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Jimmosk's list of parlor games, version 3/30/2003, still MANY undescribed...
This list and its descriptions are copyright by Jim Moskowitz. It may only be duplicated for personal use.
One player thinks of something, any noun from "Niagra Falls" to "a
subway token" to "existentialism". Other players try to figure out
what it is by guessing other nouns. To the first guess, the player
will say "no it's not" (or else it was a very lucky guess; start
again!). To all subsequent guesses the answer is either "warmer" or
"colder" (or occasionally "same temperature"), depending on whether
in their judgement the latest guess is closer, in whatever sense they
can figure, to the correct answer than the previous closest guess.
We've sometimes taken to saying this more explicitly to make it
easier to follow, e.g. [with the noun "oyster"] "Is it a
steamroller?" "No, it's not." "Babe Ruth?" "Babe Ruth is closer
than steamroller". "um... jalapeno?" "Jalapeno is farther than
Babe Ruth." "Possum?" "Possum is closer than Babe Ruth"...
A number of dots are placed randomly on a page. Players alternate
connecting two dots, and adding a new dot somewhere along the line
they've just added. Lines may not cross other lines. Once a dot has
three lines coming to into it, it's "full" and no more may be drawn
to it. The last player who can add a line wins.
Sing the lullaby, passing it from one person to another while adding
on new verses without breaking rhythm: "Hush little baby, don't say
a word; Mama's gonna buy you a mockingbird." "And if that
mockingbird gets hoarse, Mama's gonna buy you a nice golf course."
"And if that golf course fills with divots, Mama's gonna buy you a
pair of civets." "And if those civets lose their scent, Mama's gonna
buy you a tenament." "And if that tenament get mice..." Etc.
People sit in a circle, each with a pen and a sheet
of paper. Write down a question you want to Ask The Oracle at the
top of your sheet and pass the paper to the person on your left.
Answer the question handed to you in any plausible way, fold the page
so only the answer is visible, and pass it on. When you're passed an
answer, write down a question you think that might be the answer to,
fold so only the question is visible, and pass it on. Repeat until
the page is filled (taking care to end on an answer), unfold, and
read the Original Question and Oracle's Answer, and then the chain of
'reasoning'.
Everyone gets N slips of paper (usually 8 or 16) and writes on them
names of (somewhat) famous people. They may be real or fictional,
dead or alive, even nonhuman, but must be well-known enough that at
least some of the other players likely know of them--or, if you're
not certain of that, should have a straightforward name like April
Smith. Into the hat go all the names, and the clueing begins. The
randomly-chosen starting player will have 30 seconds to get the
person to their left to say the name on a randomly-drawn slip (and if
they succeed with time to spare, continue with a 2nd slip, etc.).
You may clue a name by saying anything you wish as long as it doesn't
involve saying any names (of persons real or fictional, living or
dead... i.e. any names that could be written on a slip. You _may_
say movie names, place names, etc, as long as they don't contain a
character's name...). When time's up, both cluer and guesser get one
point for each correctly gotten; any unfinished slip goes back into
the hat. (If a cluer accidentally says a name, that slip is put back
and another is drawn). Then play passes to the left; the guesser is
now the cluer and a new person is guessing. Once you've gone all
round the circle giving to the person immediately next to you,
continue by cluing to the person _two_ away from you, until
eventually everyone has clued to everyone else.
The Name Game with places, real or fictional.
Players write down several nouns on pieces of paper (anywhere from
two to ten), half of which are concrete objects (toothpaste,
submarines, caffeine, etc), the other half of which are abstract
concepts (time, paranoia, justice...).
The papers are put into two piles, one of each type of noun. The top
of each pile gets turned over, and players call out as many reasons
as they can for why the one noun is like the other. Usually after
two minutes no one can think of any more similarities, so the next
two slips are turned over. No scoring, just mutual appreciation of
each others' lateral thinking.
Have letters available (scrabble? generate own
set?); remove six to ten and start a story with a sentence that
acronyms to those letters:
HLWATECOM: Hurricane Louie was approaching the eastern coast of Maryland
Continue drawing and add on to the story, trying to make as much
sense as possible.
Make each player take turns?
Have players race to see who can come up with a sentence first?
Let players choose the order of the letters?
The first player names a category, such as "places" or "things with
feet". All the others write something that fits in this category on
sheets of paper, and hand them in to the first player, who then reads
each of them aloud clearly two or three times. Beginning with the
next person on the left, everyone but the first player makes a guess
at what one person in the circle wrote. If wrong, play passes to the
next person. If correct, the person guessed is out of this round,
and the guessee goes again. Last remaining person wins. The next
round, there's a new first player (we usually just go around the
circle once or twice). For a memory challenge, and to prevent people
from being eliminated immediately, you may want to have everyone
write two items on two slips of paper.
Write lots of comparative adjectives (bigger, quicker, calmer,...) on
slips of paper. Draw them out two at a time and try to fit a saying
to the words, along the lines of "The Bigger they are, The Harder
they fall."
Players sit in a circle. Words are placed on pieces of paper in a
hat. The (arbitarily-chosen) first person draws a word out of a hat
and says a line ending with that word with the correct scansion to be
the first line of a limerick. The next player adds line two, and so
on. When the limerick is done the sixth person picks a new word and
the process repeats. If someone can't come up with a line within a
few seconds, or comes up with one which is generally thought bad (a
chorus of buzzer-sounds being the way to express discontent), they're
out, and that limerick ends there. The next person draws a new word
and starts again. Play continues until only one person is left (by
some traditions the survivor must prove theirself worthy by drawing a
word and coming up with an entire limerick). The "to Death" suffix
refers to a theater-game way of playing this, where once a person
goes out, they must act out their "death" due to something suggested
by anyone in the group (e.g. death by sneezing, death by Chicken
McNuggets, or death by geography)
At least five people (eight is good) stand in a circle, hands in and
touching in the center. On 'go!' everybody scrambles hands and grabs
onto two. Getting untangled without letting go of the two hands
you're holding is the group goal. Climbing over, under and around
are encouraged - and necessary!
One person leaves the room, and the remaining people decide on a
pattern they'll use in answering. When the 'it' is called back in,
she asks questions and meta-questions (though the latter are
discouraged) to figure out the pattern. [I don't think this game is
as much fun for the rest of the people as it is for 'it', unless 'it'
is very silly or clever.] A variant, called 'Proverbs', involves the
people choosing a proverb, and answering each succeeding question in
a sentence that includes the next word in the proverb, until 'it'
figures out the proverb.
The full-concept variant of charades requires that the mimer describe
only the entire answer, not words or syllables. The quotation
version involves charading an entire (brief) quotation from
Bartlett's or some other source.
Four people are chosen, and leave the room. Everyone remaining
decides on an occupation (of the victim), a nongeographic location,
and a method of murder. For example, an altar boy, in a blimp, by
being baked into a pie. The first person is called back into the
room and told these three things. Then person 2 is called back, and
person 1 must charade the occupation, location, and method to them,
one at a time. Neither person 1 nor 2 is allowed to say _anything_,
except person 2 says "got it" when they think they understand what 1
is trying to charade. When 2 thinks they know each of the three
things, 3 is called in and 2 must now charade to 3, just as 1 did to
them. Finally 4 is called in, 3 charades to 4, and 4 gets to deliver
the results of their investigation: "the victim was a blind
cabdriver, in a submarine, killed by paper cut" (or whatever)
Players sit in two groups. After a suitable word is agreed on (like,
cats) the two teams alternate naming song titles with that word in
it. Anyone on the team may answer, but if no one on a team comes up
with an appropriate title within five seconds, the other team gets
the point.
Players make up a story. A person adds as much to the tale as they
wish, after which they may indicate a new bard, or just continue
around a circle. In one variant, the teller must stop as soon as the
person on their left shouts out a word. The person on their right
then takes over, and must include that word in the story as soon as
possible, while trying to keep the story coherent.
An addition to storytelling, where other players stand in a 'stage'
area acting out whatever the bard(s) say[s]
Marketed as 'Balderdash', this game requires no more than a
dictionary, paper, and pencils. Players rotate being 'it'. 'It'
looks through the dictionary, finding an obscure word (but one with
some relatively simple definition; no rare diseases of lower
mollusks) which none of the other players know the definition of.
'It' writes the definition of the word on hir piece of paper, while
the others make up likely-sounding definitions on theirs. All sheets
are given to 'it', who shuffles them and reads them all. Players
vote on which they think is the true definition. A player gets a
point for guessing right, and for tricking others into guessing their
spurious definition. 'It' does not receive points. //
Poem/Bible/Shakespeare fictionary
"...won't you please, PLEASE, smile?" completes the quote. Players
sit in a circle with 'it' in the center. 'It' tries to make another
player, of hir choosing, break into a smile by saying that sentence
to them, in whatever manner they feel may provoke the response. If
'it' succeeds, the laugher becomes the new 'it', else 'it' must try
again on a new victim.
One person leaves the room; others decide what action to make them
perform when they return. The only method they have to communicate
with the person is by blowing awhistle when they do something wrong,
or perhaps clapping when they do something right.
As described in Tom Stoppard's play Rosencrantz and Guildenstern are
Dead, the object of this two-player game is to have a conversation
involving only questions. As described in the play, scoring is as in
tennis. Statements, repeating questions, rhetoric and non sequiters,
if caught by the other player, count as 'out's.
One person starts passing an object to another person, making some
statement as he does. He does this several times, sometimes saying
different things, and then invites the others to try passing the
object and saying things. When the others do, he tells them whether
they're wrong or not in their statements. As more people figure out
the pattern, they too can state whether or not someone has spoken
correctly, but final judgement always rests with the original person.
There are generally only a few of these, with specific patterns, but
it might be possible to come up with more on the spur of the moment
and I've just never played that way. My experience is limited only
to patterns like, "I give you the ball hurriedly", "I take the ball,
dip it in liquid nitrogen, throw it against a wall, stack the pieces
in a pile with the smallest on the top and sell it to a museum. Who
has the ball?", or the related family that doesn't involve actually
passing things, like "My Aunt Emma", or "How many fingers am I
holding up?"
Try to come up with funny examples of zeugma. Some samples: "He
stole the show and my wallet", "I grew alfalfa and bored", "Do you
have a cold, or a sister?"
String together movie titles! My Favorite Year of Living Dangerous
Liasons; A Star is Born Free Willy Wonka and the Chocolate
Factory
Two (or n) people take turns saying an actron and a movie they
appeard in. The first person has no restrictions, but after that,
succeeding people must name a different actron who was in the
previous movie, and a different movie that that person appeared in.
Example: "Sigourney Weaver, _Working_Girl_" "Harrison Ford,
_Star_Wars_" "Alec Guinness, . . . .
Everybody exc. 'it' picks an adverb. It asks people to do
things in the style of that adverb.
Like the game show. Two (or more?) teams of two play against each
other. One member of each team starts out as the receiver. The
others, the givers, agree on a word they will try to get the
receivers to say. Once they select a word, the team farther behind
has the option of going first, or letting the other team do so. The
givers take turns saying one word to their partner; their partner
says one word in return. The givers can't say the target word
outright, or any part/form of it. They have to rely on word
association to get the point across. If the receiver responds with
the correct word, or a close variant ("end" instead of "ending",
e.g.) that team wins the point. Play until happy.
A group sits in a circle facing outward, so they can't see each other
(or play in a darkened room). The goal is to count to twenty. At
any time anyone may start by saying, "one". At any time thereafter
someone else can say "two", and so on. One person can't call out two
numbers in a row. If two people try to say a number simultaneously,
counting has to begin again from one.
Tag where 'it' is a blob who absorbs those it touches, until a huge
string of people are chasing a few survivors.
One person tries to simultaneously mirror what they other person is doing
Three people agree on a topic for their slides. Then two
of them strike a pose; the third has to explain immediately what's
going on in this slide; that person then says "click" and the two
change to a new 'slide'.
Spread scrabble letters out on a table face down. Turn twenty of
them up, and everyone simultaneously looks for words in them, calling
out the word as they see it and taking the letters. They must fit
this word in to any words they have previously grabbed, as if they
are building their own little scrabble-board. When the 20 letters
are gone or everyone gives up trying to find new words out of them,
twenty more are turned over. Score based on the number of words of
different lengths in each players finished grid.
Spread scrabble letters out in the center of a table face down. Turn
one of them face up, then another and another. As soon as someone
sees a word that they can make with those letters (decide on a 3 or 4
letter minimum), they call it out and 'win' that word, which goes to
the table in front of them. The game continues like this, with the
additional rule that you may call out a word that is made from
letters from the center of the table and all the letters of a word
you've already won, anagramming as necessary into one new word. For
example, if you've already won HEW and you see the letters AL on the
table, you can call out 'WHALE' and build that word using the five
letters.
Everybody but 'it' follows the leader; it tries to find the leader
How Many Synonyms for "Location" (etc) can you think of?
Michael Bernstein sent Jed the following:
have you ever played a game called "segregation"? Get a group
together; divide them along some criterion. either tell the larger
group what the criterion is, and then restrict the types of questions
that members of the smaller group can ask, or don't tell anyone, and
the goal is for the smaller group to figure out what the criterion
is. if the larger group knows the criterion, tell the smaller group
members that they can't ask the same person questions twice in a row.
if nobody knows the criterion, people will have to circulate anyway.
and make sure members of the minority group don't go around together
-- the game can only be won by an individual, even though working
within the group would be more efficient. the criterion, by the way,
should not be anything obvious on the surface, so the person picking
the criterion and dividing the group should know the players
reasonably well. it's ok to make some mistakes, though, since that
mirrors real life.
Two players stand facing each other, feet together, hands out, palms
touching the other player's. The palms are the only parts of the
players bodies which may touch. They try to throw each other off
balance, either by pushing or suddenly not pushing, drawing back in
an attempt to cause the other to topple forward.
Two people stand facing each other at arm's length. They touch right
palms together and close their eyes. Then they drop their arms, turn
around three times, and try to re-touch palms without opening their
eyes.
A group of people line up, hands around the waist of the person ahead
of them. The person on the end tucks a handkerchief into their
pocket. The 'head' then tries to chase the 'tail', while the tail
attempts to avoid being caught. Or, if there are enough people for
two dragons, they each try to catch the other's tail while protecting
their own.
People (2 to ??) sit back to back, arms linked, and try to stand!
People squat in a line, alternate players facing opposite directions.
The person at one end is the first runner, and may run around the
line group clockwise or counter. At the other end is first chaser,
who may start running either way, but must then stick to that
direction. As the chaser runs round the track, they may tap the back
of any squatting player and shout 'Go!' This person is the new
chaser, and the old chaser takes their place. When the runner is
finally tagged, they go to one end of the line, the person at the
other end is new chaser, and the tagger is the new runner.
This requires three balls, two similar (hounds), and another to be
fox. Players stand in a circle, passing the balls. Hounds can only
be passed to a neighbor, while foxes can be thrown across the circle
as well. (It's good practice to make eye contact and yell 'Fox!'
before throwing the fox to someone)
Put a frisbee or three on the ground and have people wander around
them (singing? chanting?) When the referee shouts "Go!" everyone
tries to touch a frisbee. The last person to touch one is out, and
any people who touch other people while trying to get to the island
are out also (along with the person they touched)
People join hands in a circle. One person releases the hand of a
neighbor and begins to walk around the circle, pulling the others
behind, spiralling around tighter and tighter. When sufficiently
twisted, the spiral unwinds outward from the center, with the middle
person threading their way outward, pulling the rest of the group
behind.
Two people face each other, and remain holding hands throughout the
game. They try to tap (not squash) the tops of the others toes.
Three taps wins!
A 2-player trust game - they stand a few feet apart and fall in
toward each other, springing back off each others palms. Then take a
small step back and try again.
Three people stand armslength apart, and grasp hands to form a
triangle. A fourth person tries to tag a specific member of the
trio, while the triangle tries to spin around to prevent this. No
tags may be made on the arms or legs, or across the triangle - only
from outside.
[Jed taught at reunion20]
Introduction Game ("Mouthful Maya")
Higgledy-Piggledys
(Blindfolded) Frisbee Golf
Words of Just One Part
Buzz
Amoeba
Elbow Tag
Pulse Murder
Mafia
Machine
Sardines
Zoom-Schwartz-Mafigliano
Story Riddles
I love my love with an A
The ambassador's cat
My aunt Emma
Animal handsign passing
Ghost/Superghost/Superduperghost
Full contact redlight/greenlight
Rock-Paper-Anything
Prui
Vampire
Clapping games, incl. asymmetrical and 4-person clapping
group writing/drawing, each one sees only the last line
Telephone Pictionary
Hypotheticals (if this person were a dog)
This is a what
Rock-Paper-Anything
This is a what
Stormy petrals
Dr. Know-it-all
Botticelli / Vespucci / Webster
Deprivation
This is my knee
Link Tag
Trust games
Freeze
Rhythm Simon
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