Berlin – Spontaneous visits to friends, social birthday parties or a lavish New Year’s Eve: party games can be inspiration on many occasions.
The name is a bit misleading: games are rarely played at real parties. On the contrary, these simpler games can be learned quickly and are ideal for larger groups – most of them having a lot of fun.
“In interactive party games, the emphasis is on the emotional actions and reactions of individual players,” says game researcher Prof. Jens Junge. “Tactics and strategy are relegated to the background, training and training hardly play a role.” According to the Berlin researcher, games are especially suitable for people who do not play otherwise or rarely play.
They evoke emotions
Especially when compared to video games, emotions are conveyed much more strongly in such analog rounds. “During the meeting, I experience people with gestures, facial expressions and cold sweat, completely different than on the Internet,” says Junge. Community experience brings people together more intensely and creates ‘trust and empathy’.
For game designer Aurélien Picolet, nominated this year for ‘Games of the Year’ in the ‘Top Ten’ category, the social aspect of party games is at the fore. “It’s a bit like a good meal with the people you love. It’s not just about filling the stomach, but a social gathering where everyone is in the same place at the same time and has time to talk, says the French.
Classic genre: “Werewolves”
Emotions are also important in the game “Werewolves”. According to Jens Junge, the game formerly known as “The Mafia” had “a strong influence on the party game genre.” In the classic version, everyone at the table has different roles: werewolves know each other and want to kill the villagers, but they don’t die on their own. There are many werewolf variants on the market today, and many other games have learned a few tricks from them.
Seven recommended games for larger groups:
For experts: “Top Ten”
Admittedly, the scale from brown pile to unicorn is quite striking. But a cooperative game where everyone wants to win together as a team inspires with a fresh idea: each person at the table receives an intensity card (1 to 10) and has to come up with an appropriate answer on the topic. The captain must then arrange the answers as accurately as possible in ascending order. An “18+” version with even more mature themes is also planned soon.
For the creators of the words: “Krazy Wordz”
It’s amazing what matching words can be made from six randomly drawn consonants and three vowels with a little creativity. Because that’s what it’s all about: creating fantastic words that sound like a topic – it could be French soft cheese or a pub on the Reeperbahn. If the players then assign the appropriate term to their own neologism, there is nothing to prevent them from winning the game. And invented words are often remembered for a long time.
For bluffers: “Temple of Secrets”
Just because two teams are competing against each other, you can feel the atmosphere of “werewolves”. Adventurers want to steal a precious pot of gold from the temple. The guards want to prevent this and lure intruders into traps.
The trick: everyone knows only their role and only the contents of their treasure chambers (cards) in front of them. Thus, you are properly lying at the table to achieve your own goals. Even if the topic is debatable, a short and clear bluff game is fun in the right round. Due to its small size, it is also perfect to take with you.
For mixed athletes: “So Kleever!”
The rule is very simple: find a word that matches two other words. For example, for “graveyard” and “eye” it could be “tear”. “Orange” and “Tank”? Already more difficult. Everyone thinks up a term using four pairs of words – others only see the clues and have to match the keywords accordingly. The puzzles are put together, only the server cannot show anything. There should be some passion for creative wordplay, then it’s great cooperative fun.
For card players: “Frantic”
“Frantic” is a bit like the classic “Uno” – only wilder and more unpredictable. Matching cards are discarded sequentially, if a black card is played a random event occurs. This can range from “communism” – everyone gets as many cards as they have the most – to “earthquake” – all cards are dealt to the right.
There are also many other ways to beat one against the other. Wonderfully nasty, but so fast no one gets upset. She will also like to play all evening.
For detectives: “Cheated: Hong Kong Murder”
Wild discussions are allowed in Hong Kong – only one person needs to stay calm. The forensic scientist tries to lead the investigators to the murderer’s trail using silent clues. This one is among them. He secretly chooses the murder weapon and the evidence of his crime in advance, and tries as little discreet as possible to direct the suspicion on one of the other investigators. Whoever convicts the murderer and can exchange weapons and evidence wins.
Everyone can only give one clue – if everyone is wrong, the culprit has escaped. The game is based on mutual accusations.
For artists: “Mutabo”
A game that goes to the heart of the party game: it’s really just about having fun – no winners or losers. Interesting sentences are created with the help of cards, which then have to be drawn (eg “A fire-breathing anthill plays on drums”). The sheet of paper is folded, and the next person has to write down what the drawing is supposed to represent in a new sentence according to the silent message principle. Then it is folded and tightened again, and so on.
After all, there are creative and fun metamorphoses. Incidentally, not being able to draw well is good for having fun. Warning: laughter is inevitable!