Name and Purpose
- I Have Never is a fast-moving connection game that lets players discover surprising things they have in common.
- Players practise speaking confidently in front of a group and listening for shared experiences.
a.k.a.
- Never Have I Ever (camp-safe version), Most Likely
Age / Group / Time / Space
- Ages 10-16 | 8-30 players | 10-20 minutes | Indoor room or shaded outdoor area; enough chairs for every player
Materials
- One chair per player, arranged in a circle
- One extra chair removed to start the game (so one player stands in the middle)
Quick-Run Card
- Arrange chairs in a circle. One volunteer stands in the middle; their chair is removed.
- The player in the middle calls: “I have never [something].”
- Everyone who HAS done that thing must stand and find a new chair. They cannot sit back in their own chair.
- The middle player also grabs any open chair.
- Whoever is left without a chair is the new caller.
Setup and Boundaries
- Chairs in a tight enough circle that players can move to new seats without running far.
- Signal: 1 raised hand = pause; 2 = stop and gather.
- Set a clear expectation before play: calls must be camp-appropriate, non-personal, and inclusive. Give 3 example starter calls to model the tone.
- No chairs sliding or tipping. Players move around, not through, the centre.
How to Play
- Arrange chairs in a circle, one per player. One player volunteers to stand in the middle. Remove their chair.
- The player in the middle calls: “I have never [something].” The statement should be something lots of people could relate to (e.g., “I have never eaten a whole pizza by myself” or “I have never been to the ocean”).
- Every player who HAS done that thing stands up and moves to a different chair. They cannot sit back in the same chair or the chair directly beside their original one.
- The middle player also moves to claim a chair.
- The player left without a chair is the new middle player.
- If a call produces no movement, the middle player tries again with a different call.
- Encourage a mix of adventurous, funny, and everyday calls. Avoid calls that could embarrass or single out specific people.
I-OPt Options
- A (Active): Jump up and scramble for chairs on every matching call.
- S (Support): Move confidently but make space for others; point to open chairs for players who look uncertain.
- Q (Quiet): Move calmly and deliberately; participate in all calls that apply.
- O (Observer): Watch from just outside the circle; step in to take a chair when ready to play.
Inclusion Adaptations
- Players with mobility limitations: they participate from their chair and raise a hand instead of standing and switching. Their participation counts the same.
- Players who find public speaking difficult: allow the middle player to show a written card or whisper their call to the leader, who reads it aloud.
Stewardship Moment
- No outdoor materials needed.
- Reflection: “Which call surprised you most because more people raised their hand than you expected?”
Consent
- Pre-brief: “This game is about sharing funny and interesting things you have or haven’t done. For those not comfortable moving chairs, raising your hand from your seat is another way to participate. Nothing you share needs to be personal or private.”
- Mid-game check: After 5 minutes, pause. “For those not comfortable with any element, an observer or helper role is another option. Thumbs.”
- Opt-out/re-entry: A player can stay seated and pass for any call. No explanation needed. Re-enter fully at any round.
Risks and Mitigation
- Inappropriate calls: set the expectation firmly before starting; the leader can say “let’s try a different one” if a call crosses the line, with no drama.
- Rushing and chair collisions: remind players to move quickly but look where they are going; no diving for chairs.
- One player stuck in the middle multiple times: if the same player is in the middle three times in a row, invite them to pick anyone else to swap with.
- Calls that embarrass or out a player: reinforce the inclusive-call rule; leader models 3 examples at the start.
Warm-Up Suggestions
- “Two Truths, One Stretch”: each player shares three things about themselves; the group guesses which one is a stretch of the truth.
- “Common Ground”: find one thing everyone in the circle has in common before play starts.
Debrief Questions
- What? “What was the call that got the most people moving? Why do you think that was?”
- So What? “What surprised you about what you share with the people in this room?”
- Now What? “How does knowing more about someone change how you see them?”
Cleanup and Reset
- Return chairs to their original arrangement.
- Count chairs against player count before leaving.
