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The Shining Drinking Game Rules

The Shining movie poster

Welcome to the ultimate chilling challenge with our The Shining Drinking Game Rules, designed to bring a thrilling twist to your movie nights! As you immerse yourself in the haunting corridors of the Overlook Hotel alongside Jack, Wendy, and Danny, get ready to sip your way through the suspense. Whether you're a horror film aficionado or a curious newcomer, this game promises to enhance your viewing experience of Stanley Kubrick's masterpiece. So grab your favorite beverage, gather your bravest friends, and let the psychological terror unfold as we guide you through each eerie sip and toast. Prepare for an evening of unforgettable frights and fun!

The Shining Drinking Game Rules:

  • Take a sip whenever Jack types a new line on his typewriter.
  • Take a sip each time Danny says "Redrum."
  • Take a sip every time the word "Shining" is mentioned.
  • Take a sip each time you see the creepy twins.
  • Take a sip whenever Wendy is seen carrying a bat or any other weapon.
  • Take a long drink when Jack talks to a ghost (for example, Lloyd or Grady).
  • Take a sip each time the camera shows the outside maze.
  • Take a sip each time blood is shown, especially during the iconic elevator scene.
  • Take a long drink whenever Jack's sanity is questioned by another character.
  • Take a sip anytime a scenic shot of the hotel from the outside is shown.
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About the Movie

Title: The Shining

Released: 13 Jun 1980

Rated: R

Runtime: 146 min

Genre: Drama

Plot: Haunted by a persistent writer's block, the aspiring author and recovering alcoholic, Jack Torrance, drags his wife, Wendy, and his gifted son, Danny, up snow-capped Colorado's secluded Overlook Hotel after taking up a job as an off-season caretaker. As the cavernous hotel shuts down for the season, the manager gives Jack a grand tour, and the facility's chef, the ageing Mr Hallorann, has a fascinating chat with Danny about a rare psychic gift called "The Shining", making sure to warn him about the hotel's abandoned rooms, and, in particular, the off-limits Room 237. However, instead of overcoming the dismal creative rut, little by little, Jack starts losing his mind, trapped in an unforgiving environment of seemingly endless snowstorms, and a gargantuan silent prison riddled with strange occurrences and eerie visions. Now, the incessant voices inside Jack's head demand sacrifice. Is Jack capable of murder?

Language: English

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