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Drug Dealer

Also called Candyman, Dealer and Cops, Cops and Dealers, The Wink Game

By Emma Lily Carter · Updated

Players
4 to 12
You need
Cards
Buzz
Easy
Time
About 30 min

Rules in 30 seconds

Everyone gets one card; the Ace is the dealer, the King is the cop, and the numbers are buyers. The dealer winks at buyers in secret until someone announces a deal has been made. The cop then accuses players one at a time, drinking the value of every wrong card until the dealer is caught.

A figure in a long coat and hat winking across a table of playing cards at a uniformed police officer

Drug Dealer is the card game you play while the party carries on around it. It belongs to the Mafia family: one secret dealer, one secret cop, and a table of buyers who do not know which is which. Among drinking card games it is the only one where looking at your cards is the least important part. You will also find it written up as Candyman, Dealer and Cops, or Cops and Dealers; the rules are the same, and so is the wink.

What you need

  • A few cards from one deck: one Ace, one King, and enough numbered cards (2 to 10) to give every player a single card
  • A drink for every player
  • A circle of chairs or a table. The game falls apart if people are scattered around a room, because the wink has to be seen
  • 4 to 12 players

Setup

  1. Pull out one Ace, one King, and one number card for every other player. Mix the numbers: a few low, a few middle, a few high. With 8 players that is an Ace, a King, and six number cards.
  2. Shuffle the small stack and deal one card face down to each player. Everyone takes a quick look at their own card and keeps it hidden.
  3. Remember the roles. The Ace is the dealer, the King is the cop, and every number card is a buyer. Put your card face down in front of you and get on with the party.

How to play Drug Dealer

  1. The dealer sells by winking at a buyer. Discreetly. The dealer wants to wink at as many buyers as possible before being caught, and the cop is watching every face. Nobody but the dealer is allowed to wink.
  2. A buyer who has been winked at waits, then announces the deal. Give it ten or twenty seconds so the timing gives nothing away, then say “the deal has been made”. The buyer does not say who winked, and turns their card face up.
  3. The cop reveals themselves and starts accusing. The cop points at one player and names them as the dealer. The accused turns over their card.
  4. A wrong accusation costs the cop the value of that card. Accuse a buyer holding a 7 and the cop drinks 7. The buyer’s card stays face up, and the cop accuses again.
  5. A correct accusation ends the round and the dealer drinks. The dealer drinks one for every buyer they never winked at: the number of unsold number cards, not the sum of them.
  6. Collect the cards, shuffle, and deal again. Same stack, new roles. Play until the party moves on or the cop has had enough.

Variations and house rules

  • Caught in the act. If the cop sees the wink as it happens, they can call it on the spot and skip the investigation. The dealer drinks for 5 seconds plus the usual one per unsold buyer. A dealer who winks at the cop by mistake gets the same treatment.
  • Buyers bluff. Any buyer may announce “the deal has been made” whether or not they were winked at. The cop now has to work out which announcements were real. If the cop accuses a bluffing buyer, the cop drinks the card value as usual, which is what the buyer wanted.
  • Buyers pay. When a buyer turns their card over after a sale, they drink the value on it. It gives the dealer a reason to target the low cards and gives the buyers a reason to pretend they saw nothing.
  • Two cops. For 10 or more players, deal two Kings. Either cop can accuse, and wrong accusations are drunk by the cop who made them. Makes a big table move faster and gives the dealer two faces to avoid.
  • Tap instead of wink. Some people cannot wink, and some lighting makes it invisible. Agree on a different signal, a scratch of the nose or a tap on the chin, and play exactly the same way.
  • Joker informant. Add a Joker to the stack. The informant knows nothing but can, once per round, point at a player and say “not them”. If right, the cop owes the informant a drink. If wrong, the informant drinks 3. Our house rule.
  • Short stack. With 4 or 5 players, drop the low number cards and play with 7 to 10 only. Wrong accusations hurt more, which makes up for the cop having so few suspects.

Tips

  • Dealers, sell to the people who are already talking. A wink across a loud conversation is invisible; a wink at someone staring at the table is a confession.
  • Buyers, count before you announce. A deal announced the instant it happens points the cop straight at whoever was in your eyeline.
  • Cops, pick the high cards last. A wrong accusation on a 10 is ten drinks for one mistake, so clear the 2s and 3s off the table first while you are still reading faces well.
  • Use number cards 2 to 7 for a long session, and save the 8, 9, and 10 for when people can handle it. The game is light by design, and the one way to make it heavy is a cop who keeps guessing wrong against a stack of 10s.

Drug Dealer, answered

How do you play the Drug Dealer drinking game?

Deal one card to each player from a set that holds one Ace, one King, and numbered cards for everyone else. The Ace is the dealer, the King is the cop. The dealer winks at a buyer in secret, the buyer waits a moment and says "the deal has been made", and the cop reveals themselves and starts accusing. Each wrong accusation costs the cop a drink per point on that player's card. When the cop is right, the dealer drinks one for each buyer they never sold to.

What does the cop drink if they guess wrong?

The number on the accused player's card. Accuse someone holding a 9 and you drink 9. Accuse someone holding a 2 and you got off lightly. The cop keeps accusing until they find the dealer.

What does the dealer drink when caught?

One drink for every buyer they had not yet sold to, which is the number of number cards still unsold, not their total value. A dealer caught on the first sale with 7 buyers left drinks 7.

Is Drug Dealer the same as Candyman?

Yes. Candyman is the polite name for the same game, used in a lot of rulebooks. Dealer and Cops and Cops and Dealers are the same thing again. Whatever you call it, the Ace winks and the King accuses.

What if the cop sees the dealer wink?

In the basic game, nothing special; the cop just has a very short investigation. Most tables add the rule that a cop who catches the wink in the act can call it immediately, and the dealer drinks for 5 seconds on top of the usual penalty.

How many people do you need for Drug Dealer?

Four at a minimum, which gives the cop two suspects and makes the round very short. Six to ten is where the game works, because the dealer has time to make two or three sales before anyone speaks up.

Medusa illustration

Medusa

3 to 15 players 15 min

Please drink responsibly. Pace yourself, drink water between rounds, look after each other, and never drive after playing.