Overwatch
The shortest matches here, with a fixed job for every player: one tank, two damage, two support.
- Crew
- 5 a side: 1 tank, 2 damage, 2 support
- Match
- 10 to 20 min (est.)
- Departs from
- PC, PlayStation, Xbox, Switch
Departures · team games · checked 23 October 2026
PlayQuay sets five free-to-start team games side by side, like departures on a board: how many players a side, how long a match runs and where each one runs. Choose by your crew and your evening, then read the profile.
No betting, skin-trading or case-opening links. Every link goes to an official game site, with no referral code.
How the profiles are built →Crew size
A team of five, a group of six and a trio need different games. Start with how many of you there are tonight.
Five fills a side. Smaller groups queue with strangers to make up the numbers.
Match length
Bars show the usual length of the main mode. The ring and thin line show a shorter mode where one exists.
Boarding passes
The squares describe what a game asks of a group. A full row on rules means more to learn, which a patient crew may enjoy.
The shortest matches here, with a fixed job for every player: one tank, two damage, two support.
The only six-a-side game here, built on heroes who boost each other when they play together.
A battle royale for trios and pairs: land, loot and outlast 19 other squads.
Round-based attack and defence where scouting and breaking walls count as much as aim.
A third-person MOBA with gods from world mythologies, in long Conquest matches or a ten-minute Arena.
Head to head
Both are hero shooters with roles and short matches. Overwatch plays five a side with a fixed split of roles; Marvel Rivals plays six and rewards pairing heroes through Team-Ups.
The two games here where aim decides most fights, in opposite shapes: one life per round inside a building, or sixty players and a closing ring.
Both seat five. SMITE 2 fills a long, planned evening; Overwatch fits between other plans.
Planner
Choose players, time and leaning. The list reorders and each line says which mode fits and why.
Practice cards
Each game has a 60-minute card split into timed blocks: a warm-up in the game's own training mode, one learning drill, a match or two and a short review.
Harbour notices