Party games by Party Games Etc
This collection party games are great for any age and any event.
This is a fun list of Party games.
For a complete selection of party supplies, check out the Party
Supplies Hut. Click for Baby
Shower Games
PUSHING BALL WITH BANANA
Five (5) guys will have a long banana each tied to
their waist, which will then be dangling. The contestant will then take
part in a race whereby they will attempt to hit a ping-pong ball with the
banana - hands-free to a set finishing line. The first to the line is the
winner.
Funny Adjectives Game
This game is a great icebreaker. Ask the guests for 10 adjectives and then
fill in the blanks! It can be easily tailored to suit your own business or
occasion!
Hello,
I represent please mum, the ___________company in the world. We sell the
_____________________products. I am pleased to be in
this__________________home today. We must admit we have a
________________hostess. Of all of the groups I have ever held a
presentation for you are by far the _____________________. And once again I
want to thank our______________hostess for inviting me into her home this
evening. I am sure by the end of the evening you will agree I am the
______________sales person you have ever met. I do hope that you have such a
good time you will invite me into your______________home, so that you can
receive some of our ____________clothing free. Now I will continue with our
presentation because afterwards our hostess will be serving
some___________refreshments.
HORROR FILM
On the table there are 5 eggs. The leader says that one of them is uncooked. But
others are hard-boiled. The players must break the eggs against their foreheads.
The player who gets an uncooked egg is considered to be the bravest. In fact all
the eggs are hardboiled and the prize is given to the last player because he
deliberately ran risks to become a laughing-stock.
COCONUT WATER DRINKING
Five (5) contestants to participate drinking coconut
water (milk) directly from the coconut, without straws. The fastest, and without
or minimal spilling, wins a prize. As this is quite a mild contest, females are
suggested as participants.
TAKE A SMALL BOX
The leader suggests the player to sit on a stool and to cross his/her legs. The
task is to take a small box with the teeth, not touching the floor with the
hands and feet. The small box is placed upright at one of the hind legs of the
stool. The players may turn on the stool as they like.
Have You Ever...
Guests receive one point for each answer, the
one with the lowest score wins a prize. This game always makes everyone laugh.
1. Locked yourself out of the house?
2. Lost a member of the family while out shopping?
3. Put something unusual in the refrigerator?
4. Turned white colors pink (or another color) in the wash?
5. Gone away from your home and left the iron on?
6. Put your heel through the hem of a dress?
7. Had your zipper break in public?
8. Gone somewhere with two different shoes or socks on?
9. Remembered an appointment after it was too late?
10. Called a member of the family by another name?
11. Been ready to bathe and found no hot water?
12. Fallen up the stairs?
13. Gone shopping for groceries and discovered you did not bring any money with
you?
14. Driven away from somewhere while a member of your party was still out of the
car?
15. Dialed a phone number and forgot who you called?
16. Locked the keys in your car?
17. Got into the car to go somewhere and forgot where you were going?
18. Put something in the oven to bake and forgot about it?
Duck
I have a game where I tell a story about our
books. The guests have a book that they pass around whenever I say
"duck" and whoever has the book passes the book to the next person.
When I am done with the story whoever has the book gets to keep it.
WITH THE HELP OF A SONG
Ask the players to recollect and write down several lines of 6 of their favorite
songs. After that give them a key to solution.
1. The first song - your feeling after the first kiss;
2. The second - your memory of the first night together;
3. The third - reminder of your honey moon;
4. The fourth - in a year after the marriage;
5. The fifth - Now when we are together I think about it.
6. The sixth - in 50 years of the life together.
LET'S INTRODUCE OURSELVES!
All the guests (many of them) get into 2 circles: the ladies are in the inner
one, the gentlemen are in the outer one. The ladies and gentlemen are facing
each other. The number of ladies is equal to the number of gentlemen. As the
music plays both of the circles are moving in the opposite directions (the inner
circle is moving clockwise, the outer one is moving counter-clockwise). In 20-25
seconds the music stops. The circles stop moving. There form the pairs. The
ladies and the gentlemen introduce themselves to each other. The ladies
introduce themselves the first. Then they let the gentlemen know of their 2
hobbies and of 2 things they don't like. Then the music plays again. The round
dance moves to the next pause etc.
COCONUT GRATING CONTEST
Four (4) guys to participate in coconut grinding,
the traditional way. The fastest to grind the whole coconut wins.
ACQUAINTANCE
All those who wish to learn the names of the new friends get into the circle.
The players hold each other by the hands. The host(ess) names him/herself the
first. Then all the players pronounce the names of the players who named
themselves before and at the end say their own names. The last player names all
the players in the circle one after another. As a rule the players learn the
names of all the players during the game.
THE LONGEST STRING CONTEST
All the guests participate. Each table are requested
to make a string, and the table with the longest string will win a prize. Any
item could be used, and the only criteria would be the length of the string.
GATHER IN THE HARVEST
On the sheet of paper there printed the following text: "You're given a
sheet of paper with the 15 notes, with the names of cereals, vegetables, fruit
printed on them. Exchange your 14 notes (tear them off the sheet) for the notes
of other players, so as to have a complete set of notes with the following
names: wheat, rye, oats, barley, millet, flax, corn, potato, cabbage, beetroot,
carrot, pumpkin, cherries, apples, pears. The player who has the complete set of
notes the first is given the prize. "On each sheet of paper there printed
the same 15 names. One of the players is given, for example, the notes with the
name of "flax", the other with the name of "corn" etc. The
players are given many complete sets (the number of them must be a number
divisible by 15): 15.30 and more (it depends on the number of players).
Believe it or not Jeopardy!
Divide the guests into 2 teams....make a
"game board" with poster board and post it notes. Have general cooking
questions, questions about your company, just whatever you'd like to have talked
about in your class....the game can be as long or as short as you'd like just
adjust the number of questions. Give the winning team GREAT party favors and the
second place team lesser favors, but give something to everyone...It's been a
huge hit at my parties!!
WITHOUT A PAIR
The players make 2 circles: the inner one and the outer one. In the inner circle
the number of the players is more by one than in the outer circle. As the music
plays all the players walk to the right. As the music stops the players must
make pairs. The player who hasn't pair fulfils any task. Then the game
continues.
WHO IS HE (SHE)?
As the guests enter the hall, they are given the envelopes. The youths are given
blue envelopes, the girls white ones. In all the envelopes there are halves of
the cards and leaflets with the following text: "In the envelope there is a
half of the card. The missing part of it has someone who is present here. Try to
find him/her. The first 3 pairs get prizes. Good luck!" it's better to use
cards with the pictures of flowers in this game. Cut the cards in zigzag line.
Then put the halves - one into the white envelope and another into the blue one.
You may manage without the envelopes. In this case put a poster with the rules
of the game on the wall.
In your pictures
You can use this idea for any home party - sort of
like "Let's make a deal" - have the first person who has a paper clip,
lipstick, or anything win a prize. It's a quick way to give a way a few prizes
and get everyone laughing.
MAKING ACQUAINTANCE
The instructor says: "Dear guests! We set out. Take your seats. We start up
an engine - everybody claps the hands. Come along! We are stamping our feet, we
are gradually gathering speed - 50km/h, faster - 60km/h, faster - 80km/h,
100km/h, 120km/h. Turn to the left - shake hands with the person next to you on
the left. Go along! Our speed is 150km/h. Now we turn to the right - shake hands
with the person next to you on the right. We continue going. Now we are
breaking. We are rubbing against the nose of a person next to.
We are breaking … breaking …
At last we arrived.
How did you like our trip?"
ABSTRACTION
The leader thinks of one of the present persons. All the rest players ask
him/her the questions in turn: e.g.
1.What is the color?
2.What kind of character?
3.What kind of music instrument? etc.
The questions must be abstract. You must take into account that different people
describe one and the same person in different ways. You may invent questions for
ever and ever. The more interesting and various are the questions the more
interesting is the game.
THE BOTTLE FISHING CONTEST
With fishing rods, and small rings as hooks,
participants try to catch (pull-over) soft drink bottles. The one with the
greatest number of catches, is judged the winner. A game for all to
enjoy, with the only criteria being the length of the string.
THE TRUTH
The number of the players is more than 2. All the players put their both hands
with the palms down on the table (the left hand goes first, the right one the
second). The players make a pyramid of their hands in the center of the table.
The player whose hand is on the top of the pyramid (the player who puts his
right hand on the pyramid the last) names any number, e.g. 5. The players begin
to count from the hand on the top of the pyramid: the player whose hand is on
the top moves away his/her hand-1, then the next player-2 etc. till 5. The
player whose hand is number 5 must answer the leader's question. The players
must give true answers to the questions. If the answer is not true the leader
doesn't accept it. This game is suitable for making acquaintance. If the answer
is accepted the game begins a new. Everybody tries to put the hands in the
middle of the pyramid so as not to be a leader.
WHO ARE YOU?
Get ready some sheets of paper, pens or pencils for your guests beforehand.
While your guests are still at a table suggest their playing a very interesting
and funny game. Each player writes down the list of 10 domestic animals in a
column on his/her sheet of paper. Then the leader asks the first question and
the players must read the answers which they wrote on their sheets of paper
under the figure 1. The players read their answers in turn. Then the leader asks
the 2nd question and the players must read the word which is written under the
figure 2 etc.
The leader's questions may be as follows:
1. Who are you at home?
2. Who are you in private?
3. Who are you in public?
4. Who are you without clothes?
5. Who are you after dinner?
6. What do other people think of you?
7. Who are you at nights?
8. What do you think about yourself?
9. Who are you with your friends?
10. Who are you in fact?
THE CHOPSTICK IN THE WHOLE CONTEST
With a chopstick tied to his waist and hands behind
his back, male participants try to put the chopstick into a whole (can be a
paper cup). A more mature version would be to tie the cup to a female
participant.
QUESTION - ANSWER
Get ready 60 cards (10cm long 4 cm high). On 30 of them write the questions on
30 others write the answers. Hold the cards with the questions like a fan in one
hand and the cards with the answers in the other. Ask the first guest whom would
he/she like to answer his/her question. The guest answers that he/she wants to
ask, c.f., Anna, draws out a card with the question and reads it aloud. Anna
draws out the card with the answer and also reads it aloud. Then Anna says whom
would she like to ask the question. She draws the card out and reads out the
question. The person who is asked, draws out the card with the answer and reads
it out. The game goes on until all the questions are asked and answered.
Questions:
1. Would you like to be a millionaire?
2. Would you like to find yourself in a harem?
3. Do you often visit restaurants?
4. Do you go to work with pleasure?
5. Can you give birth to an athlete?
6. Do you wear a wig?
7. Have you any shortcomings?
8. Do you like music?
9. Are you always so polite as today?
10. Are you able to love?
11. Are you fond of the bottle?
12. Do you like to dance?
13. Would you like to sit next to me?
14. Do you love children?
15. Can you be faithful?
16. Do you often have appointments?
17. Do you love me?
18. Do you behave decently while drunk?
19. Are you jealous?
20. Do you always eat so much?
21. Do you believe in miracles?
22. Are you sorry that you are married?
23. Would you like to get drink today?
24. Do think of free love?
25. Are you modest?
26. Would you like to have many new friends?
27. Do you often tell lies?
28. Can you flatter?
29. Can I rely upon you?
30. Do you often smoke?
31. Can you be tender?
Answers:
1. No, once I tried, but nothing turned out.
2. This is my hobby.
3. Being on the verge of despair only.
4. We are not angels. Things happen.
5. Who is sinless?
6. Yes, rather!
7. I do it with the greatest pleasure.
8. Only in a weak moment.
9. I'm not capable of such a stupid thing.
10. This is my dream.
11. No, I'm well bred.
12. I'll answer you in private.
13. I'd better keep silence.
14. Only in the bathroom.
15. Every other day.
16. By no means!
17. While being sober only.
18. If it's cold outdoors.
19. Systematically.
20. In a pay-day.
21. It's quite necessary on Saturday.
22. To while away the time.
23. Only while having a rest in the health resort.
24. If you have much money.
25. People don't speak about it aloud.
26. In a lunch hour.
27. When it's advantageous.
28. I dream about it after dinner.
29. It would do no harm.
30. Towards evening.
31. While having a poetic mood.
INTERVIEW
Ask 3-4 gentlemen to take part in this game. Ask them the following question:
In what season did you meet your wife for the first time?
What color are the eyes of your wife?
What kind of flowers does your wife like?
What kind of perfume does your wife like?
What color suits your wife?
What is the favorite book of your wife?
After that ask the wives to confirm the answer of their husbands.
BELLY DANCE COMPETITION
Five (5) guys, especially with big bellies, to
participate, complete with garlands, scarf's and headgear. Their shirts will be
rolled-up and tied to expose their tummies. The most "voluptuous" and
"fairest of them all" wins.
TELL ABOUT YOURSELF
This is a joking test for married couples. At first the married gentlemen write
on the sheets of paper 10 names of animals, insects or reptiles in a column
(they do it in secret from their wives). Then their wives do the same. After
that the leader asks the married couple to look at the column with 10 names of
animals, insects or reptiles, written by the husband. So he is a husband…
tender like…
sociable like…
independent like…
neat like…
brave like…
strong like…
authoritative like…
smiling like…
amorous like…
beautiful like…
Then they read the names written by the wife. So, "Your wife when…"
in transport is like…
with the colleagues is like…
at home is like…
with the chief is like…
with the relatives is like…
in the shop is like…
in the cafe or restaurant is like…
in the company of friends is like…
in bed is like…
at the doctor's is like…
BLUFF-CLUB
All the players tell theirs stories in turn. (Before the telling the story The
player puts a coin under the hat (all the rest players mustn't see in what way
he/she puts it. Heads mean that the story is true, tails - that the story is
fabricated)). As the tale-teller finishes his/her telling the story all the
players express their opinion in turn: true or fabricated. After that the leader
lifts the hat and all the players see - whether they were right or not. The
player who is right gets a point. The player who is mistaken looses a point. The
tale-tellers take their turns around the circle. As every player has told the
story, the players count the points.
FUNNY FACE COMPETITION
There is a prize for the person who can pull the
funniest face. The winner will be judged on the greatest laughter.
QUESTION TO A
All the players get into a circle, the leader is in the center. He/she comes to
any of the players and asks the question (c.f. "What is your name?",
"Where do you live?" etc.) But the questions must be answered by the neighbor
on the left of the asked person. If answers the asked person, he/she
must give a forfeit (a piece of clothes, watches etc.) to the leader. When the
game finishes the forfeits are raffled. To get their forfeits back the players
must fulfill any of the tasks.
THE BEST ONE
At the party You may suggest Your guests to find "the best" guest. The
criteria may be different - the tallest, the heaviest, the longest plait, the
greatest shoe-size etc. "The best one" gets the prize.
CATCH THE SPY CONTEST
There is one hostile spy in your midst. Find the
informers, who will give you clues as to his identity.
THE SADDEST
The object of the players is to keep from laughing. The players get into a
circle facing each other. One of the players says: "Ha!". The
following says "Ha-ha!", the third continues "Ha-ha-ha!" and
soon. If someone pronounces the wrong number of "ha" or laughs, he/she
is out. The players who are out of the game try to make all the rest players
(those who are still in the game) laugh. The player who laughs the last is the
winner.
DO YOU LIKE GIRLS, BOYS?
The leader and 5-15 girls make a line. At a distance of 1 meter behind them
there are some boys. At the command all of them run. While running the leader
asks: Do you like girls, boys? The boys must altogether answer "No".
The leader asks the question for several times and all the times the boys answer
- "No". At last the leader says: "Well, why do you run after
girls, if you don't like them?"
MYRSHIM
10-12 players are invited to take part in this game. Then they are explained the
rules: One of the players moves away and turns his/her back to all the rest
players. In this time one of players is given a candy. But the player mustn't
eat it, he/she just puts it in the mouth. Then all the players including the
player with the candy, begin to pronounce one and the same word "myrshim"
(in Kazakh it means "to chew"). The task of the 1st player (the player
who stands with his back to all the rest players) is to guess who of the players
has a candy in his/her mouth. If the player guesses he receives the prize and
chooses the leader, if he doesn't guess all the players say to him
"oh-oh-oh!" So the game begins. The leader moves away, turns his back
to all the rest players and the instructor gives a wrapped up candy to one of
the players. When the player unwraps the candy and puts it into the mouth the
game begins: all the players begin to say "myrshim, myrshim, myrshim"
and the instructor calls out the leader.
MUMMY WRAPPING CONTEST
Five (5) couples to participate, whereby the girl
will be wrapped-up by the guy into a mummy using toilet rolls. Once wrapped, the
five guys will race (or rather move very slowly) to a finishing line, without
undoing the toilet papers.
THE GREAT MOGUL
According to the lot, one of the players stands on a chair or a stool and takes
on a majestic air. He/she is the Great Mogul. All the rest players come to
him/her one at a time, bow to him/her, kneel before him/her, look in his/her
face and say: "The Great Mogul! Bow down before you without tears and
laughter!" The players must pronounce this phrase solemnly and seriously.
At the same time the Great Mogul tries to make the players who come to him
laugh: he/she pulls faces, wriggles etc. The player who laughs while speaking to
the Great Mogul becomes the Great Mogul in the next round.
MATCH AS A SPEAR
Draw a line on the floor. The player must throw a usual match as a spear not
overstepping the line. Choose the winner judging by 3 throws.
CHOPSTICK HANDLING SKILL CONTEST
Five (5) participants will be given over-sized
chopsticks and attempt to lift "difficult" tidbits from one bowl to
another. The fastest and with the most number of tidbits collected wins.
THREE PHRASES
The leader declares that no one of the present people can repeat three short
phrases after him/her. Of course, the present people don't agree with him/her.
Then the leader pronounces the phrase c.f. "Today the weather is
good." All the players confidently repeat it. After that the leader as
though in confusion trying to find a phrase, pronounces the second phrase. It's
again repeated by the players. Then the leader quickly and confidently
pronounces: "Here you're wrong!" The players are in confusion. And the
leader explains that the third phrase the players had to repeat was "Here
you're wrong!"
THERE'S MANY A SLIP BETWEEN A CUP AND LIP
The leader says: "Put a chair on its fore legs on the floor. The back and
the hind legs are parallel to the ground. Put a slice of bread on the top of the
back, kneel in the cross-beam between the hind legs, take the back with your
hands and try to bend your head to the slice of bread and grab it with the
mouth. For this you need much skill. While bending the head you must move your
body back, otherwise your body's center of gravity will be before the seat of
the chair, the chair will tip over and the slice of bread will fall down.
MANDARIN TALKING CONTEST
Five (5) non-Chinese participants will attempt to
talk Mandarin, with the right intonation. They will be guided by a hilarious
Emcee. The participants will also be required to perform Kung-fu acts, e.g.
Talking and enacting like an eagle, snake, monkey, etc. (Animals of the Chinese
lunar calendar).
WAVE YOUR HANDS
The leader suggests the players to put their right hands to their heads and to
extend the left hands with the thumbs up, saying "Well!" Then the
players clap their hands and do the same with the opposite hands.
STARS IMPERSONATION
Three (3) participants (2 male and one female) to
"act" like famous Hollywood/Broadway stars. They need to mime,
lip-sync and move like the stars selected, backed by minus-one music.
Participants will wear costumes to prove them with comical resemblance. Males
will impersonate females, and vice versa. All participants will be given prizes.
LISTEN, BELIEVE, AND CHECK YOURSELF
The leader suggests the players to do the following: to put the hands on the
knees, to clap the hands, to touch the nose with the right hand and the ear with
the left one. Then to clap once again and to change the hands.
BY WORD OF MOUTH
Sitting at the holiday table the both sides of the guests (they are divided into
2 teams) have an opportunity to transmit the congratulation or a piece of good
news to the person whose birthday it is by word of mouth. To begin with hang a
congratulation card, a photo or a letter on the stick or a pencil. The task of
the guests is to pass this "piece of news" with the help of lips
(without touching it with the hands). The team which transmits the piece of news
"by word of mouth" the first wins.
ARM WRESTLING CONTEST
Four guys will be paired to participate, out of
which two winners will then contest to determine the eventual winner. A separate
competition for the gals can also be conducted.
JUMP OVER A NEEDLE
Suggest the players jumping over the needle (instead of a needle you may take a
pencil). The needle lies on the floor. The only term is to touch the toes with
the fingers while jumping.
MODELER
The players who wish to take part in the competition "The best style"
are invited to come behind the scenes or into the other room. With the help of
different attributes of fashion (clothes, accessories, ties, hats, ribbons etc.)
they must construct something original, bright and stylish. It's so called
"freak style". Each modeler chooses "a model" among the
spectators. "The models" represent the works of "the modelers".
With the help of applause the spectators choose "the best modeler".
"The best modeler" is given a costly present (perfume, perfumed water
etc.)
HORSE SHOE THROWING CONTEST
Five (5) participants to take part in throwing horse
shoes at a target. The nearest to the target wins. Each participant to throw 3
times, and the scores (by distance) to be averaged out.
SWEET TOOTH
This game is enjoyed by the grown-ups as well as by the children. On the table
there are some plates with the little pies and cakes (it's desirable that they
should be with chocolate and cream). Around the table there must be enough space
for the participants to move. The number of the participants depends on the size
of the table and the amount of sweet things. The number of plates is equal to
the number of the participants. The participants have their hands tied together
behind the backs. As the music plays the participants come to the nearest to
them plate and start eating the cakes. As the hands are tied together it's very
difficult to eat the cakes - they slide off the plates. That's why the
instructor should let the participants know about all the details of the game
beforehand. The first round finishes when one of the participants has eaten the
whole piece of cake or a pie. The participant on whose plate there remains the
largest piece of cake is out of the game. In the next round there are less by
one participants. On the plates there are new pieces of cake or pies. They are
larger than the pieces in the previous round. The game repeats anew. The game
goes on until the participants refuse to eat sweet things (because they have
eaten an enormous amount of them) or until there is only one participant in the
game. He/she is the winner. He/she is given a ribbon with the inscription
"Invincible glutton" and a sweet prize (a large cake). The matter is
that the winner feels sick at seeing sweet things. The instructor may suggest
playing one more round. But this suggestion usually causes impetuous protest of
the participants. The more chocolate and cream is there on the cakes - the
brighter is the game. The participants usually make themselves dirty with it.
The game may be funnier if the participants are blindfolded, but have their
hands free. After this game you may serve cakes and pies for other guests. The
participants of this game don't want to eat sweet things. They want only to
drink tea.
ZOO
All the players get into a circle. The players take each other by the arms. The
leader explains the rules of the game: "To each player I say the name of
the animal. Then I say one of the names aloud. The player to whom this name was
said at the beginning of the game tries to jump up and break the chain of the
arms. The task of the players next to him/her is to prevent his/her jumping
up". In fact the leader says one and the same name of the animal to all the
players. When this name is pronounced aloud all the players fall down.
NUMBER ON THE BELT
You take your belt off and address all the present: "On this belt is
written the number. The figure is rather big. Even the short - sighted person is
able to see it. But it's not easy to find this number. For this you need not
only your attention, but also sharpness. Who wants to find the number on the
belt?" The spectators would examine the belt carefully. But the number will
be seen only if somebody guesses what's the secret of your trick. The secret is
rather simple. Get ready this trick beforehand: roll up the belt so that the
buckle of it is inside the first coil. On the spiral write a simple or a
two-digit number with the light yellow pencil. Unroll the belt - the number is
disappeared. The number may be found if you roll up the belt again.
HEAVY BUCKET
Put a bucket full of water at the wall. Say that only a very strong man can lift
it. One who wishes to lift the bucket stands at the distance of half a step from
it. Ask this person to take the handle of the bucket with the hands and lean the
head against the wall. Then ask him to lift the bucket and, holding it with the
hands, draw himself up. Despite all the attempts this person will not be able to
do any of these tasks. He will remain as though clued to the wall.
BEER DRINKING CONTEST
Five (5) guys, or interested gals, will be invited
to participate in this contest. The Fastest, and without spills, wins.
BELIEVE OR NOT
Say to all the present that you can make any person to stand in such a way that
he/she can't raise his/her foot. One who wants to disprove it should stand near
the wall touching it by the heels. It'd be better if there were no plinth on the
wall. If there are no wall without the plinth in the room you may use a door.
Mind that the person mustn't swing. Under this condition all the attempts to
raise the foot will fail. In this position nobody can raise the foot without
transfer of the weight of the body to the other foot.
Psychiatrist
Psychiatrist is by far the most fun party game I've played. It is best played
with a large group of people... the more the better. All players should have a
seat of some sort.
All players sit in somewhat of a circle. One person is chosen
to be the "Psychiatrist." This person must then leave the room as the
rest of the group prepares to play.
With the Psychiatrist out of the room and out of earshot, the
rest of the players decide on a psychological illness that they will all have.
Anything and everything is valid, no matter how obvious, vague, figurative,
hypothetical, or stupid.
Example Fill-in-the-blank Diseases:
1) Everyone believes he is the person sitting _____
2) When a person _____, he is ______. Otherwise, he is ______
3) Everyone answers questions in ______ style
4) People have a certain aversion/obsession with a certain letter/word/object
I'm not giving any specifics because it could spoil the fun if
the Psychiatrist knows what you're doing. The best ones are usually the most
unusual and creative, especially if they relate to inside jokes.
Anyway, on to playing Psychiatrist...
Once a "disease" is agreed upon, someone retrieves
the psychiatrist, who then comes to the center of the circle. It is now his
responsibility as psychiatrist to help his "patients" by discovering
what is wrong with them. He does this primarily by asking individual people
questions about anything, and noticing eccentricities and inconsistencies in the
answers.
If a patient answers a question or says or does something that
is inconsistent with his disease, another patient MUST yell
"Psychiatrist!!!" At this time, the person who said something wrong
and the person who called him on it must switch seats. Sometimes such answers
are given accidentally, but they can also be given intentionally to throw the
psychiatrist off, especially if responding correctly would give away the disease
too easily. (Ex., if everyone is pretending to be one specific person, and the
psychiatrist asks "What's your name?", a truthful answer would make
for an awfully short round)
The game ends when the psychiatrist correctly identifies his
patients' ailment. At this point, a new psychiatrist is chosen and a new game
begins. Play usually continues until people are too tired to play any more and
go home, finally causing there to be too few people for a good game.
BEWITCHED NUMBER
"I need a mathematician to be my assistant", - says the instructor, -
"his/her task is very simple: I shall enumerate different numbers. My
assistant's task is to name the numbers more by one than the numbers I name.
c.f. If I say "eight", the assistant must say "nine". If I
say "thirty - two" the assistant must say "thirty three"
etc. Who can "cope with this task?" The instructor names the
increasing numbers. The numbers increase by tens and hundreds. Every time the
assistant confidently names the numbers more by one. The counting continues
until the instructor names number "4099". At this number the assistant
will make a mistake. Instead of "4100" he/she will say
"5000".
TRY TO
Put your hands to the chest - one is higher than the other. Try to make circular
motions with the both hands simultaneously: one hand is moving forwards, the
other is moving backwards.
Sit on a chair, holding your back straight. Put your legs at an angle. Try to
stand up with your back erect (do not move it forwards).
"I'll ask you a very easy riddle, - says the instructor, - you must answer
it at once and precisely. If you give a correct answer you'll get a prize.
It has four paws, a tail,
It mews and catches mice.
It's a cat!
It sounds like this. But you're not quite right. It's a pussy-cat (a tom-cat)
Can you see a little piece of thread on my lapel? Asks the instructor. How much
time do you need to take this thread away?
Not more than 2-3 seconds.
If you succeed in it you'll get the prize.
Nobody expected that the thread would stretch and stretch. In the inside pocket
of the jacket there was a whole bobbin of thread. The end of which was put on
the lapel.
GAME-JOKE
Suggest 2 players doing the following thing. At first they kneel down and take
their right legs with right hands (to raise them lightly from the floor). In
their left hands they hold mugs. Fill one of the mugs with water. The task is to
pour water from one mug to another, trying not to spill it. Then the players
change their roles.
FRECKLES
The player bows down the plate with the cooked semolina. The instructor strikes
with the spoon against the plate. The player who has the greatest number of
"freckles" is the winner.
Grandma's House
For 2 or more players (best with 3 to 6) There is
a party going on at Grandma's house. To attend the party, a person must bring a
certain type of object. Whether or not this object is acceptable depends on a
specific rule.
For each round of the game, one player gets to make up the
rule for what objects are acceptable and unacceptable for admission to the
party. This rule must remain constant throughout the round, but its effects may
change depending on the situation.
Once a player decides on a rule for the round, play begins.
Players, in turn, say "I'm going to grandma's house, and I'm bringing a
_______." After saying this, the rule maker replies with either "You
can go" or "Sorry, you can't go" (go to the party, that is). When
it is the rule maker's turn, he gives an example of something that can or cannot
be brought as well. When a player thinks he has figured out the rule, he should
continue to tell what he would bring to Grandma's house. Players should not
blurt out the rule before everyone has figured it out, as that would ruin the
game for the other players. When all players have figured out the rule, the
round ends, and someone else makes up a new rule for another round.
Keep on playing until all players are bored, then play a few
rounds more.
Sample Rules to get you started:
You may only bring something colored ________.
You may only bring something that starts with ________.
You may only bring something that is found at ________.
Variation:
Instead of saying that there is a party at Grandma's house, the game
can be played with a continuous stream of words.
In this version, the "I'm going to Grandma's House"
formality is done away with.
Players simply say one word after another, as long as those
words follow the general rule that a player has made up. In this variation, it
is more feasible to make up more creative and difficult rules, sometimes relying
on wordplay and sequences.
PALE FACE
There are some candies in the basin with flour. The players must take them with
the mouth (without using the hands).
IMPROVISED CONGRATULATION
How can you imagine the birthday party without the funny and witty
congratulations? Bring some happiness to one whose birthday it is - compose an
improvised congratulation. The guests may compose it without difficulty. Ask
every guest to say an adjective. Write down all these adjectives. Then take a
text of the telegram of congratulation, which needs colorful additions. Say to
the guests that you're not responsible for the high artistic merit of this
"work of art" and fill in the blanks in this telegram with the
adjectives suggested by the guests.
Sample text of the telegram:
… John! All of us - your … friends - are very glad that you (so…) were
born on this … day! Taking a … opportunity we want to make a declaration of
… love and … devotion. There are no very many people so … like you. Let's
hope that our … life will not separate us and every ... year on this … day
we'll gather together around this … table. We wish you … health, …
happiness, … years of life! Your … friends.
GLUTTON
Put different items of kitchen utensils (different kinds of spoons, forks, ladles) into a large box. Put some mashed potato or macaroni on the saucer for
each player. The players blindly take the items from the box. At the command
they begin to eat their helpings with the help of the items they've taken. The
fastest eater gets the prize.
MATERNITY HOME
The youths act as "Fathers", the girls act as "mothers". The
situation is rather simple. "The young father" is walking under the
windows of the maternity home. He wants to know who is born - a boy or a girl,
what's the weight of baby, what's its name, what to bring for "the
mother". "The mothers" let "the fathers" know about it
with the help of gestures and facial expression from the height of the 9th
floor. It's windy outdoors, it's too noisy because of the plenty of the
passing-by cars.
"The fathers" are given the cards with the questions:
1. Who is born?
2. What's the baby's name?
3. What's its weight?
4. What to bring next time?
"The mothers" are given the cards with the answers:
1. Boy. George. 3kilos. Book. Mirror.
2. Girl. Mary. 4.100 kg. Oranges. Nuts.
3. Boy. Girl. Twins. Peter. Maggie. 2.700 kg, 2.800 kg, Envelopes, pen.
"The mothers" must answer only with the help of the gestures and
facial expression.
THE BEST GENTLEMAN'S LEGS
Only gentlemen take part in this competition. But at first they mustn't know
that the best gentleman's legs will be chosen. The ladies make a special medal
with the picture of 3 crossed masculine legs on it for the winner. The
instructor asks the gentlemen to take part in the competition of gathering the
cosmetics, thrown about the room (lipsticks, make up sets, mascaras etc.) The
gentlemen should gather the cosmetics with the help of the toes. The gentleman
who manages to gather the greatest number of items in the shortest period of
time wins the competition. To feel more comfortable while gathering the
cosmetics the gentlemen must turn up their trouser-legs as high as possible.
When all the cosmetics is gathered, the instructor announces that the gentlemen
have taken part in the competition "the best gentleman's legs". The
jury, which consists of the ladies, chooses the best gentleman's legs and hands
in the medal.
SNAKES' DANCE
Say to all the present that you are going to act as a snake tamer and that you
are going to show "the snakes' dance" to all the present. Fill the
vessel with any mixture. Then begin to spill any liquid on this mixture. (While
spilling pretend that you do it very carefully.) Ask all the present to go away
from the vessel and wait when "the snake" appears. As a rule, in every
company there are some skeptics, who don't believe in it and would say that they
have seen such things at the chemistry lessons at school. On the pretext of that
you need much noise for "the snake" to appear, ask 2-3 persons to come
to you. Ask them to stand in front of all the other guests. Ask them to clap the
hands, to stamp their feet, to cry etc. After all these things have been done
the snake still doesn't appear. Then ask your guests pardon and say that instead
of "snakes' dance" all of them have seen "the dance of tamed
monkeys".
REVELATIONS
The players are to answer the leader's questions, not seeing the inscriptions on
the cards, placed behind them. The inscriptions may be the following: for
men-"Maternity home", "Bath-house", "Sobering-up
station" etc. for women-"Black eye", "Torn stocking"
etc.
The questions for men: "Do you often visit this place?" "What
things do you take when going there?" "What do you usually do in this
place?" "Why does this place attract you?" "Whom do you
usually invite when going to this place?"
The questions for women: "Do you often find yourself in such
situation?" "Do you often look in such way?" "Why does this
state attract you?" "What happened?" "Why do you look like
this?" etc. The lack of correspondence usually causes much fun and
laughter.
MISS WORLD
The instructor names different items of cosmetics. The lady try to find these
items in their purses. The ladies raise these items above the heads. The lady
who has not the named item in her purse is out of the game. The ladies who has
all the items named by the instructor is given a prize and a title of Miss
World. Samples of the items: a lipstick, a mirror, mascara, eye-shadows,
cheek-color, eye-liner etc.
COMPOSITION
Each player is given a pencil and a long stripe of paper, where he/she writes
the name of any present person. Then the paper should be folded (so as the name
cannot be seen) and passed to the player to his/her right. He/she describes
anyone's appearance and passes the paper further. In the same way may be asked
the following questions: - what kind of character? - What did he/she do? - When?
- Where? - What were the consequences? Of course, nobody should know what is
written before, while answering. As each paper passed around the circle, one
person reads aloud what is written on these stripes of paper. Usually it causes
much laughter, because there is a lot of absurdity.
TAKE A PRIZE
Put 3 plates on the table. Put a prize in the middle plate. Pour some water in
the others. The player is blindfolded. He/she turns around for several times,
makes some steps and takes the prize from the plate.
SKILLED HAND
Each gentleman takes a newspaper by its corner with the left hand. At the
command the gentlemen must crumple the newspapers with one hand only. The
gentleman who copes with the task the first is the winner.
WRITER
The players must compose a story of the newspapers headlines, suggested by the
leader. The headlines are cut out of newspapers and pasted on the cards.
TALE-TELLER
The leader reminds the guests the plots of the well known tales and suggests
their telling new versions of these tales (c.f. in style of a detective story,
love story, tragedy, etc). The guests choose the winner with the help of
applause.
FLIGHT OF FANCY
Each player pronounces any word he/she likes. The players pronounce the words in
turn. The words mustn't be connected with each other.
C.f. the first player says - "eagle", the second - "boy",
the third - "lace", the fourth - "snake", the fifth -
"sky", the sixth - "head", the seventh - "trees",
the eighth - "ground" etc.
Each player must write down all the words, pronounced by all the players. Then
the players must compose a story, using these words.
The story may be as follows:
"Once an eagle was flying. Towards him was going a boy. His boot lace came
untied. The eagle thought the lace to be a snake. He impetuously attacked the
lace and lifted it together with the boy to the sky. The boy felt uncomfortable
to fly head first. So when flying over the trees the boy slipped out of the boot
and fell on a crown of a tree, slid it down and found himself on the ground.
He felt sorry for his boot, but he was glad that he had a chance to fly with the
eagle."
In 10 minutes each player reads his/her story aloud.
TELEGRAM
Write a short word on the sheet of paper. It may consist of 4, 5, 6 letters.
Each player must make the text of the telegram. Each word in this telegram must
begin with the next in turn letter of this word.
c.f. We make the text of the telegram out of the word FIRE.
The first word begins with the letter F - Frank
The second with I - identified
The third with R - Roger
The fourth with E - erroneously
Frank identified Roger erroneously.
ADJECTIVES
Several players sit in a row. The last player in the row thinks of a word (a
noun) - c.f. a spade. All the rest players think of adjectives.
Then the 1st player says - glass
The 2nd - amazing
The 3rd - enigmatic etc.
And the last player pronounces his word - spade. So, altogether they say:
"glass, amazing, enigmatic, beloved spade." The game is played at a
rapid rate. The next word is thought of by the other player. The player who
thought of the noun in the previous round, now begins to enumerate the
adjectives. This game is played until all the players think of a noun.
PANTOMIME
There are 2 teams in this game. One team asks the riddle for the other one. The
riddle is a pantomime. The team may give as many answers as there are the
players in the team. The team which asks the riddle may offer only abstract
notions, e.g. "youth" : all the players in the team are holding each
other by the hands and looking in the sky smiling. The other team may give the
following variants: happiness, inspiration, growth, childhood. About the last
variant the first team may say that this variant is close to the right answer.
SING A SONG TO THE END
Usually 10 players participate in this game. Each of them is asked to recollect
a song well-known to him/her. (The song consists of not less than 3 couplets).
The task of each player is to sing his/her song to the end. While singing the
player mustn't pay attention to the singing of other players, get out of time or
laugh. After each player recollects the song which he/she will sing, the leader
says: "Get ready! Begin!" The player who laughs or gets out of time
pays the forfeit and drops out of the game. The player who manages to over sing
all the others becomes the winner and gets the prize.
THE OLDEST COIN
You may play this game to occupy the little pause. This game is a kind of
auction. Holding a souvenir in his/her hands the leader announces:
- This souvenir is for sale. It costs one coin of the least value. Have you got
any? You're welcome!
The players give coins to the leader. The leader takes them, look at them
attentively and says:
- I'm given a coin issued in the year of…
According to the rules, the player who has the coin issued in the earliest year
gets the souvenir. Well, I'm waiting…
He/she is given another coin.
- Now I'm given a coin issued in the year of…
I return the first coin.
Our auction goes on. Who has the coin of the earliest issue?
Continue the auction until you're given the oldest coin. Every time the leader
is given a coin, he/she counts - "one, two…" As the leader says
"three" the auction stops. The souvenir is given to the player who has
the oldest coin.
SONG COMPETITION
The instructor reads 3 lines of couplet or chorus of the well-known song to each
pair. The task is to sing the 4-th line correctly. There are 2-3 variants of
songs for each pair.
GUEST'S OF HONOR PORTRAIT
Divide up all the guests into 2 teams. Suggest their drawing a portrait of one
whose birthday it is. The team which has drawn the most attractive portrait gets
the prize.