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Party Games

Getting party ppl to have fun together 

Disclaimer: These games ideas are offered to anyone who wishes to try them.  No responsibility of any description is accepted for any consequences.  These games ideas have been compiled from the parties which I have been to and other ideas from friends.  ***

Dramatized Chinese Whispers

Several people are taken out of the room.  One is returned and while the others are entertained by an assistant is told to mime one of the following (or one of your own ideas) 

  •     Changing the nappies of twins
  •     Bathing an elephant

Before they start, a second person is brought into the room and told to watch.  When the first demonstration has been completed, the first person is allowed to retake their place and the second is told that they have to do what they have just seen.  Again, before they start, the third person is brought in to see the demonstration.  The games ends when the last person has done the mime, and is asked what they have just done.

 ***

NOT Dramatized Chinese Whispers

  This is a vindictive version of Dramatized Chinese Whispers.  One person is taken out of the room and told to mime a duck landing on a frozen lake!  Meanwhile, an assistant is telling the remainder of the party guests what they are about to see, and to guess anything else (to encourage the person to continue their mime).  The victim is brought back to do their mime. 
When they have finished, the organizer gets everyone to 'guess' the right answer in unison.  It may be appropriate to congratulate the victim with the words.  "Well Done ... You certainly have been."

 ***

Musical Chairs

The old favourite.  With one fewer chairs than people, a short snippet of music is played while the people move around the room.  When the music stops everyone tries to sit on a vacant chair.  (Only ONE person per chair)  The person who doesn't find a chair is out.  One chair is taken away and the game continues until only one person (The Winner) is left.

 ***

Horses and Riders

Like Musical Chairs, but the young gentlemen are the horses and the young ladies are the riders.  There is one fewer gentlemen than ladies.  When the music stops, the ladies have to climb on the backs of the gentlemen.  Again, the winners are the last complete couple.

 ***

Guess the Picture

A Good game to get people talking together at the start of the party 

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.

 ***

Stations

Everyone stands a circle (except one who is standing in the middle) and has been told to remember a different station name.  The person in the middle calls out two names.  The stations have to change places quickly, before the person in the middle can get to one of the empty spaces.  Who ever is left without a place is the person in the middle for the next game. 

 ***

Who am I

A Good game to get people talking together at the start of the party 
 
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.

 ***

Bigamy

One Gentleman takes three chairs arranges them in a large circle, along with all the other men.  Each gentleman then collects two ladies and seats them in his chairs, one on his right side, and the other on his left.  One lady is then removed. from the circle.  The gentleman who now only has one wife, must  now go steal one from another by winking, waving etc. But without letting her gentleman know.  She must then dash to the empty ladies' chair and the gentleman return to his own place.  If she makes it half way across the room before the previous gentleman stands up and catches up with her, she takes her place with her new gentleman, and her previous one now has to replace the missing wife.

 ***

Soldiers

Take all the girls out of the room and tell them that the room has a line of soldiers who are willing to demonstrate their skills of quick and slow firing. 
Tell the boys to form a line (shoulder to shoulder) away from the door.  (Optionally turn the lights down or out.) 
In turn, each girl is asked if she would like the demonstration of quick or slow firing.  Having answered, the door is opened and she is pushed into the room, and her answer is shouted to the boys. 
If she opted for quick firing, the boys give her a quick kiss before pushing her onto the next in line, as quicklty as possible.  Slow firing allows the boys a longer kiss.

 ***

Pass the Orange

Arrange for teams of about 8 to stand in a line, one behind the other (arranged boy, girl, boy,...).  Give each team an orange which the first person should tuck under his chin.  This should be passed to the person behind.  When the orange gets to the last person, they come to the front of the line and start again.  The winnnig team is the first one which gets their starting person to the front again.

 ***

Pass the Key

You need two similar sized Very Large Keys (about 6 inches long), each tied to the end of a long length (60 feet or more) coarse string.  The keys and string should have spent a few hours in the freezer immediately before being brought out. 
Line up two teams of about eight to ten. 
The key must be passed down trousers and dresses and skirts and the string will show the route followed.  The winning team is the first to get everyone 'threaded" together.

 ***

Pass the Balloon

This is like Pass the Orange, but use a balloon held between the knees

 ***

Pass the Anything

Arrange teams of players in lines and give the first person on each line a object to be passed in a given fashion.  Suggestions include:-

  • A stick of spaghetti. to be held in the mouth.  (A variation is to break off a piece as you pass it.)
  • A credit card to be sucked to your lips.
  • A coin to be held between the first person's nose, and the next person's nose, while they walk around the back of the line and back to the front again.  The first person goes to the back of the line, and the game continues, with a new 'next person'.

 ***

Pass the scissors

All players sit in a circle, and one is given a pair of scisors.  In turn, the scisors are passed around the circle, from one player to the next.  As a player passes the scissors to the next person  they say either "CROSSED" or "UNCROSSED", and will be told if they are right or wrong.  The object is to try and find out what the rule is.  It is interesting at the start if the person knows the rule, and makes a great play of turning the scisors around and opening and closing them.  The game continues untill all have solved the mystery, or you take pity on the remainder. 
The rule has nothing to do with the scissors.  IT'S WHETHER YOU HAVE YOUR LEGS CROSSED!

 ***

Guest at the Party

Three people are taken out of the room and each is given a card describing a person (or personality or characteristic).  A fourth person is nominated as "Host".  One by one, the three guests enter the room portraying what is written on their card.  The Host has to guess what was written on the card.  The guests do not have to wait until the previous one has been identified before entering. 
Ideas include:- 

  • An Astronaut
  • James Pond (Spoof Secret Agent)
  • A Blue Peter Presenter
  • Harvey Smith (Show Jumper)
  • Dipsey (one of the Teletubbies)
  • A policeman going to the ball

 ***

I Have Never

Each person receives several counters (toothpicks, pennies, etc.) and sits in a circle.

Then take turns around the circle.  Each person tells of something they have never done (example: I have never broken a bone or I have never traveled out of the country).  Anyone who has done this must give the speaker one of their toothpicks or pennies.  After going around the circle several times, the person with the most tokens wins.

 ***

Candles and Water Pistols

Two (or more players, if you dare) are given a lighted candle (secured to a plate) and a loaded water pistol.  The winner is the last to still have a lighted candle.  Players are not allowed to deliberately use their bodies, or anything else to shield their candle. 

 ***

Mummies

Split the patry goers into teams of three and give each team a toilet roll.  Two persons then wrap the third in 
the toilet roll so that they look like an Egyptian Mummy.  The winning team is the one who in a set time (say 2 
minutes) have the neatest and most 
covered Mummy.

 ***

Fashion Designer

This is like "Mummies" but instead of having toilet paper and having to wrap the 'victim' to look like a mummy, you give each team part of a (not ready pasted) wall-paper roll, and 12 safety pins and they have to make an 'outfit', in say 5 minutes. 
If you wish, you may specify "A dress", "Jacket and trousers", etc. 
(The paper may be pinned on the person's normal clothes, rather than having to make the 'outfit' and then they have to put it on.)

 ***

The Photographer

An equal number of boys and girls are taken out of the room, andn the one couple are brought back as to be posed for a 'really romantic' wedding photograph, so bring in a boy from outside to arrange them in the pose of his choice.  When he has finished, he is told that he must now take the place of the boy in the pose!  (If you have a camera, now is the time to use it.)  Now it is the turn of the next girl to come in and arrange the couple, and so the game go on until everyong is back in.

 ***

Honey, if you love me smile

Have all players except for one sit in a circle facing each other. The one who is not in the circle faces a player of the opposite sex and requests "Honey, if you love me smile." Aside from tickling, the player may do anything to make the person smile. 
After a while the chosen partner must reply "Honey, I love you but I just can't smile" without smiling. 

If the player chosen partner smiles while saying this, then they must give their place, and it becomes their turn to choose a partner.

 ***

Scavenger Hunt

This is very popular among large groups of teenagers. Make a list of 30-35 everyday items (ie.toilet paper roll, red piece of string, rubberband, chewed piece of gum,etc.) and sent two teams on a mission to find these items on thier list. They have one hour to find these and the winning team is the one that is back first with EVERYTHING ON THEIR LIST!!! 

 ***

Doughnuts and Toothpicks

Everyone stands in a line with toothpicks in there mouth the first person puts a ring doughnut on the toothpick then they have to pass it on to the other players toothpick without making it fall. 
If it falls on your turn the person before you wins. 

A variation is to make several teams each stand in line and the doughnut is passed from the front to the back.  When it gets to the back, the person has to run / walk / stroll to the front and start again.  If it falls, it has to be passed to the front person and start again down the line.  The winning team is the first to have had everyone start at the front.

 ***

Whistling Crackers

You give every child 3 soda crackers. When you say "GO" every child puts all the crackers at once in his/her mouth. The first one to whistle wins. (You can also substitute the soda crackers with peanut butter but make sure there are no Allergies).

 ***

Can You Guess

Put several small items into a brown paper bag. Blindfold one person and hand them one of the items in the bag.  Give them a few seconds to guess what the item is.  If they are unsuccessful they are out. The last one wins. 

 ***

Ducky Ducky

Everyone sits in a circle except one who is given a pillow and blind-fold.  They then go and place the pillow on a persons lap, sit on it and say ducky ducky.  The person should say"quack quack" this can be done only 3 times.  If the blind person guesses the name the person, they should now be given the blind fold and the game run over again - after everyone has changed their places. 

example the leader announced number 37. So, the pair may consist of the players with the numbers 30 and 7, or 18 and 19 on their pages. In all the tasks win the players who are the first to do them.

***

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. They are the pairs for a dance.

***

DANCE COMPETITION
Five (5) couples, paired at random, be invited to perform 3 types of dances. The Emcee with help from a professional dancer will first give a quick demonstration of these dances. The winner shall be judged based on the loudest applause from the audience, after which they will be asked to perform a repeat of the winning dance. Best Dance Award to be given to the winner and consolation prizes to the rest.

***

DETECTIVES
At the party some girls secretly fill in the questionnaires on index cards. In these questionnaires the girls indicate their distinctive marks: height, color of the eyes, dress cut, jewelries. The leader puts all the cards into the box. Between the dances, the leader asks the most attentive boys to act as Sherlock Holmes or Hercules Poirot - to find a girl with help of the description given in the card. The boys take the cards and begin to search for the girls. The boy who finds the girl the first is the winner. Then the boys have a dance with the girls they have found.

***

DOMINOES
As the players (boys and girls) enter the hall, they are given dominoes cut out of cardboard. They pin it to their clothes. There are 2 complete sets of these cards (28 pieces in each set). The cards of one set are given to the girls, the cards of the other set are given to the boys. If there are more than 56 persons at the party you may take 2,4, 6, 8…more numbers of the complete sets. Before the dance begins the players at the leader's signal make pairs according to the principle of dominoes. C.f. the boy with the card 5-2 may ask to a dance a girl with the card 2-6; 2-4; 2-3; 2-0 or 5-6; 5-4; 5-3; 5-1; 5-0. Sometimes the leader may announce the change of the partners. (In this case the leader gives advance notice to the guests about his/her intentions while they are dancing). Then all the pairs change, make the pairs according to the same principle.

***

DUMMIES
It's a variant of the well-know children game "Day-Night" for grownups. As the music suddenly stops the people who are dancing stand still in the pose they are. The person who cannot keep his/her balance must pay a forfeit (fulfill the leader's task).

  ENDLESS DANCE
All the players are dancing in pairs. The leader is in the center. He/she holds a stick in his/her hands. The leader throws the stick and all the dancers change their partners. The leader tries to take up somebody's place. The player who has no pair is a leader. He/she takes the stick and does the same as the previous leader.

***

EXCUSE ME!
Gentlemen ask ladies to a dance. 2-3 gentlemen are given special cards with the phrase "Excuse me!" written on them. With this card the gentleman may come to any of the pairs, give it to the gentleman and begin to dance with his lady..

***

FIND YOUR OWN PEOPLE
Cards with different pictures are cut into 4-5 parts. The teams must find their own people. Or cut the cards into 2-3 parts. One part is given to the girl, 2 other parts are given to the boys. The boy who finds the girl first asks her for a dance.

***

GAMES TO PLAY WHILE DANCING
Ladies ask gentlemen to a dance. The master of ceremonies announces that during the dance ladies may ask the gentlemen, who are dancing with their ladies, to a dance. On coming to a dancing pair, the ladies clap their hands. On having received this signal, the gentleman begins to dance with this lady. While his lady asks any other gentleman to a dance in the same way.

***

HAS IT THE PLAYER NEXT TO YOU?
The participants get into 2 circles. The circles are moving clockwise. The instructor asks: "Have the players next to you shoulders?". The players answer: "They Have!". The instructor asks the players to put their hands on the shoulders of the players next to them and to continue moving. The questions of the leader: "Have the players next to you noses?", "Have the players next to you ears?", "Have the players next to you waists?", "Have the players next to you knees?", "heels" etc.

***

MAKE A PAIR!
The boy or the girl is blindfolded and led to the center of the room (hall). He/she is a leader. Any player takes a little bell and pass by him/her with it. The leader's task is to choose a partner for dance at random. If the leader (girl) chooses a girl, the latter becomes the leader. If the leader (girl) chooses a boy, they both make a pair for a dance. The fillet is given to the other person, chosen with the help of the reckoning. This game continues until there are 10-12 pairs. After that the master of ceremonies announces the pair dance.

***

PEOPLE DON'T DANCE WITH HATS ON
One of the participants is given a hat. As everyone is dancing, this participant puts the hat on a gentleman's head who is dancing and says, "people don't dance with the hat on" and begins to dance with the partner of this gentleman. The gentleman with the hat moves to any other pair and put the hat on the gentleman's head so that he now dances with a new partner and that gentlemen must find a new partner etc.

***

POST
At big parties and discos, in large halls it's very interesting to have "a postman". The guests ask him/her: "Give a note (a letter) to the girl in white dress". This girl writes her name on the sheet of paper and gives in to "the postman". All the guests communicate with the help of "the postman" until all of them learn each other. This game may continue for several days in camps, sanatoriums etc.

***

SNOW-SLIP
This game will help you "to warm-up" shy people. As the music plays, one pair begins to dance. At the instructor's signal this pair splits up and asks 2 more partners to dance. Again, at the next instructor's signal these 2 pairs break and ask to 4 more partners to dance etc. The number of dancing pairs grows like a snow-slip.

***

WITH THE CALENDAR'S PAGE
As each player enters the hall he/she is given a calendar's page. The girls receive even, the boys - odd numbers. During the party the possessors of the pages are suggested different tasks:
1. To gather according to the months.
2. To gather according to the days of the weeks.
3. To make up the number 1998.
4. To make up teams of Tuesdays, Wednesdays, Thursdays etc.
5. To find the yesterday (for example "the 25th of December" looks for "the 24th of December" etc.)
6. To choose the pair. The last game is played while dancing. Before every new dance the leader announces any number from 35 to 55. The players must form the pairs so that the sum of their numbers is equal to the announced number. For example the leader announced number 37. So, the pair may consist of the players with the numbers 30 and 7, or 18 and 19 on their pages. In all the tasks win the players who are the first to do them.

Required Reading
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