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.
* 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)
* 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.
*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.
*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.
* 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.
* 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)
* 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
* 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)
* 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)
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