Working with older teens
Running activities for 16 to 18 year olds is a different job from leading younger groups. They are approaching adulthood, though legally still minors until 18, and often juggling jobs, relationships and exam stress. They can spot a dull activity quickly and will let you know about it, usually by simply not taking part.
The upside is that this age group can handle more complex games, take on responsibilities themselves, and generally be trusted with activities that would be risky or chaotic with younger children. They tend to be more physically capable and can manage competitive games without things getting out of hand.
The challenge is holding their attention. Activities that feel obviously designed for children will often fall flat, though this varies. Some teens enjoy simpler games as a break from their complicated daily lives, especially if framed as nostalgic or ironic. Generally though, games with genuine strategy, real competition, or a social element tend to land better than anything that feels like it belongs at a primary school party.
Active and outdoor games
Physical games work well with this age group, partly because they have the stamina and coordination to play them properly. Wide games, the large scale outdoor activities that use a whole site or woodland area, are particularly effective. Older teens can handle complicated rules and multiple objectives without needing constant supervision.
Capture the Flag suits older players because you can add tactical layers that would confuse younger groups. The basic version has two teams, each defending a flag while trying to steal the other team's. To increase the challenge, introduce separate jail areas, immunity zones, or specific conditions for freeing captured teammates. Some groups play with multiple flags or assign specialist roles like scouts, defenders and raiders. These additions reward planning and quick thinking, and tend to generate intense moments that keep people coming back.
When explaining games with complex rules, walk through each element step by step rather than reading out a full list at once. A quick demonstration or practice round often works better than lengthy verbal instructions.
British Bulldog still gets played, though it carries more risk than other games. If your group is sensible and the ground is suitable, it can work. Leaders should make a judgment call based on the players involved. Other physical options include relay races with unusual challenges, obstacle courses, or manhunt style games where one team hides and the other searches.
For indoor settings with enough space, dodgeball remains popular. It is fast, competitive and easy to organise. You can adjust the rules to keep things interesting, such as allowing players to catch the ball to eliminate the thrower, or setting up a medic who can revive teammates.

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Older teens often enjoy games that require thinking. Escape room style challenges work well, either bought as kits or made yourself. These involve solving a series of puzzles under time pressure to unlock something or complete a task. You do not need an actual escape room. A locked box with a combination padlock and a set of clues scattered around a room does the job.
Murder mystery games suit groups who like role play. Each person takes on a character and the group works together, or against each other, to identify the killer. These take more preparation but can fill an entire evening. Various free and paid scripts are available online.
For something quicker, try team challenges with limited resources. Give each group some newspaper, tape and string and ask them to build a structure that can hold a specific weight. Or set a problem with no obvious solution and let them argue it out. These activities work especially well if there is a competitive element or a small prize involved.
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Social and discussion games
Not every session needs to be high energy. Older teens can engage with slower paced games that involve talking, debating or getting to know each other better.
- Two Truths and a Lie: each person states three facts about themselves, one of which is false. The group guesses which is the lie. Simple but effective, especially with a group that does not know each other well.
- Would You Rather: players choose between two options, often awkward or ridiculous. Works as a quick icebreaker or a longer discussion starter if you pick more serious dilemmas.
- Mafia or Werewolf: a social deduction game where some players are secretly villains trying to eliminate others without being detected. Requires concentration and generates lively accusations. Many free rule sets exist online.
- Debate games: give two teams a topic, assign sides at random, and let them argue. This works best with topics that are engaging but not too personal or divisive.
Some groups respond well to quiz nights, particularly if you mix general knowledge with rounds about their interests like music, sport, films or social media. Phones can be a problem here. Consider agreeing phone rules with the group beforehand, collecting devices temporarily, or using formats where looking things up does not help. Some quiz apps let everyone use their phones to buzz in, turning the devices into part of the game rather than a distraction.
Practical tips
Preparation matters more with this age group. If a game feels half baked or the leader seems unsure, older teens will lose interest quickly. Run through the rules in your head beforehand and have a backup activity ready.
Be ready to adapt. If something is not working, cut it short and move on. Dragging out a failing activity is worse than admitting it has not landed. Most groups will respect a leader who can read the room and change direction.
Competition motivates many older teens, but not all. Some prefer cooperative activities or simply socialising. A mix of game types across a programme usually works better than sticking to one style.
Facilitation skills matter as much as the activities themselves. With this age group, you may need to manage strong personalities, draw out quieter members, or handle moments of tension. If someone disengages or conflict arises, addressing it calmly and directly usually works better than ignoring it or making a big scene.
Consider how to make activities accessible to everyone. Not all participants will have the same physical abilities or confidence levels. Offering different roles within a game, such as timekeeper, scorekeeper or strategist, means people can contribute without being forced into something that makes them uncomfortable.
Consider involving the group in choosing or even running activities. Older teens often have ideas of their own and may respond better to games they have had a say in. This also builds their skills and takes some pressure off whoever is organising things.
Safety still applies. Risk assessments are a standard part of planning youth activities in formal settings like schools, youth clubs and uniformed organisations, and are typically required under UK health and safety regulations. Leaders should be familiar with their organisation's safeguarding policies. For physical games, check the space for hazards and set clear boundaries.
If you are working with young people in a formal setting, you may need to hold a valid DBS check. Whether this applies depends on your specific role and how often you have contact with young people. Roles involving regularly caring for, training, supervising or being in sole charge of children are more likely to require one. Check the latest guidelines on GOV.UK under the section on criminal record checks, as requirements can change.
Finally, keep things in perspective. The goal is not to fill every minute with structured activity. Older teens often value the social side of youth groups as much as the games themselves. Sometimes the best sessions are the ones where the planned activity finishes early and people just hang around talking. That is not a failure. It is the point.
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