Category: Talking Games

Talking games involve — you guessed it — talking! They often allow people to share their opinions or interesting things about themselves. Try them out and have fun!

  • Botticelli

    Botticelli is a strategic question game similar to other guessing games like 20 Questions. One player takes on the role of a famous person whom all players know reasonably well (when this game was conceived Sandro Botticelli, the Italian renaissance painter of The Birth of Venus, must have satisfied this requirements, hence the name of the game). Questions are asked to work out who this celebrity is, but with some quick thinking and general knowledge the choosing player can avoid answering the questions directly. This makes the game a little more tactical and complex than other guessing games, and great for long car journeys. Botticelli can be played with only two players, or as many as you can fit in a minivan on a road trip.

    Set-Up

    • One player, the chooser, privately chooses a famous figure/celebrity to take the role of. Let’s use Heath Ledger as an example. 
    • They announce the first letter of the celebrity’s name. If the person is best known by their second name or by a pseudonym, the first letter of that name can be used instead. In this example, the chooser tells the rest of the group that the person’s name begins with “H.”

    Play

    1. The other players take turns to guess other characteristics of the chosen person. They should first think of a celebrity for whom the answer to their question is “yes”. For instance, a question might be “Are you an actor?” and the asking player might have the name “Halle Berry” in mind.
    2. The chooser has the opportunity to make a counter-guess of sorts, to avoid answering the question. The are trying to guess the name that the question asker had in mind. The player would say “No, I’m not Halle Berry,” in which case the question asker confirms that was the celebrity he was thinking of, and the game continues. The chooser has therefore successfully avoided having to tell the group that his character was an actor. Note that at this point the player does not answer the question directly, but attempts to dodge it by answering a question that wasn’t asked.
    3. Let’s say that the player guessed incorrectly: they said “No, I’m not Harrison Ford.” At this point the question asker replies “I was thinking of Halle Berry.” Now, the question asker can ask a question (either the same question as before, or something different) that the player has to answer directly, with a yes or no. This way players can gain concrete information. 
    4. The player might not be able to suggest an alternative celebrity that fits the question. If the player doesn’t not know any other actors whose name begins with H, they say “I don’t know who you’re thinking of.” Now, as above, question asker can ask a question, and the player must answer it directly, with a yes or no.
    5. When the player has answered a question directly, the next player in order can ask a question that can be answered indirectly by the player, as in step 1, and the game continues.
    6. As more information about the celebrity is confirmed, the list of potential correct answers are narrowed down, but it might also become easier for the chooser to make a counter-guess.
    7. On their turn, a player can directly guess the name of the celebrity. If they are correct, the guessers win. If they are incorrect, their turn ends.

    Trivia Variation

    Another way to play this game is for the players to ask general knowledge questions that have answers that also begin with the first letter of the chosen celebrities name. For example, “What was the last state to join the USA?”. If the player knows the answer —Hawaii — the other players keep asking questions, but if the player is stumped, the question askers can ask a direct question about the celebrity, as above.

  • The Energy Game (Hands of Power)

    The Energy Game is a drama class warm-up exercise. One player starts by making a sound and a motion, such as a raising fist and growling, or spreading out their arms and roaring. In turn, each player amplifies the energy of this action, as it gets louder and louder around the group.

    Play the Energy Game

    • Everyone stands in a circle.
    • The first player makes a sound and a motion. For example, they might put their hand up and say “Umm”, or wrap their arms around themselves and shiver, or hide their head and whimper, or shake their finger and sigh. Everyone should be at ease doing whatever action and sound they feel like. This is an opportunity to be creative, but part of the beauty of the game is that the player who has the difficult job of starting things off only has to do so in a small and inconspicuous way. From here, things will only get louder.
    • The player to the right mimics the sound and the action of the first player, but they must increase the energy level of the action. The sound must be louder, and the gesture must be exaggerated.
    • Continue around the circle, with each player adding more energy. When everyone has had a turn, the starting player must do the action/sound combo once more at the highest intensity yet, to finish off the round.
    • Another player starts a new round with a new sound and gesture.

    Each player will naturally unleash the energy with a little of their own personality. This, combined with the increasingly absurd exaggeration and volume of the actions, can make for a very funny game. To outperform their peers each player will put aside any self-consciousness and be able to simply shout and show-off a little.

    When everyone has had a chance to be both loud and quiet, the group will be both more at ease with, and more receptive to, themselves and each other. This exercise gets endorphins flowing and smiles showing.

    Bonus Exercise: Hands of Power

    When your vocal cords have been stretched, take up this leading and following exercise for a different style of play. Also regularly deployed at the start of a drama lesson in schools, Hands of Power is a game of trust and awareness and is fun for all ages.

    Play

    • Make up pairs of players.
    • One player, the leading player, holds their hand in front of the other player’s face, so that the second player’s vision is obscured. The leading player starts moving around the room.
    • The second player must follow the first so that their face follows the first player’s hand. With a large group and lots of pairs moving around, this can get quite chaotic, and their are both concentration and trust elements to this game. It is the leader’s role to guide the follower safely around the room!
    • The leader might want to try raising their hand low and high or twisting their palm to see how their partner reacts.
    • After a minute or two, have the players switch roles in their pairs, so the leader becomes the follower and vice versa.

    There may be no winners in these exercises, but they’re still great fun.

  • The Priest of the Parish

    The Priest of the Parish is a call and response game, popular in youth groups across the world.  The game warms up player’s vocal cords, legs, and memory muscles.  It also goes by other names, including The Prince of Paris.

    This version of the game can be played with very large groups, even over one hundred (arranged into teams).  It can also be played individually with groups of ten or so. In both games the players must remember the script. One of the goals is to speak in unison with your team-members, fostering a sense of team spirit.

    Set-up

    1. Arrange the players into teams. There should be an equal number of teams. Five to ten players is a good team size. For example, six teams of five would work for thirty players, and for one hundred players pick ten teams of ten.
    2. Have all players stand in their teams in two rows a few meters apart, facing each other, so that each team faces another team.
    3. Give each team a number or name.

    The script

    • The organizer starts the round by stating:
      “The priest of the parish has lost his thinking cap. Some say this, and some say that, but I say it was Team [X].” (where [X] is one of the team names).
    • The announced team stands up, and that team and the organizer now follow this script:

    Team: “Who me sir?”
    Organizer: Yes you, sir.
    Team: Couldn’t be, sir.
    Organizer: Then who, sir?
    Team: Team [X], sir.
    Organizer: Team [X]?

    The newly team accused now has the same conversation with the organizer, and so on.

    • If a team speaks out of unison, fails to stand up, or if a team stands up when they should not have, that team is moves to one end of their row, and the other teams in their row move up to fill the gap.

    The goal of the game is to be as far from the “loser’s end” of the rows as possible — though don’t take this goal too seriously. The game is really about getting everyone speaking up, rushing and getting excited, making mistakes, and having a few laughs.

    Variations

    Many variations can change the dynamic of this game in interesting ways.

    If playing with individuals, you don’t need to gives numbers, but can just refer to everyone by name. This makes it a nice introductions game, as everyone must remember each other’s names.

    The script can become more complex, making it harder to remember and therefore easier to make mistakes. This is great when playing as individuals, instead of in teams, as the challenge of remembering the script and not getting tongue tied replaces the challenge of speaking in unison. One such more complex script that has been observed includes the following line in place of saying “Team [X], sir”:

    “I [player name], with an honorable flick to the front, do hereby accuse [another team or player]”. The player would additional salute as they say “an honorable flick to the front”. Failing to recite the accusation exactly prompted raucous cries of “Objection!” from the other players.

    Another variation, when playing in teams, would be to have the names or numbers assigned to the positions in the row, not the teams themselves. For instance, the third team in the row would start the game as team 3, but if they make a mistake and moved down the row they would become team 1, and two other teams would move up and their numbers would also change. The new challenge here is just to remember what your number is, and everyone will find great amusement watching the odd player jump up when it isn’t their turn because they forgot their number. Or when almost everyone in a team jumps up, but leaves one inattentive player sitting!

  • Who’s My Match?

    If you’re peanut butter, where is your jelly?  Which fictional police detective is the partner of David Starsky? Which royal is married to Kate Middleton? In this introductions game, the guests at your get-together take on the role of famous figures. Through the power of conversation they will figure out each other’s hidden identities, and try and find their match!

    This game will play everyone at the party.  Ten to twenty people or so will make for a good game — but it certainly works fine for larger groups.

    Set-Up

    1. As the host of the party, prepare a name-tag for each guest at your party by writing the names of famous figures from famous partnership on each name-tag. Both halves of the partnership should be represented on a name-tag. For example, you might have these eight name-tags: “Pinky,” (and his match) “The Brain,” “Beyonce,” (and her match) “Jay Z,” “Peanut butter,” (and its match) “Jelly,” “Romeo,” (and his match) “Juliet.”
    2. As guests arrive at the party, give them a random name tag. This is their hidden identity. You can try and give female identities to the women at the party and males names to men, but the game will be even funnier if you don’t worry about it!
    3. Tell the guests to read the name tag, then to put it in their pocket and not to tell other guests what is written on it!

    Play Who’s My Match?

    • As a player, the aim of the game is to find the guest who owns the name tag that matches yours. If you are Tom, you are looking for Jerry. You do this by talking to the other guests.
    • However — when answering questions about their hidden identity, players can only answer yes or no.
    • When asking questions players cannot ask directly ask about a character’s name. For example, questions like “Does you name start with a B?” or “Are you Beyonce?” are not allowed.

    If you think you have found your match, both players should go to an organizer to find out if they were correct or not. If you were correct, both players can now wear their name tags to show that they are “taken.”  This helps other players who are struggling to find their match. If you didn’t get it right this time, keep searching!

    Tips

    • When making the tags, throw some curveballs. A clever guest who gets the name Starsky might immediately know they are looking for Hutch, but you will make things harder for them if you also put in a similar pair, such as Cagney and Lacey. Now a question like “Are you a police detective?” isn’t so helpful.
    • Also, know your audience. You might want to focus on celebrity partners, or partners in literature, or partners in film, depending on the group you are organizing for.
    • When playing the game, ask other players about: their profession, their age, etc.

    The lovely advantage to this game is that it gets everyone at the party interested in each other. They know their partner is out there looking for them, and they just have to mingle to meet them. For this reason, it’s a real jewel at events where people haven’t yet met each other.

    When two players have found their match, ask them to pose as the people on their name-tags for a funny photo that you can put online. 

  • Word Association Game

    Thinking is all about making connections in the brain. Reveal something about how you and your friends think using this simple Word Association game of making connections between words!

    Play Word Association with a small group of two to eight players. It works nicely as a conversation starter, a car game, or as a drinking game.

    How to Play Word Association

    Everyone sits in a circle.  The first player, chosen randomly, says one word out loud.  The next player, in clockwise order, has to quickly say a word that has some connection with the previous word. What counts a connection is down to the parliament of players to determine: if somebody doesn’t like a connection, they can challenge it, and everyone votes on whether or not to allow it. In the event of a tie, the word is allowed.

    A player is eliminated, or takes a forfeit, if any of the below happen:

    1. They take more than three seconds to make a connection.
    2. They repeat a word that has already been said in this game.
    3. They are challenged and loses the vote.

    Eliminated players can still make challenges and cast votes.  The last player standing is the winner.

    For example, one sequences of words might be:

    • Jumper
    • Athlete
    • Javelin
    • Greek
    • God
    • Jupiter
    • Planet
    • Pluto

    At this point one player makes a challenge, on the grounds that Pluto is no longer considered a planet. Scientists are outnumbered at the table, and the word is allowed, so play continues clockwise.

    • Hades
    • Hercules
    • Hero
    • Spiderman
    • Marvel
    • Batman

    Another challenge: a player protests by pointing out that Batman is not a Marvel superhero. Pop culture justice is done, and the vote goes against the player. That player is eliminated, and a new round starts with the next player in order.

    Creative connections and creative challenges are encouraged. Don’t take this game too seriously. Just let the ideas flow and see if you don’t find it interesting or funny!

    Psychology of Word Association

    Famous psychologist Carl Jung speculated that how somebody responds in a word association exercise might reveal something about their character.  

    The connections of ideas, feelings, memories and knowledge in somebody’s brain all influence the word associations that occur to them. So, the questions is, why would one person’s first thought when they hear the word “cat” be “companion,” and another person’s as “claw.” Does that indicate a difference in a person’s feelings or experiences with cats? 

    What about how long it takes somebody to respond? One suggestion Jung made was that a fear of embarrassment at revealing their first thought was behind. But then, some words are just harder to make connections with.

    Feel free to interrupt the flow of the game to offer your off-the-cuff psychoanalysis of other players. As long it’s light and playful this game can be the source of many amusing observations. And it might even get you to ask questions about yourself, and how you think about things.

  • 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.

  • Sequence

    This is a team-building game of communication and pictures. Every member of the group will need to describe the picture they are given, and then as a group they must put the pictures in the correct order.

    The pictures for this game could come from children’s books, or comic books, and you can pick the source to fit the group. For groups of teenagers and young adults, a game involving a Batman or Spider Man story is bound to get an enthusiastic response. Children’s books, like The Tiger Who Came to Tea or Where The Wild Things Are, work well for nostalgic adults, and those who have children of their own.

    In everyday life we rarely describe pictures — we just show them! This game will warm up thinking muscles as well as talking muscles, which makes it an ideal start to a day of team-building activities, or as an a icebreaker to introduce new work colleagues.

    Set Up:

    • As the game organizer, who will not be playing, find a children’s book or comic book with at least as many pages as the number of players.
    • Make copies of each page.
    • Identify each of the pages with a unique number or letter, but not in their original order. If you had ten pages, you could first shuffle the pages, and then go through them numbering them 1 to 10.

    Rules:

    • Players are not allowed to read the text on the pages. They must describe what is happening in their own words. The same rule applies to speech/speech bubbles on the page. They cannot read this speech directly, but can only vaguely describe what is being said.
    • Players cannot show their page to any other player until the very end of the game, when the order has been decided.
    • When deciding on an order, pages should be placed facedown on the table.
    • The goal of the game is to have all the pages placed facedown in the correct order.

    Play:

    1. Randomly hand out the pages to all the players, so that everyone has at least one page. If there are more pages than people they should be distributed as evenly as possible.  The goal of the game is to have all the pages placed facedown in the correct order.
    2. When an order has been agreed upon by all players, the players turn all pages face-up and check that the story is in the right order. If there is any doubt, they can check with the organizer.

    Some books will be harder than others. Children’s book with a simple story and only a few images per page will be easier than a comic book with a page full of images and text, and a more complex story that might jump from scene to scene. The harder books will really get people talking, describing, discussing, and debating, and it will be a more rewarding when if the succeed, and more

    If you have a lot of players, you can turn this into a competitive team game by making two copies of the story pages, splitting the group into two teams, and timing them

    Nightmare variant:

    Players cannot describe their images in words, but must re-enact the scene on their page in mime.

    Okay, I don’t think anyone has ever really tried this, but does sound funny!

     

  • 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.