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

 

 

1. Russian Dining Roulette

Need: A table with a rotating disc, a jar.

Rules:

  1. Put a jar.
  2. Have someone to toss the coin into it.
  3. Fail, do a performance.
    Select a new victim by spinning the disc again.
  4. Wherever the jar stops the person has to toss coin.
     


2. The Mafia Game

Rules:

  1. One moderator, one mafia, one sheriff.
  2. Use cards to decide who is the mafia.Moderator asks everyone sleep.
  3. Call the mafia to wake, choose one person to kill.
  4. Call the sheriff to wake, choose one suspect.
  5. If mafia choose right sheriff, mafia wins; if sheriff choose right mafia, sheriff wins; game over.
  6. If not, ask everyone wake up, choose one suspect to hang.
  7. Everyone does not know who is the mafia and who is the sheriff.
  8. Objective is to hang the mafia. If sheriff is hanged, mafia wins.
     


3. The Stupid Game

Each person one card. Everyone opens the card simultaneously. The one with the smallest number is called stupid.
 


4. The Indian Poker

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. Drunken Ping Pong

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.

 

 

6. Mating Call

Players: 8-14

Need: Blindfolds

Rules:

  1. Divide to boys and girls.
  2. Each couple agrees on a distinctive ORNITHOLOGICAL call sign – Tweet2, Twoot2, Squawk
  3. Male leave the room to be blindfolded
  4. On return, need to find the partner as FAST as possible.
  5. Female allowed to make her call but max 3 times.
  6. When pair finally united, it is females’ turn to be blindfolded.

 

 

7. Who Am I?

Players: Any number

Need: Papers, Sticker tape

Rules:

  1. While waiting for everyone to arrive, as each guest arrives, paste on their back the name of a famous person.
  2. Let them solve their identity crisis by asking one another.
  3. They can ask question, but only if the answer is “YES” or “NO”.

 

 

8. Word Builder

Players: 2 or more

Need: Papers, Perhaps a dictionary

Rules:

  1. Give a long English word as the starter word.
  2. Then each participant must enlist as many words as possible from that word.
  3. Each letter can appear as frequently as the letter in the starter word.
  4. After 10 minutes, end the game.
  5. The winner has the most correct words.

 

 

9. Categories

Players: 2 or more

Need: Papers, pencils

Rules:

  1. Give a keyword, let’s say Handy
  2. Then using each and every one of the letter in handy, find the word beginning with that letter.
  3. Example:
  4. Bird, Country, Flower, Town, Food, Rock Band for H, A, N, D and Y.

 

 

10. Drawing in the Dark

Players: 2-6

Need: Blindfold, pencil, papers

Rules:

  1. Blindfold players.
  2. Ask the players to draw on a piece of paper his or her couple, car, house, etc.
  3. In the end, blindfolds are removed and the fascinating results are examined.

 

 

11. Cat and Mouse/Tom and Jerry

Players: 2

Need: Blindfolds, a round table

Rules:

  1. A guy will be the cat.
  2. A girl will be the mouse, or vice-versa.
  3. Both blindfolded, turned 3 times around and steered towards the table.
  4. Neither is told where the other person is.
  5. Total silence.
  6. Cat must listen intently for any hint of a mouse, vice-versa.
  7. When the finally catches the prey, the game is over and new pair chosen.

 

 

12. I Spy

Players: Any number

Need: Practically none

Rules:

  1. One player thinks of a visible object in the room, example cobweb.
  2. Then say, “I spy with my little eyes, something that begins with C…”
  3. The others have to guess.
  4. The first to guess correctly takes over as the spy.

 

 

13. Anticipation (Chairless musical chair)

Players: Any number

Need: Music

Rules:

  1. One person as the judge, another as the DJ.
  2. The crowd seated on the floor.
  3. The DJ faces the radio away from the crowd.
  4. DJ plays music.
  5. The crowd must stand up when the music stopped.
  6. The first to stand up before music ends is eliminated.
  7. The last to stand up is also eliminated.
  8. Play until one player remains.

 

 

14. Naughty Numbers

Players: Any number

Need: papers with odd or even numbers

Rules:

  1. Each person pull a paper.
  2. The men should have odd numbers.
  3. The women should have even numbers.
  4. Arrange guests in circles.
  5. Man is chosen to go to the middle.
  6. 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
  7. The first woman now took his place and call out 2 even numbers.
  8. The game goes on.

 

 

15. Horror Story

Players: Any number

Need: Fire

Rules:

  1. All players sit around the fire.
  2. The first player begins a spin-chilling tale.
  3. As soon as the first player uses an onomatopoeic word such as creaked or groaned, the next player must take over.
  4. Game continues until someone too terrified to carry on.
  5. Anyone who fails to spot an example of onomatopoeia must pay a forfeit… like venturing outside alone in the dark.

 

 

16. Happy Family

Players: Any number

Need: Paper

Rules:

  1. Each player is given a piece of paper.
  2. 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.
  3. Then, each player must find his or her family but mimicking the role given on the paper.
  4. The first to form the complete family wins.

 

 

17. Russian Omelette

Players:  3-8

Need: Boiled and raw eggs.

Rules:

  1. A non-fatal version of Russian roulette, leave players with nothing more than a wounded pride.
  2. Hard-boil a few eggs.
  3. Introduce ONE raw egg to the crowd.
  4. Put the raw egg among the hard-boiled eggs.
  5. Note: To keep the thrill to the last, make sure the first few persons do not crack the raw egg.
  6. Now, ask each player to pick an egg.
  7. And crack the egg above the forehead.
  8. Note: To discourage people from walking out in the mid of game, impose penalty agreed upon beforehand.

 

 

18. Moo-moo club

Rules:

  1. 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”.
  2. Moderator waits for the answer from the crowd.
  3. 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.
  4. Hint: The number of cows is not figured out from the thumping but rather the way the question is asked.

 

 

19. Bang-bang

Rules:

  1. Again, like the moo-moo club, a moderator is picked.
  2. 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.
  3. Make sure the crowd is paying attention to your finger and when you say “Bang”.
  4. Then look at someone and ask “Who is dead?”
  5. Quickly shift the focus to somewhere else in the crowd.
  6. See how they response.
  7. 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.
  8. Hint: Again, the answer is neither from the finger nor the “Bang” but from some other body language.

 

 

20. Errrrrmmmm question

Rules:

  1. Like Moo-moo and Bang-bang, a moderator is needed.
  2. 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.
  3. Ask any open-ended question.
  4. Any right answer must begin with “Errmmmmm…” and the answer, not matter how foolish it is will be right.
  5. 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.

 

 

21. Card game: Bluffer

Need:

A pack of standard 52-card deck

Rules:

  1. Shuffle the cards and distribute equally.
  2. 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”.
  3. The other players can choose to believe or not to believe the statement.
  4. 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”.
  5. The other players can again choose to believe or not to believe.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Objective of the game is to discard all the cards soonest possible. Loser is the player who has the most cards.
  12. Game is over when half of the players successfully discard all their cards.

 

 

21. Card game: Poker 21-point

Need: A pack of standard 52-card deck and playing chips

Rules:

  1. Choose on person as the dealer.
  2. All other players will receive an amount of chips as capital to begin.
  3. All other players will bet by first putting in any amount of chips desired.
  4. The dealer will shuffle the cards, and distribute 2 cards to each player, including the banker himself/herself.
  5. The banker must have one card facing down and one card facing up.
  6. All the players must have their cards facing up.
  7. The banker will ask one by one if one more card is needed.
  8. 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.
  9. 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.
  10. 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.

 

 

21. Card game: Poker Texas Hold’em

Need: A pack of standard 52-card deck and playing chips

Rules:

  1. Each time, a player takes turn to initiate the game by putting an amount of bet.
  2. The second person after the initiator must double the bet put in by the initiator.
  3. 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.
  4. No other player should see another player’s cards.
  5. 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.
  6. 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).
  7. 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.
  8. 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.
  9. The dealer discard the top card from the deck and flips one more flop card (the fourth card), facing up.
  10. Again, the similar betting round is repeated.
  11. Next, the dealer discards the top card from the deck again; then flips the fifth flop card.
  12. Again, the similar betting round is repeated.
  13. Finally, the dealer asks every player who is still in the bet to flip their cards.
  14. The highest winner takes it all. If there is a draw, the bounty is shared.
  15. Winner is determined by matching his/her hole cards with the 5 flops to find the best hands:
    1. Royal Flush – Ace, King, Queen, Jack and 10, all of the same suit.
    2. Straight Flush – Any five-card sequence of the same suit.
    3. Four of a Kind – All four cards of the same value, e.g. King, King, King, King
    4. Full House – 3 of a kind combined with a pair.
    5. Flush – Any 5 cards of the same suit but not in sequence
    6. 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.
    7. Three of a kind
    8. Two pair
    9. Pair
  16. High card – for none of the above combinations, it is valued by the highest card in it.
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