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ABC
GAME: Group members can sit in any formation
(preferably a circle).The first person starts by making up
a name for him/her and their husband/wife/partner,
that begins with the letter “A.”Then the person must make up a place
for where he/she lives that begins with the
letter “A.”Lastly, the person makes up something
he/she would like to sell, that begins with
the letter “A.”The second person does the same with
the letter “B.”The game continues in the same pattern.Game is completed at the end of the alphabet.NOTE: A variation would be to make it
a memorization game where the second person
would have to repeat what the first person said,
and then add their own, and so on...
ARTIST,
CLAY, MODEL: Participants divide into groups of
three (an artist, a model, and some clay).One person is the model and “strikes”
a pose.The artist must close his/her eyes or
be blindfolded and turn the person who is clay
into the replica of the model.Note: You can have person be blindfolded
BEFORE the model strikes a pose, to make it
more difficult.
CHAIN
BACKRUB: Participants form a circle, shoulder-to-shoulder,
and turn to their right.Next, players take an additional step
toward the center of the circle, so they are
relatively close.The leader then tells the participants
that, because they have worked so hard at all
of the other activities, this activity would
be used as a thank you.The leader instructs them to reach forward
and give the person in front of them a well-deserved
backrub.After two to four minutes, the leader
tells the players to turn to their left and
“pay back” that person with a final backrub.
CHUBBY
BUNNY: This activity starts by one group
member volunteering to stuff their mouth full
of marshmallows.The leader will give the volunteer one
marshmallow at a time.Without swallowing, the volunteer will
place the marshmallows in their mouth one by
one.Between
each marshmallow placed in the mouth, the person
must successfully say, “Chubby bunny!”
CROCK-A-DILLY:
Group members form a circle sitting Indian Style
with their hands on their knees - palms up (right
hand should be on top of left hand of person
next to you).Members sing the song as one person slaps
the hand of the person to his/her left and so
on.When
the song gets to “eight,” the slapper tries
to slap the slappee.If the slapper gets the slappee, the
slappee is eliminated.If the slappee pulls his/her hand away without being slapped,
the slapper is eliminated.
Lyrics: “Crock-a-dilly oh my crock, crock,
crock;
Dancin’ to the trees goin’ trigga, trigga,
trock;
Below, below, below, below, below, BE-LOW!;
1-2-3-4-5-6-7-8.”
OR
“Quack didilly oso, quack, quack, qua-ack;
Saaaam a ric-o, rico, rico, rico;
Below-a, below-a, below-a-lo-a-lo-a;
1-2-3-4.”
EGG/BALLOON
TOSS: Split the group into two teams.Have all of the members of each team
spread out so they are about ten feet away,
but still in a straight line.The first person in each line tosses
an egg or balloon to the second, who will catch
it and pass it on.If the balloon or egg breaks, the group
must begin again with a new balloon or egg.
DEAD
FISH: The group starts by getting into a
comfortable position that can be sustained for
a long period of time.Once everybody has established a position,
the leader will count down from ten to zero.At zero, the game will begin.Once the game has begun, nobody is allowed
to talk or move, with the exception of the eyes
and chest for breathing.If the leader and only the leader should
notice anyone talk or move, they will verbally
remove the person from the game.Anyone removed from playing may persuade others to talk or
move, but they may not physically touch those
players still in the game.The winner is the last person remaining,
and they become the leader of the next game.NOTE: This is a great game for those
low key early mornings, but a group activity
is still necessary.
HA!:
Have the group lie on the ground or floor.Position each to lie their head on another’s
tummy.One of the end people will start.The one that starts say one “HA!”The person that has his/her head on their
tummy goes next and says, “HA HA!”With each person, add one “HA!”If there are 30 people, then the last
person should say 30 “HA’s!”
HAGOO:
Separate the group into two even groups and
have them stand in two separate lines (shoulder
to shoulder) facing the opposite group.The two groups should be about three
or four feet apart.The players at the opposite ends of each
line are opponents.They will step out of the lines, so they
are facing each other and looking down the middle
of the two rows (like an old cowboy shoot-off).They will both say, “Hagoo” and start
to walk down the row toward each other.They must not break eye contact and the
object is to get to the opposite end of the
line without laughing or smiling.When the players pass each other, they
must continue to maintain eye contact.If a person does break eye contact, laughs,
or smiles, they then must join the end of the
line of the opposing team.The teams can do or say any silly things
to make the opposing player crack up, but they
must be careful not to make their own player
lose concentration.The teams may NOT touch another player.This process will continue until everyone has had a turn.The team with the most players at the
conclusion of the game, wins.
HUMAN
TWISTER: You will need two different colored
slips of paper for each person in the group
(the size of a 3 X 5 notecard) and tape.As people arrive, give them each two
different colored cards, and two strips of masking
tape.Ask players to tape the card to two places
on their bodies. When everyone has taped on
the cards, challenge the group to line up, matching
(and touching) their cards to someone else’s
of the same color.
I
LOVE YOU, BABY: The group forms and sits in
a circle.The “it” player approaches one person
and says, “I love you, baby.”That player must respond by saying, “I
love you baby, but I just can’t smile.”If that player smiles while speaking
these words, he/she becomes “it.”If the player does not smile, “it” must
approach a new person until “it” makes someone
smile.“It” is not allowed to touch a player
as he/she speaks, but anything else is fair
play.This is a funny one, but make sure participants
feel comfortable with one another first!
INDIAN
CHIEF: The group sits in a circle formation.One group member is asked to leave the
circle to close their eyes and block their ears.At this time, the leader will select a “Chief.”The Chief will establish a rhythm of
clapping, stomping, etc.The rest of the group will follow, carefully
not giving away the Chief.The Chief is the only one allowed to initiate changes in the
rhythm.The person asked to leave will return
to the middle of the circle where they will
try to guess the Chief.The person is granted three chances to
guess.If the original Chief is successful in
hiding his/her identity, they will be asked
to leave the circle.If the Chief is successfully chosen,
a new guesser and Chief are chosen.
IS
MRS. MUMBLE HOME?: The group will sit in a circle
formation.One person will start by turning to the
person next to them and say, “Is Mrs. Mumble
home?”To which the person replies, “Who?”Then the first person says, “Mrs. Mumble.”To which the second person replies, “I
don’t know, let me ask my neighbor.”The conversation continues around the circle.The object of the game is to get the
conversation moving fast without the two conversationalists
showing their teeth.NOTE: To make it more difficult, send
the message in opposite directions.
KILLER:
Everybody will start close together with their
eyes closed and thumbs up.The leader will squeeze the thumb of
one group member.That group member is the “killer.”With eyes still closed, the killer will
squeeze the thumb of another group member twice.That group member becomes the sheriff.Once the two positions have been established,
everyone can open their eyes.Nobody should know who is the sheriff
or the killer.Everyone begins walking around, making
eye contact with everyone else.The object of the game is for the killer
to kill everyone without getting caught.The killer does his/her killing by winking
one eye at someone.If the killer winks, that participant
that was winked at, is dead.Anyone killed by the killer must count to twenty and only the
sheriff may guess who the killer is.The sheriff also can be killed by the
killer.If the sheriff’s guess is correct, he/she wins.If they guess wrong, they immediately
die, and the killer wins.
M
& M SWAP: Have the group form a circle standing
up.After
everyone is given a plastic spoon, the first
player is given four or five M&Ms to hold
in his/her spoon.Everyone must put the spoon into their
mouths holding the handle between their teeth
with the scoop of the spoon facing up.The group must pass the M&Ms from
the first person to the last, without using
their hands.The object is to get ALL of the M&Ms
to the end, without dropping any.
ONGOING
TAG: This is an ongoing tag game that you
can initiate at the first meeting of the group.You tell the group that one of them is
“it.” (Tell that person privately.)The object is not to be “it.”The “it” may tag another person in any
way they like (i.e. touch, telephone, sight,
fax, email, mail, through a friend, etc.) as
long as the person being tagged can realize
they are it.The game can last for as long as you
wish and makes for a lot of laughs and funny
stories.The group need not know who it is so that the surprise factor
is increased and on-going.There are no rules and no limit to the
number of times the “it” can change in any given
time period.A fun variation to the game includes
agreeing that the person who comes to the next
meeting of the group as “it” brings refreshments
or a teambuilder, etc.
POSTURE
RELAY: Two teams line up side by side.The first person in line runs up and
around a cone and back with a bean bag on his/her
head.He/she then hands off the bean bag to the next person in line
and so on.The bag cannot be held with one’s hands.
The
game ends when one team completes the relay.That team wins.
RAIN/THUNDER:
This is a game of “follow the leader.”Closed eyes create the rainstorm effect.Participants sit in a circle with eyes closed.The leader begins by very quickly rubbing
his/her hands together.As the person to the left hears this,
he/she begins rubbing his/her hands together
until this contagiously goes around the circle
(can also be done going side to side with large
group).As soon as this sound reaches the leader
again, he/she begins to snap his/her fingers
as does the person to the left, until eventually,
the entire circle gives the illusionary sound
of a rainstorm.When this sound reaches the leader, he/she
begins clapping his/her thighs until the entire
circle follows suit.The final circle of sound is created
by stomping F..All of these sounds give the feeling
of a thunderstorm rising to a climax.At this point, the leader reverses the
motions (foot stomping, thigh slapping, fingers
snapping, and hands rubbing together) until
the sounds of the storm have fully subsided.
SEVEN
ELEVENS: Have group get into a circle on the
floor.A volunteer from the circle will start
the game by saying, “one.”The person to his or her right counts
off the next number loud enough so everyone
can hear him/her.The game continues around the circle
until the number “seven,” a multiple of seven
(14, 21, 28, 35, etc.), “eleven,” or a multiple
of eleven (22, 33, 44, etc.) comes up.The individual who has that number will
nod their head instead of saying the number
aloud.When that person nods his/her head, the
game continues in the opposite direction around
the circle.If a mistake is made, the game restarts
with that person.
SEVEN
UP: Seven people from the group are chosen
to stand in the front of the room while all
others remain seated with their heads down,
left arm folded, and right arm extended with
“hitchhiker” fist in visible location.Each of the seven taps one person’s thumb.Those individuals “hide” their thumbs
and the original group of seven returns to front
of room.Once all seven have returned to front,
all participants are asked to raise their heads.The seven who were tapped stand up.One by one, the tapped seven must guess
who in the “original” seven tapped them on the
head.If correct in his/her guess, the “Guesser” switches places
and becomes a “Tapper.”If incorrect, the player puts his/her
head down with the rest of the group to begin
play again.
SLAPS:
The group begins by lying on their stomach in
a circle with their heads facing the middle
of the circle.Every participant’s right arm goes underneath
the left arm of person to their right.The left arm should be over the right
arm of the person on the left.One person will be designated to start
by slapping the ground once with one of their
hands.The person who’s hand is to the right
will do the same and so on counterclockwise.If someone decides to slap the ground
twice, the direction will reverse.If a hand messes up by hesitating longer
than two seconds, slaps prematurely or out of
order, that hand is removed from the game.Once a player has removed both of his/her
hands, they are out of the game until the next
game.When there are only two people remaining,
the game has ended.NOTE: This is a great cool down activity.
SOUNDS
IN THE NIGHT: Late at night, animal sounds drift
into the darkened house; dogs howl, crickets
chirp, cats cry, owls hoot, etc.In this game, the animals are indoors
and play a noisy game of ball.
Have everyone sit in circle with their
eyes closed.The room is darkened.Each player selects an animal sound to
mimic as his/her own personal signal.If group members run out of animals from
which to choose, divide players into separate
groups.The first player makes his/her sound
and then the sound of the animal to whom they
want to roll the ball.The animal who is “called” replies so
the first player knows where to direct the ball.The first player then rolls the ball.If the intended player receives the ball,
they respond loudly.All the other animals rejoice in unison
by making their sounds as well.However, if the intended player misses,
the ball goes back to the first player to try
another animal.
THINK
FAST: Have group stand and form a circle.When the group is in position, the leader
explains that they will be playing a game that
requires them to think quickly.A volunteer is asked to stand in the
middle of the circle.The volunteer is to close his/her eyes
and keep them closed throughout their entire
time in the center.A person standing in the circle is then
given a small object.When the center person says, “Start!”,
the object is to be passed around the circle
counterclockwise from one participant to the
next.The center person can call out “Stop!”
at any time.The center person then quickly says a
letter of the alphabet and the person holding
the object must QUICKLY say three nouns that
begin with the specified letter.If the participant says three words within
five seconds, the game continues with the same
leader.If the person cannot think of three nouns
in that amount of time, he/she becomes the leader.Game continues until peak fun is reached.
TOE
FENCING: Have participants find a partner and
face each other, holding hands.They then try to tap the tops of each
other’s toes with their own.When an individual scores three “hits,”
it is time to switch to a new partner.Beware!This is NOT toe STOMPING, so make sure
players understand not to be too rough in their
tapping.Hint: It is helpful to have players be
“equally armed” (i.e. shoes and shoes, sandals
and sandals, or socks and socks).
WANNA
BUY A DUCK?: Participants sit in a circle.One person starts by turning to person
on one side of his/her and saying, “Do you wanna
buy a duck?”That person says, “A what?”The first person says, “A duck.”The second person asks, “Does it quack?”The first person answers, “Of course
it quacks!”The second person then starts the conversation
over with the next person.There is a catch however!The person says, “Do you wanna buy a
duck?”The next person says, “A what?”The second person in line then turns
and says, “A what?” to the first person.The first person responds by saying,
“A duck.”The second person says, “A duck.” to the third person.The third person then says, “Does it
quack?”The second person turns and repeats to
first person the same question.The first person answers and then the
game continues in the same fashion until the
entire group is involved in the conversation.
WATER
GUN KILLER: This is a fun game!Leader takes pictures of all participants ahead of time.Each person is given a picture of another
individual and a WATER GUN.The object of the game is to collect
as many pictures by “killing” others.A person can kill another at any time
by squirting them with the WATER GUN (may be
best to say not allowed indoors).When a person successfully kills the
individual in their picture, they take the picture
that individual had and try to kill that person.Game continues until everyone is dead
except for one person.
WHOOOO?:
This is a night activity (and pretty spooky
too - YAOW!).Ask for four or five volunteers to be
hiders (owls, if you will).These folks hide in the nearby woods.Have these “owls” pick a spot that allows
their clothing to blend into the dark and shades
of gray.Each hider should take about a dozen
identically numbered pieces of small paper with
them (or you could give each a different color),
and head for their chosen spot.Give them a few minutes to situate themselves,
and then let the seekers begin their individual
searches.Each hider has the option to make a characteristic
sound occasionally, to help the searchers, particularly
if no one is close.When a seeker finds a hider, the hider
soundlessly hands a numbered piece of paper
to the discoverer.When a seeker has collected a slip of
paper from all the hiders, he/she can retire
from the game watch things (or confuse everyone
by making animal calls of their own!).No flashlights allowed!
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