Doorknob is a game in which participants are supposed to say "safety" after they flatuate before other participants say "doorknob". This is known as "calling doorknob". If other participants call doorknob before the flatulater calls safety, then the non-flatuting participants are encouraged to physically assault the flatulater until he or she touches a doorknob. The game is generally assumed to be continuously active, and participants are frequently forced into the game unexpectedly, even against their will.
Rules of safety game
When an individual flatuates, he or she must say the word "safety" in a clear tone so as to be heard by those around him.
If the individual fails to say "safety", participants may say the word "doorknob".
At that time, participants may physically punish the individual who flatuated.
The individual must immediately seek a doorknob 1 and touch it. Once the individual touches said doorknob, the beating must cease.
Variations
Many variations exist when doorknobs are either not accessible, or too accessible. A common variation is to replace the doorknob with something that the participants consider undesirable to touch, or something that is impossible, or nearly so, to touch.
Footnotes
^ In strict canon, only a true doorknob is eligible for play. However, in many social circles, house rules have been developed to allow the use of latches, handles, and other devices depending on the general availability of true knobs.
906π 116π
When someone says you are on games that means they are trying to fwy and you arenβt saying yes or no but you are playing with their feelings .
Iβm trying to fwy but you be on games
26π 1π
A drinking game in which players must deform their drinks to survive.
If one player says to another "game of life", the player spoken to must either immediately finish their drink or display the damage on the container that they are drinking from (such as a dented beer can or a solo cup with a broken rim). If the player spoken to can sport a deformed vessel, the player that called them out must finish their drink.
Player 1: "Game of life, bitch!"
Player 2: "Awww man you got me, I forgot to put a dent in my can!"
*Player 2 finishes their beer*
98π 9π
"I just game ended my stupid ex-wife."
49π 5π
A game played by exchange students. You receive 1 point per nationality that you kiss someone from. Each nationality is called a "flag". The game lasts for the period of your exchange program.
Some variants of the game give you bonus points for your host country (especially for conservative countries) and less or no points for your own country, reflecting their relative difficulty.
Max: *making out with a girl in the corner*
Me: Damn! Max is winning the flag game again.
80π 7π
the weenis is the skin on the elbow. you cannot feel it when someone touches your weenis. the weenis game is when you and a group of friends go around and try to lick each other's weenises. this is fun, but can be kind of creepy if you lick someones elbow who doesn't know the weenins game. it is fun to play at camps and other group events. it can be played as long as you want, and its about trying to get someone WITHOUT THEM KNOWING. after you lick they're weenis you have to tell them so that they know.
Bob:dude, lets play the weenis game
Jim: okay, sure.
*3 hours later*
Bob: (licks Jim's weenis) haha i just licked your weenis
Jim:shit!!!
35π 2π
A form of electronic interactive entertainment, one that has a considerable amount of history, and one that has gained an incredible amount of world-wide recognition over the years.
However, despite their technilogical evolution, world-wide recognition, and staggering age-spanning consumer rates, video games are still subjected to a variety of stereotypes.
These stereotypes are maintained by those who still harness the mindset that "all" video games are stupid, childish, time-wasting, mentally unbeneficial, or anyone who plays video games is somehow incapable of having a life.
On the contrary, video games in many ways can be more mentally beneficial than any other form of entertainment.
Specific video games can provide god-like creative abilities, have educational values, reduce stress levels, improve hand-eye coordination, stimulate intellectual properties, even make exercise enjoyable thanks to evolved control schemes "Wii Fit".
Delving into the immersive qualities of video games, video games can have very unique relationships with story-telling due to their interactivity.
These include altering the course of the story based on choices, playing as different characters, having multiple endings e.t.c
I could go on forever.
Video games do not only offer entertainment, but unmatched immersive storytelling experiences.
Carlton: Video games are stupid.
Jake: No, thatβs just a stereotype, and by todayβs standards you couldn't be more false.
306π 38π