Friday, March 1, 2013

Word Games & Brainteasers



WORD GAMES:

Psychiatrist
One person leaves the room. The rest of the players determine a verb or a method of answering questions that may confuse the person that left. The person comes back and asks questions to try and determine what their “sickness” (or what verb or answering method they chose) they have.
Examples: answer previous question asked, answer like you’re afraid, answer like opposite gender, always include a certain thing (like an animal) in the answer, begin with the same letter for every answer, etc.

Going Camping
One person determines a pattern for answers. Each player (including “it” person) in turn says, “I’m going camping and I’m going to bring _________” Then the “it” person says, “You can come” or “You can’t come” depending on whether the thing they are bringing is in line with the pattern. If a player picks up on the pattern, they don’t say the pattern out loud, but continue saying what they’ll bring until all players get the pattern.
Examples: must start with a certain letter, must be alive, must be something in the room, must begin with a letter in that person’s first name, etc.

End Letter
Alternate players speaking a single word which must begin with the ending letter of the previous word said.  If you can’t think of another word that begins with the last letter of the previous word, you’re out! You can confine the allowed words to certain categories, such as foods, names ,etc.
Variation: only allow cities, states, countries, rivers, or other geographic locations as words.

General Knowledge
Decide on a topic (such as fruits, cars, sports, etc.). Players must list something that fits into that category that has not been previously said by another player. Play continues in a circle at a constant beat or speed until a player messes up or cannot think of another one. A player has three strikes before being out of the game. After one person messes up, a new topic is chosen and play continues.

Thimble Game
A topic is chosen (such as colors, desserts, states, etc.) The “it” person stand in the middle of the circle with a small capsule of water (bottle top) and silently chooses and item from the category. People take turns guessing an item form the chosen category while the “it” person holds the water in front of the guessing person’s face. If the person does not guess what the “it” person chose, play continues in a circle, if the person does choose what the “it” person chose, the water is thrown in their face, and they become the next “it” person and a new category is chosen for the next round.

Newspaper Chase
Supplies: rolled newspaper
Pick a theme (such as cereals, candies, or cities) and everyone picks a name, word, etc. with that theme. One person is in middle of circle. One person says another’s name or word; that person must say their own name and someone else’s to pass it. Person in middle must hit person who has said own word but not another’s word with rolled up newspaper. When caught, person goes in middle.

Categories
All players sit in a circle. Choose category and start some type of slapping rhythm (lap lap clap, etc). Go in circle and player must name item under that category according to rhythm (on the clap). When a player misses a beat, they are out.
Examples of categories: cereals, candies, movies, states, cousins’ names, flowers, colors, etc.


BRAINTEASER WORD GAMES:

Snapps
Two people need to know how the game works
One person (knows how to play) leaves room, everyone else picks a word or a name, person returns. You speak a phrase for a consonant (first letter of phrase) and snap for vowels (1 snap-A, 2 snaps-E, 3-I, 4-O, 5-U, 6-Y). Person can figure out what word it is. For example, “cat” is the word: “come on, you can get it”, one snap, “try really hard” = “cat”

Speed Limit
One person needs to know how the game works
“There’s a __________, but no __________.” Players must repeat the phrase, filling in the blanks with various words but have to figure out which words work according to the patter. The first blank must have a word with double letters in a row (“speed”) and the second blank must have a word with no double letters in a row (“limit”). When a player figures it out, just keep playing along until all players catch on.

Whoop Johnny
One person needs to know how the game works
Tell each player to “See if you can do this” or some phrase like that. Do something inconspicuous (like stretch fingers, itch eye, etc.) You touch each of your fingertips, beginning with your pinkie, saying “Whoop whoop whoop whoop WHOOP (raise voice and follow “J” curve between thumb and pointer finger) Johnny Whoop (same “J” curve as before) Johnny Johnny Johnny Johnny. Players must replicate what you did, but they must catch on to what you did before you started (the itch or stretch, etc.)

Grandma likes Coffee but she doesn’t like Tea
One person needs to know how the game works
Players try to figure out what words work for the pattern of the phrase “Grandma likes __________ but she doesn’t like __________”. The first blank must not have the letter “T” and the second blank must have the letter “T”. That’s why Grandma likes “coffee” but she doesn’t like “T”! Players take turns guessing what works and doesn’t until they figure it out. When a player figures it out, they don’t say the answer, but continue giving statements that work with the pattern.

Bang-Bang
One person needs to know how the game works
The leader (who must know how the game works) point to various players saying “bang” for each one, then asks who is dead. Give the players time to make multiple guesses, then tell them who is dead. The first person to talk is the one that you indicate is dead. Players keep playing the game until they figure out the pattern of who is dead. (no get out if they “die”). You can change it to something less violent for kids, such as “splash, splash, etc.” and ask who got the wettest, etc.

CUPS
Two people need to know how the games works
Four cups are placed upside down. One player (knows how to play) goes out, and the remaining players place a small object under one of the cups.  The player returns. The leader (knows how to play) gives the returning player a statement that lets him know what cup it is under (cups are in a row and respectively represent “C-U-P-S”), such as “Please pick a cup” means it is under the third cup.

4 is the Magic Number
One person needs to know how the game works
Players take turns giving you a number, starting between 1-20. You give them a series of numbers that always ends up at 4. Then you can have them give you any positive number and show them how it ends at four. Let them try to guess some of the numbers in the sequence, but once they catch on they don’t say the answer but try to do a sequence of their own. Determine the sequence by counting the letters in the spelled out number. For example, If players say “3”, you say “THREE” is five (letters), “FIVE” is four (letters), and “FOUR” is the magic number. (because four has four letters, so it will never change.) All numbers always come to four!

Chinese Writing
One person needs to know how the game works
One person arranges a couple spoons/forks/chopsticks in an abstract way on the table and asks the other players what number it represents. When you put down the utensils, discreetly place a couple of your fingertips on the edge of the table, indicating what number the design represents. Players try to guess. Keep repeating the process until someone catches on and sees that your fingers tell you what number the design represents. There is no organization to the design on the table, just for distraction from your fingers.

Black Magic
Two people need to know how the game works
One person (knows how to play) plugs ears while group decides on an object, either in view or not. Person unplugs ears. Other person (knows how to play) gives the person a list of objects and at the end of the list asks the person which object the group chose. In the list of objects, the player includes an object that ic black (such as a tire, someone’s black shoe, a road, etc.) and it is always the object listed right after the black object. People will try to figure out how the player knows what the object is. If they think they know how, you can have them plug their ears and try the list on them. If they discover the answer, just have them keep playing along until all players know the answer.

Magic Napkin
Two people need to know how the game works
One player leaves the room (knows how to play). The rest of the group picks a napkin in a 3x3 grid of napkins (9 total) or a  3x3 grid drawn on a white board or large paper. The player comes back in and tries to guess which square was chosen. The other player who knows how to play should not be revealed to the group (the first player can secretly pick someone to explain the game to beforehand). This person uses their hands or feet, whoever is most discreet to tell the person which square was chosen. Left hand/foot points left for the top row, straight for the middle row, and right for the bottom row of the grid (respectively). The right hand points left for the left column, straight for the middle column, and right for the right column. For example, If the first player walks in and discreetly looks at the second player, who is sitting in a chair and has her left foot turned out to the left and her right foot straight forward, they would know the box the group chose was the top row, middle column box.

Full or empty alternating cups
One person needs to know how the game works
Place six cups in a line, the first three full of water and the second three empty. Ask players to make the cups alternating full and empty by only touching one cup (only one collectively). Players must take the middle full cup and dump it into the middle empty cup.