Team Building Activities

All Aboard

Setting: A space appropriate for the size of the group that allows movement
Props: All aboard-a small platform
Number of Participants: Enough to make it a challenge. Too few is too easy.
How: All participants must get both feet off the ground long enough to sing a short song such as “Jesus Loves Me.”
Spiritual Application: During this activity, group members physically cling to one another and hold one another on the platform. If one falls off, others may be pulled, as well. Thus each person must be concerned for others in the group. We must all work together to accomplish the goal of All Aboard, and the same is true in reaching the world for Jesus Christ.


Anchors Away

Setting: Anywhere, yet needs to be a place where a little bit of water will not hurt the area.
Props: Two different fishing weights, one 2 pounds and one 5 pounds and pail of water or anything that will hold water. Groups each need several straws and a long strip of masking tape.
Number of Participants: At least two groups
How: Object is for group to use the straws and tape to build a device that will support the weight in the bucket of water.


Balloon Walk

Setting: Space large enough for group to move around freely
Props: Balloons
Number of Participants: At least 5, yet more is better
How: Each participant should be given an inflated balloon. The group should form a single file line with a balloon in between each person in a chest to back formation. The line should travel a challenging path while attempting to keep the balloons from falling to the ground, yet no hands are allowed.
Spiritual Application: The group must move as a unit or body to carry out this initiative. If a single person does not cooperate the group cannot function. Ephesians 4:4 says, “There is one body and one Spirit, ….” While we all have different abilities and gifts we still are a part of the body of Christ.


Diminishing Load

Setting: Open area at least 25 yards long
Props: Boundary markers
Number: At least 10
How: Object is to move the group across the designated space. This is done by carrying one another across. Only the last person may travel across unassisted. After a person transports someone across, he/she must return and be carried by someone else. This should be done as quickly as possible and in as few trips as possible.
Spiritual Application: Think of the poem “Footprints in the Sand” and the portion where there is only one set of prints in the sand. The person asks Jesus where He was during the tough times, and Jesus says, “I was carrying you.” We should remember to cast our burdens on God and he will sustain us.


Four Pointer

Setting: Need an open area that allows groups to move 20-25 feet
Props: Boundary Markers
Number: Need at least 7
How: The object is to move a group of seven people across an open area of ground 20-25 feet wide. Only four points of contact with the ground may be used for the entire group.
Spiritual Application: Often the path a Christian must travel is difficult. At times we require the support of others as they “carry” us along. By learning from our difficulties we are able to lift and support others in similar circumstances.


Group Juggling

Setting: An area large enough for the group to form a circle
Props: A tennis ball or other light throwable object for every person in the group
Number: At least 10
How: One person tosses an object to another person. The object is then thrown from person to person establishing a pattern. Once the object has been to each person and is back to the start, the pattern is repeated and more and more objects are added. Reverse directions to add a greater challenge.
Spiritual Application: Proverbs 16:20 states, “He who gives attention to the Word shall find good, and blessed is he who trusts in the Lord.” We have many distractions that can keep us from studying God’s Word, as we should. These diversions can lead us to mistakes where we “Drop the Ball” spiritually.


Knots

Setting: Anywhere
Props: None
Number: At least 8, more than 20 is very difficult
How: Group faces one another in a tight circle. Each person grabs right hands with someone else, then left hands with different person. Without letting go of hands, the object is to untangle the knot.
Spiritual Application: We must work together to solve problems and to reach the world with the message of Jesus Christ.


Group Jump Rope

Setting: Area large enough for a group to twirl a jump rope
Props: One large rope that can used as a jump rope
Number: Even 5 people can find this difficult, more than 25 almost impossible
How: Ask group to line up and get ready to jump rope. The object is for the group to simultaneously jump the rope two times. If this is accomplished quickly increase the challenge and go for a “World Record.”
Spiritual Application: Often jumping rope is seen as a child’s activity. Those who did it frequently as a child are usually more comfortable with this activity. In our relationship with God, we are to have a childlike faith and trust in Him. Matthew 19:14 informs us that the kingdom of God belongs to those like little children. Another application can be that we appear foolish doing this initiative. Paul stated in I Corinthians 4:10, “We are fools for Christ’s sake…”


Lap Sit

Setting: Open area with room for a circle and preferably level
Props: None
Number: At least 10, an entire group of 1500 has been done
How: Group forms a circle and moves to a shoulder to shoulder position. Then the participants turn to face in same direction; example: everyone has left shoulder on inside of circle. They should then move in closely. The leader directs the group to sit on the lap of the person behind them. Each person is supporting the person in front of him/her. Sing “Row, row, row your boat ” or other short song when complete. To add another challenge, ask the group to walk in the circle. Another possibility is to ask group member to give a back rub to the person in front!!
Spiritual Application: Paul instructed us to work together and encourage each other as well as forgive differences. In Colossians 3:12-14 he emphasized a love and common purpose that unifies believers. This activity symbolizes the spirit of cooperation and concern that should exist among fellow Christians.


Lineup


Setting: An area free from obstacles
Props: Blindfolds for each participant
Number: At least 5, the more the merrier
How: Each participant should be blindfolded. The group should be asked to line up from tallest to shortest.
Variation: Without blindfolds, ask group to line up in order of birthdays without speaking or spelling with actual sign language.
Spiritual Application: When participants are not allowed to use certain senses, new forms of communication are necessary. Different people communicate in different ways. Think of Pentecost. We must search for new ways to share the message of Jesus Christ.


Magic Carpet

Setting: Anywhere
Props: One single piece of tarp
Number: Between 8-15, depending on size of tarp
How: The object is to turn the Magic Carpet over, without touching the ground surrounding the Magic Carpet
Spiritual Application: We all face down times in our spiritual life. We need to focus on God and turn over a new leaf, developing good habits and Godly characteristics


Minefield

Setting: A large room or field that allows for freedom of movement
Props: Boundary markers, blindfolds for each participant, obstacles on the floor such as paper plates
Number: At least 8, 20, 30, 70, 140 are possible
How: The object is to walk through the minefield without touching the mines (the obstacles). Partners guide walkers, who are blindfolded, through the field across the area, only communicating by voice. If a mine is touched, walkers are disqualified.
Spiritual Application: Through all the noise of everyday life, we should take the time to listen to God and that still, small voice that leads us.



Moon Ball

Setting: A large field or room that allows for freedom of movement
Props: One beach ball
Number: At least 10; 25, 40, 70 are possible
How: The object is to keep a beach ball aloft by hitting it as many times as possible. No one is allowed to hit the ball twice in a row. Everyone must be involved. Counting out loud is encouraged.
Spiritual Application: The goal of this activity is to get everyone involved. This should be our goal in Christianity: tell everybody so they can be involved in the joy of Christ.


Pass the Can

Setting: Space appropriate for group to sit in a circle
Props: 1 large coffee can
Number: 8 or more
How: Ask group to sit in a circle. They should be instructed to pass the can around the circle using only their feet. If the can is dropped, it must be returned to the starting point. This is a great timed activity. Give time to plan and ask questions and be ready to jump in and stop any unsafe ideas. With larger groups more cans may be added.
Spiritual Applications: Timed activities lend a sense of urgency. As Christians, we should feel a sense of urgency in our task of sharing Christ with a lost world. I Thessalonians 5:2 tells us Jesus will come “like a thief in the night.” Just like passing the can, each person must do his/her share. This must be done carefully yet with a sense of urgency.


Popsicle Push-Up


Setting: An open, flat, soft, grassy area is needed.
Props: None
Number: At least 4
How: Groups of four people should attempt to do a push-up with no one’s feet on the ground. The push-up is done simultaneously.
Spiritual Application: This is an initiative in which groups may fail. Many people may not have sufficient arm strength to be able to support others’ weight. Just as we may fail in this activity, we often fail in our spiritual life. God has promised never to leave or forsake us. He knows that we will fail; yet His love is constant and enduring. This confidence enables us to continue even when we do fail in various aspects of our lives.


Punctured Drum


Setting: Outdoors on a warm day
Props: A large barrel or trash can (55 gallon plastic or rubber can acceptable) with holes drilled or punched. These holes should be small enough that a person placing her finger over the hole can stop one. There should be 10 holes per person in the group. The group will also need 2 smaller buckets or containers and will need access to a large water source like a stream, lake or pool.
Number: No more than 15 participants are best
How: The objective is to fill the large barrel to overflowing with water. Place a light object, such as a Ping-Pong ball inside the barrel, and ask the group to fill the barrel until the ball floats out the top. Participants may use any body part to attempt to plug the holes and contain the water.
Spiritual Application: To be successful in this activity the participants must fill the gaps. As Christians we can “stand in the gap” in a world in which Christian principles often seem nonexistent.



Railroad


Setting: Any size room or area without obstacles
Props: Some way to mark off 9 separate interconnected areas by using tape, chalk or Frisbees
Number: Need 8 participants, but more can help solve the problem
How: Set up the area like this      Spaces designated with [],     people designated by *
[][][][][][][][][]
* * * * * * * *
This diagram is the manner in which participants are lined up. Notice, there are 9 total spaces with the participants lined up in groups of four, with a space in between the two groups of four. The two groups then attempt to switch positions following these rules:
1. No one may pass a teammate from his/her group of four. When the problem is competed, each foursome will be in the order in which they began.
2. A person may move into an open space immediately in front of him/her.
3. Backward moves are not allowed.
4. A person may step around someone from the opposite foursome to move into an open space.
5. Only one person out of entire eight should be moving at a time.
6. Stepping around a group of two or more people from the opposite foursome to reach an open space is not allowed.
Spiritual Application: Many voices tend to create confusion., causing difficulty in solving the problem. Many worldly influences can confuse and disrupt our communication with God. Often, Satan seeks to tempt and distort our relationship with the Father even as he tempted Jesus as told to us in Matthew 4. We must keep our concentration on Jesus and He will keep us in His care.



Reach for the Sky

Setting: A clean, reasonably soft surface is needed with access to a wall
Props: A piece of masking or duct tape
Number: At least 8
How: The idea is for the group to place a piece of masking tape as high as possible on a wall. Obviously this is dangerous. Spotting is required.
Spiritual Application: I Corinthians 12 speaks about the need for both strong and weak body parts. In this initiative the small light person is as essential as the bigger, stronger person is. The group must function as a body with some serving as spotters and stronger members lifting the light, agile ones. Working together, the group can attain a height much greater than anyone could alone. This is true in the body of Chris as well. We must use our different gifts to lift and support one another and jointly achieve results, which could not be attained by a single person.



Rope Designs

Setting: An open area with room to move
Props: One blindfold for each participant and a long length of rope tied together
Number: At least 8
How: The goal is to arrange the rope into geometric designs while blindfolded. Group members are instructed to put on blindfolds and then grasp the rope. They are then instructed to arrange the rope into a specific shape. When they believe the shape is complete, they remove blindfolds to observe their shape.
Spiritual Application: Often, some group members will strive for perfection, while others are content with just getting close. We are instructed to strive for perfection in our lives in Matthew 5:48.



Silence


Setting: Preferably outside in a large area
Props: Each participant needs a writing utensil and paper
Number: Any
How: Group spreads out individually, and records something they might not see in a group setting.
Spiritual Application: Sometimes we have to look closely, and get away from the distractions to see where God wants us to go.



Ten-Man Pyramid

Setting: Need a soft, grassy surface
Props: None
Number: Need at least 10 people
How: The objective is to form a ten-man pyramid in a symmetrical shape. After completion, instruct participants to do this another way, then another way and as many ways as the group can devise.
Spiritual Application: At first, this activity goes a little slow with few ideas, yet eventually speeds up. Sometimes the group does not heed a suggestion. In the race to do this in as many ways as possible, often the group becomes vocal and misses some ideas. We must listen to God. Scripture tells us “Be still and know that I am God.”



The Clock

Setting: An open area with no obstacles
Props: One or two Frisbees
Number: Any size
How: The purpose is to move a group holding hands in a circle rotating 360 degrees clockwise, then 360 degrees counterclockwise in as brief a time as possible. The group starts in a seated position, holding hands and on the “go” signal, stands up and begins the rotation. Several attempts are best to give opportunities to change the manner the activity is done. Group members may not let go of hands or the effort is nullified.
Spiritual Application: Breaking hand grips with other group members leads to failure. The connection between individuals is essential if the group is to complete the initiative successfully. The essential connection for the Christian is between him/herself and God. Reading and studying the Bible and communicating with God through prayer enable the Christian to maintain that connection. When sin or indifference breaks the connection with God, the individual will find that he/she struggles and is unable to deal successfully with life’s problems and challenges.



Touch the Can

Setting: Anywhere
Props: One soft drink can
Number: Up to 15 participants
How: Two volunteers hold the can by placing it between their noses. Tell the remainder of the group that they are to find a way for every person to touch the can. As they do so, they may not touch any other person in the group, including those with the can between their noses. Once the group has successfully achieved this, ask them to move a given distance, continuing to maintain contact with the can and not touching one another.
Spiritual Application: We all need a touch from God in our lives, and from our friends. We see this often throughout the New Testament as Jesus heals many people as they touched Him. In the same way a handshake, hug or other touch from a caring friend can do much to heal the hurts that occur in life.



Yurt Circle

Setting: An area large enough for the group to form a circle.
Props: None
Number: Minimum of 8, an even number is needed, could be a huge group
How: Instruct the group to form a circle with arms outstretched and joined hands or wrists. Direct everyone to take one small step toward the center. The leader should move in or out of the circle to maintain an even number of participants. Ask group members to count off and remember whether they are even or odd numbers. The goal is to allow half of the group to lean in, and the other half to lean out. This should be done with caution. Each person is supporting the two people on either side of him/her. This may take several attempts.
Spiritual Applications: People in any grouping have different gifts. Everyone has strengths and weaknesses. This is true with our spiritual gifts also. By encouraging individual gifts, the service and ministry of the church may become more completely balanced.

 

Blanket Drop

Setting: Any area big enough for the group
Props: Blanket or something that cannot be seen through and can separate two teams
Number of Players: Limitless
How to Play: Divide the group into two sides. Hold a blanket in between the two groups. Have each group choose a person from their team. (The other team should not know the opposite team’s choice.) Have the person sit or stand in front of the blanket, on opposite sides. At the signal the blanket is dropped. The individuals try to guess each other’s names. The first one to guess gets to bring the other one over to his/her side. This can be made more difficult by surrounding the person just as long as everybody else is facing away from the blanket.
 


Bumpity, bump, bump, bump

Setting: Anywhere
Props: None
Number of Players: At least 10
How to Play: Have group form a circle. Choose one to be in the center- IT. IT points to someone and says either “right” or “left”. If It says “right” the pointed at person must say the person’s name on his/her right, the same thing if “left” is said. It says the direction, then says the phrase “Bumpity, bump, bump, bump.” The person chosen has to say the correct name before the phrase is completed. If they are not successful, they are the new It.



How Do You Do?

Setting: Anywhere
Props: None
Number of Players: At least 10
How to Play: The group should be in a circle. One person is chosen to be It. As everyone faces the circle’s center, It moves outside the circle until he or she stands just behind a chosen partner. It taps that person on the shoulder. When he or she is turned around, It greets that person with a handshake and says to that person while shaking hands the following phrase, “My name is _______. How do you do?” Repeat this twice more. Both partners run in opposite directions striving to reach the starting point first. One catch: When these players meet at the halfway point of the circle, they must stop and great each other three times saying, “How do you do?” You may also want to require either runner to stop and greet anyone with an outstretched hand. This will keep other members involved. The last runner to reach the starting point is the new It.



Name Adjectives

Setting: Anywhere
Props: None
Number of Players: Any number
How to Play: Have everyone introduce themselves by using an adjective which begins with the same letter as their first name, i.e. Terrific Tom, Amazing Amy, and so on. Encourage them to choose an adjective that actually describes their personality.



Name Toss

Setting: Area large enough for group to form a circle and be active
Props: One or two tennis balls
Number of Players: 10 or more
How to Play: Form a circle. You begin by saying your name, then toss the ball to your right. Continuing in one direction, each person says his/her first name, and continues tossing the ball in sequence until you have the ball. You then call out someone’s name in the circle and toss the ball to him/her and that person calls out another person’s name, etc. Begin adding two or three more balls and going faster and faster.



Name By Name

Setting: An area large enough for the group to form a circle
Props: None
Number of Players: Best if at least 10
How to Play: This is a fairly challenging activity. Ask your group to line up in a circle. Everyone needs to announce their name loudly-if anyone does not hear a name, they may call out “REPEAT” and the person must repeat. After all the names have been announced, announce the challenge: All players must rearrange themselves so that the circle is in alphabetical order by first name. No talking, signing, gesturing, showing of ID cards or any other way of showing your name is allowed. Helping pointing or positioning is allowed, but the challenge is for the individuals to place themselves in the circle in the appropriate place. Once the group has moved and the circle is Re-formed, that ends Round One. Take a test and see if it is correct. If not, begin Round Two after allowing the group to announce their names again. If Round Two is not successful, start Round 3. See how many rounds it takes.



Name Split

Setting: Area where group can be in a circle
Props: One boffer
Number of Players: Minimum of 8
How to Play: Ask group to line up in a circle with one It in the middle. Only one person at a time is It. It takes the boffer and puts it in between 2 people. The first person to correctly identify the person on the other side of the boffer gets one point. This action is repeated, until a person gets 3 points, and that person then becomes It. Then, all the players in the circle shuffle positions–they must not stand next to the same people as before, and they keep all their points. The next person to accumulate three points is It and the circle shuffles again, and so on and so on. . .



Name Whomp/Name Bop

Setting: Area large enough for group to form a circle
Props: One boffer
Number of Players: At least 10
How to Play: Have group sit in a circle with feet toward the center. The person in the middle has a boffer and points to someone to begin. The person pointed to says his/her name first then someone else’s. The person with the boffer tries to hit the feet of the person called out before he/she says their own name and someone else’s. If a person gets hit before calling out his/her name and someone else’s he/she will be in the middle.



Bang You’re Dead

Setting: Indoors/Outdoors
Props: None
Number of Players: Any number over 5, more fun with more people
How to Play: This is a guessing game. The leader starts with the phrase “Bang You’re Dead.” The group must figure out who is dead. As participants figure out the game, they may assist or give clues to others. The person who is “dead” is the first to speak after the phrase is uttered. Obvious clues help those after a long period of time when participants have not figured out the solution.



Just One Word

Setting: Anywhere
Props: Give 11 sheets of paper with the letters D,E,J,N,O,O,R,S,T,U,W
Number of Players: Any
How to Play: Instruct the group to use all the letters to spell out just one word. The trick is that the letters spell out “Just One Word.” Allow them to solve this.



Ah-So

Setting: Indoors/Outdoors
Props: None
Number of Players: at least 10, 40 or more possible
How to Play: Players sit in a circle. Participants are informed that they are members of an elite Oriental society and must use three symbols to communicate. One begins by placing one hand, palm down and fingers extended, under his/her chin and saying “Ah” in a deep, dignified tone. If the player uses the right hand with fingers pointing left, action passes to the one seated on the left. If the left hand were used, fingers would point right. Whoever received the action responds by placing either hand, palm down, fingers extended, above his/her head saying, “Soo” in a distinguished way. Direction of fingers indicates who will go next. The third action is a silent point directed at anyone in the circle. The one pointed at starts the action anew, places hand under the chin and says, “Ah,” and the game continues. The sequence is “Ah”, “Soo” point, as quickly as possible. When someone makes a mistake-mistakes cannot be tolerated in this elite society-the offender is banished to outside the circle. He/she then adapts the role of heckler. Hecklers move about the outside of the circle using verbal distractions, facial contortions or other antics to distract participants and force errors. No touching is allowed at all. When only three players remain, they are the winners. When a player is banished the remaining players place one hand, fingers curled thumb pointing up, on the ground. The players should then say, “You’re Outta Here” as the offender is banished.



Alphabetically

Setting: Anywhere
Props: None
Number: Any
How to Play: Ask group members to keep eyes closed. The challenge is to have a single participant say the first letter of the alphabet and to have other participants say the remaining letters in order, without ever having two participants saying the same letter at the same time.
Variations: Simply count off, use months of year, list holidays during year, etc.



Commonalities

Setting: Indoors/Outdoors
Props: Pencil/Paper for each group
Number of Players: At least 10 for two groups
How to Play: Arrange group in clusters of 3s, 5s, etc. The clusters should generate a list of things in common. Example is a tattoo of mom. Everybody in the group must either have it or have done it (white water rafting.) The groups with the most things in common wins. These are unusual things, not eyes, ears or the like.


Elephant, Kangaroo, Fish

Setting: Anywhere
Props: None
Number of Players: At least 10
How to Play: Arrange group in a circle facing the middle. An It is in the middle and points to one person and either calls “Elephant”, “Kangaroo” or “Fish”. The person pointed to and the two people on either side must perform the designated action before It counts to five. If the threesome correctly forms the animal in time, It must seek new victims. If any of the victims makes an error, that person becomes the It. If more than one of the three makes an error It chooses the replacement.
*Elephant: middle person uses arm to make a trunk dangling from the nose. Those on either side form ears by cupping a hand behind middle person’s ears.
*Kangaroo: middle person joins his/her hands and rests them on his/her abdomen to form a pouch. Those on either side hop like a kangaroo.
*Fish: Person in the middle puckers lips in an exaggerated manner, then opens/closes his/her mouth. Side people place their hands, palms together and perform swimming motion.



Have You Ever?

Setting: Wherever group can form a circle
Props: If sitting use chairs, if standing no props needed
Number of Players: At lest 10 is a minimum
How to Play: Forma circle with the chairs to include everyone. Choose an IT to be in the middle. The center person then asks a “Have you ever…?” question. If a seated player answers the question YES, then that person must leave his/her chair. If the question, “Did you brush your teeth this morning?” is asked, all those who did brush jump up and dash for a vacated chair, while those that forgot or just didn’t, stay in their chairs. Whoever is left without a chair is responsible for asking the next question. And the game continues.



Hog Call

Setting: Large area with no obstructions
Props: Blindfolds
Number of Players: At least 10, yet the more the merrier.
How to Play: Divide into pairs. Each person needs a blindfold. Each pair should designate a double name for themselves like peanut butter or blue jay or high chair. No two groups should have the same phrase. Each pair will separate, two groups will form, the two groups, one partner in each will move to separate ends of a large area and place the blindfolds on. At the signal, the participants walk toward the other group shouting their own code name searching for his/her counterpart.
*CAUTION: Spotters are needed to keep folks from wandering completely away, bumper’s up position needed.



It Ain’t Me Babe

Setting: Anywhere
Props: Pencil and Paper
Number of Players: Any number will do
How to Play: Randomly pair off participants. Give them 5-10 minutes to introduce themselves. They may not speak to one another during this time. Writing is not allowed, yet drawing is allowed. Players should communicate important things about themselves. At the end, players report to the group what they think they learned about their partners.



Killer

Setting: Anywhere
Props: None
Number of Players: 10 is the very least
How to Play: The object is for the Killer to kill others by winking at them. A killer is chosen secretly by the leader. Participants move around greeting each other. The killer does the same and attempts to move about unobtrusively, killing all group members. When someone is killed, he/she must allow the killer 15-20 seconds to move away before enacting a memorable, believable death scene. The death scenes are one area where creativity is encouraged! As the game is played, participants become detectives seeking the killer. When someone who has not been killed believes he/she has identified the killer, that person raises a hand and calls out, “I accuse.” Another participant must accuse also or the accuser must bide his/her time as the game continues. When an accusation and second are obtained, the leader counts to three. Accusers then point to the suspected killer. Accusers may not confer before they point. If both point to the actual killer, the killer must admit it. If the accusers point to different people, regardless if one is the real killer, accusers die. The game continues until either the killer is identified or all are killed.



Mirror Image

Setting: Anywhere
Props: None
Number of Players: At least 8, need even numbers
How to Play: Participants get into pairs. One is the leader and the other follows the leader’s actions. After a while the roles change. This is a silly activity that encourages interaction among unfamiliar participants.



Two Truths and a Lie

Setting: Anywhere
Props: None
Number of Players: At least 3
How to Play: Each contestant tells two truths and a lie to the group. The group then tries to determine which is which.



Wink

Setting: Anywhere, but a soft surface is mandatory
Props: None
Number of Players: At least 10, the more the merrier
How to Play: Need odd number of players. Members pair up and align themselves in a double circle. The partner inside kneels in front of the partner standing outside. The odd player stands alone and is the winker. The game begins by the winker winking at one of the kneeling players. The person winked at attempts to get away before being tapped on the head by their partner. If tapped, they stay where they are. If they get away, the person without a partner restarts play. After a while, change roles.

 

Bottoms Up

Setting: Preferably a soft surface
Props: None
How to Play: Partners sit on the ground facing each other. They place the soles of their feet against their partner’s and put their weight on their hands. The objective is for the pair to push against each other’s feet and attempt to raise their hips off the ground.



Details

Setting: Anywhere
Props: None
How to Play: Partners begin by facing each other and “looking each other over” for a few moments. Then they turn back to back and alter five things about their appearance. Ex: a watch might be removed, shirt turned around, shoe untied. Partners should be subtle and sneaky. When both are ready, they turn to face each other and try to identify the items that were altered.



Human Spring

Setting: Soft Area
Props: None
How to Play: Pairs stand facing each other, feet apart approximately shoulder width. Gently they fall toward each other, catch their partner on the palms of their hands, and push or spring back to an upright position. Having done this successfully, each should back up a few inches and repeat the process. When successfully complete, continue moving apart as long as possible without compromising safety. It is a good idea to have a person or two stooping between the two in case they fall.



Partner Tag

Setting: Large open area
Props: Boundary markers
How to Play: One of each pair is the chaser and the other is being chased. Boundaries should be established. Partners separate and the entire group intermingles. At the leader’s signal, the chaser chases the chasee, trying to tag him/her. When this is accomplished, the partners swap roles. Once tagged, the new chaser must allow 5 seconds for the chasee to get away. This is a walking game, no running allowed!
 


Stand Off

Setting: Indoors/Outdoors with space appropriate for group size
Props: None
How to Play: Partners stand toe-to-toe with palms together-No interlocking fingers. At the signal each tries to force his/her opponent off balance. The first to move either foot from its position or touch the other anywhere other than the hands loses. Rocking up on toes and back on heels is fine. The first to 3 points in the winner.



Thumb Wrestling

Setting: Anywhere
Props: None
How to Play: Partners extend arms, same arm for each partner, lock all fingers with thumb pointing up, and attempt to “pin” the other thumb for the count of three.



Toe Fencing

Setting: Open space with room for movement
Props: None
How to Play: Partners face each other holding wrists of partner. The object is to reach out gently with a foot and tap-No stomping-the other person’s toes. This should be done while avoiding the opponent’s feet from tapping yours.

 

Blob Tag

Setting: Open area with boundary markers
Props: boundary markers
Number of Players: Minimum of 10
How to Play: One player begins as the blob. As he/she tags other people, they become part of the blob also, until all are part of the blob. If the blob splits apart it cannot tag anyone until it is joined again. However when the blob gets very big, it may be good to allow the blob to split after eight people are joined together into groups of four.



Elbow Tag

Setting: Open area with no obstacles
Props: None
Number of Players: 5 groups of 2 is towards the small side, bigger groups preferred
How to Play: Need even number of players that are divided into pairs and link elbows. One set should begin, one is the chaser one is the chasee. The chasee can escape from the chaser by running in the group’s immediate area or by attaching himself/herself to another set of partners by linking elbows on one side. The original chasee is now safe, a new chasee must begin running. That person is the one on the end of the trio, because he/she has been crowded out and must now escape from the chaser. If tagged, this person becomes the chaser



Everybody’s It

Setting: Open area with no obstacles
Props: Boundary markers
Number of Players: 10 is a minimum
How to Play: As the name suggests, everyone is it. At the leader’s signal, everyone attempts to tag the other group members without being tagged. Once tagged, players must sit down and are out until the next round. Those who run outside boundaries are out. Last one left is winner.



Heads/Tails Tag

Setting: Large open area with no obstacles
Props: Boundary markers
Number of Players: At least 10
How to play: Demonstrate to the participants two body positions (suitable for running, of course). The choices are: one hand on top of the head or one hand attached to the tail (rear end). Each person will have to decide which of the body positions is the “right” one for them. After a moment for players to determine their identity, indicate the start of the game by shouting “Declare” or just tell them to identify their choices by putting hands in the position and shout “go”. The action involves one team–the heads for example– trying to tag and transform all the tails. If a head tags a tail, the tail becomes a head and vice-versa. Once transformed, the person continues until one team converts all the others. Usually three or four rounds are enough. You need boundaries to prevent people from running all over the known universe.



Hospital Tag

Setting: Open area that allows for movement
Props: Boundary Markers
Number of Players: At least 10
How to Play: This is a natural offshoot of Everybody’s It. Everyone is it. At the leader’s signal the game begins. Players attempt to tag others without being tagged. If you are tagged, place a hand on the “wound”. Once tagged twice a player cannot tag



Mosquito Tag

Setting: Open area that allows running
Props: Two boffers at least and boundary markers
Number of Players: At least 10
How to Play: The object is for the person(s) with the boffer (the mosquito) is to tag everyone else (below the shoulders). When a person is tagged, they are frozen until two other people who are untagged join hands around the tagged person and call out “Deep Woods Off” or a similar phrase of your liking. Add mosquitoes by giving a boffer to another person.



Needle and Thread Tag

Setting: Area large enough to allow the group to form a circle with some extra room outside the circle
Props: None
Number of Players: At least 10
How to Play: To begin have everyone circle up and spread out about arms length apart. Choose a needle and thread person and It. Have them begin with N&T person and It person on the inside and outside of the circles, respectively. At the word “go,” It begins to chase N&T. The catch is whenever N&T runs in or out of the circle, the two people “N&T” runs between join hands. The object of the game is for N&T to completely sew up the circle, ending up on a different side of the circle as It.



Octopus

Setting: Large area with room to run
Props: Boundary markers
Number of Players: Minimum of 10
How to Play: Everyone is at one end of boundary. The goal is to get to the other end without being tagged. It shouts “go” and everyone attempts to move to the other side. If tagged, this person freezes at location where tagged, and attempts to tag others using arms-feet cannot move. Game ends when one or two are still free. These players are the next Its.



Partner Tag

Setting: Open area big enough for movement
Props: Boundary Markers
Number of Players: At least 5 pairs
How to Play: Participants pair up. One is the chaser, one the chasee. Partners separate and the group intermingles. Boundaries are necessary. The chaser attempts to tag his/her partner. Once tagged, roles reverse after a count of 5 seconds. This is a walking game, no running!



Partner Squared Tag

Just like Partner Tag, yet pairs link up and chase other pairs.



Snake in the Grass

Setting: Open area that allows for movement and preferably a soft, grassy surface
Props: Boundary markers
Number of Players: At least 10
How to Play: One participant is It. This person crawls through the area and tries to tag the others who are running away. Once tagged, participants become Its as well. The last one tagged is the first It for the next game.