‹ All games

Pour a Pint

Pour a Pint is bar work with a football brain. The glass holds 568 ml — a proper UK pint, the same for everyone — and every player you name pours their stat into it: Shearer's 260 Premier League goals are 260 ml. Fill it to the line for a perfect pint. Go one over and it spills, and the round is gone.

The opening pours are easy swings, but the last one is the game: you're 35 ml short, the next player fills it or spills it, and you have to *know* — not hope — roughly what their tally is. It quietly tests the least glamorous knowledge in football: not who was great, but how much, exactly. Small stats like assists pour into a half (284 ml); appearances into a jug.

At a table you each pour your own glass, a turn at a time, and after every round whoever is closest to the line takes the leg. Watching a mate spill on a pour they didn't need is one of the great free pleasures of the app.

How to play

  1. Name players whose stats add up to the line: a pint is 568, and each goal pours 1 ml.
  2. Call time when you're close: within the line scores 40 or 70, and a perfect pint scores 100.
  3. Pour past the line and it spills to zero. In a duel, the closest to the line after each round takes the leg.
From the coach

Pour a pint: each player adds their tally as ml. Fill it to the line and you're a hero — one drop over and it's all over the bar.

Where to start

For a first round, call time early and bank something. Close enough already scores — 40 or 70 depending how near the line you are — and only a perfect pint scores 100. The instinct is to keep pouring until the glass is brim-full, and the last pour is always the dangerous one.

Then pay attention to the sizes rather than the names. After two or three rounds you will hold a rough scale in your head for the competition you are playing — what a good season looks like, what a good career looks like, what a squad player looks like — and that scale is the only thing this game is really testing.

How to get better at Pour a Pint

Open big and close small. While the glass is nearly empty any large total moves you usefully, and nobody has ever lost a round on the first pour; the game only really starts near the line. From there, reach only for players whose totals you are sure of — squad players with known, modest numbers — because the difference between a perfect pint and a spill is often a handful of goals.

The knowledge this game tests is calibration rather than greatness. What wins rounds is knowing roughly what an ordinary good career actually totals in the competition on screen — a bank of players in the small numbers, precisely placed. Almost everybody over-estimates famous careers and under-estimates the length of unglamorous ones, and both errors spill pints. The fix is cheap: after every round, look at the totals the result shows you and adjust the scale in your head.

Set the burden of proof correctly. The glass shows the three steps it pays — 40, 70 and 100 — and the Call time button says what you would bank right now. If the gap to the line is smaller than the smallest total you can name with confidence, the round is over, and the right move is to call time and take the points rather than tip the glass for the sake of a better story.

Where rounds get lost

  • One more for the perfect pint — The most expensive habit in the game. You are already holding a 70, and a single optimistic pour turns it into a spill.
  • Over-rating a famous career — The stat belongs to the competition shown. A player whose reputation was built elsewhere, or across a whole career, pours far less than the figure attached to their name.
  • Refusing to call time — Close enough still scores. Treating a 40 as a failure and pouring a player you cannot place is how decent rounds become spills.

Common questions

Can I play without typing names?
Yes. Choose Pick from 3 on the set-up screen and every pour becomes a choice between three players dealt from the pool, with their numbers hidden. You can re-deal the three a couple of times a round, and scout their numbers once.
Why is the target always 568?
Because it's a pint. A UK pint is 568 ml and every player you name pours their stat in as ml, so the target is the same for everyone and never a number that looks random. Small stats like assists fill a half (284 ml); appearances fill a jug.
What happens if I go over the line?
It spills, and the round scores nothing. Close enough still scores — 40 or 70 depending how near the line you are — and a perfect pint is 100, so knowing when to call time is worth more than knowing another name.
Is it better to call time or keep pouring?
The Call time button always says what you'd bank right now. Most spills come from one pour too many by someone already in range: banking a 70 beats losing it chasing the 100.
What does a duel look like?
Everyone pours their own glass, one player a turn. After each round, if anyone is in range the closest to the line takes the leg; spill and you sit the leg out. First to three legs.

It’s you if "stick or twist" is a question you answer with a spreadsheet heart.

Play Pour a PintMore games