Buy one copy of The Jackbox Party Pack - everyone else plays from their own phone
If you have a group in one room and everybody has a phone, the answer is a Jackbox Party Pack on whatever screen is in the room. One person owns it, it runs on the television or a laptop, and everyone else joins through their phone's browser by typing in a room code. Nobody installs anything, nobody needs an account, and nobody has to own the game. It handles up to ten players plus a much larger audience, which is more people than any other recommendation on this site.
That is the shape of the solution, and it is worth stating plainly because most search results for this send you to lists of mobile multiplayer games that each person has to download separately, agree on, and create an account for. In a room of six people with four minutes of patience, that does not happen. The setups below are ordered by how likely they are to actually get played.
The three setups that work, in order of how fast they start
One: phones as controllers, one screen, one purchase. This is Jackbox, and it is the best answer for four or more people. The game is on the television; the phones are the buzzers and the keyboards. Setup time is roughly ninety seconds and the only requirement is that everyone is on wifi or has signal. Because one person pays, it is also the cheapest per head of anything here.
Two: everyone on their own phone, in the same room. Works, and needs more coordination than people expect - everybody installs the same app, everybody makes an account, somebody hosts a private room, everybody joins it. Among Us is the one worth doing this for, because it is free and because it is genuinely better in person: the accusations land harder when you can see faces. Budget five minutes of admin before anybody plays.
Three: one phone, passed around. A real option and a narrow one - there are far fewer same-device multiplayer phone games than the search results imply. We wrote that up separately at two players, one phone, which is the page to read if the group is two people rather than six.
What to check before you commit the evening to phones
The wifi, honestly. Ten phones on one home network playing simultaneously is not demanding, but a house with bad wifi makes every one of these setups feel broken in the same way - laggy inputs, players dropping, a round that will not start. If that describes your house, read games for friends with bad internet and consider option three or a console instead.
Battery. Phones used as controllers with the screen on for two hours will be flat. Have cables out before you start. It is a trivial point and it ends more game nights than any technical fault.
Whether a phone is actually the right device. This is the honest one. If there is a Nintendo Switch in the house, Super Mario Party Jamboree with four controllers beats any phone setup for a group of four, because the controls are physical and the game is built for exactly that room. Phones win when the group is larger than the controllers you own, when nobody wants to learn anything, or when there is no console at all. Our game night guide and large groups list cover the console side.
Why the one-host model matters so much here
Almost everything that works in this situation shares one property: only one person pays. Jackbox is bought once and played by ten. Among Us is free. MONOPOLY supports up to six locally from one copy. That is not a coincidence - a game that requires everybody in a room to buy it before the evening starts does not get played in a room, it gets abandoned at the point where the third person discovers they need to enter card details. If you remember one thing from this page, make it that: for same-room play, buy the thing one person can own on behalf of everybody. The same logic across platforms is at one copy, two players.