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Items43

1

Charades

by game_tinkerer  • 
Charades
Four or more, in two teams. An opponent whispers a phrase to your actor, who mimes it while your team guesses. Allow one slow count to 30, then switch teams. A correct guess earns a point. Play an even number of turns.
2

20 Questions

by game_tinkerer  • 
20 Questions
Two or more. Think of a person, place, or thing and say which category it’s in. The others share up to 20 questions that can be answered yes or no. The first person to guess takes over; the thinker wins if all 20 are used without an answer.
3

Two Truths and a Lie

by game_tinkerer  • 
Two Truths and a Lie
Three or more. Say three brief things about yourself, two true and one made up. Everyone votes for the lie before you reveal it. Move around the circle until each person has had a turn. It works especially well when the true statements are a little improbable.
4

Wink Murder

by game_tinkerer  • 
Wink Murder
Six or more, in a circle. A volunteer steps away while the host quietly chooses a winker. The volunteer returns to watch. Anyone winked at waits a moment, then drops out theatrically. The detective wins by naming the winker in three guesses. After three wrong guesses, the winker wins.
5

Never Have I Ever

by game_tinkerer  • 
Never Have I Ever
Three or more. Hold up five fingers each. Take turns naming something you’ve never done, such as getting off at the wrong bus stop. Anyone who has done it lowers a finger. Let people pass on a prompt; the last person with a finger up wins.
6

Categories

by game_tinkerer  • 
Categories
Four or more. Choose a category with plenty of answers, such as things you can buy in a bakery. Go around once or several times without repeating one. Give each person a slow count to five. If an answer repeats or the time runs out, that person sets the next category.
7

Mafia

by game_tinkerer  • 
Mafia
Seven or more, including a narrator. Everyone closes their eyes while the narrator silently taps one or two players to appoint the mafia. Each night, the mafia open their eyes and silently choose one player to remove. Each day, the remaining players discuss and vote to remove one suspect. The town wins by removing every mafia player. The mafia win when they equal or outnumber the remaining townspeople.
8

Word Association

by game_tinkerer  • 
Word Association
Three or more. Say a word, then let the next person say the first related word they can think of. Keep going in order. An obvious repeat or a pause of five counts ends the chain; try to beat its length in the next round.
9

One-Word Story

by game_tinkerer  • 
One-Word Story
Three or more. Build a story in order, with each person contributing exactly one word. Someone can say “period” at the end of a sentence. Finish on the first complete ending the group manages to reach; expect the oddest turns when you leave the sentence open.
10

Fortunately, Unfortunately

by game_tinkerer  • 
Fortunately, Unfortunately
Three or more. Start with an ordinary situation. The next speaker adds a lucky event beginning with “Fortunately,” and the next adds a setback beginning with “Unfortunately.” Keep alternating until everyone has spoken twice, then give the last speaker the job of finding an ending.
11

Questions Only

by game_tinkerer  • 
Questions Only
Two performers and an audience. Set a scene, then have both people speak entirely in questions. A statement, a long pause, or a question that repeats the previous line ends the exchange. Bring in a new performer and keep the scene going.
12

ABC Scene

by game_tinkerer  • 
ABC Scene
Two performers and an audience. Pick a location and start the first line with A. Each new line starts with the next letter of the alphabet until you reach Z. If someone stalls, let the audience suggest one word that starts with the right letter.
13

Party Quirks

by game_tinkerer  • 
Party Quirks
Five or more. Send one host out while the group gives three guests a different secret quirk, like moving in slow motion or thinking they’re a cat. The guests enter one at a time and stay in character. The host calls out guesses until all three quirks are revealed.
14

Freeze Frame

by game_tinkerer  • 
Freeze Frame
Four or more. Two people improvise a scene. Anyone watching can call “Freeze,” step in for one actor, and copy that actor’s pose. The new pair starts a different scene from those positions. Give each person a turn to call the freeze.
15

What Are You Doing?

by game_tinkerer  • 
What Are You Doing?
Three or more. One person mimes a task. The next asks what they’re doing, and the mime has to name a different task. The questioner starts miming that answer. Keep passing the turn around, and restart the chain if someone names the action they’re already doing.
16

Mirror Game

by game_tinkerer  • 
Mirror Game
Two or more, in pairs. Face each other and choose someone to lead slow movements while their partner copies like a reflection. Switch after ten moves. Then try a round with neither person named as leader and see how long you can stay together.
17

Telephone

by game_tinkerer  • 
Telephone
Five or more, in a line or circle. Whisper a short sentence once to the next person, who passes on exactly what they heard. When it reaches the last person, say both versions out loud. Make the last speaker the first on the next round.
18

I Spy

by game_tinkerer  • 
I Spy
Two or more. Pick something everyone can see and give its first letter or color as the clue. Each person takes a guess before you add another hint. A correct guess chooses the next object; keep the answers inside the room so the group can check them.
19

Who Am I?

by game_tinkerer  • 
Who Am I?
Three or more. One guesser steps out while everyone agrees on a familiar character or public figure. The guesser returns and asks the group yes-or-no questions. Reveal the answer after ten questions, or sooner if they name the character.
20

Password by Voice

by game_tinkerer  • 
Password by Voice
Four players and a host, or more in pairs. The host quietly tells one player from each pair the secret word. Those clue givers take turns saying a single clue word aloud. The rest of the room can hear each clue, but only the clue giver’s partner guesses on that turn. The first pair to say the secret word wins the round. Swap roles.
21

Guess the Group’s Rule

by game_tinkerer  • 
Guess the Group’s Rule
Six or more. Send a guesser away while the circle agrees on a rule for answering, like speaking as the person seated to your left. The guesser comes back and can ask anyone a question. The round ends when the guesser identifies the pattern.

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