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Youth Group

6 icebreakers for small youth groups

Help a small youth group get talking with six relaxed icebreakers for four to twelve people, including examples and options for quieter teenagers.

6 icebreakers for small youth groups

When only six teenagers turn up, a game designed for fifty can feel awkward. A small group needs something that works without big teams, long waits or a volunteer standing alone at the front.

These six icebreakers are designed for roughly four to twelve people, including leaders. They use everyday topics so new people can participate without knowing the Bible, the church or everybody else's names.

Start by saying, “You can pass on any question.” Leaders should take turns too, giving short answers and making space for teenagers to speak. Avoid questions about relationships, money or family circumstances; getting to know someone doesn't require putting them on the spot.

1 Three things in common

Group: 4–12. Time: 6–8 minutes. Equipment: None.

Make pairs or trios. Ask each group to find three things everyone in it enjoys. Being in the same room doesn't count, but liking rainy afternoons or preferring comedy to horror does.

Give them about three minutes, with prompts ready if conversation stalls: favourite snacks, things to do on a free afternoon, or places they'd like to visit. Then invite each group to share one discovery.

Don't turn the exercise into a race. If a group finds only one shared interest, that's still something worth learning. With four people, you can do the whole activity together.

2 Choose and explain

Group: 4–10. Time: 5–7 minutes. Equipment: None.

Offer two light choices: beach or bushwalk, sweet or savoury, a rainy day indoors or a sunny day outside. Go around the circle and invite each person to choose and give a short reason.

“Both”, “neither” and “it depends” are valid answers. After two rounds, invite volunteers to suggest another pair of options.

Keep everyone seated rather than asking them to cross the room. You can accept a gesture instead of an explanation. The point is to discover preferences, not defend them in a debate.

3 Design the group cafe

Group: 4–12. Time: 8–10 minutes. Equipment: Paper and pens, optional.

Ask the group to invent a cafe for teenagers. What would it be called? What three things would be on the menu? What would make a visitor feel comfortable?

Give pairs two minutes to think, then hear one idea from each. Build a shared cafe by combining suggestions. If you have paper, someone can draw the menu while another designs the seating.

Invite different contributions: a name, a picture, a practical detail or a spoken suggestion. Finish by asking which idea the group would most like to try in real life.

4 Pick a picture

Group: 4–10. Time: 6–8 minutes. Equipment: Six to ten printed pictures.

Lay out pictures of ordinary things, such as a mountain, bicycle, library, dog, garden and train. Ask everyone to choose one that connects with something they enjoy or would like to try. More than one person can choose the same picture.

Give thinking time, then invite each person to explain their choice in a sentence or two. You might model: “I picked the train because I'd like to take a long trip.”

Describe each picture aloud so the activity doesn't depend only on seeing it. Offer spoken choices as well, and let people choose without explaining.

5 Would you recommend it

Group: 4–12. Time: 5–8 minutes. Equipment: None.

Give everyone a simple prompt: recommend a snack, a hobby, an outdoor place or something fun to do on a wet afternoon. Take a little thinking time, then go around the circle.

Each person names their recommendation and gives one reason. Invite one friendly follow-up question after each turn, such as “What do you like about it?” Leaders can gently move things along if one recommendation becomes a long conversation.

Say that free activities and ordinary favourites are welcome. Nobody needs an impressive answer. With a larger circle, share in pairs first, then invite a few volunteers to tell everyone their own recommendation.

6 Plan an impossible outing

Group: 4–12. Time: 7–10 minutes. Equipment: None.

Give the group a pretend challenge: plan a day trip to the moon, an underwater town or a city made of Lego. Work together to choose transport, lunch, one activity and something useful to take.

For six or more people, plan in trios, then hear each itinerary. Give every person a chance to contribute one detail without requiring a performance.

Keep the humour about the imaginary outing, not about people in the room. Ask what each group would most enjoy about its trip, then bring the activity to a clear finish.

Let conversation continue

You don't need to run all six activities. Choose one, allow a few relaxed minutes afterwards and remember something people shared. Asking about someone's drawing or favourite walk next week can make the welcome more personal.

Small numbers give you time to listen. Use that opportunity rather than apologising for the size of the group. For a bigger gathering, Fervr's games, mixers and icebreakers collection offers more ideas.