Lay out paper on the floor in a grid. On a separate piece of paper, draw a path through this grid that only the game host can see. Teams take turns trying to go through the grid and guessing the correct path. If they step on a square that is not on the path held by the game host, they must start again. First team through wins.
Make teams. Host of the game says a word. Teams must write down as many songs as possible that have that word in it within the time limit. Once time is up, alternate between teams as they sing songs from their list. Same song cannot be sung twice. Last team standing wins.
Have teams each stand on their own blanket. Teams must work together to flip over the blanket without having any team member touch the floor. If they touch the floor, the team must start again.
Lay a line of hula hoops across the ground connecting two teams' home bases. One player from each team starts hopping on one foot, hoop to hoop, toward the other side. Where the two meet face to face, they play rock-paper-scissors: the winner keeps advancing, and the loser peels off while the next teammate immediately launches to intercept. If a player makes it all the way to the opposing team's end, their team scores (or wins). Fast, loud, and endlessly restartable.
Two or more teams. One player inside the wheelbarrow and one carrying the wheelbarrow. They go through a circuit and the first to cross the finish line wins.
Collect a ton of scrap paper (in most churches, just place a box next to the copier for 3 or 4 days!) Have the group divide in half and strategically place themselves around the room. Give the room a middle border. They aren't allowed to move and there should be an ammo pile towards the back. Give them 5 minutes to crumble all their ammo, and then cry WAR! After ten minutes of throwing paper, whomever has the most on the their side is the losing team
Outpost is a team game where players are separated into equal teams and given their own colored flag-football flags which are worn around their waist. The objective of the game is to get the other teams flags. Flags that do not have stars are worth 100 points, flags that have stars counts as 1000 points per star (people that have flags with stars are called generals and are usually hidden by their teammates each round to avoid the other team capturing them). The game starts with one group in a room where they cannot see the other team while the other group is everywhere else. The people outside the room have a slight advantage since they can hide their generals first without worrying about the other team spotting them, also they can do a surprise attack on the other team (groups change starting positions each game). When the bell rings (or whatever you use to initiate and end the game) both teams are now allowed to go after the other team and hide their generals. When you get a flag off the opposing player you will both walk back to the place where a leader is keeping score and tell them how many points you got for your team color, and then return the flag to the other player and go off again getting flags and finding generals. The player who was captured and gets his flag back then counts to ten out loud and puts his flag back on (during this time no one can capture him, he has time to get away and rest)
End of the World, Make a large circle with the rope on the floor, have the group stand in the center of the circle. Now simply pull the ends of the rope thus making the circle grow smaller. The group must try to survive for as long as possible (They will fight for survival) I make a rule of no pushing, however team work is the key, getting people on your back, making a human tower etc. A person is out when they step over the rope.
First, you split up into groups of 3-5. You should have at least three teams to play. Each team gets a chair and the caller chooses any random tangible-object noun. Each team is given 5 minutes to create that thing/person from the chair and the items given to them. As a bonus, each team gets one random object. It needs to be something that could be wrapped/tied/stuck to the chair, and be able to get un-stuck. (Toilet paper, multi-colored duct tape, yarn, ribbons, a bag of safety pins with cotton balls, magnets, etc.) As more rounds are played, the game gets sillier and crazier every time--due to the fact that the paper has already been drawn and cut out and used, as well as things that have been pinned together, and other objects that might look "used up". It's a blast, and everyone brainstorms and then builds a wacky-looking creation out of a chair! The prep work is definitely worth it.
Set up a giant bowling alley in any large open area — a parking lot works well, with the lane marked out in chalk. Use a large ball and oversized pins (empty 2-liter bottles are perfect). Players take turns bowling down the lane, scoring a point per pin knocked over. For extra chaos, let the other players line the sides of the alley and kick or push the ball as it passes — limited to one touch each, and only in the direction of the pins.
Divide your group into even teams. Designate an area for each team to use to build their tower. Provide each team with an even distribution of supplies - packing peanuts and toothpicks. Explain the rules of the challenge to your group - each team will get the same amount of time (5-15 minutes, depending on what suits) to build the tallest freestanding tower they can out of only packing peanuts and toothpicks. When the time runs out, teams must stop building their towers and let them stand freely on their own. If the tower falls down, that's too bad - the height is measured to its tallest vertical point. The team with the tallest tower wins!
Participants balance a lemon on a spoon and race to a designated point. If the lemon falls, they must go back to the starting line. The first person or team to reach the finish line without dropping the lemons wins.
"Water Bomber" is typically a fast-paced, action-packed game played outdoors, especially popular during summer months or at pool parties. In this game, participants use water balloons or water guns to soak opponents. The game's setup and rules can vary widely, but common versions involve teams or free-for-all scenarios where players aim to drench others while avoiding getting wet themselves. If someone gets hit with a water bomb then they must go to jail for a couple minutes. "Water Bomber" is well-loved for its refreshing fun and the excitement of splashing and dodging in hot weather, making it ideal for both children and adults seeking a playful way to cool down.
In this game, you divide a wide field into two halves with a long hose and scatter light, unbreakable objects like empty ice cream containers evenly on both sides. Split players into two teams, each starting on their designated side. The goal is to collect as many containers as possible onto their side. Players remain safe on their side but can be tagged when crossing into the opposing side. Tagged players must squat and wait for a teammate's rescue tag. Rescued players can be tagged again while escaping. To collect a container, players must cross to the other side, grab one container, and bring it back without being tagged. Dropped containers stay where they fall. Players can either run to rescue teammates or use stealth to blend in with the opposing team. If questioned directly or touched, they must reveal their true team.
Play the classic card game Spoons with one twist: the spoons aren't in the middle of the group — they're somewhere else entirely. Place them across the room, up a staircase, or (best of all) outside, with obstacles between the cards and the spoons. Play proceeds as normal: pass cards around the circle until someone collects four of a kind, at which point everyone sprints for a spoon. One player comes back empty-handed and is out — remove a spoon and deal again. The farther and messier the route, the better the game.
Ships Wreck, Divide the kids into teams of around 10 people. Each team will need a "ship" - this could be a hula hoop or something else of a similar size (small blanket, plank of wood). Each team will start at one end of the playing field and their object is to run to the other end while carrying their ship. When the instructor yells "SHARK", every team needs to immediately drop their ship on the ground and then jump on top/inside of it. The first team with everyone on board of their ship will get a point. Crossing the finish line first could gain the team three points. You can repeat this game as many times as you want.
Each team forms a straight line behind the start line. When the relay starts, the first team member carries the second team member to the finish line. Once they arrive, the person who was carried runs back to the team and carries the next person to the finish line. The game ends when all team members have crossed the finish line.
Get everyone to take their shoes off. Give two spare socks to anyone not wearing any. Everyone gets down on their hands and knees. When the leader says "Go!", everyone has to try and steal everyone else's socks, while protecting their own. Once both your socks have been taken, you are disqualified, and you must sit out. The last person with at least 1 sock on wins! Alternatively, you can divide into groups, and the team with the most socks wins!
Players pair up: one is the camper (usually the smaller partner), the other is the tent. Form a circle with the tents standing arms-raised like a roof and the campers sitting cross-legged in front of them. When the leader shouts "Campers!", every camper crawls through their tent's legs, runs a full lap around the outside of the circle, and crawls back through to their spot — last one back is out, along with their partner. On "Tents!", the tents run the lap instead. No pushing, and overtake only on the outside of a slower runner. Keep calling until one pair remains.
Give the kids either in pairs or as individuals a plate and a tube of toothpaste. The bigger tubes work best. Tell them the challenge is to get all the toothpaste out of the tube as quick as possible. Watch and see how quickly the squirt it onto the plate. Then once the toothpaste it out let them in on the secret. The actual challenge is to see how much toothpaste they can get back in the tube. Almost impossible. Gets really messy really fast. For the most part the toothpaste stays on the plate and all over their hands. Some try to blow into the empty tube of toothpaste to open it back up again. Doesn't work but worth suggesting to see them try. Point of the game is to be careful with your words. They can come out super fast but don't always go back in so easily and can get messy if said in the wrong way.
Start off the game by choosing 1 person to be 'it' and have a designated tag area for the game to run in, preferably a large open area (so the other youth can't hide behind, or run between small objects to evade). This 'it' person must run around and tag people, and every-time the amoeba tags somebody they must hold hands to become 'part of the amoeba'. Now both of these people are 'it' and must remain connected at all times by holding hands, progressively more and more people will become part of the amoeba. In order to tag the next person, they must form a circle around them by holding hands (like a group hug). If anybody gets caught in the completed amoeba circle they must become part of it. The trick is, the amoeba is allowed to run around as a chain (not a circle) in order to trap people in a corner. The other people are allowed to run through gaps in the chain, but if the amoeba is quick enough at forming a circle again around the player then he/she is caught. The smaller amoebas are faster, but as it gets bigger it requires more teamwork and communication to work as a group to catch another person. Everybody in an amoeba must be holding hands and remain in a chain/circle at ALL TIMES.
Players pair up with someone of similar size and decide who is the horse and who is the jockey. The horses walk in a small circle in the middle, one behind the other; the jockeys form a larger circle around them, facing the opposite direction. The leader calls "Horses, go!" and the inner circle starts moving, then "Jockeys, go!" and the outer circle runs the other way. On "Jockeys up!", every jockey sprints to find their horse and jump on for a piggyback — the last pair up is eliminated. Call direction changes to keep everyone guessing, and play on soft ground.
Everyone gets into groups of three. Two people stand facing each other and join hands to create an arch they are the tree, the third person crouches underneath it and becomes the squirrel. You need one extra person to be the 'caller'. (If you have odd numbers you can have two callers) The caller can shout one of three things: 1 - "Hunter" If hunter is shouted then all the squirrels run to a new 'tree' the 'caller' then tries to steal the place of a squirrel. If they are successful then the person left without a tree becomes the new 'caller' (*The trees do not move) 2 - "Fire" If fire is shouted the trees move to a new squirrel, they must find a new partner to create a tree over a squirrel. The 'caller' then tries to steal the place of a tree leaving someone new out and they become the new 'caller'. 3 - "Earthquake" If this is shouted then everyone moves and takes a new position as either a tree or a squirrel. Again the 'caller' steals someone's place and a new 'caller' is made.
It's similar to "Doggy doggy who's got your bone" but a little different. Get to group to sit in a circle. Put a chair in the middle. Choose one person to sit in the chair and blindfold them. Place a set of keys or an object under the chair in the middle. Then the game begins. One of the leaders who isn't playing will select a player sitting in the circle group to sneak into the middle and try to steal the keys. Meanwhile, the blindfolded player on the chair has to listen carefully to try to hear where the stealing person is. When they think they know where the stealer is, they must quickly point. If they point at the player, the player is now out and they swap around. However, they are only allowed to point 3 times. If the stealer manages to take the keys without being caught, they must return to their position and then the whole group chants "Man diddy watcher someone's got your keys." The middle player takes their blindfold off and gets three guesses as to who has their keys.
1. Get a large group of youth together and split them into two teams. 2. Give the members of each team a colored cloth to use as an armband so that they can easily identify friends and foes. (You can also use different colors of water-guns to identify teams.) 3. Give each person a water-gun, a string, and an alka-seltzer tablet. Note: If you allow youth to bring their own water guns, specify a maximum size in order to prevent one person with a large super soaker from dominating the game. 4. Have each youth tie the tablet around their neck with the string. It must hang down the front of the shirt and be visible. 5. Have a designated refill point for each team. A couple buckets of water will do the trick. 6. Have kids wear old clothes as this can get a little messy. Rule out white t-shirts to prevent embarrassment when they get wet. Let everyone run around in a large area squirting each other with the squirt guns. If a person's tablet dissolves, he's out. First team to eliminate all the opponents wins.
Divide the group into teams and set up stations representing each of the fruits of the Spirit (love, joy, peace, patience, kindness, goodness, faithfulness, gentleness, self-control). At each station, participants complete a challenge related to that fruit before moving on to the next.
The Mafia Game is a social deduction game where players are secretly assigned roles as either Mafia members or Townspeople. The Mafia's goal is to eliminate the Townspeople without revealing their identities, while the Townspeople aim to identify and eliminate the Mafia. Through alternating Night and Day phases, players discuss, accuse, and vote on who they believe is part of the Mafia until one team achieves its win condition. It's a game of strategy, deception, and deduction that requires players to bluff and outsmart their opponents.
This game can either be done using a video camera and a TV, or just acted out on the spot. Split your group up into teams and give each team a random object which they will need to advertise and maybe something like a theme (i.e. "school" or "hospital") that they will need to run with. Send each team off to prepare their commercial then either get each team to individually film their ad, or just bring them all back to the hall and get them to act it out in front of each other. Maybe have some light-hearted judges on the side also?
A mash-up of Pictionary, charades, and sculpting. Prepare a list of guessable words, split the group into teams, and give each team paper, pens, and a tray of modeling clay. Each round, one player per team comes to the leader, rolls a die, and learns the word plus how it must be communicated: 1–2 act it out, 3–4 draw it, 5–6 sculpt it. They race back and perform for their own team, and the first team to shout the correct word scores a point. Rotate performers each round; highest score wins.
The Chameleon Game is a social deduction game where players must figure out who the "chameleon" is based on their answers to a series of questions. Players sit in a circle or around a table. Each player is given a card that contains a list of related words or prompts, except for the chameleon, who receives a card with no information other than the word "chameleon." The game consists of several rounds. In each round, one player is selected to be the moderator, who poses a question or gives a prompt related to the words or themes listed on the players' cards. Each player, including the chameleon, takes turns giving a response to the question or prompt. The chameleon's challenge is to blend in with the other players' responses without revealing their lack of knowledge about the secret word or theme. After all players have given their responses, players discuss among themselves and vote on who they believe the chameleon is. If the majority of players correctly identify the chameleon, they win the round. If the chameleon successfully avoids detection, they win the round instead.
Codenames is a word association game played on a 5x5 grid of word cards. Each team has a spymaster who provides single-word clues followed by a number, indicating how many words on the grid relate to the clue. The operatives, seated opposite the spymasters, discuss and guess the words based on these clues. Once an operative selects a word, the spymaster reveals if it belongs to their team, the opponent, is neutral, or is the assassin. Guessing an opponent's word ends their turn, guessing a neutral word ends the turn without penalty, and guessing the assassin results in an immediate loss. The game involves strategic thinking and careful word association, aiming to identify all words of one's team while avoiding the assassin. The team that successfully identifies all their words first, or avoids the assassin while making correct guesses, wins the game.
First, everyone finds someone and plays basic "Rock-Paper-Scissors" with them. Then the loser attaches themselves onto the winners by grabbing their shoulders like a "train". We are going to call that pair "team A". "Team A" then finds another team or pair (Team B) to verse. If "team A" beats "Team B" then "Team B" has to attach to the back of team A's train. That group verses another group and so on eventually every group in the room is attached in one big dragon and they make a loop around the room. It is not really as confusing as it sounds. A prize can be awarded to the person at the front of the dragon.
Strings are tied on the cans. Have teams line up a short distance away and throw rocks at the cans. One point is given every time a can is hit. Have teams rotate through their team members after every throw. For added level of difficulty, team members must throw with their opposite hand.
This team-building activity starts by splitting participants into pairs. Each pair stands back-to-back with hands raised and attempts to sit on the floor without falling. Once seated, they must stand back up, still with hands in the air. This exercise encourages teamwork and coordination. After successfully completing the task, teams are shuffled and expanded to groups of three, repeating the same sit-and-stand process. Following this, groups are further increased to four members, continuing the challenge. This versatile game is effective for groups of various sizes, ranging from four to twenty participants, making it an excellent icebreaker. It fosters collaboration, communication, and trust among participants, setting a positive tone for any group activity or event.
Divide into Girls and Boys teams. Alternative with trivia questions: Ask the girls questions that only boys would know the answer to, and ask the boys the questions that only girls would know the answer to.
A camp-wide economy game. Split into small teams, each belonging to one of four categories. Teams travel between simple challenge stations, earning money for each one completed, and spend it on items at a central bazaar. Away from the bazaar, teams may challenge teams from other categories to steal their money — and roaming "bombers" can latch onto a team by tagging a member, blowing up after a set time and costing the team everything unless it passes the bomber on by tagging a different team first. Finish with a story read aloud by the leader: teams that bought the right items at the bazaar survive each chapter, and the team that lasts longest wins.
Set up one log or thick piece of lumber per team on a stable sawhorse, with one handsaw per team. Teams line up, and on "Go!" the first player saws until the leader calls "Switch!" (every 20–30 seconds works well), then hands the saw to the next teammate. The first team to cut clean through their log wins. An adult supervises each saw at all times: one sawyer per log, everyone else behind a marked line, and gloves and safety glasses for the person sawing.
Section off a small corner on the bottom and top of a soccer net. Teams must alternate between team members, trying to kick a ball through the target. Award points for kicking the ball through target, with extra points for kicking through the top target.
Get the whole group together. The leader running the game calls out a category question (for example - what is your favorite color?). Everyone in the group would then have to start calling out their favorite color to each other and find the others in the group who have the same favorite color as them. When a player finds another player who has the same answer as them they then join together (by linking arms) and continue to go round the group looking for more people with the same answer. After a minute or so (completely up to the leader running the game) the leader can call "STOP". Each group needs to call out their answer. If there are two people/groups who have the same answer but are not linked together then they are eliminated from the next round. Or alternatively, to keep everyone involved, you can give each kid five wrapped lollies or popsticks to start with and they lose one each time this happens. Be creative with the questions you ask: - Favorite pizza topping - Favorite ice cream flavour - Favorite TV show - Favorite band - Favorite book of the Bible, etc.
A game of social deduction where players are divided into two teams, the Resistance and the Spies. The Resistance's goal is to complete missions, while the Spies' goal is to sabotage the missions.
1. Use a book to get the text for a larger section of scripture - maybe a whole chapter - that you are studying. 2. Copy that into the Wordle site and let it generate a Wordle for you. 3. Put the generated Wordle and your book passage onto a single page of paper. 4. Highlight the words in the passage that you want the kids to find in the Wordle. Although this would seem fairly simple, depending on the number of words and the layout of the Wordle, it can be quite difficult. 5. Use the normal incentives to keep the kids focused - first person to find a specific word gets a prize, first finished, work in pairs etc. This website allows you to generate cool 'wordles'. They are like a word cloud where the size of word is in proportion to its usage. The site allows you to generate your own Wordle in many different formats.
There are 2 teams. One team is the attacking team and other is the defending team. The goal of Seven Stones for the attacking team is to knock down a stack of stones using a ball and then rebuild the stack. While the opposing team tries to prevent it using the same ball by throwing it at the opposite teams players. If the ball hits the player, he is out. If the first team manages to rebuild the stack, they win. The teams have alternate chances of being the attacking team.
Two Rooms and Boom! is a social deduction game where players are divided into two rooms, and a "bomber" must be found before time runs out. Players are divided into two groups, with each group assigned a different room. One room represents the Red Team, while the other represents the Blue Team. Each player is secretly assigned a role card, which indicates their team affiliation and role within the game. Roles may include members of the Red Team, members of the Blue Team, and special roles such as the President, the Bomber, and various other characters with unique abilities. The President is revealed in each room, while the Bomber remains hidden. The objective of the Red Team is to keep their President safe, while the Blue Team's goal is to find and identify the Bomber before time runs out. The game is played in a series of rounds, with each round consisting of a negotiation phase and an action phase. During the negotiation phase, players within each room interact, exchange information, and make deals to try to achieve their team's objectives. Players may share their roles, form alliances, bluff, and strategize to gain information about other players' roles. After the negotiation phase, players vote on which players to send to the other room during the action phase. The goal is to gather information and potentially swap players to gain an advantage or disrupt the opposing team's plans. Throughout the game, players must carefully consider the information they receive, the actions of other players, and the timing of their decisions to achieve their team's goals. The game ends when the timer runs out, at which point the players reveal their roles and determine the outcome based on the success or failure of their team's objectives.
Each player writes down the name of a movie on a piece of paper and places it in a bowl. Players take turns drawing a movie title out of a bowl and acting out a scene from that movie while the others try to guess what is the name of the movie.
Players should pair off into partners (girls with girls and guys with guys is usually better). One player will be the birdie and the other will be the perch. All of the perches make a circle and walk counter-clockwise. While all of the birdies make a larger circle around the perches and walk clockwise. After a few seconds call out "Birdie on a Perch!" and the partners must find each other and the birdie must jump onto the back of the perch. The last pair to find each other is out. Continue until there is only one pair left. For a bit of your own entertainment, call out different walks for the players to do. Such as: walk like a bird, a ballerina, run way model, ninja, etc.
Pass the package = the package (a prize/gift) is passed around the circle and when the music stops, the person left holding the package unwraps a cape. In each layer there is a word from a sentence, which they have to memorize to put them together at the end of the game and discover the hidden phrase. Continue doing this until the end of the packet.
Everyone stands in a big circle and then grabs onto two different peoples hands (not the people standing on either side of them). Once everyone is holding onto two other peoples hands then the aim is to work together to untangle the circle. Depending on how many people you have this can take a long time or can be completed very quickly.
Write out sentences or dialogues of a book, movie, song, etc. on different pieces of paper and scramble them up. Teams or individuals race to unscramble the sentences or dialogues and put them in the correct order.
1. Get players to sit in a circle facing inwards. 2. Pick a player to start. Tell this player to come up with a sentence or phrase and then whisper (or "pass it on") to the person next to them. 3. They must only whisper it once, even if the player next to them asks to hear it again. 4. Each player will then whisper it to the next player around the circle. 5. When the final player receives the whisper they must say what they heard out loud to the whole group. The starting player can then say what the initial phrase was and the group can marvel at how well they did in keeping the phrase correct, or laugh at how much it changed!
Pictionary is a couch game where we can create cards with scenes, characters, or stories for participants to draw while their team guesses within a time limit.
A lawn game where players use a mallet to hit wooden balls through a series of hoops (wickets) in a specific sequence and direction, ultimately aiming to be the first to complete the course and hit the finishing stake. Finishing Stake: At the end of the course, there's a finishing stake, often marked with a colored top or flag. The objective is to strike your ball against this stake to complete the game.
Base is a fast-paced outdoor game that combines elements of Capture the Flag, Flag Football, and role playing. The game ends when one team destroys the other's Home base. To win, a team must outscore their opponent. Teams score points for: Building Field bases = 1 point each. Destroying their opponent's Field bases = 1 point each. Destroying their opponent's Home base = 3 points. In the event of a tie, a short game is played with the teams' Home bases at the two base locations nearest each other. Teams start with no upgrades nor Field bases, and the first to destroy the other's Home base wins (see 'Team Bases' below). Note: Make the teams as balanced as possible, and readjust if necessary. Always make safety and honesty a priority. Flag Football Belts and Flags: Each player and each base needs a belt with 2-3 removable flags that match the team's color. If you have 3 flags per belt, rule modifications will follow in ()*. Certain special units need extra flags or an extra belt. If you don't have extra belts for bases or extra flags for special units, colored bandannas will work.
A team sport played with a small ball and a circular net, where players try to hit the ball onto the net so that it bounces off and can't be returned by the opposing team.
Players take turns throwing bolas (two balls connected by a string) at a ladder-shaped target, trying to wrap the bolas around the rungs to score points.
Let's start by making a big circle between everyone. When I shout "STOP", everyone should start walking in a circle in a clockwise direction. When I shout "WALK", you stop walking, when I shout "TURN", clap your hands once, when I shout CLAP, turn around once, whether you are walking or standing. In this game, STOP means walk, WALK means stop, CLAP means turn and TURN means clap. We'll keep moving in a clockwise circle with the game, but if you don't follow one of the instructions, you're out! We will keep playing until there is a winner.
Large group forming a circle. One participant stands in the center in a quadripedal position. The participants who make up the circle shake hands and squat. The one in the center will try to get out, through those in the circle, who will move in all directions without letting go to avoid it. Anyone who "lets" it out or lets it escape should go to the center. There can be more than one person in the middle, to make it more fun.
Create a life-size version of the classic foosball game by setting up a large rectangular area with ropes or poles dividing it into sections. Players hold onto the ropes and can only move side to side, like the players on a foosball table.
The Fruits is an exciting game where each participant joins a group and embodies a fruit. They either stand in a straight line or lie down. When the announcer calls out a fruit, the corresponding participants run around the group. The first participant to reach the starting point earns points for their group, while the last to reach the starting point gets eliminated.
Two teams compete on a field divided into two halves by three lines. Each team places an equal number of objects behind their baseline. The game involves stealing as many objects as possible without getting caught. To steal an object, players must successfully reach the opposing team's baseline without getting tagged. If players get tagged while on the opponent's half of the field, they wait at the opponent's baseline until rescued. Once players reach the opposing baseline, they steal one object and release one captive teammate. The team that steals the most objects wins.
A popular Indian game played on a rectangular field with two teams, where players from one team try to tag players from the other team before they can "sit" on the ground and avoid being tagged.
In the game, players form groups of five, linking arms to create a "Dragon." The "Dragon Head" leads, and the "Tail" is a ribbon attached to the last person. The objective is to capture the enemy's "Tail" by pulling it off. Only players other than the "Dragon Head" can capture the tail. When successful, the last person is removed, and the tail is reattached to the next player. Meanwhile, other "Dragons" can continue moving and attacking. The game ends when an opponent's "Dragon" is reduced to only the "Dragon Head," with the winning team declared. Breaking the arm link immobilizes the segment, emphasizing the need for careful movement. The game continues until only one "Dragon" remains with the "Dragon Head" as the sole survivor.
We're gonna play "Sneak," a game with two teams competing to steal and possess the most balls. Each team defends one half of the field where members are always SAFE. Each side has a "Ball Zone" with 5 balls and a "Waiting Area." The goal is to steal your opponent's balls and place them in your hula hoop. You can steal by crossing into the opponent's side and taking balls from their "Ball Zone." Balls can be thrown to teammates only on the opponent's side. Each player can handle one ball at a time. If tagged on the opponent's side, you go to their "Waiting Area" until tagged by your teammate. Defend your "Ball Zone" and "Waiting Area," but stay 3 feet away from their edges. If a player reaches an opponent's Ball Zone without being tagged, one foot inside the hula hoop is safe. The game ends when one side has 9 balls or lacks free players.
This is a traditional Indian street game, consists of two main components: the "gilli" and the "danda." The gilli is a small wooden stick or spindle, while the danda is a larger stick or bat. The game involves one player from the hitting team placing the gilli on the ground, and then striking it with the danda, aiming to hit it as far as possible. While the gilli is in the air, players from the opposing team try to catch it or retrieve it before it hits the ground. Points are scored based on the distance the gilli travels before being caught or retrieved. The team with the most points at the end of the game wins.
Located in 4 corners and in front of each cone, four groups with several participants at the signal of the "boss" will pull the rope to reach their cone. The first to achieve it wins. Make sure it is not a rope that cuts your hands. Or do have measurements like gloves, etc.
Needs two groups, each group lines in on the opposite side of the hall/room. Get each person to take off one shoe and make a pile of their team's shoes. Get each person from one team to come and select a random shoe from the other team's pile and then find the person to whom the shoe belongs. Once they have found their match, have a question ready for them. Get the other team to do the same.
Make teams. Teams stand in a circle and join hands randomly with two different team members across the circle to form a giant knot. On "Go!", teams must unwind so that they are a circle again. Players are not allowed to let go of hands.
In "21 Football," teams take turns attempting to score points by completing passes from the quarterback to receivers in designated zones, each with different point values. Teams, divided into even-numbered groups, select a quarterback who throws from a designated zone and cannot leave that area. Players switch between being receivers and defenders, staying within their assigned zones during passes. Successfully completed passes earn points based on the zone's value, but defenders can intercept or deflect passes. Each round consists of four pass attempts, and after four passes, the roles switch, with the first team reaching 21 points winning the game.
Make two teams. Everyone can place a chair somewhere on the basketball court and cannot move until the round is over. Play basketball, either into hoops or into a basket on the floor.
Goal is to get 4 from the same team on the couch. There must be one less seat than there are people in the room. Divide into at least two teams and have everyone put their name in a hat. Everyone draws a name and that becomes their new name for the game. Everyone should keep their name a secret. The person to the left of the empty seat in the room calls out a name. The person who drew that name moves to the empty seat and switches names with the person who called out the name. Now the person to the left of the new empty seat calls a name. Continue. Try to call the right names to get your team on the couch.
We're playing Crab Soccer! It follows soccer rules, but with players sitting on the ground, using both hands and feet to move. Teams defend their sides, freely entering the opponent's area. The ball starts in the center, and only one player defends each goal at a time. Multiple players near the goal without the ball receive a warning; further violations give the offensive team a point. Offensive players near the goal without the ball have restrictions. Each goal earns a point, and the first team to reach a set number (e.g., 10) wins. After a goal, players can stand up, return to their side, and sit down again.
You'll need blindfolds, a spoon, some pudding (or other semi-gelatinous treat) and possibly some protective gear for this messy game. Have your group split into partners and instruct one partner to sit in a chair while the other stands up, blindfolded. Then instruct the blindfolded partner to attempt to spoon feed the partner the pudding. The seated partner can give direction but can't touch the blindfolded partner at any time. Whichever duo has the least pudding left in their cup after one minute wins.
Bad Bite is a hilarious and challenging team game that tests your agility, coordination, and teamwork. You split into two teams and use only your mouth to pick up and hold onto a large paper bag, reducing its size with each turn. With its simple setup and competitive spirit, Bad Bite guarantees laughter and fun for players of all ages.
You'll need several hula hoops or pool floats for this fun challenge. Divide your players into partners and have them stand at least six feet apart. Each partner will try to "ring" the other with the hula hoop or float. Whichever pair has the most rings on each other at the end of one minute wins.
Divide into two teams and have team members line up single file. Give the first person in line a jump rope and instruct each team member to jump rope 10 times before handing the rope to the next person in line and heading to the back. Whichever team has the most members complete the task before the timer goes off wins.
A ball game similar to cricket in concept where you have two teams, 'X' represents one team and the dots 'C' are the opposition. It can be played by an even number of players from four upwards, the more the merrier. The game consists of team X which gathers in a large circle where it is on the offensive. The defending team stands strategic position behind the score line F. Player A then rolls the ball towards team X. A player from X then comes out and kicks the ball as far as possible before the whole team runs towards the score line and back to the home base where they are safe. A player kicks the ball only once for each roll. One completed cycle will be worth 1 point. The defensive team then collect the ball and try to strike a player before he makes it back to the home base. Players can also be eliminated if they kick the ball in the air and the opposition catches it in the air, bounces it and shouts ''Hwishu''. If the player kicks the ball and it fails to go past the score line then he/she is eliminated. Once all have been eliminated the two teams then swap sides. The winners are determined by how many points they had before all the players were eliminated.
Place pieces of paper at random around the playing area. Each paper has a number on it, from 1 until 21 (or more). The goal is for teams to work together to touch each paper in numerical order as quickly as possible. Each person on the team is allowed to touch the numbers. The winner is the team that accomplishes this in the shortest time.
In this game, one player is chosen and stands with their back turned away from the group. Everyone else spreads out behind them as far away as possible and attempts to creep up slowly and tap chosen player on the shoulder. However, chosen player can turn around at any moment to look to see who is coming closer. No one can move while chosen player is looking. If the chosen player sees anyone moving, they can point at that person and they have to move to the side until the round is over. If anyone gets close enough to the chosen player to tap them on the shoulder, then the round is over and the person who tapped becomes the new chosen player.
In this game small groups form an object like breakfast, a car, a washing machine, a fire, etc. They have only 60 seconds to work as a team to replicate the item. You can modify this game to be like group charades and have the opposite teams write down objects for the other teams to act out.
Classic trivia game where players are asked a question one by one. The difference is that each correct answer means you get to knock one life off of any other player in the game. Each player starts with three lives and the last one standing wins.
In the game of Tug of War, two teams compete by pulling on opposite ends of a rope. Each team tries to drag the other across a central line. The team that pulls the other team past this line wins the game. This outdoor game tests strength, teamwork, and strategy.
Pair players up and have them toss an egg back and forth to each other. Each time the children both catch it, they must take a step backward and continue. The team that can catch their egg with the furthest distance between them, wins!
Everyone stands in a circle. First player says "HI" and with joined palms waves from the top of the head down towards someone. That person then says "HA" and does the same movement but down to up. Person to left and right turn towards that person and say "HU", sweeping connected hands to the stomach of the middle person. Then it continues like that. If a person is not attentive and says or does something else that is incorrect, they are eliminated. The more people it is even more interesting. But if it exceeds a number of, for example, 20 in a round, several groups are made that play the same thing at the same time. When the number of people in the rounds decreases, small groups can join together until only one remains.
The game from Harry Potter except without broomsticks and flying. Have three small goals on each side with a keeper guarding them. Three "chasers" from each team play handball, trying to score on the goals. Two "beaters" from each team can throw a dodgeball at the Chasers. Chaser is temporarily out of the game if they are hit by a dodgeball. Position of seeker is optional - one possibility is for them to chase after a bouncy ball. Be creative and make it work!
Participants are divided into groups, placed in rows and with their legs spread. The first in line throws the ball between the legs of the other teammates to the last one, who runs to the first place and does the same. The group that reaches a certain line first will get a point. Play to ten points. Variation: it can also be thrown over the head. The more people, the more groups will compete or the longer the lines will be through which the ball will pass.
Everyone knows how to play rock, paper, scissors, right? In this game, the Giants crush the Wizards, the Wizards attack the Elves and the Elves bite the ankles of the Giants and bring them down. The way to play is to line up opposite your opponent and together count "1-2-3-Go!" and on "Go", both of you represent the chosen character. Giants raise their hands above their heads to smash and roar. Wizards extend their hands as if shooting lightning and laugh like maniacs. Elves crouch on the ground while pretending to bite, claw and scream in a high-pitched voice.
Teams stand behind a line and take turns tossing something (such as bean bags) at a board, target, etc. A good variation to consider: have a board with different squares to land on, like Connect 4 or tic tac toe, instead of just having one bullseye.
Set up a relay race where participants must carry a balloon between their knees without using their hands. Once they reach the finish line, they pop the balloon and tag the next person in line.
Two teams are given a challenge (carry a weight or something) and are on an oval course. On "go", they begin chasing each other around the track. First team to catch up to the other team wins.
Guests work in pairs, back-to-back. Each team is given a paper bag with household items/toys. One team member draws what the other is describing to them, but the name of the item and what it is used for cannot be spoken. If the partner draws/figures out what the item is, the team makes a point. The team with the most points wins.
Multiple choice trivia questions. Mark each corner of the room with one of the answers. Players must run to the corner that has the answer they think is correct. Continue until all players are eliminated.
Mark a start and finish line. Call out a certain number of hands and feet. Teams get as many team members as possible from start to finish, though only the amount of hands and feet that was called out are allowed to touch the floor.
Multiple teams. Scatter letters all over a given area (can be written on paper, Scrabble pieces, etc.). On "go", players from each team race one at a time to collect letters within the time limit. Must retrieve a letter then bring it back and the next player runs. After the collecting time is up, teams must use their collected letters to form a word or words (depending on the game format). Most or longest word wins.
(From James Corden's show. Search Youtube for vids) Team vs Team challenge where blindfolded players have to face off and race to identify an item first by nuzzling it using only their faces. Examples from show include cotton candy, a turtle, football helmet, a snake, etc
The participants are divided into two teams and separate pieces of wood are placed on the attack line of each of the groups (as many as they wish). The first team to knock down all the wood wins a point. Players cannot face the wood.
Make a starting line and a finish line. Teams must move from the start to the finish and back. They are only allowed to stand on chairs, and cannot touch the floor. Teams are given one more chair than they have team members that they can use to move.
A match shall be played between two teams of not more than 11 players. Each team shall play under a captain, who shall toss a coin for the choice of first innings. The game is like hand ball, but 5 members from each team have to stand on top of the chairs and the other 6 members' target is to make sure that the ball reaches the other team members who are standing on the chairs; once they catch the ball they are released and now they can play along with others. The first team to release all their 5 players wins.
The members hold hands and spin as fast as possible counting: 10, 20, 30, 40, until they reach 100. When they let go, each of the people has to reach a base that is located in different areas of the space where they play (it is important that each base has a good distance from the others, NOT TOGETHER). There is always one base less than the number of people (for example, if 5 people are playing there must be 4 bases). The remaining one (without base) remains in the center. The game consists of those on the bases having to exchange them in pairs and whoever is in the center taking advantage of the opportunity to take over a base. Whoever loses the base remains in the center and the situation repeats itself. When one of the people loses their base 3 times, they are eliminated.
String a net (or rope, fabric, etc) across 2 chairs to make a net. Mark boundaries with painters tape. Same rules as volleyball but everyone has to sit cross legged on the ground at all times.
Have a list of random but relatively normal items for people to find in the audience. Two teams compete against each other to see who can return to the stage with the item the fastest. (e.g. $100 bill, Samsung phone, pink sock, someone over 65 etc.).
One person has to be the "boss" and stand in the middle with a handkerchief. The rest are divided into two teams and each one is assigned a number, so that said number is repeated in both groups. Next, the two groups stand at the same distance from the leader but in opposite places. The boss will say a number out loud and the two people with the same number, but team rivals, must run to pick up the handkerchief. Whoever takes it returns to his place, while the other person is eliminated. The first team to run out of players will lose. The more people there are, the more it spreads too.
Give each player or team an equal pile of clothespins. On "Go!", players clip as many as they can onto their own face — chin, cheeks, ears, nose — within the time limit (60 seconds is plenty). Pins must stay attached to count. The player or team with the most pins still hanging on when time is called wins. Painful, ridiculous, and a guaranteed photo opportunity.
The aim of the game is for a team to capture the opposition's flag. A team achieves this by finding the flag and bringing it back to their home base safely. When a player is in their defensive half, they can tag a player from the opposition team. The tagged player must walk back to their team's home base before being "in play" again. If a player is carrying the flag, the opposition team can tag them in either half. Once tagged, the opposition team must return the flag to their base straight away. The tagged player must walk back to their team's base before being back "in play" as per normal. Points decide the winner.
Let's Play Spider Soccer! Soccer, except everyone is crawling like spiders or crabs on their hands and feet. Players skitter across the field, using both hands and feet to propel themselves forward. They dribble the ball with quick, scuttling movements, and pass it with a flick of their wrists or a deft kick from an awkward angle. The goalkeepers crouch low, ready to pounce like predatory arachnids. Spectators cheer as goals are scored in this bizarre, yet fascinating version of the game.
Split into two teams and line them up facing each other, well apart, with a chair at each end and a mop head placed in the middle between them. Scatter hockey sticks in the corners opposite each team, and number the players on both teams so each player has a rival with the same number. When the leader calls a number, both players dash for a stick, then battle to sweep the mop head back to their own team's chair to score. Call two or three numbers at once when the game needs more chaos.
Divide into two teams. Both teams divide again into two lines and then sit with their feet touching one another. Number each pair. When a number is called, those two must run around their team's "caterpillar", over all the legs of their team members, and back to their original spot. The team back first is the winner.
Players take turns throwing a hatchet at a wooden target, scoring points for how close to the bull's-eye it sticks. Run it in rounds — three throws per turn — and total the scores, individually or as teams. This one is adults (or older teens with instruction) only, and safety is non-negotiable: a proper target with a clear backstop, one thrower at a time, everyone else well behind a marked line, and a sober, briefed group. A commercial axe-throwing venue handles all of this for you and makes a great team outing.
Mark a tic-tac-toe grid on the floor with tape and split into two teams — one is X, the other O — each armed with three markers of their own (plastic cups and paper plates work well). Relay-style, one player from each team races out and places one marker, then runs back to tag the next runner. Once all three markers are down, runners move one of their existing markers per turn instead. First team to get three in a row scores the point; reset the grid and race again to a target score.
Each player on a team gets a letter around their neck or on a printed t-shirt. The group needs to arrange themselves to make as many words as possible. Add difficulties or obstacles, such as having the whole team on a plank of wood and they lose points if a team member falls off.
Split into teams and call out a word — "rain," "love," "fire." Teams take turns singing a real song lyric that contains the word, going back and forth until a team repeats a song, sings a lyric without the word, or stalls past a ten-second countdown. That team drops out of the round, and the survivors get a new word. No instruments needed, and off-key counts — the game rewards memory and nerve, not talent.
Hide a set of objects around your playing area before the group arrives — the more varied the hiding spots, the better. Give teams a list of what's hidden (or riddle-style clues for a harder hunt) and set a time limit. Teams race to find as many items as they can before time runs out; the most items found wins. Assign point values to the hardest-to-find objects to keep every team hunting until the final minute.
Place a water bottle somewhere a short distance away from a water source. Teams must fill up the water bottle using any means available (spoons, their hands, etc.)
"Blindfolded Obstacle Course" is a thrilling team-based game where participants navigate a traditional obstacle course, but with a twist: one member of each team is blindfolded. This game emphasizes teamwork, trust, and communication as players guide their blindfolded teammate through the course.
Divide into teams. All players have a flag tucked into their pocket. They are captured when that flag is taken, regardless of where in the area of play they are. Players must return to their base and get a new flag if theirs is stolen. Stolen flags can be returned to a player's own base for points, or can be held on to at the risk that another player will steal them. Capturing the flag is worth a certain amount of points. Winner is decided on points.
Place an object — a flag, a beanbag, a hat — on top of a tall pole or hang it well out of reach. Each team must work out how to retrieve it using only themselves and whatever materials you allow. Most teams end up engineering a human lift, so set the rules up front: how many spotters, what can be stacked or climbed, and what's off limits. First team to retrieve their object safely wins. Keep the height reasonable and always require spotters for any lifting.
The contestant or team with the highest total at the end of Final Jeopardy is declared the winner. The game is known for its unique answer-and-question format, where the host presents the clues, and contestants respond by framing their answers in the form of a question. The game combines knowledge, strategy, and quick thinking, making it a beloved and enduring quiz show.
Call up two people who are close friends. Give each a picture of themselves and their teammate. Ask questions like "who is more likely to...". Teams get points when they answer the same.
A variation on balloon stomp. Divide into two teams. Tape balloons decorated to look like chickens to players' ankles. One "catcher" from each team must grab the balloons from the other players.
Get lots of paper plates. Mark one side with an X. Divide the group into two teams. One team must flip plates over to show the X, the other team must flip to hide the X. Winning team is the one with the most plates flipped to their side after the time limit is up.
Regular soccer rules, wildly irregular field: play in a forest, on a slope, or anywhere full of natural obstacles. Mark two goals a good distance apart — a gap between two trees works — and let the terrain do the rest. Trees become defenders, roots redirect passes, and the ball is never where you expect it. Keep teams small so everyone stays involved, agree on boundaries before kickoff, and walk the area first to clear anything genuinely dangerous.
Set up targets — cans on a fence rail, buckets, or chalk circles on a wall — and mark a shooting line. Players take turns firing soft or light ammunition (pom-poms, foam balls, or dried beans) from a slingshot, scoring points per target knocked down or hit. Highest score after a set number of rounds wins. Run it like a range: one shooter at a time, everyone else behind the line, and nobody downrange of the targets, ever.
One member of the team removes their blindfold and directs their blindfolded teammates to perform various tasks. These tasks can include arranging themselves into a specific order or forming a particular shape on the ground using a piece of string.
Teams must use what they have available (sticks, string, etc.) to build something they can use to reach objects hanging at a distance. They are not allowed to cross a certain line. One point for every object the team collects.
Teams must get from Point A to Point B without touching the ground. Variations include having the team walk on chairs (1 extra chair for the team to use when moving), using planks of wood, etc.
Have a bucket up on top of a ladder a short distance away from a water source. Teams must run back and forth to fill up the bucket as quickly as possible.
In an open space, a large group moves around. The game leader shouts out a number, and everyone must quickly form groups of that size. Anyone who can't find a group gets eliminated. The game continues until only a few players remain.
Teams need to arrange themselves in a specific order (age, birthday, etc.). Throw in an extra complication (they are standing on chairs and can't touch the ground, they are blindfolded, etc.)
Players sit in a circle. One player is "it". They walk around the circle patting people on the head saying "Duck". When they say "Goose", they race the player who was tagged around the circle. Players run opposite directions. Last one back to the spot is "it" for next round. (Variation: Try with multiple people who are "it")
Team trivia game where getting a wrong answer results in increasingly difficult "punishments" (start with 5 push ups, then 10, then running to somewhere and back, etc.)
Pea Pipes, Simple relay structure for this game. 4 teams line up at one end. Place a bowl of peas (or whatever you are using) at the other end. The first player from each team has to run to the other end and pick up a pea by sucking it on the end of the straw. Then they must carry it back to their team. If the pea falls off while they are returning, they must pick it up again (with the straw) and continue back. To win, a team must get all of its players to bring back 1 pea each.
Get everyone to huddle in a group in the middle of the room and join each hand with someone across the circle. Once everyone has joined hands, let them know their task is now to untangle themselves. To make the game interesting, make sure there are some chaotic hand joins going on - get players to weave their hands up and over other arms. This ice breaker game can work really well as a team competition - split the group into a few different even-sized teams and get each group to tangle themselves then make it a race to get completely untangled. It might help to have a leader watching each team so there is no cheating going on!
A combination of OC and Risk, teams compete at stations to win "armies" which can be used to conquer the various regions of Israel. The regions have different values, Golan having the greatest value (number of points). The goal is to have the most points at the end of the game by conquering the regions (and thereby defeating other teams). All stations must be completed once before the team can repeat a station in order to get more armies. Headquarters closes at a set time, after which it is impossible to bring more armies to the war. Strategy: Can only turn in 3 armies at a time.
Teams compete at stations to win "gold coins". They can "sell" these to the bank. Police walk around the area and can take gold coins from teams if they touch one team member. Teams can also sell gold coins to goldsmiths who are walking around for less money than they would get from the bank, but some of these are undercover police. Teams can use money to buy weapons, which can be used to challenge other teams to steal their gold coins.
Two teams form lines facing each other about 30 feet apart, holding hands firmly. One team calls "Red Rover, Red Rover, send [name] right over!" The named player runs and tries to break through the linked hands of the opposing line. If they break through, they take one opponent back to their team; if not, they join the opposing line. Teams alternate calls until one team has absorbed everyone. Ask players to link at the hands and wrists only, and keep the running distance short to stay safe.
Everyone is "it" at the same time. When you get tagged, you must place a hand — a "band-aid" — on the spot where you were touched, and keep playing. The second tag adds your second hand as another band-aid. On the third tag you are "injured" and must kneel; you are healed and rejoin the game when two free players tag you together and shout "Doctor!" Play continues until the group is exhausted or one untouched champion remains.
Divide into teams of at least two. The first player crouches down tucked into a ball; the second player places hands on their back and leaps over, then immediately crouches ahead of them. The player behind leaps over everyone in front, crouching at the front each time, so the team leapfrogs its way down the course. First team to get all members across the finish line wins. Keep the crouch low and hands flat on backs to make the vaults easy and safe.
Two turners swing two long ropes in opposite directions like an eggbeater while jumpers time their entry and skip inside. Start by teaching the rhythm: jumpers rock on the spot and enter as the near rope passes their face. Once a group can keep a jumper going, add challenges — counting contests, two jumpers at once, tricks like turns and floor touches, or rhymes the whole group chants. Rotate turners regularly; good turning is half the skill.
Split the group into two teams: cops and robbers. Mark a jail area. The robbers scatter and hide across the play area; the cops hunt them down and escort anyone tagged to jail. Jailed robbers can be freed if a teammate sneaks in and tags them without being caught — freed players get a free walk back into play. The cops win when every robber is locked up at the same time; then teams swap roles. Add a time limit for large areas.
A trail-chase across a big outdoor area. One small team — the foxes — gets a five-minute head start and must lay a visible trail as they go: chalk arrows, flour dashes, or clothes-peg markers every twenty paces. The hounds then track them. The foxes may use tricks like false trails and loops, but must keep marking honestly. The foxes win by reaching an agreed finish point before being caught; the hounds win by tagging them first. Agree boundaries and a return time before starting.
Volleyball for groups that can't rally yet. Two teams face off across a net or rope, but instead of striking the ball, players catch it and immediately throw it back over. A point goes to the other team when the ball hits the floor on your side, is thrown out of bounds, or is dropped. Rotate server positions like volleyball. It's the perfect bridge game for mixed ages — young kids can genuinely compete with adults — and you can tighten rules (three-second holds, three passes max) as skills grow.
Each team holds the edges of a large blanket or tarp stretched flat. A ball sits in the middle of the serving team's blanket; on "three!", the whole team snaps the blanket to catapult the ball over the net, and the receiving team must catch it in their blanket. A point is scored when the other team lets the ball hit the ground or fails to launch it over. It's pure coordinated teamwork — the game is decided by which team learns to snap in perfect sync.
Each team defends a court half, with one teammate — the catcher — standing on a bench at the far end behind the opposing team. Players throw the ball over the opposing team, trying to reach their catcher's hands on the full. Every clean catch lets the thrower join their catcher on the bench, making the next catch easier. Defenders may intercept but not enter the bench zone. First team to get its whole side up on the bench wins the round.
Kickball's big-gym cousin, beloved in schools. Bases are large gym mats, and any number of runners can stand on a base at the same time — so a whole team can pile up on second waiting for a big kick. Runners must circle the bases twice to score, doubling the drama. The fielding team gets kickers out by catching flies or hitting runners below the shoulders with the ball between mats. Three outs (or a full rotation of kickers) swaps the sides.
Two teams advance a flying disc up the field purely by passing — the player holding the disc cannot run, only pivot, while teammates cut into space. Score by catching the disc in the end zone. Any dropped, intercepted, or out-of-bounds pass is an instant turnover. Ultimate is famously self-refereed: players call their own fouls and resolve disputes on the field, which makes "spirit of the game" part of the sport itself. A large lawn and a $10 disc is all a group needs.
One player throws the small target ball — the pallino — down the lawn. Teams then take turns rolling their larger bocce balls as close to the pallino as possible, knocking rivals away when useful. When all balls are thrown, the team with the closest ball scores a point for every ball nearer than the opponents' best. First team to 12 points wins. Slow enough for conversation, tactical enough to get competitive — the perfect barbecue game for mixed generations.
Teams of two or three get two rolls of toilet paper and three minutes. One teammate stands as the mummy while the others wrap them head to toe — face uncovered — as completely and neatly as possible before time runs out. Judge on full coverage, costume quality, and dramatic mummy pose; broken paper strips count against you. Then swap roles and wrap the next victim. Cheap, hilarious, and the group photo afterwards is guaranteed gold.
Teams line up shoulder to shoulder. The first player tucks an orange under their chin, and it must travel down the whole line passed only from neck to neck — no hands allowed at any point. If the orange drops, it goes back two players (or to the start, for a harsher game) and continues. First team to get the orange to the end of the line wins. The contortions required to make each hand-free transfer are the entire point. A balloon works as a gentler alternative.
The rule fits in four words: don't let it land. The group must keep a balloon in the air using any body part, counting each touch aloud. Set challenges to keep it fresh — no hands, everyone must touch it before anyone touches twice, seated only, or one balloon added per minute until the room is chaos. For competition, split into circles and see which team reaches fifty touches first. Zero setup, works for toddlers through adults, and rescues any dead moment at an event.
Set up two rows of chairs facing each other. Pairs get two minutes to talk, guided by a question the host announces each round — "What's the best trip you've ever taken?" or "What skill would you love to learn?" When the bell rings, one row shifts one seat down and a new round begins with a new question. After eight rounds, everyone has genuinely met eight people. The single best opener for events where most attendees are strangers.
Write twenty short getting-to-know-you questions all over an inflatable beach ball with a marker. Toss the ball around the circle; whoever catches it answers the question closest to their right thumb, then throws it on. Because the ball chooses the question, nobody can prepare and the answers stay spontaneous. Refresh the ball with new questions for repeat groups, or theme it — team goals for a work retreat, favorites for a youth group, story prompts for a classroom.
Split into small teams of four to six. Each team has five minutes to find the most unexpected things every single member has in common — beyond the obvious ("we all breathe" scores nothing). Broken the same bone? All hate cilantro? Everyone's been to the same tiny town? Teams then present their three best discoveries, and the group votes for the most surprising. A deceptively powerful bonding exercise: strangers walk away feeling like they've known each other for years.
The scenario: you're stranded on a desert island and may bring only three items. Each player reveals their three choices and defends them — is a knife smarter than a satellite phone? Is a guitar a waste or the key to sanity? For a team-building twist, have small groups negotiate a single shared list of five items, forcing debate about what actually matters. There are no right answers; the reasoning people give quietly reveals how they think and what they value.
Stand in a circle. Establish a fixed throwing pattern: each person throws to the same partner every time, saying their name, until the ball has visited everyone once and returned to the start. Now run the pattern continuously — and start feeding in more balls. A calm circle of six can usually keep four or five balls flying once they trust the pattern. Drop everything? Laugh, reset, and beat your record. Brilliant for learning names and for showing how systems cope under load.
Two teams form lines holding hands, everyone facing away from the referee — except the two players at the head of each line, who watch the referee flip a coin. On heads, the head players squeeze the next hand, sending a silent pulse racing down the line; on tails, nothing (a false squeeze loses a point). When the pulse reaches the last player, they grab the object placed at the end of the lines. Fastest honest pulse wins the round; the head player rotates to the tail.
Two rows of players face each other and hold out index fingers at chest height. Rest a long, light pole (a tent pole or dowel) across everyone's fingers. The task sounds insultingly simple: lower the stick to the ground together, with every finger staying in contact at all times. Instead, the stick mysteriously rises — everyone's tiny upward pressure to "stay in contact" adds up. Groups accuse each other of lifting before they figure out the fix. A ten-minute masterclass in coordination, communication, and blame.
A trust-building circle. One volunteer — the willow — stands in the center, feet planted, body straight, arms crossed over the chest, and eyes closed. The tight circle around them stands in a braced stance, hands ready. The willow leans back and lets the wind pass them gently around and across the circle, always supported by at least two pairs of hands. Rotate so everyone who wants a turn gets one. Teach spotting stance first, keep the circle tight, and never allow joking during a pass — trust is the whole exercise.
Each team gets one raw egg and an identical kit of junk — straws, tape, newspaper, balloons, rubber bands, cardboard. They have twenty minutes to engineer a contraption that will protect the egg from a high drop: a balcony, a ladder, a second-story window. Then comes the ceremony: each team explains their design, the crowd counts down, and the egg drops. Survivors advance to a higher drop until one egg reigns. Equal parts engineering lesson and gameshow — have paper towels ready.
Give each team six cups scattered on a table and one rubber band with four to six strings tied around it. Here's the rule that makes it brilliant: nobody may touch the cups. Each player holds one string, and only by pulling together can the team stretch the band, grip a cup, lift it, and place it — building a pyramid one cup at a time. Every move requires the whole team to coordinate tension. First pyramid standing wins. Try a silent round for the advanced class.
Each player gets a stack of ten to fifteen plastic cups. On "Go!", build a perfect pyramid as fast as possible, then collapse it back into a single stack — fastest clean cycle wins. Run it as head-to-head duels, relay teams where each runner builds and breaks one pyramid, or a whole-room simultaneous countdown. For a harder version, require one-hand-only stacking or build the pyramid blindfolded with a teammate's instructions. Cheap, loud, and instantly competitive.
Write famous pairs on sticky notes — salt/pepper, Batman/Robin, thunder/lightning, peanut butter/jelly — and stick one note on each player's back without letting them see it. Players mingle, asking only yes-or-no questions ("Am I a food?" "Am I fictional?") to work out who they are. Once you know your identity, the real mission begins: find your other half in the crowd. First pair to unite wins, but keep playing until everyone has found their match — it's the perfect way to form random pairs for the next activity.
Give each team a jigsaw puzzle of similar difficulty — but before handing them out, secretly swap a handful of pieces between the boxes. Teams race to finish, and somewhere along the way they discover the awful truth: their missing pieces belong to rival teams. Now they must negotiate — trade pieces, barter helpers, form alliances, or drive hard bargains. First completed puzzle wins. A sneaky simulation of inter-department cooperation that reliably exposes who hoards, who trades fairly, and who forgets the clock entirely.
Teams get the same list of photo challenges and a time limit: the whole team jumping mid-air, a stranger high-fiving you, something older than 100 years, a re-enacted album cover, three team members in a tree. Every completed photo scores points, with bonuses for creativity judged at the reveal. All it takes is one phone per team, and the finale — projecting everyone's photos while the room votes — is often better than the hunt itself. Set boundaries and a hard return time before releasing the teams.
Each team gets a full bucket of water at the start line, a large sponge, and an empty bucket at the far end. Players relay back and forth: soak the sponge, run it down the course, squeeze every drop into the far bucket, run it back to the next teammate. First team to fill their far bucket to the marked line wins. For maximum comedy, pass the sponge over the team's heads down a seated line instead of running. The definitive hot-day camp game.
The group stands in a tight circle, everyone facing the back of the person in front, toes nearly touching heels. On the count of three, all players slowly sit down at the same moment — each person landing on the knees of the player behind while supporting the player in front. Done together, the circle holds itself up with no chairs at all; done raggedly, it collapses into a heap of laughter. Once seated, ambitious groups attempt the legendary next level: walking in sync. Works with ten people or a thousand.
Lay a line of paper squares on the ground — one more square than there are players. Two teams stand on the squares facing each other, with the single empty square in the middle. The goal: the two teams must completely swap sides. The rules: you may only move forward, by stepping into an empty square or passing around one opposing player onto an empty square. No backwards moves, no passing your own teammates. One illegal move resets the puzzle. It's solvable — but only when the group stops shouting and starts planning.
One player becomes the world's leading expert on a subject the audience invents on the spot — underwater bicycle repair, the history of left shoes, competitive napping. A host interviews them for three minutes, and the expert must answer every question with total confidence and a straight face: hesitation is the only way to fail, because nonsense delivered with authority is the entire joke. For the team version, three players answer one word each in sequence, forcing the "expert" to be a single mind with three mouths.
One player steps forward and starts a simple repeating motion with a sound — a piston arm with a "chk-chk," a spinning wheel with a whistle. One by one, other players attach themselves to the growing contraption, each adding a connected motion and noise, until the whole group is a single absurd machine. The facilitator can then adjust the controls: run it at double speed, in slow motion, or wind it down to a stop. For teams, assign machines to build — a toaster, a car wash, a printer — and let the others guess.
Partners face each other. One leads, moving slowly and smoothly — raising an arm, tilting the head, shifting weight — while the other mirrors them in real time, as if they were a reflection. The goal is movement so connected that an observer can't tell who is leading. Swap roles after a minute, then try the master level: nobody leads, and the pair simply moves together. A theatre classic that doubles as a surprisingly effective focus and empathy exercise for any team.
One player is a distinguished foreign visitor who speaks only gibberish — confident, expressive, utterly meaningless syllables. Their partner is the official translator, rendering each passionate outburst into English for the audience: press conferences, cooking demonstrations, and campaign speeches all work beautifully. The comedy lives in the gap: a two-minute emotional gibberish monologue translated as "No," or one syllable translated into an elaborate policy platform. Swap pairs often, and let the audience supply the topics.
Two players return from an imaginary holiday and narrate their photo slideshow. The photos are alive: the rest of the group leaps into frozen poses for each slide — with no idea what the narrators will claim the picture shows. Each "click" brings a new frozen tableau, and the narrators must confidently explain whatever chaos they see: "And here's Margaret wrestling the hotel flamingo." Poses and narration escalate together. Rotate narrators every few slides so everyone gets both jobs.
A two-person trick disguised as mind-reading. The "psychic" leaves the room while the group picks any object in sight. On returning, their secret partner points to objects one by one — "Is it the lamp? The red cushion? The clock?" — and the psychic calmly identifies the chosen one. The code: the chosen object always comes immediately after something black. The group's job is to figure out the trick, and the pair's job is to survive round after round of increasingly paranoid scrutiny.
Two teams, each with a guesser. Both clue-givers see the same secret word and alternate giving one-word clues to their own guesser: for "ocean" — "salty…", "waves…", "blue…". Teams alternate until one guesser cracks it, scoring more points the fewer clues used. Forbidden: multi-word clues, gestures, and any form of the word itself. The tension between a clue that's too obvious (the other team's guesser hears it too!) and too clever is what makes the game sing.
One player sits in a chair facing away from the board or screen where a secret word is revealed to everyone else. The group shouts descriptions, definitions, and desperate charades-adjacent clues — anything except the word itself or rhymes — while the hot-seat player fires off guesses against a sixty-second timer. Score a point per word cracked, then rotate the chair. Run it as a team-versus-team tournament for real noise. The best vocabulary game for large groups that own nothing but a marker.
Two players count "Three, two, one…" and simultaneously say any word. Then, thinking about both spoken words, they count down and speak again — each trying to say the word that connects the previous two. "Snow" and "holiday" converge on "Christmas"; the meld is complete when both players say the same word at the same moment. No talking between rounds, no repeating earlier words. Play it in pairs, or circle up and let the whole group chase one collective meld. Weirdly euphoric when the words finally collide.
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