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!

  • The Bests

    Perhaps you have seen those TV game shows where two team of friends or family members nominate people in their team to participate in a number of challenges. If you have ever thought it would be fun to try that out, The Bests is the game for you.

    What sort of skills will you be tested in? How about the longest stare? The quickest at looking up words in a dictionary? The fastest at walking backwards? Yes, this is a quirky game of unusual challenges. From the list of many challenge suggestions below there will be something for everyone, and even if you team loses, the pure silliness of it all will still keep things fun. This makes The Bests equally excellent for a laugh among friends, or to break the ice around strangers.

    This game works best with groups of 8 to 20 players of any age.  For extra large groups, choose a smaller group of volunteers to play at the front of the room while everyone else watches.

    Set-Up

    • As the organizer (who will not be playing) gather some or all of these items: paper cups (six or more), a dictionary, a coin, a tape measure, chewing gum, a tennis ball, and/or a stopwatch. Check the list of challenges below to find out how you will be using this strange assortment of items! You can also come up with your own challenges, and if so make sure to get hold of any equipment you will need. Also get a pen and paper to record the results.  Randomly put players into groups of four or five.

    Play

    The organizer should start each round by announcing the first part of the name of the challenge.  For example, he or she could say “The measurement..” but don’t announce what is being measured quite yet! For example, for “The Fastest Cup Stacker” round, simply announce that this round is for “The Fastest.”

    Each team now puts forward one of their players to compete in the round, who they believe will be “The Fastest…” though they don’t yet know what they need to be the fastest at! Every player needs to be picked once before anyone is chosen to participate in a second round.

    When you have a player from each team for this round, reveal the full title of the round and explain how to play.

    Give all players the equipment they need, and, if needed, tell them when to start. Meanwhile, you should referee the round to determine who wins.  The winner of the round gets one point for their team.  When all challenges have been completed, read out the scoreboard in reverse order, finally announcing the winning team. Then break out the champagne!

    Challenges List

    The quickest… at finding a particular word in the dictionary.

    The biggest… head circumference.

    The fastest… at walking backwards.

    The longest… time you get a coin to spin with one touch.

    The strongest… at speed arithmetic (ask 10 math questions, and the team who gives the fastest correct answers most often wins the point).

    The best endurance… in a staring contest.

    The shortest… time it takes to sing the Alphabet song.

    The widest… bubble blown with bubble gum.

    The greatest… at stacking paper cups (they must stack a pyramid of 6 cups, then put all the cups together again, in the shortest amount of time).

    The tallest… throw with a ball that is caught (both players have a chance to throw the ball into the air and try to catch it — the highest throw that is also caught wins).

    The most… hair.

    … and feel free to make up your own crazy rounds, too!

     

     

  • Zip, Zap, Boing

    A quick thinking game like Hot Potato without a ball. Kids play it on the playground, drama students play it as a warm-up exercise, and party-goers play it as a drinking game.This versatile little distraction has many variations, each named differently after the words called. Most start with Zip; Zip Zap Zop, for example. The hard to pronounce Zoom Schwartz Profigliano is a related game.

    Both of the versions described below are best played with groups of about ten or more.

    Zip Zap Zop

    This most basic version of them game isn’t very challenging, but will get a group moving and using their voice, and get them used to paying attention and responding. It’s great for the start of a class!

    Set-Up

    Everyone stands in a circle.

    Rules

    1. The first player claps their hands, says “Zip”, and points at another player in the circle.
    2. The player that was pointed to must immediately clap and point at someone else in the circle (including the previous player), saying “Zap”.
    3. The third player continues the pattern, this time using the word “Zop”.
    4. The pattern of words repeats, going: “Zip”, “Zap”, Zop”, “Zip”, “Zap” etc.
    5. If anyone hesitates or says the wrong word, they take a strike.
    6. Three strikes and a player loses, which ends the round.
    7. Try to play the game with some speed to increase the chances of a mistake.

     

    Zip Zap Boing

    This variation ups the difficulty. Instead of going through the words in a predetermined order, the player’s choose which word to use, and each has a different effect. Here is one way to play it:

    Rules

    • If a player wants to choose the player to their left, they point and say Zip.
    • If they want to choose the player on their right, the point and say Zap.
    • If they want to choose the person that just pointed at them, they say Boing without pointing.
    • Each time another player is selected in this way, it is their turn to quickly Zip, Zap, or Boing.
    • If a player hesitates or doesn’t respond when it is their turn, they get a strike. If a player’s word doesn’t match where they are pointing, they get a strike. The first player to three strikes loses, and the game ends.

    After a round or two, mix things around and up the confusion by changing the rules: now, when a player Zips or Zaps, they DON’T point, and when the Boing, they DO point. Everyone’s brain will get twisted into knots trying to relearn when to point and when not to, and the players to either side of the current player will have to be really paying attention because they have to rely on the words rather than the motions to know when it is their turn.

  • Bang / The Gun Name Game

    To avoid getting shot, learn and remember names of the people in a group!

    Bang! or (The Gun Name Game) is a game of name-recall that works perfectly amongst strangers as an introductions game, but is also a game of reactions that can be played in groups of people that already know each other. Younger boys especially will love it, because any time spent pointing fingers as weapons and shouting “Bang!” is time well spent — and perhaps we don’t even have to be all that young!

    Bang! needs a big group to be played — ideally more than 12 people.  It takes just a few minutes.

    Rules

    1. Everyone arranges themselves in a circle.
    2. An organizer, who is not playing, calls out the name of somebody in the circle. For example, let us assume he called out the name “Frank”.
    3. Frank, upon hearing his name, must duck. The players to either side of Frank, upon hearing Frank’s name, must turn towards Frank with their fingers pointed into a pretend gun, and shout “Bang!”
    • If Frank failed to duck quickly enough, he has just been shot, and is eliminated from the game.
    • If Frank ducks to safety, but one player shouts “Bang!” faster than the other, the slower player is eliminated.
    • If Frank ducks to safety, and both players shout at the same time, all three are safe and nobody is eliminated.
    • If any player in the circle makes the mistake of ducking or shooting at the wrong time, they are eliminated.
    1. The organizer continues shouting names, as quickly as he can adjudicate the results, until only two players remain in the game.

    Finale

    1. The two remaining players stand back to back in the style of a duel.
    2. The organizer starts callings names of anyone in the room. If the name is called does not belong to either of the duelists, both duelists take a step forward (stepping away from one another).
    3. If the name of one of the two duelists is called, both must spin around and aim a “Bang!” at the other.
    4. The organizer decides on a winner, or if it is too close to call has the duelists play the finale again.

    To make the finale harder, the organizer could ask all of the eliminated players to shout random names during the duel. The duelists must only react to the voice of the organizer.

  • 1000 Blank White Cards

    1000 Blank White Cards is a unique and hilarious game that involves zaniness and creativity.  Each person is handed ten blank white cards. These are the cards this game will be played with — but first, you have to write something on them to create interesting rules.  In other words, you have to decide the effect of the cards, how points are scored, what people do on their turn, and even how the game is won. Being presented with a blank canvas like this might be intimidating at first, but after you see how it works, everybody will be brimming with crazy new ideas.

    This is a game that takes on the personality of you and your friends — because it is created by you and your friends!  It can be simple, or if play with experienced gamers — the sort that play Hearthstone or Poker — you might end up with more complicated cards that favor combos, strategic thinking, and careful point scoring. Other groups will create cards that demand that players complete silly dares: “Speak like a pirate for one turn, then disc-ARRR-d this card.” or “Whilst this card is in front of you, you must do 10 jumping jacks before you take your turn.”

    Either way, as this is a game in constant flux it will surely be very unpredictable, chaotic, and hysterically silly. It can be played with two players — all the way up to large groups — but works best with four or five.

    Set Up For Your First Game

    You’ll need to have writing utensils and about 1000 blank white cards.  You can get white notecards, for example for about $10 at Amazon.  Hand out 10 blank white index cards and a pen or pencil to each player.  Each player should create cards that can be used to play this game. If this instruction sounds too vague — it’s supposed to be! — read the next section for more information on how the game is played. Then there are some guidelines below to help you get started.  Shuffle all the created cards that were created together, along with an additional 10 blank cards, to form a deck.  Deal out five cards to each player.

    Creating Cards

    A good guideline to follow is to give each card:

    • A title.
    • A picture.
    • An effect.

    Here are some examples of names and effects of card created by real 1000 Blank White Card players who have posted their creations online:

    • Bruce Willis Fails to Destroy the Asteroid and Everyone is Killed – everybody loses 1500 points.
    • Super Chewie – Can’t be discarded, ever! All cards featuring animals, breakfast food and stick figures are worth double points.
    • Winter Is Coming – Play in the center. At the end of each turn, discard the top card in the draw pile.
    • Grave Robber – Every turn, play the top card of the discard pile on yourself. +1000 points.
    • Sally’s Revenge – Play in the center. Any player called Sally draws three cards and puts them in play in the center. -500 points.

    Play

    1. On a player’s turn, they first draw a card from the deck. Then they play a card from their hand.
    2. Typically, a card is either played on oneself, placing it on the table in front of you, or played on another player, placing it on the table in front of them. For instance, you could play a card that said “+100 Points” on yourself, or play a card that said “-100 points” on another player. However, depending on what is written on the card, this might change. Cards could go into a discard pile, be played to the center of the table (which means they have an effect on all players), end up ripped up and thrown away after they are used — or anything else you can think of!
    3. Any player that wants to go first can start by drawing a card from the deck, starting their turn.
    4. If you have a blank card in your hand, you can write on it to turn it into a playable card at any time.
    5. After the first player has finished their turn, play continues clockwise, either until there are no cards left in the deck, or until some card effect has determined the end of the game.

    If you’re not sure what to write on a card, just ask yourself what cards you would like to see in the game. This might be a reaction to another card — for example, if one player makes a card that says “When this card is played, you win the game”, you might make a card that reads “Opposite day: If a player wins the game, play this card out of turn. That player loses the game.”.

    At the end of a game, you can discuss as a group which cards should be kept for play in future games (if you don’t want to keep them all). You might consider that the real aim of 1000 Blank White Cards is not winning, but making cards that get the approval of the group.

  • Sticker Ninja

    What is Sticker Ninja?  Well, it’s a game that requires stealth, agility, deception and the use of a hidden weapon to stick your opponents. Sticker Stalker makes for a nice, casual side-game at walk-around events where all guests are standing up and moving from group to group. Play it with any number of players — even as few as two, for a slightly absurd but intense competition. Stick another couple of tens of players in and that works well, too.

    Set-Up

    • You will need to purchase a set of sticker sheets — ten stickers per sheet is a quantity that works well.
    • As guests enter the event, give them each a sheet of stickers.  For “Pro” Sticker Ninja, give each player a different color or design of sticker, so you can verify a win (useful if there is a prize at stake). Regardless, some variety in the sticker stock will make this a more colorful game. Extra laughs if the stickers are absurd or childish; extra difficulty if they are large.  Explain the rules to everyone present before fidgety guests start sticking stickers on your TV set and pets.

    Rules

    Players must stick their stickers on other guests at the party.   Each of one player’s sticker must go onto a different guest, though oblivious guests might find themselves with a back full of stickers from several other players. If a player is “caught in the act”, by the guest they are targeting, that guest can remove the sticker and give it back to the player. However, if a guest doesn’t notice a sticker being placed on them immediately, they have to leave it — no removing stickers until the end of the night!

    The first player to get all of their stickers stuck to other guests can announce they they have won. That’s it! As mentioned, if you want to check that a winner hasn’t disposed of their stickers, you can ask that player to call all of their supposed victims to the centre of the party to be examined and shamed!

    You will never have had as many friendly “slaps-on-the-back” as you will at the start of this party, but if targets aren’t fooled by this tactic players will find more creative ways to prevail. A sticker on the back of the shoe, where the guest won’t feel the pressure of your fingers, is one possibility.

    If you managed to get a sticker onto the front of somebody’s belt buckle without them noticing, well, I think you should give yourself a pat on the back — though, if you don’t, I’m sure everyone else will be happy to “pat your back” for you!

  • Paper Snowball Fight!

    Paper Snowball Fight requires no real snow — it’s all about recreating a wintery fashioned snowball fight any time during the year! It is generally played in larger groups of friends but can be adjusted to fit a medium sized group as well. There are a few different you can play from the base game and it’s fun to mix things up. The snowballs are fun and easy to make on top of costing you next to nothing!

    Materials Needed

    • Paper
    • Paint or markers
    • Glue
    • Cardboard

    How To Set Up The Game

    Divide the player group into two teams. Afterward, use the resources to create a large pile of “snowballs” and select a large area to set up in. To create the snowballs take sheets of paper you have laying around and roll them into a ball, drop a little bit of glue in each one to ensure the snowball is held together well. Afterward use two different colors to mark the team’s snowballs and begin setting up the cover. If you don’t have natural cover use the cardboard to set up fake snow banks for the players to hide behind while planning their next move.

    How To Play Paper Snow Ball Fight!

    To play split the players up on the field and give both sides and equal allotment of snowballs.  The teams will have to stay behind a point or line that you can easily mark with a piece of cardboard at the start of the fight. Once started each team has to try to get the players out by hitting them with snowballs the team with the last player standing wins. If either team runs out of snowballs they will then switch colors as soon as the other team is empty or they stay in hiding for an amount of time that would force the game into a stand still.

    For a variation of this game, you can set up a capture the flag type scenario for your players.  To do this simply use paper and cardboard to make a mock flag and put it in the center of the field. The team who is first to successfully get the flag into the back of their base wins. To make the game run smoother don’t be afraid to place paper X’s where the flag goes.

    How To Win

    To win, simply take your time when in the game. Try to grab a stock of snowballs from the start and find cover, make sure to pay attention to your surroundings. If you can wait patiently for an opening then your team has a higher chance for success. If you find yourself playing capture the flag, then you may want to gauge who the most nimble member of your team is. Someone who is quick on their feet is less likely to get taken out by a snowball and return with the flag. Always be vocal with your teammates and make sure you are on the same page during and before the game for your best results.

  • Chariot Race

    “Chariot Race” is an exciting race on “chariots” to the finish line.  It’s a game about being a little ridiculous with your friends. The game is best done at a party or with a large sized group. This game is for developing team building skills and will bring the players closer together after the successful completion of a few rounds. You may have to collaborate with your group to acquire enough materials to play the game, but we promise the reward will be worth it!

    Materials Needed

    • Sleds or Wheelbarrows
    • Chalk
    • Sheets (optional)

    How To Set Up The Game

    For this game, you need sufficient wheelbarrows or sleds. Make a note counting the number of people who are coming and divide them into teams of 3 to 4 people (not including the player in the chariot). Once divided search out a safe place where multiple wheelbarrows could fit and use your chalk to draw a finish line.  Next mark measures out to the best of your ability a fair distance where each played will be waiting to swap the chariot, mark these locations with an X.

    For optional set-up, you can make the event toga themed, and use sheets to recreate a toga for each player.   You may wish to to secure all togas with a clamp or safety pin to avoid in-game accidents.

    How To Play “Chariot Switch”

    To play “Chariot Switch”  you need to distribute the teams and make sure everyone if familiar with one another.  Afterward, divide the team up to stand on the markers along the way to the finish and let them select a player to put into the chariot.  Make it clear that they have to use their hand to tag out by high-fiving the other player before the chariot can be switched over.  If togas are involved do a tug check to make sure all players are secured for the game.

    For added difficulty, you can make the paths less straight forward and draw arrows to make a winding path. If this happens make sure the paths you draw each have their own separate colors to ensure no one loses their way into another team’s lane.

    How To Win

    To have the best chance of winning in this game you can use quite a few different strategies to your advantage. When selecting the player to put in the wheelbarrow always go for the lightest teammate to increase your speed. When the player is the wheelbarrow have them balance out their weight or put it slightly more forward so that there is less resistance. When tagging your partner have them waiting with their hand already out so you can high five them and switch out quickly.

    If it turns out you have to use sleds try tieing the sled around your waist for easier pulling. Also, have the player sit directly in the middle of the sled so the weight will be evenly distributed. If your playing with a winding path pay close detail to the direction of the arrows to more quickly maneuver to the finish!

  • Crazy Job Interview

    Crazy Job Interview is a game for the smooth-tongued. Each player will take turns convincing another that they are the best for an imaginary job. The twist: they have to talk about things suggested by the other players, and explain why those things would make them a good fit for the job. One player might have to explain why being an “Intellectual” and “A My Little Pony Fan” makes them a great “Supermodel”. The next player might try to make a persuasive case that being “Aggressively Flirtatious” and “Angry With The Queen” makes them indispensable as “Prime Minister.”

    If you are worried about a real job interview coming up, Crazy Job Interview (also known as Mock-upations) is a great mental exercise: you will work on your speaking, your positive-outlook, and your quick-thinking. Plus, what is the best treatment for nerves? Laughter!

    Set Up:

    • Give each player seven small strips of paper.
    • Each player writes down five or more “traits.” Just an adjective will do — “Fast,” “Stupid,” “Corrupt,” or “Invisible,” for example — but feel free to get creative. Maybe a background, such as “Irish,” or a previous job, such a “Bin Man,” or an interest, such as “Video Gamer,” or outlook on life, such as “Brexiteer”.
    • Each player writes down two or more “occupations.” Mundane or fantastical, it all works well. Even if you use everyday roles, like “Office Worker” or “Waitress,” the player will still have a time trying to work out why the silly traits they are given would fit that job! But if you want to go for “Porn Stars“ and “Dragon Tamers,” that will be funny too.
    • In each case above, remember that you can certainly make things harder by writing awkward suggestions — but it’s possible you might draw your own slips of paper!
    • All trait slips go into a literal or non-literal hat, and all occupation slips go into a separate vessel.

    Rules

    1. Randomly choose a player. They will be the first interviewer.
    2. The other players draw an occupation and three traits from the respective hats. They can look at the occupation, but not at the traits.
    3. In any order, the interview will call on one of the players to be the interviewee. The interviewee will be giving a short speech explaining why they are a fit for the job they have drawn.
    4. At the same time, the interviewee looks at one of the their trait cards, and starts to give their speech. The first part of their speech should revolve around this trait. If the occupation is “Doctor” and the trait is “Bloodlust,” the player might say that they are far from squeamish about cutting people open, and that they can go into their job with a passion that other surgeons would lack.
    5. When they are ready, the interviewee looks at their next trait, and beings talking about that trait instead. The interviewee might choose to move on before they have said anything, if they can’t think of what to say, or they might talk about their first trait for a minute or more first.
    6. The interviewer can force the interviewee to move on to the next trait. They say, “Okay, what else?”. If the interviewee is talking about their last trait, the interviewer would instead say, “Okay, I’ve heard enough.”
    7. When the interviewee has finished talking about their three traits, the interviewer choose another player to give an interview.
    8. When all players have given their interview, the interviewer awards a point to whoever they thought was the best interviewee. The interviewer can decide on their own standards: it might be the funniest interview, or the one who made the best case towards their specific occupation. You will have to trust the interviewer to be honest and reward who they feel is the most deserving player. Giving points “tactically” (such as not giving them to somebody because they already have more points than you) is not in the spirit of the game, so chill it!
    9. The player to left of the current interviewer becomes the new interviewer, and the game starts again. When you are running out of traits or occupations, return to the setup phase to create more.

    Notes:

    Not everyone is great at talking when on the spot. There is no need to try to be funny or creative in this game — just relax and say what comes to mind. If players do need a moment to compose themselves, though, they can ask the interviewing player to go last in that round.

    You could also allow all players to look at their traits when they draw them so they have some thinking time, and/or have the interviewer draw the occupation and have all players give a speech relating to that same job, so that players can use the ideas they heard in earlier interviews to jump off from. Experiment, do what works for your group, and enjoy yourself!

  • Tall Tales “Suddenly” Story

    Spin fantastic yarns — amazing stories — with this engaging group activity. Each person will tell three sentences of a story and end with the word “suddenly…” The next person will then have to pick up the story and add three sentences of their own.

    Tall Tales encourages the players to think on their feet and connect to the story that has already been told, which trying to stump the next person to speak. Everyone gets a turn to talk in this icebreaker, so quiet group members have an equal chance to participate. Tall Tales doesn’t require any movement and is therefore able to fit in a room of any size.

    Tall Tales is an icebreaker for groups ages 10 and up. Children younger than 10 may not have the storytelling ability to play and enjoy this game. This icebreaker can be adapted for groups of any size, although it’s not recommended to play with over 25 people. For smaller group, the story can continue around the room until you are satisfied with the icebreaker or the group gets stuck.

    Materials

    To play Tall Tales, you will need:

      • Nothing!

    Optional- You may want to have a couple of story starters on hand in case the group gets stuck and needs to start again. See Tips and Notes for story starter ideas.

    How To Play Tall Tales

    1. Explain the rules to the game. Subject material should remain appropriate to the group level.
    2. Designate a person to start the game or read one of the story starters provided below. End with the word “suddenly…”
    3. The next person picks up the story and tells three more sentences, taking the story in any direction they’d like. After three sentences, they end with the word, “suddenly…”
    4. The game continues until one of the following happens:
    • Every player gets a turn and the game has filled the time allotted.
    • Every player gets several turns and the game has filled the time allotted.
    • The players gets stuck, in which case you can either pass to the next person or start a new story.

    Tips and Notes

    Encourage players to make their stories twist and turn. Challenge each player to try to stump the person next to them.

    If players have difficulty coming up with three sentences, give each sentence an objective to help get their creativity flowing. The first sentence should introduce the new scenario (the thing that suddenly happened). The second sentence should add to the story with narration, description, or backstory. The third sentence should begin to move the story in another direction, ending with suddenly…

    Here are two sample story starters.

    Jane liked to help her parents on the family’s farm, and caring for the chickens was her favorite chore. Every morning she would feed the chickens and collect fresh eggs as soon as she got out of bed and before she had eaten breakfast. But this morning, she heard a strange noise before she entered the chicken coop. Suddenly…

    Jake had never had a pen pal before, so when the strange letter addressed to “My Friend” came in the mail, he wasn’t sure what to make of it. He opened the letter carefully, noting there was no return address. He read the first line of the letter, “Dear Jake.” Suddenly…

  • What I Would Have Done

    “What I Would Have Done” is get-to-know-you game all about what-if scenarios.  This game focuses on exploring different paths in life and hypotheticals. For example: what is another career path would you try? All you have to do is pick some words out that go along with life events. Be sure to keep the game fun and upbeat by using positive words!

    Materials Needed

    What you need to play “What I Would Have Done”:

    • Paper
    • A pen
    • A box

    How To Set Up The Game

    To set up the game just write different life events on torn-up scraps of paper. Use things like prom or sports that all the players can relate to and throw them into a box. Make sure to fold the paper or cut a hole so no one can choose their drawing and set the box in the center of the game room.

    How To Play “What I Would Have Done”

    Each player walks up and draws their own piece of paper. They then read the paper out loud, state what originally happened in their life with the word, and then say something they would like to try instead. For example, they draw sports. They should state that they originally played soccer, but if they could try another they would play baseball. Afterward, they say why they would choose to try the new activity.

    Make sure no one steals the show for too long!

    How To Win

    This is a game with no winners or losers; the point is to open up discussion paths amongst the group. Be sure to listen to the other players and give a genuine answer when it’s your turn to truly break the ice.