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Table-of-ContentsI. Preface II. Bus Games (Ideal for bus ministry) III. Outdoor Kid Games (Field or gym) IV. Indoor Kid Games (Classroom or auditorium) V. Outdoor Teen Games (Field, gym, or wooded area) VI. Indoor Teen Games (Classroom or auditorium) VII. Teen Water Games (Water balloons, water balloon launchers, and soak-balls) VIII. Big Ball Games (For bladder balls or floater balls) PrefaceThese are games that I have used while doing ministry. I have placed them into two separate categories, for kids and for teens. Please note that some games could easily go into both categories. I hope you find these useful. As much as possible I have tried to give the NORDS of the games. NORDS is as follows: Name of the game (bold above game description) Object of the game (what you have to do to "win") Rules of the game Demonstration of the game (not provided: you have to demonstrate the game to your group) Supplies needed to play the game The NORDS are an effective way to explain the game. You give the name of the game, explain the object, give the rules to the game, and show a demonstration of how the game works (sometimes not needed but usually very valuable). You don't need to explain the supplies, that information is for you. Also, when giving the rules, I generally add a rule to make the description more fun and to emphasize that I don't want extreme roughness. For example: No kicking, biting, hair pulling, punching, licking, maiming, eye gouging, nose picking, or extreme roughness. When doing a demonstration, it is recommended that the leader and an adult helper demonstrates how the game works. I have found out it is usually not preferential to have a teenager (for teen games) demonstrate because many times they tend to be extra rough with the leader. If you have any comments, know of more games, or have any suggestions about my games, please e-mail you comments to me. Bus GamesThese games are designed to play in a bus (for a church's bus ministry). Some of these could be adapted for other uses, especially for a quick indoor game. Most games I reward winners with candy. Sometimes even if they lose I give candy (just less of it).
I. Hold it up / Pass it up II. Power Ball III. Toilet Paper Game IV. Lifesaver Eating Game V. Tic-Tac-Toe (Tic-Tac-Know) VI. One Way With Jesus VII. Guess That Song VIII. Sleeping Game IX. Flyer Drawing X. Coloring Contest XI. Surprise Seat XII. Pickle Game XIII. M&M Guessing Game XIV. Chocolate Sunday XV. Bubble Gun Contest XVI. Baby Food Contest XVII. Lasting Lifesaver Game XVIII. Mega Mouth Contest XIX. baking Pies Hold it up / Pass it upObject: Be the first person to hold up the object asked for. Rules: The kids must stay in their seats. No stealing from other people. You simple say "Bible" and the first kid who holds up a Bible wins. Ideas: Bible, Pen, Pencil, Make-up item, Coins, Jacket, Shoe, Sock, Paper. Be creative. Variation: Pass it up: instead of holding it up, each side of the bus has to participate in passing the object asked for up. Kids cannot throw objects or get up to bring it forward. Make sure each kid assists in passing it up. Supplies: None. Power BallObject: To guess the number the pull out (or to pull the "jackpot" ball) Rules: There are numbered balls (1-10 probably) and possibly and J ball (for Jackpot). If they guess the number they pull out, they win! If they pull out the "Jackpot" ball, they win! Works best if you give them 1 piece of candy if the lose and 2 or 3 if they win. Supplies: Container with numbered ping pong balls. Container should be Opaque (not transparent) and be large enough to have the kids reach down inside of it. Toilet Paper GameObject: To get the toilet paper from the back of the bus to the front. Rules: There are countless variations of this game. 1) pass the roll up as a whole. 2) have the back seat hold the end and this time unroll it from the back to the front. The tissue cannot break. 3) try weaving over and under the seats without breaking tissue (this can be quite challenging for young kids). Supplies: 2 rolls of tissue paper. Lifesaver Eating GameObject: To be the first person to get their Lifesaver into their mouth. Rules: Put the lifesaver on the end of a Twizzler. the kids put the non-lifesaver end of the Twizzler in their mouth. On "go" they proceed to pull the Twizzler into their mouth with only the use of their mouth (no hands, arms, knees, etc.). First put the whole lifesaver in their mouth wins. Supplies: Bag of lifesavers, bag of Twizzlers. Tic-Tac-Toe (Tic-Tac-Know)Object: Get three X's or O's in a row. Rules: Divide the bus in half, ones X's and the other O's. Sometimes works well to split boys and girls. Ask review questions about Sunday School or bus lesson. If they answer correctly they get to choose a spot. Supplies: Marker board, dry-erase markers OR chalk board, chalk OR felt/flannel board with O and X pieces (if windows up) One Way With JesusObject: To be the last person to put his or her hand down. Rules: Kids point up toward heaven (you can give gospel here), have them hold their hand pointing to heaven. I make them keep elbows straight. If they put hand down, rest on something else, or bend their elbow; they are out. Supplies: None. Guess That SongObject: To guess the song that you are singer or acting out. Rules: You can sing the first few notes, words, or even pluck on a guitar. The kids try to guess which song you are singing. Variation: You can do the actions to an action song. Supplies: None (Guitar optional). Sleeping GameObject: to be the last one to remain sleeping OR to remain sleeping until a certain time or their bus stop is reached. Rules: Kids pretend to sleep. If you notice their eyes open or hear them talk, they are out. You choose how many rules to set. Kids will slump, lie down, or even get on floor without rules. I reward winners with candy. Variation: Have then play dead or keep 100% still and silent instead. Supplies: None. Flyer DrawingObject: Be the person whose flyer is picked. Rules: If you give out bus flyers week to week (or a special week) have them bring it back on the bus (can prevent littering with church literature). Announce you will draw 3 flyers and have a special prize for the winners. Supplies: Flyers (during visitation), Prizes. Coloring ContestObject: To draw the best picture (can be split into grades). Rules: Give them paper and coloring supplies (construction paper and crayons work well and are inexpensive). Have them color a picture (you can give them a theme). Judge them according to whatever conditions you give them. Variation: Make them color their bus flyers (or tell them to use whatever paper they want) while on bus visitation. Have them bring it tomorrow on bus to be judged. Supplies: Paper and crayons for each kid (I used a pack of construction paper and 4, 24 packs of crayons and had them swap for colors). Surprise SeatObject: Be the person sitting in the "surprise seat". Rules: Have a container filled with gold tees. Make three for each seat. Put the seat number and A, B, or C. A is for the person in the window seat, B is for the person in the middle (or aisle if two people), C is for the person in the aisle seat. Pull 3 (or however many you want) tees out and award prizes. If 17B was pulled then give it to the kid sitting in the middle of the seat in seat 17. If there are two than it goes to the one in the aisle; if there is one, he wins! Variation: Put a sticky note OR tape a piece of paper OR use a sticker to mark the surprise seat. Have them search and away prize to winners. Supplies: Container with marked golf tees. Pickle GameObject: Be the first to eat your pickle. Rules: First one to eat his or her pickle when you say "go" wins. Supplies: Jar full of large pickles. M&M Guessing GameObject: Count the closest to the correct number of M&M's in the jar. Rules: You must know how many M&M's are in the jar ahead of time. Have them guess how many are in the jar (you should write it down). Do not let two people pick the same number. Closest to the number wins the jar of M&M's. Variation: Use jelly beans, pennies, or other item instead. Supplies: Jar filled with M&M's. Chocolate SundayObject: To keep his or her Sunday the longest. Rules: Place a little whip cream on the nose of each person with a Hershey’s kiss on top. The person who can keep it without melting the longest wins. Supplies: Whip Cream, Hershey’s kisses. Bubble Gun ContestObject: To blow the best bubble. Rules: Give them gum. See who can blow up the best bubble. Works well with few kids. Make sure they don't put on/under seats. Supplies: Gum. Baby Food ContestObject: Be the first to eat their baby food. Rules: Ask for two volunteers to eat baby food. See who can eat it the fastest. You can add bottles, bib, etc. Ideas: Use this in connection with talking about spiritual growth. Supplies: Baby food. Lasting Lifesaver GameObject: To be the last one with a lifesaver remaining in their mouth. Rules: Have them place a lifesaver on their tongue. They must leave it in their mouth. Variations: Use M&M's, Hershey's Kisses, etc. (Atomic Warheads are NOT recommended, they create quite a mess.) Supplies: Bag of Lifesavers. Mega Mouth ContestObject: To put the most cheese balls in the mouth as possible. Rules: They must insert as many cheese balls into their mouth without chewing or crunching any of them. Whoever can fit the most cheese balls in wins. Note: You may be able to use other things than cheese balls but do not use marshmallows as there is a severe choking hazard. Supplies: Lots of cheese balls (I buy the Hugh UTZ container of cheese balls at Sam's Club). Baking PiesObject: To see how long you can "bake" you pie. Rules: You have them open their mouth, chew up a graham cracker, put a Hershey's kiss inside, and fill their mouth up with whip cream. Whoever can keep it in their mouth the longest wins. Supplies: Graham Crackers, Hershey's Kisses, Whip Cream. Outdoors Kid GamesThese games are designed to be placed in a field or in a gym. I. What Time Is It Mr. Fox II. Red Light, Green Light III. Simon Says IV. 3 Item Baseball V. Relay Games VI. Balloon Volley Ball VII. Limbo VIII. Big Ball Soccer IX. Big Ball Volley Ball X. Shipwreck XI. Teen Games Playable by Kids What Time Is It Mr. FoxObject: To be the last person tagged by Mr. Fox. Setup: Mark of a rectangle playing field. The field should be not too wide and fairly long in length. I recommend putting a cone in the middle toward the back side of the field to mark Mr. Fox’s position. Rules: Choose 1 kid to become Mr. Fox. He starts near the back of field and the rest of the kids stand behind the front line. In unison (you might have to help them start), they ask, "What time is it Mr. Fox?" Mr. Fox responds with a time from 1 o'clock to 12 o'clock. All the kids then take steps toward Mr. Fox in the number that he says (1 o'clock = 1 step; 10 o'clock = 10 steps). After everyone has stopped, again they ask, "What time is it Mr. Fox?" This continues until Mr. Fox answers, "Midnight!" Then all the kids have to try to make it past the front line before Mr. Fox can tag them. If they are tagged, then next round they are on Mr. Fox's team (but are not Mr. Fox and therefore do not tell how many steps the kids should take), and therefore help Mr. Fox tag as many people as they can. This continues until everyone, all but one, or most everyone are tagged. The last person remaining or tagged gets to be the next Mr. Fox. Ideas: Like I said, I recommend placing a cone to mark Mr. Foxes stop that is farter than the back line. I allow kids to go past Mr. Fox as long as they do not pass the final line. This adds strategy because kids up close can try to get behind Mr. Fox to make them not so close to him. Also I would recommend making a minimum step size (I used the size of their foot), otherwise they will take steps that barley move them at all and they will never get close to Mr. Fox unless he calls out 12 o'clock for half and hour. Supplies: Cones to mark sides. Red Light, Green LightObject: To get to the person running Red Light, Green Light. Setup: Make a rectangle field of the length desired. Width is not very important. The leader stands at one end and the kids on the other. Rules: When the leader faces the kids, it is "red light" and the kids cannot move. When the leader turns around and calls, "green light," the kids try to move as quickly toward the leader while being able to stop as soon as he turns around can calls, "red light." Anyone who is still moving when the leader turns around has to walk back to the starting line and start over. Games continues until one or more person makes it to the leader. Ideas: I try to spice it up by tricking the kids. I tell them in the beginning that I will try to trick them. If I turn around 360° and call out, "red light," then anyone who moves is out. Also, some times I will jump straight up and call, "red light." These are both very effective for getting people out who almost made it. I recommend having helps to spot people who are out (and also some kids who make themselves out when they are not out). Supplies: Cones to mark start point. Simon SaysObject: To be the last person remaining in the game. Rules: All the kids gather around the leader who calls himself Simon. The leader then gives out a series of commands for the children to do. If he starts it with saying, "Simon says..." then all the kids have to do what he said. If he does not start it with "Simon says..." then they must not do what he said. If anyone does not do what Simon says immediately or they start to do a command that didn't start with "Simon says" then they are out and must sit down to leave the playing area until the next game. Ideas: I try to be as energetic and fun with it as possible. I like using themes. I will tell them they are a track star and then have them run, hurdle, etc. to be with the track theme. Many kids get so involved in what they are doing they stop listening for "Simon says" and it is easy to get them out. Also repeatedly repeating them same command is good for that too (tell them to jump 6 times with the last one not using Simon says). Or build up an event (Ok, a turn is coming get ready. Turn!) and they will usually get out too. It is also useful to have helpers to get people out. Supplies: None. 3 Item BaseballObject: To score as many points as possible. Setup: Set up a baseball field with a home base and 3 bases. Size depends and the age of the kids playing. Older kids should have a fairly large playing field while young kids need a fairly small one. Find three objects for the kids to throw. I recommend a Frisbee and two different balls that will not hurt someone if they are hit with it. Place a bucket or hula-hoop at the home place for the people to place the objects inside. Divide the kids into two even size groups. Rules: The first team is up to bat while the second team is in the field. The team at bat lines up and 3 people at a time are at bat. Each one grabs one of the objects. When the leader blows his whistle or says, "Go!" the three kids throw their objects and proceed to run around as many bases as they can (up to crossing home plate). The other team has to return all three items to the bucket or hula-hoop at home plate. One all the objects are back, the round is over. Everyone who is not on a base and did not cross home plate is out and gets 0 points. 1st base is 1 point, 2nd base is 2 points, 3rd base is 3 points, and home plate is 4 points. After the round, everyone who threw an object has to return to their team and become spectators until next round. Keep going until everyone on the team has gone once. Then switch sides and repeat. Emphasize that the kids must pay attention to where the objects are because if they are between bases when they are all returned they get no points (but the others on base would). I recommend placing someone in the field at the home plate to make sure everything gets where it should be. Supplies: 3 objects to throw (probably Frisbee and two different balls that would be safe to throw without hurting anyone), a bucket or hula-hoop, Cones or bases. Relay GamesObject: To be the team to complete your relay. Setup: Very little. It depends on the type of relay. Rules: There are countless numbers of relays you can perform. Each team competes to complete a race faster than the other team. You can use two or more teams to compete at once. Examples of relays: Hula-hoop relays: Make them put the hula-hoop over the head to their feet, step out and hand it to the person next to them. They hula-hoop has to go to the back and then back to the front. OR Make them hold hands. They have to pass the hula-hoop from one side to the other without letting go of their hands (do not allow the first and last person to help everyone out). With a baton (like a fun-noodle pool toy): Make them run to a wall or cone and then head back and give the baton to the next person in line. If teams are uneven, make sure one person goes twice to make up for the difference. With shoes: Make everyone place their shoes at one end. They must run for the far end one-by-one on each team, put their shoes back on and run back to the line. Be creative in your relays. Supplies: Varies. Balloon Volley BallObject: To put the balloon on the opponents side when time runs out. Rules: Divide the kids in half. Fill up one balloon (it might be wise to have a back-up). Make boundaries that kids cannot pass. When you start them, make a certain time limit. They try to hit the balloon over to their opponent’s side. Whichever side the balloon is on when time runs out, the other team gets a point. Supplies: At least one balloon. LimboObject: To be the last person out. Rules: Have two helpers hold a rope around neck-level of the kids. The kids have to walk under this rope but they must do so with only their feet touching the ground (no hands, bottoms, knees, elbows, etc.) and they cannot touch the rope. If any part other than their feet touches the ground or they touch the rope, they are out. Once everyone cleared (or missed) the first height, lower the rope and repeat. Keep going until only one person clears a height. If one height gets everyone out, make it a slight bit higher and let the same people retry. You can run multiple rounds of this. Supplies: Rope, two people to hold it. Big Ball SoccerObject: To score as many goals as possible. Setup: Rules: This game is pretty much run like soccer. It can be played on a large field or even medium sized room. Make out of bounds (I throw the ball back in instead of having the kids do it). Set goals. I make a rule that the ball cannot be over head-level and count as a goal. I also make no goalies (nobody can use their hands) but people can guard the goal. Supplies: 2" or similar sized ball. They can be purchased from Wal-Mart for about $5.00. Also can be played with much larger balls which can be expensive. I recommend using bladder balls (rubber bladder covered with canvass) and not a floater ball (canvass filled with air). Big Ball Volley BallObject: To score as many points as possible. Setup: Make a volley ball field. Mark out of bounds. You can use a real net or have two people hold a rope as the desired height. Rules: Have two people hold the ball and one person serve (hit the ball over the net). The rules are the same as volley ball. Variation: Hot-potato volley ball: The rounds are timed and the ball must be on the opponent’s side when time runs out to score a point. Out-of-bounds do not matter, nor does it matter if a ball hits the ground. The only thing that really matters if the ball goes over the net. If it goes under the net have them throw the ball back to the other side. I usually do not allow throwing the ball but it is an option. Also, you can make a timed volley ball round and keep the regular volley ball rules. Supplies: 2" or similar sized ball. They can be purchased from Wal-Mart for about $5.00. Also can be played with much larger balls which can be expensive. I recommend using bladder balls (rubber bladder covered with canvass) and not a floater ball (canvass filled with air). ShipwreckObject: To be the last person remaining. Setup: Mark off a field in a rectangle with 3 compartments [1|2|3]. The first compartment is called the Front-Deck; the second is the Mid-Deck; and the third is called the Poop-Deck (it is a real name of a ship deck). Rules: Whenever the leader calls out a deck, everyone must run to the deck called. The last person there is out. If Front-Deck is called, everyone must run to the Front-Deck. If a deck is called which the people are already in, they cannot leave the deck or they are out. Also, if hit-the-deck is called than everyone must fall to the ground, last person to do so is out. If Shipwreck is called, everyone must run outside the three boxes, last person to leave is out. Ideas: I try to purposely confuse the kids. I tell them it does not matter where I point, only what I say. I might point to the Front-Deck and call Poop-Deck to confuse people. Supplies: Cones to mark off playing field. Teen Games Playable by KidsNot finished yet... please look at indoor teen games and outdoor teen games. Indoor Kid GamesComing Soon... Outdoor Teen GamesI. War Ball II. Human Stratego III. Gladiator Ball IV. Baton Tag V. Ultimate Frisbee / Frisbee Football VI. Frisbee Golf VII. Flour Capture the Flag / Flour Hostage VIII. Lane Ball IX. Spoke Tackle X. Clumps XI. Tug-of-War XII. Indoor Games Playable Outdoors War BallObject: To eliminate all opponents on the opposite team
Rules: When the leader blows his whistle, teens on both teams run to the 1/2 way line (purple line in diagram) to pick up balls. They then have run back to their 1/4 line (red line for red team, blue line for blue team). They have to throw the ball to hit an opponent on the opposite team to get them out. They cannot throw the ball unless they are on their side of the 1/4 line (they can go anywhere in the field [or outside the field to get balls] but they cannot throw unless they are past their 1/4 line). If they throw a ball and the opposite team catches it before it hits the ground, the thrower is out and they remain in the game. If they try to catch it and don't but still touch the ball, the catcher is out. Now the first time you blow the whistle starts the game. The second time you blow the whistle, the game boundaries change and now everyone can throw from behind their side of the 1/2 line (purple line in diagram). When you blow the h a third time, the boundaries change and now they can throw from their 3/4 line (their opponents 1/4 line). The forth time you blow the (if people are still in the game) they can throw from full court. The only boundaries would the out-of-bounds if playing outside. Supplies: Many balls (10-30). The balls can be soft Nerf balls, large sponge balls, small kick balls, or any other ball that can be safely thrown at people. Human StrategoObject: To score more points each round than the opposing team (Ultimately to either capture the opposite teams flag or to kill their General). Human Stratego Rules: This is a very fun but complex game. This game is a mixture of Capture the Flag and the board game Stratego. Each team has a set of different colored cards. These cards have varying amounts of different jobs (download an example here in MS Publisher). For numbers of cards see below. The teens run around with 1 and only 1 card from their team and can tag members of the opposite team. The weaker card surrenders its card to the more powerful card (higher point values win, a few exceptions apply). If the point values are the same, then they kill each other and both surrender their card to their opponent and both die. Each person keeps captured cards but they cannot be used (they are a different color). A dead person can go back to their team captain to obtain a new card. At any time a person may go to their team captain and exchange their card for another except the General who cannot change his card ever. The only card that is required to be in play is the General. The General is the most important person (and powerful) in the game. The General can kill everyone except the Assassin (who kills him) and the other General (which just walk away from each other). The Assassin works just like a regular card (kills based on point values) except in addition he can kill the General; however, there are only two of these and if they both die, the General cannot be killed. Another special card is the Bomb. The Bomb is only worth 50 points yet he kill everyone except the General and Bomb Squad, both of which kill the Bomb; however, the Bomb is passive and cannot tag anyone. If He is tagged, he kills whomever tagged them unless they are a Bomb Squad or General, in which case the Bomb dies. The Bomb Squad also works like a regular card (kills based on point value) except he can kill a bomb. Every other card (Marshall, Lieutenant, Captain, etc.) only kill based on point values. Playing Human Stratego: Divide the teens into two even teams (both need athletic and smart teens). Each team needs 1 person to be a team captain (can be an adult helper or teenager). The team captain is responsible or assigning cards to individuals. Each team is given a certain area (part of a wooded area or building) and they are responsible for hiding their flag in this area. You choose how visible the flag should be (I recommend using Bandanas at least 1/4 part clearly visible). The flag cannot be continuously guarded and must be able to be easily accessed (Not up in a tree or out on a ledge of a building). Put team captains or other people in charge of making sure the flag is hidden in a legal area. Once everyone is really, blow a whistle or something to let everyone know the game starts. Let them know that when the whistle blows again that the game is over. The round ends when 1) one of the Generals is killed 2) one of the flags are discovered or 3) 15 minutes of game has passed. When the round ends have everyone come back to a central location. All Cards (their own and captured cards) are given to their team captain. Each team counts the value of the captured cards. Each team is awarded those points plus 750 if they captured the opposing team's flag (you can adjust as you please). Play 4 rounds (or as time sees fit) and announce final points at the end of all rounds. Variations: You can add two cards later on in the later rounds. The first is the Atom Bomb. The Atom Bomb kills everything except the General (the both walk away). If the tag another Atom Bomb, they kill each other. The Atom Bomb can be used at the last 5 minutes of the 3rd and 4th round. The other card, the Hydrogen Bomb kills everything including the other General and the Atom Bomb. It is only killed by the other Hydrogen Bomb. It can be used at the last 2 minutes of the 4th round. You must explain their usage prior the start of the round you use them. Give them to the team captains and tell them they can be used when they blow their whistle 3 times. They players must swap their old card for the Atom or Hydrogen Bomb (Generals of course cannot swap).
Supplies: 2 flags (bandanas), 2 sets of cards in different colors, 1 or megaphone. Downloads: Sam Lavender's rules and pieces in MS Publisher (here) 59 KB Gladiator BallObject: Rules: Ideas: Supplies: Baton Tag
Setup: Divide teens into two groups. One team will be the taggers and the other will be the runners (they will switch later). Setup chairs for the taggers so there is one less chair than taggers. The chairs should be placed in a line back to back with gaps between the chairs to the left and right of each chair (see diagram). All the taggers take a seat except the 1 remaining tagger who stands at the red X in the diagram. The runners line up at the opposite end. You may wish to mark off boundaries (orange line in diagram) to prevent people from running too far off (problem in some groups). Rules: When the leader blows his whistle (or says, "Go") the first teen runner has to enter the playfield (area inside orange box). The runner may go anywhere inside the orange box. The tagger has to try to tag the runner with the baton which he started with; however, the runner may not cross the middle line (marked by dark yellow in diagram). If the runner crosses the middle line, the runner must hand the baton to a person sitting on the opposite side of the line. The person whom is given the stands up and becomes the new tagger. The former tagger takes the seat of the new tagger. The runner then must try to cross the middle line to try to avoid getting tagged again. This process continues until the runner is tagged. When a runner is tagged, the next person on his team enters the playfield and the process continues. This continues until time runs out. Then the teams switch sides (you may have to add or remove a chair). Award points per however many tags each team had. Supplies: Chairs (1/2 as many as people), a baton (I used a PVC pipe wrapped in a towel; you can use a rolled up towel or anything else), optional cones for boundaries. Ultimate Frisbee / Frisbee FootballObject: To get as many goals (touch-downs) as possible. Rules: Divide the teams into two groups. Each team has one side of a field. Their goal is to have a team member catch a Frisbee in the opposing team's goal. Whichever team has the Frisbee, they must throw it to be caught by another team member. If it is caught be a team member, they have to try to throw it again until the make a goal. If the touches the ground, goes out of bounds, or is intercepted by the other team, the other team has position of the at that place. I make to rule that the opposing team cannot be within arm reach of the thrower. Also, the other team cannot hand off the Frisbee, it must be thrown. Variations: You can add more Frisbees to make it more exciting, especially for larger groups. I usually start with one and end up with four. You also can make rules that everyone has to touch the or a girl has to touch the if you find certain people are not participating. Supplies: A least one Frisbee, cones to mark of field and goals. Frisbee GolfObject: To try to throw the as few times as possible to get to the goal. Setup: Setup a field with multiple locations, each with a start and a goal. You can play 9 holes, 18 holes, or any other amount. It is usually good to have many obstacles like trees or hills in the way. Water and fences usually make annoying obstacles (plus you can lose your ). Rules: Each person starts at the first hole. They have to throw their as best as they can toward the goal. These can be marked off with cones, people, or anything else. Wherever the lands, they pick it up there and throw it again toward the goal. Repeat until it reaches the goal (you can choose how close it has to get to the goal). Have them keep track of how many throws they made (score cards work nicely). Ideas: This can work spontaneously with two leaders. One marks a starting point while another marks the goal. Once they start one hole, the first leader finds a new place to mark the next goal while the other waits for them to finish the first. Keep repeating until all the holes desired are played. This game is ideal for a park with lots of trees. Supplies: One for each person or group, something or someone to mark the start and end of each hole. Flour Capture the Flag / Flour HostageObject: To either capture the opposing teams flag or to tag out each person on the opposing team. Setup: Divide the teens into two separate groups. Each group gets 1/2 of an area to be their side. Also, each side gets a bucket of flour bags. Fill both buckets with the same number of bags. Also, each team needs to mark off an area to be their jail. Rules: Each team has to hide their flag on their half of the field (you choose how visible and legal areas). Each team has a number of flour bags in their buckets, each person grabs as many bags as they want leaving the rest in the bucket. Once both sides are ready, the leader blows his whistle to signify the start of the round. If a person throws a bag and hits an opponent, he is out and must drop all flour bags he was carrying. He must then be escorted by the tagger to their team's jail (you can make them walk themselves if this becomes a hindrance). A person in jail must remain there until a person from their team enters their jail (not put in jail because he was tagged). Then everyone if free; however, they have no flour bags unless the rescuer gives them some. Nobody may ever take flour tags from the opposing team bucket for any reason. The only way to replenish a bucket is the pick up bags already thrown or dropped by taggers. There is limited ammo and when it runs out, they must try to find some or pick up missed throws by the opposing team. Variation: You can also play Flour Hostage where one person on each team is given to the opposing team to be their hostage. The opposing team must hide him somewhere and try to protect him from the enemy who wants to rescue him. The hostage is now allowed to speak at all and can only make sound with their feet. The hostage can either be well hidden or well guarded, either works well. Rules are the same as flour capture the flag except there is a hostage instead of a flag. The hostage must be escorted by their team to their jail. Supplies: Cones to mark off jail, 2 Bandanas or substitute for flag, 2 buckets, many small plastic bags filled with flour; poke holes in the bags to allow flour to get all over the person being hit. Lane BallObject: To score as many runs as possible. Setup: This game requires a gym (possible but very hard in a field). Divide the teens into two groups. Mark off one place to be the place (where they bat from) and one place to be the base at the opposite end of the Gym. The area from the base to the place should be marked off (use lines on the floor) indicating a lane. Rules: One team is at bat and the other team is in the field. The team at bat waits at one side of the Gym. A person on the other team in the middle of the Gym acts as the pitcher and rolls a kickball to the batter. Once he kicks the ball (foul rules can apply), he runs as fast as he can to the base on the other side of the gym. He must stay at all times in the lane or he is out. The other team has to try to either catch the ball to make the runner out, throw the ball to a person at the base to tag them out, or to throw the ball and hit them while they are running in the lane. If they throw the ball, they cannot be inside the lane or the hit does not count. After either 3 outs, or every person bats (your preference) they switch sides. Supplies: A gym, a kickball. Spoke TackleObject: To beat every other person in your spoke in running around the other people reaching the leader in the center of the spoke. Setup: Whoever is running the game gets to take the place in the center (caution: he could be run into rather violently). Assign the people into different spokes with people of the similar gender, age, and size being in the same spoke. A spoke is a line of people starting at the center next the leader and leading out (4 spokes would look line an X, 3 would look like a Y, 5 or 6 like an asterisk [*]). You have to decide how many spokes and how many in each spoke. I have used 3-6 spokes. Give each spoke a number. Rules: All the teenagers like up in their spokes around the leader. The leader then calls out a number and a direction. Teens in the spoke called have to run around the outside of the other spokes in the direction called by the leader (clockwise or counter clockwise [could use left or right]). Each person can push or shove their way around trying to beat every other person. People at the front of the spoke must run outside the other spokes but the people at the back have farther to run. First person to reach the leader in the center wins. Supplies: None, cones can be used to mark center and spoke ends ClumpsObject: To pull apart the opposing team in the time limit. Rules: Divide the teens into groups (guys should have 2 groups, girls should have 2 groups). Have groups go in turns, one group clumps and the other group pulls. The clumping group gets down on the ground and locks legs, arms, etc. together so they can't easily be pulled apart. When the leader says, "Go" the other team tries to pull the clumping team apart. Give some rules to make sure it isn't too rough (no neck pulling, hair pulling, etc.) When the girls go, you can have them stand up or on their knees if it will be immodest for them to lay down (with skirts). Supplies: None. Tug-of-WarObject: The pull the rope's flag past their side's marker. Rules: Divide the teens into groups (see below). Tie a marker (bandanas work well) to the center of the rope. Also set three cones down: one to mark the center and two to mark points they must pull the marker past. Have the teenagers stagger themselves on both sides of the rope. You can have the anchor tie the rope around their waist but you must be careful because it is possible that people get hurt holding the rope in certain ways. Make them pull the rope tight before the game starts (make sure the center doesn't move). At the whistle, they must pull the rope until the marker crosses ones of the cones. Groups: you can start with even teams (1/2 guys and 1/2 girls each side about even size each). If one side dominates you can switch or add leaders to make fairer. You can run several rematches if even. You can trick one side (help weaker side) by telling them to let go when the whistle is blown. You can then switch it up and make all the girls verse a number of boys maybe 3 strong guys. Add guys until the guys win. You can make fun of the guys that a bunch of girls are stronger than they are. You can also do it where the smaller teens go against a few big teens. Have fun with it. Variation: You can make a mud pit in the center and the other team has to pull the other team into the mud pit. Supplies: Long, sturdy rope (thin ropes break and cause rope burns; the thicker the better, 2 inch diameter is ideal but 1 inch should work), 3 cones, a marker (bandana). Indoor Games Playable OutdoorsCheck Back Later... Please read the indoor teen games. Indoor Teen GamesI. Newspaper Scavenger Hunt II. Trivia Challenge / Elimination III. Challenge the Champ IV. Human Clue V. Mafia VI. Human Scrabble VII. Human Knot VIII. Pop (Soda / Cola / Coke) Drinking Contest IX. Baby Food Contest X. Gatorade Drinking Relay (with a twist) XI. Outdoor Games Playable Indoors Newspaper Scavenger HuntObject: To find the correct item as quick as possible. Setup: Divide the room in half (with tap or something else). Place lots of newspaper on both sides of the room. Divide the teens in half and have them stand in their section. Rules: The leader of the game will call out for something in the newspaper. The team that can tear out the piece of newspaper containing the information and bring it up first wins. The teens cannot go on the opposite teams side and cannot use newspaper or steal newspaper from the other side. Run multiple rounds. Ideas: Try starting out with pictures. Bring me a picture of the president, Osama Bin Laden, a person crying, etc. Then have them look for words. The name of the city you’re in, the name of the president, the word money, the word Pontiac, etc. Then have them try to put the most newspaper on the opposing team’s side in a certain time limit. Finally, see which team can clean up the fastest. If you are well prepared, this game is really fun. Supplies: Lots and lots of newspaper. Tape or substitute for making boundaries. Trivia Challenge / EliminationObject: (Not Done, Check Back Later...) Rules: Ideas: Supplies: Challenge the ChampObject: To be able to do something that nobody else can do. Rules: Tell the teens that you are looking for a person who can do something that nobody else can do. If they can perform some action that nobody else can do, they win. If someone else can do the same action equally good or better, they loose. Examples: One teen might say they can do a back flip. If they succeed, another teenager would have to do a back flip or the first person who did it wins. If someone else can do it, he looses. It can be any weird or strange talent. Supplies: None. Human ClueObject: To discover how a certain person was murdered (who did it, where, and with what weapon). Drama: Have one person who gets murdered. Give them some kind of signal (like fetching a particular object). When they receive the signal, they leave (if in the room) and then they make a bunch of noise acting out getting beat up, etc. Have a leader check up on the murdered victim and exclaim, "Oh no! someone's killed Mr. Whoever. Then you can explain the rules. Setup: You need to make several cards. I would recommend using cardstock. You can use my person template (download here) which I used MS Word. There are 4 things you must have: Suspects, Rooms, Weapons, and Mark-off Cards. The people can be youth leaders, teenagers (my choice) or whomever you want. I used the typical rooms in Clue but you can make it more specific to your location. I used the typical weapons in Clue but you can use any you want. The Mark-off Cards are a piece of paper which contains all the names of all possible Suspects, Rooms, and Weapons and a box to mark them off. Before the murder drama (just before or well in advance), have a person hide the cards in different locations around the complex. I would recommend using a light color paper and not hiding them in hard to find places, or the game will go on forever. This game is every person for them self. Rules: The teens have to search around the complex looking for clues to who killed Mr. Whoever. Tell them Mr. Whoever was suspicious that someone was after him so he left clues to his murderer. Show them an example of what a card looks like (I had 3 cards with CLUE written on them). Tell them He would have used cards just like this. Also, he makes cards with all the possible suspects, rooms, and weapons that you can distribute to all the teens. Tell them any boundaries at this time (You can close doors and say closed doors off-limits; you can tell them places there will be no cards). Make sure they know they must leave the cards exactly where and how they found them. If the teens understand the rules and the cards are placed well, it can be really fun; however, if they don't understand / follow the rules, it can be a real nightmare. Ideas: I used cardstock and computer designed cards (download here). You can edit or make them to you liking. Like I said earlier, use light colored cardstock for the best effect. Hide them over door-sills, place them partially covered under things. drop them in the floor in not obvious places (but not somewhere nobody would look). Supplies: Clue Cards (use mine, make your own, maybe buy clue and use theirs). Downloads: My clue cards set made in MS Word (here) 557 KB MafiaObject: For the townsmen: vote off the Mafia; for the Mafia: kill or vote off the townsmen. Rules: This game is a little complex but very fun, especially in larger groups. There are three required positions and several optional ones. If you have a small group you may only have townsmen and mafia; if you have a very large group, you may have multiple of all types. First, Narrator: There is only one and he or she runs the game. Townsman: These are regular people with no specific job. Most people will be this job. This position is required. Mafia: These people have the job of killing off the towns-people. They chose people one a round to die. This position is required. Doctor: This person has the job of trying to save people killed by the mafia. He or they try to pick one person to try. If they choose the same person as the mafia then the person lives. Watchmen (also called Sheriff, Detective, etc.) This person has the job of trying to figure out who the mafia are. He or they choose one person and the narrator acknowledges if that person is or is not a mafia member (shake head yes or no). Assassin: I've never used one but can be with large groups. Works like mafia only he can choose or not choose to kill anyone on his round. I suppose he would be considered a townsman. How to Play: Everyone sits in a circle around the narrator. The narrator explains all the rules and runs each round. After assigning jobs (you can use paper with names on them, walk around and tap people for specific jobs, or even use playing cards to assign jobs). Make sure nobody knows what anyone else is. The round starts when the narrator says, "Members of the town: bow your heads, close your eyes, and go to sleep." Everyone (even Mafia) is considered members of the town. Nobody is allowed to look up without being asked. Nobody is allowed to speak except the narrator until everyone wakes up. The narrator then asks for the mafia to awake. Only mafia members look up. Ask, "Who do you want to kill?" They mafia members point at the person they want to kill (look for majority). Tell them to go to sleep. Now wake up the Doctor. Ask him who he wants to save. He points at one person. Tell him to go to sleep. Ask for Watchmen to wake up. He or they point at a person. Shake you head yes or no if that person is a mafia member. Then have him go to sleep. Then do the same with the assassin if you have one. Finally, tell everyone to wake up. If they doctor chose the same person as the mafia, tell them one person had an attempt on his or her life but is still alive. If not, Then say whoever was tragically killed in the night (you can be creative on this). That person is now dead and cannot interact in any way for the rest of the game (They cannot speak or make sounds but they also can remain awake in the sleeping phase). Now at this point you can take accusations ("Who wants to make an accusation?"). Whoever raised their hand you call on them. They say who they want to accuse and why (can be any reason (keep it clean), "I heard them moving." "I don't like them." "I think they are dumb." "They have been acting funny." The accused then gets to give their defense. "I don't have anything to say." "I am a nice person." "I didn't do it.", etc. Then ask for a raise of hands on who wants to vote them off. if a majority (over half, a 50-50 split does not count) raise their hands, the person is voted off and it works just like they were killed by the mafia. The game keeps going until only mafia are left or only townsmen (non-mafia) are left. People can say anything whether true or not (role-playing). A person can say, "I know he is mafia because I am the watchman" but then again he could be a mafia person lying. Also he may die his next turn because he identified himself (but they doctor could purposely save him). Amount of each type: This really depends on the number of players. if you have 8 people playing (really small group) I would make 1-2 mafia and 6-7 townspeople (1 mafia the townspeople surely will win, 2 and the mafia will probably win). with 15 players I would make 2-3 mafia 1 watchmen and 1 doctor. with 30 people I would make 5-6 mafia, 2 doctors, 3 watchmen, and an assassin. For large groups you could even make 2 killings a round. Also the number of accusations you take per round is up to you. I usually take 3, more if there is a large group, less for extremely small groups. Supplies: Mafia cards if used to assign positions. Human ScrabbleObject: To come up with the specified word first. Rules: Divide the teens in half. Give each team 1-4 of each letter (should very with how much it is used). Then give them words (make sure they can spell it with the letters you gave them) to make. Also you can give them a category (type of dog) and have them figure out what they can make. Supplies: Letters on pieces of paper. Human KnotObject: To untangle themselves. Setup: Have the teenagers form a circle. Tell them to grab the hands of two people. Only stipulation is you cannot grab the same persons hands twice and you cannot grab the hand of the person next to you. Rules: They have to try to untangle themselves until they are one (or more) circle of people holding hands. They cannot for any reason let go of the person next to them. They must step over, go under, etc. people until they know is untangled. Supplies: None. Pop (Soda / Cola / Coke) Drinking ContestObject: To try to drink the soda and burp before the other team. Rules: Make two teams (1 guy and 1 girl on each team). The guy in this game is going to be the baby and the girl the mother. The mother has to feed her baby a bottle (with pop inside of it) and once he is finished, she has to try to burp her baby. First one to burp wins. Supplies: Two baby bottles, some soda that has lots of fizz (Mountain Dew, Coke, etc.). It would be wise to modify the nipple of the bottles to have larger holes, otherwise it takes forever. Baby Food ContestObject: To consume a bottle of baby food faster than his opponent. Rules: Ask for two volunteers (or pick them!). The two volunteers are in a baby food eating contest. First one to finish a whole bottle wins. Supplies: 2 bottles of baby food. If you pick peaches or similar flavor, it tastes alright. You can pick lesser desirable ones if you wish. Gatorade Drinking Relay (with a twist)Object: To have their team drink their Gatorade the fastest. Rules: Pick 8 teens and divide into two teams of 4. The must form a line. The first person grabs their bottle of Gatorade and drinks it as fast as they can. Once they are done the second person goes, same with the third. When the forth person comes give them their Gatorade bottle but this time instead of green Gatorade, empty it and fill it with pickle juice which surprisingly has the same color as green Gatorade. It is funny to watch their face and reactions. Supplies: 8 Bottles of Gatorade or Green color, pickle juice. Outdoor Games Playable IndoorsCheck back later... Please read the indoor teen games Teen Water GamesI. Water Balloon Pointers II. Water Balloon Launcher Pointers III. Quiz Game (Bucket) IV. Water Baseball (Soak-Balls) V. Water Balloon Toss (Water Balloons) VI. Water Balloon Relay (Water Balloons) VII. Catch (Water Balloons) VIII. Attack (Water Balloon Launcher) IX. Free-For-All (Water Balloons) X. Courage (Water Balloon Launcher) XI. Zone Attack (Water Balloon Launcher) XII. Hit Me (Water Balloon Launcher) Water Balloon PointersWhen playing water games, I always encourage the teenagers to fill up the water balloons. This saves you plenty of time. I used points (since I was running a teen rally) to encourage them to fill balloons. I also told them the more balloons they filled the more fun it would be. When filling water balloons, it is best to do it outside as it can create quite a mess inside. Also, if you can rig or buy a divide with a valve to turn on and off the water to the balloons, it makes a big difference. Fill the water balloons in trash cans or coolers. Put water in them if there will be a lot of balloons on top or if there will be a temperature change between filling and playing (if you fill up balloons the night before). Keep balloons out of direct sunlight because they will pop balloons. Water Balloon Launcher PointersPersonally I do not like using water balloon launchers because they are extremely dangerous and I think their games are slow paced. Everyone else seems to love them though. I will give a few pointers because I have seen and heard horrible stories about them (including someone literally losing an eye). First, never shoot any launcher straight at a person (may be ok at extremely long distances). These things really pack a punch especially when B-lined or at short distances. I have seen many teenagers in tears because they were hit. When launching balloons, pull the launchers down and shoot the water balloons up into the air and then come back down. It might not be as fun, but it is certainly safer. Also put a decent distance between the two groups. Check the distance of the water balloon launchers prior to playing games with them. Also, certain terrain can create handicaps for one team or the other so you might have to trade places after so long. When using the launchers, have two people hold it on either side (with the arms locked). Another person pulls back the launcher and shoots. Optionally have a third person get the balloons and load the launcher. Remember, shoot the balloons up in the air and not straight forward. Quiz GameObject: To answer the question correctly in the time provided. Rules: The teenagers line up and go one at a time. Fill up a bucket with water (you want someone helping you with this, it is best to have 2 or 3 buckets being rotated on being filled). You ask a question and the teens have a few seconds to answer. If their answer is "Uh," "Well," "Umm," then that is incorrect and you dump the bucket of water on their head. If they do not answer right away, you dump a bucket of water on their head. The whole purpose of this game is to get everyone soaking wet. Question Examples: I ask broad questions that they are not expecting. For select individuals I ask personal question that they absolutely cannot answer. Some examples of questions are "Name me a breed of Dog (or cat or horse)," "Name for me a type of cloud," "Name for me a type of car (i.e. Grand Am, Grand Prix; Chevy is a company, and Pontiac is a production line)." It is best to have a variety of question ready before hand. For personal questions to those I want to guarantee wet, I ask questions like, "What is the name of one of my dogs?" when they would have no idea or "Is Mr. James nice?" which of course is subjective, either answer is wrong. Supplies: Water Hose, Spicket, etc.; at least 1 bucket. Water BaseballObject: To score as many runs as possible. Rules: It is mostly like regular baseball. Divide the teens in half with fairly equal teams. One of the major differences is the only way to get someone out is by hitting them with a ball (You cannot tag them which includes waiting for runners at a base and force outs; you must throw the ball). Instead of using a regular baseball and bat, use a tennis racquet and soak-ball filled with water (have a bucket of water with the soak-ball in it next to the pitcher). The pitcher pitches the ball and the team at bat hits (You decide if bunts and allowed and what is foul). They then proceed to run to first base. They can wait there or try to run second and so forth. Also, there are no outs because everyone on each teams goes either once or twice a round depending on the size. The last hitter cannot stop on base because the round ends after he is done. Supplies: At least one tennis racquet, a bucket of water, several soak balls. Water Balloon TossObject: To throw your balloon the farthest without it breaking. Rules: All the teenagers find a partner (a leader may need to pair up if there is an odd number of teens). Line up the teens in two lines, partner 1 in one line and partner 2 in another. Give each teenager in line 1 a balloon. At your command (or whistle blown) each teenager throws his or her balloon to their partner. If they are able to catch it successfully then both partners take a step back and they throw it again at your command. Keep repeating until all balloons pop. If their balloons do not pop when they hit the ground, you need to decide if they can stay in or not. Variation: Let both partners have a balloon and throw them at the same time. Also you can make everyone in one of the lines trade places with the person next to them. Play the game with them having the same partners (the two group's balloons will cross paths; you can call it Criss-Cross Water Balloon Toss). Supplies: Water Balloons Water Balloon RelayObject: To get the most water balloons in a bucket. Rules: Divide the teens into two groups. Line one group in one line and another in the different line. Spread the teens out so that they have to throw the balloons to get it to the next person (you decide how far). Give each group a certain number of balloons at the first person; place a bucket next to the last person. Each group has the throw the balloons down the line until the last person gets it and puts it in the bucket. They have to try not and pop them. Variation: Give them an unlimited supply of balloons but they have a limited time to throw them. Supplies: Water Balloons, 2 Buckets. CatchObject: To try to not get wet. Rules: Have the teens form a circle. Have the teenagers take turns getting a balloon. The person with a water balloon has to throw it in the air and immediately call out the name of one individual in the group. The person whose name is called has to run out and try to catch the balloon. If the succeed then they can throw it at the person who called their name. Keep repeating this process. Supplies: Water Balloons AttackObject: To try to get the commanders on each team as wet as possible. Rules: Divide the teens into two teams. Each team chooses one commander. The commander sits inside of a marked off area in cones and really does nothing. Each team has a bunch of water balloons inside their marked off area. Each team has to grab balloons and try to throw them at the opposite teams commander. The teens are allowed to try and block the balloons and pop the others teams balloons while they are running down. Under no circumstance is a person allow in the opposite teams marked off area. Supplies: Water Balloons, Cones, 2 Chairs for commanders to sit in. Free-For-AllObject: To get everyone else wet. Rules: Divide the balloons into different parts of the field. When you say, "go" (or blow whistle) the teenagers have to run to one of these areas, pick up balloons, and throw them at whomever. Since it is a free-for-all, there are no teams. I would recommend on making a rule that they cannot throw water balloons near the containers as they will go very fast and may get dumped. You may wish to mark off a "no throw" zone around them (doesn't mean they can't be hit though). Supplies: Lots of water balloons. CourageObject: To have the team with the most players remain. Setup: Divide the teens into two groups. Each team goes to separate sides of the field. Both teams line up in a row side by side with the exception of two holders, a launcher, and optionally a loader. The holders, launcher, and reloader operate the water balloon launcher as I recommended in my Water Balloon Launcher Pointers section. Put the water balloon launchers in front of the line of teens. Rules: Each team has to try to eliminate the teens on the opposite team. If any person is hit with a water balloon, they are eliminated. In addition, each teenager must stand erect and if any of them flinch they are also eliminated. You need to define how strict you will be on not flinching, I was extremely strict. I allowed them to cover their face or other "vital" parts which are very sensitive. Teens rotate on manning the water balloon launcher. Supplies: Water Balloon Launcher, Water Balloons. Zone AttackObject: To get as many water balloons inside of a marked off area. Rules: Mark off two areas a considerable distance apart. Divide the teenagers into two separate teams. Each team operates a water balloon launcher as a recommended in my Water Balloon Launcher Pointers section. Each team has to try to shoot as many balloons inside the area marked off in cones. All teenagers have to remain in these areas. Extra points can be awarded for those who are hit by balloons. Teens rotate on holding and launching the water balloon launcher. Supplies: Water Balloons, Water Balloon Launcher, Cones. Hit MeObject: To get hit as many times as possible. Rules: Divide the teens into two teams. Each team maintains a water balloon launcher as I have recommended in my Water Balloon Launcher Pointers section. The opposing team tries to get hit by the balloons the other side shoots. This is a cooperative competition. You may want to warn them that if they are hit, it will hurt. Supplies: Water Balloons, Water Balloon Launcher. Big Ball GamesThis section focuses on games for "Big Balls." I have intended it for 4 foot and 5 foot balls but some could even be played with 2 foot big balls that you can buy at Wal-Mart for five dollars each. A Floater ball is a light canvass ball that can easily be hit way in the air. Bladder balls have a rubber bladder in the center of a thick canvass and weight a considerable amount. They are extremely durable and can hold a persons weight or be collided into at high speeds (although both people will probably be hurt). coming Soon... This page was last updated September 24th, 2005. Copyright © 2006 James Hanenkamp. All Rights Reserved. Therefore, whether you eat or drink, or whatever you do, do all to the glory of God. 1 Corinthians 10:31 |
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