fun-games

More Fun Games : Any one can play

1. Two Truths and a Lie

Two Truths and a Lie is a classic get-to-know-you icebreaker. Players tell two truths and one lie. The object of the game is to to determine which statement is the false one. Interesting variations of this game are provided below. This game is a get-to-know-you icebreaker. Recommended group size is: small, medium, or large. Works best with 6-10 people. Any indoor setting will work. No special materials are needed, although pencil and paper is optional. For all ages.

Instructions for Two Truths and a Lie

Ask all players to arrange themselves in a circle. Instruct each player to think of three statements about themselves. Two must be true statements, and one must be false. For each person, he or she shares the three statements (in any order) to the group. The goal of the icebreaker game is to determine which statement is false. The group votes on which one they feel is a lie, and at the end of each round, the person reveals which one was the lie.

Variations

“Two Truths and a Dream Wish.” – An interesting variation of Two Truths and a Lie is “Two Truths and a Dream Wish.” Instead of telling a lie, a person says a wish. That is, something that is not true — yet something that the person wishes to be true. For example, someone that has never been to Europe might say: “I often travel to Europe for vacation.” This interesting spin on the icebreaker can often lead to unexpected, fascinating results, as people often share touching wishes about themselves.

2. Four Corners

Here’s another good icebreaker for the beginning of a school semester or as a fun way for people to get to know each other better. Four Corners (also known as Four Squares) is a simple activity in which students share who they are through the use of handdrawn pictures. This icebreaker is for all ages, and works well with small and medium groups. It usually takes about 15 minutes, depending on how much time you want to allow for sharing the pictures. You’ll need sheets of paper and writing utensils. Don’t worry, no artistic skills are required for this icebreaker activity — just have fun and encourage everyone to enjoy being creative while illustrating who they are!

Setup for Four Corners

Distribute a pen and sheet of paper for each player. Each person divides the sheet into four boxes/squares either by folding the paper in half twice (vertically and horizontally) or simply by drawing a horizontal and vertical line that crosses in the middle. For each square, each person will describe themselves in the form of drawings. Choose these four topics in advance. For example, in the top left square, everyone could draw “favorite hobbies,” while in the top right, people could illustrate “favorite place on earth for vacation,” the bottom left could be something like “if you were an animal, which one would you be?” and the bottom right could be something like “what are the most important things in your life?” Feel free to be as creative, hypothetical, or deep as you like. Allow five to ten minutes to draw. When everyone is finished, gather them together and share the drawings as a group. This icebreaker is an excellent way for students to show-and-tell what makes them unique!

3. King Elephant

King Elephant (also known as Animal Kingdom Game) is well suited as a good party game or an icebreaker for meetings. It involves a little bit of silliness and is a lot of fun. The goal of the game is to become the King Elephant, the head of the circle. This active game works best if you have between 8 and 15 people. It is a good indoor game, and although it does require some movements (mainly making animal gestures), there is no running involved. No special props are required – it’s pretty simple to play! The recommended age is 10 and up.

Setup for King Elephant Game

Not much setup is required. Instruct all players to have a seat and arrange everyone in a circle, facing each other. Each seat in the circle will be a different animal, arranged in order from the top of the food chain (the King Elephant) down to the bottom of the food chain (a slimy worm). Designate one person to be the King Elephant and then assign the other animals in order. If you wish, you can let  players choose their own animal and invent their own gesture for the animal.

Otherwise, typical motions for the animals are:

  • King Elephant – hold one arm out, extended away from your nose, while the other arm wraps around and holds your nose.
  • Bird – join both of your thumbs together and flap your hands like a bird flying
  • Chicken – place your hands under armpits and flap your arms
  • Alligator – extend your arms out in front of you, with one hand facing up, and the other down, and clamp them both together like an alligator’s jaws
  • Bear – hold your two hands out like giant bear claws
  • Lion – connect your hands above your head like a circle, make a growling face like alion’s roar
  • Snake – make a slithering snake movement with one of your arms
  • Fish – clasp both your hands together and imitate a fish swimming upstream
  • Monkey – puff cheeks, while pulling your ears out
  • Worm – wiggle one bent finger

How to Play King Elephant

King Elephant is a rhythm game in that you must successfully stay on beat. Depending on the chair you are currently seated in, each person adopts an animal gesture (as described above, or you may create a new one). The task is to  correctly do your animal signal when called upon, and then to make another animal’s signal to try to get that person to make a mistake.

The rhythm to maintain is set by the person who is King Elephant. He or she can alter the speed as desired. Everyone follows the rhythm of a 1-2-3-4 pattern, where 1 is a pat on the knee, 2 is a clap, 3 and 4 are left and right thumbs (or the signals). The person does his or her own signal (animal gesture and noise) first, followed by another animal’s  signal. So for example, a round could look like this:

King Elephant starts rhythm: knee pat, clap, elephant signal (his or her own signal),

King Elephant signals a different player: knee pat, clap, bear signal (or anyone else’s signal),

Bear continues: knee pat, clap, bear signal (his or her own signal),

Bear signals another player: knee pat, clap, fish signal,

Fish continues: knee pat, clap, fish signal (his or her own signal)..

and so on. When people fail to keep the rhythm or make a mistake on their signal (e.g. do a signal when they aren’t supposed to) then they become the new worm and everyone else moves up by sliding up a seat. Those who change seats take on the role of a new animal. The goal is to try to be the King Elephant by knocking out anyone in front of you. Great fun! Be sure to get everyone to make funny animal sound effects when they do their signal too.

4. String Game

The String Game is an introduction icebreaker game and conversation starter that allows people to tell others about themselves. It’s a simple game and can be adapted according to your needs. This getting-to-know-you game usually does not take long, unless you choose to run it that way. The recommended group size is small and medium groups, although with careful planning it might be possible to do this activity in a large group by splitting it into smaller groups. An indoor setting is ideal. This icebreaker is recommended for young children up through eighth grade. It’s well suited for classrooms, camps, or other settings where people may not know each other very well yet.

Instructions for the String Game

This activity needs a little bit of preparation work. Purchase a big roll of yarn or string. You can buy any color, or multiple colors if you wish. Take a pair of scissors and cut strings of various different lengths — as short as 12 inches, and as long as 30 or more inches. When you are finished cutting the string, bunch all the pieces up into one big clump of string. To play, ask the first volunteer to choose any piece of string. Have the person pull on it and separate it from the other pieces of string. Ask them to introduce themselves as they slowly wind the piece of string around their index finger. The funny part of this icebreaker game is that some of the strings are extremely long, so sometimes a person must keep talking for a very long time! This is a good way to get everyone to start talking. People might find out something interesting or new about each other! Feel free to adapt this game according to your needs. Have fun.

5. Photo scavenger Hunt

Photo Scavenger Hunt is a fun team-based scavenger hunt with an interesting twist — the goal is to bringing back digital photos (or polaroids) of places and things. By doing this, people will capture good memories and also have some experience working together as a team. This is an active game and teambuilding activity. The recommended group size is: teams of three or four people. Allocate plenty of time for this activity.

Recommended ages are: 15 and You will need one camera (a digital camera or polaroid) for each team.Setup for the Photo Scavenger Hunt As the facilitator of this activity, prepare a list of about twelve interesting places, things, and circumstances that can be captured using a camera. Some examples of items you can write are:

  • A family of animals
  • A group photo with a local celebrity or someone famous
  • A very relaxing place
  • Something big and the color pink
  • The biggest tree
  • A group photo with someone dressed in very formal attire
  • A photo with a yellow car
  • A human pyramid of at least seven people
  • The funniest thing you can find
  • Something that begins with the letter “Z”

Be creative with this list. When you have the list prepared, make enough copies for each team. Playing the Photo Scavenger Hunt Divide the group into teams of about three to four people. Distribute cameras (preferably digital, although polaroid is okay too) and copies of the list you made. Explain the rules of the activity. Set a time limit for the groups (e.g. two hours or so). Instruct the teams to find as many things as they can on the list, and for each item, take a picture with all the group members in the photo. Encourage the players to be creative and to think otuside of the box. When time expires, have all members reconvene and present their photos along with their checklist. Award one point for each successful photo item and bonus points for extra creativity or effort .

This activity is great for building team chemistry and for creating (and capturing!) funny memories. Be sure to provide adequate supervision if there are younger participants. Always keep safety first!

6. Bigger and Better

Bigger and Better is a team building activity in which teams compete by trading ordinary objects. The winner is the team that ends up with the biggest and best items when time expires. This active teambuilding exercise requires six people at minimum, and can support very large groups if the teams are divided evenly. Teams should be about three to six people in size. This game involves interacting with lots of strangers in a public place such as a school campus. Props required include small objects such as paper clips or pens (one for each team).

Recommended  age is 18 and up. This game can be played with adults and even in corporate settings. When playing with younger people, please be sure to provide proper supervision when necessary.

Setup for Bigger and Better

To prepare for Bigger and Better, get several paper clips or some small objects that are low in value. Be sure to have enough to provide one per team.

Playing Bigger and Better

Explain the rules to everyone: You will give each team a small object, and their job is to keep trading and upgrading their team’s object to obtain the largest and most valuable item possible. They may not offer anything other than the item they have, and they must stick together as a group. Set a time limit, such as one or two hours, and tell everyone that they must be back in time or else they will be disqualified. Announce that each team’s item will be judged in three  categories: size, value, and creativity.

Divide the group into teams of three to six. Pass out the paper clip (or other small object) to the each group and send them off. When time expires, the judging process begins. Each team presents their item before the entire group. They explain why their item is biggest and best. At the end, choose winners for each of the three categories, or judge the items in any other way you wish. This activity involves good teamwork and creativity as each team coordinates their efforts and decides what strategies they will approach when playing. Camaraderie will be built, and surprises will come out of the activity. Who knows, a group might be able to turn a paper clip into a car! Well, maybe a toy car.

7. Unique and Shared

Unique and Shared is a get-to-know-you game as well as a team-building activity. The game helps people see that they have more in common with their peers than they might initially realize, while highlighting their own individual strengths that they can contribute to the group. An indoor setting is preferable. Participants will split into groups of about five people, so this activity works fine with medium, large, and even some extra large groups. Each group of five needs paper and a pen. This activity is for all ages.

Instructions for Unique and Shared

Ask participants to form groups of five people with the people around them. Pass out sheets of paper and writing utensil. The first half of the activity is the Shared part. Instruct a notetaker for each group to create a list of many common traits or qualities that members of the group have in common. Avoid writing things that are immediately obvious (e.g. don’t write down something like “everyone has hair” or “we are all wearing clothes”). The goal is for everyone to dig deeper than the superficial. Allow about five or six minutes and then have a spokesperson from each subgroup read their list. If there are too many groups, ask for a few volunteers to read their list.

The second half is the Unique part. Keep the same groups or, optionally, you can ask everyone to rearrange themselves into new groups. On a second sheet of paper have them record Unique traits and qualities; that is, items that only apply to one person in the group. Instruct the group to find at least two unique qualities and strengths per person. Again, strive for qualities and strengths beyond the superficial and past the obvious things anyone can readily see. Allow another five or six minutes. When time is up, share the unique qualities in one of the following ways:

(1) each person can share one of their unique qualities themselves;

(2) have each person read the qualities of the person to their right; or

(3) have a spokesperson read a quality one at a time, and have the others guess who it was.

Unique and Shared is a valuable team-building activity because it promotes unity as it gets  people to realize that they have more common ground with their peers than they first might realize. As people become aware of their own unique characteristics, they can also help people feel empowered to offer the group something unique.

8. Who Done It?

Who Done It? is an icebreaker that reveals interesting (and sometimes incredible!) things people have done. It’s a simple guessing game that is straightforward to play. This game is a get-to-know-you style icebreaker in which players try to guess which person corresponds to each item written on notecards. The recommended group size is a medium sized group of about eight to sixteen people, although the game can be adapted to accommodate other sized groups. Playing this icebreaker indoors is most ideal. Materials required are: several notecards and pens. Who Done It? is playable by all ages, including college students and adults in corporate settings.

Setup and Gameplay for Who Done It (Who do it?)

This game can be played individually or with two teams. For extremely large groups, choose ten volunteers and split them into two teams of five. To set up the game, pass out an index card and a pen for each participant. Ask each person to write down something interesting they have done. Examples include the following:

  • I went skydiving once.
  • I starred in a class play.
  • I lived in seven different states.
  • I ate bugs before.

Try to instruct people to write a fact that most people don’t already know – the sillier (or more unbelievable) the better. Collect all the cards (separate them into two piles if two teams are playing). Shuffle the cards and then pass them back out. Each person (or team) takes turns reading aloud their card and then the reader must guess whose fact he or she read. After he or she guesses, the guessed person simply says “yes” or “no”. If the person guesses correctly, the guessed person can briefly explain what they wrote (if desired). The guessing continues until all cards are exhausted. Everyone reveals who wrote which card at the end. The Who Done It? game is a good, simple get-to-know-you game that is especially good for groups with new people, or for whenever you wish to help people get to know each other better to break the ice. Sometimes humorous facts can be revealed, leading people to exclaim, “You did WHAT?”