Nothing on, nowhere to go, or just not feeling it? Pick a mode below. Every game has how many people you need, how long it takes, the actual rules, a setup diagram where it helps, and where to get it.
Adults only — 21+. These are drinking games, so the usual applies: know your limit, keep water on the table, never pressure anyone to drink, and nobody drives. Every one of these plays perfectly well with soda, seltzer or mocktails — the game is the fun part, not the alcohol.
Gin Rummy
Cards
2 players20–30 minStandard deck
The classic two-player card game. Easy to learn, genuinely deep, and it plays fast enough to run "best of five" without the night disappearing.
How to play
Deal 10 cards each. Put the rest face down as the draw pile, turn one card face up next to it as the discard pile.
On your turn, take one card — either the top of the draw pile or the top of the discard pile — then discard one. You always hold 10 cards.
You're trying to form melds: three or four of a kind (7♠ 7♥ 7♦), or three-plus in a row in one suit (5♣ 6♣ 7♣).
Cards not in a meld are deadwood. Face cards are 10, aces are 1, everything else is face value.
When your deadwood totals 10 or less, you may "knock" — lay your hand down and end the round. Zero deadwood is gin, worth a 25-point bonus.
Score the difference between your deadwood and theirs. First to 100 points wins the game.
What you need: one standard deck — a few dollars anywhere, or already in your junk drawer.
Cribbage
Cards + board
2–4 players25–40 minDeck + peg board
Two hundred years of couples have killed an evening on this. The pegboard makes it feel like a real contest, and the counting becomes automatic faster than you'd think.
How to play
Deal 6 cards each (2 players). Each of you puts 2 cards face down into "the crib" — a bonus hand that belongs to the dealer.
Cut the deck for a starter card, turned face up. It counts toward everyone's hand at the end.
The play: take turns laying cards face up, calling the running total. You may not go over 31. Score 2 for making exactly 15, 2 for a pair, and 2 for hitting 31 exactly.
The show: count your hand with the starter card. Every combination that adds to 15 = 2 points. Pairs = 2, runs of three or more = 1 per card, four cards of one suit = 4.
The dealer then counts the crib the same way, so the deal alternates.
Peg your points around the board. First to 121 wins.
What you need: a cribbage board (widely sold at big-box, game and department stores, often under $20) plus a standard deck. Boards also turn up constantly at flea markets and thrift shops.
Two Truths and a Lie
TalkingFree
2+ playersAs long as you likeNothing needed
Costs nothing, needs nothing, and works whether you've known each other three weeks or thirty years. Surprisingly good at surfacing stories you've somehow never told.
How to play
Say three statements about yourself: two true, one false.
The others guess which one is the lie.
Reveal the answer — then tell the story behind the true ones. That's the actual point of the game.
Pass to the next person.
Make it better: ban anything the other person already knows. That forces you into real territory fast.
What you need: nothing at all.
Spades
Cards
4 players, 2 teams45–60 minStandard deck
The double-date default. Partners sit across from each other, and the bidding is where the whole game lives — bid too high and you're sunk, bid too low and you get punished for it.
How to play
Four players, two teams, partners sitting across from each other. Deal the whole deck — 13 cards each.
Bid: each player says how many tricks they expect to win. Add the partners' bids together — that's the team's contract.
Play tricks clockwise. You must follow suit if you can. Highest card of the led suit wins — unless someone plays a spade, and then the highest spade wins.
Spades can't be led until someone has been forced to play one on another suit ("breaking spades").
Make your contract: 10 points per trick bid. Miss it and you lose 10 per trick bid. Extra tricks ("bags") are 1 point each, but every 10 bags costs you 100.
First team to 500 points wins.
What you need: one standard deck. Pen and paper for scoring.
Codenames
Board
4–8 players15 min a roundBoxed game
Two teams, one grid of words, and a spymaster giving one-word clues. It's the rare game that's genuinely great with four people or eight, and a round is short enough that nobody's trapped.
How to play
Lay out a 5×5 grid of word cards. Split into two teams, each with one spymaster.
Only the spymasters see the key card showing which words belong to which team — plus one assassin word.
A spymaster gives a one-word clue and a number: "OCEAN, 3" means three of your words relate to ocean.
The team guesses words aloud. Right guess = keep going. Wrong guess = turn ends.
Guess the assassin and you lose immediately.
First team to find all their words wins.
Where to get it: sold at Target, Walmart, Barnes & Noble and any local game shop, usually around $20. Local game stores often run open play nights — check Local Loop events.
Uno
CardsAges 7+
2–10 players20–30 minUno deck
The one everybody already knows. Cheap, portable, and the rule arguments are half the entertainment.
How to play
Deal 7 cards each. Flip one card face up to start the discard pile.
On your turn, play a card that matches the colour, the number, or the symbol. Can't play? Draw one.
Skip passes the next player. Reverse flips direction. Draw Two hits the next player. Wild lets you name a colour; Wild Draw Four does both.
When you're down to one card you must say "Uno" — get caught silent and you draw two.
First to empty their hand wins the round.
Settle the arguments now: officially you may not stack Draw Twos, and Wild Draw Four is only legal if you hold no card of the current colour. House rules are fine — just agree before you start.
Where to get it: around $6–10 at any grocery store, pharmacy, Target or Walmart.
Charades
ActingFree
4+ players30+ minPaper & a timer
Free, endlessly replayable, and it gets the shy people off the couch faster than anything else on this page.
How to play
Everyone writes movie, book, song and TV titles on slips of paper. Fold them into a bowl.
Split into two teams. One person draws a slip and acts it out with no talking and no sounds.
Their team guesses against a 60-second timer. Correct guess = a point.
Standard signals: hold up fingers for number of words, tug your ear for "sounds like", crank your hand for "keep going".
Alternate teams. Highest score after an agreed number of rounds wins.
What you need: paper, a bowl, and a phone timer.
The Floor Is Lava & Living-Room Olympics
ActiveFree
2+ kids20–45 minCushions & tape
For the night when the kids have too much energy and the weather won't cooperate. Costs nothing but a bit of furniture rearranging.
How to play
The Floor Is Lava — cushions, towels and books become safe islands. Call "the floor is lava" and everyone has 5 seconds to get off the ground. Touch the floor and you're out for that round. Move an island each round to keep it hard.
Living-Room Olympics — run 5–6 quick events and keep score on a sheet: sock-ball basketball into a laundry basket, balloon keep-up, a pillow obstacle course against the clock, paper-plate discus, spoon-and-ball relay. Medals for everyone.
What you need: cushions, painter's tape, balloons, socks. All of it already in the house.
Cornhole
Yard
2 or 4 players20–30 min2 boards, 8 bags
The backyard standard across this whole region. Easy for a seven-year-old, still competitive for adults, and it works on grass, driveway or sand.
How to play
Set the boards 27 feet apart, hole to hole (measure front edge to front edge at 24 ft if that's easier). For kids, move them in to 15–20 ft.
Two players stand at one board, two at the other. Each side has 4 bags.
Alternate throws with your opponent until all 8 bags are thrown. Stay beside your own board when you throw.
Bag in the hole = 3 points. Bag on the board = 1 point. Bags that hit the ground first don't count, even if they slide on.
Cancellation scoring: only the difference counts. If you score 7 and they score 4, you get 3 that round.
First to 21 wins. Most house rules say you must hit 21 exactly, or you bust back to 15.
Where to get it: sets run roughly $60–150 at Dick's, Walmart, Target and hardware stores; regulation sets cost more. Plenty of people build their own from a sheet of plywood — plans are free online. Also a very common flea-market find.
Ladder Toss & Horseshoes
Yard
2–4 players20–30 minSet required
The other two staples of a backyard afternoon. Both pack down small enough for a car trunk and a park cookout.
How to play
Ladder Toss — stand 15 feet from the ladder. Throw your three bolas underhand. Top rung = 3 points, middle = 2, bottom = 1. Cancellation scoring, same as cornhole. First to exactly 21 wins.
Horseshoes — stakes 40 feet apart (20–30 for casual play). Ringer = 3 points (the shoe encircles the stake), within one horseshoe-width of the stake = 1 point. Play to 21. Only the closest shoes score, and equal throws cancel out.
Where to get it: ladder toss sets around $30–60, horseshoe sets $25–50 — sporting goods stores, Walmart, Target, Amazon. Both show up used constantly at yard sales.
Spikeball & Giant Jenga
Yard
2–4 players15–40 minSet required
The two that have taken over parks and cookouts lately. Spikeball if you want to sweat; giant Jenga if you want everyone holding a drink and shouting.
How to play
Spikeball — 2v2 around a circular net at ankle height. Serve by bouncing the ball off the net toward the other team. Each team gets up to 3 touches to put it back on the net. There are no sides or boundaries — once the ball is live you can move anywhere. Point scored when the other team can't return it cleanly. Play to 21, win by 2.
Giant Jenga — stack the blocks three per layer, rotating each layer 90°. Take turns pulling one block using one hand only and placing it on top. Whoever topples it loses. Write dares or questions on the blocks if you want it louder.
Where to get it: Spikeball sets around $60–100 (Dick's, Target, Amazon). Giant Jenga-style tumble towers $40–90, or build one from 54 cut 2×4 blocks for the cost of one board.
Beer Pong
21+Party
2–4 players15–25 min20 cups, 2 balls
The one everybody pictures. Below is the standard 10-cup triangle so you can set the table properly.
How to play
Set 10 cups in a triangle at each end, point facing the middle, rims touching. Fill each with a small amount — this is a long game and you want it to stay fun.
Teams alternate, two throws per turn, one per player. Elbows behind the table edge.
Land a ball in a cup and the other team drinks that cup and removes it.
Sink both balls in one turn and you shoot again.
Each team gets one or two re-racks — ask to reshape the remaining cups into a tighter triangle or line.
Clear all their cups to win. Most house rules give the loser redemption: they shoot until they miss, and sinking every remaining cup forces overtime.
Keep it sane: water on the table, food beforehand, and swap in seltzer whenever anyone wants. Nobody drives.
What you need: a pack of 16oz plastic cups ($5–8) and ping pong balls ($3–6) — any grocery, party or dollar store. A folding table works fine.
Kings Cup (Circle of Death)
21+Cards
4+ players30–45 minDeck + big cup
The talking one. It's really a conversation game with cards attached, which is why it works so well for a group that half knows each other.
How to play
Spread the deck face down in a ring around a large empty cup. Take turns drawing one card. Common rules — agree yours before you start, everyone plays differently:
A — Waterfall: everyone drinks, nobody stops before the person who drew.
2 — You: pick someone to drink. 3 — Me: you drink.
4 — Floor: last to touch it drinks. 5 — Guys. 6 — Girls.
7 — Heaven: last to reach up drinks.
8 — Mate: pick a partner who drinks whenever you do.
9 — Rhyme: say a word, go around rhyming until someone fails.
10 — Categories: name a category, everyone names one until someone blanks.
J — Make a rule that lasts the rest of the game.
Q — Question master: anyone who answers your question drinks.
K — Pour some of your drink into the centre cup. Whoever draws the fourth king drinks it and the game ends.
Keep it sane: the centre cup gets grim fast — many groups pour a splash, not a slug. Soda counts.
What you need: a deck of cards and one large cup.
Flip Cup & Quarters
21+Party
4+ players10–20 minCups (+ a coin)
The two fastest games here. Flip Cup is a team relay that takes ninety seconds a round, which makes it the perfect thing between longer games.
How to play
Flip Cup — two teams line up along opposite sides of a table, each with a cup filled a couple of inches. On "go," the first player on each team drinks, sets the cup upright on the table edge, and flips it with one finger until it lands face down. Only then can the next teammate start. First team down the line wins.
Quarters — bounce a quarter off the table into a cup. Make it and you choose someone to drink; miss and play passes. Three in a row usually earns you the right to invent a rule.
What you need: plastic cups and a quarter. A hard flat table matters more than the equipment.
Costs nothing
Free museum days and everything else free near you.
Researched and verified July 2026 against each venue's own visit page. Free hours shift with the season, so every card links to the source — check before you travel.
Everything above was confirmed on July 29, 2026. Museums change free nights seasonally and special
exhibitions often carry a separate charge — the link on each card goes to the venue's own page, which is
always the authority.