Section 5: Rules of Play
Starting a Round
- Teams take their declared positions, with one filled cup placed upright in front of every player.
- The starter checks that the teams have equal numbers of players and comparable servings.
- The first player from each team raises or touches the assigned cup to show readiness.
- On the agreed signal, both first players may begin. A common social start is for the opposing lead players to touch cups, touch the table, touch cups again, and then drink, but a spoken countdown is equally valid.
Completing a Relay Leg
- The active player consumes the assigned serving. Pouring it out, transferring it to another container, or having another person consume it is not permitted.
- The player places the empty cup upright at the table edge with a portion of the base extending beyond the edge.
- Using one hand, the player propels the cup by contacting its base or lower portion so that it rotates in the air.
- The player may make unlimited attempts until the cup comes to rest upside down on the table.
- After a failed attempt, the player retrieves and resets the cup. Teammates may offer verbal encouragement but may not position, catch, or flip it.
- As soon as the cup has visibly settled in a valid inverted position, the next teammate begins the same sequence.
Legal Completion
The cup must make a distinct airborne rotation and settle with its open rim against the tabletop. Brief contact with the table during the rotation is allowed. A player may stop a cup only after it has already settled legally; touching a moving cup before it settles cancels that attempt.
Round Completion
The round ends when the final player on one team legally lands the cup. The opposing team stops immediately. If both final cups appear to settle at the same time and no neutral observer can distinguish them, the round is replayed unless the group agreed beforehand to use a tiebreaker.
Common House Variations
- Survivor: After each round, the winning team selects one opponent to leave the opposing lineup. The remaining players continue until one team has no players left.
- Relay return: After the final player finishes, the relay reverses direction. Every player completes a second leg, and the original starter must finish last.
- Two-cup relay: Each player must complete two separate cups in sequence before passing the turn.
- Perfect flip: A successful cup must land cleanly on its rim without first striking another object.
- Non-drinking challenge: Cups begin empty, and each active player performs only the flipping portion of the relay.
House variations must be announced before the match. They should apply equally to both teams and must never override the safety and consent provisions in this rulebook.