Supplies:
* 3 coffee cans
* 2 boards, about 5 feet long
Set-up
Place the cans on the ground, about 5 feet apart (the board should be able to cover about half. They do not need to be in a line.
Goal
To get the group safely to the other side of the acid river
How to Play
Tell the group that they are a team, and that the area on either side of the cans is an acid river (or lava lake, etc). They must get their whole team to the other side of the river, safely. Hand them the boards, and let them negotiate the rest. To make it harder, have 4 cans and three boards, or tell them that they are a mute society from another planet, and therefore, cannot talk.
16) Electricity
Supplies:
* tub/ tray of water (to make it harder, make it icy water)
* bar of soap
* table
* coin
Set-up:
Set up a tray of water, and put a bar of soap in it. Set it on a table with enough space in front of it, for everyone to form two lines. Split the group into two teams. Have each team form a line, with the players holding hands, in front of the table. The first person in each line should be close enough to reach the bar of soap in the tub.
Goal:
To be the first team to have all it's participants grab the bar of soap out of the water
How to Play:
Instruct the players that no one is allowed to talk, and only the player in the back of the line may watch. Everyone else should look forward, while holding hands with the people in front of and behind them. The facilitator will stand behind the two teams and flip a coin. When the facilitator flips heads, the player in the back of the line squeezes the hand of the person in front of him/her, and each player passes the squeeze up to the front as quickly as possible. When the person in front feels the squeeze, he/she must grab the bar of soap and hold it up. When a team grabs the soap after the facilitator flips heads, the player in the back of that line moves up to the front. If the team grabs the soap, without the facilitator having flipped heads, however, the person in the front of the line, must move to the back. This continues until an entire team has moved from the back, to the front, and the person in back is the same person that was there at the beginning. Alternatively, the game can be played until time runs out, and whichever team moves the most people to the front, wins.
from 12/12/06, 5:19pm
* tub/ tray of water (to make it harder, make it icy water)
* bar of soap
* table
* coin
Set-up:
Set up a tray of water, and put a bar of soap in it. Set it on a table with enough space in front of it, for everyone to form two lines. Split the group into two teams. Have each team form a line, with the players holding hands, in front of the table. The first person in each line should be close enough to reach the bar of soap in the tub.
Goal:
To be the first team to have all it's participants grab the bar of soap out of the water
How to Play:
Instruct the players that no one is allowed to talk, and only the player in the back of the line may watch. Everyone else should look forward, while holding hands with the people in front of and behind them. The facilitator will stand behind the two teams and flip a coin. When the facilitator flips heads, the player in the back of the line squeezes the hand of the person in front of him/her, and each player passes the squeeze up to the front as quickly as possible. When the person in front feels the squeeze, he/she must grab the bar of soap and hold it up. When a team grabs the soap after the facilitator flips heads, the player in the back of that line moves up to the front. If the team grabs the soap, without the facilitator having flipped heads, however, the person in the front of the line, must move to the back. This continues until an entire team has moved from the back, to the front, and the person in back is the same person that was there at the beginning. Alternatively, the game can be played until time runs out, and whichever team moves the most people to the front, wins.
from 12/12/06, 5:19pm
15) Red Rover
Supplies:
* none
How to Play:
Split the group into two teams. Have each team stand in a line, 25-30 feet apart, while facing each other. Tell each team to link hands. At all times, they should try not to let go. One team begins by choosing a person from the other team, and shouting together, "Red Rover Red Rover, send__________ right over!" At that time, the person they call must run towards them, and attempt to push through the hands of any two people on the team. If the person succeeds, he/she may go back to his/her group. If not, he/she becomes a part of this team. Each team takes turns calling someone over, trying to build their own team. When one team is down to one person, the game can begin again. Since the teams continuously change members, there is no true winning team.
This is a New Game, a game created to ensure that everyone participates and that no individual can be a loser. Ideally in new games, there are no winning teams either.
* none
How to Play:
Split the group into two teams. Have each team stand in a line, 25-30 feet apart, while facing each other. Tell each team to link hands. At all times, they should try not to let go. One team begins by choosing a person from the other team, and shouting together, "Red Rover Red Rover, send__________ right over!" At that time, the person they call must run towards them, and attempt to push through the hands of any two people on the team. If the person succeeds, he/she may go back to his/her group. If not, he/she becomes a part of this team. Each team takes turns calling someone over, trying to build their own team. When one team is down to one person, the game can begin again. Since the teams continuously change members, there is no true winning team.
This is a New Game, a game created to ensure that everyone participates and that no individual can be a loser. Ideally in new games, there are no winning teams either.
14) Ducky Wucky
Supplies:
* none
Goal:
To make the person you pick, laugh/crack a smile.
How to Play:
Have group sit in a circle, and ask for one courageous soul to volunteer first. That person will begin by going up to any person in the circle, and asking, "Will you be my ducky-wucky?" They can do this in whatever fashion they want. The volunteer's goal is to make the person laugh, or at least smile. The person who is confronted must then try not to smile, while responding with, "No, I will not be your ducky-wucky." If the person smiles, he/she chooses someone to approach and ask. If not, the volunteer must choose someone else and try again.
Strategy:
Any technique can be used to try to get someone to laugh: whether by being silly, serious, laughing, acting something out... but they must ask the question, "Will you be my ducky-wucky?" Let the players come up with their own techniques.
from 12/10/06; 4:52pm
* none
Goal:
To make the person you pick, laugh/crack a smile.
How to Play:
Have group sit in a circle, and ask for one courageous soul to volunteer first. That person will begin by going up to any person in the circle, and asking, "Will you be my ducky-wucky?" They can do this in whatever fashion they want. The volunteer's goal is to make the person laugh, or at least smile. The person who is confronted must then try not to smile, while responding with, "No, I will not be your ducky-wucky." If the person smiles, he/she chooses someone to approach and ask. If not, the volunteer must choose someone else and try again.
Strategy:
Any technique can be used to try to get someone to laugh: whether by being silly, serious, laughing, acting something out... but they must ask the question, "Will you be my ducky-wucky?" Let the players come up with their own techniques.
from 12/10/06; 4:52pm
13) Escape
Supplies:
* pieces of paper with various injuries and problems written on them:
(ie: amputated or broken legs or arms, blindness, deafness, being pinned down by some heavy object, seisures, vomiting, non-responsiveness, delusions/ hallucinations, etc). It is more fun if the group doesn't know the range of injuries until they figure it out for themselves. Specify on the papers, that those who are non-responsive, delusional, or having seisures, should not be saying what is wrong with them. Someone who is blind would yell, "I can't see!" naturally. But someone who is delusional would not know to say so."
How to Play:
Facilitate by telling the group that you are going to tell a story, and they are to act it out as you are telling it. With the best dramatic flair that you've got explain that they are all close friends, hanging out at a party, the mall, etc. Suddenly, you hear air raid sirens, and the bomber planes are coming. The planes get closer, and closer, and then suddenly they are under attack, with bombs falling, and they are hit!
With everyone sprawled out on the ground, hand out the slips of paper to each player, telling them not to state their injury yet. No one should state their injury, except as they would in a real-life situation.
Now tell them that they need to get to safety as soon as possible. More planes may come any time. Set a time limit, and tell them that they must get themselves and all their friends to safety (in a location that you designate) in that time.
from 12/9/06, 4:52pm
* pieces of paper with various injuries and problems written on them:
(ie: amputated or broken legs or arms, blindness, deafness, being pinned down by some heavy object, seisures, vomiting, non-responsiveness, delusions/ hallucinations, etc). It is more fun if the group doesn't know the range of injuries until they figure it out for themselves. Specify on the papers, that those who are non-responsive, delusional, or having seisures, should not be saying what is wrong with them. Someone who is blind would yell, "I can't see!" naturally. But someone who is delusional would not know to say so."
How to Play:
Facilitate by telling the group that you are going to tell a story, and they are to act it out as you are telling it. With the best dramatic flair that you've got explain that they are all close friends, hanging out at a party, the mall, etc. Suddenly, you hear air raid sirens, and the bomber planes are coming. The planes get closer, and closer, and then suddenly they are under attack, with bombs falling, and they are hit!
With everyone sprawled out on the ground, hand out the slips of paper to each player, telling them not to state their injury yet. No one should state their injury, except as they would in a real-life situation.
Now tell them that they need to get to safety as soon as possible. More planes may come any time. Set a time limit, and tell them that they must get themselves and all their friends to safety (in a location that you designate) in that time.
from 12/9/06, 4:52pm
12) Ping-Pong Baseball
Supplies:
* Ping-pong paddle
* Ping-pong ball (have a few, in case any get lost)
Set-up:
Set up a small version of a baseball field, with 4 bases forming a square
How to Play:
Play similar to baseball. Have two teams. One team waits to hit the ball, the other team spreads out among the bases, preparing to catch the ball and tag someone out. Have a pitcher from the same team as the hitter, toss the ping-pong ball to the hitter. The hitter gets 3 tries to hit the ball. If the hitter hits the ball, he/she then runs around the bases, stopping at a base when continuing to run would risk getting tagged. Those in the field try to catch the ball, and then must run to tag the hitter with the ball, or throw the ball to another player who can then tag the hitter in order to get the person out. It may be easier to run with the ball, than to throw it and expect someone else to catch it in time. When a hitter is tagged, he/she is out, and goes back with the group. When a hitter makes it around the bases, back to home, the team gets a point.
* Ping-pong paddle
* Ping-pong ball (have a few, in case any get lost)
Set-up:
Set up a small version of a baseball field, with 4 bases forming a square
How to Play:
Play similar to baseball. Have two teams. One team waits to hit the ball, the other team spreads out among the bases, preparing to catch the ball and tag someone out. Have a pitcher from the same team as the hitter, toss the ping-pong ball to the hitter. The hitter gets 3 tries to hit the ball. If the hitter hits the ball, he/she then runs around the bases, stopping at a base when continuing to run would risk getting tagged. Those in the field try to catch the ball, and then must run to tag the hitter with the ball, or throw the ball to another player who can then tag the hitter in order to get the person out. It may be easier to run with the ball, than to throw it and expect someone else to catch it in time. When a hitter is tagged, he/she is out, and goes back with the group. When a hitter makes it around the bases, back to home, the team gets a point.
11) Sock War
Supplies:
* socks- the more, the better
(you can have each participant add their own dirty socks to the stack to make the game more grossly entertaining).
Set-up:
Mark off a line on the ground, and spread the socks around, on both sides of the line
How to Play:
Split the group into two teams- one team on each side of the line. When you say go, each team tries to throw all the socks that are on their side, to the side of the opposing team. When there are no socks left in their area, the corresponding team wins the round. This is a quick game, so you might want to keep score, to see which team gets 5 wins first.
* socks- the more, the better
(you can have each participant add their own dirty socks to the stack to make the game more grossly entertaining).
Set-up:
Mark off a line on the ground, and spread the socks around, on both sides of the line
How to Play:
Split the group into two teams- one team on each side of the line. When you say go, each team tries to throw all the socks that are on their side, to the side of the opposing team. When there are no socks left in their area, the corresponding team wins the round. This is a quick game, so you might want to keep score, to see which team gets 5 wins first.
10) Musical Chairs
Supplies:
* one chair for each person in the group, minus one
* music
Goal:
To be the last one sitting
Set-up:
Set up chairs in a line, back to back; or in a circle, facing outward
How to Play:
Have everyone stand around the outside of the chairs, and walk clockwise, around the chairs to the music. A facilitator turns off the music randomly, and the participants scramble to sit in a chair. Since there is one chair less than the number of participants, the person who is left over is out. The first person out can then be put in charge of the music. A chair is removed, and the game continues until there is one person left.
* one chair for each person in the group, minus one
* music
Goal:
To be the last one sitting
Set-up:
Set up chairs in a line, back to back; or in a circle, facing outward
How to Play:
Have everyone stand around the outside of the chairs, and walk clockwise, around the chairs to the music. A facilitator turns off the music randomly, and the participants scramble to sit in a chair. Since there is one chair less than the number of participants, the person who is left over is out. The first person out can then be put in charge of the music. A chair is removed, and the game continues until there is one person left.
9) Poison
Supplies:
* any object that can be bumped into/ fallen on safely, designated "poison"
(I've seen this done using an empty trash can, but smaller objects also work)
Goal:
To be the last one standing
How to play:
Have group form a circle around the "Poison," holding hands. No one may let go at any time; if anyone lets go, both people involved are out. The group circles the poison, trying to pull everyone else towards it, while themselves, trying to stay away. When anyone touches the poison, he/she is out until the next round.
Strategy:
As the game continues, participants tend to team up in pulling the opposite side, or one person, towards the object, but they are not a true team, as they tend to switch loyalties continuously, working to pull whoever seems easiest to them (or sometimes to gang up on someone who always wins), while only working to keep themselves safe.
* any object that can be bumped into/ fallen on safely, designated "poison"
(I've seen this done using an empty trash can, but smaller objects also work)
Goal:
To be the last one standing
How to play:
Have group form a circle around the "Poison," holding hands. No one may let go at any time; if anyone lets go, both people involved are out. The group circles the poison, trying to pull everyone else towards it, while themselves, trying to stay away. When anyone touches the poison, he/she is out until the next round.
Strategy:
As the game continues, participants tend to team up in pulling the opposite side, or one person, towards the object, but they are not a true team, as they tend to switch loyalties continuously, working to pull whoever seems easiest to them (or sometimes to gang up on someone who always wins), while only working to keep themselves safe.
7) Trench
Note:
This is a "New Game", a game created to allow everyone to participate until it is over. No individual is ever "out," so no one should feel left out of the game (and no one can purposefully get out because they don't want to play). The game itself can go on for a long time, so there may need to be a time limit.
Supplies:
* two to four handballs or other similar-sized balls- not too hard
* volleyball net (optional)
Set-up:
In a field or gym, set up a court with a volleyball net in the center. If a net is unavailable, you can improvise by drawing a line on the ground. On either side of the net, there should be several yards (about the distance of a normal volleyball court) of space for the players. This area is the battlefield. Behind this space for each team, draw another line. This line on either side marks the trench.
Given teams "A" and "B", the court is labeled:
Trench "A" . l . Battlefield "B" . l .Net. l .Battlefield "A". l .Trench "B"
How to play:
Each team spreads out in their own battlefield. Each team begins by throwing the balls over the net in an attempt to hit an opponent. If a player from team "B" is hit by an opponent, he/she must move to trench "B" (and vice-versa). From this space, the player from team "B" can still participate. When a ball makes it into the trench, he/she can throw it and try to peg anyone from team "A" to send that person to trench "A". When someone from a trench hits an opponent in the battlefied, he/she can go back to his/her own battlefield. If a player in the battlefield catches the ball, as opposed to being hit, the person who threw the ball must go to his/her own trench. The game goes on until an entire team is in it's trench.
This is a "New Game", a game created to allow everyone to participate until it is over. No individual is ever "out," so no one should feel left out of the game (and no one can purposefully get out because they don't want to play). The game itself can go on for a long time, so there may need to be a time limit.
Supplies:
* two to four handballs or other similar-sized balls- not too hard
* volleyball net (optional)
Set-up:
In a field or gym, set up a court with a volleyball net in the center. If a net is unavailable, you can improvise by drawing a line on the ground. On either side of the net, there should be several yards (about the distance of a normal volleyball court) of space for the players. This area is the battlefield. Behind this space for each team, draw another line. This line on either side marks the trench.
Given teams "A" and "B", the court is labeled:
Trench "A" . l . Battlefield "B" . l .Net. l .Battlefield "A". l .Trench "B"
How to play:
Each team spreads out in their own battlefield. Each team begins by throwing the balls over the net in an attempt to hit an opponent. If a player from team "B" is hit by an opponent, he/she must move to trench "B" (and vice-versa). From this space, the player from team "B" can still participate. When a ball makes it into the trench, he/she can throw it and try to peg anyone from team "A" to send that person to trench "A". When someone from a trench hits an opponent in the battlefied, he/she can go back to his/her own battlefield. If a player in the battlefield catches the ball, as opposed to being hit, the person who threw the ball must go to his/her own trench. The game goes on until an entire team is in it's trench.
6) Spuds
Supplies:
* handball (or similar sized ball)
How to play:
Give everyone in the group a number to remember, starting with 1, on up. This is their number for the game. One person starts off as "It," and has the ball in his/her posession. The rest of the players crowd around. "It" throws the ball into the air, as high as possible, and calls out a number. The person with that number runs (in this case, we'll say "number 7") towards the ball, while everyone else, including "It" runs away. When "number 7" catches the ball, he/she yells "SPUDS!" Everyone must freeze where they are. "Number 7" then takes 5 steps in any direction, and attempts to strike the player of his/her choice below the chest with the ball. The person who is at risk of being hit, may move any part of his/her body, except for his/her feet. If "Number 7" misses, he/she is "It," and now has the designation, "S." If "Number 7" hits another player, that person is then "It," and has the designation, "S." The next round begins, and if someone with an "S" is hit, or misses in throwing to hit someone else, he/she is designated, "S.P." This goes on until someone has "S.P.U.D.S, at which time, that person is out. Everyone else keeps playing until there is one person left.
* handball (or similar sized ball)
How to play:
Give everyone in the group a number to remember, starting with 1, on up. This is their number for the game. One person starts off as "It," and has the ball in his/her posession. The rest of the players crowd around. "It" throws the ball into the air, as high as possible, and calls out a number. The person with that number runs (in this case, we'll say "number 7") towards the ball, while everyone else, including "It" runs away. When "number 7" catches the ball, he/she yells "SPUDS!" Everyone must freeze where they are. "Number 7" then takes 5 steps in any direction, and attempts to strike the player of his/her choice below the chest with the ball. The person who is at risk of being hit, may move any part of his/her body, except for his/her feet. If "Number 7" misses, he/she is "It," and now has the designation, "S." If "Number 7" hits another player, that person is then "It," and has the designation, "S." The next round begins, and if someone with an "S" is hit, or misses in throwing to hit someone else, he/she is designated, "S.P." This goes on until someone has "S.P.U.D.S, at which time, that person is out. Everyone else keeps playing until there is one person left.
5) Pass the Can
Supplies:
* 2 coffee cans or similar containers (keep one hidden)
* water (keep this hidden 'til later)
How to play:
Have group form a circle, sitting on the ground. Explain to the group that they must pass a can around the circle without dropping it. The can must get to each person. Everyone can help, but their butts must remain in the same spot.Then explain that they must only use their feet. Let the group try this until they perfect it. Then add a second can, headed the opposite direction, so that at some point, they must cross over. Tell them it has to cross over twice. This keeps the whole group engaged. After this is is perfected, take one can back, and put a little water- enough that no one would want it to spill, in the remaining can. For the final step, have the group pass both cans with some water (not enough to make it heavy).
Strategy:
Usually, the first round becomes easy when one person proudly comes up with the "brilliant" idea of sticking his or her foot in the can and passing it upside down. But when the water is added, they suddenly realize that the "perfect solution" won't work anymore. From here on out, it takes full concentration- and often several attempts before the cans of water make it all the way around. The way to success most often occurs when people on either side of the one passing and the one receiving, use their feet to help guide the can. Do not offer this solution, however. It may take ten tries, but they'll get it.
Purpose:
Group/Team Dynamics. This game challenges everyone to think of solutions to a seemingly impossible task, and when they figure it out on their own, it helps them to recognize their own ability to seek and find solutions, if they persist, as they work together.
* 2 coffee cans or similar containers (keep one hidden)
* water (keep this hidden 'til later)
How to play:
Have group form a circle, sitting on the ground. Explain to the group that they must pass a can around the circle without dropping it. The can must get to each person. Everyone can help, but their butts must remain in the same spot.Then explain that they must only use their feet. Let the group try this until they perfect it. Then add a second can, headed the opposite direction, so that at some point, they must cross over. Tell them it has to cross over twice. This keeps the whole group engaged. After this is is perfected, take one can back, and put a little water- enough that no one would want it to spill, in the remaining can. For the final step, have the group pass both cans with some water (not enough to make it heavy).
Strategy:
Usually, the first round becomes easy when one person proudly comes up with the "brilliant" idea of sticking his or her foot in the can and passing it upside down. But when the water is added, they suddenly realize that the "perfect solution" won't work anymore. From here on out, it takes full concentration- and often several attempts before the cans of water make it all the way around. The way to success most often occurs when people on either side of the one passing and the one receiving, use their feet to help guide the can. Do not offer this solution, however. It may take ten tries, but they'll get it.
Purpose:
Group/Team Dynamics. This game challenges everyone to think of solutions to a seemingly impossible task, and when they figure it out on their own, it helps them to recognize their own ability to seek and find solutions, if they persist, as they work together.
4) Streets and Alleys
Supplies:
* None
How to play:
Have youth form at least two lines with approximately equal numbers. Each line should have at least 6, preferrably at least 8 players, and each person should be about an arms length from the people beside, in front of, and behind him/her. Standing one person behind the next, the group is in "Streets" mode. If they turn sideways, standing side-by-side in their lines, they are in "Alleys" mode.
Two players are chosen; one as "it", and one as the runner. Starting in "Streets" mode, "It" attempts to tag the runner. A facilitator can at any time, call out, "Alleys," and the lines must switch to the "Alleys" position. This blocks the runner from going straight, and forces him to wind in and out of the "Alleys" created by the arms of the players. Until "It" catches the runner, or until a set time-limit is up, the facilitator calls out, "Streets" or "Alleys" to have the players switch positions. Then two more players are chosen.
* None
How to play:
Have youth form at least two lines with approximately equal numbers. Each line should have at least 6, preferrably at least 8 players, and each person should be about an arms length from the people beside, in front of, and behind him/her. Standing one person behind the next, the group is in "Streets" mode. If they turn sideways, standing side-by-side in their lines, they are in "Alleys" mode.
Two players are chosen; one as "it", and one as the runner. Starting in "Streets" mode, "It" attempts to tag the runner. A facilitator can at any time, call out, "Alleys," and the lines must switch to the "Alleys" position. This blocks the runner from going straight, and forces him to wind in and out of the "Alleys" created by the arms of the players. Until "It" catches the runner, or until a set time-limit is up, the facilitator calls out, "Streets" or "Alleys" to have the players switch positions. Then two more players are chosen.
3) Completely Chaotic Baseball*
Supplies:
* baseball
* bat
* bases
Set-up:
Set up as any other baseball game, with 4 (or more) bases forming a square (or any shape you choose).
How to play:
Instead of having a general rule in which each batter who hits the ball gets to run counter clockwise around the bases, have the "umpire" call out the direction or base to which to run when the player hits the ball, or even as the player makes it to each base, making the players run back and forth. If you call out, for instance, "2nd base", then the players on first through forth base all have to run to second, and anyone tagged in the confusion of deciding which way to run is out.
*(my invention)
from-12/5/06
* baseball
* bat
* bases
Set-up:
Set up as any other baseball game, with 4 (or more) bases forming a square (or any shape you choose).
How to play:
Instead of having a general rule in which each batter who hits the ball gets to run counter clockwise around the bases, have the "umpire" call out the direction or base to which to run when the player hits the ball, or even as the player makes it to each base, making the players run back and forth. If you call out, for instance, "2nd base", then the players on first through forth base all have to run to second, and anyone tagged in the confusion of deciding which way to run is out.
*(my invention)
from-12/5/06
2) Backwards Baseball
Supplies:
* baseball
* bat
* 4 "bases"
Set-up:
Set up as any baseball game, with 4 bases forming a square, with several yards between each base.
How to play:
Play baseball. Each person starts at "home" base. A pitcher throws a ball from several feet away, and the batter attempts to hit the ball with the bat. Each player gets three tries to hit the ball. When the player hits the ball, he/she run around the bases, back to home. The difference is, everyone runs clockwise around the bases.
Purpose:
When some players are much less experienced than others, this helps to even things out. The more experienced will feel slightly out of place, and may even run in the wrong direction when they start.
Variations:
4 bases doesn't have to be the rule. You can have as many bases as you want. Why keep it a square? You could make the bases wind around, snake-like. Or you could have everyone run from home to first, to third, to second, to forth, and home, etc.
* baseball
* bat
* 4 "bases"
Set-up:
Set up as any baseball game, with 4 bases forming a square, with several yards between each base.
How to play:
Play baseball. Each person starts at "home" base. A pitcher throws a ball from several feet away, and the batter attempts to hit the ball with the bat. Each player gets three tries to hit the ball. When the player hits the ball, he/she run around the bases, back to home. The difference is, everyone runs clockwise around the bases.
Purpose:
When some players are much less experienced than others, this helps to even things out. The more experienced will feel slightly out of place, and may even run in the wrong direction when they start.
Variations:
4 bases doesn't have to be the rule. You can have as many bases as you want. Why keep it a square? You could make the bases wind around, snake-like. Or you could have everyone run from home to first, to third, to second, to forth, and home, etc.
1) Ring of Fire
Supplies:
* Tire
* Rope
* Tree or similar object
Set-up:
Secure tire to tree, tightly. For safety, it is better secured on either side (ie: two sturdy poles) so that it does not sway.
How to play:
Tell group that they are all friends, stuck on one side of the tire, that there is a fire on their side, and they must all escape to the other side. In front of them is a solid wall. The tire is the only opening through which to escape.
The group must find a way to make it through without touching the tire, which is "on fire." For safety purposes, do not allow acrobatics.
Strategy:
Allow the group to come up with their own solutions. Often, the first few attempts fail because they take turns without a plan. The larger kids may be picked to lift everyone else through, but when their own turn comes, they find that they are stuck. As the group works together, they find that if some go back through to help, putting themselves back in "danger," and if they plan for the last people before they start- considering the whole group instead of just getting themselves to safety, they are more likely to make it.
Variations:
As can be done in many team games, it can be beneficial to add restrictions. Perhaps no one can talk, or only one or two (the less talkative). This allows for everyone to participate and rely on each other. Also, blind-folding one person in the group may encourage everyone to consider the concept of needing to provide extra protection as they work together to get that person through.
* Tire
* Rope
* Tree or similar object
Set-up:
Secure tire to tree, tightly. For safety, it is better secured on either side (ie: two sturdy poles) so that it does not sway.
How to play:
Tell group that they are all friends, stuck on one side of the tire, that there is a fire on their side, and they must all escape to the other side. In front of them is a solid wall. The tire is the only opening through which to escape.
The group must find a way to make it through without touching the tire, which is "on fire." For safety purposes, do not allow acrobatics.
Strategy:
Allow the group to come up with their own solutions. Often, the first few attempts fail because they take turns without a plan. The larger kids may be picked to lift everyone else through, but when their own turn comes, they find that they are stuck. As the group works together, they find that if some go back through to help, putting themselves back in "danger," and if they plan for the last people before they start- considering the whole group instead of just getting themselves to safety, they are more likely to make it.
Variations:
As can be done in many team games, it can be beneficial to add restrictions. Perhaps no one can talk, or only one or two (the less talkative). This allows for everyone to participate and rely on each other. Also, blind-folding one person in the group may encourage everyone to consider the concept of needing to provide extra protection as they work together to get that person through.
More Coming Up Soon
Paper Airplane target contest
Baseball
Jeopardy
Television
Port and Starboard, Trench Style*
Whose Got the Bone
Beach Ball Volleyball
Concentration
Spoons
Sculpture
Rythym
Horse
Color tag
Mimic (charade game)
Frisbee Golf
Twenty Questions
Water Balloon Toss
Human Dominoes *
10,000 Points
I Never
Name That Tune
Definitions (BS)
Mummy Making Contest
Sponge Relay
Dress-up Relay
Buzz-Fizz
Cat and Mouse
Frisbee Tag*
Trust Falls (line, one on one, circle)
Neck-to-Neck
Joust
Assault
3 Truths and a Lie
Story-telling Charades *
Fact or Fiction *
Spider Web
Ball Web
Don't Drop the Ball
Hot Potato Remix
Seed-spitting Contest
Bubble-blowing Contest
Shot-Put
Tagged *
Freeze Tag
TV Tag
Sweet and Sour *
Double Sour *
Heads Up Seven Up
Water Polo
Cup Pass
Move Right If
Minefield (blindfolded w/apples)
Minefield (maze-team game)
Soccer
Blind-Man's Drawing Interpretations
Chaos
Life-Size Board Game
Human Knot
What's My Psychosis
Dodge Ball
Dragon Dodge Ball
Around the World
Gym/Field Hockey
Mingle
Avoid-Approach
Win-Lose-or-Draw
Charades
Guess Who (blanket game)
Lacrosse
Sticky Wall game
Baseball
Jeopardy
Television
Port and Starboard, Trench Style*
Whose Got the Bone
Beach Ball Volleyball
Concentration
Spoons
Sculpture
Rythym
Horse
Color tag
Mimic (charade game)
Frisbee Golf
Twenty Questions
Water Balloon Toss
Human Dominoes *
10,000 Points
I Never
Name That Tune
Definitions (BS)
Mummy Making Contest
Sponge Relay
Dress-up Relay
Buzz-Fizz
Cat and Mouse
Frisbee Tag*
Trust Falls (line, one on one, circle)
Neck-to-Neck
Joust
Assault
3 Truths and a Lie
Story-telling Charades *
Fact or Fiction *
Spider Web
Ball Web
Don't Drop the Ball
Hot Potato Remix
Seed-spitting Contest
Bubble-blowing Contest
Shot-Put
Tagged *
Freeze Tag
TV Tag
Sweet and Sour *
Double Sour *
Heads Up Seven Up
Water Polo
Cup Pass
Move Right If
Minefield (blindfolded w/apples)
Minefield (maze-team game)
Soccer
Blind-Man's Drawing Interpretations
Chaos
Life-Size Board Game
Human Knot
What's My Psychosis
Dodge Ball
Dragon Dodge Ball
Around the World
Gym/Field Hockey
Mingle
Avoid-Approach
Win-Lose-or-Draw
Charades
Guess Who (blanket game)
Lacrosse
Sticky Wall game
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