Showing posts with label Game Time. Show all posts
Showing posts with label Game Time. Show all posts

Tuesday, March 5, 2013

Event Activities


Event Activities 

Follow "the Noise"
Group is blindfolded and walked individually to various places in a field. Before being left alone, the person in told in a whisper to “follow the noise”. One person (a facilitator, no blindfold) runs through the field ringing a cowbell off an on (not constantly) but never being caught. In the background a little ways away have another person hammering a nail (evenly, like a clock) but not too loudly. Participants with follow unpredictable cowbell first because it’s louder. They’ll get frustrated they can’t catch it and try to follow the nail hammering noise. (optional addition- when they get close to the hammering, place their hands on a string and tell them to follow it. It winds through a few trees and leads to a group meeting place. ) Once the group gathers, remove blindfolds and talk about what distractions are and how they affect us, can share religious testimonies about following God (constant, like the hammer), etc.

Christmas Caroling
Split up into groups and go Christmas Caroling (at predetermined houses that you have arranged to turn them away). The group is rejected for various good reasons, but nevertheless rejected. At the last house, no one is home, but as they are leaving the garage opens and there is a live manger scene. Share the Christmas story and have refreshments, while understanding a little bit of how it felt to be rejected at so many doors

Mission Impossible
Groups all start at the same location but are each given a different task [such as to go to a certain house and find a tin can in the front yard (at the house of someone participating…don’t trespass!)] The rules are that participants can’t use cars. They must travel in the open, but there are a few cars (prearranged) that they can’t be seen by. They must hide when they see those cars. If spotted by the drivers, the drivers let them know they were seen and keep tabs of how many people on each team they see and how many times they see them. When teams find their first object (tin can) open it to find a second clue/location to go to. Have 3-5 places for them to go to collect clues. Keep track of points-who can do it the fastest without being seen!

Rings & Carnival
Gather the group and give each person the same number of tokens and rings (like key rings) and explain the importance of keeping rings. Have a small carnival (bean bag toss, basketball shooting, etc.) but all things cost tokens and you can win prizes just for attempting, participants can trade rings for tokens, carnival ends and group leaves room. Everyone gives up prizes in the hallway (keep rings) and enters another room and all you have left are the rings you still have and didn’t trade in. Talk about worldly things & the afterlife and what our focus in life should be.

Telephone # Clue Race
Break into teams. Each group is given a different clue to start and must go to that location to find the next clue. At each location there is also a number (along with a location in a phone number). There will be seven locations with numbers and clues that teams must find to form a working phone number. That phone number belongs to one of the facilitators. Once the team discovers the complete phone number they call it and are told where the final meeting place is. First team there wins. Have refreshments, etc.
  • An example of a clue: “Where tiny romans eat” …Little Caesar’s Pizza 
  • An example of the number to find: an 8x11 placed on a job board in the window of the Little Caesar’s with “This is your number…” and a bunch of tabs cut on the bottom (like you’d find for an apartment for rent or job listing, etc.) with “_ _ _ - 5_ _ _” on it. (NOTE: most teams will be finding clues and numbers in random order, so you must mark where in the phone number the number falls!)







Friday, March 1, 2013

Word Games & Brainteasers



WORD GAMES:

Psychiatrist
One person leaves the room. The rest of the players determine a verb or a method of answering questions that may confuse the person that left. The person comes back and asks questions to try and determine what their “sickness” (or what verb or answering method they chose) they have.
Examples: answer previous question asked, answer like you’re afraid, answer like opposite gender, always include a certain thing (like an animal) in the answer, begin with the same letter for every answer, etc.

Going Camping
One person determines a pattern for answers. Each player (including “it” person) in turn says, “I’m going camping and I’m going to bring _________” Then the “it” person says, “You can come” or “You can’t come” depending on whether the thing they are bringing is in line with the pattern. If a player picks up on the pattern, they don’t say the pattern out loud, but continue saying what they’ll bring until all players get the pattern.
Examples: must start with a certain letter, must be alive, must be something in the room, must begin with a letter in that person’s first name, etc.

End Letter
Alternate players speaking a single word which must begin with the ending letter of the previous word said.  If you can’t think of another word that begins with the last letter of the previous word, you’re out! You can confine the allowed words to certain categories, such as foods, names ,etc.
Variation: only allow cities, states, countries, rivers, or other geographic locations as words.

General Knowledge
Decide on a topic (such as fruits, cars, sports, etc.). Players must list something that fits into that category that has not been previously said by another player. Play continues in a circle at a constant beat or speed until a player messes up or cannot think of another one. A player has three strikes before being out of the game. After one person messes up, a new topic is chosen and play continues.

Thimble Game
A topic is chosen (such as colors, desserts, states, etc.) The “it” person stand in the middle of the circle with a small capsule of water (bottle top) and silently chooses and item from the category. People take turns guessing an item form the chosen category while the “it” person holds the water in front of the guessing person’s face. If the person does not guess what the “it” person chose, play continues in a circle, if the person does choose what the “it” person chose, the water is thrown in their face, and they become the next “it” person and a new category is chosen for the next round.

Newspaper Chase
Supplies: rolled newspaper
Pick a theme (such as cereals, candies, or cities) and everyone picks a name, word, etc. with that theme. One person is in middle of circle. One person says another’s name or word; that person must say their own name and someone else’s to pass it. Person in middle must hit person who has said own word but not another’s word with rolled up newspaper. When caught, person goes in middle.

Categories
All players sit in a circle. Choose category and start some type of slapping rhythm (lap lap clap, etc). Go in circle and player must name item under that category according to rhythm (on the clap). When a player misses a beat, they are out.
Examples of categories: cereals, candies, movies, states, cousins’ names, flowers, colors, etc.


BRAINTEASER WORD GAMES:

Snapps
Two people need to know how the game works
One person (knows how to play) leaves room, everyone else picks a word or a name, person returns. You speak a phrase for a consonant (first letter of phrase) and snap for vowels (1 snap-A, 2 snaps-E, 3-I, 4-O, 5-U, 6-Y). Person can figure out what word it is. For example, “cat” is the word: “come on, you can get it”, one snap, “try really hard” = “cat”

Speed Limit
One person needs to know how the game works
“There’s a __________, but no __________.” Players must repeat the phrase, filling in the blanks with various words but have to figure out which words work according to the patter. The first blank must have a word with double letters in a row (“speed”) and the second blank must have a word with no double letters in a row (“limit”). When a player figures it out, just keep playing along until all players catch on.

Whoop Johnny
One person needs to know how the game works
Tell each player to “See if you can do this” or some phrase like that. Do something inconspicuous (like stretch fingers, itch eye, etc.) You touch each of your fingertips, beginning with your pinkie, saying “Whoop whoop whoop whoop WHOOP (raise voice and follow “J” curve between thumb and pointer finger) Johnny Whoop (same “J” curve as before) Johnny Johnny Johnny Johnny. Players must replicate what you did, but they must catch on to what you did before you started (the itch or stretch, etc.)

Grandma likes Coffee but she doesn’t like Tea
One person needs to know how the game works
Players try to figure out what words work for the pattern of the phrase “Grandma likes __________ but she doesn’t like __________”. The first blank must not have the letter “T” and the second blank must have the letter “T”. That’s why Grandma likes “coffee” but she doesn’t like “T”! Players take turns guessing what works and doesn’t until they figure it out. When a player figures it out, they don’t say the answer, but continue giving statements that work with the pattern.

Bang-Bang
One person needs to know how the game works
The leader (who must know how the game works) point to various players saying “bang” for each one, then asks who is dead. Give the players time to make multiple guesses, then tell them who is dead. The first person to talk is the one that you indicate is dead. Players keep playing the game until they figure out the pattern of who is dead. (no get out if they “die”). You can change it to something less violent for kids, such as “splash, splash, etc.” and ask who got the wettest, etc.

CUPS
Two people need to know how the games works
Four cups are placed upside down. One player (knows how to play) goes out, and the remaining players place a small object under one of the cups.  The player returns. The leader (knows how to play) gives the returning player a statement that lets him know what cup it is under (cups are in a row and respectively represent “C-U-P-S”), such as “Please pick a cup” means it is under the third cup.

4 is the Magic Number
One person needs to know how the game works
Players take turns giving you a number, starting between 1-20. You give them a series of numbers that always ends up at 4. Then you can have them give you any positive number and show them how it ends at four. Let them try to guess some of the numbers in the sequence, but once they catch on they don’t say the answer but try to do a sequence of their own. Determine the sequence by counting the letters in the spelled out number. For example, If players say “3”, you say “THREE” is five (letters), “FIVE” is four (letters), and “FOUR” is the magic number. (because four has four letters, so it will never change.) All numbers always come to four!

Chinese Writing
One person needs to know how the game works
One person arranges a couple spoons/forks/chopsticks in an abstract way on the table and asks the other players what number it represents. When you put down the utensils, discreetly place a couple of your fingertips on the edge of the table, indicating what number the design represents. Players try to guess. Keep repeating the process until someone catches on and sees that your fingers tell you what number the design represents. There is no organization to the design on the table, just for distraction from your fingers.

Black Magic
Two people need to know how the game works
One person (knows how to play) plugs ears while group decides on an object, either in view or not. Person unplugs ears. Other person (knows how to play) gives the person a list of objects and at the end of the list asks the person which object the group chose. In the list of objects, the player includes an object that ic black (such as a tire, someone’s black shoe, a road, etc.) and it is always the object listed right after the black object. People will try to figure out how the player knows what the object is. If they think they know how, you can have them plug their ears and try the list on them. If they discover the answer, just have them keep playing along until all players know the answer.

Magic Napkin
Two people need to know how the game works
One player leaves the room (knows how to play). The rest of the group picks a napkin in a 3x3 grid of napkins (9 total) or a  3x3 grid drawn on a white board or large paper. The player comes back in and tries to guess which square was chosen. The other player who knows how to play should not be revealed to the group (the first player can secretly pick someone to explain the game to beforehand). This person uses their hands or feet, whoever is most discreet to tell the person which square was chosen. Left hand/foot points left for the top row, straight for the middle row, and right for the bottom row of the grid (respectively). The right hand points left for the left column, straight for the middle column, and right for the right column. For example, If the first player walks in and discreetly looks at the second player, who is sitting in a chair and has her left foot turned out to the left and her right foot straight forward, they would know the box the group chose was the top row, middle column box.

Full or empty alternating cups
One person needs to know how the game works
Place six cups in a line, the first three full of water and the second three empty. Ask players to make the cups alternating full and empty by only touching one cup (only one collectively). Players must take the middle full cup and dump it into the middle empty cup.



Minute to Win It


Minute to Win It
Do a variety of games or contests (most timed for a minute) and keep track of the scores for a winner!
Great games for Minute to Win It inclue:

Face the Cookie
Supplies: Oreo Cookies
Each player lies down and places an Oreo on his or her forehead. When the game begins, players must try to move the cookie down their face and into their mouth to eat it, but you can’t use your hands! If it falls of you must put it on your forehead and start over. First one to get the whole cookie in his or her mouth wins.

Noodling Around
Supplies: Spaghetti noodles and penne noodles, uncooked
Each player stands next to a counter with three penne pasta in front of them and holding a spaghetti noodle. When the game begins, each player puts the spaghetti noodle in his or her mouth. The first one to get all three penne on the spaghetti noodle wins. No hands and no using anything else (wall, another item, etc.).
VARIATION: Time players for a minute and player with the most penne on the spaghetti noodle after a minute wins.

Saltine Whistle
Supplies: saltine crackers
Each player gets four saltine crackers (number may vary). At the same time, players must eat the crackers and the first one to be able to whistle wins the round.


Penny Hose
Supplies: 1-2 pair pantyhose, 4 pennies or nickels
Two pennies are placed in the ends of the legs of a pair of pantyhose. Using only their hands, players must inch their way down the legs to retrieve the pennies and pull them out. Each arm must work independently and the player cannot use one hand to stretch or hold the hose for the other. 

Paper Dragon
Supplies: Two rolls of crepe paper per player
Each player holds one roll in each hand. When the game begins, player must unroll the entire rolls of crepe paper without using any other body part or item to assist. Person with the best time wins.

Elephant March
Supplies: 6-8 water bottles (unopened), one pair pantyhose, one baseball or large orange
6-8 unopened water bottles are placed in two parallel rows on the ground, precisely eight feet apart. The contestant must wear a standard pair of pantyhose over the head, with a baseball (or orange) placed inside the end of one leg. Keeping one foot on each side of the centerline, the player must swing back and forth using the momentum of the baseball to knock down all the bottles.

Blown Over
Supplies: 7 Plastic picnic cups, one balloon (not inflated) per player
Line the cups up on a counter top (cut right side up for the first round and upside down for a harder challenge). One at a time, players must inflate their balloon over and over and let the air escape from it to try and knock over the cups. The person who does it the fastest, or the person who knocks over the most in a minute wins.

Paper Airplane Mayhem
Supplies: paper for an airplane for each player (no tape!), one large tarp with about 12 holes the size of a cereal bowl cut into it (write a value next to each hole for a number of points)
Players each make a paper airplane and take turns trying to get their airplane through the holes in the tarp. When the plane goes through, the player gets the corresponding amount of points. You can hold the tarp or tape it in a large entryway or from the ceiling.

Team Yogurt
Supplies: One container yogurt for each pair, one spoon per pair, one ruler per pair, one blindfold per pair
Tape a spoon on the end of a ruler for each pair. Team members sit across the table from each other. One player is blindfolded. The blindfolded player feeds the yogurt to the other player, who holds the yogurt container and can tilt it, although it must sty on the table. First team to finish the yogurt wins.

Ping Pong Clipboard
Supplies: One clipboard per pair with a 4-5’ string attached to the top, 25 ping pong balls per pair, one small bucket per pair
Each pair has a minute to try to get as many ping pong balls as they can into the bucket. However, players must bounce the balls off the clipboard, hanging around the other player’s neck (standing above the bucket). Players cannot touch the clipboards.

Shaving Cream & Cheese Puffs
Supplies: shaving cream, one bag of cheese puffballs
Players get into pairs. One person in the pair must put shaving cream on the other’s face. Make two marks on the floor 6-8 feet apart. The players stand behind the marks and cannot cross over. The person with not shaving cream is allowed 6 cheese balls. They must throw them at the person with the shaving cream on their face and see how many they can get to stick to the shaving cream. The team with the most stuck to the shaving cream wins.

Pencil Elevator
Supplies: two pencils taped together (per player), long strings attached to the end of the pencils, M&M’s
Each player places the pencils hanging in front of their chest by draping the strings up and over their ears. Players must balance three M&M’s on the pencils while they raise the pencils to their mouth and try to eat them. No touching the pencils or anything but the end of the strings, and they can’t fall or you must start over!