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Fun Games for Teenagers

Feb 29, 2008
Keeping teenagers entertained can sometimes be difficult and so I have outlined some ideas for games for teenagers to play. Following are some ideas of games for teenagers to play which are energetic and fun!


The only equipment required for this exciting and amusing game is two volleyballs or basketballs and a white paper-plate marker 6 inches in diameter.

The players form a circle with an arm's length between players. All face the center of the circle and stand with the legs astride in a comfortable, not exaggerated, position. The plate marker is placed between any two players in the circle. These two players turn and face each other, and the leader gives each of them a volleyball.

On the word "Go!" each player puts the ball on the ground directly in front of the player nearest him and using only the palm of one hand drives the ball under the bridge formed by that player's legs, Both players who are driving the balls run on the outside of the circle and drive the balls under all of the bridges around the entire circle until they arrive back at the starting plate.

The fact that the players are traveling in different directions assures their meeting at some point of the circle. This adds to the fun and excitement, especially if they meet directly at a bridge. Should a ball be driven away from a bridge by the ball of another player, the player whose ball was forced out of line must retrieve it and, by the one-hand-drive method, drive it under the bridge that was missed before going on to the next bridge.

Players must not touch the volley ball of another player with their hands. Those who do are sent back two bridges as a penalty, though there is no penalty for a collision between two volleyballs, A ball which fails to go under a bridge must be patted back, always with the palm of one hand, and driven under before the player carries on to the next bridge.

Since one player is forced to use his left hand while circling the players, because it is the hand nearest to the bridges, the fairest way to decide on the winner is to have the bridges circled twice by each player. When a player therefore arrives back at the marker after the first round, he starts around the circle again, running in the opposite direction for the second round. The first player to arrive back at the marker at the end of the second circuit is the winner.


The players sit on chairs placed fairly close together in a circle, The chairs face inward and one chair is left vacant at any point in the circle. One player stands in tho middle of the circle. When the leader calls "Sit Down" the player in the middle makes a rush for the empty chair. Before he can reach it, a player from either side of the chair has moved onto it or a player from some other part of the circle has beaten him to it, The player in search of the empty chair must now look elsewhere for it, while the seated players constantly move to fill the one empty chair and try to prevent him from finding a chair to sit on.

The game becomes more exciting when two of the seated players rise and rush for an empty seat simultaneously, giving the seat seeker a brief choice of three chairs. When the chairless player finally gets a chair, a new chair seeker is chosen by the leader and the game begins again. The choice by the leader is advisable in order to prevent some player from losing his chair too easily, in order to become the new chair seeker.


This amusing race should be carried out on grassy ground free from stones or other impedimenta. There are two boys on a team. A line is marked on the ground as the starting point and another line is marked directly opposite it 30 feet away. The two boys on each team kneel down, facing in opposite directions, with ankles touching, the hands of one boy just touching the starting line. A leader then ties the ankles of the two boys on each team with 2-inch strips of cloth. The right ankle of one player is tied to the left ankle of his teammate and the left ankle is tied to the right ankle of his teammate.

On the word "Go!" each team races to the opposite line, the leading crawler continuing until his partner in the rear calls "Stop!" which he does just as soon as his fingers touch the second line. The race now continues back to the starting point, with the boy who was traveling backward before now leading. The first team to reach the start line wins, as soon as the leading boy's fingers touch the line.
About the Author
Malcolm Blake has researched the field of games for people of all ages, and types of games. He has done research into the field of video games and cheap PSP games too.
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