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A smoking games guide with setup tips, safety controls & realistic planning. Never Have I Ever, Bong Pong, and how to keep everyone comfortable.

Written by Brandon Topp
December 9th, 2025
When you're looking for games to play while smoking, you want the classics: Never Have I Ever, Bong Pong, Weed Jenga, Movie Smoke-Along, Medusa, Puff Puff Pass, and Smoke or Fire.
We've got all the rules plus the pieces most guides skip.
Whether you're hosting your first cannabis game night or adding variety to regular sessions, we'll show you which games match your group's vibe.
How to Keep Everyone Comfortable and Having Fun
Setting Up Your Session for Success
Classic Party Games with Rules You Can Use Tonight
Music and Trivia Games for Relaxed Sessions
Card and Dice Games That Match Your Group's Focus
Creative and Active Games for Early in the Night
High-Intensity Games for Experienced Users Only
Quick Answers to Common Questions
You're Ready to Host a Great Night
The key to a great night is pacing. Take smaller hits than usual and use lower THC products for games.
Structure 5-minute breaks between rounds. Establish clear tap-out rules: anyone can skip any turn without explanation.
Keep alcohol and cannabis separate. Mixing creates unpredictable effects.
Help them to a quiet space with water and snacks. Some cannabis users discuss remedies like CBD, black pepper, or lemon.
These are anecdotal approaches, not medical advice. We're not wellness authorities. If someone has serious concerns, they should consult a healthcare professional.
Start with basics: water, easy snacks, and comfortable seating. Learn how to manage the munchies during your session.
Open windows for airflow. Position lighters centrally and have ash disposal ready before starting.
Walk through the rules completely before starting. Make sure everyone understands tap-out policies and approximate hit counts.
Flower and pre-rolls provide immediate feedback. You feel effects within minutes, making them perfect for most smoking games.
Vapes offer convenience but can be deceptively potent. Pipes with small bowls let you control exactly how much each hit delivers.
Traditional edibles take 45-90 minutes to kick in, creating timing problems. Mood offers rapid-onset formulations that take effect within 15-30 minutes.
Get a 10-count of Micro-Dose Delta-9 THC Gummies for $29 if you want a lighter edible option.
Browse Focused, Creative, or Social categories at Mood's Shop by Mood to match products to your game type.
Players: 3-8. Time: 20-30 min. Intensity: Low-medium.
Each player holds up three fingers. Going around the circle, state something you've never done. Anyone who HAS done it puts down a finger and takes a hit. The game continues until someone runs out of fingers.
Players: 4-6. Time: 15-25 min. Intensity: Medium.
Set up cups in triangles at opposite ends. Teams throw ping pong balls into opponent cups. When a ball lands, the opposing team takes a hit. Intensity control: Take a hit every third shot instead of every shot.
Players: 3-10. Time: 10-15 min. Intensity: Low.
Everyone looks down. On three, look up at another player. If you make eye contact with someone looking at you, both shout "Medusa!" and take a hit.
Players: 2-8. Time: Movie length. Intensity: Low-medium.
Choose triggers: specific words, objects on screen, or time-based (every 15 minutes). Limit to 10-15 triggers per hour.
Players: 2-6. Time: 20-40 min. Intensity: Medium.
Write challenges on blocks: "Take a hit," "Choose someone to hit," "Everyone hits," "Tell a story." If the tower falls, that person takes three hits.
Players: 2-10. Time: Varies. Intensity: Medium.
Classic circle game. Each person takes two hits, then passes. Variations: Pair with music tempo or conversation topics.
Players: 2-8. Time: 15-20 min. Intensity: Medium.
Dealer flips cards. Players guess red or black before each flip. Wrong guesses take a hit.
Four people playing casual games for 2 hours typically use 2-4 grams total. Use one-hitters instead of bongs to reduce per-hit consumption.
Learn more about different consumption methods.
These games work for mixed tolerance levels because participation doesn't require taking hits.
One player hums a song. First to guess correctly assigns a hit. If nobody guesses within 30 seconds, the hummer takes a hit. Use shared playlists so everyone knows the songs.
Discover why music sounds better while high.
Prepare cannabis trivia or general trivia with cannabis penalties. Wrong answers take a hit.
Sample questions: "What year was cannabis federally prohibited?" "What does THC stand for?"
Choose a category (song titles with colors, foods starting with P). Going around, each player names something in that category. Hesitation or repetition means taking a hit.
Letter of the Previous: Each word must start with the last letter of the previous word.
20 Questions: The Group has 20 questions to guess the thinker's person/place/thing.
Would You Rather: Minority vote takes a hit.
Play attention-based games early in the session. Save pure luck games for later when focus has relaxed.
Standard Blackjack with cannabis penalties. Bust and take a hit. Lose your hand, take a hit. Win, and you're safe. Get Blackjack, assign a hit. Best early in the session.
Flip a card. Guess if the next card will be higher or lower. Wrong guesses take a hit. Pure luck, perfect for a late session.
Each player writes an absurd sentence. Read them aloud with a straight face. If you break character, take a hit. If you succeed, the writer takes a hit. Gets funnier as inhibitions lower.
These games work best early, while everyone has coordination. They create fun artifacts and inside jokes.
Classic charades with cannabis topics: movie titles, famous cannabis users, strain names, smoking actions. Wrong guesses after 60 seconds mean the actor takes a hit.
Give everyone paper and materials. Call out a prompt: "Draw a dragon playing basketball" or "Draw your perfect munchie meal."
Everyone draws for 3-5 minutes, then votes on the best. Keep the drawings. Want more creative prompts for your high mind? We've got a whole guide.
One player starts a story with a sentence. The next player adds a sentence. Continue around the circle. Hesitation over 10 seconds means taking a hit. Record the final absurd story.
Blindfold one player. They taste, smell, or touch items while guessing. Wrong guesses take a hit.
These games involve significantly more consumption. Only attempt if you know your tolerance well. Make tap-out rules extremely clear.
WARNING: Holding smoke longer doesn't increase effects and can be uncomfortable. Players take a hit and hold it while others count. Whoever holds longest wins. Losers take another hit.
Take one hit every minute for 60 minutes straight. That's 60 hits in one hour. Can use 2-3 grams per person, only for experienced users.
Everyone rolls a joint as fast as possible. The last person to finish takes a hit from everyone else's joint, plus smoking their own.
These games lead to rapid overconsumption. Establish clear stopping points. Allow tap-outs at any time. Have someone who stays lower to help anyone who becomes uncomfortable.
These games use much more product. Budget accordingly and remember that higher consumption doesn't necessarily mean more fun.
Yes, but reduce penalty frequency to one-third of the original. Cannabis affects people more variably than alcohol. Instead of drinking every miss, take a hit every third miss.
Stop playing immediately. Help them to a comfortable, quiet space with water and snacks. Stay with them and reassure them that the feeling will pass. Their comfort matters more than finishing any game. We're not medical professionals. If someone has serious concerns, they should consult a healthcare provider.
Traditional edibles take 45-90 minutes to take effect, creating timing challenges. Look for rapid-onset formulations that work within 15-30 minutes. Mood's rapid-onset options offer more predictable timing.
Never Have I Ever, High Low, Straight Face, Movie Smoke-Along, and Story Circle all work well with two people. Most competitive games can be adapted for one-on-one play. New to smoking? Check out our beginner's guide.
Four people playing casual games for 2 hours typically use 2-4 grams total. High-intensity games can use 2-3 grams per person. Start with more than you think you need. Learn how to store leftover cannabis.
Yes. Cannabis products including Mood's hemp-derived options will cause you to fail standard drug tests. THC shows up the same way regardless of legal source. Mood's products are federally compliant under the Farm Bill, but that doesn't change how they appear on drug tests.
Pick 2-3 games that match your group's vibe. Start with something social like Never Have I Ever. Set up your space with water, snacks, and good airflow. Establish clear tap-out norms before starting.
Remember: smaller hits than normal, breaks between rounds, and sequence games from focus-heavy to luck-based. Choose flower or pre-rolls for immediate feedback.
Browse Mood's Shop by Mood system to match products to your experience. All products ship discreetly in plain packaging within 3-5 business days with third-party lab testing certificates.
Explore more cannabis tips and guides on the Mood Blog.
Start simple, pay attention to your group, and adjust as you go. You're creating space for your friends to relax and enjoy themselves. That's what makes these nights memorable.