A Knight's Tale Drinking Game Rules

A Knight's Tale movie poster

Turn A Knight’s Tale into a lively movie night with a simple drinking game that matches the film’s energy. The jousts come fast, the crowd gets loud, and the soundtrack goes full rock anthem. You will spot plenty of repeat moments, plus a few big scene payoffs worth saving your drink for.

This A Knight’s Tale drinking game works best with a group that likes to cheer along. Keep your drink nearby for every dramatic entrance, bold speech, and shattered lance. By the final tournament, you will feel like part of the stands.

A Knight's Tale Drinking Game Rules:

  • Take a sip when the crowd stomps, chants, or does a full call-and-response in the stands
  • Take a sip when a modern rock or pop song kicks in (not period music)
  • Take a sip when someone calls William by his fake name, “Ulrich von Liechtenstein”
  • Drink when Chaucer gives a big, flashy introduction for a joust
  • Drink when Adhemar taunts William or plays dirty to get an edge
  • Take a sip when a lance shatters on impact
  • Drink when a rider gets unhorsed and hits the ground
  • Take a sip when Roland and Wat bicker about money, food, or bad plans
  • Drink when Jocelyn sets a condition for William, tests him, or makes him prove his love
  • Take a sip when Kate talks shop about armor, tools, or her custom fixes
  • Drink when you hear the line “Change your stars” (or a clear callback to it)
  • Take a sip when William enters a match with new colors, new gear, or a new look
  • Drink when a dance scene starts at the party or ball
  • Finish your drink when William’s real past is exposed and he is arrested
  • Finish your drink when Prince Edward steps in and knights William
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About the Movie
Title
A Knight's Tale
Released
11 May 2001
Rated
PG-13
Runtime
132 min
Genre
Action
Plot
Inspired by "The Canterbury Tales," as well as the early life of William Marshall (later First Earl of Pembroke), this is the story of William, a young squire with a gift for jousting. After his master dies suddenly, the squire hits the road with his cohorts Roland and Wat. On the journey, they stumble across an unknown writer, Chaucer. William, lacking a proper pedigree, convinces Chaucer to forge genealogy documents that will pass him off as a knight. With his newly-minted history in hand, the young man sets out to prove himself a worthy knight at the country's jousting competition, and finds romance along the way.
Language
English, French, Latin