Game Categories
Cost per person
Game duration
Number of players
Min age of players

Sock Thief

4 - 10000
5
5 - 10

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!

Donkey Game

10 - 10000
0
10 - 30

Everyone circles up, and two people start with a ball each. One ball is to be passed around the circle TWO people to the left, and the other ONE person to the right (or any other combination of the balls going in different directions). If ever someone is the circle ends up with two balls in their hands at the same time, they go into the centre of the circle on their hands and knees, kick their feet in the air, and make donkey noises, while the rest of the circle chants "so-and-so is the donkey!" (or any other fun suitable mildly humiliating action). Continue for 10 seconds or so and send the balls around again.

True False Run

6 -
0
10 - 30

The group stands in the middle of a room (or if outside, between two markers eg cones). one wall/marker is nominated 'true' and the other 'false'. The leader reads a statement, eg 'bats aren't actually blind'. On 'Run!' the kids must run for whichever side they think is correct - true or false - and whoever reaches the correct wall/marker first wins. STAYING IN THE CENTRE IS NOT AN OPTION. Disqualify stragglers if necessary. Tally the winners on a board and award the overall champion a prize. Alternatively, the kids who choose the wrong answer are eliminated, and only the correct side continue to the next round. This game can also be played with bible teaching, eg 'All twelve apostles were Jews' etc.

Human Traffic Lights

10 - 10000
0
30 - 45

Whilst the music is playing, all players must dance around the room and when the music stops players must bop down. Last person to bop down is out. Remaining players will await further instruction, being one of the commands from below. Players who are not in a group are out. The music starts playing again and the remaining players dance around the room. The game ends with a ""shoot out"" between the last two players. ""Strike a pose"" - each player strikes their best pose, worst pose is out. ""Camping"" - one player kneels of the ground and another player stands over them like a tee pee. ""Traffic lights"" - one player sits cross legged on the ground, one player kneels behind them and one player stands behind them both, all players must ""blink"" with their hands. ""Top Gun"" - three players stand in a line shoulder to shoulder, the outside players pretend to be the wings of the plane whilst the middle player is the pilot and one person stands in front of the pilot pretending to be the nose of the plane. ""Can Can"" - five players line up shoulder to shoulder and link arms and do the Can Can. ""Brady Bunch"" - three players kneel on the ground and three players stand behind them, all players must clasp their hands and have big smiles.

Stuck in the Mud

5 -
0
15 - 30

In stuck in the mud, one person is "it". when they touch someone, that person is "frozen" in place. The frozen person cannot move and must stand with their feet apart. The only way they can become unfrozen is if a person crawls under their legs. Play continues until all the players are frozen. Then the last person to be frozen is "it" for the next game.

Campers and tents

10 - 10000
0
10 - 30

Everyone needs to pair up and one becomes the camper (pref. the smaller person) while the other becomes a tent. You all form a circle with the tents standing up holding the arms up high forming a roof, while the campers sit in front of them cross-legged. The leader shouts out "Campers", they have to go through the legs of the tent and run around the circle and back under the legs till they are back where they were. Last one is out. The leader shouts "Tents", they all run around till they are back where they were. Last one is out. There is to be no pushing and no overtaking unless it's outside the slower runner.

Octopus

8 - 10000
0
15 - 20

Tag game where players must avoid being tagged. Once you've been tagged your arms and legs can be used to tag other people, except your bottom must remain on the floor. The last person to be tagged wins!

Jockeys up

10 - 10000
0
10 - 30

Tell the group to get in pairs, preferably with a person who has a similar weight/height. Get them to designate one of their pair as " jockey" or "horse". The horse need to stand in a small circle in the middle, facing the back of the person in front of them. (i.e.. when they walk forward they should be travelling around the circle, following the person in front of them).The jockeys need to do the same thing except in a large circle around the horses and in the opposite direction. A leader needs to direct the game a firstly say "Horses go!" (and the horses need to start galloping around their circle). Then the leader says "Jockeys go!" and the jockeys will run around their circle. When the leader yells "Jockeys up!" the jockeys must all find their partners and jump on their back (i.e.. the horses must give the jockeys a piggyback). The last pair to do this gets eliminated from the next round. To add some more interest, you can make the players change direction. To add some more interest, you can make the players change direction.

Amoeba tag

6 - 10000
0
25 - 30

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.

Toothpaste Challenge

6 - 18
3
30 - 45

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.

Shoe kick

6 - 10000
0
15 - 20

Basically, all students stand in one straight row. According to if they are right or left handed, that's the shoe they'll slip off a bit. Example: Keira is right handed. So Keira will slip off her right shoe a bit. One of the teachers will say '1...2...3...GO!' When the teacher says 'GO!' all the students will step forward a bit and kick off their 'slipped off a bit' shoe. The student with the shoe kick that's farthest wins.

The Alka Seltzer Waterfight

5 - 10000
7
45 - 60

1. Get a large group of youth together and split them into two teams. 2. Give the members of each team a coloured cloth to use as an armband so that they can easily identify friends and foes. (You can also use different colours 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 inorder 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.