DC Kickball > Flip-Cup


Here in lies the rules to the right honourable game of Flip Cup. As a great equalizer it is important said game have rules to provide for a fun, fair, and consistent game of play.

Rule #1

Be nice. This is a game of gentlemen and kind ladies. It is not an exact science, no matter how good you think you are at it. While you are free to tell off your own teammates for failure to flip their cup or drink fast enough, you are not free to tell your opponents to f@ck off. Failure to follow this rule will result in your developing a bad reputation and a universal hatred of your team. Excessive violation of this rule may result in serious sanctions against an individual and/or his or her team.

Rule #2

The number of players per team shall be limited to 8 at a time. While many teams are able to produce massive squads, others are not and should not be summarily left out of the joys of flip cup. Even if two massive squads wish to compete it shall not be permitted because such games take forever and deny other teams the opportunity to play. As will often be the case, if you have more than 8 people wishing to partake then you will have to rotate players in and out. Should a team wish to play but have less than 8 players they are free to cannibalize players from other DCK teams. Only DCK players are permitted to play in official DCK flip cup games. If all else fails, find your nearest DCK Board Member. We are contractually obligated to play on command. Not really, but we like to think we are.

Rule #3

Games shall be limited to best of 5. This is to permit for time for others to play and to make at least a vague attempt to prevent people from actually expiring from alcohol poisoning at the table or outside the bar. Worry not, the faster the game, the faster you can get back on the table if you lose.

Rule #4

Winners of the best of 5 remain on the table until their team dies or they lose a game. If the winning team leaves the table for more than five minutes (in between games/bathroom breaks/beer runs) they forfeit the table. This is to prevent long delays in between games and a team walking away in its entirety returning 30 minutes later demanding the table. If you are the winning team, hold your line, use your other players to sub in for bathroom breaks or to get more beer.

Rule #5

Rematches can only be played after every team at the bar has had an opportunity to play. After all who want an opportunity to play have played, rematches can then occur.

Rule #6

Delay of game can be called if a team takes more than 3 minutes to match up and begin the next round. This rule should be enforced loosely and only when a team takes an egregious amount of time to prepare in between rounds due to too much talking, etc. Hit on her after you’re done with your game, guys.

Rule #7

Game play shall go as follows: Opposing teams will begin each round within a game by matching up. This is accomplished by holding your cup to your opponent’s cup directly across the table. The starting people on each team then begin by cheers’ing each other, tapping their cups on the table, and then commencing with the drinking and flipping. Cheers, Down, Drink, as the kids say. Flip cup is a relay race and so the next person in line drinks and so on until the end of the table is reached. “Down and Back” is forbidden in DCK flip cup for the obvious reasons of too much time, etc. etc. etc. The next round is started by the next two people in line and moves down accordingly with each round. Shifting at the table is permitted if a team wants to, but a team is not required to do so (if one team wants to shift, go right ahead, but the other does not have to). The start always moves down the table with each round, however. If this is confusing think of it in terms of if you were the first drinker in this round you will be the last drinker (anchor) in the next round.

Rule #8

A regulation fill of beer per cup is determined to be to the first line of the clear plastic solo cups. If two opponents agree to do less, that is fine so long as they are equally less. If two opponents agree to do more, that is fine too, though highly ill-advised. If one opponent wants to do a higher pour, that is fine, but the opposing player cannot be required to match the higher pour. It would be a really good idea to stick to the first line rule.

Rule #9

Backboards that are deliberately built are illegal and flat-out unsporting. You may not at any time build a backboard . However, should your cup hit an object on the table, such as a pitcher or other cup by pure chance, and land in the desired way the flip is to be ruled legal.

Rule #10

A legal flip must begin by being completely in contact with the table and then flipped from underneath the edge of the cup hanging off the table by using your hand. No other variation on flipping the cup is acceptable. It must be on the table when you flip it.

Rule #11

A flip is not considered completed until the cup has settled in the upside down position. It does not matter when the flip is initiated, only when the cup settles. In the event of a tie or too close to call, the round is repeated.


These are the rule of the right honourable game of flip cup. Failure to follow these, and only these, rules will result in your summary execution. It is highly advised that you follow these rules for the sake of the DCK Flip Cup Championship, as these will be the rules of play for the tournament.

Further, these rules shall be the enforced rules of DCK. Any team making claims that directly contradict the rules set forth here will be wrong, and rightly ridiculed by the opposing team.

If you do not like these rules it is highly recommended that you have a few beers and get over it.

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