ICE BREAKERS


Name Mix-Up

Sit in a circle on chairs or with definite spots to sit. Put the name of the person on each chair where it cannot be seen. The name on the chair determines the "name" of the person sitting in the chair. Decide where the "beginning" of the circle is. The person at the "beginning" of the circle starts by saying their name (or rather, the name on their chair, which originally is their own name), followed by the name of someone in the room. The person they called says their name and calls someone else's name. That person then says their name and calls on someone else.

If a person makes a mistake, by forgetting to say their name or someone else's, by not responding in time, by responding when their chair's name was not called, or by calling a name of someone who is not there, then they leave their spot and sit to the right of the "beginning" of the circle. The people scoot one seat to the right to accommodate the person who made the mistake. If the person at the beginning makes a mistake, everyone scoots one chair to the right. The person at the beginning position then starts again. However, since the name on the chair is the "name" of the person sitting in the chair, now the person who's real name is Jenny but sitting in the chair labeled Michelle, must respond when someone calls Michelle and not respond when someone calls Jenny. Continue playing the game until everyone is utterly confused.



Who am I?

Everyone writes down one fact about themselves that nobody else would
know. (Don't include names.)  All facts are put in a hat.  One person reads the facts one at a time.  Everyone tries to guess who it is.  For example, the facts could be something like: "I was born in my parents car." or "I was adopted."  It is a fun way to get to know each other.



15 Minutes of Fame:

Put a name of a famous person on everyone's back.  Asking only yes and no questions each person tries to figure out the name.  You are only allowed to ask each person one question.  This is a great way to get people to talk to new people.



A Clean Game of Truth or Dare

One person is it. They call on another person, "Truth or Dare?" That person must choose one or the other. If the person picked truth, then the person who is it can ask anything appropriate and the person who picked must answer it truthfully. If the person who picked does not want to answer because it is not appropriate, then she or he may appeal to the rest of the group who may overturn the question. However, embarrassing and inappropriate are two different things. If the person picks dare, then the person who is it may dare the person to do anything that is not dangerous, illegal, or hurtful. The appeals process may also be used for dares. Here are some ideas to get you started.

T: What was the most embarrassing thing that happened to you at a grocery store?
T: What was the funniest thing that happened to you at a mall?
T: Describe three things you like about yourself.
T: What is the best thing about your life right now?
T: What is your favorite kind of music?
T: If you had to choose between being in a choir and being in a play, what would you choose?
T: What is one talent most people here don’t know that you have?
T: Do you play any musical instruments? Which ones?
T: What did you want to be when you grew up?
T: How do you think you will know who you're going to marry?
T: What’s the best proposal you ever heard about?
T: What did you look like in 5th grade? Describe you to us.
T: If you could live anywhere in the world, where would you live?
T: If you could vacation anywhere in the world, where would you go?
T: What was the worst thing you ever cooked or baked?
T: What was the funniest cooking experience you ever had?
T: If someone made a movie about your life, what would they call it? Who would you want to play you?
D: Do the hokey pokey in the middle of the circle and sing the song that goes with it (1 verse).
D: Sing "I’m a Little Teapot" with all the actions.
D: Make sounds like a chicken for 30 seconds.
D: Yell three times, "I’m cwaaaazy. Cwazy ‘cause I’m Woooooonwy!" like Elmer Fudd.
D: Do your best famous person impression or famous character impression.
D: Do the hand jive for everyone.
D: Give us your best snort!
D: Pretend like you’re the sound person who is being dubbed for a noisy kissing scene.
D: Do a hula dance.
D: Do your best "Yeeehaaaw!" and pretend like you’re throwing your cowboy hat in the air.
D: Pretend like you’re in a Toyota commercial. Sing, "I love what you do for me, TOYOTA!" and jump into the air.
D: Tell us your best joke.



"I have never...":

Each person gets 5 cards or 5 M&M's or 5 whatever.  You go around the circle and each person tells something they have never done.  If you have done it, you must throw one of your cards into the middle.  The last person holding a card wins.  For example, I could say, "I have never been on a mission."  Everyone who is an RM must throw in a card.



Machine

One person makes a motion and a sound to match it. Let's say she makes a punching motion in front of her and says, "Ha Ya!" (Pick activities that would be easy to do for a long period of time). The next person comes up and chooses an interconnecting movement with the first person and makes a matching sound. Let's say she comes up behind her and pretends to tickle the first person's stomach while they say "Hee hee hee!" Then another person comes up and does an interconnecting motion and makes a sound. When all of the participants are doing this, someone can direct them to go faster, slower, louder, softer, and finally make them break down. Use this game as an introduction game by having the sound be each person’s first name



TWO TRUTHS AND ONE LIE

Everyone sits in a circle and one person starts it by getting the person next to her to give her two truths and one lie about herself and the first person has to guess which is the lie.  If she is right she sits down, if she is wrong she goes on to the next person.



ARCHITECT

In 1 minute, your team is to build the highest possible tower, using empty pop cans. After the leader's signal the construction is stopped. If the tower falls, and you have some more time, just begin from the very beginning. The number of points received by the players depends on the number of cans in the tower.



HOP-DOP

All the players (any number of them) are divided into 2 teams and then sit at the table facing each other. One group is given a little coin. The leader of this team must give the coin to one of his partners. He must do it imperceptibly. At the command "Hop" of the opposite team the coin must be shown over the table. At the command "Dop" - it is again hidden under the table, where the players continue to pass it from hand to hand. At the command "Hands on the table!" the players put their hands on the table with the palms down. The leader of the opposite team must guess who has the coin under his/her hand. If he/she guesses, the coin is passed to the opposite team and the game begins anew.



LET’S INTRODUCE OURSELVES

All the guests (many of them) get into 2 circles: the ladies are in the inner one, the gentlemen are in the outer one. The ladies and gentlemen are facing each other. The number of ladies is equal to the number of gentlemen. As the music plays both of the circles are moving in the opposite directions (the inner circle is moving clockwise, the outer one is moving counter-clockwise). In 20-25 seconds the music stops. The circles stop moving. There form the pairs. The ladies and the gentlemen introduce themselves to each other. The ladies introduce themselves the first. Then they let the gentlemen know of their 2 hobbies and of 2 things they don't like. Then the music plays again. The round dance moves to the next pause etc.



DETECTIVES

At the party some girls secretly fill in the questiomairies. In these questiomairies the girls indicate their distinctive marks: height, color of the eyes, dress cut, jewelries. The leader put all these cards into the box. In the pauses between the dances the leader asks the most attentive youths to act as Sherlock Holmes or Hercule Poirot – to find a girl with help of the description given in the card. The youths take the cards and begin to search for the girls. The youth who finds the girl the first is the winner. Then the youths have a dance with the girls they have found.



CHOOSE A PAIR

The instructor holds a bundle of many-colored ribbons by its middle. The ladies come to one end of the bundle, the gentlemen to the other. Each of them takes an end of the ribbon. The instructor lets the bundle go. All the partners are now connected by the ribbons. There are the pairs for a dance.



NAME WHOMP!
A good game for getting to know each other or for familiar groups.

Form a seated circle and have everyone introduce themselves. One person is "it" and stands in the middle of the circle. The person that is "it" wields a "whomper" of some sort; examples are a rolled up newspaper, towel, or Nerf bat. "It" starts the game by calling out a seated person's name. That person must call out another seated person's name before "It" can whomp the first person on the knee. The object for the seated player is to quickly recall and call out another player's name prior to being whomped. If the seated player fails, he becomes "It".

Variations are for the players to choose to be animals, states, cars, etc.



PEAS

This game is best played over a period of time - like the whole party. Each person is given a number of peas (say 10). Use dry split peas, not the frozen kind. The object of the game is to make someone else say either the word 'yes' or 'no'. If yes or no is said, then that person forfeits a pea to the person who catches them out. The winner is the person with the most peas at the designated time (i.e. the end of a party).



Guess the Picture

Collect a set of pictures of your town / locality / personalities etc. and display them on the wall with a number.  The guests have to identify them and write the name on a sheet of paper.  The winner is the one with the highest score.



Who am I

As they arrive each person has a piece of paper pinned to their back.  The paper contains the name of a famous person.  By asking questions which can only be answered with "Yes" or "No" such as "Am I still alive?", "Am I fictional?", etc. the person has to guess their name.  Successful guessers may have another go.



"Switch"

Divide the participants into two teams and take Team A into another room. Team A must switch various items of clothing or accessories with one another, then return to the game room. Team B must try to guess all the switches that have been made within a five-minute time period. Add up how many items Team B guessed correctly. Then let Team B have a turn to "switch" and let Team A guess the switches. The team with the most correct answers in the allotted time period wins a prize.