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The Best Party Games for Adults (20 Games, With or Without Materials)

20 party games by moment: icebreaker, debate, laughs, bluffing, drinking, end of the night. Apps, cards and no-materials games, alcohol optional or not.

Published · 9 min read · by the team at Unpopular Opinions

In short

  • The best party games fit in one rule, start in thirty seconds and don't break when someone goes to get a beer. Most need nothing, or a single phone.
  • Here are 20 party games sorted by moment: to start, to debate, to laugh, to bluff, to drink, to finish. For each: players, materials, length, and whether alcohol is optional.
  • Our first game of any night: opinions you vote on. A divisive statement, everyone votes, the minority explains itself. That's the principle of Unpopular Opinions, with the real percentage of more than 2 million votes.

What makes a good party game

A successful party game isn’t a complicated game, it’s a game that starts. The games that work have three qualities: the rule fits in one sentence, the first round is played within thirty seconds, and the game doesn’t break when someone goes to get a beer or shows up late.

Everything below is played with what you already have: people, a table, a phone, sometimes a box someone brought. The games are sorted by moment of the night, and the “Alcohol” column says whether the game is naturally played with sips: optional means the drinking rule exists but the game is just as good without.

The table

GameTypePlayersMaterialsAlcohol
Unpopular OpinionsApp, debate2 to 20One phoneOptional
Two Truths and a LieNo materials3 to 12NothingOptional
Most Likely ToNo materials4 to 15NothingOptional
Would You RatherNo materials2 to 20NothingOptional
The one-minute debateNo materials4 to 10A timerNo
The Voting GameCards5 to 10A boxOptional
Time’s Up! / CelebrityBoard game4 to 12A box (or slips of paper)No
Cards Against HumanityCards4 to 12A boxOptional
Heads Up!App, charades2 to 20One phoneNo
Psych!App, bluffing3 to 10One phone per playerNo
ContactNo materials4 to 10NothingNo
The forbidden wordNo materials4 to 20NothingOptional
WerewolfCards (or none)7 to 20A box, or a narratorNo
The pitchNo materials4 to 10NothingNo
The PsychiatristNo materials5 to 12NothingNo
PicoloApp, drinking3 to 15One phoneYes
TOZApp, dares3 to 15One phoneYes, depending on the mode
Never Have I EverNo materials4 to 15NothingOptional
Codenames / Just OneBoard game4 to 10A boxNo
Music quizPlaylist4 to 20A phone, a speakerOptional

To start the night

1. Unpopular Opinions (the opinions game)

Players: 2 to 20 · Length: 10 minutes to all night · Materials: one phone · Alcohol: optional

Read a divisive opinion out loud: “Soft sandwich bread is better than a baguette.” Everyone votes at the same time, agree or disagree. The minority has to justify itself. Next opinion.

With the Unpopular Opinions app, everyone swipes and the phone shows the real percentage of other players: “Your take is UNPOPULAR, 12% think like you”, on more than 5,000 votes. More than 2,000 opinions, eight themes (Classic, Couples, Food, Sports, Politics, Controversial, Sexual, Random), free, no account. Drinking version: whoever is Unpopular takes a sip, details in the best drinking games. Without a phone: 50 unpopular opinions to read out loud.

Why it works: nobody needs to think, everyone has a take, and the numbered verdict proves someone wrong on every card.

2. Two Truths and a Lie

Players: 3 to 12 · Length: 15 minutes · Materials: none · Alcohol: optional (whoever guesses wrong drinks)

Everyone tells three things about themselves, one of them false. The others vote for the lie. One point to those who find it, one point to the liar for each person fooled.

Why it works: you learn real things about people. It’s the best icebreaker for a group that barely knows each other.

3. Most Likely To

Players: 4 to 15 · Length: 15 minutes · Materials: none · Alcohol: optional (the person pointed at drinks)

Someone reads a situation: “…to end up in jail for something stupid”, “…to forget their own birthday”. On a signal, everyone points at one person. Whoever gets the most fingers has to defend themselves.

Why it works: the simultaneous vote makes the result indisputable and hilarious.

To debate and argue nicely

4. Would You Rather

Players: 2 to 20 · Length: 10 to 30 minutes · Materials: none · Alcohol: optional (the minority drinks)

Two impossible options: “Would you rather never eat cheese again or never eat bread again?” Everyone chooses by show of hands, at the same time. The minority explains.

5. The one-minute debate

Players: 4 to 10 · Length: 20 minutes · Materials: a timer · Alcohol: no

A topic is thrown out, two volunteers each take a side, drawn at random. One minute to defend it. The table votes. Defending a side you didn’t choose is funnier than defending your own. Topics and variants in the best debate games.

6. The Voting Game

Players: 5 to 10 · Length: 30 minutes · Materials: the box · Alcohol: optional

A card game where everyone anonymously votes for which player best fits the question on the card, then the votes are revealed. The physical cousin of the opinions vote, aimed at people instead of statements.

To laugh

7. Time’s Up! / Celebrity

Players: 4 to 12, in teams · Length: 30 to 45 minutes · Materials: the box, or slips of paper and a phone for the timer · Alcohol: no

Names of celebrities to get your team to guess in three rounds: describing freely, then in one word, then in mime. Thirty seconds per turn. Without the box, everyone writes five names on slips of paper and it works the same.

Why it works: the third round, in mime, with the same names as the first, produces the biggest laughs of any night.

8. Cards Against Humanity

Players: 4 to 12 · Length: 30 minutes · Materials: the box · Alcohol: optional

A fill-in-the-blank sentence, everyone plays the funniest or most horrible card to complete it, a judge picks. Blunt, assumed humor.

Why it works: the concept is known, there’s nothing to explain. What works less: the dark humor rules out some tables (in-laws, coworkers).

9. Heads Up!

Players: 2 to 20 · Length: 15 minutes · Materials: one phone · Alcohol: no

A player holds the phone on their forehead, a word appears, the others make them guess it. Tilt the phone to validate or pass. One minute per round. Physical, loud, works with kids as well as adults.

10. Psych!

Players: 3 to 10 · Length: 20 minutes · Materials: one phone per player · Alcohol: no

A question appears, everyone invents a credible fake answer on their phone, then everyone votes for the answer they think is real. The “Truth Comes Out” mode (questions about the players themselves) works even between strangers. Needs one phone per player and a signal.

11. Contact

Players: 4 to 10 · Length: 20 minutes · Materials: none · Alcohol: no

One player thinks of a word and gives its first letter. The others look for words starting with that letter by giving clues; if two players think of the same word they say “Contact!”, count to three and say it together: the leader gives the next letter. The best game for car rides and queues that exists.

12. The forbidden word

Players: 4 to 20 · Length: all night · Materials: none · Alcohol: optional

At the start of the night, pick three forbidden words: “yes”, “no”, “like”. Whoever says one gets a dare (or a sip). The game runs in the background during the other games and makes people laugh by surprise.

To bluff

13. Werewolf

Players: 7 to 20 · Length: 30 to 60 minutes · Materials: the box, or a narrator who whispers the roles · Alcohol: no

Two werewolves, a seer, a witch, the rest villagers. Night: the wolves pick a victim. Day: the village debates and eliminates a suspect. Without cards, the narrator whispers the roles and it works the same. Express version for impatient groups: two mafiosi, the rest innocents, five minutes per day.

14. The pitch

Players: 4 to 10 · Length: 20 minutes · Materials: none · Alcohol: no

Everyone gets one minute to sell an absurd object drawn at random by their neighbor (“a left sock”, “a subscription to rain”). The table votes for the best salesperson.

15. The Psychiatrist

Players: 5 to 12 · Length: 20 minutes · Materials: none · Alcohol: no

One player leaves the room. The others pick a secret rule: everyone answers as if they were the person on their left, or everyone lies when the question contains a number. The psychiatrist comes back, asks questions, and has to guess the rule.

For a drinking night

16. Picolo

Players: 3 to 15 · Length: 30 minutes · Materials: one phone · Alcohol: yes

You enter the names, the app runs through rules, dares and personalized questions: “Maxime, take two sips if…”. The reference for drinking games on mobile; without alcohol, the game loses most of its point.

17. TOZ

Players: 3 to 15 · Length: 30 minutes · Materials: one phone · Alcohol: yes, depending on the mode

The revisited classics (Never Have I Ever, truth or dare, most likely to, would you rather) in one iOS and Android app, with soft, fun and hot modes and contexts (big group, couples, after-work).

18. Never Have I Ever

Players: 4 to 15 · Length: 20 minutes · Materials: none · Alcohol: optional

Taking turns: “Never have I ever… flown alone.” Whoever has done it takes a sip, or raises a hand. The game reveals stories, and stories make parties. Twelve drinking games with full rules: the best drinking games.

To end the night

19. Codenames and Just One

Players: 4 to 10 · Length: 20 to 30 minutes · Materials: the box · Alcohol: no

Two word games, cooperative or in teams, where you make people guess with one-word clues. Calm, clever, perfect when the group has already laughed a lot and wants to think a little.

20. Music quiz

Players: 4 to 20, in teams · Length: 30 minutes · Materials: a phone and a speaker · Alcohol: optional

A “2000s” or “TV theme songs” playlist, ten seconds per track, one point for the title, one for the artist. The simplest group game and still the loudest, and the only one that still works at two in the morning.

How to chain the games

A night is built like a meal. Start light with the opinions game or Two Truths and a Lie: everyone talks, nobody is exposed. Build up with Would You Rather and the one-minute debate. When the group is warm, move on to charades and bluffing. If the table wants to drink, that’s the moment for Picolo or Kings Cup, not before. End with Codenames or a music quiz.

And keep the opinions game within reach in between: it’s the one you restart in ten seconds when a silence settles in. It’s free on the App Store, and the 50 most divisive opinions, refreshed every month, always give you a card to play.

The apps and games mentioned belong to their respective publishers. Descriptions match the versions available in September 2026; features and prices may change.

All these opinions, and 2,000 more, are in the app

Add the names, pick a theme, swipe. At the end, you know who is Popular, who is Unpopular, and who has some explaining to do.

Download on the App Store Soon

Frequently asked questions

What party game works for a large group with no materials?

Werewolf without cards (a narrator whispers the roles), opinions voted by show of hands, Most Likely To, and a music quiz. These four don't slow down when the group grows, unlike games where everyone takes turns.

What party games can you play on a phone with friends?

Unpopular Opinions (debate game: swipe agree or disagree on divisive opinions, with the other players' percentage), Heads Up! (charades), Psych! (bluffing, one phone per player), Picolo and TOZ (drinking games and dares). One phone in the middle of the table is enough for all of them except Psych!.

What is an original party game when everyone knows the classics?

The pitch (sell an absurd object in one minute), the Psychiatrist (guess the table's secret rule), the forbidden word (runs in the background all night) and opinions voted with the real percentage of players: few people have played them, and they start with no explanation.

How do you host a party where people don't know each other?

Start with a game with no loser and no performance: Two Truths and a Lie or opinions you vote on. Everyone talks a little, you learn things, nobody looks ridiculous. Keep charades and bluffing for when the group has warmed up.

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