Dinner Party Games
From board games to card games to dinner party games, we love organised fun. And while Ring Of Fire is a reliable choice, there are truly only so many times you can force people to drink from the King cup. So, we’ve created the ultimate roundup of dinner party games to have up your sleeve (naturally, alcohol can be substituted with something soft for any non-drinkers). But be careful, kids - we take no responsibility for any carnage or hangovers that may occur. Have fun!
1. Fuzzy Duck
Sit everyone in a circle, and say 'fuzzy duck' to the person on your left. Continue the pattern until someone chooses to say 'does he', to which the player on their right has to respond 'ducky fuzz', and then the game continues in the opposite direction with everyone saying 'ducky fuzz' until someone says 'does he' again and the direction switches and it's back to 'fuzzy duck' again. If you mess up, you drink (it’ll happen extremely fast).
2. The Hat Game
Have each player write down a few charades prompts on slips of paper and place them in a hat (about 20 prompts total). Then split the players into two or three teams. The teams take turns having one member (“the describer”) pick a prompt from the hat and describe it. The describer can “pass” on a prompt by placing it back in the hat, but only before they’ve begun describing it. When their teammates guess the prompt correctly, the describer hands the slip to a teammate and picks up another from the hat - each team’s goal is to guess as many as possible in a 90-second interval. After 90 seconds are up, it’s the other team’s turn. Carry on until no prompts are left in the hat, and add up how many each team got correct. Then, place all the prompts back in the hat.
The second round follows the same structure, except the same prompts can now only be described using a single word. The describer cannot pick another prompt nor say another word until the prompt has been guessed. After Round Two is up, Round Three begins.
In the third round, the prompts can only be silently acted out. When the third round is done, the total number of prompts each team guessed across the three rounds are added up - the winners guessed the most correctly. Optional drinking version: have the winning team dole out the same number of sips as guesses they got correct to the other players.
Split players into two teams, who stand facing each at about 8m distance. Each player should have a full can (beer or soda both work!) on the ground in front of them. The teams take turns throwing a ball at a half empty 1 litre bottle placed midway between the two lines of players. When a team succeeds in knocking the bottle over, its members must pick up their drink and chug it. They only stop drinking when the other team has retrieved the ball, set the bottle upright, and all members are back behind their drinks. A team wins if all its members finish their drinks before the other team. Traditionally, a player proves they’ve finished their beverage by turning the can over on top of their head - if they’re lying about being done, they’ll get drenched.
4. Maggie Thatcher’s Tea Party
Everyone whispers the name of someone known to the room to the game master (think: celebrities, mutual friends, one of the game players). Once she’s gathered them all, the game master slowly reads out all the names, plus two names she has added in herself. Players then take it in turns to guess who submitted which name by pointing at a player and asking them if they submitted a name. If they’re right, the player they asked joins their team and must share all their insights. If they’re wrong, they take a swig of their drink and the person who was asked has a turn at guessing. It’s the perfect mix of memory, insight, and drinking. Curveball guesses guaranteed.
5. The Dating Game
Choose a pair of players to improvise a scene. The audience consists of the remaining players, who pick a scene location and characters for the actors. Feel free to get creative here! Scene prompts can include anything from students at a yoga class to mermaids tanning on a seabed. Have each actor draw a random card from a playing cards deck - beware: they can't reveal their card to anyone! The value of the card (Ace being the lowest and King being the highest) indicates how attracted to their scene partner they must pretend to be during the scene. The actors get one minute to act it out and convey the appropriate level of attraction to the other actor, after which the audience guesses the value of each actors’ card. Both the actors and the audience members have to take as many swigs as a guess was removed from the card’s true value.