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Low Energy Games

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!

From the original 1998–2005 site. Details, prices and links may be out of date, so check them against your own campus policies.