Ideas for the Party Human

Posts Tagged ‘adults

Dodge-Tag (E)–You will need a soft ball, like a Nerf ball.  One player is “It,” and the rest run as It tries to hit one of them with the ball.  When It hits someone, that person must become It.

Duck, Duck, Goose (YC)–This game is played like the old favorite, “Drop the Handkerchief.”  The children sit in a circle on the floor, and one who is “It” goes around the outside of the circle, tapping the heads of the others lightly and saying, “Duck, duck, duck,” etc., until she decides on one to be the goose.  When she says, “Goose!”, the child then tapped gets up and chases It around the circle, trying to tag her before she gets to his seat.  If she reaches his seat safely, he will be the new It.  If she is tagged, she must try again.

Farmer-and-Crow Relay (C)–Divide the children into two equal teams.  They line up in two single files behind the starting line.  The first player in each line is the Farmer.  The second is the Crow; the third is a Farmer; the fourth is a Crow, and so forth.  Give each team five or more bean bags.  At the signal to go, the Farmer places the bean bags in a straight line about two feet apart, with the last bean bag on the finish line.  He then runs back and tags the next player in his team.  This player, the Crow, must hop on one foot over the bean bags.  When he has hopped over the last one, he may then hops back on the other foot, picking up the bean bags as he comes.  He gives them to the next player in line, and that player repeats the Farmer’s action.  This goes on until each player in one of the teams has finished the course, and that team is the winner.

Featherball (C, T, A)–Play with two to four players, depending on whether you want to play singles or doubles.  Place a small fluffy feather on the floor in the middle of a playing area that’s ten feet long by five feet wide.  The players must kneel with their hands behind them.  On a signal, each tries to blow the feather over his opponent’s goal line.

One variation is to play the same game on a table and allow the players to lean over into the “playing field.”

 Feather Race (E)–Give each contestant a knife with a feather, leaf or some other light object on it.  The idea is to see who can go across the room and back again fastest, keeping the object on his knife.  If the object blows or falls off, it must be replaced before the person can continue.

Fruit Basket (C, T, A)–The guests sit in a circle, with one player chosen to be It standing in the center.  Have the guests number off by fours.  The Ones will be Lemons; the Twos are Oranges; the Threes are Apples, and the Fours are Bananas.  “It” will then call off one of these four fruits.  Then everyone who belongs to that group must change places with some other person of that fruit.  The three remaining fruits stay seated.  While the change is going on, It tries to steal one of the seats.  If he does, the one left without a seat becomes It, and the one who was It becomes one of that kind of fruit.  The play continues in this manner with It calling out the different fruits in random order.  Occasionally, It may call, “Fruitbasket!”  When he does this, everyone must change seats.  This game can be adapted to fit many different themes by changing from fruit to some other category.

 

Cat and Rat (YC, C)–The players stand in a circle, holding hands.  One player inside the circle is the “Rat,” and another player outside the circle is the “Cat.”  The Cat tries to catch the Rat.  Players help the Rat and hinder the Cat by raising or lowering their arms and not allowing the Cat to break through the circle.  If the Cat catches the Rat, he may then choose a new Cat and Rat.

Circle Touch Ball (C, T)–The players form a circle around one player, who is “It.”  Players in the circle stand two or three feet apart and pass a playing ball–such as a basketball, volleyball or beach ball–around the circle randomly, while It tries to touch the ball.  If It succeeds, the player who had the ball, or last had the ball, will now be It.  The players, of course, try to keep the ball away from It and may use all sorts of methods to confuse It.

A variation is Circle Catch Ball, where the players use a smaller ball, and It must catch the ball, rather than merely touch it.

Cooling the Cotton (E)–You will need a large package of cotton balls; a folded paper “fan” for each player; and something to mark a central circle with, such as a rope, chalk or tape.  Divide players into two teams, placing one team at each end of the room, facing the center.  Mark a circle in the center of the floor, about three feet in diameter or larger if the party is large.  Scatter the cotton balls around in the circle.  At a signal, the players run to the center and try to fan the cotton balls across the opponents’ field to the goal line.  They must also try to keep their opponents from fanning balls to their goal line.  The cotton balls should not be touched by fan or any part of the body.  If a player does so, he fouls out of the game.  Allow about five minutes for the game.  Each cotton ball fanned across the goal is worth five points.

Cotton Ball Race (C, T, A)–Place a number of small cotton balls in a large bowl in the center of a table.  The contestants are seated around the table, blindfolded, each with a small bowl and a soup spoon.  Each player is to try to get an many of those cotton balls as he can into his own bowl.  He must hold onto his bowl with one hand and his spoon with the other hand at all times.  No one may “check” to see if he actually has a cotton ball on his spoon.  At the end of a specified amount of time, the contestant with the most cotton balls in his bowl is the winner.

Cowboys and Indians (YC, C)–Divide the children into two even teams.  The “Cowboys” go into the “woods” and “fall asleep,” leaving one Cowboy to stand watch.  The “Indians” hide in the bushes, behind trees, etc. and furtively approach the Cowboys.  If they can tag a cowboy before he gets up, he is captured.  But, if the cowboy guard sees them, he calls out, “The Indians are coming!”  The cowboys then get up and run after the Indians, trying to tag them before they get back to their “wigwams.”  Every Indian captured becomes a cowboy.  Then reverse the game, letting the Indians go to sleep while the cowboys sneak up on them.

The group names can be changed to fit almost any party theme.

Back-to-Back Race (T, A)–Set a goal line at 25, 50 or 75 yards.  Choose partners, then have each couple stand back to back.  Have them hook their arms together.  Line them up, and at the signal they must make their ways to the goal line, one running forward while his partner runs backward.  After crossing the goal line, they must return, positions reversed.  The first pair across the starting line wins.

Balloon Bust (C, T)–Tie an inflated balloon to the ankle of each participant.  Then the participants try to break the balloons of the other guests by stepping on them, while protecting their own.  The last one left with a balloon is the winner.

balloonsBalloon Race (E)–Give each contestant a ping-pong paddle and an inflated balloon.  On a signal to go, they must bat the balloons through the air to a designated goal and back to the starting line.  If a balloon falls to the ground the player must pick it up and bat it into the air again.

There are several variations to this game.  1.  You could use fans instead of paddles.  2.  You could use brooms and sweep the balloons along the floor.  3.  You could play it as a relay, with teams instead of individual contestants.

Bear Hunting (YC, C, T)–Blindfold two players and place one at either end of a long table.  At the signal to go, they begin to move around the table, each trying to catch the other.  Each player must stay within touching distance of the table.  Absolute silence on the part of audience and hunters is necessary.

Beast and Guard (C)–Choose one player to be some sort of beast (use an animal name that will go with your theme) and another to be his guard.  The beast sits on a chair in the middle of a circle of players.  The guard stands near him, holding on to his chair.  Players in the circle try to tap the beast on the knee, hands, shoulder, etc., without being touched by the guard.  The guard must keep one hand on the chair, but he can move all around it.  When a player is touched by the guard, he must take the beast’s place.  When all have had a chance at being the beast, the last one becomes the guard and chooses a new beast.

Bicycle Polo (C, T, A)–A team consists of four players, each riding a bicycle.  Similar to regular polo, the players try to drive a solid rubber ball into a goal using croquet mallets.  You may call fouls for acts of deliberate charging or ramming, etc.  The players may not touch the ball with their hands.

Blind Leapfrog (C, T, YA)–Divide the contestants into teams of an equal number and blindfold each player.  Every “frog” must leap over everyone in front of him, and the first team through wins.

Blindtown (C)–Set limits and blindfold all players except one.  Scatter the players about the playing area.  The player who is not blindfolded carries a bell which he must ring continuously, while the blindfolded players try to find and catch him.  The player who catches the “bellman” gets the bell for the next round.

Bogeyman (YC)–Choose one child to be the Bogeyman.  He stands at one end of the playing area.  The other children line up at the opposite end.  The Bogeyman steps out and calls, “Are you afraid of the Bogeyman?”  At this point, the other children run toward the Bogeyman’s side, and he tries to tag them.  The players tagged must go with the Bogeyman to the opposite side and help him catch the rest of the runners on their return trip.  The last player caught becomes the new Bogeyman.

Bucket Jousting (C, A)–You will need two buckets of equal size and two mops.  Opponents stand on the upside down buckets and try to cause the other contestant to lose balance and fall off the bucket.  Use the same method of thrusting as in canoe tilting, i.e. the jouster cannot take a swing; hitting any part of the body other than the torso or arms is a foul.

Bull in the Ring (YC, C)–Players hold hands and form a ring around one who is chosen to be the “bull.”  The bull tries to break through by rushing, lunging or pulling.  The bull may not duck under the players’ arms.  If he escapes, the players chase him; whoever catches him becomes the bull next.  (Supervision may be necessary to make sure the bull doesn’t get too rough and cause injury.)

A close variation is called “Bear in the Net.”  The formation is the same, and the object of the game is the same, except that the bear is allowed to duck under or plunge over the extended arms of the players in the ring.

Buried Treasure (C, T, YA)–Divide the group into two teams.  Designate an area for each team to operate in, each totally out of sight from the other.  Then send the teams on their way, giving each a treasure chest to bury or hide within the given area.  They are not allowed to bury the treasure deeper than six inches.  After each team has had a chance to hide its treasure, have them exchange locales and see which team can find the other’s buried treasure first.


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