One minute to act it out — the standard charades turn, loaded and ready. The actor draws a clue, the timer starts, and the team has 60 seconds to guess before the buzzer ends the turn and play passes on. No phone to watch, no argument about whether time was up.
A minute is the classic length, but charades bends to the room: open the preset in the editor and play two- or three-minute turns for harder clues or longer movies, or tighten it for a quick-fire game. Set the number of rounds to give every player or team the same clock, one turn after another.
The 30-second Final Jeopardy think time. Press start and answer before the buzzer; set the rounds to give every team the same clock.
The Fast Money round: 20 seconds for the first player, then 25 seconds for the second, answering the same five questions. Play both turns straight through.
One minute to draw and guess — the classic sand-timer length. Set the rounds to run a turn for each team.
A one-minute turn — describe the word and get your team to say it before the buzzer, then pass it on. Set the rounds to run a turn per team.
Move on green, freeze on red. Six green stretches of different lengths, reshuffled every round so the freezes are unpredictable — anyone caught moving on a red light is out or goes back to the start.
A 90-second pick clock for a snake draft. Each manager is on the clock for a minute and a half — set the rounds to run a clock for every pick.
Move while the doll sings (green light), freeze when it turns (red light). Six green stretches of different lengths, reshuffled every round so the freezes are unpredictable — anyone caught moving on a red light is out.