Games for 15 to 100 people: mixers while guests arrive, team games for a full room, whole-room games that need no setup, and outdoor games for a crowd.
Updated
Group size, playing time and ages are suggestions to adapt to your group, not measurements. Anyone may pass a turn.
Mixers while people arrive
People bingo
Players
15 to 100
Minutes
15 to 20
Ages
8 and up
You need
A people bingo card and a pen for each guest
Give each guest a card of squares such as 'likes puzzles', 'enjoys walking' or 'has tried gardening'.
Guests move around the room asking each other about the squares.
A guest who fits a square signs it. Each person signs any one card only once.
The first guest with a full line shouts bingo. Keep going for a full card if the room is lively.
Without a printer: Read ten squares aloud. Guests write them as a list on any paper and collect a different name beside each one.
A different bingo card for each player, pens or markers, and the call list
Make one card per player with the bingo card maker, on a theme that suits the event.
Call each item clearly, twice, and show it on a screen or board for people at the back.
A player with a full line calls out and reads the line back.
Check it against the called list before the next call. Play later rounds for four corners and then a full card.
Without a printer: Show a list of 40 words on a screen. Players draw a 5 by 5 grid and fill it from the list, then the host calls the words in a random order.
Spaghetti and marshmallow tower
Players
12 to 80, in teams of 4
Minutes
20 to 25
Ages
10 and up
You need
For each team: 20 sticks of dry spaghetti, a yard of tape, a yard of string and one marshmallow
Give every team the same supplies.
Teams have 18 minutes to build the tallest tower that stands on its own with the marshmallow on top.
Nobody may hold the tower when time runs out.
Measure from the table to the top of the marshmallow. The tallest wins.
Whole-room games with no setup
Wink murder
Players
10 to 40
Minutes
15 to 20
Ages
8 and up
You need
Folded slips of paper, one per player, with one marked X
Everyone sits or stands in a big circle and draws a slip. The player with the X is the winker and keeps it secret.
The winker catches people's eyes and winks at them.
Anyone winked at waits a few seconds, then drops out with a dramatic fall into their seat.
A player who thinks they know the winker says 'I accuse'. A wrong guess puts them out; a right one ends the round.
Deal new slips for the next round.
Heads or tails
Players
20 to 200
Minutes
5 to 10
Ages
All ages
You need
A coin
Everyone stands.
Each player puts both hands on their head for heads or on their hips for tails.
The host flips the coin and calls the result. Everyone who guessed wrong sits down.
Repeat until one player is left standing. Each flip removes about half the room, so even a big crowd is done in a few minutes.
Rock, paper, scissors followers
Players
16 to 200
Minutes
10
Ages
5 and up
You need
Nothing
Everyone pairs up and plays one round of rock, paper, scissors.
The loser becomes the winner's fan and follows them, cheering their name.
Winners find another winner to play. The loser and all their fans join the new winner's crowd.
It ends with two players facing off, each backed by half the room.
This or that walk
Players
15 to 100
Minutes
10 to 15
Ages
All ages
You need
A list of either-or choices and room for people to move
Name one side of the room for each option, such as mountains by the windows and coast by the door.
Read a choice. Everyone walks to the side they pick.
Ask a volunteer from each side why they chose it.
Keep it quick, about one choice a minute, so the room stays on the move.
8 to 12 per knot; run several knots for a big group
Minutes
10 to 15
Ages
8 and up
You need
Nothing
Groups of 8 to 12 stand in a tight circle.
Everyone reaches in and takes the hands of two different people who are not standing next to them.
Without letting go, the group steps over and under arms to untangle into one circle.
If a knot is stuck after a few minutes, allow one pair to let go and rejoin.
Anyone who would rather not hold hands can guide a knot from outside.
Outdoor games for a crowd
Giants, wizards and elves
Players
20 to 100, in two teams
Minutes
15 to 20
Ages
6 and up
You need
A field with a center line and a safe line at each end
Teach three poses: giants stand tall with arms up, wizards point a wand, elves crouch with hands as pointed ears. Giants beat elves, elves beat wizards, and wizards beat giants.
Each team huddles and picks one pose, then both teams line up facing each other at the center line.
On three, both teams show their pose.
The winning team chases the losers, who run for their safe line.
Anyone tagged joins the other team. Play until time is up or one team has everyone.
Team relay races
Players
12 to 60, in teams of 6 to 10
Minutes
30 to 45
Ages
5 and up
You need
Cones or shoes to mark lanes, pillowcases, spoons and balls, and a score sheet
Set up one lane per team and plan four short relays: a pillowcase hop, a ball on a spoon, a crab walk and a plain run.
Each player goes to the turning point and back, then tags the next teammate.
Give 3, 2 and 1 points to the first three teams home in each relay.
Add up the score sheet after the last race.
Without a printer: Keep the scores on a whiteboard or a large sheet of paper taped to a wall.