Online team games for 10 people
Ten coworkers fit around one virtual game table, but taking turns changes the pace. Choose simultaneous word prompts when time is tight, drawing and deduction when the group enjoys discussion, or two teams of five for a guessing game. Pick one format before the call instead of trying to squeeze all three into a short break.
The host counts as one of the ten players. Everyone opens the game in their own browser; keep your usual voice or video meeting open for conversation. Let people watch or opt out, and recheck the player minimum if the number joining changes.
Choose a format for your group
- Starts With J: everyone answers word prompts. Supports 2–24 players. A useful choice when you want people to think at the same time, followed by discussion of their answers. Non-premium.
- Fake Artist: take turns drawing, then discuss. Supports 4–200 players. Ten people can play in one group, with a hidden role adding a deduction challenge. Non-premium.
- Taboo: two teams of five. Supports 4–12 players. One person gives clues while teammates guess and opponents check forbidden words. Requires premium access.
Non-premium does not mean unlimited hosting: check your available credits or applicable paid access before the meeting. For Taboo, check premium access too. See current plans and pricing rather than assuming that a colleague’s account has the same access as yours.
Set up before sending the invitation link
- Open the selected game’s rules page below, sign in or register if prompted, and create a lobby. Read its settings before sharing the lobby link.
- Put the lobby link in your meeting chat. Give players time to choose their profile and confirm they can see the game. Count participating players, including the host.
- Explain the objective and how turns work. Ask whether anyone needs more time to read or prefers to watch. Start when the group is ready.
Starts With J: make space for unusual answers
Each round gives a letter and category prompts. Players enter answers beginning with that letter before time runs out. The letter is not always J. Unique valid answers count; duplicates do not, so ten players have a reason to think beyond the obvious answer.
Players then review one another’s answers. Explain that an answer must fit the category and start with the indicated letter, without adding “the” merely to change its initial. Give unfamiliar words a brief explanation instead of turning the review into a vocabulary test. Check the prompt count and answer timer in the lobby to fit your group’s reading pace.
Open Starts With JFake Artist: one shared drawing, ten perspectives
Most players know a secret word; one fake artist does not. Players take turns adding one stroke to the shared drawing. Real artists try to show they know the word without making it too obvious, while the fake artist tries to blend in.
After drawing, discuss and vote for the fake artist. A tie for the most votes lets the fake artist win. If caught, the fake artist can still win by guessing the word. With ten voices on the call, invite short explanations in turn so the loudest players do not make every decision. Simple strokes are enough; drawing skill is not the point.
Open Fake ArtistTaboo: share the clue-giving role
Split ten participating players into two teams of five. Teams take turns with one player giving clues to a target word without saying the listed taboo words. The opposing team watches for those words and can press the Taboo button when one is used. The team with the most points wins.
Check the round timer and turns per player before starting. At the default 60 seconds and one turn per player, ten turns can use about ten minutes of active play, plus handovers, instructions and joining. A complete game is not a five-minute filler. Reserve enough meeting time for everyone’s turn rather than promising a fixed finish time.
Open TabooA practical 25-minute meeting plan
- Minutes 0–5: join, check access and explain your chosen game. If setup takes longer, shorten the plan rather than rushing someone.
- Minutes 5–22: play the selected activity. Watch the actual game progress and allow time for its conclusion; the agenda is a suggestion, not a guaranteed game duration.
- Minutes 22–25: share a memorable answer or moment and ask whether the group wants the same format next time. Avoid starting another round without enough time.
For a shorter break, choose one format and adjust its settings before inviting people. If fewer than ten attend, use the player ranges above; do not fill a missing seat by pressuring someone to play. A relaxed session that ends comfortably is a better basis for a repeat gathering.