8 Prompts

Family CleanSuggested ages vary by game; try a practice round with your group.Friendly and practical
Random prompt

Draw one when the room is ready

Simon says wave.

Commands for the caller

  1. Simon says wave.
  2. Simon says touch your shoulders.
  3. Clap your hands.
  4. Simon says wiggle your fingers.
  5. Touch your nose.
  6. Simon says make a funny face.
  7. Simon says point at the ceiling.
  8. Wave goodbye.

Party Games With No Reading Required

Show a color, hold up a picture or demonstrate a movement, and children can take a turn without reading a card. Below are eight games with supplies and complete round rules, plus ways to adapt word-based games and an example 25-minute game block. Choose the games that fit your guests and the room you have.

How to check whether a game needs reading

Try one practice round before committing to a game. Show the children what to do, then let them try it. Can they find the target, take their turn and recognize when the round is over without reading anything? If not, replace the written cue or choose another game.

No reading required does not mean no explanation. Use a short spoken instruction alongside the demonstration: “When the music stops, point to this color.” Check that each child can see or hear the cue you are using; a color-only game may need a matching shape or picture too.

Start with two or three games: one with movement, one with turns and one quieter option. If you need something to start quickly, browse games with less than five minutes of setup and apply the same practice-round test. The games and question-pack index includes other formats, but check their reading demands before using them with this group.

Eight games with no reading required

Use the suggested ages, group sizes and times below as a starting point, then adjust for your guests and space. Each game has a round ending so you can finish without watching a clock. Demonstrate the game first, let anyone pass, and keep the same turn allowance for each player.

Color Freeze Dance

Suggested ages: 3–7 · Players: 6–20 · Allow: about 10 minutes · Space: open floor

Have ready: Music and colored construction paper. Put several matching sheets around the room so players do not all need the same spot. Keep a sample of each color in your hand.

Play music while everyone dances. Hold up a color, then stop the music; players point to or touch a matching sheet. For example, show blue and demonstrate pointing to blue paper. Give anyone who misses the cue a moment to copy you, then start again. Nobody sits out.

Play five music stops to finish one round. There is no winner or tie to settle. To reset, gather everyone back in their starting spaces and let a different child choose the first color.

Shape Hop

Suggested ages: 3–6 · Players: 4–12 · Allow: about 8 minutes · Space: open floor

Have ready: Floor-suitable painter’s tape and a marker. Make a path using three or four shapes, such as circles, squares and triangles, with matching paper shapes to hold up.

Show one shape and demonstrate moving to its match. Children hop or walk to a matching shape; use several copies if the group plays together. Someone who picks a different shape can try again after you point out the match. Skip “last one there” penalties so speed does not decide who participates.

Finish after six cues. Everyone has the same six chances, and there is no score. Reset by returning to the start and changing the order of the shapes.

Balloon Pop Color Match

Suggested ages: 4–8 · Players: 6–16 · Allow: about 12 minutes · Space: indoors or a covered patio

Have ready: Balloons containing colored paper slips, matching colored objects and an adult helper to handle the popping, including the pin if you use one. Children take turns matching the revealed color. If popping is unsuitable for your guests, put the slips in a bag instead and let children draw one.

Take turns in a fixed order. The adult reveals one slip, and the child finds a matching object from the ones you have set out. Show a red slip and a red object for the practice turn. If the child does not find a match, hold the slip beside the objects and let them try again; they can also pass.

End once each child has had one turn. This is a matching activity, not a race, so there are no tied places. Collect the objects and prepare another slip per child to reset. For activities that use balloons without popping them, see balloon games.

Musical Chairs

Suggested ages: 4–9 · Players: 6–15 · Allow: about 10 minutes · Space: cleared room

Have ready: Chairs and music. The familiar elimination version uses one fewer chair than players. For this version, put out one chair per player and keep every chair throughout the game.

Demonstrate walking around the chairs while the music plays and sitting when it stops. If someone is still standing, pause while they find the remaining seat. If two children head for one chair, help them find separate seats rather than judging who arrived first.

Play five music stops, then finish together. There is no elimination or score. Reset by having everyone stand and changing the starting positions around the circle.

Duck Duck Goose

Suggested ages: 3–7 · Players: 6–20 · Allow: about 10 minutes · Space: open floor or grass

Have ready: No supplies. Seat everyone in a circle and show the route around it before playing.

One child walks around the circle, gently tapping heads and saying “duck,” then chooses someone by saying “goose.” The goose follows them once around the outside to the open seat. In this version, let the first child take that seat and the goose become the next caller, whether or not the chase catches up. There is no extra lap or penalty for a missed catch.

Ask each caller to choose someone who has not called yet. A child may pass; offer the role to the next willing child. End after everyone has been offered one caller turn. There is no winner, and you can reset with a new first caller. Choose a different game if this route or chase does not work for the group.

Copy the Leader Relay

Suggested ages: 3–8 · Players: 6–16 · Allow: about 12 minutes · Space: a clear route to a marker and back

Have ready: Cones or tape to mark the start and finish. Use one line of players for a cooperative relay.

The host demonstrates an action, such as arms up, a small hop or a turn in place. The first player copies it, travels to the marker and back, then tags in the next player. If someone forgets the action, show it again; a missed movement does not restart the whole line.

Give everyone one trip, then change the action and repeat. Finish after two trips per player; no team wins or ties. Offer a new leader the next two turns, then rotate again. To reset, bring everyone back to the line and demonstrate the next action. For other activities with room to move, see backyard party games.

Picture Scavenger Hunt

Suggested ages: 4–8 · Players: 4–12 · Allow: about 15 minutes · Space: indoors or a yard

Have ready: Photos of the actual objects you will hide, a clock or timer for hints, and a collection basket for each team. A toy car, a ball and a stuffed animal are example objects. Photographing the actual items keeps the match clear.

Hide three objects for a shared hunt. Show one photo at a time and let the children search together. Rotate who carries the photo and who brings the object back so one child does not do every job. If the group cannot find an item after two minutes, show where it is and let the next child collect it. A wrong object can go back while everyone keeps looking.

End when the three objects are in the basket, with or without hints. There is no fastest-team prize or tie. Reset by hiding the objects again while the children wait elsewhere, then rotate the photo-holder and collector roles.

Ring Toss Color Challenge

Suggested ages: 4–9 · Players: 4–10 · Allow: about 10 minutes · Space: backyard or garage with room for the target

Have ready: Rings and colored pegs or painted bottles. Mark a place to throw from and a place to wait. A lower target or closer throwing line is an option for an easier turn; it does not guarantee a hit.

Each player gets three throws. When a ring lands, the child names or points to its color. A miss uses one throw; demonstrate again if needed, then continue with the remaining throws. Retrieve rings after the turn before the next player starts.

Finish after everyone has taken two turns. You can simply count the group’s successful throws aloud. If you prefer individual scores, award one point per landed ring and let equal totals share the win—there is no extra tie-breaker. Reset by collecting the rings and starting with the next person in the order.

Games for less movement or noise

A game can need no reading and still involve running, reaching or hearing a music cue. Ask what guests need to take part before choosing the activity. Color matching can happen at a table, and Copy the Leader can use seated hand movements without a relay. Keep the same number of turns and the same ending when you change the movement.

The games for limited mobility guide offers seated formats to consider. Choose a version the whole group can play rather than assigning a guest to watch or keep score automatically.

For shared walls, consider table matching or seated copying instead of hopping, chasing or balloon popping. See quiet games for shared walls for more options. If your building has quiet hours, use the actual times in its rules when arranging the game block; the apartment quiet-hours planning guide covers that planning task.

What to use instead of word cards

Replace a written action with a photo or a demonstration. A picture of the actual hidden ball works for a hunt; showing hands above your head works for a copying game. Use a color plus a shape if children need more than one way to recognize a target.

Try the whole round, including scoring and the ending. Children should not need to read the next instruction, check a word-based answer sheet or decode a written scoreboard. You can count throws aloud or use visible counters if keeping score matters.

Before buying a kit, check whether it adds something you need: usable picture cards, enough pieces or a target you do not have. Compare that with making photos, taping shapes or borrowing chairs. The budget party games guide has more activities using household supplies; check each game’s reading demands rather than assuming every idea is suitable.

An example 25-minute game block

This example uses three short versions of the games above. It includes demonstrations and changes between games, for a total of 25 minutes. Adjust the timing for your group; shorten it or leave out a game if the children are ready to stop.

  1. 0:00–0:02 · Demonstrate Color Freeze Dance. Show one color match and try one music stop.
  2. 0:02–0:08 · Play five music stops. Finish the round together and put the paper cues aside.
  3. 0:08–0:10 · Demonstrate Shape Hop. Show the matching shape and where to return after each cue.
  4. 0:10–0:16 · Play six shape cues. Walk or hop, with time to correct a missed match.
  5. 0:16–0:18 · Gather for Copy the Leader. Use the seated version here: demonstrate one hand or arm movement.
  6. 0:18–0:25 · Take turns leading. Offer each child one brief turn, or a pass, then finish. This replaces the relay’s two trips with one offer to lead per child.

For a large group, shorten each leader’s turn or use an adult leader for this last activity. Keep the quieter option ready rather than squeezing in extra rounds to fill every minute.

Before the games start

  • Put each game’s supplies in a separate bag or basket.
  • Try the demonstration yourself, including what happens after a miss.
  • Set out enough matching cues or chairs for the version you are playing.
  • Decide how turns rotate and where children wait.
  • Choose the round ending and show children what happens when it is over.
  • Have a quieter or seated activity ready.
  • Offer an older sibling or another adult a demonstration or caller role, and agree when that role changes.

If you also need something for the journey, car games for kids includes Color Trail and Sound Detective. Choose those spoken or visual options rather than the games that depend on reading signs or letters.

Questions about no-reading games

What age can children follow written game instructions?

Use a practice round rather than an age cutoff. A child may recognize some words and still need help following a game card. If anyone needs a card read aloud, use pictures or demonstrate the action for everyone.

Can older siblings join in?

Yes. Let them play, or offer a caller or demonstration role if they want it. Rotate helper roles rather than assuming the oldest child wants to run every round.

How many games should I prepare?

For the example 25-minute block, prepare three games and a quieter backup. Treat the schedule as a suggestion; finish sooner or repeat a favorite if that suits the group.

What if some guests can read and others cannot?

Use the same picture or demonstration version for everyone. Give children equal turns without asking them to read aloud to qualify for a turn.

Do these games work outdoors?

Ring toss, the picture hunt and the relay can work in a yard with room for their routes and targets. Keep photo cards and paper cues from blowing away, and choose another setting if the planned area does not fit the game.

Commands to read aloud

These eight new examples give the caller a short Simon Says round. The caller can use the picker or print the list; the other players listen and watch the demonstration, so they do not need to read. Follow a command only when it starts with “Simon says.” A missed command does not put anyone out. Read all eight commands, then finish the round. If you use the picker, it may repeat a command; keep track of the ones already called and pick again until you have used all eight.

Printable planning help

Pick a no-reading game

Games children can join without reading a prompt card.