Free games & creative activities
A little
imagination.
Something to
do together.
Bring your wonderfully unlikely ideas.
A small invitation
Explore free storytelling games, conversation activities, and creative prompts for adults and teens to enjoy with friends, partners, or small groups.
Invent an unlikely adventure, make something together, or discover how differently you see the same thing. Pick an activity and see where it takes you.
Explore the activitiesNo special materials or storytelling experience needed.
See what grows between you.
Bring a half-formed idea, a curious question, or your very best “what if?” Someone else might have the wonderfully odd detail it was waiting for.
-
a little wondering
01 / IMAGINE
Let an idea
grow little wings.Give a cloud a hobby. Let a doorway change its mind. Add something unexpected to another person’s idea, then see where it takes you both.
“Wait… what if it could sing?”
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another way to see it
02 / GET CURIOUS
“Oh! I pictured
it differently.”A character might welcome what another finds awkward. Wonder about their feelings, the world they live in, and what they’ve told you. Leave a little room beside your guess.
“What matters to them here?”
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a world we make together
03 / MAKE ROOM
The next turn
could change everything.Take turns shaping the story. Ask whose idea hasn’t had room yet. Change a rule together, combine suggestions, or try another way. Quiet ideas belong here too.
“Shall we try your version?”
Come as you are. Play in your own way.
Speak, sketch, gesture, write a few words, or listen for a while. Bring a phrase from another language if you like. You choose what to share, and the whole adventure can stay imaginary.
A laugh counts. An unfinished idea counts. You can pass, too.
Eight little ways to play
Pick your next
little adventure.
Choose a quick game or make something up together. Each card tells you what you’ll need and what you’re trying to do.
A tray full of temptation
Do Not Wake the Teapot
The biscuits are for sharing. The teapot would like to finish its nap.
Collect the most biscuits in three turns each. Draw two squeaks and lose that turn’s pile.
Play on this site
Play the biscuit gameSomeone’s at the door
The Visitor Behind the Door
A dripping suitcase. Six slippers. Who’s waiting outside?
Ask up to three questions per round. Identify three visitors within five rounds to win together.
Play on this site
Meet the visitorsAct natural. Very natural.
Who Invited the Moth?
Everyone knows where the gathering is. One moth followed the wrong lantern.
Guests try to spot the moth. The moth tries to avoid detection or guess the secret location.
Rules & ready-made prompts
Find the mothAn object with some explaining to do
The Object With Three Histories
A spoon, a cloud, a frog. There must be an explanation.
Connect the object’s two known histories and explain how it reached the lost-and-found desk.
Guided activity
Choose an objectPlease read the small print
The Shop of Slightly Inconvenient Magic
A useful basket. A very loud compliment. A customer who needs quiet.
Help three customers using the items provided. Your plan must work with each item’s peculiar rules.
Guided activity
Step into the shopA parcel has gone astray
The Forest Post Has Made a Mistake
The new neighbour asked for somewhere cool. The post office sent soup.
Choose three supplies. Earn a point for each request you meet. Most points after three rounds wins.
Play from this card
Open this activity
- Read one visitor message below. Everyone secretly chooses three different supplies from the cupboard. Write them down or remember them.
- Reveal together. Explain how your parcel meets the requests. Choices are now fixed; everyone can use the same supplies.
- Score 1 point per request met, up to 3 per round. Use only the abilities listed. An item can meet two requests if its description supports both.
- Play all three messages. Add your scores. Highest total wins; ties share the win.
The supply cupboard
- Folding canopy
- Provides shade and keeps rain off whoever sits beneath it.
- Pocket pond
- Opens into a shallow pool for a small water creature.
- Squashy cushion
- A soft place to sit or rest. Resembles a potato.
- Hooded lantern
- Provides light with a cover to shield sleepers’ eyes.
- Wool blanket
- Keeps someone warm. Does not keep rain out.
- Picture sign
- Shows one message or set of directions in pictures. You choose what it shows.
- Drawing kit
- Paper and pencils for drawing or exchanging messages.
- Bell garland
- Rings when shaken. A musical welcome, if one was requested.
“I need water to rest in, somewhere shaded, and directions to the landing.”
Round 2 · After a night shift“I need a soft place to rest, something warm, and a way to tell visitors I’m sleeping.”
Round 3 · A moth after sunset“I need a little light, shelter from rain, and a way to introduce myself by drawing.”
Example: A pocket pond, canopy, and picture sign can meet all three of the dragon’s requests: 3 points.
If you disagree on a point, check the supply’s description and the actual request. No extra powers. The cushion has not learned to fly.
Another delivery?
Read one request from each group. Everyone packs for the same combination.
- Rest: water to rest in, a soft seat, or shade.
- Practical: shelter from rain, warmth, or light after dark.
- Connection: directions to the landing, drawing an introduction, or a musical welcome.
Play three new combinations and add your scores again.
Room for another idea
A Gathering Place That Keeps Changing
The cloud loves the balcony. Could we do something about the wind?
Build a shared place, then make two changes for an arriving visitor. This activity has no winner.
Play from this card
Open this activity
- Draw a shared gathering place, or describe it aloud. Each person adds one feature and explains it.
- Choose one visitor below. Everyone suggests a change; the group agrees on two changes to try.
- Give a quick tour explaining how the visitor can use the new features.
- Want another round? It starts raining, the basket lift stops, or twice as many visitors arrive. Adapt the place together.
- A cloud who needs shelter from the wind.
- A moth who enjoys company but finds bright lanterns overwhelming.
- A travelling creature who arrives after everyone usually leaves.
Example: For the cloud, add a sheltered nook and a screen beside the windy balcony. You can draw, talk, or do both.
A rather unusual working day
The Creature With a Very Particular Job
The keeper of unfinished echoes would like everyone to stop asking for the last word.
Invent a forest worker and suggest one change they would find useful. This activity has no winner.
Play from this card
Open this activity
- Choose one player to be a creature. Give them a job from the list below, or invent another.
- Each other player asks one question. The creature invents a short answer.
- Together, suggest one improvement to their working day. The creature can accept it, change it, or say why it wouldn’t help.
- Swap roles and try another job.
- Untangler of moonbeams.
- Librarian of things nobody quite remembers.
- Repairer of promises made by bridges.
- Inspector of suspiciously comfortable moss.
“What takes the longest?”
“What keeps going wrong?”
“What do you wish visitors understood?”
Example: The moonbeam untangler keeps losing their place. Could a row of coloured pegs hold each finished strand?
8 activities to explore
Swipe or scroll sideways. Keyboard users can focus the cards area and use the left and right arrow keys.
The screen games include their own instructions. For paper games and creative activities, open the rules before starting. Timings are estimates; no need to rush.