Game of the Week: #8) Smugglers

Supplies:
* any object that can serve as a jewel

How to Play:
Divide the group into two teams, the Smugglers and the Coast Guard. Each team should begin from opposite sides of the room, or field, and may, if you choose, use an entire building (ie: church or youth center) as the playing field. One Smuggler is given the jewel, which must be kept in his/her hand, and the game starts. The Smugglers may pass the jewel off to other Smugglers in order to evade the Coast Guard, while the members of the Coast Guard chase the Smugglers in an attempt to tag them. When a Smuggler is tagged, he/she must open his hands to show that there is no jewel. When the Coast Guard gets the jewel, the teams switch sides and play again.

Strategy:
All the smugglers will need to pretend that they are the ones with the jewel, by keeping their hands closed, and running from the Coast Guard members in order for the game to run smoothly.

84) Paper Airplane Target Contest

Supplies
* Paper
* Paper airplane book (s) (can get from library)
* Scotch Tape
* Some models require paper clips or pennies for added weight
* Chalk (or paper, pen, and duct tape)

Set-up
1) Designate a starting place, and several targets on the ground. Mark each target as being worth a different amount of points, allowing for the smaller targets and furthest targets to be worth the most.
How to Play

1) Allow group to look through the books and choose their favorite design
2) Give everyone the supplies, and allow them to design their plane.
3) After several minutes (depending on this size of the group and # of books), have participants split into 3 or four teams.
4) Have teams take turns (Person 1 from team A, then person one from team B, etc), throwing their planes at the targets. Unless you know of someone in the group with a medical inability to throw well, each participant should throw his/her own plane.
5) Points should be added up for each team.

Goal
Whichever team scores the most points, wins.

Alternative
Teams aren't necessary, but this will keep larger groups focused on more than only their own part, and can be used to encourage team building.

83) Dragon's Tail

Supplies:
*none

Goal:
To get everyone onto one team

How to play:
Start with teams of between 5 and 7 players on a team, with a minimum of 2 teams (no maximum).
Each team should form a line, holding the shoulders of the person ahead of them. Each line becomes a "dragon".
Have each dragon move around the room/field, with the first person (head) trying to tag the person in back (tail) of the other dragon(s). When a "tail" player is tagged, he/she goes to the front of the line of the dragon who tagged him/her, adding to the length of that line, and becomes the head of that dragon.
The goal of each dragon is to get everyone else onto their team. Once you become part of a different dragon, you become part of a new team. As with all New Games, no one is ever out, and no one ever loses.

82) Cuffs and Shackles

Supplies:
*1 piece of string, about 1 1/2 feet long, for each participant

Goal:
To become unattached from one's teammate.

How to Play:
Have participants form groups of two. Pass out the string to each player, demonstrating that they should tie one string (string A) to each wrist of one participant (player A), then tie one end of the other string (string B) to one wrist of the other participant (player B).
Player B should then put his/her other wrist under player A's string, sticking his her hand up in the area formed by player A's arms and string. Next, they should tie the lose end of string B over string A, to this loose hand. At this point, the players should be stuck together. Several players will need assistance to get this set up.
Without taking the strings off their wrists, the players should then work together to get free from each other.

Strategy
The trick involves one player pulling his/her arm through one of the loops of the other player's string. Make sure you practice and understand this well before you try it on a group, so that you can encourage the participants through it until everyone is freed.

81) Tail in a Bottle

Supplies
*1 piece of string for each team, long enough to wrap around each person's waist, with the end hanging down several inches
*1 pen (or similar object) for each group, tied to the string
*1 soda or milk bottle for each group (all soda bottles or all milk bottles for equality)

How to Play
Split the group into equal teams, and have them form lines, with their bottle set up ahead. At the facilitator's command, the second person in each line should tie the string around the waist of the first person, so that the pen hangs down behind him/her by a few inches. The first person must then run to the bottle, and squat down in an attempt to fit the pen through the hole of the bottle. When successful, the player may run back, pass the string to the next person, and the process begins again. The first team to get everyone through, wins.

80) Marco-Polo

Supplies
*swimming pool

How to Play
In a pool, choose one person to play it (Marco). The rest of the group must try not to be tagged. "Marco" must keep his/her eyes closed, while swimming/dog paddling around the pool, trying to tag anyone. Similar to echo-location, as used by dolphins to find each other, "Marco" may shout "Marco!" at anytime, and the rest of the participants must reply (audibly), "Polo!" The first person to be tagged becomes the new Marco, and the game continues.

Strategy
The participants will often try to whisper or murmur, "Polo." The rule is, there must be a reasonable chance for Marco to have heard it.
Participants will often shout "Polo," and quickly launch themselves in another direction.

79) Lap Sit

Supplies
* none

How to play
Have group form a circle, shoulder-to-shoulder, then turn their bodies so that their right arm faces inward. Tell the group that they must organize themselves in a sitting-position, each on the lap of the person behind them. No leaning; "sitting" means that their laps are relatively parallel to the ground. Time them to see how long they can last.

Alternative
While still positioned in a sitting-circle, have the group attempt to walk around together. Give this a few tries, and see if they improve.

78)Connections*

Supplies:
* none

Goal:
The challenge is to create a giant blob of interconnected players- or see how close you can get.

Note:
Instructions are confusing; read twice- worth the effort.

How to Play:
Have all participants gather in the playing area. Explain the rules below. Instruct them to move around within the group, shaking hands with and introducing themselves to as many people as possible. Tell them to be ready for your instructions.
At random, call out instructions. As soon as you begin to shout out instructions, everyone should listen.
Begin with easy instructions, and make it more complicated as the game goes on. The facilitator will call out a number and a body part (ie: 3 hands). Immediately, the participants should form groups, connecting themselves according to the number and body part (ie: three players with one hand touching, or two player, one with one hand and the other with two). When the groups are formed, have them leave, and move around the room again, this time, tipping hats/ nodding in greeting, and telling each other their favorite hobby. Call out a new command, this time with two different body parts affected (ie: 20 fingers and 8 feet). The trick is, the fingers that a player uses for the game must be connected to one group, while the feet must be used in another group. In other words, if you call out 2 types of body parts, the players will be part of two groups simultaneously. If you call out 3, they'll need to arrange themselves so that they fit into three groups. Because others will be surrounding them, many won't be able to make the connections. You can call those players out (after a few practice rounds), or challenge the group as a whole to see if they can make it work so that everyone is interconnected in one giant blob.

If this is too hard, change the rules so that there only needs to be one person different for each group (ie: for 5 hands, 3 feet, you can have 4 people placing a total of 5 hands together, and even though you have enough feet among you, call someone from the group next to you to help out by sticking a foot in while his hands remain with his other group).

Team Dynamics
As a team dynamics activity, cut out the initial "Mingling," and give them only one set of instructions (4 arms, 8 feet, 2 ears, 6 legs). Tell them to see how fast they can form a blob. It might take several minutes for them to arrange themselves, calling to other groups for help. You may call in a team of "doctors" from the group to move around and make suggestions- "you go there and do this." Not every combination of instructions will work perfectly, so the first attempt will be your chance to adapt it. See how close they can get, until you know what will work. Have them form a circle. Have them discuss what worked and what didn't, and make adaptations. Ask them if they can beat their time by making these changes. Have them try again a couple more times to until time runs out, or they feel successful at making the connections quickly.

* [My Invention] - inspired by "Mingle"

77) Chariot Relay*

Supplies:
* 7+ wooden poles(~1 1/2- 2 feet long) per team
* thin rope (probably 6-10 feet per group)
* 1 or more pocket knives that you know can cut the rope

How to Play:
Split group into teams (teams of 5 or more). Give each group the wooden poles. Set knives and the rope, which can be one long piece, a few feet away. Tell the groups that they will build a chariot that must be sturdy enough to carry anyone on the team. Point out the supplies, and give them 5 minutes to build a chariot. Tell them everyone must somehow be involved in making it. Let them figure out how to carry it out. If after 5 minutes, the groups aren't semi-ready, you can give them a little longer.
When the time is up, have the teams line up parallel to each other with a few feet in between. Set a destination, and tell them that the goal is to get everyone on the team to the destination and back, carrying them on the chariot. As many people as necessary can be involved in carrying the chariot, to get them back safely. If, in the end, no group gets everyone back before the chariot falls apart, the group with the most wins.

Strategy:
They can send a runner to cut the rope, a runner to bring it back, have one person give directions/keep time, have a couple build, have someone trouble-shoot. Don't tell them this, however; it's all part of the team-building experience.
If one or two people are taking over, shout out that those leading are now mute, and cannot speak, allowing others then to take the lead.

[*My Invention]

76) Elephant Hunt (or Squeegie Hunt)*

Supplies
*colored paper
*elephant stencil (can find silouettes on the internet to use as stencils)
*scissors

Preparation
Cut out elephants (or change the animal if you wish)(I'd suggest a minimum of twenty). Hide them all around (in trees, under rocks- partly visible, etc)

How to Play
Split group into teams (cabins, classes, etc). Tell them that the elephants are endangered, and that their job is to find them, and bring them to safety. They must stay with their groups, and must be back by a given time, or they lose points. Each elephant that the team rescues is worth a point.

Alternative
A "Squeegie" is an imaginary animal. You can design it to look however you want, making only one. Hide it where it can eventually be found, but where it won't be obvious. The participants will bring back elephants, but whoever finds the squeegie, gets extra points.

2nd Alternative: make one squeegie for each team, each a different color. Each team must find the squeegie that is their team's color. Hide them together, so that each group has an equal chance. All teams that find their squeegie, get the extra points. Send a responsible adult with these groups to ensure they don't take or hide the other squeegies.

*[My Invention]

75) 4 on the Couch

Supplies:
* each player's name written on an individual scrap of paper, and folded
* hat/container for names
* couch or 4 spaces to represent a couch
* possibly: 2 colors of paper (see below)

Goal:
To have 4 people from one's own team on the couch

How to Play:
Have everyone sit in a rough circle, using a couch (or 4 specified spaces next to each other). Make sure there are already 4 players on the couch, 2 from each team. Designate one space in the circle (not from the couch) as the open space. If the group is fairly split by gender, the game should be played, guys vs girls. Otherwise you may use colored paper to stick to their foreheads to designate their team. Have each of the players draw a name from the container. This is their new identity.
Start with the player to the right of the open space. Have this person call the name of somebody in the room. The person who has been designated this name then will stand up and move to the open space. Now the person to the right of the new open space may call a name. This goes on until the couch is filled with members from only one team.

Strategy
At first, no one knows anyone's designated identity, but if they pay attention, they will figure out who's who. They can then begin purposely calling the opposing team-members off the couch. The teammates that are on, or directly to the right of the couch are then responsible for calling on any teammates when a space opens up.
[Really, to start the game evenly, the person to the right of (next to)the couch should be from the same team as the person on the couch at the left end, because this person (on the left) cannot call anyone up].

74) Conversations

Supplies
* one chair for each player

Set-Up
Using chairs, create two circles, one inside the other. There should be an equal number of chairs in each circle. Each chair in the inner circle, should match up with a chair in the outer circle, all of them facing outward. There should be enough room between the inner and outer chairs, for someone to walk around them.

How to Play
Have everyone sit in a chair. If there are siblings in the group, you may want to keep both in the inner or both in the outer circle to avoid awkwardness. On the facilitators command, the inner group should walk clockwise, and the outer group should walk counter clockwise. When the facilitator says stop, everyone should sit in the closest chair. Those in the outer group will straddle the chair, facing a player from the inner circle.
Now give a topic. For 30 seconds, the player on the inside must talk incessantly about this topic to his/her partner. When the time is up, the outer player talks about the same subject for 30 seconds. If the subject isn't too personal, you may then call on a couple people to recount what their partner said to ensure listening.
Start again with everyone walking around to an new seat, using a new subject, and having the players in the outer circle start.

Subjects can be anything, ie:
* how was your day
* what did you read/hear in the news
* why is the sky blue
* what did you do on your birthday
* talk about your favorite animal

Note:
The purpose of this game is to get participants sharing ideas, feelings, etc with people they rarely talk to.

73) X Marks the Spot*

Supplies
* masking tape
* blindfold

Goal
To determine who's telling the truth, and thus, to find the "x" on the ground

How to Play
Have everyone form a large circle. Blindfold one player, who will be the "seeker." Now mark an "x" with tape somewhere within the circle. Each of the rest of the players must choose at this point, whether they want to help, or to lead astray, the seeker. They should not say what their choice is, but they should keep to it for the round. The players then shout out directions: "left", "right", "forward", "You're on it", "You're far away", etc.
The seeker's goal is then to move around the circle, trying to find the "x" on the ground (by relying on directions, rather than using hands). Once the seeker thinks he/she is standing on it (or as close as he/she's going to get), he/she says, "I found it!"
Mark the spot where the seeker is standing. After everyone plays, whoever comes closest, wins.

Strategy
The players will be trying to guess based on whether they think their friends would trick or help them, and based on how believable the various voices are.

*(my invention)

72) Fortune Teller

Supplies
*stuff (sticks, rocks, bracelets, or whatever is around)

Preparation
Speak to two participants ahead of time(make it look natural to the rest of the group so they aren't suspicious), asking them to help you. Explain the following game, asking them to sit in the same manner as the person who moves the objects (legs crossed vs outstretched vs on knees, leaning back vs sitting straight vs forward, arms folded vs in lap, etc). Explain that if the object mover shifts positions, they should too. Give them an example to mimic, and make sure they understand ahead of time. You'll have two helpers, so this will give you a little insurance. Make sure they understand that no one else should know. They shouldn't act suspicious, staring or grinning at each other, etc. You may want to explain also, that if one of them is suspected, he/she can skip out of helping for a round to throw them off.

How to Play
Have the group, including your helpers (whom no one else should know as helpers), form a circle, sitting. Place a few small items in the center. Explain that you have a special gift, that everyone gives off this "energy" that enables you to know things that happen when you aren't there. Tell the group that you are going to leave the room, and while you are gone, one person of their choosing is to move/reposition the objects in the center. Then they should call you back in, and you will be able to tell them who moved the object (within 2/3 guesses).
Allow the group, if they demand it, to choose a person from the group, to watch and make sure you aren't "cheating." No matter who they choose, you'll still have at least one helper in the group.
Leave the room, and wait for them to call you in. When you come in, stand in the circle, focussing on the objects, as if they hold a clue. You may feel them, pretending they're warm, or giving off a certain light, etc. Then look around the group, noting who might be sitting like your helpers. Chances are, there will be more than one person sitting in this manner. Give it time. Focus back on the objects, like you just aren't sure. You may narrow it down, and tell the group who you are trying to choose between, or say, "I know it's on this side of the circle." Players will soon shift positions, and your helpers will too, and this will narrow down your choices. When you guess correctly, the group will have new challenges for you, new guards, etc. They'll talk while you're out, reminding everyone not to look at the object mover, having no one move it, or a helper might decide to trick you by moving it him/herself. You have 2 or 3 guesses, and if you take time, you'll almost definately figure it out. If you don't, just explain that your powers are getting weak, and you need some time to rebuild your energy. Play 3 or 4 times, and end the game so that they remain mystified.

Strategy
"Allowing" the group to send guards, rather than suggesting it yourself, is beneficial. It implies that you are confident. They came up with a challenge, and you can prove that it won't stop you. If you suggest it, they will guess that you figured this into the game.
Often, the players follow this pattern:
first round, there's no "challenge,"
second round, there's a guard,
third round, they may send two guards (in case one is teamed up with you), and at the same time, remind each other not to stare at the object mover.
fourth round, they may bend the rules: no object mover or multiple movers.
If you suspect that the group had multiple movers, or are bending the rules, state this..."I get the feeling that there were more than one..." like you're considering it. This in itself will surprise them. If they grin confidently at each other, you say, "no, nevermind." If their eyes widen, like you found out their secret, then you make your "feeling" official, and you remind them that your powers aren't strong enough to know exactly who, but you do think that so-and-so was involved.

71) Pip, Squeek, and Wilbur

Supplies
*several small, unbreakable objects (1/3 the number in the group, minus two)
[a group of 15 would need 3, or two less than the number of teams]
(if you do this on a whim, you could even use rocks, or one player from each team can donate a sock to the game)
*method of keeping score

How to Play:
Split group into teams of three. Each team should then choose one person to be "Pip," one to be "Squeek," and one to be "Wilbur." Have the teams come together in a large circle, standing together with their own team. Place objects in the center of the circle. Facilitator may then call out one of the names, "Pip," "Squeek," or "Wilbur." Those who have the identity that is called then run around the circle (all to the right to avoid running into each other), while the other two in the team link hands, to form a bridge. Those who are running, must run around the circle, and under the bridge, to grab an object from the center of the circle. Those who grab an object gain a point for their team. The objects then go back in the middle, and a new round is played.
This can be played for an alotted amount of time, or until one team reaches a designated number of points.

70)Knock-Out

Supplies
* 2 basketballs
* basketball hoop

How to play:
Have players line up behind the shooting line. Give one ball to the first two players. The first player throws, then the second play may begin. The goal is for the second person to get the first person out by making a basket first. If the first person makes a basket, he/she hands the ball to the next (third) person in line, and goes to the back. The second person then becomes first, while the next person tries to get him/her out by scoring a basket first. If the second person makes the basket first, the first person is out, handing the ball to the next person, and the second person becomes first person.
There is no pause in the game. The person who moves up from second, to first keeps shooting, trying not to be outdone by the next person in line.

69)Volleyball

Supplies:
* volleyball net
* volleyball
* tape/chalk/etc to mark playing area

Set-up:
Use a volleyball court or make one by setting up a volleyball net with around 30 feet of running space on either side. At the end of this space on either side, draw a line along the ground, parallel to the net.


How to Play:
Split group into two teams. Designate one side of the net for each team. The teams should spread out on their side of the net. One team starts, by having the player in it's back, right corner, "serve" (hit) the ball over the net, to the other team. The goal is to get the ball to hit the ground on the other side, within the playing area.
Players may serve the ball from the line by tossing it up, and using their palms to hit it forward, or by holding one hand in the palm of the other, wrists upward, and hitting the ball with the wrist.
If the ball hits the net or the ground before going over, the other team scores a point, and has a turn to serve.
When the ball goes over the net, the other team must try to hit it back. The teams "volley" the ball back and forth, over the net, until the ball hits the ground. When this happens, the team on the opposite side of the net scores a point, and it becomes their turn to serve.
The players on each team, take turns serving. Usually, the groups spread out in 2 lines, parallel to the net. When a team looses it's turn to serve, the players move clockwise, so that the person who was at the front right, move to the back right, which is the serving position.
A ball should not be hit by anyone besides the server until it goes over the net. Once over, it should not be hit more than three times, or by the same person twice in a row, before it goes back over the net. If this happens, the other team scores a point.
Each time the server prepares to serve the ball, he/she should call out the score, their score, then the other team's score (ie: "Five Three" or "Seven Nine") Upon calling the score, the server may then hit the ball.
The game is traditionally played until one team makes it to a given number of points (often 16). Alternatively, it can be played for a designated amount of time, and the team with the most points wins.

68)Left-Right-Across*

Supplies
* one ball (any size) for each player
- can range from tennis balls, to basketballs
* tape/construction paper/etc to mark each player's space.

Set-Up:
Create a square out of placemarkers, one for each participant. Each placemarker should be directly across from another.

How to Play:
Have group form a square, with one person standing on each spacemarker. Hand out the balls, one to each player. Facilitator may at any time, call out, "Left," "Right," or "Across." At that point, each player must throw his/her ball straight up, and rush in the direction called, to catch the ball from that position.

As a team-building game, explain the rules, and ask the group how many times in a row, they can suceed in getting everyone to catch the ball. Then have them try, and create a new goal based on how they do. Give them several tries at improving their numbers, then discuss how they worked together.

Hint: Try to let them figure it out themselves, but if after several attempts, they haven't caught on, help them to realize that they are more likely to succeed if they make the effort to throw the ball straight up, than if their primary goal is to get to the next spot.
Questions you can ask to get them thinking:
What's making it harder?
What would make it easier?
Where are the balls going?
Where should the balls be going?
Etc.
Team Builders: The point is to work together. If they come up with a solution that seems to break the rules, but it works (ie: moving placemarkers closer together), then congratulate them for coming up with a solution.

Variations
I've seen a similar game done without the teambuilding element, using thick dowels of sizes that varied from knee to waist-high. These dowels were held so that one end rested on the ground, as the command was called. The goal was to catch the next dowel before it hit the ground.

*(my invention) (well, kinda)

67) Telephone

Supplies
* none

How to Play
Non-Competitive:
Have group form a circle, and start with one person, by whispering a "message" in that person's ear. He/she must then pass the message along, each person whispering the same statement into the ear of the next, until the last person has heard it. Anyone who is unsure what he/she heard, may say, "operator," and have it repeated once. If the player is still unsure, he/she must do his/her best, saying what it sounded most like. He/she cannot ask in return, "Did you say.....?" When the message gets to the last person, that person must say aloud, what they heard the message to be. The group may want to try again several times (with new messages to different individuals) to get it right.
The facilitator may then start a discussion. Try to find the point at which the message first changed, by asking what each person heard and said. It may be that someone believed that's what he/she heard, or had to guess because he/she couldn't hear the message. Occasionally, someone will purposefully sabotage the message. Use these factors to discuss gossip, which can be miss-heard, misunderstood, added to, or sabotaged/ purposefully changed.

Competitive:
Split group into two teams, and have each team form a line. Give the same message to both groups, and see who comes closest to the true message at the end.

Strategy
tongue-twisters, meaning-less phrases, and statements with many similar-sounding words can make the game more tricky.

from 2/4/07

66) Commonalities Relay*

Supplies
* optional: one sheet of paper for each group
* optional: writing utensil for each group
* optional: one chair for each participant

How to Play
Split group into 2 or more teams of at least 5 players. Have each team line up, sitting in chairs (optional), with paper readily available near the front of each line. At the facilitator's command, the first two players on each team will quietly talk together to come up with something they have in common, that they think may also be true of the rest of the team (you may want to add that the common factor must be not be physical, or in some way, obvious). Once the two come up with something in common, the second player turns to the third, and quietly asks if it is common of him/her. If yes, the third asks the fourth, and so on, until the person in the back of the line has agreed that he/she also has this trait/hobby/experience/etc. in common. At this time, the person in the back will run to the front, write the common factor on the team's sheet of paper (not seen by the other group)while the rest of the group moves back one seat, and then sit down at the front, and begin again, trying to find another common trait.
Any time a group finds that the potential common trait is not shared by the next person (which will most likely be often), they will relay the message back to the front, and the two at the front will try again with another trait. The first team to get one common trait for each of it's participants, wins.
The team may then read off their lists of common traits. See if any of them match the entire group.

Note: the lists are recommended, but if you do this on a whim, and don't have the supplies, require that each participant remember the common trait that he/she agreed to from the back of the line.

Strategy
For an easier game, designate more teams with fewer participants. For a harder game, create few teams with many participants.

*(my invention)

65) Joined

Supplies
* Pre-made lists, preferably in jumbo print (can use a flip-chart)
* optional: radio
* optional: index cards/ paper, 1 writing utensil for scorekeeping

Note
This game is similar to Mingle, but with a twist that makes it harder

How to Play
Have participants dance (or play Mingle). If score is kept, they should keep an index card/ small piece of paper with them. Facilitator should randomly stop the music, and call out directions, ie:
6 hands and 20 toes!
The players must quickly form groups, joining six hands and 20 fingers together.
This may be done using six players, each putting in a hand and three toes, with two players putting in four toes. Alternatively, a group of three may put in both hands, and six or seven toes. Any other combination that results in 6 hands and twenty toes may be used. Each player in the group, however, must use at least one body part, and each body part that is "in use" must be connected to those that are "in use" by the rest of the group.
When a group has met the requirements, they should shout out, "Joined!" The facilitator then will double-check, and if keeping score, each player in the group may get a point, which the facilitator may mark on their card.
The dancing will then begin again, until new directions are called out.

Try a few simple instructions, then make it harder:
6 hands, 8 fingers, 7 feet, 5 knees, or
5 ears, 22 fingers, 9 elbows
Obviously, 5 ears can't all touch, but if the group can rationalize a connection (both my ears are touching someone else's ears, and we're using both his ears, but only her left ear), then it can be accepted.
For these harder directions, it is best to have it written out in jumbo print for the groups to see, so that you do not have to continuously repeat yourself. Having it written will also keep you from forgetting what you just said.

64) Traditional Relays

I am combining a few traditional relays in the context of one game, because the basic rules are the same. These relays are so well known that just mentioning them is probably enough for most viewers, so giving them their own number doesn't seem justified.
Supplies
varied

How to Play
Create two or more teams of approximately equal size, and designate a Point A, and Point B. Players stand in single file lines (or with a partner), side-by-side with their opponents. At the facilitators command, the first player in each line moves to Point B in the designated fashion, and back to the team. Once back, the play taps the next person in line, enabling that person to follow the same routine. The first team to get everyone from Point A to Point B and back, wins (or if one team is short one player, the first person on that team must go twice).

Variations
*Three-legged Relay: Everyone has a partner. Tie the left leg of one, firmly, but not too tightly, to the right leg of the other.
*Wheel-Barrel Relay: everyone has a partner. One holds the feet of the other, as the other walks on their hands, at an angle. Be careful that the up-right player doesn't run the other players head/chin into the ground.
*Potato Sack Relay: each team is given a canvas-type sack to step into, and should hop to Point B, holding the sack up around their legs. I don't know about cloth potato sacks, but I have seen 20 lb cloth rice bags... or someone could make them.

63) Bomb the President

Supplies
* 1 or two balls that can be thrown to hit people (gator skin or rubber balls)

How to Play
Have group form a circle. Choose one player to be the President, and another to be the Secret Service Agent. These two stand in the center of the circle. Hand the ball to anyone else in the circle. At facilitator's command, the players try to strike the President with the ball (bomb), below the shoulders. They may do this by throwing directly at the President, or to each other to get a better shot. The Agent's job is to prevent the president from being hit. Both the President and the Agent may move around in the circle. The Agent may be hit, or may catch the "bomb" and throw it back. If the president is struck, however, he is out, and joins the circle. The Agent then becomes the new president, and a new Agent is chosen from the circle.

62) Melt the Ice Cube Relay

Supplies
* bag/bowl of ice Cubes for each team
* One container for each group. Each container should be the same size and shape, with a line drawn/taped onto each container at the same level (not too high, or you'll never finish).

How to Play
Split the group into two or more teams. Have them sit in a circle around a container, with the ice cubes next to it. At the same time, one person from each team should take an ice cube and pass it around the circle (do not skip players), while trying to melt it into the container. They may not put it in their mouths. You may have two or three players from each team take an ice cube at the same time, making it harder to keep passing. Once an ice cube is melted, another player may grab an ice cube. The first team to fill their container to the line with water (no ice) wins.

61) Lemonade

Supplies
*none

How to Play
Split group into two teams, and have them stand on either side of the playing area.
One team (Team A) begins, by quietly talking together, and coming up with an agreed-on occupation. When ready, they begin shouting the following:
Team A: Here we come!
Team B: Where you from?
Team A: New Orleans!
Team B: What's your trade?
Team A: Lemonade!
Team A then begins marching forward together, acting out the agreed-upon occupation, while Team B shouts out attempts to guess the trade. When they guess correctly, Team A must turn around, and race back to their starting point. If Team A makes it to the other side, they may choose a player to take back with them, and start again. Anyone who is tagged along the way becomes part of Team B. Then the groups switch roles.

Strategy
Team A will probably try to walk slowly, because the closer they get to the other side, the more likely they are to be tagged. Team B, on the other hand, may try to wait to guess the occupation if they feel certain that they are right, in order to improve their chances of tagging people. If they wait too long, however, and are wrong, they will have lost guessing time, so there is a give-and-take to this strategy.

60) Bomb Shelter*

Supplies
* something that can be thrown several feet, to get other players dirty/wet
(ie: water balloons, mud pies, fist-fulls of chocolate pudding)
* cardboard boxes, duct tape, and other building materials

How to Play
Step One: Split everyone into teams (3 or more). Give each team some building supplies, and 5 or 10 minutes to make a "bomb shelter," behind which the whole team should be able to hide.
Optional: teams may also make a giant slingshot out of sticks, rubber bands, and fabric
Step Two: At the facilitator's command, each team must try to knock down the shelters of the opposing teams, while protecting themselves from being struck (you may want to specify, "struck in the back," etc to make it harder) by the "bombs." Once a player is struck, he/she is out (in the hospital). The team with the last shelter standing, wins.

*(my invention)

59) Capture the Flag

Supplies
*2 brightly colored bandanas or really, any objects that can be concealed, to serve as flags

Goal
To be the first team to find the opponent's flag, and bring it back to base.

Preparation:
In a large area, preferably with a building or other structures mixed in (ie: around a church, school building, house, etc, determine a central base for each team. Also, choose one location as "jail." Bases should be near each other so that there is no conflict regarding who got to their base first. Choose one person to be the jailkeeper to prevent players from breaking out against the rules.

How to Play:
Split group into two teams. Give a "flag" to each team. The teams may determine one or two players as spies, and one or two as look-outs. Designate a time limit. They should then go off, searching for the perfect place to hide the flag. The spies may try and follow their opponents, but must remain out of site of the lookouts. If a lookout catches a spy, the spy must go to jail. To be freed from jail, a teammate must tag the prisoner when opponents aren't looking. If caught freeing a prisoner, that player goes to jail as well.
When the flag is hidden, the team returns to base. When both teams are back at base, they may set out again to find their opponent's flag, but at the same time, must avoid being tagged by an opponent. If tagged, the opponent may take the player to jail, where he/she must wait to be rescued by a teammate. The first team to find the flag, and bring it back to their base, wins.

Strategy
Often, players will keep the flag hidden among them, and "pretend" to hide it in several places before and after the actual location, to prevent the spies from knowing the real location.

58) Port and Starboard (aka:Hit the Deck)

Supplies:
* anything that can be used to mark playing area: tape, rope, chalk, rocks, etc

Set-up
Designate playing area, about the size of a tennis court, or a bit longer, as the ship. Mark off the front, back, and sides of this ship.

Preparation
Teach the group the following actions. Start off with perhaps 4-6. Later, you can interrupt the game to add more.
Individual:
Port: Run to the left side of the ship
Starboard: Run to the right side of the ship
Bow: Run to the front of the ship
Stern: Run to the back of the ship
To the Ship: Run to the captain's right (which may vary on where the captain is standing, and on whether he/she facing towards or away from the group)
To Land: Run to the captain's left
Hit the Deck: Lay down on your stomach
Attention on Deck: Stand up straight, feet together, salute, and say, "Aye, aye, Captain"
Scrub the Deck: Crouch down, pretending to scrub the ground
Captain's Quarters: Run toward the captain
Periscope: Lay on back, with one foot in the air
Turtle: Lay on back, with hands and feet waving in the air
Clear the deck: Sit with feet up off the ground
Interactive:
Crow's Nest: Find a partner and one carries the other on his/her back
Party Time: Grab a partner and dance
Man Overboard: Grab a partner. One lays on his/her stomach. The other stands with one foot lightly on his/her back
Row Your Boat: Grab a partner, and facing each other, hold hands and pretend to row, while singing, "Row, Row, Row Your Boat"


How to Play
Have group stand at the front (Bow) of the ship. The facilitator, "Captain," may call out any of the above commands, and the goal is to perform each as quickly as possible. The last to follow the captain's commands, or those who are left out in the interactive commands, are out.

Alternative
Instead of being out, my suggestion is that the players "Walk the Plank" (have a "plank" designated), and dramatically fall into the "water" outside the boat. From here, they can run around the boat, making noise, screaming for help, trying to distract the other players from the Captain's commands.

For a Small Group, instead of having one or more players get out each time, designate a letter to the slowest to follow each command, until a word (ie: "Starboard") is spelled, and that player is out.

57) Ah Soh Koh

Supplies:
*none

To Know:
Ah!= one arm over chest, other pointing at neighbor
Soh!= one arm in air, other pointing at neighbor
Koh!= both palms together, arms outstretched, pointing at anyone
No Koh!= arms crossed at wrists, in front of chest

How to Play:
Have players form a circle. One player starts, shouting in a funny voice (ie: karate yell), "Ah!" with one arm over his/her chest, and the other pointing at a neighbor. The neighbor who is pointed at must immediately then shout, "Soh!" with one arm in the air, and the other arm pointing at his or her neighbor (which may or may not be the person who just pointed at him/her. This next person then shouts, "Koh!", pointing with arms outstretched, both palms together, at anyone in the circle. If the player who is pointed at with the shout, "Koh!" reacts immediately, he/she may guard off the "Koh!" by crossing his/her wrists across his/her chest, and shouting, "No Koh!" If successful at stopping the "Koh!", then the person who said, "Koh!" must start over with "Ah!" Anytime someone hesitates, points in the wrong direction, responds without being pointed to, or says the wrong sound, that person must begin again with "Ah!"

56) Big Booty

Supplies
* none

How to Play
Have group form a circle. Each player is given a number to remember, with one person sitting just before number 1, being called, "Big Booty."
Everyone begins the game by clapping hands once, lap once, back-and-forth, in a 1-2-1-2 rythym. Once the rythym is solid around the circle, "Big Booty" begins a chant, still clapping, "Big Booty, Big Booty, Big Booty! Big Booty, number ____" The number that Big Booty calls (ie: #3), must then quickly respond, "Number '3', number_____" or "Number '3', Big Booty." Each player who's number is called, must respond quickly. If the player messes up, or doesn't respond, or if the wrong person responds, everyone raises their arms (wave style: arms forward, and up), and shouts, "Awwwwwwwww, Shucks!" Then the person who made the mistake, moves to the end of the circle, and the players who were behind that person have a new number, one less than before. When Big Booty messes up, he/she moves to the back, and Number 1 becomes the new Big Booty.

Note:
Speaking from the vantage point of someone who has a slow reaction time, this game can be frustrating when you never make it to the front. As a facilitator, you have the opportunity to notice these players, and manipulate the game so that they start at or near the front, or take turns. It's a fun-spirited game, especially when everyone eventually gets a chance. (Also, as with any game, if a player is dicouraged, I guarantee: if you keep trying, you will get better).

55) Blind Man's Bluff

Supplies
* optional: blindfold

How to Play
Choose one person to be the "blind man." If available, blindfold this person. Otherwise, he/she should keep eyes closed at all times. The rest of the group may move around the area, as silently as possible, to avoid being tagged. When the "blind man" tags someone, this person becomes the new "blind man."

Variations
In a more familiar group, when someone is tagged, the "blind man" must feel the face of the tagged player, and identify that player in order for him/her to become the new "blind man."
Alternatively, the "blind man" may be required to ask the tagged player a question, and determine his/her identity based on voice.

54) Zip-Bong

Supplies:
* none

How to Play:
Have group sit in a circle. One at a time, starting in a clockwise direction, each player says either, "Zip" or "Bong." These sounds must be made, "grandfather style," meaning that the players tuck their lips in, covering their teeth as they speak. Doing this confuses the players' concentration, making the game harder.
The first player starts by saying "zip," and each subsequent player continues, but anyone may at any time, say "bong," changing the direction. When the wrong person speaks, or the right person hesitates, he/she is out.

Variation:
Instead of being out on the first mistake, the player may be given the letter "z," for the first mistake, "i" for the second, and second, until they spell zipbong, and are out.

53) Evolution

Supplies
* none

Goal
To become Superman

How to Play
Explain to the group, that there are 4 types of characters: Chickens, Dinosaurs, Humans, and Superman.
Everyone starts off as a chicken, clucking, strutting around, bobbing their heads, holding their hands up to their arm-pits, and flapping. When they approach each other, they may play rock-paper-sissors to determine who can advance. The winner moves up to dinosaur; the loser remains a chicken.
Dinosaurs take giant steps, leaning slightly forward at the hips, arms raised in a curled forward position, and roar. From this point on, when they lose rock-paper-sissors, the will go down a level.
Humans walk around, swinging their arms casually.
Superman is the ideal status. Superman (or woman) "glides" around, arms stretched out. He/she is invincible, and does not lose status, but can bring others up (or down) by playing rock-paper-sissors until everyone else is Superman as well.
The game is over when everyone has obtained Superman status.

52) Group Memory*

Supplies
* 1 index card for each participant (extras for mistakes)
* at least 2 pens/pencils

How to Play
Split group into two teams (of at least 10, but preferably much more), each with an equal number of participants. Hand each team one index card for each participant (plus extras for anyone who makes a mistake), and at least one pen/pencil. The teams should move to another location so that they cannot see or hear each other, then choose pairs, but continue to work as a group within their teams. This is necessary to prevent repetition, and encourages group planning. Each participant should write his/her name on the un-lined side of his/her index card, in large print. If there is an odd number of people in each group, then there will be an "old maid" in the game. Each pair should find something in common with each other, making sure not to duplicate another pair in their team, and write it down on the other side of the card. The "old maid" may write any interesting fact about him/herself on the other side of his/her card, as large as possible. When the team is finished, they stack their cards together, and bring them back to the original location. A representative from each team mixes the cards, puts tape on the side with the facts, and tapes them to the wall, in short rows. Each team should use a different part of the wall; the teams do not mix their cards together. Now have the teams take turns, calling the names of two opponents. Flip over the two names, read out loud, the facts off the back, and if they match, hand them to the team. If they do not match, put them back on the wall. If there's at least 20 cards per team, then award a match with a second attempt. The teams take turns doing this until one team has all the cards from the opposing team.

*(my invention)

51) What is Different

Supplies
* none

How to Play
Have everyone get into pairs. Give them 20 seconds to look at each other and remember everything they can about the other person. Now, have them turn around, back to back, and make changes to themselves. They may unbutton a button, turn their hat around, roll their pant legs, etc. After about 30 seconds, they may turn back around, and each player has a chance to tell the other what they notice that is different. When they think they've got it all, they can tell the other what he/she missed. You may have them switch partners, and try again, with only 10 seconds to memorize what the other looks like.

Game of the Day: #50) Bumper Hockey*

Supplies
*rubber ball
*hockey sticks or brooms for each player (can tell everyone to bring an old one if they have it, from home)
*objects to stand at least a foot high, that won't slide when hit by ball, to serve as barriers (ie: trash cans, tires, weighted cones)

Goal
For the team to score the most goals.

Preparation
Set up playing area, with barriers at various positions throughout, and along the edges of the playing area. Have an area on either side, marked off as the goal.

How to Play
This is similar to regular field hockey, but with barriers set up around the field, for the ball to bounce off and add unpredictability.
Split group into two teams, and give each player a hockey stick or broom. Have the teams stand on opposite sides of the field. They're goal is to get the ball into the goal on the other side. Assign one person from each team, to be the goalie, guarding the goal behind them, from the opposing team. Set the ball in the middle of the playing area. At your command, they may begin, hitting the ball with their brooms/hockey sticks, toward their own goal, or to their own team mates, to get it into their goal. The team that scores the most goals, wins.

*(my invention)

49) Scavenger Hunt

Supplies
* lists of what to bring back
* bags for collecting items (1 or more per team)
* each team should have at least one watch among them

How to Play
Give each group a list of objects that they must find, with a different amount of points for each object, and a bag. Set a time to be back, with a penalty of "x" number of points for each minute late, and possibly extra points to the first team back. Make sure that each team has a watch, syncronized with the time on your own watch.

The objects may be:
specific: a blue pencil, finger-nail clippers, orange, white shoelace, etc.
unspecific: something tiny, something round, something heavy (give extra points to the team with the heaviest, tiniest, etc)
Natural: a stick, something living (bugs, etc), a rock, a leaf, a seed, etc.
All one color:ie: anything blue (this wouldn't require a list)
Or anything you can think of.

48) Video Scavenger Hunt

Supplies
* video camera (or digital camera) for each team
* method for showing video footage or pictures to the whole group afterwards
* vehicle with a driving leader for each team
* optional: "x" amount of cash per team

How to Play
A scavenger hunt, in it's original form, is for tangeable objects- things that can be collected. A video scavenger hunt takes record of non-tangeable objects/actions/sounds/etc.
Split group into teams. Give them a list of places to go, and things to record, with points assigned to each thing, as well as a time to be back. The first team back will receive bonus points, and the footage will be shown at a designated time.

Ideas:
* find a stranger at the mall, and interview them on camera, RESPECTFULLY asking about their hobbies, religion, career, etc. Make sure to ask for explainations.
* buy small fries (or find a restaurant to donate a small fries to your game), put them in your nose, and pretend to be a walrus (one point for each participant)
* make a commercial
* write a song and sing it
* find a way to get soaked
* do a dance
* ask a stranger for directions
* find someone who can say "I'm Crazy" in German (or Spanish, French...)
* find someone to demonstrate a "strange talent" (ie: foot in mouth, tongue in nose, etc)

from 1/6/07, 2:11pm

47) Hoop Pass

Supplies
* 2 hula-hoops, or 2 large rings made from ropes with the ends tied together

How to Play
Have the group form a circle, holding hands. No one may let go. Put on hoop around the arm of one of the players, and tell the group that they must pass it all the way around. Once they get the first hoop around, add a second hoop at the other side of the circle, and explain that they must pass both rings in opposite directions, so that they cross over at two points.

Note:
This is a cooperation game, and is good for beginning work on team dynamics. You can follow it up with a discussion. Start off with the questions, "What worked?" "What made it easier?" Get them to talk about working together.

46) It

Supplies
* two or more small objects (depending on number of stations) in mass quantity (ie: tickets (different colors), popsicle sticks,etc)
* one labled container for each team/cabin/class/etc.
* tape/chalk/rocks/etc to mark off stations
* optional: flashlights for each participant if playing at night (ie: in camp setting)

Goal
For the team to have the most points

Preparation
In a large playing field (or around a building), set up three or more destinations/stations. For the purpose of these instructions, we'll assume three. At two of these destinations, a trustworthy volunteer will dispense 1 ticket/popsicle stick/etc- one to each participant who comes by. The third station will have a volunteer to oversee the team containers. Each of these stations should have a 5-10 ft radius marked off as a safety zone.

How to Play
Have participants all stand behind the starting point. Choose one person (from the largest class/cabin/etc) to be it, who may run around the playing area, tagging anyone in site, outside of the safety zones. This person is not on a team, and may tag anyone, so make it someone who won't show favortism. Give clear instructions on where to go first, second, etc, and what they must get.
At the facilitator's command, each player must run to the first station, get a [ticket], run to the second station and trade the [ticket] for a [popsicle stick], run to the third station, and put the [popsicle stick] in his/her team container, then head back to the first station, starting over.
As this is going, "It" will run around, shouting, "It, it, it!" (or if it's dark, "It" can hold a flashlight upwards against his/her chin, lighting up his/her face). "It" will tag as many people from other teams as possible. When this happens, the player that is tagged becomes "It" also, and no longer collects tickets or popsicle sticks. When no one is left to collect tickets, when tickets or sticks run out, or when time runs out, the game is over, the popsicle sticks are counted, and the team with the most points, wins.

Note:
*It is hard to prevent players from pretending that they were not tagged. Emphasize how each role can help their team. The runners gather the points, but those who are "It" can tag players from the other team(s) to make them unable to gather points.
*If "It" does not indentify him/herself by yelling, "It" or using a flashlight, tagging someone doesn't count.
*Appoint counselors/youth leaders to move throughout the playing field to enforce the rules of the game.
*If classes/cabins are not close to even, have the winning team be the team with the most number of points per player.

from 1/6/07, 12:15pm

45) Buck-Buck

Note:
This game is for guys and girls who like to rough-house. It is tons of fun for wild youth groups, but no one should be required to participate if they'd rather watch. It can result in being kicked.

Supplies:
* none

Goal
To get as many people as possible on top of the opposing team

How to Play:
Form two equal teams of 7-10 players. Have one team (Team A) line up, grab the waist of the person in front of them, and lean forward so that their backs form a line parallel to the ground. They should hug snugly against the next person, tucking their heads in for safety.
The other team (Team B)should stand back, at least 15 feet away (or more for a good start). One person from this group starts by running forward, and jumps, landing in a straddling position on top of Team A, as close to the front as possible. When the player lands, he/she should lean forward, flat against the players below. Then a second player from Team B goes, and so-on, until Team A collapses. The teams switch sides, and play again. Whichever team gets the most players on top, wins.
Now you might want to ask for more volunteers from everyone who's watching, and play again.

Strategy
Let the teams figure out how best to line themselves up, with the exception that anyone prone to getting knocked down (ie:small kids) should be in the front.

44) Amoeba

Supplies
* rope/chalk/rocks/etc to mark off two lines

How to Play
Designate a specific area as the game area. Draw a line, or use rocks, etc as landmarks, on either side of this area. Have everyone form a line, standing side-by-side on one side behind one of these lines. Pick one person to be the amoeba; this person should stand half-way between the two lines. At the facilitator's command, the group must run to the other side. The amoeba should try to tag as many players as possible. When someone is tagged, he/she holds hands with the amoeba, becoming part of it and help to tag the runners. No one may let go, but they may use any part of their bodies to try and tag the runners. When the runners get to the other side, they are safe, and wait for the facilitator's command to run back. This continues until everyone has become part of the amoeba.

from 1/5/07, 5:48pm

43) Crows and Cranes

Supplies
* any cloth, including his own socks

How to Play
Split youth into two teams. These teams are called the "Crows" and the "Cranes." Each player should stick a piece of cloth in the back of their pants, hanging out to be grabbed. Designate one side of the playing field for each team as their home base. Have each team stand near the halfway point, on their own side of the "line," and call either, "Crows" or "Cranes." If you call "Crows," the Crows chase the "Cranes" back to the "Crane's" home base, and vise-verse. As the facilitator, you may call either team at any time, to change directions or to add confusion. While chased, anyone who has the cloth removed by an opponent, must join the other team (they may then put the cloth back in). The game should go back and forth, without an end, players moving back and forth between teams.

Variations
This game can also be played as a "tackle", rather than "tag/touch" game

42) Steal the Bacon

Supplies
*any object that can be handled by a multitude of reckless youth

Goal
To be the team with the most points

Preparation
Split the group into 2 equal teams. Have each group line up, side by side, on opposite side of the playing area (at least 30 feet between groups). Put the object at the halfway point between the groups, and have the players on each team count off from 1, remembering their numbers. There should be a # 1 on each team, # 2 on each team, and so on.

How to Play
A facilitator calls a number that matches up to a participant "at random," and the players from each team, with that number, run to grab the object, and return back to the group. Returning with the object scores a point for the team, and the facilitator calls a new number.

Variations
Depending on if you want a calm or wild game:
You may choose to score points to whoever grabbed the object, or allow them to wrestle for the object all the way back to the team.
You may make the object small, for one hand only, or bulky and hard to keep hold of.
You may make the object gross/slimey/dirty socks/etc.
You may call multiple numbers (if they can fight for it), even adding more numbers when they think they almost have it. This works great, say, if you call "5," and one "5" is extra small. Suddenly call out "8," knowing that "8's" size on the small "5's" team will compensate. It also takes the burden of always losing, off of the smaller participants.

41) Over-Under*

Supplies
* bucket of water
* 3 or 4 measuring cups/small containers approximately the same size PER team
* empty bucket (same size) per team

Set-up
Set a bucket of water in front of the relay area. Set an empty bucket with 3 or for small containers behind where you plan to have each team stand.

How to Play
Have players form teams of equal size (at least 8, preferrably at least 10). Have each team stand in line in front of their empty bucket, parallel to the other teams, and crouch down on hands and knees, holding the ankles of the people ahead of them. At the facilitator's command, the person in the back of each line should stradle his her way over the other players, to the front of the line, with a container in his/her hand, and run forward to the bucket of water, dip it in, and carefully race back to his/her line to crawl under the team, making sure to bring the water with him/her, to pour it in the team's bucket behind the line. As soon as the first player on the team reaches the bucket full of water at the front, the next player may begin the same process. This becomes tricky as one person is over, and another is under the team, since some of those who are on all fours will need to lift up to let someone under, and others will need to crouch to let someone over. Conceivably, there could be three or four players at a time, either under or over the rest.

Goal
The game can end with the first team to get the water level to a certain height, the first group to get all the players through, or when time runs out. In any case, the team with the most water (in the bucket, not their clothes) at the end wins.

*(my invention)

40) Mother May I

Supplies
* none

How to Play
Have players line up, side by side, behind a "starting point." Pick one person to be "Mother" (or "Pastor," "Teacher," etc). This person should stand at least 20 feet away, at a "finish line," facing away from the group in order to prevent favortism. Each participant takes turns, from one end of the line to the other, asking permission to advance towards the finish line, by requesting a number and type of move. For example, the first child may ask, "Mother may I take 3 giant steps forward?" Mother may answer with, "Yes you may," "No, you may not," or "No you may not, but you may______(take two sissor steps)." Each player must follow the decision of Mother. The first person to the finish line wins, and becomes the new mother.

Strategy
Often, though not always, Mother ends up judging between the requests, and is most likely to say yes to modest requests, while refusing the more bold requests. Some mothers even reward the meek requests by denying them and offering something better, while "punishing" the bold requests by denying and offering less.

Note
Sometimes, participants will suggest a move you haven't heard of. Mother will have to decide by the sound of it, whether to say yes or no.
Some examples of "steps" include:
Hops
Baby Steps
Giant Steps
Leaps
Summersaults
Skip
Gallop
Sissor Steps (large steps in which the right foot stretches out past the left foot, and then the left foot stretches out past the right; this is one complete sissor step)

from 1/1/07, 12:43am

39) Sardines

Supplies
* none

How to Play
This game is the reverse of hide 'n seek. In a building such as a church, community center, or school, send one or two people together to hide. Give them two or three minutes, passing the time with the rest of the group by telling stories, etc. Then send out the rest of the participants. The goal for each player is to try and find the hiders, and quietly join them, until everyone is together in the hiding place, or until time is up.

Strategy
The larger the hiding place, the easier it is to fit all the participants.

38) Land Bridge

Supplies
* any object that is small enough to grab

How to Play
Split the group into teams of at least five. Have each line up in a corner of the room, facing the center. Each player should get down on all fours, holding the ankles of the person ahead of him/her. Put an object in the center. At the facilitator's command, each team begins with the person in the back, stradling the rest of the team as he/she races to the front. At the front, he/she gets back down on all fours, and the person behind him/her grabs his/her ankles. Then the next person from the back does the same. This continues until the team has extended far enough to grab the object from the center of the room. The team to reach the object first, wins.

from 1/1/07, 12:08am

37) Name Tag

Supplies
* none

How to Play
Have group form a circle, with one person in the center as "It." It must try to tag any player, to switch places. To prevent being tagged as It approaches, the player may say the name of any person in the circle.

Variations
There are two variations to this game. In the first, It must attempt to tag the person who's name is mentioned. This puts the greater challenge on It, as It must know who each name belongs to.
Alternatively, the player who is at risk must point to the person who's name they call, and It may attempt to tag any player in the circle at any time, putting the greater challenge on the group, who must be able to know who each name belongs to, and quickly because It may choose to move back and forth between two people standing next to each other.

36) "Sumo" Wrestling

Supplies
* tape/chalk/etc to form a ring, about 10 feet in diameter

How to Play
Have two volunteers from your group stand in the center of the circle, shake hands or bow to each other, and grab their own ankles. They cannot leave this position without forfeiting. Their goal is to knock their opponent out of the circle, while in this position. The winner of the match may then challenge anyone else in the crowd, or two new volunteers may be picked to compete.

35) Kickball

Supplies
* handball of approximately 10 in. diameter
* 4 objects to mark off bases

Set-up
Set up four bases, in the shape of a square, with at least 40 or 50 feet between each base. One of these bases is the starting point, and is called "home." The other three, counter-clockwise, are 1st, 2nd, and 3rd base.

How to Play
This game plays like baseball. Two equal teams are formed. One team lines up at "home," and the other spreads out among and beyond the bases. The team that is at Home is "up," and each of these players takes turns standing on home base, to try and kick the ball. A "pitcher" from the opposing team, stands about 15 feet in front of home base, on the inside of the square formed by the bases, and rolls the ball to the player who is up. The ball must come close enough to kick, or it is considered a "ball." The player who is up has three tries to kick the ball through the area formed by the bases, past the pitcher. When successful, the player may run around the bases, from home, to first, to second, third, and home again- as far as he/she wants to risk (but at least one base), before someone grabs the ball and tries to tag him/her out. If unsuccessful after three tries (each miss is a "strike"), the team has an "out," and the player goes to the back of the line. If the pitcher pitches four balls, the player gets to walk to first base without being tagged out. If the player kicks the ball along the outer sides of the boundary created by the bases, it is a "foul," and four fouls equals one out. Three outs for a team means that the teams switch sides.
Assuming that a player kicks the ball and approaches first base, the players on the opposing team may try to catch the ball if it goes in the air, and if successful, the kicker is out. Alternatively, they may grab the ball, and throw it to anyone else, in an attempt to tag the kicker before he/she reaches base, and thus get him/her out. In most cases, a kicker will stop at first base, and wait for the next kicker to kick the ball, before heading for second base, and so on. If the kicker chooses, however, he/she can risk running for the next base. When the next kicker successfully kicks the ball within the boundaries, each player on a base must run at least to the next base. If the ball is caught in the air, however, the player must run back to the bases they were just at, before being tagged. The current kicker is then out, along with anyone who is tagged before getting back to base.

12/31/06, 9:02pm

34) Vampire Bats

Supplies
* none

How to Play
Everyone must close their eyes, while the facilitator chooses one person to be a vamire bat (alternatively, players can draw slips of paper, with one marked, "bat"). Everyone else is human. The players begin to move around silently with their eyes closed. When players bump into each other, they must say, "excuse me" if they are human, and make a squeeking noise if they are a bat. When a human bumps another human, they both say "excuse me," and move on, but when a human bumps into a bat, the human will become a bat as well. When a bat bumps into another bat, both bats will become human. This continues until everyone is a bat, or everyone is human.

33) To Sit or Not to Sit

Supplies
* one chair for each player.

Set-up
Set the chairs in a tight circle, facing inward

How to Play
Have players sit in the chairs, with one player standing in the center. One chair should be empty. When ready, the player in the center will try to sit in the empty chair, while the rest of the group attempts to prevent him/her from sitting, by moving into the seat first. Anyone may move at any time, to sit in the open chair, leaving another chair open. The group will need to move quickly, causing the open chair to change rapidly as the player in the center attempts to sit in whichever chair happens to be open. When the player succeeds, an new round begins.

from 12/31/06, 8:19pm

32) Mafia

Supplies
* pieces of paper, labeled, Townspeople, Mafia, and Doctor
There should be about 3-5 mafia, normally, and one doctor. Everyone else is a townsperson.

How to Play
Have everyone sit in a circle and draw a piece of paper. No one should reveal his/her identity. A facilitator begins by saying, "Everyone go to sleep." Everyone in the circle should close their eyes. When eyes are closed, the facilitator says, "Mafia wake up." The mafia may open their eyes and look around. Between them, they pick one person (ie: Sonja) in the circle, to "kill." All must nodd agreement, for it to be official. When a person is chosen, the facilitator says, "Mafia go to sleep." The mafia close their eyes, and the facilitator says, "Doctor wake up." Assuming that the doctor has not been killed, the doctor opens his/her eyes, and may point to one person to "save." The facitator then says, "Doctor go to sleep." When the doctor closes his/her eyes, the facilitator says, "Everyone wake up. Everyone may open their eyes. The facilitator will then give a scenario (ie: "Well, unfortunately, Sonja snuck out last night, and was attacked by a group of renegades. The doctor could not save her.) "Sonja" then knows that she was "killed," and may "die" a dramatic death [In the event that Sonja was saved, the facilitator will say this, and no one will "die" in this round. If Sonja was the doctor, then the facilitator will add this fact to the dramatized story]. The rest of the group is then left to try and guess a member of the mafia. The mafia can participate in this to try and throw everyone off. Any person may guess, and must give a reason (realistic or dramatic). Another person must second it. The facilitator takes a vote, and if the majority agree, the person is executed. This person may dramatically reveal his/her identity, and "die." A new round begins, and this continues until either the mafia, or the townspeople plus doctor are "killed."

31) Wink

Supplies
* chairs (optional)

How to play
Have participants form a circle, with or without chairs, so that one chair/person sits sideways, the next inward, the third sideways, and so-on, around the circle. Everyone sitting, facing inward, looks inward, and is a runner. Everyone sitting sideways, looks sideways at the person in front of him/her, and is a catcher. One person stands in the middle, and may wink at any of the runners. When a runner is winked at, he/she must jump up, and run around the circle, back to his/her seat, while the catcher that is watching him/her must jump up and try to catch the runner. The person in the center may wink at one person, and wait for that person to go around, or speed things up, making two or three pairs (or more) run at a time.
When someone is tagged, that person switches with the person in the center. When multiple players are up and running, an individual may only be in the center for a couple seconds, and not even have a chance to wink, before being replaced, if more than one runner is caught at around the same time. The transition will slow everything back down.

Note:
This is not the original version, but my adaptation in regards to what happens when someone is tagged. I could not remember the original version, so if you know it, please comment. Thanks

30) Assassin

Supplies
* a small piece of paper for every player, folded in half, with an x on only one

How to Play
Have players form a circle, and draw a piece of paper from a hat/bowl/etc. Whoever draws the x is the assassin, but should give no signs that he/she is it. The game begins, and everyone must look around the circle, for any sign of who might be the assassin. The assassin may "assassinate" anyone in the circle by winking at them. When someone is winked at, he/she may wait one or two seconds, then dramatically "die." By waiting, it is less obvious who the assassin might be. While alive, anyone may guess the identity of the assassin by saying, "I suspect ______". If the guesser is right, he/she wins. If the guesser is wrong, he/she gets to die a dramatic death, and the game continues. If the assassin gets all but one person out, the assassin wins.

Variation
In one variation, it takes two people to make an accusation. The first person says, "I suspect____", and the second says, "I second suspect_____"
In another variation, two or three people- or for a finale, everyone can draw an x. Of course, an assassin cannot kill an assassin, so if you are one, you do not need to die when you are winked at.

from 12/31/06, 4:58pm

29) Dolphin*

Supplies
*swimming pool with diving board

How to Play
This game has the same concept as Horse, only instead of basketball, it involves diving. Make sure you set any rules before hand, regarding what kind of diving/jumping you will allow or not allow. Have participants line up to dive/jump, around the perimeter of the pool so that they can watch the divers. The first person to go may jump/dive however they choose, within the rules. The next participant then attempts to do the same jump/dive as the first person. If successful, the third person then does the same, and so on. If the entire group does the same move, then the person who was first does so one more time, and the person who was second, starts off with the jump/dive of his her choice. When someone misses, however, whether because he/she didn't want to try it, messed up, or didn't see the dive, he/she obtains the first letter of the word, "Dolphin," or, "D," and goes to the back of the line. Each time this person misses on the attempted dive, he/she obtains the next letter in the word, until he/she has spelled "Dolphin," and is out. Any time someone misses on a dive/jump, the next person is free to start a new dive/jump.

Note
Some participants may be afraid to do much more than a pencil dive or jump. If they don't want to try the fancier dives, that is okay. Let them jump however they wish. They will get the D-O-L..., and may be out after seven jumps, but they have participated, and this will encourage them to try again next time.

Jumps can involve arms raised, arms down, "jumping jack style," holding toes, or anything else you can think of.

*(my invention)

28) Elbow Tag

Supplies
*none

How to play
Have everyone split into pairs and link arms. Have the pairs then form a circle, with a few feet (3-5 ft) between each pair. Pick one pair to enter the circle. Choose one to be "It," and one to be the "runner." It attempts to tag the runner, who must try to get to safety by linking elbows with one of the other pairs.
When the runner links elbows with a player, the other player within the pair becomes the new runner, and must seek safety from another pair, not including the pairs on either side of him/her. When It tags a runner, positions switch. It becomes the runner, and the runner becomes It.
This game is fast-paced. It may start of slowly, but once the players catch on, it is hilarious.

from 12/31/06, 2:32pm

27) Elves, Giants, Wizards

Supplies
* none

Preparation
Split the group into two equal teams. This game is similar to "Rock, Paper, Sissors," with a twist. The game has three positions, "elves," "giants," and "wizards. The "elves" stand with their thumbs in their ears, fingers upright. The "giants" stand with their arms raised in the air. The "wizards" put their thumbs on their noses and wiggle their fingers. In these positions, the giants stomp the elves, the elves trick the wizards, and the wizards put spells on the giants. Have the teams each form a line, facing each other, with about 30-50 feet between them, and explain the positions.

How to Play
Each team groups together, choosing a position for the whole team. When ready, they line back up, and walk forward to meet the other team at the half-way point between them. At the facilitators command, everyone jumps into the position that their team decided on. The team that gets stomped/tricked/or had a spell put on them, then turns and runs back to the starting point, while the other team chases them. Anyone who is tagged while running home, joins the team that won the round. The groups then regroup and choose a new position. This continues until everyone is on the same team, or time runs out.

This is a New Game, a game in which no participant is ever out, and if teams are even in abilities, the game itself doesn't end, and therefore, has no winners and losers.

26) Prisoner

Supplies:
* 2 to 4 handballs, or similar-sized balls that aren't too hard
* volleyball net (optional)

Set-up:
In a field or gym, set up a volleyball net with several yards of space on either side (or use tape, chalk, rope, etc to make a line on the ground). Have an area set up off to each side, to be designated as prison. One side is used for each team.

How to play:
Split the group into two teams, one on each side of the net/line. The teams start with an equal number of balls, and begin throwing the balls over the net or across the line in an attempt to strike an opponent and get him/her out. When an opponent is hit, he/she is out, and must wait in "prison" until he/she is "released." When a player catches the ball, however, the person who threw it is out. An individual can be "released" when a player from his/her team throws the ball, calling his/her name, and the ball hits the ground on the other side. When an entire team is in prison, the other team wins.

Variations
In one version, the player who throws the ball is not out when it is caught, unless that person had called the name of a prisoner. This makes it risky to try to rescue a prisoner.
Sometimes, a "jail break," which releases all the prisoners at once, is the only case in which a caught ball gets the thrower out. This makes it easy to try and rescue one prisoner at at time, but courageous to try and release everyone.
*In my favorite version, a player can only release all the prisoners at once, by running into the prison, shouting "jail break!", and running out without being hit.

25) Orienteering/Compass Treasure Hunt

Supplies:
*compasses (no less than one for each group of 3-5, depending on the variation)
*pre-made written directions, explained below
*"treasure"

Options
Assuming that the group does not know how to use a compass, the first time this is done will be with guidance from the leader/leaders.
You may choose to either send one knowledgeable leader with each group (up to 6 youth, with a minimum of one compass per 3)
OR
You may take the whole group together (also with one compass per 3 youth), and have the leaders (who may also be unexperienced) disperse among the group to help anyone who needs it. This method is also the simplest, because it only requires one set of directions.

Preparation:
Choose a starting point, and make sure that it is either a spot that can be recognized as a landmark (ie: bush, front door of building, etc), or that you mark it off, such as with red tape. Stand at this location, and scan for a second landmark. (for younger kids, you may only choose direct, "north", "south", "east", "west", or include "northeast", and "southwest". For older kids, you can use degrees (30 degrees, etc) Take your compass, and find the direction of the landmark (instructions on how to use a compass are at the bottom). Then walk, counting each step, to that location. [As you walk, consider the stride that you are taking. If the youth are much smaller than you, try to step with strides that fit their size. This is going to be imperfect. What you walk in 50 steps, may be 60 for some of them. If you make sure that the landmark is prominent, they will figure it out. If you want to be more accurate, send the group shorter distances.] When you get to the second destination, take a piece of paper, and mark it as "Point A". Write down the direction you went, and how many steps it took.
From this location, repeat the process, for points "B", "C", etc. You may plan any number of destinations, with the final destination having a special "treasure". Now go back and place the directions at their respective locations. Hold them down with rocks, so that they don't blow away, but make sure they can still be seen, and place the treasure at the end.
If you are sending out multiple groups, make a different set of directions for each group, marking them as Group A, B, etc. You may wish to use all the same destinations, but have them arrive at these destinations in a different order, and have the tresures be at separate locations, marked with their own group's name.

How to Play
If the whole group goes together, take the lead. Explain how to use the compass, and have them practice by finding and pointing in the direction that you call out. Have any leaders help out with anyone who's having trouble. When it appears that everyone has it figured out, have someone read the directions for "Point A" out loud. When the group points in the right direction, walk with them, the number of steps required, encouraging them to call out with you, the number of each step. Let the group find the next set of directions. Continue in this manner, watching for anyone who is not really participating, and encouraging them by calling them over to help from the front.
For future games, once the group knows how to use a compass accurately, you can send everyone out in groups of 5, with one compass between them. Everyone could have a responsibility. Responsibilities can include reading the directions, finding the direction on the compass, and leading the pacing. They can then switch roles at each destination. You may also tell them that the first group back wins, so that they focus on the game if they may otherwise get distracted.

How To Use A Compass
Hold the compass face up, with the arrow and N, facing away from you. There is a rotating dial in the compass, which will turn as you turn your body, locking your arm so that the compass remains with the N facing away from you. Do not move the compass; only your body. Turn until the red arrow on the dial, lines up with the N. You are now facing North. From this position, you can read the direction of any point in site. Directly to your right is east, or 90 degrees. Behind you is south, or 180 degrees, to your left is west, or 270 degrees. You can also recognize points at 35 degrees, 200 degrees, etc. If you want to see to the south, you may turn the compass and your body, so that the N faces toward you, with the red arrow lining up with the N. Now you will be facing south, directly. Once you are familiar with this you may move the compass and your body more freely, but in order to read the direction accurately, you must keep the red arrow lined up with the N.

24) Blind Cow

Supplies
* bell (cow bell is ideal)
* blindfold

How to play
Have group form a circle. Choose one person to be the cow in the center. Blindfold the "cow", and hand the bell to one of the other players. The players then pass the bell around, allowing it to ring. The faster it is passed, the louder it will ring. The bell may be passed back and forth in either direction, and the "cow" must attempt to tag the person holding the bell. When the "cow" finds the bell, the bell-holder becomes the new "cow."

Variation
If the players are not bold enough to move freely around the circle, blindfolded, an alternative would be to have a facilitator call out "stop," at which time, the players stop passing the bell, and the "cow" must point to the person holding the bell. If the "cow" points to the wrong person, the round continues, with the bell being passed once more. If the "cow" does point to the bell holder, then this person becomes the new "cow."

23) Dutch Auction

Supplies
* trash bags or something to carry objects in (in camp, sleeping bags work well)
* pre-made list of objects found within the playing area (with points accorded to each object.)
* anything that can be used for scoring points

Goal
To be the first team to reach a set number of points, or to be the team that gets the most points within the time frame (facilitator's discretion)

Set-up
have a central location as a meeting place, within a larger area for finding objects (ie: a room within a church, or the lodge within a camp)

How to play
Split group into multiple teams, and give each team a trash bag. Tell them to fill it with as many different objects as they can find, or give them a specific category of things to bring back (ie: natural objects, things from home, etc). The group must return to the meeting place within a certain time, with the bags full.
Once everyone is back, have the groups spread the objects out in front of them. They should choose one person from their group to be their runner. The facilitator then calls out an object from the list, (ie: "For 5 points, the first to bring a red flashlight. 2 points for anyone else.") The groups then quickly look for the object in their pile, and send the runner forward with the object, to the facilitator. Whichever team has the most points at the end, or reaches the goal for points first, wins.

Strategy
smaller objects are better because then they have more opportunities to have what is called. also, the groups might want to choose lighter objects so that they can carry the bag more easily. Facilitator can give points for larger objects, however, in case the teams do fill their bags with such objects. This game can easily be rigged to ensure a 5-way tie, by straying from the list, if you wish to use it as a large group event in which everyone goes away excited.

22) War Ball

Supplies
* 5 - 10 balls such as handballs, soft enough to be hit with
* chalk/tape/or something to mark off a line

Set-up
Set-up a playing area, about the size of a tennis or volleyball court.
Mark off a line in the center. Place balls along the line.

How to Play
Split the group into two teams, one team on either side of the line. Have them stand at the far ends of the playing area. When you say go, everyone may run forward to try and grab a ball, then throw the balls to try and pegged a player from the other team, below the neck. Any balls that the players can reach from their side of the line, may be used to throw at the opposing team. No one may step over the line. When someone is hit below the neck. by a ball by someone on the opposing team, he/she is out. If the player catches the ball, however, the thrower is out. Also, if someone is hit in the head, the thrower is out. The game is played until an entire team is out, and then starts over.

Strategy
The game goes quickly because there are so many balls being thrown at the same time, making it harder to avoid being hit. This is beneficial because it keeps players from being out for long periods of time.

Variation
This game can also be played similar to Prisoner. A "prison" can be set up on each side of the playing area, and players who get hit, can be sent to their prison. The players can then throw the ball, and call a name of someone in prison. If the ball hits the ground on the opposite side, then the prisoner that was called, is released, and rejoins his/her team. This version, if the teams are fairly equal in abilities, should be able to go on until time runs out.

21) Chief

Supplies
* none

Goal
To figure out who the chief is

How to Play
Have group form a circle, and send one person, "It," out of the room or otherwise, out of sight. Choose another person from the circle, to be the "chief." The chief begins by starting a continuous motion (ie: clapping, stomping, rubbing his/her head repetitively). The rest of the group does the same motion at the same time. At any time, the chief can change the motion, and any motion should not last longer than 20 or 30 seconds. The rest of the group must be alert to switching over to the new motion as quickly as possible.
When the group begins, they can shout for "It" to come back and stand in the middle of the circle. From the center, this person must attempt to identify the chief, within three tries. If he/she identifies the chief, the chief becomes "It." Otherwise, the chief can identify him/herself, and a new "It" can be chosen from the group.

Strategy
The chief is usually most successful if he/she changes the motion while "It's" back is turned, but if this happens every time, "It" will realize the general vicinity of the chief, so some variation is good. Also, if everyone is watching the chief, his/her identity will be obvious, so everyone should try and be careful to look around or in some way, be discrete.

20) Back to Back

Supplies
* an odd number of participants

Basics
Choose one person to be "It," and have everyone else pair off. Tell them to each stand, back to back with their partners, arms crossed. This is the "Back-to-Back" position. Have everyone then turn around, and shake hands. This is the "Face-to-Face" position. Then have everyone stand next to their partners, in a side hug. This is the "Side-to-Side" position.

How to Play
Call out a position, "Back-to-Back," "Face-to-Face," or "Side-to-Side." Everyone should assume this position with his/her partner. Call out another position. Everyone must rush to another person to assume this position. They cannot stay with the same person. While they are rushing to find a new partner, "It" attempts to pair up with someone, and if successful, the last person without a partner becomes "It." Each time a position is called, a new partner should be sought out. If the participants keep switching back and forth between two people, you might instate a rule that no one can pair up with the last two people.

19) Red Light, Green Light

Supplies
* none

Goal
To be the first to reach the facilitator.

How to Play
Have group line up, side-by-side, at least several yards from a facilitator. The facilitator starts off by calling, "red light," "yellow light," or "green light." Red light means stop. Yellow light means walk only. And Green light means run/go. The participants must follow these rules. If anyone runs when the facilitator calls out, "red light" or "yellow light," or if he/she walks on "red light," he/she must go back to the beginning. The first person to reach the facilitator can become the new facilitator.

Strategy
To trick participants, and make more go back to the beginning, call out the colors quickly, or the same color multiple times.

18) Bedlam

Supplies
* chalk/ tape/ or anything that can mark the spot

Set-up
Designate four points to form a square, several yards apart. Mark these points with chalk/tape/etc.

Goal
As a team, to get the most points for being first to their destination

How to Play
Split the group into four teams. Have each team gather around a different point. Tell them to look ahead and point to the point across from them. This is their group's destination- once you say go. Thus, in a square labeled, A-B-C-D, group A tries to get to point C, and group B tries to get to point D, and vice-versa.
Explain that each time, you will give everyone different instructions on how to get to their destination. If anyone in their group does not comply, the group forfeits their points for that round. You might want to start off easy, and get harder, or you might want to give different instructions at random.

Choices for instructions that you may use are:
* walk
* run
* skip
* hop
* gallop
* crawling
* crab walk (crawling with stomach up, and back arched)
* wheel-barrel style (in units of two, one person holding the legs of the other person walking on hands)
* two-headed (each person keeps one foot up, and clings to another person as they move)
* helping to carry one person as a group
* etc.