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 Search and Find Games. Show all posts
Showing posts with label Search and Find Games. Show all posts
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]
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.
49) Scavenger Hunt
Supplies
* lists of what to bring back
* bags for collecting items (1 or more per team)
* each team should have at least one watch among them
How to Play
Give each group a list of objects that they must find, with a different amount of points for each object, and a bag. Set a time to be back, with a penalty of "x" number of points for each minute late, and possibly extra points to the first team back. Make sure that each team has a watch, syncronized with the time on your own watch.
The objects may be:
specific: a blue pencil, finger-nail clippers, orange, white shoelace, etc.
unspecific: something tiny, something round, something heavy (give extra points to the team with the heaviest, tiniest, etc)
Natural: a stick, something living (bugs, etc), a rock, a leaf, a seed, etc.
All one color:ie: anything blue (this wouldn't require a list)
Or anything you can think of.
* lists of what to bring back
* bags for collecting items (1 or more per team)
* each team should have at least one watch among them
How to Play
Give each group a list of objects that they must find, with a different amount of points for each object, and a bag. Set a time to be back, with a penalty of "x" number of points for each minute late, and possibly extra points to the first team back. Make sure that each team has a watch, syncronized with the time on your own watch.
The objects may be:
specific: a blue pencil, finger-nail clippers, orange, white shoelace, etc.
unspecific: something tiny, something round, something heavy (give extra points to the team with the heaviest, tiniest, etc)
Natural: a stick, something living (bugs, etc), a rock, a leaf, a seed, etc.
All one color:ie: anything blue (this wouldn't require a list)
Or anything you can think of.
48) Video Scavenger Hunt
Supplies
* video camera (or digital camera) for each team
* method for showing video footage or pictures to the whole group afterwards
* vehicle with a driving leader for each team
* optional: "x" amount of cash per team
How to Play
A scavenger hunt, in it's original form, is for tangeable objects- things that can be collected. A video scavenger hunt takes record of non-tangeable objects/actions/sounds/etc.
Split group into teams. Give them a list of places to go, and things to record, with points assigned to each thing, as well as a time to be back. The first team back will receive bonus points, and the footage will be shown at a designated time.
Ideas:
* find a stranger at the mall, and interview them on camera, RESPECTFULLY asking about their hobbies, religion, career, etc. Make sure to ask for explainations.
* buy small fries (or find a restaurant to donate a small fries to your game), put them in your nose, and pretend to be a walrus (one point for each participant)
* make a commercial
* write a song and sing it
* find a way to get soaked
* do a dance
* ask a stranger for directions
* find someone who can say "I'm Crazy" in German (or Spanish, French...)
* find someone to demonstrate a "strange talent" (ie: foot in mouth, tongue in nose, etc)
from 1/6/07, 2:11pm
* video camera (or digital camera) for each team
* method for showing video footage or pictures to the whole group afterwards
* vehicle with a driving leader for each team
* optional: "x" amount of cash per team
How to Play
A scavenger hunt, in it's original form, is for tangeable objects- things that can be collected. A video scavenger hunt takes record of non-tangeable objects/actions/sounds/etc.
Split group into teams. Give them a list of places to go, and things to record, with points assigned to each thing, as well as a time to be back. The first team back will receive bonus points, and the footage will be shown at a designated time.
Ideas:
* find a stranger at the mall, and interview them on camera, RESPECTFULLY asking about their hobbies, religion, career, etc. Make sure to ask for explainations.
* buy small fries (or find a restaurant to donate a small fries to your game), put them in your nose, and pretend to be a walrus (one point for each participant)
* make a commercial
* write a song and sing it
* find a way to get soaked
* do a dance
* ask a stranger for directions
* find someone who can say "I'm Crazy" in German (or Spanish, French...)
* find someone to demonstrate a "strange talent" (ie: foot in mouth, tongue in nose, etc)
from 1/6/07, 2:11pm
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.
25) Orienteering/Compass Treasure Hunt
Supplies:
*compasses (no less than one for each group of 3-5, depending on the variation)
*pre-made written directions, explained below
*"treasure"
Options
Assuming that the group does not know how to use a compass, the first time this is done will be with guidance from the leader/leaders.
You may choose to either send one knowledgeable leader with each group (up to 6 youth, with a minimum of one compass per 3)
OR
You may take the whole group together (also with one compass per 3 youth), and have the leaders (who may also be unexperienced) disperse among the group to help anyone who needs it. This method is also the simplest, because it only requires one set of directions.
Preparation:
Choose a starting point, and make sure that it is either a spot that can be recognized as a landmark (ie: bush, front door of building, etc), or that you mark it off, such as with red tape. Stand at this location, and scan for a second landmark. (for younger kids, you may only choose direct, "north", "south", "east", "west", or include "northeast", and "southwest". For older kids, you can use degrees (30 degrees, etc) Take your compass, and find the direction of the landmark (instructions on how to use a compass are at the bottom). Then walk, counting each step, to that location. [As you walk, consider the stride that you are taking. If the youth are much smaller than you, try to step with strides that fit their size. This is going to be imperfect. What you walk in 50 steps, may be 60 for some of them. If you make sure that the landmark is prominent, they will figure it out. If you want to be more accurate, send the group shorter distances.] When you get to the second destination, take a piece of paper, and mark it as "Point A". Write down the direction you went, and how many steps it took.
From this location, repeat the process, for points "B", "C", etc. You may plan any number of destinations, with the final destination having a special "treasure". Now go back and place the directions at their respective locations. Hold them down with rocks, so that they don't blow away, but make sure they can still be seen, and place the treasure at the end.
If you are sending out multiple groups, make a different set of directions for each group, marking them as Group A, B, etc. You may wish to use all the same destinations, but have them arrive at these destinations in a different order, and have the tresures be at separate locations, marked with their own group's name.
How to Play
If the whole group goes together, take the lead. Explain how to use the compass, and have them practice by finding and pointing in the direction that you call out. Have any leaders help out with anyone who's having trouble. When it appears that everyone has it figured out, have someone read the directions for "Point A" out loud. When the group points in the right direction, walk with them, the number of steps required, encouraging them to call out with you, the number of each step. Let the group find the next set of directions. Continue in this manner, watching for anyone who is not really participating, and encouraging them by calling them over to help from the front.
For future games, once the group knows how to use a compass accurately, you can send everyone out in groups of 5, with one compass between them. Everyone could have a responsibility. Responsibilities can include reading the directions, finding the direction on the compass, and leading the pacing. They can then switch roles at each destination. You may also tell them that the first group back wins, so that they focus on the game if they may otherwise get distracted.
How To Use A Compass
Hold the compass face up, with the arrow and N, facing away from you. There is a rotating dial in the compass, which will turn as you turn your body, locking your arm so that the compass remains with the N facing away from you. Do not move the compass; only your body. Turn until the red arrow on the dial, lines up with the N. You are now facing North. From this position, you can read the direction of any point in site. Directly to your right is east, or 90 degrees. Behind you is south, or 180 degrees, to your left is west, or 270 degrees. You can also recognize points at 35 degrees, 200 degrees, etc. If you want to see to the south, you may turn the compass and your body, so that the N faces toward you, with the red arrow lining up with the N. Now you will be facing south, directly. Once you are familiar with this you may move the compass and your body more freely, but in order to read the direction accurately, you must keep the red arrow lined up with the N.
*compasses (no less than one for each group of 3-5, depending on the variation)
*pre-made written directions, explained below
*"treasure"
Options
Assuming that the group does not know how to use a compass, the first time this is done will be with guidance from the leader/leaders.
You may choose to either send one knowledgeable leader with each group (up to 6 youth, with a minimum of one compass per 3)
OR
You may take the whole group together (also with one compass per 3 youth), and have the leaders (who may also be unexperienced) disperse among the group to help anyone who needs it. This method is also the simplest, because it only requires one set of directions.
Preparation:
Choose a starting point, and make sure that it is either a spot that can be recognized as a landmark (ie: bush, front door of building, etc), or that you mark it off, such as with red tape. Stand at this location, and scan for a second landmark. (for younger kids, you may only choose direct, "north", "south", "east", "west", or include "northeast", and "southwest". For older kids, you can use degrees (30 degrees, etc) Take your compass, and find the direction of the landmark (instructions on how to use a compass are at the bottom). Then walk, counting each step, to that location. [As you walk, consider the stride that you are taking. If the youth are much smaller than you, try to step with strides that fit their size. This is going to be imperfect. What you walk in 50 steps, may be 60 for some of them. If you make sure that the landmark is prominent, they will figure it out. If you want to be more accurate, send the group shorter distances.] When you get to the second destination, take a piece of paper, and mark it as "Point A". Write down the direction you went, and how many steps it took.
From this location, repeat the process, for points "B", "C", etc. You may plan any number of destinations, with the final destination having a special "treasure". Now go back and place the directions at their respective locations. Hold them down with rocks, so that they don't blow away, but make sure they can still be seen, and place the treasure at the end.
If you are sending out multiple groups, make a different set of directions for each group, marking them as Group A, B, etc. You may wish to use all the same destinations, but have them arrive at these destinations in a different order, and have the tresures be at separate locations, marked with their own group's name.
How to Play
If the whole group goes together, take the lead. Explain how to use the compass, and have them practice by finding and pointing in the direction that you call out. Have any leaders help out with anyone who's having trouble. When it appears that everyone has it figured out, have someone read the directions for "Point A" out loud. When the group points in the right direction, walk with them, the number of steps required, encouraging them to call out with you, the number of each step. Let the group find the next set of directions. Continue in this manner, watching for anyone who is not really participating, and encouraging them by calling them over to help from the front.
For future games, once the group knows how to use a compass accurately, you can send everyone out in groups of 5, with one compass between them. Everyone could have a responsibility. Responsibilities can include reading the directions, finding the direction on the compass, and leading the pacing. They can then switch roles at each destination. You may also tell them that the first group back wins, so that they focus on the game if they may otherwise get distracted.
How To Use A Compass
Hold the compass face up, with the arrow and N, facing away from you. There is a rotating dial in the compass, which will turn as you turn your body, locking your arm so that the compass remains with the N facing away from you. Do not move the compass; only your body. Turn until the red arrow on the dial, lines up with the N. You are now facing North. From this position, you can read the direction of any point in site. Directly to your right is east, or 90 degrees. Behind you is south, or 180 degrees, to your left is west, or 270 degrees. You can also recognize points at 35 degrees, 200 degrees, etc. If you want to see to the south, you may turn the compass and your body, so that the N faces toward you, with the red arrow lining up with the N. Now you will be facing south, directly. Once you are familiar with this you may move the compass and your body more freely, but in order to read the direction accurately, you must keep the red arrow lined up with the N.
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