Chardee Macdennis Rules New and Improved
Chardee Macdennis Rules New and Improved
Chardee Macdennis Rules New and Improved
To start with, you need a homemade Chardee MacDennis game set, which some poor asshole will have made ahead of time.
This should include:
Then at game time, you may need any or all of the following supplies for challenges:
Music player with large library of songs, headphones, eggs, set of Scrabble tiles, sand (or dry rice) in a bucket/bowl,
pillows, shampoo flour, markers, crayons, paper, grapes, marbles, pencils/pens, cinnamon, quarters, blankets, sheets
of stickers, and more
And don’t forget the booze: Wine, beer, AND hard alcoholic drinks.
SET-UP:
Set up the board in a neutral area with both game pieces on the circle labelled “Level 1”.
Choose a first player [team]. This is done by the dominant team declaring it first.
Have the master timer ready, set to 45 minutes. The game lasts for no more than 45 minutes, not including
stoppages, which will be frequent.
Now begins your journey through the Levels (see “The Levels” below).
At the start of each turn, prep the beverage associated with the appropriate Level (wine, then beer, then hard alcohol—see
“THE LEVELS” below). Teams must observe rituals as described below, and then the gameplay may commence.
The Opposing Team will draw a card from the appropriate Level’s card stack (the current Level of the Active player) and read it
aloud for the Active Team to resolve. If a Team collects enough cards to advance to the next Level, they should move their
player piece to the next circle on the Game Board. Then it is the other team’s turn. Keep alternating this way until the game
ends.
Victory is awarded to the first team to earn two “Level 3: Spirit” cards. If the 45-minute timer runs out, the team at the highest
Level wins. If both teams are at the same Level, the team with the most current-Level cards wins. If still tied, then the BLACK
CARD is unsealed and read aloud.
RESOLVING CARDS:
When an Opposing Team draws and reads a card for the Active Team, if the Active Team is successful in answering/
conquering their card, they get to keep that card, and the Opposing Team must take a drink.
TRIVIA CARDS: Unless stated, there is no specific time limit on answering. If the Active Team fails to answer correctly in
the allotted time, the Other Team may answer to try and "steal" the card. Because Trivia Cards may be stolen, there should
only be one designated reader per team in any given turn. If a team has a single player, then they are screwed, goddammit.
Note: Trivia cards may be entirely subjective, based on opinion, or even nonsensical. This is part of the game. There is no
arguing against a card's answer. The card is always right.
ALL OTHER CARDS: If the materials for the cards are not available, the opposing team may set the card aside and re-
draw. Puzzles have no time limits, unless specified on the card.
EXHAUSTED CARD SUPPLY: If the cards are exhausted from any level, then all teams still at that level automatically
advance to the next level. No team may move back to an exhausted level, and may stay where they are if they are in such a
situation. Any team who advances (or mustn’t move back) due to this rule must be berated loudly for several seconds in
recognition of their great shame and impotence.
THE LEVELS:
What do all those cards do for you? They advance you in levels, dummy. And as you advance, different rules
apply. Here’s how the levels breakdown:
A
Trivia, Puzzles, and Physical Challenge, Emotional Battery N
Artistry Pain, and and Public
R Endurance Humiliation I
T S
H
You may only You may only drink beer. You may only
drink wine. drink hard alcohol.
Cursing is no longer allowed for the rest
Collect 4 Mind of the game! Collect 2 Spirit
Cards to advance (INFRACTIONS: Timer stops and there is a 3-second drink Cards to WIN.
to Level 2. penalty.)
2. PRE-GAME: The Raising of the Flags, Display of Physical Prowess and Intimidation
Each team must march to their flags and raise/display them in a triumphant manner.
READY TO PLAY:
You know how to resolve cards, you know how and when to perform the ceremonies, and you know what to drink.
BUT, before you start, it is highly advised that players read the entire Essential Rules sheet (it can also be
referenced at any time during the game). This is where you will find important rules and penalties that can make
or break the entire game.
Print out the Essential Rules below, and for shit’s sake, laminate them or they’ll be disgusting and hard to read.
2. CHEATING is a part of the game and is expected, but if you are caught cheating, you will be punished.
PENALTY: The team who catches you advances to the next level automatically, while keeping their cards earned to that point. If
cheating team is in the lead, the other teams may jump to that level (permitting a jump from Level 1 to Level 3). Cheating players
should be harshly berated by the other team.
4. TIME-OUTS may be called by a player, so long as the game is not mid-challenge (or other card action). Each team is allotted 3
10-minute time-outs during the game, during which the clock stops and all freedoms of movement and speech apply. All players
may take part in the time-out. The phone/device ban shall still apply—no texting, photo posting, etc.
4b. Injuries instantly result in a special time-out lasting up to 10 minutes, and all players may treat it as a normal break with
associated rules. There is no penalty for an injury time-out unless it is successfully determined that the player has faked this
injury, and then the CHEATING penalties apply.
4c. BATHROOM BREAKS are only allowed during official time-outs as called by any given team, not during pre-round civility.
Diapers are permitted, but any person soiling themselves to the extent that it is visible or smellable to other players must clean
themselves up off the clock and go to JAIL.
PENALTY: Any violation will result in loss of one card of current level, or if there are no cards for current level, then a card from
the previous level (possibly moving your team back a level).
5. Drink spillage: If a glass/bottle/cup is completely tipped over on its side, then you have brought great shame upon your team.
Exception: If the glass/bottle/cup is used as an active part of a challenge. No penalty will apply in that case; you are just a boob.
PENALTY: Everyone on the team whose drink was spilled must take a drink, and the player who knocked over the drink (no
matter which team) must lap up much of it with their tongues. Hope you spilled on a clean surface!
6. Refusal to Attempt/Answer a Card or Accept a Penalty: We understand that there are a lot of fragile nutsacks out there, but
there is a price to your great shame and cowardess.
PENALTY: Players who refuse to attempt a card forfeit their most recently earned card, potentially moving the team back a level.
Players who refuse to accept a penalty, go to JAIL. If you refuse to go to JAIL, your team immediately loses and the game ends.
7. JAIL is either a dog kennel, or a timeout chair, which a player must sit in facing a corner/wall and feeling deep shame.
While physically in jail, a player may not speak or make eye contact with others, or there will be abuse from other players. For
sanitary reasons, the jailbird may use a timeout for temporary release. The jailbird may not participate in any turns whilst in jail.
RELEASE FROM JAIL: The inmate has an opportunity for release from jail after one full turn in jail, and once each turn thereafter.
To attempt to leave jail, a player rolls two D-6s (six-sided dice) at the start of the team’s turn, and if doubles are rolled, the
prisoner is freed and may participate in that round. Or, instead of rolling, the player may pay $1.00 into the victory pot and be
instantly released.
After 3 rounds in jail, that player either must do one of the following:
A.) Roll doubles (only one attempt)
B.) Put $2.00 into the victory pot.
C.) Sing and dance the full “I’m a Little Teapot” song, during which players may capture video/photos with their devices.
"Get Out of Jail Free" cards are completely available for trade, to either teammates or opponents. Or they may be given freely.
Barter away. These cards are executable immediately and may result in player never setting foot in jail. Prisoners who want to
barter for such a card must remember the rules of no eye contact or speaking once they have entered prison. Once said card is
used, it is removed from the game. THESE CARDS DO NOT COUNT TOWARD LEVEL PROGRESS.
8. Cell phones (and other similar devices--computers, tablets, etc.) have been confiscated during the Ritual of Sportsmanship. A
cell phone may be retrieved and used without penalty if done for the purpose of a game card. It must immediately then be
removed from the game area without unauthorized usage. A cell phone may also be used as a timer, but then only as a timer.
Unauthorized use of cell phones is considered CHEATING, even if done for so-called "innocent" purposes.
9. Tardiness to Begin a Round: When a round or a pre-round activity is set to commence, a player is considered "present" if they
are in the same room with other players.
PENALTY: If a player is late to return to the game, causing a most ungracious delay, the player must drink for 3 seconds and
perform the chicken dance for the other players (photos and videos are permitted for this punishment).
10. BOOZE REFUSAL & SHORTAGES: If a player is unwilling or unable to drink wine, beer, or hard alcohol, or if the only potable
versions of those have run out (whether in general or according to drinker preference), all players may reach a consensus on
what is permitted for drinking. For the hard alcohol round, mixers are allowed and encouraged, but don’t be a wang and fill
your glass with mostly Coke and then only a splash of rum—that would be considered CHEATING. If your preferences/allergies,
etc. are causing the ruckus, you should probably give everyone a gift. Right now. Anything. Give them a gift, goddamit!
No driving is permitted during the course of the game, so if you're out of booze, you're out of booze.
11. FOOD & WATER: Eating and drinking other beverages (water) is permitted during any point of the game, but may not
substitute for required alcohol drinking (unless you somehow mind-viced people into buying your sob story about allergies or
bad experiences with vodka. Jesus, woman up!). Remember, if you have movement restrictions, such as being a dog, these
apply. You may acquire food or beverages at any point as long as it does not interrupt the flow of the game. In such cases, you
must call one of your team's times-out.
12. NO VOMITING. This is the King of All Rules. Vomiting is dishonorable, gross, and dangerous, so any such act during the
game, or within 3 hours of the game will result in automatic loss of game, and at least one future or retroactive game loss.
Therefore, it is more honorable to withdraw from the game before reaching a vomiting crisis, and thereby only taking a single
loss, instead of multiple.
13. The Victory Pot: If money has been placed into the Victory Pot, the winning team receives all of the money and must decide
amongst themselves how to divide/steal it.