Monday, March 30, 2009

Games

41. DRINK WITH HORS - D'OEUVRE. ( For adults only.)
The player must drink a tumbler of any alcohol beverage with any hors - d'oeuvre without using the hands.

42. PRESS-BACKS. ( For adults only.)
The male-participants of this competition put on the black fillets on the eyes. The task is to make as many press-backs as possible. As the players have tested the strength the leader suggests to put big stripes of paper on the floor, because it is not clean. ( The participants don't move the fillets away yet). On these big stripes of paper there drawn the naked women life-size. So the participants continue to do their press backs over "the naked women". Then the leader asks the participants to move the fillets away. The participants continue to do their press - backs over "the naked women" without the fillets. The supporters count the number of the press-backs, encourage the participants.

43. KISS. ( For adults only.)
The youths are given the cards with the figures. The girls are given the cards with the letters. All the players get into a circle. They choose the leader. The leader is not given a card. He is in the center of the circle. The leader names the figure and the letter. The girl whose letter was named must kiss the leader. But it's not easy! Because the youth whose figure was named tries to prevent the girl from kissing the leader. He tries to kiss the girl himself. If the youth manages to prevent the girl from kissing the leader, he gives the card to the leader and becomes the leader himself.

44. STREAMLET. ( For adults only.)
Put a long stripe of paper on the floor for "a streamlet". Ask ladies to walk along "the streamlet" with their legs apart: one leg is on the right side, another is on the left side of "the streamlet". After that ask the ladies to repeat it being blindfolded. All the ladies are in the neighboring room at the beginning. They are asked to go along "the streamlet" one by one. Having gone along "the streamlet" blindfolded, the lady takes a kerchief from her eyes and sees a gentleman lying on "the streamlet" with his face upwards. (The gentleman lies down on the paper "streamlet" after the lady's going along "the streamlet", but before she takes off the kerchief). The lady is confused. Then the following lady is asked to go along "the streamlet", then the third and the fourth… The game goes on in the presence of the Ladies who have already passed "the streamlet". They laugh at a joke. Everybody is having a good time.

45. ON A DESERT ISLAND. ( For adults only.)
Usually two or more couples play this game. Each couple is given a large sheet of paper and explained the rules. The leader asks them to imagine that there is water around and that they can save themselves only on the little island (standing on the paper). At first the couples stand on the sheet, then it is folded in two, then again in two and so on. The couple who is the first to "stumble" into the water (to touch the floor) looses the game.

46. APPLE OF DISCORD. ( For adults only.)
Each pair holds an apple between their foreheads. The leader gives the commands: "Three steps to the left!", "Three steps to the right!", "Squat!", "Jump!" etc. The pairs fulfill them. If the apple drops, the pair is out.

47. LET A BALLOON BURST. ( For adults only.)
Each gentleman sits with the balloon between his knees. The ladies have to sit themselves on the knees of their partners so that the balloon is burst.

48. RACE. ( For adults only.)
3-4 players take part in this game. The players put the hobby-horses between their legs and take the mugs of beer or any other beverage. The players are blindfolded. At the command the players race to the circles drawn on the floor. As they reach the circles they put their mugs in them. If they succeed in doing it they drink the content of the mugs themselves, otherwise they give the mugs to the spectators.

49. TO ROLL UP - TO UNWIND. ( For adults only.)
As the instructor pronounces "to roll up" he/she stretches the hands wide as though he/she wants to embrace the whole world. He/she asks everyone to do the same. As the instructor pronounces "to unwind" he/she embraces the player next to him/her. Everyone does the same. The tempo is raising gradually. This games is a good warming-up at discos or parties.

50. TIPPLER. ( For adults only.)
The object of the game is to fill the glasses with the help of the teaspoon. The player who manages to do it the fastest has an opportunity to propose a toast and drink the contents of the glass.

51. RUNNING WITH THE BALL. ( For adults only.)
Each pair holds a big ball between their foreheads. Their task is to run the distance as fast as possible and not to drop the ball. (One of the players in each pair runs with his back to front). The pairs may hold a ball between their shoulders, ears or backs.

52.ACQUAINTANCE. ( Icebreakers. )
All those who wish to learn the names of the new friends get into the circle. The players hold each other by the hands. The host (ess) names him/herself the first. Then all the players pronounce the names of the players who named themselves before and at the end say their own names. The last player names all the players in the circle one after another. As a rule the players learn the names of all the players during the game.

53. GATHER IN THE HARVEST. ( Icebreakers.)
On the sheet of paper there printed the following text: "You're given a sheet of paper with the 15 notes, with the names of cereals, vegetables, fruit printed on them. Exchange your 14 notes (tear them off the sheet) for the notes of other players, so as to have a complete set of notes with the following names: wheat, rye, oats, barley, millet, flax, corn, potato, cabbage, beetroot, carrot, pumpkin, cherries, apples, pears. The player who has the complete set of notes the first is given the prize. "On each sheet of paper there printed the same 15 names. One of the players is given, for example, the notes with the name of "flax", the other with the name of "corn" etc. The players are given many complete sets (the number of them must be a number divisible by 15): 15.30 and more (it depends on the number of players).

54. WITHOUT A PAIR. ( Icebreakers.)
The players make 2 circles: the inner one and the outer one. In the inner circle the number of the players is more by one than in the outer circle. As the music plays all the players walk to the right. As the music stops the players must make pairs. The player who hasn't pair fulfils any task. Then the game continues.

55. WHO IS HE (SHE)? ( Icebreakers.)
As the guests enter the hall, they are given the envelopes. The youths are given blue envelopes, the girls white ones. In all the envelopes there are halves of the cards and leaflets with the following text: "In the envelope there is a half of the card. The missing part of it has someone who is present here. Try to find him/her. The first 3 pairs get prizes. Good luck!" it's better to use cards with the pictures of flowers in this game. Cut the cards in zigzag line. Then put the halves - one into the white envelope and another into the blue one. You may manage without the envelopes. In this case put a poster with the rules of the game on the wall.

56. MAKING ACQUAINTANCE. ( Icebreakers.)
The instructor says: "Dear guests! We set out. Take your seats. We start up an engine - everybody claps the hands. Come along! We are stamping our feet, we are gradually gathering speed - 50km/h, faster - 60km/h, faster - 80km/h, 100km/h, 120km/h. Turn to the left - shake hands with the person next to you on the left. Go along! Our speed is 150km/h. Now we turn to the right - shake hands with the person next to you on the right. We continue going. Now we are breaking. We are rubbing against the nose of a person next to.
We are breaking … breaking …
At last we arrived.
How did you like our trip?"

57. ABSTRACTION. ( Icebreakers.)
The leader thinks of one of the present persons. All the rest players ask him/her the questions in turn: e.g.
1.What is the color?
2.What kind of character?
3.What kind of music instrument? etc.
The questions must be abstract. You must take into account that different people describe one and the same person in different ways. You may invent questions for ever and ever. The more interesting and various are the questions the more interesting is the game.

58. THE TRUTH. ( Icebreakers.)
The number of the players is more than 2. All the players put their both hands with the palms down on the table (the left hand goes first, the right one the second). The players make a pyramid of their hands in the center of the table. The player whose hand is on the top of the pyramid (the player who puts his right hand on the pyramid the last) names any number, e.g. 5. The players begin to count from the hand on the top of the pyramid: the player whose hand is on the top moves away his/her hand-1, then the next player-2 etc. till 5. The player whose hand is number 5 must answer the leader's question. The players must give true answers to the questions. If the answer is not true the leader doesn't accept it. This game is suitable for making acquaintance. If the answer is accepted the game begins a new. Everybody tries to put the hands in the middle of the pyramid so as not to be a leader.

59. WHO ARE YOU? ( Questionnaire. )
Get ready some sheets of paper, pens or pencils for your guests beforehand. While your guests are still at a table suggest their playing a very interesting and funny game. Each player writes down the list of 10 domestic animals in a column on his/her sheet of paper. Then the leader asks the first question and the players must read the answers which they wrote on their sheets of paper under the figure 1. The players read their answers in turn. Then the leader asks the 2nd question and the players must read the word which is written under the figure 2 etc.
The leader's questions may be as follows:
1. Who are you at home?
2. Who are you in private?
3. Who are you in public?
4. Who are you without clothes?
5. Who are you after dinner?
6. What do other people think of you?
7. Who are you at nights?
8. What do you think about yourself?
9. Who are you with your friends?
10. Who are you in fact?

60. QUESTION - ANSWER. ( Questionnaire. )
Get ready 60 cards (10cm long 4 cm high). On 30 of them write the questions on 30 others write the answers. Hold the cards with the questions like a fan in one hand and the cards with the answers in the other. Ask the first guest whom would he/she like to answer his/her question. The guest answers that he/she wants to ask, c.f., Anna, draws out a card with the question and reads it aloud. Anna draws out the card with the answer and also reads it aloud. Then Anna says whom would she like to ask the question. She draws the card out and reads out the question. The person who is asked, draws out the card with the answer and reads it out. The game goes on until all the questions are asked and answered.
Questions:
1. Would you like to be a millionaire?
2. Would you like to find yourself in a harem?
3. Do you often visit restaurants?
4. Do you go to work with pleasure?
5. Can you give birth to an athlete?
6. Do you wear a wig?
7. Have you any shortcomings?
8. Do you like music?
9. Are you always so polite as today?
10. Are you able to love?
11. Are you fond of the bottle?
12. Do you like to dance?
13. Would you like to sit next to me?
14. Do you love children?
15. Can you be faithful?
16. Do you often have appointments?
17. Do you love me?
18. Do you behave decently while drunk?
19. Are you jealous?
20. Do you always eat so much?
21. Do you believe in miracles?
22. Are you sorry that you are married?
23. Would you like to get drink today?
24. Do think of free love?
25. Are you modest?
26. Would you like to have many new friends?
27. Do you often tell lies?
28. Can you flatter?
29. Can I rely upon you?
30. Do you often smoke?
31. Can you be tender?
Answers:
1. No, once I tried, but nothing turned out.
2. This is my hobby.
3. Being on the verge of despair only.
4. We are not angels. Things happen.
5. Who is sinless?
6. Yes, rather!
7. I do it with the greatest pleasure.
8. Only in a weak moment.
9. I'm not capable of such a stupid thing.
10. This is my dream.
11. No, I'm well bred.
12. I'll answer you in private.
13. I'd better keep silence.
14. Only in the bathroom.
15. Every other day.
16. By no means!
17. While being sober only.
18. If it's cold outdoors.
19. Systematically.
20. In a pay-day.
21. It's quite necessary on Saturday.
22. To while away the time.
23. Only while having a rest in the health resort.
24. If you have much money.
25. People don't speak about it aloud.
26. In a lunch hour.
27. When it's advantageous.
28. I dream about it after dinner.
29. It would do no harm.
30. Towards evening.
31. While having a poetic mood.

61. INTERVIEW. ( For married couples. Questionnaire. )
Ask 3-4 gentlemen to take part in this game. Ask them the following question:
In what season did you meet your wife for the first time?
What color are the eyes of your wife?
What kind of flowers does your wife like?
What kind of perfume does your wife like?
What color suits your wife?
What is the favorite book of your wife?
After that ask the wives to confirm the answer of their husbands.

62. TELL ABOUT YOURSELF. ( For married couples. )
This is a joking test for married couples. At first the married gentlemen write on the sheets of paper 10 names of animals, insects or reptiles in a column (they do it in secret from their wives). Then their wives do the same. After that the leader asks the married couple to look at the column with 10 names of animals, insects or reptiles, written by the husband. So he is a husband…
tender like…
sociable like…
independent like…
neat like…
brave like…
strong like…
authoritative like…
smiling like…
amorous like…
beautiful like…
Then they read the names written by the wife. So, "Your wife when…"
in transport is like…
with the colleagues is like…
at home is like…
with the chief is like…
with the relatives is like…
in the shop is like…
in the cafe or restaurant is like…
in the company of friends is like…
in bed is like…
at the doctor's is like…

63. HAS IT THE PLAYER NEXT TO YOU? ( While dancing.)
This game is played at the dancing party. The participants get into 2 circles. The circles are moving clockwise. The instructor asks: "Have the players next to you shoulders?". The players answer: "The Have!". The instructor asks the players to put their hands on the shoulders of the players next to them and to continue moving. The questions of the leader: "Have the players next to you noses?", "Have the players next to you ears?", "Have the players next to you waists?", "Have the players next to you knees?", "heels" etc.

64. POST. ( While dancing. Icebreakers.)
At big parties and discos, in large halls it's very interesting to have "a postman". The guests ask him/her: "Give a note (a letter) to the girl in white dress". This girl writes her name on the sheet of paper and gives in to "the postman". All the guests communicate with the help of "the postman" until all of them learn each other. This game may continue for several days in camps, sanatoriums etc.

65. WITH THE CALENDAR'S PAGE. ( While dancing. Icebreakers.)
As each player enters the hall he/she is given a calendar's page. The girls receive even, the boys - odd numbers. During the party the possessors of the pages are suggested different tasks:
1. To gather according to the months.
2. To gather according to the days of the weeks.
3. To make up the number 1998.
4. To make up teams of Tuesdays, Wednesdays, Thursdays etc.
5. To find the yesterday (for example "the 25th of December" looks for "the 24th of December" etc.)
6. To choose the pair. The last game is played while dancing. Before every new dance the leader announces any number from 35 to 55. The players must form the pairs so that the sum of their numbers is equal to the announced number. For example the leader announced number 37. So, the pair may consist of the players with the numbers 30 and 7, or 18 and 19 on their pages. In all the tasks win the players who are the first to do them.

66. EXCUSE ME! ( While dancing. Icebreakers.)
Gentlemen ask ladies to a dance. 2-3 gentlemen are given special cards with the phrase "Excuse me!" written on them. With this card the gentleman may come to any of the pairs, give it to the gentleman and begin to dance with his lady..

67. DOMINOES. ( While dancing. Icebreakers.)
As the players (youths and girls)enter the hall, they are given dominoes cut out of cardboard. They pin it to their clothes. There are 2 complete sets of these cards (28 pieces in each set). The cards of one set are given to the girls, the cards of the other set are given to the youths. If there are more than 56 persons at the party you may take 2,4, 6, 8…more numbers of the complete sets. Before the dance begins the players at the leader's signal make pairs according to the principle of dominoes. C.f. the youth with the card 5-2 may ask to a dance a girl with the card 2-6; 2-4; 2-3; 2-0 or 5-6; 5-4; 5-3; 5-1; 5-0. Sometimes the leader may announce the change of the partners. (In this case the leader gives advance notice to the guests about his/her intentions while they are dancing). Then all the pairs change, make the pairs according to the same principle.

68. GAMES TO PLAY WHILE DANCING. ( While dancing. Icebreakers.)
Ladies ask gentlemen to a dance. The master of ceremonies announces that during the dance ladies may ask the gentlemen, who are dancing with their ladies, to a dance. On coming to a dancing pair, the ladies clap their hands. On having received this signal, the gentleman begins to dance with this lady. While his lady asks any other gentleman to a dance in the same way.

69. CHOOSE A PAIR! ( While dancing. Icebreakers.)
The youth or the girl is blindfolded and led to the center of the room (hall). He/she is a leader. Any player takes a little bell and pass by him/her with it. The leader's task is to choose a partner for dance at random. If the leader (girl) chooses a girl, the latter becomes the leader. If the leader (girl) chooses a youth, they both make a pair for a dance. The fillet is given to the other person, chosen with the help of the reckoning. This game continues until there are 10-12 pairs. After that the master of ceremonies announces the pair dance.

70. ENDLESS DANCE. ( While dancing. Icebreakers.)
All the players are dancing in pairs. The leader is in the center. He/she holds a stick in his/her hands. The leader throws the stick and all the dancers change their partners. The leader tries to take up somebody's place. The player who has no pair is a leader. He/she takes the stick and does the same as the previous leader.

71. FIND YOUR OWN PEOPLE. ( While dancing. Icebreakers.)
The cards with different pictures are cut into 4-5 parts. The teams must find their own people. There is one more variant: to cut the cards into 2-3 parts. One part is given to the girl, 2 other parts are given to the youths. The youth who finds the girl the first asks her for a dance.

72. PEOPLE DON'T DANCE WITH THE HAT ON. ( While dancing. Icebreakers.)
One of the participants is given a hat. As everyone is dancing, this participant comes to any of the pairs, puts the hat on the gentleman's head, saying "people don't dance with the hat on" and begins to dance with the partner of this gentleman. The gentleman with the hat on can come to any other pair and put the hat on the gentleman's head so as have a chance of dancing with his partner etc.

73. SNOW-SLIP. ( While dancing. Icebreakers. )
This game will help you "to warm-up" shy people. As the music plays, one pair begins to dance. At the instructor's signal this pair asks to a dance 2 more partners. At the next instructor's signal these 2 pairs ask to dance 4 more partners etc. The number of dancing pairs grows like a snow-slip.

74. AUTOGRAPH. ( Joking. Icebreakers.)
All the participants are given the sheets of paper and felt-tip-pens. They must sign their names, draw ( but very quickly) an imp, to print a finger-tip, a lip stick or a shoe-sole on the sheet of paper-so as "to leave their autograph" on it. Then all the sheets are gathered together. 2 of the players are "the detectives". Their task is to guess whose autographs these are. ("The detectives" must give their variants at once.) "The detective" who guesses the greatest number of the autographs wins.

75. BLUFF-CLUB. ( Joking. Icebreakers.)
All the players tell theirs stories in turn. (Before the telling the story The player puts a coin under the hat (all the rest players mustn't see in what way he/she puts it. Heads mean that the story is true, tails - that the story is fabricated)). As the tale-teller finishes his/her telling the story all the players express their opinion in turn: true or fabricated. After that the leader lifts the hat and all the players see - whether they were right or not. The player who is right gets a point. The player who is mistaken looses a point. The tale-tellers take their turns around the circle. As every player has told the story, the players count the points.

76. QUESTION TO A NEIGHBOUR. ( Joking. Icebreakers.)
All the players get into a circle, the leader is in the center. He/she comes to any of the players and asks the question (c.f. "What is your name?", "Where do you live?" etc.) But the questions must be answered by the neighbour on the left of the asked person. If answers the asked person, he/she must give a forfeit (a piece of clothes, watches etc.) to the leader. When the game finishes the forfeits are raffled. To get their forfeits back the players must fulfil any of the tasks.

78. THE BEST ONE. ( Joking. )
At the party You may suggest Your guests to find "the best" guest. The criteria may be different - the tallest, the heaviest, the longest plait, the greatest shoe-size etc. "The best one" gets the prize.

79. THE SADDEST. ( Joking. )
The object of the players is to keep from laughing. The players get into a circle facing each other. One of the players says: "Ha!". The following says "Ha-ha!", the third continues "Ha-ha-ha!" and soon. If someone pronounces the wrong number of "ha" or laughs, he/she is out. The players who are out of the game try to make all the rest players (those who are still in the game) laugh. The player who laughs the last is the winner.

80. DO YOU LIKE GIRLS, BOYS? ( Joking.)
The leader and 5-15 girls make a line. At a distance of 1 meter behind them there are some boys. At the command all of them run. While running the leader asks: Do you like girls, boys? The boys must altogether answer "No". The leader asks the question for several times and all the times the boys answer - "No". At last the leader says: "Well, why do you run after girls, if you don't like them?"

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