A miscellaneous assortment of games that generally are quieter, or at least 'less active', usually require less space and often played at parties. Some games are traditional, others won't be, so feel free to browse. Don't forget to check out the other pages for other games that are suitable... you just have to choose what type of party you want... quiet or riot or just perhaps a bit or both!
When you are planning a childrens' party (or any sort of children's event), decide whether you want any sort ot theme which might help you decide whether you also want to theme the games to this.
It is best to start off with a big active group game (I found it doesn't really matter if its a team or non-team game), anything that will help run off lots of excited energy. End the party on quiet group game if its a youngish group of people (Heads down, Thumbs up or Thief are great for the over 6's) or another energetic game if the group is mainly made up of older children (ie the age just before they do not want traditional parties or games anymore). Have a mixed selection of games and activities available to do in between. It's best to be flexible in the order you play them, although it is possible to play a set of games in a set order. A quieter game following an active one is useful for quietening them down, but if you've got an energetic group, run them off their feet for a bit before trying to play a quiet game. Lastly don't play the same games each year... try and play something new each year. Although there are games that get frequently requested, (e.g. we always found the chocolate game always asked for!)
If you want to play a selection of games in a set order a novel way of doing it is to use Pass the Parcel and in the various layers place bits of paper naming various games. Once the game has been played you resume playing Pass the Parcel until the parcel is completely unwrapped and the centre prize has been reached.
Knights and Castles
Old guessing game, popular for the odd "I'm bored" moment or as a travel game. Any number of players.
First player thinks of any object/item and decides whether it belongs to the category of animal, vegetable or mineral:-
Animal - Any living (or dead) animals including humans (named famous or well known people)
Vegetable - All plants.
Mineral - Anything thing made from non living material.
Once a player has decided on the item and category it belongs to they tell other player/s which of the three categories it is in. The other player/s then have to find out what the item is by asking up to 20 questions, to which the first player can ONLY answer "yes" or "no". If a player has not guessed the answer by the 20th question the first player wins and gets another chance, otherwise the the player who guessed wins and thinks of a new item.
A great test of children's powers of observation (and the power of the advertising!). Cut a good selection of advertisements from magazines and newspaper and snip away the obvious clues such as trade names. Paste them to a large board or sheet of paper and number them. Give each player a pencil and paper and allow them ten minutes to write down the name of the product and the manufacturer. Award one mark for each correct answer.
This is a far more difficult game to play perfectly than it seems - more dangerous too as offence can be taken, although it is not meant. One player thinks of a famous person or person known to all participants (this is obviously more fun). The other players then try to guess the identity by asking him to describe the person in terms of analogies. For example, "what kind of building is he/she?", the answer could be anything from a town hall to a thirties semi-detached to a castle in Spain. Analogies categories can be: modes of transport, animals, food drink, smells, weather, machines, etc..
Do not fall the trap of confusing what the person 'likes' with what the person is like, ie a person likes champagne, but they might be more like fizzy lemonade (at least, you think they are) and this is where the offence-not-meant-but-easily-taken can occur.
Printed with by Kristi-Anna and Mike.
Play this like normal bingo, but when somebody gets a number they have to make an animal sound. When they get BINGO they have to sing Old MacDonald.
Sent in by Sarah McDermott
"I would like to suggest �Are You There Moriarti?� (like the villain in Sherlock Holmes!) which we, the Grimes family, play in our family get-togethers!"
Two players are blind-folded and each given a rolled up newspaper. They lie on the floor opposite each other, face down and holding hands in the middle (both right or both left hands) arms stretched out as much as possible so they are as far from the other person as they can get. They take it in turns to say �Are You There Moriarti?� to which the other person has to answer �yes� (usually trying to throw their voice!). Then the asker tries to hit the other person over the head with their newspaper.
The other person is allowed to roll out of the way whenever they want but obviously trying not to let the asker know where they are! This can go on for as long as it entertains you!! You could give points for a direct hit or a glancing blow!!
Sent in by Rhonda Elliot
The camping game is played like this:
Several people sit around the room in a circle (the more the merrier!). Each person will take a turn telling what they will bring on the "big camping trip" and the leader will decide if that person can go or not. (The leader is the one person who knows the trick to whether the person's suggestion will allow them on the trip, or not. None of the other players is aware of any trick). THE TRICK: Each person must bring an item that begins with the initial of their own first name. The game might progress like this:
Sue: I am going camping and I am going to bring-----a banana!
Leader: No, I'm sorry Sue, you cannot come.
Jan: I am going camping and I am going to bring--some firewood!
Leader: No, I'm sorry Jan, you cannot come.
Brenda: I am going camping and I am going to bring a banana.
Leader: Great, Brenda! Of course you can come!
Sue: HEY! HOW COME I CAN'T GO? I WAS GOING TO BRING A BANANA, TOO!
The game goes on until somebody finally figures out what the trick is. It can get quite hilarious and it really is quite fun. It is also great if a couple of people know the trick--it provides the leader with some back-up and creates greater confusion.
Sent in by Kaleigh
For 2 or more players (2-4 is suggested). Similar to I Spy, but item does not have to be visible.
The first player decides on a category and an item that fits into that category. The first player then says what the category is and the first letter of the item they have picked. The other players then take it in turns to guess what the item is. The first player may give clues as to what the item is, if asked. The person who guesses the item chosen by the first player, starts the next round.
Sent in by Eileen McBride
All you need are stairs and a rock/pebble.
Decide who will be the teacher. The rest of the children sit on the first stair.
The teacher puts her hands behind her back and places the pebble in either her right or left hand. Go to the first child and have them guess which hand the pebble is in. If they guess correctly they get to advance to the next step, or "get promoted."
The pebble should be switched (or not switched) for each player's turn. Continue down the line giving each child a chance to guess which hand the pebble is in. Whoever reaches the top stair first is the winner. If there aren't many stairs, you may want to go up and back down the stairs and the child who reaches the original stair first is the winner. The winner gets to be the teacher next game.
1 dice. 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!!]
Definitely needs gloves... 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.
Give everyone a number. They have to arrange themselves in numerical order communicating with each other without speaking or holding up fingers. They make up their own sub-language or sign-language and it often is pretty amusing. Round two. Have people arrange themselves in order of birth or in calendar months.
Sent in by Littlebrat994
[Simple guessing game, probably better for younger players.]
Have some differently coloured eggs or balls. Pick someone to be the wolf who goes out of the room. While the wolf is out of the room the other player/s pick a colour then calls the wolf in. The wolf has to guess the colour and player that picked the colour becomes the wolf for the next round.
All players lie down on the floor on their backs very, very still. Leader or selected player attempts to spot those players that make a movement. Those caught out help watch for those moving.
Attempts can also be made to make players move or laugh by others pulling faces, telling jokes etc but players must not be touched. It's very hard to keep a straight face if being tickled!!
Sent in by John Sanders
For smaller groups.
Everybody sits in chairs in a large circle with one person in the middle. The person in the middle then choses a player and asks whether they love their neighbour. If the player answers "yes", all players have to move a number of places set by the caller to their left. If they answer "no" everybody has to move 1 seat to their right. The objective is to move once around the circle.
Rather than everybody move, and so everybody having the same neighbour through the game, it may be more interesting for only the player themselves to move (or the player's neighbours) to move places, and then having to sit on each others laps as they move around the circle.
All but two players join hands forming a human chain. One of the two remaining becomes the Dr and stands so that they cannot see the group. The other then attempts to put the group into a knot by getting players in the chain to weave over and under each others arms and legs without breaking their hold on each other. When ready the group calls out "Doctor, Doctor." and the player who was selected to be Doctor then has to work out how to unravel the knot again without breaking any part of the chain.
Suggested by Ruth and Gabriel Seiden
Same as Doctor, Doctor. Play with around 10 - 20 players who start in a circle with joined hands. When the Doctor is out of the room the 'Tangler' then knots the group by suggesting various players to step over, go under others etc with the group holding hands all the time. The Doctor is then invited back to try and untangle the group without breaking any links.
Suggested by Swinchester1
Have groups of no more than twelve hold hands to get in a circle. Spread out as far as they can, then drop hands. Take right hand and get the hand of someone to the left other than the person directly beside them. Take left hand and get the hand of someone to the right other than the one beside them. Without letting go of hands, try to get back into a circle. (People can be facing inward or outward.)
Note: To make it more challenging, be specific...everyone has to be facing inward, or everyone has to be facing outward. This game helps promote teamwork and concentration.
Sent in by Lyn Hunt
[More an activity than a game, but great fun if it can be organised and included with several other games that can be played nearby.]
At our Church Children's club we have an annual duck race, when we race numbered plastic ducks along a stream just for fun. The winner wins the coveted "golden duck" ( a plastic duck painted gold. ) Needs permission from your local council but we have never found this a problem."
Players sit in a ring. One player walks around the inside of the ring with small piece of cloth such a handkerchief or a small ball. When the player walking around reaches a player they want to challenge they throw the ball or piece of cloth into the seated players lap and shout out either "Earth", "Air" or "Water" and then counts out to 5. The seated player has to respond by naming an animal which lives in the appropriate category, e.g. if Water is called out, any animal that lives in water can be stated ('air' includes any bird or animal that can live in the air, etc). A new animal must be thought of each time. Animals cannot be repeated in the game. If the seated player is unable to respond correctly in time they swap places with the player standing. If the player standing is unsuccessful in changing places after a number of attempts they can call "fire". The response is "salamander" by all players and everybody has to get up and move seats. The player left without a seat after the shuffle becomes the next person in the middle.
Equipment: Set of picture postcards, unwanted photos or scanned images.
Preparation: Cut each photo into 4 pieces. Keeps one piece and scatter the other 3 around the room.
Players are each given a piece of a photo held by the leader and try to find and reassemble in a given time the photo it belongs to. Or can be played as a team and team that is the first to reassemble a given number of photos/pictures wins.
Although a literary-sounding game, this certainly doesn't require a first in English Literature. In fact, the scoring can work against those who might occasionally recognise the first line of a novel. Players take it in turns to be umpire and pick at random any book, from novel to travelogue to DIY manual, from the shelf. The umpire announces the title of the work and then provides a brief description of it taken from the flyleaf. He or she then writes down the real first fine, and all the other players write down what they imagine the first line to be. A time limit of, say, one minute, prevents Smart Alecs from taking this too seriously. The umpire collects the papers and reads out their contents. He then reads them again, this time allowing votes to be cast for the most convincing. The person who supplied the most voted-for line gets two points, and anybody guessing the real first line gets one. People who pride themselves or, their appreciation of the many genres in English literature take considerable satisfaction in supplying lines that out-Hardy Hardy
Sit two competitors in two chairs and ask a person to stand behind each chair. Then, on the word go, the standing person places a small biscuit or flat sweet on the forehead of the seated person, who then has to try to get it into his mouth without using his hands. Stand back and watch! The person who eats a specified number in a given time first is the winner.
This can be made a game for two teams. When the first eater has successfully eaten, the feeder then sits down, and a third team member feeds him. And so on until the first eater gets to the position where he is now the feeder, and feeds the last member of the team.
One player goes out of the room. While he is out the others choose a leader and then they all sit in a circle. The leader starts any simple movement; such as patting his stomach, opening and shutting his mouth, waving his hand, and so on. The other circle players copy his movements, changing when he does. The player who has been outside now comes and stands in the centre of the circle and tries to find out which person is the leader. The leader will, of course, not normally change a movement while the centre player is looking in his direction.
Call out a letter and get the children to link of five related things beginning with that letter, e.g. boys names , girls names, flowers, etc.
This is a simple, but very popular game of skill (and a bit of luck) that children always ask to play at our parties, it also provides good photo opportunities! Things do get a bit messy so you might want to play this in an area which is easy to clean or protect by laying down some old towels, etc.
On a large plate, build up a large mound of flour, give it a flat top and lay a small coin on top of this. Using a blunt butter knife or similar, players take it in turn to remove sections of flour away from around the coin. If a person however causes the coin to fall into the flour they have to pick it out using their mouth only!
The game can be played for several rounds, rebuilding the pile of flour each time.
Warning!! : Chocking hazard. [Site policy about listing games with known hazards]
You will need: One or more bags of large marshmallow pieces depending on number of people playing. This game is simple, can get very messy and has some hilarious results... The object of the game is to see who can cram the most marshmallow pieces into their mouth and still be able to say "Fluffy Bunnies" or "Chubby Bunnies" without loosing any marshmallows or swallowing any. Go round everybody in turn giving everybody a piece of marshmallow to hold in their mouth and asking them to say "Fluffy Bunnies". Keep on going round in turn giving each person more pieces of marshmallow until those unable to say "Fluffy Bunnies" properly or those spotted cheating and eating or chewing their pieces of marshmallow are eliminated from the game. Have large bin ready and/or cleaning equipment as many find it hard to hold the pieces in their mouth for long or while they are talking with their mouth full!
Sent in by "A youth kid" (YSOCCERALA@***)
Warning!! : Chocking hazard. [Site policy about listing games with known hazards]
"Hey I'm sure u have all heard of chubby bunny when u put as many marshmallow's in your mouth as u can without swallowing any of them or choking them up. At my youth group it was banana night and I had to think of a game so I thought we all liked chubby bunny so y not use banana's so that is how I got the name chubby monkey and u play it the same way but u cut the banana up so it is about 1/2 in wide and try to fit as many pieces as u can in your mouth without choking them up or swallowing."
Not a quiet game... Play in pairs or as a team, one person chooses a non-sense word or sound and then tries to perform a song or nursery rhyme using only that non-sense word. Partner or other players have to guess. Could perhaps be played as a team game with team members individually being given various songs they have to perform using the non-sense word. If their team fails to guess the song, given to other team to guess. Teams take turns.
A game similar to �Snap� which can sweep both adults and children along. It is extraordinarily silIy, but great fun. Depending on the number of players use one or two packs of cards. Shuffle and deal these out equally face down to each player. Keeping their cards face down each player in turn then takes the top card of their pile and places it face up on a central pile, with the object of winning all the cards. The winning cards are Ace, King, Queen and Jack. When an Ace appears, everyone slams down the palm of their hand on top of it: the hand at the bottom wins and takes the pile. For a King, everyone executes a British army salute.. If it's a Queen, everyone yells "Good morning, Madam" at the tops of their voices. For a Jack everyone shoots a hand up as if they were in class. This is invariably followed by lots of yelling, as everyone argues over who spoke or gestured first. As the tension builds up, grown-ups often find themselves far more confused about what they are supposed to be doing, than the younger, sharper mind.
Suggested by Scott Carrill
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."
Players don't need to know each other so its a good icebreaker on occasions when there are strangers in your midst. Each player thinks of two things - book or film titles, film stars, pop stars, authors, proverbs - and writes them on two scraps of paper which are folded and thrown into a hat. The players then pair off, and one from each pair picks out a piece of paper from the hat and describes to his or her partner what is written on it, without using a single word that appears on the paper.
The object is to keep talking, to give your partner clues as quickly as possible, and to answer yes or no to questions which he or she fires at you. The quicker your partner guesses the answer, the better, as you then get to pick another piece of paper, and so on until your time limit of one minute is up. If the minute is up before the phrase has been guessed, that piece of paper is thrown back into the hat again, and the next pair then takes its turn. If there are any pieces of paper left in the hat when all the pairs have had their minute, the first pair starts again, but reverses roles. The pair with the most pieces of paper wins.
This is a fast-moving, exhilarating game, and an excellent exercise in precise and succinct description. A version of it is played on the UK TV show "They think its all over." at the end when teams have to guess the sporting personality from the description being given.
(Good for ending a session.)
A slightly more complex version of this is "Mafia"
3 or 4 players are selected and stand to one side, all other players sit quietly on the floor or on chairs. On the command "Heads Down, Thumbs up" those sitting have to put their heads down, close their eyes and put their fists by the side of their heads with their thumbs sticking out. When everybody has complied the 3 or 4 players previously chosen walk as quietly as possible around the group and choose one person each by touching/gently gripping the persons thumbs. When a player is touched on their thumb they fold them into their fists indicating that they have already been selected. Players who are caught keeping their eyes open or peeping during the game may not be selected.
When of those walking has selected a player they go back to standing in a line up. The leader then calls "Heads up" and all players sitting can look up. Those players who were touched put their hands up to indicate they were chosen and try to guess which of those standing touched them. If they are right they swap places.
HINT: Ask players not to announce or indicate who was right or wrong until everybody has had a guess, to give everybody an equal chance in guessing.
Sent in by Jon Hyde
Here is a game which I learnt about a year ago and my youth group love. It is called Mafia and is a logic game but quite active and fun. It is quite long to explain and involved but once you get the hang of it is fantastic. You might need to play it a couple of times before you really get into it!"
There are four different characters in the Game.
- The Civilians,
- The Mafia,
- A Medic and
- A Detective.
The characters are assigned to the students by giving them a playing card, the picture on the card dictates what identity they possess throughout the game.
Number Card = A Civilian
Jack = Member of the Mafia
King = Medic
Ace = Detective
Before you start you have to work out how many people are there and adjust a deck of card so that there is one card per person. If you have a large group (20+) then you should have 4 members of the Mafia, if you have less than that you should have 2 or 3 members. The pack should then consist of 1 King, 1 Ace, 2-4 Jacks and the rest normal number cards.
You also need one person to be the master of the game, most likely yourself.
The object of the game: To catch all the Mafia!
You start off with everyone in a circle and deal out the cards secretly to each member of the group. They must keep their identity secret from everyone around them.
The game is played in four turns: Universal Round, Mafia Round, Detective Round and Medic Round. Once you have been through all the four different rounds, you restart at the Universal Round.
The Universal round:
All players converse with each other normally but trying to keep their true identity a secret. After a short time, 1-2 minutes you must quiet the group down and get them to decide on one person who they think is a member of the Mafia, you must then walk around the room and place your hand on each persons shoulder as you go round. Anyone who thinks that that person is a member of the Mafia must raise their hand. Each person can only vote once. The person with the most votes gets a short time to defend themselves, you then revote that person, if they still have a majority vote they are jailed and have to show the group their card. They then move away from the group and are out of the game. That is the end of the Universal Round, everyone must shut their eyes now and peeking is punishable by death!!
The Mafia Round:
You then say 'Mafia only open your eyes'. The members of the mafia open their eyes and silently they nominate one member of the group to be assassinated. Once you are sure of their decision you get them to close their eyes and that is the end of the Mafia round.
The Detective Round:
Then you say 'Detective only open your eyes'. They then get to silently choose one member of the group and you can, silently, tell them if they are or are not a member of the mafia by shaking or nodding your head. They then close their eyes.
The Medic Round:
Then you say 'Medic only open your eyes'. They then get to silently choose one member of the group. If they have chosen the person who the Mafia has chosen that person is saved from death. The medic closes their eyes and that is the end of that round.
After the Medic closes their eyes, you then say 'everyone open your eyes' and if the Medic has not saved the Mafia target you then tell that person that they have been killed, if the Medic has saved the person, then you say 'No-one was killed, the Medic was successful' or words to that effect.
You continue on with the game back at the beginning until all the Mafia have been caught or there are only 2 or 3 people left and the Mafia outnumber the Civilians and there is no way of the Civilians winning. If the Detective and/or the Medic get killed then you miss out their turns from the sequence.
There is only one exception to the sequence of the rounds. Right at the start, on the first Universal turn, no-one gets voted to be killed. But they get to chat for a couple of minutes, this is because some people are just really bad at hiding their identities and it is obvious who they are.
The Detective has some tactics which will help him/her. If on the Detective Round they choose a person sitting next to them the master will tell them if they are or they are not Mafia. They then know for sure that if they are not Mafia they can trust them. On the next Universal turn, they san say to that person "I know you are not Mafia because I am the Detective and I have checked you out, don't tell anyone else until I have checked them out." The Detective continues checking people's identity moving away from them around the circle until they find someone who is Mafia, by that time you have a good majority of people who can vote to jail them.
By watching how people vote, you can build up an idea of that players identity, if you see them voting for the same person as two or three other people every time there is a good chance that they are the Mafia and are trying to work with each other to reduce the number of civilians.
You can play the game without the Medic, which speeds the game up a bit. Without the Medic you can get through the game rounds quicker and also you can not bring anyone back from the 'brink'!!
This game is definitely for an older group, but I have found that if there are a couple of younger students in the group, they do make it a bit more fun as it can get a bit tense at times. Also my advise is to have some other activity going on in another room or somewhere in the background for those people who are murdered or in jail early on in the game as each game can take a while.
Suggested by Faith (Faith97M)
Chances are most know this game, but there's always the possibility that there is somebody who has never played it and doesn't know how to (this site is also an archive for games). Hide and seek is very simple, fun for virtually all ages and the basis for many other games..
Can be played by two or more people. One (or several) players are chosen to be the seeker and remain behind, while the other players go and hide within a predetermined area (eg somewhere within a room, house, garden, woods...). The seeker is not allowed to watch while the other/s hide themselves, typically left facing a wall or surface and slowly counts up to a number chosen by the other player/s. At the end of the period the seeker can start moving around to look for the other player/s. The seeker can count down loudly so everybody can hear or quietly to themselves.
Players when found have to return to where they started from. Usually it's the first person found who becomes the seeker in the next round, but this is not a hard a fast rule and it may be that everybody likes one person being the seeker or finds one person is constantly being the first person found.
Sent in by sugarnspice71613
Sent in by Deborah Wilson, Tecoma Christian Reformed Church, WA
This game is played by having a group of people sit in a circle and one person in the middle. The person in the middle has to go up to the people in the circle and ask them "Honey do you love me?." If the person being asked laughs, then they become the person in the middle. If not the person who asked keeps going around asking everyone until they manage to get someone to laugh. (Its funner if you say it in a funny voice or sit on the persons lap).
[ed] If it become too hard to make someone laugh change the rules so that smiling is not allowed either!
As an alternative to "Honey do you love me" the person in the middle has to walk around on hands and knees, meowing, purring and generally behave like a cat. Anybody they approach has to stroke their head or back and say without laughing (or even smiling if you wish!) "Poor, pussy".
This game can get quite hilarious by the antics of the some of the players and the desperation to not laugh.
There are several versions of this well known game. Here�s two of them:-
Sent in by Erika Dorsey
Ideally for groups of 5 or more people. All players join hands in a circle with one pair joining hands through the hula hoop. The object of the game is to get the hula hoop around the circle without anybody letting go of the others' hands.
A good game to start with. Even those people who think they hate games tend to enjoy this. One person is made umpire and leaves the room with pencil and paper. The others go out of the room by turns and give the umpire the name of a famous person or fictional character. A typical list might include the Archbishop of Canterbury, Anna Ford, Nick Faldo, etc. When everyone has given a name, the umpire returns to the room and reads out the list of names given to him/her twice. He or she then chooses who starts the game, and this person decides who is most likely to have given a particular name, saying: eg Player 1: I accuse Fred of being Mrs Malaprop. Player 2 (Fred): No, I am not, but I accuse Leo of being Desperate Dan. (You do not have to accuse the person who accused you.)
A correctly accused player drops out, and the accuser moves on to someone else. Obviously, you want to avoid detection, so you either give the name of an extremely improbable person, or you choose a person so famously associated with your interests that no one would think you could be so unsubtle. As you can see, it is an exercise in bluff and double bluff.
Credited to Mark Lussier
Another good game for finding things out about others....
Have everyone sit in a circle except one person. The person in the middle says something that they have never done (ie. I have never drank. or I have never worn a dress). All the people who have never done that have to get up and find an empty seat (from someone else who just got up). The person stuck without a seat is now in the middle. This game has no time limit.
An old game... but very simple and popular, particularly as a travel game, for any number of players of two or more.
First player chooses an object/item they can see from where they are. If being played while travelling/moving it is important the person picks an item that will be visible for some time. When they have chosen an item the player says, "I spy, with my little eye, something beginning with ...." and then says the first letter of the object they have chosen. A clue can then be given at this stage as to what the object is such as general location (e.g. if playing while travelling in a car the comment could be whether it is inside or outside the car). Players can take it in turns to guess what the object is. The player guessing the right answer becomes the next person to choose an object.
Don't let this game go on for too long...
|Equipment:||Variety of various containers, household items, etc...|
Not a game for the unimaginative, but there again...!!
Sitting in a circle each player has to use their imagination and act out as many alternative ideas for the prop they have been given. or you can pass the same object around the circle and see what each player in turn decides to act out with it. For example blanket became Superman's cape, a matador, a baby in a blanket... what ever your imagination can come up with and act out.
This is a game for when everyone is feeling relaxed after a long lunch, and (especially version A) is best suited to extraverts. Don't bully shy people into it - let them be the audience.
A. One person leaves the room and those remaining choose an adverb (eg, madly, shyly, demurely - you can pick simpler ones for children), which the absent person has to guess. On coming back into the room, the guesser can either ask questions which the others have to answer in the manner of the word, or ask any number of them to act out a situation, such as robbing a bank or cleaning your teeth, in the manner of the word,
B. Two people leave the room and think of an adverb, Those remaining have to guess what it is by giving them situations to act in the manner of the word, eg, milking a cow, picking someone up, being refused a drink in a pub (in this version the situations should have two active parts).
Obviously, version B is less inhibiting as you have someone with whom to share the agony. B also tends to be funnier because you can match the situations to the participants.
Divide into two teams. Have two people hold a large, thick blanket up like curtain. Have a person from each team stand facing each other with the blanket between, then quickly drop the blanket. First one to correctly say the other person's name earns a point for his team. This game often produces hilarious results.
Sent in by Louis DiGiorgio, 24 seven Youth group of Cumming G.A. at Christ Community Church
"My youth group loves to play this game."
Put Jell-O [Ed: Jelly to us Brits] in the middle of a short 3 inch round tube. Have a player at each end of the tube and when the leader says 'go', both start to blow. The player who stops blowing first ends up with the Jell-O in their face. Water can be used instead of Jell-O if wished.
[Ed: Safety tip, to avoid possibility of accidentally choking on the Jell-O suggest that players are not allowed to put the end of the tube in their mouths.]
A good one for Valentine parties (or any other time for that matter!)
This game 'needs' an odd number of players, so if you are organising it be prepared to 'take part' or volunteer not to in order to achieve this.
Players partner up either with their real partners or a partner (it doesn't matter). Form a circle of chairs facing inwards, one chair for each pair of players, plus a chair for the odd player. One member of each pair sits down on the chair while the other member stands behind their partner and chair close enough to be able to touch their shoulders (If you want you can have it so that all the girls are sitting down, while all the boys stand behind their partners and then swap around later). The player without a partner stands behind an empty chair.
The object of the game is for the player without a partner to attract to his/her chair somebody else's partner who is sitting down by winking at them. If a player who is sitting down is winked at they have to get up quickly and go to the empty chair. They can be stopped only if they partner can touching them on the shoulder before they have stood up and moved out of reach. Players standing up can not move within the circle of chairs.
The player with an empty seat now has to attract their partner back or another partner into their seat... Set a time limit and the person who has no partner at the end of the time is the loser.
For a more exhausting version based on this game see "Ball Run"
Good game for finding things out about others.... and a useful game to have up your sleeve for big parties.
Create a circle of chairs facing inwards so that everybody playing has a seat to themselves. There is no limit to numbers, but its better to play this with larger numbers (eg 20+) than smaller. Ask players to remember the chair they are in as the object of the game is to move around the circle of chairs and get back to their own chair.
One person is the 'Caller' (most usually yourself or person in charge) and they call out various things that could apply to other people and a number of places eg "If you are wearing white socks, move 2 places", "If your birthday is in January, move 1 space", etc...
If the fact applies to a player they get up move that number of places to their left (clockwise), sitting on the chair or lap of the person or person's already there (The number of players sitting on each others laps can get quite a lot!). Younger children playing are allowed to adjust their position so they are on top of the pile and not getting squashed.
If you want you can also play it so that certain facts are 'negative' and players have to go back a number of places eg, "If you didn't brush your teeth this morning, move two places to your right"
Posted on the Christian Youthworkers egroup
Pass around a bag of M&M's and have each person take as many as they want. For each colour of the M&M's have a question that they have to answer. For instance, red can be, "Describe your first crush."
You can play this with Skittles or other coloured candies.
Children love playing this and often beat any adults when doing so. Typically it is played using special packs of matched pairs of cards which you can buy or if you have the time make up yourself. Or you can play this with a normal pack of play cards.
When playing with younger children is is better to play using a smaller number of cards and to use simpler images rather than complex ones.
Playing using a 52 playing card deck.
Because playing card decks don't have identical cards, for the game cards are matched according to the colour of the suits eg Hearts with Diamonds (red), Spades with Clubs (black), so that the five of hearts is matched to the five of diamonds.
Making your own cards:-
Making your own cards is simple as all the game needs is a number of pairs of cards which have matching images. To make it more interesting/difficult you can make the images slightly different to each other, so long as the two images are recognisably linked, eg same person, same number different font, etc...
Mounting the pairs of pictures you have onto cards and/or laminating them will help preserve the cards for future use.
Playing the game...
Version 1: Mix the cards up face down on the table so that back off all cards are visible. Each player then takes it in turn to turn over any two cards allowing other players to see the image on the other side. Cards are then turned face down again. If a player finds a pair they keep the pair of cards and are allowed another go. Player collecting the most pairs at the end of the game wins.
Version 2: Mix the cards up face down on the table so that back off all cards are visible. First player turns over any two cards so that everybody can see them, but then only turns back over one card. Next player also turns over any two cards and again only turns one back over. Regardless of who's turn it is any two cards that are identical can be claimed by the player that places a hand on each card in the pair. Player collecting the most pairs at the end of the game wins.
HINT:- Try playing this for special occasions, I've seen it being used for a 60th birthday celebration where all the family members and guests were invited to send in advance copies of two photos of themselves (identical or different) which they didn't mind being cut up. The photos were mounted on card and then used as in memory game...
Adapted from a suggestion sent in by Michael
This can be played in any open area such as a gymnasium, hall or good sized room. Start by having everybody close they�re eyes and cover their heads. Let players know that if you tap them on the head once they are the murder or if you tap them on the head twice they are the detective. Go round and select one person to be the murderer and one person to be the detective. Alternatively, put a number of folded paper slips into a hat or large bag with one slip marked with a "X" or "M" for murder and another with "D" for Detective. Players each then take out a slip of paper without showing others what is written on it.
The important thing is for players to not know who is the murderer.
The Detective goes into a different room.
Let players know you are going to turn off the lights during which they should wander round. At some point the murderer chooses a victim and touches them on the shoulder. The victim then feigns their death and lies down at the spot they were murdered. Players call out for the detective and can move around if desired before the lights go back on. The detective then has 3 or 5 chances to question players (who must answer truthfully - except for the Murderer who may lie if they wish) and to figure out the who the murderer is. If the detective gets it wrong you can either play the round again or let the murderer announce themselves.
Michael suggests that - when a person is dead they yell their name and say they are dead. At which point they go out into the room the detective was in. The detective comes back in and tries to figure out who the murderer is in 3 guesses. If wrong on the 3rd guess the murderer stands up.
Prep one or people before the meeting but don�t let anybody else know. Give each of these mystery person/s a different number that they have to remember. Now run a game that gets everybody mingling (such as Ape, Man, Girl). At the end have the mystery person/s remember who they met on the number you gave them. Announce to the group who the mystery person/s was and the person they met on the number you gave them. Give both a small prize if you wish.
Suggested by Jennifer Angilly
This game forces you to think beyond what is average and simple and helps develops skills in thinking fast! All that is required is paper and pen for each player.
Across the top of the paper write the alphabet from a - z. Then under the alphabet create 6 columns with the headings
Name ¦ Thing ¦ Food ¦ Colour ¦ Place ¦ Animal
You can vary the order, but all players should list them in the same order as each other. Each player when it is their turn chooses a letter of the alphabet. On the command "go" players then have write a name, thing, food, color, place and animal, beginning with the letter that was chosen as fast as they can. The player who finishes first shouts "stop" or "done" and the other players stop writing. Players then compare their lists by reading their answers. For every completed word 5 points are given (abbreviated or half written words do not count). If any players have the same word for the same category that word for that category does not count for any player, but plural and singular versions of a word are not counted as the same.
At the end of the round the letter chosen is crossed off the list so it not reused and the next player in turn chooses a letter. Some letters are tricky / hard to use so when stuck players can say that they are or 'out' (unable to think of any or more words).
Before playing write a story that incorporates as many sounds as possible. For each sound used in the story write it on a slip of paper and place this a bag or hat. Each child then takes one of more pieces of paper (depending on the number of sounds and children taking part) and as the story is read out makes his or her noise as the appropriate moment. Telling a ghost story is one idea for doing this. It�s also fun to each story several twice using the first reading as dress rehersal.
Very traditional game in the UK and I'd be surprised if you live in the UK and never been to a party as a child where this is played. There are a few variations, but they all follow the same idea.
A small gift is wrapped up neatly in wrapping paper in the middle. This parcel is now wrapped up in another layer and then another until you have as many layers as you want (and the parcel can get quiet big!!). The group sits in a circle and passes the parcel around to each player in turn while some music is playing. When the music stops the person holding the parcel has to take off a layer of wrapping. When they have done that the music starts again and they pass the parcel onto the next person.
Don't allow players to hold onto the parcel and decide whether the person controlling the music can see who has the parcel or not. Being able to see who has the parcel does mean that there is a better chance of being able to stop the music when you want and everybody getting a turn, but it also means that the person controlling the music could be accused of favouritism.... either way its best to not be looking when it comes to the last layer.
If you have a number of children (20+) you may want to have several parcels rather than just one as it can get quiet boring waiting for the parcel to reach you.
- Rather than just have the one gift in the middle, place a small gift or sweet either in each layer or in some layers. It helps keep the group amused and not just waiting to get to the end.
- Alternate some of the gifts in the other layers with forfeits (for the one who opened that layer) or other party games.
|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.
This one can also be used as a competition at fetes etc. You will require a large jar with a narrow top (no bigger than 10cm in diameter) and a collection of either old wooden clothes pegs or the type with wire springs work just as well.
Putting the jar on the floor players in turn have to see how many pegs they can drop into the jar while they are standing over it. If it is too easy get them to stand on a chair. Person who gets the most pegs into the jar wins.
Posted on the Christian Youthworkers egroup
Instead of creating a Bingo board with numbers, create a Bingo board of things anybody could have done or might have in their possession. Give each player a copy of the board and get them to go around asking the other players if they match any of the details on the squares. If a player does they have to sign their name in that square/s (For example, one square can be, "Find a person with 3 brothers & sisters," another can be, "find someone who forgot to brush their teeth morning"). Give players a time limit. The winner is the first person who gets a row or at the end has most names.
Prior to the game you need to set up a number of jars with cloth covers and covered so that the contents are not visible and labelled. Put a different smelly item into each jar.
Players have to guess what the smell is in each jar.
Equipment: A variety of tasty 'eats' with an identical selection for each team.
Pencil and paper per player
Blindfold per player.
Leader needs to have a list of all the foods used.
Players divide into teams and sit blindfolded in separate corners. After the tasting players write down what they think they have eaten.
Equipment: Either a number of small articles which are capable of making a noise or a tape recording of various things.
Pencil & paper
If using the small articles players sit in a circle with the items in the in the centre. Each player has a few moments to look at them then turns to face outwards. The leader then selects each item in turn and creates its noise e.g. match being struck. Players write down what they think each object used was.
Alternatively play the tape and get each player to write down what they think is making the noise.
A variation of Pictionary but instead of using paper and pencil, try playing it with Play-dough or Plastercine where player have to make models instead of drawing the ideas. Players sit in teams, the first player of each goes to the leader who whispers the first item. That player then has to go back to their team and attempt to create what the item is so that their team can guess it. The person doing the crafting may only answer `Yes’ or `No’ to questions. The player guessing the item then goes to the leader and gets another item. First team to complete the list of items wins. Teams should guess quietly so that the other team does not overhear.
Equipment: Large piece of paper with picture of a tailless donkey or other creature.
Paper tail that can be blue-tac'd to the picture
One for the really young ones. Each player takes it in turn to be blindfolded and attempts to place the tail in the correct position on the donkey. Mark each players attempt with a cross. Closest wins.
Each player is given a large paper bag to place over their head and using a piece of charcoal attempts to draw their own face on the bag while it is on their head.
Lively game that requires a leader to manage play. Each player chooses a name of town, city or village which they keep for the duration of the game. For large groups the leader may want to write down each of these names. Players sit in a circle with one person standing in the middle. The leader then calls out the "The post goes from [A] to [B]" where A and B are the names of two of the places. Those who were called out then have to change places as quickly as possible without the person standing taking either of their places. The player that fails to get a seat in the next person to stand in the middle.
To help play, and liven things up, the leader can when they want shout "Royal Mail!" at which all players need to get up and change places.
Sent in by Jessica E, Charleston, WV
Before starting prepare in advance a largish ball such as a blow up beach-ball or a bouncy one and write questions on it using a marker pen. E.g. What's your favourite colour, favourite food, favourite cartoon, etc. When you start the game throw the ball to any person, when they catch it where ever their right thumb is that is the question they have to say aloud and answer. The game can go on for a long time and be used a time filler.
Sent in by Marlena Davison
Simply sit quietly... last person to say anything wins.
Game submitted by Olivia Carr and Zoe Tallack
One player, the caller goes and stands some distance away (or by a tree or end of a room). All the other players go to the other end of the room. The caller at the start chooses a letter of the alphabet to be the red letter and tells the other players. The caller then calls out various letters of the alphabet in turn, to which the other players may take a step forward if the letter called out is in their name. If however the caller calls out the red letter all players with this letter in their name have to go back to the start. If a player reaches the caller they win and become the next caller.
Sent in by Tracey Salmon
"Get a tray and put about 20 objects on it. 2 people have to study what is on the tray for 1 minute. They cover the tray and try and guess all 20 objects in 3 minutes. The loser gets a cream pie shoved in their face!!"
Very good game for children of all ages for sharpening the memory! Use 20 different objects... and of course use of the cream pie is optional, but makes it more fun for teenagers and older children. Use whipped cream (or shaving foam) piled onto a paper plate.
Another version plays it so that after studying the items on it for a short while one item is removed from tray and the children have to work out what has been taken. Each round replace the item and remove another.
Tip: Use fewer object when playing this with younger children.
Divide the crowd into 3 or 4 groups. Give a topic or theme (such as songs mentioning a colour or a girl's name). Then have each group, in order around the room, loudly sing the appropriate line from the song. No repeats are allowed. Last group left with a song is the winner.
A good way to have new people meet everybody. Everyone takes off one of their shoes and throw it into a big pile. Then each person picks up a different shoe from the pile and finds the person it belongs to. Works well for large groups.
A game for when you are dying for a bit of peace and quiet. This seems simple but is quite tricky. Everybody has two minutes to write down the longest sentence they can, using words of no more than three letters. eg.
"I fed my dog and let her go out to see the fat cat but she sat on her tum and did not try to run to the cat so I got out my hat and lit
As you can see, this can get very silly, and words really should be correctly spelt. An even harder version is to limit words to those of three letters only.
From pictures cut from magazines trace the outlines of well known objects such as vacuum cleaners, pans, etc. Transfer the outlines to a sheet of paper and then black in inside the lines forming silhouettes. The guests are required to guess as many objects as possible.
Get somebody to photograph a number of household items from funny angles and then get players to guess what the objects are.
Sent in by Nicole O.
One person is selected as the leader (who remains out of the game) all players then get into a circle and each gets given a piece of paper to write a silly thing to do on with out letting others see what they have written (e.g. Bark like a dog or sing a song). Each player then crumples their paper up so that the contents cannot be seen. On the leaders command players then start to pass the pieces of paper around the circle waiting for the command to stop. When this happens two people are chosen to carry out the instructions on the pieces of paper they have, without laughing. Those who laugh are out. Repeat until only two people left.
[Editor: This could be used as an ice breaker if group is allowed to mix and have to swap with each person they meet. Leader periodically then calls on two people to carry out the actions described on the pieces of paper.]
This one is old and has survived the trials of time. A popular party game particularly with younger children.
Players sit in a circle or around the room with two people in the middle, one of whom is blindfolded so they are unable to see. The other person is their guide who spins them around to disorientate them a little, then leads them to any of the seated players and helps the blindfolded person if necessary to sit on the seated person's lap.
The blindfolded player then asks the player who they are sitting on "Squeak Piggy, Squeak" to which the player has to reply by squeaking or make any piggy sound they like, but in a disguised voice. The blindfolded player is allowed 2 or 3 attempts to identify the person squeaking. If they fail they are guided to another player and carry on until they identify somebody or their guide feels its another person's turn. Players who are identified take the place of the blindfolded person in the middle and the game starts over.
Cushions can be used on laps as a way of making it more difficult to identify players, particularly when playing with family of different ages.
Play as Squeak Piggy, Squeak, but the blindfolded player uses the words "Are you my last lover?" to which the player they are sitting on has to reply "No" in a disguised voice.
Posted on the Christian Youthworkers egroup
Everyone sits in a circle. Designate one person as the "squirter" for 1st round and put a spray bottle of water in his hand. This student names a topic, such as "Rides at Disney," and secretly thinks of one item in that category. Squirter goes around the inside of the circle, pointing the bottle right in the face of each person, who must quickly name an item fitting the topic. Squirter lets them have it if they don't name one right away, OR duplicate something already said, OR name the item chosen by the squirter. The person who got squirted becomes the new topic selector and bottle holder. You can make it fit any group of students you are working with: Runners (topic: running shoes), football players (topic: NFL teams), and so on.
suggested by Natalie Branston
A popular group game that accommodates various numbers of players from 3 to 30 or more and the basis of many variants such as Pirate's Pistols below.
As this game requires things to be quiet to work well, its a good game for helping a group to quieten down after a noisy activity.
The basic set up:
You will need
- some sort of blindfold (don't rely on a person being able to keep their eyes closed for this one!) and
- The 'treasure' an object that is noisy to move such as a large bunch of keys.
Everyone sits in a large circle facing inwards with enough space behind them to allow a person to walk behind them. One player is chosen to be the 'pirate' and sits with the blindfold on in the middle of the circle with the 'treasure' in front of them. The leader then silently (preferably by pointing) chooses in turn, 1 or 2 players from the circle who have to get up and go around the circle once, back to their positions, enter the circle and then get the treasure without being detected by the pirate. The pirate who is blindfolded has to point to where they think somebody is moving. If they point correctly the person has to go back and sit down and another person is chosen. if the player gets the treasure they become the pirate.
The pirate is not allowed to make great sweeps of their hand and must point directly at a player who is moving.
Variants of the game include the number of times players have to go around the circle. To make it harder, players can be asked to get back to their place or go once around the circle with the treasure to succeed.
Other variants limit the number of times a pirate can point. E.g. being allowed to point only 3 times for each player moving. This stops random pointing and for large groups helps the turn over of players to have the opportunity to become pirates.
A simple but fun variant of 'Thief', so long as you don't mind getting a bit wet! Play the game exactly as Thief described above, but the pirate in the middle is given a water pistol or squeezy bottle filled with water and allowed to shoot in the direction of where they think the players trying to steal their treasure are. Players who get hit are out. Players in the circle waiting their turn who get hit are unlucky...
Sent in by Gemma Hastings, Guides
2 People are chosen to be the 'witches', and sit at one end of a room with a blindfold on. A bunch of keys is placed between them. Everybody else sits at the other end of the room and one person chosen to be the 'tapper'. The tapper quietly moves around the players and chooses certain players by tapping them on the shoulder. When a player is tapped on the shoulder they have to get to the keys as quietly as they can. If the 'witches' hear them they have to point in the direction they think they heard the noise. If a player is pointed out they are out and have to sit down, but if they reach the keys they win.
|Equipment:||Watch or clock with a seconds display.|
Players have to guess when a minute is up, either by putting their hands up or by sitting down and standing up when they think a minute has passed. Closest person to the minute wins (make sure nobody is looking at their own watch!)
(Sent in by Nadia Sinanan)
Equipment: One piece of card per player
Mark one card with an `M’, one with `D’ all the others as an 'X'.
Deal all the cards to each player ensuring that nobody sees each other's cards. The person who gets the 'D' becomes the detective and lets him/herself be known. All the other players keep their identity secret so that the person who received the 'M' does not reveal his/her identity as the murderer. When the game starts players can either be sitting in a circle or mingling about the room. The murderer attempts to kill as many players as possible without being caught by winking at a player, who dies dramatically when they have been winked at. The detective can stop the game at any time and guess who they think it is, but they only have a total of three guesses. Shuffle the cards and start again when guessed correctly or all the detectives guesses have been used up.
|Equipment:||- TV magazines
- Paper and Pencils
Cut out a selection of illustrated programmes from TV magazines, number them and then hide the titles. Paste these onto cards and place around the room. Players have to identify the titles of the programmes and write them down.
Sent in by Donna Click
Good game for larger numbers of people and for dealing with those unwanted gifts...
Everyone brings a gift (one gift per person); the idea is that it is some sort of a white elephant gift that no one wants so - thus the "elephant". However, some people put in some good stuff and those along with the junk are what make it fun. Sometimes some else's junk turns out to be what people fight over the most. Individuals can also choose to disguise 'white elephants' in very pretty wrapping or likewise treat something nice in plain wrap, which adds to the fun as you then can't tell what the content will be.
Gifts are numbered as they arrive, then that many numbers are given out to individuals at random, when your number is called you go and collect the appropriately numbered gift. You can also play it where the gifts are not numbered, but individuals are called in turn (by number) to go and select the gift they want the most. When you get your gift you can open the box or swap it for any other gifts in the circle. However, gifts can only be exchanged 3 times and the 3rd person gets to keep it forever. Which can cause a little trouble, but also makes the game good and keeps the same object from being passed around all night. If you choose something else instead of your wrapped gift, then the person you traded to gets to open your gift which means the same person could be opening gifts all night if things fall right.
A popular game for large parties, but it can take awhile if the crowd is very big. However, the more people, the more fun it is.
Prepare a card for each of your guests and write on it the name of a famous man or woman. On arrival, pin a card on the back of each guest who must then ask questions of each other in order to find out their identity. When they succeed, the card is pinned on the front of them.
Sent in by Aaron Blanco
This game is a clone of the hit television show "Who wants to be a Millionaire." Here's how it works:
The game is nearly identical to the TV version, with a few minor exceptions. All contestants know one or two weeks in advance what portion of the Bible the questions will come from. (We generally give two weeks' notice and often cover an entire book, such as one of the Gospels.) The Grand Prize is $50 and the prize ladder for correctly answered questions is as follows.
Question #1 = $1
Question #2 = $2
Question #3 = $3
Question #4 = $4
Question #5 = $5 (first milestone)
Question #6 = 10
Question #7 = 12
Question #8 = 14
Question #9 = 16
Question #10= 20 (second milestone)
Question #11= 25
Question #12= 30
Question #13= 35
Question #14= 40
Question #15= 50
(You may decide upon less money; but I have found the lure of $50 to be a *big* motivator. You may elect to charge a small fee from contestants and observers.)
Obviously the easier questions come at the beginning and gradually become much harder toward the end. Students know that one has a very limited chance of winning the Grand Prize without having carefully read the entire material at least once or twice. (Yet the questions should not be so hard that they are nearly impossible to answer...)
Lifelines are the same except for one. Instead of the "Call a Friend" lifeline, we substituted a "Check the Bible" lifeline, where a student has thirty seconds to look for an answer in the Bible.
"Fastest Finger" questions may be anything you want, but should be easy enough for anyone to answer. Sheets of paper and pens may be handed to each potential contestant and then the Fastest Finger question is read audibly. The first student to raise his/her sheet of paper (and who has the correct answers) gets to compete for the Grand Prize.
Some students may not do Fastest Finger well. Another option may be to ask the question and have students fold their sheets and hand them in. Then the host draws one sheet at random.
To involve more people, you may invite other students not answering questions to be "guest hosts" and read the questions to the contestants.
We put all the questions on MS PowerPoint, dimmed the lights and showed the questions on a large screen.