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Games that need nothing at all

Reviewed August 2026

For the party you decided to have this afternoon. Nothing here needs printing, buying or preparing, and every one can be explained in two sentences.

These are also the ones to keep in reserve. A planned game can fall flat; a game that needs nothing can be started in the ten seconds after it does.

Color Hunt

Free

Call a color, everyone runs to find something that color and brings it back.

  • 10 min
  • 4–20 people
  • Ages 3–6
  • No prep
  • Running around
  • Inside or out

What you need

Nothing

How to play

  1. Gather everyone in the middle of the room or backyard.
  2. Call one color. Everyone runs to find something that color and brings it back.
  3. Hold it up, name it, and put it in a pile.
  4. Six or seven rounds. Change color every time.

How it ends

No winner. Clap for the pile at the end — at this age that is enough.

Animal Actions

Free

Name an animal, everyone moves like it. Ends with everyone flat on the floor as a sleeping cat.

  • 8 min
  • 4–30 people
  • Ages 3–6
  • No prep
  • Running around
  • Inside or out

What you need

Nothing

How to play

  1. Call an animal. Everyone moves like it until you call the next one.
  2. Alternate loud animals with quiet ones — elephant, then mouse.
  3. Finish on a sleeping cat, everyone flat on the floor. It settles the room, which is the real purpose.

How it ends

Nobody wins. Use it to calm a room before food.

Make Waves

Free

A bedsheet, everyone holding the edge. Waves, mushroom, and swap-places-underneath.

  • 12 min
  • 6–30 people
  • Ages 3–8
  • No prep
  • Running around
  • Inside or out

What you need

A large bedsheet

How to play

  1. Everyone holds the edge. Make small waves, then big ones.
  2. Mushroom: lift high together, then run underneath and sit on the edge so it domes over you.
  3. Swap: call two names, they change places under the sheet while everyone else lifts.

How it ends

Finish with the mushroom. It always gets a cheer.

Freeze Dance

Free

Dance while the music plays, freeze when it stops. Anyone who moves does a silly penalty, not an elimination.

  • 12 min
  • 5–40 people
  • Ages 5–11
  • No prep
  • Running around
  • Inside or out

What you need

Music and something to pause it with

How to play

  1. Music on, everybody dances. Music off, freeze.
  2. Anyone who moves does a silly penalty — one lap of the room — and rejoins.
  3. Silly penalties rather than elimination keep everyone playing, which is the difference between five minutes and fifteen.

How it ends

Stop while they still want more. Final round in slow motion.

Would You Rather

Free

Twenty impossible choices. Everyone picks a side of the room and defends it.

  • 15 min
  • 4–100 people
  • Any age
  • No prep
  • Up and about
  • Inside or out

What you need

A list of twenty prompts

How to play

  1. Read a choice. One answer is this side of the room, the other is that side. Everyone moves.
  2. Ask two people from each side why. The arguing is the game.
  3. Start silly, get harder. Stop before it turns into a real argument.

How it ends

No winner. Best used in the first twenty minutes while people are still arriving.

Two Truths and a Lie

Free

Three claims each, the group votes on which is invented.

  • 20 min
  • 4–30 people
  • Any age
  • No prep
  • Sit-down
  • Inside or out

What you need

Nothing

How to play

  1. Everyone says three things about themselves. Two true, one invented.
  2. The group votes on the lie. Then the truth comes out, and the true ones are usually the surprise.
  3. You go first, and make yours genuinely surprising. It sets the level.

How it ends

A point for fooling the group. Best for a room where people do not all know each other.

Wink Catcher

Free

One secret winker sends players out of the game with a wink; one detective gets three guesses.

  • 12 min
  • 8–30 people
  • Ages 7–14
  • No prep
  • Sit-down
  • Inside or out

What you need

Nothing

How to play

  1. Everyone sits in a circle, eyes closed; tap one player — the secret winker — and pick one detective.
  2. The winker knocks players out with a discreet wink; the knocked-out count slowly to five, then lie down dramatically.
  3. The detective has three guesses to name the winker.

How it ends

Detective wins by catching the winker; the winker wins by clearing the circle.

Never Have I Ever

Free

Ten fingers up. Put one down for each thing you have done. Keep it clean or do not, your party.

  • 20 min
  • 4–20 people
  • Any age
  • No prep
  • Sit-down
  • Inside or out

What you need

Nothing, though a prompt list helps

How to play

  1. Everyone holds up ten fingers. Take turns naming something you have never done.
  2. Anyone who has done it puts a finger down and, if the group insists, explains.
  3. Read the room. This game goes wrong faster than any other on this list.

How it ends

Last with a finger up has lived the most sheltered life. Or the most careful.

One Word at a Time

Free

A story around the table, one word each. It falls apart, which is the point.

  • 15 min
  • 4–16 people
  • Any age
  • No prep
  • Sit-down
  • Inside or out

What you need

Nothing

How to play

  1. Go around the table adding one word each to a single story.
  2. No hesitating and no whole phrases. One word.
  3. Start it yourself with something absurd.

How it ends

It collapses into nonsense in about four minutes. Start another.

Two Things In Common

Free

Pairs find two things they share that are not about work. Then pairs merge into fours.

  • 20 min
  • 8–150 people
  • Any age
  • No prep
  • Up and about
  • Inside or out

What you need

Nothing

How to play

  1. Pairs. Find two things you share that have nothing to do with work. Three minutes.
  2. Pairs join into fours. Find one thing all four share. Three minutes.
  3. Fours into eights, same rule. It gets harder and funnier.

How it ends

Each group of eight reports their one thing. No prize.

Kemps

Free

Partners agree on a secret signal. Collect four of a kind, give the signal, and your partner calls "Kemps" before the other pair catches on.

  • 20 min
  • 4–8 people
  • Any age
  • No prep
  • Sit-down
  • Indoors

What you need

A deck of cards

How to play

  1. Pair up, partners sitting opposite. Each pair agrees on a secret signal away from the table: a wink, a cough, a tug of the ear.
  2. Deal four cards each and turn four face up in the middle.
  3. On "go", everyone swaps with the middle one card at a time, all at once. Hands always hold four.
  4. When nobody wants the middle cards, the dealer clears them away and turns up four more.
  5. Hold four of a kind and give your signal. When your partner spots it and calls "Kemps", your pair scores a point.
  6. Think an opponent is holding four of a kind? Point and call "Stop". Right, and your pair scores; wrong, and your pair loses a point.

How it ends

The first pair to five points wins. Swap partners and the signals start again.

Cheat

Free

Play cards face down and say what they are. Lie when you have to. Get caught and you pick up the whole pile.

  • 20 min
  • 3–10 people
  • Any age
  • No prep
  • Sit-down
  • Indoors

What you need

A deck of cards, two for more than six players

How to play

  1. Deal the whole deck out. Uneven hands are fine.
  2. The first player puts one or more cards face down and calls them aces. The next plays twos, then threes, up to kings and around again.
  3. Play at least one card on your turn, and say what it is. It does not have to be true.
  4. Anyone can call "cheat". Turn over the last cards played: a lie, and the liar takes the pile; the truth, and the caller takes it.

How it ends

The first player with no cards left wins.

President

Free

Shed your cards first and you are President next deal. Come last and you hand over your best cards and deal.

  • 30 min
  • 4–10 people
  • Any age
  • No prep
  • Sit-down
  • Indoors

What you need

A deck of cards, two for more than seven players

How to play

  1. Deal the whole deck. Twos are highest, then aces, kings, and down to threes.
  2. Whoever holds the three of clubs leads: one card, a pair, or three of a kind.
  3. Going around, beat it with the same number of cards of a higher rank, or pass.
  4. When everyone passes, the last to play clears the pile and leads again.
  5. The first out is President and the second is Vice President. The last out is the Beggar.
  6. Next deal, the Beggar hands the President their two best cards and gets two back. The Vice President swaps one with the second from last.

How it ends

Play to an agreed time. Whoever is President when it ends wins, and the President picks the seats all night.

Egyptian Ratscrew

Free

Turn cards onto a pile in turn and slap it when two match. The first hand down takes the pile, so children beat adults.

  • 20 min
  • 2–6 people
  • Any age
  • No prep
  • Up and about
  • Indoors

What you need

A deck of cards

How to play

  1. Deal the whole deck face down. Nobody looks at their cards.
  2. In turn, flip your top card onto the middle pile, away from you, so everyone sees it at the same moment.
  3. Two of the same rank in a row, or with one card between, and anyone can slap the pile. The first hand on it takes the pile.
  4. When a jack, queen, king or ace is turned, the next player gets one, two, three or four tries to turn one of their own. If none comes, the player who turned it takes the pile.
  5. Slap by mistake and you give a card, face down, to the bottom of the pile.
  6. Run out of cards and you can still slap your way back in.

How it ends

Whoever wins the whole deck wins. Or play for fifteen minutes and count the cards.

Skip to content

Games that need nothing at all

Reviewed August 2026

For the party you decided to have this afternoon. Nothing here needs printing, buying or preparing, and every one can be explained in two sentences.

These are also the ones to keep in reserve. A planned game can fall flat; a game that needs nothing can be started in the ten seconds after it does.

Color Hunt

Free

Call a color, everyone runs to find something that color and brings it back.

  • 10 min
  • 4–20 people
  • Ages 3–6
  • No prep
  • Running around
  • Inside or out

What you need

Nothing

How to play

  1. Gather everyone in the middle of the room or backyard.
  2. Call one color. Everyone runs to find something that color and brings it back.
  3. Hold it up, name it, and put it in a pile.
  4. Six or seven rounds. Change color every time.

How it ends

No winner. Clap for the pile at the end — at this age that is enough.

Animal Actions

Free

Name an animal, everyone moves like it. Ends with everyone flat on the floor as a sleeping cat.

  • 8 min
  • 4–30 people
  • Ages 3–6
  • No prep
  • Running around
  • Inside or out

What you need

Nothing

How to play

  1. Call an animal. Everyone moves like it until you call the next one.
  2. Alternate loud animals with quiet ones — elephant, then mouse.
  3. Finish on a sleeping cat, everyone flat on the floor. It settles the room, which is the real purpose.

How it ends

Nobody wins. Use it to calm a room before food.

Make Waves

Free

A bedsheet, everyone holding the edge. Waves, mushroom, and swap-places-underneath.

  • 12 min
  • 6–30 people
  • Ages 3–8
  • No prep
  • Running around
  • Inside or out

What you need

A large bedsheet

How to play

  1. Everyone holds the edge. Make small waves, then big ones.
  2. Mushroom: lift high together, then run underneath and sit on the edge so it domes over you.
  3. Swap: call two names, they change places under the sheet while everyone else lifts.

How it ends

Finish with the mushroom. It always gets a cheer.

Freeze Dance

Free

Dance while the music plays, freeze when it stops. Anyone who moves does a silly penalty, not an elimination.

  • 12 min
  • 5–40 people
  • Ages 5–11
  • No prep
  • Running around
  • Inside or out

What you need

Music and something to pause it with

How to play

  1. Music on, everybody dances. Music off, freeze.
  2. Anyone who moves does a silly penalty — one lap of the room — and rejoins.
  3. Silly penalties rather than elimination keep everyone playing, which is the difference between five minutes and fifteen.

How it ends

Stop while they still want more. Final round in slow motion.

Would You Rather

Free

Twenty impossible choices. Everyone picks a side of the room and defends it.

  • 15 min
  • 4–100 people
  • Any age
  • No prep
  • Up and about
  • Inside or out

What you need

A list of twenty prompts

How to play

  1. Read a choice. One answer is this side of the room, the other is that side. Everyone moves.
  2. Ask two people from each side why. The arguing is the game.
  3. Start silly, get harder. Stop before it turns into a real argument.

How it ends

No winner. Best used in the first twenty minutes while people are still arriving.

Two Truths and a Lie

Free

Three claims each, the group votes on which is invented.

  • 20 min
  • 4–30 people
  • Any age
  • No prep
  • Sit-down
  • Inside or out

What you need

Nothing

How to play

  1. Everyone says three things about themselves. Two true, one invented.
  2. The group votes on the lie. Then the truth comes out, and the true ones are usually the surprise.
  3. You go first, and make yours genuinely surprising. It sets the level.

How it ends

A point for fooling the group. Best for a room where people do not all know each other.

Wink Catcher

Free

One secret winker sends players out of the game with a wink; one detective gets three guesses.

  • 12 min
  • 8–30 people
  • Ages 7–14
  • No prep
  • Sit-down
  • Inside or out

What you need

Nothing

How to play

  1. Everyone sits in a circle, eyes closed; tap one player — the secret winker — and pick one detective.
  2. The winker knocks players out with a discreet wink; the knocked-out count slowly to five, then lie down dramatically.
  3. The detective has three guesses to name the winker.

How it ends

Detective wins by catching the winker; the winker wins by clearing the circle.

Never Have I Ever

Free

Ten fingers up. Put one down for each thing you have done. Keep it clean or do not, your party.

  • 20 min
  • 4–20 people
  • Any age
  • No prep
  • Sit-down
  • Inside or out

What you need

Nothing, though a prompt list helps

How to play

  1. Everyone holds up ten fingers. Take turns naming something you have never done.
  2. Anyone who has done it puts a finger down and, if the group insists, explains.
  3. Read the room. This game goes wrong faster than any other on this list.

How it ends

Last with a finger up has lived the most sheltered life. Or the most careful.

One Word at a Time

Free

A story around the table, one word each. It falls apart, which is the point.

  • 15 min
  • 4–16 people
  • Any age
  • No prep
  • Sit-down
  • Inside or out

What you need

Nothing

How to play

  1. Go around the table adding one word each to a single story.
  2. No hesitating and no whole phrases. One word.
  3. Start it yourself with something absurd.

How it ends

It collapses into nonsense in about four minutes. Start another.

Two Things In Common

Free

Pairs find two things they share that are not about work. Then pairs merge into fours.

  • 20 min
  • 8–150 people
  • Any age
  • No prep
  • Up and about
  • Inside or out

What you need

Nothing

How to play

  1. Pairs. Find two things you share that have nothing to do with work. Three minutes.
  2. Pairs join into fours. Find one thing all four share. Three minutes.
  3. Fours into eights, same rule. It gets harder and funnier.

How it ends

Each group of eight reports their one thing. No prize.

Kemps

Free

Partners agree on a secret signal. Collect four of a kind, give the signal, and your partner calls "Kemps" before the other pair catches on.

  • 20 min
  • 4–8 people
  • Any age
  • No prep
  • Sit-down
  • Indoors

What you need

A deck of cards

How to play

  1. Pair up, partners sitting opposite. Each pair agrees on a secret signal away from the table: a wink, a cough, a tug of the ear.
  2. Deal four cards each and turn four face up in the middle.
  3. On "go", everyone swaps with the middle one card at a time, all at once. Hands always hold four.
  4. When nobody wants the middle cards, the dealer clears them away and turns up four more.
  5. Hold four of a kind and give your signal. When your partner spots it and calls "Kemps", your pair scores a point.
  6. Think an opponent is holding four of a kind? Point and call "Stop". Right, and your pair scores; wrong, and your pair loses a point.

How it ends

The first pair to five points wins. Swap partners and the signals start again.

Cheat

Free

Play cards face down and say what they are. Lie when you have to. Get caught and you pick up the whole pile.

  • 20 min
  • 3–10 people
  • Any age
  • No prep
  • Sit-down
  • Indoors

What you need

A deck of cards, two for more than six players

How to play

  1. Deal the whole deck out. Uneven hands are fine.
  2. The first player puts one or more cards face down and calls them aces. The next plays twos, then threes, up to kings and around again.
  3. Play at least one card on your turn, and say what it is. It does not have to be true.
  4. Anyone can call "cheat". Turn over the last cards played: a lie, and the liar takes the pile; the truth, and the caller takes it.

How it ends

The first player with no cards left wins.

President

Free

Shed your cards first and you are President next deal. Come last and you hand over your best cards and deal.

  • 30 min
  • 4–10 people
  • Any age
  • No prep
  • Sit-down
  • Indoors

What you need

A deck of cards, two for more than seven players

How to play

  1. Deal the whole deck. Twos are highest, then aces, kings, and down to threes.
  2. Whoever holds the three of clubs leads: one card, a pair, or three of a kind.
  3. Going around, beat it with the same number of cards of a higher rank, or pass.
  4. When everyone passes, the last to play clears the pile and leads again.
  5. The first out is President and the second is Vice President. The last out is the Beggar.
  6. Next deal, the Beggar hands the President their two best cards and gets two back. The Vice President swaps one with the second from last.

How it ends

Play to an agreed time. Whoever is President when it ends wins, and the President picks the seats all night.

Egyptian Ratscrew

Free

Turn cards onto a pile in turn and slap it when two match. The first hand down takes the pile, so children beat adults.

  • 20 min
  • 2–6 people
  • Any age
  • No prep
  • Up and about
  • Indoors

What you need

A deck of cards

How to play

  1. Deal the whole deck face down. Nobody looks at their cards.
  2. In turn, flip your top card onto the middle pile, away from you, so everyone sees it at the same moment.
  3. Two of the same rank in a row, or with one card between, and anyone can slap the pile. The first hand on it takes the pile.
  4. When a jack, queen, king or ace is turned, the next player gets one, two, three or four tries to turn one of their own. If none comes, the player who turned it takes the pile.
  5. Slap by mistake and you give a card, face down, to the bottom of the pile.
  6. Run out of cards and you can still slap your way back in.

How it ends

Whoever wins the whole deck wins. Or play for fifteen minutes and count the cards.

Planning something bigger?

The planner takes the date, the headcount and who it is for, then works out which of these fit the time you actually have.

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Kit & Occasion
OPENING YOUR INVITATION

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The host may have turned it off, or the link was copied incompletely. Check with whoever sent it to you.

Planning something yourself? Kit & Occasion plans the whole event — free to start.

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You’re all set

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Planning something yourself? Kit & Occasion plans the whole event — free to start.

YOUR REPLY
PICK YOUR MEAL
ALLERGIES OR FOOD NEEDS

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SIGNED IN

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Your events stay on this device after you sign out.

Delete your account?

This permanently deletes your account, every event saved to it, your published invitations and the replies your guests sent. It cannot be undone. Events kept on this device stay here.

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One account keeps the same event on your laptop and your phone.

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Plan it. Build it. Host it.

Tell it about your party once. The invitations, the menu, the printed kit, the shopping list and the games build themselves from your answers — so the time goes into the gathering, not the planning.

A garden party set on cream paper: the printed invitation, menu card, thank-you tags and cupcake toppers in one design, with a sage napkin and a glass of water A garden party set on cream paper: the printed invitation, menu card, thank-you tags and cupcake toppers in one design
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How it works

The design kit makes itself from your answers.

Say what the party is, when, for how many and for whom. The invitation, welcome sign, menu, banner, toppers, food cards and thank-you tags are made in one design with your words already on them. Type a name here and it is set on every sign below in that design’s own lettering. Nothing typed is kept or sent anywhere.

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Why we built it

More time together, in person.

In an increasingly digital world, the planning should be the easy part. One plan builds every piece, and the evening goes to the people in the room.

In the world

Printed, and on the table.

A garden-soiree welcome sign on an easel at a wooden garden gate, with matching pennants strung above Cupcakes with garden-soiree toppers on a cream stand beside wrapped gifts with matching thank-you tags A lemon-bordered invitation on cream linen with a lemon and its leaves The garden-soiree kit laid out on cream paper: menu, place card, toppers and tags A blush-and-gold arch invitation with a silk ribbon and a wax seal A garden-soiree menu card standing on a set table by a window A celestial arch invitation with gold star confetti and a navy ribbon A chandelier gala invitation beside a champagne coupe and a wax seal A pastel balloon invitation with two macarons and a pink ribbon A papel picado invitation with a marigold and a halved lime A dinosaur-dig birthday table: the printed welcome sign in a frame, cupcake toppers, food placards and thank-you tags on favour bags, all in one design A game-day snack table with the printed welcome sign, food placards in front of the bowls and a string of pennants

The arithmetic is done for you.

Change the headcount and every quantity follows — the same figures the planner prints.

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What are you planning?

Pick your occasion and the planner opens with it already chosen.

The games

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Prop a laptop on the table and the screen runs the game: one person taps, everyone else shouts. Or deal the cards, with the rules right there on the page. Nothing to install.

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A television in a living room showing the games page
The app

The whole plan, in your pocket.

The same planner, invitations, kit and games on your phone, with your events kept in sync.

A long table laid for a party: a floral welcome sign on an easel, a matching menu and place cards, white roses in a jug and brass candlesticks

Plan the whole event

Free, all of it — the theme, the menu with quantities, the guest list, the budget, the shopping list, the checklist. What costs money is the printed kit, once.

A game-night table in lamplight: popcorn and pretzels, two glasses of water, a pencil and a stack of blank cards in front of a laptop

Just play a game tonight

Open a pack for your occasion on any screen. No account, nothing to install. Add the names at the table and it is personal before the first round.

Browse the games
LOADING THE GAMES

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Part of the game library didn’t arrive. We’re not showing a partial list, because it would leave packs missing formats with nothing to tell you so. Everything else on the site works, and nothing you have saved is affected.

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Game night

Games people ask to play again.

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A game-night coffee table in lamplight: blank index cards and a pencil, a bowl of popcorn and two glasses, with the television glowing behind

Build my game night

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Tonight, in playing order

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Tonight
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How many are playing?

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On the TV

The screen runs the game.

It reads out the rules, keeps the score and runs the clock, so whoever is hosting gets to play too. Open this page on the laptop or the TV and press Play.

Every game the TV hosts needs at least three players, so a night for two is played at the table. The best of it is just below.

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At the table

Or deal it out.

Card games, dice games and the ones that need nothing but a pen, each quick to learn and hard to stop playing. The rules are on every card.

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Built for the room, not the download.

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Fill this in first

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Your side

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Nothing in the colour library answers to that. Try the city with its sport, or the country.

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On the screen tonight

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Fills the screen and sizes the board for the room. Escape to come back.

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WHO IS IT ABOUT?
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IN THE GAME NOW
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EDIT THE QUESTIONS
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Saved on this device only. Nothing you type here is uploaded, and it stays put if you close the tab.

LOADING THE GUIDES

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Planning guides

Guides for the event you are actually planning

Written to answer the question, not to rank for it. Every figure in them comes from the same engines the planner runs.

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Nothing published here yet

A hub goes live when it has pages worth ranking. Publishing an empty shell to hold the keyword is how a site earns a thin-content problem.

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Next step, if you want one

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CELEBRATION TRAVEL

Where to take it

For the events that go away — costed per head for a long weekend, with the months worth going. Pick a place and the planner starts with the trip already known.

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Worth booking

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Where to stay

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THE LONGER READ

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THE REST OF IT

Party arithmetic

Free calculators

Each one answers in a single screen, prints as a list you can take to the shop, and uses the same arithmetic as the planner — so the number does not change if you carry on there.

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For guests

Every answer below is worked for this many, and each calculator opens on it.

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The short answer

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YOUR EVENT
Which do you know?
Invitations going out
People you want in the room
How are they invited?
How far are people coming?
Total budget
Weeks until the event
Adults
Children
Hours
What are people drinking?
How are you serving it?
What is the main?
How is it being cut?
Table
How is the room being used?
The room, in feet — optional
Table
How far should it hang?
How many tables
Conditions
Kind of event
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This kind of event
COMMON QUESTIONS

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THE NEXT NUMBER YOU WILL NEED

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What you need

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How to play

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How it ends

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The planner takes the date, the headcount and who it is for, then works out which of these fit the time you actually have.

NOT FOUND

This page isn’t here

The link may have been copied incompletely, or the page it pointed at has moved on. Everything the site knows is still one step away.

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Why it exists

Planning a party is mostly admin

Somebody has to work out how much chicken feeds thirty, whether the sprouts and the potatoes can share an oven, what a fourteen-year-old will find embarrassing, and which of the eleven things on the list has to happen before the invitations go out.

None of that is the fun part, and all of it is knowable. That is the whole idea behind Kit & Occasion: the answers exist, they are just spread across forty browser tabs and the memory of whoever hosted last year.

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How it works

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What is free and what is not

The planning is free. All of it — the menus, the quantities, the guest list, the budget, the shopping list, the games, the checklist. Not a trial, and not capped at one event.

What costs money is the printing: a coordinated set of signs, labels, table cards and game materials in your own colours, sized correctly, with the paper worked out and the assembly written down. It is the gap between having a plan and having a party, and it is the part people dread. One payment, no subscription.

Start with whatever you are planning next

What the printing is

One set, drawn for the occasion and coloured for yours

The welcome sign, the menu, the place cards, the labels and the games, on six of the tables it has been set for. Pick one and the planner opens knowing what you are planning.

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Kit & Occasion

One connected tool for the whole event. The planning is free; the printed kit is the part you pay for, once.

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Plan it. Build it. Host it.

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