More Pointless Games

A collection of games that I find on the web and consider to be especially pointless (and good for groups of people with limited abilities) or limited attention spans or limited sobriety


The following games were selected from The Party Games Resource Page for their being especially pointless. If "public embarrassment" is not enough a consequence for making a mistake, try and of these "forfeits."

Mime Madness

Several people are taken out of the room. One is returned and while the others are entertained by an assistant is told to mime one of the following (or one of your own ideas): Changing the nappies of twins, Bathing an elephant

Before they start, a second person is brought into the room and told to watch. When the first demonstration has been completed, the first person is allowed to retake their place and the second is told that they have to do what they have just seen. Again, before they start, the third person is brought in to see the demonstration. The games ends when the last person has done the mime, and is asked what they have just done.



Sit everyone in a circle and place a tray in the middle with a hat, scarf, gloves, knife and fork, dice and a wrapper bar of chocolate. In turn, players throw the die. If they throw doubles, they must put on the Hat, Scarf and Gloves before they start to unwrap the chocolate with the knife and fork, and then start to eat it. The Jelly Variation is to turn out a set jelly onto a plate and eat it with the knife and fork.


Toilet Paper Mummies

Split the patry goers into teams of three and give each team a toilet roll. Two persons then wrap the third in the toilet roll so that they look like an Egyptian Mummy. The winning team is the one who in a set time (say 2 minutes) have the neatest and most covered Mummy.


Flour Mound

Fill a bowl with flour, and pack firmly. Empty the flour mound onto a large plate or small tray, so that it retains the shape of the bowl. Place an unwrapped chocolate onthe top. Players take turns to use a knife to slice a part of the mound and slide it away from the rest (1/2 an inch is enough). Eventually, one person will do it and the chocolate will fall into the pile of flour. The person must retrieve the chocolate with their teeth.


Chubby Bunnies

Contestants have to see how many marshmallows they can stuff into their mouths and still say "Chubby Bunnies". The winner is the one who can manage the highest number.


Here are some games courtesy of Darren Garsen

Elephant, Giraffe, Palm Tree

Form a circle with one person in the middle. The middle person will point to an individual and the person pointed to along with the persons on each side will have to form what was called out. ELEPHANT- Middle person (one pointed to) will form an elephant trunk by putting arms straight in front of you crossed at the wrists. Persons on each side will form the ears of the elephant by bending toward middle person, cupping around the mouth with hands as if whispering to the middle person. GIRAFFE- Person pointed to raise arms above head, arms extended fingers closed. Side people will grab middle ones waist bending over. PALM TREE- Middle person raise arms above head in "Y" formation, fingers open. Side people do the same but lean toward outside, away from the middle person. The object of the game is to try to keep changing all the time. The game has to be played quickly. As soon as an object is formed, the person in the middle of the circle has to point to someone else.

Hand Wave

Everyone starts in a circle, on their stomachs, with their heads towards the centre and their arms forward. The players should have their right hand over their neighbour to the right's hand and their left hand under the hand of their neighbour to the left. Arms should cross at the wrist. The object of the game is to pass the slap. The person who starts slaps the ground and the next hand slaps (not the next person). Once you have the hang of it, add the option of a double slap. This skips the next hand. When a hand is turned on it's side, start slapping the opposite way.


Split the group into 3 (not each of them). One group will be the mines. They will be stationary in the playing area. One group will be the rowers trying to get across the playing field. The trick is, they will have their eyes closed. The third group will be the assistants. They will be located on the other side of the playing field and will direct the rowers safely across. If a rower bumps into a mine, they blow up. The groups should rotate so everyone gets to be everything.


All of the participants need to sit in a circle. This activity will create a rain storm at your camp without actual rain. Each action that is to be done will start with the leader. As the action comes to each player, they will join in. You can not start the action until it is your turn. The action sequence is; - Rubbing hands together - Snapping - Clapping - Slap thighs - Stomp feet Then reverse the whole process. This will sound like a rain storm starting and then slowing down again.

Viking (aka "Bunny, Bunny, Bunny")

All of the players sit in a circle. One person starts as the viking by putting their fingers at their side of their head like horns on their hat (or ears on a bunny). This Viking passes the role of being a Viking by pointing their horns at someone. If you are pointed at, you become a Viking (horns and all) and the person on the right has to start paddling to the right and the person on the left has to start paddling on the left. The last person of the threesome to assume their position is out. The rest of the players slap their legs during the game in a constant rhythm.

Ying Yang Yoo

Each word has a separate action. Ying:hand on top of head, pointing in one (either left or right) direction. Yang: hand under chin pointing in one direction. Yoo: Regular pointing action. These three words may only be spoken in the correct order, it always must be Ying Yang Yoo. The first person starts and says Ying, doing the motion. If they point to the left then the person to the left must respond Yang, also doing the motion. The person that was pointed at must say Yoo and point to anyone in the circle. That person then starts again by saying Ying.

Rutabaga Rutabaga!

Each player is given the name of a veggie. The main rule of this game is that you are not allowed to show your teeth at all. Your gums must always be covering them. You then must say the name of your vegetable and the name of another person's vegetable. That person then must say the same thing. If you make a mistake or show your teeth in any way at all then you are out.


from: PartySchool - adapted to be drinkless


Fifteen is a game of memory and reaction. Basically numbers are substituted for actions or words. When it's time to react you do so in an appropriate fashion. If you don't , you are punished, which of course means public embarrassment. Players arrange themselves in a circle around a table and the individual chosen to begin the game does so by starting a count. He or she begins with "one" and , moving in a clock wise motion, each player thereafter continues counting aloud until the number fifteen is reached. The individual calling the number fifteen is now allowed to make a rule. A rule is simply defined as a substitution of a number in the count for a word ("Baklava"), phrase ("Touch me, I am fertile"), or simple action (perhaps a scratching of the butt would suffice). The count resumes with the player who has made the rule and continues along in the fashion described earlier, inserting rules in place of numbers that have yet to be spoken for. For instance, if at some point during the game a player calling fifteen has decided that instead of the number three an individual must say "Where's the popcorn Kenny?" A player who is third in the count and does not say "Where's the popcorn Kenny?" has screwed up and must drink and the count begins again with the player to his or her left. If they remember to follow the applicable rule the count continues on to the left and the fourth player must follow the appropriate rule or state four if none yet exists. When following a rule, a player cannot say the number a rule was made for. For instance, " 3! Where's the popcorn Kenny? " is just dead wrong. Forgetting a rule, confusing a rule and a number, tardy reactions, or carrying out a rule in a manner unsatisfactory to the other players should not be tolerated. Players cannot make a rule for fifteen, this should be left to help clarify when a round has been completed and it is time for a new rule. Once all numbers have been replaced by rules, except for fifteen, players may replace rules with new rules or decide to begin a new game. As far as rules go, try having players lose an article of clothing or beating fellow players with a sack of corn kernels. No, perhaps not.

One Frog

One Frog is a verbal game of repetition. It is a game that you can easily play with a group of friends at a bar, on a bus trip, in a classroom, wherever. This game requires at least two players, but no additional equipment except the ability to have a clue. Oh yes, you will also need the obligatory beverage of your choice. The game is played by repeating the simple statement, "One Frog Jumped Over The Pond. Plop!" The game proceeds clockwise in the following manner: The first player says, "One Frog..." The next player says, "Jumped Over..." The following player says, "The Pond..." The next player says, "Plop!" It all depends on how many players there are as to who says what. After the first, "Plop!" the next player begins by saying, "Two Frogs..." The following player says, "Two Frogs..." The next player says, "Jumped Over..." And the next player says, "Jumped Over..." "The Pond..." "The Pond..." "Plop!" Plop!" As you can see by our little illustration above, depending on the number of frogs is how many times each phrase is repeated. Each player only says each phrase once, it is up to the following player to remember where the game is at. Players who pause too long, repeat the wrong phrase or screw up in any other manner (related to the game or not) must experience failute. Once a player makes a mistake and has demostrated appropriate shame, s/he starts the game over with, "One Frog."

The Name Game

The Name Game is one of the easiest, and perhaps one of the more mind numbing games ever conceived. If you have a good memory for celebrity names then you can easily partake in this little adventure. As few as two people or as many as a hundred can play, you figure out what is a good number for you. This game requires no extra equipment. All that needed is a supply of beverage and some place to play. To begin play, all you have to do is have someone start by giving the first and last name of a well known person. The next player must then come up with a new name. It cannot be just any name, it must be a special name. Why special you may ask? Special because the first letter of the first name must be the same as the first letter of the last name of the name first mentioned. Sounds confusing? It's not. Allow us to demonstrate. If one player says 'Katherine Hepburn' the next player must give a name that begins with H, such as 'Harry Connik.' The next player must then come up with a name that begins with C. Sounds much easier now, doesn't it? Play goes around in a clockwise manner unless a player decides to reverse the flow of the game by giving a double name. A double name is any name where both the first and last names begin with the same letter. A name such as Mickey Mantle' is a double name. A player cannot just throw one of these names out at any time they choose, they may only use such a name when it fits into the normal flow of the game. Players are publicaly embarrassed when they; A) fail to come up with a name, B) pause too long before coming up with a name, C) repeat a name that has already been used, D) use a name that is not accepted by the other players. It is up to the players involved to decide what type of names are acceptable. Some players allow fictional characters while others do not. There is only one rule about allowing names, they must have both a first and last name. 'Popeye' is not acceptable. One hint, have a few names in mind, and you won't get stuck.


from Victorian Parlor Games

Dumb Crambo

Two teams are needed for this game. Team Two leaves the room while Team One picks a word, such as "pie," as well as a rhyming word to offer as a clue. Team Two re-enters the room and is told that the secret word rhymes with "sky." Team Two's job is to act out the secret word. If the players on Team 2 are wrong, the Team One players hiss loudly. Team Two keeps acting until the players guess the right word. Then it is Team One's turn to leave the room while Team Two picks a new word.


Taboo players decide on a letter of the alphabet that will be forbidden in the game. One person is chosen to be 'It.' The other players ask questions that might force him or her to use the forbidden letter. For example, if the letter D were chosen, one player might ask, "What animal has hoofs?" It would answer a "lamb". If It answered "deer," he or she would have used the forbidden letter. The questioning continues until It is forced to use the taboo letter. In a more difficult version of the game, the person who is It must answer in sentence form without using the taboo letter anywhere in the sentence:"The little lamb follows Mary to school on it's four little hoofs."




from Inquire Within: a How-to Book of Victorian Merriments

1. Kiss the hand of anyone in the room.

2. Ask three persons in turn, "If I were a parrot, what would you have me say?" They will answer with a sentence that you must repeat in a "Polly-want-a-cracker" parrot voice.

3. Three players are allowed to ask you a question to which you may only answer "yea" or "nay." The trick is that you must give the answers before the questions are asked!

4. Remove your shoes, stand upon a chair and adopt whatever statuary pose the company commands you until such time the company grows tired of the sport.

5. An Eye for an Ear - Hold your right ear with your left hand, then switch to hold your left ear with your right hand. You must increase the speed until you become unable to do much more than slap yourself silly.

6. Friend - Walk around the circle of other players and give each of them a nice, friendly smile. This is more difficult than you might imagine...

7. Hop around the edge of the room on one foot while holding your nose.

8. Hop around the edge of the room imitating an animal chosen by the players.

9. Repeat a tongue-twister 10 times quickly.

10. Recite The Pledge of Allegiance using a foreign accent of your choosing.




And this from some people influenced by the remarkable Project Adventure.

Cosmic Counting

You're with a bunch of people. You close your eyes. Somebody starts the count by saying something exactly like "one." Whoever is so moved then says "two." Anyone can say the next number at any time. However, if two people call out a number at the same time, the count has to start over.

We played to twenty. We got to eleven. In four rounds. Not an easy game. But fun. Definitely fun. It's neat how, when you "lose," it's never one person's fault. Then there are the strategic implications. If you respond faster, is it more or less likely that you'll succeed? Are there clues we can give each other by the way we say the number? Can we somehow decide that Bernie always goes after Melissa?