Games to Play With Walkie Talkies

Hide-and-find, mission and code games for two radios: press Pick 3 new games, or choose a set like Mission games.

  1. Three Clues to My Hiding Spot1. One player goes to any spot in the house or yard and stays there. 2. They radio three clues about what they can see, one at a time: I can see something striped, over. 3. After each clue the guesser names a place by radio. 4. A right guess after one clue scores three, after two scores two, after three scores one. 5. The guesser then walks there to check. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 6. Time: 8 min. Props: two walkie-talkies.
  2. Scout Report: Count What Base Asks1. Base stays indoors with paper and thinks of things to count outside. 2. Base radios the first job: how many windows on the back wall, over? 3. The scout goes, counts and reports the number. 4. Base writes it down. After four counts they swap, and the new scout checks the same four. 5. A point to each for every number that matches. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 10 min. Props: two walkie-talkies, paper and a pencil.
  3. Guide the Robot Through a Room You Cannot See1. The controller draws a quick map of a room, marks a start and a treasure, and goes to another room with it. 2. The robot stands at the start with a radio and eyes open. 3. The controller sends one command at a time: forward three steps, turn right, over. 4. The robot does exactly that and answers done, or blocked if something is in the way. 5. Count the commands it takes to reach the treasure. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 10 min. Props: two walkie-talkies, paper, a pencil and a small treasure.

How it works

These games to play with walkie talkies need two radios and a house or a yard between the players. Each one stays inside the house and yard, and says to change channel if an unknown voice comes on.

Read the full guide

Learn four words first

Over means I have finished, your turn. Out ends the talk. Roger means I heard you, and say again asks for a repeat. Ten Transmissions, Over and Out turns the four into a game, and most other games here use them.

The radio alphabet on a card

Spell Your Name in the Radio Alphabet prints all 26 code words, from Alfa to Zulu. Copy them onto a card for each radio; the games under Code games with the radio alphabet are played from it.

Tips
  • Only one radio can talk at a time. Wait for over before you press the button.

Questions and answers

What can two kids do with walkie talkies?

Almost every game here needs only two players. In Radio Warmer or Colder From Another Room, one hides a toy and guides the seeker from elsewhere. In Guide the Robot Through a Room You Cannot See, one steers the other by commands alone.

What do you say on a walkie talkie?

End each turn with over, so the other player knows to answer, and end the whole talk with out. Roger means the message was heard, and say again asks for it to be repeated.

What is the alphabet used on radios?

A set of 26 code words, one for each letter, so that letters are not misheard: Alfa, Bravo, Charlie and on to Zulu. The full list is in Spell Your Name in the Radio Alphabet.

Which walkie talkie games work indoors?

Choose More filters at the foot of the All games menu, then Works indoors. Hide the Radio and Call It, Five Deliveries on the Dispatcher's Orders and Draw What the Radio Describes are all played from room to room.

All 26 games

Hide and find 7

  • Fetch Me a Sound 1. One player is base and stays put. 2. Base asks for a sound: let me hear a ticking clock, over. 3. The runner finds one, holds the radio near it and presses talk for three seconds. 4. Base says roger when the sound comes through, or say again. 5. Five sounds, then swap: a tap running, a door closing, a zipper, a bird. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 10 min. Props: two walkie-talkies.
  • Hide the Radio and Call It 1. One player hides a radio somewhere in the house with the volume turned up. 2. The seeker starts in the hall with no radio. 3. Every ten seconds the hider, from another room, presses the talk button and says one word. 4. The seeker follows the sound. 5. Time how long the search takes, then swap. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies.
  • I Spy From Two Windows 1. Each player stands at a different window, or one indoors and one in the yard. 2. The spy says, I spy something we can both see, beginning with T, over. 3. The guesser names things by radio; the spy answers negative or affirmative. 4. Five guesses a round. 5. If the guesser cannot see the thing from where they stand, the round goes to the guesser. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies.
Show all 26 games (23 more)

Hide and find, continued

  • Lookout at the Window Guides the Finder 1. A grown-up hides a treasure in the yard while both players look away. 2. The grown-up shows the spot to the lookout, who stands at an upstairs or back window. 3. The finder goes out with a radio. 4. The lookout gives directions by radio: six steps toward the tree, stop, turn to the fence, over. 5. No pointing through the glass. Swap for the next treasure. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 10 min. Props: two walkie-talkies and a small treasure.
  • Radio Check at Five Spots 1. Base stays at the back door with a pencil and paper. 2. The walker goes to five spots in the house and yard, one after another: the far fence, the garage, behind the shed. 3. At each one the walker says, radio check, over. 4. Base gives a score from one to five for how clear it sounded and writes it down. 5. Name the best and the worst spot, then swap and see if the scores agree. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies, paper and a pencil.
  • Radio Warmer or Colder From Another Room 1. The hider hides a small toy in one room, then goes to another room with a radio. 2. The seeker walks around and reports in: I am by the bookshelf, over. 3. The hider answers warmer, colder or hot, and says over. 4. The hider never sees the seeker, so the reports have to be clear. 5. Found it? Swap jobs. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 10 min. Props: two walkie-talkies and a small toy.
  • Three Clues to My Hiding Spot 1. One player goes to any spot in the house or yard and stays there. 2. They radio three clues about what they can see, one at a time: I can see something striped, over. 3. After each clue the guesser names a place by radio. 4. A right guess after one clue scores three, after two scores two, after three scores one. 5. The guesser then walks there to check. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 6. Time: 8 min. Props: two walkie-talkies.

Mission games 7

  • Checkpoint Code Words 1. A grown-up writes a different word on three cards and puts each under a cone or a flowerpot in the yard. 2. Base holds the list of the three words and stays indoors. 3. Base calls the checkpoints in any order: go to checkpoint two, over. 4. The patrol finds it, reads the word over the air and puts the card back. 5. Base confirms each word. All three right, and the patrol becomes base. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 6. Time: 10 min. Props: two walkie-talkies, three cards and three cones or flowerpots.
  • Five Deliveries on the Dispatcher's Orders 1. The dispatcher sits at a desk with five small things: a sock, a spoon, a book, a block, a hat. 2. The driver collects one and waits for the order. 3. The dispatcher radios an address: deliver the sock to the kitchen table, over. 4. The driver delivers it, reports delivered, and comes back for the next. 5. Time all five deliveries, then swap and try to beat it. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies and five small household things.
  • Guide the Robot Through a Room You Cannot See 1. The controller draws a quick map of a room, marks a start and a treasure, and goes to another room with it. 2. The robot stands at the start with a radio and eyes open. 3. The controller sends one command at a time: forward three steps, turn right, over. 4. The robot does exactly that and answers done, or blocked if something is in the way. 5. Count the commands it takes to reach the treasure. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 10 min. Props: two walkie-talkies, paper, a pencil and a small treasure.
  • Paper Rocket Launch With a Checklist 1. The ground crew folds a paper plane, the rocket, and stands at the launch pad in the yard. 2. Mission control sits indoors with a checklist of five items: wings straight, nose pointed, pad clear, crew ready, sky clear. 3. Control reads each item by radio and the crew answers check. 4. Control counts down from ten. 5. On zero the crew launches and reports how far it flew. Swap seats. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 6. Time: 8 min. Props: two walkie-talkies, paper and a checklist.
  • Scout Report: Count What Base Asks 1. Base stays indoors with paper and thinks of things to count outside. 2. Base radios the first job: how many windows on the back wall, over? 3. The scout goes, counts and reports the number. 4. Base writes it down. After four counts they swap, and the new scout checks the same four. 5. A point to each for every number that matches. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 10 min. Props: two walkie-talkies, paper and a pencil.
  • Spy Drop With Three Clues 1. Agent one writes a password on a slip, seals it in an envelope and hides it. 2. Agent one radios three clues, one at a time: the package is lower than your knees, over. 3. Agent two searches after each clue and may ask one yes-or-no question by radio. 4. When the envelope is found, agent two reads the password over the air. 5. Agent one confirms: mission complete, out. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 10 min. Props: two walkie-talkies, an envelope, paper and a pencil.
  • Weather Reporter in the Yard 1. The studio sits indoors with a chart of four boxes: sky, wind, ground, sound. 2. The reporter goes outside with a radio. 3. The studio asks for each in turn: what is the sky doing, over? 4. The reporter looks, tests the wind with a dropped leaf, feels the ground and listens, and reports back. 5. The studio reads the full report in a newsreader voice, then they swap. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies, paper and a pencil.

Talking games on air 6

  • Draw What the Radio Describes 1. The describer draws a simple picture in secret: a house with two windows and a tree on the left. 2. From another room, they describe it by radio one line at a time, ending each with over. 3. The artist draws what they hear and may say, say again. 4. No naming the whole thing, only shapes and places. 5. Meet in the hall and lay the two pictures side by side. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 10 min. Props: two walkie-talkies, paper and pencils.
  • Growing Message Read-Back 1. The sender says a short message of three words: red, seven, banana, over. 2. The receiver reads it back exactly. 3. If it was right, the sender repeats it with one more word on the end. 4. Keep going until the read-back goes wrong. 5. Write down the longest message, then swap and try to beat it. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 6 min. Props: two walkie-talkies.
  • Phone-In Show With an Expert Host 1. One player is the host of a radio show and picks its subject: animals, sports, the weather on the moon. 2. The host opens the show in a big voice. 3. The other player calls in from another room with a question for the expert. 4. The host answers as if they knew everything. 5. Three callers, played in three different voices, then swap seats. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies.
  • Story Relay, One Transmission Each 1. The first player starts a story with one sentence and says over. 2. The second player adds one sentence and says over. 3. A player who forgets to say over hands the other a twist: the next sentence may change anything in the story. 4. After ten transmissions, whoever is speaking ends the story and says out. 5. Tell it again at dinner from memory. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies.
  • Twenty Questions Between Two Rooms 1. Each player sits in a different room. 2. One thinks of an animal, a food or a thing in the house. 3. The other asks questions that can be answered yes or no, and ends each one with over. 4. The thinker may answer only affirmative or negative. 5. Guess it in twenty questions or fewer; a tally on paper keeps count. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies, paper and a pencil.
  • Whose Voice Is on the Air? 1. One player sits in a room alone with a radio. 2. The others share the second radio in another room. 3. One of them says a short sentence in a disguised voice: squeaky, growly or very slow. 4. The listener names the speaker. 5. Right first time scores two. Each speaker has one turn, then a new listener goes in. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 4 to 8. Time: 8 min. Props: two walkie-talkies.

Code games with the radio alphabet 6

  • Answer to Your Call Sign in Three Seconds 1. Each player makes a call sign from the first letters of their names in the radio alphabet: Tango Papa. 2. One player is base and has the second radio; the others pass the first radio around. 3. Base calls a sign: Tango Papa, come in, over. 4. That player has three seconds to take the radio and answer: Tango Papa here, over. 5. Base speeds up. A late answer swaps that player with base. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 3 to 8. Time: 8 min. Props: two walkie-talkies and the alphabet card.
  • Break In Before the Spelling Ends 1. The sender thinks of an animal with five letters or more. 2. They spell it slowly in the radio alphabet, one code word every three seconds: Tango, India, Golf. 3. The receiver may break in with a guess at any time by saying the word and over. 4. A right guess with letters still to come scores a point for each letter saved. 5. A wrong guess ends the round. Swap after each word. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies and the alphabet card.
  • Grid Search: Bravo Two 1. Chalk a grid of nine squares on the patio or mark it on the lawn with string: Alfa, Bravo and Charlie across, one to three down. 2. While the searcher looks away, base puts an upturned cup on every square and hides a toy under one. 3. Base goes indoors and calls squares to search: Charlie One, over. 4. The searcher lifts that cup and reports empty or found. 5. Base tries to send the searcher to the toy last. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies, chalk or string, nine cups and a small toy.
  • Spell and Fetch 1. The speller picks something small in the house and spells it in the radio alphabet: Sierra, Oscar, Charlie, Kilo, over. 2. The fetcher writes the first letter of each code word. 3. The fetcher reads the word, finds the thing and reports, sock in hand, over. 4. A wrong thing means say again. 5. Three fetches, then swap. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 8 min. Props: two walkie-talkies, the alphabet card, paper and a pencil.
  • Spell Your Name in the Radio Alphabet 1. Copy this alphabet onto a card for each radio: Alfa, Bravo, Charlie, Delta, Echo, Foxtrot, Golf, Hotel, India, Juliett, Kilo, Lima, Mike, November, Oscar, Papa, Quebec, Romeo, Sierra, Tango, Uniform, Victor, Whiskey, X-ray, Yankee, Zulu. 2. Pilots and sailors use these words so that letters are not misheard. 3. Each player spells their own first name over the air in code words. 4. The other writes down the letters and says the name back. 5. Then spell the name of something in the room for the other to find. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 6. Time: 10 min. Props: two walkie-talkies, two cards and pencils.
  • Ten Transmissions, Over and Out 1. Learn four radio words. Over: I have finished, your turn. Out: this talk has ended. Roger: I heard you. Say again: please repeat that. 2. Talk about anything by radio, from two rooms. 3. Every turn must end with over, and only the very last one with out. 4. Count the turns on your fingers. 5. Reach ten without a slip and you win together; a slip starts the count again. Stay inside the house and the yard, and change channel if a voice you do not know comes on. Players: 2 to 4. Time: 6 min. Props: two walkie-talkies.

How this list was compiled: Written by the Game Night Generator editors for two to eight children with a pair of handheld radios, in our own words; ages, player counts and minutes are our estimates. Every game stays inside the house and the yard, and every entry says to change channel when an unknown voice comes on, because these channels are shared with anyone nearby. No brand or model of radio is named. The radio alphabet in the code games was checked letter by letter on 2026-10-03 against https://en.wikipedia.org/wiki/NATO_phonetic_alphabet, and the words over, out, roger and say again against https://en.wikipedia.org/wiki/Procedure_word. That such channels are shared with other users was read the same day at https://en.wikipedia.org/wiki/Family_Radio_Service. Twenty questions and hot and cold were checked the same day at https://en.wikipedia.org/wiki/Twenty_questions and https://en.wikipedia.org/wiki/Hunt_the_thimble. Licence: own work