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The Jackbox Party Pack is a series of collections of games created by Jackbox Games. Each game is unique in that instead of using a traditional controller, everyone plays using their cell phones, tablets, or computers. There are currently nine games in the series. Past the first pack, they usually have one returning game as a sequel and the rest is all new content, each with five games included:

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    The Jackbox Party Pack 
  • You Don't Know Jack 2015: 1-4 players. The classic trivia game. An updated version of the 2011 edition of the game.
  • Fibbage XL: 2-8 players. Players attempt to fool their friends with fake answers to trivia questions.
  • Drawful: 3-8 players. A game similar to Fibbage, except you're drawing terrible sketches and attempting to fool each other with the titles of the drawings.
  • Word Spud: 2-8 players. A game where players try to create a nonsense sentence by suggesting individual words, then voting on them.
  • Lie Swatter: 1-100 players. A game where players are shown a strange fact and have to determine whether it's true or a lie. Shares a name with an earlier mobile game by Jackbox Games which is no longer available.

    The Jackbox Party Pack 2 
  • Fibbage 2: 2-8 players. Adds an additional set of features, most notably a "Defibrillator" which removes all of the incorrect answers except for one.
  • Earwax: 3-8 players. Players put together pairs of sound effects to match a certain prompt. The judge chooses the winner.
  • Bidiots: 3-6 players. Similar to Drawful, except instead of coming up with names, players bid on the art in an auction.
  • Quiplash XL: 3-8 players. An extended version of the game created through Kickstarter, in which players give an answer to a certain open-ended question. The funniest answers, as voted by the other players and the audience, receive points.
  • Bomb Corp: 1-4 players. Essentially, Keep Talking and Nobody Explodes meets Spaceteam.

    The Jackbox Party Pack 3 
  • Quiplash 2: 3-8 players. Introduces the ability to create questions. Also included is the ability to use a Safety Quip if you cannot think of an answer, at the cost of getting half the points you'd normally get.
  • Trivia Murder Party: 1-8 players. Trivia game with a Saw-esque theme. Players are trapped by a trivia-obsessed murderer and are forced to play a Deadly Game. Answering a question wrong will force players to play a minigame on the "Killing Floor" to stay alive. Dead players can still play and even win during the final round.
  • Guesspionage: 2-8 players. Essentially the front game from Card Sharks, in which players guess what percentage of a survey (or the audience, if the audience is big enough) answered a question in a certain way. The other players then guess whether the real answer was higher or lower.
  • Tee K.O.: 3-8 players. A game with a bit of an Animesque Wuxai vibe. Players draw designs for t-shirts, then come up with slogans. Then, they get a random selection of drawings and slogans and are asked to put them together into a t-shirt. Players vote for which shirts are the funniest. Unique in that after the game ends, players are given the option to actually purchase the shirts they created during the game.
  • Fakin' It: 3-6 players. Players are given a task on their phones to do in the room, such as raise their hand, hold up a number of fingers, point to another player, or make a face. One person, the Faker, is not given the task and has to try and blend in. Players vote on who they think the Faker is, and get points depending on if they guessed the Faker's identity correctly, or in the case of the Faker, blended in successfully for as long as possible.

    The Jackbox Party Pack 4 
  • Fibbage 3: 2-8 players. Introduces a new game mode, Enough About You, which gathers information about the players and then incorporates them into Fibbage questions. Audience play for both modes adds the ability to select/vote on bluff answers of their own.
  • Survive the Internet: 3-8 players. Players answer prompts, which are then put in new contexts by other players based on various internet and social media sites.
  • Monster Seeking Monster: 3-7 players. A dating game involving monsters in disguise.
  • Civic Doodle: 3-8 players. A collaborative drawing game set in the fictional town of Doodle Valley.
  • Bracketeering: 3-16 players. Players answer a prompt, then the answers are pitted against each other in a tournament bracket where the players get points for wagering which prompt will win.

    The Jackbox Party Pack 5 
  • You Don't Know Jack: Full Stream: 1-8 players. Introduces 8-player play to the classic trivia game.
  • Split The Room: 3-8 players. Players fill-in-the-blank on yes-or-no questions, and then the other players answer the question. Players score points by getting responses that are as close to a 50/50 split as possible.
  • Mad Verse City: 3-8 players. Players create rap verses, performed by alien robots bent on destroying the city.
  • Patently Stupid: 3-8 players. Players pitch outrageous products to solve people's unusual problems and make some money.
  • Zeeple Dome: 1-6 players. The first fully action-oriented game in which you play as astronauts abducted by aliens and forced into games of sorts as you flick the astronauts at certain targets, naturally gaining points for the most destroyed.

    The Jackbox Party Pack 6 
  • Trivia Murder Party 2: 1-8 players. Now taking place in a hotel. Some new mini-games to the Killing Floor, the audience are now participants in the final round and can win the game
  • Dictionarium: 3-8 players. Players come up with dictionary definitions to a made up word, provide a synonym, and use it in a sentence.
  • Push the Button: 4-10 players. A sci-fi themed game set on a space shuttle. Players have a set amount of time to deduce who among them are aliens in disguises through a series of tests. Aliens are given different prompts during these tests, so they must attempt to blend in with the humans.
  • Joke Boat: 3-8 players. Set on a cruise ship where you're the sea-faring entertainment. Players create the set-up and punchlines to jokes.
  • Role Models: 3-6 players. Set within a lab discovering types of cells and organisms. Players figure out who in their friend group best fits different roles.

    The Jackbox Party Pack 7 
  • Quiplash 3: 3-8 Players. Taking on a claymation-style aesthetic, this iteration has a new final round: Thriplash, a more traditional Quiplash round with tripled point values and prompts that ask for three responses.
  • The Devils and the Details: 3-8 Players. The players are devils who have moved from the underworld to a suburban neighborhood. They’ll have to balance working together to complete chores and completing selfish tasks to boost their own score.
  • Champ'd Up: 3-8 Players. A drawing game in which players design two characters, a "favorite" and an "underdog", and pit them against other players' characters in bizarre contests.
  • Talking Points: 3-8 Players. An improv-based PowerPoint presentation game where the Speaker has to read text slides while their Assistant sends them random picture slides that the Speaker will just have to go with for their speech.
  • Blather 'Round: 2-6 Players. A presenter chooses a prompt and must describe it using a limited set of words given by the game. The rest of the players must guess what the presenter is trying to describe to get points.

    The Jackbox Party Pack 8 
  • Job Job: 3-10 Players. A game based around making responses to a job interview using words from sentences provided by other players.
  • The Poll Mine: 2-10 Players. A game in which players are divided into two teams of fantasy adventurers and must find their way out of a dungeon. The trick is, the path to the exit is based on other players' answers to questions like "Favorite Ice Cream Flavor" or "Least Trustworthy Appliance".
  • Drawful Animate: 3-10 Players. A new twist on the classic drawing-and-guessing game, where players will now be tasked with drawing simple two-frame animations based on various silly prompts.
  • The Wheel of Enormous Proportions: 2-8 Players. Players compete in a series of trivia mini-games to get points and "slices", which give them a chance to score even more points by spinning the eponymous Wheel of Enormous Proportions. The winner gets a chance to ask the all-knowing Wheel a question they chose at the start of the game.
  • Weapons Drawn: 4-8 Players. A Social Deduction Game where you draw out clues and try to murder other players' "accomplices" without getting caught.

    The Jackbox Party Pack 9 
  • Roomerang: 4-9 Players. Set in a Reality TV show, players respond to prompts based on their persona to gain points and avoid elimination. If they get eliminated, they'll reenter again with a slightly different name and persona.
  • Fibbage 4: 2-8 Players. Now with themed episodes, fan made content, new video questions, a new final round where you get to find the truth to 2 facts, and moderation.
  • Nonsensory: 3-8 Players. A drawing and writing game where you answer prompts based on weird scales, like placing where something is between a bandit and a crocodile, or figuring out if that turtle is 30% or 70% sleepy.
  • Junktopia: 3-8 Players. You have been turned into frogs, and the only way to get your bodies back is to make a profit selling antiques with silly descriptions you make up.
  • Quixort: 1-10 Players. Players are split into two teams, who must guide little robots to sort falling blocks in the proper order (such as lyrics from "My Favorite Things" from first to last, or hot peppers from least spicy to most spicy).

In addition to the above, there is the standalone Drawful 2 note , and a standalone version of Fibbage XL and Quiplash.

Note that tropes pertaining to You Don't Know Jack 2015 and Full Stream belong on their series' page.

3... 2... 1... The Jackbox Party Pack contains examples of:

  • Ascended Extra: Old Man from You Don't Know Jack is an employee of Bomb Corp and the mayor of Doodle Valley in Civic Doodle.
  • Adjustable Censorship: Every pack bar the first has a family filter mode that removes some of the more risque prompts and questions note . The Jackbox site still warns of player interactions (i.e. expletives and crude drawings). Some games don’t provide this option, though, due to having no questionable content in the first place (like Tee K.O.), or for being too mature in premise to salvage (like Trivia Murder Party). Later packs also have the option for hosts to censor answers that they deem offensive.
  • April Fools' Day: Everybody Help Grandma, a running joke in You Don't Know Jack, was teased for The Jackbox Party Pack 6 in April 1st.
    • In 2023, they announced the JackBlock, marketed as being a phone that can only play Jackbox Games.
  • Audience Participation: In most games, if a group of players are livestreaming, then anyone who enters the room code while they're playing will enter the game as part of The Audience, who can pool together their votes for the best choice, provide prompt ideas, or even compete alongside the main players.
  • Creator Cameo: Many of the games have the game's developers voicing incidental characters.
  • Deadpan Snarker: All of the hosts, to the extent that it'd be easier to list the ones that aren't snarky in some way.
    The Killer: "A totally respectable showing. I mean, BEFORE you messed up and ended up dead."
    M.O.T.H.E.R: "Apparently pressing a couple of buttons is more difficult than I had previously thought."
    Cookie: *in response to one of the correct answers* "No-one knows just how they got there... Oh wait, no, we do. A guy put them there to attract tourists. Never mind."
  • Do Well, But Not Perfect:
    • In Monster Seeking Monster many monster abilities are most effective (and sometimes only effective) when the player is disguised as a human. However, each night after the first, the highest ranking player will be unmasked. Many of these abilities are contingent on dating as many people as possible, which is what gives you points in the first place. Playing one of these roles is a balance between using them as an early game advantage and then playing the game normally, versus trying to play dumb and hoping you can score a big windfall at the end.
    • In Trivia Murder Party, the "Greed" minigame asks the involved players to take money from a big pile on the floor. Whoever takes the most or the least amount dies. This routinely leads to players making their bids based on what they think the other players will make.
  • Early-Installment Weirdness: The first Jackbox Party Pack is essentially "You Don't Know Jack 2011 with some new questions plus some bonus games". The later packs would differentiate the games and expand upon the Audience Participation aspect.
  • Easter Egg:
    • Both Quiplash games have a hidden response by Schmitty if the player gives a specific answer in a prompt. This also nets an achievement.
    • Entering "Arnie" (a reference to Jackbox employee Arnie Niekamp) as your name in Bidiots will give you a specific sound when you bid, specifically him saying his name. Entering either "Jackbox" or "Cookie" will change your paddle to the Jackbox Games logo.
  • Expository Theme Tune: Several of the games have a song explaining the premise of the game that plays over the end credits (or at the start of the game, in the case of The Devils and the Details).
  • The Faceless:
    • Continuing the tradition from You Don't Know Jack, none of the hosts show their face. Averted, however, in Quiplash's "Quip Pro Quo" achievement, which features a drawing of Schmitty's head — particularly odd since he's a returning host from YDKJ.
    • Later packs have averted this for some of the games where the host make a physical appearance, such as Mayonnaise (host of Split the Room), DODE (host of Push the Button) and M. Bubbles (host of Job Job).
  • Golden Snitch: While most of the games that use point-scoring systems generally amp up the number of points you can earn in the final round, two games in particular stand out in this regard:
    • Trivia Murder Party: The last player alive and the players with the three highest amounts of money get a head start, but the winner is solely determined by whoever makes it to the exit in the final round. However, the leading player can only move up to two steps for every question while alive, but those who are currently behind can move up to three steps. This makes it easier for anyone who didn't get a head start to catch up to those who did.
    • Tee K.O.: It doesn't matter how many showdowns you won prior to the last round, the only way to win is if your t-shirt wins the very final showdown.
  • Mythology Gag
    • One of the conversations overheard in the lobby for Guesspionage involves one co-worker noticing a portal behind a fast food restaurant on one of the surveillance cameras, with another co-worker casually dismissing it. Said co-worker is voiced by Arnie Niekamp, host of Magic Tavern. And adding on to that, the game's host is voiced by Magic Tavern co-host and voice of Chunt, Adal Rifai.
      • The Everybody Help Grandma reveal has the room code set at HFMT.
    • The screws from You Don't Know Jack make an appearance in Bidiots, which are used to force a player to bid on the current piece of art.
    • The You Don't Know Jack theme is used as one of the background songs in Trivia Murder Party.
    • The "Loser Wheel" from YDKJ Facebook returns in Trivia Murder Party. The overly large portion of the wheel is now death rather than earning $1.
    • A past You Don't Know Jack game can appear on the desktop in Survive The Internet.
    • One of the locations on the map in Civic Doodle is "Tim Simian Chimp Mechanic", one of the "sponsors" from YDKJ Facebook.
    • The name of the new game mode in Fibbage 3, "Enough About You," was a phony game mentioned by Jackbox CEO Mike Builder in some commercials in some of the recent You Don't Know Jack games.
    • A pop up ad for "Ubernostrum," an old YDKJ commerical, appears in Survive the Internet.
    • In the intro for The Jackbox Party Pack 5, a CD-ROM for You Don't Know Jack: Lost Gold is seen flying from the Jackbox box.
    • A piece of graffiti during the intro to Mad Verse City reads "cookie was here."
    • One of the possible emergency protocols in Push the Button is "Fifth Dementia Online", referring to the now-defunct fifth You Don't Know Jack entry.
    • The line "my Fibbage 4" in its theme song alludes to the "my question, four" bit of the "The Question That Cares" jingle.
  • Non Standard Game Over:
  • No Kill like Overkill:
    • The Super Quiplash (500/1,000 point bonus) in Quiplash 2 requires 90% of the audience and every participant (in a 5+ player game) to vote on the same response they liked.
    • The Shirtality in ''Tee K.O." has a similar requirement as above. It results in the losing player's shirt being burned to ashes.
  • Oddball in the Series:
    • Word Spud is the only game across all packs that lacks a host.
    • Bomb Corp is the only game in the series to have an actual plot rather than an Excuse Plot.
    • Zeeple Dome is a straight-up action game instead of a party game.
  • Packaged as Other Medium: A tradition for the main menu of each game in the series:
    • The first three entries simply display their individual games as board game boxes.
    • Party Pack 4: Fibbage 3 is a 70's vinyl record cover, Monster Seeking Monster is a wooden coffin, Survive the Internet is a CD-Rom in its jewel case, Civic Doodle is a spray paint set, and Bracketeering is a Nintendo 64-esque game cartridge.
    • Party Pack 5: Split the Room is an old analogue TV, Mad Verse City is a toy robot package, Patently Stupid is a service poster with stubs where the phone number goes and Zeeple Dome resembles the box of an Atari 2600 game from Activision. YDKJ: Full Stream is instead represented by You Don't Know Jack's bald head logo in a space helmet.
    • Party Pack 6 puts all of the games into a bathtub. Trivia Murder Party 2 is a bottle of soap, Dictionarium is an actual dictionary, Push the Button is the bathtub drain, Joke Boat is a toy boat, and Role Models is an inflated rubber glove.
    • Party Pack 7 turns all of the game logos into parade balloons, released from a giant version of the Jackbox Games logo in the intro.
    • Party Pack 8 styles every game as a (very delicious-looking) cake.
    • Party Pack 9 depicts the games as billboards.
  • Retreaux:
    • Bomb Corp has NES-esque graphics and music.
    • Mad Verse City has a very nineties hip-hop aesthetic, and the robots are Shout Outs to other things that were popular in that era.
    • The desktop and browser in Survive the Internet have a late 90s/early 00s look to them, with the desktop background being a parody of the standard green hill one in Windows XP.
    • Earwax's look is based on the Game Boy's palette and pixel art.
    • Fakin' It has the look of 50s/early 60s animation, reminiscent of Hanna-Barbera cartoons.
  • Rule of Funny: The winners of custom-answer games such as Quiplash or Joke Boat are usually the ones that can write the funniest answers, even (and sometimes especially) when they don't fit the confines of the prompt. It's not uncommon to see an otherwise witty response to a prompt lose out to self-referential nonsense.
  • Running Gag: Each game in The Jackbox Party Pack 5 makes some reference to Binjpipe, the fictional streaming platform in You Don't Know Jack: Full Stream:
    • One of the question intros in Split the Room begins with "Binjpipe presents..."
    • Mad Verse City depicts a "Binjbox" store in the cityscape.
    • The hotel seen in Patently Stupid is named "laBINJA."
    • At the end of a gauntlet in Zeeple Dome, Glargan O'Toe can announce that "this has been a presentation of the Binjpipe Galactic Network!"
    • Even after Party Pack 5, if you start a game of Trivia Murder Party 2 with only 1 or 2 players, the opening credits will say "In Association With Binjpipe."
  • Shout-Out:
  • Streamer-Friendly Mode: Since the games are designed to be played with a group (including online), they feature a variety of streaming-based options. For instance, you can hide the room code so that streamers can invite their friends into the game before the general audience.
  • Tiebreaker Round:
    • Trivia Murder Party:
      • If at least two people are alive past the tenth round, those folks go to the "Loser Wheel," where they must spin the Wheel, and lower/lowest score starts first.
      • The second game has them take turns picking from a set of keys in search of the one to the tank containing their avatar, filling slightly with each unsuccessful round.
      • If every single player that isn't a ghost gets the answer right twice in a row, then they have to play a minigame anyway. Why? Because, according to the host, "you need to be taught a lesson".
    • Both Quiplash games have a running gag for every round where it advises players to use a comparative measure should people tie, such as birthdates (not the player's, random ones), the softest hands, or the amount of butt crack currently showing.
  • Timed Mission:
    • All of the games have a time limit to enter a response. Failing to do so results in getting less points. The hosts have their own quips depending if one person or the whole group does not enter their responses.
    • In both Quiplash games, failing to enter answers results in the other player gaining the maximum amount of points for the round (1,000 in Round 1 and 2,000 in Round 2). That is unless neither answered, then the host skips the prompt and no one gets points.
  • Toilet Humour: There's a plethora of different farts and other toilet-related noises to choose from in Earwax. Some can also be heard in Fibbage and Drawful as player buzzes.
  • Video Game Perversity Potential:
    • It would be easier to count how many matches of Drawful, Tee K.O., or any other games involving drawing don't have at least one player drawing ten-second penises.
    • In a similar vein, expect at least one player in your group during "input your own text answer" games like the Quiplash series and Survive the Internet to make at least one, if not all, of their inputs something crude such as swear words, I Banged Your Mom jokes, and ASCII penises.
  • Who Would Be Stupid Enough?:
    • Trivia Murder Party is pretty harsh on people who play it solo and then fail to win.
    • The host on Guesspionage will scold the player for guessing Much Lower or Much Higher (the actual answer is less or more than 15% of the player's guess) when their opponent guessed 0-15% or 85%-100% respectively.

Games debuting in The Jackbox Party Pack:

    You Don't Know Jack (2015, Full Stream) 
  • See its standalone page for most of the tropes.
  • Breaking Old Trends: Full Stream is the first You Don't Know Jack game that allows more than four players, as lampshaded with a Steam achievement titled "First time for everything" unlocked when playing a 5-8 player game.
  • Comeback Mechanic: Screws in Full Stream are granted to whoever did worst at the Dis or Dat, and again to one or two of the lowest-scoring players as Round Two begins. They can be used to inflict various Interface Screws on the other players, and give the user a bit of bonus cash for everyone who gets the question wrong.
  • Developer's Foresight: If Full Stream ends in an 8-way tie, Cookie's ending narration points out that it's incredibly unlikely this happened organically and you probably manipulated the game just to see how he'd react.
  • Mega-Corp: Binjpipe from Party Pack 5. They're your modern, omnipresent, datamine their customers to Hell and back, style streaming service and now they own and operate You Don't Know Jack.
  • Updated Re-release: 2015 is essentially the 2011 version with a few new questions to it and some changed question intros (though stylistically they look similar). Likely this was done due to the four year time gap between games to get players re-acquainted with the series.
  • What the Hell, Player?: Go ahead, type "Fuck You" as your name then start it up. I dare ya.
    • When you do it the first time:
      Cookie: Player [X]. You think you're real funny, don't ya? F**k me?! F**k you! I'm taking away $1,000 bucks!
    • The second time:
      Cookie: Player [X]. OK. Telling me to f**k myself once is one thing, but twice? Hey, guess what? Minus $50000! No, you know what? Not enough. Minus $50001. That's how you're starting. Minus $50001.
    • The thirdnote  time:
      Cookie: Player [X]. Ok look, I'm...I'm not just gonna be repeatedly told to f**k myself. So, tell you what I'm gonna do? You're getting a goat. Yeah, that's it, game over. Here's a goat. Enjoy.
      [Cut to a white screen showing a static goat, which bleats randomly until the player ends the game manually]
      • Yes, this game is one of the only ones in the series that doesn't boot you back to the Steam library if you do this, rather the menu of said game after you exit the goat screen.

    Fibbage (XL, 2, 3, 4) 
  • The Cameo: Billy O'Brien appears in a question in Fibbage 2 where the answer involves ventriloquist dummies.
  • Hostile Show Takeover: One of the special episodes in 4 revolves around Cookie being replaced by a malevolent AI. The real Cookie can be heard pounding on the door to the studio while the AI asserts that it is the real Cookie Masterson and nothing is wrong.
  • Later-Installment Weirdness: Fibbage 3 uses a 1970s motif rather than the YDKJ motif, and the eyeballs from Fibbage 2 have a larger presence (now as "eye-flowers" rather than people looking around). Also, selecting the game's lie now earns the player nothing rather than losing points.
  • Special Guest: Fibbage 4 has a series of questions called "Fibbage Fan Fact", where the question is asked by a notable person. Among the more interesting ones is American commercial astronaut Cameron Bess, who was the first *blank* in space.spoiler 

    Drawful (1, 2, Animate) 

    Word Spud 
  • Word Association Test: The objective of the game is to come up with a word or phrase that comes after each word and try to get the most votes of approval from the other players.

    Lie Swatter 
  • Little Known Facts: The object of Lie Swatter is to successfully guess whether each of the "facts" that pop up are genuine "weird but true" facts or completely bogus.

Games debuting in The Jackbox Party Pack 2:


  • Auction: Bidiots revolves around one where player-made pieces of art are auctioned off, hopefully to make the buyer profit (especially when bought with a low bid)... or high, to hopefully make the art's creator half the bid in commission while making sure the buyer doesn't profit much if at all. If you're the creator, you want to just stop short of buying it yourself — if you buy it, the auctioneer tells you "This money's staying with the house," and you have to hope it's worth more than you paid.
  • British Stuffiness: The host exhibits a lot of this, but...
  • Fake Brit: of the Predatory Loans jingles claims the host of Bidiots isn't really British.invoked
  • In-Game Banking Services: The hilariously-honestly-named Predatory Loans company will, up to twice per game, loan you $1,000 cash, in exchange for paying back $1,500 at the end of the game.
  • Loan Shark: "Predatory Loans" offers buyers loans of $1000 in-game when they're low on cash; the catch is when the art is "cashed in" for true value, they take $1500 for each $1000 loan they offered — that's right, 50 percent interest.
  • Losing Horns: Parodied; if a player buys a painting at a loss, the host might say "Oh, sad trombone!"
  • Title Confusion: Painting titles are arranged into groups of similar but not quite identical things (such as 'Person from Texas,' 'Cowboy,' 'Rodeo Contestant.') This can make the value hints you're given useless if they're too similar and the artists didn't or couldn't differentiate them (for example, three different boy bands).

    Quiplash (XL, 2, 3) 
  • Art Evolution: Previously, Quiplash had a minimalist art style with Limited Animation, which also carried over in Quiplash 2. In Quiplash 3, the art style has evolved into a stop-motion claymation art style.
  • Bread, Eggs, Breaded Eggs: Sometimes, the sample response for Thriplash in Quiplash 3 will be "Something Clever", "Something Witty", and "Something Clever + Witty".
  • Can't Take Criticism: One of the prompts is "The World's Most Boring Video Game." Of course, nothing's stopping you from typing in "Quiplash," but doing so prompts Schmitty to respond with some very choice words...
    Schmitty: This game. Really. You know what? F**k you. F**k you, and f**k your mother, f**k your father... if you even have a f**kin' mother and father. You know how hard we worked on this f**king game? Piece of sh*t. You don't even know. You have noooo f**king idea. 'Oh, this game, ehh Quiplash euhhh it's boring' F**K YOU. What're you doing playing here, then?! And you wanna know what else? It isn't even f**king original. Somebody else answered the same g**damn thing yesterday. Ungrateful piece of sh*t... Alright, let's keep going!
  • Creepy Circus Music: Quiplash 3 plays fast-paced circus music during all writing rounds, giving them a frantic and impatient feel.
  • Developer's Foresight:
    • Certain quips will get custom responses from Schmitty, usually from obvious answers one would expect to see (e.g. "Name someone you'd want to hit with a wrecking ball." "Miley Cyrus"). Getting a response from Schmitty actually rewards you with an achievement/trophy.
    • Should two players give the same answer, it will be a "JINX", which means neither player gets any points.
  • Easter Egg: If time runs out and nobody has given an answer, Schmitty will complain about being ignored and end the game immediately. In moderated games, he'll also end the game (with slightly different dialogue) if every submitted answer is blocked by the mods.
  • Inventing the Wheel: One of the picture prompts that can come up during "The Last Lash" is a cartoon caveman showing off his new invention, a stone circle with a hole through the middle, with the players prompted to say what it is (and implicitly to avoid the answer "a wheel").
  • Level Editor: Quiplash 2 has an episode creation mode for up to sixty-four prompts each. The only part that can't be edited is "The Last Lash", as it uses different types of prompts.
  • Schmuck Bait: See Can't Take Criticism.
  • Screw This, I'm Outta Here: If no one answers either prompt, Schmitty ends the game.
    Schmitty: Hmm, interesting, very minimalist. I like it. Hey, here's something minimalist for you. (Smash Cut to black)
  • Suicidal Lemmings: Invoked in Quiplash 2, where one of the possible comics for a Comic-Lash round involves a group of lemmings parading off of a cliff.
  • World's Shortest Book: "The title of the shortest book ever written" is one of the prompts in Quiplash 2.

    Bomb Corp 
  • Arson, Murder, and Jaywalking: At the end of Day 13, Meegan announces that she is pregnant, the baby is due in 2 days and she brought pie.
  • Black Comedy: Jokes are frequently made about how your predecessors have died due to failure to properly disarm bombs.
  • Hating on Monday: The game frequently takes jabs on Wednesdays. The worst moments of Greg's life all happened on a Wednesday.
  • Made of Explodium: Everything has the nasty habit of exploding the whole company, including unkempt bombs, filing cabinets, keypads, coffee machines, broken copiers, and one of your alien employees. Greg's home is also full of bombs.
  • New Baby Episode: This has Day 15, where Meegan is about to give birth to an alien baby, while you try to make her feel comfortable by massaging her tentacles, administering space medication and delivering her new baby which she names Trevor, all under a time limit. Be careful, make one mistake and she'll explode.
  • Posthumous Character: Trevor, the previous intern of Bomb Corp who died some time before the players joined. Turns out that Old Man's real name is Trevor, and most of the company never knew who Trevor was according to a whiteboard in the background. An employee names her newborn child "Trevor", not in honor but because it means "raccoon" in her alien language.
  • Retirony: Old Man suffers a heart attack on his retirement party in Day 14, but he turns up all right in the end of Day 15.

Games debuting in The Jackbox Party Pack 3:

    Trivia Murder Party (1, 2) 
  • 555: A variant in the "Telephone" mini-game in 2, where players have to use a rotary phone to call a number before any other player does or time runs out — all of the numbers start with 666.
  • Advancing Wall of Doom: The darkness in the final part of the game. It's an instant One-Hit KO if it touches you and puts more urgency in the race.
  • Affably Evil: The host, who's pretty jocular and humorous, yet also a cheerfully Ax-Crazy Serial Killer.
  • All for Nothing: In part 2, it is possible for no one to win the game during the final round, thanks to the new barrier trap which forces you to get all the questions right to escape. Whereas you could escape easily in the first game as long as you got at least one answer correct each turn, the barrier trap means you have to do perfectly at the end to get out. Too many failed attempts by whoever's closest to the door means the darkness will swallow the entire party.
  • Anachronism Stew: One question posed in 2 asks what other famous building Gustave Eiffel worked on. The correct answer is the Statue of Liberty; Eiffel worked on the metal framework of the statue. The game instead insists that it was Westminster Abbey, a church that was initially built nearly a millennium before Eiffel was born.
  • Anti-Frustration Features: TMP2 implements some special rules when playing with one or two players (not including audience):
    • Players are sent to the Killing Room automatically after three consecutive correct answers instead of two.
    • If a single player dies before the player survives through 7 questions, the host will rewind time once and allow the player a second chance. This is a welcome reprieve if a player ends up forced into a luck-based Killing Game such as Loser Wheel or Scratch Off. The second game expands this; time will rewind once if everyone dies before the Final Round is ready regardless of how many players there are, and if everyone dies all at once after the Final Round is ready, the player with the most cash will be resurrected.
    • If a single player reaches Round 8, it goes to the Final Round. If there are two players, it goes to Lock and Key at Round 8 if both are still alive then instead of Round 10.
    • Math and Rules require players to get at least 10 correct answers, and Dictation requires players to get 40% of the words correct. If there are only two players, it does not pit them against each other.
    • The Final Round allows a solo player all three choices for each question from the start. It does come with a price, however: They start from where the top ghost would start, and the darkness advances three spaces instead of two with each question after the first three. If there are two players, it goes like a normal Final Round.
  • Artifact of Doom: "Gifts" in the sequel brings this effect into the game. If you get this mini-game, there is a chance that you'll end up with a strange artifact or a bit of money. Do note that if the wearer of any objects die in The Killing Floor, they can "will" the object to another living player if there's at least two alive. Each artifact has a different effect, and also provides a bonus ending if you escape while holding the object:
    • Father's Hat forces you into a killing game regardless of whether you get the question right because the host has Daddy Issues. Win the final round wearing the hat, and the killer will chase you down due to his intense hatred of his father, where he asks "Father" one last question. Get it wrong and you're dead; get it right and it leads to a surprisingly touching moment when the killer becomes convinced his father really does care about him and lets you go.
    • Uncle Clive's Time Bomb counts down from twenty seconds while you're answering questions, and will blow up if it reaches zero. The countdown does not reset between questions, either. Win the final round with the bomb still attached, and you wake up in the hospital with Officer Trevor from the bomb squad, who's one day away from retirement and here to help you disarm the bomb... better hope there's enough time left on the bomb to figure out which wire to cut.
    • Mother's Wig has the beneficial effect of protecting the player wearing it from being forced into the Killing Floor once. Sounds like a good thing to have... unless the player who wears it is the one who wins the Final Round — after which the player will wake up in the hospital with the killer, who begins to suspect that the player isn't his real mother and forces them to answer one final question correctly, with the penalty for failure being death.
    • The wielder of Grandma Despair's Knife loses a finger when they get the knife and every time they're the only one who misses a question (though sometimes they'll get to cut off the fingers of other players). If they escape the Hotel with the knife, they get interrogated by Detective Chambers in the hospital on suspicion of being the killer. In order for the winner to successfully pull a Clear My Name, they need to answer a question correctly in a category the killer supposedly knows little about.
    • Whoever wears Grandpappy Jack's Glasses is subject to an Interface Screw, where the answers on their device are obscured by various creepy things (like blood droplets or crawling bugs). Should the wearer die, the other players still alive are stuck with an Interface Screw instead. And if someone escapes while wearing the glasses or under the effects of the curse, the winner is taken to the hospital where a "weird doctor" informs you that you're under a madness curse and on the verge of succumbing. Again, one last question (usually a fairly easy one, but still hampered by said Interface Screw) determines if you break it or not.
    • Auntie Vale's Hand Mirror can cause you to get "possessed" by a dead player; the player who haunts the mirror can cover up one of the answers if they answer a question before you do. If you win the game with the mirror, exorcist Deborah Sugarbaker informs you that you're possessed by one of the ghosts, namely the previous player to have held the mirror before you. In this case, though, you don't get a question. Rather, it's up to the other six players to decide if you get possessed or not by loaning you their money to pay for an exorcism. And it has to be a unanimous decision. If it's not, then the previous player to hold the mirror before you takes full possession and wins.
  • Aw, Look! They Really Do Love Each Other: In TMP2, if you escape while wearing the host's father's hat and you correctly guess the final answer in the secret ending, the host realizes that his dad really does care about him. And the music in the final credits changes to reflect this.
  • Big, Screwed-Up Family: The Host's father is implied to have been emotionally, or even physically, abusive, and while the Host may have loved his mother, it was because she had a bit of a twisted side herself (he states that he inherited both the hotel and his bloodlust from her, and one of the bonus questions asked when a player escapes wearing the Wig states that she found the Queen threatening to have people beheaded in Alice's Adventures in Wonderland hilarious).
  • Black Comedy: The host loves this, mostly due to, y'know, being a serial killer.
  • The Cameo:
    • Every now and then, the voice distortion feature will "fail" and reveal that the killer is actually Cookie Masterson, Schmitty, or the host from Guesspionage.
    • In 2, the Frankensteinnote  doll from YDKJ: Full Stream is used in the "Dumb Waiters" mini-game.
  • Comeback Mechanic:
    • In the final round, those not in the lead get a third choice so that they can more easily steal the lead.
    • The sequel adds onto this in several ways. Killed players can be resurrected during the quiz rounds (provided they have the most cash and everyone else is dead). It also adds a barrier to the exit in the escape round, forcing those near it to answer the trivia perfectly (including the third choice) in order to escape. Wrong answers bar you from doing so and allows other players (and the darkness) to catch up.
  • Creepy Jazz Music: The leitmotif for TMP2. It even plays in Creepy Monotone. As in, only one of the two stereo audio channels.
  • Darkhorse Victory: In the final round of TMP2, the audience can now be the ones to escape and win the game (in the first game, they lived or died depending on the amount of money they had compared to the escapee). When it comes to the last question, they only need 76% or higher to be able to escape the barrier, as opposed to getting a perfect on the question for a single player.
  • Dead Guy Junior: If you start a new game with the same players as a previous game, those who did not win the previous game get "Jr." added to their names. It continues from there if "Jr." dies, the next game has "III", and so on.
  • Deadly Game: Played for Laughs in both games. The victims are dolls stuffed with cotton, and the killer is an Affably Evil trivia nerd.
  • Death as Game Mechanic: Dying lets you continue playing as a ghost. Ghosts are out of the running for getting a head start in the final mini-game, but get to be in charge of punishing other players for getting questions wrong and they get no penalty for guessing incorrectly themselves. Ghosts also can move slightly faster in the final mini-game, at the price of being unable to win unless they steal the life-force of the last man standing.
  • Death Is a Slap on the Wrist: ZigZagged If you're good at the trivia section, being killed is a pretty minor hindrance, but ghosts cannot win the game. They can only win if they manage to steal the life force of the alive player in the final round.
  • Detonation Moon: Sometimes it'll be the moon that blows up at the end instead of the hotel.
  • Dice Roll Death: Literal examples in the games' Killing Floors:
    • In the first game, after the host has rolled three dice, another player decides if the competing ones must roll a higher or lower total to not die.
    • The second game has two minigames involving dice.
      • In High Rollers, the players get three dice each, and the safe players are each given one die to pile upon those of an opponent of their choice to raise their chances of getting the highest number. Highest roll dies.
      • In Skull Dice, each at-risk player has thirty seconds to roll as much as they want to add to their score. The killer will kill the player(s) with the lowest score after thirty seconds, unless someone gets over 21 before then. Safe players also roll dice in the meantime, and if they get a skull (a 1), all at-risk players add one to their total.
    • Less literal is the Loser Wheel, which involves a wheel. Not getting killed by it sits at a 1/6 chance.
  • Dwindling Party: The purpose of the game is to progressively kill players in the Killing Floor's minigames until only one stays alive. This survivor can die too if they answer too many questions incorrectly in the final round.
  • Evil Laugh: The host does this if all of the players (including any ghosts, but not the audience) gets the same question wrong. In 2, he can give a different one (subtitled "(self-satisfied laugh)" if subtitles are on) if someone dies in the Skewers minigame.
  • Evil Sounds Deep: The host comes with a very deep pitch-shifted voice. It makes his inflections sound funnier.
    "Oh wait, did you think it was going to be just you? Aww, that's cute~!"
  • Even Bad Men Love Their Mamas: If you get the mother’s wig in a gifts minigame in TMP2, the killer will mistake you for his mother and will save you from one killing floor. In the intro credits, his mother’s picture has a halo and hearts around it.
  • The Faceless: In the first game, the host is just The Voice, but the sequel gives the player a view of his naked back during the tattoo minigame, upgrading him to this.
  • Fair-Play Villain:
    • The host is actually quite sporting about giving his victims a chance to survive. None of his survival minigames are unwinnable (although a few like the Loser Wheel are heavily skewed in favor of death, and some are set up to ensure that at least one player will die), and he always adheres to his rules regarding how his victims survive or die, letting them put their survival in their hands. Even his forcing the players to repeatedly spin the Loser Wheel after Question 9 has rationale behind it, as the host is doing it more for the sake of speeding the game along rather than out of malice or spite. The only time he acts out of pettiness is if every player answers the questions correctly twice in a row (three times in a row for single player), as he gets annoyed and forces them to play a minigame to "teach them a lesson." Just hope that the minigame he picks isn't the Loser Wheel if you're in a Single Player game...
    • Played With in TMP2; while he mostly follows the rules (and indeed, even makes things easier for the players in some circumstances), he throws this trope completely out of the window if the Father's Hat is in play, as he hates his father so much that he will repeatedly send him to the Killing Floor even if the player wearing the hat gets the question right. And if a player wearing the hat escapes the Final Round, he will pursue the player all the way to the hospital and force them to answer one final question, since he hates his father so much that he is willing to break his own rules.
    • And sometimes, he even lampshades when he's being fair. For example, in Pegs:
      [redacted]: Yup. I knew it. I knew it. I should've made them all death zones.
    • And in Scratch-Off:
      [redacted]: In retrospect, I should've purchased cards with all skulls on them! Huh, I keep forgetting that I should cheat!
  • Fingore: One of the minigames, "Fingers", forces you to choose a finger to cut off. The good news is that, unlike other minigames, you are guaranteed to survive this minigame unless you don't participate (in which case you only have yourself to blame). The bad news is that you cut off a finger, which prevents you from selecting certain answers relative to which finger you chose — even if it's the right answer. The sequel game kicks this up a notch by making it possible for all survivors except for one to have to play the minigame at the same time.
  • Foreshadowing: The sequel opens with the killer's String Theory wall. Some of the pieces seen include the scratch ticket in "Lottery" and a picture of, presumably, his mother and father. While his mother has hearts drawn around her, his father has devil horns on him.
  • Gainax Ending: The initial ending after the final game in TMP2 has the winning player escape the hotel while the rest get trapped inside and the building being blown up. Though if you continue playing with the same players, the building somehow repairs itself after it's exploded. Another would have fireworks going off, or just plain nothing happening at all.
  • Game Within a Game: One of the Killing Floors in 2 is Quiplash, except the player with fewer votes gets killed. Comes complete with Schmitty.
  • Hell Hotel: TMP 2 has the killer kidnap the players in his "Murder Hotel" to play his deadly game.
  • Hope Spot: In TMP 2, if you escape from the hotel while holding one of the items from the "Gifts" game, you'll have to answer one last question shortly after the credits begin rolling.
  • Inspector Javert: In the Grandma Despair's Knife ending from TMP 2, even if you get the final question right, Detective Chambers isn't always entirely convinced you're not the killer, but still lets you off the hook.
  • Interface Screw:
    • The "Fingers" mini-game has the player choose which finger to cut off. For the rest of the game, the player can't select that option on any question, even if it's the right answer. The question choice on the player's device is replaced with a drawing of a finger.
    • Getting stricken by Grandpappy Jack's madness in 2 makes your answer screen get creepy, like having blood dripping onto it or a roach suddenly crawling across the screen. It gets exaggerated in the special ending by combining ALL of the possible distortions with one that causes all the text to vigorously shake in multiple colors.
  • Joggers Find Death: Implied. One of the messages the host can have players write in the "Dictation" minigame is a letter to local joggers recommending that they avoid a particular path.
  • Kill It with Fire: At the end, the players still trapped in the house when the winning player exits it are killed in an explosion, and if the audience's combined winnings can't beat the total of the winning player, they're killed too. In the sequel, with the Audience treated as an actual player, they can die with the others, or win outright and kill all the actual players.
  • Laser-Guided Karma: In a round of "Dumb Waiters" from 2, it's possible for too many players to try to backstab the group by picking one side when everyone verbally agrees to go to the other, only for all the would-be traitors to die because the side they picked has become the heavier side.
  • Last Chance Hit Point: An odd example during the final round in TMP2. Due to how the darkness advances and the layout of the spaces, the darkness will always consume the space next to the space directly next to the barrier first. While this does immediately kill all ghost players, it does leave the currently alive player standing, allowing them one last chance to win the game.
  • Leaning on the Fourth Wall: One of the random things the host talks about is how popular the game is on certain streaming websites; he then complains about the lag one usually gets between the video feed and real time. It plays when the option for extended timers is selected prior to the start of the game, done so that players watching the game via stream don't have an inadvertent advantage in memory games by getting both the answer and the answer input available to them at the same time.
  • Letting the Air out of the Band: When everyone has answered a question in TMP2, the music slows to a stop.
  • Loony Fan: The host loves Quiplash, so much so that he abducted Schmitty in the sequel to make quips for his own game.
    Schmitty: "Help! I've been trapped! How can I escape this hotel room?!" I'm not joking!
  • Luck-Based Mission: A single-player game of TMP2 can be this if the Killing Floor games in question are Scratch Off, Chalices, or Loser Wheel. While most of the minigames are either skill-based or have a fairly high chance of surviving despite being luck-based, Chalices has a 50% chance of survival, Scratch Off has about a 40% chance of survival, and Loser Wheel has a dismal 14% chance of survival. Since you are automatically forced to go to the Killing Floor at least twice during a single-player run even if you get all the questions right, you may very possibly die twice and get a game over through no fault of your own due to terrible luck if the two Killing Floors are any combination of these minigames.
  • Lured into a Trap: In the sequel, your character apparently was lured to the hotel the killer is running through various means (from faked reviews in a magazine to equally fake conferences).
  • Lyrical Dissonance: The "Me and My Dad" song that plays in the good version of the Father's Hat ending in TMP 2 is a bouncy 1960s-style pop song about the killer reconciling with his father, with lyrics like "And if this time, it'd be real swell / If we could kill some folks at a murder hotel".
  • Mirror Monster: If a player gets Aunt Vale's Hand Mirror from the "Gifts" minigame in TMP 2, they'll be haunted by one of the dead players. A random ghost will appear in the mirror, and if they answer before the player with the mirror, the answer they chose will be blacked out. Anyone who dies while holding the mirror will possess it while it's passed on to a new player.
  • Mythology Gag:
    • The You Don't Know Jack theme is used as one of the music samples.
    • In the sequel, there is a chance that you will play a round of Quiplash in the killing floor segment. This could be a reference to one of the Easter Eggs in the original, in which the murderer's voice changer breaks, revealing his natural voice either sounds exactly like the host from Quiplash, Guesspionage, or You Don’t Know Jack...
  • Nothing Is Scarier: The darkness that begins to envelop the room in the final round. If a player falls behind by answering too many trivia questions incorrectly, they're completely devoured by the shadows with a terrified scream, leaving no trace remaining.
  • Number of the Beast: One of the killing rooms in 2 is room 666.
  • One-Hit KO:
    • Playing in single-player pretty much turns the game into a tightrope walk. You got one life, no extras, and failing in "The Killing Floor" ends the game instantly. Likewise if you make it to the end; you're trying to stay ahead of the darkness (which now moves 3 spaces per turn instead of 2 in a multiplayer game). If it catches you, that's it.
    • Zigzagged in TMP2. While the darkness in the final round will still kill you instantly and end the game if it catches you, during the regular rounds, the host will rewind time once if you die before the Final Round, effectively giving you two lives instead of one. This will also occur if everyone dies before round 5 in a multiplayer game.
  • Phony Psychic: If you finish the game while under the effects of the glasses, you'll get a visit from "Dr. Kharhaldah", a self-proclaimed "licensed physician of the mystical arts". If you successfully answer the question, he sometimes asks you not to tell the doctors he was here because he's not legally allowed in this hospital.
  • Player Elimination: Both games have an Advancing Wall of Doom in the final round. Players who fail to get enough answers correct to outpace the darkness are eliminated from the game.
  • Potty Emergency: Sometimes, in 1, whenever a game gets to question 10, the host declares he had drank six lattes and a pitcher of lemonade before the game started. By this point, he announces that he hadn't peed his pants in 73 days, and later wishes he wouldn't break that streak when the game's over. So the game moves on to the Loser Wheel round.
  • Prisoner's Dilemma:
    • The Killing Floor in 1 uses this with the "Decisions, Decisions" mini-game. The host leaves a pile of money on the floor, and victims have the option of taking the money or leaving it alone. If no one takes the money, no one dies. If some players take the money, the host will kill everyone who didn't. If everyone takes the money, everyone dies (occasionally, the host will kill everyone if everyone did or didn't take any money). While collaboration to keep everyone alive is possible, you better hope that whoever you're playing with doesn't have Chronic Backstabbing Disorder. And it's not uncommon to see every player involved in the minigame get killed from taking the money, especially if lots of people are involved, since it's unlikely for one player to be magnanimous enough to "take one for the team." If you're going to die anyway, you might as well take as many people down with you as possible, right?
    • TMP2 has "Dumb Waiters", where all at-risk players pick one of two dumbwaiters to go to. If everyone picks the same side, they all live; otherwise, those on the side with more people will die (in case of a tie, the left side dies, as the killer adds a dummy weight there to break ties). Cue everyone yelling at each other to all pick left or right, but it only takes one defector to screw over the rest of the group; then again if too many players try to do that they could end up becoming the heavier side and thus screw themselves over.
  • Russian Roulette: The Killing Floor game "Chalices" starts with a number of chalices, with each player not in the game (either safe or dead) picking a chalice to secretly poison. Those on the Killing Floor must choose a chalice, and hope they picked one that hasn't been poisoned.
  • Screw This, I'm Outta Here: If all the players are dead (or all die twice in TMP2) before Question 5 is reached, the host will lament the fact that he apparently abducted a bunch of talentless morons and will immediately terminate the game without playing the final round.
  • Seven Deadly Sins:
    • As shown in the Halloween trailer, the doll avatars in Trivia Murder Party 1 (except for the pink one and the one used for the audience) all represent one of these.
      • The red one is based on Wrath, due to its angry expression and raised arms.
      • The orange one is based on Gluttony, since it's the fattest doll of them all.
      • The yellow one with the four dangling limbs is based off of Lust. It resembles a groping hand, or possibly... something else.
      • The green one is based on Envy, likely because of the phrase “green with envy”.
      • The blue one is based off of Greed. Likely due to it looking similar to a shark, and the predatory loans icon in Bidiots is a shark.
      • The purple one is based on Pride. Due to its smile and its one eye probably being used as a metaphor for “only sees oneself.”
      • The white one is based on Sloth, because its eyes are closed and it is shaped like a pillow.
      • The pink one represents Despair, which isn’t usually a deadly sin, but its frowning face likely represents the despair of the dolls since they probably are expecting to die.
      • The brown doll used for the audience has multiple heads, which obviously represents multiple people playing in the audience.
    • This is downplayed in TMP2. While the same colors are used for the dolls, the dolls are completely different, and in most cases don't clearly represent the sins that the original dolls did.
  • Sequelitis: Played for Laughs In-Universe in the first game. If you decide to "Play the Sequel" (i.e play with the same players), the title screen will usually be a numbered sequel and given a subtitle (The Reckoning, Revenge of..., Return of..., etc)
  • Shout-Out:
  • Songs in the Key of Panic: More-so, Variable mix in the key of panic. In TMP2's final round, if the player’s continuously fail at getting a perfect answer to break the barrier, the background track changes to a far more tense tone, overlayed with maniacal laughter.
  • Sore Loser: The host gets annoyed if the players get two trivia questions right back to back so much so that he forces any living players into a Killing Floor game regardless cause hey, he's gotta kill someone.
  • Stalked by the Bell:
    • If a game goes on past the tenth round and at least two people are still alive, the host gets fed up and forces the remaining players to the Killing Floor anyway for some literal Sudden Death. In the original, it forces the remaining players to spin the Loser Wheel until only one player is left alive. In TMP2, the remaining players play "Lock & Key", and are thrown into drowning tanks. The first to find the key is the survivor for the Final Round.
    • The bomb in TMP2 ends up putting a 20 second countdown on your avatar which forces you you to answer any remaining trivia questions quickly. The timer does not reset during the questions, giving you less time to ponder an answer.
  • Stuff Blowing Up: In TMP2, failing in a unique way in some mini-games (such as not answering in questions like "Mind Meld" or having your chip fall too slowly in “Pegs”) results in [redacted] immediately blowing the offending player up, usually to just speed things up. It also happens if a player goes bust in "Skull Dice". If a player that is holding an heirloom is blown up in this manner, they don't get a chance to bequeath it to someone else, and it's re-distributed randomly.
    [redacted]: Skulls! Dice! Explosions! Now that's entertainment.
    • Especially in Quiplash. If you don't provide an answer, you instantly explode. Yes, both of you if neither of you answers.
      [redacted]: Really? There are no safety quips when I play! (boom) Boooooriiiiing.
  • Suspiciously Specific Denial:
    • The first game recycles Drawful and Quiplash as Killing Floor minigames, with the twist that whoever gets the most votes dies. The murderer denies this reusage.
      [redacted]: "And no, this isn't Drawful. I'm using it in a totally different context."
    • Any pretense is completely thrown out the window in the sequel, in which the killer can outright force two players to play a game of Quiplash, commenting on how hard it is to make new games all the time.
  • Tactical Rock–Paper–Scissors: The Arena Killing Floor in 1. Sword stabs player with the money, money runs off from the shield, and shield blocks the sword.
  • That Came Out Wrong: One of the possible intros for the "Pegs" minigame in TMP2:
    [redacted]: It's time for some pegging! ...okay, now that I've said that out loud, it does sound weird.
  • Time Bomb: One of the "gifts" in the sequel, which gives the player a total of 20 seconds to answer the remaining questions in the game before it explodes. Like a lot of the gifts, if you die with it on in the mini-games, you can "will" it to another living player, making it their problem. Should the player survive the final round while still possessing the bomb, a bonus scene is enabled during the credits and the player must answer one last question to defuse the bombwith the time they still have on the bomb.
  • Time Skip: If you continue with the same players in TMP2, the following games take place some time after the last one. It can range from a week to a million years into the future!
  • Too Kinky to Torture: One of the minigames in the sequel task you to tattoo the host's back. Throughout the minigame he will make pleased noises as the players draw on him, including an amused "yeah, harder".
  • Unwanted Gift Plot: In TMP2, if someone dies with a gift, they have a few seconds to bequeath it to another player. If they do not, it goes to a random player. Averted with Grandpappy Jack's Glasses, which infects any remaining living player with "supernatural madness" if the wearer dies.note 
  • Variable Mix: The music in the final round increases in intensity as the players get closer to escaping.
  • Wheel of Decisions: The Loser Wheel! At its base a 1/6 chance of actually surviving, it leans closer to this trope in the second game by making each "losing" section result in a different cause of death, such as ice, nails, slicing, etc.
  • Wins by Doing Absolutely Nothing: In "Donations" in TMP2, it's possible to not give money and survive. The player with the most cash dies unless that player holds more money than some limit ($800 with 2-3 players, $1000 with 4 or more), in which case everyone who gave to you dies instead. Thus, in a game with three or more players one can give nothing and survive if the other players don't give to you at all (unless everyone gives nothing), don't give you enough to surpass another player, or cumulatively give you too much and push you over the limit. In a two player game this strategy is still possible if your opponent gives $300 or more and was hoping you were going to give enough money to them to put yourself back under the $800 threshold.
  • Win to Exit:
    • The final game involves this. The last living player left has to answer correctly the final questions to reach the exit chased by the ghosts of the other players as well as the darkness. If a ghost overtakes that living player, they steal their lifeforce and gains the lead.
    • The sequel adds a new caveat to this. Once you're near the exit, you have to get a perfect on the final question, lest a barrier put in place prevents you from escaping. Wrong answers giving time for other players and the darkness to catch up. And if you're carrying any items from the "Gifts" minigame, even escaping in the Final Round may not guarantee your victory, as some sort of situation arises (Such as the killer tracking you down (Mothers wig/Dad’s hat) or the police intervening (Uncle Clive’s Timebomb / Grandma Despair’s Knife) forcing you to answer one last question to win the game for real.
  • You Didn't See That: Occasionally, when the killer's voice filter fails, after they turn it back on, the person tells the players to forget about that reveal.
    [redacted]: "Okay, umm... Let's just pretend we did not just hear my normal, sexy speaking voice."

  • All or Nothing: "Much Higher" and "Much Lower" choices for the players not guessing the percentage. If the actual percentage is more than 15% higher or lower than what the primary player guessed, the choosing player gets double points. Otherwise, if the actual answer is within 15% higher or lower, the choosing player gets no points.
  • Flawless Victory: if a player guesses the question's percentage exactly right, they get all of the points for that question, and their opponents get nothing.

    Tee K.O 
  • Eat the Camera: Done in the graphic shown before you go to the "training grounds". In the graphic, you are shown a mountain. 30 (or maybe 35) seconds later, a lion-dragon hybrid swoops down and noms the camera.
  • Healthcare Motivation: The nekomata in Tee K.O. enters so they can get treatment for their ailing mother. If they win, the Mayo clinic would be so moved by the victory that they perform an operation to cure the mother free of charge...and give her bionic thumbs and a bluetooth spleen.
  • Shaped Like Itself: T-Shirt Island in Tee K.O. is shaped like a T-Shirt with a volcano in the middle.
  • Youkai: Tee-KO's selection of fighters are various youkai, most of them donning only T-shirts, with the exceptions of a karakasa and a (fully-clothed) futakuchi-onna.

    Fakin' It 
  • The '60s: The game's style pays homage to the animation of the era, with colorful, stylized Hanna-Barbera-esque animation, a cheesy Surf Rock soundtrack, and an abundance of Wacky Sound Effects.
  • Conspicuous Trenchcoat: The Faker is a shadowed figure with a black trench coat and black hat.
  • Not-So-Innocent Whistle: In the tutorial, the Faker whistles nervously while trying to blend in. Whenever the Faker evades capture for three rounds, he whistles innocently before dashing off.
  • Spot the Imposter: One of the players is the "Faker", who must follow the instructions the other players get despite not being able to see them.

Games debuting in The Jackbox Party Pack 4:

    Survive the Internet 
  • Dragged Off to Hell: The winner of the game has the ground of the desktop background opening up under their avatar and dropping them down into a fiery pit.
  • Mythology Gag:
    • A icon of You Don't Know Jack Vol. 2 appears on the desktop.
    • Pop ups include ads for "Ubernostrum" and "It's Never Too Late, Adult Orphanage", old You Don't Know Jack commercials.
  • Please Subscribe to Our Channel: The tutorial video ends with the narrator, "PartyBoy7", begging you to "please like and subscribe! I feel so empty inside!"
  • Quote Mine: The point of Survive the Internet is to take another player's answer to an unrelated question and create a new context for it to make it sound ridiculous, embarrassing, or mean-spirited.
  • Self-Deprecation: Survive the Internet pokes fun at the lack of popularity of other Jackbox games, mainly Word Spud and Word Putz.

    Monster Seeking Monster 
  • Anti-Frustration Features: If you play as a monster that requires you to date a specific person (Monster Hunter, Mother, Ventriloquist Puppet), the game tells you which players satisfy the conditions.
  • Blob Monster: The Glob can double its score by securing a date with three different players during the game.
  • Bouncer: If four or more pick any single character to ask on a date, Felicia will reduce the number to two, issuing rejections to the ones not chosen (which will trigger the powers of the Vengeful Ghost or Two-Faced Creep). This won't happen if three try to date the same character.
  • The Cameo:
    • The orange man from Fakin' It appears as one of the human disguises.
    • Billy O'Brien appears as one of the monsters, the Ventriloquist Puppet.
    • The Drawful Owl is rendered as a pin on the sign-in monster.
    • Octoputtz from Word Puttz appears in a painting during the instructions.
  • Consulting Mister Puppet: The Ventriloquist Puppet gets a bonus heart for dating someone who got rejected the previous night, with the explanation being "Sad people love puppets"
  • Demonic Dummy: The Ventriloquist Puppet, who gets a bonus heart for dating someone who got rejected the previous night.
  • De-power: The Leprechaun and Witch both only get bonus hearts for their power when revealed. Revelation takes further use of their power away.
  • Dummied Out: In game sound and image files reveal that there was most likely plans for other types of Monsters to be in the game. Most notably, A Genie and a Cardshark, the former having a fully fleshed out monster power and multiple times where the hostess refers to it by name, and the latter having a finished portrait and being in the game's main theme.
    • Lesser examples are voice clips of the Announcer of the Monster Reveal saying the names of monsters that don't appear. Along with the Genie and Cardshark, there was a Bottomsniffer, Mononucleosis, Emo Skeleton, Phsychic, Time Traveler, and Shadow Monster.
  • The End of the World as We Know It: Can be invoked by the Zombie or an NPC Robot. Whether or not it happens is always the very last thing that is revealed if either is in the game.
    • If a Zombie manages to infect all the other players, then a Zombie Apocalypse occurs at the end of the game due to the Zombie's power to turn other players they date into zombies. This is an Instant-Win Condition for the original Zombie.
    • A similar event occurs if the NPC Robot character comes in last place, causing them to flip out and destroy humanity. Unlike the previous example, this is a case of Non Standard Game Over as EVERYONE loses.
  • Everyone Is Bi: All the monsters in Monster Seeking Monster freely date any of the other monsters, regardless of their gender.
  • Extra Eyes: Felicia sometimes comments that she can't believe her 28 eyes.
  • Frequently Full Moon: There are three full moons over the course of the game, and not always the same pattern, though never on the first night. It's possible to get two consecutive full moons as well.note 
  • Hunter of Monsters: The Monster Hunter is given a monster-type to hunt from one of those playing, and gets bonus points for every time they date their quarry.
  • Invisibility: The Invisible Person and, until its reveal at the end of the game, their "score". Meaning, this player will appear to be locked in last place in the meantime (though actual standings are available to view in this player's window, and are run down in the post-game stats).
  • The Last of These Is Not Like the Others: Some of the monsters in Monster Seeking Monster include a mummy, zombie, vampire, and mother.
  • Literal Metaphor: The Two-Faced Creep is a handsome-looking man who gains extra hearts by two-timing the other players. Whenever he gets a date (or is rejected), he peels off his disguise to reveal his true form... as a fat, hairy pig-monster.
  • Lunacy: Two monsters have abilities onset only during dates under full moons. Aside from the Werewolf's bonus heart, the Body Swapper can trade scores with another player.
  • Mad Libs Dialogue: The format of the audience's messages, who get two words and another player's name to choose from to fill their blanks.
  • Mercy Lead: The Vengeful Ghost and Invisible Person get bonus hearts at the start. One for the Vengeful Ghost, two for the Invisible Person. This is likely because, unlike other monsters who get bonus hearts for certain actions or at the end of the game, they usually can only get one heart per round.
  • My Beloved Smother: The Mother is randomly assigned another player as her child, and gains bonus hearts every night they don't get a date, incentivizing them to go out of their way to sabotage their child.
  • Nightmare Face: The Mother from Monster Seeking Monster looks sweet and innocent, but reveals razor-sharp teeth whenever she ends up on a date (or is rejected). The Two-Faced Creep is similar, peeling off his disguise to reveal a hideous visage.
  • Not Good with Rejection: If the Robot comes in last place, it goes on a killing rampage and destroys humanity.
    • The Vengeful Ghost, to a much lesser extent. It will steal a heart from a player that rejects it.
  • Serial Killer: One of the monsters, a Jason Voorhees look-alike who steals two hearts from another player if they manage to date them more than once.
  • Shout-Out:
    • Listen close to how the Two-Faced Creep and Zombie are announced. They are toned to evoke songs: Respectively, "Creep" by Radiohead, and "Zombie" by The Cranberries.
    • The victory screen before the credits roll is almost identical to the heart background seen at the beginning and end of episodes from The Powerpuff Girls.
  • Vengeful Ghost: The aptly-named Vengeful Ghost starts with a bonus heart, and causes anyone who rejects them to lose a heart.
  • The Virus: No less than four monsters have the ability to infect other players with curses or viruses, gaining various bonuses for doing so. To assist in all cases, anyone they infect get the ability to similarly infect other players:
    • The Zombie can achieve an alternate win condition if they infect every other player.
    • The Vampire gets half a heart for everyone in the game who's been turned into a vampire.
    • The Werewolf, during a full moon, gets a bonus heart if they get a date and loses half a heart if they get rejected. However, they also turn their date into a werewolf who also gets this power.
    • The Mummy steals half a heart from every other player they've cursed, but gets no bonus if every single player in the game is cursed.
  • Wicked Witch: The witch collects "hairs" for each unique player dated, up until its reveal, when these are cashed in for bonus hearts.

    Civic Doodle 
  • Accidental Misnaming: The Mayor, being a senile old man, is always getting his assistant's name wrong.
  • Mythology Gag: A number of businesses from You Don't Know Jack commercials - such as "Vance Van Van's Van Lot," "Tim Simian: Chimp Mechanic" and "Carpet: The Musical: The Experience" - appear as landmarks on the Doodle Valley map.
  • Round Robin: The game is an artistic version of this, with players taking turns adding on to a drawing and other players voting on whose addition they like more.
  • Scatterbrained Senior: The Mayor himself. He frequently forgets the names of everyday objects, gets too scattered to say "ready, set, go", and even rambles about his kidney stone in the middle of singing the game's theme song.

  • Bait-and-Switch: In the "Blind Bracket" round, you're given a very vague prompt, and not told what the actual category is until everyone has entered their selection. In the "Triple Blind Bracket", the category changes every round, so you might be voting on "Best Book to Adapt Into an 8-Bit Video Game" one round and "Best Book to Read to a Toddler as a Bedtime Story" the next.
  • Button Mashing: In the event that two choices tie for the win, everyone who voted for the winners must rapidly tap on their device to push their choice towards victory.

Games debuting in The Jackbox Party Pack 5:

    Split the Room 
  • All There in the Manual: The feline host is not named in the game, but a T-shirt sold in the official Jackbox store refers to the character as "Mayonnaise." Doubles as a Mythology Gag, as this was the name of one of Cookie's cats in You Don't Know Jack 2011.
  • Anti-Frustration Features: If there's an odd number of players, and thus a perfect split is impossible, you'll still get the Super Split bonus if the two answers are only 1 vote apart (like 3-4 or 4-5, for examle)
  • The Cameo:
    • One of the men from Fakin' It flies past in the background.
    • One of the heads Mayonnaise morphs into is the Ventriloquist Puppet from Monster Seeking Monster, giving Billy O'Brien another cameo.
  • Casting Gag: Tim Sniffen voices the host of Split the Room, an other-dimensional, all knowing being who's a bit of a Deadpan Snarker, a character that he's played before in another medium.
  • Credits Gag: There are credit listings for CEO (Mike Bilder), CCO (Allard Laban), CTO (Evan Jacover), and CCR (John Fogerty, Tom Fogerty, Doug Clifford, Stu Cook).
  • Doing In the Wizard: The game presents itself like you're in a weird dimension with Mayonnaise as a host that is akin to Rod Serling from The Twilight Zone (1959) with some themes based on The Wizard from The Wizard of Oz. The credits, however, show Mayonnaise filming his head though a cardboard, painting one of the chess pieces that act as your avatar and floating the final choice doors via string against a miniature backdrop. Showcasing the whole thing is just a really elaborate presentation.
  • Furry Reminder: The host, a feline Funny Animal, will lick the winning playing piece in a catlike manner. The worst-performing player is deposited in his litter box.
  • Groin Attack: Discussed in a possible question from the Decisive Dimension round. It asks what insomnia cure you would prefer from a renowned doctor. The choice given by the game is "genital acupuncture".
  • Morton's Fork: The goal of the game is to invoke this trope with your choice, not just by "splitting the room" but also by forcing the players to think about what to choose (giving bonus points the longer it takes for players to make a choice.)
  • Shout-Out: The game's style is clearly gleaning from The Twilight Zone (1959).
  • Title Drop: Made, and lampshaded, by Mayonnaise during the tutorial.
    Mayonnaise: Choose wisely, though, because everybody else will then answer yes or no. And you will earn more points if you split the room. (aside, with a wink) Fitting name, huh?

    Mad Verse City 
  • Attack of the 50-Foot Whatever: Essentially you're playing destructive robots destroying a city that fight... by rapping.
  • Battle Rapping: The robots in Mad Verse City partake in these. Players can create verses and have them judged by the other players.
  • The Cameo:
    • One robot has a Tamagotchi-like device for a head, depicting a stylized version of the Drawful Owl.
    • Should there been an odd number of players, Gene from Survive the Internet fills in.
  • Cyber Cyclops: The yellow robot.
  • Mythology Gag:
    • Graffiti during the intro reads "cookie was here."
    • One of the buildings is named after Mike Builder, CEO of Jackbox Games. Another is named after Guy Towers, one of the previous You Don't Know Jack hosts.
  • Shout-Out:
    • One of the robots has a Tamagotchi for a head.
    • Several of the robots resemble the Transformer Soundwave, but replacing his tape deck motif with a Walkman, a video cassette or a Gameboy.
    • Billboards visible in the city advertise, among other things, Eye Robot Optometry, and a TV series called Real Housewives of Stepford.
  • Synthetic Voice Actor: The raps are played back with text-to-speech voices. Rhythm is not applied.

    Patently Stupid 
  • Amicable Exes: Toby and Leena. The most aggressive they really get with each other is when Leena says (as part of the tutorial) "Now you're stuck with someone else's problem" and Toby cheerfully remarks "Been there!". Other than that, if not for them introducing themselves as exes, you'd think they're still married or just coworkers.
  • The Cameo:
    • The figure of the Faker from Fakin' It is one of the trophy toppers.
    • A pin of Mark the Bookmark from Survive the Internet is sometimes seen on the bulletin board in the sign-in screen.
  • Mythology Gag:
    • The sign in screen takes place at "Tim Simian's Coffee," referencing the YDKJ commercial from the Facebook game.
    • In the sign in screen, the coffee shop table is the one used for the "Octopus, Coffee, Queen Elizabeth or Frankenstein" questions in You Don't Know Jack: Full Stream. The Queen Elizabeth and Coffee dolls are seen.

    Zeeple Dome 
  • Color-Coded for Your Convenience: When the monsters change color, they can only be damaged (or finished off) by a player of that color. When they turn red, they're about to attack.
  • Grievous Harm with a Body: The players must fling themselves at enemy monsters in order to destroy them.
  • Multiplayer Difficulty Spike: Zigzagged. To actually defeat a monster, you need to coordinate with your team so that they don't hit the monster or get in the way of the player who needs to actually hit it, which makes the game more chaotic. On the other hand, more players means there are more players that can revive downed teammates, which makes it harder to actually lose a round.

Games debuting in The Jackbox Party Pack 6:

  • Anthropomorphic Typography: The player avatars are lower-case letters with eyes.
  • Bread, Eggs, Milk, Squick: The theme song advises you to grab a beverage like "milk or juice or barium".
  • Motor Mouth: The credits song has the host doing a pretty impressive job singing like this.
  • Neologism: The object of the game is to define a nonsensical world generated by the game, then come up with a synonym for it and use it in a sentence. Players vote on which entry they think is the best.
  • What the Hell Is That Accent?: The host, the Dictionary Keeper, has an unspecified vaguely Northern European-sounding accent. Occasionally, she introduces herself as simply, "your host... European Lady!"

    Push the Button 
  • Bittersweet Ending: One of DODE's quips if the humans win is pointing out that they cannot be put back into cryosleep, so they'll be floating in space for the rest of their lives, implying the crew will grow old and die before reaching their destination.
  • Dance Party Ending: The winners dance on the ship. It's a different dance if it's the humans or aliens that win. If the humans win, sometimes at least one will be dancing a jig.
  • Deadpan Snarker: DODE is a great example of this, namely when you either run out of time or waste all of your buttons.
    DODE: You ran out of time? For an angry mob, you sure are patient. (upon running out of time)
    DODE: You ran out of time? Did you think those scary numbers were a 'decoration'? (ditto)
    DODE: The humans ran out of button pushes. This game is now called Push the Nothing, and you've lost it. (humans wasted all buttons)
  • Disappointed in You: If your team run out of button presses, DODE will be very disappointed that you did not find the aliens. Also counts as a What the Hell, Player?
    DODE: The humans ran out of button pushes. I'm very disappointed in you.
  • Dramatic Space Drifting: The end result of a unanimous vote to extract those accused of being aliens. Complete with the player's avatar suffocating as their identity gets revealed. Also in the credits, regardless of the player's identities.
  • Dying Declaration of Hate: If the aliens win via getting a human killed, DODE could potentially have this be her final words.
    DODE: I hate you all. (she then proceeds to glitch out)
  • Emoticon: One human avatar is wearing a robot mask, and is always seen smiling. They'll be shown frowning for a split second when they're about to get their identity revealed after being extracted.
  • Exact Time to Failure: Every minute that passes, DODE will warn you. The virus will erase her in a certain time depending on how many players there are;
    4 players: 12 minutes
    5-6 players: 15 minutes
    7-9 players: 18 minutes
    10 players: 20 minutes
  • Fun with Acronyms: DODE's emergency protocol is a random silly acronym, like Whiskey Tango Foxtrot.
  • Get Out!: Said word-for-word by any non-isolated crew member voting yes to extract those accused of being aliens.
  • Idle Animation: Each human avatar has 5 "calm" sitting variants and 2 "freaking out" variants, along side 2 of "calm" and "freaking out" when seen standing. (The avatars start freaking out when there's barely any time left.)
  • Impostor-Exposing Test: The various tests (Drawing Quarters, Opinion Hold, Deliberation Deck, Writing Pod, and Bioscanner) are used to determine which players are human and which are aliens.
  • I Regret Nothing: This is one of DODE's potential final words if a human gets thrown out the airlock. This final line can also be inverted.
  • It Only Works Once: All human players only have one button when accusing who the aliens are. If the group isn't unanimous on the vote to throw them out the airlock, the game resumes, but the player who initially pushed the button isn't allowed to do so again. If all the human players use up their button presses without a successful vote, the aliens automatically win.
  • Meaningful Name: The AI's name is DODE—As in the twelve-faced DODEcahedron. One of these can be seen in the upper corner throughout the game, and glasses will flash on it when she speaks.
  • Mythology Gag: One of the protocols is named "Cookie Schmitty Guy" (after three You Don't Know Jack hosts).
  • Oh, Crap!: Get a human ejected out of the airship, and DODE will realise that she is screwed big time.
    DODE: Shoot.
    DODE: Uh oh...
    DODE: Well, crap.
    DODE: Momma?
  • Race Against the Clock: The game is on a constant countdown as the ship has been infected by a virus that threatens to shutdown all the systems, putting urgency into finding the impostor.
  • Rapid-Fire "No!": If the ship is falling apart (Less than 3 minutes), picking a test that will take a long time, like the Bioscanner, will result in DODE getting frustrated with you.
    DODE: No, no, no, no, no, no! This takes forever!
  • Retirony: A quip by DODE may mention that the alien virus which is deleting her program is happening 2 days before her retirement.
  • Social Deduction Game: Players have set amount of time to deduce who among them are aliens in disguise through a series of tests. Aliens are given different prompts during these tests, so they must attempt to blend in with the humans, but if they are found out they are jettisoned.
  • Spot the Imposter: Basically the point of the game. Aliens sneak aboard a spaceship and disguise themselves as humans. The goal of most of the players is deduce who is the alien (or who are the aliens, in a 5+ player game) through a series of tests. While the alien players have to try and convince the others they're human and keep suspicion off themselves.
  • Take That!: DODE has a chance to make a quip relating to Fibbage should the humans run out of time.
    DODE: You ran out of time? I just... go play Fibbage or something.
  • Taking You with Me: The ship's computer pretty much says as such when warning the crew of what'll happen if the virus erases her completely. Namely, everyone goes down with her.Though it's an empty threat, if the timer runs out, the aliens automatically take over the ship.
  • Thrown Out the Airlock: Once the button is pushed, the humans put in who they think the aliens are into an airlock and vote to eject the accused. If all are in agreement, the accused are sucked out into space and reveal whom is an alien and who isn't. Though if the human players guess wrong or miss one, the alien(s) will eject THEM out not shortly after.
  • Title Drop: While explaining the rules, DODE says that once you've figured out who the aliens are, you must "Push! The! Button!" to pick your suspects and call a vote.
  • What the Hell, Player?: If your team runs out of button pushes or run out of time, DODE will chew you out. She will also chew you out if you choose a test that will take a long time when there is less than 3 minutes.
    DODE: Are you joking?! This is the longest test! (picking Bioscanner when there's less than 3 minutes)
    DODE: Drawing?! Really?! Are you trying to delete me?! (picking Drawing Quarters when there's less than 3 minutes)
    DODE: The humans ran out of button pushes. You really let me down. (if you run out of button pushes)
    DODE: You ran out of time? Is this my fault? Should I have screamed at you more? (running out of time)
  • Wide Eyes and Shrunken Irises: The accused will sport this expression for a brief moment when getting their identity revealed before dying (if they were a human) or transforming into their alien form. Only the avatar with a robotic mask is exempt from this, as their helmet changes from the usual smiley face to a frowny one.
  • Wingding Eyes: If one looks closely during the identity reveal after a successful vote or during the credits, a human player will have X's for eyes, complete with their tongue sticking out when they die.

    Joke Boat 
  • The Alleged Car: The ship it takes place on is so shakily built that it comes off second best, by a wide margin, in a collision with a rubber duck.
  • The Cameo:
    • The feline host from Split the Room is one of the dummy avatars. His image is also seen on a mug during the score screen.
    • One of the dummy avatars is one of the human disguises from Monster Seeking Monster.
    • Gene from Survive the Internet is a dummy as well.
    • The spy dolphin avatar from Guesspionage turns up on one of the Captain's Logs.
    • The moon from Monster Seeking Monster is used in the game as well.
  • Catchphrase: Each dummy has a catchphrase, created by the player when the game starts, that they say after each joke.
  • Creepy Doll: Downplayed. The avatars are designed like wooden dummies but naturally look a little off.
  • Pirate Parrot: The Captain has a parrot companion who acts as an assistant by keeping scores and cueing each dummy to tell their joke.
  • Sad Clown: Several entries in the Captain's Log hint that he's not entirely satisfied with his lot in life. Apparently the horrors he witnessed at sea took away his sense of humor.
  • Shout-Out:
    • The credits music is a pastiche of Jimmy Buffett.
    • In one of his logs, Chuck expresses indignation that Tom Hanks responded to fan mail by saying he wasn't the inspiration for Captain Phillips.
  • Skewed Priorities: The second round of the game has the ship hit a...rubber duck. And start sinking. While the Captain does say women and children first, he insists the stand up contest continue.
  • There Can Only Be One: In the final round, you're competing to get the last life vest.
  • Unwitting Instigator of Doom: What causes the Joke Boat to start sinking at the beginning of the final round? A rubber duck.
  • Vaudeville Hook: The loser of a round will be hauled off by a hook if their opponent gets all the votes and qualifies for the "Crushed It" bonus.

    Role Models 
  • Player Personality Quiz: Each round has the players choose which of a set of "roles" (from categories such as "Boring Things" or "Mario Kart Items") they think best fits themselves and the other players. Whoever gets the most votes for that role gets assigned to it and scores some points in the form of "science pellets", with ties being broken by a vote between the other players.

Games debuting in The Jackbox Party Pack 7:

    The Devils and the Details 

    Champ'd Up 
  • All There in the Manual:
    • The ten player avatars are named in the TCG, with most of them having Punny Names: the boxer with iced-drink headware is Brice, for example.
    • With the exceptions of Brice (Ice Water), Toni (Phone), and Shelley (Nesting Doll), the player characters' faces are all revealed via posts on Twitter, courtesy of the game's character artist.
      • Sloane (Traffic Cone) has a very egg-shaped head with freckles.
      • Rue (Rooster) has a mustache resembling a rooster's wattle and a pompadour resembling a rooster's comb.
      • River (Fish) has a goatee, a bun in his hair, and a gap in his teeth.
      • Rosie (Flower) has tremendously spiky hair.
      • Raph (Giraffe) ironically has a face that resembles a monkey.
      • Corey (Apple) has thinly-shaven hair and lacks sclera.
      • Treena (Tree) has a normal-looking female face with a ponytail.
  • Assist Character: The second round of matchups has a surprise title, for which contestants can tag in their previous round's champs. For this reason, building up a varied roster of champs can help greatly.
  • The Cameo: When a player fails to submit a challenger, a rendering of Gene from Survive the Internet is used and automatically loses.
  • Curb-Stomp Battle: Rounds that end with a massive difference between vote percentage reward allow the winner to perform a fancy Finishing Move on their opponent and receive a Champ'd Up bonus afterwards.
  • Eye-Obscuring Hat: All the playable characters have very fancy-looking headwear that obscures their eyes or most of their face.
  • Fan of the Underdog: The champ designed as a response to another champ is at a natural disadvantage, as the creator will not know the title being contested and how fitting their design will be for said title. To compensate, the champ will get an "underdog bonus" that multiplies the payout from their votes so that they stand a better chance and are rewarded more if they come out on top.
  • Finishing Move: The result of a Curb-Stomp Battle, with finishers including a Kamehame Hadoken, a flurry of slashes that slice the opponent to ribbons, or a powerful Ground Pound.
  • The Ultimate Showdown of Ultimate Destiny: Each round has a "Champion" and an "Underdog" character facing off to be named the champion of some esoteric category, like "Champion of Freaking Out", "Champion of Bosses", or "Champion of Saturday Night".

    Talking Points 
  • Blah, Blah, Blah: Fittingly for a game about talking, a synthesized voice saying "blah" is used as an instrument in the tutorial music and credits theme.
  • Noodle Implements: The Assistant will have to pick images to go with the presentation from a random pool, so the Presenter may have to improvise as to what three completely unrelated pictures have to do with their speech.
  • Readings Are Off the Scale: If your presentation is liked by a large amount of people, then the results at the end of the presentation may go off the screen.
  • Waiting Skeleton: If there was absolutely no engagement from the presentation whatsoever, a skeleton sitting in a chair will be used to convey this.

    Blather 'Round 
  • Buffy Speak: The object of the game is to get other players to guess your prompt while only being able to give the category (such as Place, Story, or Person) and vague clues like "It's a story about an [adjective] [noun]."
  • Intentional Engrish for Funny: Invoked by the words you are given to describe your prompt. All are only marginally related to the prompt itself, and none will make sense strung together. For example, you may describe Egypt as "a hot not recent society place."
  • Synthetic Voice Actor: In the same manner as Mad Verse City, a text-to-speech voice is heard alongside each guess.

Games debuting in The Jackbox Party Pack 8:

    Job Job 
  • Animate Inanimate Object: The host of the game is M. Bubbles, a living water cooler. Everything in their office is likewise sentient; for example, in the intro, when M. Bubbles soaks the desk and floor while offering the player a cup of water and says "Someone'll get that," the broom in the corner of their office gets a dismayed look. One animation during the writing phases where the wall opens up to reveal a realistic beating heart implies that the office/building itself is also alive.
  • The Cameo: Occasionally during the writing phase, characters from previous Jackbox Games wander around the office.
    • Billy O'Brien from You Don't Know Jack.
    • The legs of a red Mad Verse City robot.
    • DODE, wearing a tie and carrying a briefcase, and an alien plushie stress toy, which M. Bubz promptly pops, from Push the Button.
    • Captain Chuck Hull from Joke Boat, who is on a telepresence setup, consisting of a tablet attached to a Segway.
  • "Double, Double" Title: Job Job.
  • Exact Words: You are given answers from other players and tasked with using the words on your device to assemble a new answer to a new question... and that means any of the words on your device. Obviously you can use the words in the other players' answers, but you can also use words from the question, or even your own name. M. Bubbles will point this out occasionally in case you don't get the idea on your own.
  • Fauxtivational Poster: Parody posters occasionally drop in while players are answering the prompts, with images and slogans chosen by audience members. If there is no audience, the game randomly generates them instead.
  • George Jetson Job Security: Once the winner is hired for a position in the office, M. Bubbles promptly fires a random staff member with no provided reason.
  • Mythology Gag: All the player icons are representative of previous Jackbox games (such as the Drawful owl, the Fakin' It Faker, an 8-bit bomb from Bomb Corp, etc.) and whenever they are shown making a selection onscreen, a sound effect from their respective game plays.
  • Non Standard Game Over: If nobody answers the first round of questions, the game ends instantly with the following quip:
    M. Bubbles: Uh hello? Anybody there? *sigh* Guess I'll give the job to my weird cousin...
  • Rule #1: A running joke is M. Bubbles is offering a piece of advice prefixed with "The first rule of management is..." The advice changes, but it's always the first rule of management, never any other number.
  • Shout-Out:
    • In one of the idle animations, a tear in the office wallpaper reveals a beating heart, a reference to The Tell-Tale Heart (while also implying the office itself is sentient, along with seemingly every object within).
    • The player icons all represent different Jackbox games, and typically have a sound bite attached to that icon. (For example, the Mayonnaise icon includes a spoken "roar", one of his response round lead-outs.)
    • The titles on M. Bubbles' slideshow are written in Microsoft Word's WordArt.
    • One of the animations during the writing phases involves M. Bubbles getting a horrified look and removing a (sentient) stapler encased in gelatin from their desk drawer, a nod to a similar prank played by Tim on Gareth in the first episode of The Office (UK) (and re-created with Jim and Dwight in The Office (US)).
      Stapler: Hey, lemme out!
    • During the voting phase, you can get a closer look at M. Bubbles' desk. To the right, you can see a sentient paper clip with eyes. Three guesses to whatever that could be referencing.
    • For the final round, M. Bubbles will ask you to write whatever's on your mind unless if it involves some randomly chosen topic (but that won't stop you). If the topic they mention is polka, a picture of M. Bubbles is seen dressing up as "Weird Al" Yankovic.
  • Standard Office Setting: The game takes place in a regular old office building...occupied by living office supplies! Players act as candidates at a group job interview.
  • Stylistic Suck: With its mishmashed WordArt and unnecessary, high-movement animation, Bubbles' slideshow intermissions read more like someone playing around with PowerPoint's features than someone trying to make an actual formal office presentation.
  • Surprisingly Creepy Moment: During waiting scenes, a mouse (an actual computer mouse) sometimes scurries around in front of M. Bubbles' desk, and the desk suddenly eats it. Also during waiting scenes, a piece of the wallpaper occasionally peels back to reveal a beating heart within the wall.
  • Vomit Indiscretion Shot: During waiting scenes, M. Bubbles may sometimes puke some of their water onto a plant, which then blooms.
  • What the Hell, Hero?: If you use a bunch of words from one player only in a response, M. Bubbles will point out that they don't give a bonus to plagiarism.
  • Word-Salad Humor: Oh yes. Since your word selection is decided by the other players, you're bound to make a completely nonsense response that can still win you a round. The motivational posters on the wall also have nonsensical phrases that can change according to the audience's whims.

    The Poll Mine 
  • Darkness Equals Death: Players win torches from making correct guesses and lose them from incorrect guesses. If a team runs out of torches in the final round, they run a bigger risk of losing the game.
  • Do Well, But Not Perfect: The second round requires that players find the second, third, and fourth-highest ranked answers but not the highest.
  • Evil Laugh: Laverne does this to the losing players as she swallows them up in the shadows and turns them into monsters.
  • He Who Must Not Be Seen: Laverne is never seen save for the eye at the beginning of the game when she catches the players in her domain. The game implying the cave itself is her via Genius Loci.
  • Rhyming Names: The host of the game is a cave witch named Laverne Cavern (pronounced "Ca-VERN").
  • Win to Exit: The point of the game; opposing teams compete to reach the exit of the mine. Winners escape, while the losers are turned into monsters by the cavern witch.

    The Wheel of Enormous Proportions 
  • Brick Joke: At the start of the game, everyone is asked to input a question. Once the winner is decided, their question is responded to with an answer that may or may not relate to what was asked.
  • Developer's Foresight: If "Fuck You" is in your question at the end of the game, and you are the winner, the Wheel will have unique answers for you, and it will be very offended that you said that.
    • Combined with Artificial Brilliance: The Wheel is good at recognizing the different type of questions players may ask. While their answers are not always meaningful, they'll usually make sense regarding the question's syntax (i.e. One possible answer to an "X or Y" type question can have the wheel contemplate choosing "both answers" before picking "the first one").
  • Luck-Based Mission: While correctly answering the Wheel's questions gives you both points and more slices (and thus better odds of scoring during the "spin" segments), it's still a matter of luck winning the game, even if you manage to cross the 20,000 point threshold and get a chance at the "Winner's Wheel".
  • Otherworldly and Sexually Ambiguous: The Wheel is only ever referred to with it/its pronouns, and in one question describes itself as "a godlike, nonbinary, post-gender being".
  • Produce Pelting: Implied, if you said "Fuck You" in your question and you're the winner, one of the answers will say they'd put you in stocks and throw melons at you.
  • Synthetic Voice Actor: The Vocaloid-esque singer of the closing theme — actually Synth V's Eleanor Forte.

    Weapons Drawn 
  • A Birthday, Not a Break: On occasion, Lord Tippet will mention that the party with all the murders happening is regarded to be one of his worst birthdays, and that's saying something.
  • Blunt "No": The Maid sometimes says this when being wrongly accused.
    The Maid: Ah! No.
  • Calling Card: Each player has a "Calling Card", a letter chosen randomly from their name that they have to incorporate into their drawings.
  • Color-Coded for Your Convenience: Each weapon is given a specific color, which helps eliminate players given an alibi by the Limited Loadout.
  • Darkness Equals Death: It's a constant cycle throughout the game, power goes out, people die, rinse and repeat.
  • Delayed Reaction: When the lights come on after murders have been committed, Lord Tippet will act calm, then express shock a little while later.
  • Double-Meaning Title: The drawn in the title could refer to the term for unsheathing a weapon and (since it's an art game) sketching it out.
  • For the Evulz: The game is occurring because the detectives want to enjoy a bit of sport out-masterminding each other.
  • Karma Houdini: Played for Laughs. When a detective is revealed to be a killer, either circumstances prevent Lord Tippet from having them immediately arrested, so he lets them go on with their day or he inflicts an extremely ineffectual punishment.
  • Killer Cop: Every player character is one of the world's greatest detectives...and also one of the world's most fiendishly cunning murderers.
  • Improbable Weapon User: Murder weapons include things like "Emotional Regret", "Carry-on Luggage", "Cosmic Rays", and "Mother".
  • Let Us Never Speak of This Again: A possible quote from Lord Tippet to close off the match
    Tippet: I would say tell your friends, but... Tell. No one.
  • Lights Off, Somebody Dies: Just as the party is getting into swing, all the lights go out, and when they come up again the murders have been committed.
  • Limited Loadout: A variation: Each detective can bring a variety of bizarre weapons, but they can only have one copy of each weapon. If a player has the same weapon as the murder weapon, they're innocent.
  • Make It Look Like an Accident: "Accident" (quotes included) is a possible murder weapon.
  • Musicalis Interruptus: If you play 5 games in a row, the scoreboard music cuts off suddenly as Lord Tippet notices the Narrator.
  • Slasher Smile: Each detective has this, by showing their smile at the beginning of the game when drawing their weapons, and when they're revealed as the murderer of an accomplice.
  • Shout-Out: Many of Lord Tippet's exclamations make references to pop culture songs.
    Lord Tippet: Oh dear, I do hope none of the bodies, hit the FLOOOOOOOOOR!
    Lord Tippet: Does anyone else need a- MAN AFTER MIDNIGHT!!
    Lord Tippet: I'm beginning to get a little woozy from—CHAMPAGNE SUPERNOVA!
  • Spit Take: One of Lord Tippet's voice lines when the lights come on and he notices the murders results in him spitting out his large glass of brandy he intends to sip.
  • Tempting Fate: When the first blackout starts, Lord Tippet will note that "With [the detectives] around, we don't have to worry about any foul play". The players immediately take the opportunity to kill a decent chunk of the accomplices while the lights are out.
  • Traitor Shot: The paintings of the Player Characters gain a Slasher Smile during the sections of the game when the players are preparing or committing murderous acts.
  • Unusual Euphemism: When the murders have been committed, Lord Tippet will exclaim in shock, using phrases such as "BILBO BAGGINS!", Although on occasion, he will calmly say "Oh good God." in reaction to the murders
  • Villain Protagonist: The game is about a bunch of Killer Cops trying to outdo the others as both detective and assassin.

Games debuting in The Jackbox Party Pack 9:

  • Elimination Statement: Each time a player is eliminated, they can type some last words, which appear onscreen right before they're shown the door.
  • Flat Character: Invoked. Each player gets assigned a single quirky personality trait (e.g. "Loves Smoothies," "Naughty Gymnast") and is expected to play up that trait in their answers. If a player is eliminated, they reenter the game with a new single trait.
  • Line Boil: The animation style of the game—both the host and the player avatars have thick black squiggly outlines.
  • Musical Nod: The melody that the doorbell plays is taken from the credits theme.
  • Paper-Thin Disguise: Every time a new guest comes in after elimination, it turns out to be the person who was just eliminated, except for the fact that they wear an additional item such as a hat or a bow, and a letter in their name is changed.

  • 20% More Awesome: The purpose of the game is to create text and drawings based on unquantifiable and silly percentages—for example, draw something that's 70% mouse and 30% airplane, or write a text message that's 20% likely to have been written by a cowboy.
  • X Days Since: Between each round, you will see a notice saying how many tests have been done without a "Fart" incident. Should someone input "Fart" in one of their answers, the notice will reset to zero.

  • Bewitched Amphibians: The players take on the role of humans who have been turned into frogs by a mischievous wizard.
  • Mythology Gag: One of the hats that the frogs can wear is an orange wig from Fakin It!

  • Endless Game: Forever Mode is an additional mode of Quixort that keeps on going until you reach a stack of 9 blocks tall.

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Video Example(s):


Grandma Despair's Knife

This and the Fingers minigame from Trivia Murder Party revolves around the player choosing a finger to cut off. Once a finger is cut off, they can't answer a choice pertaining to the finger they cut off eg. Finger 3 means they can't answer choice 3.

How well does it match the trope?

5 (12 votes)

Example of:

Main / Fingore

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