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Here is the start of a database of games. As more games are added I will sub-divide it into more categories. Some games fit into more than one category - so make sure you look at them all!

List of Contents

Games for very young children (3-5 year olds)
Games for 5-8 year olds
Games for older children

Pencil and Paper Games
Parachute Games
Development Games

Games for very young children

Alphabet Tower
To play this game you need a set of alphabet block or building blocks. Sit the children down in a circle. Place a block on the floor in the middle of the circle. Give another block to one of the children and as him to place it on the one in the middle. Continue round the circle  getting the children to balance a block on the tower until it falls down. When it falls simply start with the next child.

Nursery Rhymes
All you need is a rubber ball and a list of nursery rhymes. Get the children in a circle and play some music. The children start passing the ball. When the music stops they have to recite the rhyme. Get the other children to join in with actions to fit the rhyme. For example: Hey diddle, diddle, the cat and the fiddle - mime playing the violin, etc.

Little Laura
This is a really cute game! Place six Smarties with as many different colours as possible on a plate. Get one of the children to leave the room. Indicate one of the Smarties to the rest of the children and tell them it's called "Little Laura". When the other child returns she starts slowly taking  the Smarties one by one. When she picks up the nominated sweet everyone shouts out "Little Laura". The child gets to keep all the Smarties she's taken and "Little Laura" Repeat the game with another child.

Currant Buns
Have the children sitting and choose one child to come to the front. Let's say her name is Emma. All the children then recite a simple rhyme and perform some actions. "Five currant buns in a baker's shop" (Hold up 5 fingers), "round and fat" (hands go round in a circle, ""with sugar on top" (hands go on heads). "Along came Emma with a penny one day "point to the girl), brought a currant bun and took it away."

Emma then chooses one of the other children to join her. The rhyme is repeated except this time it's: "Four currant buns..." Continue in the same way with Emma choosing another friend with "Three currant buns..." Carry one until you are left with just "one currant bun".

The Farmyard
Can you tell a simple story? Get all the children sitting in front of you and give each of them the name of a farmyard animal. Obviously if you have a lot of children you will need to have several cows, sheep, pigs, etc. Start you story and every time you mention one of the animals that child (or group of children) makes the noise of that animal. Occasionally get all the children to "speak" at the same time!

Dead Lions
A very simple and very popular game. Ask all the children to fall flat on the floor. The object of the game is to remain as still as possible. Make sure you tell the children they are allowed to breathe and blink! When you catch someone moving they are out. With this and other elimination games it is best played just before the break so they can have toilet breaks and wash their hands while they are waiting for  the game to finish.

The Farmer in his Den
The children form a circle and hold hands. One child is chosen to stand in the middle. He is the Farmer. The other children start walking round the farmer and sing this rhyme: The farmer's in his den, the farmer's in his den, ee I, ee I, the farmer's in his den. The farmer wants a wife, the farmer wants a wife, ee I, ee I, the farmer wants a wife.

The children in the circle stand still while the farmer chooses a wife who then joins the farmer in the middle. The game proceeds in the same manner. "The wife wants a child, the wife wants a child, ee I, ee I, the wife wants a child." A "child" is selected by the wife. Continue, with: The child wants a nurse; The nurse wants a dog; the dog wants a bone. To end the game they all pat the dog lightly on the back, singing: "We all the pat the dog..." If you want to repeat the game use the "bone" as the next farmer.

Tunnels
Why not get some adults involved! Have three or four adults around the room with their legs astride. Line the children up and get them marching to some music. When they get to an adult they simply crawl under their legs!

Dusty Bluebells
All the children form a circle with their hands joined and raised to form arches. An older (or perhaps a more confident) child is chosen. This child weaves her way in and out of the arches. All the other children sing: "In and out the dusty bluebells, in and out the dusty bluebells, in and out the dusty bluebells, who shall be my partner."

At this moment the child stands behind one of the children in the circle and pats him on the shoulders while the other children sing: "Pitter Patter, pitter patter, on my shoulder, (three times" you shall be my partner."

The game begins again with the second child following the first child. This continues as above and another child is chosen. The line will get longer and longer and circle smaller and smaller. Carry on for as long as you see fit.

Ring-a Ring-o-Roses
Just the thing for toddlers. Children for a circle. You can include a couple of adults to help with the actions. They walk around chanting: "Ring a ring a roses, the pocket full of poses, atishoo, atishoo, we all fall down." Continue until they tire of it.

For those of you who don't know the sinister origins of this game it is about The Great Plague of London in 1664-65. "Ring-o-roses" refers to the circular rosy rash that was one of the early symptoms of the plague. "Pockets full of posies" stands for the herbs people carried in their pockets, hoping for protection against the disease. "Atishoo, atishoo, we all fall down." tells of the plagues fatal sneeze, which preceded physical collapse - the victim would simply fall down dead. Don't tell the children this!

Here We Go Round the Mulberry Bush
Another timeless classic. The children hold hands and walk around a chair as they sing: "Here we go round the mulberry bush, the mulberry bush, the mulberry bush. Here we go round the mulberry bush, on a cold and frosty morning."

After this they let go hands and start to mime the action to the next line: "This is the way we clean our teeth, clean our teeth, clean our teeth. This is the way we clean our teeth, on a cold and frosty morning." They then join hands again and repeat the chorus. The next mimes are as follows: comb our hair; brush our shoes; iron our clothes; saw up wood; walk along.

Hedgehogs
This is a really fun game! You need a piece of material that will cover a child when they are crouching down. Show the children the cloth and explain in a minute you are going to cover one of them with the cloth and the others have to guess who it is. Get them all to close their eyes and then to put their hands over their eyes. Make sure no one is peeking! Now get them to turn around three times. Finally ask them to crouch down on the floor and to curl up like a hedgehog. Cover one of them with the cloth. Ask them to all stand up except the child covered with the cloth. Ask them to look around and try and guess who is missing.

If they are struggling, give them a few clues, for example, whether it is a boy hedgehog or a girl hedgehog. Or maybe what colour dress they are wearing, etc.

Rabbits
Get all the children to pretend to be rabbits and let them hop all over the room. All of a sudden, call out: "Danger!" The rabbits must keep perfectly still. Any rabbit that moves is out of the game. Call out: "Danger over!" The rabbits can hop freely again!

As with any elimination game you can use this opportunity for the "out" children to go to the toilet and wash their hands ready for tea.

Grandma's Footsteps
One child is nominated as Grandma and stands at one end of the room. The rest of the children line up at the other side of the room. The children then start to creep up on "Grandma". As soon as she hears a sound she turns round and sends back anyone she sees moving. When a child finally succeeds in touching Grandma they change places.

Frog Chase
This is the same as tag or "it" except that everyone hops on the floor like a frog! If someone is struggling to tag someone choose someone else.

One, Two, Buckle My Shoe
You need a bin liner or any large sack. Ask the children to remove a shoe and to put it into the sack. Get them to hold hands in a circle and then when in position ask them to sit down. Tip all the shoes into the centre of the circle and then retreat to a safe distance! Call out: "One, Two, Three, GO!" All children must find their shoe and the first one to return to you is the winner!

Butterfly Net
You will need a bit of room for this game. Four children become the butterfly net by joining hands in a line. All the other children are the butterflies and are flapping around the room/garden. The net children have to capture a butterfly by surrounding it. The captured butterfly then becomes part of the net by joining hands with the others. They then proceed to capture another butterfly. Carry on like this until there are only four butterflies left - who then become the new net.

The Robber
This game involves you telling a story of Naughty Ned the robber and all the children performing actions throughout the story. Start with all the children sitting on the floor and begin teaching them the actions:

  • Make the noise of a police card
  • Pretend to ride a bike - hold the handlebars, pedal and ring the bell
  • Pretend to drive a car
  • Pretend to be a train - make the noise of a train whistle: "whooo ooo!"
  • Pretend to be a Jumbo Jet
  • Pretend to be cowboys - shout "Yahoo!" and fire your guns!
  • Pretend to be Indians - pat your mouth in the normal fashion and all out "Ooooooh" - shoot arrows with a "zingggg".

You now repeat the following story getting the children to do the actions and noises.

Naughty Ned robbed a bank. He escaped on his bike... someone called the police who chased Ned in their car... Ned left his bike and jumped in his getaway car... the police were catching up... Ned arrived at the station and dashed on the train... He got off at the airport and boarded a jumbo jet... he landed in America. Amongst the cowboys and Indians. Cowboys - give your war-cry... fire your guns... Indians - give your war-cry... fire your arrows... Naughty Ned was scared and gave himself up. He was flown back to England on another jet... then on a train... the police took him to jail in their car... Ned promised not to rob any more banks.

To finish get the children to give them all a big clap for performing so well!

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Games for 5-8s

Pass the Parcel
No doubt you are familiar with this old favourite. A prize is wrapped up in several sheets of paper. I find between 5 and 7 ideal. Music is played and when it stops the child who is holding the parcel takes off a layer of paper. This carries on until someone has won the main prize in the middle. You can introduce variations - like small prizes or sweets between the other layers. Or you can make a child perform a forfeit to win a small prize.

Naughty Boy
One child is nominated "teacher" and rest sit in a row in front of her as "pupils". The pupils pass a sweet behind their backs. The teacher calls out, "Hands up naughty boy!" All the children bring their hands forward. The teacher has three guesses to who has the sweet. If she guesses correctly she eats the sweet and chooses who is the teacher in the next round. If she guesses incorrectly the child with the sweet becomes the teacher.

Guess What
One child is nominated to leave the room. The rest of the children are shown a mime, for example: SWIM. When the child returns to the room they have to mime the word in any way they wish. The nominated child has three guesses. If he guesses the mine he wins a prize. Write the mime on pieces of card. Here are some other mimes: ride a horse; have a bath; saw wood; play tennis; phone; eat lunch; blow up a balloon; lick a lollypop, etc.

Squirrels
Supply a walnut or a small ball. Have the children sit in a circle and select one child to come into the centre. This child must have his eyes closed and his hands over them. The other children recite the following rhyme: "Squirrel squirrel, tut, tut, tut, which of you has got my nut?" As they recite the rhyme they pass it to one another behind their backs. When they have finished the rhyme the person who has the nut keeps hold of it. The child in the middle then has to guess who has the nut. If there are only a small number of children, one guess is all they have. If there is a larger group, they can have three guesses. You can also provide clues, for example, cold or freezing if they are way off, or hot or boiling if they are very near.

Where's the Key
This is another game similar to "Squirrels". Thread a key onto a long piece of string and tie the ends together to form a loop. The children again sit in a circle and hold the string in both their hands. A nominated child is in the centre and closes his eyes while the key is passed around. When his opens his eyes he has 2 minutes to guess who is holding the key. When his is not looking players can secretly pass the key. If he finds the key he wins a prize.

The Minister's Cat
This is a simple game that can be played round the tea table. In turn, the players say, "The Minister's Cat is a ------ cat " - using a word beginning with "A". When everyone has used an "A" word, go round again using a "B" word. For example: The Minister's Cat is an agile cat; The Minister's Cat is a batty cat; The Minister's Cat is a cunning cat, etc.

Musical Arches
Two pairs of children form arches by holding hands above their heads. The rest of the children make a line. While music is playing the children walk under the arches and the arches bring their hands down over each head as the children pass. When the music stops and child caught under an arch forms a new arch. The last person caught wins. If there is a large number of children get them to walk under the arches holding hands in pairs - this way two children will be caught in one go.

Musical Animals
Play some music and let the children dance around. When the music stops ask the children to pretend to be a cat. Tell them that the best at pretending to be a cat wins a prize. Select a winner and then repeat with dog, lion, donkey, monkey, kangaroo, cow, pig, snake, bee, etc.

Musical Bumps
A classic game that involves playing music and letting the children dance around. When the music stops the children sit down and the last one sitting down is eliminated. This continues until there is one winner. However, to save lots of eliminated children standing around bored you may wish to reverse the rules. Play the music and the first child to sit down when the music stops wins a prize. Coninue until you think the children have had enough.

Musical Statues
With the original game the children dance around whilst the music plays. When the music stops they must stand perfectly still. Any child found moving is eliminated. This continues until there is one winner. An updated version is as follows: play some music and the children pretend to play a musical instrument. When the music stops they stand still and give a prize to the best one each time. Instruments that give good mimes are: piano, drums, violin, flute, trombone, trumpet, double bass, bag pipes.

Ascot Hats
A small amount of preparation is required for this game. Cut out squares, circles or any other shape that you like from magazines or newspapers. When you start the game hand out one shape to each child. Explain that the shapes represent hats. Tell the children to put on their "hats". Turn on some music and explain they must walk around without their hat coming off. Explain they mustn't touch their hat unless it comes off in which case they must pick it up and put it back on.

After a couple of times introduce this variation. When the music stops they must crouch down slowly. Finally say they must sit down as quick as they can without the hat falling off. Give a prize each time to the best children.

The Moonmen Race
This is a simple race game that always produces a laugh. Explain that the children must crouch down without their hands touching the floor. They must then race on their feet - not their knees. If you have a large number of children divide them into teams. In each team each child lines up behind each other and rest their hands on the person in front.

Creepy Crawlies
A nominated child faces the wall in the longest room you have! The other players all start at the other end. They then begin to creep towards the wall. The nominated child may turn around at any point. If he spots anyone moving they are sent back to the beginning. The first child to reach the wall is the winner. He can then take the place of the nominated child if you wish to play again.

Commandos
For this game you need three chairs and a broom or a walking stick. Put the chairs back to back at one of the room about a meter apart. Balance the broom on the backs. Place the other chair at the other end of the room. The children line up behind the birthday child. Put some music on and the leader has to walk under the broom and then round the chair at the other end. All the children follow the leader. After they have completed this a couple of times move the broom down to the seat level. You can try moving the broom to the rungs at the bottom of the chair for a third level. Give out prizes to whoever moves the broom the fewest times or who does the manoeuvres the best!

Busy Bees
Start by putting all the children in pairs. If there is an odd child left they are the queen bee, if not, you play the part of the queen bee. The queen bee calls out various actions which the other bees have to do. When the queen bee calls out busy bees all the children must change partners, including the queen bee, so there will be a new queen bee left to start the game again.

The actions can include: jump up and down, stand back to back, hold hands and skip, run around, walk about fast, hop around, sit on your partner's knee, hold hands and swing around. You can write this list down and hand it to each queen bee.

Traffic Jam
All the players start at one end of the room and represent cars. One nominated child stands at the other end and he is the policeman. When he calls out "Green" all the children jumps towards him pretending to drive a car. When he calls out "Amber" they crouch down and walk. Finally, when he calls out red they must keep perfectly still in the crouched position. The actions do not have to be done in "traffic light order".

If anyone does not perform an action correctly they have to go back to the starting point. Also, on the "red" command, if they move they also have to go back to the starting point. The first child to reach the policeman changes place with him and you can play another round.

Fishing
Before the party begins cut out a number of small paper fish. Hide them around the room. When  you come to play the game, give the command and the children have five minutes (or whatever you like) to find as many fish as they can.

Shunting Trains
To play this game you need a large room, garden or hall. Divide the children into two teams. If there is an odd child he can be the station master. The children line up in their respective teams. The child at the front is the engine, and the others are goods trucks. The station master waves a handkerchief the "engines" walk to the other end of the room and then they walk backwards to the next team member. He places his hands on the engines shoulders and they repeat the above. After each journey another "truck" is added to the "train". The first team to complete the link wins!

Postman
Start by preparing a list of countries or towns, so there is one name for each child. Place the children in a circle with one blindfolded in the middle. Say that you are going to post something from one place to another. The children representing those two places must swap position without being caught by the child in the middle. If you say you are going to send a postcard, the two children have to crawl across the circle. If you send a letter, they hop, for a telegram they run and for a parcel they skip.

If a child moves when it was not his place called, or moves across the circle in the wrong manner, or is caught by the child in the middle, loses a life. When you feel everyone has had enough, the child with the most lives left wins.

The Circus
A child take the part of the ring master and is blindfolded as the others skip around him in a circle. The ring master at some point shouts, "Stop!" He then points to someone in the circle and says, "Make the noise of a seal" (or any other circus animal. The child make his best attempt at the animal noise and the ring master must guess who it is. The noise can be repeated up to three times. If the ring master guesses who it is they must change places. If not carry on as above.

Simon Says
Another classic game. One child is chosen as "Simon". Simon gives out various actions to perform, for example, hop on one leg, scratch your left ear. If he proceeds these orders with "Simon Says..." the other children must follow the action. If he say it without "Simon Says..." the children must stand perfectly still. Anyone who performs an action incorrectly is out and can help judge the other children. The last player left wins.

Squeak Piggy Squeak
The players sit round in a circle and one child is blindfolded and holds a cushion. He then walks around inside the circle and sits on a lap of any other child and says, "Squeak Piggy Squeak" The other child must then squeak! The blind folded child must then try and guess who it is. If he guesses correctly they change places.

Jump the Rope
You will need to play this in a hall or garden. Obtain a piece of rope or thick string and tie a small weight at the end, for example a wooden cotton reel. An adult stands in the middle of a big circle and swings the rope about an inch off the ground. The players must jump of the rope as it comes round. If any of them hit the rope they are out. As fewer players are left swing the rope higher off the ground.

Murder
Have the children who sit on the floor in a circle and one child in the middle who is the detective. The detective closes his eyes as an adult walks around the room and taps everyone on the shoulder except one child, who is the murderer. The detective then opens his eyes as the murderer kills his victims by winking at them. Once a child has been winked at they must fall over backwards and lie on the floor. The detective must find the killer. When he has, find two other children to play the parts.

Wicked Witch
This is a variation on tag. Place a piece of newspaper on the floor and a child nominated as the "wicked witch" crouches on it. The other children walk round her chanting, "We're not scared of the silly old witch." Slowly the witch rises up and when standing up yells, "I'm coming to get you!" She then chases the others. As soon as she tags someone she tells them they are a statue and they must keep perfectly still. The next person she touches she tells them they are a worm and they must wiggle their body. Another is told they are a helicopter and they must whirl around. The fourth child is tagged is told they are the wicked witch and then the game is repeated with the new wicked witch. When the game is repeated the other tagged children can join back in.

A Wink or a Nod
Divide the children up into two equal groups. If there is an odd child then they can act as referee. Make a large circle of chairs, one for each member of team A, plus one extra. Each member of team B stands behind the chairs including the empty one. The child standing behind the empty chair then looks around at the seated players and winks at one. This child must then run to the empty chair, but the person standing behind her must try to stop them by placing his hands on her shoulders. If he is successful in stopping the player the "winker" must try again. If the player escapes the child standing behind the new empty chair becomes the "winker".

Top Ten
Tape ten excerpts of well known pop tunes leaving a short pause between each song. Give the players and pencil and paper to write down the artist and song. Give a point for each artist and song named correctly. Person with the highest score is the winner.

Dick Turpin
This is another story telling game. Choose two helpers to play the parts of Dick Turpin and his wife. Explain the Dick Turpin was a highwayman who held up stagecoaches with two guns and rode a horse called Black Bess.

Start by explaining what all the actions are. When Dick Turpin and his wife rides across the fields, the children must pat their chests to the rhythm of horses hoofs. When they went along the road they pat their thighs. When the cows moo, they moo! When the ducks quack, they quack! When the pigs grunted, the children snort like a pig!

You may begin the story. At each stage lead the children into the actions.

"Dick Turpin decided to rob a farm instead of a stage coach. He mounted his horse. What was her name? Black Bess. They went along the road... across the fields... arrived at the farm. The cows mooed... the ducks quacked... the pigs grunted. Dick knocked on the door. When the farmer opened it Dick said, 'Hands up! Your money or your life!' [Get your actor to say the line and hold up his hands as guns.]

"The farmer gave him 10p. Dick mounted his horse. What was her name? Black Bess. They rode across the fields... along the road... back at the farm the cows mooed... etc. etc.

"Dick arrived at home and showed his wife the 10p. She said, 'That's not enough for the supermarket!' [Again get your actress to repeat the line.] And she hit Dick on the head with a sausage! [Use a balloon]

"Dick mounted his horse again. What was her name? Black Bess. He went along the road... etc. etc.

"This time the farmer gave him 50p. He mounted his horse once more... etc. etc.

"His wife was pleased this time. She gave him a big kiss and they all lived happily ever after!"

What's the Time Mr Wolf?
One child is nominated as Mr Wolf. He wanders around with the other children as they chant, "What's the time Mr Wolf?" The Wolf can call various times but does nothing until he says, "One o'clock, lunch time!" At this point all the children must run to safety - usually by touching a wall. If the Wolf catches (tags) someone they become the wolf for the next game.

Charge of the Light Brigade
To play this game you will need a large area, for example a garden or a hall. One child is chosen and stands in the middle of the playing area while the other children all stand at one end. On the command of "Charge" all the players must run from end to the other avoiding the child in the middle. The child in the middle must tag as many players as possible. These children then join the first child in the middle. The game proceeds in the same way until there is only one child who hasn't been tagged who is the winner.

Three Blind Mice
One child is nominated to be the Farmer's Wife while the others join hands and circle around her as they sing:

Three blind mice, three blind mice,
See how they run, see how they run,
They all ran after the farmer's wife,
Who cut off their tails with a carving knife,
Did you ever see such a thing in your life?
As three blind MICE!

The last word is shouted and at that point the farmer's wife must try and tag one of the children who would then become the new farmer's wife. If the children reach a wall then they are "safe". If the farmer's wife is struggling to tag anyone choose someone else after a couple of goes.

Kangaroo Race
Make up six pieces of card (approximately 7" x 5" or 18cm x 13cm) and write on them the numbers 1 -6. You will also need a dice.  Six children are chosen and they must line up at one end of the room with each holding one of the numbers. At the other end of the room mark out a finishing line for example some tape on the floor or a row of chairs. The other children take it in turns to roll the dice. Whatever number comes up the child with that corresponding number must make a "kangaroo jump" (i.e. feet together) as far as they can. They must stay on the spot they land. The first child to reach the finishing line wins. Choose another six children to race again!

If you have a large number of children you can make up two sets of cards. Like this two sets of children will jumps with each throw.

Musical Laps
This is a variation of musical chairs and is best played with an equal number of boys and girls. Put the chairs in a circle - one less than the number of boys. When the music starts the boys circle the chairs while the girls sit around the room. When the music stops the boys have to grab a girl then race to a seat and the girl sits on his lap. One chair is taken away with each round in the usual manner. As there are only a couple of chairs left make sure the boys walk in large circles around the chairs. You can enforce this by using two other boys standing at ends of the room and the remaining players have to walk around them.

Partners
Start by dividing the children up into two groups. If there is an odd child they can help you call out the instructions. They both must form circles by holding hands, one inside the other. As the music starts they start walking or dancing in a circle in opposite directions. When the music stops the players in the outer circle chooses someone in the inner circle and you call out an action that they must do. Here are some examples:

  1. Give your partner a piggyback
  2. Hold hands and spin in a circle
  3. Tickle your partner until they laugh
  4. Hold your partner's ankles as they walk on their hands (like a wheelbarrow)
  5. Sing your partner a nursery rhyme
  6. Pull a funny face until your partner laughs
  7. Hold hands with your partner and both of you hop on one leg
  8. Touch the tips of your noses together and walk around in a circle
  9. One of you crouch on all fours and other other one sit on their back (like riding a horse
  10. Kiss your partner and say, "Thank you for being my partner!"

Place Your Bets
This game is similar to Kangaroo Race. You will need the same six number cards and two dice. Six children are chosen as race horses and are at one end of the room. At the opposite end is the finishing line which can be two chairs. The rest of the children line up at either sides of the room. Ask the children which horse they would like to win so they can cheer it on. The dice are thrown in turns by the other children and whatever numbers come up those two horse take a stride forward. If a double comes up that horse takes two steps forward. The horse to reach the finishing line first is the winner. As in Kangaroo race if you have a large number of children you can have two sets of numbers.

Clothes Show
All you need for this simple game are some old clothes and some sticky tape and newspaper. Put the children in pairs, one is the model and one is the dressmaker. With the materials listed above the dressmaker has to dress their models. The best outfit wins!

Animal Choir
Obtain a ruler or a pencil to use as a conductor's baton. Give each child (or group of children) the name of an animal that makes a noise, for example, dog, cat, lion, donkey, cow, pig, snake, mouse, chicken, lamb, etc. Lead them into an animal rendition of Happy Birthday (or another song they all know) and they must make their noises in tune with the music.

Guessing Game
Have prepared a list of objects and a question relating to each object.  Each object must also be in view of the children. Give each a child a pencil and paper and they have to guess the answer to each question. A list of suitable questions should make this clear:

  1. A magazine page. Guess how many words on it.
  2. A cup of rice. Guess how many grains are in it.
  3. A ball of wall. How long is it?
  4. A box of pins. How many are in it?
  5. A jar of sweets. How many?
  6. The birthday cake. How much does it weigh?
  7. A jug of water. How much water is in it?

The nearest correct guess wins a points and the child with the most points wins.

Shepherds
Have two children chosen, one to be the shepherd and the other to be the dog. The rest of the children are obstacle. The dog is blindfolded and goes on all fours. The rest of the children position themselves around the room. Starting at one end, the shepherd has to guide the dog to the other side by giving instructions such as: Take two steps forward, three to the left, turn slightly to the right, etc.

Once a command has been giving the dog must carry it out (unless he is going to hurt himself). The Shepherd stays still - he must not follow the dog.

If you have a large party you can have 2 or 3 dogs and shepherds. This can add to the fun as they may obey the wrong instructions. Winners can be decided by the shortest time - however you don't always have to have winners and losers.

Fox and Chickens
You need a large area to play this game. Start by choosing a cockerel and a fox. The Cock stands in one corner and the fox in the centre. The rest of the children are chickens and stand at the other end of the room. The cock calls a chicken by name (or describes their appearance and they must run towards the cock without being tagged by the fox. If they are caught they must stay (stand or sit) in that spot. This can provide cover for future chickens. When all have been called choose another fox and cockerel.

Cuckoo's Nest
A simple game for larger groups. Divide all the children into groups of three or four.  In each group one child is a bird and they stand in the centre of the other two or three who join hands around the bird. They represent the nest. Leave two or three children without a group and they flap around pretending to be homeless birds.  When you call out "Cuckoo!" all the nested bird must find a new home and the homeless birds must also try to "steal" a nest. This will leave another two or three children without a nest. Repeat until the children have had enough.

Pat-A-Balloon
Divide the children into two teams. They sit on the floor in straight lines facing each other about a metre apart.  Each team must tap the balloon over the heads of the opposing team to it lands behind them. Decide the first team to kick off with the toss of a coin. You must ensure that the players are always seated and the balloon is tapped and not punched. If they break the rules, give the balloon to the other side or remove the offender from the game for 2 minutes. Half time is called after 5 minutes and the team who lost the toss last time kicks off.

Wizard of Woz
One player is nominated as the wizard. He is blindfolded and stands still holding a ruler (a magic wand). All the other children walk round him in a circle chanting, "We're going to see the Wizard of Woz!"

After a couple of minutes the wizard shouts, "Stop!" and he points his wand to someone in the circle. They must take the other end of the ruler and the wizard asks three questions, for example: What is your favourite meal? How old are you? Recite a rhyme, etc. The child answers the question in a disguised voice. The wizard has three guesses to guess who it is. If he is successful they change places. If not, choose another wizard.

Washday
To play this game you will need a length of washing line or thick string, six pegs and six handkerchiefs. Two children hold them washing line taught in the middle of the room and the rest of the children are divided into two teams and are at opposite ends of the room. A team leader from each team is chosen and holds three pegs and three handkerchiefs each.

On the word "Go" one player from each team run towards the washing line and pegs their washing to the line. They then run back to their respective teams and touch the next member in the team. They must now run to the washing line and un-peg their washing and run back with it and hand it to the next player. The first team to use all players wins.

Balloon Race
For this game you require one balloon and and one drinking straw for each child. Place two chairs at one end of the room for the finishing line. Players then have to blow their balloon along the course. If you have a large party have only six children play at one time, then the winner of each race can have a final to decide the ultimate winner.

Human Alphabet
A great game for large parties. Divide the children into teams of six or more. Play some music and let them dance around. When the music stops call out a letter and the players must form into the shape of the letter as viewed from above. They can hold hands in necessary. Once they have formed the letter they must crouch down. Select the best as the winner. It isn't necessary that all players and used to make the letter.

Hokey Cokey
You will need a tape or CD with the music of the classic game. All children (and adults!) form a circle. Everyone sings and performs the actions:

You put your left hand, your left hand out,
In, out, in out and shake it all about,
You do the Hokey Cokey (wave hands to and fro sideways),
And you turn around,
That's what it's all about,
Oh Hokey, Cokey, Cokey (Walk four steps forward and back again, then repeat two more times)
Knees bend, arms stretch, rah, rah, rah (Clap hands for rahs)

This is all repeated with right hand, left leg, right leg and finally whole self. This last round is performed at a very fast pace.

Musical Dash
To play this game you really need a hall or garden. If you have a small number of children divide them into two teams facing one another at opposite ends of the hall. If you have a larger number of children divide them into four teams each lining up at different walls. Place a newspaper in the centre of the hall on the floor and place one matchbox for each team on the newspaper.

Start some music and one team member from each teams runs to the newspaper picks up a matchbox and runs back to his team to pass it on to another player. The player then runs back to the newspaper and then places the matchbox back on it. He then runs back and the next player runs for the newspaper, etc. Whenever the music stops any player holding a matchbox must give it back to the previous member of his team. The first team who runs through all their players (whether running back to the team or placing a matchbox on the newspaper) wins.

Hunt the Thimble
This is an ideal opening game as it doesn't matter if there are interruptions as other guests arrive. One child leaves the room. A thimble is then placed somewhere in the room. It mustn't be completely hidden nor too high up - use your own judgement. It is surprising how difficult it can be for a small object to be found even when it is right under their noses!. When the child comes back into the room, all the other children start singing: "Half a pound of tuppenny rice, half a pound of treacle, that's the way the money goes, pop goes the weasel." As the child gets nearer the thimble, the song is sung louder, as he moves further away it is song more quietly. When he finds the thimble he selects another child to leave the room and the game is repeated.

Kipper Race
Cut out 6 fish shapes from an old newspaper of magazine. Attach about 2 meters of string to the mouth of each fish. Tie the other end of the string to a rolled up newspaper or magazine. The idea of the game is to turn the rolled paper round and round to reel in the fish. Get 6 children up and play it as a race.

Match the Picture
Collect several pictures (old Christmas cards or postcards are ideal) and cut them into halves. Before the children arrive hide one half of each card in the room.  When the guests arrive give them other half to each child and tell them they have to complete the picture by finding the hidden half. This can be played as children arrive as they can join in at any time.

Sock Grab
Each player wears oversized socks. On the command they all crawl around on the floor (a carpet is recommended!) and they have to snatch the other players socks off. The last player with at least one sock left is the winner!

Hand to Hand - Nose to Nose - Back to Back
Begin by preparing three cards. On one write hand to hand, on the next write nose to nose and finally on the last one write back to back. Have the children get into pairs. If there is an odd person you can have one group of three. Show the children the three different actions - all self explanatory. Play some music and when the music stops all the children must get into one of the three actions. Mix up the cards and turn it over. If it is hand to hand for example, all the children doing the hand to hand action are out. The game continues until there is a winner. Alternatively, to avoid playing this as an elimination game all the children performing the action gets a token. At the end of the game the pair with the most tokens are the winners.

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Games for older children

Fishing
This is a good game to play as children arrive. Cut some fish from stiff paper or cardboard. Decorate so it looks a bit fish like! Cut a hole in the mouth end and bend upwards. Fishing lines are made from sting and a bent paper clip is used for a hook. You could make rods out of anything straight and thin - but it's not strictly necessary. Players simply try to hook a fish. If they catch one, just put it back, but you could give prizes for the most fish caught.

Giant Noughts and Crosses
Make a grid from string. Cut out large circles and crosses from newspaper or magazines - you will only need 5 of each. Another game that can be played as children arrive. Make sure everyone gets a go!

Treasure Hunt
Before the party hide 10 -15 or so small objects around the room or hall. Objects used can be anything, for example: a coin, a paper clip, a pencil, a button, etc. Don't completely hide the objects - make sure they can be found without anything else being touched. Make up several lists of all the items and have some pencils ready. It is better if your pair the children up, or put into small groups. The children then try to find all the objects without disclosing to other teams where they are hidden. This is another ideal game to play as children are arriving.

Find the Word
Choose a long a fairly long word in which no letter occurs more than once. For example: "worshipful" or "laughter". Write out this word in capital letters as many times as you have guests (hopefully you haven't invited 40 children!) and then cut this up into individual letters. Hide all the letters around the room and when the children arrive tell them they have to find 10 different letters (or however many letters in your word) and once found to put them altogether and make a word.

Groups
Divide the children into small groups, say four or five. One child from each group leaves the room and while outside they have to think of something difficult to guess. The children re-enter the room but join a different group. The other group members have to guess the object or idea thought of by asking questions that can only be answered "yes" or "no".

As soon as someone in a group guesses the object all the children that were outside the room join that group. They now have a better chance to guess the next object. Each group sends out another player and again they have to think of another object. Continue until one group have absorbed all the players.

Here are some ideas to get you started:

  1. The Prime Minister's toenails
  2. Sunset in the Sahara Desert
  3. Father Christmas's whiskers
  4. An Easter egg
  5. A chimney pot
  6. London Symphony Orchestra
  7. Jack and the Beanstalk
  8. Liquorice Allsorts
  9. Halloween
  10. Charlie's Aunt

The group should ask questions like: Is it an animal? Is it a mineral? Is it a vegetable? Is it human? Is it in this country? Can you eat it?

Chinese Chopsticks
Requirements: two saucers, two knives, some Smarties, a dice and dice cup. Have all the players sitting in a circle with a saucer filled with Smarties in the middle along with the empty saucer and knives next to it. The children take it in turns to throw the dice. When someone throws a six everyone shouts out "Chinese Chopsticks!" and the thrower of the six must transfer as many Smarties from one saucer to the other just using the knives one at a time. The other children continue to throw the dice. When a six comes up again the first child keeps all the Smarties she has collected and the next child has a go.

Name the Advert
Cut out about 20 adverts from magazines or newspaper but block out the name of the brand. Give each player a pencil and piece of paper and they must identify as many adverts as possible.

Memory Man
Cut out fifteen images from a magazine and if you wish stick them to a large board. The objects can be a car, a house, an animal, a watch, etc. Each player has a pencil and paper, then give them two minutes to study the pictures. After the two minutes, take the pictures away and they have five minutes to write down as many as they can remember. The person with the most correct wins.

Guess the Drawing
This is a sort of relay Pictionary! Divide all the players into two teams. Two team leaders have a pad and pencil. You are at the other end of the room with a list of objects. The team leaders run to you and you whisper the first object. They then run back to their teams and start to draw the object. When one team member guesses another member runs to you for the next object. This carries on until they have gone through all the objects. Make sure when someone guesses an object the other team does not hear. You can get over this by giving each team different objects. Make sure there is no cheating going on! Suitable objects can be a pig, house, trombone, boat, phone, plane, hat chair, giraffe, wheelbarrow, cigar, dustbin, television, car, bird, etc.

Follow My Leader
Have all the players sitting in a circle and choose one child to leave the room. Nominate a leader who must start an action, for example, combing her hair. The others must copy the leader. The player outside re-enters the room and stands in the circle. He must detect who the leader is. The leader must keep changing her actions (when the person in the middle is looking the other way!). The player in the middle has two minutes to detect who the leader is. If he succeeds the old leader leaves the room and you must choose a new leader. If he fails choose two new players. Other actions you can use are: rub tummy, scratch ear, wink, wave, laugh, etc

Words
Give all the players a paper and pencil. They have six minutes to make as many words from the letters BIRTHDAY as they can. No proper nouns or foreign words allowed!

Disguises
From glossy magazines cut out pictures of celebrities and draw on them with a marker sunglasses, beards, moustaches, etc. The players have to guess who they are.

Touch and Guess
Place several small objects (a ball, cotton reel, matchbox, large button, brush, coin, comb, beads, peg, spoon, key, ring, etc.) and sew up the end. Each player has a pencil and paper and must feel through the bag and guess what the objects are.

Listen Carefully
Have several noises recorded on a tape and preface each one with a number so the players can number their answers. Each player must guess what the noise is. Here are some examples: strike a match, pour water, chink coins, screw up paper, pull a cork from a bottle, brush a coat, rattle some keys, tear paper, shuffle a pack of cards, burst a paper bag, start a car, sharpen a pencil, etc.

A variation of this game is to record several famous people from the television. Play back the sound and the players have to guess who it is. After play back with the video so they can see who's right!

Video Detectives
Props required are an apron or sheet, a hat and a handkerchief. It can be played with a video camera or without. Have all the children sitting down with their eyes closed. Choose about six children by tapping them on the shoulder and have them leave the room. One at a time they put on the disguise. Have the sheet covering their body to hide their clothes, the handkerchief tied round their face like a cowboy and the hat pulled well down.

Each child parades in front of the camera or directly in front of the audience and they have to guess who it is. You could get the disguised child to recite a rhyme by holding their nose and disguising their voice. Give a prize to the first person to guess who it is. If no one guesses give the disguised child a prize.

Guess What
Various object a drawn or photographed (or even videoed) from unusual angles. The children have to guess what the object is. Here are some examples:

  1. Light bulb viewed from the narrow end
  2. Pair of scissors open and edge on
  3. Bunch of matches end on
  4. Rear view of a flower pot
  5. Front view of a saw, from the blade end
  6. Drill chuck, end on
  7. Toy gun from barrel end
  8. Garden fork from prong end
  9. Closed umbrella from handle end
  10. Toaster from top view

Human Spelling
Prepare by having eight large pieces of card and draw the following letters on four pieces of card: S T O P. Then draw the same letters on the other four pieces but use a different colour. Choose 8 children and divide them into two teams. Each team member holds one letter. The rest of the children are judges. You now call out the one of the following words: STOP, POTS, POST, TOPS, SPOT. The teams must arrange themselves to spell the words. The first teams to do so wins a point. Now call out another word and carry on as above. When you have used all the words choose another two teams to let the other children have a go.

Pairs Chase
A variation of tag. Two players are nominated and hold hands. This pair must try and tag a third child who then holds hands with other two. When they tag a fourth person they split into two pairs. This carries on until all children are tagged. You can also play this game so there is no splitting. All the children carry on holding hands until you have one big line!

Nosey Parker
A race game where each contestant must push a ping-pong ball over a short distance using only their nose!

Squirrels and Nut
Divide the children into two equal teams. If there is an odd person he can be the caller, if not you become the caller. Line the teams up at opposite ends of the room. In the middle of the room place a small rubber ball which acts as the 'nut'. Each child is given a number and the opposing team are given the same numbers but start from the opposite end, thus:

               1           2          3         4            5          6

 

                                          NUT

 

                6          5          4          3          2           1

The caller calls out a number and both children from each team nominated with that number must try to get the nut to win a point for their team. Once one person has grabbed the nut the other child must try and tag him before he can return to his starting position. If he succeeds in tagging him that team wins a point. The tag cannot be made until one player has the nut.

Stepping Stones Race
Give each player two pages from a magazine. Line the players one one side of the room and the players must race to the other side but they can only place their feet on the pages and not on the floor. If you are playing this in the garden they will have to pick each page up and place it in front of them as they go. If you are playing this in a room they may be able to slide the pages along without having to take their feet from the magazines.

Earth, Moon and Space
Have all the children kneeling in a row. Call out the following commands: Earth (all children must place their hands on the floor). Moon (all children must put their hands on their heads. Space (all children must put their hands in the air). If someone fails to do perform the correct action they are out and they can help you judge.

Vary the pace of the commands and the volume of your voice. Try giving the same commands twice. Also try calling out two commands over and over and then suddenly change to the third command.

Space Rockets
On several balloons write consecutive numbers. Long balloons are best but you can use round ones. Line up the players and give them each a baloon. They blow up their balloon and hold the ends. On the word 'Go!' they all let go of their balloon to see whose goes the farthest.

Blow Me Down
For this game you need a large sheet. All the players hold the sheet and a feather is placed in the middle. On the word, all players must try and blow the feather over the edge of the sheet onto another player. When this happens that player is "out". When there are only two players left four other players hold the corners of the sheet.

Balloon Relay
Divide the players into two or more teams. Any odd players can act as judges. Have the teams lined up and give each person at the front (the team captain) a balloon. On the word "Go" they must pass the balloon over their heads to the back of the teams. When the last team member has the balloon he must run to the front and start the relay off again. When a team captain has returned to the front that teams wins.

Variations include tapping the balloon over their heads, passing a tangerine under the chin, or to pass a balloon between the knees!

Peas Please
Divide the players into two teams. At one end of the room place two chairs with two empty cups on each. At the other end of the room place another two chairs with two cups containing dried peas. Each player also has a straw. On the word "Go" first team must run to the cups of dried peas and picks one up with the straw. He then runs back to the empty cups and deposits the pea in the cup. The next player then sets off. If he drops a pea he is allowed to recover it from where it falls. The first team to transfer all the peas are the winners. You will need to make sure that amount of peas equal the number of players in each team or a multiple of.

A variation is to use two squares of tissue or newspaper. In this case each player would simply transfer the paper from one chair to another until all the players have had a turn.

To and Fro
Divide the children into two teams and line them up side by side. Give the team captains of each team a box of matches each, both containing the same amount of matches. The exact number does not matter. On the word "Go" each team captain takes the matches out of the match box one at a time and starts passing them down the line. When the first match is received by the person at the end he must start passing the matches back but they must go behind everyone. Like this some matches are going one way in front of their bodies and some matches are going the other way behind their bodies. The team captains must count their matches as they return and when they are all back in the box they must shout out, "Finished!" The first team to do so are the winners!

Tennis Ball Race
Start by dividing the players into two teams. Place them in a line seated in chairs facing each other about a yard (a metre) apart. The player in each row is given a tennis ball which they must balance on their feet. On the word "Go" they must pass the tennis ball down the line using only their feet. They must not use their hands at any point. If they drop the ball it must go back to the beginning. The first team to pass the ball all the way down the line is the winner.

Match Box Race
This is similar to Tennis Ball Race but they must pass the outer case of a matchbox  from one nose to the next!

Cat and Dog
One player is nominated as a cat and the rest are dogs. The dogs form a circle with their hands behind their back and facing inwards. The cat stays on the outside of the circle. Whenever the cat feels like it she taps the hands of one of the dogs with a "meow" and then the dog must tag her before she stands in his position of the circle. If she manages to do so, the dog takes her place as the cat. If the dog tags the cat he can return to his place and the cat must touch someone else.

Song Titles
Think of a word which occurs frequently in song titles, for example: "love", "blue", "you", etc. Going round the room, ask each player to think of a song title featuring the chosen word. Anyone who fails to come up with an answer has to drop out.

Up Jenkins
Players sit in two teams on opposite sides of the table. The members of one team conceal their hands below the table and pass a coin along the row from hand to hand. When the leader of the other team shouts "Up Jenkins!", the players on the coin team must raise their hands, with fist clenched, well above the table. The opposing leader then commands "Down Jenkins!" at which the raised hands must be slapped down onto the table. The opposing team must now guess which and the coin is under. If the chosen hand does contain the coin, the guessing team score a point. If not, the point goes to the coin team. After each round, the two teams swap rolls.

Back Whispers
This is like "Chinese Whispers" where a story is told from one person to another and each time it changes a little. Line up two teams parallel to each other all facing to the front. The person at the front of the team has a drawing board and marker or simply a pad of paper and pencil. You show the two people at the back the same picture (or you can simply describe something to them). A good example is a simple line drawing of a house, a tree and the sun in the sky. They have to draw this picture on the back of the person standing in front of them. Each subsequent team member must then try to envisage the picture and draw it on the person in front of them until it reaches the person in front of draws an actual picture on his drawing board. The team with the drawing most like the original is the winner!

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Pencil and Paper Games

Find the Word
Each child has a pencil and paper. Give them all a long word, for example, extraordinary, and all they have to do is find the most words they can using the letter in the long word. For example: ray, nadir, extra, rainy, etc.

Guess the Smell
Fill about six jars or bottles with different smelly substances. For example: washing up liquid, garlic, coffee, lavender, cat food, etc. Cover the jars and give them numbers. Pass each jar around for the players to smell them and they must write down what they think the smell is.

Kim's Game
Place twenty items on a tray, for example, button, comb, pen, knife, match, etc. Give the players 2 minutes to study the objects then cover the tray. The players have to write down as many of the objects as they can remember.

Call My Bluff
This game is best played with about eight or so children. Divide the children into two teams. Hand a pencil and paper to each player. Read out an obscure word from the dictionary. Each player from one team must write down an imaginary definition and hand it back to you. You now read out all the imaginary definitions and the real one. The other team must decide which is the real definition. If they do, they score a point, if not, the other team does so. To speed up the game you can give both teams their word at the same time so they can all be writing down their definitions at the same time.

Questions and Answers
Everyone is given a piece of paper on which they must write a question. The papers are then folded over to hide the question and then mixed up. Redistribute the papers and now they must write down an answer (without looking at the question). The papers are then collected again and each child can take a turn at reading the results, which should be quite amusing! Make it clear that you will not tolerate any rude questions or answers!!!

Consequences
Each player is handed a long slip of paper. They must write down an adjective suitable for a man and then fold down the top of the paper to hide was is written. The paper is then passed onto their neighbour. The next player then writes down a name of a man and fold the top down as above. No one must peek at what has already been written. This carries on with the following items: Adjective suitable for a man, man's name, adjective suitable for a woman, woman's name, name of place where the two could meet, what he said to her, what she said to him, what the consequence was and what the world said. The papers are collected and read out.

For example: Wrinkled Jack and freckly Samantha met at Charlie's bedroom he said, "What's for tea tonight?" She said, "I'm in love with George Clooney!" The consequence was the sun burnt itself out and the word said, "Get a room!"

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Parachute Games

All these games use a parachute. This can be obtained from specialist stores in various sizes. They are divided into three categories: low activity, medium activity and high activity.

Low Activity

Big Bang
For this game you also need several foam balls. Spread the parachute on the ground and place the balls in the middle. Have the players lift the parachute quickly to about shoulder level then quickly snap it down. All the balls will fly in the air. You can also try this game with one large ball.

Blow Up
All the player are underneath the parachute and they must try to keep the parachute inflated by just blowing.

Cover Up
Everyone lies down on the parachute. The players then must find enough fabric to cover themselves up. You can vary the game a little by calling out specific body parts to wrap.

Drag Race
This is a great game to get the parachute wrapped up into a small bundle. Everyone pretends to be a drag racer. Each racer grabs hold of their section of the parachute and on the word they must start rolling it up. The first racer to reach the middle is the winner!

Floating Mushroom
All the player are holding the parachute. Simultaneously the players lift the parachute over the heads. On the command signalled by the leader, all the players let go the parachute at the same time.

Free Play
Get out the parachute and just let players do whatever they like and see what they come up with! It's fun to experiment! Make sure you supervise this game closely. Make sure no gets trapped or hurt.

Group Balance
Ask all the players to roll up a piece of the parachute and get them to take a tight grip. Get everyone to slowly lean backwards all at the same time. If everyone works together they should be able to lean backwards quite far without losing their balance. For an extra challenge ask them to turn their backs to the parachute and grip it from behind and then to lean forward!

Igloo
Lift the parachute up so it floats like a giant mushroom. At this point get everyone to to take a couple of steps in and bring the parachute down behind them and then they can sit on the edge inside the parachute. You've just built an igloo! This is a great place to tell secrets!

Interlocking Gears
A game of coordination. For this you will need two parachutes. Have them side by side almost touching with two groups - one on each parachute. Have each group start walking in a circle but in opposite directions (so one is walking clockwise and the other is walking anti-clockwise). Where players reach the point where the two parachutes meet, they take hold of the other parachute, let go of the one they were holding, and join the other circle. Like this they are walking in a giant figure of eight. After a while get the players to walk in the other direction.

Mushroom
Have all the players kneeling and holding the parachute taut on the ground. On the command, "1,2,3 Go!" everyone stands up, lifting the parachute high above their heads. A giant mushroom is the result.

Jumbo Mushroom
This is similar to the above but this time when the parachute is lifted get everyone to take a step towards the middle. This will make a jumbo mushroom. Repeat several times, each time everyone taking a step in closer. Eventually everyone will meet in the middle.

Ostrich
Start of as with Jumbo Mushroom and take two steps in. While the mushroom descends have everyone get on their stomachs or knees and pull the parachute around your shoulders so that everyone's head is poking under the parachute. The view from the inside is a group of smiling heads with no bodies! This game can be reversed so everyone's head is on the outside.

Parachute Golf
If you have a parachute with a hole in the middle you can play parachute golf. Have everyone hold the parachute and place a ball in the middle. It takes a bit of skill and a lot of teamwork to make the ball fall down the middle.

Parachute Pass
Everyone sits around the parachute and holding the parachute. The parachute is passed from hand to hand but no one is allowed to cross their arms. One hand is holding on at all times. Everyone should be trying to pass faster than they are receiving!

Parachute Ride
One or two children sit on the parachute while a small group pull the parachute along! Make sure the pullers do not go over any harmful surfaces.

Rabbit and Hound
Put two different balls in the middle of the parachute. One ball represents a hound the and the other a rabbit. The players are divided into two teams. They could be one half of the parachute is team one and other other half team two. But you could have different variations, for example the parachute is divided into quarters and opposing sections working together. Or every other person is on the same team repeated around the parachute. Once you have split your teams one half try to catch the rabbit while the other team  tries to get the rabbit away.

Rocking Chair
When all the players are in an igloo (see above) have them all turn the parachute into a giant rocking chair. Instead of rocking back and forth have them rock in a circular motion.

Sculpture
The main part of the group make a mushroom, but have three to six players go underneath the parachute as it descends. The make a "human" sculpture. Some can go high while others go low. Everyone else can see the shape from the outside. When it's time to unveil the sculpture, try to guess who is forming what shape.

Swooping Cloud
Have everyone start making a Floating Mushroom, but no everyone lets go at the same time. One half intentionally lets go after the other side. The parachute will make an interesting swooping cloud.

Turn Over
This is a great challenge: turn over the parachute over with no one letting go of the edge!

Wave Wall
Everyone holds the parachute still and one small arc of people send a wave across the parachute. Have the other side see if they can get a bigger wave. See what happens when two waves meet in the middle.

Who's Peeking
While playing Ostrich you can also play "who's peeking". Have everyone close their eyes. The idea of the game is to see who can catch who peeking without being caught themselves!

Moderate Activity

Alligator
All players sit with their legs underneath the parachute. One player is chosen to be the alligator and he crawls underneath the parachute. When the alligator gets hungry he must "bite" someone's legs. The "bitten" player then becomes the alligator and the old alligator joins the rest of the group. A variation would be to have both players as alligators, and each successive person who is bitten also becomes a further alligator until there are no players left - everyone is an alligator!

Alligator's are allowed to grab someone's legs and try to drag them under! If someone does not want to be bitten let them sit with their legs crossed under the parachute.

Ball Surfing
All players hold the parachute tight. Place a large ball (for example a beach ball) on the parachute. Each player should lift the parachute just after the ball rolls by. You will have to get the timing just right. Too late and the ball will run off the parachute or into the player. Too soon and the ball will stop rolling. The smaller the ball the harder the game is.

Basketball
Start by giving some balls to four or five players some balls (they have to be small enough to fit through the hole in the top of the parachute). The other players must make a mushroom then the players with the balls attempt to throw the balls through the hole. Change the players round after a few attempts.

Centipede
Have the players lift up the parachute and they all take a step inside so the parachute comes down on top of them. When everyone is inside start walking! Try not to bump into anything!

Circular Sit-Ups
Everyone starts by sitting along the edge of the parachute with legs underneath holding it tight. Have one side lean backwards while the other side leans forward. Keep this going creating a see-saw effect. Now to make it harder. Instead of doing the normal up and down motion everyone has to do a circular motion from the waist and the parachute will move accordingly. You may need to dictate which players should be leaning back and then circling to the side.

Circular Tug
Start of by having everyone roll up the edge of the parachute that they are holding on to. Next place a marker underneath the centre of the parachute. This is so everyone can see how well (or not!) they are doing. On the word "Go" everyone starts pulling! Be careful that smaller and younger players are not pulled to hard.

Climb the Mountain
Start of by making a giant mushroom. On the command everyone pulls the parachute quickly down and kneels down on the edge. Now the players must start "climbing" up the parachute on their knees using only their arms

Cop and Robber
Begin by nominating a cop and a robber. The rest of the players hold onto the parachute. On the command the cop must trying and catch the robber by darting in and out of the parachute. But the rest of the players must try and stop the cop from catching the robber by closing the parachute  down on him. When the robber has finally been caught, choose another two players to take the rolls. For a variation you can try having two cops and two robbers.

Dodge 'em
Have to hand some foam balls (about football size). A few players go under the parachute while everyone else holds onto the parachute about head high. Someone must now must throw the foam ball at players underneath the parachute while still holding onto the it.

Ghost Rider
Everyone holds onto the parachute about waist high. One player raises his arms and brings them quickly down again. The player to his left repeats this. The the next player and so on. This will create a giant circular wave.

Gophers
Choose 3-5 players who are the gardeners. They are armed with a foam ball each and stand outside the parachute. The rest of the players are the gophers who are kneeling around the parachute which lies flat on the ground. The gardeners ask one section of gophers to crawl under the parachute and back again while they try to hit them with their foam balls. If they get hit they trade places with the gardener. The new set of gardeners will then ask a different set of gophers to crawl under the parachute.

Heartbeat
All the players start by making a mushroom and then taking in a couple of steps. As the parachute falls they step back out again. Keep this rhythm going to keep a steady heartbeat.

Lift Off
The parachute starts spread out on the floor. Have a volunteer lie down in the middle. All the other players grab hold of the edge of the parachute - but make sure they roll it up a few times to prevent it from ripping. Gently they lift the player in the middle. Make sure the lifters bend their knees and keep their back straight. Once they have lifted the player they can start walking round in a circle! Make sure the player is lowered gently.

Missile Launch
Have four or five players go under the parachute each with a ball. The other players make a mushroom. The players under the parachute must now attempt to throw their ball through the hole in the middle of the parachute. See how many they can get through in one mushroom.

Parachute Volleyball
For this game you will need two parachutes, both twelve feet or less in diameter. Divide the players into two teams, each having its own parachute. Place a ball (the bigger the better) in the middle of one parachute and let them play volleyball by passing the ball from one parachute to another.

Popovers
Start by dividing the players into two teams. You will also need six balls - three one colour and the other three another colour. Place one set of balls in front of one team and the other in front of the other team. The idea is for each team to shake the parachute to make the balls fly over the heads of the opposite team. As a variation you can assign different values to different coloured balls.

Shark
All players hold the parachute taut. One nominated player goes under the parachute with a Frisbee. They hold the Frisbee against the underside of the parachute to simulate a shark's dorsal fin. They circle under the parachute for a while building up the tension (how about a bit of Jaws music!) and then grabs someone's leg and drags them under. They then take the Frisbee and swap places with the shark.

Spin Out
Thee nominated players sit on the parachute in the middle back to back. They can interlock arms if they want to. The rest of the players grab hold of the edge of the parachute and start walking round in a circle wrapping the three players up. Be careful the parachute does not go round their necks. When they are wrapped up to about chest level, on a given signal, all players step back at the same time pulling on the parachute. This will spin the three players in the middle quite fast. Great fun!

Treasure Hunt
Place several items under the parachute. For example: balls, rope, Frisbee, can of drink - anything. Have all the players make a rhythmic heartbeat with the parachute. On the command, one or more players must dive under the parachute and grab a nominated item before the parachute comes down on him. If the parachute touches any player they must put the item back for the next round.

Wave Machine
A real simple game. Everyone simply holds the edge of the parachute and starts shaking it. Waves will be generated.

Waves Overhead
Have three to five players lie down under the parachute while the rest of players make waves. This is a great to cool off after a vigorous play session!

High Activity

Cat and Mouse
One player is nominated as a mouse and one player is nominated as the cat. The rest of the players hold the parachute loosely at waist level. The mouse scurries underneath the parachute. The rest of the players make waves with the parachute and start to count to a pre-determined number, say 20. The cat then goes on top of the parachute on all fours and tries to catch the mouse under the waves. After the countdown or when the cat catches the mouse they choose two other players to take on the roles.

Flying Parachute
Get all the players round one side of the parachute and to gather up an edge to grab hold of. Everyone starts running in one direction to make a flying parachute.

Housekeeping
Start by dividing the players up into two teams. One team should be three or four players and stand a little way off from the parachute. These are  the tidy team. The rest of the players are around the parachute and are the messy team . You will also need a number of foam balls (a few more than the number in the tidy team). The idea is for the messy team to keep the balls off the parachute while the tidy team try to keep them on. After 30 seconds see how many balls are on the parachute and how many are off. Change the tidy team and repeat until everyone has had a go at being tidy.

I Dare Ya
Have the player divided up into two teams. Both teams are around the parachute, alternating. To begin, both teams make steady heart beats. The idea of the game is for each team to challenge the other team to a dare - to be completed in a set number of heartbeats. The dare's can be easy or difficult (although not so difficult to be impossible to complete.) The challenges can be completed underneath the parachute, next to it, or completely away from it. They can involve one player (to do ten push up, for example) or the entire team (to form a line to touch a tree while the other end hangs onto the parachute). Come up with your own wacky dares - but remember not to make them dangerous.

Jell-O
Everyone starts under the parachute except a couple of nominated players who remain outside. These "cooks" have to call out commands to make different shapes under the parachute. For example: Everyone lies down with their left leg in the air. Or, everyone jumps up and down. Have the cooks change places at any point.

Jellyfish Jaunt
Everyone holds the parachute around the edge then simply go for a run. It will look like a weird monster running around the place!

Merry-Go-Round
Start of by having everyone grabbing the edge of the parachute. To begin simply start walking round in a circle. Then begin to throw some extra actions in. Have everyone bob up and down. Or maybe after a lap everyone jumps on both feet. You can hop on one leg, switch legs, or skip. Now try it all in the other direction.

Pony Express
Everyone pairs up. One player goes under the parachute, crouching down and facing outwards. These players are the riders. The other team mate stands outside the parachute facing inwards holding onto the parachute. These players are the ponies. On the word, all the ponies lift up the parachute to release the riders. They crawl under the ponies legs and run around the parachute. While the riders are running the ponies make a mushroom and get down on all fours taking the parachute with them. When the riders have done a lap of the parachute they climb onto the back of the ponies who are ready to cross the parachute mountain! Have the players switch roles.
 

Popcorn
A simple game where you throw as many sponge balls onto the parachute as you can find. Now everyone can make popcorn!

Raceway
Start with everyone holding onto the parachute and walking round in a circle. For a more vigorous work out they can be jogging. The leader calls out different actions and explains who has to do what. For example you may ask all left handers to pass two players in front. Think up some other instructions. Switch directions when the mood takes you!

Racing Heartbeat
Start of by getting everyone to produce a heartbeat. Now, by calling out certain categories, for example, everyone wearing certain colours, or everyone born in a certain month, these people must run under the parachute while it is in the air. Vary the categories as much as you can. Here are some more ideas: favourite ice cream (vanilla, chocolate or strawberry), everyone who has a cat, who prefers English to Maths! Every now and again, call out an all inclusive category, for example, everyone born between 1st of January and 31st of December.

Top of the Pops
This game is similar to popcorn, except you have three or four people on the parachute trying to throw the balls back off. The players around the parachute try to keep the balls on. Everyone now and again call out FREEZE to see how many balls are on the parachute and how many are off.

Wave Rolling
When making waves some players will want to get on the parachute. Just let them! Make sure only four to five players at a time are on the parachute while the rest make waves!

World Record Merry-Go-Round
Set a marker on the ground, for example a jumper or a Frisbee. Use a stop watch to time how long it takes to make one complete revolution, stop, and then return to the starting point by going anti-clockwise. Can you beat your own record?

Development Games

Air-raid Shelter
Divide everyone into groups of about 8 to 10. Each player is nominated a role (for example: doctor, housewife, teachers, film star, etc) these can be written down and picked out of a hat. Tell all the groups they are in an air-raid shelter and there has been a nuclear bomb. There is only enough food, water and oxygen for 6 people, so some people must leave the shelter. Each player must argue why they should stay. A group decision must then be made as to who goes and who leaves. You can add variations, for example, introduce incidents, accidents or ceremonies, etc. Discussions on the roles can be made afterwards

Backward Fall and Catch
Divide the groups into pairs. Each one person stands behind the other both facing the same direction. The person in front falls back and allows himself to be caught by his partner. The person falling backwards must be relaxed. This game is used to develop trust.

Body Lift
Another trust development game in which groups lifts each member above their heads and holds them for a period of time, after which they are carefully lowered to the floor.

Conveyor Belt
Body lift taken a step further. Have two lines of people facing each other about two feet apart. One person lies on their back between the first six to eight people. They are lifted to about head height and then slowly passed down the "conveyor belt" and gently lowered to the ground at the other end.

D.U.E. Depth unfolding experience
Have the players divide into groups of no more than eight. Each person is then given six minutes to talk about themselves. Emphasise the points you particularly would like people to know. Afterwards, have a group discussion giving first impressions.

Fear in a Hat
Everyone is given a piece of paper and pencil. Everyone is asked to write down and complete this sentence: In this group (or class, etc.) I am afraid that..." Nobody signs their name. This is all done anonymously. For example, someone might write, "In this class I am afraid that people will laugh at me." All the pieces of paper are placed in at hat or other receptacle. The hat is passed round and each person draws out a piece of paper and reads it out. Everyone should just listen. Afterwards discuss what was noticed or discovered. Variations can be played, for example: Likes and dislikes in a hat, worries in a hat, gripes in a hat, wishes in a hat, etc.


Group Interview
Players sit in a circle and one person is nominated. The players take it in turns to ask questions about the nominated person. The questions should be aimed at getting to know the person better. Do not allow any criticism or arguments to ensue. Everybody should listen and accept the opinions of the focal person. At the end, you can ask: "Is there anything else you would like us to know about you?"

Guess Who Said It
Players are in a circle and and one person leaves the room. Three or four people then make a positive statement about the person. They should try and use information that other people may not know. When the person comes back the statements are repeated by the team leader. The person should then try and guess who said them.

It's Obvious
Players should divide into groups of four or five. Have each group sit in a small circle and one player is nominated. The other players must then start each sentence directed at the nominated person with "It's obvious that you..." Make sure that the statement is obvious, like an item of clothing. Next each player must then say, "I see that you..." This would be something that you might not notice at first glance, but would only see with a closer look. Next each player says, "I imagine that you..." Here each player can guess, either educated guesses or wild imaginings. Check if any are right. All groups join together and plays, "I discovered..."

Parties
Throw an improvised party! These can be rich people's parties, poor people's parties, student parties, re-unions parties (e.g. jail breakers re-union!), banker's parties, actors parties, etc. The list is endless. Have the group decide what kind of party it should be. Each member of the group then decides who they are going to be and what they are going to say. Have someone announce each newcomer (or partners) as they arrive. Afterwards discuss why the nominated group of people was perceived in a certain way.

Partner Conversations
Everyone finds a partner and holds hands (ahhh!) Each pair then finds another pair and they must hold a conversation with them by each partner alternating in speaking one word until a complete sentence is formed.

Pass the Buck
The buck can be anything. A coin, a packet of cards, a glove... No one can speak unless they are holding the buck. Pass the buck and let some speak. You can throw the it from person to person. You can introduce variations, for example you must speak when you hold it. You can start stories and whoever has the Buck must continue.

Pile Up
All players lie flat on their stomachs. With eyes closed they start crawling to the central point of the room. They can crawl over each other as they meet in the centre. When everyone as arrived in the centre they can open their eyes.

Resent and Appreciate
Everyone sits in a circle. Each player makes a statement that begins with, "I resent..." Normally, this would be about the work/game just completed. Go round again, but this time everyone makes a statement that begins with "I appreciate..." Players can pass if they wish to. Other players must not comment on the statements.

The Rule of the Game
Everyone forms a circle. One nominated player leaves the room, the other players choose a "rule". When the nominated player comes back he must find out what the rule is by asking the others questions about themselves. The group my answer according to the rule. A good rule to start off with is: Answer every question as if you were the person on the right. Other examples are: All girls tell lies, all men tell the truth. Change the rules from very simple to hard depending on the age of the group. Rules can be visual (for example scratch your head before you answer each question) or structured (for example each letter begins with the next (or same) letter of the alphabet).

Sitting Circle
Form a large circle with everyone in the group - best with over 25. Make sure everyone is in a close circle, in queue form, with right shoulders pointing towards the centre of the circle.  Have the circle close so that everyone is touching the person in front of them and have the players hold the waist of the person in front of them. Now get everyone to bend their knees until they are supported on the knee of person sitting behind. If it is successful the entire group is self-supported, each person sitting on the knee of the person behind. This can be quite difficult! The circle must be maintained if this is to work and it can be helpful if everyone leans slightly towards the centre as they settle down. Now you can try getting everyone to raise the left leg, or stretch arms in unison, or even stepping with right and left feet!

Structures
Divide the group into small groups (2-8). Get each group to make a particular structure by linking themselves together.  Here are some examples:

  • Make a suspension bridge
  • An arched bridge
  • A tree
  • A crane
  • A modern building
  • An aeroplane or helicopter
  • A car, lorry, bus
  • A ship
  • An antenna
  • A tower
  • A dome
  • A temple

See if they can move around without destroying the structure.

Two and Two make One
Get the group to find a space. Ask each person to lean over as far as he can without falling over. Now ask everyone to find a partner. Repeat the exercise and see what difference  another person's support can make.

Wall Crash
Have the entire group form as a queue and choose two people to act as safety nets who stand at the opposite wall facing the queue. The person at the front of the queue now walks with his eyes closed towards the wall. The safety nets must catch him before he hits the wall. After everyone has had a go walking, speed up the pace on each turn until each person is running at the wall.

Whose Face
Have two people facing each other. They must examine each other's face both visually and by touch. Make sure they are gentle! Now one of the partners is blindfolded and they must discover their partner from the main group. When they have been found blindfold the other partner and repeat the game.

Whose Missing
Have the group seated scattered around the room. Person A leaves the room. The group moves around, changing places. Person B now leaves the room by another door, or simply hides. Person A returns to the room and has to guess who has left the room.

The Word Wizard
An interesting and thoughtful game. Everyone is given a pencil and paper. The leader starts off by saying he is the Word Wizard and he is taking away all the words. He continues, but you may have four words back. Of all the words in the dictionary what four words would you want to use. Each group member writes down the four words they want to use. Everyone must now find a partner and they must communicate to their partner using only their four words. (They may use actions). Continue, you may now share words. Write down your partners four words. Each person now has eight words. Change partners and now communicate with eight words. Next, share words again and repeat with a new partner. Change partners 4 to 6 times. To finish, ask the group to write a poem just using the words on their list.

Advertisements
Each group member is given a pencil and paper. They must write an advert about themselves, describing why they would make a great friend (using 25 words or less). Try to say why someone should choose you as a friend as opposed to someone else. Put all the ads in a hat and pass the hat around having one ad read at a time. The group tries to guess who wrote each ad. Variations could include an ad on being a parent, teacher, pupil, son/daughter, brother/sister, lover, etc.

Control Tower
Suitable for smaller groups. Have everyone find a partner. One is the Plane and the other is the Control Tower. The Plane is blindfolded and the Control Tower must guide him verbally through an obstacle course which has been set between two rows of chairs. Each time the Plane touches an object the team gets one penalty point. When they have five points they have "crashed" and are out. Have another pair start the game.

Don't Make Me Laugh
Again everyone must find a partner. The object of the game is simple, you must make your partner laugh! This must be done verbally or with actions - but you must not touch. When they have succeeded allow the other partner to have a go.

Lawyer
Have everyone sit in a circle and choose one person to be the Lawyer. The Lawyer explains the first rule of the game: "Starting from now, you must not answer when I speak to you, the person on your left must answer for you. You must not nod, or smile or respond in any way. If you do, you are out. The lawyer goes round the circle putting questions to each player, and the person next to them must answer. Once this is completed a further rule is added: No one can answer yes or no. Further rules can be added.

News and Goods
Have someone start a sentence with: "The nicest thing that happened to me this week was..." This game can be played openly in a circle or closed with everyone writing down their experiences. This game can also be reversed with: "The worst thing that happened to me this week was..." If people are writing them down the other players can guess who wrote them.

Road Map
Supply each player with a large piece of paper and pencil. They must make a road map of their life starting from their birth. Each map should show good places (scenic or open road, etc.) or bad places (bumpy spots, road blocks, etc.) Include barriers and detours. Extend the map into the future on where they imagine their life is going.

Speakeasy
A chair is placed in front of the group. Each group member has a chance to sit in front of the group and speak about any subject of their choice. Have them start out with a description of themselves and go from there.

Uniqueness Cards
Supply each person with a pencil and paper. Ask the group to write a description of themselves. This must not be a physical description, but rather a description of their personality and beliefs, etc. Each person reads their description to the group. You will probably find that some descriptions are very similar. Have these descriptions revised until everyone is unique.

Addabout
Everyone sits in a circle. You start off by making one simple movement, for example a spiral movement with one finger. The next person makes the same movement plus another, for example they stamp there feet. This continues round the circle with each person adding an action. Have no talking. If someone misses an action or talks they are out!

Adverb Game
One person leaves the room. The rest of the group chooses an adverb, for example, "slowly". The nominated person comes back into the room and asks various group members to perform an action "that way". For example, shake hands, that way, (that would naturally shake hands very slowly). If you can't do the action, simple say, "I can't do that" (very slowly!). After each command he may take a guess at the word. Continue until the word has been guesses.

Blind Find
Turn all the lights out and darken the room. Push all the furniture out of the way. On the command, have everyone gently move around. There must be no talking. When you meet people, greet them non-verbally, and then move on. The leader then gives a series of instructions:

  • Find someone with the same length hair as yours. When you find someone take their hand and stand still. Someone else may join you if they have the same length hair. After enough time, open your eyes and look at your choice. Is there hair the same length!
  • Find someone with the same size feet as you.
  • Find someone with the same length arm as you.
  • Find someone with the a nose like yours
  • Invent more things to find. (Clothes, mouths, hands, etc.)

Blindfold Walking
The group is divided into pairs and one person from each person is blindfolded (or simply closes their eyes). The other person must direct their partner with verbal instructions. Use a chair for a starting point and a finishing point. Place various obstacles between the chairs. You could have races between pairs and make times of each race.

Concentrations Points
This exercise must be carried out in silence. Improvise the following ideas, following a pattern on the floor, either real or imaginery:

  • Stepping stones
  • Carrying full cups or glasses
  • Walking over ice
  • Walking on a tightrope
  • Walking along a ledge
  • Walking through a minefield in the dark
  • Climbing a rock face
  • Unwrapping a parcel secretly
  • Applying eye makeup/war paint
  • Watching a suspense drama
  • Getting a poisonous snake in a box
  • Wrapping a gift
  • Decorating a cake
  • Defusing a bomb
  • Building a card house
  • Safe breaking
  • Throwing a ball
  • Smoke writing
  • Stealing
  • Getting into a cinema seat
  • Tying a tie
  • Threading a needle
  • Getting into a suit of tissue paper

Emotions
Ask the group to characterise particular emotions, for example:

  • Pain
  • Pleasure
  • Contempt
  • Weariness
  • Honour
  • Fear
  • Hatred
  • Impatience
  • Amusement
  • Displeasure
  • Astonishment
  • Indifference
  • Triumph
  • Loss
  • Excitement
  • Relief
  • Terror
  • Fright
  • Loathing
  • Degradation
  • Alarm
  • Worry
  • Shame

These emotions can be portrayed still or with movement.

Face Touch
Divide the group into A's and B's. Have all the A's sitting in scattered chairs with their eyes closed - they must not talk. Each B now sits beside an A, and places A's hands on B' s shoulders. A now explores the facial features and hair of B. After a set amount of time all the B's stand in a line. The A's must now open their eyes and try to find their partner. Switch rolls.

Killer
For this popular game you will need a pack of cards. Have the group sit in a circle and pass a card to each person in the group. They take a peek at it, but must not let anyone else see it. Whoever has the Queen of Spades is the Killer. If a player is winked at by the Killer he must throw his card in the centre and say, "I'm dead." Once dead you must stay quiet - you are not allowed to say who killed you! If another player thinks he knows who the killer is, he must say, "I accuse...". If they are wrong they must throw their card in - they are dead, also. The game ends when the Killer is discovered.

Remember
The whole group studies the room and the people in it. A nominated person goes out of the room and the group changes something or someone. The person comes back into the room and tries to discover what has been changed. You can make this as difficult or as easy as you wish.

Sound Detectives
Have everyone close their eyes and listen. Ask them what is the nearest sound they can hear? What is the farthest away? The loudest? The softest? Walk around the room and makes a series of sounds (about 5 to start with). For example, open and close scissors, leaf through a book, etc.) The group opens their eyes and writes down the sounds they heard, in order.

Who Started the Motion
The group sit in a circle and the one person leaves the room. On person is nominated as the Leader. They must make an action, such as, slapping, tapping feet, waving, etc. Everyone watches the starter and changes the action when he does - but at the same time pretend that they are not watching him. The person then enters the room and must guess who the leader is.

Getting to Know You
The group is spread over the entire area and on a given signal must shake hands with as many different people as possible, whilst introducing themselves. Everyone should try and remember as many names as possible.

Man the Ship
A quick and fun warm up. Have everyone stand in the middle of the room. When the leader shouts out "Man the Starboard" - everyone runs to the right. If the leader shouts, "Man the Port" - everyone runs to the left. "Man the Ship" means back to the centre. The leader shouts the commands faster and faster - the last person who completes each action is out. Carry on until there is a winner. Do spend to long on this.

Mill and Grab
Have the group mill around. Call out a number and the players must form into circles with their hands up in the air equal to the number called. When all the groups are ready call another number. Start of with a middle number like 5. Then call a small number, for example 2 or 3. Call a big number like 14.

The Name of the Game
Another good game for a new group. Have the group sit in a circle and give one player a ball. He clearly calls out his name. The ball is then passed round the group until everyone has called out their name. When everyone has done this, the first players then throws a ball to any player. That person must call out the throwers name. If they cannot remember the throwers name they must ask for it and repeat it before continuing. The game continues until everyone remembers everyone's name. This game is best for about 16 people