American Graffiti Drinking Game Rules

American Graffiti is built for a great movie drinking game. The film packs one long summer night with cruising, radio hits, young love, and bad choices. You follow Curt, Steve, Laurie, Terry, and John as each stop on the strip sends the night somewhere new. The pace stays loose, but the movie always gives you something to watch.
This American Graffiti drinking game leans on the scenes fans remember most, from the blonde in the white Thunderbird to Wolfman Jack and the final drag race. It fits a retro movie night, a car movie marathon, or a classic comedy drama rewatch. Keep your drink close, turn up the soundtrack, and enjoy one of the best hangout films ever made.
Where to Watch American Graffiti
Updated Jun 21US
American Graffiti Drinking Game Rules:
- Take a sip when the film cuts to another round of cruising on the strip
- Take a sip when Wolfman Jack is heard on the radio
- Drink when someone talks about leaving town, college, or going Back East
- Take a sip when Curt spots the blonde in the white Thunderbird, or gets a new lead on her
- Drink when Steve and Laurie start another fight about their future
- Take a sip when Terry tries to sell himself as Terry the Tiger
- Drink when Terry acts like Steve's car is his own
- Drink when Terry's date with Debbie takes a bad turn, like the missing car or Terry getting sick
- Drink when John tries to ditch Carol, and she finds a way to stick around
- Take a sip when someone treats John Milner like the king of the strip
- Drink when Bob Falfa rolls up and pushes for a race
- Drink when the Pharaohs pull Curt into a prank or petty crime
- Finish your drink when the chain prank tears the rear axle out of the police car
- Finish your drink when Curt meets Wolfman Jack in person
- Finish your drink when the drag race with Bob Falfa ends in a wreck
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About the Movie
- Title
- American Graffiti
- Released
- 11 Aug 1973
- Rated
- PG
- Runtime
- 110 min
- Genre
- Comedy
- Plot
- It's the proverbial end of the summer 1962 in a small southern California town. It's the evening before best friends and recent high school graduates, Curt Henderson and Steve Bolander, are scheduled to leave town to head to college back east. Curt, who received a lucrative local scholarship, is seen as the promise that their class holds. But Curt is having second thoughts about leaving what Steve basically sees as their dead end town. Curt's beliefs are strengthened when he spots an unknown beautiful blonde in a T-bird who mouths the words "I love you" to him. As Curt tries to find that blonde while trying to get away from a local gang who have him somewhat hostage, Curt may come to a decision about his immediate future. Outgoing class president Steve, on the other hand, wants to leave, despite meaning that he will leave girlfriend, head cheerleader and Curt's sister, Laurie Henderson, behind. Steve and Laurie spend the evening "negotiating" the state of their relationship. Meanwhile, two of their friends cruise around town for the evening. Steve has left his car to meek and mild-mannered Terry "Toad" Fields to look after during his absence. The wheels give Toad a new sense of confidence, which he uses to try and impress Debbie Dunham, a more experienced girl generally out of his league. And John Milner, who is seen as the king of the street race in his souped-up yellow deuce coupe, tries to get rid of precocious pre-teen, Carol Morrison, who has somehow become his passenger for the evening, while dealing with the challenge of bold out-of-towner, Bob Falfa.
- Language
- English








