Icebreaker Ideas
Copyright © 2006 – Kansas State University Extension
Icebreaker Ideas
Copyright © 2006 – Kansas State University Extension
Hula Hoop Relay
Group forms a circle while holding hands. Group passes a hula hoop through and over each participant. Form two circles an have a race. Kids love it! Submitted by: Lori Shoewater
Five in Thirty
Split the group into pairs. Each pair will have 30 seconds to find 5 things they have in common. At the end of the 30 seconds, put two pairs together and five the foursome a minute to find something all 4 have in common. Finally, each group can present the list of things they have in common.
M & M’s
Pass around a bag of M & M’s. Tell everyone to take as many as they want. Once everyone has M & M’s, tell them that for each M & M they took they have to say one thing about themselves. For instance, if someone too 10 M & M’s, they would have to say 10 things about themselves. You can also specify what the person has to say about themselves based on the color of the M & M’s. An example would be that for every brown M & M you have you would have to tell one of your pet peeves.
Balloon Icebreakers
1. Have everyone put one piece of information about themselves in a balloon, then blow up the balloon and throw the balloon in the middle of the circle of participants. Then one by one, pop the balloons and guess to whom that piece of information belongs.
2. Pass one balloon around the circle and have each person write a question on that balloon. Then pass the balloon around the circle and each person has to answer three questions from the balloon. Submitted by: Ginger Kopfer, Geary County
3 P’s
Supplies: Piece of scrap paper and pencil for each person.
Each person is going to interview one person in the room and they are going to ask them to share 3 things - something about them:
Professionally (for youth, this could be school related as a Professional student or part
time jog, etc.)
Personally (about their family, hobbies, interests, etc.)
Personality
Then each person will be asked to introduce their partner to the group. Now ask them to move quickly to find a partner and give them 90 seconds to complete the task. Have them remain where they did the “interview”. Have each person quickly share and introduce their partner. After all have finished, have them return to their seats. Submitted by: Mary Krehbiel, Sedgwick County
Animal Sounds Icebreaker
Copy the animal sound cards on page L-7 onto heavy paper and cut apart on the solid lines. Place the cars in a bag, basket or box and mix thoroughly.
Divide the group into pairs and let each pair choose an animal card. Allow the pairs to read the card and briefly discuss and agree on the sound their animal makes. Collect the animal sound cards.
Divide the pairs and send one from each pair to opposite ends of a large, empty room. Give each person a blindfold to tie across his/her eyes.
Explain the animals often use sound to find other individuals in their environment. Tell the pairs that will have to find each other using ONLY the animal sound they have chosen. Time how long it takes for all the animal pairs to find each other.
Discuss how easy or hard it was for the pairs to find each other using only sound. Why did they think it was easy or hard? What challenges might an animal face when using sound to communicate?
Do the activity again, using groups of 3 or more instead of pairs. Encourage the group to predict what they think will happen when larger groups try to communicate with sound. Time how long it takes for the animal groups to find each other.
Discuss what happened this time. Were the predictions correct? Why or why not? Discuss what the students think might happen in an environment with a large number of individuals trying to communicate with each other. What are some advantages of communicating with sound? Some disadvantages? Submitted by: Beth Drescher, Sedgwick County
Killer
Everyone in circle closes their eyes. IT walks slowly around circle and touches one person, who becomes the killer. When IT signals, everyone opens their eyes. The killer nonchalantly winks at people, trying not to get caught. When you get winked at, you are “dead”. If you suspect the killer, you declare him/her. (If correct, you are IT, if wrong you ‘die”.) If the killer is successful, the last to die becomes IT.
This is My Nose
The leader stands before some player in the circle and points to one part of his body as he names another part, then counts to 10. In that period of time, the other player does the opposite–points to the part the leader named and names the part the leader pointed to. For example, if the leader points to his knee and says, “This is my nose:, then the player must point to his own nose and say, “This is my knee” before the count of 10 is reached. If the player fails he/she and the leader exchange places.
Snake in the Grass
“IT” lays on the ground/floor and makes snake sounds. Everyone touches snake. On a signal everyone runs and snake tries to touch as many people as possible (who become snakes). Play until everyone is caught. You need boundaries.
Blind Line Up
Divide into teams. At the signal (everyone has eyes closed) each team must line up according to their height (tallest to shortest) without talking.
Stagecoach
Equipment: A list of stagecoach parts, equipment, and passengers.
For Example:
Cranky Old Gentleman Maiden Lady Suitcase Parasol
Brake Young Farmer Newspaper White Horse
Lap Robe Wheels Whip Dashboard Window
Sack of Apples Black Horse Springs Cane
Young College Girl Harness Seat Hat Box
Players sit in a circle. Choose a player as the storyteller and give each player in the circle a name from the list above. The same name may be given to more than one player if the circle is very large. The storyteller makers up a story telling about the passengers, parts, and equipment. As the storyteller mentions a part or passenger, the player who represents that part stands quickly, whirls around once, and sits down... Each time the storyteller say “and the stagecoach upset”, all players change seats and the storyteller tries to get one of the places. The player left without a seat continues the story.
Streets and Alleys
All players but two stand in several parallel lines containing four or more players in each line. The lines should be spaced so players in one line can clasp hands with their neighbors at arms’ length–no matter which direction they face. The two extra players act as thief and policeman. The players in the lines join hands to form streets. The policeman chases the thief up and down the streets. When the leader calls “Alleys”! The line players drop hands, face right, and join hands along the row forming alleys at right angles to the streets. To make the game lively, the command to change from street to alley and back to street should be give often. The thief and policeman must keep to the streets and alleys. They are not permitted to break through joined hands.
Hug Tag
You are safe as long as you are hugging someone. Count to five (maximum), and then the person who is “IT” can tag you, so you must run and find someone else t hug. (An interesting variation, and a fun one, too! “It” can use a foam ball to tag people with also)
Find the Leader
“IT” closes eyes or leaves room. A leader is selected, “IT” tries to find who is leading the crazy actions that are done in rhythm, while standing in the center of the circle.
Pass the Pod
Players sit in circle, shoulders touching, knees up, feet in center. “IT” stands in center with eyes closed, arms crossed over chest and back straight. “IT” leans back and keeping his/her feet on the ground, allows the players to pass him/her around the circle. Everyone gets a chance.
Bashful Barry
The first person gives his/her name plus an adjective that begins with the first letter of their name, (Hungry Harry, Defiant Don, Jumpy Jim, etc.) The next person repeats the first’s persons name and then gives his/her own. The game continues around the circle with each person repeating the names of everyone before saying his/her own.
Flying Dutchman
All players stand n a circle holding hands. Two runners, clasping inside hands, tag two other players by slapping their joined hands. The two pairs or runners must hold hands while they run around the circle in opposite directions back to the vacant place. The last couple back tags a new couple, and the game continues.
Crazy Handshakes
(Large Area Needed) Form a double circle, the outside circle facing in and the inside circle facing out. The outside circle stays in place, while the inside circle moves to the left. The leader tells the inside circle when to move and when to stop. On the word “stop” the leader calls out the handshake the players are to use, and the players introduce themselves and shake hands.
Crazy Handshakes to use:
Chinese: Shake your own hand and bow three times.
Dead Fish: Weak clasp, barely shaking.
Lumberjack: Grasp your own right thumb in your left fist, hold the other
person’s right hand with your own right, and saw.
Wisconsin: One person interlaces his fingers, leaving his thumbs free. The
other person vigorously “milks” the thumbs.
Henry Ford: Vigorous cranking motion while shaking.
Elephant
“It” walks around the inside of a circle and selects a person on the outside. “It” makes a trunk on his/her own nose by holding one closed fist to his/her nose and the other fist up to the first. This “trunk” points directly at the person selected who must also make a trunk on his/her own nose. The people on each side must also make a trunk on his/her own nose. The people on each side must complete the elephant by each holding a cupped hand up the their outside ear. The last of the three to get into position is “It”.
Duck
“It” walk around the inside of a circle and selects a person on the outside. “It” makes a duck’s bill by holding the heels of both hands together at his nose and flaps his fingers up and down saying, “Quack! Quack!” This bill points directly at the person selected who must also make a bill. The people on each side must make a “wing” by placing their outside hand on their outside hip waving their elbows. The last of three to get into position is “It”.
Spirit of ‘76
Same as Elephant and Duck but five people in outside ring are involved. Center person
and “It” hold the flag with both hands in front of body. People at each side play the drums with sound effects. The people on the outsid3e of drums play the fife holding hands as if playing and making sounds. The last of the five to get into position is “It”.
Firecracker
Same as Spirit of ‘76. Center person and “It” strike the match and hiss. The people at each side put their hands over their ears. The people outside of them clap their hands together and shout, “Bang”! The last of the five to get into position is “It”.
Mix Up
Is a combination of Elephant, Duck, Spirit of ‘76 and Firecracker. “It” decides which game by making the appropriate sign to the person selected.
Elbow Tag
If you are careful, this can be fun indoors. Couples stand spread out around a circle, with elbows hooked between themselves. One player runs, while another chases. If he is caught, roles reverse as in tag. The runner can get out for a break by hooking elbows with one of the couples, creating a trio, and forcing the person on the opposite end of the trio to become the new runner. Lots, of action, and usually requires a gymnasium for indoor play.
How Do You Like Your Neighbors?
Players sit in a circle with “It” in the center. “It” points to someone in the circle and asks, “How do you like your neighbors?” “Not at all.” “Whom would you like?” The person names two other in the circle. The players addressed change places with the persons names, while “It” tries to get one of the vacated seats. (The person who was asked the question does not move.) The player left without a space becomes “It”. If a player “likes his neighbors”, he answers, “I like my neighbors”, and everyone has to change positions.
Zip Zap Zup
Players may stand or sit in a circle. Each must learn the name of the person on his right and on his left. A person in the center of the circle points to anyone in the circle and says, “Zip or Zap, or Zup” and then counts to five. For example: “Zap, one, two, three, four, five”> If he says, “Zip” the person to whom he has pointed must name the person on his right before five is reached. If “Zap”, he must name the person on his left. If “Zup” he gives his own name. To move things quickly, there may be more than one person in the center.
Twenty Questions
Have one person select an object, and give the group 20 questions to discover what it is. The strategy is to find if it is vegetable, animal, mineral, etc. Answer only yes or no.
Go Tag
Everyone squats on one knee in a straight line, alternate players facing opposite directions. The person at one end of the line will chase the person at the other end round and round the line. When you tag the runner, the roles switch. The chaser works with the people in line. As the chaser reaches the end of the line, he can tap the back of any squatting player and shout, “Go”! The tapped player steps forward to begin the chase, while the old chaser replaces him.
Buzz
One player starts the game by counting, “One”. Others in turn count, “Two”, “Three”, “Four”, “Five”, and “Six”. When “Seven” is reached that player must say “Buzz”. The counting continues but any time there is a multiple of seven or a number with seven inn it, the player must say, “Buzz”. Thus, for 14, 21, 28, and other multiples, and for 17, 27 and other numbers containing seven, players must say, “Buzz”, instead of the number. Penalty for infraction of the rule is paying a forfeit or leaving the game.
Variation: Fizz-Fuzz
A more complicated version uses “Fizz” for five or a multiple and “Fuzz” for seven or a multiple and play as above.
Rock, Scissors, Paper
Players stand in two lines facing each other about six feet apart. The first person in each row is the captain of this team. The leader explains the signs for the words: “Rock”, “Scissors”, and “Paper”. The outstretched right arm and clenched fist represents rock; the outstretched arm with index and middle fingers working in scissor-like fashion is the scissors sign; the outstretched arm and open palm turned upward suggest paper. The rock (which can break scissors) is superior to scissors; the scissors (able to cut paper) wins over paper; the paper (able to wrap rock) excels rock. At the command signal, the lines turn their backs to each other, and the captain of each side throws out the sign his team is to use when the leader directs, “Turn”, If one side throws out the sign for rock while the other uses scissors, the rock sign wins a point for the team using it and so forth in the order of the superiority of the signs. The same sign used simultaneously by the teams gives no pont. A winning score might be ten points.
Clapping Contest
This contest can be done in groups of four to eight. Four players are selected from each team and stand in a circle, partners facing each other. It is best to have each couple practice alone before starting the competition. The clapping rhythm is: clap partner’s hands on first count; own hands on second count; clap hands behind on third count; and own hands on fourth count. One pair of players will start on count of one, the other pair on the count of three. If you have eight people participating each couple begins on a different count. The object of the game is to see which team of four or eight players can keep up the rhythm the longest without breaking it.
Do This and Add Something
Players sit in a circle. The leader starts some action. The person to the right does the leader’s action, and adds one of his own. Keep adding around the circle. (Example, wave hand, shake foot, click fingers, etc)
Introduction Game
If your group is small, try this simple game. The first person says, “Hello, everybody, my name is Jane”. The second person says, “Hello, Jane, My name is Sue”. The third person says “Hello, Jane and Sue, my name is Carol”. In this way everyone greets each person by name.
Who, Who, Who?
“It” walks around inside circle and selects a person on outside. “It” rushes up to person and pointing at his nose says, “Who, Who, Who”? As quickly as possible. The outside person must repeat his name before “It” finishes saying “Who, Who, Who”? Or become the new “It”. If “It” points at someone and does not say anything, the outside person must not say his name or he will be “It.”
Horse For Sale
Two people start the game by one being the seller and one the horse. The seller, followed by the horse, goes to someone in the circle. The seller says, “I have a horse for sale:, and may add a short sales talk. The buyer asks very gravely if the horse can perform some action. The seller repeats the order and the horse proceeds to demonstrate. If the buyer smiles or laughs, he hen becomes the horse, the horse takes the place of the seller and the seller takes a place in the circle. The new seller must then attempt to sell his horse to another person.
Group Balance
Players join hands and plant feet firmly while facing center of circle. On signal they lean back and balance each other. Next they all face outward, join hands and lean forward. Finally they face every other one in and out, join hands, and try leaning each way. Build trust? Yes!
Flower Garden
“It” walks about the center of a circle and calls out the various flowers he has decided to pick to make a bouquet. Each player in the circle has been given the name of a flower, and when their names are called they rise and follow the leader. When the one who is “It” wants to find a chair, he calls out “poison ivy”, and all the flowers run to find a chair. The one left standing then becomes “It”. This can be played by giving all parts of an automobile, stagecoach, etc.
Gossip
The leader whispers a sentence quickly to the one on the right. That person turns and whispers what he thinks he heard to the next, the third whispers to the fourth, etc. until it reaches the one to the left of the leader. That player tells what he heard and the leader tells the sentence he started. There should be a ruling that no sentence can be repeated at that keeps the game moving. This game may also be used as a relay.
Face to Face
Use a single circle formation with partners facing. One odd player stands in the center of the ring and calls, “Face to Face, Back to Back, Face to Face, Back to Back”. As soon as he wishes, he may call, “All change”, whereupon all players seek new partners, including the center player. The player left without a partner then takes his place in the center and gives the commands.
Poor Pussy
Players are seated in a circle and one is chosen as “It”. He goes around the circle, kneeling in front of one player at a time, meowing like a cat. The player before whom the “cat”
kneels must pat him on the head three times saying, “Poor pussy, poor pussy, poor pussy”. If a player laughs, he becomes “It”.
Variation: Do You Love Me, Honey?
“It” is in the center. He goes to a person on the outer circle and asks three times, “Do You Love Me, Honey?” The person must answer, “Yes, I love you, but I just cannot say yes”. This is repeated three times. If the person laughs, he becomes the new “It”.
Grin
Play this game with utter seriousness, except when someone receives a grin from someone else. The leader begins by grinning, then wipes it off with a sweep of his hand across his mouth. With a serious face he throws it across the circle and calls out to a player by name, “Grin, John”. At this point, John is allowed to grin or laugh until she throws the grin to another. All other players must keep a solemn face. Those who fail to grin or be solemn at the proper times must pay a forfeit.
Games that Require Limited Equipment and Supplies
Shake and Run
Players stand in a single circle, facing the center. A leader holds the noisemaker and starts the game by walking around inside the circle, introducing himself and shaking hands at random, for example, with every fourth or sixth player. Each player who is greeted by the leader must leave his place in the circle and start around the circle in the opposite direction from the person who greeted him. When a good number of players are going around the circle shaking hands, the leader shakes the noisemaker, and everyone scurries for his original place in the circle. The leader tries to secure one of these places. The one left takes the noisemaker and the game starts over.
Bola
Stuff a rubber, soft ball into a long sock and tie a knot in the sock just above the ball. Next tie a clothesline (12 ft. long) securely to the sock. Lie down on your back and start spinning the “Bola”, slowly letting out the rope. When you have got it going with all the rope, everyone can begin jumping into the circle. If you are caught, you might find yourself tied up at the ankles.
Easter Parade
Each of several teams has a complete newspaper, scotch tape, and pins. They each have five minutes in which to dress one player for the “Easter Parade”. Each entry parades before a judge.
Sack Game
Equipment: a paper sack filled with items such as a pencil, key, coin, paper, toothpick, etc. Also a pencil and paper for each person playing.
Have the group sit in a circle. Then have one person pass the sack to each participant, asking him to feel inside the sack. After each has felt inside the sack, have the players list on their sheets of paper the items in the sack. The person getting the most correct items is the winner.
Variation: Sack Game
Do the same thing, but hen ask the person who passed the sack to leave the room. Then ask the participants to list the items that person was wearing rather than the items in the sack.
Hide in Sight
Have various articles laying around the room. These can pertain to a particular project such as clothing, or be connected with a holiday, such as Easter, etc. Each person tries to find them and writes down each article and its location without mentioning it to the other players.
Name Train Game
Someone is selected to be the main engine of the train. They select someone out of the group and go up to them and introduce themselves. Everyone that is on the train repeats the individuals name. Then that individual connects behind that person and they choose another person in the group to add to the train. (Be sure and add sound effects.) Continue adding to your train until everyone in the group is apart.
The Captain is Coming
One person serves as the captain. The commands are as follows:
Captain is Coming - Everyone salutes
Swab the Deck - Everyone acts like they are mopping
Lighthouse - Groups of 2, hands over head together making circles: Beep, Beep
Man Overboard - Groups of 3, 2 holding hands with the 3rd between them looking
for the man overboard.
Row a Shore - Groups of 4 in a line and rowing
Grub Time - Groups of 5 in a circle eating.
This is an elimination game. Each time a different command is called out, people move into the called number. If someone missed getting into a group, they walk the plank and start singing a pirates song “Oh we oh a pirates life for me.” Over and over again. Play until one or two people remain.
Electric Tambourine
Divide into two equal groups. They sit in lines facing each other. At one end there is a stuffed animal or something else to grab. At the other end someone will flip a quarter that the first person in each line can see. Everyone in line holds hands. When the coin is flipped and heads appear, the first person squeezes the hand of the next and the squeeze is sent all the way down and the last person grabs the animal. If tails appear nothing is done. Whichever side grabs the animal, the last person goes up and becomes the first and the side that loses the first person goes to the last position.
Talking Circle
Two groups get in a inner circle and an outer circle face and each other. Toss out a subject for the pair to talk about. After a few minutes of discussion the outer circle moves one place to the right. The next time the inner circle moves one place to the left. Discussion ideas can be program related or get acquainted topics.
REFER: Kansas State University Extension.



