|You will need the board game "Don't Break the Ice" by Milton Bradley and a sufficient amount of alcohol. Three to four people seems to work the best. More players can enter if they'd like, but it takes away from the gameplay.
This is a game of skill, finesse, gut instinct, and the ability to drink. The first round begins with a person being designated to place the blocks of ice into the game frame, allowing him/her to place the large block (with the Iceman figure) wherever they feel necessary. The person to his/her left goes first, and the action continues in a clockwise fashion.
Each player takes a turn knocking out a block. Once you begin to knock out a block, you must finish knocking it out. When a block is knocked out, others may fall with it. When the player is done knocking out his/her said block, they count up how many blocks fell. The player then gives out drinks according to the rules. The game ends when all the blocks have fallen. Here are the key rules of the game:
Rule 1: Giving out Drinks. Each block is worth 2 drinks. If the player knocks out only one block, he can only give two drinks to one person, but if he knocks out more than one, he can distribute the drinks to everyone playing (including himself, if he really wants to drink).
Rule 2: The One-Hit Rule. If a player takes the mallet, and knocks out the block he wants in one hit, then the One hit Rule comes into effect. This rule states that if only one hit is used to knock out a block, then the drink total is doubled. For instance, if the player one hits a block, and two more fall as well, then the normal total would be 6, but the One-hit Rule doubles it, making it 12 drinks to give out.
Rule 3: Knocking down the Iceman. If, at any point during the game, the Iceman falls from his place on the game, then the person with the mallet in his/her hand must take six drinks.
Rule 4: Losing the Game. A player loses the game when he knocks out the large block. The object of the game is to knock out all the blocks except the one with the Iceman. For drinking purposes, the iceman can fall off, but the game continues. After the loser knocks down the large block, he must take 10 drinks, or one shot, if available. Then the loser must clean up the blocks and place them back in the game frame to start a new game. The only positive aspect of losing is that you get to place the iceman wherever you want for the next round.
Rule 5: Winning the Game. Winning the game is a good feeling. The winner is the person who went right before the loser knocked out the large ice block. He's the winner because he forced the loser to make the mistake of knocking out the large block.
Rule 6: Rule Maker. So far there are no benefits to winning the game, until Rule 6 comes into play. For a 3 player game: If you win the game 3 times in a row, you are allowed to make a rule. For a 4 player: if you win the game 2 times in a row, you are allowed to make a rule. Example: A popular rule that has been made called Hammer Time! This allows the Winner of the last game to call back the mallet from the person next to him once a game. This can be valuable in the later stages of the game.