turn.
Your empty :cup: can be used to create a Great Wall. This wall can be maximum 2 :cup: tall, and must be at least 2 cup-lengths in front of your :cup:. You can only build (or rebuild) the Great Wall at the start of your turn.
All your :ball: for this turn, and your next turn, are worth double. Your following two turns are then skipped. Grenades are not doubled, but trick shots, rim shots, bounce shots, and any shots during balls back are. Cannot be used to end the game.
All your :ball: for this turn, and your next turn, are worth double. Your following turn is then skipped. Grenades are not doubled, but trick shots, rim shots, bounce shots, and any shots during balls back are. Cannot be used to end the game.
You choose when your opposition drinks. If you sink a :opposition-cup:, you can make the opposition hold onto it indefinitely. If additional :opposition-cup: are sunk, they can pour them into one :opposition-cup:, but if that gets full they must hold two. If you lose, and they are still holding cups, you must drink them.
You choose when your opposition drinks. If you sink a :opposition-cup:, you can make the opposition hold onto it indefinitely. If additional :opposition-cup: are sunk, the opposition can pour it into one :opposition-cup:, but if that gets full they must then hold two. If you lose, and the opposition is still holding cups, you must drink them.
For the next 3 turns (yours, the opposition's, then yours), the first :ball: counts as a grenade (if it goes in). During these 3 turns, neither team gains additional :ball: from rebounds or balls back, and bounce/rim shots do not remove extra :cup:. The opposition may still activate their ability to gain extra :ball:. Cannot be used to end the game.
For the next 3 turns (yours, the opposition's, then yours), all :ball: count as grenades (if they go in). For these 3 turns, neither team gains additional :ball: from rebound shots or balls back, and bounce shots and rim shots do not remove additional :cup:. The opposition may still activate their ability to gain extra :ball:. Cannot be used to end the game.
At the start of your turn, fill any 2 :cup: / :opposition-cup: as much as you want.
You start with 2 additional :cup:. Set these up in the middle of the table, as pictured, to represent the Galápagos Islands. As normal, you can be re-racked on triangle numbers (3 and 6 :cup:).
You start with 4 additional :cup:. Set up these :cup: in the middle of the table, as pictured, to represent the Galápagos Islands. As normal, you can only be re-racked on triangle numbers (3, 6, and 10 :cup:).
You cannot call re-racks. However, at the start of your turn, you may move a :opposition-cup: into a different (empty) space in their initial setup. You cannot move special cups.
You cannot call re-racks. However, at the start of your turn, you may move a :opposition-cup: into a different (empty) space in the opposition's initial setup. You cannot move special cups.
At any point in the game, make the opposition follow one of these rules for 2 rounds: • Cannot block bounce shots. • Trick shots only. • Grenades only count for 1 :cup:.
At any time, you may withdraw from the match without consequence, and make the opposition take any post-game drinking penalties.
At any point during the game, make the opposition follow one of the following rules for 3 rounds: • Cannot block bounce shots. • Trick shots only. • Grenades only count for 1 :cup:.
At any time, you may withdraw from the match without consequence, and make the opposition take any post-game drinking penalties.
Place 4 water cups in the centre of the table, as pictured. If either team sinks a water cup, do not remove it, and remove 1 :opposition-cup: of your choice from the game. After 2 uses, or when the opposition has 3 or less :opposition-cup:, remove all 4 water cups from the game.
Place 6 water cups in the centre of the table, as pictured. If either team sinks a water cup, do not remove it, and remove 1 :opposition-cup: of your choice from the game. After 3 uses, or when the opposition has 3 or less :opposition-cup:, remove all 6 water cups from the game.
The opposition must choose 1 :opposition-cup: to donate. Place it adjacent to any of your :cup:. It becomes yours. Cannot be used if the opposition has 2 or fewer :opposition-cup:, or to take special cups. As a drawback, you must start with 5 :cup: (instead of 6).
The opposition must choose 1 :opposition-cup: to donate. Place it adjacent to any of your :cup:. This cup is now yours. Cannot be used if the opposition has 2 or less :opposition-cup:, and cannot be used to take special cups. As a drawback, you must start the game with 8 :cup:. You choose which 8 out of the normal 10.
Count up all :cups: / :opposition-cups: and split them evenly (except special cups). For an uneven total, you decide the split. Both teams then set up their cups following any setup limitations as best they can. For other country abilities, this counts as if a re-rack occurred.
Count up all :cups: / :opposition-cups: on the table and split them evenly between the two teams (except special cups). For an uneven split, you decide. Both teams then set up their cups following any setup limitations as best they can. For other country abilities, this counts as if a re-rack has occurred.
Any time the opposition shoots and the :ball: bounces off a :cup:, you may try to catch it one-handed. If successful, throw the :ball: at the opposition. If it hits a player (they can dodge) before hitting the ground, remove a :opposition-cup: of your choice. The throw must be done in one swift motion; any delay voids the ability.
Any time the opposition shoots and their :ball: bounces off a :cup:, you can attempt to catch it one-handed. If successful, ditch the :ball: at the opposition. If the :ball: hits an opposition player before hitting the ground, they lose a :opposition-cup: of your choice. The throw must be done in one swift motion; any delay voids the ability.
You take half damage from bounce shots (except for Mexico's Border Crossing) and grenades. Round up, if necessary.
If you are losing by 1 or more cups, you can make an opponent perform 1 trick shot per turn.
You take half damage from bounce shots (except for Mexico's Border Crossing) and grenades. Round up, if necessary.
If you are losing by 2 or more cups, you can make an opponent perform 1 trick shot per turn.
Activate at any point during your turn to gain +2 :ball:. However, you must drink any :opposition-cup: you sink (or have sunk) this turn. Cannot be used if the opposition only has 1 :opposition-cup: left.
Activate at any point during your turn to gain +2 :ball:. However, you must drink any :opposition-cup: you sink (or have sunk) this turn. Cannot be used if the opposition only has 1 :opposition-cup: remaining.
Refill an empty :cup: and place it in a corner on your side. The opposition has 3 turns to sink it. After each of their turns, you move the :cup: closer to the centre. If it is not sunk by the end of their third turn, they must drink it and remove 1 :opposition-cup: of their choice. Trojan Horse does not need to be sunk to win. Cannot be used to end the game.
Refill an empty :cup: and place it in a corner on your side. The opposition has 3 turns to sink it. At the end of each of their turns, you move the :cup: closer to the centre. If it is not sunk by the end of their third turn, they must drink it and remove 2 :opposition-cup: of their choice. The Trojan Horse does not need to be sunk to win. Cannot be used to end the game.
Set up 7 :cup: in a circle, as pictured. If the front :cup: is sunk or removed, you must drink it plus 1 more of the opposition's choice. You can be re-racked at 5 :cup: into a hollow circle.
Set up 11 :cup: in a circle, and 1 more in the middle, as pictured. If this middle :cup: is sunk or removed, you must drink it, plus 2 more of the opposition's choice. You can only be re-racked at 5 :cup:, into a hollow circle.
Set up 6 :cup: in 2 triangles of 3, separated by 1 cup-length. You cannot be re-racked.
Set up 12 :cup: in 2 triangles of 6, as pictured, separated by 1 cup-length. The opposition can only re-rack each triangle, separately, at 3 :cup:.
If the opposition sinks a :cup:, you can attempt to blow the :ball: out of the :cup: with one breath (after it stops spinning). If the :ball: leaves the :cup:, the shot is void. If it lands in another :cup:, they re-shoot that :ball:. One use per turn.
If the opposition sinks a :cup:, you can attempt to blow the :ball: out of the :cup: with one breath (after it stops spinning). If the :ball: leaves the :cup:, the shot is void. However, if it lands in another :cup:, the opponent re-shoots that :ball:. One use per turn.
Choose 2 :cup: to be counterfeit. If a counterfeit :cup: is sunk or removed, it becomes a normal :cup: (effectively, two lives). The ability can be triggered by an adjacent grenade or chosen as bounce collateral.
Choose (and declare) 3 :cup: to be counterfeit. If a counterfeit :cup: is sunk or removed, it becomes a normal :cup: (effectively having two lives). The ability can be triggered by an adjacent grenade, and can be chosen as collateral from a bounce shot.
Any trick shots you sink count as grenades, including trick shots dictated by other country abilities, rebound shots, or simply attempting one on your turn.
Any trick shots you sink count as grenades, including trick shots dictated by abilities, rebound shots, or simply attempting one on your turn.
Set up a central 'Rome' :cup: and 6 other :cup: in 3 paths leading to Rome, as pictured. The opposition must sink all 6 path :cup: before Rome can be sunk. You cannot be re-racked.
Set up a central 'Rome' :cup: and 9 other :cup: in 3 paths leading to Rome, as pictured. The opposition must sink all 9 path :cup: before Rome can be sunk. You cannot be re-racked.
Any time the opposition lands a grenade or balls back, Godzilla awakens. Your next :ball: is a grenade (if it goes in).
On your turn, remove 1 :cup: and 1 :opposition-cup: of your choice. Cannot be used to end the game.
Any time the opposition lands a grenade or balls back, Godzilla is awoken and wreaks havoc. Your next :ball: is a grenade (if it goes in).
On your turn, remove 1 :cup: and 1 :opposition-cup: of your choice. Cannot be used to end the game.
Every third turn, you receive an extra :ball: that must be a celebrity shot. If no celebrities are available (10 second timer), the ability is void.
Every third turn, you receive an extra :ball: that must be a celebrity shot. If no celebrities are available (10 second timer), the ability is void.
Set up 15 :cup: in a triangle, as pictured. If the opposition lands all their :ball: in cups during their turn, choose 1 :ball: to trigger a grenade. All other shots are void, and no extra cups are removed from bounce/rim or abilities; no balls back is triggered. Ability is void when you have 4 or fewer :cup:. Cannot be used to end the game.
Set up 21 :cup: in a triangle, as pictured. If the opposition lands all the :ball: on their turn, you must choose 1 :ball: to trigger a grenade. All other :ball: are then void. Bounce shots, rim shots, or other abilities do not remove extra :cup:. Balls back is not triggered. Ability is void when you have 4 or less :cup: and cannot be used to end the game.
Set up 1 additional :cup: anywhere. At the start of your turn, you may move this :cup: elsewhere. It is ignored for re-racks. Quoting the Madagascar films is heavily encouraged.
Set up 2 additional :cup: anywhere on the table. At the start of your turn, you may move these :cup: to a different location. These 2 :cup: are ignored for re-racks. Quoting the Madagascar films is heavily encouraged.
Set up 7 :cups: in the shape of Malawi, including 3 water cups. If a water cup is sunk, all :balls: on that turn are void. Water cups are not removed after being sunk. You can only be re-racked at 6 :cups:, and the opposition chooses how it is re-racked.
Set up 11 :cups: in the shape of Malawi, as pictured, including 4 water cups (representing Lake Malawi). If a water cup is sunk, all :balls: on that turn are void. Water cups are not removed after they are sunk. You can only be re-racked at 6 :cups:, and the opposition chooses how it is re-racked (see country page).
Every third turn, you may shoot 1 bounce shot that cannot be blocked until the ball has bounced twice. If the opposition blocks it, they must drink 2 :opposition-cup: of your choice. You must announce the bounce shot before you shoot; otherwise it’s void.
Every third turn, you may shoot 1 bounce shot that cannot be blocked until the ball has bounced twice. If the opposition does block it, they must drink 2 :opposition-cup: of your choice. You must tell the opposition which :ball: will be a bounce shot prior to shooting, otherwise the shot is void.
At the end of your turn, guess how many :cup: the opposition will sink. If correct, +1 :ball: next turn. If incorrect, -1 :ball:. You can guess any feasible number (including zero). Voids once the opposition has 3 or fewer cups.
At the end of your turn, predict how many :cup: the opposition will sink on their turn. If correct, +1 :ball: on your next turn. If incorrect, -1 :ball:. You can guess any feasible number (including zero). Ability is void once the opposition has 3 or less :opposition-cup:.
Use a deck of ♣, ♦, ♥, ♠. At the start of your turn, shuffle and draw. ♥: +1 :ball:. ♣: skip your turn. ♦ or ♠: nothing. If a ♥ is drawn twice+ in a row, remove a :opposition-cup: then proceed. Cannot be used to end the game.
Set up a deck of cards containing a ♣, ♦, ♥, and ♠. At the start of your turn, shuffle and draw one card. If you draw a ♥: +1 :ball:. If you draw a ♣: skip your turn. ♦ or ♠: no changes. If a Heart is drawn twice or more in a row, instead of +1 :ball:, remove a :opposition-cup: of your choice, then take your normal turn. Cannot be used to end the game.
At the start of your turn, place your empty :cup: back on the table, touching any of your other :cup:. If an empty :cup: is sunk, all remaining shots this turn are void, and that :cup: is removed.
For every balls back or grenade you sink, add some spice (e.g., chilli) to a :opposition-cup: of your choice.
At the start of your turn, place your empty :cup: back on the table, touching any of your other :cup:. If an empty :cup: is sunk, all remaining :ball: on that turn are void, and that empty :cup: is then removed.
For every balls back or grenade you sink, add some spice to a :opposition-cup: of your choice.
Take a redemption shot for every :cup: the opposition sinks during their next 2 turns. These redemption shots are taken immediately before your normal turn.
Receive a rebound shot even if the :ball: hit the ground. Voids for that turn if the :ball: touches an opponent or ends in a :cup:.
Take a redemption shot for every :cup: the opposition sinks during their next 4 turns. These redemption shots are taken immediately before your normal turn.
Receive a rebound shot even if the :ball: has hit the ground. Ability is void (for that turn) if the :ball: has touched an opponent (or is in a :cup: / :opposition-cup:).
Your back middle :cup: is a scam. If the opposition lands a :ball: in it, remove a :opposition-cup: of your choice and do not remove the scam. If a :ball: lands in an adjacent :cup:, the scam is revealed and voids. If the opposition lands a rim shot, bounce, or grenade in the scam, remove 2 :opposition-cup:. If re-racked, you may declare a new scam. Cannot remove special cups or end the game.
Your centre :cup: is a scam. If the opposition lands a :ball: in this scam, remove a :opposition-cup: of your choice and do not remove the scam :cup:. If a :ball: lands in an adjacent :cup:, the scam is 'revealed' and the ability becomes void. If the opposition lands a rim shot, bounce shot, or grenade in a scam, remove 2 :opposition-cup: instead. If you are re-racked, you can choose a new :cup: to be a scam. Cannot be used to remove special cups or end the game.
At turn start, roll a die. 1-2: skip turn. 3: -1 :ball:. 4: no change. 5: +1 :ball:. 6: +2 :ball:.
If you and a teammate both sink a :cup: on the same turn, +1 :ball: to dice rolls for the rest of the game.
At the start of your turn, roll a die. If you roll a 1 or 2: skip your turn. If you roll a 3: -1 :ball:. If you roll a 4: no changes. If you roll a 5: +1 :ball:. If you roll a 6: +2 :ball:.
If you and your teammate both sink a :cup: / :opposition-cup: on the same turn, +1 :ball: to your team's dice rolls for the rest of the game.
Set up 6 :cup: in 2 rows of 3. The middle back :cup: cannot be sunk initially. When a front cup is sunk, the back cup moves forward. If both cups in a column are sunk, or you have 3 or fewer cups, the ability voids and you must remove all but 2 cups. Place these two in a horizontal line.
Set up 10 :cup: in 2 horizontal rows of 5, as pictured. The 3 middle :cup: in the back row cannot initially be sunk. When a front row :cup: is sunk, the back row :cup: moves forward. If both :cup: in a column are sunk, the formation shuffles inward to remove gaps. After 2 shuffles or when you have 5 or fewer :cup:, the ability is void and you must remove all but 3 :cup: from the game.
-1 :ball:, but remove a :opposition-cup: of your choice and drink it. Cannot remove special cups or end the game.
-1 :ball:, but remove a :opposition-cup: of your choice and drink it. Cannot be used to remove special cups or end the game.
Set up 9 :cup: in a square, as pictured. You can only be re-racked at 4 :cup: (into a smaller square).
Set up 12 :cup: in a hollow square, and 1 more :cup: in the middle, as pictured. You can only be re-racked at 9 :cup: and at 4 :cup: into squares.
At the start of your turn, you may place any empty :cup: upside down on top of your cups or the opposition's. If an empty cup is knocked off by a :ball:, it’s removed from the game.
At the start of your turn, you may place any of your empty :cup: upside down on top of :cup: or :opposition-cup:. If an empty cup is knocked off by a :ball:, it is removed from the game.
Set up 6 :cup: into three islands of 2 cups. You choose placement, but max 2 cups in a horizontal row. You can be re-racked into an island of 3 cups or 2 cups following the same spacing.
Set up 10 :cup: into four islands of 3, 3, 2, and 2. You choose where to place them, but a maximum of 2 :cup: can be placed in a horizontal row. You can only be re-racked at 5 :cup:, into an island of 3 and an island of 2 following the same spacing.
Move a :opposition-cup: next to one of yours. That :opposition-cup: remains theirs and must be sunk for Poland to win. It can be used for balls back but not redemption, and it cannot be the final winning cup. Cannot be used if the opposition has 3 or fewer cups.
Move a :opposition-cup: next to a :cup:. This :opposition-cup: remains as the opposition's, and must be sunk for Poland to win the game. This :opposition-cup: can be used to trigger balls backs, but not redemption, and cannot be the last cup you sink to win. Cannot be activated if the opposition has 3 or less :opposition-cup:.
Any time the opposition shoots and the :ball: hits you or your teammate, that player can fall down and earn +1 :ball: on their next turn. Voids if the ball has touched a cup or ground first.
Any time the opposition shoots and the :ball: hits you or your teammate, that player can fall to the floor and earn +1 :ball: on their next turn. Ability is void if the :ball: touches a :cup: or the ground first.
Place a 'castle' :cup: anywhere and a 'vampire' :cup: adjacent to it. Until the vampire is sunk or removed, the opposition can only remove 1 :cup: per turn. A vampire can be removed by sinking the vampire or the adjacent castle. Vampires/castles are not included in re-racks and do not need to be sunk to win.
Place 2 'castle' :cup: anywhere on the table and a 'vampire' :cup: adjacent to each castle. Until both vampires are sunk (or removed), the opposition can only sink (or remove) 1 :cup: per turn. A vampire can be removed by sinking the vampire :cup: (stake through the heart), or the adjacent castle (exposure to sunlight). Vampires/castles are not included in re-racks, and do not need to be sunk to win the game.
At the start of your turn, you or a teammate rolls a die. 6: you’re removed for 4 turns. Otherwise: +1 :ball:. If a comrade is dead, no +1 bonus. If both are dead, skip your turn. You may revive a dead comrade at end of your turn for a vodka shot.
At the start of your turn, you or a teammate must roll a die. If you roll a 6, you are removed from the game for 4 turns. If you roll anything else, +1 :ball:. If a comrade is dead, you do not get the bonus +1 :ball:. If both are dead, skip your turn. At the end of your turn, you may revive a dead comrade for a shot of vodka.
Set up 6 :cup: in two vertical rows of 3, one cup-length apart. You cannot be re-racked.
Any time the opposition sinks (or removes) a :cup:, you may distribute it amongst your remaining cups.
Set up 10 :cup: in two vertical rows of 5, as pictured. The rows must be one cup-length apart. You cannot be re-racked.
Any time the opposition sinks (or removes) a :cup:, you may distribute it amongst your remaining :cup:.
If, on your turn, all of your team's :ball: touch the ground, the opposition receives a littering penalty: -1 :ball: next turn.
If, on your turn, all of your team's :ball: touch the ground, the opposition receives a penalty for littering: -1 :ball: on their next turn.
Set up 9 :cups: in a rectangle, as pictured. Secretly pick 4 :cups: (two 2-cup ships) as ‘Pirate Ships.’ When a Pirate Ship :cup: is sunk, you must say if it was a 'hit' or if the ship is fully removed. If all ships are removed, you lose. No re-racks. Pirate voices are encouraged.
Set up 12 :cups: in a rectangle, as pictured. Secretly select 5 :cups: to be ‘Pirate Ships’ (a 3-cup ship and a 2-cup ship). When a Pirate Ship :cup: is sunk, you must tell the opposition at the end of their turn whether it was a 'hit' or if the entire ship is removed. When all Pirate Ships have been sunk (or removed), you lose. You cannot be re-racked. Pirate voices are heavily encouraged.
Your 3 corner :cup: are protected and cannot be sunk until you’ve been re-racked or have 5 or fewer cups. At that point, they become normal cups. While protected, they can’t be affected by abilities, rim shots, bounce shots, trick shots, or grenades.
Your 3 corner :cup: are protected and cannot be sunk until you have been re-racked, or have 5 or fewer :cup:. At this point, they become normal :cup:. While protected, these corner :cup: cannot be affected by any other abilities, rim shots, bounce shots, trick shots, or grenades.
At the start of your turn, choose a :opposition-cup: and announce it. If your team sinks that cup on the first shot, remove an additional cup from the game. Cannot remove special cups. Voids if the opposition has 4 or fewer cups.
At the start of your turn, choose a :opposition-cup: and announce it. If your team sinks this :opposition-cup: on the first shot, remove an additional :opposition-cup: of your choice from the game (cannot remove special cups). Ability is void if the opposition has 4 or fewer :opposition-cup:.
At the start of the game, you may redraw the opposition's country. If you do, they must use the new country.
After sinking a :opposition-cup:, you can continue shooting :ball: until you miss. The :opposition-cup: are not removed until the end of your turn.
At the start of the game, you may redraw the opposition's country. If you choose to do so, the opposition must play as that country.
After sinking a :opposition-cup:, you can continue shooting :ball: until you miss. The :opposition-cup: are not removed until the end of your turn.
Set up 7 :cup: in a teardrop shape, as pictured. You can be re-racked only at 3 :cup:.
Set up 10 :cup: in a teardrop shape, as pictured, to mimic the shape of Sri Lanka. You can only be re-racked at 7 :cup: and 3 :cup:.
If your team misses all shots for three consecutive turns, your first shot next turn counts as a grenade (if it goes in). If you miss, the ability resets.
If your team misses all :balls: for three turns in a row, the first :ball: on your next turn counts as a grenade (if it goes in). If you miss this grenade, the ability resets.
At the start of your turn, lend 1 :cup: to the opposition (it must touch one of theirs). If they miss all shots for the next 3 turns, take back your :cup: plus 1 :opposition-cup: of their choice, which becomes yours. If they do sink a cup, your lent cup returns immediately. They cannot sink or remove lent cups. Cannot be used if either team has 4 or fewer cups, nor to end the game.
At the start of your turn, "lend" 2 :cup: to the opposition. They choose where to place them (must touch a :opposition-cup:). If the opposition misses all their :shots: for the next 3 turns, collect back these 2 :cup:, plus 2 :opposition-cup: of their choice, which then become yours. If the opposition does sink a cup, your lent cups are returned immediately. The opposition cannot sink (or remove) these lent cups. Cannot be used if either team has 4 or fewer cups, nor to end the game.
Your empty :cup: can be used to block an opposition shot by flipping it off the table’s edge. You may flip any number of empty cups at once, but cannot re-flip the same cup on that turn. If you successfully block a shot, remove all cups flipped for that shot.
Your empty :cup: can be used to block the opposition’s :ball: by flipping it off the table’s edge. You can flip any number of empty :cup: at once, but cannot re-flip the same :cup: on the same turn. If you block a :ball: with an empty :cup:, remove every :cup: that was flipped for that shot.
Use instead of your turn. One player shoots, the other returns balls. You have 19 seconds for unlimited shots with no defense. Sunk cups remain until time ends, then they’re removed. Bounce/rim/trick/bombs/back are ignored, no abilities remove cups or add shots. Max 3 cups can be sunk. Cannot be used to end the game.
Use your ability instead of taking your turn. One of your players will shoot, and the other will return :balls:. You have 38 seconds to shoot an unlimited number of times with no defense. Sunk :opposition-cup: remain until the ability ends, at which point they are removed. Bounce shots, rim shots, trick shots, balls back, and grenades are ignored, and no other country abilities can remove :opposition-cups: or gain :balls:. A max of 5 :opposition-cup: can be sunk. Cannot be used to end the game.
At the start of your turn, flip a coin and guess the outcome. If correct: +1 :ball:. If incorrect: -1 :ball:. This stacks each turn. Maximum 4 :ball: per turn, minimum 0.
If the opposition sinks your back middle :cup: (Chernobyl), they have 2 more turns to call a re-rack. After that, your remaining cups cannot be re-racked or moved by abilities.
If the opposition sinks your middle :cup: (Chernobyl), they have 2 more turns to call a re-rack. After that, your remaining :cup: cannot be re-racked or moved by abilities.
You may ignore the 'elbows behind the table' rule for 1 shot each turn. Both shoulders must still be behind the table.
You may ignore the 'elbows behind the table' rule for 1 :ball: each turn. However, both shoulders must still be behind the table.
At the start of your turn, refill and replace all :cup: sunk or removed on the opposition's previous turn.
At the start of your turn, refill and replace all :cup: that were sunk or removed on the opposition's previous turn.
Your back middle :cup: is the 'Pope Cup'. It cannot be sunk until the surrounding 4 cups have been removed. The opposition wins once it’s sunk. Until it’s not touching any other cup, any shot landing in it is void, and it’s unaffected by rim/bounce/grenades/abilities.
Your centre :cup: is the 'Pope Cup'. The Pope Cup cannot be sunk until the surrounding 6 :cup: have been sunk or removed. The opposition wins once the Pope Cup has been sunk. Until the Pope Cup is no longer touching any other cup, any shot landing in it is void, and it is unaffected by rim shots, bounce shots, grenades, or other abilities.
Set up 5 :cup:, with 3 in a triangle (Ho Chi Minh) and 2 isolated (Viet Cong). All Viet Cong must be removed before any Ho Chi Minh cups can be removed. No re-racks.
Set up 8 :cup:, as pictured, with 4 :cup: in a diamond (Ho Chi Minh) and 4 :cup: isolated anywhere on the table (Viet Cong). All Viet Cong :cup: must be sunk or removed before any Ho Chi Minh :cup: can be sunk or removed. You cannot be re-racked.