For the party you decided to have this afternoon. Nothing here needs printing, buying or preparing, and every one can be explained in two sentences.
These are also the ones to keep in reserve. A planned game can fall flat; a game that needs nothing can be started in the ten seconds after it does.
01
Color Hunt
Free
Call a color, everyone runs to find something that color and brings it back.
10 min
4–20 people
Ages 3–6
No prep
Running around
Inside or out
What you need
Nothing
How to play
1Gather everyone in the middle of the room or backyard.
2Call one color. Everyone runs to find something that color and brings it back.
3Hold it up, name it, and put it in a pile.
4Six or seven rounds. Change color every time.
How it ends
No winner. Clap for the pile at the end — at this age that is enough.
02
Animal Actions
Free
Name an animal, everyone moves like it. Ends with everyone flat on the floor as a sleeping cat.
8 min
4–30 people
Ages 3–6
No prep
Running around
Inside or out
What you need
Nothing
How to play
1Call an animal. Everyone moves like it until you call the next one.
2Alternate loud animals with quiet ones — elephant, then mouse.
3Finish on a sleeping cat, everyone flat on the floor. It settles the room, which is the real purpose.
How it ends
Nobody wins. Use it to calm a room before food.
03
Make Waves
Free
A bedsheet, everyone holding the edge. Waves, mushroom, and swap-places-underneath.
12 min
6–30 people
Ages 3–8
No prep
Running around
Inside or out
What you need
A large bedsheet
How to play
1Everyone holds the edge. Make small waves, then big ones.
2Mushroom: lift high together, then run underneath and sit on the edge so it domes over you.
3Swap: call two names, they change places under the sheet while everyone else lifts.
How it ends
Finish with the mushroom. It always gets a cheer.
04
Freeze Dance
Free
Dance while the music plays, freeze when it stops. Anyone who moves does a silly penalty, not an elimination.
12 min
5–40 people
Ages 5–11
No prep
Running around
Inside or out
What you need
Music and something to pause it with
How to play
1Music on, everybody dances. Music off, freeze.
2Anyone who moves does a silly penalty — one lap of the room — and rejoins.
3Silly penalties rather than elimination keep everyone playing, which is the difference between five minutes and fifteen.
How it ends
Stop while they still want more. Final round in slow motion.
05
Would You Rather
Free
Twenty impossible choices. Everyone picks a side of the room and defends it.
15 min
4–100 people
Any age
No prep
Up and about
Inside or out
What you need
A list of twenty prompts
How to play
1Read a choice. One answer is this side of the room, the other is that side. Everyone moves.
2Ask two people from each side why. The arguing is the game.
3Start silly, get harder. Stop before it turns into a real argument.
How it ends
No winner. Best used in the first twenty minutes while people are still arriving.
06
Two Truths and a Lie
Free
Three claims each, the group votes on which is invented.
20 min
4–30 people
Any age
No prep
Sit-down
Inside or out
What you need
Nothing
How to play
1Everyone says three things about themselves. Two true, one invented.
2The group votes on the lie. Then the truth comes out, and the true ones are usually the surprise.
3You go first, and make yours genuinely surprising. It sets the level.
How it ends
A point for fooling the group. Best for a room where people do not all know each other.
07
Wink Catcher
Free
One secret winker sends players out of the game with a wink; one detective gets three guesses.
12 min
8–30 people
Ages 7–14
No prep
Sit-down
Inside or out
What you need
Nothing
How to play
1Everyone sits in a circle, eyes closed; tap one player — the secret winker — and pick one detective.
2The winker knocks players out with a discreet wink; the knocked-out count slowly to five, then lie down dramatically.
3The detective has three guesses to name the winker.
How it ends
Detective wins by catching the winker; the winker wins by clearing the circle.
08
Never Have I Ever
Free
Ten fingers up. Put one down for each thing you have done. Keep it clean or do not, your party.
20 min
4–20 people
Any age
No prep
Sit-down
Inside or out
What you need
Nothing, though a prompt list helps
How to play
1Everyone holds up ten fingers. Take turns naming something you have never done.
2Anyone who has done it puts a finger down and, if the group insists, explains.
3Read the room. This game goes wrong faster than any other on this list.
How it ends
Last with a finger up has lived the most sheltered life. Or the most careful.
09
One Word at a Time
Free
A story around the table, one word each. It falls apart, which is the point.
15 min
4–16 people
Any age
No prep
Sit-down
Inside or out
What you need
Nothing
How to play
1Go around the table adding one word each to a single story.
2No hesitating and no whole phrases. One word.
3Start it yourself with something absurd.
How it ends
It collapses into nonsense in about four minutes. Start another.
10
Two Things In Common
Free
Pairs find two things they share that are not about work. Then pairs merge into fours.
20 min
8–150 people
Any age
No prep
Up and about
Inside or out
What you need
Nothing
How to play
1Pairs. Find two things you share that have nothing to do with work. Three minutes.
2Pairs join into fours. Find one thing all four share. Three minutes.
3Fours into eights, same rule. It gets harder and funnier.
How it ends
Each group of eight reports their one thing. No prize.
11
Kemps
Free
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.
20 min
4–8 people
Any age
No prep
Sit-down
Indoors
What you need
A deck of cards
How to play
1Pair up, partners sitting opposite. Each pair agrees on a secret signal away from the table: a wink, a cough, a tug of the ear.
2Deal four cards each and turn four face up in the middle.
3On "go", everyone swaps with the middle one card at a time, all at once. Hands always hold four.
4When nobody wants the middle cards, the dealer clears them away and turns up four more.
5Hold four of a kind and give your signal. When your partner spots it and calls "Kemps", your pair scores a point.
6Think an opponent is holding four of a kind? Point and call "Stop". Right, and your pair scores; wrong, and your pair loses a point.
How it ends
The first pair to five points wins. Swap partners and the signals start again.
12
Cheat
Free
Play cards face down and say what they are. Lie when you have to. Get caught and you pick up the whole pile.
20 min
3–10 people
Any age
No prep
Sit-down
Indoors
What you need
A deck of cards, two for more than six players
How to play
1Deal the whole deck out. Uneven hands are fine.
2The first player puts one or more cards face down and calls them aces. The next plays twos, then threes, up to kings and around again.
3Play at least one card on your turn, and say what it is. It does not have to be true.
4Anyone can call "cheat". Turn over the last cards played: a lie, and the liar takes the pile; the truth, and the caller takes it.
How it ends
The first player with no cards left wins.
13
President
Free
Shed your cards first and you are President next deal. Come last and you hand over your best cards and deal.
30 min
4–10 people
Any age
No prep
Sit-down
Indoors
What you need
A deck of cards, two for more than seven players
How to play
1Deal the whole deck. Twos are highest, then aces, kings, and down to threes.
2Whoever holds the three of clubs leads: one card, a pair, or three of a kind.
3Going around, beat it with the same number of cards of a higher rank, or pass.
4When everyone passes, the last to play clears the pile and leads again.
5The first out is President and the second is Vice President. The last out is the Beggar.
6Next deal, the Beggar hands the President their two best cards and gets two back. The Vice President swaps one with the second from last.
How it ends
Play to an agreed time. Whoever is President when it ends wins, and the President picks the seats all night.
14
Egyptian Ratscrew
Free
Turn cards onto a pile in turn and slap it when two match. The first hand down takes the pile, so children beat adults.
20 min
2–6 people
Any age
No prep
Up and about
Indoors
What you need
A deck of cards
How to play
1Deal the whole deck face down. Nobody looks at their cards.
2In turn, flip your top card onto the middle pile, away from you, so everyone sees it at the same moment.
3Two of the same rank in a row, or with one card between, and anyone can slap the pile. The first hand on it takes the pile.
4When a jack, queen, king or ace is turned, the next player gets one, two, three or four tries to turn one of their own. If none comes, the player who turned it takes the pile.
5Slap by mistake and you give a card, face down, to the bottom of the pile.
6Run out of cards and you can still slap your way back in.
How it ends
Whoever wins the whole deck wins. Or play for fifteen minutes and count the cards.
For the party you decided to have this afternoon. Nothing here needs printing, buying or preparing, and every one can be explained in two sentences.
These are also the ones to keep in reserve. A planned game can fall flat; a game that needs nothing can be started in the ten seconds after it does.
01
Color Hunt
Free
Call a color, everyone runs to find something that color and brings it back.
10 min
4–20 people
Ages 3–6
No prep
Running around
Inside or out
What you need
Nothing
How to play
1Gather everyone in the middle of the room or backyard.
2Call one color. Everyone runs to find something that color and brings it back.
3Hold it up, name it, and put it in a pile.
4Six or seven rounds. Change color every time.
How it ends
No winner. Clap for the pile at the end — at this age that is enough.
02
Animal Actions
Free
Name an animal, everyone moves like it. Ends with everyone flat on the floor as a sleeping cat.
8 min
4–30 people
Ages 3–6
No prep
Running around
Inside or out
What you need
Nothing
How to play
1Call an animal. Everyone moves like it until you call the next one.
2Alternate loud animals with quiet ones — elephant, then mouse.
3Finish on a sleeping cat, everyone flat on the floor. It settles the room, which is the real purpose.
How it ends
Nobody wins. Use it to calm a room before food.
03
Make Waves
Free
A bedsheet, everyone holding the edge. Waves, mushroom, and swap-places-underneath.
12 min
6–30 people
Ages 3–8
No prep
Running around
Inside or out
What you need
A large bedsheet
How to play
1Everyone holds the edge. Make small waves, then big ones.
2Mushroom: lift high together, then run underneath and sit on the edge so it domes over you.
3Swap: call two names, they change places under the sheet while everyone else lifts.
How it ends
Finish with the mushroom. It always gets a cheer.
04
Freeze Dance
Free
Dance while the music plays, freeze when it stops. Anyone who moves does a silly penalty, not an elimination.
12 min
5–40 people
Ages 5–11
No prep
Running around
Inside or out
What you need
Music and something to pause it with
How to play
1Music on, everybody dances. Music off, freeze.
2Anyone who moves does a silly penalty — one lap of the room — and rejoins.
3Silly penalties rather than elimination keep everyone playing, which is the difference between five minutes and fifteen.
How it ends
Stop while they still want more. Final round in slow motion.
05
Would You Rather
Free
Twenty impossible choices. Everyone picks a side of the room and defends it.
15 min
4–100 people
Any age
No prep
Up and about
Inside or out
What you need
A list of twenty prompts
How to play
1Read a choice. One answer is this side of the room, the other is that side. Everyone moves.
2Ask two people from each side why. The arguing is the game.
3Start silly, get harder. Stop before it turns into a real argument.
How it ends
No winner. Best used in the first twenty minutes while people are still arriving.
06
Two Truths and a Lie
Free
Three claims each, the group votes on which is invented.
20 min
4–30 people
Any age
No prep
Sit-down
Inside or out
What you need
Nothing
How to play
1Everyone says three things about themselves. Two true, one invented.
2The group votes on the lie. Then the truth comes out, and the true ones are usually the surprise.
3You go first, and make yours genuinely surprising. It sets the level.
How it ends
A point for fooling the group. Best for a room where people do not all know each other.
07
Wink Catcher
Free
One secret winker sends players out of the game with a wink; one detective gets three guesses.
12 min
8–30 people
Ages 7–14
No prep
Sit-down
Inside or out
What you need
Nothing
How to play
1Everyone sits in a circle, eyes closed; tap one player — the secret winker — and pick one detective.
2The winker knocks players out with a discreet wink; the knocked-out count slowly to five, then lie down dramatically.
3The detective has three guesses to name the winker.
How it ends
Detective wins by catching the winker; the winker wins by clearing the circle.
08
Never Have I Ever
Free
Ten fingers up. Put one down for each thing you have done. Keep it clean or do not, your party.
20 min
4–20 people
Any age
No prep
Sit-down
Inside or out
What you need
Nothing, though a prompt list helps
How to play
1Everyone holds up ten fingers. Take turns naming something you have never done.
2Anyone who has done it puts a finger down and, if the group insists, explains.
3Read the room. This game goes wrong faster than any other on this list.
How it ends
Last with a finger up has lived the most sheltered life. Or the most careful.
09
One Word at a Time
Free
A story around the table, one word each. It falls apart, which is the point.
15 min
4–16 people
Any age
No prep
Sit-down
Inside or out
What you need
Nothing
How to play
1Go around the table adding one word each to a single story.
2No hesitating and no whole phrases. One word.
3Start it yourself with something absurd.
How it ends
It collapses into nonsense in about four minutes. Start another.
10
Two Things In Common
Free
Pairs find two things they share that are not about work. Then pairs merge into fours.
20 min
8–150 people
Any age
No prep
Up and about
Inside or out
What you need
Nothing
How to play
1Pairs. Find two things you share that have nothing to do with work. Three minutes.
2Pairs join into fours. Find one thing all four share. Three minutes.
3Fours into eights, same rule. It gets harder and funnier.
How it ends
Each group of eight reports their one thing. No prize.
11
Kemps
Free
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.
20 min
4–8 people
Any age
No prep
Sit-down
Indoors
What you need
A deck of cards
How to play
1Pair up, partners sitting opposite. Each pair agrees on a secret signal away from the table: a wink, a cough, a tug of the ear.
2Deal four cards each and turn four face up in the middle.
3On "go", everyone swaps with the middle one card at a time, all at once. Hands always hold four.
4When nobody wants the middle cards, the dealer clears them away and turns up four more.
5Hold four of a kind and give your signal. When your partner spots it and calls "Kemps", your pair scores a point.
6Think an opponent is holding four of a kind? Point and call "Stop". Right, and your pair scores; wrong, and your pair loses a point.
How it ends
The first pair to five points wins. Swap partners and the signals start again.
12
Cheat
Free
Play cards face down and say what they are. Lie when you have to. Get caught and you pick up the whole pile.
20 min
3–10 people
Any age
No prep
Sit-down
Indoors
What you need
A deck of cards, two for more than six players
How to play
1Deal the whole deck out. Uneven hands are fine.
2The first player puts one or more cards face down and calls them aces. The next plays twos, then threes, up to kings and around again.
3Play at least one card on your turn, and say what it is. It does not have to be true.
4Anyone can call "cheat". Turn over the last cards played: a lie, and the liar takes the pile; the truth, and the caller takes it.
How it ends
The first player with no cards left wins.
13
President
Free
Shed your cards first and you are President next deal. Come last and you hand over your best cards and deal.
30 min
4–10 people
Any age
No prep
Sit-down
Indoors
What you need
A deck of cards, two for more than seven players
How to play
1Deal the whole deck. Twos are highest, then aces, kings, and down to threes.
2Whoever holds the three of clubs leads: one card, a pair, or three of a kind.
3Going around, beat it with the same number of cards of a higher rank, or pass.
4When everyone passes, the last to play clears the pile and leads again.
5The first out is President and the second is Vice President. The last out is the Beggar.
6Next deal, the Beggar hands the President their two best cards and gets two back. The Vice President swaps one with the second from last.
How it ends
Play to an agreed time. Whoever is President when it ends wins, and the President picks the seats all night.
14
Egyptian Ratscrew
Free
Turn cards onto a pile in turn and slap it when two match. The first hand down takes the pile, so children beat adults.
20 min
2–6 people
Any age
No prep
Up and about
Indoors
What you need
A deck of cards
How to play
1Deal the whole deck face down. Nobody looks at their cards.
2In turn, flip your top card onto the middle pile, away from you, so everyone sees it at the same moment.
3Two of the same rank in a row, or with one card between, and anyone can slap the pile. The first hand on it takes the pile.
4When a jack, queen, king or ace is turned, the next player gets one, two, three or four tries to turn one of their own. If none comes, the player who turned it takes the pile.
5Slap by mistake and you give a card, face down, to the bottom of the pile.
6Run out of cards and you can still slap your way back in.
How it ends
Whoever wins the whole deck wins. Or play for fifteen minutes and count the cards.
Planning something bigger?
The planner takes the date, the headcount and who it is for, then works out which of these fit the time you actually have.
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Something didn't arrive. Nothing you have saved is affected — your event is stored on this device.
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Delete your account?
This permanently deletes your account, every event saved to it, your published invitations and the replies your guests sent. It cannot be undone. Events kept on this device stay here.
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One account keeps the same event on your laptop and your phone.
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.
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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.
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.
Just play a game tonight
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.
Part 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.
Game night
Games people ask to play again.
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Build my game night
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Tonight, in playing order
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Tonight
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How many are playing?
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On the TV
The screen runs the game.
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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At the table
Or deal it out.
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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Built for the room, not the download.
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Fill this in first
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Your side
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Nothing in the colour library answers to that. Try the city with its sport, or the country.
On the screen tonight
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Fills the screen and sizes the board for the room. Escape to come back.
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WHO IS IT ABOUT?
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IN THE GAME NOW
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EDIT THE QUESTIONS
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Saved on this device only. Nothing you type here is uploaded, and it stays put if you close the tab.
LOADING THE GUIDES
We couldn’t load the guides
Part of the content library didn’t arrive. We’re not showing a partial index. The planner and the games are unaffected.
Planning guides
Guides for the event you are actually planning
Written to answer the question, not to rank for it. Every figure in them comes from the same engines the planner runs.
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.
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.
Forguests
Every answer below is worked for this many, and each calculator opens on it.
The planner takes the date, the headcount and who it is for, then works out which of these fit the time you actually have.
NOT FOUND
This page isn’t here
The link may have been copied incompletely, or the page it pointed at has moved on. Everything the site knows is still one step away.
Why it exists
Planning a party is mostly admin
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.
How it works
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What is free and what is not
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.
Start with whatever you are planning next
What the printing is
One set, drawn for the occasion and coloured for yours
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.