• Arts & Entertainment
  • September 13, 2025

How to Play Ride the Bus: Complete Rules, Strategies & Tips for the Drinking Card Game

So you've heard about Ride the Bus - maybe at a college party or game night - and now you're wondering how to play Ride the Bus without looking like a total newbie. I remember my first time playing, halfway through the game I was so confused I almost quit. But once you get the hang of it, this drinking game becomes ridiculously fun. Let's break it down properly.

What Exactly Is Ride the Bus?

Ride the Bus is a drinking card game that combines memory, prediction, and luck. Unlike beer pong or flip cup, it's played entirely with a standard deck of cards. The name comes from the "bus" structure of challenges players must complete sequentially. Forget complicated board games - all you need is:

  • 1 standard deck of cards (remove jokers)
  • 4+ players (ideal for medium groups)
  • Drinks of choice (beer, seltzers, or non-alcoholic options)
  • A table with enough space

The beauty? You can adapt it for non-drinkers by using point penalties instead.

Setting Up Your Game

First things first: choose a dealer. Rotate this position clockwise after each round. The dealer shuffles and deals cards according to the phase you're in. Important: establish drinking rules before starting. Will sips be counted? How long are gulps? Trust me, unclear rules lead to arguments.

Pro tip: Use low-alcohol drinks unless you want players passing out before the final phase. Learned this the hard way at my cousin's bachelor party when we used whiskey sours - bad idea.

Player Positions and Rotation

Sit in a circle with the dealer position clearly marked. Gameplay always moves clockwise. If you're playing Ride the Bus with beginners, assign an experienced player next to them. Newbies often mess up the card hierarchy (is Ace high or low?) causing chaos.

The Four Stages of How to Play Ride the Bus

This is where most tutorials lose people. Ride the Bus progresses through four distinct phases - mess this up and the game collapses.

Stage 1: The Guess Game

Dealer gives each player one face-down card. Starting left of dealer, players guess if their card is red or black. Incorrect guess? Drink penalty. Correct? Assign drinks to others. Simple right? But here's the catch - after your turn, you must flip and leave visible. This builds the discard pile affecting later stages.

Your Guess Actual Card Consequence
Red Red Give 2 drinks to any player(s)
Red Black Take 2 drinks yourself
Black Black Give 2 drinks to any player(s)
Black Red Take 2 drinks yourself

Notice how being wrong hurts but being right lets you punish others? That tension makes this phase hilarious.

Stage 2: Higher or Lower

Dealer gives new face-down cards. Now players guess if their card is higher or lower than their previous card (visible on table). Ace is HIGH (unless you're playing with purists who argue it's low - clarify this!).

Example sequence:

  • First card: 7 of hearts (red)
  • Guess for second card: "Higher"
  • Flip to reveal 10 of spades (black) - higher than 7? Correct! Assign drinks

Penalties increase here - make it 3 drinks instead of 2 to raise stakes.

Stage 3: In Between or Outside

Dealer gives third card. Now players guess whether their new card's value falls between their first two cards or outside their range.

Consider this scenario:

  • Card 1: 4 (already flipped)
  • Card 2: 10 (already flipped)
  • Guess for Card 3: "Between"
  • Reveal: 7 (between 4-10) - success!

But complications arise with matching values. House rule suggestion: if new card equals previous card, automatic drink penalty and move on.

Stage 4: The Final Ride

Here's where Ride the Bus gets its name. Players must correctly guess the card suit through elimination. Dealer lays out 4 face-up cards representing each suit. Player stares at their face-down fourth card and guesses the suit. After each wrong guess, dealer removes one suit option.

Brutal truth: probability decreases with every guess. Guess right first try? Congrats - assign 5 drinks. Wrong? Drink penalty increases per incorrect guess:

Guess Attempt Drink Penalty Suits Remaining
1st guess incorrect 1 drink 3 suits left
2nd guess incorrect 2 drinks 2 suits left
3rd guess incorrect 3 drinks 1 suit left (automatic)

Last time I played, Sarah guessed wrong three times consecutively - she had to down 6 drinks total before revealing her card. We called her Uber early.

Advanced Ride the Bus Strategy

Want to dominate? Use these tactics:

  • Memory matters: Track flipped cards. If hearts haven't appeared much, higher probability in final stage
  • Psychological warfare: When assigning drinks, target strong players early to weaken competition
  • Probability hacking: In "higher/lower" phase, if you have low card (2-5), guess "higher" - statistically smarter

But honesty time: strategies fail when alcohol kicks in. My winning streak ended spectacularly last Thanksgiving after too many ciders.

Common Mistakes to Avoid

  • Forgetting flipped cards: Leads to impossible guesses in later stages
  • Drink accounting errors: Designate a "drink referee" for disputed calls
  • Suit confusion: Clarify if diamonds and hearts are both "red" before starting

Non-Drinking Ride the Bus Variations

Not into alcohol? No problem. Try these alternatives:

  • Soda chugger: Losers drink entire soda cans - bloating guaranteed
  • Task penalties: Do 10 push-ups per wrong guess
  • Point system: Assign penalty points, loser cleans up after game night

My niece's middle school version uses candy shots - way too much sugar but the kids love it.

Ride the Bus FAQ

Can you play with two players?

Technically yes, but it's terrible. With only two, the back-and-forth gets repetitive fast. Minimum 4 players recommended.

What happens if we run out of cards?

Reshuffle discards except current players' visible cards. But if you're going through 52 cards, your drinking penalties are too light.

How long does a typical game last?

With 6 players? 25-40 minutes. But if players keep messing up the Ride the Bus phases, add 15 minutes of confusion.

Best cards to get?

Mid-range cards (7-9) offer flexibility in "higher/lower" phases. Extreme cards (Aces, 2s) constrain options.

Can you customize drinking rules?

Absolutely. My group makes incorrect final suit guesses do waterfall drinks - everyone drinks until the guesser stops.

Why Ride the Bus Beats Other Drinking Games

After hosting 50+ game nights, here's why this sticks around:

  • No special equipment needed beyond cards
  • Blends luck and strategy unlike pure chance games
  • Scalable difficulty - great for mixed experience groups
  • That glorious moment when someone nails all four stages

Personal confession: I once lost so badly at Ride the Bus that I had to ride an actual bus home because I couldn't drive. The irony wasn't lost on me.

Setting House Rules That Actually Work

Every group develops quirks. Standardize yours:

Controversy Recommended House Rule Why It Works
Ace value Always high Avoids "is Ace 1 or 14?" debates
Equal cards Automatic drink penalty Prevents stalemates
Drink sizes "Sip" = 2 second pour Prevents cheating
Card exposure All previous cards visible Essential for strategy

Write these down before playing. Trust me, trying to debate rules while drunk leads to chaos.

Final Thoughts Before You Ride the Bus

Learning how to play Ride the Bus takes one round to grasp but months to master. My advice? Start with low-stakes games using water. Once you understand the flow, add drinks. And never let that guy who claims he "forgot" the rules be dealer - he's absolutely cheating.

The magic happens when the group syncs up - the groans after wrong guesses, triumphant shouts during perfect rounds, the collective dread facing the final suit stage. That's why after all these years, I'll still choose Ride the Bus over fancy new party games. Just maybe go easy on the tequila shots during stage four.

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