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.
Showing posts with label Indoor Games. Show all posts
Showing posts with label Indoor Games. Show all posts
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].
* 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.
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
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.
* 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.
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!"
*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).
* 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).
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.
* 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.
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)
* 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.
* 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.
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.
* 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.
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.
* 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
* 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.
* 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.
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
* 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."
* 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
* 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
* 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
Subscribe to:
Comments (Atom)
