Free tool

Random Game Picker

Let TossUp choose the next game from your list.

Your options

One option per line. Your list can stay in this browser.
Quick templates
Ready to spin
Sends a link that opens your exact list โ€” no account needed.

Which game should we play?

The most common way a game night stalls isn't a bad game — it's the ten minutes spent deciding which one. Load the games your group actually owns or knows, spin, and start playing.

Worth loading it with games you have the people and props for. A wheel that can land on something you can't actually play is a wheel you'll ignore.

Choosing what to put on it

  • Match the list to your group size. Games needing eight players don't belong on a wheel for four.
  • Include a couple of no-equipment games so there's always a playable result.
  • Put quick games and long games on separate wheels if your evening has a hard end time.
  • Add your own house games — the ones only your group plays are usually the best ones.

Frequently asked questions

How many games should I add?

Five to eight. Long lists are harder to read and slower to accept.

Can I save my list?

Your entries stay in this browser for next time.

What if we don't like the result?

House rule: spin once and commit. Re-spinning turns the wheel back into a debate.

Who it's for

Game nights that stall on choosing

Ten minutes lost to deciding is the most common way an evening loses momentum.

Family gatherings

Load games that work across the age range, so any result is playable by everyone in the room.

Classrooms and youth groups

Put the activities you've prepared on the wheel and let the group spin for which one.

Board game collections

If you own thirty games you play four. Putting ten on a wheel breaks that habit.

Camps and away days

Randomising the activity order stops the schedule feeling like a schedule.

Building a wheel you'll actually use

The mistake is loading every game you own. A wheel with twenty entries, half of which need more players than you have or props you can't find, produces results you overrule — and a wheel you overrule is a wheel you stop using.

Load five to eight games you can start within two minutes with the people in the room. Include a couple that need no equipment at all, so there's always a playable outcome.

More questions

What if we don't like the result?

House rule: spin once and commit. Allowing best-of-three turns the wheel straight back into the debate it was meant to end.

Should long and short games be on the same wheel?

Not if your evening has a hard end time. Separate wheels for quick games and long ones save you from starting something you can't finish.