Cannabis Party Games for Stoners

Fun Cannabis-Friendly Spins on Classic Drinking Games

Smoking games for stoners can be a great way to relax and enjoy cannabis in a fun, social setting. If you’re looking to elevate your game nights with friends, why not try out some cannabis-infused versions of your favorite drinking games? These spins on classic games like “Kings,” and “Never Have I Ever” are all about having a good time with cannabis instead of alcohol.

DC Finest has all of the cannabis you’ll need for these fun cannabis party games! Best of all, we deliver throughout Washington DC to your hotel, residence or location. Head on over to our online menu to view our selection today!

It’s crucial to always consume responsibly, know your limits, and prioritize everyone’s comfort and safety. Cannabis affects people differently, so be mindful of how much you’re consuming and don’t pressure others to go beyond their comfort zone.


Objective: Players take turns drawing one card at a time. Each card corresponds to a specific rule, which must be followed before passing the turn clockwise. The game continues until all the Kings are drawn or everyone decides to end the session.

What You Need

  • A deck of cards
  • A designated “punishment” – This could be a joint, bowl, bong, nug of flower, edible, or portion of concentrate.
  • Each player should have their own way to smoke (e.g., a bowl, bong, or joint). If pieces are limited, feel free to share, but note that some card rules may need to be modified.
  • A good supply of high-quality cannabis (about a gram per person is typical).
  • A group of 3 or more players for the best experience.

Setup: Sit in a circle, ideally around a table. Place the designated “punishment” in the center. If you “lose” during the game, your punishment is to consume from whatever method is in the middle. Remember, always consume responsibly and never pressure anyone to go beyond their comfort level. Lay the deck of cards face down and spread them out around the punishment in a circle.

Card Rules

  • Ace – Waterfall:
    All players take a hit at the same time. The person who drew the Ace can stop whenever they choose, but no one else can stop smoking until the person before them does. Don’t be a jerk!
  • 2 – You:
    The person who drew the card chooses someone else to take a single hit.
  • 3 – Me:
    The person who drew the card takes a hit.
  • 4 – Floor: Everyone must quickly touch the floor or ground. The last person to do so must take a hit. Be careful not to knock over any pieces while you’re at it!
  • 5 – Drive:
    When a player draws the 5 card, it’s time to “Drive!” Everyone in the circle raises their hands as if holding an imaginary steering wheel. The player who drew the card kicks things off by pointing their thumbs either left or right and saying “Vroom.” The player they point to must respond immediately by either pointing their thumbs in the same direction and saying “Vroom” to continue the motion, or they can reverse the direction by pointing in the opposite direction and saying “Skrrt.” The game of Drive continues until someone hesitates, says the wrong word, or points in a direction that doesn’t match what they said. The first player to mess up must take a hit!
  • 6 – Dicks:
    All guys at the table take a hit. Alternatively, if can be a communal hit. Some groups play that 6 stands for “chicks” in which case the women at the table would take a hit.
  • 7 – Heaven:
    Everyone raises a hand to the sky. The last person to do so takes a hit. Just like Four, be mindful of breaking your piece!
  • 8 – Mate:
    The player who draws this card chooses a “mate.” Until the next 8 card is drawn, whenever one of them takes a hit, the other must do so as well.
  • 9 – Rhyme Time:
    The player who drew the card says a word, and each person in the circle must say a word that rhymes with it. The first person who fails to come up with a rhyme or repeats a word must take a hit.
  • 10 – Categories:
    The player who drew the card picks a category (e.g., “Cannabis strains” or “DC neighborhoods”). Each person must name something in that category. The first person to fail or repeat an answer takes a hit.
  • Jack – Thumb Master:
    The player who drew this card is now the “Thumb Master.” At any point during the game, they can discreetly place their thumb on the table or floor. The last person to notice and copy them must take a hit. This continues until the next Jack is drawn.
  • Queen – Question Master:
    The player who drew this card becomes the “Question Master.” They can ask questions, and if someone answers instead of responding with another question, they must take a hit. This role lasts until the next Queen is drawn.
  • King – Rule Master:
    The Kings are what you ideally want to avoid getting in this game. The player who draws the final King will be given the punishment in the center of the table. When you draw a King, place it face-up in front of your play area so players know how many remain in the deck. The player who draws a King also gets to make a new rule for the game. This can be anything from “No saying the word ‘high’” to “Every time someone coughs, they must take a drink of water.” One of our favorites for making a session longer, is to make a rule that all Jokers are now Kings!
  • Joker (if included) – Social Hit:
    Everyone in the circle takes a hit together. Alternatively, you may choose to have the Joker represent another card in the deck, especially if it is enjoyable. Some favorites for this include, 10-Categories, 9-Rhyme and Question Master.

Tips for Enjoying this Game

Customize the Rules: Feel free to tweak the rules based on your group’s preferences and tolerance levels. Add some non-smoking rules like “do a funny dance” or “share your favorite stoner movie” to keep things interesting without overindulgence.

Take Breaks: If anyone starts to feel overwhelmed or too high, let them take a break and sit out for a few turns. There’s no need to keep consuming if you’ve reached your limit.

Objective: This game is all about discovering interesting (and often hilarious) stories about your friends while enjoying cannabis together. It’s a great way to bond, share laughs, and perhaps uncover some surprising facts. The goal is to take a hit whenever you’ve done something that someone else hasn’t.

What You Need:

  • A joint, blunt, or a packed bowl.
  • A comfortable seating area where everyone can form a circle.
  • Optional: Snacks and drinks to keep hydrated and fueled for conversation.

How to Play:

  1. Setup the Circle: Everyone sits in a circle with their smoking devices nearby. If you have just one communal joint or bowl, ensure it’s easy to pass around.
  2. Start with the Statement: The game begins with one player saying the phrase, “Never have I ever…” followed by something they’ve never done. For example, “Never have I ever skipped school” or “Never have I ever been arrested.” The more unique and personal, the better!
  3. Take a Hit if You’ve Done It: Anyone who has done the activity mentioned must take a hit. If a lot of players have done it, pass around the joint or bowl until everyone who needs to has taken their turn.
  4. Share the Story (Optional): After taking a hit, the players can share a quick story about their experience. This step is optional but can lead to some great storytelling moments and lots of laughs!
  5. Rotate Turns: After each statement, the turn rotates clockwise. Continue playing until everyone has had a chance to say a “Never have I ever…” or until you feel it’s time to move on to another game.

Special Variations and Additional Rules:

  • “Too High to Hit” Rule: If someone’s too high or wants to slow down their consumption, they can choose to skip taking a hit for up to three rounds. After using all three skips, they must wait until the game ends or another player suggests taking a break.
  • “Keep It Fun” Rule: Avoid any “Never have I ever” statements that could make others uncomfortable, embarrassed, or pressured to reveal overly personal details. Stick to fun topics like hobbies, weird experiences, or light-hearted confessions. Examples include “Never have I ever eaten an entire pizza by myself” or “Never have I ever danced alone in front of a mirror.”

Objective: Smoke or Fire is a fast-paced cannabis guessing game where players test their luck against a dealer to move through a series of increasingly difficult questions. Players aim to become the dealer by guessing correctly through four rounds of card-related questions. If they fail, they’ll have to take a hit and pass the turn!

What You Need

  • A deck of cards
  • Cannabis (joint, bowl, bong, or any preferred method)
  • A group of 3 or more players

Setup

  1. Select a player to start as the dealer. The dealer will shuffle the deck and be responsible for flipping the cards and asking the questions.
  2. Everyone else sits in a circle or semi-circle around the dealer.
  3. Place the deck face-down in front of the dealer.

Gameplay

  1. Smoke or Fire Question
    The dealer asks the player, “Smoke or Fire?” The player must guess whether the top card of the deck will be red (hearts or diamonds = Fire) or black (spades or clubs = Smoke).
    • If the player guesses correctly, they move on to the next question.
    • If the player guesses incorrectly, they must take a hit and their turn ends.
  2. Higher or Lower Question
    If the player correctly guesses Smoke or Fire, the dealer then asks, “Higher or Lower?” The player must guess if the next card revealed will be higher or lower in value than the previous card (Ace is low, King is high).
    • If the player guesses correctly, they move on to the next question.
    • If they guess incorrectly, they must take a hit and their turn ends.
  3. Outside or In-Between Question
    If the player correctly guesses Higher or Lower, the dealer now asks, “Outside or In-Between?” The player must guess if the next card revealed will fall outside or in-between the range of the previous two cards. For example, if the previous cards are a 4 and a 10:
    • In-Between: Cards 5 through 9.
    • Outside: Cards Ace through 3, or Jack through King.
    • Ties go in the dealer’s favor.
    • If the player guesses correctly, they move on to the final question.
    • If they guess incorrectly, they must take a hit and their turn ends.
  4. Guess the Suit Question
    If the player correctly guesses Outside or In-Between, the dealer asks, “Guess the Suit.” The player must guess the suit of the next card (hearts, diamonds, spades, or clubs).
    • If the player guesses correctly, they become the new dealer, and the current dealer takes a hit as the role is passed on.
    • If they guess incorrectly, they must take a hit, and their turn ends.

Game End or Reset

  • The game can go on indefinitely, or players can decide on a set number of rounds.
  • The game ends when players choose to stop or if there’s a consensus to switch to a different game.

Additional Rules & Variations

  • Intensive Smoking Variant:
    Players may opt to take a hit for any wrong answer, not just if they miss on the first question. This makes the game more smoking-intensive but requires everyone to be mindful of their limits.
  • Dealer’s Choice Hit:
    If the player successfully becomes the new dealer, they can assign a single hit to any player of their choice (other than themselves) as a small reward for completing all four questions.
  • “Dealer Stays” Rule:
    If no one can successfully get through all four questions for three rounds in a row, the current dealer must take a hit to keep the game fair.

Objective: Euchre OG is played just like the traditional card game of Euchre, but with a simple cannabis twist: at the end of each round, the team that scores the fewest points has to take a single hit.

What You Need:

  • A deck of cards (use only 9, 10, Jack, Queen, King, and Ace from each suit)
  • 4 players, split into two teams of 2 (partners sit across from each other)
  • A communal smoking device (joint, blunt, bowl) or each player’s personal piece
  • A decent amount of cannabis to keep the game going (around 1 gram per person is recommended)

Setup:

  1. Remove all cards lower than 9 from each suit, creating a 24-card Euchre deck.
  2. Shuffle the deck and deal five cards to each player. The remaining four cards are placed in the center, and the top card is flipped over to establish the potential trump suit.
  3. The player to the left of the dealer has the first opportunity to accept the flipped card as trump or pass. If everyone passes, players have another chance to call a different suit as trump.

Gameplay Rules:

Trump Suit Ranking:

When a suit is declared as trump, the cards in that suit become the most powerful cards in the game. The order of these cards is as follows:

  1. Right Bower: The highest card in the trump suit is always the Jack of the trump suit. This card is called the “Right Bower” and beats all other cards.
  2. Left Bower: The second highest card is the Jack of the same color as the trump suit.
    • For example, if hearts is trump, the Jack of diamonds (same color, red) is the second most powerful card. This card is called the “Left Bower” and acts as if it belongs to the trump suit, even though it’s from a different suit.
  3. Ace: The next highest card is the Ace of the trump suit.
  4. King: The King of the trump suit follows the Ace.
  5. Queen: The Queen of the trump suit is ranked below the King.
  6. 10: The 10 of the trump suit is below the Queen.
  7. 9: The lowest card in the trump suit is the 9.

Non-Trump Suit Ranking:

The ranking of cards in all non-trump suits follows a traditional descending order:

  1. Ace
  2. King
  3. Queen
  4. Jack (if it’s not the Left Bower, otherwise it’s part of the trump suit)
  5. 10
  6. 9

The non-trump suits are weaker compared to any trump suit card. For example, the lowest trump card (9 of trump) will beat the Ace of any non-trump suit.

Key Points to Remember:

  • Right Bower (Jack of trump) and Left Bower (Jack of same-color suit) are the top two cards in the game.
  • The Left Bower acts as part of the trump suit, so if hearts are trump, the Jack of diamonds behaves as if it were a heart.
  • The rest of the trump cards are ranked normally: Ace, King, Queen, 10, 9.
  • Non-trump suits are ranked from Ace down to 9, with no special role for Jacks unless they’re the Left Bower.
  1. Scoring:
    • Winning 3 or 4 tricks: 1 point
    • Winning all 5 tricks (a “March”): 2 points
    • Going alone and winning 3 or 4 tricks: 1 point
    • Going alone and winning all 5 tricks: 4 points
    • If the calling team gets “Euchred” (fails to win at least 3 tricks), the opposing team scores 2 points.
  2. Taking the Hit:
    • At the end of each round, the team that scores the fewest points must take a single hit from the communal smoking device.
    • If both teams score the same number of points in a round (e.g., each team wins 1 point), no one takes a hit.
    • If a team goes alone and scores all 5 tricks (winning 4 points), the opposing team automatically takes the hit.
  3. Winning the Game:
    • The game is played to 10 points.
    • Once a team reaches 10 points, they win the game, and the losing team must take a “final hit” to close out the game (optional and meant for fun).

Optional Rule for a Little Extra Fun:

  • Bonus Hit for a “March” Win: If a team wins all 5 tricks in a round (a “March”), they can choose to take an extra celebratory hit themselves or assign it to one player on the losing team as an additional consequence.

Objective: The classic game of Jenga gets a new twist with cannabis challenges! Just like regular Jenga, players take turns removing blocks from the tower, but each block has a challenge or rule related to cannabis.

What You Need:

  • A Jenga set
  • A marker or pen
  • A joint, blunt, or bowl

How to Play:

  1. Before starting, write cannabis-related challenges on some of the Jenga blocks. Examples include:
    • “Take a hit and pass.”
    • “Choose a player to take a hit.”
    • “Tell a funny stoner story.”
    • “Skip your next turn.”
  2. Set up the Jenga tower as normal. Players take turns carefully pulling out a block and completing the challenge or rule written on it.
  3. If the tower falls, the person who made it fall must take a hit as a consequence!

Objective: In this cannabis-infused version of Charades, players try to act out prompts while under the influence, making it more challenging and hilarious. The person guessing correctly can assign a hit, adding an extra layer of excitement.

What You Need:

  • A notepad or app for charade prompts
  • A joint, blunt, or bowl
  • A timer

How to Play:

  1. Split players into two teams. Each team writes down prompts for the other team to act out. Keep it fun and related to stoner culture if you’d like (e.g., “Rolling a blunt” or “Being a couch potato”).
  2. One player acts out a prompt without speaking while their teammates try to guess what it is. The team has 1-2 minutes to guess as many prompts as possible.
  3. For every correct guess, the player who acted out the prompt can choose a person from the opposing team to take a hit.
  4. If the team fails to guess the prompt within the time limit, the person acting must take a hit

Objective: A team-based competition that combines speed, coordination, and cannabis. Instead of chugging a drink and flipping the cup, players must take a small hit, exhale, and then successfully flip their cup. For added stoner points, consider using an empty cannabis container instead of the traditional cup.

What You Need:

  • 8 to 12 plastic cups
  • A joint, blunt, or pre-packed bowl
  • A table for the cups

How to Play:

  1. Arrange the cups in a line on each side of the table, with equal numbers of players on each team.
  2. Players take turns one by one. The first player takes a hit, places their cup on the edge of the table, and attempts to flip it. Once they successfully flip the cup, the next player on their team goes.
  3. The first team to successfully complete all their hits and flip all their cups wins the round. The losing team has to take a hit together as a penalty before starting the next round.

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