Showing posts with label Large Group Games. Show all posts
Showing posts with label Large Group Games. Show all posts

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.

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.

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].

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.

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)

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

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.

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.

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.

12) Ping-Pong Baseball

Supplies:
* Ping-pong paddle
* Ping-pong ball (have a few, in case any get lost)

Set-up:
Set up a small version of a baseball field, with 4 bases forming a square

How to Play:
Play similar to baseball. Have two teams. One team waits to hit the ball, the other team spreads out among the bases, preparing to catch the ball and tag someone out. Have a pitcher from the same team as the hitter, toss the ping-pong ball to the hitter. The hitter gets 3 tries to hit the ball. If the hitter hits the ball, he/she then runs around the bases, stopping at a base when continuing to run would risk getting tagged. Those in the field try to catch the ball, and then must run to tag the hitter with the ball, or throw the ball to another player who can then tag the hitter in order to get the person out. It may be easier to run with the ball, than to throw it and expect someone else to catch it in time. When a hitter is tagged, he/she is out, and goes back with the group. When a hitter makes it around the bases, back to home, the team gets a point.

7) Trench

Note:
This is a "New Game", a game created to allow everyone to participate until it is over. No individual is ever "out," so no one should feel left out of the game (and no one can purposefully get out because they don't want to play). The game itself can go on for a long time, so there may need to be a time limit.

Supplies:
* two to four handballs or other similar-sized balls- not too hard
* volleyball net (optional)

Set-up:
In a field or gym, set up a court with a volleyball net in the center. If a net is unavailable, you can improvise by drawing a line on the ground. On either side of the net, there should be several yards (about the distance of a normal volleyball court) of space for the players. This area is the battlefield. Behind this space for each team, draw another line. This line on either side marks the trench.
Given teams "A" and "B", the court is labeled:

Trench "A" . l . Battlefield "B" . l .Net. l .Battlefield "A". l .Trench "B"

How to play:
Each team spreads out in their own battlefield. Each team begins by throwing the balls over the net in an attempt to hit an opponent. If a player from team "B" is hit by an opponent, he/she must move to trench "B" (and vice-versa). From this space, the player from team "B" can still participate. When a ball makes it into the trench, he/she can throw it and try to peg anyone from team "A" to send that person to trench "A". When someone from a trench hits an opponent in the battlefied, he/she can go back to his/her own battlefield. If a player in the battlefield catches the ball, as opposed to being hit, the person who threw the ball must go to his/her own trench. The game goes on until an entire team is in it's trench.

3) Completely Chaotic Baseball*

Supplies:
* baseball
* bat
* bases

Set-up:
Set up as any other baseball game, with 4 (or more) bases forming a square (or any shape you choose).

How to play:
Instead of having a general rule in which each batter who hits the ball gets to run counter clockwise around the bases, have the "umpire" call out the direction or base to which to run when the player hits the ball, or even as the player makes it to each base, making the players run back and forth. If you call out, for instance, "2nd base", then the players on first through forth base all have to run to second, and anyone tagged in the confusion of deciding which way to run is out.

*(my invention)

from-12/5/06

2) Backwards Baseball

Supplies:
* baseball
* bat
* 4 "bases"

Set-up:
Set up as any baseball game, with 4 bases forming a square, with several yards between each base.

How to play:
Play baseball. Each person starts at "home" base. A pitcher throws a ball from several feet away, and the batter attempts to hit the ball with the bat. Each player gets three tries to hit the ball. When the player hits the ball, he/she run around the bases, back to home. The difference is, everyone runs clockwise around the bases.

Purpose:
When some players are much less experienced than others, this helps to even things out. The more experienced will feel slightly out of place, and may even run in the wrong direction when they start.

Variations:
4 bases doesn't have to be the rule. You can have as many bases as you want. Why keep it a square? You could make the bases wind around, snake-like. Or you could have everyone run from home to first, to third, to second, to forth, and home, etc.