01
The Outsider is not blind, they are stranded
They get a code card like everyone else. Theirs just does not decode to anything, so they have to sit there and work it out from what you say.
Printable party game
A word grid sits face up in the middle. Two dice pick the secret word, and everyone can decode it except one person.
This round's word
The time Jake lost a shoe
Every card in the pack is built around them.
1
Two dice give you a row and a column. Your code card turns that into one word on the grid. The dice live on a phone at dice.onl/2-dice.
2
Say a single word that proves you know it. Say too much and you have handed it over.
3
Vote. If they were faking, they get one guess at the word to save themselves.
One round
Roll for the word, then look at the card the Outsider is holding.
01
They get a code card like everyone else. Theirs just does not decode to anything, so they have to sit there and work it out from what you say.
02
Too specific and the Outsider has the word. Too vague and the table decides you are the Outsider. There is a very thin gap in the middle.
03
Name the word after being caught and you still score, which means a good Outsider spends the round listening rather than talking.
Prints on plain A4 or Letter. Black and white is fine. Cut along the guides and you are ready.
Before you play: You need one phone with dice.onl/2-dice open. Nothing else. Leave it open for every round.
The left die is the row on your code card, the right die is the column. That cell points at one word on the grid in the middle. Everyone with a code card can read it.
A code card, the same size and shape as everyone else's. Theirs simply does not point at a word. They know they are the Outsider, they know a word exists, and they have to fake their way through it on whatever the table says.
Because two dice are the one thing nobody has when they need them. Open dice.onl/2-dice, leave it open, and hand the phone round. It is the only thing in the pack that is not printed.
Alternate them each round so the Outsider cannot memorise the pattern from watching everyone else's faces. Two sets is enough to keep a full party honest.
They get one shot at naming the word. Get it right and they still score, which is why a good Outsider spends the whole round listening rather than talking.
Five minimum, up to fourteen. Below five the maths is against the Outsider and everyone can see it.
Secret Missions
Secret tasks that turn the whole event into the game.
See gameMajority Rules
The biggest crowd wins every round.
See gameBet Your Mate
Guess the number. Bet your chips.
See gameSketchy Business
Everyone is drawing the same thing. One person has no idea what it is.
See gameThe Pitch
Talk your way out of anything - using two words that should make it impossible.
See gameReady to play?
Choose the games that fit your group, then print the pages you need.
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