Games Over GMRS - Introduction
Games Over GMRS
Radio isn't just for emergencies and nets. Playing games over GMRS is a genuine tradition - a practical way to build skills, fill dead air on scheduled nets, and make radio genuinely fun for families and newcomers. If you've got a license and a radio, you already have everything you need to get started.
Is this allowed?
Yes. FCC rules prohibit one-way broadcasting for entertainment on GMRS (47 CFR § 95.1733), but that's not what games are. Playing Battleship or 20 Questions over the radio is an interactive, two-way conversation between licensed stations - the same as discussing the weather, swapping radio tips, or chatting about your weekend. The fact that you're having fun doing it doesn't make it illegal. As long as both parties are licensed, you identify properly, and you're not transmitting one-way entertainment to a passive audience, you're good.
Why play games over radio?
- Practice radio skills: Calling turns, confirming moves, and identifying your station keeps you sharp on procedure without the pressure of real traffic
- Build community: Games give net participants something to do together beyond weekly roundtables - they're a natural icebreaker for new operators
- Fill dead air on nets: When the check-in list is short and conversation runs dry, a quick game of 20 Questions or Tic-Tac-Toe keeps the frequency active and operators engaged
- Great for families and kids: GMRS licenses cover your whole household - games are one of the best ways to get kids interested in radio and practicing their callsigns
A tradition older than GMRS: Ham radio operators have played chess over HF for nearly a century. The practice dates back to the early days of amateur radio, when long-distance contacts were rare and operators would play out full games over weeks of scheduled skeds. GMRS games are part of that same tradition - just closer to home.
What you need
Most radio games require almost nothing extra:
- A GMRS radio - handheld, mobile, or base, any licensed radio works
- Pen and paper - useful for tracking game state in Battleship, Bingo, Hangman, and Chess
- A willing partner - another licensed GMRS operator on the same frequency
For games with a board (Chess, Checkers, Battleship), both players benefit from having a physical board or grid in front of them. For simpler games like 20 Questions or Tic-Tac-Toe, you can track everything in your head or on a notepad.
Radio etiquette during games
The same rules that apply to any GMRS transmission apply to games. A few reminders:
- Identify every 15 minutes: Per ยง 95.1751(a), you must transmit your callsign at least every 15 minutes and at the end of your last transmission. During a long game, set a reminder if needed.
- Use simplex or off-peak repeater time: Games generate a lot of back-and-forth traffic. Use a simplex channel when possible, or schedule game sessions during low-traffic hours on your local repeater.
- Yield to emergency traffic: If someone breaks in with emergency or priority traffic, pause the game immediately and clear the frequency. You can always resume later.
- Keep transmissions short and clear: Call your move, confirm receipt, and hand it back. Avoid unnecessary chatter mid-game - other operators may be monitoring.
The NATO phonetic alphabet is your friend during games. Saying "Alpha-3" is much clearer than "A-3" when you're calling grid squares or letters. Most experienced operators use phonetics instinctively - games are great practice for newcomers to build that habit.
Games you can play
Each game below has a dedicated guide with rules, how to call moves over radio, and tips for keeping the game running smoothly:
- Battleship - Grid-based guessing game. Call grid coordinates to sink your opponent's fleet. Classic and easy to run over radio.
- Chess - Full chess over radio using algebraic notation. Slow-paced enough for radio; both players track the board independently.
- Checkers - Simpler than chess, great for beginners. Uses a numbered board system easy to call over the air.
- 20 Questions - One player thinks of something; the other asks yes/no questions. No board needed - pure voice.
- Tic-Tac-Toe - Fast and simple. Number the nine squares and take turns calling your move. A full game fits in under two minutes.
- Bingo - Net Control calls numbers; everyone else marks their cards. Works great as a net activity with multiple participants.
- Hangman - One player picks a word; the other guesses letters one at a time. Use phonetics to avoid confusion over similar-sounding letters.
Tip for net operators: Games work best when announced in advance. At the start of your net, let check-ins know you'll be playing a game after the roundtable. That way, operators who want to participate can stick around, and those who aren't interested can check out gracefully.