
Draw It, Pass It
Everyone draws a prompt only they saw, folds it under and passes it on. The next person writes what they think it is. Read the whole chain out at the end.
- 4–10 players
- Best with 5–8
- About 20 min
- Paper and pens
11 games the TV hosts and 18 to deal at the table, each sized for the room. Say how many are playing, or let it deal a whole night in playing order.
11 on the TV · 16 at the table
It reads out the rules, keeps the score and runs the clock, so whoever is hosting gets to play too. Open this page on the laptop or the TV and press Play.

Everyone draws a prompt only they saw, folds it under and passes it on. The next person writes what they think it is. Read the whole chain out at the end.

Get your team to say the word without using any of the four most obvious ones.

Hand the phone to whoever is acting — they see the prompt, nobody else does. Sixty seconds.

One person sees a hidden point on a scale and gives a one-word clue that sits exactly there. The rest of the team moves the marker to find it.

Our best guess at the most popular answers, scored highest to lowest. Three misses and the other team gets one guess at the lot.

Five categories, rising values. Read the clue, first team in takes the points.
Card games, dice games and the ones that need nothing but a pen, each quick to learn and hard to stop playing. The rules are on every card.
Pass cards around the table as fast as you can. When anyone takes a spoon, everyone grabs, and one hand comes up empty.
You need a deck of cards and spoons, one fewer than the players.
Partners agree on a secret signal. Collect four of a kind, give the signal, and your partner calls "Kemps" before the other pair catches on.
You need a deck of cards.
Play cards face down and say what they are. Lie when you have to. Get caught and you pick up the whole pile.
You need a deck of cards, two for more than six players.
Shed your cards first and you are President next deal. Come last and you hand over your best cards and deal.
You need a deck of cards, two for more than seven players.
Five dice, three rolls. Find a six, a five and a four, in that order, and the other two dice are your cargo.
You need five dice.
Everyone rolls in secret under a cup. Bid on how many of a number are on the whole table, raise the bid, or call it a lie.
You need five dice each and a cup each to hide them.
Roll six dice, keep what scores, then bank the points or push your luck. Roll nothing and the whole turn is gone.
You need six dice and paper and a pen for the scores.
Tables of four, three dice each, six quick rounds. Winners move up a table and everyone changes partners, so the whole room mixes.
You need three dice for each table of four; a bell for the head table and paper and a pen at each table for the scores.
Everyone secretly gets a number from one to a hundred and has to say something that fits it. Then the room puts itself in order without ever showing a number.
You need a deck of cards and pens and paper.
Everyone draws one line of the same picture, one at a time. One of you does not know what it is. Can the room find the odd one out before they bluff their way past?
You need one sheet of paper; a pen for each player, each a different colour and slips of paper.
Everyone writes names on slips for the bowl. Three rounds with the same slips: describe them, then one word only, then act them out.
You need slips of paper, five each; pens; a bowl or a hat and a timer.
Read a "who is most likely to" prompt. On three, everyone points at someone, and whoever draws the most fingers explains themselves.
You need nothing but the people.
The TV games run in the browser on whatever is already plugged in. Nobody downloads anything or makes an account.
Every game says how many it suits and how many it is best with, and the shelf sorts itself when you say how many are coming.
The screen reads the rules, keeps the score and runs the clock, so whoever is hosting is not stuck running it.
11 games the TV hosts and 18 to deal at the table, each sized for the room. Say how many are playing, or let it deal a whole night in playing order.
11 on the TV · 16 at the table
It reads out the rules, keeps the score and runs the clock, so whoever is hosting gets to play too. Open this page on the laptop or the TV and press Play.

Everyone draws a prompt only they saw, folds it under and passes it on. The next person writes what they think it is. Read the whole chain out at the end.

Get your team to say the word without using any of the four most obvious ones.

Hand the phone to whoever is acting — they see the prompt, nobody else does. Sixty seconds.

One person sees a hidden point on a scale and gives a one-word clue that sits exactly there. The rest of the team moves the marker to find it.

Our best guess at the most popular answers, scored highest to lowest. Three misses and the other team gets one guess at the lot.

Five categories, rising values. Read the clue, first team in takes the points.
Card games, dice games and the ones that need nothing but a pen, each quick to learn and hard to stop playing. The rules are on every card.
Pass cards around the table as fast as you can. When anyone takes a spoon, everyone grabs, and one hand comes up empty.
You need a deck of cards and spoons, one fewer than the players.
Partners agree on a secret signal. Collect four of a kind, give the signal, and your partner calls "Kemps" before the other pair catches on.
You need a deck of cards.
Play cards face down and say what they are. Lie when you have to. Get caught and you pick up the whole pile.
You need a deck of cards, two for more than six players.
Shed your cards first and you are President next deal. Come last and you hand over your best cards and deal.
You need a deck of cards, two for more than seven players.
Five dice, three rolls. Find a six, a five and a four, in that order, and the other two dice are your cargo.
You need five dice.
Everyone rolls in secret under a cup. Bid on how many of a number are on the whole table, raise the bid, or call it a lie.
You need five dice each and a cup each to hide them.
Roll six dice, keep what scores, then bank the points or push your luck. Roll nothing and the whole turn is gone.
You need six dice and paper and a pen for the scores.
Tables of four, three dice each, six quick rounds. Winners move up a table and everyone changes partners, so the whole room mixes.
You need three dice for each table of four; a bell for the head table and paper and a pen at each table for the scores.
Everyone secretly gets a number from one to a hundred and has to say something that fits it. Then the room puts itself in order without ever showing a number.
You need a deck of cards and pens and paper.
Everyone draws one line of the same picture, one at a time. One of you does not know what it is. Can the room find the odd one out before they bluff their way past?
You need one sheet of paper; a pen for each player, each a different colour and slips of paper.
Everyone writes names on slips for the bowl. Three rounds with the same slips: describe them, then one word only, then act them out.
You need slips of paper, five each; pens; a bowl or a hat and a timer.
Read a "who is most likely to" prompt. On three, everyone points at someone, and whoever draws the most fingers explains themselves.
You need nothing but the people.
The TV games run in the browser on whatever is already plugged in. Nobody downloads anything or makes an account.
Every game says how many it suits and how many it is best with, and the shelf sorts itself when you say how many are coming.
The screen reads the rules, keeps the score and runs the clock, so whoever is hosting is not stuck running it.
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The host may have turned it off, or the link was copied incompletely. Check with whoever sent it to you.
Planning something yourself? Kit & Occasion plans the whole event — free to start.
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Planning something yourself? Kit & Occasion plans the whole event — free to start.
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Tell it about your party once. The invitations, the menu, the printed kit, the shopping list and the games build themselves from your answers — so the time goes into the gathering, not the planning.
Say what the party is, when, for how many and for whom. The invitation, welcome sign, menu, banner, toppers, food cards and thank-you tags are made in one design with your words already on them. Type a name here and it is set on every sign below in that design’s own lettering. Nothing typed is kept or sent anywhere.
In an increasingly digital world, the planning should be the easy part. One plan builds every piece, and the evening goes to the people in the room.
Change the headcount and every quantity follows — the same figures the planner prints.
Pick your occasion and the planner opens with it already chosen.
Prop a laptop on the table and the screen runs the game: one person taps, everyone else shouts. Or deal the cards, with the rules right there on the page. Nothing to install.
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The same planner, invitations, kit and games on your phone, with your events kept in sync.
Free, all of it — the theme, the menu with quantities, the guest list, the budget, the shopping list, the checklist. What costs money is the printed kit, once.
Open a pack for your occasion on any screen. No account, nothing to install. Add the names at the table and it is personal before the first round.
Browse the gamesPart of the game library didn’t arrive. We’re not showing a partial list, because it would leave packs missing formats with nothing to tell you so. Everything else on the site works, and nothing you have saved is affected.
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It reads out the rules, keeps the score and runs the clock, so whoever is hosting gets to play too. Open this page on the laptop or the TV and press Play.
Every game the TV hosts needs at least three players, so a night for two is played at the table. The best of it is just below.
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Card games, dice games and the ones that need nothing but a pen, each quick to learn and hard to stop playing. The rules are on every card.
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Nothing in the colour library answers to that. Try the city with its sport, or the country.
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Part of the content library didn’t arrive. We’re not showing a partial index. The planner and the games are unaffected.
Written to answer the question, not to rank for it. Every figure in them comes from the same engines the planner runs.
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{{ hubToolsNote }} Every calculator →
A hub goes live when it has pages worth ranking. Publishing an empty shell to hold the keyword is how a site earns a thin-content problem.
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For the events that go away — costed per head for a long weekend, with the months worth going. Pick a place and the planner starts with the trip already known.
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Each one answers in a single screen, prints as a list you can take to the shop, and uses the same arithmetic as the planner — so the number does not change if you carry on there.
Every answer below is worked for this many, and each calculator opens on it.
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Somebody has to work out how much chicken feeds thirty, whether the sprouts and the potatoes can share an oven, what a fourteen-year-old will find embarrassing, and which of the eleven things on the list has to happen before the invitations go out.
None of that is the fun part, and all of it is knowable. That is the whole idea behind Kit & Occasion: the answers exist, they are just spread across forty browser tabs and the memory of whoever hosted last year.
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The planning is free. All of it — the menus, the quantities, the guest list, the budget, the shopping list, the games, the checklist. Not a trial, and not capped at one event.
What costs money is the printing: a coordinated set of signs, labels, table cards and game materials in your own colours, sized correctly, with the paper worked out and the assembly written down. It is the gap between having a plan and having a party, and it is the part people dread. One payment, no subscription.
The welcome sign, the menu, the place cards, the labels and the games, on six of the tables it has been set for. Pick one and the planner opens knowing what you are planning.
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