Deep Blue Sea Drinking Game Rules

Deep Blue Sea is perfect for a movie drinking game. The film moves fast, throws smart sharks at every bad choice, and turns an underwater lab into full panic. You get flooding halls, broken rescue plans, big creature attacks, and one of the most famous sudden deaths in 1990s action horror. This set of rules keeps up with that energy.
Use this Deep Blue Sea drinking game for a horror movie night that wants action as much as scares. You will track Susan's risky science, Carter's shark know-how, Preacher's prayers, and the steady collapse of Aquatica as the movie keeps raising the stakes. Grab a drink, press play, and enjoy the chaos.
Where to Watch Deep Blue Sea
Updated Jul 9US
Deep Blue Sea Drinking Game Rules:
- Take a sip when water starts pouring into another room or hallway in Aquatica
- Take a sip when Susan defends the shark project by bringing up the Alzheimer's cure
- Take a sip when Carter proves he understands shark behavior better than the scientists do
- Take a sip when Preacher prays, quotes faith, or begs God for help
- Take a sip when Russell Franklin steps in and tries to take control of the disaster
- Drink when a shark slams into glass, metal, or a hatch
- Drink when the sharks show off their intelligence with a trap or a smart move
- Drink when an escape plan fails, including the helicopter rescue or the damaged submersible
- Drink when someone gets dragged into the water or pulled under
- Drink when Aquatica loses another layer of safety, like power, structural stability, or working equipment
- Finish your drink when Jim loses his arm during the lab test
- Finish your drink when the largest shark uses Jim's stretcher and cable to pull the helicopter into the tower
- Finish your drink when Russell Franklin's speech gets cut off by a shark mid-sentence
- Finish your drink when Preacher blows up the shark in the kitchen
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About the Movie
- Title
- Deep Blue Sea
- Released
- 28 Jul 1999
- Rated
- R
- Runtime
- 105 min
- Genre
- Action
- Plot
- A businessman sinks $200 million into a special project to help fight Alzheimer's disease. As part of this project, medical biologist Susan McAlester rather naughtily figures out a way to genetically enlarge shark brains, so that disease-battling enzymes can be harvested. However, the shark subjects become super smart and decide they don't much like being cooped up in pens and being stabbed with hypodermics, so they figure a way to break out and make for the open sea...
- Language
- English, Spanish








