How to Plan a Game Night With Friends
By Dima Tretyak, creator of DeepTalk ยท Updated
Everyone loves the idea of game night and somehow it never happens, or it happens once, someone explains a rulebook for forty minutes, and it never happens again. A good game night is barely about the games. It's about the group size, the order you play things in, and knowing when to stop.
- 1
Cap it at six people
Four to six is the whole magic. Under four, some games collapse; over six, the night splits into two conversations and someone spends an hour on their phone waiting for a turn. If more people want in, that's not a bigger game night, that's a second game night.
- 2
Lock the date like you mean it
The group chat poll is where game nights go to die. Pick a date yourself, announce it two weeks out, and say "come if you can." A set date with four yeses beats a poll with nine maybes every time, and a recurring slot, first Friday of the month, kills the scheduling problem for good.
- 3
Order the games by energy, not preference
Open with something loud and instant while people are still arriving; skip the rulebooks in that first hour. Put the heavy strategy game in the middle when everyone's settled, then close with something short and stupid. The most common mistake is opening with the two-hour game someone just bought.
- 4
Make food nobody has to manage
Anything requiring a fork, a plate, and a lap is fighting the games for table space. Pizza, snacks in bowls, things eaten with one hand. If it's a potluck, assign categories or you will receive four bags of chips and nothing else.
- 5
Read the room at the peak
Every game night has a peak, usually around the second game, and a slow slide afterward. When you feel the slide, don't force the fourth game. Wrapping while people are still laughing is what makes them say yes next month, and the last twenty minutes of talking on the couch is often the actual point of the night.
The between-games game
There's always a dead zone: while stragglers arrive, while someone sets up the board, after the last game when nobody wants to leave. That's the DeepTalk slot. Open Party Starters, hand the phone to whoever's loudest, and have them read cards to the room, one answer each, phone moving clockwise. It takes no setup and no explaining, which is exactly what the first and last half hours of a game night need. For a group that's gotten close, the Friendship deck at the end of the night has ended more than one game night an hour later than planned.