The Episcopal Church Welcomes You
» Site Map   » Questions    
otuyhFormation_hdr
‹‹ Return
Games

Most youth ministries already incorporate games in one form or another-as ice breakers, community building exercises, free-time activities, workshops, program-related experiential learning, or just as fun time fillers. For those of us leaders who are less musically confident, games may even replace singing as an inclusive large-group experience. An effective, responsible game leader is much more than an entertainer or a rule enforcer. The questions I want to address are why, what, and how. Why do we play games? What makes games work? How can we lead games effectively? (And yes ... I have also included instructions for almost forty recommended games.)

For the purposes of this article "game" will mean a planned, theologically sound, interactive experience that safely achieves one or more of the following: fun, information exchange between participants, cooperation or team building, appropriate levels of contact or touch, and communication. This means games may include, but will not be limited to: board games, competitive sports or even just ice breakers. It also assumes that the choice of games depends on the particulars of the situation. No one game will work under all conditions, and more importantly what is ideal for one setting may be utterly inappropriate for another.

Why Do We Play Games?

Life is a gift which deserves to be taken seriously and also to be celebrated! Fun, laughter and discovery are indicators that life is being valued and enjoyed. We play games to share in life, to experience life through our senses and to discover the richness of relationships. As Christians we believe that it is possible to experience the Good News of Jesus Christ through the honesty and substance of relationships modeled after his life. So if games are intended to bring us closer to one another and to God they should emphasize participation, affirmation of others and building self-esteem over competition or winning. Games for ministry should leave players feeling worthy and valued---that they have participated in something that had a positive effect.

A by-product of healthy game playing is community building. Community forms gradually, in an ongoing manner. It is by definition never static. We can not make community happen. It is hugely dependent on the movement of the Holy Spirit and our readiness to receive it. We can, however, set up situations in which participants have the best possible opportunities to build healthy relationships, to experience the presence and meaning of God, and thus to be moved from superficiality towards authenticity and transformation. Games present a problem to be solved by the players. "How will I participate?" "How will I be included?" The full potential of any game is realized through the necessary problem solving and working out of details that leads players towards meaningful connection, true community. Think about the fun players have when they develop their own strategies to achieve the identified goal. Games also allow participants to learn through experience. Second only to first-hand experience, created or simulated experiences such as games or role plays communicate content more effectively than any other educational method. The right games at the right time can communicate more about being incarnate people made in God's image than any sermon, video or even song, because one's whole self, body, mind and spirit, is involved.

What Makes Games Work?

In general, well planned and carefully led games work well. Too little structure can be frightening for some players and too much will feel oppressive. The challenge is to find a balance between responsible management and controlling every dimension of the game.
To achieve this, it is essential to know something about the group for which you are being asked to lead games. Games which are planned taking into consideration as wide a range of factors as possible will work best and will contribute more effectively to the process of community formation. Factors to consider:

  • Purpose of the gathering---expectations of the group and its leaders;
  • Age---age range of group; developmental and energy levels; verbal skills;
  • Gender balance---ratio of female to male players; appropriate levels of physical contact; strength, speed or training differentials;
  • Range of physical ability---mobility of players; coordination; stamina; knowledge of left & right;
  • Terrain or facility---indoors or outdoors? open or closed? flat or hilly? natural obstacles or breakable materials; lighting; acoustics; furniture?
  • Numbers---how many expected? how many with experience? how many leaders? how will you organize teams if needed?
  • Strong personalities---who's expected that is a natural leader or trouble maker?
  • Pressing issues---are there critical issues facing this group or unfolding in the world that should be considered?
  • Time of day and duration of program---how long are you expected to lead games? *What will the group have come from and be going to? Will they be hyper? sleepy? hungry? relaxed?
  • Time the group has spent together---what is their common history? How many are new? returning? anticipated levels of trust? ability to risk?
  • Economic, cultural or racial backgrounds---many gatherings today are multicultural and many games assume that all players will be comfortable with Euro-centric forms of communication. Examine assumptions about eye contact, touch, intimacy, sharing, lifestyles etc.
  • Language---English may not be everyone's first language; learning; disabilities may affect reading, speech, memorization.

When these factors are ignored games may still be fun, even worthwhile, but the risks of offending or alienating are higher and the outcome is less predictable.

If you enjoy the game you are leading, chances are that you will communicate your enthusiasm to the participants and run it well. It never works to lead a game you dislike or feel stupid. It is hard to lead a game well if you have never played it. This is because game leading is more about group process than rules. You have to be familiar enough with a game to recognize when it is working, when players need additional instruction or when a new "twist" needs to be introduced to keep the excitement level high. The more you practice leading games the more natural your style will become.

There are endless possibilities for creative and fun game playing. Keep searching or adapting until you find a collection of games with which you are completely comfortable. Children's games are a great source. How might they be adapted for teenage or adult use? Keep focused on your purpose. Remember: the game is simply a vehicle to assist with the transportation toward that purpose. It does not have to, and probably couldn't, be played perfectly.

Games that are consistent with the leader's values and theology work best. I, for example, believe that we are all called to be responsible stewards of the earth's resources. Waste bothers me tremendously. So I do not encourage the playing of games which waste food or any other valuable resource. I am also not rigid. Several years ago at a Junior High camp session, in the middle of a serious California drought, I had emphasized the importance of water conservation. One day the temperatures soared to 110 degrees and the campers were begging for a water fight. I could just imagine every hose in the place running at full capacity. Rather than say, "No!" on principle, I compromised and told the campers that they could do anything they wanted with two large garbage cans of water as long as they played over grass or soil that would absorb the moisture. The campers came up with an ingenious game that involved every imaginable water carrying device! (An added note: When a game leaves a mess of any kind, I automatically create an additional group activity around the clean up tasks in order to emphasize our shared responsibility and to get the job done.)

How Can We Lead Games Effectively?

Put safety first. One preventable accident can ruin your whole day.

Plan your games well ahead. Plan alternatives and be willing to use them. Plan to move from playful non-threatening (low vulnerability) towards deeper interactive games (higher vulnerability). Plan games you enjoy. Try to balance thinking/feeling, doing/being.

Have all equipment and space prepared in advance. Mark off any necessary boundaries.

Be sure the game leader can be seen and heard. Stand on a wall or chair if necessary. Stand in a circle of players, not inside it, to give instructions. Be willing to model anything you will ask the group to do. This will reduce anxiety about the unknown.

Start positively and with energy. Trust your plans and your discretion. Do not ask, "Do you want to play a game?" Do say, "We are going to play a game now!" Identify yourself as the game leader and not the judge. Watch closely, pick up clues.

Put the group into game playing "position" before explaining the instructions. Divide into teams, lines, circles, pairs etc. first. This reduces confusion and allows the group to start playing sooner.

Make instructions brief and straightforward. Give just enough information to start the game. Do not try to anticipate all possible situations. Allow players to do their own "problem solving."

Remember that the game leader may always stop the game and modify the rules if the need arises. Encourage people to ask for clarification, but avoid "what ifs.... "

Demonstrate more and talk less. Choose games with simple rules.

Always allow people to choose to observe and identify them as participants too.

Encourage players with positive feedback. Communicate honest acceptance.

Timing is important. End the game before it reaches its peak. Signs that it is time to end: people's attention wanders, they modify the rules on their own, they break the rules. (Note: Teenagers often like to play games over and over and over. Try not to let one become stale or habitual because the element of discovery is central to community formation.)

Make the game as fair as possible. This is particularly important for active games that require physical coordination. If there is extreme variance in ability or experience try to adapt the game to compensate. Ice hockey can become broom ball on ice wearing tennis shoes. Water polo can become inner tube water polo. Use water balloons for volleyball or a big rubber ball for softball. Teaming stronger players with new players, or creating an adjusted scoring system or adapted rules for the players with more experience can work well and build community. For example ask participants who are familiar with a problem-solving exercise to play in silence, thus emphasizing their non-verbal communication skills.

There are times when well planned, well executed games do not work. Be willing to acknowledge a flop and move on. If it's not fun or meaningful, stop! Postpone evaluation until the appropriate time. Remember that the games are a vehicle for growth, not a task to be accomplished.

Watch out for:

  • "Hot seat" games that will produce group enjoyment at the expense of an individual;
  • Players' feelings if they have to be eliminated or set apart; (Suggestion: adapt the game to include them in some way. See Musical Chairs in next section.)
  • Blindfolds---never require them, ask for volunteers;
  • Any game that does not reflect your personal theology or values;
  • Games that are culturally biased and may alienate players. If you do not know whether a game is culturally biased ask people whose cultural backgrounds are different from your own how they might respond;
  • Games that require expertise and may divide the group into those who are confident and those who are not, or may embarrass less experienced players who are sincerely trying to participate.

Above all else, don't take yourself or your games too seriously. Have fun! Celebrate life as the enormous gift that it is.

OLD FAITHFUL GAMES-TO BE USED IN NEW, FAITHFUL WAYS

Information Exchange

Theological Foundation:

  • Each person is created in God's image. (Genesis 1:27)
  • God calls each of us by our name. (Isaiah 45:3-4)
  • We, the people of God have a story.

Rationale:

  • Each person is unique. We have our own stories to tell.
  • We are curious about the world and want information.
  • We all want to belong, to find out that we are "normal."
  • Information gives us power.

1. Map of the World (recommend 10 or more players, works well with adults)
Ask participants to stand on an imaginary map of the world relative to one identified point and direction, according to a) where they were born, b) where they would most like to travel if money & time were not an issue etc. Sample some of their locations by asking volunteers to introduce themselves and say "where" they are standing & "why."

2a. Confusion Bingo (recommend 20 or more players)
Prepare by drawing a 5 square by 5 square grid on a piece of paper. Fill in each square with a fact e.g. likes chocolate, can speak Spanish, has a dog, wears size 11 shoes; or with an action e.g. did 10 jumping jacks, curled his/her tongue, made a scary face. Try to pick facts or actions that are relevant to the group you expect. Make enough copies for everyone. Hand out one grid and one pencil to each person. Instruct the group to move through the room finding people who match each square. If player A finds player B who for example has size 11 feet, s/he initials player A's paper in the appropriate box. Set a limit about how many squares one person can sign on one sheet. Set a goal - one full line of bingo, or two, or blackout.

2b. Signature Hunt (adaptation for 10 or more)
Give participants a pencil and a list of experiences, talents or qualities such as: climbed a mountain over 10,000 feet, basketball player, creative, ate snails once, never had chicken pox, can curl tongue, and so on. Ask them to collect signatures of other people in the group who have those characteristics. The first per
son to have a signature beside each item or the person who collects the most in a given time period wins.

3. Shoe Chart (any number, but people need to be wearing name tags)
Make up a simple chart with columns for people's names, type of shoe, color of shoe, kind of material. The object of the game is to mingle around the room and, without talking, write down on the chart everyone's name and shoe information. This game could also be done with other categories, like hair color, eye color etc.

4. Clumps (10 or more; the larger the group, the more options there are)
A caller tells participants to mingle around the room and to "clump" in a group of the size called out. As they mingle the caller shouts out a number, or bangs a spoon on a pot, or blows a whistle that many times. If the players hear "5" they must try to get into groups of five people and await further instruction. The caller then gives the groups an assignment appropriate to the participants, e.g. untie and tie everyone's shoes in your group; tell each other how you got here; stand in height order. Then the caller repeats the "mingle, mingle" instruction and the game is repeated with a different group size and task.

5. Fruit/Vegetable Name Game (any number)
Each person picks a fruit or vegetable that begins with the same letter as his/her name. Sit in a circle. Go around the circle and say your name and your fruit/vegetable. You can ask each person to repeat all the combinations before her/him, or for a less pressured experience chant the combinations as a whole group each time. You can also put a person in the middle with a pillow. A player in the circle begins by saying a 2nd person's name and fruit. The person with the pillow tries to swat the named 2nd person before that 2nd person says a third person's name and fruit. If the swatter succeeds the 2nd person takes over with the pillow.

6. Zip/Zap/Boom Name Game (any number)
Everyone sits on chairs in a circle. Each person must learn the name of the person to his/her LEFT (ZIP) and RIGHT (ZAP). One volunteer stands in the center of the circle and points to someone, saying, "Zip" or "Zap." The appointed person must say the correct name of the person in the zip or zap position depending on what was requested. The rest of the group can determine what is a correct and timely response. It is good to have a few trial runs. If correct the pointer points again. If the receiver was wrong, s/he takes over the position in the center. The center person has a third alternative, "Zip, Zap, Boom!" which means that everyone must get up and change seats. The center person tries to grab a seat, making someone else "it."

7. How Did You Get Your Name? What Does It Mean? (in small groups)
Ask each person to respond to these two questions. A good follow up is often to talk about the nicknames a person has had over the years, and what s/he prefers to be called today.

8. I Like People Who ... (15 plus)
Everyone sits in chairs in a circle. Ask for a volunteer to stand in the middle. S/he says very loudly, "I like people who " filling in the blank appropriately. All players in the seated circle who have done/are/like what is named must get up and find a new chair, at least two spaces away from their original seat. The person in the middle tries to grab a chair which leaves a new caller and the game is repeated. You can ask people to shake at least two or three people's hands as they cross the circle and introduce themselves to increase the get-to-know you stuff.

9. Walk through the Wallet (small groups)
Ask people to take out their wallets, purses or to empty their pockets and share the contents with one another. Make it clear that players can choose what they share and what they do not. Tell each other what meaning certain things have and why.

10. Unfinished Sentences (even number, 10 plus)
Prepare a set of unfinished sentences e.g. My favorite food is ... ; The last movie I saw was ... ; What I like best about church is.... Pair players up and position them in two concentric circles with partners facing each other (inside circle faces out, outside circle faces in.) Read the first question and have them both respond. Then play music while the circles move in opposite directions. When the music stops, read another question for the new pairs to answer, and repeat.

11. I Have Never... (groups of 5-15)
Give each player one piece of wrapped candy, peanut in the shell, or playing tokens for every player. So, if there are 15 players everyone needs 15 pieces of candy or playing tokens. Sit in a circle. Go around the circle and complete the sentence "I have never... " with a true statement, trying to name things that you suspect other people in the group have done or been. If other players have done the thing named they must give the person a piece of candy/playing token. This is a great way to learn interesting facts about people while rewarding the players who might have had the less exciting lives.

12. Brown Bag Collage (any number)
Give all people a paper lunch bag. Have lots of old magazines and newspapers around, with scissors, pens and glue. Tell people to cut out words and pictures that show things related to their "outer" life e.g. that they do/are interested in/like and stick them on the outside of the bag. They can also draw on the bag. Then cut out pictures and words that represent their "inner" life, their dreams/fears/hopes/disappointments/ secrets, etc. and stick them on the inside of the bag. When ready break into small groups and share your bags with one another. It must be clear that the inside of the bags is confidential and participants may share as much or as little as they choose.

13. Group Up (20 plus)
As everyone mills around the room the leader yells out a qualifying characteristic like "Same first initial!" Quickly, the group members try to find others who have the same first initial as they do and stick together. Whoever is the largest group wins that round of the game. Possibilities for qualifying characteristics are
endless. They can be informative or a little silly, e.g. same favorite TV show; same age; same birth month; same brand of shoes, same eye color etc.

Contact/Touching

Theological Foundation:

  • God created us and we are good. (Genesis 1:31)
  • Physical touch is important to confirm reality. (Mt 9:21, Lk 24:39, Jn 20:27)

Rationale:

  • We are flesh and bones people, incarnate.
  • We need to discover ways to move from isolation & self-consciousness to other centeredness and community.
  • Our fragmented world desperately needs healthy, loving touch to invite people out of isolation, into community.

1. Face to Face/Back to Back (odd number, 10 plus)
Ask people to find a partner. Instruct them to stand front to front and introduce themselves. One person should be without a partner and will begin as the game leader. The leader calls out "front to front" or "back to back" at varying paces and the players move accordingly. When the caller says "Change!" the players must find a new partner and the original caller tries to find one too, which should leave a new person to be the next caller.

2. Human Knot (8 to 10 per group)
Have each group stand in a circle facing each other. Tell them to put their arms out in front of each other and to hold hands with people across the circle. They must not hold the two hands of the same person or hold a hand of either person beside them. Once all hands are paired under these conditions the group tries to untie the knot without letting go. It is possible.

3. Ear to Elbow (even number, the more the better)
Have everyone find a partner. Make two concentric circles with the inside partner facing the outside partner. Tell each circle to walk clockwise (i.e. in opposite directions) until the leader calls out two body parts. At this point the partners must scramble to find each other and connect the to body parts as quickly as possible. Once players "get it" the last pair to find each other and connect the right parts will be eliminated by the leader. The object is to survive to the very end. If eliminated, ask players to become assisting judges and callers. Example of calls: knee to back, head to stomach.

4. Lap Sit (15 plus)
Have each player sit on a chair in a circle. The game leader will say a series of "If you ... " sentences and if the sentence is true for players they must get up and move the number of chairs in the direction the leader has specified. E.g. If you go to high school, move six chairs to your left. All high school students would get up and move. They may find someone already sitting in their new chair. If so, they are instructed to sit carefully on top of them. The piles will grow.

5. Elbow Tag (10 plus)
Ask for a volunteer "cat" and "mouse." Position other players in pairs linked at the elbow around the room/area. Cat begins to chase the mouse. Whenever the mouse attaches him/ herself to one of the standing pairs it launches the person at the open end of the pair to become the mouse. If the cat looks tired, ask for a new volunteer and continue.

6. Reconnect Palms (any even number)
Find partners. Eyes closed, partners face each other and touch palms. Feel the energy and then on an instruction drop their arms. Instruct them to take two steps back, turn around three times and try to reconnect palms. Invite brief reflections on the experience.

7. Palm Dancing (any even number)
Find partners. Sit on the floor facing each other with palms connected. For practice: one person in each pair begin to move hands freely, creatively and partners follow movement keeping palms connected. Reverse roles. Then leader ask participants to close their eyes, listen to the music and allow paired palms to move freely in response to it. Leader play a piece of taped music, preferably meditative in nature. If there are lyrics choose words that communicate affirmation or basic Christian theology.

Cooperation/Team Building

Theological Foundation:

  • We are one body in Christ with many parts. (1 Cor. 12)
  • We have diverse gifts, all necessary for bringing about the Kingdom of God.

Rationale:

  • We all yearn to belong, to feel needed and trusted.
  • Life is a gift to be shared and celebrated.
  • Together we can accomplish so much more than alone.
  • By experiencing the love and acceptance of others we can know God's love.

1. Human Tic Tac Toe (at least six)
Divide into two equal teams. Give each team a tube of colored zinc oxide to put a mark on their faces to differentiate the teams (or use colored stickers etc.) Set up nine chairs in a 3 X 3 grid. Each team takes turns putting one player into the grid just like tic, tac, toe.

2. Rock, Paper, Scissors (large number, with ample space to run)
Divide into two teams. Identify a mid line and two home bases equidistant on opposite sides of that line. Tell the teams to huddle and select rock, paper or scissors for their sign on the count of three. The teams line up along the midline. The leader counts, 1,2,3 and then the players show their sign. The losing team runs as fast as it can back toward its home base. The winning team chases and players tag members of the opposite "losing" team as quickly as possible until they are safe across their home line. Anyone who was tagged switches teams and the procedure is repeated.

3. Sound and Motion (6 or more)
Players are divided into three approximately equal groups. Each group decides on a sound and motion combination that will be their teams contribution to the game. Each group teaches the other two groups their sound and motion combo. Then the groups huddle and each group decides which combination it will do when the leader counts to three, not necessarily their own. The object of the game is to see how many rounds it takes for all three groups to do the same sound and motion combo.

4. Making Rain (any number, the more the better)
Ideally have participants sit in a circle or semi-circle more than one person deep. Leader begins at one point and tells the group to do whatever motion s/he is doing when s/he makes eye contact with them, and to continue making that motion until the leader returns and changes the motion by example.

• Sound one---rubbing hands together.
• Sound two---snapping fingers, alternating hands
• Sound three---patting thighs, alternating hands
• Sound four---stomping feet (if floor not carpeted) or hitting hard surface with palms
• Build up the storm and then reverse the motions to end with a quiet, light rain.

5. Putting Together the Puzzle (any number, with preparation)
Prepare pieces of paper with words or phrases that go together to build a familiar passage
(Scripture, hymn, prayer etc.) or that make up a total object (car, machine, books of the Bible) Put one piece of paper on each person's back and instruct the group to get into appropriate
positions without talking.

6. Yarn Web (5 or more)
Have players stand in a circle. The leader holds the end of a ball of yarn/string and tosses the ball across to another player who pulls the suspended piece of string tight, holds on to it and tosses the ball across the circle again to another player. This action is repeated until the ball of yarn has been passed to every player in the circle and there is a unique web pattern connecting everyone. This is an opportunity to talk about being One Body of many parts, about each person's unique and important contribution to the whole life of the group. What would happen if one person let go? The process can also be used as an affirmation or thanksgiving exercise. As the yarn is tossed the thrower may say something s/he appreciates or values about the receiver, or the receiver may say something for which s/he is thankful, or something s/he has learned during the program.

7. Back-to-Back (even number up to about 20)
Have everyone pair off with someone about their height and sit on the floor, back to back. Next tell them to lock arms and try to stand up together at the same time. Now have each pair join with another pair and try it again with all four people sitting back to back. When these groups have been successful at standing up, combine larger and larger groups until the entire group is all in one big circle trying to stand up together in the locked-arm, back-to-back position.

8. Shuffle Your Buns (15 plus)
Ask players to make a circle sitting on armless chairs. Ask for one volunteer. S/he will stand and leave one empty chair. It is then his/her goal to sit down in the empty chair. Tell the seated participants that their goal is to keep the volunteer from sitting in the empty chair by shuffling their buns around the circle in a clockwise direction. Whenever the chair to a player's left is empty it will be his/her responsibility to slide into it as fast as possible. Then the next player will slide over etc. On "Go!" the player to the right of the empty chair slides into it and the volunteer races towards it, trying to sit down. If the volunteer gets tired or discouraged, ask for a new volunteer, or two, or three at once depending on the size of the group.

9. Rhythm Group (5 or more)
Sit in a circle. One person starts to make a sound and continues making it at a regular rhythm (e.g. snap, clap, wind sound.) The next player adds a new sound and rhythm to the mix. Go all the way around the circle adding new sounds, rhythms and discovering your very own performance band. If you have a small group the players change their sound each time it is their turn.

Communication

Theological Foundation:

  • There is a time for silence and a time for talk. (Eccles 3:7)
  • You will know the truth and the truth will set you free. (John 8:32)
  • Go then, to all peoples everywhere and make them my disciples. (Matthew 28:19)

Rationale:

  • Telling the truth & being consistent matters as Christians.

1. Charades (6 or more)
There are many ways to play this game. Divide the group into two teams. Each team prepares a number of titles (books, TV, plays, songs) for members of the opposite team to act. Each player has up to 3 minutes to act out one title in front of his/her own team. When the team guesses the correct title the time is recorded. The team with the lowest total time scored is the winner.

2. Telephone (any number in small teams)
Whisper a sentence in one player's ear. That person repeats what s/he heard into the next person's ear and so on down the line. What comes out at the end is often good material for laughter and a discussion about how the truth gets twisted in our daily lives.

3. Gossip Game---Drawing on Backs
(equal teams of up to 4 players each)
Prepare one set of several simple drawings for each team (e.g. a house, a tree, a dog, a star.) Have the teams line up behind a captain, facing the front of the room. Then have them sit on the floor. Put blank paper and pens in front of each captain. Give the last person in each line a copy of one of the pictures (the same one for all teams). Tell the last players to draw the shape they have been given on the backs of the people sitting in front of them. Those people draw what they feel on the next backs and so on, until each front person draws a picture of what s/he receives on his/her back. The final pictures rarely look like the original. How is this process like gossip?

4. Emotions with Adjectives (any number)
Prepare signs with a noun in large letters on the top and an emotion on the bottom e.g. Hippopotamus/Anger; Homework/Passion. Ask players to find a partner and sit on the floor facing their partner so that one of them is facing one end of the room and the other is facing the opposite end. (This means all pairs are facing exactly the same directions.) Then the leader will go to one end of the room and hold up one sign. The players (half) who are facing the leader will read the sign and by saying only the one noun on the top of the page must communicate the emotion below it. Body language is fine. Other words are not OK. See who of the guessing partners gets it first. Then walk to the other end of the room and repeat the process with a new sign. Afterwards talk about what we communicate with our bodies and voices that often has little to do with our words.

5. Count Off!  (any number up to 20ish)
Know how many people are playing. Tell all players that the object of this game is to close their eyes and see if they can count up to the number of players with each player only saying one number once. Close eyes and begin. Someone just says, "One" and someone else, "Two" etc. If more than one person speaks at a time go back to the beginning.

6. Peepers (8 plus, in pairs)
This is a fun and more tasteful version of "Murder." Ask people to find a partner. Then everyone sits in one large circle on the floor directly across the circle from his/her partner. Close eyes and put heads down. On three each player is to lift his/her head with eyes open and look in one of three directions: (1) straight ahead into the eyes of his/her partner, (2) directly at the person on the left, or (3) directly at the person on the right. If two people are looking directly at each other---they DIE! and are eliminated. (Encourage dramatic deaths.) Looking at someone's ear is safe. Rearrange the reduced circle to be sure everyone has a partner & repeat. Last pair remaining are the winners.

7. Forced Choices (any number)
There are many versions of this activity and it can easily be adapted for a range of program themes. Gather group in the center of the room. Tell them that you are going to read a list of paired items. For each pair, they must choose the item that is most like them and make their choice by moving to one end of the room or the other. You, the game leader, must designate which end of the room is for which item. Once the group is divided you may want to ask for opinions from both ends. Examples: night/day, spectator/participant, giver/receiver, mountains/ocean, dog/cat.

Miscellaneous Games

1. Musical Chairs (15 plus)
Set up a long row, or several rows of chairs with alternate chairs facing the opposite direction. Start with at least one less chair than there are players. Play music, and move around the chairs in one direction. When the music stops grab a seat. If a player does not find a seat s/he must occupy a seat for the rest of the game. Chairs will fill up and it will be harder and harder to find a vacant seat. The "out" players will begin to develop their own defensive strategies!

2. Mrs. Mumble (any number)
Sit in a circle. Cover all teeth with your lips. The first player turns to his/her neighbor and asks "Is Mrs. Mumble at home?" That person also with teeth covered replies, "I don't know. I'll have to ask my neighbor" and turns to the next player to repeat the first question. The goal is for no one to see your teeth.

3. Magazine/Newspaper Pictures---Seeing God
Let individuals or pairs pick a magazine picture that speaks to them. Then ask the following questions and provide paper and pencils for the prayers. What do you know about this picture? Where do you see God? Write a prayer for the picture.  Share the picture and the prayers as a part of your worship together.

4. Zap! (any number)
Stand in a circle. Close eyes. One person begins a low buzz. People join in. Let it build. Count to three and all shout, Zap! Then silence for 30 seconds and close in prayer.


This article is by Lisa Kimball, and is reprinted from the Resources Book for Ministries with Youth and Young Adults in the Episcopal Church (New York: Episcopal Church Center, 1995).

© 1996 The Domestic and Foreign Missionary Society PECUSA
This article is from Handbook for Ministries with Young Adolescents, a publication of the Ministries with Young People Cluster of the Episcopal Church Center,  New York, NY. Permission is granted for congregational use and use by diocesan youth coordinators. You may order this resource from Episcopal Parish Services


SEND TO A FRIEND