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Pitt Ball

(For groups of 16 or more.)

Divide your group into two groups. Have each group stand in a circle, shoulder to shoulder. Give each group a small Nerf ball. The object is to pass the ball from the first person in the group, around the circle, to the last person in your group, using only your armpits. If you drop the ball, you must start over. If you use your hands, you must start over. First team to get the ball back to the starting person wins.

 

Play-Dough Pictionary

Pull out that old Pictionary game, but use play dough this time. I looked in my concordance for some interesting words and one team actually got "Zarubbabel".
    The leader holds onto the list of words that everyone will use. A member from each team comes up to get the first word. As each team guesses, they send a new person up who will tell you the word they just got. You tell them either they got it right and give them the next word, or send them back to work on it some more.
    Either time the game or play it until one team gets all the words. Remember, no spelling, no numbers, no letters. I allowed charades.

 

Poetry In Motion

This is a nice quiet activity when you've got a small cozy group and have some time to kill. Organize people into a circle or around a table. Give each person a sheet of paper and a writing utensil. Have every one write the first line to a poem at the top of the page. Then pass the page to the person on their right. That person reads the first line then writes a second line to it. That person must then fold the paper back to hide the first line from view, so that only the second line shows. The poets pass their papers to their right again. Each time they get the paper and write a new line, they should fold back the previous line out of view. This continues until you run out of room. The end result should be a strip of folded paper. Then have everyone open the paper in their possession and take turns reading. The poems usually turn out pretty absurd, but sometimes it's amazing how cohesive they can be.

 

Porky Mellow

Each person on the team has a toothpick in their mouth. Without using their hands they must pass the marshmallow down the line, sticking their toothpick into the marshmallow and passing it to the next person. The team with the most toothpicks that stay in the marshmallow wins.

 

Prince of Paris

Everyone except leader sits in chairs in a circle & is given a # (that they will keep throughout the whole game) (there should be a space between the chairs of the 1st & last players) The object is to be at the head of the circle when the game is over. (the foot is the last chair & the head is the 1st chair) The leader says, "Prince of Paris had a hat, some say this, some say that... I say #__" The person that's # was called must say "who sir, me sir?" as loud & fast as they can before the leader says "#__ to the foot!" or they are booted to the foot. If they make it then you reply "yes sir, you sir" & they say, "no sir, not i sir", you: "then who sir?" player: "#__ sir" then you start again with the prince...   (The person cannot call their own # or they go to the foot. They can't call the foots # either or they switch places. If the player doesn't reply in time they go to the foot.) The game goes fast & when kids get the hang of it they try to get the head to mess up so they call that # often... Players have to pay close attention to their # to catch it in time.

 

Progressive Publicity

Idea to publicize an event or activity so that everyone becomes interested. Example: Publicize study of OT and NT titled "Something Old, Something New." One month in advance, place the letters "SOSN" on small pieces of paper around the church. The next week add the dates of the Bible study. Then, the next week place the time, place, etc., until eventually all the information was added. They will have fun figuring out what the letters "SOSN" stood for and trying to guess the upcoming activity

 

Psychiatrist

Have a smart volunteer from your youth group exit to a spot out of ear-shot.
Ask for/make up a topic/problem that is wrong with the group.{I.E. everyone thinks they are the person on their left.}It is more fun when it is something hey can act out. Bring the psychiatrist back and give them a time limit to get the problem pegged.{yes/no questions only} Switch psychiatrist, get a new topic, and go another round.

 

Pyramid

This requires 6 kids, the idea is they have to from a human pyramid. Three strong ones kneel side by side on their hands and knees, the middle person should be the strongest. Then two others climb on top of them and kneel with a hand and knee on each of the two kids below them (the middle person must support the weight of two set of hands and knees). Finally the last person climbs to the very top of the pyramid. Its fun to see of they can stand up on top of everyone.

 

Q-Tip Game

Have one volunteer from each grade come forward to represent his or her class. Each player gets a box of 250 Q-tips. The game is played like this...there are five holes in the human head. Two nostrils, two ears, and one mouth. During one loud, fast song, each player must insert as many Q-tips as possible into these openings, understanding that they cannot put any in their mouths until there are some in both ears and both nostrils.
At the end of the song, the player counts his own Q-tips as he pulls them out. Have an adult help keep track of the score. The player using the most Q-tips wins. It's pretty fun, especially when your junior high boys are pulling Q-tips out of their ears with goo all over them!!!

 

Radar-Radar

Better with groups of 20 or more.
This game is mainly done by the Youth Leaders but anyone can be "Radars". Also, "radars" has to be two(2) people.
Sit the youth members on chairs around in a circle, leaving one(1) chair in the circle empty. One of the Youth Leaders sits in this empty chair.(So that they are part of the circle also.) The other Youth Leader must now leave the room. While they are out everyone in the circle must agree on some youth member to be "it". After choosing they call back in the other Youth Leader and he comes and stands inside the circle. **NOW HERE IS WHERE IT GETS TRICKY**
The Youth Leader who has just come in explains to the youth group that He/She and the other Youth Leader sitting in the circle are HUMAN RADARS; and that He/She shall now pick out who "it" is.
The only words that the "RADARS" are allowed to say after this is the word "RADAR". So, the Youth Leader standing says, "RADAR" and the Youth Leader that is sitting answers, "RADAR RADAR." This continues between the two Youth Leaders with then saying as many "RADARS" as the wish to one another. While they do this the Youth Leader sitting in the circle with the youth group starts to mimick "it".(i.e. crosses leg/arms, scratches, looks around, etc.) This is done slowly as so that the youth group does not pick up on what is going on. The Youth Leaders may hone in on this by having one "RADAR" mean nothing I'm doing fits; but two, "RADAR RADAR" means "it" is doing what I am right now. This is ALOT OF FUN!! with two Youth Leaders who have practiced this, it can be MINDBOGGLING to the youth. NEVER LET THEM KNOW HOW YOU DO IT!!!!!!!!!!

 

Rhythm

Sit the group in a circle. Pick the 'leader'. Beginning with the leader (#1), number off all the way around the circle. Everyone needs to remember their number. The leader starts the rhythm, which is - clap your hands onto your thigh tops twice, then hand-clap twice, then finger-snap once on the left and then on the right. The leader begins and on the first finger snap says his/her number (which of course is 1) and then on the second finger snap calls out another number (must be in the circle). That person becomes 'it'. The rhythm keeps going continually - thigh clap/hand clap/snap/snap.. Whomever the leader has identified by calling is number is then responsible for calling the next set of numbers on the next finger snaps. First finger snap is his/her number and second one is someone else in the group. Whenever someone misses his number, miscalls, etc., he moves to the end of the circle and becomes whatever the last number was. Everyone else moves up a seat and their numbers change. Kids, seemingly, can play this for hours. The real object is to unseat the 'leader' and as people keep progressing, new people assume the 'leader' role and try to hold onto it.

 

Root for Loot

Take the three pie crusts and place 4 or 5 gummie worms in the bottom of each crust. Divide the 1 gallon can of pudding between the three crust, make sure you cover the gummies completely. Have the pies out on a table in front of the group before the game, squirt the whipped cream on the pies as you ask for volunteers. Pick three kids and play some "pie eating" music the first person to find all the gummies wins.

 

Seven Eleven

Come up with a category such as "Famous Cats". The player must come up with the names of 7 famous cats in 11 seconds.
If he wins, give him a prize. If he loses, pick another contestant. This can go on as long as you want it to.

 

Shockwave

Divide the group into 2 even teams. Have teams sit on the floor facing. Members from each team must hold the hands of the teammates next to them, preferably behind their backs so that the other team cannot see them. At the end of the line, place a spoon on the floor between the last two people. On the other end, you need an impartial person (you or a volunteer) to flip a coin. Everyone except the two people at the beginning must close their eyes, or sit facing out and all must be silent. When the coin is flipped, if it is heads, the people at the beginning squeeze the hand of the person next to them, who then squeezes the hand of the person next to them, and so on. When the squeeze gets to the end, the last person can open their eyes and grab the spoon. The team that grabs the spoon first sends the person from the end of their line to the beginning and everyone shifts down one. The object is to be the first team to rotate all the way back to the starting position. If the coin is tails, nothing happens and you flip again. If the people at the beginning of the line squeeze on tails, they go to the end of the line (rotating backwards). They also go backwards if anyone on their team opens their eyes prematurely or makes any noise. It is helpful to have judges standing behind each team to watch for erroneous squeezes and to listen for noises.

 

Slimy Twister

Get as many twister boards as you want. On each one of the colors you put a paper plate full of some type of food representing that color.(ie. egg yoke for yellow, blueberries for blue, green jello for green, ketchup for red) you play the game like you would normaly play. (Make sure the youth is prepared ahead of time for the mess and stains to follow).

 

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