Quick Game Ideas
Elbow Tag. Have all players find a partner and link arms at the elbows. Choose one pair to split and become the “it” and the player being chased. The “it” player then chases the other player until he or she links elbows with another pair. When the player being chased links with another pair, the person on the other side becomes the player being chased. When the “it” tags someone, this person becomes the new “it”, and the old “it” then may link up with other groups. (All 16 up, Active)
Leap Frog Tag. Choose an “it” from the group. The “it” then runs around and tries to tag people. When a person is tagged, they become a rock on the ground (on hands and knees, with head down). When a free player “leap frogs” over a rock, the rock becomes an active player again. (1st and up, 8 or more, active)
Letters. Have players divide into equal teams (you need at least eight on a team). Call out a letter of the alphabet. The groups then scrambles around to make the shape. The first group to make the letter, or the first group to make the best letter scores a point. Add up all the points at then of the alphabet to see who wins. (6 and up, 8 or more, active. Competitive, instant)
Everybody’s It tag. All players are “it”. When one player tags another, he or she sits down and waits for the end of the game. If two players tag each other at the same time they may declare a draw and go their own ways or other methods may be explored (i.e. rock, paper scissors, pick a number, etc.) (All, 10, and up, Active, Competitive. Instant)
Detective. Have players sit in a circle with their eyes closed tightly. When players have their eyes closed the leader chooses a “murderer” by tapping them on the shoulder. The leader should then have everyone open his or her eyes. The “murderer” kills people by winking at them. When a player is winked at, they must announce they are dead. The game continues until one person guesses who the murderer is. The player guessing the correct murderer may select the murder for the next game. ( an up, 8 to 16, Quiet)
Back to Back. Partners sit back-to-back, link elbows, and try to stand up. When two have mastered this, add more people. ( all 1, or more, Quiet, Team, Instant)
Knots. Stand in a circle. Gave everyone stick their right hand in and grab the right hand of anyone not standing next to them. Do the same with the left hands. Be careful not to grab the hand of the person holding your right hand. Now untangle the knot. You must have an even number of people for this activity. As a leader, you may either join or observe to make sure you get an even number of participants. (4th and up, 8 too 10. Team. Instant)
Lap Sit. A group stands in a tight circle. On command, everyone sits in the lap of the person being them. ( 5th and up, 16 or more, Team, Instant)
Team who has all their shoes on first is the winning team. (6th and up, 16 or more, Nature. Quiet)
Sleeping Fawn. Have all players get into a comfortable position on the ground, becoming “fawn”. Choose one player to be the “hunter”. All the players must remain absolutely still and the “hunter” tries to catch them moving. (Breathing is allowed!). When a player is caught moving, the hunter taps them on the shoulder and they are out until the next game. The last “fawn” becomes the new “hunter” for the next game. (All/ 8 or more, Nature)
The King’s Reward. The king has offered a thousand gold coins to the group that can encircle the greatest number or trees. Begin with one and see how many you can enclose. To count, a tree must be taller then the tallest member of your group. (A; 8 or more, Active, Team)
The bomb. The bomb, a balloon or ball, is thrown up amongst the group. The group has to keep it up in the air as long as possible without catching it ( All, 8 or more. Active, Team)
Tongue Twisters, These can be used as instant programming in any number of ways. Use them to fill some empty time, or to break up a tense situation. Here is a list of some tongue twisters. One old ox opening oysters; Two toads, totally tired, trying to trot to Troy; Three tawny tigers tickling trout; four fat flirts flying to France for fashion; six scotch salmon selling six sacks of sauerkraut; seven small soldiers successfully shooting snipes; eight elegant elephants embarking for England; nine nimble noblemen nibbling nonpareils; ten tipsy tailors teasing a titmouse; eleven early earwigs eagerly eating eggs; twelve twittering tomtits on the top of a tall tree. ( 1st and up, 2 or more, Quiet, Instant)
Travel tickler. Players sit in a circle and the leader says, “I’m going on at trip to Africa and I’ll take anyone alone who wears the proper clothing!” The leader then describes all of the clothing that they will take with them. The proper clothing is whatever the person immediately to the left of the leader is wearing on their top half, and what the person immediately to the right is wearing for the bottom half. ( 4th, and up, 8 or more. Quiet, Instant)
MAN HUNT
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Objective: A game of hide and seek done in groups.
Categories:
Groups, Outdoors, Teens
Game type:
Active. A lot of movement may be required.
Players:
6 or more players.
Needed: None
Rules: Establish two seperate teams with an equal number of players. Have one team be "it" and have the other team hide. The team that is "it" must find and capture all the members of the hiding team and secure them in one place so that they are all in the same place. When the game is over, teams switch sides. This game is more fun played with boys and girls, or in the dark, outside in the woods etc.
MOTHER MAY I
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Objective: A kids game where players advance towards 'mother' by permission only and taking funny steps.
Categories:
Groups, Outdoors, Kids
Game type:
Active. A lot of movement may be required.
Players:
3 or more players
Needed: None
Rules: This game is similar to Red light green light. There is a goal line and a starting line. The player who is "mother" stands at the goal line. The other players line up about 15 feet away at the starting line. "Mother" faces away from the line of players. There are several kinds of steps (see below). The "mother" addresses one player at a time to "take one giant step" or "take 5 baby steps" or "skip 3 regular steps", etc. but always beginning with their name such "Tim, take 2 baby steps". That player must remember to say "Mother, may I?" and wait for permission before he can advance. Then "mother" says either "yes" or "no" depending on what they want to do. If the player forgets to ask permission first, he must return to the starting line. The "mother" then addresses another player on the line and continues until one player finally reaches the goal line. That player then becomes the "mother."
Player request variation: In this variation, the players ask the "mother" how many steps they want to take such as "Mother may I take 5 baby steps" and mother replies yes or no. The requests go by order of how players are lined up.
Types of steps: Baby step - take a teeny, tiny step forward
Regular step - take a normal step forward
Giant step - take a large step forward
Ballet step - each step consists of a complete spin in a circle so three steps would be three circles
Banana step - the player lays down and marks where his/her head is at and then stands there.
Bunny step - a hop forward
Scissors step - jump forward while crossing feet. If 'mother' announces two scissors steps, you can uncross them on the second jump forward.
MOTOR MOUTH
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Objective: A game where you try to keep talking and outlast your opponent.
Categories:
Groups, Adults, Couples
Game type:
Passive. Little or no movement is required.
Players:
2 players
Needed: None
Rules: The players sit opposite each other, two at a time. Each player has to keep talking at the other person. It doesn’t matter what they are talking about, but there must be no repetition or pauses. The first player to stop talking, pause or repeat themselves loses. The leader decides the winner of each pair.
PICK UP
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Objective: Can you pick up the prize in the center of this circle. Harder than it sounds!
Categories:
Groups, Adults
Game type:
Active. A lot of movement may be required.
Players:
6 or more players.
Needed: Prize such as a 5 dollar bill or a small gift
Rules: Everyone stands in a circle, facing outwards and linking arms at the elbows. A prize, perhaps a five-dollar bill or larger, or candy, or can of soda, is put in the center of the circle. The object is simple: get the prize. But the circle must stay unbroken. Players may use their hands, but arms must stay linked with players on either side of them. If the circle breaks, the game starts over. The winner is obviously the one who grabs the prize!
SAD SOLEMN OCCASION
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Objective: Another keep from laughing circle game. This one could be hilarious.
Categories:
Groups, Adults, Couples, Singles
Game type:
Passive. Little or no movement is required.
Players:
3 or more players
Needed: None
Rules: Everyone stands in a circle with their hands at their sides or behind their back. One person starts by saying, "This is a sad, solemn occasion, isn't it, Jane?" indicating the name of any other player. It does not have to be the next person in the circle. The entire group bends forward at the waist and all say, "MMmm-hmmm," then stand up straight. The chosen player, in this case Jane, must say, "Yes, it is a sad, solemn occasion, isn't it, Frank?" The group responds again, Frank replies, and passes the phrase to the next chosen person. The catch is, no one must smile, laugh, or make any other sound during the game. If they do, they are out. If a person goes "out" when they are the chosen player, play passes to the person to the left or right, whatever the group decides beforehand.
Winning: This game is over when the last person is standing.
WHO AM I
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Objective: A guessing game where you try to figure out the name of the thing or person attached to your back.
Categories:
Groups, Adults, Baby Showers, Bridal Showers, Ice Breakers
Game type:
Passive. Little or no movement is required.
Players:
2 to 6 players.
Needed: Papers with names and pins
Rules: Pick a category such as cartoon characters, movie stars, vegetables, etc. Pin the name of one of these items on the back of each guest as they arrive. Tell them that they need to find out who they are by asking other people for help. The rules are:
1. Ask "yes" or "no" questions only.
2. Answer yes or no to questions only.
3. No removing your own name tag to find out. If you ask, anyone will help you find out your identity.
4. If you need people seated or grouped up this may be a good way to do it. Have place cards at the seat of each item. Or have a few different categories of item to guess. Then when it comes time to group up have the cartoon characters go here, vegetables there, etc.