These high-energy games and activities lower social barriers; build a fun, positive energy level; and encourage participants to mingle and talk with others. These are games that are also often silly to help get the group excited and having fun. These are used to start off the day, give groups fun breaks throughout, or to end on a positive feeling.
*****Safety Concern: This game involves running. Try to keep this game contained to a general area. This area should have flat ground such that it will prevent injuries.*****
Props:
Rubber Chicken (preferred) or another throwie
Number of participants: Works well with groups in size above 10, no maximum number of people, always play one large game.
How to play: Divide the group into two teams.
One team starts with the chicken and gets to throw it wherever they want.
After they throw it, they must all huddle together. The person who threw the chicken begins to run laps around the whole group. Each full lap counts as 1 earned run.
While this is happening, the other group is running to pick up the chicken. This group needs to pass it through the entire group alternating passing it over their heads and then between their legs (over, under, over, under…etc.). Once it reaches the last person the group yell “STOP” and opposing group cannot score any more runs for that turn.
The end person who is holding the chicken will then throw the chicken and the teams switch roles, the first group is now fetching the chicken and the group that just threw it will run laps, etc.
This can go for as many “innings” as the group, or the facilitator feels is appropriate. Usually around 3-4 is a good amount. Make sure a facilitator counts to make sure the group is not cheating.
Variations: Having to pass the chicken from feet to feet with everyone lying down on the ground in a line or passing it from neck to neck.
Debriefing ideas: Communication, making sure the whole group gets involved, if a group does "cheat" you can also focus on that.
Props:
Alphabet Cards (2 sets)
Number of participants: 10 or more
How to play: Divide the group into two teams. Have your list of words ready.
Arrange a set of alphabet cards on either chairs or tables (away from the starting line). When you call out a word, each team must send a player for each letter of the word to the stack of cards.
They must find the correct letters and hold them up in the proper order so that you can read the word. The first team to do so gets a point.
You can play until one team has earned a designated number of points, or until you’ve exhausted your list of words. Whoever has the most points wins. Have 1-2 facilitators watching the competition to judge which team spelled the word first. Your word list is limited to words with no duplicate letters.
Example: if the word is CAR, three people must run to the letters, grab one C, one A, and one R. Then they must arrange themselves in order, and hold up the cards so that you can read the word CAR. The team who spells the word correctly first gets a point. After the word is spelled, the letters should be returned to the stack.
Number of participants: It works best if participants are grouped into pairs at the beginning, so try to make sure you have an even number of people
How to play: Have participants start in a group of two or three people.
Have the pair (or trio) sit on the floor back to back. They need to bend their knees and link elbows.
On the count of three they try to stand up. It may take a few tries before the group is successful!
Variations: Next have the individual groups combine to make a larger circle. Combine circles until you have everyone work together to stand at the same time
Props:
Pieces of paper
Markers/Pens/Pencils
How to play: Everyone needs to find a partner. Give each partnership a piece of paper and a pen/marker.
On the paper, make one large Tic Tac Toe board.
Within each square of the large board, draw in a small Tic Tac Toe board. Have one person choose to be X and one person choose to be O.
Let’s say X goes first. They place their X in one of the squares of a small Tic Tac Toe board (any one of the small Tic Tac Toe boards will work), for example, they place it in the lower left square of a small board.
That means the next player, O, needs to place their O in the small Tic Tac Toe board that is in the lower left square of the LARGE Tic Tac Toe board.
Wherever O places their mark in the small board dictates which large square player X needs to play in.
The goal is to get Tic Tac Toe in a small board and get enough small boards in a row to get Tic Tac Toe in the large board.
If one person marks a square in a small board that corresponds to a large square that someone has already won, the next person can decide to go anywhere they want to.
Once you have a winner, the game is over, or the game can be played tournament style.
How to play: Everyone gets into a circle and someone starts counting.
Each person sequentially says a number in a clockwise or counterclockwise direction until the number 7 is reached.
Instead of saying 7, that person says BUZZ. The counting direction then reverses until the next number that has a 7 in it or is a multiple of 7 is reached; that person also says BUZZ.
The direction again reverses, and the sequence continues until someone makes a mistake (not saying BUZZ or saying BUZZ at the wrong time). At this point the group would start over.
To make the game more difficult add the word BANG for 5’s and multiples of 5. For the ultimate challenge, add the word BING for 3’s and multiples of 3.
Time: 5 minutes
Works well with groups of any size (even numbers are ideal)
How to play: Have players partner up and decide who is the birdie and who is the perch.
To start the game birdies go in the inside circle, perches on outside. Birdies walk one way while perches walk in opposite direction.
When facilitator yells “birdie on a perch” the birdies and perch partners must find each other and birdie jumps on perch’s back (off the ground). If uncomfortable with lifting each other up you can make an alternate formation, such as sitting on their partner’s knee, or having the birdie put 2 fingers on the perch's arm, etc!
Likewise, if facilitator yells perch on a birdie, the perch is now on the birdie
You can make this game competitive by having last pairing to get in formation of bird on perch or perch on birdie is out, and game is repeated until one pairing is left.
You can also revisit this activity throughout the day if you so choose, might be a fun way to get people moving.
Props:
A fun object (choose whatever)
Participants: Works best with 10-20
How to play: Have the group stand in a circle with one person in the middle.
The group passes an object around the outside of the circle without the person in the middle seeing.
The person on the inside of the circle must try to guess who has the object while the group is chants "Bob the Weasel keep it goin' keep it goin'".
At any time, a person in the circle may hold up the object and everyone would say "I saw the weasel, I saw the weasel" and then return to the original "Bob the Weasel Keep it Goin' keep it Goin'" (kind of taunting the person in the middle).
If a circle member is caught with the weasel then they become the inner member. The person in the middle gets three guesses before they should switch to another person.
Participants: Groups between 5-20 work well
How to play: Have everyone think of a dance move.
Go around the circle one at a time and have them perform their dance move.
You can use this as a name game, too, and have them say their name and do their dance move.
Once everyone has shown their dance move, have everyone do it one more time—one person at a time.
Introduce the rhythm of Boom, Chicka, boom (pause), boom-boom. Everyone is doing the chant at the same time.
The activity is everyone doing their dance move at one time for one stanza of the chant and then, doing the dance move of the person on your right for the next stanza and then, repeat.
What happens is that dance moves end up being passed from one person to the next after each stanza.
Go until the process totally breaks down. Repeat as many times as you like!
Participants: Works well with any size, tends to work better with high energy groups already.
How to play: Have participants stand in a circle. This is a game that involves the passing of a movement (the “bunny”).
First, the group establishes a basic beat, chanting “kum-cha, kum-cha”. Everyone should continue the beat throughout the game, unless they are bunny-ing or toki-ing.
The person who begins the movement does the bunny motion first to themselves “bunny bunny”) and then to the person that they are passing the bunny to (“bunny bunny”).
The person that the bunny was passed to then does the same bunny-bunny action. While the person is performing the bunny, the people on both sides face the person saying “bunny bunny”, wave their arms and say “toki toki toki toki”.
The passing of the bunny continues and can be repeated for as long as you would like.
The "bunny-bunny" action: Participants hands are like the would be if they were in a sock puppet and making it talk. When they receive the bunny, the "puppet" is facing the receiver's chest. When it is passed the "puppet" is now facing the person that the person wants to pass it to.
Variations: Eliminations for making a mistake, forgetting to do an action, etc. People can also change the beat by adjusting the kum-cha beat quickness.
Participants: Up to 20, Divide into smaller groups with different areas to play in if you have more than that
How to play: This is a hide-and-seek game. One person is the caller (seeker) and the rest are hiding.
The caller yells “Camouflage!” then closes their eyes, and counts—loudly—to 15. Everyone scatters to a hiding place.
The caller opens their eyes at 15 and begins to search. However, the caller cannot move from their spot—they can turn around in a circle, but they can’t move from their spot.
They catch people by spotting them in their hiding places—identifying them by the clothing in view, hair color, etc. They call out the person’s name and, if caller is correct, the person leaves their hiding place and is out of the game.
Obviously, oftentimes, the caller gets it wrong. Allow the misidentified person to return to their hiding spot. Once the caller has searched all they can, they yell “Camouflage” again, close their eyes and count to 10.
All the hiders need to CHANGE hiding spots, and MOVE CLOSER to the caller. The caller opens their eyes again and repeats what was done in the first step of the game.
Once the caller is done searching, they yell “Camouflage” one final time, keeping their eyes open this time.
They count to 5 and the goal of the hiders is to touch the caller before the count of 5. The person who gets there first is the next caller. Or, you can keep the same caller, whatever works.
Variations: you can use this as a fun activity as you move from place to place. For example, you and the group walk from point A to point B, an identified caller (you or a member of the group) yells camouflage randomly and the game starts. Just makes your walk more fun!
Safety considerations:
This game is usually played outside and can be very physical in nature-- people end up running quickly to find a hiding place, diving behind something, etc. Before you start, make sure people are aware of being safe and identify some potential hazards. I
In the heat of the game during the final round—when people run to touch the caller—things can get intense. People come barreling in, almost attacking the caller. Maybe use a throwie near the caller as the touchstone instead of the caller. Make sure you are being inclusive—adjust the game so it is inclusive or don’t play it at all (according to fitness/ability level).
How to play: There is one person who calls out the actions. Depending on what the call is, the crew needs to respond accordingly.
Scrub the Decks: crouch down and pretend to clean the floor with hands.
Captain's on Deck: salute and shout out "Aye Aye Captain"
Sailor overboard: Three people pair up, 2 joining hands to make a ship and the 3rd in the middle with his hand above his eyes looking overboard for the fallen sailor. Anyone alone is out. OR jump as if going over the side and then sink down holding nose with one hand and raising other hand in air as if going under water.
Walk the Plank: walk in a perfect straight line one foot exactly in front of the other with arms outstretched to the sides
Fire the Cannon: run in to pairs and pretend to light the cannon, shout "boom!" and jump in the air.
Hit the Deck: lie down on their stomachs as quickly as possible.
Crow's Nest: stand on one leg which becomes the mast, the other foot rests on that knee to become the crow’s nest and their torso is the pirate looking out to sea, hand above eyes!!!
Three in a Lifeboat: get into groups of three and row.
Pieces of Eight: Run around and pretend to catch a parrot.
Mutiny: Find a partner and sword fight. Run around the room sword fighting everyone.
Stormy Weather: Rock from side to side.
Variations: Elimination! The last crew member to perform the action each round is out. Can also be modified according to the group (i.e. with a group of elementary education students, do different grade school actions).
Show no touch variations of each action and less physical versions (i.e. dropping to the floor for scrub the decks or pretending to mop standing up)
Participants: At least 10
How to play: Split the group into teams of 5-10.
Have them sit in a single-file line. Each person grabs the feet of the person behind them (last person in the line just places their hands behind them.
Rules of the race: hands can never leave the feet, everyone must stay in a seated position. Let the racing begin!
Variations: With larger groups- relays are always fun. Have one caterpillar go half-way until they reach their team-mate caterpillar, who goes the rest of the way. This is always more fun competitively.
Safety Considerations:
A lot of weight can be pressed down on the person's hand by another's foot- so make sure everyone is wearing tennis shoes.
In order to move people have to scoot on their butts- so if you're outside be cautious of dirt, wet spots, random sticks or other objects on the ground.
Props:
1 Chair per participants
Participants: 10-15 works best, but can be larger
How to play: Active, physically engaging variation on "musical chairs".
Place chairs in a tight circle, with the chairs touching each other.
Have 1 person stand in the middle - there is now a vacant chair.
The person in the middle tries to sit in an empty seat. The group prevents the person by someone moving seat, creating a new vacant seat.
Eventually the person in the middle makes a successful lunge for a seat (it can get very dramatic), the group member who was aiming for the seat (group consensus) now goes in the middle.
Props:
At least one set of Chiji cards (may need 2 depending on group size)
How to play: Give each participant a Chiji Card or lay the cards out and have them pick a card.
Have them look at the picture and think of somehow that it relates to themselves or their life.
Each participant will introduce themselves to a partner and then share their card.
Once each partner has a turn, they swap cards and move to the next person. This is run very similar to question swap.
Variation:
Use this activity as a debriefing tool where the participants pick a card and share it in small groups on how the workshop went or something that they will take away
Props:
One flag, rag, bandanna per group
Participants: One "dragon" should be between 8-10 people but can be longer.
How to play:
Have them form a dragon by hanging on to the waist (or shoulders) of the person in front of them.
The last person of the dragon, or tail, is given a rag to hang out of the back of their pants/belt loop.
The object of the game is for the head to catch the tail and pull the rag from that player.
If the head succeeds, then they become the new tail.
The old tail does not become the new head, they just stay in the same order. This game can be given a time limit in case a player is having trouble catching the tail.
Participants: Good for most groups, but those over 10 work the best
How to play: This activity is a variation of rock, paper, scissors.
All participants start as an egg.
Participants find a partner, and play rock, paper, scissors.
The winner evolves following the progression below. The loser does not evolve and stays at the stage they were at (unless y'all are playing devolution).
Only people in the same stage can play one another. ie a chicken cannot play an egg, only other chickens.
The game ends when everyone reaches the final stage or the group runs out of time.
Evolution stages (in order)
Egg: Eggs crouch and waddle around.
Chickens: Chickens bend lower and flap their wings as they walk around.
Dinosaurs: Dinosaurs walk fairly upright with their arms acting as mini dinosaur arms.
Superheros: Superheros act by raising their hands above their heads (like Superwo/man)
Variations:
Devolve if you lose....ie if two chickens play each other, one will become a egg (loser) and the other will become the dinosaur (winner).
Superheroes act as distractions.....they "heckle" other people trying to play the game
Have superheroes have the super power to help people evolve regardless of what level they are on. For example, a superhero can come up to an egg, play rock, paper, scissors until the egg wins and the egg moves up to a chicken. The idea is that superheroes can help people to evolve to superhero without losing superhero status.
In this way, if playing devolution as well, a superhero who plays a chicken, and if the chicken loses, the chicken DOES NOT become and egg.
Play with different animals or actions
Former alpers have played games with business groups who's superhero stage was the "wolfie" action from the Wolf of Wall-street movie (pounding your fist on your chest).
FFEASH: Fast Foods, Electrical Appliances, SuperHeros
WABGOS: Wild Animals, Board Games, Olympic Sports
Participants: Around 10 or more works (2 groups of 5). There are 4 sets of cards, each group needs a set of cards.
Make sure all of the decks have the same number of cards before playing.
How to play: A competition, charade game.
Divide the students into groups and tell them they will be competing with the other two teams to see who can complete as many actions as possible within a certain amount of time.
When the signal is given to start, each team will send a person from their group to the facilitator to get their first item.
The person will pick up a card with an object on it and try to get their team to guess what object is on the card by acting out the card without talking.
Once the team gets the word, the person who guessed the previous clue acts out the next word.
Keep going until you think you should be done! Or one group has finished all of the cards
Possible Adaptations:
You can make your own cards and categories! Before the workshop, pick three categories with around 10 cards each. You can personalize the cards for the group (if you have a medical group, you could do medical terms). This is also a good idea if you have a group that might not be familiar with the pop culture references in the pre-made decks.
Requires enough open space to move around, large enough for participants to arrange in a single file line.
How to play: Explain the game.
One person will be designated as Nemo and the rest of the group needs to figure out who is Nemo.
Once a person finds Nemo, they will put their hands on Nemo’s shoulders and stand behind them.
Once Nemo is found, everyone wants to get in line behind Nemo.
The person last in line loses. (Or, gets to pick the next Nemo, or get a standing ovation…whatever makes sense.)
How do you find Nemo?
Once Nemo is chosen, everyone walks around and introduces themselves to one another—say their name, shake the person’s hand, and ask “Are you Nemo?”
The other person will answer yes or no. If no, they will ask the other person if they are Nemo.
The person designated as Nemo should introduce themselves regularly (real name) for 3-4 partners and then state they are Nemo.
If either one says yes, they will get in line behind Nemo.
ITo determine who Nemo is:
Have everyone close their eyes. Ask for people to raise their hand if they are comfortable being Nemo.
The facilitator will walk around and tap one person on the shoulder.
Once this is done, everyone can open their eyes, and the game can begin.
Second round: Add in the shark, Bruce. The purpose of Bruce is to just add some mystery into the game.
You play the game as described, but you will select a Bruce in addition to a Dory/Nemo.
Bruce does not identify themselves to another partner nor does the group seek them out. Bruce’s role only comes into play at the end of the game.
Once everyone is lined up behind Dory/Nemo, Bruce is revealed and anyone behind Bruce loses.
Participants: Any size works, just be sure everyone has a partner.
EMPHASIZE SAFETY......Please don't have participants go all out. Individuals who have had shoulder problems in the past should participate at their own risk.
How to play:
Have each participant grab the hand of their partner with their pointer finger pointing at the other person.
Then when you say begin, each partner will attempt to poke their partner on their body using their pointer finger.
Variations:
Have them blindfolded (safety in question).
Have people only use one leg
Use non-dominant hands (left hands instead of right).
Props:
Stuffed animals (multiple)
Participants: Between 10-25 works well, above that is challenging based on space
How to Play: It’s a tag game where there is a base.
The base is the stuffed animal, bird, and while you are holding the bird, you cannot be tagged.
The person who is it may hold a different object for identification purposes. When the person who is it tags someone, they hand them their object.
The group can develop teamwork since they have to pass the bird in order to not be tagged.
How to play: Whenever the facilitator calls “Flood!” the members of the group have 10 seconds to get up off of the ground. Can be a fun game if you are walking for a while—makes it more engaging and fun then just walking down the street. Be careful of where you play—look for potential dangers and hazards.
Props:
Bandanas for each person
Rope or something you can set as a boundary
How to play: Give every participant a bandana.
Instruct them that the bandana must be shown and easily accessible on their bodies.
The goal of the game is to steal other people’s bandanas without getting your own taken. Participants should try to get as many bandanas as they can.
Participants cannot hold onto their bandana to keep it from being stolen. They can run around and dodge people to prevent losing their bandana.
Once a bandana is stolen, the person must display it (along with their original bandana) in a noticeable and easily accessible place on their body.
Any of the bandanas can be stolen at any time!
Once a person loses all of their bandanas, they must step outside the boundary. They can rejoin the game by retrieving a bandana that has fallen off someone who is within the boundary.
How to play: Get the group into a circle.
Everyone opens their left palm flat and extends it towards the person on their left.
Next, everyone takes the pointer finger of their right hand and places it in the middle of the palm of the person to their right.
The goal is to move your finger off the palm of your neighbor before they can grab it while trying to grab your other neighbor’s finger before they can move it.
You should use the prompt listed here or create your own! (if you do create your own please let PDC know so they can add it here!)
Whenever the word is said, people try to grab and escape. Using trigger words in a story often causes people to grab and escape when the word isn’t said and can make it more fun.
Read a couple of rounds of trigger words and then have them switch hands—right hand becomes the palm, left hand the pointer finger.
Sample Script (In this story, the words “cheese” and “badger” will be the trigger words!):
This past Thursday I was running late for class and couldn’t grab food, so I thought I’d get a cheese stick from the badger market. Wisconsin is pretty famous for its various dairy products, but personally I prefer Bucky badger’s brand of cheddar. Maybe one of these days I’ll have the opportunity to make my own brand of cheddar jack cheese.
Props:
Not required but open space to run and webbing to mark end lines might help keep the activity organized.
How to play: Split the group into two equal-sized teams.
Separate the teams before each round and have them choose an identity (giants, wizards, elves) keeping it a secret from the other team.
The two groups converge in the middle and form two lines facing each other.
On the count of three, each team reveals its choice- much like rock paper scissors.
The Giants can stomp the Elves,
Elves can knock at the Wizards’ knees,
and Wizards can cast a spell on the Giants.
After the teams each act out their choice, the winning side tries to tag members of the losing team before they run back to safety.
If a participant is tagged, they must go over to the other team. If the teams choose the same thing, they regroup to choose again (a tie)
Variations: Bear, Fish, Mosquito (mosquitoes sting the bears, fish can eat mosquitoes, bears can eat the fish)
Participants: Groups no larger than 12 work the best
How to play: Get the participants into small groups.
Tell them that they are going to be car racing. Start them off with practicing their racing car noises. Everyone in each group must be holding hands during the race.
One lap is the group moving clockwise (to their left) as fast as possible until they return to the place where they started.
Once they return to that spot, they all raise their hands and yell “Woo!” Your enthusiasm and ability to replicate a car race commentator will determine the success of this activity—because it is a great one. Here’s what you can say:
Explain what you are going to do—that they need to complete one lap as fast as possible, for example.
“Race cars! Start your engines!!” Lots of car noises
“On your marks, get set, GO!”
Next step, once the first lap is done—you can say, complete two laps or go backwards (so counterclockwise)—use the same script—all the guidelines from before apply.
Introduce the Pit Stop—this is going one lap around the track (clockwise), when return to your spot, each person must do a 360 (turn around one complete circle in their spot), then counterclockwise if you like. Whatever you think will be fun.
How to play: Get everyone’s attention and demonstrate the Patty Cake game described below. (You will be dividing the group into partner’s—just don’t do it yet so they pay attention to you).
Ask for a volunteer or another facilitator
Stand facing one another with hands at your sides—this is the starting position and shows that you are ready.
Cross hands over chest.
Clap hands and do the classic patty cake move—High 5 your partner with your right hand, clap again, and high 5 your partner with your left hand
Clap hands once and do a two handed high 5 with your partner.
Clap your hand twice and do a two handed high 5 with your partner twice.
Clap your hand three times and do a two handed high 5 with your partner three times.
Now, repeat this action, but you are going to go back down in the sequence—clap hands twice—2 handed high 5 twice; clap hands once—2 handed high 5 once.
Do the classic Patty Cake move again: High 5 your partner with your right hand, clap again, and high 5 your partner with your left hand.
Then, repeat the 2 handed high 5’s up to three and back down to one.
Repeat (beginning with the classic Patty Cake move) until the partnership messes up.
The goal is to do as many repetitions of the entire Patty Cake sequence as possible before a mistake is made.
Tell the group to find a partner and have them practice the Patty Cake sequence a few times.
The facilitator and the volunteer who helped demonstrate the Patty Cake game move through the crowd answering questions and helping people get the sequence down.
Stop the Patty Cake games and share the next step in the game. This time, when a group makes a mistake, they stop their game and go heckle other groups who are still playing Patty Cake until there is only a few groups or one group who are able to maintain their focus and complete the Patty Cake sequence as demonstrated. T
he remaining players are the “winners” and the game is over. Feel free to celebrate!
Participants: Fewer than 20
How to play: Ask all participants to lie down so that everyone’s heads are lying on a different person’s stomach.
The layout should almost look like a staircase and in a chain with a beginning and ending person.
The first person of the chain must say “ha” then person connect to them (the person whose stomach is being laid on by the 1st person) must say “ha ha” and it goes down the chain.
Every person must add a “ha.” The goal is to get to the last person in the chain with the same number of “has” as people.
Catch! If anyone laughs the process has to start over!
How to play: Ask the group to find a partner (in a creative way) and have them do one of the handshakes below.
That partner will now forever be their _________ handshake partner.
Repeat with any number of handshakes as you would like them to do or have time for. This is a fun, energetic way to get people to mix with other members of the group.
You can pose a question and have them discuss it with their partner—good way to get to know one other, set goals for the workshop, talk about one’s day, debrief an activity, and so on.
It can also be used as an attention getter and can be a tool to use throughout the workshop.
Example Handshakes:
High Five Partner – a regular high five
Foot Five Partner- go in for the high five but miss their hand and continue going until you reach the person’s foot.
Freeze Five Partner- do the high five but freeze on impact and stay still for a few seconds.
Jellyfish High Five- This has three parts: First is the medium size jellyfish, where you do a high five then wave (not like a good bye wave but like imitating the ocean) your hand away from one another making a jelly fish sound. Then is the baby jellyfish, where you wiggle your pinkies moving them away from each other and doing a baby jellyfish sound. Last is the giant jellyfish, where you move back from each other using your hands and legs to imitate a jellyfish swimming.
Transformer Dog Pound high five- dog pound it (fist bump), then with sound effects, have each finger spring out until all fingers in the dog pound hand have transformed into a fully stretched hand, and give the person a high five.
Lumberjack handshake: extend arms, stick thumb up, partners alternate grabbing thumbs with their hands, move connected hands in a "sawing" motion back and forth
Salmon handshake: Instead of giving a high five on their hands, partners will give a high 5 to the inside of the other partner's forearm.....repeat this high five quickly and it sounds like a flopping fish!
Feel free to create your own!
Variations: Collaborative high fives- Have a pair create their own high fives. Have that pair join another pair and show each high five. Now have the two pairs put their high fives together (mixing the originals) into a 4 person high five. Bring two 4-person groups together and synthesize your high fives into one high five for your group of 8 people. They can continue until making a whole group high five involving every pairs’ original high five.
Participants: More than 10
How to play:
In groups of three, two people face each other and push their palms together, forming the roof of the house. The third person crouches under the roof as the house’s tenant.
The facilitator or another participant calls out either “House!” “Tenant!” or “Life!”
If House is called, all of the houses break apart. Tenants stay where they are, and each part of the house builds a new house with a new partner over an existing house.
If Tenant is called, all of the houses stay where they are and each tenant finds a new house.
If Life! is called, every person creates a new three-person structure with new partners. Just like in the real world, life can be chaotic and lead to unexpected outcomes.
Participants: Shoot for groups of 4, with a maximum of 6 groups
How to play: Divide participants into groups of four or five.
Tell them an object and they all have to create that object using their bodies.
You can have rounds and make it a competition, or you could have them judge each other.
Variations: Have someone blindfolded or have them not be able to speak. Judge groups on creativity, speed, and likeness to the object (etc.).
De-Briefing Ideas: What was the most difficult part? What did you find most enjoyable?
Props:
A large coin (frisbee works)
Throwies
Blindfolds (optional)
How to play: Divide your group into two teams with equal numbers on each side. Ask each team to sit down facing each other with approximately 12” between the teams.
Each team must link together by holding hands so that all the players on a team are connected. They need to hold hands.
A throwie (or an object that can be grabbed) is placed exactly between the last two people at the ends of the lines. The object should be equidistant from both players. The last players need to rest their free hands on their knees at the start of the game.
At the head of the line, the first players on each team keep their eyes open. All other players are either blindfolded or close their eyes. Position yourself as leader close to the two sighted people at the start of the lines.
Flip a coin: When it lands, heads is the single to send an impulse down the line; tails means nothing and the coin is flipped again.
When heads turns up, the two sighted players immediately squeeze the hands of the next player in line. This impulse is passed down the line as quickly as possible to the last person.
As soon as the last person receives it, they try to grab the throwies (or object). Whichever person gets the object first, that team wins the round. Rotate positions for the next round.
When tails turns up on the coin flip, if the sighted person sends an impulse down the line and the object is grabbed, the team is assessed a penalty. They must reverse rotate one spot. Asses this penalty any time an infraction occurs.
Props:
Noodle
Blindfold
Clothespins/ Binder clips
How to play: Circle up, one person is blindfolded in the middle with about 5 clothespins attached to clothing and noodle in hand.
People on the outside circle and attempt to remove clothespins from the Jedi without getting hit by the noodle (or light saber).
If person is hit by the noodle they will then have some sort of penalty (chosen by facilitator).
After all clothespins are taken off a new Jedi is chosen and goes to the center of the circle.
Debriefing ideas: Talk about how the loss of a sense can change how you feel about the rest of your group. Compare how the person in the middle felt to those on the outside etc.
How to play: Introduce this at the beginning of the day or program as an activity you will use to get their attention. The way it works is when someone says “Jellyfish”, everyone has to stop and do a jellyfish move for the count of 3. Demonstrate by doing your best jellyfish and counting “1-2-3!” then, you freeze and pay attention to whoever is talking.
This activity could be used as an attention getter.
Participants: At least 10
How to play: Have the group sit in a circle.
Show the signal for the President frog, which involves striking one hand off of the other in the motion of a jumping frog. Have everyone practice.
Then each person makes up a signal for an animal (without any noises). Everyone gets a turn to show their signal and everyone practices.
The game starts with the President Frog (you) doing your signal, then someone else’s signal. That passes the signal to that person.
For example, if you do President Frog, then a skunk signal, this will pass the play to the person with the skunk signal.
That person does their signal and another, which continues passing the play. The catch is that is someone messes up, they take the spot of the President frog. Then everyone moves one seat over until that person’s seat is filled.
It must be remembered that the signal stays in the seat, it does not move with the person. Therefore, everyone who moves has a new signal.
Debriefing ideas: How does it feel to make a mistake in this group? Did you feel put on the spot? How can making mistakes be helpful in life? What kind of mistakes do we make? How do you usually handle it when you make a mistake?
Props:
Blindfolds
How to Play: Blindfold individuals from the group and pair them up with a partner (or allow them to first find a partner then blindfold each individual).
Give the pairs time to silently “get to know” each other’s hands.
Facilitators should split the pairs up and then allow each person to find their partner again by only feeling each other’s hands.
Variations: Place limitations on verbal communication. Allow partners to first get to know each other, then blindfold them. Allow one partner to remain un-blindfolded then allow the blindfolded partner to find them.
Debriefing ideas: Sensory: What was difficult about being blindfolded? What limitations did you feel? Did you ever feel frustrated or discouraged? How did it feel when you found your partner? What did you notice about your partner’s hands that you would not have noticed had you not been blindfolded?
Props:
Polyspots or placeholders
Participants: At least 8
How to play: Invite the group to stand in a circle on a poly spot.
The object of the game is to “make deals” with others in the circle and successfully trade places with that person.
To make a deal, a person must make eye contact with someone else in the circle and agree non-verbally to trade places.
Encourage your participants to make a deal with a different person each time.
Add an element of risk by placing a volunteer in the middle of the circle who will try to move to an empty poly spot while a deal is in progress.
You may add further risk by introducing “poaching” in which people in the circle may move left or right to an empty spot while a deal is in progress.
Finally, you make it possible for a deal to be broken after the deal has been made. One of the partners can non-verbally communicate that the deal is no longer on, and if one of the partners has stepped away from their spot they cannot return to that spot and instead must remain in the middle or go to a different spot.
Debriefing Ideas: How did increasing the level of challenge change this activity? How does it feel to be a deal breaker? What are some real life examples that could be related to this activity? How might you handle those real-life situations?
How to play: Dance around each other singing, “Mingle, Mingle, Mingle!” to the tune of conga line.
While we are mingling, a facilitator will randomly yell out a number, like 4, and you will have to find a group of exactly four people.
Those people who are unable to find a group of four will be asked to come to the front of the group and perform a task. (This task can be: introducing themselves, telling a tid-bit about themselves, or doing something funny like singing I’m a little teapot…)
After this has been done, I will again yell mingle, and the game continues.
Considerations: Make sure the individuals have options that they are comfortable with when singled out in front of the group.
Props:
A throwie (use 2 if you have more than 20 people)
Something to mark the boundaries
How to play: Create a playing field with specific boundaries.
One person is IT and they have the throwie. The goal is for the person who is IT (the king) to tag other people in the group (anarchists) by throwing the throwie at them.
Once a person is tagged, they become a king and need to work with the other king to tag others—they want their monarchy to grow!
However, whenever a king has the throwie, THEY CAN NOT MOVE! A king without the throwie CAN move. All the anarchists can move. If an anarchist runs outside the boundaries, they become a king.
Play until there is only one anarchist left and they become the next king! Make sure to stress safety and to not throw the throwies at another person's head or with great force.
Variations: Wolf/Deer—the same as above except the monarch is a wolf and the anarchists are deer. Great way to talk about how wolves hunt—they work together as a pack to corner deer.
Props:
Polyspots
How to play: Set-up poly spots in a circle- one for every participant except one.
Explain that you will first introduce yourself to the group, and then call out something about yourself.
If the statement applies to anyone, they need to find a new floor dot (without going to either spot next to them).
The person left without a spot becomes the person in the middle.
Possible variations:
Partners: Instead of each individual running to another spot, assign partners or groups of three, which lock arms and have to run together if something is true for the whole cluster.
Pileup variation: Anyone can ask a question and if you can answer yes to the question you move one to your right and sit in that chair. If you answer no to the question, you stay seated where you are. This means somebody may be coming to sit on your lap from the seat to your left. Sometimes you get 3+ people sitting in sort of a lap-style game on top of you. Then, when they ask the next question to go one space to the right by answering yes, they peel off one at a time sit down and you end up on top.
Props:
Oranges or tennis balls
How to play: Each team lines up with one orange per team. The object is to pass the orange to the end of the line by using only your neck and chin. If you drop the orange, you have to start back at the beginning.
Variations: Instead of passing oranges, give everyone a toothpick to hold in their mouth, and they must pass a lifesaver.
Note: This is a great game for a tournament. Hold practice runs, then elimination races, and finally a championship race
How to play: This game is a really fun! It’s the same idea as Captain's on Deck.
Everyone stands in a circle.
Explain that the game is like Simon Says: if you say “order” the participants must do the action.
If you don’t say “order” and the participants move anyways, they messed up so they take a step back and keep participating.
Go through and demonstrate the commands:
Order up – hands in front of you, palms up
Order down – hands in front of you, palms down
Order knees – hands on knees
Order toes – touch your toes
Order lobes – touch your earlobes
Order bows – point to your neck where a bowtie would be, and show your elbows
Order nibbity bimbles – move your index fingers up and down like you’re drumming on a table
Run through in the order above a few times so everyone gets the hang of it.
Then go in whatever order you want, and try to trick people by not saying “order” sometimes!
Once there are only a few people left in the center circle, bring everyone back and play a few rounds.
Participants: Groups of 8-20 work best
How to Play:
Everyone stands in a large circle with plenty of space to move.
Tell everyone to think of a combination of a sound and a movement (eg. cat meow and paw action, or jazz fingers while rolling your tongue)
The first person gives their movement/sound action
Each person, one at a time, follows with the same movement/sound action of the person before them.
Once the circle is completed with that action, then the next person in the circle (whichever direction you are going), shows their action.
Step 4 is repeated and you now complete that action throughout the circle. This is not a memory game, only do one person’s activity at a time!
Repeat with everyone in the circle doing their own action and having each person repeat that one.
Once everyone in the circle has gone, then start over (time dependent) and give them a variation for the next action. (eg. tell everyone to do the most extreme sound and movement they can, or to do your movement that best reflects an animal, or a movement that best reflects an instrument, etc)
Have fun! And energize everyone!
How to play: This game is like human Twister.
Everyone pairs up leaving one person out—they do not have a partner. This person is the caller. (With an even number, be creative—maybe you have two callers, maybe you join in as a participant or take yourself out, etc.).
The caller will give a command or action one at a time of how people need to connect. For example, “hand to foot”.
Each pair touches one of their hands to one of the other partner’s feet. So, now all the pairs have a hand on a foot.
The next command could be “nose to left knee”. They add that to their partnership.
Next action, “hand to head”, and so on until everyone is so twisted up, they can’t stand.
The caller then yells “People to People!” and everyone finds a new partner, including the caller. Someone else becomes the caller it starts all over again!
BE CAREFUL! This activity involves touching, so make sure your group is feeling comfortable enough with one another to touch. This game can also lead to some uncomfortable/inappropriate situations if the caller says an inappropriate body part. Make sure your group is mature enough and comfortable enough to participate in this activity.
Props:
Markers/Pens/Pencils
Small scrap pieces of paper/post it notes
How to play:
Everyone writes a CRAZY question on a sheet of paper. They then walk around and mingle with everyone.
They will ask their question to someone and then answer their partner’s question.
They then swap (not switch) the questions and go along to another person to ask their new question.
Props:
Four markers (throwies/polyspots work) that can be used as "bases"
Participants: Works well with over 15
How to play: Set four markers in a square.
Have two teams line up single file behind the bottom left and right corners.
First person in each line walks around the bases until they meet the member of the other team. Wherever they meet, they play rock paper scissors.
The loser goes back to the end of their team’s line, the winner continues around the base.
As soon as the loser loses, the next person in line immediately starts walking around the bases until they reach the other team member.
If a player can make it all the way to the other team’s base, they get a run.
Play either by time or until a certain amount of runs, or until everyone has gone at least once.
Props:
10 ropes varying in length (from 1ft-10ft long)
A stopwatch for a timer
How to play: Challenge for the group is for them to demonstrate their ability to get each team member over and under each rope in order of their lengths (like jump rope - you can tell the group this or not)
The time will begin when ropes are removed from their container and end when they have been returned to their container.
Begin by having the groups organize the ropes according to size. All ropes must be jumped in consecutive order from small to large or large to small.
Group can time their activity from start to finish, then plan and try again to determine what could be most effective.
Props:
Hula Hoops (9 per game)
Bandannas (1 color per team, 5 of each color)
Participants: Maximum of 15 per game, can have multiple games tournament style
How to Play: About 8 paces away from a designated “start”, place the hula hoops in a 3 x 3 grid. This is your tic-tac-toe board.
Divide up the group into two lines. Each line will receive a color bandana.
This is essential a relay race between the two groups. Each person that runs can set down one bandana before running back and tagging the next teammate.
The one catch is that the teams do not have to go every other turn. Rather, a team can keep putting down bandanas as quick as they can tag other team members.
The goal is the same as classic tic-tac-toe: get 3 of your team’s bandanas in a row!
Safety: Make sure running pathways are clear. Make a safety announcement beforehand about speed walking & such.
How to play: Line everyone up so they are shoulder to shoulder and facing all one way. The more space you have for this, the better. Everyone takes a deep breath and runs and screams at the same time until they run out of breath. As soon as they can no longer scream with that one breath, they stop. The activity is over when everyone has stopped running and screaming!
How to play: The group is in a circle. The object of the game is to look up and when you make eye contact with someone, you scream. Nothing happens if you don’t make eye contact with someone. Everyone starts by looking at the ground. The facilitator says “Look up”. People look up, make eye contact and scream or don’t make eye contact and stay silent. The facilitator says “Look Down”. Everyone’s gaze returns to the ground and the game starts over. Go until you are tired of screaming!
Variation: You can play that whenever people make eye contact, they leave the game. Play until you are left with one or two people. You can also set up two circles of the game (for many participants) and have participants run to the other circle (while screaming) after making eye contact. Combine circles when the group gets small.
How to play: Break up into small groups of 4-5. Teach two skills to the group:
Practice yelling “See Ya!” with enthusiasm and gusto. Practice yelling “C’mere, C’mere, C’mere.”
Now, have everyone introduce themselves within the small group. Pose a quality (ex: longest hair) to the group. This person which is most like this quality is the “chosen one.”
Once each group has a “chosen one,” they all yell “See Ya!” and send the chosen one on their way to another group.
The group that is left behind starts yelling “C’mere, C’mere, C’mere!” until a new person joins the group. The “chosen one” needs to just find a new group to go to.
Once they arrive in the new group, they introduce themselves and then, the facilitator poses a discussion topic.
Once the groups have had a chance to discuss, pose a quality and the process repeats.
Sample Qualities: the oldest player, the youngest, darkest eyes, most accessories, closest birthday to today, tallest, shortest, most siblings, longest pinky, largest thumb, have everyone think of a number between 1-200, closest one to number
How to play: This activity gets people moving and “shaking out” their body parts.
Start with the right arm, shake it 10 times (counting each time you shake it—1, 2, 3 up to 10);
Continue the same counting scheme for each limb—left arm to right foot to left foot to whole body.
Then, begin again with the right arm and repeat the whole process, but count to 9—keep repeating the process until you get to 1.
Have the group start quiet and with each repeat with a lower number get a little bit louder. 1 will be the loudest!
Props:
Bandanas/poly-spots
Participants: 15 is ideal can be more or less
How to play:
Lay bandanas around floor (islands) and designate one shark.
Have the fish swim around the room, and then when you yell shark attack, they have to make it to the island before they are eaten.
If any part of their body is off the island, then the shark can eat them.
After each round, the shark “bites” off a little part of the island (remove a bandanna/poly-spot) so it becomes more intense.
Variations: you can decide whether you want more sharks or not based on the amount of space you have.
Participants: At least 10, try to shoot for splitting into groups of 5, the more people the better
How to play: Divide the group into even sized groups.
Come up with a word that you think you could find in a song. For example, “sun”, "time", "baby", "tonight", "love", etc.
Each group has 1 or 2 minutes to come up with a song that has “sun” in it. They may not use their phones or other outside resources!
Once the time is up, go around to each group, one at a time, and they need to sing the song they decided on.
Keep going around the group until only one group is left that still has a song to share. This group has won!
No repeats allowed! And, they need to be able to sing at least a reasonable length of the song so it is identifiable.
Come up with another word and play again. Play as long as the group still displays interest.
People to People Variation:
Variation: Have participants pair up. Have the large group create two parallel lines facing one another, so that each person is directly across from their partner with about 10-15 yards between the two lines. The caller will call out a command, i.e. “Hand to foot”, everyone rushes to the middle of the two lines to meet their partner and complete the command. Once completed, they return to their line as quickly as possible. You can eliminate people if they are the last to get to the line or just play for fun with no elimination. Play as many rounds as you like! This is a fast, energetic version of people to people.
Props:
Throwies
Noodles
Participants: 10-20 works best
How to play: Smaug is the meanest, most dangerous dragon in all the land. He now lives in the depths of the mountains, never coming out except to kill those who dare to try and steal his jewels. He spends his days and nights guarding these jewels.
One person begins as Smaug. They must guard their jewels (throwies) from the other players, who are all trying to get the jewels.
To stop other players from getting them, all Smaug has to do is tag them using his noodle.
Whoever can get the jewels and run back to the circle without being tagged becomes the new Smaug.
How to play: Get the group into a circle and teach a variety of actions that can be done in groups of three.
The way the game goes, one person starts in the middle and will point to a person in the group and says an action, for example, “Elephant”.
The person pointed to becomes the center person of the action with the people on either side being his/her group members.
The group of three must complete the action before the caller can count to ten or say some funny saying like “Bippity, bop, bop, bop” or “ALPs is good, real good”.
If any member of the group fails to do their job before the allotted time, that person is the next caller and the current caller takes their place in the circle.
Some easy actions to start with:
Elephant: Center person grabs nose with one hand and sticks the other arm out straight—looks like a trunk. People on either side step in to the center person and make a half circle with their arms towards the center person that are the ears of the elephant.
Alligator: Center person extends arms out straight in front of them and makes an up/down clapping motion—like the mouth of an alligator. The side people step in close to the center person and crouch down like the front legs of the alligator.
Rabbit: Center person brings their hands up on top of their head like ears. The side people step into the center person and stomp their outside foot—the thumping of the rabbit.
Flight attendant: Center person makes the motion of putting on the oxygen mask. The side people smile and motion to the exit rows.
Roller coaster: Center person puts hands on checks and pulls them back to simulate G force. People on either side throw up their hands and scream.
Elvis: Center person pretends to be Elvis—singing “Ain’t nothing but a hound dog”. People on either side get on their knees and act like adoring fans—screaming with their hands up as if they are trying to touch Elvis.
Jell-O: Center person jiggles. Side people clasp hands around the center person and make a bowl.
Be creative! Make up your own!
Participants: More than 10 works the best, must have partners
How to play: Each person gets a card and they cannot look at it.
Break the group up into smaller groups of 3-4 people each.
On the count of three, everyone turns over their cards. Within the small groups, each person is looking to match one item on their card with one item on anyone else’s card.
Once they make a match, they yell out what it is (for example, “cat”), switch cards with that person and run over to another group and do it all over again.
A person remains in their original group until they have found a match between the card in their hand and someone else’s.
The result is constant movement between groups, the forming and re-forming of groups, and constantly switching cards.
How to play: Stand in the middle of the room and ask the participants to make a square around you.
Then, have them look to their left and their right to see who is next to them. They also need to note where they are in relation to the facilitator—in front of, to the side of, behind, etc.
The goal of the activity is for the group to re-create the exact same square with the same people on their left and right and in the proper orientation to the facilitator anytime the facilitator yells “Square Up!”
The group must move to re-create the square. The game can continue with the facilitator running or moving anywhere, yelling “Square Up!” and having the group re-create the square.
This activity can be a fun and energetic way to get people together and focused on the facilitator. It is easy to morph the square into a circle!
Variation: Give them 10 seconds to re-create the square after the command “Square Up!” or count how long it takes them and see if they can do it faster the next time.
Props:
Throwies
How to play: Split everyone in two groups, and secretly assign each member of the group a different number- each team has one person with a corresponding number.
Tell the teams that you are going to drop the bacon in the middle, and when you call out a number, whoever has that number from each side can run out and try to steal the bacon without getting tagged (by the opponent) before returning to your group.
Each time your team steals the bacon or tags someone, the team gets one point.
How to play: An elimination game in which one person at a time performs one of four actions that correlate with specific phrases.
Players get in a circle and perform actions as the play is “passed” around the circle.
A player can perform any correct action as long as it’s their turn.
If a person performs an incorrect action or performs when not their turn they are out.
Movements :
“Hyducken” sends the action to the person on right. Two hands with wrists together and palms separate while yelling "hyducken."
“Tiger uppercut” reverses the action to the left. With your right arm over your head point at the person to your left and yell "tiger uppercut."
“Yoga flame” skips the next person in the direction the action is moving. Put both hands palms together up above your head and lift a leg up while saying "yoga flame."
“Sonic boom” can be directed across the circle. Like the "hyducken," but directed to someone across the circle. If player shields with arms crossed over chest, it goes back to the person who sent it.
How to play:
You first have everyone close their eyes and a facilitator will tap one person on the shoulder who will be Suey.
Suey will then hide somewhere in the room and remain quiet for the entire game.
At this point, the active participants with their eyes closed, begin to walk around trying to find Suey. To do this, they will walk around and ask people if they are Suey by asking them “Suey?”
If they approach another active participant, they will respond “Suey” then they will continue on their search for the hidden Suey.
If one of that participants walks up and touches hidden Suey and asks “Suey?” The hidden Suey will remain silent. The participant will open their eyes and link arms with and become part of the hidden silent Suey.
When other closed eyed participants approach the linked group of the hidden Suey and ask “Suey” they will remain silent. This will continue until the entire all the active participants become part of ‘Suey.’
Props:
Cones (5-10)
A few Frisbees (2-10)
How to play: Participants break into even teams which each receive a frisbee.
The object is to complete the entire course as quickly as possible.
Before starting each "hole" (or cone) , the team needs to complete a task (for example, lining up in a specific order i.e. tallest to shortest, oldest to youngest, etc.). Once the team completes the task successfully, they can then proceed to throw the frisbee.
The team must continue to rotate who throws the frisbee until the cone is hit. The first team to hit the last cone wins.
Overview:
A group of three members holding hands in a ring move around in order to block a fourth person who is “it” from tagging a designated member of the ring. Once the person who is “it” succeeds, a new person becomes “it”, the circle reforms, and a new person (victim) is designated. This can be a great activity to illustrate the difficulty of outsiders breaking into already established groups and cliques.
Rules and Safety Considerations:
The person who is “it” may not attempt to dive over or under the circle to make the tag.
The ring of members must not break.
Stop the game if it gets too intense and the players too aggressive.
The “Victim” should not be tagged on the head or face.
Note: The term “victim” is intentional and meant to evoke consideration and feeling from the group.
How to play:
Divide the group into subgroups of four.
Decide who will be “it”. The other three link hands in a circle leaving the person who is “it” outside the circle.
Designate a person in the group to be tagged—the “victim”.
The person who is “it” tries to tag the “victim” without diving under or over the circle and without attacking other members of the ring.
Members of the ring can move clockwise or counter clockwise to protect the “victim”.
Variation: Blindfold the victim.
Debriefing questions:
How did it feel to be “it” and going after a specific “victim”?
How did it feel to be the “victim”?
How did it feel to be part of the circle trying to protect the “victim”?
How are some ways you think this type of interaction occurs within our group? In life?
Participants: Groups of around 15 work the best
How to play: Everyone stands in a circle.
One person, taking their hands above their head, “throws” the Wah to someone else in the circle by bringing their hands down and saying WAH!
The person that the Wah was thrown to brings their hands above their head and says WAH, while the two people on either side of the person who the wah was thrown to both say WAH and brings their hands to the mid-section of the person who the wah was thrown to.
The person who the wah was thrown to then throws the wah to someone else in the circle, and the cycle continues.
You can make this game elimination if you so choose when someone messes up.
Participants: Minimum: 15, no maximum
How to play: Gather everyone into a circle.
Have each person silently pick another person in the group to be their Warrior—they cannot indicate in any way that this person is their Warrior.
Then, have them pick a DIFFERENT person to be their Dragon—they cannot indicate in any way that this person is their Dragon.
The goal is for everyone to keep their Warrior between them and their Dragon.
What happens, is everyone’s Warriors and Dragons are different which means people start running around trying to keep their Warrior between themselves and their Dragon. It is chaotic and fun.
After a minute or two of running around, stop the game and ask who has their Warrior between themselves and their Dragon.
Once that is established, tell them to switch their Warrior and their Dragon—their Warrior is now the Dragon, the Dragon is the Warrior—play again!
Variation: After you have played, have everyone introduce themselves to their Warrior and Dragon.
Props:
Scrap pieces of paper for each participant
Markers/Pens/Pencils
How to play: Every participant gets a slip of paper.
On one side, they write a “what if” question.
On the other side of the slip, they answer the question.
So, one person may have on his/her paper, “What if pigs could fly?” and on the other side of the sheet it would say “Then planes might hit them and make bacon.”
Then, the facilitator collects all the slips and participants sit in a circle. Facilitator hands them back out mixed up to participants.
One volunteers to start, and reads their “what if” question. The person next to them answers with their answer, before reading the question, and the cycle continues all the way around the circle.
Some combos end up being really funny!
Example:
Person 1 paper: Q: What if pigs fly?, A: Planes could hit the pigs and make bacon.
Person 2 paper: Q: What if you ate a whole bag of candy?, A: I don't think I would feel so good.
Person 1 reads their Q, Person 2 reads their A.
What if pigs fly?..........I don't think I would feel so good.
Props:
Two sets of identical animals each on individual slips of paper
How to play: Split the group into two equal teams. Use one complete set of noises for each team.
Give each participant a slip of paper but tell them not to look at it yet. Those noises should be distributed so that everyone has a partner with their same noise. Then have the participants scatter themselves around the area.
When the facilitator indicates the game has started, all participants must close their eyes for the entire game with the only sound they make being their assigned noise (no stating what your noise is as you walk around i.e. “I’m a cow!”).
The goal is to find the other person making that same noise. Once the two partners have found each other they may open their eyes and introduce themselves.
When all participants have found their partner, the game ends. This is a great way to divide people onto teams, or have them get into partner pairs.
Participants: At least 10, but works best with large groups
How to play: Get everyone into a circle and designate one person as the “Whoop Master”. Make sure everyone can see this person.
Start with 4 actions: the bear (both hands out with claw-like fingers), the eagle (arms out on side mimicking wings), the moose (hands on head to look like antlers), and the snake (one elbow in the palm of the other hand like a cobra standing up).
Every round the whoop master says, “1, 2, 3, whoop!” On whoop, the Whoop Master and the entire group must perform one of the animal actions.
Anyone who does the same action as the Whoop Master is out and must sit down or remove themselves from the circle.
Repeat doing rounds until one person is still in the game.
This person wins, becomes the next Whoop Master, and chooses a new action to add for the next round (i.e. unicorn, dinosaur, fish, etc.).
Tips/Variations: The Whoop Master can repeat an action round to round or change the action if they want. If participants are not engaged while sitting out, you can have them go around the circle and try to mess other players up (without touching) with noise or goofy movements. An additional idea is to start another round with the players that have gotten out.
Props:
Blindfolds (not required)
Time: 5-10 minutes
Number of Participants: at least 7
How to Play: Ask participants to form a circle.
Once circled up, on the count of three, have participants make a noise of their choice (stomping/clapping pattern, snapping, vocal obscurity, etc).
Make sure they pay close attention to the noise of the people on either side of them.
Afterwards, have participants close their eyes and silently relocated themselves to a different spot.
Having participants continue to keep their eyes closed, tell them to make their quirky sounds again.
Instruct them to reform their once so nicely made circle using just their knowledge of each other’s sounds.
Props:
Throwies
Participants: Works well with groups between 10-20
How to play: Have the “witch” stand in the middle of the circle.
Assign one person to be the flying monkey to protect the witch.
The people on the outside have one or two throwies and try to hit the witch with them.
If they hit the witch, then they win, but if the flying monkey catches the throwie then the person who threw it becomes another flying monkey.
How to play: An elimination game in which one person at a time performs one of six actions that correlate with specific phrases.
Players get in a circle and perform actions as the play is “passed” around the circle.
A player can perform any correct action as long as it’s their turn.
If a person performs an incorrect action or performs when not their turn they are out.
Movements:
“Yeehaw” sends the action to the person on the left. Make a fist and swing your arm to the left while yelling "yeehaw."
“Hawyee” reverses the action. With your left arm over your head, point at the person to your right and yell "hawyee."
“Hoedown” skips the next person in the direction the action is moving. Put both hands palms together up above your head and lift a leg up while saying "hoedown."
“Get down little doggy” can be directed across the circle. Shake finger guns at someone across the circle and say “get down little doggy.”
“Roll the barrel” passes the energy all the way around the circle and back to the person who started it. Yell “roll the barrel” and mime rolling a barrel toward the person (with the direction the energy was moving), and everyone jumps over the “barrel” one at a time as it rolls around the circle. The person who initiated it then chooses another action.
“Four shifter gear box” gets everyone to re-engage. Anyone can yell “four shifter gear box” at any point in the game, and everyone yells “1, 2, 3, 4” while pretending to shift a tractor. The person who initiated it chooses another action.
How to play: This is a pass the energy game. Everyone begins in the circle.
There are three ways to pass the energy from person to person. “Zoom” passes the energy the way the person is facing, “Zorch” passes it behind them, and “Llama” passes it to whomever they are pointing at/ making eye contact with across the circle.
The person to whom the energy is passed then chooses between Zoom, Zorch and Llama to pass the energy. It is called llama because they make a llama with their hands.
Prior to calling, the person with the energy must FULLY FACE the person they are sending the energy to or have their back fully to the person in the case of Zorch. If this does not happen, it makes the game very hard.
When using llama, the person passing the energy must point the llama and make HARD eye contact with the person they are passing to.
If someone makes a mistake, they are out! A mistake is speaking out of turn, using poor body direction or eye contact, or taking too long to pass the energy. What constitutes “too long” is up to the facilitator. Also, if the llama gets lost in passing (i.e. two people think they received it) the person who it wasn’t meant for, but speaks out, is out.