Runs on the phones already in the room — living rooms, break rooms, back tables

DICE BREAKERS

Roll a die, read the prompt, watch a quiet room turn loud. Group games for people who've only just met.

  • Dice + prompts
  • Party modes
  • Multiplayer rooms

What you actually get when the dice come out

Dice everybody can see

One roll lands on every phone in the room at the same moment. No arguing about who really got the six, no hunting under the sofa for a missing die.

Prompts that match the room

Decks range from easy openers to the ones that get a story out of someone. You pick how far in you want to start — strangers and old friends do not need the same question.

Modes for the volume you're at

Quiet rounds that work across a dinner table, and loud ones built for the kitchen floor at one in the morning. Switch between them mid-night without restarting.

Rooms that open in seconds

The host opens a room, everyone else joins with a short code. No accounts for guests, no waiting while three people work out where the button is.

Random challenges, ranked

Dares, mini-tasks and speed rounds pulled at random and sorted from gentle to ridiculous, so nobody gets thrown in the deep end on their first turn.

Ways people ask for us

Tell us which one sounds like your night and we'll set it up with you.

Most asked for

House Party

The everyday set-up: friends, a sofa, somebody's playlist and a room that fills up as people arrive.

  • Classic dice modes
  • Starter prompt decks
  • Drop-in joining mid-game
  • Host controls to skip a round

Brand-New Group

For rooms where nobody knows more than two other people — first week at a flatshare, a hostel lounge, a club night one.

  • Name-and-face opening round
  • Low-stakes prompts first
  • Challenges anyone can refuse
  • Shorter turns, faster circuit

Team Warm-Up

A short, work-appropriate round to open an offsite, a retro or a Monday call without the groan.

  • Ten-minute mode
  • Remote-friendly rooms
  • Prompts kept off personal ground
  • Someone to run the first one

Custom Prompt Deck

We write the questions around your crowd — the in-jokes, the trip, the wedding, the office nobody outside would understand.

  • Prompts written for your group
  • A draft you review before the night
  • Deck stays yours afterwards
  • Mixes into the standard modes

Venue & Event Mode

For bars, hostels and conference floors: a room code on the table card, strangers playing by the second drink.

  • Code per table or per floor
  • Rounds sized for short sittings
  • Printable table cards
  • A run-through with your staff

Not sure which fits? Describe the group in the form below and we'll say which one we'd put on the table.

How it goes from message to game night

  1. Tell us about the group

    How many people, how well they already know each other, and what the night is — a birthday, an offsite, a Tuesday with nothing on.

  2. We put a set-up together

    You get a shortlist of modes and decks, in the order we'd play them, plus any prompts written for your crowd.

  3. Open the room

    The host starts the room, guests join with the code from their own phones, and the first roll goes before anyone has taken their coat off.

  4. Keep what worked

    Any deck written for you stays with you, so the next night starts from the rounds that landed instead of from scratch.

What people say after

★★★★★
Used it for a flatwarming where half the people had never met. Two rolls in, the quietest person in the room was telling a story about a ferry. That never happens on its own.
Nadia
★★★★★
Our offsite icebreaker is usually a chore. Ten minutes of this and people were actually laughing before the first session. Nobody had to download anything, which was the bit I'd dreaded.
Tom
★★★★☆
The custom deck was the best part — half the questions were about our group chat. I'd ask for a few more easy ones at the start next time.
Priya
★★★★★
Ran it on the hostel common room table for a week. Strangers who arrived separately were playing together by the second evening.
Mark

Before you message us

Does everyone in the room need to set something up?

No. One person hosts the room and everyone else joins with the code from their own phone — no accounts for guests, no profile to fill in before the first roll.

How big a group does this work for?

Anything from a few people around a table to a room where people keep arriving. Tell us the number you expect and we'll suggest round lengths that keep turns moving instead of stalling.

Is it safe to use at work?

The team warm-up decks are written to stay off personal ground — no questions about relationships, money or anything someone would rather not answer in front of a manager. You can read every prompt before you use it.

Can we use our own questions?

Yes, that's the custom deck. You send us the group, the occasion and anything that should definitely come up, we write the prompts and you approve them before the night.

What if someone doesn't want to answer?

Passing is built in. Challenges are ranked gentle to ridiculous and any turn can be skipped without a penalty — a game that corners people is a game people stop playing.

Tell us about your game night

Leave your name and email with a line about the group, and we'll come back with a set-up to try.

  • A person on the team reads every message — no auto-reply loop.
  • We answer with a suggested mode list, not a sales pitch.
  • First thing we'll ask: how many people, and how well do they know each other?