QUIET
TYPE:
Quiet
AGE:
6 and up
PARTICIPANTS:
15 or more
EQUIPMENT:
Dark Room
OBJECTIVE:
To be the last person caught.
DESCRIPTION:
Everyone walks around in a dark room. When you bump into another player, one of you says "Pineapple" The other says "Banana." If you bump into the person that is it, no reply is given. They must latch arms and get others.
TYPE:
Quiet
AGE:
10 and up
PARTICIPANTS:
10 to 15
EQUIPMENT:
None
OBJECTIVE:
To figure out the pattern.
DESCRIPTION:
Sitting in a circle, the leader starts by saying his full name and "on my first day, I brought ..." If the object matched his first initial of his last name they were allowed to go. Different patterns can be invented.
TYPE:
Quiet
AGE:
3 and up
PARTICIPANTS:
1 or more
EQUIPMENT:
Construction Paper, Glue
OBJECTIVE:
Make a Basket (Easter Theme)
DESCRIPTION:
This can be any little arts and crafts project. Since it was Easter we made an Easter Basket.
TYPE:
Quiet
AGE:
5 and up
PARTICIPANTS:
2 or more
EQUIPMENT:
Double pictures of several objects
OBJECTIVE:
Have the most double pictures found.
DESCRIPTION:
Matching pictures are randomly placed face down on the floor. Each team of five has one turn before starting the cycle over. Each turn consists of turning over two cards. If they match, pick them up and go again. If not, turn them back and next team goes. Team with the most matches wins.
TYPE:
Quiet
AGE:
5 and up
PARTICIPANTS:
2 or more
EQUIPMENT:
List of Words
OBJECTIVE:
Be the team with the most correctly spelled words.
DESCRIPTION:
Same as a spelling Bee.
TYPE:
Quiet
AGE:
3 and up
PARTICIPANTS:
1 or more
EQUIPMENT:
Several colors of playdoe.
OBJECTIVE:
Make an animal and give it a name.
DESCRIPTION:
Divide into groups of five. Three different colors of playdoe are given to the group. Each group must make a new and creative animal and give the animal a name.
TYPE:
Quiet
AGE:
3 and up
PARTICIPANTS:
2 or more
EQUIPMENT:
Any small object.
OBJECTIVE:
Find the object with help from the group.
DESCRIPTION:
A small object is hid. One person is isolated to prevent them from seeing the hiding spot. To make the game quiet, hand gestures were used instead of the words warm and cold. The closer the person got to the object, the higher everyone's hands would go. Once the person found the object, a new person is selected.
TYPE:
Quiet
AGE:
5 and up
PARTICIPANTS:
10 or more
EQUIPMENT:
Chair, Object (usually keys)
DESCRIPTION:
Sitting in a circle, one person sits on a chair in the center. A couple thieves are selected to try and steel the object under the chair. Once the object is stolen, the watch dog opens his eyes and guesses who stole the object. If he is wrong the person with the object switches with the watchdog.
TYPE:
Quiet
AGE:
5 and up
PARTICIPANTS:
10 or more
EQUIPMENT:
None
OBJECTIVE:
To guess the murderer before being killed.
DESCRIPTION:
Sitting in a circle, one person is selected to be the murderer. The murderer kills anyone making eye contact by winking. When winked at you must make a dramatic death. You must find the murderer before being killed.
TYPE:
Quiet
AGE:
7 and up
PARTICIPANTS:
15 or more
EQUIPMENT:
None
OBJECTIVE:
Create a story a few words at a time.
DESCRIPTION:
Sitting in a circle, a person starts the story by saying, "On New Years Eve" The person to their right must repeat the story thus far and add on to it. A complete story is made when everyone has had a turn.
TYPE:
Quiet
AGE:
10 and up
PARTICIPANTS:
15 or more
EQUIPMENT:
None
OBJECTIVE:
To be the last player
DESCRIPTION:
Laying down on your stomachs in a circle with your heads towards the center, bring your right hand over your neighbor's left to the right of you. Therefore, your left must be under your neighbor's right hand to your left. Arms cross at the wrist. You must pass the slap from hand to hand. Options include double slap to skip to the next hand and hand on its side to go back (change directions). If you miss your turn, your eliminated.
TYPE:
Quiet
AGE:
7 and up
PARTICIPANTS:
10 or more
EQUIPMENT:
None
OBJECTIVE:
To be one of the last people in the circle
DESCRIPTION:
Sitting in a circle, the play starts by one person looking at someone and saying "ZOOM." You must look at the person you zoom. To send a zoom back to that person you say "SCHWARTS," but no look. To get the same person back you must say "PIFIGLIANO."
TYPE:
Quiet
AGE:
7 and up
PARTICIPANTS:
10 or more
EQUIPMENT:
None
OBJECTIVE:
To guess the direction of the current
DESCRIPTION:
Sitting in a circle with one person in the center, a person from the circle proclaims that he will send a charge. He than squeezes the hand of one of his neighbors. The person in the middle must guess which direction the current is going. If not, they switch.
TYPE:
Quiet
AGE:
5 and up
PARTICIPANTS:
3 or more
EQUIPMENT:
None
OBJECTIVE:
To discover the hidden action in the chain.
DESCRIPTION:
Sitting in a circle, the leader tells the group "YOU MUST DO EXACTLY AS I DO." with the index finger of one hand, the leader touches the tips of all fingers and thumb of the other in order saying "BUNNY." Between the index and thumb the leader slides his finger from one tip to the other than goes says "WHOOPS." After touching the tip of the thumb he does the reverse back: (Baby finger : "BUNNY" ring finger : "BUNNY" middle finger : "BUNNY" index finger : "BUNNY" space between : "WHOOPS" thumb : "BUNNY" space between : "WHOOPS" index finger : "BUNNY" middle finger : "BUNNY" ring finger : "BUNNY" Baby finger : "BUNNY") Then right after the leader crosses his arms. This should be done discretely since this is the action that the group is trying the figure out.
TYPE:
Quiet
AGE:
10 and up
PARTICIPANTS:
10 or more
EQUIPMENT:
None
OBJECTIVE:
Find the pattern
DESCRIPTION:
Leader and group sit in a circle. Leader uses a finger to shoot one or several people. The leader than asks "Who'd I shoot?" The person that speaks first is the person that has been shot. The game continues till they find the trick.
TYPE:
Quiet
AGE:
5 and up
PARTICIPANTS:
10 or more
EQUIPMENT:
Rubber Chicken
OBJECTIVE:
Name five objects from a topic before the chicken completes the circle
DESCRIPTION:
Sitting in a circle, a rubber chicken is given to one person. That person is given a topic of which he must name five things. The chicken starts getting passed when the topic is given. The person must name all five things before the chicken completes the circle to win.
TYPE:
Quiet
AGE:
7 and up
PARTICIPANTS:
3 or more
EQUIPMENT:
Blindfolds
OBJECTIVE:
To create an identical sculpture
DESCRIPTION:
Divide into groups of three. One person is blindfolded. One person assumes a pose and holds it. The blindfolded person must position the third person in the same pose using only touch.
TYPE:
Quiet
AGE:
5 and up
PARTICIPANTS:
20 or more
EQUIPMENT:
None
OBJECTIVE:
To become one of the seven
DESCRIPTION:
Seven people are selected from the group. Everyone else must close their eyes and each of the seven will tap one person. Once done, each person tapped must guess who taped them. If correct, they switch places. Otherwise they stay where they are.
TYPE:
Quiet
AGE:
5 and up
PARTICIPANTS:
10 or more
EQUIPMENT:
None
OBJECTIVE:
To become a part of the force.
DESCRIPTION:
One person is selected to be the force. Everyone else picks a random spot and stands there eyes closed. The force walks around and stands behind people. A person who thinks the force is behind them will say "THE FORCE IS WITH ME." If true, he is tapped and becomes a force as well. The game continues until no one is left.
TYPE:
Quiet
AGE:
5 and up
PARTICIPANTS:
3 or more
EQUIPMENT:
Two sticks
OBJECTIVE:
Discover the pattern
DESCRIPTION:
The leader starts with 2 sticks. He holds the sticks crossed or uncrossed and says "These sticks are crossed" or "These sticks are uncrossed." The sticks are then passed around and each player tries to figure the pattern. The trick is that the sticks are crossed when your legs are crossed.
WhizORD
Submitted by John Rivera
TYPE:
Quiet, Educational
AGE:
6 and up
PARTICIPANTS:
4 or more
EQUIPMENT:
A specially made deck of cards
OBJECTIVE:
The objective is to make a word that adds up to more points than your opponent.
DESCRIPTION:
A deck of 108 cards is made using the letters of the alphabet, and a number value is assigned to each card. From this point, you can decide on the number of cards to deal, rules for picking-up and trading cards, bonus points for long words / creative words etc. Use your imagination to come-up with some fun rules. Letters that are more difficult to make words with, such as "X", could be given higher point values.
TYPE:
Cooperative
AGE:
10 and up
PARTICIPANTS:
1 or more
EQUIPMENT:
Pen, Paper with catch phases
OBJECTIVE:
Solve as many catch phrases as possible.
DESCRIPTION:
We divided into groups of five since we were a large class. A sheet full of catch phrases is handed to each group. The group that solves the most won. (catch phrases ex: HIJKLMO is H2O or water)
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