Guide
Party games for large groups
Past eight people, most games slow down: turns get long and quiet players disappear. The games that work for a crowd either play in teams, let everyone act at once, or split the room.
Up to 10–12, on your phones
Play it here
Word & Deed
Two teams play the same words across three rounds; everyone guesses at once.
- Players
- 4–12, two teams
- Length
- 8–30 min
- You need
- A phone each; better with a big screen
- Who runs it
- The phones
- Knocked out?
- No
Good for Up to 12 loud people.
Not for A quiet room.
Play it here
Undercover
Secret words and a vote; with 7–10 players there are two undercover players.
- Players
- 4–10
- Length
- 5–15 min
- You need
- A phone each; a big screen is optional
- Who runs it
- The phones
- Knocked out?
- Yes in Classic; out players watch
Good for Up to 10 with quick games.
Not for Players who hate sitting out.
Play it here
Mind Match
Everyone guesses the same clue at once on their phone, so turns don't drag.
- Players
- 3–10
- Length
- 8–60 min
- You need
- A phone each; better with a big screen
- Who runs it
- The phones
- Knocked out?
- No
Good for Up to 10 with mixed ages and languages.
Not for Groups who want bluffing.
Play it here
Oath & Dagger
At 10 players: 6 Good and 4 Evil; the standard setup adds Percival, Morgana, Mordred and Oberon.
- Players
- 5–10
- Length
- 30–45 min
- You need
- A phone each; a big screen is optional
- Who runs it
- The phones (voice host or screen guide)
- Knocked out?
- No
Good for Ten people ready for 45 minutes.
Not for Casual drop-in crowds.
For 12 to 30
Board game
Herd Mentality
Everyone answers an opinion question; you score by matching the most common answer.
- Players
- 4–20
- Length
- About 20 min
- You need
- Question cards, pens, paper
- Who runs it
- Nobody
- Knocked out?
- No
Good for Big mixed groups who want something light.
Not for Groups who want bluffing or deduction.
Board game
Two Rooms and a Boom
Two teams split across two rooms, trading hostages until the bomber and the president end up together or apart.
- Players
- 6–30
- Length
- About 7–20 min
- You need
- Cards and two rooms
- Who runs it
- Nobody (a timer)
- Knocked out?
- No
Good for Very big groups and events.
Not for A single small room.
Board game
Blood on the Clocktower
A deep hidden-role game: every player has a unique ability and the Storyteller runs the nights.
- Players
- 5–20, plus a Storyteller
- Length
- 30–120 min
- You need
- The box (grimoire, tokens)
- Who runs it
- A Storyteller who doesn't play
- Knocked out?
- Yes, but the dead still talk and keep one vote
Good for Experienced groups and long evenings.
Not for A quick game or a group without a willing Storyteller.
Board game
Werewolf / Mafia
The classic: secret roles, a moderator runs the nights, and the village votes someone out each day.
- Players
- Usually 8 or more
- Length
- 30–90 min
- You need
- Role cards, or paper slips
- Who runs it
- A moderator who doesn't play
- Knocked out?
- Yes
Good for Big groups with a confident moderator.
Not for Players who don't want to sit out after an early elimination.
Hosting a crowd
Split the room
Two tables of 6 play better than one of 12; each partygame room has its own code.
Put the game on a TV
A shared screen lets the whole room follow the clock, votes and reveals.
Avoid long elimination
In a big group, players knocked out early can wait a long time; prefer team games or one-vote games.
Questions
What is a good party game for 12 people?
Word & Deed plays up to 12 in two teams on your phones; Herd Mentality and Werewolf go further in a box.
What about 20 or more?
Two Rooms and a Boom is built for crowds, or split into several partygame rooms.
Everyone in the same room?
partygame is for playing face to face, not online matchmaking: each phone keeps your secret and counts the votes, the talking happens at the table. Open a table in the browser, free, no app.