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22
The Minister’s Cat
Three or more. Begin with “The minister’s cat is an adorable cat.” Go around adding a new A adjective each time, then move to B when you run out. A repeat or long pause ends that letter. Pick up with the next player and see how far through the alphabet you can get.
23
Ghost
Three or more. Add one letter at a time to the end of a spoken fragment. If you complete a word of four or more letters, you lose the round. If you think the fragment can’t start a word, challenge the last player. They have to name a word that starts with it. If they can, you lose. If they can’t, they lose.
24
Last-Letter Word Chain
Three or more. Name an animal, then require the next person to name another that starts with the last letter of that word. No repeats. If a person can’t find an answer in five counts, they choose a fresh category and start a new chain.
25
I’m Going on a Picnic
Three or more. Start by naming one thing you’d bring. Each person repeats the whole list in order and adds one item. If a player forgets something, the others can help once. Restart when the list breaks a second time.
26
Contact
Four or more. The word keeper gives the first letter of a secret word. Another player clues a different word that starts with all the revealed letters. If someone says “Contact,” both count to three, then say the clued word together. The keeper can block them by naming it before they finish counting. If the two players match without being blocked, the keeper reveals the next letter. Guess the secret word to win.
27
Green Glass Door
Three or more. A host establishes examples of what gets through an imaginary door: a kitten can, a cat can’t. Guests suggest other things and find out if they get through. Tell the host the secret rule privately to win: only words with a doubled letter get through.
28
Sausage
Four or more. The questioner tries to make the responder laugh by asking unusual questions. The response to each question must be “sausage.” If the responder laughs or says anything else, switch. Give the responder a win after five answers.
29
Zip Zap Zop
Five or more, in a circle. Pass an imaginary signal by pointing at someone and saying “zip,” then let that person point elsewhere and say “zap,” then do the same with “zop.” Loop in that order. Start a new streak if someone says the wrong word or misses the cue.
30
Count to 21 Together
Four or more. Count up from one as a group with nobody assigning the order. Any person can say the next number. If two speak together, start at one again. Give yourselves three tries to reach 21, or try 10 if the room is large.
31
Who Changed the Move?
Six or more. One person leaves the room while the rest choose a leader. The leader starts a repeated move and occasionally changes it; everyone copies. Bring back the guesser and give them three tries to spot who starts the changes.
32
Rock Paper Scissors Tournament
Six or more. Play best of three in pairs. The winner advances and the other player becomes their cheering section. As people pair up again the cheering crowds grow. Stop when two finalists play and one wins.
33
Giants, Wizards, and Elves
Six or more, in two teams. Give giants raised arms, wizards wiggling fingers, and elves cupped ears. Each side quietly picks a character, then both teams reveal their poses together. Giant beats elf, elf beats wizard, and wizard beats giant. In this seated or standing version, a win earns a point and a tie is replayed. First to five wins.
34
Silent Lineup
Six or more. Ask the group to form a line in birthday order, January to December, without speaking or writing. Use gestures to signal your month and day. When everyone is ready, say the dates in order to see how close you got.
35
Captain’s Coming
Six or more. The captain teaches three commands before starting. Try “Captain’s coming” for a salute, “row the boat” for a rowing motion, and “lookout” for an imaginary telescope. Players keep saluting from “Captain’s coming” until they hear “at ease.” Anyone who takes the wrong action skips one command and comes back in. Pick a new captain after five calls.
36
Museum Statues
Six or more. One guard looks away while the others move like statues coming to life. When the guard looks back, freeze. If the guard sees someone move, that person becomes the new guard. Keep one round to five turns so everyone can have a chance.
37
Simon Says
Four or more. Follow an instruction only when it begins with “Simon says.” Keep the movements possible in your space. Anyone who moves at the wrong cue sits out the next command and then rejoins. Swap who leads after a short run.
38
Sardines
Five or more, with hiding spots everyone can get into and out of easily. One player hides while the others count together. If you find the hider, slip in beside them without giving the spot away. The last person to find everybody hides next.
39
Stand Up If
Five or more. A caller names a light category like “you like rainy days.” Stand, raise a hand, or give another agreed signal if it applies. Anyone can pass on a prompt. Switch callers every three statements so more people get a turn.
40
Would You Rather?
Three or more. Offer two equally strange options. Everyone chooses one before you let people make their case. Give each side one sentence to explain its pick, then rotate who asks. Keep the choices imaginary enough that people can disagree for fun.
41
The Name Game
Three or more. Say your first name and add a gesture. The next person repeats that name and gesture, then adds their own. If the chain gets long, restart halfway through or have the group help. End when everybody’s name has been performed once.
42
Invisible Object
Four or more. Mime holding an imaginary object, giving it a clear shape and weight. Pass it to somebody, who uses it differently before passing it on. After it goes once around the circle, share the different things people imagined it was.
