Plan party games for your church youth group meetings and activities to help break the ice, to involve the children in worship programs, and to attract other youths to join the group. Games can be planned for all age groups, or the youths can be divided up for games targeted to age groups, based on the group's needs.
Icebreaker Game--Boundary Breaka
Games such as Boundary Breaka help youths get to know each other better and get them to start talking. The game is played by asking random questions such as "What is your favourite food?" and deeper questions such as "What is one thing you don't like about your best friend?" Also ask questions to have them interact with other participants' answers, such as "Which answer surprised you the most?"
This game is designed to help youths understand the struggles some Christians go through to have church. This game is best played at night; the church needs to be dark. Hide a flashlight in one of the church rooms in a manner so that it cannot be easily seen. Enlist volunteer adults to catch the youths as they try to find the light. Once a player does find the light, he should hide in the room with it so he can't be found either.
Plan a scavenger hunt around the church or around town. Photographs can be taken of things they are required to do. Adult volunteers can be recruited to help, or to drive if the game will be played around town. Remember to set limits on the items or things they must obtain. An example could be to have the kids shoot a photograph with a woman wearing a pink shirt; the youths must introduce themselves as church members and obtain her permission.
Act It Out Tag
This game is best played with larger groups. Have two volunteers from the group start off the game by acting out any scenario of their choice in front of the other youths. Explain that the scenario and actions should all be suitable for a church group. They continue acting until someone from the group tags one of them and says "Freeze!" Then the person who was tagged goes to sit down, and the new person begins to act out a new scenario. The person who was already there has to figure out what they are doing, and begin to follow along until tagged and replaced.