7, 11, and Doubles drinking dice game with cups

7, 11, and Doubles Drinking Game: Dice Rules & How to Play

7, 11, & Doubles is a fast dice drinking game where one player tries to finish a drink before another player can roll a 7, 11, or doubles.

That is basically the entire game.

Players take turns rolling two dice. Roll anything normal and the dice move on. Roll a 7, 11, or any pair of doubles and you choose someone to drink. As soon as that player touches the cup, you start rolling again.

If you hit another 7, 11, or doubles before they empty the cup and get it back onto the table, they refill and try again.

This game is also called Seven Eleven Doubles, 7/11 Doubles, Sevens, Elevens, and Doubles, and sometimes 7/11/2x. The names change more than the actual game does.

7, 11, & DOUBLES RULES — QUICK VERSION

  1. Sit around a table with two dice and a drinking cup.
  2. Take turns rolling both dice.
  3. Roll anything except 7, 11, or doubles and pass the dice left.
  4. Roll a 7, 11, or doubles and choose another player to drink.
  5. Fill the drinking cup with your agreed amount.
  6. The roller cannot touch the dice until the drinker touches the cup.
  7. Once the drinker touches it, they start drinking and the roller starts rolling.
  8. The drinker must empty the cup and put it back on the table before another 7, 11, or doubles is rolled.
  9. If the roller gets one first, refill the cup and repeat with the same drinker.
  10. If the drinker finishes first, the challenge ends and play continues.

To play 7, 11, & Doubles: take turns rolling two dice until somebody rolls a total of 7, a total of 11, or any doubles. That roller chooses another player to drink, then races to roll another qualifying result after the drinker touches the cup. If the drinker empties the cup and puts it back down first, they escape; if the roller wins, the cup gets refilled and the drinker has to go again.


What You Need to Play 7, 11, & Doubles

  • 2 standard six-sided dice
  • 1 drinking cup
  • A table or other flat rolling surface
  • 3 or more players
  • Beer, seltzer, or another drink

You can technically play 7, 11, & Doubles with two people, but three should be considered the practical minimum.

With two players, every successful roll targets the same person. With four, five, or six people, there is actually some choice involved and considerably more paranoia.

For more low-equipment games, browse the CollegeWares Drinking Games guides.

What Kind of Cup Should You Use?

A shot glass, rocks glass, or small plastic cup all work.

Older versions of the game often use one communal cup in the middle. You absolutely do not need to do that.

If sharing the same cup with six people sounds disgusting, everyone can use their own cup. The mechanics work exactly the same.

Same tension. Considerably less disgusting.

How Much Should You Pour?

There is no universal amount.

Published versions range from a small shot glass of beer to significantly larger portions. Some even let the roller decide how much goes into the cup.

We recommend a small, predetermined pour.

That matters because one unlucky player can lose several races in a row. A small pour keeps that mechanic funny. Making every refill half a beer turns it into something else pretty damn quickly.


Best Number of Players for 7, 11, & Doubles

Players How It Plays
2 Playable, but every successful roll targets the same opponent.
3 Works well and stays very fast.
4–8 Best range for targeting, stealing, and quick turns.
9+ Still works, but make sure everyone can actually reach the dice and cup.

The sweet spot is roughly four to eight people.

There are enough possible targets that successful rolls matter, but not so many players that you spend three minutes waiting for two dice to work their way around the table.


How to Set Up 7, 11, & Doubles

1. Sit Around a Table

Everyone should be able to see the dice and reach the playing area.

The dice need room to bounce without immediately disappearing underneath somebody's couch.


2. Put the Drinking Cup in the Middle

Place the designated cup somewhere everyone can reach it.

You can either keep it empty between challenges or fill it before the game starts.


3. Set the Pour

Decide how much goes into the cup every time somebody is selected.

Do this before rolling.

Otherwise you are about five minutes away from someone suddenly deciding that their friend's penalty should be four times larger than everyone else's.


4. Choose the First Roller

Pick randomly, roll for highest total, or just hand someone the dice.

After that, normal turns move clockwise or to the left.


How to Play the 7, 11, & Doubles Drinking Game

ROLL → HIT 7, 11, OR DOUBLES → PICK A DRINKER → TOUCH CUP → RACE THE DICE → ESCAPE OR REFILL

1. Roll Both Dice

The first player rolls two standard dice.

You are looking for one of three results:

  • A total of 7
  • A total of 11
  • Doubles

If you roll anything else, nothing happens.

Pass the dice to the next player.


2. Roll a 7, 11, or Doubles

If you roll one of the qualifying results, your turn does not end.

You become the roller and choose another player to become the drinker.

Fill the drinking cup with the agreed amount.


3. Wait for the Drinker to Touch the Cup

This is the most important timing rule in the game:

The roller cannot touch the dice until the drinker touches the cup.

The drinker controls when the race begins.

Not when they pick up the cup.

Not when they start drinking.

When they touch it.


4. Start the Race

The second the drinker touches the cup:

  • The drinker tries to empty it as quickly as possible.
  • The roller grabs the dice and starts rolling repeatedly.

The roller is trying to hit another:

  • 7
  • 11
  • Pair of doubles


5. The Drinker Has to Finish AND Put the Cup Down

Finishing the liquid is not quite enough.

The common rule is that the drinker has to empty the cup and return it to the table before the roller gets another qualifying roll.

That final cup slam creates most of the close calls.


6. If the Drinker Wins the Race

If the drinker empties the cup and gets it back onto the table before another 7, 11, or doubles lands, the challenge is over.

They escaped.

Under one common version, the dice simply pass to the next player clockwise.

Another established version gives the dice to the successful drinker.

Pick one version before playing. More on that below.


7. If the Roller Wins the Race

If the roller gets another 7, 11, or doubles before the drinker finishes:

Refill the cup.

Same roller.

Same drinker.

Same problem.

The roller once again waits for the drinker to touch the cup, then the next race starts.

A drinker can get trapped for several consecutive rounds if the roller keeps hitting qualifying combinations.


What Rolls Count in 7, 11, & Doubles?

Roll Examples Result
7 1+6, 2+5, 3+4 Choose a drinker.
11 5+6 Choose a drinker.
Doubles 1+1 through 6+6 Choose a drinker.
Anything Else 2+3, 4+5, 3+6, etc. Pass the dice.

What Counts as Doubles?

Any two matching dice count as doubles.

  • 1 + 1
  • 2 + 2
  • 3 + 3
  • 4 + 4
  • 5 + 5
  • 6 + 6

There is no special distinction between snake eyes and double sixes in the core version.

Matching is matching.


What Happens If the Dice Are Already in the Air?

This is one of the first arguments a close round will produce.

A practical rule is:

If the roller released the dice before the empty cup touched the table, let the roll finish.

If the dice land on a 7, 11, or doubles, the drinker loses the race.

If they do not, the drinker escapes.

This is cleaner than trying to decide whether someone's cup hit the table 0.08 seconds before one die stopped bouncing.


The Fake-Out Rule

The drinker can fake reaching for the cup to bait the roller into touching the dice early.

This appears in established versions of 7, 11, & Doubles and works because of the game's touch rule.

The drinker might hover their hand over the cup, quickly reach toward it, or pretend they're about to grab it.

If they never actually touch the cup, the roller cannot legally start.

If the roller falls for the fake and touches the dice early, a common penalty is that the roller becomes the drinker.

We recommend using this rule.

It gives the drinker at least a tiny amount of strategy in a game otherwise controlled largely by dice and throat speed.


Can Another Player Steal the Drink?

Yes, in the common Hero or Steal variation.

Another player can grab the cup and drink it for the person who was originally selected.

Nice gesture.

Potentially terrible decision.

Once the substitute player takes over, they become the active drinker. If the roller gets another 7, 11, or doubles before that player finishes, the substitute is now stuck drinking again.

Some versions call this player the Hero, rescuer, or stealer.

The name does not matter. The consequence does.


7, 11, & Doubles House Rules & Variations

There is no single universal 7, 11, & Doubles ruleset.

The core roller-versus-drinker race is remarkably consistent across versions. The secondary rules are not.

Variation 1: The Drinker Gets the Dice

Some versions give the dice to the drinker if they successfully beat the roller.

They refill the cup and become the next roller.

This gives escaping a small reward and creates more turnover between roller and drinker.


Variation 2: Dice Pass Clockwise

Other versions simply pass the dice to the next player after the drinker escapes.

This keeps normal turn order intact and is easier for new groups to remember.

We prefer this version.


Variation 3: Hero / Steal Rule

Any uninvolved player may take the drinker's place by grabbing the cup before they do.

Once they take it, they inherit the entire challenge.

This is one of the better established optional rules and works especially well if somebody has already been hammered by several consecutive re-rolls.


Variation 4: Sloppy Dice

Dice that fly off the table are often called sloppy dice.

The penalty varies dramatically.

Published versions include everything from a small drinking penalty to finishing an entire cup or significantly more.

The latter is unnecessary.

Use a sip or simply declare the roll dead.


Variation 5: Roller Chooses the Pour

Some versions allow the roller to decide how much goes into the drinker's cup.

That creates another little layer of social warfare, but it also makes the drinking wildly inconsistent.

A fixed pour is cleaner.


Variation 6: Maximum Attempts

Some versions cap the number of consecutive times one drinker can lose before the game moves on.

This is not part of the basic game, but it is a sensible mercy rule.

If you're using larger pours, a cap becomes even more important.


Variation 7: Extra Dice Combinations

You may find versions where other numbers trigger additional rules.

One longstanding ruleset, for example, adds separate actions to rolls such as 9 or 4-and-1.

Those are optional additions.

You do not need them to play 7, 11, & Doubles.

If every possible roll starts doing something different, you're basically drifting toward a different dice game.


Our Recommended 7, 11, & Doubles Rules

COLLEGEWARES 7, 11, & DOUBLES RULES

  • Use two standard six-sided dice.
  • Play with 3+ people; four to eight is ideal.
  • Use a small fixed pour for every challenge.
  • A total of 7, 11, or any doubles lets the roller choose another player.
  • The roller cannot touch the dice until the drinker physically touches the cup.
  • Once the cup is touched, the roller may start rolling immediately.
  • The drinker must empty the cup and put it back on the table to escape.
  • If another qualifying roll lands first, refill and repeat with the same drinker.
  • Dice already released before the cup hits the table still count.
  • If the drinker escapes, pass the dice clockwise.
  • Touching the dice early means the roller takes the drinking penalty.
  • Dice leaving the table are a dead roll plus one sip.
  • Allow the Hero/Steal rule as an optional save.
  • If one player loses several consecutive races, cap the streak rather than forcing unlimited refills.

This keeps almost everything that makes the traditional game recognizable while removing the unnecessarily aggressive penalties some versions have collected over the years.

More importantly, everyone knows exactly what counts before the dice start flying.


7, 11, & Doubles vs. Three Man

7, 11, & Doubles and Three Man are different dice drinking games.

Both use two six-sided dice, and both commonly assign drinking actions to certain combinations. That is where most of the similarity ends.

Rule 7, 11, & Doubles Three Man
Main Mechanic Drinker races against repeated dice rolls. Different dice combinations trigger different actions.
Special Player No permanent special role. One player becomes the Three Man.
7 / 11 / Doubles All start the central drinking race. Usually have separate individual effects.
Complexity Very simple. More rules to remember.

Some online rule collections incorrectly list Three Man as another name for 7, 11, & Doubles. They are better treated as separate games.

If you want the version where different dice combinations have different effects and one unlucky person gets stuck with a special role, read the CollegeWares Three Man rules.


Is 7, 11, & Doubles the Same as Craps?

No.

The two games both use two dice and both care about the numbers 7 and 11, which is enough to cause some confusing search results.

Craps is a casino dice game built around come-out rolls, point numbers, wagers, and an entirely different set of rules.

7, 11, & Doubles is a drinking race.

No betting system. No point phase. No craps table required.


How Do You Win 7, 11, & Doubles?

The standard game usually does not have a winner.

There is no traditional score to reach and no normal elimination system.

You keep taking turns until everyone wants to stop or switches to something else.

That makes 7, 11, & Doubles better as a pregame or party game than a structured tournament game.

If you need a drinking game with an obvious winner, Beer Pong is built for that job.

Can You Use 7, 11, & Doubles for Beer Olympics?

Not cleanly under the normal rules.

There is no winner to award points to.

You could create a tournament variation where teams score points for forcing additional refills, but that would be a CollegeWares adaptation rather than a standard rule.

For an actual Beer Olympics event, games with clear head-to-head outcomes work better.


Common 7, 11, & Doubles Mistakes

Rolling Before the Cup Is Touched

The roller has to wait.

The instant the drinker touches the cup, go nuts.

Before that, touching the dice is a foul under most versions that include the timing rule.


Thinking the Drinker Only Has to Finish

The common version requires the empty cup to return to the table.

Swallowing the last sip while holding the cup six inches in the air does not stop the race.


Treating 7 and 11 as Individual Dice

7 and 11 refer to the total of both dice.

So:

  • 3 + 4 = 7
  • 5 + 6 = 11

You will not find an eleven on a six-sided die.


Using Huge Pours

The game's defining mechanic can force someone to refill several times.

Keep the pour small enough that repeated losses do not become the entire night.


Making Up New Rules Mid-Game

This game already has enough established variations.

Agree on:

  • Who gets the dice after an escape
  • Whether stealing is allowed
  • What happens on sloppy dice
  • How large each pour is
  • Whether consecutive losses are capped

Then play.


Can You Play 7, 11, & Doubles Without Alcohol?

Yes.

The actual game mechanic has nothing to do with alcohol.

Use water, soda, non-alcoholic beer, or another drink and keep every other rule exactly the same.

You can also turn each lost race into a point instead of a drink.

First person to five penalty points loses.


7, 11, & Doubles FAQ

How do you play the 7, 11, & Doubles drinking game?

Take turns rolling two dice until someone rolls a 7, 11, or doubles. That player chooses another person to drink. Once the drinker touches the cup, the roller starts rolling again and tries to get another 7, 11, or doubles before the drinker empties the cup and puts it back on the table.


What happens when you roll a 7 in 7, 11, & Doubles?

Rolling a total of 7 lets you choose another player to drink. The same basic action happens when you roll a total of 11 or matching doubles.


What happens when you roll an 11?

Rolling 11 starts a drinking challenge. Choose another player, fill the designated cup, and begin the race once that player touches it.


What happens when you roll doubles?

Any doubles let the roller choose a drinker. Double ones, twos, threes, fours, fives, and sixes all count.


How many dice do you need for 7, 11, & Doubles?

You need two standard six-sided dice. Both dice are rolled together throughout the game.


How many people do you need for 7, 11, & Doubles?

You can play with two people, but three or more works better. Four to eight players gives the game a good mix of quick turns and multiple possible targets.


Can you play 7, 11, & Doubles with two people?

Yes. The rules still work with two people, but every successful 7, 11, or doubles automatically targets the other player, which removes most of the group dynamic.


When can the roller touch the dice?

The roller can touch the dice as soon as the drinker touches the cup. Moving early is commonly treated as a foul that makes the roller drink instead.


Does the cup have to touch the table?

Yes, under the common version of the rules. The drinker must empty the cup and return it to the table before another 7, 11, or doubles is rolled.


What happens if the roller gets another 7, 11, or doubles?

The drinker refills and has to try again. The roller remains the roller and waits until the drinker touches the cup before starting the next race.


Can someone save the drinker?

Yes, if your group uses the Hero or Steal rule. Another player may take the cup and attempt the challenge instead. If that player loses the race, they become the drinker for the next refill.


Who gets the dice after the drinker finishes?

This rule varies. Some versions pass the dice clockwise, while others give them to the successful drinker. CollegeWares recommends continuing clockwise because it keeps the turn order simple.


What are sloppy dice in 7, 11, & Doubles?

Sloppy dice usually means one or both dice leave the table during a roll. The penalty varies by ruleset. A small sip or dead roll is enough; some older versions use much harsher drinking penalties.


Does 7, 11, & Doubles have a winner?

Usually not. Standard 7, 11, & Doubles continues until the group decides to stop.


Is 7, 11, & Doubles the same as Seven Eleven Doubles?

Yes. Seven Eleven Doubles, 7/11 Doubles, Sevens Elevens and Doubles, and 7/11/2x are commonly used names for the same basic drinking game.


Is Three Man the same as 7, 11, & Doubles?

No. Both are drinking games played with two dice, but Three Man assigns different actions to different rolls and includes a designated Three Man. 7, 11, & Doubles is centered on a drinker racing against repeated dice rolls.


7, 11, & Doubles in One Sentence

Roll a 7, 11, or doubles, pick a drinker, then race to roll another one before they empty the cup and get it back onto the table.

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