34 Large Group Games for Adults (Indoor, Outdoor, Party & Work)

A game that works with eight people can fall apart with eighty. These 34 large group games are built to keep everybody playing at the same time.

34 Large Group Games for Adults (Indoor, Outdoor, Party & Work)

A game that works beautifully with eight people can fall apart with eighty. The mechanics that make a small group click, where everyone takes a turn, everyone hears the answer and one person keeps score in their head, are the exact mechanics that stall out once the room gets big.

We have been designing and running team building events since 2013, and as of September 2026 we have hosted more than 45,000 of them. Most are ordinary-sized teams, but a steady share are all-hands rooms, conference breakouts and company picnics where the facilitator is looking at 40, 80 or 300 faces and has 20 minutes to make something happen.

The games below are the ones that hold up at that scale. Some come straight from our hosted events, some are formats our hosts run at internal retreats, and some are classics we have watched succeed and fail enough times to know exactly where they break. We also cut ten games that used to be on this page, and we explain why near the end.

This list includes:

  1. What are large group games?
  2. All 34 big group games at a glance
  3. Party games for large groups
  4. Indoor large group games
  5. Outdoor large group games
  6. Large group games for work
  7. Quick large group games with no supplies
  8. Elimination games for large groups
  9. Large group icebreaker games
  10. What we have learned running games for big groups
  11. Large group games we do not recommend

Here we go.

What are large group games?

Large group games are games and activities built for roughly 15 or more players at once, where the structure keeps everybody participating instead of watching. Examples include Fishbowl, Coworker Feud and Capture the Flag. The defining feature is parallel participation: instead of 60 people taking turns, six teams of ten play simultaneously and compare results. These games are also called "big group games," "group games for adults," "party games for large groups" and "games for large groups of adults."

Large group games are a subcategory of team building games and the game-shaped half of large group activities. They are similar to large group icebreakers and party games for work, and the setting-specific versions are indoor group games and outdoor group games. Within the category, this guide covers party games for large groups, indoor and outdoor large group games, games for work, quick games that need no supplies, elimination games and icebreakers.

Structured play is not just filler on an all-hands agenda. A PLoS ONE meta-analysis by McEwan and colleagues pooled 72 controlled teamwork-training interventions covering 8,439 participants and found significant medium-to-large improvements in teamwork behaviors and team performance. The split inside that finding is the useful part: experiential methods such as workshops, simulations and team debriefs produced the gains, while purely didactic classroom education showed no significant effect. That research covers teamwork training rather than recreational games, so we would not stretch it into a claim about party games. But the direction travels: people get better at working together by doing things together, not by being talked at.

All 34 big group games at a glance

Before any of these run well, you need teams. For groups over about 20, we count off by number rather than letting people self-select, because self-selected teams reproduce the org chart and the whole point is to mix it up.

Three ways to split a big group into teams: counting off, drawing lots, and mixing departments

Here is every game on this list, with the group size it is actually built for.

Activity Best for Group size Time Cost
Fishbowl Laughter and teamwork 12–60 30–45 min Free
Werewolf Social deduction 10–30 per circle 20–40 min Free
Team Trivia Showdown Friendly competition 20–200+ 45–60 min Free
Charades Tournament High-energy parties 20–80 30–45 min Free
The Left-Right Story Very large rooms 20–300+ 5–10 min $–$$
Who Am I? Mingling 15–150 15–25 min $
Minute to Win It Stations Rotating team play 24–120 30–45 min $–$$
Human Battleship Strategy and shouting 20–60 25–40 min Free
Sardines Offsites in big venues 15–50 15–25 min Free
Marshmallow Tower Challenge Creative problem-solving 16–100 25–30 min $
Egg Drop Challenge Engineering and nerve 16–80 40–60 min $
Human Knot Coordination 8–10 per circle 10–15 min Free
Tug-of-War Classic outdoor competition 20–100 15–20 min $
Capture the Flag Big fields and strategy 20–100 30–45 min $
Water Balloon Dodgeball Hot-weather picnics 16–60 15–25 min $
Giant Relay Race Everyone competing at once 20–120 20–40 min $
Kickball Tournament Company picnics 18–60 60–90 min $
Coworker Feud Getting to know the team 20–150 30–45 min Free
Photo Scavenger Hunt Exploring the office 15–100 30–60 min Free
Team Name Draft Warming up new teams 18–120 10 min Free
Collaborative Mural Quiet, inclusive creativity 20–300+ 30–60 min $$
Speed Meet All-hands and onboarding 20–100 20–30 min Free
Cross the Circle Finding common ground 15–60 10–15 min Free
Count to Twenty Listening and focus 10–30 per circle 5–10 min Free
Silent Line-Up Non-verbal communication 15–100 5–10 min Free
Zip Zap Zop Waking a room up 12–40 per circle 5–10 min Free
Rock-Paper-Scissors Tournament Instant energy 16–500+ 5–10 min Free
Heads or Tails Auditoriums and keynotes 30–1,000+ 3–5 min Free
Balloon Stomp Chaotic fun 15–60 10–15 min $
Murder in the Dark Parties and offsites 12–40 15–30 min Free
Blob Tag Outdoor energizers 15–60 10–15 min Free
Human Bingo Breaking the ice at scale 15–200 15–20 min Free
Circle of Names Learning names 10–25 per circle 10–15 min Free
Partner Introductions New or merged teams 16–60 15–25 min Free

Party games for large groups

Party games for large groups have one job: get a loud, distracted, half-mingling room playing the same thing at the same time. That rules out anything with a long explanation or a single turn order. The seven below all work with a microphone, a rough count of heads and very little else.

1. Fishbowl

Fishbowl, also known as Celebrity or Salad Bowl, is the best party game we know for a big room, because the same handful of paper slips gets funnier in every round.

To run it:

  • Give everyone three small slips of paper and a pen. Each person writes one famous name, one everyday object and one movie or song title, then folds the slips into a bowl.
  • Split the room into two teams. Teams alternate sending one player up for a 60-second turn.
  • Round one: the player pulls slips and describes each one in full sentences, without saying any word on the slip. Their team guesses as many as they can before time runs out.
  • When the bowl empties, put every slip back in and play round two: the same slips, but the describer may say only one single word per slip.
  • Refill the bowl again for round three: the same slips, acted out silently in charades.
  • Total the points across all three rounds.

The magic is the repetition. By round three, "the one about the pineapple" is a running joke and a single gesture gets the whole room shouting the answer.

Best for: 12 to 60 people
Time: 30 to 45 minutes
Materials (cost): Paper slips, pens, a bowl and a phone timer. Free.

What we have learned: Cap the slips at three per person and read a couple aloud before you start. Inside jokes that only one department will recognize are the single most reliable way to make a big room go quiet.

2. Werewolf

Werewolf, sometimes called Mafia, is a social deduction game where a hidden minority of players tries to outlast the majority. It rewards the quiet observers on your team, which makes it a nice counterweight to games that reward volume. Here are the full Werewolf game rules.

To run it:

  • Seat players in a circle of 10 to 30. Above 30, run several circles in parallel with a moderator each.
  • Deal one role card per player: roughly one werewolf per eight players, one doctor, one seer, and villagers for everyone else.
  • At "night," everyone closes their eyes. The moderator wakes the werewolves to silently pick a target, then the doctor to pick someone to save, then the seer to check one player's identity.
  • At "day," the moderator announces who was eliminated. The group debates, accuses and votes one person out.
  • Villagers win when every werewolf is voted out. Werewolves win when they equal the number of villagers.

Best for: 10 to 30 people per circle
Time: 20 to 40 minutes
Materials (cost): One deck of playing cards or printed role cards. Free.

What we have learned: Deal roles on cards rather than tapping shoulders in the dark. At 25 players, shoulder-tapping takes almost four minutes of silence before the game even starts, and that is where the energy leaks out.

3. Team Trivia Showdown

Table trivia is the most scalable competitive format there is, because 200 people playing in teams of eight takes exactly as long as 20 people playing in teams of eight. Our own hosted game shows are built on this structure, and you can run a solid version yourself with a slide deck and answer sheets. Here is a bank of trivia games to pull from.

To run it:

  • Seat people in teams of six to eight and have each team pick a name and a runner.
  • Build five rounds of eight questions: general knowledge, music, pictures, a "this or that" round, and one round about your own company.
  • Read each round out loud twice, then collect answer sheets. Teams swap sheets and mark each other's answers as you reveal.
  • Runners bring the scores to a visible scoreboard between rounds.
  • Add a wager round at the end so a team in fourth place still has a reason to care.

Best for: 20 to 200+ people
Time: 45 to 60 minutes
Materials (cost): Answer sheets, pens, a screen or projector. Free.

What we have learned: The company round outperforms every other round, every time. Questions like "how many people joined the team this year" or "which office drinks the most coffee" produce more arguing and laughing than any pop culture category, and they are the reason people remember the event a month later.

4. Charades Tournament

Charades struggles on a video call, where body language gets cropped by the camera frame. In a real room with a big group, it is one of the loudest, most reliable games you can run, especially as a bracket.

To run it:

  • Split the room into teams of six and pair the teams into a knockout bracket.
  • Prepare envelopes of clues by category: movies, songs, workplace situations, animals.
  • In each head-to-head, both teams get a 90-second round. One actor draws clues one at a time and acts them out while their team guesses. No speaking, no pointing at objects in the room, no spelling.
  • The team with more correct guesses advances. Rotate the actor every round so the same person is never the whole team's strategy.
  • Run the final in front of everyone else, with the eliminated teams as the crowd.

Best for: 20 to 80 people
Time: 30 to 45 minutes
Materials (cost): Printed clue slips and envelopes. Free.

What we have learned: Workplace clues beat movie clues. "Trying to unmute yourself," "the printer is jammed again" and "someone reheated fish in the microwave" get a bigger reaction than any blockbuster title, and nobody is disadvantaged for not watching the right films.

5. The Left-Right Story

The Left-Right Story is the only game on this list that genuinely works with 300 people standing in a ballroom, because the rules take 15 seconds to explain and nobody has to move.

To run it:

  • Have everyone stand in circles of roughly 12, or in rows if the room is set theater-style.
  • Give every fourth person a small wrapped prize to hold.
  • Write or find a short silly story about your company that is stuffed with the words "left" and "right." For example: "Priya left the office and turned right toward the right-hand meeting room, where the team had left the wrong slides up."
  • Read the story aloud. Every time players hear "left," they pass whatever they are holding to the person on their left. Every time they hear "right," they pass it to the right.
  • Whoever is holding a prize when the story ends keeps it.

Best for: 20 to 300+ people
Time: 5 to 10 minutes
Materials (cost): A written story and one small prize per four players, roughly $2 to $5 each.

What we have learned: Write the story about your own team rather than downloading a generic one. The passing mechanic is only mildly fun on its own, but a story where the VP of Sales keeps leaving things in the wrong room is what makes the room laugh.

6. Who Am I?

Who Am I?, sometimes played as Headbands, turns a standing-around-with-drinks crowd into a room full of conversations, which is exactly what a big party needs in its first 20 minutes.

To run it:

  • Before guests arrive, write a famous name on each sticky name tag. Mix eras and fields so no single interest dominates.
  • As people walk in, stick a tag on their back without letting them see it.
  • Players mingle and ask each other yes-or-no questions only: "Am I alive?" "Am I a musician?" "Would my face be on a poster?"
  • Each person may ask a maximum of three questions per conversation, then must move on to someone new.
  • Once someone guesses correctly, move their tag to the front and hand them a new one on the back.

Best for: 15 to 150 people
Time: 15 to 25 minutes as an opener, or all evening as a background game
Materials (cost): Name tags and a marker, around $10.

What we have learned: The three-question rule is what makes it work at scale. Without it, two people solve each other's tags in four minutes and then stand together for the rest of the party, which is the opposite of what a mixer is for.

7. Minute to Win It Stations

Rather than running one minute to win it game at a time while everyone watches, set up six stations and rotate teams through them. The room goes from one person playing to 48 people playing.

To run it:

  • Set up six tables, each with one 60-second challenge and its supplies. Stack cups into a pyramid, move cookies from forehead to mouth, bounce ping-pong balls into cups, sort candy with chopsticks, build the tallest tower of dice on a popsicle stick, and blow a balloon across a taped finish line.
  • Print the rules for each challenge on a card and prop it on the table so you do not have to explain anything twice.
  • Split into six teams and send one team to each station.
  • Every team member attempts the challenge once. The team's score is the number of successes.
  • Blow a whistle every four minutes and rotate teams clockwise until every team has played every station.

Best for: 24 to 120 people
Time: 30 to 45 minutes
Materials (cost): Cups, ping-pong balls, dice, balloons and snacks, roughly $40 to $60 for six stations.

What we have learned: Put a volunteer scorekeeper at each station instead of one central host. The rotation only stays on schedule if nobody has to wait for you to walk over and adjudicate whether a cup counts.

Indoor large group games

Indoor large group games have to respect three constraints a field does not impose: fixed furniture, noise that carries, and the fact that somebody is probably on a call next door. These five work inside a conference room, a cafeteria or a hotel ballroom.

8. Human Battleship

Human Battleship turns the board game into a live grid of people, and it gets better as the group gets bigger because a wider grid means more strategy.

To run it:

  • Split the room in half and set a row of tall dividers, flip charts or a curtain between the two teams so neither can see the other.
  • On each side, arrange chairs in a grid, five rows by five columns. Label the rows A to E with paper signs and the columns 1 to 5.
  • Each team secretly assigns groups of sitting players to be "ships": one four-seat ship, two three-seat ships and two two-seat ships, all in straight lines.
  • Teams alternate calling out a coordinate, for example "C4." If someone is sitting there, they stand up and say "hit," then sit back down.
  • When every seat in a ship has been hit, that whole ship stands and stays standing.
  • The first team to sink all five enemy ships wins.

Best for: 20 to 60 people
Time: 25 to 40 minutes
Materials (cost): Chairs, paper signs and something to block the view. Free.

What we have learned: Give each team a designated caller and a designated plotter. Without those two roles, 30 people shout coordinates at once and the game turns into an argument about whose turn it was.

9. Sardines

Sardines is hide-and-seek in reverse, and it is one of the few childhood games that genuinely improves with a bigger group and a bigger building. It is a great fit for an offsite at a venue people have not explored yet.

To run it:

  • Agree on the boundaries first: which floors, which rooms and which areas are off limits.
  • One volunteer goes to hide while everybody else counts to 100 in the starting room.
  • Players then spread out to search, alone or in pairs.
  • When a player finds the hider, they do not announce it. They quietly squeeze into the hiding spot alongside them.
  • The hiding spot gets progressively more crowded and progressively harder to keep quiet, which is the entire joke.
  • The last person still searching becomes the hider for the next round.

Best for: 15 to 50 people
Time: 15 to 25 minutes per round
Materials (cost): None. Free.

What we have learned: Set a hard time limit and a recall signal, like a horn or a group text, before anyone hides. In a large venue a well-hidden group can stay hidden past the point where searching is still fun.

10. Marshmallow Tower Challenge

The Marshmallow Tower Challenge is a build-under-pressure exercise that scales perfectly, because every team of four works on an identical kit at their own table.

To run it:

  • Prepare one kit per team: 20 sticks of uncooked spaghetti, one yard of tape, one yard of string and one marshmallow.
  • Split into teams of four or five, one team per table.
  • Set an 18-minute timer. Teams must build the tallest freestanding structure they can, with the whole marshmallow on top.
  • The tower must stand on its own, unsupported by hands, and the marshmallow may not be cut or eaten.
  • Measure from the tabletop to the top of the marshmallow. Tallest standing tower wins.

Best for: 16 to 100 people
Time: 25 to 30 minutes including the debrief
Materials (cost): Spaghetti, tape, string and marshmallows, roughly $2 per team.

What we have learned: The debrief is worth more than the build. Ask each team when they first put the marshmallow on. The teams that tested the weight early almost always beat the teams that spent 15 minutes planning a beautiful structure and discovered in the last 30 seconds that it could not hold anything.

11. Egg Drop Challenge

The Egg Drop Challenge is an engineering problem with a very public result, which is why it works in front of a crowd. Run it in teams rather than individually so that 60 people are not each holding one egg.

To run it:

  • Split into teams of five and give each team one raw egg plus a bag of building materials: straws, newspaper, cotton wool, tape, rubber bands, balloons and a single plastic bag.
  • Give teams 25 minutes to build a carrier that will protect the egg from a drop.
  • Set a drop height everybody can see, such as a second-floor balcony or the top of a stepladder, and lay a tarp underneath.
  • Teams present their design in 30 seconds, then drop it while everyone watches.
  • Award points for a surviving egg, and bonus points for the lightest surviving carrier so teams cannot just wrap the egg in a pillow.

Best for: 16 to 80 people
Time: 40 to 60 minutes
Materials (cost): Eggs and craft supplies, roughly $3 per team plus a tarp.

What we have learned: The lightest-carrier bonus is what turns this from a craft activity into a real decision. Without it, every team builds the same padded blob and the drop stops being suspenseful.

12. Human Knot

The human knot is a coordination puzzle where a tangled circle of people has to unwind itself without letting go of hands. The critical detail for a big group is that you run many small circles at once, never one giant one.

To run it:

  • Split into circles of eight to ten people each. Ten is the hard ceiling.
  • Everyone reaches across the circle and takes one hand from two different people, never the person directly beside them and never both hands of the same person.
  • Without releasing grip, the group untangles itself back into a single circle. Players may pivot, duck and step over arms.
  • If a grip breaks, the pair re-joins in the same spot and play continues.
  • The first circle to untangle wins. Some knots are genuinely unsolvable, so call time at ten minutes.

Best for: 8 to 10 people per circle, unlimited circles
Time: 10 to 15 minutes
Materials (cost): None. Free.

What we have learned: This is the game people most often break by scaling it wrong. A circle of 20 is not a harder knot, it is an unsolvable one, and the group figures that out about eight minutes in and stops trying. Add circles, not people.

Outdoor large group games

Outside, the constraint flips: you have all the space you want and none of the acoustics. Every game below is explained in one sentence, played with a whistle, and forgiving of people who wander off to get a drink. These are the core of most outdoor team building days.

13. Tug-of-War

Tug-of-War is the oldest large group game there is, and it survives because it is the rare competition where the strongest individual cannot win alone.

To run it:

  • Mark a center line on the grass with chalk, tape or a rope laid perpendicular to the playing rope.
  • Tie a bright ribbon at the midpoint of a thick rope and line it up with the center line.
  • Split into two teams, balancing them roughly by size and number rather than stacking one side.
  • On the whistle, both teams pull. A team wins when the ribbon crosses their side's marker, or after 60 seconds whichever side has pulled the ribbon further.
  • Run it as a best-of-three so the losing side gets to regroup and try a different rhythm.

Best for: 20 to 100 people
Time: 15 to 20 minutes
Materials (cost): A thick tug-of-war rope, roughly $40 to $80, plus gloves.

What we have learned: Coordinated pulling beats raw strength, which is worth pointing out in the debrief. Teams that find a rhythm and pull on a count routinely beat heavier teams pulling constantly. Bring gloves, insist on flat ground, and never let anyone wrap the rope around a hand or wrist.

14. Capture the Flag

Capture the Flag is the best large group game for a genuinely big outdoor space, because it rewards planning, decoys and coordination rather than pure speed.

To run it:

  • Divide the field in half with cones and split the group into two teams.
  • Each team plants a flag in their own territory, visible from at least 20 yards away, and marks a "jail" area near their boundary.
  • Players who cross into enemy territory can be tagged. Tagged players walk to jail and wait until a teammate reaches them and tags them free.
  • A team wins by carrying the enemy flag back across the center line. If the carrier is tagged, the flag is returned to its base.
  • Give each team two minutes of planning before the whistle. That planning huddle is where the team building actually happens.

Best for: 20 to 100 people
Time: 30 to 45 minutes
Materials (cost): Cones and two flags or bandanas, around $25.

What we have learned: Name the roles out loud before the first round: attackers, defenders and one jailbreaker. Without assigned roles, almost everyone attacks, both flags fall in the first 90 seconds and the game is over before anybody warmed up.

15. Water Balloon Dodgeball

Water Balloon Dodgeball is the hot-weather version of a classic, and the water is what makes it work for adults. Getting hit is refreshing instead of painful, so people who would sit out regular dodgeball will play.

To run it:

  • Fill 15 to 20 water balloons per player and load them into buckets on each team's back line.
  • Mark a center line and two throwing lines about 15 feet apart on either side of it.
  • On the whistle, teams throw from behind their line. Nobody may cross the center.
  • A player hit by a balloon that bursts is out and joins the sideline cheering section.
  • A player who cleanly catches a whole unburst balloon brings one teammate back in.
  • The last team with players standing wins. Plan on three or four short rounds.

Best for: 16 to 60 people
Time: 15 to 25 minutes
Materials (cost): Balloons, buckets and a hose, roughly $20. Budget time to pick up every scrap afterward.

What we have learned: Tell people in the invite, not on the day. The difference between a great water game and a resented one is whether people had the chance to leave their laptop bag and good shoes inside.

16. Giant Relay Race

A relay race is the most efficient way to get 100 people competing at once, because the waiting is built into the format instead of being an accident of it. Everybody has a job and everybody's job takes 30 seconds.

Two teams running an office hallway relay race, passing a paper baton while colleagues cheer

To run it:

  • Build a course of four legs, each a different challenge: a straight sprint, a three-legged walk, carrying a cup of water without spilling, and hopping in a sack or between cones.
  • Split into teams of eight to twelve and line each team up behind its own lane.
  • Give each team a baton, which can be a rolled-up piece of paper, a water bottle or a foam tube.
  • Runners complete their leg, hand off the baton and go to the back of their line.
  • The first team to get every member through all four legs wins. Time each heat if you have more teams than lanes.

Best for: 20 to 120 people
Time: 20 to 40 minutes
Materials (cost): Cones, batons, cups and sacks, roughly $30.

What we have learned: Build at least one leg that has nothing to do with speed. A cup-of-water leg or a balance leg means the fastest team does not automatically win, which keeps the slower lanes trying right up to the end.

17. Kickball Tournament

Kickball is the company picnic sport we recommend over softball or ultimate frisbee, for one reason: everybody already knows how to kick a stationary ball, so there is no skill gate at the door. It is a staple of most company picnics.

To run it:

  • Set up a diamond with four bases. A rubber playground ball and four cones is the entire equipment list.
  • Split into teams of nine to twelve and draw a bracket. With more than three teams, play shortened three-inning games.
  • The pitcher rolls the ball along the ground toward home plate. The kicker kicks and runs the bases.
  • Runners are out on a caught fly ball, a tag, or a ball thrown to the base ahead of them. Never throw the ball at a runner.
  • Three outs ends the half-inning. Most runs after three innings wins.
  • Use a rule that everyone in the batting order kicks once before anybody kicks twice.

Best for: 18 to 60 people
Time: 60 to 90 minutes for a bracket
Materials (cost): A kickball and bases, roughly $30.

What we have learned: Add a non-playing role that matters: scorekeeper, announcer, photographer. At every picnic there are people who will not run bases but absolutely will commentate, and giving them a microphone keeps them at the event instead of at the snack table.

Large group games for work

Games for work carry an extra requirement: they should not embarrass anyone, gate on physical ability, or require people to reveal anything personal. These five are the ones we reach for when the group includes executives, new hires and someone who did not know this was on the agenda. They also double as employee engagement activities you can repeat quarterly.

Grid of nine types of large group games: party, indoor, outdoor, work, no supplies, elimination, icebreakers, relay and trivia

18. Coworker Feud

Coworker Feud is a survey-based game show where teams guess how their colleagues answered, and it is the single best work game on this list for a group that does not know each other well yet.

To run it:

  • A week before, send the whole company a short anonymous survey with eight light questions: "Name something people always leave in the office fridge," "Name a meeting that could have been an email," "Name the best snack in the kitchen."
  • Tally the answers and keep the top five responses to each question on a slide, hidden.
  • On the day, split into two teams. One player from each team faces off to guess the most common answer.
  • The winning team takes the question and keeps guessing the remaining answers. Three wrong guesses hands the question to the other team for one steal attempt.
  • Award points equal to the number of survey responses each answer received.

Best for: 20 to 150 people
Time: 30 to 45 minutes
Materials (cost): A survey tool and a slide deck. Free.

What we have learned: Write questions that only your company could answer. Generic prompts produce generic answers, and the whole payoff of this format is the moment where 80 people discover that 41 of them said the same thing about the third-floor printer.

19. Photo Scavenger Hunt

A photo scavenger hunt is the most flexible large group game for a workplace, because the list of prompts scales to whatever building, campus or neighborhood you have. Our hosts run a timed version of this in almost every in-person event.

To run it:

  • Write 20 to 30 photo prompts at mixed difficulty: "the oldest thing in this building," "a team of four re-creating the company logo," "something that should have been thrown out in 2019," "a stranger who agreed to be in your photo."
  • Split into teams of four to six and send the list by text or a shared doc so everyone has it on their phone.
  • Give teams a fixed window, usually 30 minutes, and hard boundaries for where they can go.
  • Teams submit photos to a shared album or chat thread.
  • Project the best submissions at the end and let the room vote on the winners by cheering.

Best for: 15 to 100 people
Time: 30 to 60 minutes including the slideshow
Materials (cost): Phones and a shared album. Free. Here are more scavenger hunt ideas.

What we have learned: The final slideshow is the event, not the hunt. Budget at least ten minutes for it, project the photos big, and let people heckle. Teams that came fourth still leave happy if their photo got the biggest laugh.

20. Team Name Draft

Before any of the team games above, you have to turn a crowd into teams, and a five-minute naming ritual does more for group identity than an hour of assigned seating. This is the tiniest game on the list and the one we run most often.

To run it:

  • Split the room into teams of six to eight using a count-off.
  • Give each team two minutes to agree on a name, a one-word motto and a gesture the whole team can do together.
  • Each team stands, announces its name and performs the gesture. The rest of the room copies the gesture back.
  • Write the names on the scoreboard and use them for the rest of the session.
  • If a team is stuck, hand them a randomly generated name and let them decide whether to keep it, which usually unsticks them instantly.

Use the generator below when a team needs a starting point:

Best for: 18 to 120 people
Time: 10 minutes
Materials (cost): A whiteboard. Free.

What we have learned: Insist on the gesture. The name alone gets forgotten in ten minutes, but a team that has physically done something silly together once will do it again when the scores are announced, and that is the difference between a room of individuals and a room of teams.

21. Collaborative Mural

A Collaborative Mural is the best large group activity we know for groups that include people who genuinely do not want to compete, shout or run. Everyone contributes one tile and the tiles assemble into a single image.

To run it:

  • Choose a simple high-contrast image, such as your logo, your city skyline or a company milestone illustration.
  • Use a free grid tool to slice it into as many equal squares as you have participants, and print each square lightly on its own canvas panel or thick card.
  • Hand one square to each person along with paint or markers, and tell them only to fill their square. Do not show them the full image.
  • Give everyone 25 minutes to paint, with music on and no talking requirement.
  • Assemble the squares on a wall in front of everyone. The reveal is the moment.
  • Hang the finished mural in the office afterward.

Best for: 20 to 300+ people
Time: 30 to 60 minutes
Materials (cost): Canvas panels and acrylic paint, roughly $3 to $6 per person.

What we have learned: Keeping the full image secret is what makes the reveal land, but it also means somebody will paint their square upside down. Mark a small arrow on the back of every panel, and hand out squares in a random order so neighbors are not painting adjacent tiles and comparing.

22. Speed Meet

Speed Meet is speed networking with a timer and prompts, and it is the most efficient way to get a large group past name-and-job-title small talk. It is especially useful after a merger, a big hiring wave or a year of everyone being remote.

To run it:

  • Set two long rows of chairs facing each other, or two concentric circles if the room is open.
  • Put one prompt on a screen at a time: "What is a project you are weirdly proud of?" "What did you want to be at ten years old?" "What is something your team does that nobody else notices?"
  • Give each pair three minutes total, ninety seconds each way. Sound a chime at the halfway point.
  • At the end of three minutes, the outer row or circle shifts one seat to the left and a new prompt goes up.
  • Run seven or eight rotations, then ask a few volunteers to share the single best answer they heard from someone else.

Best for: 20 to 100 people
Time: 20 to 30 minutes
Materials (cost): Chairs, a timer and a slide of prompts. Free. For more prompts, see our get to know you games.

What we have learned: The final share-back is what converts this from a nice conversation into a group experience. Asking people to report the best thing they heard from someone else, rather than about themselves, means the whole room learns six interesting facts about six colleagues in three minutes.

Quick large group games with no supplies

These are the games to have memorized. No props, no prep, no printing, five to ten minutes each. They are what you run when a session is running early, a speaker is late, or the room has gone flat after lunch. Several also work as morning meeting games for a standing group.

23. Cross the Circle

Cross the Circle is a mixer that shows a big group how much it has in common in about eight minutes, without asking anybody to make a speech.

To run it:

  • Have everyone stand in a large circle, or mark a rough circle on the floor with tape for an indoor version.
  • One person in the middle says "cross the circle if…" and finishes it with something true about themselves: "…if you have ever burned dinner," "…if you have worked here longer than three years," "…if you speak more than one language."
  • Everyone for whom it is true crosses to a new spot on the other side of the circle. They cannot return to the same spot or move one place over.
  • The person left without a spot goes to the middle and calls the next statement.
  • Play for eight to ten rounds, then stop while it is still fun.

Best for: 15 to 60 people
Time: 10 to 15 minutes
Materials (cost): None. Free.

What we have learned: Model the first three statements yourself, and make them light. The tone of the first few prompts sets the ceiling for the whole game, and a facilitator who opens with something mildly embarrassing about their own cooking gets much better rounds than one who opens with "cross the circle if you love your job."

24. Count to Twenty

Count to Twenty looks trivially easy written down and is genuinely hard in a room of 25 adults, which is exactly why it is one of the best communication games to run with no notice.

To run it:

  • Everyone stands in a circle, ideally facing outward or with eyes closed so nobody can signal.
  • The group counts aloud from one to twenty. Anybody may say the next number at any time.
  • No one may speak twice in a row, and there is no assigned order.
  • If two people say a number at the same time, the count resets to one.
  • Keep going until the group reaches twenty. Most groups need six or seven attempts.

Best for: 10 to 30 people per circle
Time: 5 to 10 minutes
Materials (cost): None. Free.

What we have learned: The group solves this by learning to leave space, not by getting faster. Point that out afterward, because it is the same skill that makes a 30-person meeting work. Research on group performance backs the instinct: as we cover in what we have learned, how evenly a group shares the floor predicts how well it performs together.

25. Silent Line-Up

Silent Line-Up is a non-verbal coordination challenge that works with 15 people or 100, and it takes under a minute to explain.

To run it:

  • Tell the group to arrange itself in a single line in a specific order, without speaking: by birthday month and day, ignoring year.
  • Gestures, pointing and finger-counting are allowed. Talking, mouthing words and writing are not.
  • Give the group four minutes. Call time even if they are not finished.
  • Walk the line from one end to the other, having each person say their date out loud, and see where it broke.
  • Run a second round with a harder criterion: number of years at the company, distance from the office, or number of countries visited.

Best for: 15 to 100 people
Time: 5 to 10 minutes
Materials (cost): None. Free.

What we have learned: At 60 people or more, a leader always emerges in the first 30 seconds, usually by standing on a chair and pointing. That is worth naming in the debrief, because it is the most vivid example of informal leadership you will ever get from a five-minute game.

26. Zip Zap Zop

Zip Zap Zop is a focus and rhythm game borrowed from improv training. It is the fastest way to wake up a room of adults who have been sitting in chairs since nine in the morning. Here are more improv games that scale.

To run it:

  • Stand in circles of 12 to 20. Run several circles at once for a bigger group.
  • The first player claps toward someone across the circle and says "zip."
  • That person immediately claps toward someone else and says "zap." The third says "zop," and the fourth starts over with "zip."
  • The rhythm has to stay steady. A player who hesitates, says the wrong word or breaks eye contact with their target steps out, and the circle keeps going.
  • Play until three players remain, then reset and go again with a faster tempo.

Best for: 12 to 40 people per circle
Time: 5 to 10 minutes
Materials (cost): None. Free.

What we have learned: Do not enforce elimination on the first pass. Let the circle make mistakes freely for a minute, then add the rule. Groups that start with elimination in play tend to go slowly and safely, which is the opposite of what the game is for.

27. Rock-Paper-Scissors Tournament

The Rock-Paper-Scissors Tournament is the highest-energy thing you can do with zero equipment, and it genuinely scales to hundreds of people because the field halves with every round. It is the most reliably competitive game we run as a warmup.

To run it:

  • Everyone finds a partner and plays one round of rock-paper-scissors. Best of one, not best of three.
  • The loser does not leave. They become the winner's cheering section, following them and chanting their name.
  • Winners find a new opponent and play again, each dragging a growing crowd behind them.
  • Keep going until only two players remain, each with half the room chanting behind them.
  • Run the final on a stage or a chair so everyone can see it.

Best for: 16 to 500+ people
Time: 5 to 10 minutes
Materials (cost): None. Free.

What we have learned: The cheering rule is the entire game. Plain rock-paper-scissors elimination leaves most of the room standing awkwardly after two minutes. With the cheering rule, the people eliminated first end up having the loudest time, and the final between two mid-level analysts gets a genuine ovation from 200 colleagues.

Elimination games for large groups

Elimination games for large groups solve a specific problem: they shrink a crowd down to a winner quickly and give everyone a clear moment of attention along the way. The trick is making sure the people knocked out first are not stuck doing nothing, which is why every game here gives eliminated players a job.

28. Heads or Tails

Heads or Tails is the fastest crowd game ever invented and the only one on this list that works with a thousand people in an auditorium. We have seen it used to open conference keynotes and to pick a raffle winner without a hat.

To run it:

  • Ask everybody to stand up.
  • Each player guesses the outcome of a coin flip by putting both hands on their head for heads, or both hands on their hips for tails. Everyone must commit before the flip.
  • Flip a coin on a microphone, or use a coin-flip app on the screen, and announce the result.
  • Everyone who guessed wrong sits down and becomes part of the crowd noise.
  • Repeat. The field halves every round, so 1,000 people become one winner in about ten flips.

Best for: 30 to 1,000+ people
Time: 3 to 5 minutes
Materials (cost): A coin. Free.

What we have learned: Commit-before-the-flip is not optional. If people can change their hands after the call, the last three rounds descend into an argument, and you will spend longer adjudicating than you did playing.

29. Balloon Stomp

Balloon Stomp is loud, chaotic and over in ten minutes, which is exactly the right shape for the end of an outdoor session. Each player defends a balloon tied to their ankle while trying to pop everyone else's.

To run it:

  • Give every player a balloon and a two-foot length of string. Tie the inflated balloon to one ankle so it trails on the ground.
  • Mark a playing area with cones. Smaller is better, because it forces contact with the game rather than a footrace.
  • On the whistle, players try to stomp other players' balloons while protecting their own.
  • Once your balloon pops, you leave the area and join the outside ring as a spotter, calling out players whose balloons are exposed.
  • The last player with an intact balloon wins. For a team version, give each team a color and count surviving balloons after 60 seconds.

Best for: 15 to 60 people
Time: 10 to 15 minutes
Materials (cost): Balloons and string, around $10. Collect every scrap of popped balloon afterward.

What we have learned: Say "no hands, no pushing, no grabbing" out loud and mean it. This is the game most likely to produce a twisted ankle at a company event, so run it on grass, ban anyone in dress shoes from playing, and keep the round under 90 seconds.

30. Murder in the Dark

Murder in the Dark, also called Wink Murder, is a quiet elimination game that runs underneath a party rather than interrupting it. Players are eliminated by a wink, and the fun is entirely in the theatrical dying.

To run it:

  • Prepare one slip of paper per player. Mark one with "M" for murderer, one with "D" for detective, and leave the rest blank.
  • Everyone draws a slip and keeps it secret. The detective announces themselves and stands in the middle.
  • Players mingle and make eye contact freely. The murderer eliminates people by winking at them directly.
  • A winked-at player must wait five seconds, then "die" as dramatically as they like and sit down.
  • The detective gets three accusations. Catching the murderer wins; running out of accusations means the murderer wins.
  • For a big group, run two murderers and two detectives so the game does not drag.

Best for: 12 to 40 people
Time: 15 to 30 minutes
Materials (cost): Paper slips and a pen. Free.

What we have learned: The five-second delay is what makes it playable. Without it, everybody watches who died and instantly knows who they were standing near, and the detective's job stops being a job.

31. Blob Tag

Blob Tag inverts elimination: getting caught does not put you out, it puts you on the growing team. It is the friendliest tag variant for a mixed-fitness group, because the blob gets slower as it gets bigger.

To run it:

  • Mark a playing area and pick two starting taggers, who join hands to become the first blob.
  • The blob may only tag with its two free end hands. The players in the middle cannot tag anyone.
  • Anybody tagged joins the blob at one end and links hands.
  • When the blob reaches six players, it splits into two blobs of three and both keep hunting.
  • The last untagged player wins, and traditionally starts the next round.

Best for: 15 to 60 people
Time: 10 to 15 minutes
Materials (cost): Cones to mark the boundary. Free.

What we have learned: The split-at-six rule is essential. A blob of 20 people joined in one chain cannot turn, cannot run and cannot catch anybody, and the game dies about four minutes in without it.

Large group icebreaker games

Large group icebreaker games have to do their work in parallel, because a room of 60 people cannot go around and share one fact each without spending half an hour on it. These three get everyone talking at once. For more options, see our full lists of icebreaker games and connection games.

32. Human Bingo

Human Bingo is the standard opener for a big room, and it earns that status: 100 people can play it simultaneously, it needs one sheet of paper each, and it ends with everyone having spoken to eight strangers.

To run it:

  • Print a 5x5 grid where each square holds a statement such as "has run a marathon," "speaks three languages," "has worked here more than five years" or "can play an instrument."
  • Hand one sheet and a pen to every person as they enter.
  • Players mingle and collect a signature in each square from someone for whom it is true.
  • A person may sign only one square on any given sheet, which forces people to keep moving.
  • The first player to complete a line shouts "bingo." Keep playing until three or four people have a full card, then ask a few signers to tell the story behind their square.

Use this card to run it without any prep:

Best for: 15 to 200 people
Time: 15 to 20 minutes
Materials (cost): Printed cards and pens. Free.

What we have learned: The follow-up questions are the payoff, not the bingo. Always reserve five minutes at the end to ask two or three people about their square. "Who ran the marathon?" turns a signature-collecting exercise into an actual introduction.

33. Circle of Names

Circle of Names is the fastest way for a new or newly merged group to actually learn names, because it forces repetition instead of relying on one pass around the room.

To run it:

  • Stand in circles of 10 to 25. Larger circles get unfair fast.
  • The first player says their name and does a simple gesture: a clap, a spin, a wave.
  • The next player repeats the first person's name and gesture, then adds their own.
  • Each subsequent player repeats every name and gesture that came before, in order, then adds theirs.
  • When somebody gets stuck, the whole circle helps rather than eliminating them, and play continues.
  • Finish by having the first player attempt the entire circle, which the group will happily coach them through.

Best for: 10 to 25 people per circle
Time: 10 to 15 minutes
Materials (cost): None. Free.

What we have learned: Let the last few people go first if they volunteer. Position in the circle determines difficulty entirely, and the people who most want the challenge are usually happy to take the hardest seat, which keeps it from feeling like a punishment for sitting in the wrong chair.

34. Partner Introductions

Partner Introductions replaces the go-around-the-room introduction with a version that takes a quarter of the time and produces far more interesting information, because people are better at praising someone else than themselves.

To run it:

  • Pair everyone up, deliberately crossing teams and seniority levels.
  • Each person gets 90 seconds to tell their partner three things: what they do, something they are proud of, and one thing nobody at work knows about them.
  • Swap and repeat, then give each pair one minute to agree on the single best thing to share.
  • Go around the room with each person introducing their partner in 20 seconds flat. Hold the timer strictly.
  • With more than 30 people, form groups of eight and run the introductions inside those groups simultaneously.

Best for: 16 to 60 people
Time: 15 to 25 minutes
Materials (cost): None. Free. For lighter prompts, try these fun games.

What we have learned: Letting the pair choose what gets shared is the safety valve. People disclose more in a one-to-one conversation than they want broadcast, and giving them veto power over what goes public means they say something interesting in the first place.

What we have learned running games for big groups

We have run team building for teams of four and for rooms of a thousand. The games that fail at scale nearly always fail the same way: they make people wait. One person acts while 59 watch. One team solves the puzzle while the rest listen. Every fix in this article is some version of running things in parallel.

Most events are not enormous. The median team building event on teambuilding.com has 16 participants, and half of all events fall between 10 and 27 people. That is useful context, because it means the typical "large group" a facilitator faces is not a stadium, it is a department that has outgrown a circle of chairs.

Our host team puts the practical dividing line at about 15 people. Below it, events run personal and high-touch, with many short rounds and everybody answering every question. Above it, they need structured hosting, breakout groups, polls and fewer, longer rounds so that everyone still gets to participate. That rule was written for our virtual events, where we have the cleanest data, but the same break point shows up in a conference room: somewhere around the fifteenth person, "let's go around the table" stops being a plan.

Design choice Small group (under 15) Large group (15 or more)
Round structure Many short rounds, everyone answers each one Fewer, longer rounds scored by team
Turn-taking Go around the room Run parallel circles or take volunteers
Teams Usually one group Teams of six to eight, named and numbered
Scoring The host keeps score in their head A visible scoreboard and a dedicated scorekeeper
Instructions Explain as you go Demo one full round before starting
Room A meeting room and a table Open floor, clear sightlines and a microphone
Materials Whatever is on the table One counted kit per team, prepped in advance
Biggest risk Awkward silence People waiting their turn

Design for the quiet half of the room. In a group of 50, roughly a third will never volunteer an answer, and that is not a character flaw to be fixed with enthusiasm. It is a design problem. Games that collect answers on paper, in teams, or by a show of hands get participation from people who will never grab a microphone. There is research pointing the same way: in studies of 699 people published in Science, Woolley and colleagues found that a group's collective intelligence was not strongly correlated with its members' average individual intelligence, but was correlated with members' social sensitivity, the equality of conversational turn-taking, and the proportion of women in the group. Those were short lab tasks with ad hoc groups rather than intact workplace teams, so we would not over-read it. But "how evenly the talking is shared" is a better predictor than "how smart the people are," and that is worth remembering when you design a game that lets one loud person answer everything.

Friendly competition does most of the work. When we read through our own event reviews looking for what participants actually loved, competition comes up constantly: points, buzzers, leaderboards, team names. It works because it gives people a reason to lean in without asking anybody to perform. The stakes are deliberately tiny.

Big groups are usually mixed groups. The rooms that are hardest to run games for are rarely hard because of the headcount. They are hard because half the group knows each other and half does not, or because some people are in the room and some are on a screen at the back of it. One event organizer described her team this way in her review afterward:

The format scales further than people expect. On the virtual side, where headcounts are recorded precisely, the median event is a team of 16, but we have hosted 448 virtual events with 100 or more participants, the largest with over 1,000 attendees. Big groups simply need the mechanics adjusted: breakout teams, co-hosts and scoring that keeps every room in the same game. If your large group is distributed rather than in one building, our guide to virtual team building for large groups covers the same principles for a screen.

Shorter than you think, every time. The most common planning mistake we see with big groups is scheduling one 90-minute activity instead of three 25-minute ones. A long game has a long failure mode: if it is not landing at minute 20, you still have 70 minutes of it. Three shorter games give you two chances to change direction, and they let you pair a loud one with a quiet one. A few one minute games between the big blocks cost you nothing and reset the room.

This page used to list 25 games, and ten of them do not appear above. Some were genuinely bad ideas that we wrote early and that got copied across the internet, which is a little embarrassing to admit. Others are perfectly good games that simply do not survive contact with a large group. Here is what we cut and why.

The Lame List

Activity Why skip it Verdict
Musical chairs A physical scramble for seats among adults in work clothes, where the first person out waits the longest and the last two are essentially wrestling. Skip it
Going around the room for introductions Sixty people at thirty seconds each is half an hour of waiting for one turn. Run Human Bingo or Partner Introductions instead. Replace it
Eating contests We recommended a watermelon eating contest here for years and we were wrong. Dietary restrictions, allergies and religious observance all rule people out, and nobody wants to be filmed doing it. Skip it
Board games like Jenga or Monopoly These are built for two to six players. With forty people, thirty-four of them are watching someone else's turn. Better in small groups
Carnival stations such as a giant ring toss On its own it is a queue, not a game: one person plays while everyone waits their turn in line. Add structure — make it one of six timed rotating stations
Ultimate frisbee and other skill sports They gate on athleticism and prior experience, so the same six people play and everyone else stands in the outfield. Kickball has no skill barrier. An option, not the plan
Trust falls Genuine injury risk, and the forced vulnerability lands badly with anyone who did not choose to be there. Skip it
Simon Says as the main event One person plays and everybody else is eliminated within ninety seconds, then watches. Use as a 3-minute warmup
One giant human knot Above roughly ten people a knot is not harder, it is unsolvable, and the group works that out eight minutes in. Split the group — see Human Knot
Stop-and-go walking races Another one we used to recommend. It is a children's game with a lot of setup, adult knees and almost no payoff. Skip it

Final thoughts

Large group games are not small group games with more people added. They are a different design problem, and the answer is almost always the same: split the room into teams, run things in parallel, keep the rounds short, and give the people who are not currently playing something to do.

Pick two or three from this list rather than one long one, read the room after the first, and be willing to stop a game that is not landing. Nobody remembers the activity you cut. Everybody remembers the one that went on ten minutes too long.

If you would rather have a professional host run the whole thing for a big group, you can browse team building events built for large groups, virtual and in person.

Next, check out our lists of office Olympics ideas, field day games for adults, and team building activities for work.

FAQ for Large group games

Common questions about planning and running games for big groups.

What are large group games?

Large group games are games built for roughly 15 or more players at once, where the structure keeps everybody participating instead of watching. The defining feature is parallel participation: instead of 60 people taking turns, six teams of ten play at the same time and compare results. Examples include Fishbowl, Coworker Feud and Capture the Flag.

How many people counts as a large group?

Our host team puts the practical dividing line at about 15 people. Below it, a session can run personal and high-touch, with many short rounds and everybody answering every question. Above it, you need structured hosting, breakout teams, a visible scoreboard and fewer, longer rounds so that everyone still gets to participate. For context, the median team building event on teambuilding.com has 16 participants and half of all events fall between 10 and 27 people.

What are the best games for a large group of adults?

For a party, Fishbowl and a team trivia showdown are the most reliable. For a work session, Coworker Feud and a photo scavenger hunt need almost no equipment. For an enormous room, Heads or Tails and a Rock-Paper-Scissors Tournament both work with hundreds of people and no supplies at all.

What large group games need no supplies?

Five games on this list need nothing but a room and a voice: Cross the Circle, Count to Twenty, Silent Line-Up, Zip Zap Zop and a Rock-Paper-Scissors Tournament. Each takes five to fifteen minutes, which makes them useful when a session runs early or the room goes flat after lunch.

How do you split a big group into teams?

For groups over about 20, count off by number rather than letting people pick their own teams, because self-selected teams reproduce the org chart. Aim for teams of six to eight, then spend two minutes on a team name, a motto and a group gesture. That naming ritual does more for group identity than assigned seating does.

Which large group games should you avoid?

Skip musical chairs, trust falls, eating contests and going around the room for introductions. Board games built for two to six players, such as Jenga, leave most of a big room watching. Skill sports like ultimate frisbee gate on athleticism, so the same few people end up playing while everyone else stands in the outfield.

Comments (2)

Kelly King

This list is perfect for our upcoming retreat! Last year, our office tried a massive Rock-Paper-Scissors Tournament as a quick icebreaker. It was surprisingly intense for such a simple game, and seeing 50 adults cheering like kids really broke down walls. I’m definitely pitching Espionage! next to keep that high-energy vibe going!

Ketaki

Nice game suggestions, thank you so much! We are going on a large group trip so I was looking for some suggestions. Thank you!

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Citations

  1. McEwan, Ruissen, Eys, Zumbo & Beauchamp, "The Effectiveness of Teamwork Training on Teamwork Behaviors and Team Performance: A Systematic Review and Meta-Analysis of Controlled Interventions", PLoS ONE 12(1) (2017).
  2. Woolley, Chabris, Pentland, Hashmi & Malone, "Evidence for a Collective Intelligence Factor in the Performance of Human Groups", Science 330(6004), 686-688 (2010).