Showing posts with label Wild and Crazy Games. Show all posts
Showing posts with label Wild and Crazy Games. Show all posts

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"

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.

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.

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)

46) It

Supplies
* two or more small objects (depending on number of stations) in mass quantity (ie: tickets (different colors), popsicle sticks,etc)
* one labled container for each team/cabin/class/etc.
* tape/chalk/rocks/etc to mark off stations
* optional: flashlights for each participant if playing at night (ie: in camp setting)

Goal
For the team to have the most points

Preparation
In a large playing field (or around a building), set up three or more destinations/stations. For the purpose of these instructions, we'll assume three. At two of these destinations, a trustworthy volunteer will dispense 1 ticket/popsicle stick/etc- one to each participant who comes by. The third station will have a volunteer to oversee the team containers. Each of these stations should have a 5-10 ft radius marked off as a safety zone.

How to Play
Have participants all stand behind the starting point. Choose one person (from the largest class/cabin/etc) to be it, who may run around the playing area, tagging anyone in site, outside of the safety zones. This person is not on a team, and may tag anyone, so make it someone who won't show favortism. Give clear instructions on where to go first, second, etc, and what they must get.
At the facilitator's command, each player must run to the first station, get a [ticket], run to the second station and trade the [ticket] for a [popsicle stick], run to the third station, and put the [popsicle stick] in his/her team container, then head back to the first station, starting over.
As this is going, "It" will run around, shouting, "It, it, it!" (or if it's dark, "It" can hold a flashlight upwards against his/her chin, lighting up his/her face). "It" will tag as many people from other teams as possible. When this happens, the player that is tagged becomes "It" also, and no longer collects tickets or popsicle sticks. When no one is left to collect tickets, when tickets or sticks run out, or when time runs out, the game is over, the popsicle sticks are counted, and the team with the most points, wins.

Note:
*It is hard to prevent players from pretending that they were not tagged. Emphasize how each role can help their team. The runners gather the points, but those who are "It" can tag players from the other team(s) to make them unable to gather points.
*If "It" does not indentify him/herself by yelling, "It" or using a flashlight, tagging someone doesn't count.
*Appoint counselors/youth leaders to move throughout the playing field to enforce the rules of the game.
*If classes/cabins are not close to even, have the winning team be the team with the most number of points per player.

from 1/6/07, 12:15pm

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.

41) Over-Under*

Supplies
* bucket of water
* 3 or 4 measuring cups/small containers approximately the same size PER team
* empty bucket (same size) per team

Set-up
Set a bucket of water in front of the relay area. Set an empty bucket with 3 or for small containers behind where you plan to have each team stand.

How to Play
Have players form teams of equal size (at least 8, preferrably at least 10). Have each team stand in line in front of their empty bucket, parallel to the other teams, and crouch down on hands and knees, holding the ankles of the people ahead of them. At the facilitator's command, the person in the back of each line should stradle his her way over the other players, to the front of the line, with a container in his/her hand, and run forward to the bucket of water, dip it in, and carefully race back to his/her line to crawl under the team, making sure to bring the water with him/her, to pour it in the team's bucket behind the line. As soon as the first player on the team reaches the bucket full of water at the front, the next player may begin the same process. This becomes tricky as one person is over, and another is under the team, since some of those who are on all fours will need to lift up to let someone under, and others will need to crouch to let someone over. Conceivably, there could be three or four players at a time, either under or over the rest.

Goal
The game can end with the first team to get the water level to a certain height, the first group to get all the players through, or when time runs out. In any case, the team with the most water (in the bucket, not their clothes) at the end wins.

*(my invention)

36) "Sumo" Wrestling

Supplies
* tape/chalk/etc to form a ring, about 10 feet in diameter

How to Play
Have two volunteers from your group stand in the center of the circle, shake hands or bow to each other, and grab their own ankles. They cannot leave this position without forfeiting. Their goal is to knock their opponent out of the circle, while in this position. The winner of the match may then challenge anyone else in the crowd, or two new volunteers may be picked to compete.

3) Completely Chaotic Baseball*

Supplies:
* baseball
* bat
* bases

Set-up:
Set up as any other baseball game, with 4 (or more) bases forming a square (or any shape you choose).

How to play:
Instead of having a general rule in which each batter who hits the ball gets to run counter clockwise around the bases, have the "umpire" call out the direction or base to which to run when the player hits the ball, or even as the player makes it to each base, making the players run back and forth. If you call out, for instance, "2nd base", then the players on first through forth base all have to run to second, and anyone tagged in the confusion of deciding which way to run is out.

*(my invention)

from-12/5/06