Pyramid Drinking Game: rules and online play, no deck needed

Memorize your cards, flip the pyramid from the bottom up and, if you have the card that comes up, send a sip (or water) to anyone you want. Or do it without having it: it's a bluffing game, and if you get caught, double points go to you. The phone shuffles, deals and checks every bluff, so you don't need a deck and nobody can cheat.

2–12 players · 20–30 min · Party

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Prefer to play on your own phones?Create a room and invite everyone with a QR code. Everyone sees their cards on their own phone and nobody can cheat: the phone checks the bluffs.

Pyramid Drinking Game needs at least 2 players. 2 more to go.

Rules

How to play the pyramid drinking game

The phone works as a standard 52-card deck: it deals your hands, builds a pyramid of 15 face-down cards (5, 4, 3, 2 and 1) and flips it card by card. All you have to do is remember what you got… and lie well.

  1. 1The deal: memorize your cards

    You need 2 to 12 players. Everyone gets 4 cards (3 if there are more than 8 of you). With one phone, pass it around: each person taps Show my cards without anyone else looking and, once they know them, Got them memorized. In a room, everyone sees theirs on their own phone. Learn them well: you won't see them again.

  2. 2The first card gets flipped

    The pyramid has 5 rows: 5 cards at the base, then 4, 3, 2 and 1 at the top. They're flipped one at a time, from the base to the top. The base is worth 1 point, the next row 2, then 3 and 4, and the top 5.

  3. 3Do you have a card of that value?

    If you have a card with the same value as the one that just came up (the suit doesn't matter), or you say you do, you send it to someone else. With one phone, tap Someone has… and choose who's sending it and to whom; in a room, each person taps I have… on their own phone and picks who gets it.

  4. 4“I believe it” or “Liar!”

    Whoever receives it decides. If they tap I believe it: a sip (or water) and the row's points. If they tap Liar!, the phone checks your hand: if you were bluffing, the sip (or water) and double points go to you; if you really had it, they go to whoever doubted you, and you swap that card for a new one from the deck that only you see and have to memorize.

  5. 5More sends or the next card

    The same pyramid card can be sent several times, by anyone. When nobody else has it (or dares), tap Nobody else: next card. Keep going until you flip the top.

  6. 6The end: everyone shows their hand

    After the top card, the phone reveals everyone's cards and the points table. Whoever has the most points loses the pyramid and takes one last sip (or water). Tap Another pyramid to deal again.

A whole other deck

Nothing to memorize? Kings Cup

All 52 cards on your phone, a rule for every value and the King's Cup in the middle. Draw, play it and on to the next.

Play Kings Cup →

What is the pyramid drinking game?

The pyramid drinking game is a card drinking game that mixes memory and bluffing. You build a pyramid of face-down cards, each player keeps a few cards secret and, every time a pyramid card gets flipped, whoever has that value sends a sip to someone else. The best part is nobody can check your hand… unless they call “Liar!”

This is the online pyramid: same idea, but the phone shuffles, deals, keeps your cards and tracks the points. You don't need a deck or a big table, and since the phone checks your hand when you get called out, bluffs are settled instantly with no arguing.

If you've played Ride the Bus, the pyramid round will feel familiar: here it's a full game on its own, with points and bluff calls checked by the phone.

How much each row of the pyramid is worth

The higher the card, the more it's worth. Points only count for the score: every penalty is always just one sip (or water), no matter what the row is worth.

Row 1 (the base, 5 cards): 1 point if they buy it; 2 points if someone calls “Liar!”.

Row 2 (4 cards): 2 points if they buy it; 4 points if someone calls “Liar!”.

Row 3 (3 cards): 3 points if they buy it; 6 points if someone calls “Liar!”.

Row 4 (2 cards): 4 points if they buy it; 8 points if someone calls “Liar!”.

Row 5 (the top, 1 card): 5 points if they buy it; 10 points if someone calls “Liar!”.

That's why the last rows decide the game: a bluff caught at the top is worth as much as 10 sends accepted at the base. The screen always shows which row you're on and how many points it's worth.

Bluffs and “Liar!”: who drinks in each case

You believe it: you take a sip (or water) and add the row's points. Whoever sent it doesn't show anything, so you'll never know if it was true. And if it was, that card stays in their hand for the next time that value comes up.

You call “Liar!” and it was a bluff: the phone checks their hand and the card isn't there. The sip (or water) and double points go to the liar.

You call “Liar!” and they had it: you were wrong, so the sip (or water) and double points go to you. Since everyone has now seen that card, its owner swaps it for a new one from the deck, which only they see and have to memorize.

Calling someone out is a risk both ways, and that's the fun: the same card can bring several sends, and you have to decide who to believe.

Online pyramid: one phone or everyone on their own

With one phone, it gets passed around during the deal: each person looks at their cards without anyone else seeing and hands it back. Then it goes in the middle of the table, the cards get flipped and whoever sends a sip says it out loud; the phone records who sends it, to whom and what the receiver decides.

In a room, everyone plays from their own phone: create a room and share the code. Everyone sees their cards only on their own screen, sends with I have… and answers whatever comes their way. It's the easiest way with big groups, and it works long-distance too.

In both modes nobody sees anyone's cards until the end, not even their own (except the new card you get when you're called out and you had it): if you forget yours, you'll have to bluff with what you actually have too.

Tips to memorize and bluff

Group your cards. It's easier to remember “two sevens, a queen and an ace” than four separate cards. And if you have two of the same value, you know the others have fewer of that number left: a good clue for calling someone out.

A card they believed is still yours. If they buy it, you don't show anything and you can use it again when another card of that value comes up. But if you get called out and you had it, you lose it and get a new one: everyone now knows the one you showed; only you know the new one.

Careful with calls at the top. Up there, a mistake is worth 10 points. Before you yell “Liar!”, think about how many cards of that value have already come up and who hesitated when sending you the sip. If you love bluffing, try the Imposter Game too.

Can you play without alcohol?

Yes. Every sip can be swapped for water, or you can play for points only: the score already decides who loses the pyramid, and the game works exactly the same. Plus, here every penalty is just one sip, no matter what the row is worth.

This site is for adults only (18+ and of legal drinking age where you live). If you want to stick with cards, the Drinking Card Game has 13 cards with rules and quick games, and Kings Cup uses the whole deck.

Before the first round

Pyramid Drinking Game FAQ

01How do you play the pyramid drinking game?

Everyone memorizes their cards, and the 15 pyramid cards are flipped from the base to the top. If you have the value that comes up (or you're bluffing), you send it to someone: if they believe you, they take a sip (or water) and add the row's points; if they call “Liar!”, the phone checks who was right. At the end, whoever has the most points loses.

02How many people can play?

2 to 12. With up to 8 players, everyone gets 4 cards; with 9 or more, 3, so the deck stretches far enough.

03How much is each row of the pyramid worth?

Row 1: 1 point; Row 2: 2 points; Row 3: 3 points; Row 4: 4 points; Row 5: 5 points. If someone calls “Liar!”, it's double. Points are just the score: every penalty is always a single sip (or water).

04What happens if my bluff gets caught?

If they call “Liar!” and you didn't have the card, you take a sip (or water) and double the row's points.

05And if I call out someone who had the card?

Then the sip (or water) and double points are yours. Whoever had the card swaps it for a new one from the deck, which only they see.

06Can I look at my cards again?

No. You see them once, at the start, and not again until the end of the game, when the phone shows everyone's. The only exception is the new card you get when someone calls you out and you had the card.

07What if I can't remember my cards?

Then you play blind: you can still send a sip, but if someone calls “Liar!”, the phone checks your real hand. If the card isn't there, it counts as a bluff.

08Can you play without a deck of cards?

Yes. The phone works as a standard 52-card deck: it deals, builds the pyramid and flips it.

09Can everyone play on their own phone?

Yes. In a room, everyone sees their cards only on their own phone, sends their own claims and answers the ones they get. With one phone, you pass it around for the deal and then leave it in the middle.

10Do you have to drink alcohol? Is it free?

You don't have to drink: every sip can be water, or you can play for points only. It's free and runs in your phone's browser, with no download and no sign-up. This site is for adults only (18+ and of legal drinking age where you live).