ABOUT NAMECHAIN

About NAMECHAIN

NAMECHAIN started long before it became a card game.

Back in school, when we were about 15 or 16, we used to play a game at lunch that we called The Name Game. The idea was simple: say the name of any famous person, then link the next name using the first letter of the previous person’s surname.

So one name became another, then another, then another, creating a chain of names that could go on for ages. If someone said a name with double initials, like Marilyn Monroe, the order of play reversed and everyone shouted “Reversal!”

It was simple, chaotic, competitive, and absolutely addictive.

We played it all through school. Then, as we got older, it followed us into house parties, pregames, nights out, family holidays, staff Christmas parties, car journeys, train journeys, plane journeys — basically anywhere a group of people were together and needed a laugh.

Every new group we introduced it to seemed to love it. It became one of those games that needed no board, no setup, and no explanation beyond, “Right, you’ll get it after one round.”

But over time, we started adding more twists. Special rules, specific categories, extra challenges, reversals, pressure moments — all the things that made the game even funnier and more competitive. The problem was, trying to explain all of that out loud never really worked.

It needed cards.

That’s where the idea for NAMECHAIN came from.

We wanted to take the game we had played for years and turn it into something anyone could pick up, understand quickly, and enjoy straight away. The cards add structure, surprises, power plays, and prompts, while still keeping the heart of the game simple: keep the chain going.

NAMECHAIN is a fast-paced party game built for everyone. It is easy to learn, quick to play, and made for all kinds of groups and occasions — game nights, parties, family gatherings, holidays, pre-drinks, work nights out, or anywhere people want a bit of competitive chaos.

It brings people together through simple rules, quick thinking, shouting, laughing, arguing, and the occasional “how did you not know that?”

We got years of joy out of this game.

Now we want everyone else to get the same.

This is NAMECHAIN.