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Classroom Icebreaker and Team Games With One Phone

Three games a teacher, club leader or team lead can run from one phone or a projector, with the group sizes they take, how long they run, the rules in brief and variations that work for a whole room.

The three games at a glance

GamePlayers in PartyDeckLength you setGood for
Imposter3–20 named players, 1–4 impostersDiscussion timer off, 1, 2, 3 or 5 minutes (3 by default)Listening, explaining, vocabulary review
CharadesTwo teams of any sizeTurns of 60, 90 or 120 secondsAn energy break, movement, vocabulary
Who's most likely to3–20 named players5, 10, 15 or 20 questions (10 by default)Getting to know a new group, clubs, staff meetings

The player limits and timer choices above are the games' own settings. Everything else on this page — how many rounds fit in a lesson, which variation suits which group — is a suggestion; adjust it to your room.

Before you start

  • One device is enough. Students do not need phones, apps or accounts. Open the game on your phone, a laptop or the browser of a classroom display.
  • Put it on the big screen. If you mirror the screen to a projector or TV, switch on Big screen in the game (or open a link such as /charades?big=1) so the back row can read it.
  • Use first names. Imposter and Most likely to ask for player names; first names, team names or table numbers all work. Names, scores and word lists stay in that browser and are not uploaded (see Privacy).
  • Quiet building? Sound cues can be switched off in the game settings.

Imposter: a talking-and-listening game

Everyone gets the same secret word except the imposter, who must bluff. It suits groups that like to talk, and it quietly practises explaining a word without saying it.

  1. Set up. Enter 3 to 20 names and choose categories the group knows — School, Animals and Jobs work for most classes. Auto picks one imposter for 3–6 players, two for 7–10, three for 11–15 and four for 16–20.
  2. Deal. Pass the phone. Each player holds the card to see the word; it disappears when they let go. Imposters see that they are the imposter and, if you leave the hint on, the category.
  3. Clues. Going round, each player says one word linked to the secret word — specific enough to prove they know it, vague enough not to give it away.
  4. Discuss and vote. When the discussion timer ends, everyone points on three. A caught imposter gets one guess at the word to steal the win.

With a whole class: the game takes up to 20 names, and the phone goes round once per round to deal the cards. With a larger class, play "fishbowl": a panel of 6–10 students plays at the front while the rest of the class listens to the clues and votes by show of hands before the panel's vote; nobody in the audience sees a card. Rotate the panel each round.

Variations: make a list of this week's vocabulary on My words and play it as a category (classic mode); in a language class, give clues in the language being learned; with older students, try undercover mode, where the imposter gets a similar word and does not know it. Example clues and the scoring are in the Imposter rules, and every built-in word is listed on Imposter game words.

Charades: a movement break for the whole room

Charades works with any group size, because only one person acts or guesses at a time while each team helps.

  1. Split the room into two teams and name them in the game.
  2. Choose the category and turn length: 60, 90 or 120 seconds. Jobs, Places, Feelings & Faces, Animals and Actions are good classroom picks.
  3. Play. The guesser holds the phone to their forehead while their team acts out or describes the word. Nod down for correct, tip back to pass, or use the on-screen buttons.
  4. Check the list. At the end of the turn the game lists every word as correct or passed; tap a word to fix it, then add the score. The other team goes next.

Projector version: choose Buttons only and Big screen, and stand the guesser with their back to the screen. Their team reads the word on the projector, and you press → for correct, ← to pass and P to pause on the keyboard. Nobody has to hold the phone up.

Variations: acting only (no talking, 120-second turns); one-word clues; your own vocabulary list from My words; or no screen at all with the printable classroom charades cards.

Who's most likely to: getting to know a group

Someone reads a question, everyone points at once, and the person with the most fingers wins a title. It needs no acting and no talking in front of the room, which makes it a gentle first activity for a new class, club or team.

  1. Set up. Enter 3 to 20 names and choose sets. Friends (81 questions), Family (82 questions), Coworkers (84 questions) suit mixed groups; leave Couples for another occasion.
  2. Read, count, point. Tap whoever got the most fingers. Tie / skip handles a tie, and Undo fixes a mis-tap.
  3. Show the title board at the end. It can be saved as an image; ask the group before sharing one with names on it.

The questions are about habits and talents rather than looks or money: "Who's most likely to bring treats for the whole team?" or "Who's most likely to adopt three dogs?".

Bigger groups and variations: with more than 20 people, read questions from the full question list and skip the scoring. For a self-reflection version, ask people to stand up or raise a hand if the question describes themselves — no pointing at anyone. House rules for every version: you may not point at yourself in the standard game, and anyone may ask to skip a question.

Sample plans

The playing time inside each game is what you set; the extra minutes for setup, hand-overs and discussion are planning estimates, not measurements.

  • Five-minute warm-up: one 60-second charades turn per team is 2 minutes of play (2 × 60 s), plus naming the teams and checking each word list.
  • Fifteen-minute icebreaker: Who's most likely to with 10 questions, then one or two 60-second charades turns per team.
  • Thirty-minute club or team session: five Most likely to questions to warm up, two or three rounds of Imposter with the default 3-minute discussion, and a charades final.

Keeping it inclusive

  • Passing is free. In charades a passed word scores nothing and costs nothing, so a student who is stuck can move on.
  • Act in pairs. Let shy students act a card together, or describe it instead of miming it.
  • Reading help. A student who cannot read the card yet can guess, or act with a reading buddy who whispers the word.
  • Fair words. The built-in cards avoid brand names, film titles and real people, so nobody is left out for not knowing a show. You can untick any category before a round.

Printable and offline options

No screen in the room? Print the printable charades cards (kids, classroom, family and Christmas sheets), write Imposter words from the word list on slips, or read from the most likely to questions. Once a game page has loaded, rounds keep running without a connection, which helps on patchy school Wi-Fi.

Questions

What is a good icebreaker game for a big class?

Charades in two teams works with any group size. For Who's most likely to with more than 20 people, read the questions from the list page and skip the scoring.

Do students need phones or accounts?

No. One phone, laptop or classroom display runs each game, and there is no sign-up.

Can I use my own vocabulary words?

Yes. Make a list on the My words page; it appears as an extra category in Charades, Imposter (classic mode) and Who's most likely to.

Are the games appropriate for school?

The built-in cards are family-friendly, with no drinking or adult content. As with any activity, preview the categories and untick any that do not suit your group.

Does PartyDeck store students' names?

Player names and scores are saved only in the browser that runs the game and are not uploaded. Clear the site's data in that browser to remove them.

Can we play on a projector or classroom display?

Yes. Mirror the screen or open the site in the display's browser, switch on Big screen, and in charades use the arrow keys: → correct, ← pass, P pause.

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