Tower Trouble
Pick where the falling piece should land: the server averages your whole team into one placement.
Pick where the falling piece should land: the server averages your whole team into one placement.
Tetromino pieces fall and each team decides where theirs should land. Everybody places blind on their own phone, the server takes the average of the whole team, and the piece drops there, into a real physics world of the team's own, where it lands, leans and sometimes brings the tower down.
Disagreement is not resolved here, it is averaged, and the tower shows you exactly how much of it there was. Two players who agree place a piece cleanly; four who do not build something that leans. Nobody has to be told which team was arguing.
Answer a few questions about yourselves, then guess how the room compares.
The canvas is split into zones. Draw together, guess together.
Vote your team through a maze race. Majority rules, literally.
Pitch a startup, take it public, then trade, short and sabotage your way to the top.
One director, blind text clues, chaotic art. Guess the brief, then judge it.
Answer a blitz prompt, then swipe through duels to crown the funniest.
Two teams, one rope, one beat: keep time and drag the ratchet your way.
Master five arcade cabinets with your crew and race for the ticket jackpot.
Crazy golf for teams. Everyone drags a line blind: agree and you putt where you meant to, argue and the ball picks a line out of your cone.
Your team draws a four-beat story onto one picture — nobody sees the whole sentence. Then the room guesses it.
Estimate a number nobody knows, then bet on where the truth lands in the crowd.
Draw what you read, describe what you see. Five hops later, watch the wreck.
A bumper-kart race in cars of two: one steers, one drives. Same track, everyone at once, oil everywhere.
Free for a full party night, no card, no download. The room code appears the moment you open it.
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