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Icebreakers Games
Some icebreakers are "get acquainted" games. Often played at clubs or groups as a way
of welcoming new people, they make it easier for unacquainted guests to become part of the
group. Others are games that are meant to loosen up a bunch of people so they are relaxed
and laughing and ready to take part enthusiastically in whatever games or activities you have
planned.You'll find both types in this section. Also, take a look at
Races for Small Spaces.
Almost every one of them is also a super icebreaker!
- Blown-up Fortunes
(Ages 6-8, 9-12, 13-18, Adult)
- Zip Zap
(Ages 9-12, 13-18, Adult)
- Bean Shake
(Ages 9-12, 13-18, Adult)
- Musical Crabs
(Ages 9-12, 13-18, Adult)
- Follow the Leader
(Ages 9-12, 13-18, Adult)
- Autographs
(Ages 9-12, 13-18, Adult)
- Broom Dance
(Ages 13-18, Adult)
- Who Am I?
(Ages 9-12, 13-18, Adult)
- Talk Fest
(Ages 6-8, 9-12, 13-18, Adult)
- Multiplication Dance
(Ages 13-18, Adult)
Blown-Up Fortunes   
up
| Players: |
5 or more |
| Equipment: |
A balloon for each player, and quite a few extras to substitute for the ones that break ahead of time;
A fortune, written on a slip of paper, for each player |
| Preparation: |
Push a fortune into each balloon;
Blow up the balloons and tie their mouths |
The fortunes may be funny or serious or silly - anything you think will add to the fun of the party. Here are a few suggestions:
You will marry a robot and have 14 children.
You will be a prisoner in the zoo.
You will get a pleasant surprise before the day is out.
If you don't stop eating so much cake, you'll get fat.
Watch out for clones.
You get the idea. When everyone has arrived, throw the balloons up in the air and let the
players catch them. After they have each captured a balloon, tell them to burst the balloon if they
want to find out their fortunes. The party begins with a BANG.
Print version
Zip Zap   
up
| Players: |
8 or more |
| Equipment: |
None |
| Preparation: |
None |
One player volunteers to be the leader and stands in the middle. Then everyone in the
circle, going clockwise, takes a turn calling out his or her first and last name.
Each person tries to remember the name of the player on the right and left.
Then the leader suddenly points a finger at a player-say Stan-and says slowly, "ZIP-one, two,
three, four, five." At this Stan must answer by giving the full name of the player to his left.
If the leader said, "ZAP-one, two, three, four, five," Stan's answer must be the name of
the person to his right. If Stan doesn't give the answer before the count of five,
then he has missed and becomes "It," while the previous "It" takes Stan's place in the circle.
If Stan gives the right name before the count of five is reached, then "It" remains where
he or she is and points to another player. Make it very clear that "ZIP" means the person to
the left and "ZAP" is for the person to the rightlongest wins.
Print version
Bean Shake   
up
| Players: |
10-30 |
| Equipment: |
10 dried beans for each player;
A small plastic bag or envelope for each player |
| Preparation: |
Place the beans in small plastic bags
or in envelopes, so that you don't need to take the time to count them out when the party is on. |
Give each player 10 dried beans. Then they are to start shaking hands with each other, over
and over, as many times as possible. Why? Because each player gives away a bean to every tenth person
he or she shakes hands with. The idea of the game is to get rid of all your beans.
This is a very funny scene, with everyone shaking hands. Of course, while you're trying to get
rid of your beans, and handing them out to every tenth person you shake with, you're getting beans back from other shakers!
It's a good idea not to let the players know that they will be your tenth person, because
they may try to move away from you. However, no one can refuse to accept a bean if he or she is really
the tenth person you shake hands with.
You can also play this game in exactly the opposite way. In the second way, the one who ends
up with the most beans is the winner. Then everything changes and everyone is anxious and eager to
become the tenth player.
First play it one way, then switch to the other. Some of the players will get all mixed up,
but it certainly gets everyone acquainted quickly!
Print version
Musical Crabs   
up
| Players: |
12-30 |
| Equipment: |
Music (from a tape or record player) |
| Preparation: |
None |
The players select partners and then form two circles - one partner in the outer circle and one in the inner circle. "It" stands in the middle, and someone else takes care of the music.
When the music starts, the circles move in opposite directions. When it stops, the circles
stop moving, and "It" calls out a command such as "Head to head!" Then the partners have to find
each other quickly and put their foreheads together. If "It" can get his or her head together with
a partner who hasn't been found yet, "It" becomes that player's partner when the music starts again.
The player left without a partner becomes "It," and issues the next command. The fun is in the many
possible commands: Nose to nose. Eye to eye. Cheek to cheek. Foot to foot. Head to toe. Hand in
hand. Back to back. Hand to ear. Back to front. Heel to toe.Shoulder to shoulder. Hand to knee.
Make up your own!
Print version
Follow the Leader   
up
| Players: |
4 or more |
| Equipment: |
None |
| Preparation: |
Set up a few "hurdles" in uncrowded places |
This is a good warmer-upper, and it can be played with any number of players. Be sure to put
away breakables beforehand and to point out to the leader the limits of the game—which rooms or
parts of the house are out of bounds.
One person is chosen as the leader and the rest of the group must do everything the leader
does. It is a good idea to alert the leader beforehand so that he or she can figure out a number
of interesting and unusual things to do.
Each player follows the other in a line close behind the leader. If you are in a large area,
such as a hall or a gym, the leader can start by making a large circle, and then close in to make
a smaller one. Leaders can skip, jump, run or hop or take any other kind of steps. When the circle
is small, the leader can unwind it and run in a straight line. The leader can jump over a rope or
some hurdles that are set up ahead of time (logs or cartons will do). The leader can do running
broad jumps, somersaults and cartwheels.
Almost any activities are fun to do this way. Keep in mind that they should be different
from each other and not too hard or too easy for the players.
After this icebreaker, the players will be ready for almost any active game. Depending on
the leader, they may be ready for a rest.
This is also a good way to end a party. The leader can pick up papers, carry used dishes
out to the kitchen, put on overshoes, and so on, and all the players must follow.
Print version
Autographs   
up
| Players: |
5 or more |
| Equipment: |
Pencil for each player |
| Preparation: |
Type or write a list of your guests and make a copy for each player. |
This is a good way to get your guests acquainted, when most of them are strangers to each other.
Give each player a copy of the guest list. Each person goes around and tries to find out who
everyone is. The printed lists of names give them a start. Then they must learn who belongs to
each name.
As they do this, the players get each guest to autograph the piece of paper. For example, if one
of the names on the list is Kay Robbins, the other guests will have to get Kay to sign after the
typed KAY ROBBINS.
The first player to get the complete list of names with correct signatures wins.
Print version
Broom Dance   
up
| Players: |
7 or more |
| Equipment: |
A broom; Music |
| Preparation: |
None |
"The Broom Dance" is always a funny mixer. You need an odd number of people to play and an
extra person to start and stop the music.
The players all take partners. The extra person dances with the broom. When the music suddenly
stops, all the players must change partners. The person with the broomstick drops it and
grabs a partner.
The player who is left without a partner picks up the broom and dances with it until the
music stops again.
Print version
Who Am I?   
up
| Players: |
8-10 |
| Equipment: |
Slips of paper with safety pins on them, one for each player |
| Preparation: |
Write the names of well-known people, living or dead, on the slips of paper |
As the players arrive, pin the slips of paper on their backs without showing them the name on the
front. Of course, they can see the names pinned to everyone else's back, but not their own.
Then let them try to find out their own identities from each other by asking any question
except "What's my name?" Answers can be given only in the form of "Yes" or "No."
Players cannot ask the same person more than one question at a time. They must go from one
person to another. When players think they know who they are, they don't say anything, but
go to the leader for confirmation.
For example, a player could ask, "Am I a general?" or "Did I fight against England?" and so on,
but not "Am I George Washington?" This type of direct question is saved for the leader, when
the player is already fairly sure of the answer. If players guess wrong, they go back to asking
questions. After players guess correctly, they rejoin the game as answerers.
The leader can keep a record of the order in which players guess their identity and declare
the winner later. The game is noisy and funny, because everyone is busy trying to be the first
one to find out who he or she is. Players must always answer questions put to them by others.
A word ofcaution: Cover or remove all mirrors.
Print version
Talk Fest   
up
| Players: |
4-30 |
| Equipment: |
Watch with a second hand or a stop watch |
| Preparation: |
None |
Divide the group in half and line them up in two rows. Those in one row stand back to back with
those in theother row. The players standing back to back become partners.
At a signal, the players turn around quickly and face their partners. They must talk to each
other without stopping. They must both talk at the same time - about anything at all - and it
doesn't have to make sense! All players must keep this up for 30 seconds.
Sometimes this game is played with only two players talking at a time. They stand in the
middle of the room talking fast and furiously while the others watch and laugh. A contest can
be set up, and those receiving the most applause are the winners.
Print version
Multiplication Dance   
up
| Players: |
8 or more |
| Equipment: |
Music |
| Preparation: |
None |
Play any kind of dance music, and select 2 players to start off dancing with each other.
Then stop the music. The dancers separate and each one selects another partner. The 2 couples
dance until the music stops again. Then each one chooses another partner, and 8 people dance.
This goes on until everyone is dancing.
You need an even number of players for this icebreaker. If you have an extra player, he or
she can start and stop the music.
Print version
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