TV Show Drinking Game
Catchphrases, cold opens and cliffhangers - drink on cue.
The **Stranger Things Drinking Game** is built on Hawkins' rituals: the kids pedalling away from danger, Eleven's...

The Stranger Things Drinking Game is built on Hawkins' rituals: the kids pedalling away from danger, Eleven's nosebleed after she moves something with her mind, Dustin's D&D references, Hopper lighting a cigarette instead of dealing with his feelings. Those beats repeat across all five seasons, which is what makes it such a reliable TV show drinking game - the show tells you when to drink long before the Demogorgon does.
The runtime is the thing to watch. Season 1 episodes are under an hour; by Season 4 they run 75 minutes to more than two hours, and the finales are movie-length. A trigger list that feels gentle in Season 1 hits three times as often in a Season 4 episode, so pick the season before you pick the rules.
The heart of the game: 14 triggers. Read them out before you press play, keep the ones your group likes, cut any that would fire every minute, and remember that a "drink" is one sip.
| When this happens… | …you drink |
|---|---|
| The Upside Down appears on screen | Sip |
| Eleven's nose bleeds after using her powers | Sip twice |
| Someone eats or mentions Eggo waffles | Sip |
| The kids ride off on their bikes | Sip |
| Dustin references Dungeons & Dragons or shouts a curse | Sip |
| A character uses a walkie-talkie and says 'over' or 'do you copy' | Sip |
| Hopper loses his temper, smokes, or grabs a drink | Sip twice |
| Steve fusses over his hair or babysits the kids | Sip |
| Joyce panics about Will or strings up Christmas lights | Sip |
| A Demogorgon, Mind Flayer, or monster appears | Sip |
| The Hawkins Lab or government agents show up | Sip |
| Someone names a creature after a D&D monster (Demogorgon, Vecna) | Sip |
| An 80s song drops on the soundtrack | Sip |
| Eleven unleashes her full power with a scream | Drink for 3 seconds |
Season 1 is bikes, walkies, Eggos and Christmas lights. Season 2 adds the Mind Flayer and Demodogs. Season 3 is Steve, Robin and the mall. Season 4 is Vecna, Eddie's Hellfire Club and Hopper in the Russian prison. Keep the triggers that belong to the season and drop the ones that do not.
She uses her powers a few times per episode and each one is a double sip on the nosebleed. When she opens the gate, lifts the Demogorgon or faces Vecna, that is the three-second drink - it is usually the last ten minutes of a finale.
Hopper smokes, drinks or loses his temper in nearly every scene from Season 1 to Season 3, so his trigger is the one that gets out of hand. In Season 4 he is in Kamchatka and it barely fires; in the early seasons count it once per scene rather than once per cigarette.
The Season 4 finale runs about two and a half hours and the Season 4 episodes average well over an hour, so one Season 4 episode is a full game. Start with three Season 1 episodes if you want a shorter night, or one Season 4 episode if you want the spectacle.
One team follows the kids (bikes, D&D, walkie-talkies), the other follows the adults (Hopper, Joyce, the lab). Drink whenever your side is driving the scene - it splits the room and keeps both storylines in play.
From Season 2 onward, Steve is the reluctant babysitter. His player drinks whenever a kid rolls their eyes at him, whenever he mentions his hair or a girl, and whenever he gets beaten up. Everyone else drinks whenever he actually saves someone, which happens more than his player would like.
For Season 4 only. Everyone at the table rolls a die when Dustin or Eddie references D&D. Odd numbers sip; a one is a critical fail and that player takes a double sip. Retire this rule once the season leaves Eddie's story behind.
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