Party games · Christmas

20 Christmas Party Games for Adults

Every game here has the rules in full, not a description of a rule. Each one says what you need, how many people it takes and how long it runs, so you can pick by what the room actually has on the twenty-third of December.

How to use this

Pick three, not twenty

An evening does not need twenty games. It needs one that works while people are still arriving and taking coats off, one for the long middle after the food, and one loud enough to end on. Everything here is sorted roughly in that order, and the meta line on each card tells you what it costs to run.

Nine of the twenty need nothing at all — nothing bought, nothing printed, nothing wrapped. Those are marked nothing under “you need”, and they are the ones to read first if the party is this evening.

One game is different from the rest: Silent Night runs quietly in the background for hours and wants setting up before anybody arrives, so it is worth reading even though it sits near the bottom.

The Christmas A to Z

Players 3–20Time 5–10 minYou need nothing

A warm-up that works while people are still taking their coats off, because anyone can join it halfway through.

Pick a category out loud — carols, films with snow in them, things that end up on a Christmas table, presents nobody wants twice.

Going round the room, each player names something in that category beginning with the next letter of the alphabet. A for angel, B for bauble, and on.

Five seconds to answer. Miss it and you are out of that round; the alphabet carries on from where it stopped rather than starting again.

X is the whole joke of the game. The only workable rule is that anything with an X anywhere in it counts — and then you let the room argue, because the argument is worth more than the round.

Finish the Lyric

Players 4–20Time 10 minYou need nothing

A line of a Christmas song stops halfway and somebody has to finish it, which turns out to be much harder without the tune.

One player says a line from a carol or a Christmas song and stops mid-sentence. Spoken, not sung — the tune is what everybody is actually remembering, and taking it away is the game.

First person to finish the line correctly takes a point and sets the next one.

No phones. The round is over the moment one comes out, and everybody knows it, so it is worth saying once at the start rather than policing later.

This is the best game on the page for a room with a wide age range, because the songs are the one thing a nine-year-old and a grandparent both know all the words to.

Two Truths and a Christmas

Players 4–12Time 15 minYou need nothing

The old icebreaker aimed at one day of the year, and it turns out that everybody has a strange one.

Each player tells three short stories about a Christmas they have actually had. Two are true. One is invented on the spot.

The room votes on which is the invention. Everyone who guesses right scores a point; the teller scores a point for every person who guesses wrong.

That scoring is what keeps the lies plausible. An absurd lie fools nobody and earns nothing, so the best play is a lie shaped exactly like your real family.

Play it early in the evening. It is the fastest way to find out that the quiet person at the end of the table once spent Christmas Day in an airport.

Guess the Carol

Players 6–20Time 10 minYou need nothing

A carol hummed with the mouth shut, and a room discovering that it knows twenty of these and can identify none of them.

One player picks a carol and hums it. Mouth closed — no words, no la-la-la, no conducting with the hands.

First correct shout takes a point and hums the next one.

A hummer who has not been guessed inside a minute must say the title, and loses the point. That rule stops anybody choosing something nobody in the room has heard of.

Ban the opening line after two rounds. Everyone starts on the same four notes, and the game gets far better the moment the beginning is off the table.

Ten Seconds of Christmas

Players 4–20Time 10 minYou need nothing

Name ten things in a category in ten seconds, out loud, while the whole room counts down at you.

One player is given a category: reindeer, films with snow in them, things in a Christmas dinner, excuses for leaving a work party early.

Ten seconds to name ten. The room counts down out loud, and that counting is the entire difficulty — done in silence the game is easy and dull.

Repeats do not count. The room rules on them instantly and without discussion, because a debate costs more time than the round is worth.

Categories are invented on the spot by whoever is sitting to the speaker’s right. That saves the host preparing anything and makes the categories considerably worse, which is the point.

The Worst Present

Players 4–15Time 15 minYou need nothing

Everybody has received one. The game is working out whose was worst, and it is rarely the person who volunteers first.

Each player describes, in under a minute, the worst present they have ever been given. Real ones only.

Nobody names the giver if the giver is in the building, or on their way to it. This is a party, not a reckoning.

When everyone has spoken the room votes — but not on the worst object. It votes on the worst moment: the present, plus the face that had to be made while holding it.

The winner chooses the next game. It is the only prize this page offers and people take it surprisingly seriously.

Who Am I?

Players 4–20Time 15 minYou need sticky notes, a pen

A name stuck to your forehead that you cannot see, and twenty questions to work out whose it is.

Each player writes a Christmas figure on a sticky note — someone from a film, a carol, an advert, a story — and sticks it to the forehead of the person on their left without showing them.

Going round the circle, each player asks one yes-or-no question about themselves. A yes buys another question straight away; a no passes the turn on.

You may guess your own name at any point, but a wrong guess costs the rest of that turn.

One rule makes it a party game rather than a quiz: the names have to be things everyone in this room would know. A clever obscure choice is a dead turn for the player wearing it and a boring one for everybody watching.

The Twelve Days Memory Round

Players 4–12Time 10 minYou need nothing

The structure of the song with the list invented by the room, and it collapses at about day eight every single time.

The first player begins “on the first day of Christmas my true love gave to me” and invents the gift. Anything at all; the more specific the harder it is to remember.

The second player repeats the first and adds a second. The third repeats both and adds a third, on to twelve.

One mistake and that player is out. The list carries on from where it was, and the last player standing wins.

Every gift has to be said in the rhythm of the song rather than simply listed. It sounds like a detail. It is the reason the game is difficult.

The One-Word Christmas Speech

Players 5–12Time 15 minYou need nothing

The room delivers a speech to the nation one word at a time, going clockwise, and nobody has any idea where it is heading.

Everyone sits in a circle. One player names the occasion: a toast, an address to the nation, an apology to the turkey, a statement to the press.

The speech is built one word at a time round the circle. No planning, no whispering, nobody takes two words.

Anybody may end it by saying “and a happy new year”, which finishes the speech wherever it happens to have got to.

The first two are nonsense and the fourth is unnervingly good. That is the whole game, so do not let the room stop at two.

Christmas Charades

Players 6–20Time 20 minYou need paper, a bowl

Charades with everything in the bowl written by the room, which is why it beats any printed list of titles.

Everyone writes three Christmas things on separate scraps and folds them into a bowl — films, carols, traditions, adverts, family disasters. Nobody signs anything.

Two teams. A player draws a scrap and acts it: no words, no sound, no pointing at objects in the room.

Sixty seconds a turn. A correct guess takes the scrap and a point; a pass costs nothing, but the clock keeps running.

Because the room filled the bowl, everything in it is something this room has actually seen. If you would rather draw from a longer list, there are 200 charades ideas here, with the standard signals.

Christmas Card Pictionary

Players 6–20Time 20 minYou need paper, pens

The same idea drawn rather than acted, and it is the better version for a room that will not stand up.

Two teams, one pad, one pen, one minute. A player draws a Christmas scene, film or carol while their own team guesses.

No letters, no numbers, no speaking and no gestures. The pen is the only thing allowed to move.

A point per correct guess. Keep the drawings — the wall of them at the end of the night is funnier than the game was.

It works in the rooms where charades does not: a table that has eaten too much to get up, a party with somebody who will not perform, an office where standing on a chair is not going to happen.

The Roll of Tape

Players 2–12Time 5 minYou need a roll of sticky tape

The smallest game on this page: find the end of the tape, against the clock, with everyone watching.

Press the end of a roll of sticky tape down flat so it vanishes into the roll.

Pass it round. Each player gets fifteen seconds to find the end and lift it clear. Whoever manages it wins.

If the first round proves too easy, play the second with the lights off, or with one hand held behind the back.

It takes ninety seconds, costs nothing and fits the exact moment when a room has gone quiet and nobody wants to commit to a whole game.

Wrap Battle

Players 4–16Time 10 minYou need wrapping paper, tape, odd objects

Wrapping a present is a skill nobody practises and everybody claims. Two minutes settles the argument.

Each player gets an awkwardly shaped object, a sheet of paper, tape and two minutes.

The variation that turns it into a game: only your weaker hand may work. Both hands may hold the object still, but the wrong one does all the cutting, folding and taping.

At two minutes everybody stops and the room judges on looks alone, with no explanations accepted from the wrapper.

Use things that are genuinely difficult — a mug, a bunch of bananas, a rolled-up jumper, a bicycle pump. A box is not a contest.

Baubles and Chopsticks

Players 4–16Time 5 minYou need baubles, chopsticks, two bowls

A minute, a pair of chopsticks and a pile of baubles, which is far less easy than it sounds and considerably louder.

Two bowls a metre apart, one of them full of baubles. One minute to move as many as possible from one to the other with chopsticks.

One hand only, and a dropped bauble stays exactly where it lands.

With a big room, run it as a relay in teams of four. It goes from a contest to a spectacle and everybody gets to shout.

Shatterproof baubles. This is not a precaution, it is the difference between a game and an evening spent hoovering.

White Elephant Gift Exchange

Players 6–30Time 30–45 minYou need one wrapped gift per person

The gift exchange where nothing is yours until the round ends. The version below is the one that actually finishes.

Everybody brings one wrapped gift to an agreed price cap and puts it in a pile. Draw numbers from a hat to set the order.

Player one takes a gift and opens it. From then on each player either opens a new gift from the pile or steals an opened one. Anyone stolen from immediately does the same thing: opens or steals.

Three rules stop it running all night. A gift may be stolen twice and is then frozen for good. Nobody may steal straight back from the person who has just taken from them. When the last gift is opened, player one gets one final steal, and the game ends there.

Agree the cap out loud before anybody shops, and say plainly whether the gifts are meant to be good or meant to be terrible. Half the arguments at a white elephant come from a room that never decided which of the two games it was playing.

Secret Santa Detective

Players 6–25Time 20 minYou need the gifts you already have

A second game hidden inside the one the office is already playing, at no extra cost and no extra shopping.

Open the Secret Santa presents one at a time, in front of everybody, rather than all at once in a heap.

After each one the recipient gets a single guess at who gave it. Right, and the recipient takes a point. Wrong, and the giver takes one and stays hidden.

Nobody confirms anything until every gift has been opened. Then the givers own up in order and the points are counted.

It fixes the awkward part of Secret Santa — one person unwrapping something while twenty people watch and think of nothing to say — by making that the part everybody is concentrating on.

Pass the Parcel, Adult Version

Players 6–20Time 15 minYou need a parcel, music

The children’s game with the sweets swapped for instructions, which makes it a completely different game.

Wrap something small in a lot of layers. Between each layer put a folded instruction instead of a sweet.

The instructions escalate. The first is “tell the room one true thing about your year”; the fourth is “make a toast”; the last is a forfeit worth having. Write all of them before you start — nobody invents a good one under pressure with a room watching.

Music plays, the parcel goes round, the music stops, one layer comes off and the instruction is carried out before the music starts again.

Whoever unwraps the last layer keeps what is inside, so make it something worth keeping. The game is noticeably better when the prize is real.

The Cracker Joke Contest

Players 4–20Time 10 minYou need crackers, or paper

The jokes inside crackers are famously terrible. This is the round where the room tries to do better and finds out that it cannot.

Pull the crackers and read every joke out, worst first if the table can agree which that is.

Each player then writes one cracker joke of their own on the back of a slip, folds it and drops it into a hat.

Read them all out anonymously. The room votes for the best one — and then, separately, for the one that is most convincingly a real cracker joke. Those are two different prizes and the second is the funnier of them.

With no crackers in the house, scraps of paper do the job. The jokes will be just as bad.

Silent Night

Players 8–40Time runs all eveningYou need nothing

One word is banned for the whole party, and the only thing at stake is who catches whom. Set this one up before anybody arrives.

Choose a word nobody could reasonably avoid — Christmas, present, cheers — and tell each person as they come through the door.

Anybody who says it and is caught hands over something small: a bauble, a coin, a cracker toy. Whoever is holding the most at midnight wins.

The catcher has to say the word out loud to claim the forfeit. A catch that nobody else heard does not count, which keeps the whole thing honest without a referee.

It runs in the background for hours, needs no host and nothing bought, and it is the only game here you can start before a single guest has taken their coat off.

Indoor Snowball Fight

Players 6–30Time 5 minYou need scrap paper

A minute of indoor chaos with nothing at all at risk, which is the right way to end an evening.

Every player gets five sheets of scrap paper and crumples them into balls. Split the room in two with a line of tape, or a sofa.

Sixty seconds. Throw everything across the line. When the time is up, the side with fewer balls on its own floor wins.

Nothing may be held back and nothing may be kicked. The counting is done by somebody who was not playing, because both sides will otherwise count wrong and mean it.

It is the loudest game here, it takes four minutes including the clearing up, and it is the one people describe to other people afterwards.

Who these are for

Almost everybody, and two thirds of offices

The National Retail Federation runs an annual winter holiday survey with Prosper Insights & Analytics. The 2025 round asked 8,247 adults between 1 and 7 October, with a margin of error of plus or minus 1.1 percentage points: 91 per cent planned to mark the winter holidays, spending an average of $890.49 each, of which $627.93 was gifts.1

That gift figure is the reason half a dozen games on this page are built around presents rather than props. The gifts are the expensive part of the evening and they are already in the room; White Elephant and Secret Santa Detective simply make them do a second job.

For the office end of it, Challenger, Gray & Christmas runs a year-end survey of employers. The 2024 round found 64 per cent of companies planning a holiday celebration, with 4.5 per cent holding it virtually and 6 per cent never holding one at all.2 That survey is a small one — 173 human resources and business leaders, with no published margin of error — so it is worth reading as an indication rather than a measurement.

Running the evening

Three mistakes that flatten a Christmas party

Letting the gift exchange eat the whole evening. A white elephant with thirty people and no steal limit runs past an hour and finishes with everyone quietly hoping it will stop. The two-steal rule and the final steal are not decoration; they are the reason the game ends while people still like it.

Starting a game before the food. Anything needing teams needs everybody in the same room and nobody in the kitchen. Until the plates are down, run something that people can join late — Silent Night is designed for exactly that, and The Christmas A to Z works with whoever happens to be standing there.

Treating an office party like a house party. The games that need someone to perform, take a forfeit or describe a bad present all land differently when the room includes the person who signs the payslips. Seventeen of the twenty here are fine at work; the three to leave at home are listed in the questions below.

One more thing to know

The cracker was a sweet wrapper with a motto in it

Worth having ready on a table where everyone is wearing a paper hat. The V&A’s account: Tom Smith (1823–1869), a confectioner, set up shop in Goswell Road, Clerkenwell in the 1840s. On a trip to Paris he found the French bon bon — a sugared almond twisted into tissue paper — and to keep it selling outside Christmas he began tucking a small love motto inside the wrapper.3

The bang came later: Smith patented his first cracker device in 1847 and perfected the mechanism in the 1860s, two strips of paper with silver fulminate on one and an abrasive surface on the other, so that pulling them apart sets off a small explosion. The paper hats were not his at all — his son Walter added those, along with novelties sourced from Europe, America and Japan.3

So the thing on the table is a sweet wrapper that lost its sweet, kept its motto, gained a bang from one generation and a hat from the next. The Cracker Joke Contest is the round for the evening you find that out.

Free printable

Ten more rounds, on paper

The Bonus Round Pack is a printable PDF with ten party rounds that aren’t in Party Battle Book and aren’t on this page, plus a score sheet built to survive a kitchen table. Prints in black and white, which matters if you are printing it an hour before people arrive.

Questions about the questions

Common ones

Which of these need no props at all?

Nine of the twenty: The Christmas A to Z, Finish the Lyric, Two Truths and a Christmas, Guess the Carol, Ten Seconds of Christmas, The Worst Present, The Twelve Days Memory Round, The One-Word Christmas Speech and Silent Night. Between them they cover the arrival, the middle and the whole background of an evening, so a party with nothing bought is not a party with nothing to do.

Which ones are safe for an office Christmas party?

Seventeen of the twenty. The three to leave for a house party are Pass the Parcel, because the forfeits are the game; The Worst Present, because somebody will eventually describe something a colleague gave them; and the Indoor Snowball Fight, which needs a room you do not mind wrecking. Everything else runs fine in a room that includes your manager.

What works with a small group of four or five?

Eleven of them, including The Roll of Tape, which works with two. Two Truths and a Christmas, Finish the Lyric, Ten Seconds of Christmas and The Twelve Days Memory Round are the best of the small-group set, because they get better rather than worse as people stop performing and start listening.

What works with more than twenty people?

Four: Silent Night, which is built to run in the background of a large party for hours; White Elephant, which takes thirty if you hold to the steal limit; Secret Santa Detective, which scales as far as the gift list does; and the Indoor Snowball Fight, which arguably improves with a crowd. Charades and Pictionary also handle twenty, as long as you can split them into two teams that can all see.

Are these suitable with children at the party?

Most of them. Finish the Lyric is the best mixed-age game on the page, and the A to Z, Guess the Carol, Who Am I?, Baubles and Chopsticks, Wrap Battle and the Snowball Fight all work with a wide age range. Pass the Parcel in this version is written for adults — swap the instructions back for sweets and it is the children’s game again.

How long should games take at a party?

Ten to twenty minutes each, then stop while people still want more. The times on each card are honest ones for a room that is talking and eating rather than concentrating; the same games run faster with a group that is paying attention.

Where did these come from?

They were written for this page in the same shape as the rounds in Party Battle Book: rules short enough to read out loud, no equipment where it can be avoided, and a mechanic that survives contact with a room that has been drinking since four.

Sources

Where the facts on this page come from

  1. National Retail Federation, annual winter holiday consumer survey conducted by Prosper Insights & Analytics, 2025 round: 8,247 adult consumers, fielded 1–7 October 2025, margin of error ±1.1 percentage points. 91% planned to celebrate the winter holidays; average planned spend $890.49 per person, of which $627.93 on gifts for family and friends and $262.56 on food, decorations and cards. Press release. Figures are for the United States and describe stated intentions before the holiday rather than measured behaviour after it.
  2. Challenger, Gray & Christmas, Inc., year-end survey of employers, 2024 round: 173 human resources and business leaders across industries and company sizes, fielded November–December 2024. 64% of companies planning a holiday celebration, matching 2023; 4.5% holding it virtually, up from 3.9%; 6% never holding one, down from 8%; 17% reducing what they spend on it, up from 8%. Survey report. The sample is small and the report publishes no margin of error, so the percentages are indicative rather than precise.
  3. Victoria and Albert Museum, “The Christmas cracker”. The dates for Tom Smith (1823–1869), the Goswell Road shop in the 1840s, the Paris bon bon, the love motto, the 1847 patent and the perfecting of the mechanism in the 1860s, the silver fulminate and abrasive strips, and Walter Smith’s addition of the paper hats and imported novelties are all the museum’s own account. Article.

The games themselves are not sourced, because they are not claims. Several are traditional and belong to nobody — pass the parcel, charades and the white elephant exchange among them; the rest were written for this page. Where a game is traditional, the rules given here are one workable version of it rather than the definitive one.

Keep going

More from this side of the house

Fewer props, more questions: a hundred would you rather questions for any room, with the rules and where the game came from.

One game, in depth: 200 charades ideas with the standard signals — the list to draw on if the bowl runs dry.

The other seasonal evening: 15 Halloween party games with the rules in full and 200 Halloween would you rather questions.

The same game for other rooms: for teens and for meetings and offsites, which is the one to raid if the office party needs filling.

If the evening wants more than one game, Party Battle Book has 117 rounds across seven kinds — charades, bluffs, debates, letter storms — one page each, no phones, no setup.

Everything on the party and games shelf