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ABC
GAME
ARTIST,
CLAY, MODEL: Participants divide into groups of
three (an artist, a model, and some clay).One person is the model and “strikes” a pose.The artist must close his/her eyes or be blindfolded
and turn the person who is clay into the replica of
the model.Note:
You can have person be blindfolded BEFORE the model
strikes a pose, to make it more difficult.
CHAIN
BACKRUB: Participants form a circle, shoulder-to-shoulder,
and turn to their right.Next, players take an additional step toward
the center of the circle, so they are relatively close.The leader then tells the participants that,
because they have worked so hard at all of the other
activities, this activity would be used as a thank
you.The
leader instructs them to reach forward and give the
person in front of them a well-deserved backrub.After two to four minutes, the leader tells
the players to turn to their left and “pay back” that
person with a final backrub.
CROCK-A-DILLY
EGG/BALLOON
TOSS
DEAD
FISH
HA!:
Have the group lie on the ground or floor.Position each to lie their head on another’s
tummy.One
of the end people will start.The one that starts say one “HA!”The person that has his/her head on their tummy
goes next and says, “HA HA!”With each person, add one “HA!”If there are 30 people, then the last person
should say 30 “HA’s!”
HAGOO:
Separate the group into two even groups and have them
stand in two separate lines (shoulder to shoulder)
facing the opposite group.The two groups should be about three or four
feet apart.The players at the opposite ends of each line
are opponents.They will step out of the lines, so they are
facing each other and looking down the middle of the
two rows (like an old cowboy shoot-off).They will both say, “Hagoo” and start to walk
down the row toward each other.They must not break eye contact and the object
is to get to the opposite end of the line without
laughing or smiling.When the players pass each other, they must
continue to maintain eye contact.If a person does break eye contact, laughs,
or smiles, they then must join the end of the line
of the opposing team.The teams can do or say any silly things to
make the opposing player crack up, but they must be
careful not to make their own player lose concentration.The teams may NOT touch another player.This process will continue until everyone has had a turn.The team with the most players at the conclusion
of the game, wins.
HUMAN
TWISTER
I
LOVE YOU, BABY
INDIAN
CHIEF
IS
MRS. MUMBLE HOME?: The group will sit in a circle
formation.One
person will start by turning to the person next to
them and say, “Is Mrs. Mumble home?”To which the person replies, “Who?”Then the first person says, “Mrs. Mumble.”To which the second person replies, “I don’t
know, let me ask my neighbor.”The conversation continues around the circle.The object of the game is to get the conversation
moving fast without the two conversationalists showing
their teeth.NOTE: To make it more difficult, send the message
in opposite directions.
KILLER:
Everybody will start close together with their eyes
closed and thumbs up.The leader will squeeze the thumb of one group
member.That
group member is the “killer.”With eyes still closed, the killer will squeeze
the thumb of another group member twice.That group member becomes the sheriff.Once the two positions have been established,
everyone can open their eyes.Nobody should know who is the sheriff or the
killer.Everyone
begins walking around, making eye contact with everyone
else.The
object of the game is for the killer to kill everyone
without getting caught.The killer does his/her killing by winking
one eye at someone.If the killer winks, that participant that
was winked at, is dead.Anyone killed by the killer must count to twenty and only the
sheriff may guess who the killer is.The sheriff also can be killed by the killer.If the sheriff’s guess is correct, he/she wins.If they guess wrong, they immediately die,
and the killer wins.
M
& M SWAP
ONGOING
TAG: This is an ongoing tag game that you
can initiate at the first meeting of the group.You tell the group that one of them is “it.”
(Tell that person privately.)The object is not to be “it.”The “it” may tag another person in any way
they like (i.e. touch, telephone, sight, fax, email,
mail, through a friend, etc.) as long as the person
being tagged can realize they are it.The game can last for as long as you wish and
makes for a lot of laughs and funny stories.The group need not know who it is so that the surprise factor
is increased and on-going.There are no rules and no limit to the number
of times the “it” can change in any given time period.A fun variation to the game includes agreeing
that the person who comes to the next meeting of the
group as “it” brings refreshments or a teambuilder,
etc.
POSTURE
RELAYRAIN/THUNDERSEVEN
ELEVENSSEVEN
UPS
SLAPS:
The group begins by lying on their stomach in a circle
with their heads facing the middle of the circle.Every participant’s right arm goes underneath
the left arm of person to their right.The left arm should be over the right arm of
the person on the left.One person will be designated to start by slapping
the ground once with one of their hands.The person who’s hand is to the right will
do the same and so on counterclockwise.If someone decides to slap the ground twice,
the direction will reverse.If a hand messes up by hesitating longer than
two seconds, slaps prematurely or out of order, that
hand is removed from the game.Once a player has removed both of his/her hands,
they are out of the game until the next game.When there are only two people remaining, the
game has ended.NOTE: This is a great cool down activity.
SOUNDS
IN THE NIGHT: Late at night, animal sounds drift
into the darkened house; dogs howl, crickets chirp,
cats cry, owls hoot, etc.In this game, the animals are indoors and play
a noisy game of ball.
Have everyone sit in circle with their
eyes closed.The room is darkened.Each player selects an animal sound to mimic
as his/her own personal signal.If group members run out of animals from which
to choose, divide players into separate groups.The first player makes his/her sound and then
the sound of the animal to whom they want to roll
the ball.The
animal who is “called” replies so the first player
knows where to direct the ball.The first player then rolls the ball.If the intended player receives the ball, they
respond loudly.All the other animals rejoice in unison by
making their sounds as well.However, if the intended player misses, the
ball goes back to the first player to try another
animal.
THINK
FAST
TOE
FENCING: Have participants find a partner and
face each other, holding hands.They then try to tap the tops of each other’s
toes with their own.When an individual scores three “hits,” it
is time to switch to a new partner.Beware!This is NOT toe STOMPING, so make sure players
understand not to be too rough in their tapping.Hint: It is helpful to have players be “equally
armed” (i.e. shoes and shoes, sandals and sandals,
or socks and socks).
WANNA
BUY A DUCK?
WATER
GUN KILLER
WHOOOO?:
This is a night activity (and pretty spooky too - YAOW!).Ask for four or five volunteers to be hiders (owls, if you
will).These folks hide
in the nearby woods.Have
these “owls” pick a spot that allows their clothing to blend into
the dark and shades of gray.Each
hider should take about a dozen identically numbered pieces of small
paper with them (or you could give each a different color), and head
for their chosen spot.Give
them a few minutes to situate themselves, and then let the seekers
begin their individual searches.Each hider has the option to make a characteristic sound
occasionally, to help the searchers, particularly if no one is close.When a seeker finds a hider, the hider soundlessly hands a
numbered piece of paper to the discoverer.When a seeker has collected a slip of paper from all the
hiders, he/she can retire from the game watch things (or confuse
everyone by making animal calls of their own!).No flashlights allowed!
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