6-in-1 Game Tables

THE IMPACT GAMES 6-IN-1 GAME TABLE DECAL

If you already have a Beer Pong Table, or are thinking about adding one for your customers, then the Impact Games 6-in-1 Game Table Decal gives you that, and so much more. Don't get me wrong, Beer Pong is a great game, customers love it, but variety and choice are always better.

In additional to a traditional Beer Pong set-up, the Impact Games 6-in-1 Game Table Decal design includes a play surface that supports Drunken Sailors, Flipcups, Quarters, Higher/Lower and King's Cup. The decal also has all the rules and required peripherals listed on the decal itself. This allows you to offer game choice to your customers and/or establish a variety of tournament events focused on the table. For example: Use the 4 Flipcups stations to hold a Flipcups Tournament one weekend, and then use the 4 Quarters stations to hold a Quarters Tournament the next weekend, and so on.

 


Standard Impact Games Decal:
• 49"x97" - Fits 4'x8' dimensional lumbar with 1/2" overhang on all edges
• Red v. Blue Color Palette
• Impact Games Logo
     Cost: $245

 

 

 

Custom Designed Impact Games 6-in-1 Decals:
• Custom sizing - 49"x97" up to 52"x108"
• Customizable background element or your bar's/team's colors
• Add your bar's logo in place of the Impact Games logo.
     Cost: $295

 

 

Mini Impact Games 6-in-1 Decal:
• 49"x97" - Fits 4'x8' dimensional lumbar with 1/2" overhang on all edges
• Red v. Blue Color Palette
• Impact Games Logo
     Cost: $165


The Impact Games 6-in-1 Game Table Decal is made with 3M High Performance Vinyl with a matte lamination for vibrant colors, durability, and easy clean up. *NOTE: Installation requires a clean non-porous surface and at least two people (see instructional diagram below). Whenever possible, installation should be completed by a professional - contact your local sign companies for help. Impact Games does not offer refunds for improperly installed decals.

 

IMPACT GAMES 6-IN-1 GAME TABLE DECAL - GAME RULES

 

WHAT YOU NEED TO PLAY:
• Minimum of 2 players, but the more the better. You've got friends, right?!
• Tokens for each player. You're probably going to have to improvise. Think: lipstick, bottle cap, napkin origami crane, etc.
• 2 six-sided dice (see your bartender or server if you didn't bring any with you).
• A game table, like this one, with spaces for "Higher," "Lower," and numbers "2-12." You're welcome.
• Your favorite adult beverage(s).

HOW TO PLAY - 2 Player Match:
• Select one player to roll the dice first. With only two of you, flipping a coin makes the most sense, but calling some friends might be a good idea too...
• Before the dice are rolled, the roller guesses what number, between 2 and 12, they think they'll roll, marking that number on the game table with their token.
• The other player then chooses whether they think the actual number rolled will be Higher or Lower than what the roller picked, marking their choice on the game table with their token.
• Now it's time to roll he dice. Like, now. Stop reading and roll the dice already...
• If the player who rolled the dice guessed correctly, the other player must drink.
• If the player who rolled the dice guessed incorrectly, and the other player was correct when picking either Higher or Lower, the player who rolled the dice must drink.
• If the player who rolled the dice guessed incorrectly, and the other player also was incorrect when picking either Higher or Lower, both players must drink.
• The turn is now over, clear the game table, alternate roles, and go again!

HOW TO PLAY - 3+ Player Match:
• Select one player to roll the dice first. Draw straws, rock-paper-scissors, something. I'm sure you can figure it out. Anyway, give that person the 2 six-sided dice.
• Before the dice are rolled, the roller guesses what number, between 3 and 11, they think they'll roll, marking that number on the game table with their token.
• The other players then choose whether they think the actual number will be Higher or Lower than the number selected by the roller, marking their choices on the game table with their tokens.
• Now it's time to roll he dice. Don't get crazy with it and toss them off the table, but give 'em a good roll.
• If the player who rolled the dice guessed correctly, all other players must take that number of drinks.
• If the player who rolled the dice guessed incorrectly, any player who was correct when picking either Higher or Lower is safe, and all other players must drink the number rolled.
• If the player who rolled the dice guessed incorrectly, and no players were correct when picking either Higher or Lower, everyone drinks once, and the turn is replayed.
• The turn is now over, clear the game table, pass the dice to the player to the right, and go again!

 

 

WHAT YOU NEED TO PLAY:

• Minimum of 2 players, but the more the better. An even number is key though.
• Plastic cups... 8-16 of them... for flipping... obviously. See your bartender!
• A Flipcups game table on which you can arrange your cups. Like, this one, with the letters F-L-I-P-C-U-P-S right on it. That was easy.
• Your favorite adult beverage(s). Beer makes the most sense, but this is America, so do what you want.

HOW TO PLAY - 2 Player Match:
• Pick teams. There's only two of you, so this part should be super easy.
• Now, take 8 plastic cups, split them among yourselves so you each have 4 cups, and place those 4 cups, right side up, on the letters F, L, I, and P of both sides of the game table. Fill the 8 cups with a consistent and even amount of your favorite adult beverage.
• The game is played by consuming the beverage in the F cup, placing the empty F cup upside down on the edge of the table, flipping the F cup to an upright position with one finger, moving the empty F cup to the C position on the table, and sequentially continuing like that until all cups are emptied, have been successfully flipped, and positioned over the letters C, U, P and S.
• The first person to drink, flip and reposition all 4 cups, wins!

HOW TO PLAY - Team Match:
• Pick teams of up to 8 people. Diversity is good, but guys vs. gals can be fun too. Remember, this is a game, not a movement.
• Once you've split your group into even teams, you need to set up your cups. Take 16 cups and divide them among the 2 teams evenly. Each team then places 8 cups, right side up, on opposing sides of the game table - one cup per letter of "F-L-I-P-C-U-P-S".
• The game is played by consuming the beverage in the F cup, placing the empty F cup upside down on the edge of the table, flipping the F cup to an upright position with one finger, moving the empty F cup back to the F position on the table, and sequentially continuing like that until all cups are emptied, flipped and have been returned to their original position. Team mates can alternate cups, split the cups into front half/back half, one can drink while the other flips... "rules" in this context can be loose - the point is to have a good time.
• The first team to drink, flip and reposition all 8 cups, wins!

 

 

WHAT YOU NEED TO PLAY:
• Minimum of 2 players, but the more the better. 4 for a dollar?
• Quarters. Obviously. This ain't "Nickles"... One per player should do.
• An empty glass - shot glass to pint glass (depending on skill level).
• A game table on which to play. What luck? You seem to have found one!
• Your favorite adult beverage(s).

HOW TO PLAY - 2 Player Match:
• Sit across from one another.
• Set the empty glass in the center of the quarter graphic of the game table.
• The game is played by bouncing a quarter off the table from outside of the game graphic into the empty glass. Make a shot - your opponent drinks, and you shoot again. Miss a shot - you drink, and you lose your turn.
• The game is pretty basic so feel free to spice things up with your own rules if you make 3 shots in a row. For example - 'No first names.' or 'Non-dominant hand only'. Rule breakers drink. Obviously.

HOW TO PLAY - 3+ Player Match:
• Sit in a circle around the game table.
• Set the empty glass in the center of the quarter graphic on the game table.
• The game is played by bouncing a quarter off the table from outside of the game graphic into the empty glass. Make a shot - pick another player to drink, then shoot again. Miss a shot - you drink, and lose your turn to the player to your right. That's counter-clockwise for you analog folks.
• The game is pretty basic so feel free to improvise by making your own rules once you make 3 shots in a row. For example - 'Drink before you shoot' or 'No saying the words drink, drank or drunk'. Rule breakers inkdray.

 

 

WHAT YOU NEED TO PLAY:
• Minimum of 2 players, but teams of 2 is the best way to play.
• 20 plastic cups. They don't grow on trees, so, if you didn't bring your own, maybe buy some from the bartender.
• A beer pong table on which to play. Close your eyes and count to 3. When you open them, a table you shall see. Promise.
• A couple ping pong balls. They put the 'Pong' in Beer Pong, so it's a must-have. Don't have one of those either? Server or bartender is your best bet.
• Your favorite adult beverage. I mean, you could play with Appletinis, but no one would take you serious. Couple pitchers of beer should suffice.

HOW TO PLAY:
• Set up the game by arranging ten cups per side in the triangle formation on the game table graphic.
• Fill all cups with an equal amount of beer. The amount can be whatever you want, but for consistency's sake - 1 12oz beer per 5 cups.
• General Gameplay - The game can be played with 2 people, but usually is played by teams of 2. Teams take turns throwing, tossing or bouncing ping pong balls into the other team’s cups. When a ball lands in a cup, that cup is removed from its place on the game table and set to the side until the round ends. Make one of two shots - the opposing team removes that cup and drinks its contents. The turn is over and the opposing team gets an opportunity to shoot. Make both of the two shots - the opposing team removes both cups and drinks their contents. The turn starts over and the same team gets to shoot again. Miss both shots - no one drinks, the turn ends, and the opposing team gets an opportunity to shoot. The first individual or team to successfully hit all of the opponent’s cups wins, maintains control of the game table and takes on the next challenger.
• Deciding Who Goes First - The first shot, of the first game, is decided by a staring duel shoot off. One player from each team steps up to the game table. They simultaneously shoot balls at the other team's cups while maintaining eye contact with each other. If both players make a shot, or both miss, their partners step in for a turn. This continues until one team makes a shot while their opponent misses. The cup remains in play, no one drinks, but the team that made the shot goes first. If that's too complicated, you can draw straws. People always say that, but rarely are they in a better place to literally draw straws. Winning a game gives that team control of the game table, but if new teams are formed or the winning team leaves, another staring duel shoot off can get the game going again.
• Elbow/Wrist Rule - Players must keep their elbows and wrists behind the edge of the table when shooting. If a player breaks this rule, the shot does not count, but, if the shot was made, the player may take one step backwards and re-shoot the ball. This rule can lead to arguments if you don't have an impartial line judge, so keep in mind that bragging rights aren't worth violence and broken friendships.
• Re-Racking - At the start of a turn, but only twice per game, teams can request that the opposing team rearrange their cups. This is called re-racking, and a team can only request it when the opposing team has 2, 3, 4 or 6 cups remaining. If a team makes 2 in a row and gets to continue shooting, that does not count as the start of a turn and therefor that team cannot get a re-rack. When a team gets down to one cup, the opposing team can request it be pulled back and centered on the game table.
• Bouncing and Swatting - Some players like to bounce their balls across the table. One bounce. Several bounces. It's generally frowned upon, and typically countered with swatting. If a player successfully bounces a ball into an opponent's cup, that cup and another cup of the defending team's choosing are removed. Bounce shots do not count when the opposing team only has 2 cups remaining, and defending players are allowed to swat the bouncing ball out of the way - 1 swat attempt per defender per ball, and the ball must bounce at least once first.
• Guys Finger and Gals Blow - Fingering is when a ball is popped or flicked out of cup by a defending team member using 1 finger. Blowing is when a ball is blown out of the cup by a defending team member blowing into the cup. Success with either negates the made shot. This rule must be established at the start of a game or it is not in effect. And for the record, guys can blow and gals can finger. This aint a place for your sexual hang ups and normative roles.
• Fixing Cups - Similar to re-racking, but something a player may request at any time during the game, asking to "Fix the Cups" is simply asking that the cups be put back to their original position. Sometimes a cup can be accidentally knocked out of its original position. The game table graphic is a great way of knowing when cups need to be fixed and where to fix them to.
• One Shot Death - Once a cup is made and is pulled from its position on the game table, but before the contents have been consumed (placed on the game table or even in the defender's hand), that cup can be a one shot death cup. If this cup is made on the next shot, the game is automatically over with the defending team losing. Because of Swatting, this is a fairly uncommon occurrence unless the defending team is having trouble paying attention. I wonder how that might happen...
• Rollbacks - After being shot, if the ball rolls back to the shooter without hitting the floor, the original shooter may shoot again from behind the back. If they make this shot it counts as 2 cups made unless the defending team only has 2 cups remaining.
• Heating Up and On Fire - After any individual player hits two cups in a row, that person can call “heating up” out loud so that all players can hear. If the same player makes their next shot, they can proclaim themselves "on fire" and then that player shoots until they miss. Failing to announce "heating up" means that the player cannot call "on fire."
• The Straggler Cup - Each player, once per game, can call a specific cup to shoot at. This cup must not be touching any other cups (a straggler from all the surrounding cups already having been hit, not from sliding due to a wet play surface). If the called cup is hit, the defending team pulls that cup, along with an additional cup of the defending team's choosing. If the called cup is not hit, but another cup is, the ball is removed and the shot counts as a miss with the hit cup remaining in play on the game table.
• Last Minute Reprieve - After a team's last cup is hit, players from the losing team have a final chance to hit all of the remaining cups on the winning team's side. Players on the losing side take turns shooting until they miss once or clear out the other team's remaining cups. If the losing team misses, the game is over. If the losing team is able to consecutively hit all of the winning team's remaining cups without missing, the game goes into a 3-cup overtime with the winning team going first.

 

 

WHAT YOU NEED TO PLAY:
• Minimum of 2 players, but this game is way more fun with a group of friends. Heck, it's a good way to make friends. Go. Make friends...
• A standard 52-card deck of playing cards. If you didn't bring one with you, check at the bar to see if you can buy a deck.
• A large empty cup. Ask your bartender or server. I bet they know where to get something that will work.
• A King's Cup game table. Ya know, the one you are sitting at if you are reading this.
• Your favorite adult beverage(s). King's Cup is typically played with beer, but I don't care what you drink - I'm just a list of rules.

HOW TO PLAY:
• To set up a game of King's Cup, take the large empty cup and place it in the center of the King's Cup graphic on the game table. Next, shuffle the deck and surround the King's Cup with the playing cards as outlined on the game table graphic. If you have your drinks, you're ready to play.
• Pick one player to get things going. This doesn't have to be hard. There are 52 cards. Everyone will get an equal chance to play. Just be democratic and elect someone. Anyone. Good.
• Moving in a counter-clockwise direction, players take turns picking cards from the center of the table. Each card (2-10 and face cards Ace, Jack, Queen, and King) has an action that accompanies it. There are some suggested actions below, but feel free to modify, change or replace any rule as you see fit so long as all players agree.
• Cards and Actions:
Ace - Waterfall: When a player draws an Ace, everyone must start drinking. The player who drew the Ace can stop drinking whenever they want. Once they stop, the player to their immediate right can stop drinking whenever they want. This continues counter-clockwise until everyone has stopped drinking.
Two - Dudes: When a player draws a deuce, all players with an outie between their legs, and pride in their farts, must drink.
Three - Me: When a player draws a three, that player has to take a drink.
Four - Off the Floor: When a player draws a four, everyone needs to lift their feet off the floor. Last person to lift their feet off the floor has to drink. If you weren't seated when you started playing, jumping is an option.
Five - Never have I ever: When someone draws a five, all players must raise a hand. The player who drew the five starts by saying something they have never done. If any other player has done what was said, they put their hand down. The turn is then passed to the right, that player says something they have never done, and the game continues like this until only one player still has their hand raised. The last player with their hand raised loses and drinks.
Six - Chicks: When a player draws a six, drinks go to the chicks. Let's hear it for equality ladies!
Seven - Eleven: When a player draws a seven they, starting with the person to their immediate right, count each person one at a time until they hit eleven. That person then drinks.
Eight - Mates: When a player draws an eight they select one other player to be their mate. I know what you're thinking. Gross. Get your head out of the gutter. In this case, when one mate drinks the other has to drink as well.
Nine - Rhyme Time: When a player draws a nine they must say a word, any word, but just one. Now, starting on the immediate right, players must say a word that rhymes with that word until one player can't think of another rhyming word. That player then drinks.
Ten - Category: When a player draws a ten they choose a category (liquors, sex positions, etc.). The player to the immediate right then must say something that suits the category selected. This continues in a counter-clockwise direction until a player can't come up with anything to fit the category, and then that player drinks.
Jack - Rule: When a player draws a Jack, that player gets to make a rule. It does not make that player an omniscient dictator, so keeps the rules reasonable and fun. Using non-dominant hands, not using first names, touch your nose when you drink, etc. For the rest of the game, anyone who breaks the rule(s) has to drink.
Queen - Questions: When a player draws a Queen, that player poses a question to any other player. That player must then respond in the form of a question. Ex: Player 1, "How are you feeling?" Player 2, "Do I look like I don't feel well?" Player 1, "Do I look like a doctor to you?" Etc. This continues until one of the two answers without putting their answer in question form. Then that player drinks. Obviously?
King - King's Cup: When a player draws one of the first three Kings, they pour some of their drink into the King's Cup at the center of the game table. The player that draws the fourth King loses the game and must drink the contents of the King's Cup.

 

 

WHAT YOU NEED TO PLAY:
• Minimum of 2 players, but teams of 2 is at least as much fun.
• 20 plastic cups. If you don't have cups, you're just throwing balls at each other, and that's a different game all together. Check at the bar.
• A set of Drunken Sailors naval ships. 4 for each side. If you can't find the boats, you can always play Depth Charges, but they might also be at the bar.
• A Drunken Sailors game table on which to play. It was awfully nice of this place to get you one, so maybe say 'Thank you.'
• A couple ping pong balls. Holy crap you came unprepared. Bar. Everything is at the bar.
• Your favorite adult beverage(s). Like Beer Pong, this game is perfect for beer, but playing with shots isn't unheard of.

HOW TO PLAY:
• Setting up the game - Each team has a fleet of 4 ships (1 Battleships, 1 Submarine, and 2 Cruisers) that patrol their side of the game table. Arrange each fleet by placing ships horizontally or vertically in line with the game grid. Place plastic cups, filled with a consistent and even level of your favorite adult beverage, where indicated on the ships (Battleships and Submarines each take 3 cups, Cruisers take 2 cups). When both sides have arranged their fleets, the game begins.
• Initiating a War - If it is the first game of the night, the starting team is determined by a "Blind Fire Exercise" wherein one player per side closes their eyes and launches an attack against the opposing team. The first team to score a hit goes first. If both teams miss, or both score a hit, this counts as a draw and the teams re-shoot until one hits and the other misses.
• Launching an Attack - There are two forms of attack in Drunken Sailors - Torpedoes and Tomahawks. Torpedoes bounce across the surface towards their targets, and Tomahawks rain down from the sky. Either can be an effective weapon. What strategy will you choose?
• Hits and Misses - If an attack does not go into an opposing team's cup, that counts as a miss. Misses incur no penalties, but do end that player's turn. If the attack does go into an opposing team's cup, that counts as a hit. Once a cup has been hit, it is moved out of play until the turn ends where its contents are consumed by a member of the opposing team and removed from play. Once all of the cups in an individual ship have been hit, that ship is sunk and it is removed from play. Once one team successfully sinks all of the opposing teams ships, they win and maintain control of the game table taking on the next opponent.

Additional Rules:
• Naval Superiority - If both players from one team make successful consecutive hits against their opponent, the opponents fleet is rendered helpless for one turn and the first team gets to fire again.
• Naval Maneuvers - Once a teams ship is sunk, that team is able to maneuver their fleet to new positions on the game table. Horizontally aligned ships can now be moved to a vertical position, and visa versa, if desired. Ships are allowed to relocate anywhere on their side of the game table.
• Kamikaze - If the first player from one team hits a cup, and the second player hits the same cup in a given turn, that is a Kamikaze, and the hits will sink that ship immediately regardless of the number of remaining cups on the ship.
• Dropping Nukes - Once a cup has been hit, but before its contents have been consumed, whether in the opposing player's hand or on the table, the attacking team has the opportunity to try for a nuclear strike by firing an attack at that cup. If one or both of the Nuclear attacks score a hit, the game immediately ends with the attacking team coming out victorious.
• Scorched Earth - After a team's last cup from their last remaining ship is hit, that team has a chance to retaliate in a final effort to secure a victory. Players from the losing team take turns launching attacks. If each attack results in a hit, the losing team can continue to fire attacks. If a member of the losing team scores a miss, the game is over. If the losing team makes successful hits against all of the opposing teams ships without a single miss, they win and get to celebrate with the cockroaches and try to restart humanity.

Alternate Gameplay: Depth Charges
If, for some reason, you are unable to find a set of Drunken Sailors ships, you can still play. Simply select 10 random squares on each side of the game table to place your team's Depth Charges. Gameplay is almost identical to Drunken Sailors except the goal is to clear your opponent's side of their Depth Charges to make way for your invasion. Naval Maneuvers and Kamikaze rules do not apply to Depth Charges, but the rest of the rules do apply.