|
 
Home
Party Games
Party Craft
Party Themes
Invitations
Decorations
Add your Business
Contact us
 
 
|
Action Games
Most action games require space. That holds true for many of the games in this section,
but almost all can be played indoors in the average apartment or home. Just make sure you
put breakables and precious articles away in a safe place before the party starts.
- Bow Wow
(Ages 9-12)
- Catching the Snake's Tail
(Ages 6-8, 9-12, 13-18, Adult)
- Deep in the Jungle
(Ages 9-12, 13-18, Adult)
- Loose Caboose
(Ages 9-12, 13-18, Adult)
- Musical Bumps
(Ages 6-8, 9-12)
- Musical Chairs
(Ages 6-8, 9-12, 13-18, Adult)
- Musical Islands
(Ages 13-18, Adult)
- Noah's Ark
(Ages 9-12, 13-18, Adult)
- Poisoned Cushions
(Ages 9-12, 13-18, Adult)
- Sardines
(Ages 6-8, 9-12, 13-18, Adult)
- Sherlock and Watson
(Ages 9-12, 13-18, Adult)
- Stalking Bigfoot
(Ages 9-12, 13-18, Adult)
- Steal the Bacon
(Ages 9-12, 13-18, Adult)
- The Circle Test
(Ages 9-12)
Bow Wow   
up
| Players: |
12-40 |
| Equipment: |
None |
| Preparation: |
None |
If you play this game indoors, be sure to move back the furniture so you have lots of space.
One player is "It" and all of the others stand in a circle, about an arm's length apart.
"It" runs around the outside of the circle, taps one of the players, and continues running. The tapped
player runs around the outside of the circle, in the opposite direction from "It."
When "It" and the tapped player meet each other running, they must get down on all fours and bark
"Bow Wow" three times. Then each must get up quickly and continue running around the circle
in the same direction as before. The first one to reach the empty space in the circle gets the
place. The one left out becomes "It" in the next round.
If the same person is about to be "It" for a third time, choose another "It."
Print version
Catching the Snake's Tail   
up
| Players: |
10 or more |
| Equipment: |
None |
| Preparation: |
None |
Players line up one behind the other with their arms around the waist of the player in front.
The first player - let's say, Donna - has her arms free. She tries to catch the last player of the
line - Alex.
The line, or "snake", twists and turns while Donna, the Head of the snake, tries to catch Alex, the
Tail. Anyone who lets go of the player in front is out. So hang on tight!
When Donna catches Alex, she goes to the end of the line and the second person becomes the head.
In that way everyone has a turn at being heads and tails.
Print version
Deep in the Jungle   
up
| Players: |
12-30 |
| Equipment: |
Enough seats for all but 2 of the players |
| Preparation: |
None |
This game is similar to Musical Chairs, but it's played with partners. Choose partners using one
of the games from
"Pairing Off Partners Games". Each set of partners decides to be a particular
animal. You could have a pair of monkeys, for example, a pair of anteaters, a pair of lions, and
so on.
The partners who don't have chairs (the "It" couple) walk about the room together, saying the
names of various Jungle animals. When their animal is called, the corresponding partners rise and
follow "It" around the room. If the "It" partners say, "The jungle is quiet tonight," all players
join the line. If the "It" partners say, "The jungle is noisy," everyone runs for the seats. Partners
must hold hands as they run and keep holding hands as they sit. This makes for some pretty interesting
problems. Of course, the "It" couple tries to get seats, and the unseated couple becomes "It" next
time around.
Print version
Loose Caboose   
up
| Players: |
10 or more |
| Equipment: |
None |
| Preparation: |
None |
You need lots of space for this game. Players form groups of three or more. Two people are not in
any group, because they will be the loose cabooses.
The groups line up and hold each other's waists. They are the trains that the loose cabooses try
to hitch onto. They run around and make sharp turns every time a caboose tries to grab hold of the
last player and join the train. If the loose caboose does catch onto a train and can't be shaken
loose, the first player of the train becomes a loose caboose.
Print version
Musical Bumps   
up
| Players: |
6 or more |
| Equipment: |
None |
| Preparation: |
None |
This "musical chairs" game requires no chairs, just music that the leader plays on a piano, or from
a record or tape, or may not play at all - the leader may just clap. The players move to the rhythm.
When the leader stops the music or stops clapping, everyone must sit on the floor. The last person
to sit is OUT and must go to the sidelines with the leader. For a "sit" to be considered "safe,"
the contestant's bottom must touch the floor.
Vary the type of music or rhythm so that some is loud, some soft, some fast, some with a jazz beat.
Vary the length of each segment, too, so that the players are totally unprepared for the moment the
sound stops. Use a few very short segments; they make the game exciting.
If the music is on tape or record, change the volume control suddenly. Many players will sit down
at the change in dynamics, without realizing the music is still playing and the game still going
on. These players are OUT.
When there are just two players left, they will be busy watching each other and there may be one
tie after another, as they both hit the floor at the same time. If this happens, ask them to close
their eyes while they move to the music. You'll soon have a winner.
Print version
Musical Chairs   
up
| Players: |
2 or more |
| Equipment: |
Chairs, one less than the number of players; Music |
| Preparation: |
Line up a row of chairs with alternate chairs facing in opposite
directions. If one seat of one chair is facing north, then the seat of the chair
next to it should face south |
It's old and familiar, but "Musical Chairs" is still one of the world's best party games, and some
marvelous variations on it have been invented, too. Let's start with the basic game.
As soon as the music starts, all the players begin to walk single file around and around the chairs.
Suddenly, the music stops. There is a big scramble for seats. One player is left without a seat,
and that player must leave the game. Then one chair is taken away, so there is still one chair
less than the number of players.
The music starts again. The players walk around and then the music stops. All try to grab seats.
The player without a chair leaves the game and another chair is removed.
This goes on until there are just two players walking around one chair. It gets pretty exciting at
this point. When the music stops, the player lucky enough to get into the chair wins.
Print version
Musical Islands   
up
| Players: |
2 or more |
| Equipment: |
A sheet of newspaper for every player except one |
| Preparation: |
Place the sheets of newspaper on the floor, with one less than the number of players |
This version of Musical Chairs doesn't require chairs - just "safe" sheets of newspaper. As the
music plays the players dance - either with partners or alone, depending on what suits the group.
When the music stops, everyone scrambles to find an "island." To get onto an island, you need to
stand with one foot and one hand on a sheet of newspaper and hold that position. Anyone who loses
his or her balance is out. A sheet of newspaper is then removed for everyone who is out, and the
music starts again. The game keeps up until only one player is left, the winner.
Print version
Noah's Ark   
up
| Players: |
12-30 |
| Equipment: |
Enough seats for all but 2 of the players |
| Preparation: |
None |
In this variation on
"Deep in the Jungle," the players can be any living creatures, and
the "It" couple calls, "It looks like sunshine" and "It looks like rain."
Print version
Poisoned Cushions   
up
| Players: |
10-20 |
| Equipment: |
Cushions |
| Preparation: |
Pile up the cushions in a circle about 5 feet (approximately 2m) in diameter |
The players stand in a circle around the cushions and clasp hands with each other. The object of
the game is to push or pull the other players down onto the "poisoned" cushions, and keep off them
yourself. When players touch, step on - or fall into - the poisoned cushions, they are "out," and
the circle gets smaller. You may need to remove a few cushions as the circle gets smaller and
tighter.
Print version
Sardines   
up
| Players: |
5 or more |
| Equipment: |
None |
| Preparation: |
None |
This is "Hide and Seek" backwards. Only one player hides, and the other players go hunting individually.
When a hunter finds the hiding place, though, instead of announcing it, that player gets into the
hiding place, too. And so it goes. As each hunter finds the hiding place, the hunter joins the hunted
until they are crowded - you guessed it - like sardines. The game goes on until the last hunter
finds the sardines.
Print version
Sherlock and Watson   
up
| Players: |
10-30 |
| Equipment: |
Blindfold |
| Preparation: |
None |
Everyone joins hands in a circle, except for two players who are inside the circle. One is blindfolded
and is called "Sherlock." Sherlock must try to catch the other player, who is called "Watson."
The blindfolded player calls out "Watson!" Then Watson must answer, "Sherlock!" In this way, Sherlock
can tell what part of the circle Watson is in. Watson must stay within the circle, and whenever Sherlock
says "Watson!" the other must answer "Sherlock!"
When Watson is caught, he or she becomes the blindfolded Sherlock. The previous Sherlock chooses
a new Watson and joins the circle. The game continues until everyone has had a turn being Sherlock
and Watson.
Print version
Stalking Bigfoot   
up
| Players: |
5-20 |
| Equipment: |
A large table; 2 blindfolds |
| Preparation: |
None |
Players sit in a circle. The first player says, "Ha." The second player says, "Ha-ha." The third
player says, "Ha-ha-ha," and so on, each player adding another "ha." Each "ha" must be pronounced
solemnly. If any player laughs or fools around, he or she must drop out of the circle, but once
out, anything goes. The eliminated players are free to do anything they can think of to make the
other players laugh. No touching allowed.
Print version
Steal the Bacon   
up
| Players: |
6 or more |
| Equipment: |
A handkerchief |
| Preparation: |
None |
Two players are chosen: one is the Hunter, the other is Bigfoot. Both players are blindfolded and
stand at opposite ends of the table.
The Hunter tries to catch Bigfoot, but of course, can't see where Bigfoot is. Bigfoot tries to keep
away from the Hunter, but can't tell where the Hunter is. Each tries to fool the other by giving
false signals. The Hunter may tiptoe to one end of the table and start pounding and then quickly
run to the other end because he expects Bigfoot to run away from the noise. The Hunter may whisper,
call out, and give all kinds of misleading signals. Bigfoot also may make sounds and then run to a
different spot to fool the Hunter.
The others in the group have fun, too, watching Bigfoot try to escape. Sometimes Bigfoot walks
right into the surprised Hunter. You may want to ask those who are watching to be quiet so as not
to give any clues, and to stop Bigfoot and the Hunter from running into anything. Or you may want
to encourage them to give advice (including misleading advice!) and distract the players. Both ways
are interesting.
After the Hunter catches Bigfoot, choose two other players to take their places.
Print version
The Circle Test   
up
| Players: |
12 or more |
| Equipment: |
None |
| Preparation: |
None |
The players form a circle, linking elbows. Then all the players step back and pull as hard as they
can. The object is to get other players to break the circle. When it finally breaks, the two players
whose arms unlinked are out, and the circle forms again, smaller this time, but just as tight. No
stopping is allowed, except when the break occurs. If the circle seems invincible, and it doesn't
look as if anyone is going to unlink arms, tell everyone to take three steps into the middle of the
circle (which relaxes it) and then quickly to take three steps back. This snap will often create
another break.
Print version
Site designed by
ChildrenParty.com
 
contact us
Copyright © 2000-2001 Start Net Solutions, LLC. All Rights Reserved
|
   
|