PARTY
GAMES
1.
Russian Dining Roulette. 1
3.
The Stupid Game. 2
4.
The Indian Poker 2
5.
Drunken Ping Pong. 2
6. Mating
Call 2
7.
Who Am I?. 3
8.
Word Builder 3
9.
Categories. 3
10.
Drawing in the Dark. 3
11.
Cat and Mouse/Tom and Jerry. 4
12.
I Spy. 4
13.
Anticipation (Chairless musical chair) 4
14.
Naughty Numbers. 4
15.
Horror Story. 5
16.
Happy Family. 5
17.
Russian Omelette. 5
18.
Moo-moo club. 6
19.
Bang-bang. 6
20.
Errrrrmmmm question. 6
21.
Card game: Bluffer 7
21.
Card game: Poker 21-point 8
21.
Card game: Poker Texas Hold’em.. 8
Need: A table with a rotating disc, a jar.
Rules:
- Put
a jar.
- Have
someone to toss the coin into it.
- Fail,
do a performance.
Select a new victim by spinning the disc again.
- Wherever
the jar stops the person has to toss coin.
2. The Mafia Game
Rules:
- One
moderator, one mafia, one sheriff.
- Use
cards to decide who is the mafia.Moderator
asks everyone sleep.
- Call
the mafia to wake, choose one person to kill.
- Call
the sheriff to wake, choose one suspect.
- If
mafia choose right sheriff, mafia wins; if
sheriff choose right mafia, sheriff wins; game over.
- If
not, ask everyone wake up, choose one suspect to hang.
- Everyone
does not know who is the mafia and who is the
sheriff.
- Objective
is to hang the mafia. If sheriff is hanged, mafia wins.
Each person one card. Everyone
opens the card simultaneously. The one with the smallest number is called
stupid.
Each person one card. Must not see his/her own card. Must stick the card on
the forehead, so everyone else can see others' cards. Then everyone
negotiate if the winner should be the one with the biggest number; OR the one
with the smallest number. Loser has to do a performance.
5 wine glasses on each end of table, and a ping pong ball.
Bounce the ball to opponent's glass. The person has to drink the wine in the
glass the ping pong ball falls into. Objective is to get one person drunk or
give up. If give up, must do a performance.
Players: 8-14
Need: Blindfolds
Rules:
- Divide
to boys and girls.
- Each
couple agrees on a distinctive ORNITHOLOGICAL call sign – Tweet2, Twoot2,
Squawk
- Male
leave the room to be blindfolded
- On
return, need to find the partner as FAST as possible.
- Female
allowed to make her call
but max 3 times.
- When
pair finally united, it is females’ turn to be blindfolded.
Players: Any number
Need: Papers, Sticker tape
Rules:
- While
waiting for everyone to arrive, as each guest arrives, paste on their back
the name of a famous person.
- Let
them solve their identity crisis by asking one another.
- They
can ask question, but only if the answer is “YES” or “NO”.
Players: 2 or more
Need: Papers, Perhaps a dictionary
Rules:
- Give
a long English word as the starter word.
- Then
each participant must enlist as many words as possible from that word.
- Each
letter can appear as frequently as the letter in the starter word.
- After
10 minutes, end the game.
- The
winner has the most correct words.
Players: 2 or more
Need: Papers, pencils
Rules:
- Give
a keyword, let’s say Handy
- Then
using each and every one of the letter in handy, find the word beginning
with that letter.
- Example:
- Bird,
Country, Flower, Town, Food, Rock Band for H, A, N, D and Y.
Players: 2-6
Need: Blindfold, pencil, papers
Rules:
- Blindfold
players.
- Ask
the players to draw on a piece of paper his or her couple, car, house,
etc.
- In
the end, blindfolds are removed and the fascinating results are examined.
Players: 2
Need: Blindfolds, a round table
Rules:
- A
guy will be the cat.
- A
girl will be the mouse, or vice-versa.
- Both
blindfolded, turned 3 times around and steered towards the table.
- Neither
is told where the other person is.
- Total
silence.
- Cat
must listen intently for any hint of a mouse, vice-versa.
- When
the finally catches the prey, the game is over and new pair chosen.
Players: Any number
Need: Practically none
Rules:
- One
player thinks of a visible object in the room, example cobweb.
- Then
say, “I spy with my little eyes, something that begins with C…”
- The
others have to guess.
- The
first to guess correctly takes over as the spy.
Players: Any number
Need: Music
Rules:
- One
person as the judge, another as the DJ.
- The
crowd seated on the floor.
- The
DJ faces the radio away from the crowd.
- DJ
plays music.
- The
crowd must stand up when the music stopped.
- The
first to stand up before music ends is eliminated.
- The
last to stand up is also eliminated.
- Play
until one player remains.
Players: Any number
Need: papers with odd or even numbers
Rules:
- Each
person pull a paper.
- The
men should have odd numbers.
- The
women should have even numbers.
- Arrange
guests in circles.
- Man
is chosen to go to the middle.
- He
must first call out two odd numbers, inviting 2 women with the numbers
called to rush forward for a hand shake, a peck on the cheek or a kiss
- The
first woman now took his place and call out 2 even numbers.
- The
game goes on.
Players: Any number
Need: Fire
Rules:
- All
players sit around the fire.
- The
first player begins a spin-chilling tale.
- As
soon as the first player uses an onomatopoeic word such as creaked or
groaned, the next player must take over.
- Game
continues until someone too terrified to carry on.
- Anyone
who fails to spot an example of onomatopoeia must pay a forfeit… like
venturing outside alone in the dark.
Players: Any number
Need: Paper
Rules:
- Each
player is given a piece of paper.
- The
paper each consist the name of a family member of the animal kingdom, say
father cat, mother cat and a kitten. The more difficult to mimic the
better.
- Then,
each player must find his or her family but mimicking the role given on
the paper.
- The
first to form the complete family wins.
Players: 3-8
Need: Boiled and raw eggs.
Rules:
- A
non-fatal version of Russian roulette, leave players with nothing more
than a wounded pride.
- Hard-boil
a few eggs.
- Introduce
ONE raw egg to the crowd.
- Put
the raw egg among the hard-boiled eggs.
- Note:
To keep the thrill to the last, make sure the first few persons do not
crack the raw egg.
- Now,
ask each player to pick an egg.
- And
crack the egg above the forehead.
- Note:
To discourage people from walking out in the mid of game, impose penalty
agreed upon beforehand.
Rules:
- A
moderator who knows the rule will ask the crowd “Listen carefully … (clap
the hands on the lap or table to make the sound of foot thumping) … How
many cows are there?” Randomize the claps and the way you ask the question
but all questions must begin with “Listen carefully”.
- Moderator
waits for the answer from the crowd.
- People
who know the trick of the game may answer but must not reveal the trick to
those who do not know. Other players must figure out on
their own.
- Hint:
The number of cows is not figured out from the thumping but rather the way
the question is asked.
Rules:
- Again,
like the moo-moo club, a moderator is picked.
- He
or she will first point her finger to anyone in the crowd and “Bang”, move
the finger to the next person and repeat. This is done randomly.
- Make
sure the crowd is paying attention to your finger and when you say “Bang”.
- Then
look at someone and ask “Who is dead?”
- Quickly
shift the focus to somewhere else in the crowd.
- See
how they response.
- The
person who knows the rule will get the right answer but must not reveal to
the others in the crowd how he/she gets the right answer.
- Hint:
Again, the answer is neither from the finger nor the “Bang” but from some
other body language.
20. Errrrrmmmm
question
Rules:
- Like
Moo-moo and Bang-bang, a moderator is needed.
- To
make the game fun, there must be someone in the crowd who already knows
the tricks. Best if at least 2 persons in the crowd know. This will puzzle
the rest how they get the right answer.
- Ask
any open-ended question.
- Any
right answer must begin with “Errmmmmm…” and the
answer, not matter how foolish it is will be right.
- Any
answer that does not begin with “Ermmmmmm…” and
the answer, even though logically correct is wrong. This will further
confuse those who do not know the rules.
Need:
A pack of standard 52-card deck
Rules:
- Shuffle
the cards and distribute equally.
- Pick
someone to begin. The first player will pick any number of cards but must
all have the same value, for example Queen from his/her stack, put it in
the middle on the table with the card’s playing side facing down, and
announce “3 pieces of card Queen”.
- The
other players can choose to believe or not to believe the statement.
- If
everyone believes, the next person may continue by picking any number of
cards but with similar value, and announce for example “2 pieces of card
Queen”.
- The
other players can again choose to believe or not to believe.
- Let’s
say someone doesn’t, then that player (called prosecutor) needs to prove
the prosecution by flipping over the card to reveal that it is a bluff. The
prosecutor can flip any of the earlier player’s cards and not necessarily
the one with the most recent turn.
- There
is a simple rule to follow: if the card is less than 5, then the
prosecutor can flip only one card; on the other hand if the card quantity
is 5 or more, then the prosecutor can flip maximum two.
- If
it is a bluff, than the accused is punished by taking all the cards on the
table; and the prosecutor can begin another round of the game by picking
any number of cards of any value of
his/her choice.
- If
it is not a bluff, the prosecutor is punished by having to take all the
cards instead; the accused can now begin another round of the game.
- Note:
if you have all 8 cards with similar value, then you must remove it from
your stack because you have all the possible cards. This will also reduce
the number of the cards in your stack.
- Objective
of the game is to discard all the cards soonest possible. Loser is the
player who has the most cards.
- Game
is over when half of the players successfully discard all their cards.
Need: A pack of standard 52-card deck and playing chips
Rules:
- Choose
on person as the dealer.
- All
other players will receive an amount of chips as capital to begin.
- All
other players will bet by first putting in any amount of chips desired.
- The
dealer will shuffle the cards, and distribute 2 cards to each player,
including the banker himself/herself.
- The
banker must have one card facing down and one card facing up.
- All
the players must have their cards facing up.
- The
banker will ask one by one if one more card is needed.
- If
the first player, with just 2 cards added up giving 21 points, then the
banker has to pay by doubling the amount of the bet.
- If
the first player does not have 21 points, he/she can take her chance by
asking one more card to see if the new card will add up to 21 points. If it
exceeds, the player loses all his bet to the banker. Alternatively, the
player can choose not to risk his bet by choosing to stick with only two
cards.
- After
the banker has asked everyone, then it is the banker’s turn to see if
his/her own cards add up to 21 points. If not, another card can be added
until satisfaction. Again, the same rules that are applied to other players
is applied to the banker. If the total exceeds
21, the banker has to pay all players, if not he or she can check if the
total is higher or lower than other players. Lower means a loss, higher
means a win.
Need: A pack of standard 52-card deck and playing chips
Rules:
- Each
time, a player takes turn to initiate the game by putting an amount of
bet.
- The
second person after the initiator must double the bet put in by the
initiator.
- The
dealer (anyone of the players or a neutral person) than shuffles the pack,
and distribute 2 cards to each player, clock-wise and cards facing down.
These cards are called hole cards.
- No
other player should see another player’s cards.
- Now,
anyone who wants to continue has to make a call by putting in equal amount
of bet of the last person, or make a raise by putting in a higher amount
of the bet.
- The
first two players can choose to continue the risk by topping up or withdraw
from the round and lose the bets put in earlier (called fold).
- The
dealer now discard the top card of the deck (top prevent cheating) and flips
the next 3 cards from the remaining pack, cards facing upwards. These
cards are called flops.
- Now,
the initiator can choose to retain the bet amount by saying “check” or two
fingers thumping the table gesture; OR to increase the bet amount. The
next player must make a check, call or raise. If any player raises the bet,
then everyone must top up or withdraw.
- The
dealer discard the top card from the deck and flips one more flop card
(the fourth card), facing up.
- Again,
the similar betting round is repeated.
- Next,
the dealer discards the top card from the deck again; then flips the fifth
flop card.
- Again,
the similar betting round is repeated.
- Finally,
the dealer asks every player who is still in the bet to flip their cards.
- The
highest winner takes it all. If there is a draw, the bounty is shared.
- Winner
is determined by matching his/her hole cards with the 5 flops to find the
best hands:
- Royal
Flush – Ace, King, Queen, Jack and 10, all of the same suit.
- Straight
Flush – Any five-card sequence of the same suit.
- Four
of a Kind – All four cards of the same value, e.g. King, King, King, King
- Full
House – 3 of a kind combined with a pair.
- Flush
– Any 5 cards of the same suit but not in sequence
- Straight
– 5 cards in sequence but not in the same suit, e.g
7 of clubs, 8 of clubs, 9 of diamonds, 10 of spades and Jack of diamonds.
- Three
of a kind
- Two
pair
- Pair
- High
card – for none of the above combinations, it is valued by the highest
card in it.