101 Games (list)

 101 Games list


 1. Cone Game

Players: 2–4 teams (up to 10 per team)
 Equipment: One cone, ball/bean bag/frisbee, chairs
 How to Play:
 Place a cone in the centre of the room. Set up chairs in team zones around it. Give each player a number.
 When you call a number, those players run to their team’s chair, stand behind it, and throw their ball or bean bag at the cone.
 Scoring: First team to knock the cone over wins a point.
 Variation: Call multiple numbers for chaos rounds!

 

 2. Hockey

Players: 2–4 teams
 Equipment: Chairs, hockey sticks, small ball
 How to Play:
 Set up the same as Cone Game. Place hockey sticks on each team’s chair and a ball in the middle.
 When a number is called, the matching players run to their sticks and try to score by hitting the ball through their own team’s chair legs.
 Scoring: First team to score wins a point, then call the next number.


 3. Pick Up Bean Bag

Players: 2–4 teams
 Equipment: One bean bag or small object
 How to Play:
 Same setup as Cone Game. Place a bean bag in the middle. When a number is called, players run to grab the bean bag and race back to their chair.
 If you pick up the bean bag, the opposing team can tag you on the way back.
 Scoring: If you make it home safely, your team earns a point. If you’re tagged, the other team scores.

 

 4. Psychiatrist

Players: 6+
 Equipment: None
 How to Play:
 Everyone sits in a circle. Choose one player to be the psychiatrist — they leave the room.
 While they’re gone, the group agrees on a shared “problem” (e.g. “Everyone thinks they’re a Disney princess,” or “You tell the truth only when your feet touch the floor”).
 The psychiatrist returns and asks questions to diagnose the problem. Players must answer in line with the rule.
 Goal: The psychiatrist wins when they correctly guess the group’s condition.


 5. Mafia

Players: 7+
 Equipment: None
 How to Play:
 Everyone sits in a circle. A leader (the narrator) guides the game.

  • The narrator says, “Go to sleep,” and everyone closes their eyes.
  • The narrator quietly taps 1–2 people to be the Mafia, 1 person to be the Doctor, and 1 to be the Detective (optional).
  • The Mafia silently choose someone to “kill.”
  • The Doctor then chooses one person to “save.”
  • The Detective can choose one person to “investigate.”
  • Everyone “wakes up,” and the narrator announces who was killed (unless saved).
     The group discusses and votes to eliminate one player they suspect is Mafia.
     Continue rounds until the Mafia are caught or they outnumber everyone else.

 

 6. Non Stop Tag

Players: 6+
 Equipment: None
 How to Play:
 Everyone is “it.” When you tag someone, they sit down.
 If the person who tagged them later gets tagged, anyone they’d previously tagged is freed and can stand up again.
 If two people tag each other at the same time, they play Rock–Paper–Scissors; the loser sits down.
 Goal: Keep moving — last person standing wins.

 

 7. Death Ball

Players: Large group
 Equipment: 2 large soft or inflatable balls
 How to Play:
 Everyone lines up on one side of the room. Two volunteers stand in the centre with the balls.
 Players must run to the opposite wall without getting hit by a ball.
 If you’re hit, you’re out (or you can join the throwers — your choice of game style).
 Keep playing until one runner remains — that’s your winner!


 8. Dodgeball

Players: Two teams
 Equipment: 4–6 soft balls, clear boundary lines
 How to Play:
 Each team stands behind its baseline. When the leader shouts “Go!”, players rush to collect balls and throw them at opponents.
 If you’re hit, you’re out. If you catch a ball, the thrower is out and one of your teammates returns in.
 Goal: Eliminate the other team completely.
 Variation: Play with “soft outs” (sit out for 30 seconds instead of full elimination).

 

 9. Ninja

Players: 6–12 (circle)
 Equipment: None
 How to Play:
 Players stand in a circle. On “3, 2, 1, Ninja!” everyone strikes a frozen pose.
 Players take turns attacking by making one swift motion toward another player’s hand — if you hit their hand, they lose it (or their life).
 Defenders can make one motion to dodge. Feet must stay planted.
 Last ninja standing wins!

 

 10. Extreme Ninja

Players: 6–12
 Equipment: None
 How to Play:
 Same as Ninja, but this time you’re allowed to make small movements and light contact.
 The goal is to make other players lose balance, lift a foot, or fall over.
 Variation: Add music or timed rounds for extra chaos.

 

 11. Puna

Players: 4+
 Equipment: 2–4 foam frisbees, timer
 How to Play:
 Choose 2–4 players to start as “it.” Each holds a frisbee and stands on one side of the room. Players cannot move while holding a frisbee — they must throw it, then chase it down.
 If someone is hit by a frisbee, they join the taggers.
 Set a random timer each round — when it goes off, anyone still holding a frisbee is out.
 Goal: Keep playing until only one player remains!

 

 12. Bench Ball (Like Netball)

Players: 8+ (two teams)
 Equipment: 2 benches, soft ball
 How to Play:
 Each team has a bench at opposite ends of the space, with one player (the “catcher”) standing on their bench.
 Players must throw the ball to their catcher without moving their feet, similar to netball rules.
 If the catcher successfully catches the ball, the thrower joins them on the bench.
 Goal: Get your entire team onto the bench first.
 Variation: Add passing restrictions or multiple benches for bigger groups.

 

 13. Bamboo Catch

Players: Any number
 Equipment: One bamboo stick (or broom handle) per person
 How to Play:
 Players stand in a circle, each holding a stick upright on the floor.
 On “3… 2… 1… SWITCH!” everyone lets go and moves left to grab the next stick before it falls.
 If your stick drops, you’re out.
 Goal: Be the last player remaining!

  

 14. Football / Tennis Ball / Rugby Ball

Players: Two teams
 Equipment: A football (soccer ball), tennis ball, rugby ball, or any mix
 How to Play:
 Start a normal game of football. Every few minutes, the leader throws in a new type of ball — a tennis ball, rugby ball, or even a giant one.
 All balls are live and count toward scoring.
 Goal: Score as many goals as possible, regardless of which ball is used!

 

 15. Around the World (Ping Pong)

Players: 4–12
 Equipment: Table tennis setup
 How to Play:
 Players line up around the table. Each person hits the ball once, then moves clockwise.
 Miss your shot and lose a life (start with 3).
 When only two players remain, play best-of-three to decide the winner.
 Variation: Add fun rules — e.g. “touch the floor before your next turn” or “spin after every hit.”

 

 16. Snowball Fight

Players: 6+
 Equipment: Scrunched-up paper “snowballs”
 How to Play:
 Split the room into two sides and divide players evenly. Scatter paper balls across the middle.
 On “Go!”, throw as many as you can onto the opposing team’s side.
 After one minute, call “Stop!” and count — the team with fewer snowballs on their side wins.
 Variation: Make it a timed tournament with short rounds.

 

 17. Earbud Blow (Snowball Fight Style)

Players: 6+
 Equipment: Earbuds (cotton buds), straws
 How to Play:
 Lay earbuds on the floor or table in the middle of the space. Players on each side use straws to blow the earbuds toward the opposite side — just like Snowball Fight, but using air instead of throws!
 Goal: When time is up, the side with the fewest earbuds wins.
 Variation: Add obstacles or make it a relay.

 

 18. I’m an Egg

Players: 4+
 Equipment: None
 How to Play:
 Everyone starts crouched down, chanting “I’m an egg, I’m an egg!”
 When you win a round of Rock–Paper–Scissors, you evolve — into the next stage, e.g. a chicken (“I’m a chicken!”), then a farmer (“I’m a farmer!”), and so on.
 Each level has its own funny movement or sound.
 Goal: Keep evolving until you reach the final level (choose your own ending).

 

 19. Rock–Paper–Scissors Hoop

Players: 6–20+
 Equipment: A long line of hula hoops
 How to Play:
 Lay a path of hoops in a straight line — one per step.
 Two teams start at opposite ends, one player at a time. They hop through hoops until they meet in the middle, then play Rock–Paper–Scissors.
 The winner continues forward; the loser returns to their team’s end for the next player to start.
 Goal: First team to reach the opposite end wins!

  

20. Rock–Paper–“Cone Move”

Players: 4+
 Equipment: 5 hula hoops laid in a row, cone in the centre
 How to Play:
 Players face each other on opposite ends of the hoops, with a cone placed in the middle hoop.
 They play Rock–Paper–Scissors — the winner moves the cone one hoop closer to their side.
 Repeat rounds until one team pulls the cone all the way across the hoops to their side.
 Goal: Be the team to claim the cone!

 

 21. Battleships (Water Balloon Version)

Players: 2 teams
 Equipment: Volleyball net or string, water balloons
 How to Play:
 One team lies down on one side of the net (the “ships”) and cannot move. The other team gets 2 water balloons each to throw over the net.
 Scoring:

  • Splash: 5 points
  • Body hit: 10 points
  • Head shot: 15 points
     Goal: Score as many points as possible before all balloons are thrown.
     

 

 22. Balloon Toss

Players: Pairs
 Equipment: Balloons
 How to Play:
 Pair up players. Each pair tosses a balloon back and forth, stepping backward after each successful catch.
 Goal: Keep the balloon off the ground.
 Variation: Turn it into a relay race or tournament.

 

 23. Relay Race

Players: Teams of 4+
 Equipment: Cones, bean bags, or other props
 How to Play:
 Set up a course with start and finish points. Each player runs to the end, completes a task (e.g., balancing an object, hopping), and returns to tag the next teammate.
 Goal: First team to finish all legs wins.
 Variation: Add stations with different challenges: carry a ball on a spoon, crawl under a rope, hop in a sack, etc.

 

 24. Eat Chocolate (Hat, Scarf, Etc.)

Players: 4+
 Equipment: Chocolate, knife and fork, scarf, hat, gloves How to Play:
 Place a chocolate bar on a plate. Roll a die — when a 6 is rolled, the player puts on scarf, hat, and gloves, and tries to eat the chocolate using only knife and fork.
 Goal: Be the first to finish eating under the constraints.
 Variation: Teams can race against each other.

 

 25. Silent Ball Game (Optional Sit Down)

Players: 6+
 Equipment: Soft ball

How to Play:
 Players stand in a circle. Pass the ball silently — no talking allowed.
 If a player drops the ball, they may optionally sit down or continue based on the rules you set.
 Goal: Last player standing wins.

 

 26. Coke / Fanta (Bank of the Bank Style)

Players: 6+
 Equipment: None
 How to Play:
 Create two lines: one side is “Coke,” the other “Fanta.” Ask players to pick their two favourite drinks.
 Shout a drink — players must run and stand on that side. Try to trick them by alternating calls quickly.
 Goal: The last player to get to the correct side is out or loses a point.
 Variation: Make it a team game for larger groups.

 

 27. Elephant Football

Players: Teams of 4+
 Equipment: Soft ball
 How to Play:
 Players stand in a circle with feet spread apart, each foot touching the next player’s foot.
 The goal is to push the ball through other players’ legs.

  • If the ball goes through your legs: lose an “arm” (hands can no longer be used)

  • If it goes through again: play like an elephant (hands together, feet still planted).
     Goal: Last team or player with at least one hand remaining wins.
     Variation: Do not allow any movement of feet!

 

 28. Shout the Name Sheet

Players: Two teams
 Equipment: Sheet or large cloth
 How to Play:
 Split players into two teams. Place a sheet between them so neither team can see the other.
 Each team selects one player to step forward. Drop the sheet, and players must shout the name of the other team’s chosen player as quickly as possible.
 Goal: Whoever calls the name first wins a point.

 

 29. Aeroplane Competition

Players: Individuals or teams
 Equipment: Paper for planes, target zones (optional)
 How to Play:
 Each player folds a paper plane. Mark throwing line and targets.
 Goal: Achieve the longest flight or land closest to the target.
 Variation: Introduce timed rounds or creative folding rules.

 

 30. Build a Boat (Object Challenge)

Players: Teams of 2–5
 Equipment: Materials for small boats (foil, paper, tape, straws, small containers), small objects
 How to Play:
 Teams build a small boat designed to float. Add objects one at a time until it sinks.
 Goal: The team that can carry the most objects before sinking wins.
 Variation: Introduce timed challenges or obstacle courses in water.

 

 31. Tin Can Alley

Players: Teams of 2+
 Equipment: Tin cans, soft balls
 How to Play:
 Stack tin cans into a pyramid. Players take turns throwing balls to knock down as many cans as possible.
 Goal: The team with the highest total score wins.
 Variation: Use a time limit or have multiple rounds for tournament style play.

 

32. Bamboo Relay Race

Players: Teams of 2+ (pairs)
 Equipment: Bamboo sticks, cones or markers
 How to Play:
 Players work in pairs, standing side by side.

  • They must carry a bamboo stick across the playing area while it is balanced over one or both of their feet.
  • Hop or move carefully to avoid dropping the stick.
  • If the stick falls, it must be restarted from the beginning.
     Goal: Move the most bamboo sticks to the other side within a set time limit.

 

 33. Relay Pictionary

Players: Teams of 4+
 Equipment: Paper, pens
 How to Play:
 Each team member draws a picture representing a word or phrase, then passes it to the next teammate who continues the drawing or guesses.
 Goal: The team that guesses correctly first wins the round.
 Variation: Increase difficulty with timed rounds or complex phrases.

 

 

 34. Relay Charades

Players: Teams of 4+
 Equipment: None or cards with phrases
 How to Play:
 Teams race in relay style. The first player acts out a word or phrase for the next player in line.
 Goal: Complete all words or phrases fastest.
 Variation: Assign points for speed or accuracy to make it competitive.

 

 35. Relay Still Image

Players: Teams of 3+
 Equipment: None or cards with scenarios
 How to Play:
 Each team member creates a “still image” of a scene (e.g., funny situation or object) that the next teammate must copy or add to.
 Goal: First team to complete the full chain wins.
 Variation: Include timed rounds or themed scenes.

 

 36. Zip Zap

Players: 6+
 Equipment: None
 How to Play:
 Players stand in a circle. One starts by pointing at someone and saying “Zip” — the person must immediately point at someone else and say “Zap.”

  • Hesitate, say the wrong word, or point incorrectly, and you’re out.
     Goal: Last player standing wins.
     Variation: Increase speed gradually for a greater challenge.

 

 37. Simon Says

Players: 4+
 Equipment: None
 How to Play:
 One player is “Simon” and gives instructions. Players must follow only if the command begins with “Simon says.”

  • Mistakes or following commands without “Simon says” result in elimination.
     Goal: Last player standing wins.
     Variation: Use complex movements or double commands to increase difficulty.


 

 38. Doggy Doggy Where’s Your Bone

Players: 5+
 Equipment: Small object (the “bone”)
 How to Play:
 Players sit in a circle with one person as the “doggy” walking around the outside.

  • The doggy secretly drops the “bone” behind someone’s back.
  • Players guess who has the bone.
     Goal: Guess correctly to become the next doggy.

 

 39. Hand Slap (Table Version)

Players: 4+
 Equipment: Table
 How to Play:
 Everyone sits at a table and places hands flat in front of them.

  • Raise your right hand and place it over the left hand of the person on your right.
  • Tap the table to pass a “tap” around the circle.
  • Double-tap reverses the direction.
  • Mistakes or slow reactions result in losing the hand that was too slow or mistaken.
  •  Goal: Be the last player with hands remaining.


 

 40. My Chair Fruit Basket

Players: 6+
 Equipment: Chairs, pieces of paper with fruit names
 How to Play:
 Players sit in a circle with one chair fewer than players. Each player is assigned a fruit.

  • When a fruit is called, players must swap chairs.
     Goal: Avoid being left without a chair.
     Variation: Call multiple fruits at once or add “Fruit Basket Turnover” rules for extra chaos.

 

 

 41. Sleeping Lions

Players: 3+
 Equipment: NA

 How to Play:
 Players lie down on the floor pretending to be asleep if they move or make a sound they are out. Last lion wins

 

 

42. Notes and Crosses Relay (Corrected)

Players: Teams of 2+
 Equipment: Hoops to make the grid, different colored cones
 How to Play:
 Teams race to complete a giant game of noughts and crosses (tic-tac-toe).

  • Players run to a hoop and place a cone of their team’s color in a square.
     Goal: Be the first team to get three in a row.
     Variation: Make the grid larger or add timed challenges.

 

 43. Giant Bananagrams

Players: Teams of 2+
 Equipment: Letter cards or tiles
 How to Play:
 Teams race to create words from letter tiles in a grid.
 Goal: Use all letters correctly to win.
 Variation: Set a time limit or theme (e.g., animals, foods) for added challenge.

 

 44. Quiz

Players: Teams of 2+
 Equipment: Pen, paper, or buzzers
 How to Play:
 Ask questions on general knowledge, fun facts, or themed topics. Teams write or shout answers.
 Goal: Score the most points.
 Variation: Use multiple-choice, timed rounds, or picture rounds.

 

 45. Cup on Head (Corrected)

Players: Individuals or teams
 Equipment: Plastic cups, small objects (optional)
 How to Play:
 Players balance a cup on their head while completing a task, like walking across a room or collecting objects.

  • Variation: Players can try to knock off other players’ cups while keeping their own cup on their head.
     Goal: Be the last player with their cup still balanced.
     

 

 46. Cones Up / Down (Corrected)

Players: Teams of 2+
 Equipment: Cones or markers
 How to Play:
 One team must place cones upright (up) while the other places them upside down (down).

  • Teams race for a set time.
     Goal: The team with the most cones in the correct position when the timer ends wins.

 

 47. Catch / Head (Corrected)

Players: 4+
 Equipment: Soft ball
 How to Play:
 Players stand in a circle. The leader stands in the middle with the ball and throws it to a player, saying “Head” or “Catch.”

  • The player must do the opposite of what is said.
     Goal: Stay in the game by following instructions correctly.
     Variation: Increase speed or add multiple balls for more challenge.


 

 48. Poo

Players: 6+
 Equipment: Soft ball
 How to Play:
 Players gather in a group. The leader throws the ball in the air, shouting a player’s name.

  • The named player catches the ball while everyone else runs away.
  • Once caught, the leader can shout “Freeze!” — everyone must stop moving.
  • The leader has three steps saying “P…O…O” and then throws the ball to hit someone.

Players can move their bodies but not their feet.
 Goal: Hit other players with the ball to eliminate them, or keep playing for fun.
 Variation: Make it a point-based game or just enjoy for chaos and activity.

 

 49. Collect Bean Bags into Your Hoop

Players: Teams of 2+
 Equipment: Bean bags, hoops
 How to Play:
 Scatter bean bags across the playing area.

  • Players must collect as many bean bags as possible and place them into their team’s hoop within a set time.
     Goal: The team with the most bean bags in their hoop wins.
     Variation: Add obstacles or only allow carrying one bean bag at a time for extra challenge.

 50. Giant Jenga

Players: 2+
 Equipment: Giant Jenga blocks
 How to Play:
 Players take turns removing a block from the tower and placing it on top without letting the tower collapse.
 Goal: Be the last player to successfully place a block.
 Variation: Time each turn, assign challenges to removed blocks, or play in teams for added fun.

 

 51. Anteaters

Players: 6+
 Equipment: Chairs spread randomly around the room

How to Play:
 Two players start as the Anteaters, standing on one side of the room. Everyone else are Ants and scatter around the play area.

  • The Anteaters try to tag the Ants while saying “ant, ant!” each time they tag.
  • If an Ant gets tagged, they must sit down on the nearest chair.
  • The last two Ants remaining become the new Anteaters for the next round.


Goal: Be one of the last two standing and avoid being tagged!

 

 52. Mafia in the Dark

Players: 8+
 Equipment: None (play in a dark room)

How to Play:
 Before lights go out, secretly select one player to be the Mafia by tapping them on the shoulder.

  • When the lights go off, everyone walks around quietly in the dark.
  • The Mafia will secretly tap someone on the shoulder — that person quietly lies down as if “dead.”


  • When someone finds a body, they shout “Body! Body!” and the lights come back on.
     Everyone then discusses and votes on who they think the Mafia is.
  • If they vote correctly, the Mafia loses.
  • If they’re wrong, that person is out — and the game continues until the Mafia is caught or everyone is “dead.”


Goal: Survive the night or catch the Mafia before it’s too late!

 

 53. Ultimate Frisbee

Players: 8+
 Equipment: Frisbee, field with end zones

How to Play:
 Teams pass a frisbee between players to move it downfield.
 You cannot move while holding the frisbee — only pivot.
 A point is scored when a player catches it in the opponent’s end zone.

Goal: Score the most points before time runs out.
 Variation: Use smaller teams or smaller fields for a faster game.

 

 54. Ultimate Frisbee in the Dark

Players: 8+
 Equipment: Glow-in-the-dark frisbee, glow sticks for players, cones for goals

How to Play:
 Same rules as Ultimate Frisbee, but played in darkness.
 Players cover themselves in glow sticks around legs, arms, and head.
 Use a glowing frisbee so everyone can track it.

Goal: Score points by catching the glowing frisbee in the opposing end zone.
 Safety Tip: Use a soft glow frisbee and play in a clear area to avoid collisions.

 

 55. Pirate Ship

Players: 6+
 Equipment: Open space or gym, optional props (cones, ropes, mats)

How to Play:
 For younger children, the leader shouts pirate commands while players act them out:

  • “Walk the plank!” – pretend to balance on a plank
  • “Shark attack!” – jump on something off the ground
  • “Scrub the deck!” – get on hands and knees and pretend to scrub
  • “Captain says get into groups of…” – players must form groups of that number


Goal: Follow instructions correctly — last player standing wins!
 Variation: For older groups, you can turn it into a treasure-stealing team game.

 

 56. Tray Paper Sword Battle

Players: 2+ at a time
 Equipment: Large foil trays and rolled-up paper tubes

How to Play:
 Two players face each other, each holding a foil tray as a shield and a rolled-up paper sword.

  • On “Go,” they face off and try to knock the tray out of the other’s hand.
  • You can run this tournament-style with multiple players facing off one after another.

Goal: Knock your opponent’s tray away without dropping yours!
 Variation: For groups, turn it into a “winner stays on” battle arena.

 

57. French Cricket

Players: 4+
 Equipment: Small ball

How to Play:
 One player stands as the batter with feet together — these act as the “wickets.”
 The other players are bowlers, standing in a circle around them.

  • Bowlers take turns throwing the ball to hit the batter’s legs or feet.
  • The batter can block the ball with their hands but cannot move their feet.

Goal: Stay in as long as possible without getting hit!
 Variation: When a batter is out, the person who hit them takes their place.

 

 58. Rounders

Players: 8+
 Equipment: Bat, soft ball, bases

How to Play:
 Classic rounders setup — players hit the ball and run around the bases to score while the fielding team tries to get them out.

Goal: Score more runs than the other team.
 Variation: Play indoors with soft balls or smaller bases for limited space.

 

 59. Guess the Item

Players: 4+
 Equipment: Bag or box with small hidden objects

How to Play:
 One player reaches into the bag and feels an object without looking.
 They describe what it feels like without saying what it is.
 The others try to guess the object.

Goal: Be the first to guess correctly.
 Variation: Add a timer or play in teams for a quickfire round style.

 

 60. Protect the King

Players: 8+
 Equipment: Soft ball

How to Play:
 Everyone stands in a circle except for two players in the middle — the King and their Bodyguard.

  • The circle players must try to hit the King with the soft ball.
  • The Bodyguard must block and protect the King using only their body.
     If the King is hit, the thrower becomes the new Bodyguard, and the old Bodyguard becomes the King.


 61. Fireball

Players: 6+
 Equipment: 1 soft ball
 How to Play:
 Everyone stands in a circle and begins passing the ball around as quickly as possible.

  • If someone drops the ball, they must run all the way around the outside of the circle and back to their spot before the ball makes it back around to them.
  • If the ball beats them back, they’re out.
     Goal: Stay in as long as you can and keep the game moving fast!

 62. Duck Duck Goose

Players: 6+
 Equipment: None
 How to Play:
 Players sit in a circle. One player walks around tapping heads saying “duck, duck...” until they choose someone and shout “goose!”

  • The goose must chase the tapper and try to tag them before they sit in the goose’s spot.
     Goal: Don’t get tagged or be quick enough to grab the empty seat.
     Variation: Change the words to fit your theme (e.g. “cat, cat, dog”).


 63. Chinese Whispers

Players: 6+
 Equipment: None
 How to Play:
 Players sit or stand in a line or circle. The first player whispers a message to the next, who whispers it to the next, and so on.

  • The last person says the message out loud — it’s almost never the same as the original!
     Goal: Keep the message as accurate (or funny) as possible.

 

 64. Electricity

Players: 8+
 Equipment: 1 cone or small object
 How to Play:
 Split into two lines facing forward, each person holding hands with the next.

  • A leader stands at one end and secretly squeezes the hands of both front players at the same time — that’s the “electric shock.”


  • Each team must pass the squeeze down the line as fast as possible.
  • The last person in each line tries to be the first to grab the cone at their end.
     Goal: Be the fastest team to send the “electricity” through your line.

 

 65. Untangle

Players: 6+
 Equipment: None
 How to Play:
 Players stand in a tight circle, reach across to grab two different people’s hands, and without letting go, must work together to untangle into a circle again.
 Goal: Use teamwork, communication, and laughter to become untangled.
 Variation: Try with eyes closed for an extra challenge!

 

  

 66. Shark Infested Custard

Players: 8+
 Equipment: Hula hoops, cardboard squares, or paper sheets
 How to Play:
 Split into teams. Each team has a few “safe spots” (hoops, paper, or cardboard).

  • The goal is for everyone to cross the “custard” (floor) without touching it and without leaving anyone behind.
  • Players must share their safe spots and move them strategically as they go.
     Goal: Get the whole team across the floor safely!
     Variation: Add “sharks” (taggers) for extra excitement.

 

 67. Spoons

Players: 4+
 Equipment: Deck of cards, 1 fewer spoon than players
 How to Play:
 Players sit in a circle with 4 cards each. The dealer draws and passes cards around, trying to collect 4 of a kind.

  • Once a player gets 4 of a kind, they quietly grab a spoon.


  • Everyone else must grab one too — whoever doesn’t get a spoon is out.
     Goal: Don’t be left spoonless!

 

 68. Extreme Spoons

Players: 6+
 Equipment: Deck of cards, spoons (1 fewer than players)
 How to Play:
 Just like regular spoons, but scatter the spoons around the room or playing area.

  • When someone gets 4 of a kind, everyone must run to grab one.
     Goal: Get a spoon before they’re all gone!
     Variation: Add a task before collecting (e.g. spin twice or do 5 star jumps).

 

 69. Matthew, Mark, Luke, John

Players: 8+
 Equipment: Chairs arranged in a circle
 How to Play:
 The first four chairs are named Matthew, Mark, Luke, and John. Everyone else is numbered 1, 2, 3, and so on.

  • Matthew always starts. Everyone pats their legs twice, claps, then clicks both fingers one at a time to the rhythm.
  • On each click, say your own chair name/number and then another player’s.
  • The rhythm must stay steady — if you hesitate, miss a beat, or make a mistake, you’re out!
     Goal: Work your way up to Matthew’s chair and claim the top spot.
     

 70. Octopus Tag

Players: 6+
 Equipment: Large open space
 How to Play:
 One player is the octopus in the middle. Everyone else lines up on one side.

  • When the octopus shouts “Go!”, everyone runs across.

If tagged, players become seaweed — they stay in place and can only tag others with their arms.
 Goal: The last person not tagged becomes the next octopus.


 71. Toilet Tag

Players: 6+
 Equipment: None
 How to Play:
 This is tag — with a funny twist! When tagged, players kneel down and put one arm straight up like a toilet handle.

  • They stay frozen until another player “flushes” them by pressing their hand and making a flushing sound.
     Goal: Keep everyone moving and laughing while avoiding being “flushed out!”


72. Blob Tag

Players: 8+
 Equipment: None
 How to Play:
 Start with one or two taggers. When a tagger tags someone, they join hands — forming a “blob.”

  • The blob grows bigger with every tag, but can only tag others when joined together.
     Goal: Don’t get absorbed into the blob — last free player wins!


 

 73. Four Corners

Players: 6+
 Equipment: None
 How to Play:
 Label each corner of the room 1–4. One person stands in the middle, closes their eyes, and calls out a number.

  • Everyone in that corner is out.
     Goal: Be the last player standing.
     Variation: Add music between rounds so players move more freely before corners are called.


 

 74. Sardines

Players: 6+
 Equipment: None
 How to Play:
 A reverse hide-and-seek game! One person hides while everyone else counts.

  • When you find the hider, you quietly hide with them.

  • The last person still searching becomes the next hider.
     Goal: Try not to give away your hiding spot by laughing!


 75. Dragon Rock Paper Scissors

Players: 8+
 Equipment: None
 How to Play:
 Split into two teams and form “dragons” by standing in a line holding the shoulders of the person in front.

  • Each dragon chooses rock, paper, or scissors together.
  • On “shoot!” the front players face off. The losing team runs back to a line while the winning team chases and tries to tag them.
     Goal: Stay in as long as possible — if tagged, you join the other team’s dragon!


 76. Dragon Tag

Players: 8+
 Equipment: None
 How to Play:
 Everyone starts as their own dragon — standing solo with one hand on their own shoulder (to represent a dragon tail).

  • When the leader says “Go!”, dragons face off in pairs playing Rock, Paper, Scissors.
  • The winner joins onto the back of the loser to form a longer dragon.
  • The new dragon then challenges another nearby dragon.
  • Keep repeating until one giant dragon remains!
     Goal: Be part of the last remaining dragon chain.
     Variation: For extra fun, make the “head” of each dragon lead the movement while the “tail” tries to stay attached!

 

 77. Clump

Players: 8+
 Equipment: None
 How to Play:
 Everyone walks or dances around freely. The leader shouts a number (for example, “five!”).

  • Players must quickly form groups of that size.
  • Anyone left out is eliminated.
     Goal: Stay in until only one clump remains.


 

 78. Tower of Cups

Players: 4+
 Equipment: Plastic cups
 How to Play:
 Set up a relay line with a stack of cups at one end.

  • Players race one at a time to stack and unstack the cups in a pyramid before running back to tag the next person.
     Goal: First team to finish wins.
     Variation: Add a time limit or make players build the tallest tower possible.


 

 79. Alphabet Challenge

Players: 4+
 Equipment: None or objects from around the room
 How to Play:
 Teams must find or name objects starting with each letter of the alphabet.

  • For example: “A for apple, B for ball…”
     Goal: Complete the full alphabet first.
     Variation: Make it themed (e.g. animals, sports, countries).

 80. Balloon Stomp

Players: 6+
 Equipment: Balloons, string
 How to Play:
 Each player ties a balloon to one ankle with a string.

  • When the game starts, everyone tries to pop others’ balloons while protecting their own.
     Goal: Be the last person with an unpopped balloon.

 

 

 81. Back-to-Back Drawing

Players: Pairs
 Equipment: Paper and pens/pencils
 How to Play:
 Partners sit back-to-back. One player has an image or object to describe, while the other must draw it based only on the description.
 Goal: See how close the drawing matches the original.
 Variation: Swap roles or make it a timed challenge.

 

 82. Human Bingo

Players: 8+
 Equipment: Bingo cards with fun facts, pens
 How to Play:
 Each player has a card filled with statements such as “Has a pet snake,” “Can juggle,” or “Has been abroad.”

  • Players mingle to find others who match the statements and sign their box.
     Goal: Complete a full row or the whole card.
     Variation: Use themed categories (e.g. sports, travel, school).

 

 83. Object Relay

Players: 8+
 Equipment: Any small objects (balls, spoons, bean bags)
 How to Play:
 Teams race to move an object from start to finish using only a specific body part — for example, elbows, knees, or spoons held in mouths.
 Goal: Get all objects to the finish line first.
 Variation: Change the object or restriction each round.

 

 

 84. Balloon Keep-Up

Players: 4+
 Equipment: Balloons
 How to Play:
 Players work together to keep balloons in the air.

  • Start with one balloon, then add more over time.
     Goal: Keep all balloons off the ground for as long as possible.
     Variation: Add rules like “only elbows” or “no talking.”


 85. Tin Can Hoop Relay

Players: Teams of 4+
 Equipment: Tin cans or cups, straws, hoops
 How to Play:
 Players work in pairs, each holding one end of a straw with their mouths.

  • Place a hoop on top of the can.
  • The pair must transport the can with the hoop from start to finish without dropping it.
     Goal: First team to get the can (and hoop) across the line wins.
     Variation: Add obstacles or multiple hoops for extra challenge.

 

 86. Heads Down, Thumbs Up

Players: 6+
 Equipment: None
 How to Play:
 Select 5–6 players to stand at the front. Everyone else puts their heads down and thumbs up.

  • The players walk around, each tapping one thumb.
  • Once done, they return to the front, and the tapped players must guess who picked them.
     Goal: Guess correctly to swap places with the picker.


 87. Marble Relay

Players: Teams of 4+
 Equipment: Spoons, marbles or small balls
 How to Play:
 Players must transport a marble from start to finish using a spoon held in their mouth.
 Goal: Complete the course without dropping the marble.
 Variation: Try balancing while walking backward or hopping!

 

 

 88. Traffic Light

Players: 6+
 Equipment: None
 How to Play:
 One player (the leader) stands at one end of the room calling out “Green light!” (go), “Yellow light!” (walk slowly), or “Red light!” (stop).

  • Anyone moving on a red light goes back to the start.
     Goal: Be first to reach the leader.
     Variation: Add silly calls like “Purple light — dance!”


 

 89. Balloon Volleyball

Players: 6+
 Equipment: Balloons, string or net
 How to Play:
 Set up a “net” (string, rope, or tape line) and divide into two teams.

  • Teams hit the balloon back and forth, trying not to let it touch the ground.
     Goal: Win points when the other team drops the balloon.
     Variation: Add multiple balloons for chaos!


 

 90. Name & Action

Players: 6+
 Equipment: None
 How to Play:
 Each player says their name and performs a unique action (like a dance move or pose).

  • The group repeats the name and action together before moving to the next player.
     Goal: Learn everyone’s names in a fun and active way.
     Variation: Add a memory round — repeat everyone’s names and actions in order!

 

 91. Hula Hoop Pass

Players: Teams of 4+
 Equipment: Hula hoops
 How to Play:
 Teams hold hands in a line. A hula hoop is placed over one person’s arm.

  • The team must pass the hoop down the line without breaking the chain of hands.
     Goal: Be the first team to get the hoop from one end to the other.
     Variation: Time each round for added competition.

 

 92. Four Corners Switch

Players: 6+
 Equipment: None
 How to Play:
 Like Four Corners, but players can move between corners when music plays.

  • When the music stops, one corner is called out, and anyone in that corner is out.
     Goal: Be the last player standing.
     Variation: Add multiple corners being called to increase challenge.

 93. Chain Tag

Players: 8+
 Equipment: None
 How to Play:
 One player is “it.” When they tag someone, the new player joins hands to form a chain.

  • The chain grows longer with each tag.
     Goal: Avoid being tagged until the chain becomes long enough to catch everyone.

 

 94. Obstacle Course Dash

Players: Teams or individuals
 Equipment: Cones, ropes, chairs, or other obstacles
 How to Play:
 Set up a mini obstacle course. Players race individually or as teams to complete it.
 Goal: Be the fastest to finish.
 Variation: Include challenges at each station (jumping, balancing, carrying items).

 

 95. Whisper Race

Players: Teams of 4+
 Equipment: None
 How to Play:
 Teams line up. The first person is given a secret message.

  • They whisper it to the next person, and so on.


  • The last person says the message out loud and compares it to the original.
     Goal: Keep the message as accurate as possible.
     Variation: Add a time limit for extra pressure.

 96. Freeze Dance

Players: 6+
 Equipment: Music player
 How to Play:
 Players dance while music plays.

  • When the music stops, everyone freezes in place.
  • Anyone who moves is out.
     Goal: Be the last player still dancing and freezing!
     Variation: Add silly poses or actions to increase the fun.

 

 97. Pass the Parcel (with tasks)

Players: 6+
 Equipment: Small item wrapped in layers, paper for tasks
 How to Play:
 Wrap a small item in layers. Each layer has a fun task or mini challenge.

  • Players pass the parcel around while music plays.


  • When the music stops, the player holding the parcel completes the task and unwraps a layer.
     Goal: Finish the parcel and enjoy the challenges inside.

 

 98. Human Tic Tac Toe (Live Version)

Players: Teams of 3+
 Equipment: Markers or cones for a 3×3 grid
 How to Play:
 Two teams physically stand in a 3×3 grid to claim “X” or “O.”

  • Teams take turns placing a player in an empty square.
     Goal: Get three in a row before the other team.
     Variation: Use larger grids or timed turns for faster rounds.

 

 99. Giant Snake

Players: 6+
 Equipment: None
 How to Play:
 Players line up holding waists or shoulders to form a “snake.”

  • The front of the snake tries to tag the tail while the rest of the snake moves together.
  • If the tail is caught, the first player becomes the new head.
     Goal: Keep your position or stay untagged as long as possible.


 100. (Optional bonus) Musical Bumps / Chairs

Players: 6+
 Equipment: Music player, chairs (for musical chairs version)
 How to Play:

  • For Musical Bumps: Players dance/move around, then drop and sit or “bump” on the floor when the music stops.
  • For Musical Chairs: Set up one fewer chair than players. When music stops, scramble to find a chair. The one left standing is out.
     Goal: Last player remaining wins

 

 101. Death Tag

Players: 6+
 Equipment: None
 How to Play:

  • Everyone sits in a circle except one person in the middle (“it”).
  • A player who is “on it” stands, says their own name, and then another player’s name to pass the tag.
  • The person in the middle must try to tag the player before they pass the name.
     Goal: Avoid being tagged while passing the turn.

 

 102. Empires

Players: 8+
 Equipment: Paper, pens
 How to Play:

  • Everyone writes the name of a famous person anonymously on a piece of paper.
  • The leader reads out the names one by one.
  • Players take turns guessing who wrote each name.


    • If correct, the guessed player joins their empire and sits next to them.
    • If wrong, the guessed player starts their own empire.
  • Players then work together to grow their empire by guessing more names.
     Goal: Build the largest empire.

 

 103. Consequences

Players: 4+
 Equipment: Paper, pens
 How to Play:

  • Each player contributes sequentially to a story in a structured format:

    1. Boy’s name
    2. Girl’s name
    3. How they met
    4. What he said
    5. What she said
    6. What they did
    7. The consequence
  • Papers are folded after each entry so the next player cannot see previous answers.
     Goal: Reveal the full story at the end — usually very funny!

 

 104. Head, Shoulders, Knees, Toes – Cone Version

Players: 4+
 Equipment: Cones
 How to Play:

  • Players pair up and stand opposite each other with a cone placed in front.
  • The leader calls out body parts (“head, shoulders, knees, toes”) — players touch the correct part.
  • When the leader calls “cone”, it becomes a race to grab the cone first.
     Goal: Be the fastest to pick up the cone when “cone” is called.