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Low Energy Games

ABC GAME: Group members can sit in any formation (preferably a circle).The first person starts by making up a name for him/her and their husband/wife/partner, that begins with the letter “A.”Then the person must make up a place for where he/she lives that begins with the letter “A.”Lastly, the person makes up something he/she would like to sell, that begins with the letter “A.”The second person does the same with the letter “B.”The game continues in the same pattern.Game is completed at the end of the alphabet.NOTE: A variation would be to make it a memorization game where the second person would have to repeat what the first person said, and then add their own, and so on...

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.

CHUBBY BUNNY: This activity starts by one group member volunteering to stuff their mouth full of marshmallows.The leader will give the volunteer one marshmallow at a time.Without swallowing, the volunteer will place the marshmallows in their mouth one by one.Between each marshmallow placed in the mouth, the person must successfully say, “Chubby bunny!”

CROCK-A-DILLY: Group members form a circle sitting Indian Style with their hands on their knees - palms up (right hand should be on top of left hand of person next to you).Members sing the song as one person slaps the hand of the person to his/her left and so on.When the song gets to “eight,” the slapper tries to slap the slappee.If the slapper gets the slappee, the slappee is eliminated.If the slappee pulls his/her hand away without being slapped, the slapper is eliminated.

Lyrics: “Crock-a-dilly oh my crock, crock, crock;

Dancin’ to the trees goin’ trigga, trigga, trock;

Below, below, below, below, below, BE-LOW!;

1-2-3-4-5-6-7-8.”

OR

“Quack didilly oso, quack, quack, qua-ack;

Saaaam a ric-o, rico, rico, rico;

Below-a, below-a, below-a-lo-a-lo-a;

1-2-3-4.”

EGG/BALLOON TOSS: Split the group into two teams.Have all of the members of each team spread out so they are about ten feet away, but still in a straight line.The first person in each line tosses an egg or balloon to the second, who will catch it and pass it on.If the balloon or egg breaks, the group must begin again with a new balloon or egg.

DEAD FISH: The group starts by getting into a comfortable position that can be sustained for a long period of time.Once everybody has established a position, the leader will count down from ten to zero.At zero, the game will begin.Once the game has begun, nobody is allowed to talk or move, with the exception of the eyes and chest for breathing.If the leader and only the leader should notice anyone talk or move, they will verbally remove the person from the game.Anyone removed from playing may persuade others to talk or move, but they may not physically touch those players still in the game.The winner is the last person remaining, and they become the leader of the next game.NOTE: This is a great game for those low key early mornings, but a group activity is still necessary.

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: You will need two different colored slips of paper for each person in the group (the size of a 3 X 5 notecard) and tape.As people arrive, give them each two different colored cards, and two strips of masking tape.Ask players to tape the card to two places on their bodies. When everyone has taped on the cards, challenge the group to line up, matching (and touching) their cards to someone else’s of the same color.

I LOVE YOU, BABY: The group forms and sits in a circle.The “it” player approaches one person and says, “I love you, baby.”That player must respond by saying, “I love you baby, but I just can’t smile.”If that player smiles while speaking these words, he/she becomes “it.”If the player does not smile, “it” must approach a new person until “it” makes someone smile.“It” is not allowed to touch a player as he/she speaks, but anything else is fair play.This is a funny one, but make sure participants feel comfortable with one another first!

INDIAN CHIEF: The group sits in a circle formation.One group member is asked to leave the circle to close their eyes and block their ears.At this time, the leader will select a “Chief.”The Chief will establish a rhythm of clapping, stomping, etc.The rest of the group will follow, carefully not giving away the Chief.The Chief is the only one allowed to initiate changes in the rhythm.The person asked to leave will return to the middle of the circle where they will try to guess the Chief.The person is granted three chances to guess.If the original Chief is successful in hiding his/her identity, they will be asked to leave the circle.If the Chief is successfully chosen, a new guesser and Chief are chosen.

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: Have the group form a circle standing up.After everyone is given a plastic spoon, the first player is given four or five M&Ms to hold in his/her spoon.Everyone must put the spoon into their mouths holding the handle between their teeth with the scoop of the spoon facing up.The group must pass the M&Ms from the first person to the last, without using their hands.The object is to get ALL of the M&Ms to the end, without dropping any.

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 RELAY: Two teams line up side by side.The first person in line runs up and around a cone and back with a bean bag on his/her head.He/she then hands off the bean bag to the next person in line and so on.The bag cannot be held with one’s hands. The game ends when one team completes the relay.That team wins.

RAIN/THUNDER: This is a game of “follow the leader.”Closed eyes create the rainstorm effect.Participants sit in a circle with eyes closed.The leader begins by very quickly rubbing his/her hands together.As the person to the left hears this, he/she begins rubbing his/her hands together until this contagiously goes around the circle (can also be done going side to side with large group).As soon as this sound reaches the leader again, he/she begins to snap his/her fingers as does the person to the left, until eventually, the entire circle gives the illusionary sound of a rainstorm.When this sound reaches the leader, he/she begins clapping his/her thighs until the entire circle follows suit.The final circle of sound is created by stomping F..All of these sounds give the feeling of a thunderstorm rising to a climax.At this point, the leader reverses the motions (foot stomping, thigh slapping, fingers snapping, and hands rubbing together) until the sounds of the storm have fully subsided.

SEVEN ELEVENS: Have group get into a circle on the floor.A volunteer from the circle will start the game by saying, “one.”The person to his or her right counts off the next number loud enough so everyone can hear him/her.The game continues around the circle until the number “seven,” a multiple of seven (14, 21, 28, 35, etc.), “eleven,” or a multiple of eleven (22, 33, 44, etc.) comes up.The individual who has that number will nod their head instead of saying the number aloud.When that person nods his/her head, the game continues in the opposite direction around the circle.If a mistake is made, the game restarts with that person.

SEVEN UP: Seven people from the group are chosen to stand in the front of the room while all others remain seated with their heads down, left arm folded, and right arm extended with “hitchhiker” fist in visible location.Each of the seven taps one person’s thumb.Those individuals “hide” their thumbs and the original group of seven returns to front of room.Once all seven have returned to front, all participants are asked to raise their heads.The seven who were tapped stand up.One by one, the tapped seven must guess who in the “original” seven tapped them on the head.If correct in his/her guess, the “Guesser” switches places and becomes a “Tapper.”If incorrect, the player puts his/her head down with the rest of the group to begin play again.

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: Have group stand and form a circle.When the group is in position, the leader explains that they will be playing a game that requires them to think quickly.A volunteer is asked to stand in the middle of the circle.The volunteer is to close his/her eyes and keep them closed throughout their entire time in the center.A person standing in the circle is then given a small object.When the center person says, “Start!”, the object is to be passed around the circle counterclockwise from one participant to the next.The center person can call out “Stop!” at any time.The center person then quickly says a letter of the alphabet and the person holding the object must QUICKLY say three nouns that begin with the specified letter.If the participant says three words within five seconds, the game continues with the same leader.If the person cannot think of three nouns in that amount of time, he/she becomes the leader.Game continues until peak fun is reached.

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?: Participants sit in a circle.One person starts by turning to person on one side of his/her and saying, “Do you wanna buy a duck?”That person says, “A what?”The first person says, “A duck.”The second person asks, “Does it quack?”The first person answers, “Of course it quacks!”The second person then starts the conversation over with the next person.There is a catch however!The person says, “Do you wanna buy a duck?”The next person says, “A what?”The second person in line then turns and says, “A what?” to the first person.The first person responds by saying, “A duck.”The second person says, “A duck.” to the third person.The third person then says, “Does it quack?”The second person turns and repeats to first person the same question.The first person answers and then the game continues in the same fashion until the entire group is involved in the conversation.

WATER GUN KILLER: This is a fun game!Leader takes pictures of all participants ahead of time.Each person is given a picture of another individual and a WATER GUN.The object of the game is to collect as many pictures by “killing” others.A person can kill another at any time by squirting them with the WATER GUN (may be best to say not allowed indoors).When a person successfully kills the individual in their picture, they take the picture that individual had and try to kill that person.Game continues until everyone is dead except for one person.

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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