01
The Problem makes it theirs
The Situation opens the door. The Problem uses a grounded group detail to make the excuse harder without claiming it really happened.
Printable party game
One player reveals a Case. Everyone else draws one absurd Curveball and has sixty seconds to sell a cover story that explains everything.
Situation
Mia's hotel has called about a missing room TV.
The Problem
James has a photo of it in the taxi.
Curveball
Inflatable swan
The pitch
“The swan was the only way to move it without waking the hotel.”
Thirty seconds to build your excuse. Sixty seconds to sell it.
Three things happen each round.
The cover story has to explain both.
Step 1
The judge reads the Situation and its Problem, then sits out while everyone else pitches. The seat passes left after the winner is picked.
Step 2
Every pitcher draws one card from the Curveball pile. It must matter inside the story, and the judge can stop you and make you point to it.
The judge picks whoever sold it, not whoever made sense.
Step 3
Thirty seconds to think, sixty to deliver. The judge picks whoever explained it best and their call is final. Then the seat moves on and it is somebody else's turn to sweat.
01
The Situation opens the door. The Problem uses a grounded group detail to make the excuse harder without claiming it really happened.
02
Anyone can invent an excuse. Making an inflatable swan essential to it is a different sport.
03
The judge is not marking logic. A terrible excuse delivered with total conviction wins constantly, and everyone learns that by about round two.
What makes it yours
Each Case starts with an awkward Situation. The Problem brings in the person, object or message that makes it personal and harder to explain.
Ava is precious about her car. Jess has the spare key.
Situation: Ava's car has done 487 km overnight. Problem: Jess has the spare key.
The hotel room TV came up in the group chat. James took a taxi photo.
Situation: Ava's hotel calls about a missing room TV. Problem: James photographed it in the taxi.
Ava's mum is coming. She always arrives early.
Situation: Ava's birthday cake has vanished. Problem: Her mum arrived twenty minutes early.
Prints on plain A4 or Letter. Black and white is fine. Cut along the guides and you are ready.
See a real printed pack (PDF)Before you play: a pen for the score sheet and a phone timer, for the thirty and sixty second clocks.
Yes. It has to matter inside the story, not appear as a last-second mention.
Complaining loudly is encouraged. Overturning is not. The judge is wrong and the judge is final, and the seat passes anyway.
Make the Curveball essential and commit hard. A bad excuse delivered confidently can beat a clever one delivered apologetically.
Thirty seconds to think, up to sixty to deliver. If someone is flying, let them fly. If someone is dying, the clock is a mercy.
Five or six is the sweet spot. The game supports up to twelve, but a full round of pitches takes longer as the table grows.
Not in their own round. They read, they listen, they pick. Then the seat moves left so everyone gets a turn on both sides of it.
No. The seat passes left after each round, so everybody judges exactly once and pitches the rest. Six players means six rounds, and the game ends when everyone has had the chair.
One point per round, to whoever the judge picks. Their call is final. Most points wins, once every player has taken one turn judging.
Secret Missions
Secret tasks that turn the whole event into the game.
See gameMajority Rules
The biggest crowd wins every round.
See gameThe Outsider
The whole group knows the word. One person has to fake it. Nobody knows who.
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 gameReady to play?
Choose the games that fit your group, then print the pages you need.
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