Skip to content

Large groups

How to Run a Murder Mystery for 20, 30 or 40 People

Large-group murder mystery advice: formats that scale, space planning, teams vs solo, keeping 40 people engaged, timing, and how to avoid the host doing all the work.

Coworkers studying a whiteboard of suspect photos connected by red string

Most murder mystery kits are written for six to twelve players. That's perfect for a dinner party, but what about a 30-person office party, a youth group, a family reunion or a wedding weekend? Large-group mysteries need a different approach. Here's what works.

Why most kits break at 20+ players

Scripted kits give each character lines and secrets that the plot depends on. Add more players and you either duplicate characters, which is confusing, or give people tiny walk-on roles, which is boring. Host-run games break differently: one game master can't answer 30 people's questions at once.

The fix is to choose a format where players act in parallel, not in turns.

Formats that scale

  • Self-running phone games. Each player discovers clues on their own phone, so 40 people can investigate at once without waiting. This is what InQuestion was designed for: up to 40 players per game.
  • Team-based paper games. Split into teams of four to six, each with its own clue packet. Works well, but needs lots of printing and a game master per few teams.
  • Theatre-style mysteries with actors. Fantastic, and priced accordingly. Worth it for corporate events with a budget.

Solo or teams?

With 20 to 40 people, consider pairs or small teams even if the game supports solo play:

  • Teams let shy guests participate without the spotlight.
  • People who arrive together can stay together.
  • Fewer "winners" makes the finale tidier.

The simple way to run teams on a phone game is to have each team share one phone, or let everyone play solo but announce a team prize for the team whose members find the most clues.

Plan your space

Large groups need room to spread out, otherwise everyone crowds around the same three clues.

  • Use every available room, plus a hallway or garden if it's safe and lit.
  • Hide clues roughly evenly across the space; avoid clusters.
  • Keep one "neutral" room with food and seating where people can regroup and compare notes.
  • Put the join poster or instructions at the entrance, so late arrivals can start without finding you.

For a 40-person game, about 30 hidden clues is plenty when each player can collect every clue: the bottleneck is movement, not supply. A short cooldown between scans stops people from sprinting and keeps the house from turning into a stampede.

Keep 40 people engaged

Big groups split into the keen and the drifting. Plan for both.

  • Timed twists re-energise the room every 10–15 minutes.
  • Interaction mechanics force mingling. InQuestion's interrogations pair two random players and send them to find each other for a phone minigame duel; with 40 people, that's a great icebreaker between colleagues who've never spoken.
  • A visible leaderboard on a TV or projector turns the game into a spectator sport for people who'd rather watch.
  • Last call: once the first person solves it, give everyone else a few minutes to make their final accusations so the ending isn't a sudden stop.

Timing for a large event

Large groups move slower. Allow:

  • 20–30 minutes for arrivals and joining,
  • 5 minutes for the opening,
  • 60–75 minutes of play,
  • 15 minutes for the finale and prizes.

Tell people the end time in advance so nobody leaves before the reveal.

Practical tips

  • Wi-Fi: if phones are involved, check the signal in every room, especially basements and gardens. Share the Wi-Fi password on the join poster.
  • Phone batteries: put a charging station in the neutral room.
  • Accessibility: make sure clues aren't only reachable by stairs, and avoid hiding them very low or very high.
  • Prizes: have a prize for first solver, best costume and best team. Large groups love a ceremony.

Common problems and fixes

  • Crowding at the first few clues. Hide several clues near the entrance so the first wave spreads out instead of queueing at one bookshelf.
  • People finishing early and drifting off. Last call and a visible leaderboard keep finishers watching. Give early solvers a job: judging costumes, or guarding the dessert table.
  • Late arrivals feeling behind. In a phone game they simply scan in and start collecting; a late arrival with fresh legs often catches up fast.
  • Noise. Forty excited detectives are loud. Keep music low and make announcements on a TV or by tapping a glass, not by shouting.
  • One room too popular. If everyone congregates in the kitchen, move a few clues out of it next time.

Sample schedule for a 30-person party

  • 6:30 Doors open. Join poster at the entrance, drinks in the neutral room.
  • 7:00 Lights dim, the case opens on every phone and on the TV.
  • 7:05 to 8:05 The hunt. Twists every 10–15 minutes, interrogations pairing up strangers.
  • 8:05 First solve; five minutes of last call.
  • 8:10 The finale on every phone, then prizes: first solver, best costume, best team.
  • 8:20 Food comes out again and the arguments about who should have won begin.

The host's job

With the right format, the host's job on the night shrinks to welcoming people and announcing the finale. If you're organising a big event, that matters: you deserve to enjoy it too. A self-running game handles the rules, twists and reveal so you can join in.

Planning an office event specifically? Read our office murder mystery team-building guide.