Category: Large Group

Large group icebreakers. Is your group between 10-30 people? The following games below should work great. Try them out and see for yourself!

  • 3 Icebreaker Games That Use Drink Cans

    1. Tipsy

    Here’s a cool party trick: if you leave just the right amount of liquid in a tin can, you can balance that can diagonally, on its edge. We’re use that fact to play a quick relay race, one part drinking game and one part balancing act.

    You will need

    One unopened 330 ml drink can for each player.
    Tables or other surface in reach of all players. This is so they have somewhere to balance their drink.

    Set-Up

    1. Split the room into two teams.
    2. Have each team arranged into a rough line, so they know what order they will play in.
    3. Give all players an unopened drink.
    4. For both teams tell the players at one end of the line that they will be the starting players.

    Rules

    The starting players open their can, drink approximately three quarters of the contents, and then attempt to balance the can on it’s edge, as quickly as they can.

    As soon as a player has successfully balanced their can, the next player in their team can proceed to open their own can and attempt the challenge. This makes this game into a sort of relay race.

    The first team to get from the start of their line to the end, with the last player having successfully balanced their can wins!

    Now that you’ve got lot’s of empty cans, we can use them for the following games!:

    2. Sliding Towers

    Do you think you could slide an empty can across a table… using only your head? Race others for the title of fastest moving face.

    You will need

    • Six empty cans per player.
      Your noggin.
      An empty table.

    Set-up

    Place an empty can near the corner of the table. If two people play simultaneously, also put a can in the opposite corner. Each player will start in one of these corners.
    Nearby, but out of the way, place the other cans so you have stacks of two and stacks of three.

    Rules

    Each player must push the single can from their end of the table to the other end using only their head and face. They cannot touch the can with their hands, shoulders neck etc. or they must take the can back to the starting position and try again.

    When a player has successfully pushed their can to end of the table, they immediately pick up a stack of two cans, put them in their starting corner, and go again with the larger stack.

    After the stack of two, players progress onto the stack of three. If at any time the stack falls over, it is immediately moved back to the starting position and the player can try again.

    This game is a race! The first player to get the third stack of cans to the end of the table wins.

    3. Candelier

    Become an architect of dangerous structures in this game, where you build a large, structurally unsound inverse pyramid out of cans and paper plates.

    You will need

    • 15 Empty Cans Per player
      5 Paper Plates per player

    (If you don’t have enough cans to play with multiple players at the same time, do this game one player at a time, and time the results. The fastest player wins)

    Set-up

    Put the cans and paper plates in reach of the players.

    Rules

    • The challenge is to build the following structure:
      One can as the foundation.
      A paper plate on top of each level of cans.
      One extra can per level of top of the plates.
      Until you end with five cans on the top level, and a final plate on top.
      This creates a sort of wonky pyramid shape, with increasing numbers of cans alternating with paper plates.

    The structure may topple, but the players can always continue on from whatever is left. The first player to finish their “candelier” wins!

  • Newspaper Towers Game

    Compete against other teams to see who can build the largest tower using only one ingredient – newspaper!  Newspaper Towers (also known as Build the Tower) is a great teambuilding activity involves creativity, coordination, and teamwork!

    This activity works best for people ages 8 and up.  It works great for groups of six to fifteen people.

    Materials needed

    • A lot of newspapers — be sure to recycle them!
    • A timer or stopwatch
    • Rolls of scotch tape
    • Measuring tape

    How to set up Newspaper Towers

    Collect as many newspapers as possible in advance and separate them into equal piles. If you know how many people will be there, create 1 pile for each team you will have, but if you don’t know the group size just create equal piles of newspapers with some left over as spares.

    How to play Newspaper Towers

    1. Divide the main group up into teams. Ideal size for each team is between 2 – 4 people. If you are doing this as a team-building exercise, you might consider larger teams to promote healthy communication and interactions, otherwise 4 should be your maximum group size.
    2. Give each group an equal pile of newspaper and a roll of tape. Ensure that you have some spare newspapers in case one team ends up needing them for any reason.
    3. Set your timer for around 5-10 minutes or prepare your stopwatch. On your signal, all teams should go to their newspaper piles and begin working. The goal of the game is to build the largest tower out of only newspapers. Teams can use any sort of design methods they would like as long as only the newspaper is being used and no assistance is given by glue, tape, staples, or anything else.
    4. Once the designated amount of time expires, all teams must immediately stop working on their towers – and hope they stay up! Go around and inspect the towers, being sure to measure each tower to find out which one is the tallest of them all. Also check that only newspaper was used with no other supplies. Any tower that falls over before its height is judged cannot be repaired or built again.

    Winning the game

    The winner of this game is the team that successfully builds the tallest tower using only newspaper and tape. Any tower design is acceptable as well as any building method, as long as the teams are only using the provided supplies of newspaper.  For a harder game, use less (or no) tape.

    Alternatively, you could judge based on a point system that give credit for artistic designs and creativity as well as the height of the tower.

  • Extreme Rock, Paper, Scissors Game

    Battle it out to see who is the rock, paper, scissors champion of the group — as the losers of each mini-round cheer the remaining winners on!

    This game works best for ages 12 and up.  It’s recommended for large or extra large groups of 15+ people.

    Setup for Extreme Rock, Paper, Scissors

    No special materials are required to play this game, making it convenient and free to play.

    How to play Extreme Rock, Paper, Scissors

    1. Have each member of the group pair up for the first round of rock, paper, scissors. If there is an odd number, add the odd person out to another pair and have them do a quick knock-out match to form a pair. Alternatively, you can ask for a volunteer to participate as a referee with you.
    2. Everyone should be in pairs. Ask them to play 3 games, and the best 2 out of 3 will be the winner. You should act as a referee during this time in case there are any disputes or confusions.
    3. Instruct the losers of the first match to start cheering the name of the person who beat them and following that person around to their next game.
    4. Have all the winners pair up and face off against each other while the ones they beat are cheering for them. When one winner beats the other, all the people behind the losing player should start cheering for the winning player.
    5. Repeat this process in elimination, tournament style, until there are only two players left. Each should have a large group of people cheering them on from their previous wins. Let them play the final match. The game is over after one player wins the final match.
    6. (Optional): If you have an odd number of people and you want to reset the game and play again, have the winner of the last game stand aside as a referee with you to give another player the chance to win instead.

    Winning the game:

    The last person standing in this tournament is the winner. They must not lose against any player from the beginning to the end of the game. At the end, the winning player should have all the other players cheering for them. A small prize can be awarded to the winner if you choose, otherwise you can reset the game and play again.

  • Psychiatrist Game

    Confuse the designated psychiatrist by acting like other people in the group.  The psychiatrist must guess who is who and why!

    This game works best for ages 13+.  It works great with medium to large sized groups of 6+ people.  Nothing is needed except a timer or stopwatch.  Indoors is the ideal setting.

    How to set up the Psychiatrist Game

    There is no required setup.  Players should be seated in a circle.  The “psychiatrist” will be in the center of the circle.

    How to play:

    1. Organize the group so that one person is chosen as the “psychiatrist” while the others are the “patients.” The psychiatrist can be a volunteer or selected based on criteria of your choice such as who has the nearest birthday.
    2. Have the psychiatrist leave the room and wait to be fetched by one of the patients or yourself. While they’re out of the room, the patients should all talk amongst themselves and discuss who is going to act like whom. This must be based on a specific pattern that will not change. For example: Patients can decide that they will each act like the person to their immediate left. No matter if they move around or switch places with each other, the pattern will stay the same.
    3. Bring the psychiatrist back into the room and line up the patients. Start the timer for a certain amount of time (recommended to be at least 5 minutes). The psychiatrist must question people and try to figure out who is acting like whom while the patients are acting like others based on their secret pattern. If the psychiatrist asks a question and the patient answers incorrectly, the person they are pretending to be must yell out “psychiatrist!” and everyone will get up and rearrange themselves.
    4. Even when everyone is rearranged, the pattern of who is acting like whom will stay the same. The game ends when the psychiatrist guesses the pattern correctly or when the designated time runs out. When the game is over the last person to have spoken to the psychiatrist will become the new psychiatrist if you are playing for another round.

    Winning the game

    If the psychiatrist can correctly guess the pattern that the patients came up with, they will be the winners of the game. If the time runs out and the psychiatrist cannot guess the pattern within the set amount of time than they will lose the game and the patients will be the winners.  Have fun!

  • Picture Whispers Game

    The Picture Whispers game is sort of like Pictionary mixed with the Telephone Game. Picture Whispers actually has some advantages over Pictionary. First, all players get to draw at the same time, and then get to guess at the same time, in phases, which means more game for everyone involved. Second, the game concludes with each player revealing sequentially all stage of drawings and guesses in their notepad, sharing with the group a short, absurd story of misunderstanding, non-sequitur, and debatable artistic merit. This reveal is similar in effect to — and has all the hilarity of — popular group storytelling game Consequences, or this collaborative drawing game.

    Play Picture Whispers with at least four players, and up to as many as you like, though as the game gets longer for every additional person in the chain, so if you have many more than ten it may be best to end the game after a certain number of passes (say, ten) rather than play all the way to the end of the circle. You could also split a large group into two smaller circles.

    Set-up:

    • All players sit in a circle, or around a table.
    • All players are given:
      • A small notebook or several small sheets of paper
      • A writing utensil.
      • Optional: Some item to be used as a bookmark, to mark which the current page is in case the notepad is closed, would also be useful.

    Rules:

    Each player will choose a word or phrase to write on the first page of their notebook. This could be an object, a person, a place, a concept, the title of a book or movie, or pretty much anything. Players are free to write something as sober, silly or lewd as they want — paying all respect to the company they are in, of course. Remember that some words are harder to express in pictures that others.

    Each player writes that word on the first page of their notebook, and passes their notebook to the player on their left. Be sure that nobody but the player on your left sees your notebook. Also be sure that nobody looks back through the notebook to see what was written or drawn by previous players.

    Now each player turns to the next page of their notebook, and draws an interpretation of the word they were passed. If the word on the first page of the notebook was “fairy”, you should now turn the page and draw a fairy, as best you can.

    Each player passes their notebook to the left again, looks at the drawing on the notebook they have just been passed from their right, and guesses what the word that inspired that drawing might be. Hopefully, the player who has just been passed a picture of a fairy writes “fairy”… but maybe that picture looks more like an “angel”, or “Tinkerbell”, or “Doctor Octopus”.

    Play proceeds in this manner, with every player alternately drawing a picture based on a work, or guessing a word based on a picture, until each notebook is passed back to its original owner (ie. the player that wrote the word on the first page).

    Now, in turn, each player reveals to the rest of the table, from the first page with the original word to the last used page, the contents of their notebook.

  • Line Up Game

    Line Up! is a fun icebreaker that can be useful for camps, workplace bonding, or other large group events.  Work together as a team to arrange yourselves in a line based on a quality you have that is not obviously apparent. Examples of qualities to arrange to are alphabetically by middle name, chronologically according to birth date, or house number. Younger children could try something easier, such as arranging by height, because they may not all be able to recite the months of the year. This icebreaker starts as chaos, and ends with order as all participants work together to discover the facts they need and arrange themselves accordingly.

    Line Up works best in a large open space where participants can move around freely. This is an icebreaker that is ideal for very large groups because the leadership required scales appropriately with the number of players.  Smaller groups can still use this icebreaker, but the game is not as difficult with under 10 participants. Line Up is an engaging activity that can help group facilitators pinpoint natural leaders that emerge as the game is played, although every participant is an important part of the game.

    Materials

    To play the Line Up icebreaker, you will need:

    • A large open space for participants to move around
    • A list of qualities for the players to line up according to

    How To Play

    1. Call the group to order. Explain the rules of the game and explain the quality that they will line up according to. For example, line up in the order of your birthdays, with January 1 being the furthest to the left and December 31 being the furthest to the right.
    2. Do not help the group or give them hints as to how to organize themselves. Participants may use any objects available in the room to help them if they request them.
    3. When the group believes that the line up is correct, they will start at one end and call off their birthdays. Down the line, every participant will name off their date. The game is won if the line is correct.
    4. If the line is incorrect, give the players another quality to line up to and allow them to try again.

    Tips and Notes

    The tricky part of this game is getting a group of people who don’t know each other to establish leadership. If no one steps forward and starts to make leadership decisions, it will be very difficult for the players to line up. If too many people step forward with opposing leadership strategies, it will be difficult to find cohesion as each leader struggles to get buy in from the rest of the group.

    Line Up works particularly well with groups of people who don’t know each other. In a group that is more familiar with one another, it won’t take long for them to decide the leaders because they have previous experience with each other’s leadership skills.

  • Giants, Wizards, Elves Game

    Giants, Wizards, and Elves is an icebreaker that is similar to Rock, Paper, Scissors — except more hilarious!  It’s also a versatile game — it works in groups of all sizes, including large groups of 50 or above. 

    This icebreaker game involves to teams and requires no special materials to play.  It works both indoors and outdoors, so go ahead and have fun!

    Setup for Giants, Wizards, and Elves

    This game involves two teams who will act as one of 3 characters: giants, wizards, and elves. When a player acts out a character, he or she does the specific hand motions and also makes the noise associated with the character.

    • Giants.  Stand on your tippy toes, raise your arms like a giant, and make a menacing growling noise: “Rarrr!”  
    • Wizards.  Crouch slightly, as wizards are a bit shorter.  Wave your fingers as though you’re casting a magical spell, and make a magical noise: “Shaazaam!”
    • Elves.  Crouch down very low, cup your hands around your ears, and make a high pitched elf noise: “Eeeee!”

    Make sure everyone knows the motions and sounds.  Feel free to practice until everyone knows how to become each character.  Split everyone into two teams and divide them into separate sides of the room. For each round, both teams huddle and choose to become a giant, wizard, or elf.  When ready, both teams then line up and stand facing each other, about five or six feet apart.  At the start of each round, the leader says “Three, two, one, go!!”

    At this point, each team acts out the character they chose (giant, wizard, or elf).  As soon as they do this, the winner tries to grab the loser — as many people over to their side as they can.  The loser tries to retreat back to their own side to be safe for that round.  If captured, a person now belongs to the other team.  The following determines who beats who:

    Giants beat elves, because giants are able to “squash” elves.  Elves beat wizards because they outsmart them.  Elves chew at their legs.  Wizards beat giants because they are able to zap them with a magic spell.  If both teams show the same character, no one wins.  Rounds keep repeating until one team wins (the other team is completely captured).

  • Bigger and Better Game

    Bigger and Better is a team building activity in which teams compete by trading ordinary objects. The winner is the team that ends up with the biggest and best items when time expires.

    This active teambuilding exercise requires six people at minimum, and can support very large groups if the teams are divided evenly. Teams should be about three to six people in size. This game involves interacting with lots of strangers in a public place such as a school campus. Props required include small objects such as paper clips or pens (one for each team). Recommended age is 18 and up. This game can be played with adults and even in corporate settings. When playing with younger people, please be sure to provide proper supervision when necessary.

    Setup for Bigger and Better

    To prepare for Bigger and Better, get several paper clips or some small objects that are low in value. Be sure to have enough to provide one per team.

    Playing Bigger and Better

    Explain the rules to everyone: You will give each team a small object, and their job is to keep trading and upgrading their team’s object to obtain the largest and most valuable item possible. They may not offer anything other than the item they have, and they must stick together as a group. Set a time limit, such as one or two hours, and tell everyone that they must be back in time or else they will be disqualified. Announce that each team’s item will be judged in three categories: size, value, and creativity.

    Divide the group into teams of three to six. Pass out the paper clip (or other small object) to the each group and send them off. When time expires, the judging process begins. Each team presents their item before the entire group. They explain why their item is biggest and best. At the end, choose winners for each of the three categories, or judge the items in any other way you wish. This activity involves good teamwork and creativity as each team coordinates their efforts and decides what strategies they will approach when playing. Camaraderie will be built, and surprises will come out of the activity. Who knows, a group might be able to turn a paper clip into a car! Well, maybe a toy car.

    Be sure to visit our online store for various useful supplies, such as paper clips and items for the Bigger and Better activity.

  • Superlative Game

    The Superlative Game is a simple icebreaker that asks players to line up in ascending order for various different categories (e.g. height, birthday month, etc.).  It’s very easy to learn and play, and it doesn’t require a lot of time.

    This game can be classified as a get-to-know-you style icebreaker.  The recommended group size is medium, large, or extra large groups.  Players will be divided into multiple teams of at least five people.  This game can be played both indoors or outdoors.  There are no special materials required to play.  It works great with all ages.

    Setup for the Superlative Game

    The facilitator of the Superlative game needs to prepare a list of categories.  These categories can be surface-level categories such as height (in ascending order), birthday month (in ascending order, from January to December), shoe size, number of siblings (least to most), etc. or you can also make deeper categories, depending on your goals.

    Playing the Superlative Game

    Split the group into at least three teams.  The ideal team size is at least five players per team, but preferably no more than nine.  Explain the rules and consider using one of the variations below (such as the no talking rule). 

    Read the first category aloud, such as “Line up by increasing order of height.  Go!”  Each team scrambles to get in the proper order.  When a team thinks they are done, they must all sit down and raise their hands.  At this point, the facilitator checks the team and verifies that they are in the proper order.  If they made a mistake, they get awarded zero points that round and the facilitator checks the next group that sat down.  The first team to correctly get in order and sits down gets awarded a point. 

    The facilitator then reads off the next category, and this process repeats until the game is over (no more categories).

    Variations

    There are many variations to this game that are worth considering.  These include:

    1. No talking allowed.  All players must rely on body language and hand gestures to get in the proper order.

    2. Head and feet only.  You can only use your head and feet to signal where to go.  No talking or use of arms/hands to communicate.

  • Telephone Charades

    Telephone Charades (also known as Charades Down the Line) is a hilarious icebreaker in which a person acts out a charade only for the next person in the line, who in turn acts out for the next person.  The last person standing in line attempts to guess what the original clue was.

    This is in active icebreaker that works best with a group of five or six people.  It can also be implemented for larger groups by taking five or six volunteers per round.   This game is best played indoors.  No special materials are required other than sheets of paper with the clues written on them.  Telephone Charades is for people age 10 and up.

    Setup for Telephone Charades

    Telephone Charades or “Charades Down the Line” is an active icebreaker that combines charades with the “telephone down the line” game.   To prepare for the game, write a list of humorous actions to be acted out.  Some examples are:

    • a pantomime
    • a nerd’s first date
    • a cat bathing itself
    • going skydiving
    • fishing and catching a huge fish

    Instructions for How to Play

    Choose five or six people (or ask for volunteers) and ask them to line up in a row, facing the left side of the room.  Ask the first person to turn around to see the first clue to be acted out.  Reveal the clue to the person, and display the clue to the audience as well.

    The first person turns around and taps the next person in line on the shoulder.  He or she then acts out the clue using classic charades rules (no talking or noises permitted).  The second person then taps the third person and acts out his or her understanding of what was acted out.  This process continues until it reaches the last person in line, who must guess what the action is.

    This game is funny because the acting tends to warp and get distorted based upon each person’s interpretation of what is going on.

    Variation

    A good variation to try is to have two teams line up and act out the same clue simultaneously.  The teams that guess the clue correctly (or most correctly) wins the round.