A pub crawl game with one challenge at each stop
Give each stop one short challenge, then leave room for conversation. This four-stop plan keeps the game within your group and does not require drinking targets, dares involving strangers or special equipment.
Suggested setup: 4–8 friends and roughly two hours including travel. Choose nearby venues and check their opening hours, access and space for your group. This is a game plan, not a booked route. You can use the same format at cafés or over four breaks at home.
Set up before you leave
Choose one person to keep track of the next venue and another to read the challenges. Agree on a finish place and an approximate finish time. Add breaks as needed; a game “stop” can happen at the same table.
The challenges require no purchases and no particular drink. Everyone chooses what they want to drink. Keep any competition focused on the tasks.
Stop 1: create a group greeting
Use the short group-greeting card . Each person suggests a phrase of five words or fewer. Pick one to say to each other when you arrive at the next stop, such as “There you all are!”
Time: 3–5 minutes. Use a normal speaking voice. Nobody needs to shout, stand up or involve the venue’s staff.
Stop 2: choose your signature song
Everyone suggests one song and explains why it fits the group. With the signature-song challenge , vote after hearing every suggestion.
Time: 5–8 minutes. You do not need to play the music. If there is a tie, hold a second vote between the tied songs or keep both for a playlist later.
Stop 3: pick a shared symbol
For the group-emoji challenge , each person proposes a symbol and a short explanation. A compass could represent discovering a new place; a teacup could mark finally sitting down.
Time: 3–5 minutes. Describe the symbols aloud if you want to keep phones away. Choose together; there is no correct answer.
Stop 4: name a memory to keep
Finish with a memory from the round worth keeping . Give everyone up to a minute to name one moment or line they remember. Others can add to the story afterwards.
Time: 5–10 minutes. Telling the story is enough. A photo or note is optional, and nothing needs to be posted online.
Choose simple scoring or no scoring
For a cooperative game using this guide, award the whole group one point per completed stop, up to four points. Or skip scoring altogether. Passing on a challenge carries no drinking requirement or other penalty.
To use the app’s roles, random challenges and score tracking, the host can start a Gubbrunda round. Choose manual voting for a shared screen. Digital voting uses participants’ phones and needs an internet connection. These four guide cards are a manual selection; the app draws from its full deck.
Adjust the plan on the night
If the next venue is full, stay where you are or skip it. In a noisy room, use the symbol challenge and save the stories for somewhere quieter. Finishing at the agreed time matters more than fitting in every stop.
For an easy opening conversation, try these icebreaker questions. Read the game rules before starting an app round.