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← All 69 forfeitsFlip Cup — forfeit card illustration

3rd Circle · wedge 14

Flip Cup

Two players start by downing their drinks quickly. Once the cups are empty, flip them upside down on the edge of the table, letting a part hang over. Using this edge, flick the cup to make it land upright on the table. Keep going until someone lands their cup. The one who can't land the cup correctly takes a shot. 🥤
— as printed on the board

Hit Flip Cup and two of you are drinking against the clock, then flicking an empty cup off the table edge until it lands upright. Simple to say. Much harder after a drink or two, when your hand-eye coordination has quietly left the building.

The downing part goes fine. It's the flip that turns into theatre. Cups skitter off onto the floor, roll under chairs, occasionally end up in someone's lap. The first person to land theirs gets to enjoy it; the other keeps flicking, increasingly loudly, while the table counts along. Whoever can't land it takes the shot, and there's always a stubborn one who insists "one more go" past the point anyone's still counting fairly.

If you're picked, go for a firm, low flick rather than a big swing — most misses come from over-hitting it. And call the landing the second it happens; leaving it ambiguous just invites an argument about whether it wobbled.

It sits in the 3rd Circle, one of the two twenty-wedge rings that make up most of the board, so you'll cross paths with it fairly often over a session rather than once in a blue moon. Worth knowing the shape of it before your dart finds it.

18+ on the Party side. Every forfeit swaps for a sip or a dare, and the pub-safe Social side skips the booze entirely.

This wedge lives on the DartUp board with 68 friends. Hit it, do it.

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