View the hundreds of simple games that we are available in this area. They are all games that do not require a lot of materials and are fun for all ages.
Game Type
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Age Range
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Number of
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Body Shapes (Indoor/Outdoor)
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Materials: None Players: 6+
Divide players into small groups so that each consists of two to four players. When ready, give players a letter of the alphabet. Players must work with teammates to form that letter with their bodies, whether standing up or lying down on the ground. You can also call out commands of simple objects, such as "canoe" or "tree".
Drawing in the Dark (Indoor)
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Materials: Pencils, paper Players: 2+
Sitting at a table, everyone gets a blank piece of paper and pencil/marker. Darken the room so that players cannot see what they are about to draw. There should be enough light in the room however, either from a window or small lamp, so that younger players will not get scared. One person will be in charge of giving everyone else the instructions. Once the room is dark, everyone should have their pencil or marker touching their paper. The instructor will then give directions to the rest of the group, such as "Drag your pencil to the left" or "Draw a circle". Each drawer is to follow the directions after they are given, and cannot draw anything unless told to do so. When the instructor is done, turn the lights back on and see what everyone has created!
Apple Game (Indoor/Outdoor)
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Materials: Some apples Players: Any
This is a couple game. Call the couples and give one apple to each couple. Tell them to hold between their foreheads. Give them instructions-one step forward, two steps backward, three steps left, four steps right, sit, stand, etc. The couple who holds till last carefully and successfully following the instructions is the winner.
Balls in the bucket (Indoor/Outdoor)
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Materials: One bucket and some small size of plastic balls Players: Any
Put the bucket on a distance of around 4-5 meters. Call the players one by one. Tell them to throw the ball one by one in the bucket. The player who puts maximum number of ball in a minute is the winner.
Queen of the party (Indoor)
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Materials: Some flowers, one crown(you can make it by your own), make-up kit, etc... Players: Any
Call all the couples. Tell the wives to take out their jewelry(tops, clip, band, bangles, etc) . Now tell the husbands to put all the jewelry on their wives and put some make-up also. Within five minutes the husband who does best is the winner.
Table Game (Indoor/Outdoor)
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Materials: None Players: Any
1. Make a circle. Start from any player. The first player has to start with the first number of the table of 3 i.e. 3. 2. The second player will speak the next number of the table i.e. 6, but the third player will not speak the number(9), instead he/she has to clap. If instead of clapping, he/she speaks the next number of table, he is out. 3. The fourth player will continue to speak the next number of the table i.e. 12 and so on. 4. If a player speaks wrong number , he is out and the game will restart from the beginning.
Balancing art (Indoor/Outdoor)
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Materials: Some books of same size Players: Any
Call the players. Tell them to stand in a row. Give one book to each player and tell them to keep on their heads. Now they have to walk from this side to other side and return back to their places. The book should not fall. The player who comes first is the winner.
Dream Grocery List (Indoor/Outdoor)
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Materials: Paper, pencils Players: 2+
Players create their dream grocery list by taking turns adding items to a sheet of paper. Items are added until there is no more space on the paper. Younger children will enjoy this game, but will need a more mature player to help them write their items.
Find the pairs (Indoor/Outdoor)
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Materials: None Players: Any
Divide the players into 3-4 teams(A, B,C, etc...). Now tell team A to say a name of a movie of any pair of a actor and a actress. If the team is able to say(within one minute), it gets 10 points. Next team B has to pick any name (either actor or actress) and it has to make another pair with different actor and actress and tell the name of the movie in which they played the role. Next comes the turn of team C . If a team is unable to speak the name of the movie in one minute, the team does not get any point and the question is continued with next team. The team who scores maximum points in 15 minutes is the winner.
Red Cap and Blue Cap (Car/Indoor/Outdoor)
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Materials: Handkerchief Players: 5+
The players seat themselves in a circle to represent tailors at work on a piece of cloth a handkerchief or a duster will answer the purpose. A leader or foreman is chosen, and every one of the company is named in turn Red Cap, Blue Cap, Black Cap, Yellow Cap, Brown Cap, etc. The leader then takes the piece of cloth and pretends to examine the work which is supposed to have been done by the workmen. He is supposed to discover a bad stitch and asks: “Who did it, Blue Cap?” The latter immediately answers: “Not me, sir.” “Who then, sir?” “Yellow Cap, sir.” Yellow Cap
must then answer at once in the same manner and name another workman. Any one who fails to answer to his name pays a forfeit. If carried on in a brisk manner, this game will cause endless amusement
Star Game (Indoor)
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Materials: Match box and Some stars (decorative)which can be paste on the dress(you can also make it). Players: Any
Call the couples. The husband has to lit the match box and the wife has to put the stars on their dresses till the match sticks continue to burns.
Acting Proverbs (Car/Indoor/Outdoor)
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Materials: None Players: 5+
The best way to play this game is for the players to divide themselves into two groups, namely, actors and audience. Each one of the actors should then fix upon a proverb, which he will act, in turn, before the audience. As, for instance, supposing one of the players to have chosen the proverb, “A bad workman quarrels with his tools,” he should go into the room where the audience is seated, pretending to be carrying with him a bag in which there is a saw, a hammer, or any other implement or tool used by a workman; he should then look round and find a chair, or some other article, which he should pretend requires repairing; he should then act the workman, by taking off his coat, rolling up his sleeves, and commencing work, often dropping his tools, and grumbling about them the whole of the time.
If this game be acted well, it may be made very entertaining. Sometimes the audience
are made to pay a forfeit each time they fail to guess the proverb.
Animals Card Game (Indoor/Outdoor)
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Materials: Deck of cards Players: 2 to 8
Each player assumes an animal identity. The longer the name, the better (ex. Pterodactyl or hippopotamus). The cards should be dealt and placed facedown in piles in front of each player. Players take turns turning over their top card and placing it faceup in their own discard pile. When a player turns up a card that matches a card in another player's pile, the two players race to say each other's animal name three times. The first to do so gets the other player's discard pile. The game continues until one player has won all the cards. To make the game more interesting, players race to make their opponent's animal sound three times, rather than saying the name of the animal.
Arranging names Game (Indoor/Outdoor)
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Materials: Some paper and pens and a board or chart sheet Players: Any
Write the first names of the players on board or Chart sheet. Give one page and a pen to all players. Show the names and tell the players to arrange the names in dictionary order. The player who does first writes correctly is the winner.
Balls Away (Outdoor)
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Materials: Large blanket, at least two balls of different colors Players: 4+
Players are split into two teams, and are assigned one color of ball. Spread the blanket out; each player grabs hold of the blanket with both hands (the blanket should look like an open parachute). Place the balls in the middle of the blanket. Each team tries to bounce the opponent team's ball(s) off the blanket by shaking it, while making sure their ball(s) don't fall off as well. For example, Team One will have the red ball(s) and try to keep them on the blanket while trying to bounce off Team Two's white-colored ball(s). The more balls, the more fun.
Basilisk's Stare (Indoor/Outdoor)
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Materials: Deck of cards Players: 6+
Great for Harry Potter fans, as the Basilisk is an evil serpent which turns people into stone when it stares into their eyes. Players sit in a circle and pick from a deck of cards, until all the cards are gone. The player with the Ace of Spades is the Basilisk, but keeps this information secret. Players sit and stare into each other's eyes. Whomever the Basilisk stares at "dies"; the Basilisk will stare at his/her victim and blink twice. Once he/she does so, the player whom he/she blinked at will turn into stone by freezing for 10 seconds, and then fall to the floor and be out of the game. The game continues until one of the survivors guesses the Basilisk.
Bid and Win (Indoor/Outdoor)
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Materials: A small gift($5-6) Players: Any
If you play this game in beginning, it will be more interesting. 1. Buy a small gift. Wrap it properly. Put the table in front of the players. Put the gift on the table. Now you announce this a bid and win game The gift is about $100. The player with highest bid will get this bid. They will start one by one(may be they start with $5 and ends with $50-60) When the bidding is closed call the player with highest bid and give the gift and announce-"It was a game. This a free gift from my side. I wanted to see how much courage you people have. Enjoy your party now". Just see the joy on the face of the winner and you also enjoy.
Blind Man's Bluff (Indoor/Outdoor)
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Materials: Blindfold Players: 5+
Make sure there are no sharp objects around the room if playing inside. Choose one player to be IT and blindfold him/her. Turn IT around a few times while the other players assume their spots nearby. When ready, IT must try to catch another player, who then becomes IT if caught. To play a variation of the game, IT must try to identify the player he/she caught by feeling their face and hair.
Blind Man’s Buff (Car/Indoor/Outdoor)
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Materials: None Players: 4+
Before beginning to play, the middle of the room should be cleared, the chairs placed against the wall, and all toys and footstools put out of the way. The child having been selected who is to be “Blind Man” or “Buff,” is blindfolded. He is then asked the question, “How many horses has your father got?” The answer is “Three,” and to the question: “What color are they?” he replies: “Black, white, and gray.” All the players then cry: “Turn round three times and catch whom you may.” Buff accordingly spins round and then the fun commences. He tries to catch the players, while they in their turn do their utmost to escape “Buff,” all the time making little sounds to attract him. This goes on until one of the players is caught, when Buff, without having the bandage removed from his eyes, has to guess the name of the person he has secured. If the guess is a correct one, the player who has been caught takes the part of “Buff,” and the former “Buff” joins the ranks of the players.
Blob (Outdoor)
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Materials: None Players: 10+
Players are split into teams. Each team forms a circle by holding hands. At a given signal, each team must run (slowly) to the finish line, holding hands the whole time. If a member of the team loses grip or falls, another teammate must yell "Stop!". The whole team then stops to make sure the person is okay, resumes the circle again, and continues until they reach the finish line. The first team to reach the finish line wins. Great game for teamwork and strategy.
Blowing Balloons (Indoor/Outdoor)
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Materials: 25-50 balloons Players: Any
Call 5-6 players at a time. Tell them to blow the balloons and tie. The player who blows more balloons in one minute is the winner.
Blowing Balloons and filling water (Indoor/Outdoor)
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Materials: Some balloons and a jug of water and some straw Players: Any
Call 4-5 players at a time. Tell them to blow the balloons(half) and fill the balloon with water with the help of straw and tie. The player who blows maximum number of balloons is the winner.
Bob Major (Car/Indoor/Outdoor)
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Materials: A large piece of cloth Players: 5+
Two of the players sit down, and a cloth, large enough to prevent their seeing anything, is put over their heads. Then two other persons tap them on the head, and ask, in feigned voices, “Who bobs you?” If either of those who have been tapped answers correctly, he changes places with the one who has tapped him.
Buff Says “Baff” (Car/Indoor/Outdoor)
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Materials: None Players: 6+
This is a game in which no one is allowed to smile or laugh. All the players, except one, sit in a row or half circle; one goes out of the room and returns with a stick or poker in his hand, and a very grave and solemn face. He is supposed to have just returned from a visit to Buff. The first player asks him: “Where do you come from?”From Buff.” The next asks: “Did he say anything to you?” To which the reply is:
“Buff said ‘Baff,’
And gave me this staff, Telling me neither to smile nor to laugh.
Buff says ‘Baff,’ to all his men,
And I say ‘Baff’ to you again.
And he neither laughs nor smiles,
In spite of all your cunning wiles,
But carries his face with a very good grace,
And passes his staff to the very next place.”
If he can repeat all this without laughing, he delivers up his staff to some one else, and takes his seat; but if he laughs, or even smiles, he pays a forfeit before giving it up.
Bursting Balloons (Indoor/Outdoor)
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Materials: 10-15 balloons Players: Any
1. Blow the balloons. In one side of the room put chairs in a row and other side of the room put blown balloons in a row. 2. The players have to start the game from the chair. When you say "ready", they have to run, pick the balloon and return to their chairs. 3. Now they will put the balloon on their chairs and burst it by sitting on the balloons. The player who burst first is the winner.
Bursting Balloons 2 (Indoor/Outdoor)
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Materials: Some balloons and thread Players: Any
Tie balloons on any one leg with thread, children are suppose to burst balloons of other children and save their balloon. The child who burst maximum number of balloons and save his own balloon is the winner.
Buzz (Car/Indoor/Outdoor)
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Materials: None Players: 4+
The players sit in a circle and begin to count in turn, but when the number 7 or any number in which the figure 7 or any multiple of 7 is reached, they say “Buzz,” instead of whatever the number may be. As, for instance, supposing the players have counted up to 12, the next player will say “13,” the next “Buzz” because 14 is a multiple of 7 (twice 7) C23the next player would then say “15? the next “16,” and the next would, of course, say “Buzz” because the figure 7 occurs in the number 17. If one of the players forgets to say “Buzz” at the proper time, he is out. The game then starts over again with the remaining players, and so it continues until there is but one person remaining. If great care is taken the numbers can be counted up to 70, which, according to the rules before mentioned, would, of course, be called Buzz. The numbers would then be carried on as Buzz 1, Buzz 2, etc., up to 79, but it is very seldom that this stage is reached.
Camping Trip (Car/Indoor/Outdoor)
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Materials: None Players: 6+
Play begins by one person saying "I'M GOING ON A CAMPING TRIP AND I'M GOING TO BRING...(at this point the person talking picks anything she/he would like to bring on the trip. Let's use a sleeping bag as an example) A SLEEPING BAG". The next person says "I'M GOING ON A CAMPING TRIP AND I'M GOING TO BRING...at this point the person talking picks anything she/he would like to bring on the trip, but it must begin with the letter "G", since the last letter of the first person 'camping accessory' was a "G". For example let's say the second person wanted to bring a "GUARDIAN" they can bring that so everyone says "OKAY YOU CAN BRING THAT ON OUR CAMPING TRIP". Say the third person hasn't caught on to the game yet and says, "I'M GOING ON A CAMPING TRIP AND I'M GOING TO BRING WAFERS". Everyone should say, "NO, YOU CAN'T BRING WAFERS" ( cause the word should have begun with N this time ) and play continues to the next player until everyone has caught onto the game.
Candle Game (Indoor)
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Materials: Candles and match box Players: Any
On the table, fix 15-20 candles. Call the players one by one and tell them to lit the candles. Within one minute, the player who lights highest number of candles is the winner. For next player you can off the candles and repeat it.
Capture the Flag (Outdoor)
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Materials: Flags or markers (t-shirts are good) Players: 10+
This game is best played in a large space where players can run around. If you don't want the game to go on too long, choose a smaller area. Divide players into two teams, and give each team half of the field. Each team picks a spot for their flag and another spot for their base, where they will keep their prisoners, making this clear to the other team. When ready, each team must try to capture the other team's flag and bring it to their side. If a player is tagged by an opponent while venturing into enemy territory, the tagged player is then a prisoner and must stay in the enemy's base until a team member "rescues" them by tagging them again. The game ends when a player manages to capture the enemy's flag and bring it back to their post, making their team the winner.
Car Alphabet Game (Car)
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Materials: None Players: 2+
Players take turns finding words on signs that begin with letters of the alphabet. Try to see if you can make it from A to Z! Younger players may skip the more difficult letters.
Card Castle (Indoor)
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Materials: Cards Players: Any
Call 4-5 or more players at a time. Now when you will tell start, they have to make castle of cards(at least two of cards) . In one minute, the player who builds more castle is the winner.
Carpet Walk (Indoor/Outdoor)
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Materials: Some newspapers-cut into two parts Players: Any
Call the players and tell them to make a team of two players. Give them two half pieces of newspapers. One player has to walk from one side of the room to other side and other player will keep one part of the page under his partner' leg(the player has to step down on papers only). The team who come first is the winner.
Cat and Mouse (Car/Indoor/Outdoor)
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Materials: None Players: 6+
The children sit in two rows opposite each other with a space between. One child takes the place of “cat,” being blindfolded, and one takes the place of “mouse,” and is also blindfolded, the cat standing at one end of the row and the mouse at the opposite end. They start in opposite directions, guiding themselves by the heads of the seated children, the cat trying to catch the mouse. When the mouse is caught it is made the cat, and one of the company takes the place of the mouse.
Catch the Dragon's Tail (Indoor/Outdoor)
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Materials: None Players: 10+
A traditional Chinese game. Players form a single line and place their hands on the shoulders of the person in front of them. The first player in line is the dragon's head, and the last player in line is the dragon's tail. The dragon's head must then try to catch the dragon's tail, while all the players in the middle do their best to protect the tail. Players must try not to break the line. When the head catches the tail, the tail player becomes the new head and takes the first position in line.
Categories (Car/Indoor/Outdoor)
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Materials: None Players: 2+
A category is decided, and players take turns naming something in that category. If a player cannot think of something or takes too long, they are out of the game. The last player left wins the game.
Chickoo Race (Indoor/Outdoor)
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Materials: 10-50 chickoos Players: Any
Put some chickoos(depending on the number of children) on the other side of the room(about 10 meters distance) in a row. Call all children and tell them to stand in a row. When you will say "ready" they have to run, pick the chickoo, eat it and return back to their places. The child who comes first is the winner.
Circle cutting (Indoor)
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Materials: Some pages and scissors Players: Any
Draw some circles(5-10) on a page. The circle should be of around one inch diameter. You can draw with computers also. Get the copy of that page(depending of the number of the players.). Call the players (4-5) at a time. Within one minute they have cut the circles properly. The more a player cuts is the winner.
Circle Making (Indoor/Outdoor)
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Materials: A pack of James pins Players: Any
Call 4-5 players at a time. Tell them to join the pins and make a circle of 5-6 pins. The who makes maximum number of circles in one minute is the winner.
Circle Passing (Indoor/Outdoor)
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Materials: A circle of rope or anything having diameter of one meter. Players: Any
Call two players at a time. Tell them to stand facing each other very closely. Give the circle and tell them to pass the circle from head and the circle should come out from their legs. The team who passes the circle more times in one minute is the winner.
Compliments (Car/Indoor/Outdoor)
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Materials: None Players: 2+
This game is great for self-esteem and character-building! Players take turns giving each other compliments. The first player starts by choosing another player to compliment. He/she will say something that he/she likes about the other player. The other player then reciprocates, and chooses another player. The game continues until everyone has had a chance to give and receive a compliment.
Countries (Car/Indoor/Outdoor)
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Materials: None Players: 2+
One player starts by choosing a country. The next player must name a country whose name begins with the last letter of the previous country, and so on. This game also works for other categories, such as names or animals.
Crambo (Car/Indoor/Outdoor)
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Materials: None Players: 6+
One of the party leaves the room, and on his return he is asked to find a word which has been chosen by the other players in his absence; and in order to help him, another word is mentioned rhyming with the word to be guessed. Questions may then be asked by the guesser, and the players must all introduce, as the final word of their answer, another word rhyming with the word chosen. For instance, suppose the word “way” is selected. The guesser would then be told that the word chosen rhymes with “say.” He might then ask the first one of the party: “What do you think of the weather?” and the answer might be: “We have had a lovely day.” The second question might be: “Have you enjoyed yourself?” and the answer might be: “Yes; I have had lots of play.” The game would proceed in this way until the guesser gave the correct answer, or one of the party failed to give the proper rhyme, in which case the latter would then be called upon to take the place of the guesser.
Crazy Catch (Outdoor)
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Materials: Five to ten balls Players: 8+
Players form a circle. The game starts with one ball. The first player starts by naming another player and throwing the ball to that person. The second player then names another player, and tosses the ball to him/her, and so forth. When everyone has had a turn, the whole group takes one step back to form a larger circle, and a second ball is introduced into the game. Players continue passing to the person they had named previously, and stick to this order throughout the game. Players take a step back after each round, and more balls are added to the game as it progresses. If a ball is dropped, the player must recover it and continue as quickly as possible.
Credit Cards (Indoor/Outdoor)
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Materials: None Players: Any
Call all the players. Announce to show their valets. The player holding maximum number of credit cards is the winner.
Cross Questions and Crooked Answers (Car/Indoor/Outdoor)
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Materials: None Players: 4+
To play this game it is best to sit in a circle, and until the end of the game no one must speak above a whisper. The first player whispers a question to his neighbor, such as: “Do you like roses?”. This question now belongs to the second player, and he must remember it. The second player answers: “Yes, they smell so sweetly,” and this answer belongs to the first player. The second player now asks his neighbor a question, taking care to remember the answer, as it will belong to him. Perhaps he has asked his neighbor, “Are you fond of potatoes?” and the answer may have been, “Yes, when they are fried!” So that the second player has now a question and an answer belonging to him, which he must remember. The game goes on until every one has been asked a question and given an answer, and each player must be sure and bear in mind that it is the question he is asked, and the answer his neighbor gives, which belong to him. At the end of the game each player gives his question and answer aloud, in the following manner:“I was asked: ‘Do you like roses?’ and the answer was: ‘Yes, when they are fried!’” The next player says: “I was asked: ‘Are you fond of potatoes?’ and the answer was: ‘Yes, they are very pretty, but they don’t wear well.’”
Do You Love Your Neighbor (Car/Indoor/Outdoor)
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Materials: Chairs, one less than the number of players Players: 5+
The chairs are lined up with all players sitting down except for one. The standing player asks one of the other players, 'Do you love you neighbor?' If he replies no, then the two players either side must quickly jump up and swap seats. He may reply yes, but must attach an exception. E.g. 'Yes, except for those wearing blue jeans' or '...except for those with blonde hair.' Then all of those players must jump up and find a new chair. Whatever the answer, while players are attempting to find a new seat the player who asked the question can try to sit down. Whoever is left standing asks another player, 'Do you love your neighbor?'
Doors & Windows (Car/Indoor/Outdoor)
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Materials: None Players: 6+
Here, kids form a circle holding their hands. Then they would spread out enough that everyone's arms were straight out, to form large spaces between kids. These were the windows and doors. Then one child would start running, and weaving in and out between children. As they did this the kids in the circle would randomly drop their arms down trying to touch or trap the person weaving their way in and out. Once the person was caught or touched by the arms of someone, they were out. They would then choose which person would be next to weave in and out of the windows and doors
Drop the Handkerchief (Outdoor)
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Materials: None Players: 5+
A ring is formed by the players joining hands, whilst one child/person, who is to “drop the handkerchief,” is left outside. He walks round the ring, touching each one with the handkerchief, saying the following words:
“I wrote a letter to my love
But on my way, I dropped it;
A little child picked it up
And put it in his pocket.
It wasn’t you, it wasn’t you, It wasn’t you but it was you.”
When he says “It was you,” he must drop the handkerchief behind one of the players, who picks it up and chases him round the ring, outside and under the joined hands, until he can touch him with the handkerchief. As soon as this happens, the first player joins the ring, whilst it is now the turn of the second to “drop the handkerchief.”
Dumb Crambo (Car/Indoor/Outdoor)
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Materials: None Players: 6+
Divide the group into two equal parts, one-half leaving the room; the remaining players should then select a word, which will have to be guessed by those outside the door. When the word has been chosen say, for instance, the word “will” the party outside the room are told that the word they are to guess rhymes with “till.” A consultation then takes place, and they may think that the word is “ill.” The company then enter and begin to act the word “ill,” but without speaking a word. The audience, when they recognize the word that is being performed, will immediately hiss, and the actors then retire and think of another word.
Thus the game goes on until the right word is hit upon, when the company who have remained in the room, clap their hands. The audience then change places with the actors.
Earth, Air, Fire, and Water (Car/Indoor/Outdoor)
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Materials: Handkerchief Players: 5+
To play this game seat yourselves in a circle, take a clean duster or handkerchief, and tie it in a big knot, so that it may easily be thrown from, one player to another. One of the players throws it to another, at the same time calling out either of these names: Earth, Air, Fire, or Water. If “Earth” is called, the player to whom the ball is thrown has to mention something that lives on the earth, as lion, cat; if “Air” is called, something that lives in the air; if “Water,” something that lives in the water; but if “Fire” is called, the player must keep silence. Always remember not to put birds in the water, or animals or fishes in the air; be silent when “Fire” is called, and answer before ten can be counted. For breaking any of these rules a forfeit must be paid.
Eating Cakes (Indoor/Outdoor)
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Materials: Some pieces of cake Players: Any
Call 5-6 players at a time. Tell them to eat as many cakes as they can eat in one minute. The player who eats more cakes in one minute is the winner.
Figure Painting (Indoor)
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Materials: Some pages and sketch pens Players: Any
Draw some figures(pentagonal or hexagonal 50-20 in numbers) on a page of around one inch diameter. You can draw with computers also. Get the copy of that page(depending of the number of the players.). Call the players (4-5) at a time. Within one minute they have to paint the figure properly. The more a player paints neatly is the winner.
Find the words (Indoor/Outdoor)
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Materials: None Players: Any
1. Make two or three teams of 5-6 players. 2. Give one topic to team A such as hair. Tell them to speak all the words related to that topic such as shampoo, oil, conditioner, gel, color, comb, pin, band, black, grey, long hair, short, style, henna(to apply), amla(good for hair), etc. within one minute. Repeat this each team with new topic. The team which speaks maximum related words, is the winner.
finger chips catching (Indoor/Outdoor)
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Materials: Rope, some finger chips and clip Players: Any
Hang finger chips on a rope using clips on the distance of 10 meters. Tell the kids to stand in a row. When you say ready they have to run and catch the finger chips from their mouth. The kid with maximum number is the winner. Here one cannot use hands and the rope should be at a good height.
Flashlight Tag (Indoor)
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Materials: Flashlight Players: 4+
Darken the room. Choose one player to be IT and give him/her the flashlight. When IT shines the flashlight on another player, that player is out of the game. The game continues until all players are caught.
Four Corners (Indoor)
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Materials: None Players: 10+
Choose one person to be IT and close their eyes. Number the remaining players 1 to 4. Each corner will have its own number, and players who are assigned that number will stand in that corner. IT stands in the middle of the room and calls out a number 1 to 4. The players in that corner must sit down; if they don't, they are out. The game continues like so until there are 6 to 8 players left. At this point, there can only be 2 players per corner. The last person gets to be IT for the next round.
Freeze (Car/Indoor/Outdoor)
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Materials: None Players: 5+
In this game, one person is still "it", but when they touch someone, that person is "frozen" in place. They cannot move and must stand with their feet apart. The only way they can become unfrozen is if a person crawls under their legs. Game continues until all the players are frozen. Then the last person to be frozen is "it" for the next game and the game continues....
French Roll (Car/Indoor/Outdoor)
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Materials: None Players: 5+
A good many children may play at this game. One player is called the buyer, the rest form a line in front of him and take hold of each other. The first in this line is called the baker, the last the French roll. Those between are supposed to be the oven. When they are all in place the buyer says to the baker, “Give me my French roll.” The baker replies, “It is at the back of the oven.” The buyer goes to fetch it, when the French roll begins running from the back of the oven, and comes up to the baker, calling all the while, “Who runs? Who runs?” The buyer may run after him, but if the French roll gets first to the top of the line, he becomes baker, and the last in the line is French roll.
If, however, the buyer catches the French roll, the French roll becomes buyer, and the buyer takes the place of the baker.
Fruit Basket (Indoor)
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Materials: None Players: 10+
Choose three people to be IT. These players will stand in the middle of the room, while the remaining players all stand at one end of the room, in a row facing the IT players. The IT players choose three different fruits (e.g.. Apples, oranges, grapes) and the other players decide which fruits they will be. When the IT players shout out the name of a fruit, the players who chose to be that fruit will try to run past the IT players to the other side of the room. If anyone is caught, they must join the IT players and catch the others. If the IT players announce "Fruit Basket", all players must run across. The game continues until all the fruit are caught.
Gone Fishing (Indoor/Outdoor)
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Materials: Paper, scissors, paperclips, magnets, string, and sticks Players: 2+
This game takes a bit more preparation, but kids love it! To prepare, make some fish cut-outs from paper, about the size of your palm. Make sure you have enough so that everyone gets an equal amount of fish in the end. Next, stick a paperclip through the "mouth" of each fish; this will be the part that attracts the magnet when players are fishing. Make a fishing rod by tying string to a stick (any kind of stick will do, even chopsticks or twigs) and then attaching a small magnet to the end of the string. Lay out the fish across the floor/ground, and call the players to go fish!
Graveyard (Indoor/Outdoor)
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Materials: None Players: 8+
Choose one person to be IT. The remaining players are the "corpses" and lay on the floor with their eyes closed. IT must go around the room to each player and try to make them laugh or move any way they can, without touching the other players. Anyone who does laugh or move is out and joins IT in trying to make the others laugh. The game continues until all the "corpses" are woken up.
Guess the Leader (Indoor)
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Materials: None Players: 10+
Players sit in a circle. One person is chosen to be the detective and steps outside the room as the leader is chosen. When the game starts, the leader performs an subtle action, like winking. The person to the leader's left will then repeat the action, and so forth until the whole circle has performed the action. The leader then chooses another action, and the cycle is repeated. The detective must guess who is the leader. Players have to be listening and watchful of what the person before them is doing. Less subtle actions like clapping hands may be done closer to the middle of the game, when all players are moving. The game ends when the detective guesses the identity of the leader.
Guess Who (Indoor/Outdoor)
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Materials: Paper, tape, cards with various characters printed on them Players: 2+
Make a headband for each player beforehand by taping the ends of long strips of paper together. Print off a bunch of characters you can find on the internet, such as Mickey Mouse or Harry Potter. These slips should be the size of a card so that they can fit on the front of the headbands. To start the game there should be an even amount of players so that everyone has a partner. Ask everyone to close their eyes, and tape a character to the front of each player's headband. When ready, tell the players to open their eyes. Players cannot reveal their partner's character to them, but take turns asking their partners yes/no questions to figure out their own identity. They can ask questions such as "Am I a boy or girl?" or "Am I human or an animal?" Once both players in a pair know their identities, give each a new character or switch with another pair that has finished. Players can also go around playing with different partners if they would like.
Head to Toe Relay (Indoor/outdoor)
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Materials: None Players: 10+
Divide the players into two groups. There must be an even number of players so that everyone has a partner. One group stands at one end of the room/field, and the other group stands at the other end. When ready, give the players an order such as "Touch noses". At this signal, players must run to the middle of the room/field, find their partner, touch noses, and run back to their initial spots. The game continues with different commands like "Give your partner a high-five" or "Touch your partner's left foot with yours".
Heads Up Seven Up (Indoor)
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Materials: None Players: 10+
This game should be played where there is at least one table available. Choose three to five players to be IT, and ask them to stand aside. The remaining players must close their eyes and put their heads down on the table (in between their arms, usually), with one of their thumbs up on the table. When ready, the IT players go around the room and tap the thumb of one of the players at the tables. Each IT player can only tap the thumb of one other player. When a player feels his/her thumb being tapped, they must put their thumb down. When finished, the IT players return to the front of the room, and announce "Heads up, seven up". The other players can now open their eyes and raise their heads. The players who had their thumbs tapped stand up and must guess which of the IT players tapped them. If a player guesses correctly, he/she gets to replace the person who had tapped them. If a player cannot guess correctly, he/she must sit back down.
Hen and Chicks (Outdoor)
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Materials: None Players: 6+
Have two safe points such as trees some distance apart. One person is in the middle as the Hen trying to round up her chicks. When she calls for her chicks all the little chicks run from one point to the other while the mother hen tries to catch them. If they are caught they have to stay in the middle and help mother hen. The last chick caught gets to be the hen for the next round. You can Change it to what ever animal you want to fit a theme.
Holding ball (Indoor/Outdoor)
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Materials: Some small balls and table tennis rackets Players: Any
Call 4-5 players at a time Give them one ball and racket. When you say start, they have to throw the ball up and hold it with the racket. The player who holds the ball maximum time is the winner. The ball should not fall.
Holding Balloons (Indoor/Outdoor)
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Materials: Balloons Players: 6+
1. Divide the players into groups-each group should have two players. 2. Give each group two balloons - Ask them to face each other and hold one balloon between their heads and other between their stomach. 3. Now tell all groups to move from one starting place to another ending place(make start points or lines and end point) holding the balloons properly. It should not fall. 4. The group who comes first is the winner.
Honey, If You Really Love Me … (Indoor/Outdoor)
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Materials: None Players: 4+
Players sit in a circle. The first player starts the game by choosing another player, saying that person's name, and reciting this line: "Honey, if you really love me, won't you please please smile?" That player must then keep a straight face and reply "You know I love you, but I just can't smile." If he/she smiles or laughs, they are out of the game. If that player succeeds in keeping a straight face however, then he/she gets to be IT and try to make another player smile. The last player left wins the game.
Hop Run (Indoor/Outdoor)
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Materials: Some pieces of ropes Players: Any
Call the players. Tell them to make a team of two players. Tie their one-one legs together. Their other leg will be free. Now tell them to walk from one place to another. The team who comes first is the winner.
Hot Boiled Beans or Hot and Cold (Indoor)
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Materials: An object that is easy to hide Players: 3+
One player is sent out of the room, while those remaining hide a small object such as a ball, pen or a watch. The player returns to the room as the others call, "Hot Boiled Beans and Bacon for supper, hurry up before it gets cold." The player attempts to find the missing object while everyone else calls out that her supper is getting "very cold", "freezing cold", "hot", "very hot", or "burning" in relation to how close or far she is from the hidden item. Once the item is found a new player is sent from the room and the object (or a new one) is hidden in a different location.
Hot Dog (Indoor/Outdoor)
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Materials: None Players: 4+
Players sit in a circle, with one player sitting in the centre. The players on the outside take turns asking the person in the middle any questions they want. The person in the middle can only say "hot dog". Example: What time is it? "Hot dog." The first person to make the player in the middle laugh wins, and gets to take their place in the centre. Words other than "hot dog" can be used as well, like "pickle" or "sausage".
Hot or Cold (Indoor/Outdoor)
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Materials: Object around the house/room Players: 2+
One person is IT and must close their eyes while the other players hide a small (not too small) object somewhere around the room. When ready, the other players can tell IT to open their eyes and begin searching for the hidden object. When IT is getting closer to the object, they can tell IT that he/she is getting "warmer". If IT is getting farther from the object, he/she is getting "cold". If IT is very close to the object, he/she is getting "hot". Players continue giving these hints until IT finds the hidden object.
How, When, and Where (Car/Indoor/Outdoor)
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Materials: None Players: 5+
One of the company goes out of the room, while the others choose a word to be guessed, one with two or three different meanings being the best.
We will suppose that the word “Spring” has been thought of. When the person who is outside the room is recalled, he (or she) asks each one in succession: “How do you like it?” The answers may be “Dry” (meaning the season), “Cold and clear” (a spring of water), “Strong” (a watch-spring), and “High” (a jump). The next question is:“When do you like it?” The answers may be: “When I am in the country,” “When I am thirsty,” “When my watch is broken.”
The next question is: “Where do you like it?” and the answers may be: “Anywhere and everywhere,” “In hot weather,” “In the clock.” The game is to try and guess the word after any of the answers, and if right, the player last questioned takes the place of the one who is guessing; if wrong, the questioner must try again.
Human Chain (Outdoor)
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Materials: None Players: 5+
Two people start the game. They hold hands and chase people, the person they catch joins the chain by linking hands. When another person is caught they can stay together or spilt 2 and 2 they must split in even numbers and can link together at will. This game is played till all are caught.
Hunt the Slipper (Car/Indoor/Outdoor)
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Materials: Traditionally a shoe, but any similarly sized object will do Players: 6+
The players seat themselves in a circle on the floor, having chosen one of their number to remain outside the circle. The children seated on the floor are supposed to be cobblers, and the one outside is the customer who has brought his shoe to be mended. He hands it to one of them, saying:
“Cobbler, cobbler, mend my shoe; Get it done by half-past two.”
The cobblers pass the shoe round to each other as quickly as they can, taking care that the customer does not see which of them has it. When the customer comes to fetch it he is told that it is not ready. He pretends to get angry and says he will take it as it is. He must then try to find it, and the cobbler who has it must try to pass it to his neighbor without its being seen by the customer. The person upon whom the shoe is found must become the customer, while the customer takes his place in the circle on the floor.
I Apprenticed My Son (Car/Indoor/Outdoor)
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Materials: None Players: 5+
The best way of describing this game is to give an illustration of how it is played. The first player thinks of “Artichoke,” and commences: “I apprenticed my son to a greengrocer, and the first thing he sold was an A.”
Second player: “Apple?” “No.”
Third player: “Almonds?” “No.”
Fourth player: “Asparagus?” “No.”
Fifth player: “Artichoke?” “Yes.” The last player, having guessed correctly, may now apprentice his son. No player is allowed more than one guess.
I'm Going on Vacation (Car/Indoor/Outdoor)
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Materials: None Players: 2+
The first player starts the game by saying "I'm going on vacation, and I'm bringing my …" The player fills in the sentence with any object (e.g.. Dog, comb, sweater). The next player repeats the same sentence, but adds another object. The third player repeats the list, adding his/her own object, and so forth. Players must add only one item at a time to the list. The objective of the game is to see how many objects can be packed for the vacation before players cannot remember the list any longer
I'm Going on Vacation … (Car/Indoor/Outdoor)
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Materials: None Players: 2+
The first player starts the game by saying "I'm going on vacation, and I'm bringing my …" The player fills in the sentence with any object (e.g.. Dog, comb, sweater). The next player repeats the same sentence, but adds another object. The third player repeats the list, adding his/her own object, and so forth. Players must add only one item at a time to the list. The objective of the game is to see how many objects can be packed for the vacation before players cannot remember the list any longer.
Icky ticky Bumblebee (Indoor/Outdoor)
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Materials: Ball Players: 4+
This game is more suited for younger children. Players start by sitting in a circle. The first player holds the ball and recites this line: "Icky ticky bumblebee, won't you say my name for me?" He/she then says the name of another player and gently rolls the ball to that person. This next player will repeat the line and choose another player, and so forth. Every player should have a turn by the end.
In the bathroom (Indoor/Outdoor)
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Materials: Some cheats Players: Any
Prepare some cheats and write on every cheat one sentence e.g. I enjoy, I am in a good mood, I relax, I am exited, I need to work hard, I need to struggle, I hesitate, etc. When the players come give one cheat to everyone and tell them to add three sentence in the last-"In the bathroom". Now tell the players one by one to read it loudly-I enjoy in the bathroom.
Irrelevant answers (Indoor/Outdoor)
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Materials: None Players: 5+
1. Make a semi-circle of all the players. You stand in front of them. Start from first player. Ask any question (such as-Are you hungry?). The player has to say any thing except the answer(such as-Oh! My AC is not working or I have to buy a new car.) 2. Go to the next player and ask some other question. (same way). 3. When you are asking the third or fourth player and he answers the question, you just say- Ya....! (pretending you did not hear or understand the answer. When you say Ya! The player has to give different reply. If the player repeats with the same answer, he is out i.e. this time he has to change the answer. 4. A player is out if he speaks the answer. Continue till last player.
It (Car/Indoor/Outdoor)
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Materials: None Players: 6+
One of the players is asked to go outside while the company thinks of some person in the room, and on his return he has to guess of whom the company has thought. The players then arrange themselves in a circle, and agree each to think of his or her right-hand neighbor; it is best to have a girl and boy alternately, as this adds much to the amusement.
The one outside is then called in, and commences to ask questions. Before replying, the player asked must be careful to notice his or her right-hand neighbor, and then give a correct reply. For instance, supposing the first question to be: “Is the person
thought of a boy or a girl?” The answer would possibly be “A boy;” the next person would then be asked the color of the complexion, the next one the color of the hair, if long or short, etc., to which questions the answers would, of course, be given according to the right-hand neighbor.
Nearly all the answers will contradict the previous ones, and anything like this may be the result: “A boy,” “very dark complexion,” “long yellow hair,” “wearing a black velvet jacket,” “with a dark green dress,” “five feet high,” “about six years old,” etc.
When the player guessing gives the game up, the joke is explained to him.
Just Opposite (Indoor/Outdoor)
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Materials: None Players: Any
Make a semi-circle of all the players. You stand in front of them. They have to do opposite to your instructions For example ,when you say stand up, they have to sit down; when you say hands up, they have to put their hands down. In the same way repeat with other instructions- cry, laugh, close your eyes, etc. The player is out if he follows the right instruction. Last player is the winner.
Just Opposite (Indoor/Outdoor)
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Materials: None Players: Any
Call all the players Tell them to make a circle. You can start with any player. He will speak "small" but he act with his hands "big". It will pass to next player and he will speak "big" but will act "small". If the player does not follow the instruction, he is out. Continue till last player who is the winner.
King (Car/Indoor/Outdoor)
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Materials: None Players: 5+
The whole group hides their eyes and counts out loud together to 50, while one person goes and hides. Then everyone begins to look for the King. When you spot the KING, you don't tell anyone, then when no one is looking, you slip in and hide with the King. Eventually everyone starts to disappear, and the one left notices he's all alone, and rather embarrassed to be the last one left. The first one to find the King, gets to hide as the KING in the next round. This Game is real fun!
Letter Hunt (Indoor)
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Materials: Paper and pencils optional Players: 2+
Players try to go around the house/room and see how many objects they can find which have the letters of the alphabet on them. For example, they can find a J from January on a calendar. They can choose to keep track of the number of objects on a sheet of paper, if they want. It sounds easier than it is! Playing for points is optional; each object can be worth one point.
License Plate Game (Car)
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Materials: Map, color markers Players: 2+
Print off a map of (wherever you are travelling) before the trip. Throughout the trip, try to spot different license plates and color in the different states/provinces where they are from with various colors. Younger children can do the coloring while older ones read the license plates.
Lilly Pad Leap/ Ice Berg Jump (Car/Indoor/Outdoor)
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Materials: Newspaper Players: 5+
Set out various news papers folded into squares and tell kids they are the Lilly Pads or Ice Bergs! Have the kids run around until you shout "here comes the hungry fish, or hungry walrus!" Then they have to jump on a lily pad or ice berg to be safe. When the creature says "no food here I guess" the kids know it's safe to come off , then take away one of the newspapers, keep doing it until you are down to the last news paper. Any frog or penguin that gets caught or falls off the safe spot has to help you catch the others.
Listen (Indoor)
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Materials: None Players: 5+
Everyone needs to be absolutely quiet for this game, otherwise it will not work. Players sit in a circle, and one person is chosen as the leader. Every player but the leader closes their eyes. The leader performs a simple action which the other players can easily guess by the sound, such as clapping both hands or clucking the tongue. The person to the right of the leader repeats the action when he/she hears it, and so forth around the circle. Once a full cycle has been completed, the leader may then choose to do another action. Players should take turns taking role of the leader.
Lodgings to Let (Car/Indoor/Outdoor)
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Materials: Chairs, one less than the number of players Players: 6+
The company sit in a circle, and a player stands in the center. There is one spare chair, and the game is for this player to get possession of a vacant seat. When the game begins, every one moves as quickly as possible to the chair next beside him or her, and as this is done all the time, it is difficult for the person who is looking for “lodgings” to find a place by slipping in among them, and his attempts will cause much amusement.
Look about (Indoor)
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Materials: Any object that is easy to hide Players: 4+
Players are shown a little knick-knack -a teaspoon, pen, thimble, anything small- and are then asked to leave the room. A player remains in the room and hides the item. When they return, everyone is to look for the item until they spot it. They are then to sit down without saying anything. It is recommended to wander around for a bit longer after finding the object so as not to reveal the hidden item to the other players.
Look Me Up (Indoor/Outdoor)
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Materials: None Players: 2(Even)
Players are lined up in two lines facing one another. They are given one minute to mutually observe each other. At a given signal, everyone turns around so that players in both lines have their backs to one another. Each player changes three things about themselves. When everyone is ready, all players turn back and must guess what is different about their partner.
Lost and Found (Car/Indoor/Outdoor)
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Materials: None Players: 6+
A very similar game to “Consequences” is that of “Lost and Found,” which is played in an exactly similar manner, but the questions are quite different: (1) Lost, (2) by whom, (3) at what time, (4) where, (5) found by, (6) in what condition, (7) what time, (8) the reward.
The answers may be something like the following: (1) Lost a postage-stamp, (2) by sister Jane, (3) at three in the morning, (4) at St. Louis, (5) it was found by a policeman, (6) rather the worse for wear, (7) at dinner-time; (8) the reward was a kiss.
“Animal, Vegetable, or Mineral?”
This is a capital game for a large party, for it is both instructive and amusing. Two sides are picked, one has to guess what word or sentence the remainder of the company has chosen. They go out of the room, and when the subject has been decided upon, return and ask a question of each of the other side in turn. The answer must be either “Yes” or “No,” and in no case should more words be used, under penalty of paying a forfeit. The first important point to be found out is whether the subject is “Animal,” “Vegetable,” or “Mineral.” Supposing, for instance, the subject chosen is a cat which is sleeping in the room by the fire, the questions and answers might be like the following: “Is the subject chosen an animal?” “Yes.” “Wild animal?” “No.” “Domestic animal?” “Yes.” “Common?” “Yes.” “Are there many to be seen in this town?” “Yes.” “Have you seen many this day?” “Yes.” “In this house?” “No.” “Have you seen many in the road?” “Yes.” “Do they draw carts?” “No.” “Are they used for working purposes?” “No.” “Is the subject a pet?” “Yes.” “Have they one in the house?” “Yes.” “In this room?” “Yes.” “Is it lying in front of the fire at the present time?”
“Yes.” “Is the subject you all thought of the cat lying in front of the fire in this room?” “Yes.” The subject having been guessed, another one is chosen and the game proceeds. The questions are limited to twenty, but it is hardly ever necessary to use that number.
MadLibs/Theatre Sports Story (Car/Indoor/Outdoor)
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Materials: None Players: 2+
Players take turns creating a story. One person will start by saying a word, such as "the" and the next person adds to the sentence with another word, and so forth, until more words are added to form a story. Once all players have had a turn during the first round, another cycle is started, adding further to the story. Players can only say one word at a time. The story ends when players cannot think of anything else to add to the tale.
Magic Music (Indoor)
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Materials: None Players: 5+
One of the players is sent out of the room, and the rest then agree upon some simple, task for her to perform, such as moving a chair, touching an ornament, or finding some hidden object. She is then called in and some one begins to play the Music or starts singing any song. If the performer plays very loudly, the “seeker” knows that she is nowhere near the object she is to search for. When the music is soft, then she knows she is very near, and when the music ceases altogether, she knows that she has found the object she was intended to look for.
Making Chain (Indoor/Outdoor)
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Materials: A pack of straw Players: Any
Call the players. When you say start, they have to make a chain of straws. The player who makes the longest chain in one minute is the winner.
Making Knots (Indoor/Outdoor)
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Materials: Some pieces of one meter ropes(thick). Players: Any
Call the players 5-6 at a time. Give them one piece of rope. Tell them to make knots. The player who makes maximum numbers of knots in one minute is the winner.
Making Numbers (Indoor)
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Materials: Two tooth picks or match sticks and two card board circles with holes of half inch diameter Players: Any
Call the players one by one. Tell them to make numbers which is greater than 10(11, 18, 81, 118, 78, 87, 181, 811, 101, 110,91, 19, etc.) using the given materials. The player who makes maximum numbers in one minute is the winner. Do not disclose the number to other player.
Man and Object (Car/Indoor/Outdoor)
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Materials: None Players: 6+
Two persons go out of the room, and after agreeing together as to what they shall represent, they come back again, and sit side by side in front of the company. One of the two takes the part of some well-known person, and the other represents an object which is closely connected with that person; for instance, say one represents the governor, and the other the mayor. When the two return to the room, the other players take it in turns to ask each of them a question, to which both the man and the object must reply either “Yes” or “No,” until the right person and the right object have been guessed.
The first player will perhaps ask the “man:” “Are you alive?”
The man will reply, “Yes;” then the object is asked: “Are you of wood?” “No.” The second player next questions him, and then the third, and so on until every one has had
a turn at questioning, or the person and the object have been guessed.
Memory (Indoor/Outdoor)
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Materials: Objects around the house/room, pencils, paper, timing device Players: 2+
Take several objects from around the house/room (about seven to ten) and spread them out in front of the players. Each player will have their own sheet of paper and pencil. One person will be the leader and give the other players ten seconds to memorize the objects in the pile, without touching any of them. Once the ten seconds are up, the leader covers up the objects and gives the players one minute to write down as many objects as they can remember. Multiple rounds can be played by changing the objects, or removing one object per game.
Memory Game (Indoor/Outdoor)
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Materials: Any 25 items and some pages and pens Players: Any
Take a table. Put the items on the table. Call the children, show the things on the table for 20 seconds. After 20 seconds remove the things from table and tell them to write the items name in one minute The child who writes more items is the winner.
Memory Game (Indoor/Outdoor)
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Materials: Some paper and pens and a board or chart sheet Players: Any
Write the names of some items(25-30) on board or Chart sheet. Give one page and a pen to all players. Show the names of items for 30 seconds and then tell the players to write the item names on the paper . The player who writes maximum names in one minute is the winner.
Move with the Music (Indoor/Outdoor)
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Materials: Music device (e.g.. Radio or cod player) Players: 2+
The leader plays the music for the rest of the group, switching from slow to fast music throughout the game. As he/she does so, the other players will dance and move their bodies according to the music. For example, they may wave their arms slowly if the music is slow, or they may jump and twist if the music is fast.
Musical Chair (Outdoor)
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Materials: Some chairs(one less than the total number of players) and a music system Players: Any
Make a circle of all the chairs. One person has to stand in the corner with music system facing wall side. The players have to move around the chairs while the person with music system plays a music for 10-15 seconds. Remove one chair. When the music stops, the players have to grab the nearest chair and sit. The one player who is left without a chair is out. Remove another chair and continue till last player. The last player is the winner.
Musical Game (Indoor/Outdoor)
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Materials: None Players: Any
Divide the players into 3-4 teams(A, B,C, etc...). Start from team A. You sing a line of any song and from last letter of the song team A has to sing another song(for every correct song 10 points). Then from the last letter of the song, team B has to sing a song(songs should not repeated). Within one minute or 30 seconds if a team fails to sing a song, the game passes to next team and they did not get any point. The team who scores maximum points in 15 minutes is the winner.
My Favorite Things (Indoor)
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Materials: paper, markers or pencil crayons Players: 3+
Each player has a sheet of paper folded twice so that they have four squares. Players need to be a certain distance away from one another, so that they cannot see what others are drawing. Ask the players to draw (one item at a time) their favorite food, toy, animal, person or place. When all are done, ask the players to place their drawings in the middle. Each player must try to guess which drawing belongs to whom.
My Master Bids You Do as I Do.” (Car/Indoor/Outdoor)
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Materials: None Players: 5+
For all those children who are fond of a little exercise, no better game than this can be chosen. The first player commences by saying: “My master bids you do as I do,” at the same time working away with the right hand as if hammering at his knees. The second player then asks:
“What does he bid me do?” in answer to which the first player says: “To work with one as I do.” The second player, working in the same manner, must turn to his left-hand neighbor and carry on the same conversation, and so on until every one is working away with the right hand.
The second time of going round, the order is to work with two, then both hands must work; then with three, then both hands and one leg must work; then with four, when both hands and both legs must work; lastly with five, when both legs, both arms, and the head must be kept going. Should any of the players fail in keeping in constant motion, a forfeit may be claimed.
Name Game (Car/Indoor/Outdoor)
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Materials: None Players: 2+
Choose a category, such as boys names. Players take turns giving an answer in alphabetical order. For example, the first player could say "Alan" and the second player could say "Bobby". If a player hesitates or cannot think of a name, they are out of the game. The last player left wins the game.
Name That Animal (Car/Indoor/Outdoor)
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Materials: None Players: 2+
Similar to the game 20 Questions. Players take turns trying to guess the name of an animal. One player thinks of an animal, and the other player tries to correctly guess it by asking yes/no questions. For example, they may ask "Does your animal have spots?" When the animal is correctly guessed, the player can choose another animal.
Name That Tune (Car/Indoor/Outdoor)
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Materials: None Players: 2+
Everyone takes turns humming the tune of a popular song, and the other players guess the name of the song. Whoever guesses correctly gets to hum the next song.
Names of … (Indoor/Outdoor)
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Materials: None Players: 10+
Players sit in a circle. The leader sits in the middle of the circle and is in charge of getting the rhythm going. The rhythm is one slap on the thighs, a clap with the hands, and two finger snaps (slap, clap, snap, snap). While everyone is getting the rhythm the leader picks a category, such as animals or places, and begins when he/she has one. Players can only speak one word at a time, in turn, during the fingersnaps of the rhythm. The word must be said to the beat of the snaps. Example: Slap, clap (then on the snap, snap "Names of"). Slap, clap (then on snap, snap "Animals"). Slap, clap (then on snap, snap "Zebras"). If anyone hesitates or misses the beat while speaking, they are out.
Needle Race (Indoor/Outdoor)
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Materials: Some needles and thread Players: Any
Tell the females to stand in a row. Give them one needle and a piece of thread. When you say "ready" they have to run in the next side of the room(8-10 meters). Then they will stop and they will put the thread in the hole of the needle and return back to their place. The female who comes first is the winner.
Newspaper coats (Indoor/Outdoor)
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Materials: Some pages of newspaper Players: Any
Call 4-5 players at a time. Tell them to tear the newspaper in center to make a hole and wear it as a coat. The player who wears maximum number of coats in one minute is the winner.
Octopus (Indoor/Outdoor)
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Materials: None Players: 10+
Players are divided into teams. Each team forms a circle, and all players hold two teammates' hands, one hand per teammate. The team members then twist and tangle all their arms together. The first team to untangle themselves without letting go of their teammates' hands wins.
Old Maid (Indoor/Outdoor)
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Materials: Deck of cards Players: 2 to 8
Deal from a standard deck of 52 cards, leaving one queen out (old maid). Try to deal so that all players have about the same amount of cards (it's okay if some have a bit more than others). Players look at their cards and discard any pairs. If a player has three of the same cards, they can only discard two. Starting with the dealer, each player takes turns giving their hand facedown to the player on their left. That person takes one random card and puts it into their pile without showing anyone. If they get a pair, they may discard it. That player then offers their hand to the person on their left, and so forth. Players can mix up their hand before offering it to the next player. Slowly, all the cards will be paired up and the Old Maid will be left. The player left holding the Old Maid loses the game.
One person will be in charge of timing the rest of the group for one minute. Every other player will have a blank sheet of paper and pencil each. When the timer says go, each player will write as many words as possible on their paper. All players must stop when the timer announces one minute is over. To make things more interesting, the group can agree upon a topic beforehand, such as food or travel.
One Minute Scramble (Indoor)
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Materials: Timing device, object from around the house/room Players: 2+
One person takes an agreed-upon object and hides it somewhere in the room, while the other players hide in another room. Once the object is hidden, the person who hid it calls the other players back into the room, and sets the timer/counts down the time to one minute. The other players must scramble to find the object as quickly as they can before one minute is up. The player who finds the object is the winner. (Younger kids love this game!)
Oranges and Lemons (Outdoor)
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Materials: None Players: 6+
Two of the players join hands, facing each other, having agreed privately which is to be “Oranges” and which “Lemons.” The rest of the party form a long line, standing one behind the other, and holding each other’s dresses or coats. The first two raise their hands so as to form an arch, and the rest run through it, singing as they run: “Oranges and Lemons, Say the bells of St. Clement’s; You owe me five farthings, Say the bells of St. Martin’s; When will you pay me? Say the bells of Old Bailey. I do not know, Says the big bell of Bow. Here comes a chopper to light you to bed! Here comes a chopper to chop off your head!” At the word “head” the hand archway descends, and clasps the player passing through at that moment; he is then asked in a whisper, “Oranges or Lemons?” and if he chooses “oranges,” he is told to go behind the player who has agreed to be “oranges” and clasp him round the waist. The players must be careful to speak in a whisper, so that the others may not know what has been said. The game then goes on again, in the same way, until all the children have been caught and have chosen which they will be, “oranges” or “lemons.” When this happens, the two sides prepare for a tug-of-war. Each child clasps the one in front of him tightly and the two leaders pull with all their might, until one side has drawn the other across a line which has been drawn between them.
Pass the Slipper (Car/Indoor/Outdoor)
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Materials: Traditionally a slipper, but any similarly sized object will do Players: 6+
Players form a circle, sitting on chairs or the floor with one person standing in the middle. They must close their eyes while the 'slipper' is passed from person to person behind their backs. When the center person opens her eyes, the passing immediately stops and she must hazard a guess as to who holds the 'slipper'. If the guess is correct, they trade places. If wrong, the eyes are closed and the passing begins again.
Passing ball or pillow (Indoor/Outdoor)
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Materials: One ball or pillow and music system Players: Any
1. Make a circle of all the players. 2. One person has to stand in the corner with music system facing wall side. The players can sit also. 3. The person with music system will play a music for 10-15 seconds and the players has to pass the ball or pillow. 4. When the music stops, the player who is holding the ball or pillow is out. 5. Continue till last player . He is the winner.
Pencil Sharpening (Indoor/Outdoor)
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Materials: Some pencils and sharpener Players: Any
Keep all pencils and sharpener on the table. Call the children and tell them to sharpen the pencils(it should nor break). The child who does maximum number in one minute is the winner.
Penny Blindfold (Indoor)
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Materials: Pennies, blindfolds, paper bags Players: 2+
Before beginning the game, clear the room of all sharp objects. Give each player a blindfold and a paper bag. Once all players are blindfolded, scatter the pennies all across the floor. At a given signal, tell the players to crawl on their hands and knees, feeling for pennies. After five minutes, call the players to stop. The player with the most pennies in his/her bag wins. You can let the kids keep the pennies they find if you'd like.
Pick up peanuts (Indoor/Outdoor)
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Materials: Two or more bowls, some peanuts and some straw Players: Any
Call two - three players at a time. Tell them to pick the peanuts by straw(sucking from mouth) and put in other bowl. In one minute the player who picks maximum peanuts is the winner.
Pick up the coins (Indoor/Outdoor)
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Materials: Big plate, flour and some coins Players: Any
Put all the coins in a plate which is full with flour. Call the players one by one and tell them to pick the coins with his mouth. The player who founds maximum coins in a minute is the winner. The game is very interesting. When the players finishes their time, their faces is itself a matter of laugh.
Pick up the marbles (Indoor/Outdoor)
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Materials: Marbles(10) and 2 bowls and 1 spoon Players: Any
Take a table. Put the marbles in one bowl. Call the players one by one. Tell them to pick up the marble (one marble at a time)with spoon, holding the spoon in his mouth. He is not supposed to use his hands. The player who picks maximum number of marbles in one minute is the winner.
Pictionary (Indoor)
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Materials: Scrap paper or whiteboard, pencil/marker, bowl or hat Players: 2+
Players take turns guessing what is being drawn. A person who is not playing thinks of a category (e.g.. Sports) and writes different sports down on slips of paper. The slips are then placed into a bowl or hat, where the players will take turns picking one out and drawing that item on scrap paper (or a chalkboard/whiteboard, if you have one). Players cannot look at what they chose until the paper is out of the bowl/hat. The other players must correctly guess what the drawer is trying to draw. To make things more interesting, time the guessing players for two minutes. If there are a lot of players, divide them into teams.
Port and Starboard (Indoor)
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Materials: None Players: 10+
One player is the Captain and the remaining players are the Crew. The Captain calls out orders, and the Crew must follow these orders; anyone who doesn't is out of the game. "Port" = run to the left side of the boat (room). "Starboard" = run to the right side of the boat. "Bow" = run to the front of the boat. "Stern" = run to the back of the boat. "Scrub the deck" = everyone on their hands and knees scrubbing. "Captain's quarters" = everyone runs to the Captain. "Sick turtle" = everyone lays on their backs and waves their arms and legs in the air. "Man overboard" = players find a partner as quickly as possible. If players are not quick enough, they are out of the game. Game continues until there is only one crew member left. This player gets to be the next Captain.
PRISONER (Outdoor)
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Materials: Chalk Players: 8+
The group is divided in half and a line of chalk is placed down the middle between the two teams. About 20-30 feet in back of each team a large square (prison) was drawn on the ground using chalk.
Each team picked one person to be the prisoner of the other team (usually someone who could is fast at running).Then each team would try to free their prisoner by sending a team member to the prison through the opposing team to bring him/her back without getting captured by a member of the opposing team. If the person attempting to rescue their own prisoner made in to the prison through the opposing team without being caught, he/she was safe while in the prison and could pick their own time to run with the prisoner back to their own side of the line. If the team member was caught by the opposing team, they also became a prisoner needing rescue. So each team was busy both trying to rescue their own prisoners and guard the prisoner(s) from the opposite side from getting rescued. At the end of recess ( or time limit), the team with the most prisoners won.
Pub Cricket (Car)
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Materials: None Players: 2+
This game works best when driving through towns. Players must look out for pubs and look out for their names. Players score "runs" for the number of legs in the pub's name; for example, "The Black Horse" would score four "runs" because horses have four legs. A player's innings are over when he/she spots a pub with no legs in the name. The player who has the most scores wins the game.
Puss in the Corner (Indoor)
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Materials: None Players: 5+
Four players take their places in the different corners of the room, while the fifth stands in the middle. If a greater number of children wish to play, other parts of the room must be named “corners,” so that there is a corner for every one.
The fun consists in the players trying to change places without being caught; but they are bound to call “Puss, puss,” first, and to beckon to the one they wish to change with. Directly they leave their corners, the player in the center tries to get into one of them. When the center player succeeds in getting into a corner, the one who has been displaced has to take his place in the middle of the room.
Putting straw (Indoor/Outdoor)
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Materials: 1-2 packets of straw Players: Any
1. Call 4-5 or more players at a time. When you will tell start, they have to tuck the straw in their hairs(one by one). 2. The player who puts maximum straw in one minute is the winner. Note: Before starting the game they can put some clip or band on their hair to hold the straw. This game is more suitable for females. However, it can be also played in pairs of boys and girls Here, the boys will put straws in girls' hairs.
Red light, Green light (Car/Indoor/Outdoor)
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Materials: None Players: 5+
In this game, one person plays the "stop light" and the rest try to touch him/her. At the start, all the children form a line about 15 feet away from the stop light. The stop light faces away from the line of kids and says "green light". At this point the kids are allowed to move towards the stoplight. At any point, the stop light may say "red light!" and turn around. If any of the kids are caught moving after this has occurred, they are out. Play resumes when the stop light turns back around and says "green light". The stop light wins if all the kids are out before anyone is able to touch him/her. Otherwise, the first player to touch the stop light wins the game and earns the right to be "stop light" for the next game.
RED ROVER (Outdoor)
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Materials: None Players: 6+
In this game, the kids form two opposing lines and attempt to "break through" the opposing team's line. At first, two teams are chosen of equal size, and they form two lines, facing each other and holding hands. One side starts by picking a person on the opposing team and saying "Red Rover, Red Rover, send Rajesh right over". Rajesh then lets go of his teammates and begins a headlong rush for the other line. His goal is to break through the line by overpowering the kid's hold on each other. If Rajesh breaks through, he chooses one person for the opposing team to join his team, and they both go back and join in their line. If he fails to break through, Rajesh becomes part of the other team. Each team alternates calling people over until one team has all the people and is declared the winner. Note that since all the players are on the winning team at the end, there really are no losers in this game.
Road Sign Poems (Car)
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Materials: Paper and pencil optional Players: 2+
Each player chooses three or four words from signs and billboards. Everyone gives their words to one player, who is given one minute to write down a four-line rhyming poem, using one word per line. Players take turns creating poems.
Road Trip Scavenger Hunt (Car)
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Materials: List, pencil Players: 2+
Make a list of things you usually see driving down the road. Get the players to check each item off as they are spotted during the road trip.
Roaring Lion (Car/Indoor/Outdoor)
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Materials: Any object, preferably a soft toy. Players: 4+
1. Select a person to be the Lion. 2. Have the lion sit with their back to the other players at least ten feet away.
3. Put a stuffed animal (toy) behind the lion and have the lion pretend it is his cub.
4. Have the other players take turns sneaking up behind the Lion and trying to steal the cub.
5. If the lion hears the person sneaking up it can roar and then turn around. If the lion has caught a player the player takes the lions place and the lion goes back to the other players. If there is no player when the lion roars the player lion remains the lion and the game starts again.
Rule of Contrary (Car/Indoor/Outdoor)
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Materials: Handkerchief Players: 5+
It is played either with a pocket-handkerchief, or, if more than four want to play, with a table-cloth or small sheet. Each person takes hold of the cloth; the leader of the game holds it with the left hand, while with the right he makes pretense of writing on the cloth while he says: “Here we go round by the rule of contrary. When I say ‘Hold fast,’ let go; and when I say ‘Let go,’ hold fast.”The leader then calls out one or other of the commands, and the rest must do the opposite, of what he says. Any one who fails must pay a forfeit.
Sardines (Indoor)
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Materials: None Players: 4+
This game is the opposite of Hide and Seek. To start, players must close their eyes and count while one player finds a hiding spot. When finished counting, all the IT players begin searching for the hider. The first IT to find the hider does not say anything, but waits until no other players are nearby to join the hider in the hiding spot (now both are hiding). The other IT players do the same throughout the game. Eventually, all the players will find the hiding spot. The game ends when no one is longer IT, or if the hiding spot cannot fit anymore players.
Shoe Scramble (Indoor/outdoor)
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Materials: Shoes Players: 10+
Players are divided into teams. Everyone leaves their shoes in one big pile. Each team forms a relay line a certain distance from the pile. At the given signal, the first member from each team runs to the pile to find ONE of their shoes. Once they have it, they run back to the group and take their place at the back of the relay line. Each member should have a turn to retrieve one shoe before the first member goes again to get their second shoe, and so forth. The game ends when everyone has both their shoes. The team whose members have all their shoes first wins (make sure everyone has the right shoes). To make things more interesting, get the players to crab-walk or hop on one foot instead of running.
Shouting Proverbs (Car/Indoor/Outdoor)
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Materials: None Players: 5+
This is rather a noisy game. One of the company goes outside the door, and during his absence a proverb is chosen and a word of it is given to each member of the company.
When the player who is outside re-enters the room, one of the company counts “One, two, three,” then all the company simultaneously shout out the word that has been given to him or her of the proverb that has been chosen.
If there are more players present than there are words in the proverb, two or three of them must have the same word. The effect of all the company shouting out together is very funny. All that is necessary is for the guesser to have a sharp ear; then he is pretty sure to catch a word here and there that will give him the key to the proverb.
Simon Says (Car/Indoor/Outdoor)
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Materials: None Players: 4+
Seat yourselves in a circle and choose one of the company to be the leader, or Simon. His duty is to order all sorts of different things to be done, the funnier the better, which must be obeyed only when the order begins with “Simon says.” As, for instance, “Simon says: ‘Thumbs up!’” which, of course, all obey; then perhaps comes:“Thumbs down!” which should not be obeyed, because the order did not commence with “Simon says.”
Each time this rule is forgotten a forfeit must be paid. “Hands over eyes,” “Stamp the right foot,” “Pull the left ear,” etc., are the kind of orders to be given.
Skits in a Bag (Indoor)
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Materials: Paper bags, objects from around the house/room Players: 4+
Players are divided into teams of two to four. A person who is not playing goes around the house/room collecting various items and putting them into each bag. Each team is given a bag and must act out a skit using the items in their bag. The game is more fun when players exaggerate!
Slap Jack (Indoor/Outdoor)
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Materials: Deck of cards Players: Any
Deal out a standard deck of 52 cards evenly between both players, but don't look at them yet. Taking turns, each player picks up a card from their pile and lays it faceup on the table to create a third pile. If the card is a Jack, the players must try to place their hand on top of it before their opponent does, to win the Jack and all the cards underneath it as well. The player with all the cards wins.
Table Hockey (Indoor)
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Materials: Scrap paper, sticks, blocks or hardcover books Players: 2 or 4
Turn a regular table into a hockey rink by lining it with blocks or hardcover books. Leave an opening at each end for each player's net. Use sticks, such as popsicle sticks or chopsticks, as hockey sticks and a wad of scrap paper as the puck. Try to see who can score more goals into their opponent's net. If there are four players, get two to be goalies and the others to be defense.
Telephone (Indoor)
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Materials: None Players: 8+
Players sit in a circle. One person starts by whispering a word or phrase, as quietly as possible, to the person next to them and cannot repeat themselves. The next player tries to repeat the word or phrase to the player beside him/her, and so forth. When the game comes to the last player, this person says what he/she heard out loud. More often than not, the word or phrase is completely jumbled and different from the original. Players will have fun with the nonsensical things said at the end of the game. The game works better when there are more players.
The Bird-Catcher (Car/Indoor/Outdoor)
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Materials: None Players: 5+
To play this game you must first decide which one of you is to be the Bird-catcher; the other players then each choose the name of a bird, but no one must choose the owl, as it is forbidden. All the players then sit in a circle with their hands on their knees, except the Bird-catcher, who stands in the center, and tells a tale about birds, taking care to specially mention the ones he knows to have been chosen by the company. As each bird’s name is called, the owner must imitate its note as well as he can, but when the owl is named, all hands must be put behind their back, and remain there until the next bird’s name is mentioned. When the Bird-catcher cries “All the birds,” the players must together give their various imitations of birds. Should any player fail to give the cry when his bird is named, or forget to put his hands behind his chair, he has to
change places with Bird-catcher.
The Color Game (Car)
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Materials: None Players: 2+
Players agree on a color, and take turns seeing how many objects of that color they can count in one minute. The person with the most objects wins. Multiple games can be played by changing the color.
The Cow Game (Car)
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Materials: None Players: 2+
One person/team gets the left side of the road, the other person/team gets the right side. Each keeps count of all the cows they pass by during the trip. If the car should pass by a cemetery on one player's side of the road, that player loses all their points and must start counting cows again. The person with the most points at the end of the game wins.
The Family Coach (Car/Indoor/Outdoor)
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Materials: None Players: 5+
This is a very good old game, and is most amusing if you can find some one who is a good story-teller. The players sit in a circle and every one, except the story-teller, takes the name of some part of a coach or its equipments; for instance, door, step, wheels, reins, box seat, and so on. When all are ready, the story-teller begins a tale about an old coach and what happened to it, how it went on a journey, came to grief, was mended, and started off again. The story should be told fluently, but not too quickly. Every time any part of the coach is mentioned, the player who has taken that name must rise from his seat and then sit down again Whenever “the coach” is mentioned, all the players, with the exception of the storyteller, must rise. Any one who fails to keep these rules must pay a forfeit.
The Feather (Car/Indoor/Outdoor)
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Materials: A small flossy feather Players: 5+
Having procured a small flossy feather, the players sit in a circle as closely together as possible. One of the party then throws the feather as high as possible into the air, and it is the duty of all the players to prevent it from alighting on them, by blowing at it whenever it comes in their direction. Any player whom it falls upon must pay a forfeit. It is almost impossible to imagine the excitement that is produced by this game when
it is played with spirit, and the fun is not altogether confined to the players, as it gives almost as much enjoyment to those who are looking on.
The Gallery of Statues (Indoor)
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Materials: A tablecloth or a large piece of cloth Players: 6+
For this game all the company leave the room with the exception of two. One of these then stands like a statue, with perhaps the assistance of a tablecloth or something similar as drapery, while the other acts as showman. When the position is decided upon, one of the company is called in and taken on one side by the showman, and is asked his or her opinion as to the merits of the statue. It is almost certain that some suggestion will be made; in that case he or she is made to assume the attitude suggested, and another player is called in, to whom the same question is put, and another suggestion made and adopted. As each statue is added to the gallery, a great deal of merriment is caused, and in a short time a large collection will be obtained.
The Game of Cat (Car/Indoor/Outdoor)
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Materials: None Players: 5+
The person who is to play the part of Cat should stand outside the door of the room where the company is assembled. The boys and girls, in turn, come to the other side of the door and call out “meow.” If the Cat outside recognizes a friend by the cry, and calls out her name correctly in return, he is allowed to enter the room and embrace her, and the latter then takes the place of Cat. If, on the contrary, the Cat cannot recognize the voice, he is hissed, and remains outside until he does.
The Game of Conversation (Car/Indoor/Outdoor)
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Materials: None Players: 5+
To play this game successfully, two of the company privately agree upon a word that has several meanings. The two then enter into a conversation which is obliged to be about the word they have chosen, while the remainder of the company listen. When a member of the party imagines that he has guessed the word, he may join in the conversation, but if he finds he is mistaken, must immediately retire.
To give an illustration: Supposing the two players who start the conversation decide upon the word “box.” They might talk about the people they had seen at the theater and the particular part of the house in which they were sitting. Then they might say how nice it looked in a garden, and one might mention that it grew into big trees. Perhaps one of the company might imagine that he had guessed the word correctly and join in, when the conversation would be immediately changed, and the two would begin to converse about a huge case in which a very great number of things were packed away. By this time, possibly the person who joined in the conversation will leave off, completely mystified. If, however, the word should be correctly guessed, the person guessing it chooses a partner, and they together select a word, and the game begins again.
The Garden Gate (Car/Indoor/Outdoor)
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Materials: None Players: 6+
A ring is formed of all the players except one, who stands in the middle. The others dance round her three times, and when they stop she begins to sing:
“Open wide the garden gate, the garden gate, the garden gate, Open wide the garden gate and let me through.”
The circle then dances round her again, singing:
“Get the key of the garden gate, the garden gate, the garden
gate, Get the key of the garden gate and open and let yourself through.”
The girl inside the circle, pretending to sob, replies:
“I’ve lost the key of the garden gate, the garden gate, the garden gate, I’ve lost the key of the garden gate, and cannot let myself through.”
But the dancers dance round and round her, singing:
“Then you may stop all night within the gate, within the gate, within the gate, you may stop all night within the gate, unless you have
strength to break through.”
The captive then rushes to the weakest part of the ring, and tries to break through by throwing her whole weight upon the clasped hands of the children, and generally contrives to break through, the one whose hand gives way being made captive in her stead.
The Hawk and the Hen (Outdoor)
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Materials: None Players: 8+
One player is the Hawk, and another is the Hen. The remaining players are the Chicks and line up behind the Hen, with their arms around the waist of the player in front of them. The Hawk and Hen face each other, and the Hawk must try to catch the Chicks while the Hen tries to protect them. The Chicks move in a line while the Hen does this. When the Hawk catches a Chick, the Chick must stand behind the Hawk. The last Chick left wins the game.
The Huntsman (Car/Indoor/Outdoor)
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Materials: Chairs, one less than the number of players Players: 6+
One person represents the huntsman, the other players call themselves after some part of the huntsman’s belongings; for instance, one is the cap, another the horn, others the powder-flask, gun, whip, etc.
A number of chairs are arranged in the middle of the room, and there must be one chair less than the number of players, not counting the huntsman. The players then seat themselves round the room, while the huntsman stands in the center and calls for them one at a time, in this way: “Powder-flask!” At once “Powderflask” rises and takes hold of the huntsman’s coat. “Cap,” “Gun,” “Shot,” “Belt,” the huntsman cries; each person who represents these articles must rise and take hold of the player summoned before him, until at length the huntsman has a long line behind him. He then begins to run round the chairs, until he suddenly cries: “Bang!” when the players must sit down. Of course, as there are not
sufficient chairs, one player will be left standing and he must pay a forfeit. The huntsman is not changed throughout the game, unless he grows tired, when he may change places with one of the others.
The Jolly Miller (Car/Indoor/Outdoor)
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Materials: None Players: 7+
The players decide among themselves which one of their number shall act the part of the Jolly Miller. This being done, each little boy chooses a little girl as partner; the
Jolly Miller having taken his stand in the middle of the room, they all commence to walk arm-in-arm round him, singing the following lines:
There was a jolly miller who lived by himself;
As the wheel went round he made his wealth;
One hand in the hopper, and the other on the bag;
As the wheel went round he made his grab.
At the word “Grab” all must change partners, and while the change is going on the miller has the opportunity given him of securing a partner for himself. Should he succeed in doing so, the one left without a partner must take the place of the Jolly Miller, and must occupy the center of the room until fortunate enough to get another
partner.
The Name Game (Car/Indoor/Outdoor)
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Materials: Slips of paper, pencils, basket or hat Players: 4+
Fold the papers, and put them into a hat or basket. Seat guests in a large circle. Each round is limited to 30 seconds, so have a watch with a second hand available. The first player pulls out a name, and keeps giving clues to the person beside him, but never actually saying the name or what it starts with. Once the name has been guessed within the timeframe the guesser scores a point, as does the clue giver. The hat is the passed to the next person and the clue giver now becomes the guesser and there is a new clue giver. The game continues around the circle until everyone has guessed and everyone has given clues. The one with the most guesses correct wins.
The Old Soldier (Car/Indoor/Outdoor)
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Materials: None Players: 5+
One of the children pretends to be an old soldier, and goes round begging of each of the other players in turn, saying that he is “poor, and old and hungry,” and asking what they will do for him or give him. In answering the Old Soldier, no one must say the words: “Yes,” “No,” “Black,” or “White,” and he must be answered at once without hesitation. Any one who does not reply at once, or who uses any of the forbidden words, must pay a forfeit.
The Postman (Car/Indoor/Outdoor)
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Materials: None Players: 5+
For this game all the players, except two, seat themselves in a circle. One of the two left out is blindfolded and is called the “Postman,” the other is called the “Postmaster General.” Each of the players seated in the circle chooses the name of a town, which the “Post-master-General” writes down on a slip of paper, so that he may not forget it. He then calls out the names of two towns, thus: “The post from Aberdeen to Calcutta.”
At once, the players who have taken those names must change places, and while doing so the “Postman” must try to catch one of them. If he succeeds in doing so he takes his place in the circle, having chosen a town for his name, and the one caught becomes “Postman” in place of him. Sometimes “General post” is called, when all have to change places, and the “Postman” is then almost sure to gain a seat.
The Psychologist (Indoor/Outdoor)
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Materials: None Players: 6+
One player is chosen as the psychologist and must leave the room. One or more "patients" are given a problem or nervous habit. When the psychologist returns, he/she must interrogate the players to identify the patients. Examples for nervous habits can be winking, twitching, laughing, and hair twirling. It may be obvious, but if everyone is doing something, it may not be. When the psychologist correctly guesses the patient, the patient becomes the next psychologist.
The Schoolmaster (Car/Indoor/Outdoor)
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Materials: None Players: 5+
One of the players is chosen schoolmaster, and the others, ranged in order in front of him, form the class. The master may then examine the class in any branch of learning. Suppose him to choose Geography, he must begin with the pupil at the head of the class, and ask for the name of a country or town beginning with A. If the pupil does not reply correctly before the master has counted ten, he asks the next pupil, who, if he answers rightly say, for instance, “America,” or “Amsterdam,” in time, goes to the top of the class. The schoolmaster may go on in this way through the alphabet either regularly or at random, as he likes. Any subject names of kings, queens, poets, soldiers, etc. may be chosen. The questions and answers must follow as quickly as possible. Whoever fails to answer in time, pays a forfeit.
The Sea King (Car/Indoor/Outdoor)
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Materials: Chairs, one less than the number of players Players: 7+
Players proceed by first choosing one of the party to act as the Sea King, whose duty it is to stand in the center of a ring, formed by the players seating themselves round him. The circle should be as large as possible. Each of the players having chosen the name of a fish, the King runs round the ring, calling them by the names which they have selected.
Each one, on hearing his name called, rises at once, and follows the King, who, when all his subjects have left their seats, calls out, “The sea is troubled,” and seats himself suddenly. His example is immediately followed by his subjects. The one who fails to obtain a seat has then to take the place of King, and the game is continued.
The Stool of Repentance (Indoor)
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Materials: None Players: 5+
The players sit in a circle, in the center of which a stool is placed. One of the company goes out of the room, and the rest say all sorts of things about him. For instance, one will say he is handsome, another that he is clever, or stupid, or vain. The “culprit” is then called back into the room and seats himself on the stool, which is called “the stool of repentance,” and one of the players begins to tell him the different charges which have been made against him. “Some one said you were vain; can you guess who it was?” If the culprit guesses correctly, he takes his seat in the circle and the person who made the accusation becomes the “culprit” in his stead. If, however, the “culprit” is unable to guess correctly, he must go out of the room again while fresh charges are made against him.
Throwing Balls (Indoor/Outdoor)
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Materials: Two buckets and some balls Players: Any
Put the balls in a bucket and put other bucket at a distance of 3-4 meters. Call the player one by one Tie his hands and legs separately with ropes. Tell the player to pick a ball with his tied hands and hop and go to the second bucket and put the ball in second bucket. The player who puts maximum number of balls in a minute is the winner.
Tie rubber band or pony (Indoor/Outdoor)
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Materials: Some rubber bands or pony Players: Any
Call the females and tell them to select a partner(team of two). Now when you say start, they have to put rubber bands or pony one by one on partner's hair. The female who puts maximum number of bands in her partner's hair in one minute is the winner.
Tongue Murder (Indoor/Outdoor)
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Materials: None Players: 6+
Similar idea to Basilisk's Stare. Kids will play this one for hours! Choose one person to be the detective. The detective must leave the room while the murderer is being chosen. The remaining players must close their eyes. Let the group know that the person chosen to be the murderer will be lightly tapped on the head or shoulder. Choose the murderer, making sure this player is aware that he/she is such, and call the detective back into the room. The detective will remain on the outside of the circle during the game, trying to guess who is the murderer. The murderer will attack his/her victims by sticking their tongue out once at different players. Once the murderer sticks their tongue out at a player, that player is "dead" and out of the game, and falls to the floor. Players must try to maintain eye contact with all other players during the game, in order to know when the murderer has attacked them. If someone knows the identity of the murderer, they must keep it secret. The detective must guess who is the murderer before all the victims are dead.
Trades (Car/Indoor/Outdoor)
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Materials: None Players: 5+
Each player must choose a trade and pretend to be working at it. For instance, if he is a tailor, he must pretend to sew or iron; if a blacksmith, to hammer, and so on. One is the king, and he, too, chooses a trade. Every one works away as hard as he can until the king suddenly gives up his trade, and takes up that of some one else. Then all must stop, except the one whose business the king has taken, and he must start with the
king’s work. The two go on until the king chooses to go back to his own trade, when all begin working again. Any one who fails either to cease working or to begin again at the right time, must pay a forfeit.
A somewhat more elaborate and livelier game of Trades is played by each boy in the party choosing a trade which he is supposed to be carrying on. The leader must invent a story, and, standing in the middle, must tell it to the company. He must manage to bring in a number of names of trades or businesses; and whenever a trade is mentioned, the person who represents it must instantly name some article sold in the shop.
Twirl the Trencher (Car/Indoor/Outdoor)
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Materials: A trencher or any object which can be spin easily. Players: 4+
The players seat themselves in a circle, and each takes the name of some town, or flower, or whatever has been previously agreed upon. One of the party stands in the middle of the circle, with a small wooden trencher, or waiter, places it upon its edge, and spins it, calling out as he does so the name which one of the players has taken. The person named must jump up and seize the trencher before it ceases spinning, but if he is not very quick the trencher will fall to the ground, and he must then pay a forfeit. It is then his turn to twirl the trencher.
Under Over (Indoor/Outdoor)
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Materials: None Players: 8+
Players form a circle by holding one another's hands, with one player in the middle. The players forming the circle must step back and hold their arms out, so that each player's arms should be straight, but still connected to the players beside them. The player in the middle starts running through the circle, weaving themselves in and out under the other players' arms. The other players will randomly drop their arms suddenly, trying to catch the player who is running. When caught, this player is out of the game. The group then chooses another player to be in the middle. The game continues until there are two players left.
War (Indoor/Outdoor)
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Materials: Deck of cards Players: 2 to 3
Deal a standard deck of 52 cards between the players. If there are three players, leave the last card out to ensure that everyone has the same amount of cards. Players must keep their cards facedown and not look at them. Each player then takes their top card and places it faceup in the centre, next to each other's card. The player who turns over the highest-ranking card (suit doesn't matter) takes all the cards and adds them to the bottom of their pile. The game continues like so until two cards of the same value are placed down. This starts the "war". The players who are at war then take two more cards each, placing one facedown on top of the card that is already in the middle, and the second faceup. Whoever puts down the highest-ranking faceup card wins all the cards in the centre. If there are three players and two cards of the same value have been turned up, then all three players go to war. If all three cards are of the same value, it is "double war". All three players must each put two cards facedown in the centre, and a third card faceup. Again, the player with the highest-ranking card wins all cards in the centre. If the cards still match however, they continue with "single war". The player who collects all the cards wins the game.
Wave and Smile (Car)
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Materials: Paper and pencil optional Players: 2+
Each player tries to wave at passing vehicles throughout the trip, and counts how many reciprocated waves he/she gets. One wave is worth a single point; a wave and a smile are worth two points. Players may keep track of their points by pencil and paper if it is easier for them. The player with the most points at the end of the trip wins. Players must tell the adult(s) in charge that they will be playing this game during the trip before beginning.
What Is It? (Indoor/Outdoor)
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Materials: Blindfold, objects from around the house/room Players: 2+
One player is blindfolded. The other players choose objects from around the house/room (maybe one each), and bring them back to the guesser. The guesser must correctly guess the objects by using his/her senses other than sight. This game is also good for playing outdoors, because players can use natural objects like flowers or bark pieces.
What's Missing? (Indoor/Outdoor)
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Materials: Objects around the house/room Players: 2+
Take several objects from around the house/room (about seven to ten) and spread them out in front of the players. The leader tells the other players to memorize the objects for one minute without touching any of them. After one minute, the players will close their eyes while the leader removes one object from the pile. When the leader is ready, the other players will open their eyes and try to guess which object is missing. Players can take turns being the leader and remove a different object at a time.
White Items (Indoor)
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Materials: Some paper and pens Players: Any
Distribute the papers and pens among all players. Tell them to write all white items such as milk, sugar, salt, rice, curd, paper napkins, microwave, plates, fridge, mixer, juicer, blender, sago, maida, radish, cauliflower, etc. in the kitchen. The player who writes maximum items within 5 minutes is the winner.
Who's Got It? (Indoor/Outdoor)
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Materials: mitten (anything small around the house) Players: 8+
Players form a circle with one player sitting in the middle with his/her eyes closed. Players on the outer edge pass the object to each other behind their backs until the person in the middle says stop. The player in the middle must try to guess who has the object behind their back. Players can take turns being the one in the middle.
Who's Under the Blanket? (Indoor)
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Materials: Blanket Players: 10+
One person is IT and steps out of the room while another player is chosen to be hidden under the blanket. The remaining players sit in a circle, and the hidden player hides under the blanket in the centre of the circle. When the group is ready, IT is called back into the room. IT must guess the identity of the hider by asking the group yes/no questions. The other players cannot reveal the identity of the hider. Once IT guesses correctly, the hider becomes IT for the next round.
Wolf's Dinner Time (Car/Indoor/Outdoor)
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Materials: None Players: 5+
One player becomes the wolf and he/she will stand with his/her back turned to the others about 15 feet from the others. The others call out, "What's the time Mr. Wolf" and the wolf turns to face the others and shouts out a time. E.g.: 9 o'clock. The others would then take 9 steps toward the wolf. The group will take the same amount of steps toward the wolf as the amount of hours in the wolfs time. e.g., 4 o'clock = 4 steps, 6 o'clock = 6 steps etc. The wolf will then turn his back to the group again for them to yell "what's the time...." (He looks at the group only when he shouts the time at the group"). When the group comes close to the wolf the next time the group yells "what's the time Mr. Wolf" the wolf will say 'Its DINNER TIME" and run after the group who are running back to the start line, and hopefully catch one of the group who will then be the wolf. It sounds noisy, but is an interesting game.
Would You Rather? (Car/Indoor/Outdoor)
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Materials: None Players: 2+
Players take turns asking each other silly nonsense questions, such as "Would you rather eat a bowl of live worms or a loaf of moldy bread?" Good for imagination-building.
You're Never Fully Dressed without a Smile (Car/Indoor/Outdoor)
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Materials: None Players: 4+
One person is selected to be "it." That person is the only one in the group who is allowed to smile. He or she can do anything they want to try and get someone else to smile apart from touching them. If the person smiles, he or she becomes it. The person who never smiles is declared the winner.