Supplies:
* any object that can serve as a jewel
How to Play:
Divide the group into two teams, the Smugglers and the Coast Guard. Each team should begin from opposite sides of the room, or field, and may, if you choose, use an entire building (ie: church or youth center) as the playing field. One Smuggler is given the jewel, which must be kept in his/her hand, and the game starts. The Smugglers may pass the jewel off to other Smugglers in order to evade the Coast Guard, while the members of the Coast Guard chase the Smugglers in an attempt to tag them. When a Smuggler is tagged, he/she must open his hands to show that there is no jewel. When the Coast Guard gets the jewel, the teams switch sides and play again.
Strategy:
All the smugglers will need to pretend that they are the ones with the jewel, by keeping their hands closed, and running from the Coast Guard members in order for the game to run smoothly.
Showing posts with label Outside Games. Show all posts
Showing posts with label Outside 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.
*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.
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]
75) 4 on the Couch
Supplies:
* each player's name written on an individual scrap of paper, and folded
* hat/container for names
* couch or 4 spaces to represent a couch
* possibly: 2 colors of paper (see below)
Goal:
To have 4 people from one's own team on the couch
How to Play:
Have everyone sit in a rough circle, using a couch (or 4 specified spaces next to each other). Make sure there are already 4 players on the couch, 2 from each team. Designate one space in the circle (not from the couch) as the open space. If the group is fairly split by gender, the game should be played, guys vs girls. Otherwise you may use colored paper to stick to their foreheads to designate their team. Have each of the players draw a name from the container. This is their new identity.
Start with the player to the right of the open space. Have this person call the name of somebody in the room. The person who has been designated this name then will stand up and move to the open space. Now the person to the right of the new open space may call a name. This goes on until the couch is filled with members from only one team.
Strategy
At first, no one knows anyone's designated identity, but if they pay attention, they will figure out who's who. They can then begin purposely calling the opposing team-members off the couch. The teammates that are on, or directly to the right of the couch are then responsible for calling on any teammates when a space opens up.
[Really, to start the game evenly, the person to the right of (next to)the couch should be from the same team as the person on the couch at the left end, because this person (on the left) cannot call anyone up].
* each player's name written on an individual scrap of paper, and folded
* hat/container for names
* couch or 4 spaces to represent a couch
* possibly: 2 colors of paper (see below)
Goal:
To have 4 people from one's own team on the couch
How to Play:
Have everyone sit in a rough circle, using a couch (or 4 specified spaces next to each other). Make sure there are already 4 players on the couch, 2 from each team. Designate one space in the circle (not from the couch) as the open space. If the group is fairly split by gender, the game should be played, guys vs girls. Otherwise you may use colored paper to stick to their foreheads to designate their team. Have each of the players draw a name from the container. This is their new identity.
Start with the player to the right of the open space. Have this person call the name of somebody in the room. The person who has been designated this name then will stand up and move to the open space. Now the person to the right of the new open space may call a name. This goes on until the couch is filled with members from only one team.
Strategy
At first, no one knows anyone's designated identity, but if they pay attention, they will figure out who's who. They can then begin purposely calling the opposing team-members off the couch. The teammates that are on, or directly to the right of the couch are then responsible for calling on any teammates when a space opens up.
[Really, to start the game evenly, the person to the right of (next to)the couch should be from the same team as the person on the couch at the left end, because this person (on the left) cannot call anyone up].
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)
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.
70)Knock-Out
Supplies
* 2 basketballs
* basketball hoop
How to play:
Have players line up behind the shooting line. Give one ball to the first two players. The first player throws, then the second play may begin. The goal is for the second person to get the first person out by making a basket first. If the first person makes a basket, he/she hands the ball to the next (third) person in line, and goes to the back. The second person then becomes first, while the next person tries to get him/her out by scoring a basket first. If the second person makes the basket first, the first person is out, handing the ball to the next person, and the second person becomes first person.
There is no pause in the game. The person who moves up from second, to first keeps shooting, trying not to be outdone by the next person in line.
* 2 basketballs
* basketball hoop
How to play:
Have players line up behind the shooting line. Give one ball to the first two players. The first player throws, then the second play may begin. The goal is for the second person to get the first person out by making a basket first. If the first person makes a basket, he/she hands the ball to the next (third) person in line, and goes to the back. The second person then becomes first, while the next person tries to get him/her out by scoring a basket first. If the second person makes the basket first, the first person is out, handing the ball to the next person, and the second person becomes first person.
There is no pause in the game. The person who moves up from second, to first keeps shooting, trying not to be outdone by the next person in line.
69)Volleyball
Supplies:
* volleyball net
* volleyball
* tape/chalk/etc to mark playing area
Set-up:
Use a volleyball court or make one by setting up a volleyball net with around 30 feet of running space on either side. At the end of this space on either side, draw a line along the ground, parallel to the net.
How to Play:
Split group into two teams. Designate one side of the net for each team. The teams should spread out on their side of the net. One team starts, by having the player in it's back, right corner, "serve" (hit) the ball over the net, to the other team. The goal is to get the ball to hit the ground on the other side, within the playing area.
Players may serve the ball from the line by tossing it up, and using their palms to hit it forward, or by holding one hand in the palm of the other, wrists upward, and hitting the ball with the wrist.
If the ball hits the net or the ground before going over, the other team scores a point, and has a turn to serve.
When the ball goes over the net, the other team must try to hit it back. The teams "volley" the ball back and forth, over the net, until the ball hits the ground. When this happens, the team on the opposite side of the net scores a point, and it becomes their turn to serve.
The players on each team, take turns serving. Usually, the groups spread out in 2 lines, parallel to the net. When a team looses it's turn to serve, the players move clockwise, so that the person who was at the front right, move to the back right, which is the serving position.
A ball should not be hit by anyone besides the server until it goes over the net. Once over, it should not be hit more than three times, or by the same person twice in a row, before it goes back over the net. If this happens, the other team scores a point.
Each time the server prepares to serve the ball, he/she should call out the score, their score, then the other team's score (ie: "Five Three" or "Seven Nine") Upon calling the score, the server may then hit the ball.
The game is traditionally played until one team makes it to a given number of points (often 16). Alternatively, it can be played for a designated amount of time, and the team with the most points wins.
* volleyball net
* volleyball
* tape/chalk/etc to mark playing area
Set-up:
Use a volleyball court or make one by setting up a volleyball net with around 30 feet of running space on either side. At the end of this space on either side, draw a line along the ground, parallel to the net.
How to Play:
Split group into two teams. Designate one side of the net for each team. The teams should spread out on their side of the net. One team starts, by having the player in it's back, right corner, "serve" (hit) the ball over the net, to the other team. The goal is to get the ball to hit the ground on the other side, within the playing area.
Players may serve the ball from the line by tossing it up, and using their palms to hit it forward, or by holding one hand in the palm of the other, wrists upward, and hitting the ball with the wrist.
If the ball hits the net or the ground before going over, the other team scores a point, and has a turn to serve.
When the ball goes over the net, the other team must try to hit it back. The teams "volley" the ball back and forth, over the net, until the ball hits the ground. When this happens, the team on the opposite side of the net scores a point, and it becomes their turn to serve.
The players on each team, take turns serving. Usually, the groups spread out in 2 lines, parallel to the net. When a team looses it's turn to serve, the players move clockwise, so that the person who was at the front right, move to the back right, which is the serving position.
A ball should not be hit by anyone besides the server until it goes over the net. Once over, it should not be hit more than three times, or by the same person twice in a row, before it goes back over the net. If this happens, the other team scores a point.
Each time the server prepares to serve the ball, he/she should call out the score, their score, then the other team's score (ie: "Five Three" or "Seven Nine") Upon calling the score, the server may then hit the ball.
The game is traditionally played until one team makes it to a given number of points (often 16). Alternatively, it can be played for a designated amount of time, and the team with the most points wins.
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
65) Joined
Supplies
* Pre-made lists, preferably in jumbo print (can use a flip-chart)
* optional: radio
* optional: index cards/ paper, 1 writing utensil for scorekeeping
Note
This game is similar to Mingle, but with a twist that makes it harder
How to Play
Have participants dance (or play Mingle). If score is kept, they should keep an index card/ small piece of paper with them. Facilitator should randomly stop the music, and call out directions, ie:
6 hands and 20 toes!
The players must quickly form groups, joining six hands and 20 fingers together.
This may be done using six players, each putting in a hand and three toes, with two players putting in four toes. Alternatively, a group of three may put in both hands, and six or seven toes. Any other combination that results in 6 hands and twenty toes may be used. Each player in the group, however, must use at least one body part, and each body part that is "in use" must be connected to those that are "in use" by the rest of the group.
When a group has met the requirements, they should shout out, "Joined!" The facilitator then will double-check, and if keeping score, each player in the group may get a point, which the facilitator may mark on their card.
The dancing will then begin again, until new directions are called out.
Try a few simple instructions, then make it harder:
6 hands, 8 fingers, 7 feet, 5 knees, or
5 ears, 22 fingers, 9 elbows
Obviously, 5 ears can't all touch, but if the group can rationalize a connection (both my ears are touching someone else's ears, and we're using both his ears, but only her left ear), then it can be accepted.
For these harder directions, it is best to have it written out in jumbo print for the groups to see, so that you do not have to continuously repeat yourself. Having it written will also keep you from forgetting what you just said.
* Pre-made lists, preferably in jumbo print (can use a flip-chart)
* optional: radio
* optional: index cards/ paper, 1 writing utensil for scorekeeping
Note
This game is similar to Mingle, but with a twist that makes it harder
How to Play
Have participants dance (or play Mingle). If score is kept, they should keep an index card/ small piece of paper with them. Facilitator should randomly stop the music, and call out directions, ie:
6 hands and 20 toes!
The players must quickly form groups, joining six hands and 20 fingers together.
This may be done using six players, each putting in a hand and three toes, with two players putting in four toes. Alternatively, a group of three may put in both hands, and six or seven toes. Any other combination that results in 6 hands and twenty toes may be used. Each player in the group, however, must use at least one body part, and each body part that is "in use" must be connected to those that are "in use" by the rest of the group.
When a group has met the requirements, they should shout out, "Joined!" The facilitator then will double-check, and if keeping score, each player in the group may get a point, which the facilitator may mark on their card.
The dancing will then begin again, until new directions are called out.
Try a few simple instructions, then make it harder:
6 hands, 8 fingers, 7 feet, 5 knees, or
5 ears, 22 fingers, 9 elbows
Obviously, 5 ears can't all touch, but if the group can rationalize a connection (both my ears are touching someone else's ears, and we're using both his ears, but only her left ear), then it can be accepted.
For these harder directions, it is best to have it written out in jumbo print for the groups to see, so that you do not have to continuously repeat yourself. Having it written will also keep you from forgetting what you just said.
64) Traditional Relays
I am combining a few traditional relays in the context of one game, because the basic rules are the same. These relays are so well known that just mentioning them is probably enough for most viewers, so giving them their own number doesn't seem justified.
Supplies
varied
How to Play
Create two or more teams of approximately equal size, and designate a Point A, and Point B. Players stand in single file lines (or with a partner), side-by-side with their opponents. At the facilitators command, the first player in each line moves to Point B in the designated fashion, and back to the team. Once back, the play taps the next person in line, enabling that person to follow the same routine. The first team to get everyone from Point A to Point B and back, wins (or if one team is short one player, the first person on that team must go twice).
Variations
*Three-legged Relay: Everyone has a partner. Tie the left leg of one, firmly, but not too tightly, to the right leg of the other.
*Wheel-Barrel Relay: everyone has a partner. One holds the feet of the other, as the other walks on their hands, at an angle. Be careful that the up-right player doesn't run the other players head/chin into the ground.
*Potato Sack Relay: each team is given a canvas-type sack to step into, and should hop to Point B, holding the sack up around their legs. I don't know about cloth potato sacks, but I have seen 20 lb cloth rice bags... or someone could make them.
Supplies
varied
How to Play
Create two or more teams of approximately equal size, and designate a Point A, and Point B. Players stand in single file lines (or with a partner), side-by-side with their opponents. At the facilitators command, the first player in each line moves to Point B in the designated fashion, and back to the team. Once back, the play taps the next person in line, enabling that person to follow the same routine. The first team to get everyone from Point A to Point B and back, wins (or if one team is short one player, the first person on that team must go twice).
Variations
*Three-legged Relay: Everyone has a partner. Tie the left leg of one, firmly, but not too tightly, to the right leg of the other.
*Wheel-Barrel Relay: everyone has a partner. One holds the feet of the other, as the other walks on their hands, at an angle. Be careful that the up-right player doesn't run the other players head/chin into the ground.
*Potato Sack Relay: each team is given a canvas-type sack to step into, and should hop to Point B, holding the sack up around their legs. I don't know about cloth potato sacks, but I have seen 20 lb cloth rice bags... or someone could make them.
63) Bomb the President
Supplies
* 1 or two balls that can be thrown to hit people (gator skin or rubber balls)
How to Play
Have group form a circle. Choose one player to be the President, and another to be the Secret Service Agent. These two stand in the center of the circle. Hand the ball to anyone else in the circle. At facilitator's command, the players try to strike the President with the ball (bomb), below the shoulders. They may do this by throwing directly at the President, or to each other to get a better shot. The Agent's job is to prevent the president from being hit. Both the President and the Agent may move around in the circle. The Agent may be hit, or may catch the "bomb" and throw it back. If the president is struck, however, he is out, and joins the circle. The Agent then becomes the new president, and a new Agent is chosen from the circle.
* 1 or two balls that can be thrown to hit people (gator skin or rubber balls)
How to Play
Have group form a circle. Choose one player to be the President, and another to be the Secret Service Agent. These two stand in the center of the circle. Hand the ball to anyone else in the circle. At facilitator's command, the players try to strike the President with the ball (bomb), below the shoulders. They may do this by throwing directly at the President, or to each other to get a better shot. The Agent's job is to prevent the president from being hit. Both the President and the Agent may move around in the circle. The Agent may be hit, or may catch the "bomb" and throw it back. If the president is struck, however, he is out, and joins the circle. The Agent then becomes the new president, and a new Agent is chosen from the circle.
62) Melt the Ice Cube Relay
Supplies
* bag/bowl of ice Cubes for each team
* One container for each group. Each container should be the same size and shape, with a line drawn/taped onto each container at the same level (not too high, or you'll never finish).
How to Play
Split the group into two or more teams. Have them sit in a circle around a container, with the ice cubes next to it. At the same time, one person from each team should take an ice cube and pass it around the circle (do not skip players), while trying to melt it into the container. They may not put it in their mouths. You may have two or three players from each team take an ice cube at the same time, making it harder to keep passing. Once an ice cube is melted, another player may grab an ice cube. The first team to fill their container to the line with water (no ice) wins.
* bag/bowl of ice Cubes for each team
* One container for each group. Each container should be the same size and shape, with a line drawn/taped onto each container at the same level (not too high, or you'll never finish).
How to Play
Split the group into two or more teams. Have them sit in a circle around a container, with the ice cubes next to it. At the same time, one person from each team should take an ice cube and pass it around the circle (do not skip players), while trying to melt it into the container. They may not put it in their mouths. You may have two or three players from each team take an ice cube at the same time, making it harder to keep passing. Once an ice cube is melted, another player may grab an ice cube. The first team to fill their container to the line with water (no ice) wins.
61) Lemonade
Supplies
*none
How to Play
Split group into two teams, and have them stand on either side of the playing area.
One team (Team A) begins, by quietly talking together, and coming up with an agreed-on occupation. When ready, they begin shouting the following:
Team A: Here we come!
Team B: Where you from?
Team A: New Orleans!
Team B: What's your trade?
Team A: Lemonade!
Team A then begins marching forward together, acting out the agreed-upon occupation, while Team B shouts out attempts to guess the trade. When they guess correctly, Team A must turn around, and race back to their starting point. If Team A makes it to the other side, they may choose a player to take back with them, and start again. Anyone who is tagged along the way becomes part of Team B. Then the groups switch roles.
Strategy
Team A will probably try to walk slowly, because the closer they get to the other side, the more likely they are to be tagged. Team B, on the other hand, may try to wait to guess the occupation if they feel certain that they are right, in order to improve their chances of tagging people. If they wait too long, however, and are wrong, they will have lost guessing time, so there is a give-and-take to this strategy.
*none
How to Play
Split group into two teams, and have them stand on either side of the playing area.
One team (Team A) begins, by quietly talking together, and coming up with an agreed-on occupation. When ready, they begin shouting the following:
Team A: Here we come!
Team B: Where you from?
Team A: New Orleans!
Team B: What's your trade?
Team A: Lemonade!
Team A then begins marching forward together, acting out the agreed-upon occupation, while Team B shouts out attempts to guess the trade. When they guess correctly, Team A must turn around, and race back to their starting point. If Team A makes it to the other side, they may choose a player to take back with them, and start again. Anyone who is tagged along the way becomes part of Team B. Then the groups switch roles.
Strategy
Team A will probably try to walk slowly, because the closer they get to the other side, the more likely they are to be tagged. Team B, on the other hand, may try to wait to guess the occupation if they feel certain that they are right, in order to improve their chances of tagging people. If they wait too long, however, and are wrong, they will have lost guessing time, so there is a give-and-take to this strategy.
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)
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!"
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.
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