Set up 6 into two islands of 3, as pictured. Both opposition players cannot shoot for the same island until one of the island has been completely removed. You cannot be re-racked.
Set up 10 into two islands of 5, as pictured. Both opposition players cannot shoot for the same island until one of the islands has been completely removed. Each island can only be re-racked separately, and only when the island has 3
.
Make an opponent spin around in a circle 10 times before they shoot their . 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 . The opponent must shoot within 3 seconds or they are spun another 10 times.
You can block an opponent’s in mid-air. No penalty is attached (except if you knock it into your own
).
You can shoot any rebound shots normally, instead of performing a trick shot.
You can block an opponent’s in mid-air. No penalty is attached (except if you knock it into your own
).
You can shoot any rebound shots normally, instead of performing a trick shot.
After sinking a , move 1
elsewhere on the table. This
then cannot be moved by another country ability and is ignored for re-racks.
After sinking a , move 1
elsewhere on the table. This
then cannot be moved by another country ability and is ignored for re-racks.
For this turn, and your next 2 turns, receive +1 .
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 .
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 an A. At the end of your turn, draw a card. If you draw a K, the opposition receives -1 on their next turn. 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 on their next turn. Anything else, nothing changes. Shuffle the deck after each turn.
On the opposition's next turn, they must sink a . If they do, nothing changes. If they don't, return a
to the game.
On the opposition's next turn, they must sink a . If they do, nothing changes. If they don't, return a
to the game.
At the start of your turn, both Bhutanese players flip a cup. If both successful, you gain +1 on your turn. If neither of you are successful, -1
.
At the start of your turn, both Bhutanese players flip a cup. If both successful, you gain +1 on your turn. If neither of you are successful, -1
.
Set up 8 in a diamond shape, as pictured. You can only be re-racked at 4
into a diamond shape (see country page).
Instead of just your last , you receive a redemption phase for your last 3
. If you redeem yourself (by sinking a
), both
/
remain in place, and the opposition then starts their next turn.
Set up 13 in a diamond shape, as pictured. You can only be re-racked at 8
and at 4
into diamond shapes (see country page).
Instead of just your last , you receive a redemption phase for your last 3
. If you redeem yourself (by sinking a
), both
/
remain in place, and the opposition then starts their next turn.
Choose an opponent to remove from the game. That player cannot participate until their teammate has successfully sunk a . Can only be used if both sides have at least 4
/
remaining. While an opponent has been removed, the remaining opponent shoots all
for their team.
Choose an opponent to remove from the game. That player cannot participate until their teammate has successfully sunk 2 . Can only be used if both sides have at least 4
/
remaining. While an opponent has been removed, the remaining opponent shoots all
for their team.
If the opposition has a unique setup: Remove a from the game. Cannot be used to remove special cups or end the game.
If the opposition does not have a unique setup: After the opposition uses their ability, you can delay the activation until they sink a . Once a cup is sunk, the ability must activate on the opposition's next turn.
If the opposition has a unique setup: Remove a from the game. Cannot be used to remove special cups or end the game.
If the opposition does not have a unique setup: After the opposition uses their ability, you can delay the activation until they sink a . Once a cup is sunk, the ability must activate on the opposition's next turn.
Set up 6 into a 2 by 3 grid, as pictured. Secretly select 2
to be mines. If the opposition sinks (or removes) a mine, they lose the rest of the
on their turn and their next turn. You cannot be re-racked.
Set up 9 into a 3 by 3 grid, as pictured. Secretly select 3
to be mines. If the opposition sinks (or removes) a mine, they lose the rest of the
on their turn and their next turn. You cannot be re-racked.
Set up 2 Great Lake (water) cups next to your . If the opposition sinks a Great Lake, you receive +2
on your next turn. Great Lakes are not removed when sunk, and 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 4 Great Lake (water) cups next to your . If the opposition sinks a Great Lake, you receive +2
on your next turn. Great Lakes are not removed when sunk, and 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.
At the end of your turn, swap sides with the opposition. You must have the same or more cups than your opponent before the swap. All abilities are then void, and the rest of the game continues as normal beer pong (including normal re-racks). Before you swap, you cannot sink your own cups under any circumstances.
At the end of your turn, swap sides with the opposition. You must have the same or more cups than your opponent before the swap. All abilities are then void, and the rest of the game continues as normal beer pong (including normal re-racks). Before you swap, you cannot sink your own cups under any circumstances.
Set up 8 in a vertical line, as pictured. You can only be re-racked at 3
into a smaller vertical line.
Set up 14 in a vertical line, as pictured. You can be only re-racked into smaller vertical lines at 6
and at 3
.
Your empty can be used to create a Great Wall. This wall can be maximum 2
tall, and must be at least 2 cup-lengths in front of your
. You can build (or rebuild) the Great Wall at the start of your turn.
Your empty can be used to create a Great Wall. This wall can be maximum 2
tall, and must be at least 2 cup-lengths in front of your
. You can build (or rebuild) the Great Wall at the start of your turn.
All your 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 doubled. Cannot be used to end the game.
All your 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 doubled. Cannot be used to end the game.
You choose when your opposition drinks. If you sink a , you can make the opposition hold onto it indefinitely. If you sink another
, they can pour it into the cup they are holding:, but if that gets full they must hold two. However, if you lose the game, and the opposition is still holding these cup/s, you must drink them.
You choose when your opposition drinks. If you sink a , you can make the opposition hold onto it indefinitely. If you sink another
, they can pour it into the cup they are holding:, but if that gets full they must hold two. However, if you lose the game, and the opposition is still holding these cup/s, you must drink them.
For the next 3 turns (i.e., yours, the opposition's, then yours), the first on each turn counts as a grenade (if it goes in). For these 3 turns, neither team gains additional
from rebounds or balls back, and bounce/rim shots do not remove extra
. The opposition's ability could still grant either team extra
. Cannot be used to end the game.
For the next 3 turns (i.e., yours, the opposition's, then yours), all count as grenades (if they go in). For these 3 turns, neither team gains additional
from rebound shots or balls back, and bounce shots and rim shots do not remove additional
. The opposition's ability could still grant either team extra
. Cannot be used to end the game.
At the start of your turn, choose any 2 cups on the table to fill up as much as you want with water.
At the start of your turn, choose any 2 cups on the table to fill up as much as you want with water.
You start with 2 additional . Set these up 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 and 6
).
You start with 4 additional . Set up these
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
).
You cannot call re-racks. However, at the start of your turn, you can move a 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 can move a into a different (empty) space in the opposition's initial setup. You cannot move special cups.
At any point during the game, make the opposition follow one of the following rules for 2 rounds: • Cannot block bounce shots. • Trick shots only. • Grenades only count for 1 .
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 .
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 of your choice from the game. After 2 uses, or when the opposition has 3 or less
, 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 of your choice from the game. After 3 uses, or when the opposition has 3 or less
, remove all 6 water cups from the game.
The opposition must choose 1 to donate. Place it adjacent to any of your
. This cup is now yours. Cannot be used if the opposition has 2 or less
, and cannot be used to take special cups. As a drawback, you must start the game with 5
. You choose which 5 out of the normal 6.
The opposition must choose 1 to donate. Place it adjacent to any of your
. This cup is now yours. Cannot be used if the opposition has 2 or less
, and cannot be used to take special cups. As a drawback, you must start the game with 8
. You choose which 8 out of the normal 10.
Count up all /
on the table and split them evenly between the two teams. For an uneven split, you decide. Special cups must remain with their respective team. Both teams then set up their cups as far back as possible, following any setup restrictions. For other country abilities, this counts as if a re-rack has occurred.
Count up all /
on the table and split them evenly between the two teams. For an uneven split, you decide. Special cups must remain with their respective team. Both teams then set up their cups as far back as possible, following any setup restrictions. For other country abilities, this counts as if a re-rack has occurred.
Any time the opposition shoots and their bounces off the rim of a
, you can attempt to catch it one-handed. If successful, immediately ditch the
at the opposition. If the
hits an opposition player before hitting the ground, they lose a
of your choice. The throw must be done in one swift motion; any delay voids the ability. Cannot be used to remove special cups or end the game.
Any time the opposition shoots and their bounces off the rim of a
, you can attempt to catch it one-handed. If successful, immediately ditch the
at the opposition. If the
hits an opposition player before hitting the ground, they lose a
of your choice. The throw must be done in one swift motion; any delay voids the ability. Cannot be used to remove special cups or end the game.
You take half damage from bounce shots 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 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 . However, you must drink any
you sink (or have sunk) this turn. Cannot be used if the opposition only has 1
remaining.
Activate at any point during your turn to gain +2 . However, you must drink any
you sink (or have sunk) this turn. Cannot be used if the opposition only has 1
remaining.
Refill an empty and place it in a corner on your side of the table. The opposition has 3 turns to sink it. At the end of their first turn, move the
halfway towards the centre of the table. At the end of their second turn, move the
to the centre of the table. If it is not sunk by the end of their third turn, they must drink it and remove 1
of their choice. The Trojan Horse does not need to be sunk to win. Cannot be used to end the game.
Refill an empty and place it in a corner on your side of the table. The opposition has 3 turns to sink it. At the end of their first turn, move the
halfway towards the centre of the table. At the end of their second turn, move the
to the centre of the table. If it is not sunk by the end of their third turn, they must drink it and remove 2
of their choice. The Trojan Horse does not need to be sunk to win. Cannot be used to end the game.
Set up 7 in a circle, as pictured. If the front
is sunk (or removed), you must drink it plus 1 more of the opposition's choice. You can only be re-racked at 5
into a hollow circle (see country page).
Set up 11 in a circle, and 1 more in the middle, as pictured. If this middle
is sunk (or removed), you must drink it, plus 2 more of the opposition's choice. You can only be re-racked at 5
into a hollow circle (see country page).
Set up 6 in 2 triangles of 3, as pictured, separated by 1 cup-length. You cannot be re-racked.
Set up 12 in 2 triangles of 6, as pictured, separated by 1 cup-length. The opposition can only re-rack each triangle, separately, at 3
.
If the opposition sinks a , you can attempt to blow the
out of the
with one breath (after it stops spinning). If the
leaves the
, the shot is void and you do not remove the cup. However, if it lands in another
, the opponent re-shoots that
. One use per turn. Cannot be used on your last cup.
If the opposition sinks a , you can attempt to blow the
out of the
with one breath (after it stops spinning). If the
leaves the
, the shot is void and you do not remove the cup. However, if it lands in another
, the opponent re-shoots that
. One use per turn. Cannot be used on your last cup.
For each 'no ball' your opposition bowls (i.e., they shoot an airball), you receive +1 shot on your next turn.
For each 'no ball' your opposition bowls (i.e., they shoot an airball), you receive +1 shot on your next turn.
Choose (and declare) 2 to be counterfeit. If a counterfeit
is sunk (or removed), it becomes a normal
(basically, it has two lives). The ability can be triggered by an adjacent grenade, and can be chosen as collateral from a bounce shot.
Choose (and declare) 3 to be counterfeit. If a counterfeit
is sunk (or removed), it becomes a normal
(basically, it has 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 other country abilities, rebound shots, or simply attempting one on your turn.
Set up a central 'Rome' and 6 other
in 3 paths leading to Rome, as pictured. The opposition must sink all 6 path
, in any order, before Rome can be sunk. You cannot be re-racked.
Set up a central 'Rome' and 9 other
in 3 paths leading to Rome, as pictured. The opposition must sink all 9 path
, in any order, before Rome can be sunk. You cannot be re-racked.
Any time the opposition triggers a grenade or balls back, Godzilla is awoken and wreaks havoc. Your next triggers a grenade (if it goes in).
On your turn, remove 1 and 1
of your choice. Cannot be used to remove special cups or end the game.
Any time the opposition triggers a grenade or balls back, Godzilla is awoken and wreaks havoc. Your next triggers a grenade (if it goes in).
On your turn, remove 1 and 1
of your choice. Cannot be used to remove special cups or end the game.
Every third turn, you receive +1 that must be a celebrity shot. If no celebrities are available (10 second timer), the ability is void.
Every third turn, you receive +1 that must be a celebrity shot. If no celebrities are available (10 second timer), the ability is void.
Set up 15 in a triangle, as pictured. If the opposition sinks all their
on their turn in
, you must choose 1
to trigger a grenade. If this ability is triggered, do not remove any additional
(e.g., from bounce shots, rim shots, or other country abilities), and balls back is not triggered. Ability is void when you have 4 or less
. Cannot be used to end the game.
Set up 21 in a triangle, as pictured. If the opposition sinks all the
on their turn in
, you must choose 1
to trigger a grenade. If this ability is triggered, do not remove any additional
(e.g., from bounce shots, rim shots, or other country abilities), and balls back is not triggered. Ability is void when you have 4 or less
. Cannot be used to end the game.
If you sink an , you receive +1
on your next turn. This
must be a celebrity shot. This celebrity shot cannot trigger the next activation of this ability.
If you sink an , you receive +1
on your next turn. This
must be a celebrity shot. This celebrity shot cannot trigger the next activation of this ability.
Set up 1 additional anywhere on the table. At the start of your turn, you can move these
to a different location on the table. This
is ignored for re-racks. Quoting the Madagascar films is heavily encouraged
Set up 2 additional anywhere on the table. At the start of your turn, you can move these
to a different location on the table. These 2
are ignored for re-racks. Quoting the Madagascar films is heavily encouraged.
Set up 7 and 2 water cups, as pictured, to represent the shape of Malawi. If the opposition sinks a water cup, all
on that turn are void. Water cups are not removed after they are sunk. You can only be re-racked at 4
, and the opposition chooses how it is re-racked (see country page).
Set up 11 and 4 water cups, as pictured, to represent the shape of Malawi. If the opposition sinks a water cup, all
on that turn are void. Water cups are not removed after they are sunk. You can only be re-racked at 6
, 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 has bounced twice. If the opposition does block it, they must drink 2
of your choice. You must declare which
will be a bounce shot prior to shooting, otherwise the :shot: is void.
Every third turn, you may shoot 1 bounce shot that cannot be blocked until the has bounced twice. If the opposition does block it, they must drink 2
of your choice. You must declare which
will be a bounce shot prior to shooting, otherwise the
is void.
At the end of your turn, guess how many the opposition will sink on their turn. If correct, +1
next turn. If incorrect, -1
. You can guess any feasible number (including zero). Ability is void once the opposition has 3 or less
.
At the end of your turn, predict how many the opposition will sink on their turn. If correct, +1
on your next turn. If incorrect, -1
. You can guess any feasible number (including zero). Ability is void once the opposition has 3 or less
.
Set up a deck of cards containing a ♣, ♦, ♥, and ♠. At the start of your turn, shuffle the deck and draw a card. If you draw a ♥: +1 . If you draw a ♣: skip your turn. ♦ or ♠: no changes. If a Heart is drawn twice (or more) in a row, instead of +1
, remove a
of your choice, and then take your normal turn. Cannot be used to remove special cups or end the game
Set up a deck of cards containing a ♣, ♦, ♥, and ♠. At the start of your turn, shuffle the deck and draw a card. If you draw a ♥: +1 . If you draw a ♣: skip your turn. ♦ or ♠: no changes. If a Heart is drawn twice (or more) in a row, instead of +1
, remove a
of your choice, and then take your normal turn. Cannot be used to remove special cups or end the game.
Set up 7 into a triangle of 3 and two islands of 2, as pictured. You can only be re-racked at 3
.
Set up 12 into a triangle of 6 and three islands of 2, as pictured. You can only be re-racked at 7
and at 3
(see country page).
At the start of your turn, place your empty back on the table, touching any of your other
. If an empty
is sunk, all remaining
on that turn are void. This empty
is then removed from the game.
For every balls back or grenade you sink, add two shakes of a spice jar (e.g. chilli flakes) to a of your choice.
At the start of your turn, place your empty back on the table, touching any of your other
. If an empty
is sunk, all remaining
on that turn are void. This empty
is then removed from the game.
For every balls back or grenade you sink, add two shakes of a spice jar (e.g. chilli flakes) to a of your choice.
Take a (singular) redemption shot for every 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 has hit the ground. Ability is void (for that turn) if the
has touched an opponent (or is in a
/
).
Take a (singular) redemption shot for every 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 has hit the ground. Ability is void (for that turn) if the
has touched an opponent (or is in a
/
).
Your back middle is a scam. If the opposition lands a
in this scam, remove a
of your choice and do not remove the scam
. If a
sinks an adjacent
, the scam is 'revealed' and the ability is removed. If the opposition lands a rim shot, bounce shot, or grenade in a scam, remove 2
instead. If you are re-racked, you can choose (and declare) a new
to be a scam. Cannot be used to remove special cups or end the game.
Your centre is a scam. If the opposition lands a
in this scam, remove a
of your choice and do not remove the scam
. If a
sinks an adjacent
, the scam is 'revealed' and the ability is removed. If the opposition lands a rim shot, bounce shot, or grenade in a scam, remove 2
instead. If you are re-racked, you can choose (and declare) a new
to be a scam. Cannot be used to remove special cups or end 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 . If you roll a 4: no changes. If you roll a 5: +1
. If you roll a 6: +2
.
If you and your teammate both sink a /
on the same turn, +1
to your team's 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 . If you roll a 4: no changes. If you roll a 5: +1
. If you roll a 6: +2
.
If you and your teammate both sink a /
on the same turn, +1
to your team's dice rolls for the rest of the game.
Set up 6 in 2 horizontal rows of 3, as pictured. The back middle
cannot initially be sunk. When a front row
is sunk, the back row
moves forward. If both
in a column are sunk, the formation shuffles together to remove gaps. After a shuffle, or when you have 3 or less
, the ability is void and you must remove all but 2
from the game. Place these two
in a vertical line.
Set up 10 in 2 horizontal rows of 5, as pictured. The 3 middle
in the back row cannot initially be sunk. When a front row
is sunk, the back row
moves forward. If both
in a column are sunk, the formation shuffles together to remove gaps. After 2 shuffles or when you have 5 or less
, the ability is void and you must remove all but 3
from the game.
-1 , but remove a
of your choice and drink it. Cannot be used to remove special cups or end the game.
-1 , but remove a
of your choice and drink it. Cannot be used to remove special cups or end the game.
Set up 9 in a square, as pictured. You can only be re-racked at 4
into a smaller square (see country page).
Set up 12 in a hollow square, and 1 more
in the middle, as pictured. You can only be re-racked at 9
and at 4
into squares (see country page).
At the start of your turn, you may place any of your empty upside down on top of
or
. If an empty cup is knocked off by a
, it is removed from the game.
At the start of your turn, you may place any of your empty upside down on top of
or
. If an empty cup is knocked off by a
, it is removed from the game.
Set up 6 into three islands of 2 cups. You choose where to place these islands, but a maximum of 2
can be placed in any horizontal row. You can be re-racked into either an island of 3, or an island of 2, following the same spacing requirements.
Set up 10 into four islands of 3, 3, 2, and 2. You choose where to place these islands, but a maximum of 2
can be placed in any horizontal row. You can only be re-racked at 5
, into an island of 3 and an island of 2 following the same spacing requirements.
Move a next to your
. This
remains as the opposition's, and must be sunk for Poland to win the game. You may sink this
to trigger balls backs, but it cannot be used for redemption nor can it be the last cup you sink to win. Cannot be activated if the opposition has 3 or less
.
Move a next to your
. This
remains as the opposition's, and must be sunk for Poland to win the game. You may sink this
to trigger balls backs, but it cannot be used for redemption nor can it be the last cup you sink to win. Cannot be activated if the opposition has 3 or less
.
Any time the opposition shoots and the hits you or your teammate, that player can fall to the floor and they will be awarded +1
on their next turn. Ability is void if the
touches a
or the ground prior to touching a player.
Any time the opposition shoots and the hits you or your teammate, that player can fall to the floor and they will be awarded +1
on their next turn. Ability is void if the
touches a
or the ground prior to touching a player.
Place a 'castle' anywhere on the table and a 'vampire'
adjacent to this castle. Until the vampire has been sunk (or removed), the opposition can only sink (or remove) 1
per turn. A vampire can be removed by sinking the vampire
(stake through the heart), or the adjacent castle (exposure to sunlight). Vampires/castles cannot be moved, are not included in re-racks, and do not need to be sunk to win the game.
Place 2 'castle' anywhere on the table and a 'vampire'
adjacent to each castle. Until both vampires are sunk (or removed), the opposition can only sink (or remove) 1
per turn. A vampire can be removed by sinking the vampire
(stake through the heart), or the adjacent castle (exposure to sunlight). Vampires/castles cannot be moved, 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 your 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 . If a comrade is dead, you do not get the bonus +1
, but must still roll the die. If both comrades are dead, skip your turn. At the end of your turn, you may revive a dead comrade for a shot of vodka.
At the start of your turn, you (or your 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 . If a comrade is dead, you do not get the bonus +1
, but must still roll the die. If both comrades 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 in two vertical rows of 3, as pictured. The rows must be one cup-length apart. You cannot be re-racked.
Any time the opposition sinks (or removes) a , you may distribute the liquid amongst your remaining
.
Set up 10 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 , you may distribute the liquid amongst your remaining
.
You can play obnoxious bagpipe music and sledge your opposition in a Scottish accent to demoralise them. You can turn the music (and the accent) on and off as you see fit.
At the start of the game, choose an opposition player. This player must shoot all shots for the rest of the game with all body parts behind the table (not just elbows). You can swap the handicap to a different opponent at any point during your turn.
You can play obnoxious bagpipe music and sledge your opposition in a Scottish accent to demoralise them. You can turn the music (and the accent) on and off as you see fit.
At the start of the game, choose an opposition player. This player must shoot all shots for the rest of the game with all body parts behind the table (not just elbows). You can swap the handicap to a different opponent at any point during your turn.
If, on your turn, all of your team's manage to touch the ground, the opposition receives a penalty for littering: -1
on their next turn.
If, on your turn, all of your team's manage to touch the ground, the opposition receives a penalty for littering: -1
on their next turn.
Set up 9 in a rectangle, as pictured. Secretly select 4
as ‘Pirate Ships’ (two 2-cup ships). The cups within a ship must be adjacent (not diagonal). When a Pirate Ship
is sunk, you must tell the opposition at the end of their turn whether it was a 'hit' or if the entire ship has been removed. When all Pirate Ships have been sunk (or removed), you lose. You cannot be re-racked. Pirate voices are heavily encouraged.
Set up 12 in a rectangle, as pictured. Secretly select 5
to be ‘Pirate Ships’ (a 3-cup ship and a 2-cup ship). The cups within a ship must be adjacent (not diagonal). When a Pirate Ship
is sunk, you must tell the opposition at the end of their turn whether it was a 'hit' or if the entire ship has been 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 are protected and cannot be sunk until you have been re-racked, or have 5 or less
. At this point, they become normal
. While protected, these corner
cannot be affected by any other abilities, rim shots, bounce shots, trick shots, or grenades.
Your 3 corner are protected and cannot be sunk until you have been re-racked, or have 5 or less
. At this point, they become normal
. While protected, these corner
cannot be affected by any other abilities, rim shots, bounce shots, trick shots, or grenades.
At the start of your turn, choose (and declare) a . If your team sinks this
with the first shot of your turn, remove an additional
of your choice from the game. Cannot be used to remove special cups or end the game. Ability is void if the opposition has 4 or less
.
At the start of your turn, choose (and declare) a . If your team sinks this
with the first shot of your turn, remove an additional
of your choice from the game. Cannot be used to remove special cups or end the game. Ability is void if the opposition has 4 or less
.
At the start of the game, you may re-roll the opposition's country. If you choose to do so, the opposition must play as that country.
After sinking a , you can continue shooting
until you miss. The
are not removed until after you miss.
At the start of the game, you may re-roll the opposition's country. If you choose to do so, the opposition must play as that country.
After sinking a , you can continue shooting
until you miss. The
are not removed until after you miss.
Set up 7 in a teardrop shape, as pictured, to represent the shape of Sri Lanka. You can only be re-racked at 3
into a triangle.
Set up 10 in a teardrop shape, as pictured, to represent the shape of Sri Lanka. You can only be re-racked at 7
and at 3
(see country page).
If your team misses all s for three turns in a row, the first
on your next turn counts as a grenade (if it goes in). If you miss this grenade, the ability resets.
If your team misses all for three turns in a row, the first
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" a to the opposition. They choose where to place it, but it must touch a
. If the opposition misses all their shots for the next 3 turns, collect back this
, plus 1
of the opposition's choice, which now becomes your
. If the opposition does sink a cup, your lent cup is returned immediately. The opposition cannot sink (or remove) the lent cup while on their side of the table. Cannot be used if either team has 4 or less cups, nor to end the game.
At the start of your turn, "lend" 2 to the opposition. They choose where to place them, but they must touch a
. If the opposition misses all their shots for the next 3 turns, collect back these 2
, plus 2
of the opposition's choice, which now become your
. If the opposition does sink a cup, your lent cups are returned immediately. The opposition cannot sink (or remove) the lent cups while on their side of the table. Cannot be used if either team has 4 or less cups, nor to end the game.
Your empty can be used to block the opposition’s
by flipping it off the table’s edge. You can flip any number of empty
at once, but cannot re-flip the same
on the same turn. If you block a
with an empty
, remove every
that was flipped for that shot.
Your empty can be used to block the opposition’s
by flipping it off the table’s edge. You can flip any number of empty
at once, but cannot re-flip the same
on the same turn. If you block a
with an empty
, remove every
that was flipped for that shot.
Use your ability instead of taking your turn. One of your players will shoot, and the other will return . You will have 8 balls and 19 seconds to shoot an unlimited number of times with no defence from the opposition. Sunk
remain in place 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
or gain
. A max of 3
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 . You will have 8 balls and 38 seconds to shoot an unlimited number of times with no defence from the opposition. Sunk
remain in place 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
or gain
. A max of 5
can be sunk. Cannot be used to end the game.
At the start of your turn, flip a coin and guess the outcome. If you are correct: +1 . If incorrect: -1
. This effect stacks each turn. Your maximum number of
per turn is 4, and the minimum is zero (i.e., skip your turn).
At the start of your turn, flip a coin and guess the outcome. If you are correct: +1 . If incorrect: -1
. This effect stacks each turn. Your maximum number of
per turn is 4, and the minimum is zero (i.e., skip your turn).
At the start of your turn, choose (and declare) one of your . You receive +1
per turn until that
is sunk. This
cannot be moved or removed by other country abilities.
At the start of your turn, choose (and declare) one of your . You receive +1
per turn until that
is sunk. This
cannot be moved or removed by other country abilities.
Set up 7 in two islands of 3, plus 1 additional
in the centre, as pictured. You cannot be re-racked.
Set up 13 in four islands of 3, plus 1 additional
in the centre, as pictured. You can only be re-racked at 7
(see country page).
If the opposition sinks your back middle (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 (Chernobyl), they have 2 more turns to call a re-rack. After that, your remaining
cannot be re-racked or moved by abilities.
You may ignore the 'elbows behind the table' rule for 1 shot each turn. However, both shoulders must still be behind the table.
You may ignore the 'elbows behind the table' rule for 1 each turn. However, both shoulders must still be behind the table.
At the start of your turn, refill and replace all that were sunk and/or removed during the opposition's previous turn.
At the start of your turn, refill and replace all that were sunk and/or removed during the opposition's previous turn.
Set up 10 , as pictured. If either of your 2 middle 'landlocked'
are sunk (or removed), you must remove an additional
of your choice. You can only be re-racked at 3
. If you are re-racked, can choose where to place any remaining landlocked
, but must declare where they are. Landlocked cups cannot be used to end the game.
Set up 17 , as pictured. If any of your 5 middle 'landlocked'
are sunk (or removed), you must remove an additional
of your choice. You can only be re-racked at 6
and at 3
. If you are re-racked, can choose where to place any remaining landlocked
, but must declare where they are. Landlocked cups cannot be used to end the game.
Choose a teammate. Instead of shooting normally, they shoot 4 at once. All 4
must be thrown at the same time, from the same hand, and must be an overarm throw. The remaining player can take their :shot: as normal.
Choose a teammate. Instead of shooting normally, they shoot 4 at once. All 4
must be thrown at the same time, from the same hand, and must be an overarm throw. The remaining player can take their :shot: as normal.
Your back middle is the 'Pope Cup'. The Pope Cup cannot be sunk until the surrounding 5
have been sunk (or removed). The opposition win once the Pope Cup has been sunk. Until the Pope Cup is not touching any other cup, all
that land in the Pope Cup are void and the Pope Cupe is unaffected by rim shots, bounce shots, grenades, and other country abilities.
Your centre is the 'Pope Cup'. The Pope Cup cannot be sunk until the surrounding 6
have been sunk (or removed). The opposition win once the Pope Cup has been sunk. Until the Pope Cup is not touching any other cup, all
that land in the Pope Cup are void and the Pope Cupe is unaffected by rim shots, bounce shots, grenades, and other country abilities.
Set up 5 , as pictured, with 3
in a triangle (Ho Chi Minh) and 2
isolated anywhere on the table (Viet Cong). Both Viet Cong
must be sunk (or removed) before any Ho Chi Minh
can be sunk (or removed). You cannot be re-racked.
Set up 8 , as pictured, with 4
in a diamond (Ho Chi Minh) and 4
isolated anywhere on the table (Viet Cong). All Viet Cong
must be sunk (or removed) before any Ho Chi Minh
can be sunk (or removed). You cannot be re-racked.
If you sink the first shot on your turn, you receive +1 . This
can be taken at any time on this turn, including after balls back or a grenade has been resolved.
If you sink the first shot on your turn, you receive +1 . This
can be taken at any time on this turn, including after balls back or a grenade has been resolved.