Sent in by Robert and Heather Eadie
Needs: A large number small balls or similar items (even wrapped sweets) to collect (if you have small inflatable paddling pool handy this is ideal).
Based on the Lap Game, and a good one for exhausting children.
Put the ball pool at one of a hall or garden and get all the players line up at the other end of the garden/hall. Leader or caller then calls out facts that could apply to the players, such as "If you are wearing something red" or "If you have a birthday in May.", etc... [tip: Questions can be more fun if you include questions that are more stupid or personal such as "If you cleaned your teeth this morning" (Ed)].
If the question called out applies to any players in that round they have to run up and collect a ball (or what ever object they have to collect). First to reach a specified number (eg 10) wins. Or who collects the most by the time all are fed up with the game.
Tie a balloon on a string (at least two feet long) to each person's ankle. The objective of the game is to be the last person with an un-popped balloon around one's ankle. Note: this game takes some prep work. Balloons must be blown up and string cut in advance. It is a fun game, though. Don't try in someone's living room if you want to be invited back!
Sent in by Ian Gilmour
"I was using your site looking for games for youth group and I remembered a game we used to play in scouts. It is probably somewhere on your site but I couldn't find it in my quick browse. Its is called "Barrel and Stick". It is a reasonably violent game and got banned several times during my time at scouts but in all that time no-one was injured."
Fairly simple, you have a barrel (water container etc) and on top of it you put a pole about 3meters in length and of a substantial diameter. This is what we used to play with as it has a bit more weight and it is harder to knock over; you could have a stick of any size. Then everybody gets in a circle and links up using monkey grip. The rules are simple: if you knock the stick off the barrel you are out or if you break the link the two people who broke are out. You keep playing until there is only one left. So the game play is pretty much, everyone starts centered around the barrel & stick and then you start pulling people towards it (eg one side of the circle pulls the other side into the barrel and stick) causing the people being pulled into the barrel and stick, to have to jump over the barrel & stick or knock the stick off and be deemed out. Every time someone gets out or, you get to far away from the barrel, you re-center the circle around the barrel and let people wipe sweat off their hands and arms. Best played on grass as there is often people falling over.
More commands and variations to the game ship wreck keeping the nautical theme.
| Captians coming | - stand in straight line and give a salute |
| Starfish | - five people get in circle and stick left leg out |
| Man over board | - 3 people get behind each other and pretend you are swimming under water |
| Captains ballroom | - dance with someone |
| Captains dining room | - 4 people get together in a circle and pretend to eat |
| Pirate | - run around like crazy idiots |
Equipment: 1 6 sided die. Some items of clothing which can be quickly put on e.g.
hat, gloves or oven gloves, scarf, etc. Bar of chocolate on a
plate (leave the wrapper on), knife and fork.
HINT: If you don't want to see your bar of chocolate
finished within a few minutes of the game starting make sure you've included
a pair of oven gloves or other such thick wooly gloves as an item to wear!!
A lot of fun and just as popular with adults for some strange reason probably something to do with the chocolate :-) . Leave the wrapper on the chocolate bar, players take turn to throw the dice and on throwing the six put on the clothes and gloves before picking up the knife and fork in an attempt to get into the chocolate bar and eating it using the knife and fork only. Again player continues until the next player who throws a 6 snatches off the hat.
Similar to Sumo, but definitely rougher and for this reason I don't use it much. Players fight by standing on one leg and arms folded, hopping around attempting to unbalance their opponent. A player is out as soon as they put both feet down or forced out of the ring.
Very similar to Number Circle, but players are named in turn as either Cod, Fish or Whale. Instead of running around the circle once players continue to run around the circle until home is called. As an added difficulty the leader can call others out at the same time as a group is running or use the command change to reverse the direction of running.
Needs to be played at night, with ALL the lights off, so ideal for an all night activity game. Also a great set up for a discussion starter.
Set Up: Explain to the kids about communism, how Christians are not allowed to gather. If they are found gathering, they are put in prison.
Game Prep: In the building you are using for the game make sure all the doors to rooms are shut. Lock those rooms that youth are not allowed in, and leave the doors to rooms that they are allowed in shut but unlocked.
The Game: Take a flashlight (this represents the church) turn it on and hide it in a room in your building. The light should not be seen without REALLY looking for it. Players have to find the flashlight you've hidden. When they find they are not to touch the light, but have to hide in that room, so no one knows they are there. It depends on the size of your group, but once a group of about 10 find the church the game is over.
The Catch: Have a few other players or youth leaders (this works best), be the communists. Their job is to catch the kids and take them outside the building. The communists are only allowed in the hallways and cannot go inside rooms. If they tag or grab a youth, the youth must surrender and be escorted out. Once the youth are outside the building their job is to find a way back in. Which you have made difficult since you or another leader is constantly locking and unlocking doors, leaving 1 door unlocked at all times.
[Ed note: - for security reasons and keeping the peace with the local neighbourhood this is probably best played in more rural locations or the rules adapted to suit the needs of a more urban or city premises.
Numbers: 10-20 (can go higher if you dare)
Time: 15-30 mins
Age: Youth/Adult (some children do very well)
Tools: Paper and pens
Great non-threatening game that includes everyone and is simple to prepare and play.
For 11 or more players
Ages 5 to adult
One player is chosen to stand in the centre, everybody else partners up and stand in a large circle with their partners next to them so they and their partners are face-to-face.
Player in the middle calls out commands such as "face to face," "back to back," "side to side,". Players take these positions accordingly. When the person in the middle calls "All change", all the players have to find a new partner during which the person in the middle tries to get a partner. If they are successful the person left without a partner becomes the new person in the middle and starts to give commands.
Suggestion: If the group is larger than 50, you might want to consider breaking it into two or more circles
Players form a circle sitting down. 1 player leaves the room while a leader is chosen from the remaining players. The leader starts to carry out actions which the others follow, during this the one who has left the room comes in and standing in the middle of the circle is given 3 tries to guess who the leader is.
The leader stands at one end of the playing area facing the players at the other end. When the leader turns his back on the group, the players move towards him with the objective of reaching the leader before being caught out. However the leader may at any point turn around and a face the group at which point all players have to freeze, any players still moving or being seen to move have to return to the start again.
A recent game introduced to our Sunday School by Ellie who has started to help out with out drama at the church.
All players move around on hands and feet (or hands and knees). A player or players are nominated to become the killer wombats and do the catching by catching up with the other players and biting them (gently) on the tummy or sides. Players once caught roll over on their back or sides and play dead with hands and feet in the air.
Get a large container such as a cooler, washing bowl or even an inflatable paddling pool and fill it with water and a number of gummyworms (jelly worms). The object is to bob for gummy worms, but if the water is cold enough the gummy worms sink. "This game went over great with the kids."
"This game is still favourite in our mixed teen woodcraft folk group. Its not as tasteless as it sounds but it does involve contact and rough play."
You need at least 9 players and its best with about 21 or 31. There has to be an odd number of players.
Everyone pairs off and sits in a big circle with one member of the pair
facing inwards and the other member of the pair sitting close behind them also
facing inwards.
One person sitting in the circle is without a partner - they go first.
Everyone is given a number - they keep that number for the rest of the game. You can give every couple different numbers but it also works well if you run from 1 to 9 and start again so that 2 or 4 or 6 people end up with the same number.
The solitary person then calls out one or more numbers e.g. 4,7,2. The front person of each couple that has this number now has to try to make their way to the solitary person. The back person simply tries to stop them. This is where the robust contact comes in as the back person hangs on whilst the front person crawls across the floor.
The first person to reach the caller and give them a hug, kiss or whatever token you choose wins that round. They take their place behind the old caller and the person they escaped from becomes the new caller. If no one seems to be making any progress the caller can add some more numbers.
A very lonely person can call "grope" (or some other keyword) at which point every front person will try to get to them. This can end in quite a heap.
Variation:
Instead of numbers the caller can try for specific characteristics
such as everyone wearing red, people born in February. The difference then is
that instead of the back person waiting for a specific number to be called they
have to decide whether their partner is going to move and act accordingly.
Players get into pairs and form a circle so that one member of the pair stands in front of the other with both facing the centre of the circle. On the command "ready" the player behind jumps onto their partner 'piggy back' style. On the command "Heffalumps" the player behind jumps off, runs around the circle and then jumps back on again. The last pair to do this in each round is knocked out.
Old favourite, needs a fair amount of space and as there is a risk (depending on skilful the players are) of accidentally treading on somebody else its a good idea if those playing don't wear shoes. Players pair up and sit down facing each other legs outstretched and feet touching so that players legs form the rungs of a ladder. Each pair is then given a number. When their number is called out each pair has to get up, run down the ladder without treading on any legs, back around the outside and then back up the ladder to their original position. Player that gets back first and sitting in position wins.
Use the same set up as ladders, but needs a lot (or bit) of preparation in advance depending on how good you are at creating stories. Each pair is either given a number or the name of an object. As a narrator tells a story pairs have run when their name or number is called out. If you are using numbers, shopping trips make good subjects for stories. Can also use numbers in phrases such as "...went to (2) the..." or "once (1) there...." very good at seeing who is alert!
An ice breaker
created for a women's Christian retreat to meet the needs of 80+ ladies
with theme of "Weaving new patterns".
Tip: This best played once everybody has arrived... doesn't work so well if you start playing but still waiting for most people to turn up!
This game is an adaptation of the 'Lap Game' and helping people to mix and find out information about people in a fun way which is what an ice breaker should be. The maypole idea it purely to incorporate the weaving theme. If you are familiar with Maypoles and Maypole Dancing then this game will make more sense. But if you are unsure a Maypole is large pole, decorated with a number of coloured ribbons hanging down from the top of it, during festivities various dances take part around the maypole using the ribbons which are woven into an intricate design around the pole.
For this game you need a pole to be fairly high depending on how many take part. The more people the higher the pole needs to be but a good height is probably around 12 foot (3.5m), with enough ribbons on it for everybody playing or at least half of those playing. However it is more likely you'll be playing this indoors so its probably easier to simply just attach one end of the ribbons to a large ring and suspend that from the middle of the room so the ribbons hang down freely.
Each person takes a ribbon and stands with everybody else in a circle facing the pole/centre of the circle. If there are not enough ribbons to go round everybody just joins in standing in the circle, but try to get the ribbons evenly spaced around the circle.
Have a number of questions at the start you can ask the group or let everybody take turns to invent and ask questions which answers can be only 'yes' or 'no'. In the children's version of the game (Knee game) we say things like "if you brushed your teeth this morning" or "if you are wearing anything blue" etc..
If the answer to a positive/good question is 'yes', move clockwise around the circle by walking in front of the person to the left of you and then taking the place on their right. If they move as well just take their place. If the answer to a negative question is 'no' then do the opposite, move one space anti-clockwise by stepping around behind the person to your right and standign to the right of them again just takign their space if they move. (you can leave the no's out if you want). You could just play it so you get back to the position you started in, ie make a full circuit of the circle in a clockwise direction, but otherwise just carry on until time.
Hopefully it will force everybody to mingle and be able to chat to their neighbours as well as surreptitiously being able learn about others by their answers (but that does depend on the type of questions you or others ask).
What will happen is as everybody moves around the ribbons get woven into a single strand or around the pole... adding to the theme 'weaving new patterns' . And of course as you weave around you get closer so you have another analogy to use there as well as final results being a single strand made up from everybody's efforts.
One person is chosen to be Mother (or Father) and stands at one end of a room while everybody else lines up against the wall on the other side (if playing outdoors choose a tree or object for the 'Mother' to stand by and everybody else to make their way towards).
There's no rule stated whether Mother should be facing or looking away from the other players so you might have some fun deciding which works for you.
Each player in turn then asks 'Mother' ("Mother may I....?") whether they can
take a specified number of steps (a number the player chooses) and whether these
are
"Baby steps" - tiny steps
"Turtle Steps" - Slightly larger steps than baby steps
"Monster steps" - large steps / strides
"Rabbit steps" - Bunny hop jumps (Bunny hops are when you crouch down
with hands on the floor just in front of your feet and jump in that fashion)
"Tornado steps" - Steps taken while person spins around.
The person playing 'Mother' or 'Father' then chooses to say "Yes" or "No" allowing that player to advance forward or not. The game stops when one of the players reaches the 'Mother'/'Father'.
In its easiest form each wall of a room or side of the pitch is delegated as a respective compass point. Players stand in the middle and when a compass direction is given run to that point, those getting it wrong or being last to get there are knocked out. Can be made more complex by including the sub-compass points eg, SE, SW, NW, NE giving 8 points of the compass to run to and or including 'special commands', e.g.:-
| Inkypoo | Lie on your back waving arms and legs in the air shouting "horses, horses". This one comes from a stunt used on the 6th Form biology field trips at Glyn School. |
| Dive-bomb | Lie down on your front hands on heads as if being attacked from the air. |
| Tornado | Spin around on the spot until told to stop or next command given. |
Needs a large number of players who spread out into a large circle and each player in turn is given a number from 1 to 5. When number is called those players who have been given that number have to run once around the outside of the circle back to their own place. Last back is out. Multiple numbers can be shouted at the same time and adds to the fun! Last out wins.
Educational variation: Rather than just calling out numbers try using simple sums.
Equipment: A supply of balloons and a chair.
Players are each given a number and stand in a circle around a chair. One player stands on the chair and drops the balloon calling a number. The player with that number has to try and catch the balloon before it reaches the ground. If they succeed they replace the player on the chair.
Another version of this I've seen being played uses a ball, which is thrown into the air by the person in the middle. Person who's number is called has to catch it before it hits the ground. Can include the 'one bounce, one hand rule' if wanted, ie players can use both hands to catch ball before it hits the ground, but if they fail and it bounces they may only use one hand to catch it before it bounces a second time.
We tried this game at a baby shower and it was great fun!"
"Its funny because there are six or more 'babies' making noises and the 'parents' can't figure out which one is their "baby"! Crying babies cannot talk or give clues, besides crying, to where they are standing/sitting."
Split into teams of 2 players (its better if there are about five or more teams). One player from each pair plays the "baby" while the other is the "parent".
Each parent is blindfolded and holds a pacifier and stands on the opposite side of the room from the babies. Spin the parents six times and while the baby cries, each parent must find the baby and put the pacifier in the mouth before the other parents do!
Players partner up and stand creating two concentric circles, so that one stands on the inner circle facing clockwise while the other one stands in the outer circle facing anti-clockwise. On command each circle runs in opposite directions until the leader calls out `partners. Players then have to find their partner and holding hands sit on the floor. Last pair down are out but remain in the circle to keep it large.
Numbers: Circle of 15-25 (two people play at a time)
Time: 2 minutes for each couple picked (fun wears off after 4/5 couples)
Age: Best with youth (especially if you want to have fun with some potential
romances!)
Tools: Large room/hall, blindfold, belt
Equipment: 1 dice. Some items of clothing which can be quickly put on e.g. hat, gloves or oven gloves, scarf, etc. A straw, one plate with dried peas on it.
Those playing form a circle around the plate of peas and alongside of which is placed the straw and spare clothing. The diced is passed from player to player until a six is thrown. When this is accomplished that player puts on the spare clothing and then by sucking through the straw, attempts to remove as many peas as possible from the plate until the hat is snatched off by another player throwing a six. The player moving the most peas by the end of the game wins.
Equipment: Pieces or A4 card or paper.
Preparation: Write the names of various countries down, one to each card and
have a list of well known or not so well known attractions that
can be found in each country, Eg The White House (USA), Big Ben
(UK),
Stick up the cards at various points around the playing area, hall, house. When the leader calls out a place to visit, players have to run to the card with the country where they think the place can be found. Those who are wrong get knocked out of the game.
This game has a superb educational value with almost unlimited
number of variations using different categories for the cards.
Eg
See what I mean!
A useful way of playing this is to allow players the brief chance to change their mind before announcing the correct answer and finding out who got it right
"BEWARE!!!! This game can be very rowdy!!... ...We talk about how this game relates to the real world after we play. This game is very addictive. We've played it every Sunday all summer! This game is best played in a church or building with lots of available rooms."
Have enough blank cards for every player. On one write "Christian" on the other write "Satan". The rest are blank. Everyone draws a card and finds a room to hide in until they hear the leader yell "go".
Use a scarf or something to act as a ‘flag’ and put it in a neutral location such as a foyer. Satan needs to get the flag and hide it, but can only hide it so the flag remains in plain sight and visible. However the game works best if played in the dark so Satan can use that to their advantage.
The leader waits for about two minutes and yells GO! The object of the game is for Satan to kill everyone while everybody else has to find the flag before Satan kills them. All Satan has to do is squeeze their shoulder and say "you're dead". The player then counts to 10 and finds a creative way to die. Satan can move the flag anytime they wish but if they are carrying the flag they can not kill.
The Christian has the power to resurrect anyone. All they have to do is touch the dead person and say "you are forgiven". But the Christian can die too and then there is no hope. The winner is Satan if everyone is dead or whoever finds the flag.
It might help to make anybody playing it to do so in silence because otherwise players tend to share who Satan is and that ruins the suspense.
This is another version of 'NEWS' but instead of using compass points use the parts of the ship. If you want you could draw the outline of a large ship on the floor.
BOW, - Front
STARBOARD - Right
PORT - Left
STERN - Back
Other commands you can use are:-
| Tornado | Spin around on the spot until told to stop or next command given. |
| Captains coming | Stand to attention with a salute. |
| Climb the rigging | Mime the actions of climbing a rope ladder |
| Captains daughter | A wolf whistle with the action of wriggling the hips |
| Pirates | Everybody has to hide |
Old party game. One player calls out and demonstrates the actions that the other players have to copy. Every time they change the action they have to say "Simon says..." or "O'Grady says...." Players who do not change are out. BUT if the leader calls out and demonstrates a new action without saying "Simon says..." or "O'Grady says...." at the start. Players must not change, any that do start to copy the new action are out of the game.
Unashamedly borrowed from Jonathan's Resources, but anything that can get the lads interested in something else apart from Dodgeball is worth mentioning.
Create a ring by either drawing a large circle or square on the ground using chalk or if you want (as we have done) by putting several gym mats together.
Everybody takes their shoes off and sits around the ring. The idea of the game is for players to remove a sock from their opponent/s. It can be played one on one, but we play it (as suggested) with several (4 or 5) players in the ring at the same time at the start. Players who loose a sock have to leave the ring so matches usually end up as one on one at the end anyway.
The girls incidentally enjoy this game just as much as the boys...
Preparation: Large circle at least 4 metres in diameter - marked out using string or chalk
Ideal game for those feeling active to loose some steam. Girls as well as boys like to play this so don't be sexist. Create a large circle at least 4 metres in diameter. Although it has been done with those playing creating the circle, its safer to have all those playing sitting away from the ring to avoid possible problems.
As in proper Sumo the objective is either to get your opponent out of the ring or down on the ground, but there the similarity ends! Players must at all times keep their hands on their ankles and in this position try to win their bout by either out manoeuvring or shoving their opponent out of the ring (no hands remember!).
Often found it best to ask who wants to have a go and after picking one of these letting them select from the remaining hands who they want to challenge (and of course if the challenged accepts!)
Each `bout can be preceded by a certain amount of `invented ceremony. Such as players bowing to each other, from the waist, with palms pressed together with a fictitious greeting like "Hock-a cha".
You may also want to get everybody at the start or at the end to try the Honour of Siam... possibly the winners?!!
Game requires some sort of seat or chair.
Arrange the chairs in a big circle facing inwards, everyone apart from one player sits in a chair so no chairs are remaining. One player (who can be the leader starts the game by standing in the middle).
The person in the middle calls out a theme (such as month of birthday, colour of hair, colour of clothes, etc). Everyone who it applies to has to get up and switch places with another player. The person in the middle also tries to get in a seat. The person left without a seat goes to the middle.
'Ye old sword fighting with sticks', simple and very old idea. Each person has a stick and uses it as a pretend sword. the aim is to touch the other player/s with it but to not get touched yourself. Players touched are out.
[ED note: There are no set rules, BUT to minimise the potential for injury, protective gear maybe advisable and additional rules should be added eg:
1. Players can only attack areas below the neck of their opponent/s (to avoid
injury to the head or face).
2. No attacking of players who are unarmed or not ready.
3. Players who can not or will not obey the rules do not play!
Equipment: 2 lengths of string or rope, 4 or more wet cloths and any sort of screen at about waist height which the leader can duck down and hide behind.
Put the screen up at one end of the room. The leader is armed with the wet cloths and the 2 lengths of string are hung over the edge of the screen. Another leader selects individuals to creep up one at a time and pull one of the strings. If they pull one that the hidden leader is holding the leader gives a roar and tries to hit the person with the wet cloths before they get back to `home. If hit they drop out of the game. If the string pulled is not being held then they are safe and return for another try.
"Here is a game that we play a lot. It's great for inside areas such as a gym"
[Kit: This looks like a cross between 'Musical Chairs' and 'Boatman, Boatman'.]
The game
Set up one less chair than there are players, so somebody is left standing. Chairs can be set up in a circle or other sequence, but players will be moving between them. Everybody except for the person who has to stand, sits down in one of the chairs. The leader/adult then calls out a category like "If you're wearing green, go!" All those who fit that description run and the person who is standing up also runs until the leader shouts "Stop!". Everybody running has to find a seat and sit down on this command. The player who is left standing at this turn is out of the game. Leader calls another category and while everybody is moving removes one or two chairs from the game. When the leader calls stop all those left standing are out of the game. The game continues until you have 3 or so people left who can get a prize if you wish.
If the leader calls "Train Wreck" at anytime everybody has to move!
The rules
This is a very old tag version of stalking and listed with the other TAG games.
The reason it is fun is because with heaps of people the line is really long and the people on the end get thrown around against their will - hence whiplash
Ideally the more people the better and needs a lot of space. All stand in a long line holding hands in a monkey grip. Players attempt to keep hold of the players either side of them while moving around trying to break the grip of other players. Players who break their grip are out and leave the line. Play until tired or just two left who both win.