Games that need nothing but the people in the room: guessing games, talking and word games, and a few that get people moving. Most can be played seated at a dinner table.
Updated
Group size, playing time and ages are suggestions to adapt to your group, not measurements. Anyone may pass a turn.
Guessing games
Botticelli
Players
3 to 10
Minutes
15 to 30
Ages
12 and up
You need
Nothing
One player thinks of a famous person and says the first letter of their last name, such as M.
The others take turns describing someone else with that letter: 'Are you a Spanish painter?'
The player must name a match, such as 'No, I am not Joan Miró.' If they cannot, the asker earns one yes-or-no question about the secret person.
Use the yes-or-no answers to close in. The player who names the secret person thinks of the next one.
Green glass door
Players
4 to 15
Minutes
10 to 20
Ages
9 and up
You need
Nothing
One player who knows the secret says what can go through the green glass door: 'a kitten can, but a cat cannot.'
Others offer their own tries, such as 'Can I bring a pillow?' The knower says yes or no.
The secret: only words with a double letter pass, like green, glass and door.
Players who work it out keep playing without saying the rule aloud, until everyone has it.
The alibi game
Players
5 to 15
Minutes
20 to 30
Ages
12 and up
You need
Nothing
Two players are the suspects. The group tells them the crime, such as a cake that went missing at 8 last night.
The suspects leave the room for five minutes to agree on a detailed story of where they were together.
One suspect comes back, and the group questions them on small details: what they ate, who paid, what the weather was.
Then the second suspect is questioned alone with the same questions.
Count the answers that do not match. More than five and the suspects are guilty.
Psychiatrist
Players
6 to 15
Minutes
15 to 20
Ages
10 and up
You need
Nothing
One player, the psychiatrist, leaves the room.
The group agrees on a secret rule for answering questions, such as always answering as the person on your left.
The psychiatrist comes back and asks players any questions they like.
Everyone answers following the rule. The psychiatrist tries to work out the rule from the answers.
Other rules to try: every answer must be untrue, or every answer starts with the last letter of the question.
Wink murder at the table
Players
6 to 15
Minutes
10 to 20
Ages
8 and up
You need
Nothing
Everyone closes their eyes. A host who is not playing walks around the table and taps one player's shoulder to make them the winker.
Eyes open. Conversation carries on while the winker winks at players one at a time.
A player who is winked at waits a moment, then announces that they are out.
Anyone can accuse the winker. A wrong accusation puts the accuser out.
Talking and word games
Buzz
Players
4 to 20
Minutes
10
Ages
7 and up
You need
Nothing
Sit in a circle and count aloud, one number per player: one, two, three.
Any number that contains a 7 or divides by 7 is replaced with 'buzz'.
A player who says the number, or says buzz by mistake, starts the count again at one.
For a harder round, also say 'fizz' for numbers that divide by 5, so 35 becomes 'fizz buzz'.
One-word story
Players
4 to 12
Minutes
10
Ages
6 and up
You need
Nothing
Sit in a circle. The first player says one word to start a story, such as 'Yesterday'.
Each player adds exactly one word, keeping the sentence making sense.
Anyone can end a sentence by saying 'period'.
Keep going until the story reaches an ending, then try to retell it together from the start.
Category clap
Players
4 to 12
Minutes
10
Ages
8 and up
You need
Nothing
Everyone keeps a steady beat: two slaps on the knees, then two claps.
On the claps, the first player names a category, such as fruits.
Going around the circle, each player names an item in that category on their two claps.
Miss the beat, repeat an item or freeze, and you pick the next category.
Talk for a minute
Players
3 to 12
Minutes
15
Ages
10 and up
You need
A watch or phone to time one minute
The group gives a player a topic, such as socks, rain or breakfast.
The player talks about it for one minute without long pauses, without repeating a phrase and without drifting off the topic.
Anyone who hears a slip can challenge. If the group agrees, the challenger takes over the topic for the time left.
Whoever is talking when the minute ends scores a point.
The yes-no ban
Players
3 to 20
Minutes
5 to 10
Ages
7 and up
You need
Nothing
One player takes the hot seat.
The others fire quick questions for one minute, such as 'Are you sitting down?'
The player must answer without saying yes or no, and without nodding or shaking their head.
A slip ends their turn. The longest time without a slip wins.
Never have I ever, with fingers
Players
4 to 15
Minutes
10 to 15
Ages
10 and up
You need
Nothing
Everyone holds up five fingers.
Take turns saying something you have never done, such as 'Never have I ever ridden a horse.'
Anyone who has done it folds down a finger. Nobody has to explain.
Whoever still has a finger raised at the end wins. Keep statements to light topics like travel, food and hobbies.