party-games-for-adults-who-hate-party-games
Party Games for Adults Who Hate Party Games
If the words "party game" make you want to fake a phone call and leave, this list is for you.
You're at a dinner party. Someone suggests playing a game. Half the room groans. The other half checks their phones. Nobody wants to play two truths and a lie. Nobody wants to act out charades while sober. And yet, everyone secretly wishes there was something to do besides standing around making small talk about jobs and the weather.
The problem isn't party games themselves. It's that most party games are terrible. They force awkwardness, reward extroverts, and punish anyone who doesn't want to perform. The good news? There's a whole category of games that create genuine connection and laughter without making anyone die inside.
What Makes a Good Adult Party Game
Before we get to the list, let's establish criteria. A good party game for adults who hate party games should:
1. Create connection, not performance Nobody wants to sing, dance, or act in front of strangers. Good games facilitate conversation and reveal interesting things about people—without requiring anyone to "perform."
2. Have a low barrier to entry If it takes 15 minutes to explain the rules, you've lost half the room. The best games can be explained in under two minutes and learned by playing.
3. Flow naturally into conversation Bad games feel like an interruption to the party. Good games enhance it. The conversation that emerges from the game should be more interesting than the game itself.
4. Work for mixed groups Your guests include introverts, extroverts, competitive people, and those who just want to relax. Great games don't require everyone to be the same.
5. Allow people to opt out gracefully Nobody should feel trapped. Good games let people participate at different intensity levels or step away without ruining it for everyone else.
The Games, Ranked by Awkwardness Level
Tier 1: Low Stakes (For Cautious Groups)
1. Would You Rather (With Good Questions)
How it works: Someone asks "Would you rather..." with two options. Everyone chooses, then discusses why.
Why it works: No performance required. People can participate as much or as little as they want. The conversation is more interesting than the game itself.
Example questions:
- Would you rather travel 100 years into the past or 100 years into the future?
- Would you rather have a rewind button or a pause button for your life?
- Would you rather know the history of every object you touch or be able to talk to animals?
Pro tip: Avoid overly sexual or gross-out questions unless you know your group well. Thought-provoking beats shock value.
2. Rose, Thorn, Bud
How it works: Each person shares their rose (something good from recently), thorn (something challenging), and bud (something they're looking forward to).
Why it works: It's a check-in disguised as a game. Works for friend groups, family dinners, or work gatherings. Creates genuine sharing without feeling forced.
Variations:
- Just roses and thorns (simpler)
- Add "watering can" (someone or something that helped you recently)
- Theme it to the gathering (rose/thorn/bud from this year, this project, this trip, etc.)
Best for: Dinners, small gatherings, groups that already know each other but want to go deeper.
3. Two Truths and a Lie (But Make It Interesting)
How it works: The classic game everyone knows—but with better prompts.
Why it might work: Yes, I said this game is often terrible. But it works when you add constraints that force interesting revelations:
- "Two truths and a lie about something that happened to you this year"
- "Two truths and a lie about a skill you have"
- "Two truths and a lie about a place you've been"
Pro tip: Go first as the host to set the tone. Share something genuinely interesting to signal that boring safe answers aren't the goal.
4. Question Jenga
How it works: Write questions on Jenga blocks. When someone pulls a block, they answer the question before placing it on top.
Why it works: The Jenga part gives people something to do with their hands (reduces awkwardness). The questions create conversation. The game aspect is secondary to connection.
Question ideas:
- What's the best advice you've ever received?
- What would you do with your time if money wasn't a factor?
- What's a small thing that makes a big difference in your day?
Best for: Smaller groups (4-8 people), casual settings, groups that will be together for a while.
5. The Favorites Game
How it works: Someone names a category (favorite movie, book, meal, childhood memory, etc.). Everyone shares theirs. No voting, no competition—just sharing and conversation.
Why it works: Zero pressure. You're just sharing preferences. But favorites reveal personality and create great tangents.
Categories that work well:
- Favorite meal you've ever had (and where)
- Favorite album from high school
- Favorite place you've traveled
- Book you've recommended most often
- Movie you can watch repeatedly
Pro tip: The conversation after someone shares is more important than moving quickly through the circle.
Tier 2: Medium Spice (For Comfortable Groups)
6. Hot Takes
How it works: Someone shares a mildly controversial opinion. Others defend or debate it. Keep it light.
Why it works: Playful disagreement is more interesting than agreement. The key is "mildly controversial" not "ruining relationships."
Good hot take topics:
- Pineapple on pizza (yes, really—it's polarizing enough to be fun, safe enough to not cause fights)
- Best decade for music
- Overrated vs. underrated movies/books/foods
- "Die Hard is a Christmas movie"
Bad hot take topics: Politics, religion, deeply personal choices.
Pro tip: As the facilitator, steer away from anything getting too heated. The goal is playful debate, not actual conflict.
7. Fishbowl (The Better Version of Charades)
How it works: Everyone writes 3-5 words/phrases on paper. Round 1: Describe without saying the word (like Taboo). Round 2: One-word clues only. Round 3: Charades (acting, no words).
Why it works: It's charades, but everyone wrote the prompts so they're inside jokes by round 3. The escalating difficulty creates great moments. Teams help diffuse individual performance anxiety.
Best for: Groups of 6-12, parties lasting 2+ hours, people who like some structure and competition.
8. Story Cubes / Story Starters
How it works: Roll dice with images or draw cards with prompts. Use them to collaboratively tell a story, with each person adding one sentence.
Why it works: Collaborative creativity is less intimidating than solo performance. The randomness creates unexpected, funny combinations. No "winning" removes pressure.
Variation: "Yes, and..." improv storytelling. Each person must accept what the previous person added and build on it.
Best for: Creative groups, smaller gatherings (4-8), people comfortable with some silliness.
9. The Wikipedia Game
How it works: Pick two random Wikipedia articles. Each person tries to get from Article A to Article B by clicking only on links within Wikipedia articles. First person there wins.
Why it works: Individual activity (less performance anxiety) but social (you're together, can share funny findings). Works for nerdy groups. Creates interesting conversations about what you discovered.
Variation: "5 Clicks to Jesus" (apparently you can get from almost any Wikipedia article to Jesus in 5 clicks—try it).
Best for: Smaller groups, people on their phones anyway, nerdy/curious crowds.
10. Wavelength
How it works: One person sees a spectrum (e.g., "cold" to "hot") and a secret target on that spectrum. They give a clue. The team tries to guess where the target is.
Why it works: It's about how people think, not what they know. Creates fascinating discussions about subjective interpretations. Commercial game, but worth buying if your group loves this type of thing.
Alternative: Make your own with spectrums like "underrated to overrated," "risky to safe," "modern to vintage."
Tier 3: Deep Connection (For Close Friends)
11. 36 Questions (Modified)
How it works: These are the famous Arthur Aron questions designed to accelerate intimacy. You don't need all 36—pick 5-10 good ones for a dinner party.
Why it works: With the right group (close friends, not acquaintances), these questions create memorable conversations. They're designed to go deep fast.
Sample questions:
- If you could wake up tomorrow having gained one quality or ability, what would it be?
- If a crystal ball could tell you the truth about yourself, your life, the future, or anything else, what would you want to know?
- What do you value most in a friendship?
Critical caveat: Only use these with groups that have psychological safety. Not for new relationships or casual acquaintances.
12. Loaded Questions
How it works: Someone reads a question. Everyone writes an answer anonymously. One person reads all answers, then tries to match answers to people.
Why it works: Anonymity reduces pressure. Trying to match answers to people reveals how well you know each other. Questions can be funny or deep.
Question examples:
- If you could have dinner with anyone living or dead, who would it be?
- What's the worst advice you've ever received?
- What would your autobiography be titled?
Best for: Friend groups that know each other well, groups comfortable with some vulnerability.
13. Truth Questions (But Consensual)
How it works: Like truth or dare, but just truth. And only questions people consent to answering. Draw cards or take turns asking.
Why it works: Removes the "dare" pressure that makes many people uncomfortable. Asking permission ("Can I ask you a somewhat personal question?") creates safety.
Sample questions:
- What's something you believed for a long time that turned out to be wrong?
- What are you most proud of that nobody knows about?
- What's the kindest thing someone has done for you?
Boundary-setting is crucial: Anyone can pass on any question, no explanation needed.
14. Compliment Rounds
How it works: Go around the circle. Each person shares one specific thing they appreciate about the person to their left (or a designated person).
Why it works: Genuine, specific compliments feel good to give and receive. Creates warm fuzzy feelings. Ends gatherings on a high note.
The key: "Specific" is critical. Not "You're nice" but "I love how you always ask follow-up questions when someone is talking—it makes me feel heard."
Best for: Ending dinner parties, close friend groups, celebrations, farewells.
15. Debate Topics (With Assigned Sides)
How it works: Pick a silly debate topic. Randomly assign sides (even if you disagree with your assigned position). Argue for your side.
Why it works: Defending a position you don't believe removes ego from the equation. It becomes playful rhetoric practice, not real conflict.
Good debate topics:
- Cats vs. dogs
- Morning person vs. night owl (which is superior)
- Beach vacation vs. mountain vacation
- Books vs. movies for storytelling
Pro tip: Keep it light. Avoid anything with real moral weight.
How to Read the Room
Even with great games, timing matters. Here's how to tell when to introduce a game, which type to choose, and when to just let conversation flow:
Introduce a game when:
- Energy is dropping and conversation is stalling
- People are on their phones
- Small talk has gone on too long without depth
- The group seems to want structure but doesn't know how to get there
Choose low-stakes games when:
- People just arrived (still warming up)
- The group doesn't know each other well
- You sense resistance to games in general
- There's a wide age range or mixed personalities
Choose medium-spice games when:
- The group has been together 1+ hours
- Conversation is already flowing (games will enhance, not interrupt)
- People seem comfortable with some playfulness
- You want to add structure without killing the vibe
Choose deep-connection games when:
- It's close friends or family
- The group has already been vulnerable with each other
- You're intentionally creating a meaningful gathering (not just a casual hangout)
- Everyone has opted in to depth
Skip games entirely when:
- Conversation is already great
- People are genuinely connecting without structure
- The group actively resists (not just initial hesitation, but actual opposition)
- It would feel forced rather than natural
The "Card Draw" Method (For Removing Awkwardness)
Here's a secret: Random selection removes social pressure.
Instead of going around the circle or asking "Who wants to answer first?"—use a random method:
- Draw cards (highest card goes first)
- Use a digital random picker
- Roll dice
- Draw from a deck of question cards
Why this works:
- Removes the "I don't want to go first" hesitation
- Eliminates the awkwardness of choosing who's next
- Creates mild anticipation (who's next?)
- Gives a reason for why certain people answer certain questions
You can use any card deck—including card decks specifically designed for this (like the Would You Rather, Truth Questions, or Conversation Starter decks on platforms like Inspire.cards). The physical act of drawing a card makes participation feel less personal and more game-like.
When to Skip Games Entirely
Sometimes the best party game is no party game.
Skip structured games when:
1. Conversation is already flowing naturally If people are engaged, laughing, and connecting—don't interrupt with a game. Games are tools for facilitating connection, not ends in themselves.
2. The group is too tired or overstimulated Late-night gatherings or post-activity events might need lower-key socializing. Read energy levels.
3. The setting doesn't support it Loud bars, networking events, or spaces where people are coming and going don't work for structured games.
4. Resistance is genuine, not just initial hesitation Some initial "oh, do we have to?" is normal. But if people actively resist, don't force it. You'll make it worse.
5. You don't have buy-in as the facilitator If you're anxious about introducing a game, that energy will transfer. Either get comfortable with it or choose something simpler.
Building Your Party Game Strategy
Here's how to become the person who suggests games that people actually want to play:
1. Start small and build Don't jump straight to deep vulnerability games. Start with low-stakes favorites or would-you-rather. Build trust, then go deeper.
2. Have 3 games ready for different vibes
- One low-stakes (for cautious groups)
- One medium (for if energy is high)
- One deep (for close friends only)
3. Explain the "why" not just the rules Instead of "Let's play a game," try "I've noticed we've been in small talk mode for a while—want to try something that might spark better conversation?"
4. Make opting out easy "No pressure if this isn't your thing, but I thought we could try..." gives people permission to pass.
5. Go first to set the tone If you want vulnerability, be vulnerable first. If you want humor, be funny first. Model the energy you want.
6. Have a graceful exit strategy If a game isn't landing, acknowledge it: "This isn't quite working—let's try something else" or "Okay, back to regular conversation!" Don't force it.
The Bottom Line
Party games don't have to be cringe. The right games create connection, spark interesting conversations, and make gatherings more memorable—all without forcing anyone to perform, compete, or feel uncomfortable.
The games that work best aren't really "games" at all. They're structured ways to facilitate the conversations people actually want to have but don't know how to start.
Next time someone suggests a party game and you feel that familiar dread, remember: it's not the concept of party games that's the problem. It's the specific games people choose. With the right selection, even party-game-haters can become fans.
And if all else fails, you can always rely on randomness. Sometimes the best way to remove awkwardness is to literally draw a card and let chance decide what happens next. No pressure, no performance, just people connecting in ways they might not have otherwise.
Now go forth and suggest a game at your next gathering. Just maybe not charades.