Supplies:
* none
Goal:
The challenge is to create a giant blob of interconnected players- or see how close you can get.
Note:
Instructions are confusing; read twice- worth the effort.
How to Play:
Have all participants gather in the playing area. Explain the rules below. Instruct them to move around within the group, shaking hands with and introducing themselves to as many people as possible. Tell them to be ready for your instructions.
At random, call out instructions. As soon as you begin to shout out instructions, everyone should listen.
Begin with easy instructions, and make it more complicated as the game goes on. The facilitator will call out a number and a body part (ie: 3 hands). Immediately, the participants should form groups, connecting themselves according to the number and body part (ie: three players with one hand touching, or two player, one with one hand and the other with two). When the groups are formed, have them leave, and move around the room again, this time, tipping hats/ nodding in greeting, and telling each other their favorite hobby. Call out a new command, this time with two different body parts affected (ie: 20 fingers and 8 feet). The trick is, the fingers that a player uses for the game must be connected to one group, while the feet must be used in another group. In other words, if you call out 2 types of body parts, the players will be part of two groups simultaneously. If you call out 3, they'll need to arrange themselves so that they fit into three groups. Because others will be surrounding them, many won't be able to make the connections. You can call those players out (after a few practice rounds), or challenge the group as a whole to see if they can make it work so that everyone is interconnected in one giant blob.
If this is too hard, change the rules so that there only needs to be one person different for each group (ie: for 5 hands, 3 feet, you can have 4 people placing a total of 5 hands together, and even though you have enough feet among you, call someone from the group next to you to help out by sticking a foot in while his hands remain with his other group).
Team Dynamics
As a team dynamics activity, cut out the initial "Mingling," and give them only one set of instructions (4 arms, 8 feet, 2 ears, 6 legs). Tell them to see how fast they can form a blob. It might take several minutes for them to arrange themselves, calling to other groups for help. You may call in a team of "doctors" from the group to move around and make suggestions- "you go there and do this." Not every combination of instructions will work perfectly, so the first attempt will be your chance to adapt it. See how close they can get, until you know what will work. Have them form a circle. Have them discuss what worked and what didn't, and make adaptations. Ask them if they can beat their time by making these changes. Have them try again a couple more times to until time runs out, or they feel successful at making the connections quickly.
* [My Invention] - inspired by "Mingle"
Showing posts with label My Invention. Show all posts
Showing posts with label My Invention. Show all posts
77) Chariot Relay*
Supplies:
* 7+ wooden poles(~1 1/2- 2 feet long) per team
* thin rope (probably 6-10 feet per group)
* 1 or more pocket knives that you know can cut the rope
How to Play:
Split group into teams (teams of 5 or more). Give each group the wooden poles. Set knives and the rope, which can be one long piece, a few feet away. Tell the groups that they will build a chariot that must be sturdy enough to carry anyone on the team. Point out the supplies, and give them 5 minutes to build a chariot. Tell them everyone must somehow be involved in making it. Let them figure out how to carry it out. If after 5 minutes, the groups aren't semi-ready, you can give them a little longer.
When the time is up, have the teams line up parallel to each other with a few feet in between. Set a destination, and tell them that the goal is to get everyone on the team to the destination and back, carrying them on the chariot. As many people as necessary can be involved in carrying the chariot, to get them back safely. If, in the end, no group gets everyone back before the chariot falls apart, the group with the most wins.
Strategy:
They can send a runner to cut the rope, a runner to bring it back, have one person give directions/keep time, have a couple build, have someone trouble-shoot. Don't tell them this, however; it's all part of the team-building experience.
If one or two people are taking over, shout out that those leading are now mute, and cannot speak, allowing others then to take the lead.
[*My Invention]
* 7+ wooden poles(~1 1/2- 2 feet long) per team
* thin rope (probably 6-10 feet per group)
* 1 or more pocket knives that you know can cut the rope
How to Play:
Split group into teams (teams of 5 or more). Give each group the wooden poles. Set knives and the rope, which can be one long piece, a few feet away. Tell the groups that they will build a chariot that must be sturdy enough to carry anyone on the team. Point out the supplies, and give them 5 minutes to build a chariot. Tell them everyone must somehow be involved in making it. Let them figure out how to carry it out. If after 5 minutes, the groups aren't semi-ready, you can give them a little longer.
When the time is up, have the teams line up parallel to each other with a few feet in between. Set a destination, and tell them that the goal is to get everyone on the team to the destination and back, carrying them on the chariot. As many people as necessary can be involved in carrying the chariot, to get them back safely. If, in the end, no group gets everyone back before the chariot falls apart, the group with the most wins.
Strategy:
They can send a runner to cut the rope, a runner to bring it back, have one person give directions/keep time, have a couple build, have someone trouble-shoot. Don't tell them this, however; it's all part of the team-building experience.
If one or two people are taking over, shout out that those leading are now mute, and cannot speak, allowing others then to take the lead.
[*My Invention]
76) Elephant Hunt (or Squeegie Hunt)*
Supplies
*colored paper
*elephant stencil (can find silouettes on the internet to use as stencils)
*scissors
Preparation
Cut out elephants (or change the animal if you wish)(I'd suggest a minimum of twenty). Hide them all around (in trees, under rocks- partly visible, etc)
How to Play
Split group into teams (cabins, classes, etc). Tell them that the elephants are endangered, and that their job is to find them, and bring them to safety. They must stay with their groups, and must be back by a given time, or they lose points. Each elephant that the team rescues is worth a point.
Alternative
A "Squeegie" is an imaginary animal. You can design it to look however you want, making only one. Hide it where it can eventually be found, but where it won't be obvious. The participants will bring back elephants, but whoever finds the squeegie, gets extra points.
2nd Alternative: make one squeegie for each team, each a different color. Each team must find the squeegie that is their team's color. Hide them together, so that each group has an equal chance. All teams that find their squeegie, get the extra points. Send a responsible adult with these groups to ensure they don't take or hide the other squeegies.
*[My Invention]
*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]
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)
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)
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)
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)
* 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)
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)
Game of the Day: #50) Bumper Hockey*
Supplies
*rubber ball
*hockey sticks or brooms for each player (can tell everyone to bring an old one if they have it, from home)
*objects to stand at least a foot high, that won't slide when hit by ball, to serve as barriers (ie: trash cans, tires, weighted cones)
Goal
For the team to score the most goals.
Preparation
Set up playing area, with barriers at various positions throughout, and along the edges of the playing area. Have an area on either side, marked off as the goal.
How to Play
This is similar to regular field hockey, but with barriers set up around the field, for the ball to bounce off and add unpredictability.
Split group into two teams, and give each player a hockey stick or broom. Have the teams stand on opposite sides of the field. They're goal is to get the ball into the goal on the other side. Assign one person from each team, to be the goalie, guarding the goal behind them, from the opposing team. Set the ball in the middle of the playing area. At your command, they may begin, hitting the ball with their brooms/hockey sticks, toward their own goal, or to their own team mates, to get it into their goal. The team that scores the most goals, wins.
*(my invention)
*rubber ball
*hockey sticks or brooms for each player (can tell everyone to bring an old one if they have it, from home)
*objects to stand at least a foot high, that won't slide when hit by ball, to serve as barriers (ie: trash cans, tires, weighted cones)
Goal
For the team to score the most goals.
Preparation
Set up playing area, with barriers at various positions throughout, and along the edges of the playing area. Have an area on either side, marked off as the goal.
How to Play
This is similar to regular field hockey, but with barriers set up around the field, for the ball to bounce off and add unpredictability.
Split group into two teams, and give each player a hockey stick or broom. Have the teams stand on opposite sides of the field. They're goal is to get the ball into the goal on the other side. Assign one person from each team, to be the goalie, guarding the goal behind them, from the opposing team. Set the ball in the middle of the playing area. At your command, they may begin, hitting the ball with their brooms/hockey sticks, toward their own goal, or to their own team mates, to get it into their goal. The team that scores the most goals, wins.
*(my invention)
41) Over-Under*
Supplies
* bucket of water
* 3 or 4 measuring cups/small containers approximately the same size PER team
* empty bucket (same size) per team
Set-up
Set a bucket of water in front of the relay area. Set an empty bucket with 3 or for small containers behind where you plan to have each team stand.
How to Play
Have players form teams of equal size (at least 8, preferrably at least 10). Have each team stand in line in front of their empty bucket, parallel to the other teams, and crouch down on hands and knees, holding the ankles of the people ahead of them. At the facilitator's command, the person in the back of each line should stradle his her way over the other players, to the front of the line, with a container in his/her hand, and run forward to the bucket of water, dip it in, and carefully race back to his/her line to crawl under the team, making sure to bring the water with him/her, to pour it in the team's bucket behind the line. As soon as the first player on the team reaches the bucket full of water at the front, the next player may begin the same process. This becomes tricky as one person is over, and another is under the team, since some of those who are on all fours will need to lift up to let someone under, and others will need to crouch to let someone over. Conceivably, there could be three or four players at a time, either under or over the rest.
Goal
The game can end with the first team to get the water level to a certain height, the first group to get all the players through, or when time runs out. In any case, the team with the most water (in the bucket, not their clothes) at the end wins.
*(my invention)
* bucket of water
* 3 or 4 measuring cups/small containers approximately the same size PER team
* empty bucket (same size) per team
Set-up
Set a bucket of water in front of the relay area. Set an empty bucket with 3 or for small containers behind where you plan to have each team stand.
How to Play
Have players form teams of equal size (at least 8, preferrably at least 10). Have each team stand in line in front of their empty bucket, parallel to the other teams, and crouch down on hands and knees, holding the ankles of the people ahead of them. At the facilitator's command, the person in the back of each line should stradle his her way over the other players, to the front of the line, with a container in his/her hand, and run forward to the bucket of water, dip it in, and carefully race back to his/her line to crawl under the team, making sure to bring the water with him/her, to pour it in the team's bucket behind the line. As soon as the first player on the team reaches the bucket full of water at the front, the next player may begin the same process. This becomes tricky as one person is over, and another is under the team, since some of those who are on all fours will need to lift up to let someone under, and others will need to crouch to let someone over. Conceivably, there could be three or four players at a time, either under or over the rest.
Goal
The game can end with the first team to get the water level to a certain height, the first group to get all the players through, or when time runs out. In any case, the team with the most water (in the bucket, not their clothes) at the end wins.
*(my invention)
29) Dolphin*
Supplies
*swimming pool with diving board
How to Play
This game has the same concept as Horse, only instead of basketball, it involves diving. Make sure you set any rules before hand, regarding what kind of diving/jumping you will allow or not allow. Have participants line up to dive/jump, around the perimeter of the pool so that they can watch the divers. The first person to go may jump/dive however they choose, within the rules. The next participant then attempts to do the same jump/dive as the first person. If successful, the third person then does the same, and so on. If the entire group does the same move, then the person who was first does so one more time, and the person who was second, starts off with the jump/dive of his her choice. When someone misses, however, whether because he/she didn't want to try it, messed up, or didn't see the dive, he/she obtains the first letter of the word, "Dolphin," or, "D," and goes to the back of the line. Each time this person misses on the attempted dive, he/she obtains the next letter in the word, until he/she has spelled "Dolphin," and is out. Any time someone misses on a dive/jump, the next person is free to start a new dive/jump.
Note
Some participants may be afraid to do much more than a pencil dive or jump. If they don't want to try the fancier dives, that is okay. Let them jump however they wish. They will get the D-O-L..., and may be out after seven jumps, but they have participated, and this will encourage them to try again next time.
Jumps can involve arms raised, arms down, "jumping jack style," holding toes, or anything else you can think of.
*(my invention)
*swimming pool with diving board
How to Play
This game has the same concept as Horse, only instead of basketball, it involves diving. Make sure you set any rules before hand, regarding what kind of diving/jumping you will allow or not allow. Have participants line up to dive/jump, around the perimeter of the pool so that they can watch the divers. The first person to go may jump/dive however they choose, within the rules. The next participant then attempts to do the same jump/dive as the first person. If successful, the third person then does the same, and so on. If the entire group does the same move, then the person who was first does so one more time, and the person who was second, starts off with the jump/dive of his her choice. When someone misses, however, whether because he/she didn't want to try it, messed up, or didn't see the dive, he/she obtains the first letter of the word, "Dolphin," or, "D," and goes to the back of the line. Each time this person misses on the attempted dive, he/she obtains the next letter in the word, until he/she has spelled "Dolphin," and is out. Any time someone misses on a dive/jump, the next person is free to start a new dive/jump.
Note
Some participants may be afraid to do much more than a pencil dive or jump. If they don't want to try the fancier dives, that is okay. Let them jump however they wish. They will get the D-O-L..., and may be out after seven jumps, but they have participated, and this will encourage them to try again next time.
Jumps can involve arms raised, arms down, "jumping jack style," holding toes, or anything else you can think of.
*(my invention)
3) Completely Chaotic Baseball*
Supplies:
* baseball
* bat
* bases
Set-up:
Set up as any other baseball game, with 4 (or more) bases forming a square (or any shape you choose).
How to play:
Instead of having a general rule in which each batter who hits the ball gets to run counter clockwise around the bases, have the "umpire" call out the direction or base to which to run when the player hits the ball, or even as the player makes it to each base, making the players run back and forth. If you call out, for instance, "2nd base", then the players on first through forth base all have to run to second, and anyone tagged in the confusion of deciding which way to run is out.
*(my invention)
from-12/5/06
* baseball
* bat
* bases
Set-up:
Set up as any other baseball game, with 4 (or more) bases forming a square (or any shape you choose).
How to play:
Instead of having a general rule in which each batter who hits the ball gets to run counter clockwise around the bases, have the "umpire" call out the direction or base to which to run when the player hits the ball, or even as the player makes it to each base, making the players run back and forth. If you call out, for instance, "2nd base", then the players on first through forth base all have to run to second, and anyone tagged in the confusion of deciding which way to run is out.
*(my invention)
from-12/5/06
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