Team-building games
36 games with step-by-step instructions, how long they take and how many people they need. Most need nothing but the people in the room or on the call.
All games
- Act It OutPlayers act out a word or phrase without speaking while their team tries to guess it before the timer runs out.15 to 30 min · 6 to 30 people · in person or virtual
- Back-to-Back DrawingOne partner describes a hidden picture while the other, sitting back to back, tries to draw it from words alone.10 to 20 min · 4 to 30 people · in person or virtual
- Category RaceTeams race to name one item for each category that starts with a chosen letter, scoring extra for answers no other team wrote.15 to 20 min · 4 to 30 people · in person or virtual
- Common GroundSmall groups race to discover five things they all have in common that are not obvious, then share their most surprising match.10 to 15 min · 6 to 40 people · in person or virtual
- Copy the ModelTeams rebuild a hidden model from building bricks, sending one member at a time to study it and report back to the builders.20 to 30 min · 6 to 30 people · in person
- Count to TwentyThe group tries to count from one to twenty aloud, one voice at a time with no set order, restarting whenever two people speak together.5 to 10 min · 5 to 30 people · in person or virtual
- Desert Island PicksPlayers choose three things they would bring to a desert island and explain their picks, revealing tastes, habits and a few surprises.10 to 20 min · 3 to 12 people · in person or virtual
- Desk Show and TellEveryone grabs one object within arm's reach and tells the group the story behind it in about a minute.5 to 15 min · 3 to 15 people · in person or virtual
- Draw and GuessA player sketches a secret word while teammates race to guess it before time runs out, with no letters, numbers or talking allowed.15 to 30 min · 4 to 30 people · in person or virtual
- Draw, Write, PassEach player writes a phrase, the next draws it, the next describes the drawing, and the chain keeps going until the funny reveal.15 to 25 min · 5 to 12 people · in person or virtual
- Fortunately, UnfortunatelyPlayers build a story in turns, alternating sentences that start with fortunately and unfortunately, so the plot keeps flipping between good and bad luck.5 to 10 min · 3 to 12 people · in person or virtual
- Guess Who Said ItThe host gathers one surprising fact from each person ahead of time, reads them aloud, and the group guesses who each fact belongs to.10 to 20 min · 6 to 30 people · in person or virtual
- Line Up Without TalkingThe group arranges itself in a line by birthday or another order without speaking, using only gestures and creativity to communicate.10 to 15 min · 8 to 40 people · in person
- Marshmallow ChallengeTeams build the tallest freestanding tower they can from spaghetti, tape and string in eighteen minutes, with a marshmallow balanced on top.25 to 35 min · 4 to 40 people · in person
- Missing Pieces PuzzleEach team member must build a complete square from mixed paper pieces, working in silence and only by giving pieces to others.20 to 30 min · 5 to 30 people · in person
- Moon Base RankingAfter an imaginary rover breakdown on the moon, players rank a list of supplies alone and then as a team, comparing which ranking works best.25 to 40 min · 3 to 30 people · in person or virtual
- Off-Limits CluesA clue giver helps teammates guess a target word without saying it or any of the off-limits words listed on the card.15 to 25 min · 4 to 20 people · in person or virtual
- One-Word StoryThe group builds a story together one word at a time, with each player adding exactly one word in turn.5 to 10 min · 4 to 15 people · in person or virtual
- Paper Bridge ChallengeTeams use only paper and a little tape to build a bridge between two stacks of books, then test how many small objects it holds.20 to 30 min · 4 to 30 people · in person
- People BingoPlayers mingle to find people who match prompts on a bingo card, such as someone who plays an instrument or speaks two languages.15 to 20 min · 10+ people · in person
- Puzzle TrailTeams solve a chain of short puzzles, each answer unlocking the next, to reach a final code before time runs out, like a mini escape room.30 to 45 min · 4 to 30 people · in person or virtual
- Random Object PitchTeams get two unrelated objects and invent a new product that combines them, then deliver a one-minute pitch to win the group's vote.15 to 25 min · 4 to 30 people · in person or virtual
- Rock Paper Scissors TournamentPlayers face off in rock, paper, scissors, and each loser joins the winner's cheering section until two huge crowds back the final match.5 to 10 min · 10+ people · in person
- Rose and ThornA quick check-in where each person shares one high point and one low point from their week, plus an optional bright spot ahead.5 to 15 min · 3 to 15 people · in person or virtual
- Scavenger HuntTeams race to find or photograph items from a list within a time limit, earning points for each find and bonus points for creativity.20 to 45 min · 6+ people · in person or virtual
- Six-Word StoriesEveryone writes a story in exactly six words about a shared prompt, then the group reads them aloud and enjoys the variety.10 to 15 min · 3 to 30 people · in person or virtual
- Speed ChatsPairs chat for three minutes on a set prompt, then rotate to a new partner, so everyone meets several people in one session.15 to 30 min · 8+ people · in person or virtual
- Squiggle StarterEveryone starts with the same random squiggle and has three minutes to turn it into a drawing, then the group compares results.5 to 10 min · 3 to 40 people · in person or virtual
- Twenty QuestionsOne player thinks of a person, place or thing, and the group has twenty yes-or-no questions to figure out what it is.5 to 15 min · 3 to 20 people · in person or virtual
- Two Truths and a LieEach player shares three short statements about themselves, two true and one invented, and the group tries to spot the made-up one.10 to 15 min · 4 to 20 people · in person or virtual
- Word Association ChainPlayers take turns saying the first word that comes to mind after the previous word, building a fast and often funny chain.5 to 10 min · 4 to 25 people · in person or virtual
- Word Ladder RelayTeams turn a start word into a target word by changing one letter at a time, with every step forming a real word.10 to 20 min · 4 to 30 people · in person or virtual
- Would You Rather RoundThe host reads light either-or questions, everyone picks a side, and a few people explain their choice before the next question.5 to 15 min · 4+ people · in person or virtual
- Yes or No MysteriesThe host describes a puzzling situation and the group asks yes-or-no questions to uncover the hidden story behind it.10 to 20 min · 3 to 20 people · in person or virtual
- Yes, And PlanningPairs plan an imaginary event where every reply must start with yes, and, showing how building on ideas beats picking them apart.10 to 15 min · 4 to 30 people · in person or virtual
- Zip Zap ZopPlayers in a circle pass an imaginary bolt of energy by pointing and saying zip, zap and zop in order, speeding up as they go.5 to 10 min · 6 to 25 people · in person
Quick (5 to 10 minutes)
- Count to Twenty: The group tries to count from one to twenty aloud, one voice at a time with no set order, restarting whenever two people speak together.
- Desk Show and Tell: Everyone grabs one object within arm's reach and tells the group the story behind it in about a minute.
- Fortunately, Unfortunately: Players build a story in turns, alternating sentences that start with fortunately and unfortunately, so the plot keeps flipping between good and bad luck.
- One-Word Story: The group builds a story together one word at a time, with each player adding exactly one word in turn.
- Rock Paper Scissors Tournament: Players face off in rock, paper, scissors, and each loser joins the winner's cheering section until two huge crowds back the final match.
- Rose and Thorn: A quick check-in where each person shares one high point and one low point from their week, plus an optional bright spot ahead.
- Squiggle Starter: Everyone starts with the same random squiggle and has three minutes to turn it into a drawing, then the group compares results.
- Twenty Questions: One player thinks of a person, place or thing, and the group has twenty yes-or-no questions to figure out what it is.
- Two Truths and a Lie: Each player shares three short statements about themselves, two true and one invented, and the group tries to spot the made-up one.
- Word Association Chain: Players take turns saying the first word that comes to mind after the previous word, building a fast and often funny chain.
- Would You Rather Round: The host reads light either-or questions, everyone picks a side, and a few people explain their choice before the next question.
- Yes, And Planning: Pairs plan an imaginary event where every reply must start with yes, and, showing how building on ideas beats picking them apart.
- Zip Zap Zop: Players in a circle pass an imaginary bolt of energy by pointing and saying zip, zap and zop in order, speeding up as they go.
Virtual
- Act It Out: Players act out a word or phrase without speaking while their team tries to guess it before the timer runs out.
- Back-to-Back Drawing: One partner describes a hidden picture while the other, sitting back to back, tries to draw it from words alone.
- Category Race: Teams race to name one item for each category that starts with a chosen letter, scoring extra for answers no other team wrote.
- Common Ground: Small groups race to discover five things they all have in common that are not obvious, then share their most surprising match.
- Count to Twenty: The group tries to count from one to twenty aloud, one voice at a time with no set order, restarting whenever two people speak together.
- Desert Island Picks: Players choose three things they would bring to a desert island and explain their picks, revealing tastes, habits and a few surprises.
- Desk Show and Tell: Everyone grabs one object within arm's reach and tells the group the story behind it in about a minute.
- Draw and Guess: A player sketches a secret word while teammates race to guess it before time runs out, with no letters, numbers or talking allowed.
- Draw, Write, Pass: Each player writes a phrase, the next draws it, the next describes the drawing, and the chain keeps going until the funny reveal.
- Fortunately, Unfortunately: Players build a story in turns, alternating sentences that start with fortunately and unfortunately, so the plot keeps flipping between good and bad luck.
- Guess Who Said It: The host gathers one surprising fact from each person ahead of time, reads them aloud, and the group guesses who each fact belongs to.
- Moon Base Ranking: After an imaginary rover breakdown on the moon, players rank a list of supplies alone and then as a team, comparing which ranking works best.
- Off-Limits Clues: A clue giver helps teammates guess a target word without saying it or any of the off-limits words listed on the card.
- One-Word Story: The group builds a story together one word at a time, with each player adding exactly one word in turn.
- Puzzle Trail: Teams solve a chain of short puzzles, each answer unlocking the next, to reach a final code before time runs out, like a mini escape room.
- Random Object Pitch: Teams get two unrelated objects and invent a new product that combines them, then deliver a one-minute pitch to win the group's vote.
- Rose and Thorn: A quick check-in where each person shares one high point and one low point from their week, plus an optional bright spot ahead.
- Scavenger Hunt: Teams race to find or photograph items from a list within a time limit, earning points for each find and bonus points for creativity.
- Six-Word Stories: Everyone writes a story in exactly six words about a shared prompt, then the group reads them aloud and enjoys the variety.
- Speed Chats: Pairs chat for three minutes on a set prompt, then rotate to a new partner, so everyone meets several people in one session.
- Squiggle Starter: Everyone starts with the same random squiggle and has three minutes to turn it into a drawing, then the group compares results.
- Twenty Questions: One player thinks of a person, place or thing, and the group has twenty yes-or-no questions to figure out what it is.
- Two Truths and a Lie: Each player shares three short statements about themselves, two true and one invented, and the group tries to spot the made-up one.
- Word Association Chain: Players take turns saying the first word that comes to mind after the previous word, building a fast and often funny chain.
- Word Ladder Relay: Teams turn a start word into a target word by changing one letter at a time, with every step forming a real word.
- Would You Rather Round: The host reads light either-or questions, everyone picks a side, and a few people explain their choice before the next question.
- Yes or No Mysteries: The host describes a puzzling situation and the group asks yes-or-no questions to uncover the hidden story behind it.
- Yes, And Planning: Pairs plan an imaginary event where every reply must start with yes, and, showing how building on ideas beats picking them apart.
Large groups
- Act It Out: Players act out a word or phrase without speaking while their team tries to guess it before the timer runs out.
- Category Race: Teams race to name one item for each category that starts with a chosen letter, scoring extra for answers no other team wrote.
- Common Ground: Small groups race to discover five things they all have in common that are not obvious, then share their most surprising match.
- Count to Twenty: The group tries to count from one to twenty aloud, one voice at a time with no set order, restarting whenever two people speak together.
- Draw and Guess: A player sketches a secret word while teammates race to guess it before time runs out, with no letters, numbers or talking allowed.
- Guess Who Said It: The host gathers one surprising fact from each person ahead of time, reads them aloud, and the group guesses who each fact belongs to.
- Line Up Without Talking: The group arranges itself in a line by birthday or another order without speaking, using only gestures and creativity to communicate.
- People Bingo: Players mingle to find people who match prompts on a bingo card, such as someone who plays an instrument or speaks two languages.
- Rock Paper Scissors Tournament: Players face off in rock, paper, scissors, and each loser joins the winner's cheering section until two huge crowds back the final match.
- Scavenger Hunt: Teams race to find or photograph items from a list within a time limit, earning points for each find and bonus points for creativity.
- Speed Chats: Pairs chat for three minutes on a set prompt, then rotate to a new partner, so everyone meets several people in one session.
- Squiggle Starter: Everyone starts with the same random squiggle and has three minutes to turn it into a drawing, then the group compares results.
- Word Association Chain: Players take turns saying the first word that comes to mind after the previous word, building a fast and often funny chain.
- Would You Rather Round: The host reads light either-or questions, everyone picks a side, and a few people explain their choice before the next question.
- Zip Zap Zop: Players in a circle pass an imaginary bolt of energy by pointing and saying zip, zap and zop in order, speeding up as they go.
Small groups
- Back-to-Back Drawing: One partner describes a hidden picture while the other, sitting back to back, tries to draw it from words alone.
- Category Race: Teams race to name one item for each category that starts with a chosen letter, scoring extra for answers no other team wrote.
- Common Ground: Small groups race to discover five things they all have in common that are not obvious, then share their most surprising match.
- Copy the Model: Teams rebuild a hidden model from building bricks, sending one member at a time to study it and report back to the builders.
- Desert Island Picks: Players choose three things they would bring to a desert island and explain their picks, revealing tastes, habits and a few surprises.
- Desk Show and Tell: Everyone grabs one object within arm's reach and tells the group the story behind it in about a minute.
- Draw, Write, Pass: Each player writes a phrase, the next draws it, the next describes the drawing, and the chain keeps going until the funny reveal.
- Marshmallow Challenge: Teams build the tallest freestanding tower they can from spaghetti, tape and string in eighteen minutes, with a marshmallow balanced on top.
- Missing Pieces Puzzle: Each team member must build a complete square from mixed paper pieces, working in silence and only by giving pieces to others.
- Moon Base Ranking: After an imaginary rover breakdown on the moon, players rank a list of supplies alone and then as a team, comparing which ranking works best.
- Off-Limits Clues: A clue giver helps teammates guess a target word without saying it or any of the off-limits words listed on the card.
- Paper Bridge Challenge: Teams use only paper and a little tape to build a bridge between two stacks of books, then test how many small objects it holds.
- Puzzle Trail: Teams solve a chain of short puzzles, each answer unlocking the next, to reach a final code before time runs out, like a mini escape room.
- Random Object Pitch: Teams get two unrelated objects and invent a new product that combines them, then deliver a one-minute pitch to win the group's vote.
- Rose and Thorn: A quick check-in where each person shares one high point and one low point from their week, plus an optional bright spot ahead.
- Word Ladder Relay: Teams turn a start word into a target word by changing one letter at a time, with every step forming a real word.
- Yes or No Mysteries: The host describes a puzzling situation and the group asks yes-or-no questions to uncover the hidden story behind it.
- Yes, And Planning: Pairs plan an imaginary event where every reply must start with yes, and, showing how building on ideas beats picking them apart.
Word games
- Category Race: Teams race to name one item for each category that starts with a chosen letter, scoring extra for answers no other team wrote.
- Draw, Write, Pass: Each player writes a phrase, the next draws it, the next describes the drawing, and the chain keeps going until the funny reveal.
- Fortunately, Unfortunately: Players build a story in turns, alternating sentences that start with fortunately and unfortunately, so the plot keeps flipping between good and bad luck.
- Off-Limits Clues: A clue giver helps teammates guess a target word without saying it or any of the off-limits words listed on the card.
- One-Word Story: The group builds a story together one word at a time, with each player adding exactly one word in turn.
- Six-Word Stories: Everyone writes a story in exactly six words about a shared prompt, then the group reads them aloud and enjoys the variety.
- Twenty Questions: One player thinks of a person, place or thing, and the group has twenty yes-or-no questions to figure out what it is.
- Word Association Chain: Players take turns saying the first word that comes to mind after the previous word, building a fast and often funny chain.
- Word Ladder Relay: Teams turn a start word into a target word by changing one letter at a time, with every step forming a real word.
Drawing
- Back-to-Back Drawing: One partner describes a hidden picture while the other, sitting back to back, tries to draw it from words alone.
- Draw and Guess: A player sketches a secret word while teammates race to guess it before time runs out, with no letters, numbers or talking allowed.
- Draw, Write, Pass: Each player writes a phrase, the next draws it, the next describes the drawing, and the chain keeps going until the funny reveal.
- Squiggle Starter: Everyone starts with the same random squiggle and has three minutes to turn it into a drawing, then the group compares results.
Problem solving
- Back-to-Back Drawing: One partner describes a hidden picture while the other, sitting back to back, tries to draw it from words alone.
- Copy the Model: Teams rebuild a hidden model from building bricks, sending one member at a time to study it and report back to the builders.
- Count to Twenty: The group tries to count from one to twenty aloud, one voice at a time with no set order, restarting whenever two people speak together.
- Line Up Without Talking: The group arranges itself in a line by birthday or another order without speaking, using only gestures and creativity to communicate.
- Marshmallow Challenge: Teams build the tallest freestanding tower they can from spaghetti, tape and string in eighteen minutes, with a marshmallow balanced on top.
- Missing Pieces Puzzle: Each team member must build a complete square from mixed paper pieces, working in silence and only by giving pieces to others.
- Moon Base Ranking: After an imaginary rover breakdown on the moon, players rank a list of supplies alone and then as a team, comparing which ranking works best.
- Paper Bridge Challenge: Teams use only paper and a little tape to build a bridge between two stacks of books, then test how many small objects it holds.
- Puzzle Trail: Teams solve a chain of short puzzles, each answer unlocking the next, to reach a final code before time runs out, like a mini escape room.
- Scavenger Hunt: Teams race to find or photograph items from a list within a time limit, earning points for each find and bonus points for creativity.
- Twenty Questions: One player thinks of a person, place or thing, and the group has twenty yes-or-no questions to figure out what it is.
- Word Ladder Relay: Teams turn a start word into a target word by changing one letter at a time, with every step forming a real word.
- Yes or No Mysteries: The host describes a puzzling situation and the group asks yes-or-no questions to uncover the hidden story behind it.
Active
- Act It Out: Players act out a word or phrase without speaking while their team tries to guess it before the timer runs out.
- Line Up Without Talking: The group arranges itself in a line by birthday or another order without speaking, using only gestures and creativity to communicate.
- People Bingo: Players mingle to find people who match prompts on a bingo card, such as someone who plays an instrument or speaks two languages.
- Rock Paper Scissors Tournament: Players face off in rock, paper, scissors, and each loser joins the winner's cheering section until two huge crowds back the final match.
- Scavenger Hunt: Teams race to find or photograph items from a list within a time limit, earning points for each find and bonus points for creativity.
- Zip Zap Zop: Players in a circle pass an imaginary bolt of energy by pointing and saying zip, zap and zop in order, speeding up as they go.
Getting to know you
- Common Ground: Small groups race to discover five things they all have in common that are not obvious, then share their most surprising match.
- Desert Island Picks: Players choose three things they would bring to a desert island and explain their picks, revealing tastes, habits and a few surprises.
- Desk Show and Tell: Everyone grabs one object within arm's reach and tells the group the story behind it in about a minute.
- Guess Who Said It: The host gathers one surprising fact from each person ahead of time, reads them aloud, and the group guesses who each fact belongs to.
- People Bingo: Players mingle to find people who match prompts on a bingo card, such as someone who plays an instrument or speaks two languages.
- Rose and Thorn: A quick check-in where each person shares one high point and one low point from their week, plus an optional bright spot ahead.
- Six-Word Stories: Everyone writes a story in exactly six words about a shared prompt, then the group reads them aloud and enjoys the variety.
- Speed Chats: Pairs chat for three minutes on a set prompt, then rotate to a new partner, so everyone meets several people in one session.
- Two Truths and a Lie: Each player shares three short statements about themselves, two true and one invented, and the group tries to spot the made-up one.
- Would You Rather Round: The host reads light either-or questions, everyone picks a side, and a few people explain their choice before the next question.
Creative
- Act It Out: Players act out a word or phrase without speaking while their team tries to guess it before the timer runs out.
- Copy the Model: Teams rebuild a hidden model from building bricks, sending one member at a time to study it and report back to the builders.
- Desert Island Picks: Players choose three things they would bring to a desert island and explain their picks, revealing tastes, habits and a few surprises.
- Draw and Guess: A player sketches a secret word while teammates race to guess it before time runs out, with no letters, numbers or talking allowed.
- Draw, Write, Pass: Each player writes a phrase, the next draws it, the next describes the drawing, and the chain keeps going until the funny reveal.
- Fortunately, Unfortunately: Players build a story in turns, alternating sentences that start with fortunately and unfortunately, so the plot keeps flipping between good and bad luck.
- Marshmallow Challenge: Teams build the tallest freestanding tower they can from spaghetti, tape and string in eighteen minutes, with a marshmallow balanced on top.
- One-Word Story: The group builds a story together one word at a time, with each player adding exactly one word in turn.
- Paper Bridge Challenge: Teams use only paper and a little tape to build a bridge between two stacks of books, then test how many small objects it holds.
- Random Object Pitch: Teams get two unrelated objects and invent a new product that combines them, then deliver a one-minute pitch to win the group's vote.
- Six-Word Stories: Everyone writes a story in exactly six words about a shared prompt, then the group reads them aloud and enjoys the variety.
- Squiggle Starter: Everyone starts with the same random squiggle and has three minutes to turn it into a drawing, then the group compares results.
- Yes, And Planning: Pairs plan an imaginary event where every reply must start with yes, and, showing how building on ideas beats picking them apart.