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Quiz: Test your knowledge with fast-paced multiplayer quiz games. Compete with friends to see who knows the most.
Social Deduction: Bluff, deceive, and deduce your way to victory. These games pit players against each other in battles of wits and persuasion.
Word Games: Fast-thinking word games for players who like their vocabulary competitive. Quick rounds, easy rules, endless rematches.
Party: Classic party games reimagined for the digital age. Easy to pick up, fun for all ages, and perfect for groups of any size.
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Showing 32 games
Name That Tune
Music Quiz
Test your music knowledge!
2–100 players
Listen to song snippets and race to guess the title and artist. Create custom playlists from millions of tracks or play community favourites. Perfect for music lovers and game nights.
The telephone game with drawings! Everyone writes a prompt, draws what they're handed, and guesses what they see — then the whole room watches every chain unravel in the big reveal.
A head-to-head team draw-and-guess game! Split into two teams, take turns drawing prompts, and race to guess each word. Pick from built-in word packs or create your own custom sets.
A social deduction party game where players take on secret roles, bluff through discussion, and vote to find the werewolves. Choose from multiple themes including classic and festive holiday modes for a fresh experience every time.
UK-style 90-ball bingo with AI voice calling. Hear traditional British nicknames like "Two Fat Ladies" and "Legs Eleven" read aloud automatically. Features hands-free "Bingo!" detection via microphone and webcam card verification.
Same board, 90 seconds — shared words score nothing!
2–16 players
A multiplayer word race on a shared 4×4 letter grid. Everyone sees the same board and has ninety seconds to trace as many words as they can — but any word found by two or more players is locked and scores nothing. Three rounds, one winner, plenty of arguments.
Two cards, one match — spot it before your friends!
2–12 players
A frantic symbol-spotting card race. Everyone races the same centre card against their own — every pair of cards shares exactly one symbol, and the first player to spot and tap the match claims the card. Wrong taps freeze you for two seconds. Most cards after three rounds wins.
A write-the-funniest-answer party game in head-to-head duels. Everyone answers prompts, then the room votes between two anonymous one-liners — your share of the vote is your score. Two duel rounds plus a Last Lash finale, curated packs or AI-themed prompts, and a Family / Party / Spicy tone toggle.
A 'most likely to' consensus party game. Each question, everyone secretly points at another player — you score by how much of the room agreed with your pick, and the most-picked player gets crowned. Seven quick rounds, 3–20 players, curated packs with a Family / Party / Spicy tone toggle.
A psychic spectrum-guessing game. Each round one player sees a hidden target between two extremes (Cold ↔ Hot, Overrated ↔ Underrated) and gives a single clue; everyone else secretly drags their own dial to where they think it sits. Score by proximity, the psychic earns their team's average, and the clue-giver rotates so everyone gets a turn. 3–16 players.
A fast word party game. Each round drops a weighted-random letter (X/Z/Q never show) and a list of categories; race to fill every one with a word that starts with the letter. On reveal, uniqueness scoring kicks in — identical answers cancel to zero — and a challenge button triggers a quick majority vote on bogus answers. Several rounds, cumulative score, final standings.
A bluff-trivia party game. Each round serves one verified weird-but-true fill-in-the-blank fact; everyone blindly submits a fake answer, the truth is mixed in, and the room votes for what they think is real. Score by fooling other players and by spotting the truth — the final round scores double. 3–12 players, curated history/science/core packs.
Two Spymasters each see a hidden key and give their team one-word clues; operatives guess words on a shared 5×5 grid, avoiding neutrals, the enemy's agents and the lone assassin that ends the game on contact. Classic Red-vs-Blue by default, plus a co-op toggle (dual key cards, shared turn limit) so even a duo can take on the board. Curated noun packs.
A confidence-wager TV quiz show. Every question, you don't just answer — you bet a slice of your score on how sure you are. Nail a big wager and rocket up the board; over-commit on a guess and watch it evaporate. Saturday-night staging, a dramatic lock-in, and a comeback-friendly finale keep everyone in it to the last question.
A typed describe-the-word race. Each round one player sees a target word and a banlist of the most obvious clues; they type hints to get the room to guess it, dodging every forbidden word or the answer gets blocked. Fast, frantic rounds, live guessing, and an on-air control-room vibe where every blocked clue stings.
A numeric-estimation betting game. Each round poses a question with a number for an answer; everyone submits a guess, the guesses are sorted into a betting board, and then you wager on which guess (yours or a rival's) the true answer is closest to. Long-shot guesses pay out big. A Bloomberg-style terminal makes every round feel like a live market.
A hidden-location social-deduction game (a non-trademarked nod to the genre). Everyone shares one secret location and is dealt a role within it — everyone except the spy, who only sees the list of possible destinations and has to bluff. Locals ask pointed questions to expose the spy; the spy blends in, or breaks cover to guess the location for a bigger win. Play voice-assumed at a table or fully typed and turn-based from anywhere. Three-way endgame, cumulative scoring.
A cooperative one-word clue game for the whole table — a non-trademarked nod to the modern 'one word' classic. Each round one player guesses while everyone else secretly writes a single-word clue for the hidden target; identical clues cancel and are wiped before the guesser looks, so thinking alike is exactly the problem. Correct guesses keep the card, a wrong guess burns the next — save as many of the 13 as your collective brain can manage. No winners, no losers, one shared rating band.
Stick with the herd. Stray, and the Pink Cow is yours.
3–20 players
A village-fête match-the-majority game. The steward reads an open, opinion-shaped prompt and everyone privately types one short answer; the server clusters the answers into pens and every player in the biggest matching group scores. The lone player who matched nobody is handed the wobbling hot-pink Pink Cow — and whoever is still holding it when the show closes is barred from 1st place, even if they top the board. Family, Party and Spicy prompt packs. 3–20 players.
A competitive word-association party game. Each round shows one seed word and everyone simultaneously types the first single word it brings to mind. On the synchronous reveal, identical answers cluster and score by rarity — a clever two-way match pays the most, a word half the room reached for pays almost nothing, matching nobody scores zero. The most popular word becomes the next seed, so the chain wanders off the rails over about six rounds — then the whole chain replays as the shareable payoff.
A frantic shared-screen reflex party game. Every round reveals a single rule — an animal, a higher number, two cards sharing a colour — then cards flip onto the board one at a time at an ever-increasing tempo. The server stamps every reveal, so the first valid tap genuinely wins the card, and your points scale with how fast you snapped. Misjudge a card and you freeze for a moment and lose points. Four rounds of escalating chaos, cumulative score, final standings.
A build-your-own variety pack of graphical microgames. The host scoops a custom loadout from the dispenser wall — which sweets, how many, how hard, in what order — or rolls a random Lucky Dip bag. The room plays through it rapid-fire: wait for the green light, clear the matching pairs, pop the shrinking targets, mash the fizz meter, spot the odd one out. Each sweet normalises to a common gram scale and sums into a running weigh-in. New microgames are drop-in plugins. 2–12 players, competitive.
Higher-or-lower chain trivia in a Victorian public weigh house. Each round a new quantity card is lowered onto the great brass scale against the anchor — the previous round's verified value — and everyone locks HIGHER or LOWER in twenty seconds. The reveal is two beats: the hopper opens and the beam lurches toward what the room believes, then the truth slams it its real way. Correct calls bank 100 points times a streak multiplier (capped ×3); the verified value carries as the next anchor, riding a rolling sense of scale from wonders of the world to ants on Earth. Nobody is eliminated, every round is everyone's round, and a full game is a seven-minute snack.
Two-beat scale reveal — crowd verdict, then the truth
A team word race on one shared 11×11 letterpress board. Two to four crews get the identical seven-tile rack and 75 seconds to draft the highest-scoring Scrabble-style placement — every crew member drafts on their own phone, and the crew's best valid draft auto-submits at the bell. Every crew banks its own word's value; the round's top word is printed onto the shared board in the winning crew's ink (+5 print bonus), so the galley everyone plays on is the artefact the match leaves behind. 4–16 players in 2–4 crews.
A silent cooperative dive game. Each level, every diver holds a secret depth and the team must surface in ascending order — with zero communication. No chat, no signals; just the shared conviction that it isn't your turn yet. Every ascent burns from one shared air supply, and the oxygen spent is revealed only when the level ends. Climb through roughly eight levels together, or run the tank dry as a team. No winners, no losers — one crew, one dive.
A push-your-luck gold-rush game on a relentless server clock. Dice roll every 2.5 seconds and the gold piles into one shared cart; every miner still underground shares the haul, but a rolled 7 caves the shaft in and buries everything unbanked. One public BANK button is the only way out — smash it to keep your cut, or ride the doubles (which double the pot) a little longer. Ten rounds capped by a High Stakes finale. Nerve is the only skill.
A timeline party quiz set in a museum gallery. The room curates one shared wall of history: each round a new exhibit is unveiled and every player secretly picks the gap in the timeline where it belongs. Nail the exact position for +100; land one gap off for a +25 near-miss. Round by round the wall fills in and the gaps get crueller — and when the last exhibit is hung, the finished gallery wall is the trophy the whole room built.
An emoji-rebus race down a hieroglyph tomb. Each puzzle's glyphs chisel out of the wall one every four seconds, and the earlier you crack the phrase the more points you carve — guessing is unlimited and fuzzy-matched, so hammer out attempts as the picture forms. Every solved puzzle takes the expedition a chamber deeper, through roughly twelve puzzles of mounting obscurity. Fast fingers help; a devious mind helps more.
A fake-artist drawing game set in a Montmartre atelier. Every painter is told the secret word — except the con artist, who must fake it. In turn, each player adds exactly one continuous stroke to the shared canvas, and after two full circuits the room votes on who's bluffing. Paint too obviously and the fake steals your word; paint too vaguely and you look like the fake. Even when caught, the con artist can still steal the round by naming the word from the strokes alone.
A live-bidding party game in a provincial saleroom. Every lot is a real item that really sold at auction — its hammer price hidden — and the room bids live against each other for it. When the gavel falls, profit is the true price minus what you paid, so overpaying for a dud hurts exactly as much as it should. Unspent cash converts at half value, so sitting on your paddle is a strategy too — until the sealed-envelope lots arrive mid-game and nerve gets expensive. Roughly eight lots; richest collector wins.
Real lots with real (hidden) hammer prices
Profit = truth minus what you paid
Unspent cash converts at half; sealed lots mid-game
A voice-driven co-op countdown set in a 1965 firing room. Each mission, one player is the operator at the console — staring at procedurally generated devices nobody has ever seen — while every other player holds a different slice of the manual. The only way through is the loop: describe, cross-reference, and clear the board together before T-zero, then watch it fly. One mission per player so everyone takes the console, about three minutes each. Voice chat isn't optional — it's the game.
A no-frills automatic bingo number caller — just press play.
Any group size
A straightforward, no-frills automatic bingo number caller. Just press play and let it call the numbers for you. Perfect when you want a simple, reliable caller without the bells and whistles.