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.
Showing posts with label No or Minimal Supplies Needed. Show all posts
Showing posts with label No or Minimal Supplies Needed. Show all posts
79) Lap Sit
Supplies
* none
How to play
Have group form a circle, shoulder-to-shoulder, then turn their bodies so that their right arm faces inward. Tell the group that they must organize themselves in a sitting-position, each on the lap of the person behind them. No leaning; "sitting" means that their laps are relatively parallel to the ground. Time them to see how long they can last.
Alternative
While still positioned in a sitting-circle, have the group attempt to walk around together. Give this a few tries, and see if they improve.
* none
How to play
Have group form a circle, shoulder-to-shoulder, then turn their bodies so that their right arm faces inward. Tell the group that they must organize themselves in a sitting-position, each on the lap of the person behind them. No leaning; "sitting" means that their laps are relatively parallel to the ground. Time them to see how long they can last.
Alternative
While still positioned in a sitting-circle, have the group attempt to walk around together. Give this a few tries, and see if they improve.
78)Connections*
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"
* 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"
72) Fortune Teller
Supplies
*stuff (sticks, rocks, bracelets, or whatever is around)
Preparation
Speak to two participants ahead of time(make it look natural to the rest of the group so they aren't suspicious), asking them to help you. Explain the following game, asking them to sit in the same manner as the person who moves the objects (legs crossed vs outstretched vs on knees, leaning back vs sitting straight vs forward, arms folded vs in lap, etc). Explain that if the object mover shifts positions, they should too. Give them an example to mimic, and make sure they understand ahead of time. You'll have two helpers, so this will give you a little insurance. Make sure they understand that no one else should know. They shouldn't act suspicious, staring or grinning at each other, etc. You may want to explain also, that if one of them is suspected, he/she can skip out of helping for a round to throw them off.
How to Play
Have the group, including your helpers (whom no one else should know as helpers), form a circle, sitting. Place a few small items in the center. Explain that you have a special gift, that everyone gives off this "energy" that enables you to know things that happen when you aren't there. Tell the group that you are going to leave the room, and while you are gone, one person of their choosing is to move/reposition the objects in the center. Then they should call you back in, and you will be able to tell them who moved the object (within 2/3 guesses).
Allow the group, if they demand it, to choose a person from the group, to watch and make sure you aren't "cheating." No matter who they choose, you'll still have at least one helper in the group.
Leave the room, and wait for them to call you in. When you come in, stand in the circle, focussing on the objects, as if they hold a clue. You may feel them, pretending they're warm, or giving off a certain light, etc. Then look around the group, noting who might be sitting like your helpers. Chances are, there will be more than one person sitting in this manner. Give it time. Focus back on the objects, like you just aren't sure. You may narrow it down, and tell the group who you are trying to choose between, or say, "I know it's on this side of the circle." Players will soon shift positions, and your helpers will too, and this will narrow down your choices. When you guess correctly, the group will have new challenges for you, new guards, etc. They'll talk while you're out, reminding everyone not to look at the object mover, having no one move it, or a helper might decide to trick you by moving it him/herself. You have 2 or 3 guesses, and if you take time, you'll almost definately figure it out. If you don't, just explain that your powers are getting weak, and you need some time to rebuild your energy. Play 3 or 4 times, and end the game so that they remain mystified.
Strategy
"Allowing" the group to send guards, rather than suggesting it yourself, is beneficial. It implies that you are confident. They came up with a challenge, and you can prove that it won't stop you. If you suggest it, they will guess that you figured this into the game.
Often, the players follow this pattern:
first round, there's no "challenge,"
second round, there's a guard,
third round, they may send two guards (in case one is teamed up with you), and at the same time, remind each other not to stare at the object mover.
fourth round, they may bend the rules: no object mover or multiple movers.
If you suspect that the group had multiple movers, or are bending the rules, state this..."I get the feeling that there were more than one..." like you're considering it. This in itself will surprise them. If they grin confidently at each other, you say, "no, nevermind." If their eyes widen, like you found out their secret, then you make your "feeling" official, and you remind them that your powers aren't strong enough to know exactly who, but you do think that so-and-so was involved.
*stuff (sticks, rocks, bracelets, or whatever is around)
Preparation
Speak to two participants ahead of time(make it look natural to the rest of the group so they aren't suspicious), asking them to help you. Explain the following game, asking them to sit in the same manner as the person who moves the objects (legs crossed vs outstretched vs on knees, leaning back vs sitting straight vs forward, arms folded vs in lap, etc). Explain that if the object mover shifts positions, they should too. Give them an example to mimic, and make sure they understand ahead of time. You'll have two helpers, so this will give you a little insurance. Make sure they understand that no one else should know. They shouldn't act suspicious, staring or grinning at each other, etc. You may want to explain also, that if one of them is suspected, he/she can skip out of helping for a round to throw them off.
How to Play
Have the group, including your helpers (whom no one else should know as helpers), form a circle, sitting. Place a few small items in the center. Explain that you have a special gift, that everyone gives off this "energy" that enables you to know things that happen when you aren't there. Tell the group that you are going to leave the room, and while you are gone, one person of their choosing is to move/reposition the objects in the center. Then they should call you back in, and you will be able to tell them who moved the object (within 2/3 guesses).
Allow the group, if they demand it, to choose a person from the group, to watch and make sure you aren't "cheating." No matter who they choose, you'll still have at least one helper in the group.
Leave the room, and wait for them to call you in. When you come in, stand in the circle, focussing on the objects, as if they hold a clue. You may feel them, pretending they're warm, or giving off a certain light, etc. Then look around the group, noting who might be sitting like your helpers. Chances are, there will be more than one person sitting in this manner. Give it time. Focus back on the objects, like you just aren't sure. You may narrow it down, and tell the group who you are trying to choose between, or say, "I know it's on this side of the circle." Players will soon shift positions, and your helpers will too, and this will narrow down your choices. When you guess correctly, the group will have new challenges for you, new guards, etc. They'll talk while you're out, reminding everyone not to look at the object mover, having no one move it, or a helper might decide to trick you by moving it him/herself. You have 2 or 3 guesses, and if you take time, you'll almost definately figure it out. If you don't, just explain that your powers are getting weak, and you need some time to rebuild your energy. Play 3 or 4 times, and end the game so that they remain mystified.
Strategy
"Allowing" the group to send guards, rather than suggesting it yourself, is beneficial. It implies that you are confident. They came up with a challenge, and you can prove that it won't stop you. If you suggest it, they will guess that you figured this into the game.
Often, the players follow this pattern:
first round, there's no "challenge,"
second round, there's a guard,
third round, they may send two guards (in case one is teamed up with you), and at the same time, remind each other not to stare at the object mover.
fourth round, they may bend the rules: no object mover or multiple movers.
If you suspect that the group had multiple movers, or are bending the rules, state this..."I get the feeling that there were more than one..." like you're considering it. This in itself will surprise them. If they grin confidently at each other, you say, "no, nevermind." If their eyes widen, like you found out their secret, then you make your "feeling" official, and you remind them that your powers aren't strong enough to know exactly who, but you do think that so-and-so was involved.
71) Pip, Squeek, and Wilbur
Supplies
*several small, unbreakable objects (1/3 the number in the group, minus two)
[a group of 15 would need 3, or two less than the number of teams]
(if you do this on a whim, you could even use rocks, or one player from each team can donate a sock to the game)
*method of keeping score
How to Play:
Split group into teams of three. Each team should then choose one person to be "Pip," one to be "Squeek," and one to be "Wilbur." Have the teams come together in a large circle, standing together with their own team. Place objects in the center of the circle. Facilitator may then call out one of the names, "Pip," "Squeek," or "Wilbur." Those who have the identity that is called then run around the circle (all to the right to avoid running into each other), while the other two in the team link hands, to form a bridge. Those who are running, must run around the circle, and under the bridge, to grab an object from the center of the circle. Those who grab an object gain a point for their team. The objects then go back in the middle, and a new round is played.
This can be played for an alotted amount of time, or until one team reaches a designated number of points.
*several small, unbreakable objects (1/3 the number in the group, minus two)
[a group of 15 would need 3, or two less than the number of teams]
(if you do this on a whim, you could even use rocks, or one player from each team can donate a sock to the game)
*method of keeping score
How to Play:
Split group into teams of three. Each team should then choose one person to be "Pip," one to be "Squeek," and one to be "Wilbur." Have the teams come together in a large circle, standing together with their own team. Place objects in the center of the circle. Facilitator may then call out one of the names, "Pip," "Squeek," or "Wilbur." Those who have the identity that is called then run around the circle (all to the right to avoid running into each other), while the other two in the team link hands, to form a bridge. Those who are running, must run around the circle, and under the bridge, to grab an object from the center of the circle. Those who grab an object gain a point for their team. The objects then go back in the middle, and a new round is played.
This can be played for an alotted amount of time, or until one team reaches a designated number of points.
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
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.
*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.
* 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.
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).
55) Blind Man's Bluff
Supplies
* optional: blindfold
How to Play
Choose one person to be the "blind man." If available, blindfold this person. Otherwise, he/she should keep eyes closed at all times. The rest of the group may move around the area, as silently as possible, to avoid being tagged. When the "blind man" tags someone, this person becomes the new "blind man."
Variations
In a more familiar group, when someone is tagged, the "blind man" must feel the face of the tagged player, and identify that player in order for him/her to become the new "blind man."
Alternatively, the "blind man" may be required to ask the tagged player a question, and determine his/her identity based on voice.
* optional: blindfold
How to Play
Choose one person to be the "blind man." If available, blindfold this person. Otherwise, he/she should keep eyes closed at all times. The rest of the group may move around the area, as silently as possible, to avoid being tagged. When the "blind man" tags someone, this person becomes the new "blind man."
Variations
In a more familiar group, when someone is tagged, the "blind man" must feel the face of the tagged player, and identify that player in order for him/her to become the new "blind man."
Alternatively, the "blind man" may be required to ask the tagged player a question, and determine his/her identity based on voice.
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.
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.
* 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.
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.
45) Buck-Buck
Note:
This game is for guys and girls who like to rough-house. It is tons of fun for wild youth groups, but no one should be required to participate if they'd rather watch. It can result in being kicked.
Supplies:
* none
Goal
To get as many people as possible on top of the opposing team
How to Play:
Form two equal teams of 7-10 players. Have one team (Team A) line up, grab the waist of the person in front of them, and lean forward so that their backs form a line parallel to the ground. They should hug snugly against the next person, tucking their heads in for safety.
The other team (Team B)should stand back, at least 15 feet away (or more for a good start). One person from this group starts by running forward, and jumps, landing in a straddling position on top of Team A, as close to the front as possible. When the player lands, he/she should lean forward, flat against the players below. Then a second player from Team B goes, and so-on, until Team A collapses. The teams switch sides, and play again. Whichever team gets the most players on top, wins.
Now you might want to ask for more volunteers from everyone who's watching, and play again.
Strategy
Let the teams figure out how best to line themselves up, with the exception that anyone prone to getting knocked down (ie:small kids) should be in the front.
This game is for guys and girls who like to rough-house. It is tons of fun for wild youth groups, but no one should be required to participate if they'd rather watch. It can result in being kicked.
Supplies:
* none
Goal
To get as many people as possible on top of the opposing team
How to Play:
Form two equal teams of 7-10 players. Have one team (Team A) line up, grab the waist of the person in front of them, and lean forward so that their backs form a line parallel to the ground. They should hug snugly against the next person, tucking their heads in for safety.
The other team (Team B)should stand back, at least 15 feet away (or more for a good start). One person from this group starts by running forward, and jumps, landing in a straddling position on top of Team A, as close to the front as possible. When the player lands, he/she should lean forward, flat against the players below. Then a second player from Team B goes, and so-on, until Team A collapses. The teams switch sides, and play again. Whichever team gets the most players on top, wins.
Now you might want to ask for more volunteers from everyone who's watching, and play again.
Strategy
Let the teams figure out how best to line themselves up, with the exception that anyone prone to getting knocked down (ie:small kids) should be in the front.
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
* 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
* 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
42) Steal the Bacon
Supplies
*any object that can be handled by a multitude of reckless youth
Goal
To be the team with the most points
Preparation
Split the group into 2 equal teams. Have each group line up, side by side, on opposite side of the playing area (at least 30 feet between groups). Put the object at the halfway point between the groups, and have the players on each team count off from 1, remembering their numbers. There should be a # 1 on each team, # 2 on each team, and so on.
How to Play
A facilitator calls a number that matches up to a participant "at random," and the players from each team, with that number, run to grab the object, and return back to the group. Returning with the object scores a point for the team, and the facilitator calls a new number.
Variations
Depending on if you want a calm or wild game:
You may choose to score points to whoever grabbed the object, or allow them to wrestle for the object all the way back to the team.
You may make the object small, for one hand only, or bulky and hard to keep hold of.
You may make the object gross/slimey/dirty socks/etc.
You may call multiple numbers (if they can fight for it), even adding more numbers when they think they almost have it. This works great, say, if you call "5," and one "5" is extra small. Suddenly call out "8," knowing that "8's" size on the small "5's" team will compensate. It also takes the burden of always losing, off of the smaller participants.
*any object that can be handled by a multitude of reckless youth
Goal
To be the team with the most points
Preparation
Split the group into 2 equal teams. Have each group line up, side by side, on opposite side of the playing area (at least 30 feet between groups). Put the object at the halfway point between the groups, and have the players on each team count off from 1, remembering their numbers. There should be a # 1 on each team, # 2 on each team, and so on.
How to Play
A facilitator calls a number that matches up to a participant "at random," and the players from each team, with that number, run to grab the object, and return back to the group. Returning with the object scores a point for the team, and the facilitator calls a new number.
Variations
Depending on if you want a calm or wild game:
You may choose to score points to whoever grabbed the object, or allow them to wrestle for the object all the way back to the team.
You may make the object small, for one hand only, or bulky and hard to keep hold of.
You may make the object gross/slimey/dirty socks/etc.
You may call multiple numbers (if they can fight for it), even adding more numbers when they think they almost have it. This works great, say, if you call "5," and one "5" is extra small. Suddenly call out "8," knowing that "8's" size on the small "5's" team will compensate. It also takes the burden of always losing, off of the smaller participants.
40) Mother May I
Supplies
* none
How to Play
Have players line up, side by side, behind a "starting point." Pick one person to be "Mother" (or "Pastor," "Teacher," etc). This person should stand at least 20 feet away, at a "finish line," facing away from the group in order to prevent favortism. Each participant takes turns, from one end of the line to the other, asking permission to advance towards the finish line, by requesting a number and type of move. For example, the first child may ask, "Mother may I take 3 giant steps forward?" Mother may answer with, "Yes you may," "No, you may not," or "No you may not, but you may______(take two sissor steps)." Each player must follow the decision of Mother. The first person to the finish line wins, and becomes the new mother.
Strategy
Often, though not always, Mother ends up judging between the requests, and is most likely to say yes to modest requests, while refusing the more bold requests. Some mothers even reward the meek requests by denying them and offering something better, while "punishing" the bold requests by denying and offering less.
Note
Sometimes, participants will suggest a move you haven't heard of. Mother will have to decide by the sound of it, whether to say yes or no.
Some examples of "steps" include:
Hops
Baby Steps
Giant Steps
Leaps
Summersaults
Skip
Gallop
Sissor Steps (large steps in which the right foot stretches out past the left foot, and then the left foot stretches out past the right; this is one complete sissor step)
from 1/1/07, 12:43am
* none
How to Play
Have players line up, side by side, behind a "starting point." Pick one person to be "Mother" (or "Pastor," "Teacher," etc). This person should stand at least 20 feet away, at a "finish line," facing away from the group in order to prevent favortism. Each participant takes turns, from one end of the line to the other, asking permission to advance towards the finish line, by requesting a number and type of move. For example, the first child may ask, "Mother may I take 3 giant steps forward?" Mother may answer with, "Yes you may," "No, you may not," or "No you may not, but you may______(take two sissor steps)." Each player must follow the decision of Mother. The first person to the finish line wins, and becomes the new mother.
Strategy
Often, though not always, Mother ends up judging between the requests, and is most likely to say yes to modest requests, while refusing the more bold requests. Some mothers even reward the meek requests by denying them and offering something better, while "punishing" the bold requests by denying and offering less.
Note
Sometimes, participants will suggest a move you haven't heard of. Mother will have to decide by the sound of it, whether to say yes or no.
Some examples of "steps" include:
Hops
Baby Steps
Giant Steps
Leaps
Summersaults
Skip
Gallop
Sissor Steps (large steps in which the right foot stretches out past the left foot, and then the left foot stretches out past the right; this is one complete sissor step)
from 1/1/07, 12:43am
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.
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