
Wink Murder
15-30 MinutesA playful detective game where one person is secretly chosen as the "murderer" while others are "citizens." The murderer eliminates players by making eye contact and winking at them discreetly. When "murdered," players must react dramatically and leave the circle. Meanwhile, one or two "detectives" try to identify the murderer by watching everyone's behavior. If the detective guesses wrong, they're out. If they guess correctly, they win. The game continues until the murderer is caught or all citizens are eliminated. This game develops observation skills and creates suspense and laughter. It works best with 10-30 people in a circle or mingling format. Perfect for breaking tension and energizing groups who've been sitting too long.
Categories
Team BuildingFor Large GroupsIn-Person
Tags
Energy BoosterNo Materials NeededActive GameHigh
Wink Murder
Setup
- Ideal group size: 10–30. Arrange everyone in a circle or spacious open area where eye contact is easy.
- Select 1–2 detectives. They step outside the circle or turn around while the murderer is chosen.
- Everyone (except the facilitator) closes their eyes. The facilitator silently designates one player as the murderer by a light tap on the shoulder or a whispered cue. No materials needed.
- Detectives open their eyes and stand where they can observe the whole group without blocking views.
- Explain that the murderer eliminates players by making eye contact and winking discreetly. Eliminated players must perform a brief, dramatic, silent "death" and then sit or move outside the circle.
- Set round length expectations (typically 5–10 minutes) and agree on signals for accusations (e.g., detective calls “Freeze!” and points to a suspect).
How to Play
- The game begins with light conversation or silent observation (choose one mode before starting). The murderer starts eliminating players with subtle winks. Victims wait 2–5 seconds after the wink, then dramatically but safely “die” and exit the circle.
- Detectives watch for suspicious behavior: unusual eye contact, nervous smiles, or delayed reactions. They may walk slowly around the circle for better angles, avoiding obstructing views.
- To accuse, a detective calls “Freeze!” and names the suspect. All players stop moving and making eye contact.
- The accused and the detective each count aloud to three and then the accused declares “Murderer” or “Citizen.” If accused admits or the group confirms they are the murderer, the round ends and the detective(s) win.
- If the detective is wrong, that detective is eliminated and moves outside the circle. The game resumes with any remaining detectives.
- The round ends when the murderer is caught or when only the murderer and detectives remain (meaning all citizens have been eliminated).
Rules
- No touching or physical contact—only eye contact and winks.
- Detectives are immune to winks (only eliminated by a wrong accusation).
- Victims keep the winker’s identity secret; react briefly and exit without speaking.
- The murderer must stay subtle—no exaggerated gestures. Only a wink counts as an elimination.
- Players maintain good sportsmanship: avoid deliberate blocking, signaling, or collusion.
- Accusations come only from detectives; limit to one active accusation at a time.
Tips
- Encourage theatrical but safe, short “deaths” to add humor and energy.
- Remind detectives to scan calmly and change vantage points to spot subtle winks.
- Ask the murderer to vary timing and eye contact to avoid patterns.
- For large groups, run multiple short rounds and rotate roles so more people can try being murderer/detective.
- If the group is shy, start with a silent version; if lively, allow light chatter to increase misdirection.
Variations
- Mingling Mode: Players walk around the room instead of sitting. Keep movements slow and maintain clear sightlines.
- Double Trouble: Two murderers collaborate silently, increasing difficulty for detectives.
- Rapid Fire: 2-minute timed rounds; detectives may make only one accusation each.
- Risky Detectives: Advanced rule—detectives can be eliminated by winks, increasing tension and urgency.
- Blinking Shield: Citizens may blink rapidly when making casual eye contact to avoid accidental elimination tells (adds a layer of bluffing).
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