Ninjas

 

This is a good game for ages 5- Adult. You’ll want 6-12 players. No equipment needed.

Game Instructions: Everyone stands in a circle and puts both of their hands in the center. You count to three and then everyone jumps back into a ninja pose.

One person begins the game by using one movement to try to hit another player’s arm. That person can use one movement to dodge the attack. If the first person is successful in hitting the other person’s arm, the arm that was hit is paralyzed and cannot be used again.

The game continues going around the circle, letting each person make one movement per turn. When both arms of a person are hit, they are out of the game. The last person with an arm in the game wins!

 

Spit in Your Eye

This is a good game for all ages. You’ll want a group of at least 5 people.  I think 7-12 is ideal.

 Supplies: Thimble or teaspoon and a cup of water.

Game Instructions:  Players are all seated except for one person. That person stands in the middle with a thimble or tablespoon of water. He thinks of a category and a specific answer within his category. For example, the category is Languages and the specific answer is German. He announces his category to the group. The person with the water goes around to each player asking for an answer. When someone says “German”, the water is thrown at that person and he is now “It”. Other examples of categories are Sports, Makes of Cars, Cold Cereal, Musicals, and Superheroes.  If someone repeats an answer that was already given, they also get “spit in their eye” for not paying attention.

 

Roll the Bones

This is a good game for ages 7 – adult. You’ll want a group of at least 5 people. 

SuppliesFive dice for each player and a flat surface.  A table is ideal.

Game Instructions:

Distribute 5 dice to each person. Identify one person to be the lead caller for round one. Each person rolls their own group of dice, quickly covering them with their hands so no one else can see what they have rolled. (Notice the cupped hands around the dice in the photos.)

Players then go around the table, in order, calling out their bids. For example, the lead caller might begin by announcing, “Seven twos”. This bid indicates that the bidder believes there are a total of 7 dice that are twos or ones on the table. Ones are wild. The players decide if they want to increase the number of twos or match/increase a different number. The second bidder may call, “Eight twos.” The third may say “Eight threes”. Once the bidding reaches sixes, matching is no longer an option. If the bid was “Eight sixes”, the next bidder would have to say nine or more of another number. Of course, no one has to match. They can go from seven twos to thirteen fives immediately.

If a bidder does not want to increase his bid, he can challenge the previous bidder. When this occurs, everyone shows their dice. The total number of ones and bid numbers on the table are counted. If the bidder is correct, the challenger loses a die. If the bidder is incorrect, the bidder loses one die. For instance, if the last bid was thirteen threes, and there are eight threes and six ones = 14 dice, the person who challenged loses one die. When a dice is lost, it is set aside for the remainder of the game.

Once a player is out of dice, they are out of the game. After each round, play begins again with the person who last bid or challenged. The last person with dice wins!