Explore this library to find the right material for your meetings.

EN
Summary: A hilarious copycat game in which people try to imitate one leader’s actions, and the person in the center attempts to identify who is the originator of the actions (the leader).
Ages: 8 and up. Recommended # of People: One group of 8 to 16 people. Messiness factor: Might break a sweat. Materials: None. Setting: Indoors or outdoors.
Follow the Leader (also known as the Copycat Game) is an action game that serves as a good energizer or warmup activity. It can be pretty hilarious watching people mimic the leader, especially if the leader does some wacky movements. There is no preparation needed for the Follow the Leader game. Find a large open space, either indoors or outdoors, and you’re ready to go!
Ask everyone to stand and arrange the group into a circle, facing inwards. Ask one person to leave the room for a minute. This person will be the guesser for the round. While he or she is gone, the group decides who should be the “leader.” The leader will be the one who sets the movements for that round. When this person is chosen, invite the guesser to come back. The guesser stands in the very center of the circle.
When the round begins, everyone starts swinging their arms up and down. The leader will eventually begin to do other movements, and everyone else mimics the leader’s actions, without being too obvious to reveal who the leader is. The leader can do just about anything he or she wants, such as:
clapping
making a kicking motion with his or her leg
jumping up and down
singing a line from a song
patting his or her own head
a dance move
Everyone in the circle should be careful to avoid prolonged eye contact with the leader, so the leader’s identity is not given away. The guesser must keep turning his or her head to try to figure out which person is the leader (the person who is starting of all the group’s movements). The guesser is allowed to make up to three guesses. If the guess is incorrect, the round continues. If the guess is correct, the leader becomes the new guesser for the next round. If all three guesses are exhausted and the leader is not correctly guessed, the round ends and you can either keep the same guesser or switch it up.
This action game tends to be hilarious, as people try to copy the leader’s silly movements. See photos of an example of the game being played below.

EN
One person is the leader.
The leader SAYS a movement (e.g., “Touch your head”) but SHOWS a different movement (e.g., they touch their knee).
Everyone else must follow what the leader SAYS, not what the leader shows.
Anyone who copies the leader’s action instead of the spoken instruction is eliminated.
The last person remaining wins and becomes the next leader.
Touch your head
Touch your toes
Touch your shoulders
Clap your hands
Jump once
Spin around
Stomp your foot
Bend your knees
Wave your hand
Sit down
Stand up
Put your hands on your hips
Do a jumping jack
Hop on one foot
Pretend to swim
Do a karate chop
Pretend to throw a ball
March in place
Pretend to lift something heavy
Wiggle your fingers
Do a superhero pose
Act like a chicken
Pretend to be a robot
Stick your tongue out
Spin like a ballerina
Make a funny face
Shake your whole body
Pretend to ride a horse
Crawl like a cat
These are especially effective because the action you show can easily mislead people:
Say: “Touch your head” — Show: touch your toes
Say: “Clap your hands” — Show: wave
Say: “Jump” — Show: bend down
Say: “Sit” — Show: stand tall
Say: “Spin around” — Show: stomp your foot
Say: “Touch your knees” — Show: touch your shoulders
Ring a jingle bell
Decorate the tree
Wrap a present
Put a star on top of the tree
Pretend to sled downhill
Pretend to throw a snowball
Make a snow angel
Drink hot cocoa
Eat a candy cane
Light a candle
Pull a Christmas cracker
Hang an ornament
Open a present
Pretend to be a reindeer
Pretend to shovel snow

EN
There are two teams (for example: boys vs girls, or Team A vs Team B).
Your team wins when all four seats on the “couch” are filled with members of your team.
4 chairs placed side-by-side — this is the couch
Enough chairs for everyone in a big circle
Everyone knows each other’s names (or each person draws a random name on a slip of paper)
1 empty chair in the circle
Players: 8–25 works great.
Arrange all chairs in a big circle.
Choose any 4 seats next to each other to be the couch.
Fill the couch with two people from each team (mixed order).
Everyone says their name out loud once.
OR: give each person a slip of paper with someone else’s name on it.
Make sure one chair in the circle is empty.
They must call out the name of someone in the room.
Example:
“I call… Sarah!”
This continues around and around the circle.
You cannot call the name of the person who just moved from the empty chair.
(Otherwise two people could keep calling each other forever.)
Your team wants to:
Bring your teammates onto the couch
Push opposing players off the couch
Create chains of moves that help your team take control of all four seats
It becomes a game of:
memory (who is sitting where)
deception
teamwork
clever calling of names
Your team wins when all four couch seats are filled with players from your team only.

EN
One person stands in the middle of the circle; everyone else has a chair.
The person in the middle says “The wind blows for anyone who ___,” filling in a statement (e.g. “has a pet,” “likes pizza,” “has blue shoes”).
Everyone who matches the statement must get up and find a new seat.
The person left without a seat becomes the next caller.

EN
Everyone claps in rhythm. The goal is to “pass” a synchronized clap around the circle — make eye contact, then clap together to pass it to the next person.
Once they get it, they pass it to the next.
Try to speed it up, reverse direction, or pass multiple claps around at once for more chaos and laughter!

EN
(Candy Edition)
Sit in a circle so everyone can see each other.
Each player takes turns saying something they have never done before, starting with the phrase:
“Never have I ever…”
Example: “Never have I ever gone camping.”
Everyone who has done that thing must give one candy to the person who said the sentence.
Then the next player takes their turn with a new “Never have I ever…” statement.
The game continues until:
Someone runs out of candies, or
You decide to stop playing.
💬 Story Mode: After someone loses a candy, they can tell a short story about when they did that thing.
🍬 Reverse Rule: Instead of giving away a candy, the players who haven’t done the thing take one from the pile.
🎯 Theme Rounds: Choose topics like travel, school, or funny experiences.

EN
You ask a question that can be answered with either “yes” / “no” or "true" / "false."
Participants, with their eyes closed, must take a step either forward or backward:
Forward = Yes / True
Backward = No / False
Participants who gave the wrong answer are eliminated. The last remaining participant is the winner. 🎉
Did Noah build an ark? (Yes)
True/False: David killed Goliath. (True)
Was Jonah swallowed by a big fish? (Yes)
Did Moses part the Red Sea? (Yes)
True/False: Jesus was born in Bethlehem. (True)
Was Peter one of Jesus’ disciples? (Yes)
Did Adam and Eve live in the Garden of Eden? (Yes)
True/False: The Bible has 100 books. (False — 66)
Did Jesus walk on water? (Yes)
Was Paul’s name always Paul? (No — it was Saul first)
True/False: The Ten Commandments came from God. (True)
Was Joseph’s coat many colors? (Yes)
Did Samson have great strength? (Yes)
True/False: The first book of the Bible is Exodus. (False — it’s Genesis)
Was Mary the mother of Jesus? (Yes)
Did Jesus feed people with bread and fish? (Yes)
True/False: Daniel was in the lions’ den. (True)
Was King Solomon very wise? (Yes)
Did Judas betray Jesus? (Yes)
True/False: Revelation is the last book of the Bible. (True)
Did Noah’s ark rest on Mount Ararat? (Yes)
Was Abraham’s first son Isaac? (No — Ishmael was first)
True/False: Joseph’s brothers sold him for twenty pieces of silver. (True)
Did Moses cross the Red Sea with the Israelites? (Yes)
Was Solomon known as the strongest man in the Bible? (No — it was Samson)
True/False: The Ten Commandments were given on Mount Sinai. (True)
Did Joshua fight the battle of Jericho? (Yes)
Was Jonah swallowed by a whale? (Yes — “great fish,” often said as whale)
True/False: Ruth was the grandmother of King David. (True)
Was Goliath killed with a spear? (No — with a sling and stone)
Did Mary and Joseph travel to Bethlehem for a census? (Yes)
True/False: Jesus turned water into wine at a wedding in Cana. (True)
Did Jesus call twelve disciples? (Yes)
Was Peter the disciple who betrayed Jesus for money? (No — Judas did)
True/False: Jesus fed 5,000 men with five loaves and two fish. (True)
Did Jesus write any books of the Bible? (No)
Was Paul shipwrecked during his missionary journeys? (Yes)
True/False: Zacchaeus climbed a tree to see Jesus. (True)
Did Thomas doubt that Jesus had risen until he saw Him? (Yes)
Was Revelation the first book of the New Testament? (No — it’s the last)
True/False: The Bible has 66 books. (True)
Is the book of Psalms in the New Testament? (No — Old Testament)
Did King Herod try to kill baby Jesus? (Yes)
True/False: The shortest verse in the Bible is “Jesus wept.” (True)
Was John the Baptist older than Jesus? (Yes — by about 6 months)
Did Paul write most of the New Testament letters? (Yes)
True/False: The Tower of Babel was destroyed by a flood. (False)
Was Esther a queen in Babylon? (No — she was queen in Persia)
Did Elijah go up to heaven in a chariot of fire? (Yes)
True/False: The last book of the Bible is Genesis. (False)

EN
Stand in a circle, close together. Choose a player to start. The first player says “Zip” or “Bong.” If they say “Zip,” the turn passes to the player on their left. If they say “Bong,” the turn passes to the player on their right.
The next player must quickly respond, within one second, by saying “Zip” or “Bong” to take their turn. If you don’t respond within one second when it’s your turn, you are out of the game. Also, if you speak out of turn or laugh, you are out. Only the player whose turn it is may speak, and they can only say “Zip” or “Bong.”
The game continues until only two players remain – both of them are declared winners.

EN
Tagline:
"Don’t touch me! Don’t make me laugh! Don’t make me move!"
Your youth are going to be bent over in hysterics while playing Penny Chinny. This simple game is both a battle of wits and coordination as players attempt to be the last one standing with a penny on their chin.
One penny (or small object) per player
Optional: Other objects (pencils, marbles, etc.) for variations
Minimum: 3
Maximum: No limit
Can be played indoors or outdoors.
Collect enough pennies or chosen objects for each player.
Players should be in relatively close proximity but spread out enough to have opponents on all sides.
Everyone begins by placing a penny on their chin, usually while looking straight up.
Keep at least 3 feet apart from other players at all times.
Once everyone’s penny is balanced, the game begins.
Goal:
Be the last player standing with a penny on your chin.
You cannot touch the penny with your hands.
To win, you must try to make other players drop their pennies using creativity:
Make them laugh
Try to scare them
Walk close to them
Anything else you can think of, without touching them
Elimination:
If a player drops their penny or touches it with their hands, they are out and must move to the side.
Eliminated players can still try to distract remaining players.
End of Game:
The game continues until one player remains with a penny on their chin.
Use Different Objects:
Replace pennies with pencils, marbles, or other small objects.
Ensure each player gets the same object for fairness.
Force Players to Move:
Increase difficulty by making players take steps at timed intervals (e.g., 5 steps every 30 seconds).
Add Throwable Objects:
Use safe throwable objects, like Nerf balls, to distract players.
Do not throw at the head or directly at the penny. This is for distraction only.

EN
The goal of this game is for everyone to stand in a circle and hold hands with other participants in the circle. But that’s the easiest part! Once you’re holding hands, you’ll need to untangle yourselves to form a complete circle.
How to start:
Everyone in the “knot” should stand shoulder to shoulder.
Then, each person raises their left hand and reaches across the circle to hold the hand of someone on the opposite side of the circle.
Next, raise your right hand, reach across the circle, and hold the hand of someone else on the opposite side.
No one should hold hands with the person directly next to them.
How to play:
Once everyone is holding hands, the goal is to untangle yourselves to form a circle.
You cannot let go of hands, but you may need to twist arms or switch handholds if necessary.
If you accidentally grab the wrong hand, simply re-grab the correct hand as quickly as possible.
Communication and planning are essential to untangle smoothly. It helps to focus on one step at a time.
Ending the game:
The game ends when everyone has untangled and formed a complete circle.
If it turns out that, because of handholds, it’s impossible to form a circle, link as best as you can to finish the game (it’s okay if the initial handhold wasn’t perfect!).

EN
How to Play:
Divide the group into small teams.
Each team has 2 minutes to plan a frozen pose that represents a Christmas activity or scene (e.g., building a snowman, the Nativity).
Other teams take turns guessing what the frozen pose represents.
Why it’s fun:
This game brings out creativity and teamwork, yet it’s very simple.
Christmas activities and scenes for freeze frames:
Building a snowman
Decorating a Christmas tree
Wrapping presents
Opening gifts on Christmas morning
Sledding down a hill
Caroling from door to door
Baking Christmas cookies
The Nativity scene
Family sitting by the fireplace
Santa Claus climbing out of a chimney
Elves making toys in Santa’s workshop
Rudolph (the reindeer) leading the sleigh
Drinking hot cocoa
Throwing a snowball
Ice skating
Snowball fight
Christmas Eve dinner
Reindeer flying
Watching a Christmas movie (e.g., Home Alone or another film)
Tips for Leaders:
Optional prompts: Write them on slips of paper and let teams draw one at random.
Encourage creativity: Allow teams to interpret the scenes however they like—it makes the game funnier.
Add a timer: If you want, use a 30-second limit to create quick-fire freeze rounds.

EN
We will play a game called “I Was Walking Down the Street…!” It is a game of quick thinking, creativity, and storytelling.
We’ll start by gathering everyone in a circle. The game begins with one player who says: “I was walking down the street…” and finishes the sentence with something creative or outrageous to begin building an imaginative story about their walk and what they saw or experienced.
After the first player completes a couple of sentences and starts the story, the leader will say “stop” and point to another player, who must continue the story from where the previous one left off. We’ll keep switching players, with each one picking up the story where it ended, until everyone has had a turn… or until the story comes to a complete conclusion.
Here’s how it works step-by-step:
Everyone sits or stands in a circle.
The first player starts by saying:
👉 “I was walking down the street, and I saw…”
Then they add something imaginative — for example:
“...a dragon eating ice cream at the bus stop!”
That player tells a few sentences to start the story.
Then the leader says “Stop!” and points to someone else.
The next person must continue the same story right where it stopped.
For example:
“The dragon looked at me and said, ‘Want a bite?’”
The turns keep going around the group, with everyone adding to the story.
The game can end when everyone has had a turn or when the story feels finished.

EN
The leader (the adult or teacher) will say the name of something you must build.
For example:
A car 🚗
A house 🏠
A clock 🕒
A cat 🐈
A tree 🌳
A washing machine 🧺
Your team now has 60 seconds to talk and make the figure using your bodies!
You can stand, sit, kneel, or lie down — whatever helps!
If the thing moves (like a washing machine or car), try to act out the movement too.
When the minute is over, each team shows their figure to everyone.
The leader (or judge) chooses which team did the best job.
The best team gets 1 point for that round.
Keep playing with new figures.
At the end, the team with the most points wins!
Be creative! There’s no wrong way to make a figure.
Work together and help each other.
Don’t worry about being perfect — the funnier, the better!
Remember to stay safe — no jumping on each other or rough moves.
These are everyday items people can recognize easily:
Car
Airplane
Boat
Train
Helicopter
Rocket ship
Bicycle
Bus
Truck
Bridge
House
Table
Chair
Bed
Lamp
Clock
Computer
Phone
Television
Camera
Washing machine
Toaster
Fan
Blender
Vacuum cleaner
Robot
Elevator
Roller coaster
Swing set
Door
Window
Umbrella
Bookshelf
Mirror
Piano
Guitar
Drum set
Microwave
Refrigerator
Fountain
Tent
Tower
Castle
Use your whole body to make animals — add sounds and movement for extra fun:
Dog
Cat
Elephant
Giraffe
Monkey
Lion
Tiger
Bear
Fish
Shark
Whale
Dolphin
Snake
Bird
Chicken
Penguin
Frog
Horse
Cow
Sheep
Pig
Turtle
Kangaroo
Octopus
Spider
Crab
Bee
Butterfly
Dragon
Dinosaur
These figures are great for stretching, balancing, and teamwork:
Tree
Flower
Mountain
River
Waterfall
Volcano
Rainbow
Sun
Moon
Cloud
Rain
Snowflake
Lightning bolt
Tornado
Fire
Ocean wave
Island
Forest
You can make them move or make sound effects to bring them to life:
Robot
Washing machine
Clock (with ticking arms!)
Windmill
Car engine
Camera
Television
Printer
Factory
Ferris wheel
Escalator
Blender
Typewriter
Train station
These figures are lively and exciting — full of movement:
Soccer game
Basketball hoop
Tennis match
Baseball game
Skateboard
Swimmer
Dancer
Gymnast
Bicycle race
Skier
Surfer
Rock climber
Running race
Bowling alley
Diving board
Act out people doing everyday things or jobs:
Chef cooking
Doctor checking a patient
Teacher in a classroom
Artist painting
Music band
Police officer
Firefighter
Astronaut
Pilot
Soldier
Farmer
Baker
Gardener
Photographer
Clown
Construction worker
Mail carrier
News reporter
For bigger groups, you can build whole scenes or settings:
City skyline
Playground
Zoo
Farm
Amusement park
Airport
Hospital
Classroom
Restaurant
Circus
Beach
Desert
Space station
Train station
Jungle
Aquarium

EN
A fun, team-based cup game for a youth meeting. Here are a few options you can run with just plastic cups and some space:
Setup: Each team has 30-70 cups.
How to Play: Teams have 3–7 minutes to build the tallest free-standing tower.
Win Condition: Tallest (and stable) tower wins. (Fun twist: blindfold 1–2 team members and let others guide them verbally!)
Setup: Each team has a stack of 10–15 cups at one end of the room.
How to Play:
First player runs to the cup stack, builds a pyramid (e.g., 4-3-2-1).
Optional: claps hands above head.
Then they collapse it back into a single stack.
Run back and tag the next teammate.
Win Condition: First team to have all members complete the task wins.
Variation: Add obstacles they must run around on the way.
Setup: Each team gets one cup and one spoon.
How to Play:
Place a pile of small objects (marbles, ping-pong balls, candy) in a cup at one end.
Each player must carry one object in the cup (balanced on the spoon) across the room to an empty cup.
If they drop it, they go back and restart.
Win Condition: Team that moves all objects first wins.
Setup: Each player gets 1 cup filled halfway with water (or ping pong ball), and balances it on the back of one hand. Teams face off in an open space.
How to Play:
Players move around trying to knock cups off their opponents using only their free hand to tap the cup.
No pushing, shoving, or touching the opponent’s body—only the cup.
If a player’s cup falls or spills, they are out.
Win Condition: The last team with players still balancing cups wins.

EN
To foster communication, get to know each other more deeply, and encourage reflection and discussion in a relaxed, informal setting.
This game is not recommended for the first meeting. It works best for a group where participants are already somewhat familiar with each other and you want them to get to know each other on a deeper level.
Write the names of all participants on separate slips of paper.
The leader shuffles the slips, and each player draws a name (the chance of drawing their own name is minimal).
Pairs for discussion are formed this way.
If the number of participants is odd, groups of 3–4 people can be formed.
The leader draws questions for discussion.
Pairs discuss each question in turn, first one participant, then the other.
Time for each question: 1.5–2 minutes.
It is recommended to use questions that cannot be answered with just “yes” or “no.”
The game is played for several rounds; pairs change so participants interact with different people.
You can prepare 1 question per round (you can also try 1-2 questions per round).
Ideal for trainings, team-building exercises, and youth meetings.
What quality do you value most in people?
What behavior toward you is unacceptable?
Which action of others earns your respect?
What is most important to you in friendship?
Which event in your life has changed you the most?
What inspires or motivates you every day?
What is your biggest dream for the coming year?
What advice would you give your five-years-ago self?
Which book or movie has left a strong impression on you?
If you could live a day in someone else’s life, who would it be and why?
What quality would you like to develop in yourself this year?
What does success mean to you?
If you could change one event in your past, what would it be?
What is your favorite tradition or childhood memory?
What truly makes you happy?
What is your main value in life?
What is the boldest thing you have ever done?
If you could learn anything right now, what would it be?
What is your ideal way to spend a day off?
What does trust mean to you in relationships?
The game is intended for groups where participants already know each other.
Keep track of time so everyone has a chance to speak.
The leader loudly announces when the time for discussing a question is about to end, so everyone has a chance to speak (for example: ‘30 seconds remaining’).
Questions can be modified or personalized depending on the goal of the meeting.

EN
To get your team to guess a word, phrase, or title without speaking, using only gestures and actions.
Teams: Divide players into two teams (or just play as one big group taking turns).
Prepare words/phrases: Write down things to act out (movies, books, songs, actions, etc.) on slips of paper or cards.
Timer: Have a timer ready (usually 1–2 minutes per turn).
One person acts: A player from the acting team draws a word/phrase and acts it out silently.
No speaking: The actor cannot speak, make sounds, or mouth words. Only gestures, facial expressions, and movements are allowed.
Team guesses: The rest of the team tries to guess the word or phrase.
Time limit: The team has the set time to guess correctly.
Scoring:
If guessed correctly, the team earns a point.
If time runs out, no point is awarded.
Next turn: Switch teams and repeat until all words/phrases are used or until a set number of rounds.
Categories: Use themes like movies, animals, actions, famous people, etc.
No pointing at objects in the room to indicate the word.
Charade signals: You can establish gestures for hints like “sounds like,” “long word,” or “plural.”
Movies – Titles of popular or classic films.
TV Shows – Well-known series or cartoons.
Books – Famous novels, children’s books, or series.
Songs / Music – Song titles or artist names.
Animals – Easy and fun to act out (dog, elephant, kangaroo).
Actions / Activities – Running, swimming, dancing, cooking.
Objects – Everyday items like toothbrush, bicycle, backpack.
Famous People / Celebrities – Actors, singers, athletes.
Places / Countries / Cities – Paris, zoo, beach, school.
Food & Drinks – Pizza, ice cream, smoothie.
Emotions / Feelings – Happy, sad, scared, excited.
Sports / Games – Soccer, basketball, chess, video games.
Fantasy / Fictional Characters – Superheroes, fairies, dragons.

EN
What’s your favorite Bible story?
If you could be any animal in Noah’s Ark, what would you be?
Who would you invite to a big dinner — from the Bible or today?
What’s your favorite thing God made?
If Jesus came to your house today, what would you show Him first?
What’s something you’re thankful for this week?
If you could ask God one question, what would it be?
If you could have any superpower from the Bible (like walking on water or parting the sea), which one would you choose?
Who’s your favorite Bible character, and why?
When do you feel closest to God?
Share a time you felt God answered a prayer.
What was your favorite Sunday School lesson ever?
Who is someone who showed you God’s love in real life?
What Bible verse do you turn to when you're having a tough day?
What’s one way you try to live out your faith each week?
For Luke 10:38–42 (Story of Martha & Mary):
Are you more of a “get things done” person or a “listen and think” person?
What’s something that distracts you easily?
What would you do if Jesus came to your house today?
Have you ever felt too busy to pray or read your Bible?

EN
Time: 10–15 minutes
Group Size: 8–9 teens
Setting: Indoors, seated in a circle or around a table
Movement Level: Low
Laugh Level: High ☺️
Hand out slips of paper and pens. Ask each teen to secretly write down an interesting, true, or surprising fact about themselves — something the others probably don’t know.
Examples:
“I’ve never tasted Coke.”
“I used to be afraid of butterflies.”
“I can recite the alphabet backwards.”
“I have 7 siblings.”
“I once got stuck in a tree for an hour.”
Encourage weird, random, or fun facts — this makes it way more entertaining.
Collect all the papers in a bowl.
One person (the Reader) picks a slip and reads it out loud.
Everyone tries to guess who wrote it.
The person who wrote it can bluff or stay quiet until the vote is done.
After guessing, the truth-teller reveals themselves and maybe gives a short backstory if they want.
If someone guesses right, they get a point. Or you can keep it just for fun with no scoring.
Helps teens discover fun and unexpected things about each other
Builds connection in a light, playful way
Great for new groups or even groups that think they know each other well
Would you like a printable version or a few blank templates to hand out for this?

EN
Ask everyone’s name. Stand in a circle. Each participant must come up with a movement to show while saying their name. You say your name and perform your movement. Everyone else repeats your name and movement. The next person to your left says their name, does their movement, and everyone repeats it. The game can be fast and energetic—speed it up, slow it down, or use funny voices!

EN
The 'Sharer' shares two true facts and one false fact about themselves with the group.
The group can then either vote on which fact they believe is false or individually state which one they think is false.
And now these three remain: faith, hope and love. But the greatest of these is love. (1 Cor 13:13)
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