Party games. One room. Zero setup.
The MoleThe ImpostorEveryone gets a singing prompt — but one is subtly different. Sniff out the impostor.
3–20 players
The DoubleUndercoverEveryone shares one word — except the undercover, who gets a sneaky lookalike (toothbrush vs toothpaste). Describe, deduce, vote it out.
3–20 players
The ArtistDraw & GuessOne teammate draws the secret word; the team races to guess it first.
2–20 players
The MoonWerewolfNight falls: wolves hunt, the seer peeks, the witch brews. Your phones run the night — you argue face to face.
6–18 players
The DaredevilTruth or DareFate picks a player: confess a truth or brave a dare. Finish it for a point — the group is the judge.
3–20 players
The ChosenMost Likely ToOne prompt, everyone votes — then the full reveal of who pointed at whom.
3–20 players
The SageTriviaSame question on every screen — answer fast and right to climb the podium.
2–20 players
The TricksterPsych!Nobody knows the real answer — write a fake that fools your friends, then find the truth.
2–20 players
The ReaderHeads UpHold the phone to your forehead — friends shout clues while you race to guess word after word.
2–16 players
The Mind ReaderWavelengthOne mind reads a hidden target on a spectrum and drops a clue; everyone else guesses where it lands. Closer minds, higher scores.
2–12 players
The GossipTelephoneWrite a phrase, draw the one you’re handed, then guess the drawing you’re handed — the chain mutates at every pass. The mangled album reveal is the whole point.
3–12 players
The SpymasterCodenamesTwo spymasters see the secret map; with one word and a number they steer their team across a 25-word grid — dodge the assassin, find your agents first.
4–16 players
The PartnersCodenames DuetThe co-op Codenames. You each hold a different key card and take turns cluing the other across one 25-word grid — race a shrinking turn budget to find all 15 agents before an assassin ends the mission.
2 players only