Fun
White Elephant Generator
Draw a fair turn order, choose how stealing works, print numbered slips and run the whole exchange from a game table that tracks every gift, steal and freeze.
1. Players
2. Rules
Three steals freeze a gift, no stealing straight back, and player 1 gets a final swap.
The rules you’ll play by
- Everyone brings one wrapped gift to a shared pile and draws a number. Players go in number order.
- On your turn, either open a wrapped gift from the pile or steal an opened gift from someone else.
- If your gift is stolen, you choose straight away: open a new gift from the pile or steal a different one. Your turn ends only when you open a gift.
- No immediate steal-back: you cannot take back the gift that was just taken from you. You can steal it again on a later turn.
- A gift is frozen after it has been stolen 3 times: the person who takes it on steal number 3 keeps it.
- Final swap: once every gift is open, player 1 (who had no chance to steal at the start) may swap their gift for any gift that is not frozen (unless their own gift is frozen), or keep it. Then the game ends.
3. Turn order
Shuffled with your browser’s cryptographic random generator, so every order is equally likely.
Printable slips and rules
One fold-over slip per player, twelve to a page, plus a page with the turn order and your rules to put on the table.
The PDF uses standard Latin fonts: accents such as é or ü print, Cyrillic and Greek are transliterated, and other scripts and emoji are left out.
4. Run the exchange
The game table shows whose move it is, every opened gift, who holds it and how many times it has been stolen, and blocks moves your rules don’t allow. Put it on a laptop or TV where everyone can see.
Would rather let a die decide who swaps and steals? Try the White Elephant dice game. Drawing names for a Secret Santa instead? Use the Secret Santa generator.
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Frequently asked questions
What is a White Elephant gift exchange?
A party game where everyone brings one wrapped gift and people take turns, in a random order, either unwrapping a gift from the pile or stealing one somebody has already opened. Someone who is robbed picks again straight away. It goes by several names — Yankee Swap and Dirty Santa are the most common — and house rules differ from group to group, which is why this page lets you set them.
What are the classic White Elephant rules?
There is no official rulebook, but a widely used set is what the Classic preset uses: players go in number order; on your turn you open a gift or steal an opened one; if yours is stolen you open or steal again, but you can’t take back the gift that was just taken from you; a gift is frozen after its third steal and stays with whoever took it; and once every gift is open, player 1 — who had nothing to steal at the start — may swap their gift for any unfrozen one.
How does freezing a gift work?
Each gift card on the game table shows one dot per allowed steal and fills a dot every time the gift changes hands by stealing. When the dots are full — after the third steal in the Classic rules — the card turns blue, says Frozen, and its Steal button disappears, so the person holding it keeps it. Choose 1 to 5 steals, or Never for no freeze at all. The final swap also counts as a steal of the gift player 1 takes.
What does “no immediate steal-back” mean?
If Ben steals the candle from Anna, Anna can’t take the candle straight back on the same move — she has to open a new gift or steal a different one. On a later turn she is free to go after the candle again (unless it has frozen). Without this rule two people can pass the same gift back and forth for a long time, so it is on in every preset; untick it if your group plays without it.
Why limit the number of steals per turn?
With a big group and a popular gift, one turn can turn into a long chain of steals. Steals per turn caps that chain: once the limit is reached, whoever is left without a gift must open one from the pile, and the next numbered turn starts. The Quick preset allows two steals per turn and the Gentle preset one; the Classic preset has no cap.
How is the turn order chosen, and is it fair?
The page shuffles the names with your browser’s cryptographic random number generator (crypto.getRandomValues) using a Fisher–Yates shuffle, so every order is equally likely. Draw again as often as you like before the party; the order counts from the moment you start the game table. If you prefer a physical draw, tick No names and print plain numbered slips instead.
What’s on the printable PDF?
One fold-over slip per player, twelve to an A4 or US Letter page: the game’s name on the outside and a large number inside, plus the player’s name if you drew the order here and left Print each name on its slip ticked. The last page lists the turn order (or blank lines to write names next to the numbers) and every rule you chose in plain sentences, ready for the middle of the table.
Does the timer force a move?
No. The timer restarts on every move and counts down the seconds you picked; when it reaches zero it turns amber, says Time’s up and plays a short chime generated in your browser (untick Chime to silence it). What happens then — a gentle hurry-up or a forced open — is for the group to decide.
What if we make a mistake during the game?
Press Undo to take back the last move — as many moves as you need. A gift can be renamed at any time by tapping its name, which is handy once people see what they unwrapped. The game is saved in this browser after every move, so reloading the page or closing the tab by accident doesn’t lose it.
Is anything uploaded or saved online?
No. Names, rules and the game in progress are stored only in this browser’s local storage on your device, and the PDF is built in your browser. Nothing is sent to a server, and there is no account to create. Clear the site’s data or use Back to setup and start a new game to replace what is saved.
About this tool
A White Elephant exchange is simple to explain and surprisingly easy to lose track of once it gets going: who has the speaker now, how many times has it been stolen, whose move is it after Dev took Cara’s mug? This generator handles the bookkeeping. It draws a fair turn order, prints the numbers, and gives you a game table that shows whose move it is, every opened gift with its holder and steal count, and which gifts have frozen — and it refuses steals your house rules don’t allow, so nobody has to argue about them.
How a turn works. The player whose number is up either opens a wrapped gift from the pile or steals an opened gift. Opening ends the turn and the next number goes. A steal hands the move to the person who was robbed, who must then open a gift or steal a different one; the turn continues until someone opens a gift. That is why every numbered turn adds exactly one opened gift, and why the game always ends with one gift per person.
Choosing house rules. Freeze after 3 steals is a popular limit that keeps a single gift from dominating the evening; 2 speeds things up for big groups, and no limit (the Dirty Santa preset) lets the best gifts keep moving. No immediate steal-back stops ping-pong between two players. A cap on steals per turn keeps chains short. The final swap gives player 1, who went first with nothing to steal, one last chance to trade — and it can’t take a frozen gift, or give one away.
Worked example with the Classic rules. Anna (1) opens a candle. Ben (2) steals it — one steal — so Anna, who can’t take the candle straight back, opens a mug. Cara (3) steals the candle from Ben — two steals — and Ben opens a board game. Dev (4) steals the candle from Cara: that is the third steal, so it freezes and Dev keeps it. Cara opens a scarf, and Emma (5) opens the last gift. With the final swap, Anna may now trade her mug for the board game, the scarf or Emma’s gift, but not the frozen candle.
Setting up the party. Agree a budget and ask everyone to wrap their gift so it can’t be guessed. Draw the order here the day before and share it with Copy order and rules, or print the slips and let people draw on the night. How long a game lasts depends mostly on how many steals happen; with a big group, the Quick preset or a timer per move keeps it moving. If you would rather let chance decide the moves, the White Elephant dice game pairs well with the same slips.
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