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:
- Boy’s name
- Girl’s name
- How they met
- What he said
- What she said
- What they did
- 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.