Family game night ideas that work for mixed ages
The hard part of a family games night is not finding a game. It is finding one where the eight year old is not bored, the teenager is not embarrassed and the grandparent is not lost. Here is what actually works.
Why most family games fail on the second round
Almost every game that struggles with a mixed age room fails for the same reason: it rewards one narrow skill, and that skill correlates with age. General knowledge quizzes reward having been alive longer. Speed games reward reflexes that peak somewhere around twenty. Word games reward vocabulary. In each case somebody at the table works out within two rounds that they cannot win, and once a person knows they cannot win they stop trying, which is the moment the evening quietly ends.
The fix is not to handicap anybody. Children notice being let off, and being let off is worse than losing. The fix is to pick games where the thing being tested is not a skill that stacks with age.
The four kinds of game that survive a mixed room
These are the categories worth building an evening around, and there is at least one in almost any decent collection.
- Games of performance. Acting, drawing, humming. Being eleven is not a disadvantage and being sixty is not an advantage, and the worse somebody is at it the better the round tends to be.
- Games of opinion. Nothing is right or wrong, and the score comes from reading the room rather than from knowing something. A child often reads a family better than the adults do.
- Games of invention. Write a story, write a lie, write a caption. The funniest answer wins and funny is not a function of age.
- Games with no score at all. Sometimes the right answer is a game that cannot be lost, which is a much easier thing to sell to a room than it sounds.
Start with something nobody can lose
The first ten minutes of a family games night are the ones that decide the rest of it, and they are usually spent waiting for somebody to come downstairs. That is the slot for a game with no scoring: questions worth answering, a room that starts talking, and nothing at stake. It warms up the people who are not sure they want to play, which is normally the teenager and whichever adult said they would just watch.
Once everybody is in and talking, that is the moment to start something with a score in it. Doing it the other way round, opening with the competitive game while three people are still arriving, is how you end up with a family game night that two people played.
- IcebreakersFour small games with no scoring, for a room that has not settled yet.
- Yes or NoOne statement, two answers, and no rules to explain to anybody.
Then something loud
The middle of the evening wants the game everybody will remember. Charades is the reliable one and it has never needed improving, only the admin taking off it: no writing words on paper, no arguing about whether the timer started, no scorekeeping on the back of an envelope. A drawing chain does the same job with less standing up, and it has the advantage that the funniest thing in the room is produced by whoever is worst at drawing.
Both of these work because they are performances. Nobody is being tested on what they know. The eight year old miming a washing machine is the highlight of the evening regardless of who scores.
- CharadesThe words, the clock and the score handled, so the room can just play.
- Sketch ChainDrawing and guessing in a chain, then the whole thing read back.
- Story ChainOne line each, and a story at the end that nobody wrote on their own.
Finish before it fades
The most common mistake in a family games night is playing one round too many. The room is tired, somebody has already checked their phone twice, and the last round is the one everybody remembers. Stopping while people still want another one is the whole trick, and it is worth saying out loud at the start: three games and then we stop.
A short format is useful at the end for the same reason. Something that runs in eight minutes lets you offer one more without committing the room to another half hour.
Handling the age gap in practice
A few things make a real difference and none of them are about the games themselves.
- Put the youngest and the least confident on a team rather than on their own. A team of two is a conversation, and a conversation is much easier than a spotlight.
- Let somebody sit out a round without making it a thing. The person who wants to watch one round usually plays the next four.
- Read the prompts out loud even when they are on the screen. It includes anybody whose reading is slow or whose eyes are tired, and it costs nothing.
- Check the content before you hand it round. Anything a family plays should be safe to read aloud in front of a ten year old without you having to skim it first.
Make the game about your own family
The best round of the night is almost always the one about people in the room. A quiz where the questions are about your own family, a set of prompts written by whoever is hosting, a deck of words that only mean something to the six of you. This is the thing a phone can do that a box on a shelf cannot: the content is yours and it takes ten minutes to write.
In Koven anybody can build a deck and hand it to their own family with a code, with no review and no waiting, because sharing something with your own people is not the same as publishing it to strangers. Anything you do publish to strangers is read by a moderator first.
- The community libraryDecks other people have written and published, all moderated first.
- All fifteen gamesPlayer counts, running times and how each one actually plays.