The following games and activities are from Mark Collard, who has worked as a professional adventure educator for more than 24 years and is the author of many adventure education books. See http://www.inspireyourgroup.com/ for details on these books, access to resources and more information on Mark.
To download Mark's FREE "SURE FIRE Ice-breakers & Groups Games" ebook, please see: http://www.inspireyourgroup.com/free.htm
Clumps
At A Glance
People quickly form a series of temporary groups matching the number called by the leader.
What You Need
- 5 – 10 mins
What To Do
This is so simple, yet so good. Gather your group around you, and explain that, in a moment, you will shout out a number – any number from, say one to ten (the bigger your group, the bigger you can make the top end). Immediately, everyone must form a group consisting of that number of people. In my experience, groups get very huggy at this point, and form little fortresses with their bodies to prevent others from joining their little huddle.
Naturally, you will often get a few poor souls left over, the so-called remainder, if we speak in the language of long division. At this moment, you have several options. You can eliminate these folks, move them to the side, and continue with the next shouted number, and so on until you get the lucky ‘winners.’ This is fine; however, I think it’s best to simply shout another number. It keeps the energy up, is much less competitive, and more fun for everyone. And the look on the faces of the ‘dejected’ when they hear the next number called (‘I’m saved’) is priceless.
Move from five to three, then up to nine and back down to four so that a high degree of mixing occurs. Shout “ONE!” just to see what happens.
Variations
- Add the proviso that when a new number is called, a person cannot form a group with anyone who was in their previous group (as much as is possible). This tweaking of the rules will spoil the plans of those crafty individuals who prefer to stick together, simply opting to ebb and flow in terms of their membership number at any point in time.
- Form a group according to a simple, easily-accessible category, such as dark-coloured tops, brand of running shoes, gender, colour of eyes, etc. Similar to Categories.
- Once formed, instruct the newly-created groups to use their collective bodies to make the shape of a letter of the alphabet, or numeral, or object, e.g., table, house, car, etc.
Taken from ‘Count Me In: Large Group Activities That Work’
Great Egg Drop
A purposeful problem-solving team activity that comes with a thrilling climax
At A Glance
Groups are provided with identical resources to build a ‘vehicle’ for an egg to travel from a tall height to the ground, hoping that it will prevent the egg from breaking upon impact.
What You Need
- One egg (not hard-boiled) per team
- 20 plastic straws per team
- 1 metre (3-4’) of masking tape per team
- Paper and pens (optional)
- A large plastic sheet
- 1 -2 hours
What To Do
Like many group activities, you are encouraged to really ham the presentation of this exercise to the max! Develop whatever scenario you care to think of, but be committed and make it fun.
For example, introduce yourself as a famous astro-physicist, and explain that you are seeking the best way for humans to land onto the surface of Mars. You plan to divide your group into competing teams of engineers, who will be charged with the responsibility of building a space-craft that will not only transport humans safely to Mars, but more importantly, help them land in one piece. Whatever…you are now ready to present the task.
Each ‘team’ will be given identical resources – an egg, a set of straws, and a short strip of masking tape. The challenge is to build the strongest vehicle for an egg to safely travel a distance of 3 metres (10’). Why? Because, this is a prototype of the very spacecraft that will carry humans to Mars, of course! However, the distance will be gravity-fed, i.e., it will be dropped from a height, and land with a thud on the ground (that’s why you need the plastic sheet – it’s a landing platform).
Announce that each team’s vehicle will be judged on engineering quality, efficiency of resource use, aesthetics, and naturally, on the survival of the egg. Feel free to add other forms of criteria too. Once all of the questions have been answered, and you have distributed the materials, declare that their time has begun. Allow at least 45 minutes for each team to prepare their craft.
Finally, the program reaches a huge climax when each team returns and, under a veil of secrecy, submits their vehicle for testing. Leading with shouts of “10, 9, 8, 7…” and so on, you drop each vehicle from a height – one at a time (standing on a table works pretty well) – and await the results.
Typically, the egg will erupt with a fit of yellow and white splatter. Even a tiny flow of yolk will be sufficient for the crowd to go wild. Sunny-side up, anyone?
Variations
- Add a variety of materials to those above, such as balloons, rubber bands, cotton wool, etc.
- Ask each group, as part of their overall objective, to prepare a short presentation to accompany the launch of their ‘vehicle.’ Paper and pens can be used to design a ‘marketing campaign.’ Points are further awarded for creativity, originality and believability of their spiel.
Taken from ‘Count Me In: Large Group Activities That Work’
Quick Shuffle
A good introductory, success-oriented exercise.
At A Glance
A group works together to re-shuffle seven people back to their original positions of a line in which they were standing prior to the group closing and then re-opening their eyes.
What You Need
- An open space.
- Minimum of 10 people.
- 10 – 15 minutes.
What To Do
Be careful not to reveal too much in this briefing, lest you give your group a clue as to what’s about to happen. It’s not critical, because you can always up the challenge, but it’s good to preserve the adventure for as long as possible.
Ask seven people from your group to stand in one line, side-by-side, in front of the rest of your group, and then ask the latter to simply look at the former for about 10 or so seconds. Now, instruct those who are doing the looking, to close their eyes for 15 to 20 seconds, during which time the chosen seven will totally shuffle their positions. No one leaves the line, each person simply moves to a new spot within it.
As you will have guessed, the group now opens their eyes and is charged with the responsibility of re-shuffling the group back to their original configuration. It is quite likely that not even the seven people will recall their original positions correctly – because they didn’t see what was coming either, and that’s OK.
The guts of this activity is about the looking group working together co-operatively to solve the problem. Like most initiatives, it’s not always about getting the right answer. To this end, and to prevent a “hero” from doing all of the shuffling, be sure to frame this simple exercise as a “group” problem, and suggest that every “looking” person takes a turn in making one shuffle at a time. The chosen seven should remain silent at all times during the shuffling process.
Of course, after the first round, everyone is attuned to memorising the formation of the line when the activity is repeated, but there’s still plenty of room for disagreement. Naturally, applaud the idea of using pen and paper, but disallow it!
Variations
- If you have a large group, create several sets of seven, with matching groups of three to five people to do the looking and re-shuffling.
- Experiment with larger look-at-me lines, of say 10 or more people.
- Moving only one person at a time, record how many moves it takes for a line to be correctly reshuffled.
Taken from ‘No Props: Great Games with No Equipment’
Toe Tag
A hop-step-and-jump tag game that quickly raises the energy of your group.
At A Glance
Starting back to back, two partners spin around on “go” and try to “tag” the toe of their partner before they get tagged.
What You Need
- A flat, open space to accommodate lots of frenetic activity.
- Minimum of 2 toe-taggers.
- 2 – 5 minutes.
What To Do
This is a perfect 2 minute filler that has the power to transform your mopey group into a ball of energy.
You need groups of two people. Ask everyone to start with their backs to their partner, and on an appropriate signal like “go”, both partners spin around 180 degrees to face one another and engage in a dance-like combat. Each person attempts to “tag” the toe of their partner gently before one of their own feet gets tagged.
Be sure to remind your group that you said “tagged” and not “stomped” – this will make all the difference between many fun rounds, and a lot of sore feet. Play best of three rounds, but if you lose the first two, better make it five!
Variations
- If too much energy is expended chasing your partner, a less aerobic version is to start by facing your partner and holding their hands.
- Form a circle with your group holding hands. Each person attempts to “tag” the feet of their immediate neighbours. As soon as a person has had both feet tagged, they retreat from the circle, the group re-joins, and the game continues until the final two “toe taggers” duel.
Taken from ‘No Props: Great Games with No Equipment’
Murder in the Dark
With a number of slips of paper write on one "Murderer", on another write "Detective", and on all of the rest write "suspect".
Give out the slips. You can not reveal to anyone what you are.
Someone counts to three and turns off the lights.
The Murderer finds people and taps them on the shoulder. If you are tapped on the shoulder and are a suspect, simply fall to the ground, making a few dying noises. If you are tapped and you are the Detective, you say "Detective is dead". When the Detective is killed, the lights go on. All dead suspects must pretend to be dead, and even the Murderer himself can play dead.
The Detective then surveys the "bodies" and accuses who they think is the Murderer. If they guess wrong, the Murderer has won, but if they guess right, the Detective has won
Camouflage
All participants hide while 1 other participant (the spotter) stands in the centre of the play area (eyes closed, counts to 30 then opens eyes). The spotter has a brief amount of time to point out any hiders they can see and call them back in. They must then hold up a number of fingers for a pre-determined number of minutes (during this time the hiders will need to sneak a look at the spotters hands and see what the number is – the spotter is still able to call any players in that they see during this time). At the end of the decided time period, the spotter calls all remaining players in who quietly one at a time tell the spotter the number which was shown. They are successful if they have this number correct.
Sneak Attack
One person sits in a chair in the middle of a space blindfolded with a torch; the protector. An object is placed under the chair; all other participants sit in a large circle around the chair remaining quiet. 1 person, the sneaker, is selected to try and sneak up and steal the object under the chair. The protector must listen for sounds and flash the torch (on, off) where they hear the sound. If the sneaker gets hit with the light they must return to their place and a new sneaker is chosen, if they successfully obtain the object and make it back to their space in the circle they become the new protector.
High Activity Games
These games are courtesy of the Ultimate Camp Resource website - http://www.ultimatecampresource.com/site/camp-activities/other-games.page-1.html
Everybody's it!!!
Proclaim, "everybody's it!" in an open space and the participants begin trying to tag others, while avoiding getting tagged themselves. Decide beforehand if simultaneous tags result in both sitting down, or both remaining free. Once tagged, participants sit down, extend their arms, and try to tag those left running around.
Fitness Monolopy
Description
You have different stations like in Monolopy. There are various activities to complete (could be a riddle, maybe an active activity or team building exercises). Fake Money will be given when they finish.
Pyramid Piggyback Portage
Divide the group into teams of 8- 10 people. If possible, have an even number of players on each team. Line teams up at one end of the playing area. The relay simulates a wilderness trip, where the team first portages a canoe, then climbs a mountain and finally backpacks home. On "GO", each team selects one person to be the canoe. All other team members form two lines facing each other and link arms. The 'canoe' lies down on the row of arms and the team 'portages' (runs) the canoe down to the other end of the 'wilderness'. Upon arrival, all team members but one form a pyramid and the single team member climbs over the 'mountain'. It is then time to backpack home. In pairs, teammates take turns 'backpacking' (piggybacking) each other back to the starting line. The first team to successfully complete the wilderness trip wins.
Tree Tag
Description
One person is "it" and tries to tag everyone else. Players are only safe if they are touching a tree.
What time is it Mr. Fox?
Mr. Fox starts out at one end of a field, room, or designated area with his back to the group. The group at the other end then yells out “What time is it Mr. Fox?” Mr. Fox then calls out a time that is on the even hour (1 o'clock - 12 o'clock). The group then takes that many steps. When the group gets to where the fox is, but not past him, and asks the time, the fox can yell "Midnight!" They then turn and chase the group. Those that he catches are to sit out. The last one left becomes the fox.
A variation is to allow each child who is tagged to become an honorary fox and help catch people.
- People (over 6 is preferred)
- A scribe
- Pen and Paper
- A Referee
- Good song knowledge (TIP: The more people you play with the easier the game)
- Good singing voice not required (more fun the worse it sounds)
- First, you can play with as many people as you want the more the better the singing.
- One person out of the group must be allocated as the referee
- Divide the group into half (even numbers if possible but not required)
- Referee is to choose a word for the song title choice
- Groups are to then discuss in secret from the other group and write down as many songs as possible (be careful the opposition will cheat)
- Groups have 3-5mins to complete task
- Then groups in turns sing there hearts out to win the Song Game Title
- Referee Note: Groups will try to trick your hearing and sing you a song that may not be a song. Be careful and keep you wits about you, you are the referee and have authority in the Song game.
Each person in the group takes a turn telling the group their three items.
The group then has to agree on which fact they think is a lie. Once the group announces their decision, the speaker tells the group the correct answer. The group then can talk about any of the interesting things they just learned about the new person.
The "it" will say something about themselves. For example, "Have you ever gone swimming in the Atlantic Ocean?"
Anyone in the circle that has that in common must move to a new spot in the circle. Each move has to be at least two place markers or chairs from where they started.
Whoever is left without a place marker will be it and will tell something about themselves.







