The rules library from Jaques of London · Makers of fine games since 1795
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By Jaques of London
Est. 1795
Games RulesPlayground Games › Pass the Orange

How to Play Pass the Orange

The quick answer: Players race to pass an orange from one end of a line to the other using only their necks and chins, no hands allowed. The first team to get the orange to their last player wins. Drop it and it goes back to the start of that team's line.

Pass the Orange is a contact party game in which two or more teams compete to transfer a whole orange down a line of players using nothing but their necks and chins. Hands are forbidden throughout, which turns a simple relay into a chaotic, laughing scramble that works for almost any crowd.

It is most often played at parties, school events, youth groups and outdoor gatherings. The game needs no special equipment beyond a piece of fruit, takes under a minute to explain and reliably produces the kind of noise that signals a good party is under way.

Players6+
Ages6+
Time10-20 minutes
EquipmentOne firm, similarly sized orange per team (a small to medium orange works best)

A little history

The exact origins of Pass the Orange are unclear. Neck-and-chin fruit-passing forfeits appear in informal party accounts from at least the mid-twentieth century, and the game spread widely through school playgrounds and holiday-camp entertainment programmes across the UK and beyond. No single inventor or first publication is reliably documented; it is traditionally regarded as a piece of oral playground culture passed on through generations of players rather than through any formal rulebook.

Setting up

  1. Divide all players into two or more equal teams of at least three players each. Aim for four to six players per team for the best pace.
  2. Each team forms a straight line, players standing shoulder to shoulder facing the same direction, close enough to lean towards their neighbour without stepping.
  3. Give the first player in each line an orange. They tuck it under their chin against their neck, ready to begin.
  4. Agree a finish line: the orange must reach the last player in the line and either be held there or dropped safely into that player's hands to count as a win.
  5. Designate a referee who can see all teams clearly. The referee calls the start.

How to play

  1. On the referee's signal, the first player in each line grips the orange between chin and chest and turns to face the second player.
  2. The first and second players work together to transfer the orange from the first player's neck-chin grip to the second player's neck-chin grip. Neither player may use their hands, arms, or any other body part below the shoulders at any point during the transfer.
  3. Once the second player has secure control of the orange, the first player steps back and the second player turns to the third, repeating the same transfer.
  4. Play continues in this way down the line until the orange reaches the last player.
  5. If the orange is dropped at any point, it must return to the player who last had secure control, or to the first player if it drops before any successful transfer has been made. That player retrieves the orange by hand, re-tucks it under their chin and continues.
  6. Hands may be used only to retrieve a dropped orange from the floor and to re-position it at the chin before play resumes. At no other moment may hands touch the orange.
  7. The first team whose last player gains secure chin-and-neck control of the orange wins that round.
  8. Play as many rounds as agreed. Teams may swap line order between rounds so different players lead.

Winning and scoring

The first team to successfully pass the orange to the final player in their line wins the round. For a multi-round match, award one point per round won and play a pre-agreed number of rounds, typically three or five. The team with the most points at the end wins the match. If points are tied after all rounds, play a single sudden-death round to decide.

The fine points

The most common dispute is whether a player used their hands during a transfer rather than only to retrieve a dropped orange. The standard ruling is that any deliberate hand or finger contact with the orange during an active transfer counts as a foul: the orange returns to the previous player and must be re-tucked under the chin before play continues. Accidental brushing of a hand against the orange as it falls is not a foul, but if the player catches it rather than letting it drop, that counts as illegal hand use.

A second frequent argument concerns what counts as secure control. The standard ruling is that the receiving player must be able to hold the orange in place without it moving for a count of one before they begin to turn towards the next player. An orange balanced loosely and immediately dropped has not been successfully transferred, so possession reverts to the previous player. Players who are significantly different in height should be permitted to bend their knees to equalise neck height during a transfer; this is considered good practice rather than cheating.

How to win more often

Variations

Balloon Pass

Replace the orange with an inflated balloon. The lighter, bouncier object makes successful transfers considerably harder and the game noticeably sillier. This version is well suited to younger children or players who are uncomfortable with close physical contact, since the balloon can be passed with the side of the face and forehead as well as chin and neck.

Circle Pass

Instead of a line, players form a circle. The orange travels around the circle and the round ends when it completes a full loop and returns to the starting player. Teams can compete for the fastest time rather than racing head to head, which makes this version practical when team numbers are uneven or space is limited.

Penalty Rounds

Each drop incurs a penalty: the player who dropped the orange must perform a brief forfeit, such as a star jump or a tongue twister, before retrieving the orange. This slows the game down and adds a comedic element that works particularly well with older players or adults at parties.

Reverse Pass

Once the orange reaches the final player, that player must pass it back to the front of the line before the team's round is complete. This doubles the challenge and significantly increases the number of transfers, making team size and height variation much more significant tactical considerations.

Pass the Orange: frequently asked questions

How many players do you need to play Pass the Orange?

You need at least six players to make a competitive two-team game worthwhile, with three per team as the practical minimum. The game is most enjoyable with four to six players per team. There is no strict upper limit as long as each team remains the same size.

Can you use your hands at any point?

Hands may only be used to pick up a dropped orange from the floor and to re-tuck it under the chin before play continues. At every other moment, including during all transfers between players, hands must remain away from the orange. Any deliberate hand contact during a transfer sends the orange back to the previous player.

What happens if the orange drops?

The orange returns to the last player who had it under secure control. That player picks it up by hand, re-tucks it under their chin and then continues the transfer. If it drops before any successful transfer, it goes back to the first player in the line.

Is Pass the Orange suitable for young children?

It works well from around age six upward, though very young children may find the chin-grip technique frustrating. The balloon variation is often a better choice for under-sixes as it is lighter and requires less sustained grip strength. Mixed-age groups should put taller players next to shorter ones to ease the height difference during transfers.

Does the orange have to be a real orange, or can you use something else?

A real orange is traditional and works best because its size and weight suit the chin-grip well. A grapefruit is too large for most players, and a small mandarin too light and easy. For indoor or very young player versions, a balloon or a small soft ball are acceptable substitutes.

What if teams have unequal numbers of players?

The simplest fix is to ask one or two players on the larger team to sit out for that round, rotating who sits so everyone gets equal play time. Alternatively, one player on the smaller team can be designated to go twice, standing at both the front and back of their line.

Is it a foul if the orange touches a player's shoulder or cheek during a transfer?

No. Only deliberate hand or arm contact is a foul. The orange may press against cheeks, jaws, shoulders or chests freely during a transfer, and players may use any part of their head or neck to assist the grip. The rule is specifically against hands and arms.

Can players face each other rather than stand in the same direction during a transfer?

Yes, facing each other is the standard technique for the transfer itself. Players stand in line facing the same direction while waiting, but they turn to face the next player when making a transfer. The line direction is just a starting formation; how players orientate their bodies during the actual transfer is entirely up to them.

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