Social Activity Ideas for Remote Teams That Actually Get Attendance
How to run social activities in a remote team: the criteria that decide which games work, a reusable invite template, and what two years of running an event series taught us.
Türkçe okuShort answer
Remote team social activities work or fail on three constraints, not on how fun the game is: no install, no account, and no penalty for skipping. Games that clear all three open in a browser from a single link and finish a round in fifteen minutes. This article covers how to set up a recurring event series, eight games that hold up remotely, a reusable invite template, and why attendance drops around the third session. Short answer: pick a browser game with no signup and a one-minute rule explanation, and write the invite so people know what happens before they join.
Why remote teams don't socialise on their own
In an office, socialising isn't a separate activity — it's a by-product. Two minutes at the coffee machine, the queue at lunch, the five minutes before a meeting starts. None of it goes on a calendar, but it's how a team ends up knowing each other.
Remote work removes those gaps. Meetings open with an agenda and close when the agenda is done. Two people can work on the same team for a year and never exchange a sentence that isn't about work.
The cost isn't visible in any metric. People hesitate to ask questions, requests for help arrive late, and new joiners spend their first three months not knowing anyone.
More meetings don't fix it. An agenda-less call is harder than an agenda-ful one, because nobody knows what they're supposed to do. What fixes it is giving the call a structure other than conversation: a game, or a round of questions.
Three questions to answer before you schedule anything
Most remote socials fail on setup, not on the idea. Answering these three upfront closes almost every problem that shows up later.
- 01How many people are joining? A game built for eight doesn't work with thirty, and a thirty-person game falls flat with five. Pick the game to fit the headcount, not the other way round.
- 02How long will it run? Anything over an hour inside working hours starts to feel like work; anything that spills past the end of the day turns voluntary into obligatory. Forty-five minutes is the ceiling.
- 03What happens to people who skip? If attendance is optional it has to be genuinely optional. An event where absentees get named, or where someone says "we were missing people", isn't optional — it's politely mandatory.
What makes a game work remotely
The rule of thumb: pick games everyone can reach, join, and access. Those sound like the same word but they're three separate constraints.
Two more criteria only show up once you've run a few sessions:
- 01Reachable: it opens in a browser. Anything requiring an install rules out whoever doesn't have admin rights on their work laptop.
- 02Joinable: no account required. The signup screen is where attendance leaks — people click the link and give up there.
- 03Accessible: it works on mobile, or at minimum can be watched from one. There's always somebody joining from a tablet.
- 04The rules have to be explainable in a minute. Past five minutes of explanation, nobody knows what to do in the first round and the energy is gone by the second.
- 05Language load has to match the team. In word games this is the deciding factor for anyone playing in their second language.
Eight games that hold up with a remote team
All of these clear the criteria above: browser-based, no account, short rules.
- 01Gartic Phone: everyone writes a sentence, the next person draws it, the one after that guesses the drawing. Up to fifty people in a room, and drawing skill is irrelevant — bad drawings are the point.
- 02Codenames: two teams, one clue-giver each, a grid of word cards. Up to eight players, split four and four. It needs voice, so it uses the call itself rather than competing with it.
- 03Smash Karts: fast, kart-based, and needs no rules explanation at all. Up to sixteen players. The only genre here that doesn't require talking, which makes it the one quieter colleagues actually enjoy.
- 04Skribbl: take turns drawing a word while everyone guesses. Differs from Gartic Phone in being real-time and running shorter rounds.
- 05Two truths and a lie: someone gives three statements, the team guesses which is false. No tooling at all — it runs directly on the video call.
- 06Most likely to: read a prompt, everyone names someone. The fastest way for new joiners to learn who's who.
- 07Charades: a word conveyed by gesture alone. One of the few formats where the camera earns its place.
- 08A round of question cards: one person reads a prompt, everyone answers in turn. Not a game, but it does the same job with zero setup.
How to build a series rather than a one-off
A single event goes fine and its effect lasts about a week. What compounds is a series: the same name, the same slot, the same shape, repeated.
Naming the series matters more than it sounds. A calendar invite reading "Team Activity" looks like a meeting; a named series explains itself, and it gives people a word to use when they mention it to each other.
- 01Give the series a name and use it in every invite.
- 02Number the sessions. "The second session of the series" builds continuity for free.
- 03Fix the day and time. Re-polling for a slot every time is its own drain.
- 04Run it fortnightly. Weekly starts feeling like an obligation around week three.
- 05Change the game every time, never the format. A new game creates curiosity; a new format creates confusion.
- 06Send the invite at least two days ahead. Same-day invites halve attendance.
Writing the invite
Attendance depends on the invite about as much as on the game. A good invite tells people exactly what will happen before they join — uncertainty is the biggest barrier to showing up.
A working invite has five parts:
Here's the shape of the template we use. Bracketed parts change each session, the rest stays fixed.
- 01The series name and which session this is.
- 02Where the game runs: the URL, whether there's a mobile app, whether an account is needed.
- 03The player cap. Stating it upfront prevents the "I can't get into the room" conversation on the call.
- 04The rules as a short bulleted list. Five or six lines is enough; the reader should know what to do in round one.
- 05A closing line that keeps it light and makes clear attendance is optional.
- 06Opening: "Hi all — everyone's invited to session [number] of [series name]."
- 07Framing: "A quick word about the game."
- 08Platform: "It's browser-based and runs on desktop", plus the mobile app if there is one.
- 09Capacity: "Up to [number] players in one room."
- 10Rules: five or six bullets walking through a round in order.
- 11Closing: "Hope it's a fun one. Have fun."
What three sessions actually taught us
The three games below were played by a real team, and each one taught something different.
Gartic Phone was chosen as the opening session, and that was the right call. Rules explain in a minute, it doesn't put anyone on the spot, and the gallery screen at the end leaves a shared memory — people were still quoting those drawings weeks later. The right game for a first session isn't the most fun one, it's the one that pressures nobody.
Codenames was session two, and it taught us why the player cap belongs in the invite. The game seats eight and the team was larger. Rotating players solved it, but improvising that mid-call cost time. Codenames also needs voice discipline: while the clue-giver talks, their team has to stay quiet, and remotely that's one more thing somebody has to actively manage.
Smash Karts was session five and, unexpectedly, drew the highest attendance of the series. The likely reason is that it requires no talking — people who don't enjoy word and drawing games are on equal footing here. Putting one no-talking game between the word-based ones balances a series out.
What games don't replace: a round of questions
Games accelerate familiarity but don't deepen it. Two people can play thirty rounds of Gartic Phone together and still not know what the other one works on.
A question round does that job instead: one person reads a prompt, everyone answers in turn. Because the order is fixed, the hardest problem on a video call — nobody knowing whose turn it is — solves itself.
Prompt selection matters in a work context. Questions that reach into personal life strain the "optional" part; the ones that work show how a person thinks, have short answers, and are answerable by everyone.
The Best Liar Wins deck works well on team calls specifically because the bluffing mechanic never forces anyone to disclose anything real. The First Date Behaviour deck's situational prompts open a non-work conversation quickly. The Gossip Cauldron deck suits teams that have known each other for years — on a newly formed team it lands too early.
Why attendance drops around week three
Most series fade at the third or fourth session, and it isn't loss of interest.
First, the people who came out of curiosity have now seen what it is. Once curiosity is spent, only the event itself is left, and if the event isn't good they stop coming.
Second, when the format repeats unchanged, the same five people show up every time. That doesn't kill the series, but it does mean it has quietly stopped being a team event and become one subgroup's event.
Third and most common: the organiser burns out. Researching a game, writing the invite, and running the call is invisible work, and it doesn't survive sitting on one person indefinitely.
- 01Rotate the organiser so a different person sets up each session.
- 02Build the game shortlist in advance; per-session research is most of the load.
- 03Fix the invite template instead of writing it from scratch each time.
- 04When attendance drops, reduce the frequency rather than ending the series. A monthly series beats a fortnightly one that dies in a month.
Frequently asked questions
What are the best games for remote teams?
Browser-based games with no account and a one-minute rule explanation: Gartic Phone, Codenames, Skribbl and Smash Karts. Games needing an install rule out anyone without admin rights on a work laptop, and a signup screen is the single biggest point of drop-off between the invite and the call.
How long should a remote team event be?
Forty-five minutes is the ceiling. Anything over an hour during working hours starts to feel like work, and anything that runs past the end of the day quietly turns an optional event into an obligation.
Which game fits which team size?
Up to eight, Codenames and question rounds work. Up to sixteen, Smash Karts. Up to fifty, Gartic Phone. Match the game to the headcount — running an eight-player game with thirty people means rotating players, and improvising that mid-call eats the session.
Should attendance be mandatory?
No, and for optional to mean optional, absentees can't be named. An event where someone says "we were missing people" isn't optional, and the person who skipped comes back even less willing next time.
How do you write a good event invite?
With five parts: the series name and session number, where the game runs, the player cap, the rules as a short bulleted list, and a closing line that keeps attendance genuinely optional. Uncertainty is the biggest barrier — the reader should know what will happen before joining the call.
Why do team event series fade after a few weeks?
Usually three reasons: the curious first-timers have seen what it is, an unchanging format narrows attendance to the same small group, and the organiser burns out. The third is the most common — rotating the organiser and fixing the invite template removes most of that load.
Written by
Ramazan SancarSoftware developer and founder of Beni Tanı. Writes up the in-team game sessions he runs with remote teams.
Card sets mentioned in this post

Best Liar Wins
The card gives the topic, you tell the story, the group guesses true or false. A 100-card party game.

The Gossip Pot
Starts with light banter, ends in heavy confessions. 100 gossip cards for close friend groups.

First Date Behaviour
100 conversation cards about what counts as acceptable — and what counts as a red flag — on a first date.
Ready to play?
Download Beni Tanı, pick a deck and put the phone on the table.
More posts
Games to Play on a Video Call: 12 That Survive the Lag
Twelve games that work during a video call: formats that survive lag, options for two people, and how to run turn order on a crowded call.
Read PostOnline Games With Distant Friends: 12 That Work on a Video Call
Games for video calls — ones that survive lag, avoid turn confusion, and need no setup.
Read PostSettling Into a New Job: 30 Questions for Your First Month
How to actually join a team when you start a new job: what the first week is for, who to ask what, and 30 questions that start real conversations.
Read PostBack-to-School Icebreakers: 10 Formats and 40 Questions
Ten icebreaker formats and 40 questions for a new class, course or halls: methods that don't force a turn-taking circle or corner the quiet students.
Read Post