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2x4 A-Frame Ah-Roo-Chi-Cha Ah, So, Ooh All Abroad Amazon An Aggie’s Life For Me Artesian Beam Backstabbers Balance Broom Beam Blind Polygon Bob the Weasel Buck Board Bull Ring Bump Bumpity Bump Bump Categories Chinese Numbers Dollar Drop Don’t Touch Me El Beano (Helium Stick)
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2x4 A-Frame Ah-Roo-Chi-Cha Ah, So, Ooh All Abroad Amazon An Aggie’s Life For Me Artesian Beam Backstabbers Balance Broom Beam Blind Polygon Bob the Weasel Buck Board Bull Ring Bump Bumpity Bump Bump Categories Chinese Numbers Dollar Drop Don’t Touch Me El Beano (Helium Stick) Elephant Rescue Eskimo Baseball Exalted Warrior Farkel Baseball Gears Giants, Wizards, Elves Gift of Gab Group Juggle Guerilla, Man, Gun HA Hand Slap Handshakes Winks/Blinks & Belly laughs Hanoi Towers Happy Landings Herd Call High Five Hot Chocolate River Human Knot (buddy ropes) I'm In Charge Identical Structures Indian Rope Game Instant Impulses Light Saber Look Up Look Down Lucy Stretch Marbleous Meat Grinder Name Toss Nancy And Tanya PDQ Peak-A-Who Table of Contents
People2People Pig Pick or Chicken Pick Pop-N-Stop Quick Line-up Rat race Rebirth Tire (Port Hole) Silent line-up Sneaky Pete SNORT Super Market Sweep Switch, Change, Rotate Sword and the Stone Tanks Thread The Needle Traffic Jam Turn-style Ultimate Hand Soccer Washtub Willies Zoom Table of Contents (cont.)
2x4 • Activity: Two by Four • Number of Participants: 6-8 people, preferably an even number of two distinct groups, (ex. girls and guys), you can use cones to represent people if your group is one person off, for example you are short one guy. • Materials: • a designated area to have participants line up • cones to use as people if needed, as noted above • Objective: The group must end up with all of one group, guys, on one end and the other group, girls, on the other end. • Instructions for Leading: Begin by telling the group to line up alternating people of group one and group two, for example, boy then girl then boy. Tell them their objective, to get all of group one on one end and group two on the other. Then give them their rules. Tell them to keep track of their moves. • Rules: • The criterion is to complete the problem in the least number of moves. Four moves is the minimum for eight people. • All moves must be made as pairs. Anyone next to you is a potential pair; no matter which group. • As a pair moves they leave an empty slot in the line which must remain and be eventually filled by another pair. • Pairs may not pivot or turn around. • The final line must be solid, meaning no gaps. • Variations: You could have two groups doing this at the same time and the that completes the activity in the least moves wins. • Safety Concerns: This event is relatively safe. Make sure the playing area is clear of obstacles. • Things to Watch For: • Make sure they are moving correctly • Some groups will trade places with other partners, that’s not allowed.
A-Frame • Group Size: 7 – 11 • Materials: 7 ft. tall A-Frame made of 2x6’s, ten – 15 ft (+) lengths of rope or webbing tied to holes w drilled in the A-frame, 4 – 6 hula-hoops • Description of Activity: The group must transport the A-frame starting at a designated point and moving through an area towards a finish line or back to the starting point. When moving the A-frame, there must be one participant riding the “vehicle”, that person is not allowed to touch the ground. The other participants are responsible for moving the A-frame. To do this, they have to use the ropes and can not get closer than 10 ft to the A-Frame. As the group is moving the A-frame, it is important that you tell them that only one point of the A-frame can be touching the ground. T move the A-frame, the group uses the ropes to pull tension on different sides of the vehicle to keep it upright and pull different sides in different directions to pivot the A-frame on one foot. Along the way, the group must stop at checkpoints (hula-hoops). Scatter the hula-hoops so that they are not in a line and the group has to travel in different directions. • When to use: Use this activity to increase communication within the group. This activity works well later in the day after the group members have gotten to know each other. • Considerations and Variations: The checkpoints are good places to give the group members new tasks, a new rider or new challenges. Challenges could incorporate group members who can’t speak, limited pivots, blind folded group members. The activity can revolve around a theme. For example; a car race with checkpoints, climbing a mountain and stopping at camps along the ascent, a student’s semester with exams along the way. • Suggestions: Do not allow participants who have done the activity to speak until after the group has reached their first checkpoint. If the group begins to drag the A-frame, give them a rule that disallows it.
Ah – Roo – Chi - Cha • Number of players: Approximately 5-50 people with 1 leader • Information for leading: This game is used to break down barriers between group members and to have fun. It can be a little embarrassing because everyone looks silly playing. Because everyone faces each other in a large circle, there is no hiding, so giving the option to face outward may help alleviate some embarrassment for those who are shy. A great attitude is necessary for the leader to make this game fun for all. This game should not be played too long, so the leader needs to know when to stop it. • Variations: The leader can create a lot of things for the participants to do during the verse portion of the game, and in any order. Options include performing actions individually or even teaming up with other players to do a multi-person action (this may or may not work within the rhythm of the song). • Safety concerns: This is a stationary game, so physical safety concerns are minimal. However, the psychological/emotional readiness of the group should be evaluated by the leader before the introduction of the game. Groups should be acquainted before playing, and big groups are better so no one is singled out. • Materials: There are no materials needed for this game except the individual’s body, voice, and a willingness to be silly and have fun! • Limitations: This game is meant to be fun, so groups should be acquainted before playing. This is not a first meeting game because people need to be willing to look silly and knowing each other makes this easier. Adequate space is needed to play so everyone has their own personal space. Large groups are better, but too large would be a little crazy. • Sample Words: (Chorus) Ah-Roo-Chi-Cha Leader: (group repeats and performs actions Ah-Roo-Chi-Cha followed by the chorus) Ah-Roo-Chi-Cha-Cha Thumbs up Ah-Roo-Chi-Cha Wrists together Ah-Roo-Chi-Cha Elbows out Ah-Roo-Chi-Cha-Cha Knees out Heels together Rump out Tongue out, etc. (Dancing silly is always encouraged!)
Ah, So, Ooh • Activity Type: Game • Location: Outdoors and Indoors • Other names: I saw you • Materials: None • Game: Have everyone line up in a circle. If large group split into smaller groups of about 8 to 10. Demonstrate to group the three motions and sounds to use during the game: Ah (arm ate forehead pointing to person on left or right), and Ooh (both hands together pointing to someone across the circle and making eye contact with them). Now start slowly so everyone catches on, then speed it up a bit. Say Ah, and point to your left or right. Now that person will say So and point to their left or right. That person will then say Ooh and point across the circle to someone else. The people who get out are now hecklers and roam around the group heckling and trying to mess them up and get them out too. Some things you can do to spice it up a bit are to have everyone put their thumb in the middle and say yourrrrr outtta therrrrr (kind of like and umpire would say in baseball) when someone messes up. You can also have the losers form a new loser circle after they are out and continue playing. • Limitations: None, good for all ages. • Safety Concerns: None.
All Abroad • There are multiple ways to go about the initiative; some use different size platforms to lead their group to a better solution, some start with one small one and let the group learn as they go. • Setup: • Start with a group of 12-15 people • You will need three different size platforms – 4’x4’, 3’x3’, and 2’x2’ • Be aware of safety concerns: • Step down if falling • Slick boards if damp outside • No stacking bodies – bad news for the bottom people • Have a story to go along eith the initiative to give it some purpose • Playing: • Using only themselves, the group must figure out a way to get everyone on the platform and completely off of the ground all the way around • Other than that there are really no rules – except the stacking one above • Once everyone is off of the ground and on the platform in some way, shape, or form then have the group sing a short song (ABC’s, Row-row-row Your Boat, etc) or count to 10 without falling off. • Objectives: This is a team effort challenge, works on group cohesion as well as individual commitments, group dynamics, problems solving, leadership roles, etc. Spotting can be used for this but is really not necessary, getting the group to work as one and trust each other is the goal.
Amazon • Equipment Requirements: • A platform on the edge of gully or something that will simulate a riverbank • A 10 to 12 foot 2’x8’ plank • An 8 foot 2’x4’ pole • A 20 foot length of rope and a 6 – 8 foot stick • A #10 can with a wire or rope bail • Object: To retrieve the can and its very important contents (whatever fits the situation) from the raging river without getting in the river. • Situation and Rules: • Only the props provided may be used • None of the equipment is allowed to get in the river (touch the ground between the bank and the can) • The can should be set approximately 16 to 18 feet from the riverbank • Spotting Specifics: An instructor can be positioned in the river to spot • Tips for Participants: Think about some of the laws of physics • Tips for the instructors: If the group is having difficulty, it may help to admonish them to think beyond their first instinct and to encourage them to be sure they can get everyone’s ideas.
An Aggie’s Life For Me • ~ This game works well with large groups and can be adapted to almost any group to make it personal and applicable to their interests and needs. A good ice breaker to get people laughing and an introduction to listening and following directions. • Materials: No materials needed • Play: This game has one leader who is calling out commands. They should have a loud and authoritative voice. They will introduce the setting; in this case, we are all students wondering around Texas A&M campus. The leader calls out the following commands at random: -Old Sarge is Coming – everybody stands at attention - Wildcat – to get everybody’s attention, each class does their wildcat - Ring Dance – with a partner, dance around in a circle - War hymn – groups of three sway back and forth - Elephant Walk – groups of 5 the front being the head, the back the tail, wander around “dying” • Each time a command is called, if you don’t get into a group with the exact number of people then you and the over or undersized group is out. When you are out, you walk around the group singing “Oh we oh, and Aggie’s life for me” over and over, distracting those still participating. Eventually the group will dwindle down and leave the caller making strategic calls to whittle away the players. Depending on the size of the group, the game will last about 20-25 mins. • Safety and Limitations: Safety concerns will mainly include being aware of your environment. Be sure and not run into trees or desks while wandering around campus. Watch out when getting groups together that aren’t pulled in different directions and emotionally hurt by getting kicked out of a group. Also, when coming together for the study break, watch out for heads banging together. • Variations: This game has endless variations: the original is called A Pirates Life for Me and in addition to the fitting commands, additions could include specifying parts of the ship for the group to migrate to – bow, stern, port, starboard. A facilitator can adapt this game to any occupation, age group or organization with just a little creativity.
Artesian Beam • Equipment: • Four stumps set in the ground placed in a zig-zag pattern • The stumps are notched for a 4’x4’ plank • Three 4’x4’ boards varying in length, i.e. 7’6” and 7’9”, but corresponding to the distance between the stumps • Rope or webbing to assist in lowering the planks, is optional • Two large wooden platforms, one placed before first stump and after last stump • Goal: For the group to move themselves from the first platform, through the stumps using the planks, to the second platform without touching the ground. • How to Play: • The planks cannot touch the ground in between the stumps • The planks must fit securely into the notches, not simply placed on top of the stump • The supervising facilitator shall determine consequences for participants and planks touching the ground • Spotting: The facilitator(s) needs to spot the event and or encourage the group to create a spotting plan to be implemented • Additional Info: • Warn participants that planks are heavy and caution should be used when lifting • Caution should be used when turning while holding a plank )a group member might be taken out in the process) • Consider the group’s abilities before beginning this activity. Planks are heavy and require strength and agility to move them. Mountain Tops is a viable alternative if you as a facilitator are unsure about the risk that may be involved with this activity.
Backstabbers Team Clip Variation • Need: Spring-loaded Laundry Pins (3 per player + extras), Ropes or other props to set boundaries. • Goal: Team must collectively get rid of all of their clips (3 per person; 9 per team total) by attaching to members of opposing teams. • Rules: Players operate in teams of 3. Attachment of clip is only allowed on back of shirt. Clip must stay on for 5 seconds to be considered legal. If clip falls off before 5 seconds, clipper must pick up and try again. No illegal dislodging of clip (ie: rubbing up against tree or other team members). Clothing cannot be grabbed to slow down running player or to facilitate a clip. Players must stay in pre-determined set of boundaries. • Other Variations: To make the game a little more difficult (and to extend playtime), add the rule that players must get rid of any clips attached to themselves by opposing teams. “Me Against the World” Each individual receives 3 clothing pins and is responsible for getting rid of them on their own.
Balance Broom • Balance Broom is a competitive game with two teams so depending on the group this may or may not be used. • Setup: • You will need either two short (3’) pieces or one long (12’) piece of rope and two broomsticks. Setup the rope as a “line in the sand” and lay the brooms on the opposite side of that line from the group. • Everyone starts in a circle and the facilitator has the group number off 1-2-1-2-1-2-1… Once the group is finished then divide the ones and twos into separate teams. Now have the two teams line up facing the rope lines with about 10-15 feet space between them and the rope lines and about the same side-to-side between the two groups. • Playing: • There are several concerns with this game and they entail spotting while a person is spinning, awareness of the swinging stick, and stepping back and forth over the rope “line in the sand” • The goal is to have each person start from their team line, cross the rope line, pick of the broom stick and place it on their chin pointing up into the air. • Hold the broomstick on your chin and look up at the end while spinning 15 times (or how many the facilitator is comfortable with) and then getting back across the line. • Once everyone in a group has gone they must all sit down to mark the time. • Objectives: • Spotting lesson, great transition into low and high events, stir up competition, get some adrenaline flowing, awareness of surroundings, fun, etc.
The Beam • Limitations/Population: • The group should be about 8 to 12 people • Remind them that it’s Challenge By Choice • Materials: • On challenge course, a beam made of wood will be extended in the air sideways bolted to two trees • No other materials are needed • Objective: • The group’s goal is to get their whole team across to the other side by going over the beam • Rules/Information: • Only two people at a time on the beam • Each person can only be on the bean with a maximum of two people. For example: John gets on the beam with Alice, then Alice gets down. Carl gets on the beam with John. John must get down off the beam before someone else gets on because he has been on the beam with two different people. • Each person can only help 3 people get on or off the beam during the activity • Only 2 people can help one person onto the beam • The only way to get across the beam is by going over it • The trees are off limits. The group can only use each other and the beam • Once a person gets on the beam, he/she must exit on the other side • Always have spotters on both sides of the beam • If someone is on the beam, the spotters should always have their hands up in spotting position. At the beginning and at the end of the end of the activity have ghost spotters float on the other side of the beam to spot • Safety Concerns: • Have the lifters make sure the participant is ready to be lifter, and the spotters are ready also • Participants may not jump off the beam in any way, because it could cause an ankle injury, etc. • Remind group about having spotters behind and in front of the participant, and they should always have their hands up spotting when a person is on the beam. • If the ground is wet or muddy, let the group know that with people climbing on the beam that it might get slippery and to be very careful while up there • Warn the spotters that the person that is coming down from the beam, their feet are going to be dangling down, so they won’t get kicked. The person coming down would probably prefer that the spotters or anyone else not grab their feet, because they will feel out of control. • Also, when the person comes down from the beam, it might be slippery, so to be very careful when spinning around the beam before coming down.
The Beam (cont.) • The Beam cont. • Environment: • Check this activity before taking the group over to perform because the ground or beam might be too wet and slippery to do the activity • Check also for broken branches, sticks, mud holes, ant beds, etc. around the activity • Check to make sure their beam is still supportive, and the bolts and cables are still good, holding the beam in position. • Get on a latter or chair to check the top of the beam to see if it is slick, has splinters, spiders, snakes, etc. You don’t want them to climb and it be un-safe for them, so don’t just expect that it’s okay up on the beam, actually look and check it out. • Creativity: • Make up a story of why the group has to get to the other side For example: A group is hiking they ran into a hot spring, and they must get to the other side of the trail and the only way is to climb over the beam. • Could make some participants not talk through out the whole activity to make it harder. Allow them to talk when they are lifting someone. • If the group is about 16 people, then split the group into 2 groups of 8. Have then start on opposite sides, and have them do the activity. See if the 2 teams work together to accomplish the task or do the groups work separately. • Could make the activity even harder by saying they have to be quiet when landing on the ground or quiet in general too. • Change up the amount of people on the beam, lifters, etc. There is no right or wrong way to do this activity, as long as their safety is the number one factor in mind. • Could make another safety concern be that the head has to be above the feet at all times.
Blind Polygon • Materials Needed: • Rope or webbing tied in circle with water knot (long enough for all participants to hold on to with both hands, shoulders width apart) • Bandanas (enough for blindfolds for each participant in the circle) • Explanation: • Have students stand in a circle around the circle of webbing or rope. • Pass out blindfolds and explain the safety considerations of being blindfolded. • Have participants put on blindfolds and raise their hands when they are ready for further instruction. • Once all participants are blindfolded have them carefully reach down and pick up the circle of webbing with both hands. • Once each participant is holding the webbing/rope tell them that as a group they must create a shape with the webbing/rope in their hands. • When they feel that they have completed the task they can decide as a group to take their blindfolds off and check their success. • Specific Rules: • Participants must remain blindfolded during shape creations • Participants must remain in contact with webbing/rope at all times • Safety Concerns: Because participants will be blindfolded facilitator must make participants aware of surrounding obstacles and caution them on controlling their movements as not to collide with a fellow participant • Limitations: • Is a good beginning initiative for a group of participants, branch them from games to initiatives. • Can be played outdoors or indoors in rainy weather. • Good for all ages, works best with groups of ten to twenty participants • Variations: • This initiative can be made easier or harder based on the shape that is presented to the group. Examples: Rectangle, Triangle: (Equilateral, Isosceles, Right), Square, Star, etc. • Additionally, game may be made more difficult by having participants close their eyes before seeing webbing/rope at all, and then facilitator can thread the length of webbing/rope through each participant’s hands creating a twisted circle and then tie two ends together. Now participants must figure out not only how to create a shape, but also how to get the webbing/rope untangled.
Buck Board (suspension) • Type: Low level initiative • Materials: • 5 buckets (one filled with water) • 4- 2’x6’ boards • Setup: This is a fairly simple initiative to set up. Four of the buckets should be placed upside down in a square at a distance that is just beyond the reach of the boards so that any one board can’t rest on two buckets at once. The water filled bucket should be in middle of the other four buckets along with the four boards. The objective is to get the water filled bucket above ground level using only the available boards and buckets. • Getting Started: There are of course a couple of rules that are implemented to prevent this from being done to easily. First you need to tell the group that the empty buckets cannot be moved and the boards may not touch the ground. Lastly the water filled bucket cannot be placed on top of any of the empty buckets. The solution is to lay the boards upon each other so that they support each other in a square with the other end resting on one of each of the empty buckets. The water filled bucket is then placed on top of the boards and held in place. • Variations: • By varying the number of boards and buckets you can change the way you get to the solution. If you have two buckets you will need three boards and if you have only two buckets you will need four buckets. • Note also that the size of the boards can vary depending on what is available.
Bull Ring • Type: Low level initiative • Materials: • Any type of ring, sized big or small depending on the difficulty • String to be either looped through or tied to the bull ring (usually enough for a max of around 12 people will do) • Two stands (usually six inch high PVC pipe) • A ball to be moved • Intro: The Bull Ring is an excellent beginning initiative that can be used to work on a variety of goals for a small to medium sized group. The objective is pretty basic. Using only the bull ring the participants must pick up a ball from one stand, move it through a designated area, and set it down on the other stand without dropping the ball. How this comes about is up to you. • Set Up: Before you begin setup it is important to have an idea of your group’s challenge level. How the game is set up can have a huge effect on the difficulty of the game. This is especially true in the positioning of the PVC stands. The closer they are to say a wall, post, or a corner (if you are indoors) the more difficult it will be for your group to complete the task. That said, set up begins with the positioning of the PVC stands. If you are outdoors they should be pushed firmly into the ground or placed on something that will keep it stable. The ring with the string already tied or looped through it should be placed over the stand. Remember the smaller the ring the harder it is going to be for the group to keep the ball on the ring. If you are unable to vary the ring size try varying the ball size, the same rules apply. Once you have the ring over the stand and the string spread out you can place the ball on the starting stand. You then need to pick your groups route that they will take from the starting stand to the finishing stand. Once again the challenge level of the group comes into play here. Typically the more obstacles that they have to go through, the harder it will be for them to reach their objective, and since setup is probably being done before your day actually starts it is usually a good idea to have more than one possible route picked out.
Bull Ring (cont.) • Bull Ring cont. • Getting Started: Starting off can be done in many different ways, the most typical begins with a narrative to put the group in a new setting. The one that I used in class began by all of the participants changing into supermen/women and having to move a ball of kryptonite from one point to another. However any variation of this story will suffice, the goal is to simply make the group believe in what they are doing. I stress this is only on option of how to begin, there are many others. • Rules and Penalties: • It is important to tell the group that they cannot hold their individual strings at any other point than the end (often a small loop tied at the end for a finger makes this easier). • Also remember that the goal is to move the ball using only the bull ring from one stand to the other without dropping it. The penalties for doing so can vary with the group but a fairly simple one is to make them start over if they drop. Another might be to take away speech, or if it can be done safely, half the groups sight. The severity of the penalty can increase or decrease, the option is yours. • Variations: Though the basic formula remains the same, you can change the nature of the game by making the rules more rigid, or bi imposing a time limit for completion. Additionally, as mentioned above, changing the positions of the stands both starting and finishing, as well as the route that you send the group on can change many things about how the group reaches its objectives and how long it takes them to do it.
Bump • Type: • Upper level game • Materials: • Lots of beanbags, • animals, or other things to toss. • You also need something similar • to the pads used for keypad. • Setup: • If done correctly this game can be very fun. Have everyone get into groups of three. Within those groups, have them pick one tosser each. Set at the feet of each pair of the groups a target (keypad). The tosser will stand ten yards away from the other two, who will be standing over the target. You can increase this distance to increase difficulty. Give the tosser one or two objects to toss. • Objective: • Once you are set up ask the pairs to figure out how they are going to catch the object between the two of them. They cannot use their hands. Once they devise a plan, the tosser will then toss his object(s) one at a time. The other pair will try and catch the object and get in onto the target, all without using their hands. Once this is accomplished, they will rotate positions, giving each person a turn to toss. • Obviously there is no one-way to complete this objective. Have the group discuss possible attempts and strategies, and then maybe further into the activity how to make things more efficient to catch or toss more effectively. • Safety Concerns: • The safety concerns with this game are not all of the kind you would usually consider. Of course you want to make sure the tosser is not getting out of hand, especially with younger groups. The biggest concern though is probably people’s personal space issure. • Participants: • This can be done with participants of most ages, starting with fourth or fifth graders probably. • Purpose: • This can be used to help with communication and group planning, as opposed individual. You don’t have the competitive factor between participants, but you do against other groups (no one wants to be the last to finish). “Creating” a new world record can help foster self-esteem and self-efficacy goals. Most of all this game helps with physical barriers some people have developed. It gets people close and personal, in each other’s space, which can help build up to other thingslike Spider Web or Trust Fall for example.
Bumpity Bump Bump • Type: • Active activity that can be done outside or inside. Works on name recall and group dynamic (meeting other group members they might not know). • Group Size: • Any group size will suffice. • Equipment: • No equipment, just participants grouped in a circle. • Scenario: • No scenario required unless you would like to make up a really creative one. • Objective: • The objective is for the person in the center to catch someone off guard and to get out of the center circle position. The goal is for the group to interact, to begin building a group “identity”, and to learn each other’s names. • Rules: • 1. All players stand in a circle with someone in the center. • 2. The person in the center will choose someone in the circle to point at and will say, “Right, Bumpity Bump Bump Bump” or “Left, Bumpity Bump Bump Bump.” • 3. The person who is pointed at has to say the name of the person to their right or left (depending upon what is asked by the person in the center) before the phrase is finished. If the person fails to do this, then they are bumped into the center of the circle and the person in the center becomes part of the circle. • Variations: • 1. You can add a competitive edge to the game, by eliminating people in the circle who get Bumpity Bump “Bumped” before they can say a name. You shrink the circle down until you have a winner. • 2. You can also increase the number of people in the center, so you have more than one Bumpity Bump Bumps going on at one time. This adds to the noise level and adds extra elements of distraction and confusion. • Note: • Good beginning of the day game.
Categories • Limitations/Population: • A good size group is about 8 to 25. A normal class size is good. • Materials: • A place that has a level ground and an open area to do the activity. • No other materials needed. • Objective: • For the group to mingle with other participants and to have fun. • Rules/Information: • Facilitator should be energetic, along with the participants. • The group should listen to the facilitator, for the question. • The facilitator will ask a question, and each participant should decide in their head what their answer is. • Each person should then mingle with participants to find those who have the same answer as them, forming a group. • Once a few people form a group, they should holler their answer so others can know what group was formed. • After they are in groups, the facilitator asks another question, keeping the group moving and the game from getting slow and boring. • Safety Concerns: • Ask the participants not to run, so have them walk or power walk. This way they won’t run into each other and hurt themselves, or trip over each other. • Warn them about their hands flying up in the air, to be careful not to hit anyone. • It’s not a race, so they don’t have to hurry to beat someone.
Categories (cont.) • Categories cont. • Environment: • Check the ground for this activity before taking the group over to perform because the ground might be muddy or slippery to do the activity in that area. • Check also for broken branches, sticks, mud holes, ant beds, etc. around the area. • Check to make sure the open area is going to be large enough for the number of people participating. • Creativity: • Here are some questions you can ask: • What is your favorite kind of ice cream? • What graduation class are you? • In you could travel anywhere, where would you go? • What kind of vehicle do you drive? • Do you pick up pennies from the ground or ignore them? • Do you put on both socks, then shoes, or one foot at a time? • Do you print or use cursive when you write? • Do you take a shower, bath, or both?
Chinese Numbers • Number of Players: • Any number can play with 1 leader • Information for leading: • This game is better when few people know the game ‘secret’ • Variations: • Can be played with sticks, spoons, pens, anything small and in numbers of 5-10 • Safety Concerns: • Make sure that materials stay on the ground (no throwing sticks) • Materials: • sticks, a clear area on the ground, leaders fingers • Limitations: • Make sure everyone can see the leaders fingers • Can be played at any time materials are present • Time isn’t an issue because the game can continue at any time • It isn’t very fun when everyone knows the secret, so people who know the • secret are “restricted” from playing. • How to play: • The leader gets a group of sticks and a clear patch of ground and they bend down (with their fingers touching the ground) and begin to make nonsense formations of the sticks that form what looks like a Chinese symbol for a number. The group then tries to guess the number. The number is always between 1 and 10. • The secret: • The formation has nothing to do with the number. The number is actually the number of fingers the leader is holding up/touching the ground with.
Dollar Drop • Stunt: • Action/Reaction (Dollar Drop) • Number of people: • This stunt can be done with a large or small group, but make sure you have enough papers to keep everyone involved. • Information for Leading: • This stunt could be performed as a way to cut some hotshot down to size, or as just an entertaining trick. You can also make it a competition to see who has the fastest reaction time. You take a crisp dollar and hold it so that it is between someone’s fingers which are shaped like they are getting ready to pinch someone. Make sure they hold there thumb and index finger so that there is at least ¾ of an inch on either side. Hold the dollar length ways about half way down and then let go of it without warning. It is very difficult for a person to react quickly enough to catch it. Don’t let them move there hand down at all to “chase” the dollar as it falls. • Variations: • The dollar can be replaced with a piece of paper with a marking system drawn on it. This system could involve points which tell people who is the fastest. • Safety: • This stunt involves the violent and rapid contraction of the muscles in the hand, wrist, and forearm so proper warm-up, stretching, and cool-down are paramount. • Materials: • A crisp, new, and unfolded dollar bill or a piece of paper with some sort of scale marked on it. • Limitations: • This stunt should be played indoors or on a calm day because the wind will ruin it.
Don’t Touch Me • Type: • Entry-level initiative – indoor/outdoor • Materials: • Hula-hoop or used bicycle tire • Setup: • This is a very simple game, but has the potential to be very fun. Get the group to form a circle. Once in the circle have each person pick someone in the circle across from him or her and say his or her name. Once you get groups of two saying each other’s names repeatedly, you have a pair. If you have an odd-number of people, jump into the circle yourself and play along. Place the hula-hoop or tire in the center of the circle to indicate the center of the circle. • Objective: • Once you are set up ask the pairs to switch positions in the circle, and while making the change to make physical contact with the interior of the hula-hoop (one foot is enough). In order to make it interesting, tell them that you are going to time the whole process to see if they can break the world record. The only catch is that any time someone inadvertently touches someone else during the inevitable initial chaos, a one-second penalty will be charged. For example, if everyone switched positions in ten seconds, but five people touch, their total time is fifteen seconds. So, in order to emphasize the need to make a clean crossing during the exchange, players should strongly state their desire to maintain personal space by shouting “Don’t Touch Me!!” simultaneously and holding their hand up with their palms facing out – i.e. “Bumpers Up!.” Once everyone gets going and all shouting, “Don’t Touch Me!!” out loud, it can generate quite a bit of laughter at the same time. • Obviously there is no one-way to complete this objective. Have the group discuss possible attempts and strategies, and then maybe further into the activity how to make things more efficient for a faster exchange. • Safety Concerns: • There are not a lot of safety issues with this activity. You probably want to make sure the area is clear of things that the participants might trip on like rocks or branches. There isn’t much danger in them running into each other at full speed because the object is to avoid that very thing. • Participants: • This can be done with participants of all ages, starting with teenagers on up I would say. • Purpose: • This can be used to help with group communication and group planning, as opposed to individual. You don’t have the competitive factor between participants, but rather against the clock. “Creating” a new world record can help foster self-esteem and self-efficacy goals.
El Beano (Helium Stick) • Materials: • A long tent pole or 2 hula-hoops (spicy version) • How to Play: • Have participants line up in one line facing each other with elbow at their sides and forearms out in front of them at chest level. Their hands should be in a fist, palms facing down, with only their index fingers extended. Each person will alternate their index fingers with the person facing them, sot eh group forms a continuous line of alternating fingers. Demonstrate this for the group (much more easily visualized then verbal explanation alone). Carefully set an extended tent pole on the tops of the group’s extended index fingers. Explain to the group that they must lower the tent pole until their hands touch the ground. No one’s fingers may leave the pole for any amount of time, and if this occurs the group must start over with the pole at chest level. Nothing may grip the pole, but it must only rest on the tops of their fingers. Watch as the tent pole mysteriously rises along with group tempers. • Possible Debrief: • Ask the group what just happened. Ask how they felt during the process of attempting to lower the pole. Discuss why they may have felt frustrated. Point out the tendency to place blame on others rather then on oneself for the rising pole. Let participants think about where they look to place blame when things go wrong – internally or externally? Discuss other issues that caused difficulty in the activity, such as the forced linear state of communication within the group. • Safety Concerns: Physical: Make sure someone is spotting the ends of the tent pole so they do not pop up into someone’s face. • Limitations: • Few limitations – this game is fairly inclusive, because it does not involve much physical activity aside from being able to stand still and bend at the knees. Therefore, older people or individuals in poor physical health may still participate. • Creativity: • If a facilitator wants to spice up this activity, he/she may decide to substitute a hula-hoop for the tent pole. After playing the game once, ask for a volunteer and split the remaining participants into two groups. Introduce a second hula-hoop. Each group forms a circle around a hula-hoop, supporting it with only their index fingers. The volunteer then puts one index finger on each of the two hula-hoops. The two groups then try to lower the hoops to the ground. For this debrief, discuss how the volunteer had to divide his/her attention between the two groups. Discuss situations in real life when the participants feel like two or more things are competing for their attention and ways they overcome this struggle.
Elephant Rescue • Set Up: • There are two platforms (you could use roped off “landing zones” if needed). The object is for the whole team to get from one platform carrying an object (medicine) to the other platform to “rescue” the sick elephant that is on the other island. To get there, the team usually has a few cinder blocks and different length boards to create a bridge between the two platforms. No member or board may touch the ground in-between the platforms, only the cinder blocks. The mission is accomplished once all team members have made it to the other platform together to “rescue” the elephant. • Materials: • You will need two platforms (approx. 3’ x 3’) or rope to mark off an area to serve as the islands. You will also need two cinder blocks and three boards of different lengths (or more depending on the distance between your islands…you may have to play with this for a bit). You will also need an object to represent the medicine. I have seen it done with a small object such as a ball, but it tends to be more fun the larger and more obtrusive the object is. • Safety Concerns: • If the platforms are permanent equipment on your course, then you will first want to check around them for snakes, wasps, etc. When the group arrives, the most important concerns are with the boards and cinder blocks. Make sure that you tell them that neither the boards nor blocks may be thrown, only “placed”. Also, if they are counterbalancing boards, watch to make sure they are putting enough weight on the board so that it does not pop up and hit anyone. • Limitations: • This initiative takes a certain amount of physical skill and agility, and may not work with certain handicapped populations. It also will only work in an area where you can use cinderblocks on the ground (so preferably outdoors), and where there is enough room for set-up. • Extras: • Elephant Rescue can go a number of ways depending on how you set it up. You may start telling the group the story of the sick elephant, or you might let them be more a part of it by creating their own story of why they have to get to the other platform. Another option is to give the group a few minutes to talk about the task before they start, and then ask them to set a time goal for themselves to complete the task. Actions to be taken if a participant touches the ground in between the platforms or if the group drops a board are up to you. Suggestions would be things like banana-speak, making the particular participant start over, or taking the board away. Remember to focus on the goals of the group you are working with and tailor the consequences to those goals.
Eskimo Baseball • Objective: • The objective of the game is to score the most points. • Rules: • The group is separated into two teams. • One team is on offense and the other team is on defense. • The offensive player throws the ball (or toy) and proceeds to run around the group, each lap equals one point, until the defense gets to the ball and lines up and passes the ball in an over under fashion through the whole group. Once they finish passing the ball they yell, “Stop.” That is when the offensive team stops scoring points and becomes the defense. The team that was on defense now becomes offense and proceeds to throw the ball. • It is important to set up boundaries depending on the space available. • This game can be played with up to 40 or 50 players. • Safety: • The participants will be running and throwing things so it is important that you have a good surface to play on. • It is also important to be aware of any obstacles like trees and large rocks etc.
Exalted Warriors • Age: • Any age • Materials: • none • Number of People: • Any number, must be even • How to Play: • Each person picks a partner and the group forms two parallel lines with each person facing their partner. The game is played by trying to get your partner to move their feet while only being able to touch your partner’s hands, much like giving two high fives. After a brief amount of time, shift everyone down one person so everyone has a new partner. • Variations: • Can also be played with elimination. • Concerns: • Older children might become overly competitive and let the game become more physical than it is supposed to be. • When to Use: • Use this game after the get to know you games to bring up the energy level.
Gears • “Gears” is a game to meet people. It can be used at the beginning of a meeting sequence. This game provides people of the group to get to know one another on a more personal level. If you have a new group of people that knows nothing about each other than this is a great way, which is not too intrusive, for them to get to know one another. • Participants: • The game is very easy to play with a varying number of people. I think a minimum of 10 people would be good and a maximum of 40. But you as a facilitator can decide if you want to do this activity with a larger group. • Set up: • You need an even number of people to play. If your group is an odd number you get to play as well and meet the people of the group. Split the group in half and have them form two (2) circles, one inside the other. • To play: • Have everyone pair up and tell something about themselves. The facilitator can ask a range of questions for the group. • It can be a simple question: • How old are you? • Where were you born? • Questions can be more personal: • What is you favorite scar and why? • Do you have any pets? • When was your first kiss? • What is your favorite toy and why? (this can be used for adults as well, we know guys love gadgets and yes they are toys for us too) • After about 30 seconds or 1 minute the group will walk to their right (yes this is moving in the opposite direction for each circle). Have the group stop after they each pass a few people and introduce again, then you have another question for the group to answer. • Variations: • If you want the groups to be more playful you can have them sing a little song, like a nursery rhyme while changing partners. • Things to note: • As the facilitator you need to watch the time. If you have the time for everyone to meet do it, but try not to go too long with each interval. This can be hard at times because people get caught up talking about themselves or their loved-ones.
Giants, Wizzards, Elves • Type: • Game (ice breaker) • How to play: • This game is a huge, multiplayer, glorified way to play rock, paper, scissors (otherwise known as farkling). However, instead of throwing rock, paper, or scissor you’re going to throw giant, wizard, or elf. You can make up what each of these look like cause their appearance can and often does change. The important thing is that just as in farkling you have to remember what beats what. Typically it works like this: Giants are big and scary so they stomp on elves which are short and shrimpy. However Wizards shoot spells so they take out giants. Last but definitely not least elves take out wizards because they are short and the wizards fly over their heads. • Getting Started: • Break the group into two equal groups. These two groups will compete as a whole against each other. Then you need to establish a center line, which is where the groups will compete against each other, and the two zones, one for each group. Each group should start in their zone and plan out what they are going to throw in the middle (i.e. are they going to be giants, wizards or elves). The group is competing as a whole so whatever they decide on the whole group becomes. Once both groups have decided they move to the middles and stand back to back. At the count of three ( usually by the facilitator) they turn and throw whatever character their group has chosen. Now things get really interesting. Whatever group loses must run like heck to get back while the other group that wins chases them. So for example one group throws a giant, (ROAR!!!) and the other throws and elf, (help!!!) the group that threw the elf is going to turn and run like their heads are on fire towards their zone. The group that threw giants is going to run after them and every person they catch changes to their team. So if you get tagged you move to the other team. The game ends when only one team remains. • Variations: • Any variation of the basic characters of the game is acceptable as long as you have three things that can all be defeated in some way by one of the others. • Many other facets of the game can be changed as your group warrants. If any of your participants aren’t able to run then the running back to the zones can definitely be changed.
Group Juggle • Group sizes of 8-12 people work best. If you must have more than that try multiple groups. • Small to medium sized bean bags or soft toys work best! • Toss one bean bag (toy) around in sequential order (group creates going back/forth across circle). It might be a good idea to say each others names as you go! • Now there are a couple of thing s you can do: • Pass more bean bags in the same sequential order… • Start passing one to the right… • Another to the left… • Or even backwards through the sequence! • Now laugh and play and have a lot of FUN! • Get to know each other’s names or work on coordination-use it as a great icebreaker! • This is a great game where everyone can learn names and providing you use the bean bags, or really soft toys, there is almost no chance for injury! It’s a great icebreaker and a lot of fun, real easy to get into! So, hope you enjoy!
Guerilla, Man, Gun • Needed: • A group of at 20 participants. • Set-up: • Have participants stand in a circle and choose a partner. (if there an odd number of participants, the person left out receives a “by” for the first round.) • Next show the participants the signs for the three different characters • Guerilla- Participants stand with arms in the air growling • Man- Participants stand with the right fist under their chin and the left first under the right elbow. Looks like the thinking man statue. The participant makes the noise “hmmmm”. • Gun- Participant holds hands mimicking a gun. The pointer finger is pointing at the other participants and the thumb is in the air. The participant makes a shooting noise. • Play: • With the participants in their partnerships, they should stand back to back and count to three and choose a character. ( there is a song* that allows for easier rememberance of which characters beat whom.) • The participants in their partnerships, should then turn around and present their character to each other. • The participant that loses sits out and the participant that wins finds another partner and plays again the same way. • Game is continued like this until there is a winner. • *Song: • (To be in a sing/ song voice with 2 beats per line.) Guerilla beats the man Man beats the gun Gun beats the guerilla If you tie, you die! One two three !
HA • How to Play: • The first thing is to not mention the name of this game. It might take away if they know the name. The next thing you should do is ask all your participants to lay down on the floor next to someone. It makes it a lot easier to get them to place their bodies where they need to be if you do this first. Next explain to them that they need to place their head on another person’s stomach. This will begin the point of this game so you need to make sure that they don’t get out of control and listen to the instructions. You might also need to arrange them so that they can all fit into the space that you have. The group should look like they are Zig Zagging. Once you have there attention is when you explain the game. If it is easier, have them number off. This number will be the number of times they say HA. The explanation of this game is easy. Have them repeat their number in order. Then explain that those numbers are going to be replaced by the word HA. Challenge them to go through the entire group saying HA the number of times they are designated till they get to the end. The end of the game is when they can do it and not break the sequence. • Safety: • The only safety concern is when the participants are laying down. Be careful not to slam their head on the other person’s stomach. • Limitations: • If the group is too big then you may not have enough room to fit everyone comfortable. • It is better to do in an open space so that there is enough room. • Some people may not like to do it on the ground outside so you may want to keep it indoors. • This may impede on someone’s comfort zone, so feel that out. • Material: • There are no materials for this game. • Additions to the Game: • This game is pretty straight forward. You can look for any style the group may pick up to help them out and take it away. i.e., using their fingers to count or tapping their feet. You can also have them do it backwards.
Hand Slap • Goal: • Time Filler/Game • Develop concentration and hand/eye coordination (It’s just plain fun) • Information: • INDOOR/OUTDOOR (where you can find tables or hard surface) • Objective: • Circle-up (at a table or hard surface), everyone extend left hand out onto table. Right hand (arm) extends under neighbors left arm. • Taps: • Single hand tap= every hand in one direction taps. • Double hand tap= reverse direction • Fist tap=skip one hand • Materials/Equipment: • none • Safety concerns: • Location of Play • Example: on the ground outside, might be wet, bugs (ants, in Texas). • Claustrophobia • Emotional safety • OVER ALL VERY SAFE GAME • Limitations: • Handicap (physical or age), • Comfort: if ground or table are wet, can not sit a long time • People with space issues. • Jazz Up: • Adding new signal and sounds • Example: Triple tap with a fist = skips three • Double tap with screeching sound and • point passes it to anyone.
Handshakes Winks/Blinks & Belly Laughs • Game: • Handshakes, Winks/Blinks & Belly Laughs • Number of Participants: • Any number can play. Seems to work well with a larger group. • Age Limits: • 8 years old and older • Location: • You need enough room for the entire group to be able to move freely. It can be played either indoors or outdoors. • How to Play: • You ask each player to choose a number between 1 and 4 and keep it to themselves. During the first round, each player will walk around and shake hands with other players. They are not allowed to talk during this. They should shake hands with each person equal to the number that the player chose. If their numbers are the same then they stay together and look for others with the same number. If it is different, then they go find another person to shake hands with. The round is over when everybody feels that they are in the group with people who have the same numbers. The next round is the same except the players wink or blink instead of shaking hands. The players should also pick a different number so they don’t go looking for the same group. The last round is like the first two but they do belly laughs instead of handshakes or winking and blinking. A belly laugh is a deep, loud laugh that goes Ha, Ha, Ha, Ha. At the end of each round, there should be no more than 4 groups.
Hanoi Towers A.k.a – Moving Mountains or Reorganizing Warehouse Inventory (Found in 101 of the best Corporate Team-Building Activities by S. Priest & K. Rohnke) • Task: • Disassemble the tower from one space and reassemble it in another space in a minimum number of moves. (2 layers=3 moves, 3 layers=7 moves, 4 layers=15 moves, 5 layers= 31 moves, 6 layers=63 moves, 7 layers=127 moves, 8 layers=225 moves). • Equipment: • 5 to 8 stackable objects of progressively larger sizes (Playskool Rocker Rings, wooden platforms, empty moving boxes, inner tubes) • A suitable area marked with 3 spaces • 3 sections of webbing long enough to mark the perimeter of each game space. • Set up: • Stack the component pieces of your tower in one of three open spaces • Restrictions: • Only move one piece at a time. • Larger pieces can not be placed on top of smaller pieces. • No pieces anywhere other than the marked spaces • Heavy game pieces (i.e. wooden platforms) must be moved by multiple people (1st layer-2 people, 2nd layer-3 people, 3rd layer-4 people, etc.) through out the activity • Variations: • Break larger groups into smaller ones and let them use walkie-talkies or phones to communicate. • Ideas for Processing: • Communication skills • Sharing of Ideas • Cooperation • Leadership (solo or shared or non-existent) • Analytical Thinking • Problem Solving • Insert diagram or set up and actions
Happy Landings • Materials: A sheet of paper.
Herd Call • Group Size: • You could do this activity with twenty to forty participants. Twenty would be the optimal number. • Materials: None • Description of Activity: • You will have your participants pick a number between 1 and 4. They will all keep this number a secret to themselves. Then you will assign an animal for each number along with a certain type of movement. When you say go, everyone will try and get together with people who have the same number by acting out each animal. At the end, you will end the activity and see who all ended up in the right group. • When to use: • This game could be used as an ice-breaker and as a warm-up. • Considerations for the Game: • This activity is great for all ages. And there is nothing too • Limitations: • It should be played in a wide open area. This activity would probably be best with larger numbers. • Suggestions: • The more creative the animal the more fun this game will be. Also, you could state that adults could not make any sounds. They could only pantomime the animal’s movements.
Hot Chocolate River • The Initiative: • The basic premise is the same as most initiatives; get your team from one side to the other, in this case using “marshmallows.” The group is given the same amount of “marshmallows” as participants, less one, to use to get to the other side. The participants are not allowed to step directly into the “river.” At least one participant must be touching a “marshmallow” at a time, or the group loses that “marshmallow.” Every participant must make it across. • Materials: • Some type of object to serve as marshmallows. It is recommended that they be durable as well as pliable. Styrofoam squares were used in this case. • Safety: • Depending on the group, their might be some carrying or “piggy-backing.” There is also the possibility of fingers getting stepped on as marshmallows are moved around. • Limitations: • This can be done indoors or outdoors. The number of participants can vary, but would probably not work best with groups over twenty. If the group does not seem challenged by it, some variations can be added to make it more challenging. There can be two teams starting from different ends. You can reduce the number of “marshmallows” that are given at the beginning. Consequences such as “blindness” can be given to any that violate one of the rules.
Human Knot (buddy ropes) • Set up: • All you need for this game is at least 8 people with two arms each. • Instructions: • Have participants stand in a circle extending their arms directly in front of them. • Each participant then grabs the hand of one person across from them. (Be sure not to grab the person’s hand to the direct right or left of you) • Do the same with the other hand being sure not to grab the hand of the same person that you have already grabbed. • The objective: • To untangle your knot without letting go of hands • You will know you are successful if every person is standing in a circle with no hands crossed • Variations/Added Challenges: • Have participants try the challenge while being timed. • If you have a large group, divide them up and have them race. • If you have two groups, combine the two groups in the middle of the game.
I’m In Charge • Materials: • A beanie animal or small ball • Participants: • Good for all ages; group of 8-10 participants • How to play: • Form a circle. One group member will be in the center of the circle (that can be you the first round). The person in the center is in charge because they are holding the special object. Since they are in charge they pick one stretch to do and the other members of the group must all do the same thing. When the center person is finished they ask the group who wants to be in charge. The person who wants it the least (cheers the quietest) gets the object.
Indian Rope Game • Number of Participants: • An even number of people is required. Participants are paired up. • Age Limits: • 14 years old and older. • Materials: • 1 piece of rope for every 2 participants. • Needs to be about 10 feet long. • Location: • Can be played anywhere as long as there is enough room for both participants to line up opposing each other about 2 feet apart. • How to Play: • The object of the game is to make the opposing play lose their balance. It is up to each participant to determine how the best way is for them to line up. One method is to just hold the rope in your hands facing the opponent. With this choice, your arms are doing all the work. Another method is to bring the rope around behind you with one hand on each side of the rope. This stance allows you to use your body more. Everybody is different in how they play because some choose to pull the rope others like to let the rope loosen to throw the other player off balance. I have found that a combination of the two is very useful. The first player to lose their balance loses. • Variation: • To make it more challenging, you can have the players use just one hand or just their non-dominant hand. For a hot & spicy version, you can blindfold the participants. This would be really hard because sight is such an important part of balance.
Instant Impulses • Materials needed: • A large coin • A fleece ball • Blindfolds • Game Set-Up: • The groups is divided into two equal teams and are asked to sit or stand while holding hands to the person next to them. The fleece ball is placed at the end of the rows exactly in the middle of the two. Only the first person in each row will keep their eyes open to see the results of the coin toss. The facilitator will stand at the head of the rows and will flip the coin. • How to Play: • The facilitator flips the coin. When heads is flipped, a signal is sent down quickly to the last person in each row. If tails is flipped, then the flip will be done again. The signal is a squeeze of the hand to the person next to you. When the person at the end of the row receives the squeeze, that person will try to grab the ball as quick as he/she can before the other team. Whichever team grabs the ball first is the winner. • Longer Variation: • After a team has won, that sighted person rotates to the end of the line and is now the grabber of the ball. The game continues until the first sighted person returns to the front. Penalties are received when the signal is sent down accidentally and the players must move backward a spot. • With large groups you may split them into 4 teams. All teams play and those winning teams play each other for a championship.
Light Saber • Number of participants: • 2-100 • Age group: • 8-100 • Objective: • To touch your opponent with your finger before they touch you. • Rules: • The outside of your right foot has to be touching the outside of your opponent’s right foot and your feet can’t move. • Both players must be holding their opponent’s striking hand with pointer finger extended and the other hand must be behind the back. • No poking in the face. • Variations: • Try switching hands as some participants might not be right hand dominant. • Considerations: • Some participants might not be o.k. with touching one another. In that case it might not be the right game. • Sometimes you might have concerns about boys and girls playing together. In that case you can have boys play boys and girls play girls.
Look Up Look Down • # of players: • 8-20 works best • Materials needed: • none • Safety concerns: • None • When to Use: • This game is useful for energizing a group and for encouraging participants to interact with those in the group they may not know. • How to Play: • Players stand around in a circle. The leader (which can be the facilitator, or anyone else who volunteers) gives the command look down. Then all the people look at the ground. Once the command look up is given, everyone looks up and stares at someone else in the circle. If 2 people make eye contact then they throw their arms in the air, yell and switch spots. • Variations: • Could introduce a rule that requires people to yell each other’s names out as they cross to help with group forming.
Meat Grinder • Number of Participants: • > 4 • Location: • Outdoors wherever a meat grinder wheel is located • Description: • This is essentially a giant spool that is hung between two trees to create a kind of wheel. The object is to get the team from one side of the meat grinder to the other. The rules are that you can’t have more than one person on the meat grinder at a time, only the person on it can touch it, and that you can’t use the sides of the meat grinder. There are some major safety concerns with sending someone over the object unprepared to land on the other side, particularly the first person across. One way to help keep the group safety conscious is to introduce the event with a story such as the troll living under the bridge or the sleeping giant and stress that they cannot make any sound. That will help them think about landing softly on the other side, and not just plummeting across. • When to use: • This is a low event. It should be done after the group has some experience working together on games and initiatives.
Name Toss • Activity Type: • Game • Objective: • Learn the names of the people in the group through repetition and the fear of embarrassment. • How to Play: • The group must form a circle, preferably in the range of 10 to 20 yards in diameter. Taking an object (something fun to throw but isn’t likely to cause an injury), one person in the circle will call out another person’s name and then throw that person the object. The person just thrown the object will call out another person’s name and throw them the object. This goes on until the facilitator feels that everyone has learned everyone else’s name. • Variations: • To liven up the game one could start adding more objects to the circle continuing the same procedures as originally indicated. The more objects being thrown at one time, the more organized chaos ensues and thus more fun is had by all. These additional objects should probably be limited to the number of people actually playing the game. Another variation is to have the participants follow a rhythm while calling out names and then throwing the objects. In this situation one participant would call out their own name, then the name of the person that they plan to throw it to. The person who received the object would call out their own name and then the next person that they want to throw it to, etc.
Nancy And Tanya • Number of Participants: • Approx. 10-40 • Location: • Indoor / Outdoor • The game should be played in a relatively small area, enough so that people are, in fact, getting in each others way. • How to Play: • Ask the group to form a circle. Each member of the group should then choose a partner across from them in the circle and assign one person as Nancy and the other as Tanya. The game involves a harmless reenactment of Tanya Harding’s assault on Nancy Kerrigan, where Nancy is hit in the knee with a bat. To play this version, the Tanya of the pair will try and chase down the Nancy and tap her on the knee. During the chase, both players must “skate” around the play area by sliding their feet across the ground. Once Nancy has been caught, the roles are reversed and after a quick turn, Nancy becomes Tanya and begins chasing the new Nancy. The game continues until the facilitator ends the pursuit. • When to Use: • This game is useful for energizing a group and for encouraging participants to interact with those in the group they may not know.
PDQ Play Determinant Quotient • How: • This activity is enacted by challenging the physical capabilities of the group members. First, group members are challenged to make a “pop” noise using their index finger and their cheeks. Second, group members are challenged to snap their fingers, using each finger on each hand. Third, group members are challenged to put their index fingers close together, then look past them to create an illusion of a “floating hot dog.” Last, group members are challenged to cup their hands together, such that they can blow across an opening created by their thumbs and create a whistle. • Purpose: • The purpose of this exercise is to engage a group in simple activities that create challenges for the group members. This playful activity works well with adults. Typically because the exercises used might be difficult for young children. Also, it provides adults with an opportunity to play, yet maintain a mature demeanor. • Materials: • The only materials needed are space for the group to meet, and group members with a willing mindset. • Variations: • This activity can encompass any simple task the challenges the physical abilities of group members. For instance, creating the noise effect of a water drop by pushing air out of your mouth and thumping your cheek at the same time.