Simon Says Drinking Game – Complete Guide to Rules, Tips and Variants
Simon Says is the drinking game version of the classic children's game. A leader gives commands, and the one who follows a command without "Simon says" being said drinks. Simple, fun and perfect as the first game of the evening.
What is Simon Says?
Simon Says is the drinking game version of the classic children's game. One player is "Simon" and gives commands to the rest of the group. If the command is preceded by "Simon says", everyone should do what is ordered. If the command is NOT preceded by "Simon says", nobody should do it – and the one who does it anyway drinks.
The game is quick to learn, requires no props and is therefore perfect as a warm-up game or as a light alternative to card games. It is active, requires concentration and creates many hilarious moments – especially after the evening has warmed up a bit.
What makes Simon Says a good drinking game is the combination of reaction time and concentration pressure. The longer it goes on and the more involved the players are, the easier it is to make mistakes. Simon can increase the pace, mix in pauses and give unexpected commands to trip people up.
How to play Simon Says
- Decide who is "Simon" – preferably a volunteer, or the one who wants to start.
- Everyone else lines up or sits in view of Simon.
- Simon starts giving commands. The commands can be anything: "touch your nose", "stand on one leg", "stand up", "say hurray", etc.
- If the command begins with "Simon says – touch your nose!" everyone should do it. If it begins WITHOUT "Simon says" and someone does it anyway, they drink.
- Simon decides the pace and variations themselves. The Simon role rotates – preferably after a set time, or when Simon trips themselves up.
Tip: Let Simon perform the commands themselves as they say them. It makes it confusing for the others because they do not know whether to follow along, and increases the chance of mistakes.
Drinking rules
The most common variant is simple:
- If you follow a command without "Simon says": drink 2 sips.
- If you do NOT follow a command with "Simon says" (i.e. you were too slow or forgot): drink 1 sip.
- Simon who trips on their own rules (says "Simon says" without doing it themselves): drinks 3 sips.
It is common to vary the sip values based on what the group prefers. Some groups are strict and give 3 sips for mistakes – others are more relaxed with 1. Clarify this before the game begins.
Command ideas for Simon
Not sure what to say as Simon? Here is a collection of commands ranging from simple to more creative:
Simple commands
- Touch your head
- Clap your hands
- Stand on one leg
- Say "moo" like a cow
- Stand up
- Sit down
- Touch your left ear
- Point at the ceiling
- Stretch your arms out to the sides
- Close your eyes
Fun and social commands
- Give your neighbour a high five
- Say the name of the person to your right
- Show your teeth and say "cheese"
- Do a dance move for three seconds
- Howl like a wolf
- Name an animal starting with the letter F
- Take a sip (yes, Simon can command drinking!)
- Swap places with another player
- Say something nice about the person to your left
- Do a push-up
Tricky commands for advanced players
- Repeat the last thing I said
- Count to five in German
- Say "drinking game" backwards
- Point at the person with the most buttons on their clothes
- Whisper a number between 1 and 10
- Swap shoes with the person next to you
- Name three countries starting with S
Variants and house rules
Time pressure variant
Simon gives commands extra quickly and gives players only 2 seconds to react. If you are too slow, it counts as a mistake. This increases the nervousness considerably and is best suited when the group is warmed up and engaged.
Simon switches
When a player makes a mistake, they become the new Simon. It keeps everyone on their toes, since you never know when it will suddenly be your turn to lead the group.
Double Simon Says
For extra confusion: "Simon Says Simon Says do [X]" means you should NOT do it. Double "Simon Says" cancels each other out. It is chaotic and more fun than it sounds.
Silent Simon
Simon gives commands only with body language and gestures – no words. Players must interpret the gestures. A fun alternative that works well as a brief interlude in a longer game evening.
Simon with a theme
All commands must follow a theme – e.g. "film scenes", "sports exercises" or "animal impressions". It limits Simon's options and makes the commands more fun to guess.
Who is Simon?
The role of Simon is actually quite fun – you are in control and can use your creativity to trip up the others. But there is also responsibility: a good Simon keeps the pace up, varies between simple and difficult commands, and makes sure nobody falls behind in understanding the rules.
Tips for being a good Simon:
- Vary the pace. Give some commands quickly in a row, and take sudden pauses to confuse people.
- Do it yourself. Perform all the commands you give – it makes it harder to tell whether you said "Simon says" or not.
- Use repetition with variation. Say "Simon says touch your nose" three times in a row, then just say "touch your nose" without "Simon says". People are then in a pattern and make the mistake.
- Mix in unusual commands. The more unexpected the command, the funnier the reaction when people do it wrong.
Tips for avoiding conflicts
Simon Says can sometimes create disputes about who actually made a mistake. Here are some steps to keep the atmosphere good:
- Clarify the reaction requirement. Is it enough to start the movement, or must it be completed? Decide in advance.
- Have a neutral judge. In large groups it can help to have one person who does not actively play but only observes and judges.
- Do not argue about misinterpretations. If someone is unsure whether they made a mistake, "benefit of the doubt" often applies – and they do not have to drink. Keep the atmosphere light.
- Let Simon have the final word. Simon judges their own commands – but if the group agrees that Simon slipped up, they can vote by raising hands.
Simon Says is one of the best ice-breaker games around. Three or four minutes of Simon Says early in the evening loosens up the atmosphere and makes sure everyone is laughing and engaged.▶ Play Simon Says for free online
Frequently asked questions
What is the difference between Simon Says drinking game and the classic Simon Says?
The Simon Says drinking game is the adult version of the classic children's game. The rules are identical – only follow the command if "Simon says" was said – but the drinking game version has drinking rules tied to mistakes, and the commands are adapted to adult social situations. The game is more tempo-driven and creative than the children's version.
How many players does Simon Says suit?
Simon Says suits 3 players and up, but is best with 5–10 participants. With too few players the social energy that makes the mistakes funny is missing. With very many players it can be hard to keep track of who is making mistakes – then it helps to have a dedicated judge in addition to Simon.
Can Simon give commands about drinking?
Yes, Simon can absolutely give drinking commands like "take a sip" or "drink two sips" – and these follow the same rules as all other commands. If "Simon says take a sip" is said, everyone drinks. If just "take a sip" is said without "Simon says", the person who does it anyway drinks. It is a fun way to increase the intensity.
Who decides whether a mistake was actually a mistake?
Simon in principle has the final word in disputed cases. If the group disagrees with Simon's decision, they can vote by raising hands – the majority decides. A good rule of thumb is that the benefit of the doubt goes to the accused in borderline cases, so the atmosphere stays good and no one feels unfairly treated.
Can the Simon role be switched mid-game?
Yes, and it is recommended. Two common rotation rules are: Simon switches after a set time (2–3 minutes), or Simon switches when they make a mistake themselves – then the person who spots the mistake takes over as the new Simon. The latter variant keeps everyone on their toes since everyone knows they could suddenly become Simon.