Showing posts with label New Games. Show all posts
Showing posts with label New Games. Show all posts

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.

53) Evolution

Supplies
* none

Goal
To become Superman

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

44) Amoeba

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

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

from 1/5/07, 5:48pm

43) Crows and Cranes

Supplies
* any cloth, including his own socks

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

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

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.

34) Vampire Bats

Supplies
* none

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

27) Elves, Giants, Wizards

Supplies
* none

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

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

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

15) Red Rover

Supplies:
* none

How to Play:
Split the group into two teams. Have each team stand in a line, 25-30 feet apart, while facing each other. Tell each team to link hands. At all times, they should try not to let go. One team begins by choosing a person from the other team, and shouting together, "Red Rover Red Rover, send__________ right over!" At that time, the person they call must run towards them, and attempt to push through the hands of any two people on the team. If the person succeeds, he/she may go back to his/her group. If not, he/she becomes a part of this team. Each team takes turns calling someone over, trying to build their own team. When one team is down to one person, the game can begin again. Since the teams continuously change members, there is no true winning team.

This is a New Game, a game created to ensure that everyone participates and that no individual can be a loser. Ideally in new games, there are no winning teams either.

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.