Les Christie presents Astounding Youth Group Games

Overview: “Ninja” uses the Japanese concept of the Sensei (a wise, older person) to test students’ defensive and offensive strategies.

Logistics:
Ideal for ages 12-22.
Best played with 5-8 students.
No equipment needed.
Time: 5-20 minutes.

How to Play ‘Ninja’
Stand in a circle close together facing the center. One person, the Sensei, is appointed the leader and raises his/her hands in front of his or her chest in a praying position with palms together and fingers pointing upward. The remaining players do the same thing and do exactly what the Sensei does as he or she raises his or her hands quickly above his or her head and bring his or her hands down to his or her knees saying “1-2-3 Ninja” and at the same time taking a jump backwards and forming a ninja pose. You should end up with everyone a couple of feet away from each other in some type of ninja pose (comfortable enough to hold the position for awhile).

The Sensei starts as the attacker taking only one step forward and with a single fluid, smooth, continuous motion attempts to give a ninja chop to anyone in the circle. If the Sensei misses hitting anyone’s hand, the Sensei must freeze in that ending position. (He or she cannot bring his or her hands back in.)

Everyone who is not the attacker is a defender (protecting their hands) and must be alert at all times. The student being attacked or someone who feels he or she is being attacked (wants to avoid being hit) must perform a defensive move which is a single fluid, smooth, continuous motion taking one step (protecting the hands) away from the attacker and must hold the new pose. The Sensei can only strike using a hand and must hit another student only on the hand (between the finger tips and wrist).

There are two ways to play the game, with either one life or two lives. If the group decides on one life, the student who is hit on the hand is out for the rest of that round. If the group decides on two lives, the student who was hit on the hand can continue playing with one hand in a fist behind the back. (That hand cannot be used for the rest of the game). Once both hands are out, the student is out for that round.

The Sensei cannot fake a move, but only commit to a single move. After the Sensei has taken a turn, then it is the person to the left (clockwise) of the Sensei who becomes the attacker. When starting the game, remember the original positions in the circle because as people move around throughout the game you still take turns going to the left from the Sensei from the original formation of the circle no matter where students are presently located in the circle. I recommend going slow the first time around the circle so students get the hang of it. After everyone feels comfortable with the game you can speed it up.

At full speed, as soon as the attacker finishes a move, whether successful or not, the next person immediately can attack, not having to wait, which is why everyone has to be prepared, or they might get hit on their hand. It rarely happens, but it is possible and allowed for the attacker to hit two students with one move. As players are eliminated, their turns are skipped. The last student still in the game becomes the Sensei who starts the next round.

OPTIONAL:
While it is a person’s turn, he or she also may perform what is called a “passive move,” as opposed to attacking. This is simply a single fluent motion that is not attacking, but takes up the person’s turn. An example of this could be if a player is stretched out, with arms and legs spread out, they can bring their body back into a standing stance and pull the hands back in the praying position. This move cannot be used constantly, but from time to time it can. (A player may not use it in consecutive turns). I personally don’t tell people of this rule when I am first teaching them Ninja because it slows down the game, but it is still a rule and mostly used for strategy as you get better at the game.

OPTIONAL:
As the game goes on, and dwindles down to two students and they begin to duel, they go back to back to each other, starting in the praying position. They say, “1-2-3,” jumping away from each other, then quickly turning and facing each other. The first one to yell “Ninja” gets the first move. Then the game goes on except it is a duel, and they have only one life.

Les Christie, a veteran of four decades in youth ministry, is the Guru of Games and the author of more that 15 books, including Best-Ever Games for Youth Ministry. He is Chair of the Youth Ministry Department at William Jessup University in Rocklin, California.

Shea Vollstedt is one of his favorite students.

Recommended Articles