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Think fast – be ready to react! That’s what Screaming Vikings is all about. In this game, players form a circle. Players will be challenged to quickly establish fun formations when called out. But players need to act fast. This game is a ton of fun, fast moving, and will keep everyone on their toes!
Group Instructions (Read Aloud)
We’re going to play a game called “Screaming Vikings!” In this game, one player, “the Caller” stands in the middle of the circle. “The Caller” will choose another player from the circle and point to them while shouting out one of 4 possible formations, which will be explained in a moment. That player becomes the “Formation Leader.” “The Formation Leader” and the players on their right and left will then work as a three-person team to form the correct formation before the “Caller” can count to ten. The “Caller” can choose any of the 4 formations to call. If the “Caller” counts to 10 and one or more members of the formation are not acting properly, then the last player to get in formation becomes the new “Caller” and comes to the center of the circle while the previous “Caller” trades places. The goal of the game is to not be in the center of the circle at the end of the game.
The 4 possible formations for the “Caller” to shout out are “Screaming Viking,” “Jump Rope,” “Jet Fighter,” and “Quarterback.” We’ll now go over the proper way to make the 4 formations. (You may want to call forward three youth to demonstrate each formation).
First, “Screaming Vikings” – in this formation, the “Formation Leader” puts their index fingers to the sides of their head and points them upwards to form a viking helmet. Meanwhile, the players to their right and left begin rowing their arms, as though rowing a boat.
In “Jump Rope” – the “Formation Leader” hops in place while the players on the right and left swing their arms as though holding a jump rope.
In the “Jet Fighter” formation, the “Formation Leader” places their arms out in front of them as though holding the controls of a fighter jet while the players on the right and left form wings that tilt back and forth.
Finally in “Quarterback”, the “Formation Leader” bends down as though they are about to snap a football while the players on the right and left move into a three-point stance like a football player, bending over and putting one hand on the ground.
Detailed Instructions
Before beginning the game, you may want to demonstrate the 4 possible formations to the group so that everyone understands the instructions.
- Ask everyone to form a circle.
- Choose one player to be the first “Caller” and bring them to the center of the circle.
- As the game begins the “Caller” picks a player from the circle, points at them and calls out one of the 4 possible formations.
- The 4 formations are “Screaming Vikings,” “Jump Rope,” “Jet Fighter,” and “Quarterback.” (Explained below)
- The player chosen by the “Caller” is the “Formation Leader.”
- The “Formation Leader” and the two players to their right and left must form the called out formation before the “Caller” counts to 10.
- If the “Caller” counts to 10 and any of the three members of the formation have not assumed the correct action in the formation, they become the new “Caller” and swap places.
- The 4 Formations are explained below:
- “Screaming Vikings” – in this formation, the “Formation Leader” puts their index fingers to the sides of their head and points them upwards to form a viking helmet. Meanwhile, the players to their right and left begin rowing their arms, as though rowing a boat.
- “Jump Rope” – the “Formation Leader” hops in place while the players on the right and left swing their arms as though holding a jump rope.
- “Jet Fighter”- the “Formation Leader” places their arms out in front of them as though holding the controls of a fighter jet while the players on the right and left form wings that tilt back and forth.
- “Quarterback” – the “Formation Leader” bends down as though they are about to snap a football while the players on the right and left move into a three-point stance like a football player, bending over and putting one hand on the ground.
- The goal of the game is to not be the “Caller” by the end of the game. However, modifications can make the game more competitive.
- The game continues as long as there is interest or time permits.
- See modifications for an alternative game ending.
Modifications
Add Timer – This game can be played in short rounds (1-3 minutes) with the elimination of the “Caller” when the timer goes off.
Eliminate Last In Formation – You can raise the stakes by having one player (such as the youth group leader) remain the “Caller” for the entire game, and eliminating players who fail to get into formation. An ultimate winner can even be selected in this manner, though eventually there will only be two players left.