Common Unix Printing System™.

CUPS is a replacement for lpd. It's a print spool system; Programs write printable data to CUPS daemon via "lp" program (or via lpd emulation using "lpr" command), and the daemon prints them to printer when it becomes available. Printing over network is supported (using ipp protocol).

CUPS daemon processes the data in two possible ways: Either it prints the data by converting it to either Postscript or PCL using its built-in filter, or passes it to the printer directly in raw format if so desired. The latter is handy in case you have an inkjet that has no clue of either PCL or PS - you can usually hope GhostScript has output backend for your printer, then, and pipe its output to lp.

What makes CUPS so cool compared to lpr is that administration can be done with any web browser; Simply point web browser at http://print.server.address:631/ and log in, and follow instructions. No more messing around with printcap! (Tip: that port really needs to be firewalled at some points, and it's a non-SSL connection so it's best done on the printer server, lest someone sniffs your root password. =)

CUPS home page:

Cups is a smoking game, for two or more people. Its primary advantages are that it's very laid back and (provided you're not overly monged) it's possible to hold a conversation while playing cups, which is not the case with other smoking games such as traffic lights. As well as all that, cups will, in the immortal words of Withnail And I's Danny, "tend to make you vewwy, vewwy high".

There are a few things you need to play a game of cups, but not to worry, they are all items readily available in the average stoner household (probably because the game owes its mysterious origins to a case of "Hey dudes, let's grab some shit from around the house and make a game out of it"). The items in question are as follows:

A pint glass (drink the pint first, and then if neccesary steal the glass from the pub)
A hair bobbin (at least one of you must have long hair)
A coin of appropriate weight (here in Europe the 5c coin is perfect, I imagine Americans would use a 10c or a 25c)
A single ply sheet of tissue paper (if you're a victim of affluence then tear apart a piece of two-ply)
A long, hand-rolled smoking device which may or may not contain the psychoactive substance of your choice (hereafter referred to as the joint)

Preparing to play:

1. Stretch the tissue over the pint glass so that the entire opening at the top of the glass is covered, secure it in place with the elasticated hair-tying-device.
2. Place the coin in the very center of the tissue.
3. Seat all players in a circle around the glass.
4. Ignite the joint.


The basic premise is simple. Each player tokes, touches the tissue with the joint to burn a hole in it, takes any penalty-tokes incurred (penalties will be detailed shortly), passes the joint to the next player and then exhales. The game is over when the coin falls and the player who's turn it was is the loser.


Additional tokes must be taken for any of the following actions.

Creating a "bridge", that is to say burning a hole beside another so that the two join up. This is 5 tokes the first time it happens, 4 the second time and so on (after the fifth time there is no penalty because the game has probably reached a stage where this is unavoidable). If more than two holes are joined then the number of tokes is multiplied by the number of holes joined.

"Dabbing", or touching the tissue with the joint but not burning it - 3 tokes.

Passing the joint the wrong way - 5 tokes.

Exhaling before you have succesfully taken your turn - 5 tokes (on top of any you hadn't taken yet).

Taking a toke before the previous player has exhaled - 5 tokes.

Being the loser who causes the coin to fall - 13 tokes.

Players of cups traditionally invent penalties to cover new eventualities as they occur.

Additional notes:

The first joint will probably be finished before the game is over, when this happens light another, switch the direction of rotation and continue.

Once they have been passed the joint, there is no pressure on players to take their turn until they feel like it.

Players can not burn "dead paper", that is to say that the piece of paper burned must be connected in some way to the structure supporting the coin.

So there you have it, cups. The game may appear stupid on paper, but try playing it. It becomes genuinely challenging towards the end, when all players are trying to avoid making the coin drop. This is my first ever attempt at recording the rules of cups, and as such I'm certain I've forgotten one or two things which I will ammend as soon as I remember them. Please msg me if you spot any glaring omissions.

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