Party Mode
Run a whole game night with a quick randomizer for games, turns and group choices.
These are the categories in play. Add your players below to start.
Who's playing?
What's on the wheel?
The party that runs itself
Every group game has a hidden job nobody wants: the referee. Someone has to remember whose turn it is, think up the next prompt, and nudge the game along when it stalls. That person spends the night administering the fun rather than having it.
Party Mode does that job. Enter the players once, choose which categories go on the wheel, and it keeps the night moving — announcing who's up, spinning for what they do, and dealing a fresh prompt each round.
Fair turns, guaranteed
- Turn order is shuffled at the start, and nobody is picked twice until everyone has gone once.
- Prompts are dealt from a shuffled deck per category, so nothing repeats until that deck runs out.
- Four categories: Truths, Dares, Icebreakers and Challenges. Mix them to match your group.
- New friends? Run Icebreakers and Truths. Office party? Icebreakers and Challenges keep it professional.
Frequently asked questions
How many people can play?
From 2 upwards. Bigger groups just mean more suspense between your turns.
Can we skip a prompt?
Yes — 'New prompt' deals a different one from the same category. One swap per turn keeps it honest.
Is it suitable for mixed company?
Every prompt is written to be safe for mixed groups, so you can hand the phone to anyone.
Who it's for
Game nights and house parties
The core case. Enter everyone once when they arrive and the night runs itself.
Family gatherings
Stick to Icebreakers and Challenges and it works across a wide age range.
Sleepovers and birthdays
The turn queue settles the fairness arguments children are otherwise very good at starting.
Team socials and away days
Icebreakers and Challenges only keeps it comfortably professional.
Youth groups and camps
Every prompt is written to be mixed-company safe, so you can hand the phone to anyone.
Anywhere the host never gets to play
That's the actual problem this solves.
How a round plays out
Add four names. The order shuffles, and the first player appears on screen. They spin, the wheel lands on a category, and a prompt is dealt from that category's shuffled deck. They do it, someone taps "done", and the next name is already up.
Nobody is picked twice until all four have gone, then the order reshuffles and round two begins. The strip along the bottom shows who has played, who is up, and who is waiting — which quietly kills the classic party failure where two loud people trade turns and everyone else spectates.
More questions
Can I add my own prompts?
Not yet — the four categories ship with 64 written prompts, dealt without repeats. Custom categories are on the list, and suggestions through the contact page are where good ones come from.
What if a prompt doesn't suit the group?
"New prompt" deals a different one from the same category. A useful house rule is one swap per turn.