Name and Purpose
- Honey, If You Love Me is a playful connection game that builds warmth, humour, and group comfort.
- Players practise self-control, performance, and reading others while sharing genuine laughter together.
a.k.a.
- Honey I Love You, Don’t Make Me Smile
Age / Group / Time / Space
- Ages 8-16 | 8-30 players | 10-20 minutes | Indoor or outdoor space large enough for a standing circle
Materials
- No materials required
- Timer (phone or watch) for the 3-5 minute round
Quick-Run Card
- Group forms a circle; one volunteer starts in the centre.
- Centre player approaches any circle member and says: “Honey, if you love me, you’ll smile.”
- Circle member responds (without smiling): “Honey, I love you, but I just can’t smile.”
- If the circle player smiles, BOTH players (asker and smiler) head to the Comedy Workshop as a duo to build a 10-second bit.
- Centre player rotates by volunteer. Round is time-boxed at 3-5 minutes. Comedy Workshop duos perform at the end.
Setup and Boundaries
- Group stands or sits in a circle
- Signal: facilitator says “Time!” to end the round
- Centre player may not touch anyone; all interaction is verbal and facial expression only
- Designate a Comedy Workshop area (just outside the circle) where duos plan their bits
How to Play
- The group forms a standing or seated circle. One player volunteers to start in the centre.
- The centre player walks to any circle member, looks them in the eye, and says: “Honey, if you love me, you’ll smile.”
- The circle member must look back and respond, without smiling or laughing: “Honey, I love you, but I just can’t smile.”
- The centre player may use funny faces, silly voices, or dramatic pauses to try to get a smile. No touching allowed.
- If the circle member smiles or laughs, BOTH players (the asker and the smiler) head to the Comedy Workshop together as a duo. They build a 10-second comedy bit, silly pose, or sound effect to perform at the end of the round. This removes the “failure” framing: they broke together.
- If the circle member holds their straight face, the centre player moves to a new person.
- A new volunteer steps into the centre role whenever the previous centre player heads to the Comedy Workshop (or after two unsuccessful attempts).
- The round is time-boxed at 3-5 minutes. When the timer goes off, the Comedy Workshop duos perform their bits for the circle. Both groups applaud each other.
- Play a second round. Players may end up in either group.
I-OPt Options
- Start: A (Active): Volunteer to be the first centre player
- Start: S (Support): Help the group form an even circle
- Start: Q (Quiet): Find a comfortable spot in the circle and get ready to respond
- Start: O (Observer): Watch the first exchange before deciding whether to join the circle
- Mid: A (Active): Take the centre role enthusiastically and try creative approaches
- Mid: S (Support): Help a Comedy Workshop partner plan their bit
- Mid: Q (Quiet): Hold your spot in the circle and respond calmly when approached
- Mid: O (Observer): Watch from just outside the circle; step in when ready
- Late: A (Active): Head to the Comedy Workshop and polish your bit for the final performance
- Late: S (Support): Help the facilitator sense when energy is waning and wrap up
- Late: Q (Quiet): Continue responding in the circle with low pressure
- Late: O (Observer): Join the Comedy Workshop audience for the performances
- End: A (Active): Share a favourite moment from the game during the debrief
- End: S (Support): Encourage quieter players to share in the debrief
- End: Q (Quiet): Give a thumbs up or one-word response
- End: O (Observer): Listen to others and add one observation
Inclusion Adaptations
- Players who are not comfortable with sustained eye contact may respond with eyes slightly averted; the game still works
- Players who prefer not to take the centre role may hold a permanent spot in the circle throughout, responding when approached
- Players who want to head straight to the Comedy Workshop can do so at any time
Stewardship Moment
- No materials, no footprint; acknowledge the value of games that need nothing but each other
- Reflection: “We used our voices and faces to connect. What does that tell us about how we communicate every day?”
Consent
- Pre-brief: “This game involves one player walking up to you and trying to make you smile. If you smile, you both head to the Comedy Workshop together to create a fun bit. For those not comfortable being approached up close, standing at the edge of the circle means the centre player is less likely to choose you first, and that is perfectly fine.”
- Mid-game check: After a few exchanges, pause briefly. “Everyone doing okay? Thumbs up, sideways, or down.”
- Opt-out/re-entry: A circle member may step back from the circle at any time or head to the Comedy Workshop. Re-enter by stepping forward when ready.
Risks and Mitigation
- Centre player becoming too persistent with one person: facilitator gently redirects after two attempts with the same person
- A player feeling singled out: frame all smiling as a shared moment, not a failure. Both players go to the Comedy Workshop together, so no one “lost.”
- Game stalling with a very stoic group: facilitator may model the centre role briefly to warm things up
Warm-Up Suggestions
- “Smile Wave”: a smile is passed around the circle from person to person
- “Eyebrow Flash”: make eye contact with someone across the circle and raise your eyebrows; they return the gesture
Debrief Questions
- What? “What made it hardest to keep a straight face? What was it like creating something in the Comedy Workshop?”
- So What? “What do you notice about the power of eye contact and expression? Which mode felt more natural to you?”
- Now What? “How does laughter help a group feel safe together?”
Cleanup and Reset
- No cleanup required
- Reset the space if chairs or benches were moved
