Venture Out Activities Table of Contents Games Trust Activities All My Neighbors Auto Tag Blob Tag Monarch Tag Popcorn Tag Toe Tag Wicky, Wicky,Woo Levitation Mine Field (Similar Activity) Trust Walk Trust Wave Teamwork Tower Activities Icebreakers/Energizers Ah-So-Ko Ask One Question Back Writing Balloon Volleyball Big Blue Ocean Boppity Bop Bop Captain's Coming Chicken Relay Elbow Tag Giants, Wizards, and Elves Group Juggle Have You Ever? Heads and Tails Tag Hog Call I like People Line-ups Loop the Group Metamorphosis/Evolution Name game Needle and Thread Tag (Minnesota Mosquito) Paired Introductions Paper Tear Pass the Knot (Adapted from Raccoon Circles) People to People Six count Spoke Tag Thumbo Toilet Tag Initiatives Blind Line-up Blind Square Circle Up with Numbers Group Juggle Moonball The Perimeter Traverse The Tai Chi Traverse Spiders Alive The Prison Shuffle Initiative Structure Activities Acid River (The Muse) Electric Fence The Great Aqueduct A-Frames Mohawk Walk/ Multi-line Traverse Mountain Tops Nitro Swing Spider’s Web TP Shuffle The Wall Whale Watch/Balance of Life Portable Initiatives Acid Pour (Toxic Waste, Nuclear Meltdown) Air Crash All Aboard Balloon Tower Bull Ring Catapult Corporate Connection (Toss It): Cube Discourse The Egg Drop Gridlock Helium Stick/Hoop Insanity Key Punch Lets Have a Meeting Magic Carpet Pipeline Swiss Skis (Australian Trolleys) Traffic Jam Venture Out Activities 1 Games All My Neighbors Complete the sentence, "All my neighbors who…." ("Like..." or "are…") finish with anything that is true for you. This is a more open-ended question than "Have you ever…?" so the possible topics are greater. It is also a little harder for people to think of something, since it is less specific. Auto Tag Establish the parking lot boundary with 4 plastic cones. Have group members find a partner and request for them to interlock arms (just one i.e. right /left, left/right). Ask pairs to agree on a type of car that they both like. Ask pairs then to imitate the sound that this automobile makes. Have each pair find another pair to play tag with then decide who will be "it" first. The "it" pair tries to tag the other pair with whom they are playing. When a pair gets tagged, they must count to 5, and then they are the "it" pair. When the facilitator says, “go”, the noisy auto pairs maneuver around the congested parking lot until the group runs out of gas. Blob Tag Establish a square boundary using cones or ropes or natural boundaries. Have one pair lock arms. The pair's free arms on either side can be used to tag other participants. Once a participant is tagged he/she must lock arms with the ever-growing blob. If the blob breaks apart it cannot tag anyone. Participants cannot go through, under or over the blob to prevent from being tagged. Participants who leave the boundaries are automatically joined to the blob. When all participants are part of the blob the game is over. Monarch Tag Introduce a soft object that is easy to catch. This object is designated as the royal scepter. Establish the royal boundaries using 4 cones. Ask 2 participants to volunteer to represent the Royal family (i.e. king & queen, prince & princess, etc.). The goal is for the 2 original family members to bring all participants into the royal family by tagging group members with the royal scepter. Royal family members must stand still when they are holding the royal scepter. They can however throw the scepter to another family member who has positioned himself/herself close enough to a non family member to be tagged. Game is over when all are Royalty. Popcorn Tag Have the group divide itself in two. Have the 2 sub groups form a line and have the lines facing each other. Request 2 volunteers, 1 to be a popper and one to be it. The object is for the "it" person to tag the popper before the popper pops (or touches) the back of a participant standing in line. When the popper pops the back of another participant that person becomes the new popper and attempts to elude the "it" person. If the "it" person tags the popper the popper becomes it. The game continues until all are pooped. Toe Tag Partners hold hands, try to tag each other’s toes with their feet; can then do in 4s, 8s, etc. Wicky, Wicky,Woo Establish the boundaries of the enchanted forest with 4 cones. Living within the enchanted forest are the happiest individuals in the world known as Bennek-ba-nocks (Facilitator should demonstrate). Request 2 or 3 volunteers to play role of evil wizards. The evil wizards are the only people who can ruin the day of a Ben-nek-banock. If an evil wizard tags an unfrozen Ben-nek-ba-nocks the Ben-nek-ba-nock stands frozen until 2 unfrozen Ben-nek-ba-nocks join hands around the frozen unfortunate one and screams Wicky, Wicky, Woo. The game continues until all Ben-nek ba-nocks are frozen. Safety issues: Discuss appropriate place to tag each other and appropriate speed for eluding wizards (i.e. fast walk please) Venture Out Activities 1 Icebreakers/Energizers Ah-So Have group stand in a circle AH: Facilitator says “AH” and chops in the direction of a person (must make eye contact). Note the direction that the hand is pointing! SO: A person says “SO” and brings their hand to their chest, which every direction the hand is pointing the action is passed one person in that direction. Note the direction of the hand. Silent Bow: A person makes eye contact with someone and bows at them, while folding their hands as though they are praying. The hand point starts the AH-SO-Bow cycle over again. Let the group practice this a few times and then increase the speed. When the first person makes a mistake the group places one thumb in the center of the circle and yells “you’re outta here” (in unison). Participants “excluded” from the circle are not really out of the game – they then take on the fun and exciting role of hecklers. Hecklers walk around the outside of the circle chanting “Ah-so” in any order they see fit, trying to distract the players. Once the group shrinks to 2 participants the game starts over, and the 2 participants are the winners. Ask One Question This activity works best with groups of 10 or more. Each participant writes one question on an index card that would ask something to get to know another person. .All participants find one person they do not know, introduce themselves to them, ask their questions, and then exchange cards. Participants then find another person, introduce themselves, ask the question you have, exchange cards, etc. Back Writing Divide group into subgroups of 4-5 people. Have them sit on the ground with each group in a separate line facing forward. Give the person in the front of the line a piece of paper and marker. Have the back person from each group come to a central place (away from other members of the group) and show this group a simple drawing. Have each person go back to their group and without talking, this person must draw the picture on the back of the person in front, using one finger. One drawing is allowed. No one may repeat any part of the drawing a second time. Each person interprets what is drawn on his or her back and draws it on the next person. Once the front person receives a drawing, they draw this onto their paper. When each first person has finished their drawing, they hold it up so others may see. Repeat with various line drawings moving from simple to more complex: suggestions are percentage sign (%), smiley face, sun with bird, simple house, star, etc. Rotate the line each time to change people's positions. Balloon Volleyball Place a string across the playing area at a 7-foot height. Blow up 1 balloon per person. Start with only 1 balloon. The balloon must be hit by at least 3 people before going to the opponent’s court. Add another balloon into play every 5 seconds. One point is scored for each time a balloon touches the ground on one team's side. Option: Follow the above directions, except do not place a string across the playing area. Divide into 2 teams. Each team makes a line facing the other team. Sit on the ground, still facing each other and with legs straight move in until feet touch (i.e. player A’s feet and touching with player B’s feet). Players must remain seated at all times. Points are scored with a balloon touches the ground. Big Blue Ocean Venture Out Activities 2 Mark out a starting line and a finish line about 40 yards across. Behind each of these lines are “safe” zones. Instruct all participants to start behind your designated start line. For a group size of 90 appoint 10 people to gather on the playing field inside the starting line and end line. These are your octopus. The octopus will be calling “fishes” to cross their ocean by saying (loudly and in unison) “Fishy, fishy, come swim in my big blue ocean”. They fill in the blank with a color. Any of the participants “fish” behind the starting line that are wearing this color must try to cross the “ocean” and make it to the other side behind the end line without getting tagged by the octopi. If a “fish” gets tagged, that “fish” becomes “toxic seaweed” and becomes rooted to the place where they were tagged. They must then do the “toxic seaweed” dance by bending their knees and waving their arms. In the following rounds (octopi will only call a few “fish” at a time) the toxic seaweed must stay in their place but can try to tag “fish” as they cross the “ocean”. When all “fish” have crossed the ocean, everyone turns around and the fish who have made it safely to the other side of the ocean are again called across until no fish remain. Boppity Bop Bop All players stand in a circle with one player in the middle. The player in the middle runs along the inside of the circle and stops in front of one person. The person in the middle than says either “Bop” or “Boppity Bop Bop” to that person. If she says “Boppity Bop Bop” the person chosen must say “Bop” before she is finished. If they don’t, they replace that person in the middle. If the person in the middle says “Bop” the person in the circle should not speak. If the person in the circle starts to speak, they end up in the middle. The player you're pointing to, and his 2 neighbors, need to build an elephant in less than the time the middle player needs to say “Boppity Bop Bop”. An elephant consists of a trunk, made by the middle player, by holding your nose with one hand, and extending your other arm through the arm that holds the hand that holds the nose (does this make any sense?). The neighboring players each form a big ear, using both arms. Don't forget to attach the ears to the elephant's head. Any player that cannot get his/her part done by the time the middle player does “Boppity Bop Bop” becomes 'it' and takes place in the middle of the circle. Variations: You can really invent any object or create to replace the elephant. Try a car, with 2 wheels and a set of wind screen wipers a cow, with an udder and 2 horns a washing machine, with 2 players building a 'box' with both arms, and the middle player waving her arms in a circle in front of her. All go 'rumble rumble' a bunny, with 2 paws (middle player) and 2 rabbit ears (neighbors) Captain's Coming Object: to be the last one (or two) remaining Group size: at least 10 people Rules: All players face caller Caller yells "Captain's Coming" Venture Out Activities 3 Caller may yell any other call but the players cannot move until the caller calls "at ease"(like "Simon says"); only after being "at ease" can they respond. This happens every time the caller yells "Captain's Coming". Those who move before being put "at ease" are out. Those who are not able to form a complete group are out. The last one (or two) left win. Calls: Captain's Coming - all players stand at attention and salute with their right hand Man over board - players group in twos with one standing at attention and saluting and the other kneeling on one knee and saluting (the kneeler is in front of the stander) Crows Nest - groups of three link arms to form a circle with players facing outward. Captain's Table (chow time) - groups of four gather in a circle, facing inward and pretend to eat with right hand. Walk the Plank - groups of five form a line, one behind the other, to form a plank Dance the Jig - groups of six form a circle, facing inward, and do a jig. At Ease - all players stand feet slightly apart and hands clasped behind the small of their back Chicken Relay Create teams of 10-12. Teams can sit facing each other at a table or on the ground. You (facilitator) stands/sits at one end of the lines. At the opposite end, place a rubber chicken or other toy just within the reach of the 2 people and the end of the line. Instruct team members to hold hands. All players except the 2 closest to you need to close their eyes. You will flip a coin and show the result to the 2 players who can see. If the coin toss shows “heads”, the 2 seeing players will squeeze the hand of their teammate who will pass the “pulse” down the line. When the last person in the line receives the “pulse” they will try to grab the chicken before the other team’s player. Whoever grabs the chicken first, wins a point for their team. In the event that a “pulse” is sent down the line when the coin toss reveals “tails”, the mistaken team loses a point. The first team to make 5 points wins. Notes: This is a great filler activity and groups generally enjoy it very much. Play it at the end of a course or in the middle to inject the group with some energy. Elbow Tag Players spread around the field in pairs, with their arms hooked. There is an "it" and another player without a partner who is the one chased. The one being chased can hook onto one of the pairs scattered on the field, in which case the second person in that pair becomes the new chased. When a tagging occurs, the roles simply reverse. no immediate tag-backs allowed. I play this with a group of scouts of mixed ages and genders, and they love it! Giants, Wizards, and Elves A creative team variation of "Rock, Paper Scissors" Teach everyone the following three characters: o Giant - Tip-toes, raise hands above head, curl fingers, growling sounds o Wizard - Crouch slightly, wave and point a magic wand, shouting "kazaam!" o Elf - On haunches, hands cupped for big ears, shrill screeching noises Venture Out Activities 4 Give people plenty of practice by calling out the characters and having them instantly become that character - offer lots of positive encouragement for dramatic effort Form two teams - each team convenes to decide on a character Teams then line up facing each other (use a rope on the ground to separate teams). Have ~ 4 feet between teams. Facilitator announces "1....2.....3.....", then teams adopt their poses, revealing their identity Immediately, the winning characters (team) must chase the losing team and try to capture (tag) as many as possible o Giant wins by 'squishing' an Elf o Elf wins by 'outwitting' a Wizard o Wizard wins by 'zapping' a Giant o Identical characters are a draw The losing characters try to reach a "safe zone" (e.g., over another rope) about 30-60 feet away without being captured Teams then reconvene and decide on their next character Continue until one team entirely consumes the other Group Juggle 1ST ROUND Arrange participants in a circle, not too close, not too far from one another Include yourself in the circle Explain that you are going to throw a ball to someone - pick someone out & ask their name, then say "Hi Freddy, my name is James...here you go!" [underarm throw a ball to Freddy] Freddy then says "Thank you James", picks someone and says "Hi X, my name is Freddy...here you go!" [throw]....they say "Thank you, Freddy] and on we go. If you're not trying to learn names, skip the naming part & just throw! The challenge from here is simply to get the ball thrown around to everyone in the circle, and finally back to the trainer. 2ND ROUND OF GROUP JUGGLING I then say, "Right, well done, now let's see if we can that again - making sure we use the same order, and using each other's names. Remember to say the name of the person you are throwing to, and thank the person, by name, for throwing it to you, OK?" On the second round, most people will be challenged to remember who to throw it to, and the two names! Take it slow, help the group out, so that each person has a successful second round. 3RD ROUND OF GROUP JUGGLING I then say, "Good, so how about we do it again, but this time, let's let's see how fast we can do it, OK? Here we go...Hi Freddy, my name is James...." [throw] It will go pretty fast this time, and the group will probably feel quite pleased with themselves. 4TH ROUND OF GROUP JUGGLING - INTRODUCING MORE BALLS I then say, "That's great, but I think you can do faster than that. Come on, let's see how we can really go..." [I then throw and say the name with superfast enthusiasm to set the tone! After the first ball has passed through a few hands, I take a 2nd ball out of my pocket (surprise!), and casually, but earnestly say "Hi Freddy...." [throw]. Venture Out Activities 5 By now everyone is so well trained, the 2nd ball will automatically keep going, and there will be a detectable sense of challenge/excitement. After a bit, I introduce a 3rd and 4th ball, up to about 6 balls. Usually I let 4 to 6 balls be juggled for a while (note the balls will be coming back again to the trainer - just keep them going). A group of 12 adults can usually handle 4 to 6 quite well. If I'm feeling conservative, I just let the group have the success of doing this number of balls, and collect them in when that seems to have been achieved. But usually, once the group seems competent at 4 to 6 balls I gradually then introduce an unmanageable number of balls into the juggle & maybe also wierd objects (e.g., kids soft toys) which all gets crazy, fun, out of control, etc. and ends in a hilarious shambles. Have You Ever? Materials: Have available one paper plate or one piece of paper per person. Set up: Give one plate or piece of paper to each person (excluding facilitator). Stand in circle. Group Task: Disclose information to the group about an experience that they have had or something that they enjoy. Brief: Request group members to stand on their paper. Facilitator (who is also participating) should enter the center of the circle and instruct group regarding task of game, i.e. the person in the center of the circle will complete the phrase, “Have you ever…” (Example: Have you ever brushed your teeth?). If what the person in the center is true for any or all participants, then those participants are required to move to another paper plate/piece of paper, but it cannot be the one next to them. The participant without a plate to stand on is required to take his/her place in the center of the circle and complete the dreaded phrase, “Have you ever…” this time with a new question. The question needs to be true for the asker, so that they can move out of the center. Safety Considerations: Since for many, the fear of public speaking is greater than the fear of death, participants may be tempted to run or dive to another plate. Discuss this phenomenon with the group and require that they move during the activity with a fast walk, no pushing or shoving please. Variations: Replace the paper plates in the above activity with chairs. Replace the “Have you ever…” question with “if you like… (fill in the blank). Butts up, butts up, butts up. After the last spoken "butts up", participants move to another chair (not the one next to them) if the question is true for them also. Same safety considerations apply. Heads and Tails Tag One team represents the kings. These kings have heavy crowns that they must constantly hold. This gets a little tiring for the kings, and they would secretly like to be peasants, who don’t have to hold heavy crowns all the time. The other team is made up of peasants. These peasants have very sore backs from working in the fields all day long. They would secretly like to become kings, who don’t have sore backs. Now if a king is tagged by a peasant that is the magical cue for him to transform into a peasant. The same goes for any peasant that is tagged by a king. But if either is tagged again by whatever they are not, then they transform back again and this continues until the kingdom is made up of all kings or peasants. Hog Call No equipment is needed. Plays well with lots of people - I wouldn't play this one with less than 18. Process: Some of you know the activity Hog Call, where everyone is secretly given the name of an animal and then after closing their eyes each player must make the sound of that animal and find the other Venture Out Activities 6 players who have the same sound. Special Sound is similar accept you first form small groups of 3 or 4 players (or more if you have lots of people) and ask each group to create there own Special Sound without the use of any words. Let each group practice a while. Then ask everyone to find a place in the room where they are not standing near one of their group members. Then have everyone put their bumpers up (hands up) and close their eyes. The challenge is to find their group members by only using their Special Sound. When each group has collected all their members, they can open their eyes and observe the rest of the process standing together quietly. All sorts of things to talk about after this one is over. (I like this variation because it eliminates the time needed to hand out animal names.) Another Variation: Here's my thought, I wonder if players could form into groups of 3 or 4 by collecting together players with all different sounds - while eyes are closed of course (or not, I don't know)? This will mix up the groups if needed for other activities. I wonder how the group would be able to handle the situation where there ended up being a group that had two players with the same sound - could this be solved without the use of words on eyes closed? You can play this one any time you need to form up groups. I like People A fun, moving-around activity that breaks the ice, pumps up the energy, and loosens people up. Directions: Ask participants to form a shoulder-to-shoulder standing circle and then have each person take a step back. Give each participant a place holder which they should place at their feet. The facilitator takes a place in the center of the circle and states: “My task is to try and find a place on the outside of the circle and have someone else end up without a place. The way I’m going to do that is to make a statement that is TRUE for me but not something you can see. For example, I might say “I like people who have a dog…” If that statement is also true for you, then you must come off your place and find another spot in the circle You may not move immediately to your right or left and you may not move off your space and return to it in the same round.” Safety Considerations: Be careful of crashing into one another. Line-ups Line –ups Group Task: To line up, according to a wide range of criteria, with or without talking. Brief: Depending on the goals of the group, request them to line up according to almost any criterion. For example, alphabetical order by name, alphabetical order of their mother’s maiden name, chronological order, personal characteristics (level of outgoingness, ability in ___) etc. Facilitators can increase the level of difficulty by asking the group to not speak while attempting to communicate where they belong in the order. Loop the Group Have the group stand in a circle holding hands. Have one or more pairs break their grip, and rejoin with their hands going through Hula-Hoops or circles of rope. The group’s goal is to pass the loop around the circle, without breaking handgrips (i.e. the loop has to pass over/around each person). It is more interesting if you send two loops in opposite directions around the circle. Metamorphosis/Evolution Everyone must start out as an egg. When the facilitator says “go” you must make your way to another egg where you participate in a game of paper/rock/scissors, the winner then evolves into a chicken, the loser Venture Out Activities 7 of that game must go off and find another egg before evolving. Now the winner moves on to find other chickens and then plays the game with them, if you win, once again you will move on, but if you lose you go back to being an egg. The order of the evolution begins with the egg, then the chicken, then the dinosaur, then finally becoming a supreme being. Once you have become a supreme being, you are done with the game. After about 2-5 min of playing, everyone becomes a supreme being. Name game Instruct the group to think of a word that starts with the first letter of their name. Then you tell them that they have to remember and recite all the names and adjectives that came before them. Variations: Use animals, foods, sports as the adjectives. Needle and Thread Tag (Minnesota Mosquito) Minnesota Mosquito is a game played similar to tag. Students must have a foam sword to play. By using a foam sword no one will get injured. You select a player to be the mosquito and give them a sword. They run around trying to hit anyone with a foam sword. If a player gets hit he/her is frozen and must scream at the top of their voice to get help. Two players most circle around the person and say "deep woods off" to get him/her unfrozen. The way players can keep from getting tagged is to help others. While you are holding hands to rescue someone you can not be tagged. The mosquito can give up the sword to another player when he/she gets tired Paired Introductions Pair up with the person you know the least (sometimes birthday line-up is a good way to split up the group). Spend five minutes each finding out: Background Interests (personal and academic) A color which represents them and why What they want to get out of their current course What their favorite adventure has been/will be A random fact about themselves that no one can tell from looking at them You can make a few notes and then take turns at introducing your partner. Paper Tear Give each person an 8 1/2 by 11 sheet of paper. (The next part may be done by asking individuals to follow the instructions with eyes open or closed.) Tell participants that if they are unsure what to do, just use best judgment: Hold the paper up in front of you and fold paper in half. Tear off a small piece in the top left corner. Fold the paper in half again. Tear off the top right corner. Fold the paper in half again. Tear off bottom middle. Open eyes, unfold paper. Hold them up high and look around. Get together in groups of 4, and compare your results. What does this exercise reveal? Pass the Knot (Adapted from Raccoon Circles) Each participant in the circle attempts to be able to lean back and be supported by the group by a piece of webbing in a loop. You can do this after the group passes the circle around. If the knot ends up on a person, they must answer a particular question to help the group to get to know them better. People to People Venture Out Activities 8 Have group in circle standing next to a partner (need an even number). Person in the middle (staff first) calls out two body parts for partners to touch, for example: head to shoulder. The middle person calls out several more parts to touch and then says “people to people.” Everyone must find a new partner and the person left without a partner comes to the middle to start again. Six count Does everyone know how to count to 6? (1, 2, 3, 4, 5, 6). Put movement to the count by raising your left hand above your head and down to your side. Your hand should go up on 1, 3 and 5 and down on 2, 4 and 6. (Repeat with feeling) Give your left arm a rest and let’s give a movement to your right arm. It goes up on 1, straight out to the side on 2, down on 3, up on 4 straight out to the side at 5, down on 6. It makes the shape of a triangle (Repeat with feeling). Now, as if you hadn’t guessed, we will put both the arm actions together with the count. Your left arm still goes up and down while your right arm still goes up and down. (You might want to go fairly slowly, but don’t expect many people to get it right.) Spoke Tag A bicycle wheel picture is drawn or taped to the floor and the players are not allowed to move off of the spokes. They must move only on the spokes. Any tagged player is IT. There is also a ball that may be thrown around amongst the players. When a player has the ball, they are safe from IT, but they must pass it on quickly. Thumbo Each encircled player (everybody) rests their open left hand on their own back, palm facing out. Each player then reaches to their right with their right hand, and joins hands with the outfacing left palm of their right-side Velcro partner. It's all very neat looking when viewed from inside the circle, and halffriendly when viewed from outside. Before the Velcro circle is formed, a killer (remember, we're calling him/her Thumbo to alleviate the angst) should have been chosen using the no-see-um "thumbs up" technique. To wit: each player who wants the opportunity of being chosen as Thumbo extends their hitch-hiking hand into a rapidly forming cluster of extended thumbs. (If a player chooses not to be Thumbo, but wants to be part of the action nonetheless, that player simply extends their hand into fleshy cluster of prehensile digits with their thumb withdrawn. Why would someone not want to be Thumbo? Beats me. Maybe it has something to do with an incipient responsibility phobia or an uncontrolled thumb fetish-whatever.) With all players either looking away or operating with eyes firmly closed (peek-by-choice), the facilitator (eyes also closed), reaches in the digital cluster and squeezes an available thumb once. The single squeezed thumb (with player attached) then reaches around, finds another dancing digit, and squeezes that thumb twice. The twice squeezed digit immediately takes on the unannounced role of Thumbo. Reconstitute the Velcro circle above and get ready to play. At his or her leisure, and unannounced, Thumbo squeezes either hand he or she is holding (only one) from one to ten times. The person who receives the squeeze or squeezes from Thumbo then "presses the flesh" of the person next to them one less time than the number of squeezes that they received. (Ex. Thumbo begins the action by squeezing a hand four times. That pressed hand squeezes the next hand three times. The one who receives three, delivers two, etc. until someone gets a single squeeze. A single squeeze is the "killer" sign. The player receiving that solo squeeze is eliminated from the game. The now marked person (after waiting ten Venture Out Activities 9 seconds or so) announces their symbolic demise with a wild shriek and/or whatever histrionic gesticulations seem appropriate, or inappropriate, as the case may be. Simply stepping out of the circle with a shy smile and lowered eyes may represent the epitome of Victorian recreation decorum, but here's your chance to "blow doors", and make the scene, Get noticed. Don't go peacefully into the night. Thumbo shrewdly joins in the spontaneous laughter and nervous speculations about when, where and who. Then, just as the group seems not off balance, Thumbo initiates another series of insidious squeezes. If you think about it (and you better), since the number of squeezes can vary from one to ten, no one can definitively estimate where the hand squeezes are originating. Thumbo can deliver a squeeze in either direction, but a player who receives a squeeze from the left must deliver their squeeze to the right, and vice versa. If someone eventually believes they have discovered the sanguinary squeezer, that person announces "I accuse!" Another player must then say, "I'll second that accusation." (If no one seconds the original accusation, the game simply continues.) Then, without looking at Thumbo, on the count of three, (counted out by the facilitator ) the two people point to the persons they believe to be Thumbo. If they are both pointing at the same person, and that person admits to being Thumbo, game over man. If the accusing speculators point to different people, the remaining players get to experience two screaming deletions from the game. The game continues until either Thumbo is discovered or he/she eliminates all the circled players. Good fun with willing and trusting players. A quiet alternative. When players receive the single squeeze, they raise both hands and place them on either side of their face, at the same time miming an elongated silent scream. Having thus unequivocally identified themselves as having received the squeeze, they quietly remove themselves from the diminishing circle. The name of this game variation is, appropriately, The Silent Scream. Toilet Tag One person is to be “It”. Players are to run back and forth to the two different safety areas. If tagged they have to go down on one knee and have one arm up. The arm should be displayed so that the elbow is bent and wrist is bent above the elbow. They are to stay in that position until someone else frees them. To be freed, another player has to sit on their knee and push their hand down as if they were flushing a toilet. The tagged player must also make the sound of a toilet flushing while doing this. If caught that person is also a toilet and the toilet becomes another “It”. Venture Out Activities 10 Initiatives Blind Line-up Materials: Blindfolds Group Task: To arrange themselves into a line according to a pre-determined order. Brief: Have group put on blindfolds. Spread them out in an open area and assign each person a number from 1 to the number of people in the group Tell them the task is to line up in numerical order without talking. Safety Considerations: Instruct participants to move slowly in bumpers up position (hands up in front of them). As with other blind activities, monitor for participant safety: wandering off, walking into objects or other people. Common Issues: Quality, communication, planning, leadership, involvement/support, management, trust Blind Square Materials: rope Group Task: To make a perfect square (or pentagon, hexagon, equilateral triangle, etc.) Brief: Take a large circle rope and place it on the ground Have group stand in a circle around the rope Tell the group the need to make a perfect square out of the rope, however they have to have their eyes closed as soon as they touch the rope. The goal is to make a perfect square, when they feel they have made that (with their eyes closed) have them set it on the ground. Safety Considerations: Instruct participants to move slowly in bumpers up position (hands up in front of them). As with other blind activities, monitor for participant safety: wandering off, walking into objects or other people. Circle Up with Numbers Materials: Sets of numbered cards. You need several more cards than the number of people you have in the group. Set-up: Have group stand in a circle. Remove a few cards at random. Pass out cards face down, so no one sees what is on them. For groups of 20 or more, create 1 circle for every 10 to 12 people. Group Task: For the group to arrange themselves in chronological order based on their cards as quickly as they can, while remaining in the circle shape. Venture Out Activities 11 Brief: When facilitator says go, turn cards over and arrange people in chronological order. When are finished, yell, "done." This will be timed and you are going for the fastest time possible. Once completed, have each person turn their cards over (so you can’t see the numbers) and trade cards with another person (but not someone directly next to them). Trade two more times (3 total). Repeat the same task again. If desired, trade cards three more times. This time, the task is to arrange the group in alphabetical order of the spelling of the number on the cards, remaining in a circle, as before. Variation: This could be done without allowing talking (much harder). Group Juggle Materials: Numerous balls; for metaphorical version- at least 4 different kinds of items. Group Task: Set a challenge for the maximum number of balls group can juggle successfully. Brief: Group passes a ball to everyone in the circle creating a pattern, so that everyone touches it once before anyone touches it twice. Remember whom you are throwing it to. Facilitator adds more balls into the circle. Moonball The group hits beach ball around the group, trying to get as many hits as possible before it touches the ground. Can be done with the Funderbird as well (it is harder). Venture Out Activities 12 Trust Activities Levitation After an individual has been passed around in a trust circle, he/she has the option to be raised up in the air in a prone position and lowered back to the ground. Stop the faller in an upright position. Group collapses the circle into two lines facing each other with faller between them. One person stands directly behind the faller’s back and assumes responsibility for the head and shoulders. (Facilitator should assume this role for at least the first person) As faller leans back, the group slowly lifts faller up to horizontal position. Group then raises faller up as high as the shortest person’s reach (no higher to make sure that everyone is supporting the faller) Group slowly lowers the faller back down until he/she is gently set down on the ground A gentle rocking back and forth motion can add to the floating sensation of the faller. Have everyone remain quiet during the activity, unless a safety issue arises Faller can close their eyes Safety Considerations There is much greater risk in levitation than in a basic trust circle This activity should not be a standard addition to trust circle for all groups Facilitator needs to be confident in assessing that the group is ready for this higher-level trust activity. Mine Field (Similar Activity) Set up: Establish a rectangular boundary area, about 10 feet wide and 15-30 feet long. Place numerous small objects randomly throughout this space (tennis balls work well). Group Task: For each blind person to navigate the obstacle course to reach the other side without touching any of the objects (land mines) Brief: Each person gets a partner and one of them closes eyes or wears a blindfold. The sighted partner must stay outside of the boundary and give verbal directions only. If a person touches a "mine" they must start over. After 1 partner is successful, switch roles. Safety Considerations: Blind participants should move slowly and have "bumpers up" (both hands up in front of them, palms facing forward) to protect them if they bump into someone. Trust Walk Materials: blindfolds Group Task: For sighted partner to safely guide blind partner on the exact path that facilitator walks Briefing: Have group divide into pairs. One of the pair is given a blindfold and asked to put it on. Explain what will happen on the blind trust walk. Venture Out Activities 13 Sighted people are responsible for their blind partner's safety. Let them know they will switch after a while and the sighted folks will be blind then. Safety Considerations: Monitor group to ensure they are being responsible toward safety of blind partners; intervene and stop the activity if appears to be getting out of hand or any individuals are not taking it seriously. Common Stories: Camera story if doing that variation. Options/ Variations: Be creative and safe and have fun with the path and obstacles: vary the difficulty of obstacles with the trust, support, and communication level of the group. Possible obstacles at the course: through spider’s web, walk telephone pole, up onto all aboard platforms, walk along trolleys laid on the ground, etc. For high functioning groups-have them run at the end in an open space. After a short time, continue without talking; usually give them a minute to plan communications. After a short time, continue without touching. Human Camera: Do the walk with eyes closed instead of blindfold. Sighted person chooses objects for blind person (the camera) to take a picture of. Sighted person leads them to it and tells how far away to focus, and how long to “expose” the film (open eyes for 1/2 second or 2 seconds). Common Issues: Trust, support, responsibility for others, communication (verbal and non-verbal), empathy with blind (real or metaphorically), relating experience to other situations where one feels “blind”. Trust Wave Group Task: For each person to walk, jog, or run between the two lines of people. Briefing: Divide the group equally in two and form two straight lines with each person facing someone from the other line. Arms are extended straight out at shoulder height, so that the hands reach the opposing person’s wrists. One person stands at least 10 yards away and can walk, jog, or run between the two lines. Eyes are focused on runner paying attention to judge the runners speed. The people in line raise their arms just before the runner reaches them and then lower them back down just after the runner passes by. Runner needs to try to maintain a constant speed (slowing down is OK, speeding up is not) Safety Considerations: It is a good idea to have the first “runner” walk, as a learning trial. Have the runner and group use communication system before starting- see “Trust Circle”. The faster the runner intends to go, the more distance away from the line necessary for group to judge the speed. Do not start runners a few feet away. Make sure that everyone in the line is paying attention, particularly those in middle or far end (when runners have been hit, it is usually because those folks were not paying attention.) Venture Out Activities 14 Teamwork Tower Activities These group initiatives take place within the base of the Alpine Tower. They are all low to the ground problems, occasionally requiring spotting and few props. The Perimeter Traverse This is an easy one. Simply ask everyone to step up on the large horizontal poles (base rails) and cluster around one of the lower tripod legs. Without touching the ground, or breaking the human chain, they must successfully navigate the base spars. Spot only if you consider it necessary. The Tai Chi Traverse Now it gets harder. Same set up and objective as before, but this time the tripod legs are charged with one million volts of electricity. They must circumnavigate the base rails without going around or touching the tower legs. Instructors must spot the chasm between spar angles carefully. Caution participants about jumping the chasm or straining body parts attempting the span. Spiders Alive This is a good one as an initial “get to know your group” type of fun icebreaker. With everyone spread out along all three base rails, begin juggling a single rubber spider. Emphasize quality tosses and say the name of the person you are tossing it to. Then say your name and “thanks” in return. Slowly add more spiders and see if the group can eventually juggle all five spiders without the spiders or the people touching the ground. This can be done with many types of soft objects. The Prison Shuffle A group of participants, holding hands, stand on separate base rails. The object is for the groups to trade base rails without walking on the ground. Tell them they can’t pass on the inside of their legs. Staff should spot the outside corner where they will more than likely decide to pass. This is another fun one to try without talking. Venture Out Activities 15 Initiative Structure Activities With all low initiatives: ---No running, jumping or throwing--Acid River (The Muse) Materials: (3) 2x6x8 foot boards, 7-9 cinder blocks or small wooden platforms Set up: Arrange 7 -9 blocks in rows(2 blocks, 3 blocks, 2 blocks) in such a way that the boards only reach in straight lines and do not reach diagonally Group Task: To move group safely across “river” to the other side using only the materials (3 boards) without touching the river with any body part or the boards Possible Brief: Your team is on an exploration mission to find a cure for the common cold. You’ve been given information that the cure for the common cold lies in the bark of the Zee Bel O ee tree. Now wandering through the thick jungles of Central Africa, you’ve come upon a grove of the precious trees. To your great dismay, however, the grove of trees lies on the opposite side of a very turbulent river—the Zee Bel O ee River. To make matters worse, a pack of lions is stalking your group. Getting across this river is your objective. Not only will you discover the potential cure for the common cold, you will also escape the jaws of the hungry cats in pursuit. Luckily, for your team, you have found 3 boards to use in your crossing. There are also numerous boulders to help connect your boards. Rules: Your team can not move the boulders. Support blocks (placed under the middle of the boards and used to help prevent the boards from cracking) are “imaginary” and can only be used to keep the planks from bending. The boards can only move in a forward or side to side to side direction—they can not move backwards. The boards can only touch the boulders or other boards. If they touch the river, your group must return to the starting point. No one can step into the river. If this occurs, the group must start over with penalties. Safety Considerations: Be careful that fingers do not get pinched Careful stepping to prevent slipping off the boards Be careful passing boards so they do not hit teammates. Electric Fence Set up: 3-4 posts set in the ground with bungee cord encircling posts. One cord should be about 4 feet high, the other cord should be about 2 feet high. Make sure that there is at least one side of the fence low enough for some of the participants to fit through by stepping over and under the cord. Group Task: For the entire group to travel from inside the fence to outside of the fence (between the cords) without touching the cord or the posts. Rules: Teammates MUST spot each other when individuals are traveling through the fence. NO DIVING OR JUMPING Venture Out Activities 16 If at any time a person touches the cords or the posts, the group must start over. Safety Considerations: Be sure to talk about potential risks (associated with falling) of this activity. Impart the importance of being safe. Do not run this activity if your group will not take it seriously. The Great Aqueduct Briefing: Present the group with two pails. One is full of water and the other is empty. Also, give them ten pieces of rigid, three-foot long, half-round plastic pipe with three-inch width. Challenge them to move the same amount of water from island to island using the following guidelines: Don’t spill a drop. Materials Needed: Ten, three-foot long pieces of rigid, half-round PVC, three inches wide Two plastic pails with pour spouts Water to fill the pail Two initiative boards (2x10x10) A-Frames Materials: (1) A-Frame constructed of 2x4x8s with (3) attached ropes, rope for 2 large rope loops, bucket with balls, blindfold Set up: Create 2 rope circles about 50 feet apart. Place the A-Frame in one of the circles and the bucket of balls in the other Group Task: To recover rock sample (bucket of balls or ball on pedestal—turned over cup—from the highly radioactive volcano and return it safely to the launch site (starting rope circle) Possible Brief: Your team has landed on the moon. Your lunar capsule has broken down and now must be moved manually across the landscape. Rules: Only 1 person may ride the lunar capsule (A-frame) to the volcano site and back. Team must identify a spotter who will ensure the safety of the lunar capsule pilot. The ropes may only touch the capsule at the point where they are already connected. The capsule must be completely inside the rim of the volcano before its pilot can attempt to recover the rock sample. Because the volcano is highly radioactive, the pilot must where eye protection (blindfold) while inside the rim of the volcano. Pilot can not touch rock sample—must carry rock sample by holding pedestal. If pilot steps off the capsule or rock sample falls off its pedestal, the group must start over from the landing site (behind starting line) with penalties. Safety Considerations: Be careful that pilot does not get dropped onto the ground Mohawk Walk/ Multi-line Traverse Materials: 2 ropes with carabineers on end (on hooks in lock box labeled Mohawk Walk) Set-up: Put up ropes on first the pole and across the fourth span- clip carabineers into eye bolts. Venture Out Activities 17 First rope can be hanging (very hard for first person to traverse) or tied across span loosely (moderately hard for first person) or tied across span tightly (easier for first person). Group task: To get group from one end of wire to the other without touching the ground. Brief: Each section is different- some have ropes to use for balance, some section you only have each other for support and balance. Can help support each other, but only if you are on the event- on a cable or pole. Spotters can walk on ground, but can’t help people on event. A fall or touch by a spotter causes penalty: a re-start to beginning, to the last pole, etc. Safety Considerations: Spotting is required for this activity, have spotters on both sides for the first section- quick falls often take place here- and elsewhere if deemed necessary. Spotters should anticipate direction of fall depending on angle of hand rope. Walker may fall forward or backward in an arc - be ready. Be sure spotters keep their hands up; after many attempts at the first section, spotters can become lax and forget about keeping their hands up. Only slow controlled motion is allowed- Do not lunge for the next pole, run, jump, etc. because you could fall and land on pole/cable/bolt. Not far off ground, but serious injury is possible. Caution participants about the potential of splinters from poles. Participants are not allowed to climb up the poles. Common Stories: Indian burial ground - can’t touch the sacred ground. Crossing a deep chasm- there is fog rising out of chasm so eyes are closed while on the wire. High voltage across the space so each person needs to be grounded (i.e. either touching a pole, or touching a person who is touching a pole. Anyone not grounded at any time needs to start over. Customize metaphor: each span represents a different aspect of group’s task, journey, or goal. Surviving the week: Each section can represent a day of the week (5 total) finishing Friday night. Options/Variations: Additional limitations are often used to create more interdependence and less individual focus: Only half of group or certain people (females, those in sneakers, first one to touch it) can touch an aid. Each person can only touch one rope; or two ropes, or three ropes (there are 4 total) A different person has to be the first one across each span. Must close your eyes for certain section (s). The task can be limited to only doing part of the event- typically either the first or the last section (Tension Traverse or a Multi-Line traverse). Common Issues: Support- giving, receiving, asking for help; communication-in small groups, passing on information to those behind you; roles people chose to play; quality- touches, trial and error. Mountain Tops Set up: 3 platforms set up in a line about 8 feet apart. Middle platform should be smaller (so that only 3 people can stand on it comfortably) Venture Out Activities 18 Introduction: Your team is on a mountaineering expedition across the Himalayas. Spring temperatures have warmed the mountainsides to a point where snow and ice are very unstable and the routes impassable. Luckily your team has discovered some boards left behind from an old shelter that you can use to traverse the mountain tops. Group Task: To travel across the summits of the three mountains to safety Rules: Your team can not move the mountain tops. The boards can move back and forth but team members can only move in a forward direction. There must always be 2 teammates on the 2nd platform before other teammates can move on to the 3rd platform (until there are not enough people left). No one can step an empty space (mountain tops need to be fully “bridged”). No Jumping If the boards or teammates touch the unsafe slopes of the mountains (ground space between platforms), your group start over with penalties. Safety Considerations: Be careful that fingers do not get pinched Careful stepping to prevent slipping off the boards Be careful passing boards so they do not hit teammates. Nitro Swing Materials: Swing rope with carabineer Can filled up with water Landing markers of choice (bicycle tire, rope loops, boards, trip wire, etc.) Optional: rope to help retrieve the swing, loop rope to extend swing rope for youth groups, container of water to replace water lost on unsuccessful attempts, platforms for starting and landing (must stay on platform at all times) Set up: Climb up initiative with large staple footholds and attach rope to cable eye. Place container of water on beginning platform Arrange landing area as desired Group Task: To transport group and liquid from platform across open area using the swing rope. Brief: No one can touch ground on other side of the yellow rope boundary: consequences can be individual or entire group restart. No items other than what they brought with them can be used to obtain swing rope. Landing must be inside designated area (on boards, in tire ring, rope loops, across line). If any water is spilled entire group must start over. Safety Considerations: Warn participants about rope burns from sliding hands on rope. Standing or sitting in the loop is easier and safer for those with less upper body strength. Staff should demonstrate these techniques if they seem necessary. * Have at least 1 participant (preferably 2) on each side to assist getting someone’s foot or body in and out of the loop. Venture Out Activities 19 Warn participants to watch out for the "lasso" if such a method is used to get swing. Staff should spot participants who appear likely to have difficulties swinging. Swinger should try to grab above the knot in the rope to avoid dragging the ground. Common Stories: Mission found the fountain of youth, Nitroglycerin, cure for cancer or other disease. Have to get to helicopter pick up pad, across swamp of Piranha fish. Water represents your reputation- don’t “diminish” it. Serum Crossing - deliver a life saving serum to an isolated community in order to prevent the spread of a deadly disease or the extinction of the community. Middle is contaminated with the disease, so if anyone touches, the entire group must return to original position. Those who touched are treated with the serum, which leaves less for the community. Avalanche/ flood wiped out a crossing, must use swing to get home or to go rescue others. Options/Variations: Varying landing area effects task: all land and stand inside 1 rope loop or on 1 platform; multiple landing spaces- people must stay where they land or may move around. Each person gets only 1 (or 2) tries to retrieve the rope and then it is someone else's turn. Have subunits responsible for jobs: getting rope, transporting water, sending/receiving swinger. Allowing the swinger to bump the ground, if using the chasm story it would not be there anyway. The amount of liquid in the can effects the group’s challenge level, more difficult with more liquid. Common Issues: Brainstorming/problem solving; supporting others, quality (spills), trial and error Spider’s Web Materials: Spider’s web and spider (or small object to put on the web) Set-up: Check for tightness of strings; adjust or fix broken sections if necessary. Group Task: To move entire group through web, from one side to other, without touching it (and/or knocking the object off of the web) Brief: Once a body has successfully passed through an opening, that opening is closed. (For large groups you could allow 2 uses of some or all holes.) Holes are only useable if they are surrounded on all sides by string- no over the top, through the side, etc. If participant attempts to go through an opening and touches, it's closed and s/he must start over. Safety Considerations: Spotting is required for this activity. When passing someone, be careful not to drop him/her: support head and shoulders until the participant is back standing on the ground. Inform people about safe lifting techniques to avoid back injuries; do spotting type fall into lifters arms Slow controlled motion when passing people (no throwing); no jumping or diving through. Common Stories: Spider story, windows of opportunity, windows of leadership, stain glass window escape, each hole is product Venture Out Activities 20 TP Shuffle Brief: Entire group gets onto the pole. Find middle of group, half the group faces the other half (both face towards the center) Exchange ends without touching the ground. Safety Considerations: If someone is going to fall off, encourage them to step down rather fall or pull someone else off. Common Stories: 2 tribes from separate cultures meet on a bridge; can’t go back because they would lose face in their cultures. Options/Variations: For youth- try to create a progressive challenge: Have them all walk across the beam individually Pairs walk toward each other from opposite sides and have to pass each other Then, all on pole if desired. Instead of all switch, the 2 people on the ends have to switch ends (less time, but all involved). Put some objects on the ground they can use for additional support, or allow “X” number of touches before a restart. Time the event. Assign a 15 second penalty each time someone touches the ground. Give group a second or even third try to beat their previous time. Each person writes down a positive quality of self, put paper in pocket. Get on pole, rearrange into alphabetical order of quality without talking. Get on and line up by height or other order. Common Issues: Trial and error, leadership, communication, trust, teamwork, demonstration of personal quality The Wall Group Task: To get entire group over the wall Brief: There may be no more than 3 people off the ground at one time Once participant has gone over wall, s/he can spot, but cannot assist. Clothes or props should not be used to make a rope. Sides of wall cannot be used, nor can the cracks between the boards. Anyone stationed at the top to help must have at least one foot on the platform. Safety Considerations: The smallest number of people required of an extremely strong group is twelve. The average group requires more; about sixteen people. Spotting is required whenever someone is not standing on the ground or the wall platform. Climbers are not to use the gaps between boards and staff must intervene if they see this happening. Warn people about not getting in a position in which their head is lower than the rest of their bodyit is difficult to successfully spot someone falling head first. Remind spotters to positions themselves both in back and on sides of climber in a complete 180degree arc around the climber. Venture Out Activities 21 Warn participants about strain on backs when lifting people or when people climb on their backs. Warn people at top about being over zealous and pulling someone up too forcefully over the top; in particular, be aware not to drag tender parts over the top edge of the wall. Tall spotters atop the wall should crouch rather than lean over. This lowers their center of gravity and helps prevent a head-first fall. At the top, the person in the middle should have his/her feet locked against the wall by the two people on her/his sides. Common Stories: Metaphor for overcoming walls (obstacles) in your life. Options/Variations: Each person must come down in the same order of going up. “First up; first down” Explain that a common pattern is for the males to do all of the lifting and pulling; can they find an alternative method that allows everyone to contribute. Limit the number of lifts or assists per person: only helping 2 or 3 people from the ground. For a group that is working well together or has already done the wall, have them attempt it without talking, or with only a couple minutes of talking to plan. Common Issues: Excellent end of the day activity Whale Watch/Balance of Life Set-up: Visually inspect platform to be sure it is secure and centered Group Task: To balance the teeter-totter with the entire group on board. Brief: Instruct everyone to get onto one side of the platform (with it is still resting on the ground). Adjust people until the platform is balanced and stays balanced for 10 seconds. Safety Considerations: Warn participants on the ground not stand under or near the ends of the platform- it will break their feet easily if they get caught under weighted board. No one may stand on the yellow borderline. (This is to lessen the likelihood of people falling off of the platform.) Avoid rapid movements, this will cause platform to rock back and forth quickly. If you do fall off- move away from platform. Common Stories: Whale Watch: The group is boarding a ship to go whale watching. The goal is to have all the passengers board the ship and then maintain a balanced boat for at least 10 seconds. A ground touch means hitting a reef with whatever appropriate consequence your leadership skill deems necessary. Balance of Life: Before doing the event, ask participants to think about balance in their own lives. What aspects are they balancing? How balanced do they feel? Do a round to share these if appropriate. Then do the event, and reflect on how learning relates to balance in their own lives. Options Variations: This activity lends itself to giving the group a progression of several of the variations. For all variations, the goal can be no touches, as few touches as possible, or have the group do some goal setting: How many touches will be acceptable to you as a group? Venture Out Activities 22 Alternate Basic Version: Split the group in half and position each half at opposite ends of platform. Entering only from the middle only (you may not board the whale watch from the side of the boat), the group must all board the ship without allowing any (or the least amount of) ground touches. WHOA (The Whale’s on the Starboard Side): A 50/50 divided group standing on opposite ends attempts to change ends without letting the platform make contact with the ground-or least amount of touches. ‘Hey, Where’s the Whales?’: A group standing all the way around the periphery of the platform attempts to make a 360 degree rotation without letting the platform touch the ground-or least amount of touches. Ballast Beam: With a group standing on the ground at each end of the platform, the participants try to exchange ends with the least number of platform ground touches-or least amount of touches. A platform end is not allowed to be held on the ground at any time. Walking the Plank: With the entire group balanced in the center of the platform, the players attempt to move to the ends of the platform so that everyone is located within 18’ of the ends of the platform. This is attempted, of course, with the least number of touches. Abandon Ship: With the entire group balanced on the platform, everyone must abandon ship without allowing the platform to touch the ground. NOTE: If people leap off the platform, you may encounter sudden movements of the platform resulting in hard impacts with the ground. Advise people of the dangers and monitor closely safety. Sandy’s favorite progression: First version; then one person from each side must switch ends; then one person from both back edges must switch sides; then all exit from the middle. All of this is done with as few touches as possible or the group can set their own goal. Common Issues: Leadership, communication, role in the team, planning, balance Venture Out Activities 23 Portable Initiatives Acid Pour (Toxic Waste, Nuclear Meltdown, Hot Stuff) Materials: Boundary markers, inner tube, lengths of string, plastic container, small metal container, items to fill metal container (water, rocks, or other) Set Up: Fill the smaller metal container with something that can easily be poured out. Set both containers side-by-side inside a small marked off area. Make a larger boundary area with a width longer than 1 string length. Leave inner tube and string set outside of boundary area. Group Task: To empty the contents of the smaller metal container into the larger plastic container. Brief: Your group must neutralize this highly toxic and volatile chemical (in the plastic bucket) by pouring the agent in the can into the bucket. You may use only the materials provided (strings and rubber tube). You may not enter the outside boundary area. Neither container can leave the inside boundary area. Safety Considerations: Monitor blind participants (if using that option). Common Stories: Meltdown in a nuclear power plant and the metal container has the water to cool the reactor Toxic waste or a volatile acid must be neutralized by adding another chemical. The Toxin or acid is eating through its old container and must be put into a new, stronger container. Common Issues: Teamwork, communication, leadership/ followership, creative problem solving Air Crash The Scenario: A small aircraft crashes in the shark infested waters of the Pacific Ocean. There is damage to the aircraft on impact with the water which causes the electronic systems within to be damaged. The resulting radio failure means that no may-day message can be sent. Of the sixteen passengers on the plane there are nine survivors. The location of the crash is approximately one and a half days from the nearest land. The life raft on one side of the airplane can be used, however there is only room for four persons in it. Your group must reach a decision as to which four persons can enter the life raft. You have approximately 30 minutes to reach this decision before the aircraft sinks. The following are the details of the nine survivors. Ace' Browning. Ace was the pilot at the time of the crash and it was his expertise which landed the aircraft in one piece, enabling it to float. 'Ace' received his pilot training and nickname when he was in the Air Force. He is the son of an Air Force-Marshall and a decorated Gulf veteran. He is a keen golfer and collects theatre memorabilia. Recently, there has been some concern amongst his colleagues that he is showing signs of a drinking problem. He is one of a team of volunteer pilots who carry out mercy missions which drop food and medical aid in places of crises. Venture Out Activities 24 Geoff McGraw. Geoff was returning from a medical conference where he gave a paper on "Re-building Facial Features Following Accidents". He is a recent divorcee with four grown up children. At 57 he owns a plastic surgery clinic in California from which he has made a considerable fortune. Geoff has established a charitable program which helps children with facial injuries. His hobbies include collecting vintage cars, deep sea fishing. The Butler family - James, Patience and Prudence 3 James Butler is a 40 year old church minister. He has been a missionary in Papua New Guinea for the past 15 years. He is keen to take up the challenge of a new post in Haiti, but has not discussed the move with his wife, Patience, as he is aware that she is anxious to return to the US and start a career. He is also torn by the wish to spend more time with his two older children. James' hobbies are bridge and fishing. Patience Butler (35) did a lot of voluntary work whilst in Papua New Guinea. She established a youth club which developed skills such as orienteering and home crafts in young people. For many years Patience has wanted to start a career; she has the manuscript of a first book which she intends to take to a publisher. Her book explores issues relating to helping indigenous peoples and their way of life survive the 21st century. She has three children. Prudence Butler. Prudence Butler, an epileptic, was traveling from Papua New Guinea to London with her parents at the time of the accident. She is a very intelligent 10 year old girl and shows great talent at music and languages. She has two siblings, a fourteen year old brother and a 12 year old sister who are both at boarding school in the US. Prudence did not want to take time out of school for this trip but her father felt that it was important that she visit her brother and sister. Donald Heap. Donald Heap is a 45 year old married man with two children. He is an Attorney and currently acts as a conservative member of the US Court of Appeals following a brief, but very public period as Junior Minister in the Department for Defense. Donald resigned from this position because of a scandal involving insider dealing. Donald is a self-made man, having made his fortune in sports clothing. He is an Olympic medalist in track events and used his world-wide reputation as a sportsman in marketing his goods. His hobbies include sailing, squash and growing hothouse orchids. Sam Comfort. Sam is a 29 year old nurse and a member of Greenpeace. He abandoned plans to marry three years ago and took up a post as Nursing Officer at an Antarctic research station where he carried out work on hypothermia. He got on very well with the rest of the team at the research station and would like to renew his contract and return there. Sam is a very gifted musician, he plays the violin and enjoys swimming and badminton. Professor Mu Chado. Professor Chado has been Professor of Microbiology at Harvard University for the past 10 years. He has developed an antibody to the HIV virus that has proved successful in combating illness in experimental animals. He is 60 years old and a bachelor. He was physically disabled when he was 30 in a riding accident and has since then been confined to a wheelchair. His hobbies include water color painting. Philippa Lowes-Harrington. Philippa Lowes-Harrington is a Performance Director in the energy industry. She is a 50 year old married woman with no children. Philippa spent 12 years in the Army and retired at the age of 30 at the rank of Captain. Her hobbies include skiing and collecting objet d'art. She has been involved in negotiations where the Victoria and Albert Museum acquired a number of valuable pieces of British art from Japan and the United States. Currently, she is the Chair of a working group which is considering how art may be used to improve inner-city environments. Philippa has recently been diagnosed as HIV positive. Venture Out Activities 25 All Aboard Set up: Place the platforms in a level area so that the larger sized platforms cover the smaller platforms. Group task: To get the entire group off of the ground for a specified time Brief: Get entire group off of the ground (no one touching ground) for specified time (usually 510 seconds or the length of one verse or song) Start counting when all feet are off ground Safety Considerations: Do not use "pig pile" technique (stacking participants horizontally). Warn group to step down instead of falling on top of each other. Do not allow participants to get on top of each other’s shoulders. Balloon Tower Materials: 1 bag of balloons, 1 roll of masking tape. Set-up: Activity may be performed inside or outside, however, if outside is chosen wind can make this activity highly difficult. Group Task: Build the tallest balloon tower possible. Brief: Group can be divided into sub-groups to create competition if consistent with group goals. Establish time limit for completion of task. Group may only use materials provided. Tower must be able to stand on its own at the end of time period for at least 30 seconds or whatever amount of time designated by facilitator. Safety Considerations: Encourage group to share task of inflating balloons to avoid hyperventilation by individual group members. Warn group that balloon material is difficult to dislodge from the esophagus and encourage participants to use caution when inflating balloons. Common Issues: Cooperation, creativity, problem solving. Bull Ring Materials: Tennis ball, ball stand, and ring with colored strings attached. Set-up: Lay down stand, place ring over stand, and put ball on stand, spread out the strings. Arrange obstacle course (around a trash can; between two objects such as trees, poles, chairs or a doorway; up/down stairs or over a table or chairs, etc.) Group Task: To transport the tennis ball and move through obstacle course and return to pole. Brief: Without dropping it, transport the tennis ball around/ through certain obstacles and replace the tennis ball on the pole. Venture Out Activities 26 Can only hold the end of the strings. No one may touch the tennis ball. If the ball falls, start over (back one obstacle, have goal of fewest possible touches, etc.) Safety Considerations: Be aware for participants walking backwards, sideways, etc., as they may not be able to see all potential hazards as they move. Use standard precautions for blindfolded participants if using that variation. Catapult Materials: 9 square wooden rods with holes drilled, Camouflage bag with threaded rod, washers, wing nuts, nuts, bungee cord, Blue container with lid, Tennis ball or egg to launch, Protection materials for Egg Drop (straws, tape, other if desired) Set-up: Provide group with above materials. Group Task: To launch an egg twenty feet without breaking it; (construct a catapult capable of launching and construct protection system for the egg.) Brief: Using the provided materials and no others, your task is to ... (above). Safety Considerations: Require OSHA inspection before bungee can be put in place: swing arm must be stable, and people out of way and prepared to avoid pinched fingers or getting hit by catapult. (The arm can swing quickly with great force) Ask group to do an OSHA inspection before each practice or test launch- anytime swing arm is moving. Common Stories: Engineers contracted to design ... similar to egg drop story. Options/Variations: This is a long activity- allow at least 2 hours to complete. Use tennis ball instead of egg. Must launch it twenty feet and catch it, or just launch certain distance. Common Issues: Communication, leadership/followership, complex problem solving, management of multiple tasks Corporate Connection (Toss It): Materials: 8 buckets (2 designated as red, 2 as blue, 2 as green, 2 as yellow). Many balls in colors corresponding to colors of buckets. 4 long ropes to mark boundaries. Set-up: Divide group into 4 teams- Red, Blue, Green, Yellow. Stand behind boundary with your color balls. Group Task: For each team to score as many points as possible. Brief: Group designates each person a "thrower" or a "retriever". Participants receive 5 points for each ball that lands in close bucket, 10 points for each ball that lands in far bucket. Balls may only be thrown from behind the boundary line by people designated as throwers. Venture Out Activities 27 Balls may not contact anything else once thrown by a thrower (i.e. retrievers) Throwers must remain behind line. Retrievers must stay inside the middle, may only retrieve the balls for the throwers. If a ball contacts a retriever, it must return to a thrower without being counted. Retrievers may take balls out of buckets to return them to throwers, but they may not move the buckets nor pick them up to empty them. Group will have a round of 2 minutes duration to score points. Use facilitators to count score (1 per subgroup) and post it after each round on newsprint on wall. Encourage them to think of how they could cooperate to score more points. Safety Considerations: Only use soft light balls for this activity Common Issues: Competition vs. cooperation Cube The Cube is a cube of PVC tubing and connectors that, when carefully balanced in the custom stand, provides a web initiative that requires teamwork to accomplish. Group Task: for each member of the team to pass through the cube, with the help of other team members, without tipping the cube over. Safety Considerations: All participants passing through the cube must be in contact with at least one other person at all times (this discourages acrobatic leaps through the web, and encourages better spotting, and more contact between participants). Each person should identify one side of the cube to enter, and a different face to exit. After successfully completing this path, this path becomes closed, and other participants will need to identify other faces to enter and leave the cube. With 6 faces, and five possible exits for each entry location, a total of 30 different paths are possible. Variations: Using The Cube without the customized stand (i.e. sitting flat on the floor), The Cube becomes a modern day version of the 1950's challenge of stuffing phone booths (or Volkswagens). The object here is to fit the maximum number of team members within the perimeter of the cube (imagine a large cardboard box). This activity requires a real commitment from the team, and the careful placement of team members so that everyone can fit into the space available. We call this initiative All Inboard. The next activity uses just one face of the Cube (see illustration), for a PVC version of All Inboard. The goal here is for the entire team to stand within the perimeter of the PVC frame, long enough to sing one verse of Row, row, row your Boat." You can assemble a shape that is approximately 22 inches square, or a 22 x 44 inch rectangle, or a 44-inch square, or even a 66inch square (for those really large teams). Discourse Materials: (3) fisher price ring towers Set up: Space the (3) towers at least 15 feet apart. Put all the rings on one of the towers. Group Task: To restack the rings in the same order (largest to smallest in ascending order) on the third pillar. Rules: Venture Out Activities 28 All group members must participate (this is accomplished by establishing a rotating order of group members) Only one ring can be in motion (lifted off any of the towers) at any one time A large ring can never be stacked on top of a small ring No talking The Egg Drop Set-up: Divide group into groups of 3-5. Each group gets 1 raw egg, 30" of masking tape and 20 plastic straws. Group Task: To design and build a delivery system that will protect a raw egg dropped from a height of 8 feet. Brief: Using only the provided materials, each group must build a protection system for their egg. They have 15 minutes to plan, during which they may not physically connect any pieces. They have 5 minutes to construct their system. After time is up, facilitator drops the eggs, one at a time. Safety Considerations: If done indoors, lay down a large piece of plastic to protect the floor. Gridlock Materials: Several long lengths of rope or flat webbing, or, a bed sheet and a marker, or, a role of masking tape and a linoleum floor. Set up: Create a grid or checkerboard pattern with each square measuring approximately 12” x 12”. Group Task: To recreate a pattern on the grid, which the facilitator has drawn on a piece of paper, without the group having the opportunity to see the facilitator’s rendering. Brief: To determine the correct path on the grid concocted by the facilitator. The group is allowed to let one participant move as far as they can until they make an error. New participant takes over the journey, and attempts to make a better choice at the site of the last error. Allow the group a few minutes to plan before the activity begins. Safety Considerations: No jumping from square to square is required to complete the pattern. Helium Stick/Hoop Materials: 1 long aluminum tent pole or Hula-hoop Set up: Participants are placed in two lines, face-to-face, or in a circle for the hoop version. Next, everyone holds up one hand, and allows the object to rest on their index finger. Always start by placing the object on fingers positioned at shoulder height of shortest person (they will need many tries, so this establishes a starting line each time. If they come up with the idea themselves, they can get down on the ground instead of standing, making "shoulder" height much closer to the ground. Venture Out Activities 29 Group Task: for the entire group to lower the object to the ground, without any team member losing contact. Fingers may only contact the bottom of the object- no one may put a thumb, finger, or anything else on the top of it. What typically happens is that many teams actually end up raising the object, rather than lowering it, and this unusual behavior leads to some interesting debriefing when groups discuss their "mission" and how they might actually act in a manner opposite to their goals. Discussion of their initial perception of the ease of the task is also useful. Safety Considerations: Monitor the group. Sometimes a frustrated person can send the pole flying and there is a risk that the people on the ends could get hit with the pole. It is advised to use this activity early in the session to avoid ending on failure should the group become TOO frustrated. Insanity Materials: Hula-hoops and multiple objects (like balls from a group juggle bag) Set up: One hula-hoop in the center of the area, 3-4 others spread out around it, approximately 15 feet away. Put numerous props into the center hoop (more than 1 per person). Divide the group into 3-4 subgroups (3-5 people per group). Each one stands by an outer hoop. Group Task: Get all of the objects into your circle in the time provided (30-60 seconds). Brief: Each person can only carry 1 object at a time As you move an object, it must remain in your possession (no throwing them) Groups may not guard objects or block others from moving them (even in their own hoop). Safety Considerations: No running Tips: Ask everyone if they understand the goal- repeat as necessary. After each time, ask, “Did everyone achieve the goal”. Key Punch Materials: 2 Ropes for boundary markers, cards numbered 1 to 30. Set up: Lay rope in circle, lay cards down face up spread randomly in the circle. Place rope 15-20 feet away as boundary line. Group Task: Touch numbers in numerical order as fast as possible (or set a time that they have to beat). Brief: Plan from a distance - then move to line. Time starts as soon as the team crosses the starting line Only 1 person allowed in the circle at a time. Can redo 2 or 3 times Safety Considerations: This is a high speed activity. It is best if the team has stretched out before running. Warn participants of slipping and falling—on grass outdoors, on floors indoors. If it is hot outdoors, you may want to limit the number of attempts the group makes. Venture Out Activities 30 Lets Have a Meeting Materials: 3 puzzles—especially ones that look similar Set up: Mix up the pieces of the puzzles so that each team has an equal number of pieces from the 3 different puzzles Group Task: To complete 3 puzzles Brief: Each team may only work on their puzzle and may not look at the progress of the other teams’ puzzles Teams may exchange puzzle pieces if they find they do not have all of the pieces they need to complete their puzzle Puzzle pieces can only be exchanged by calling and attending meetings Anyone may call a meeting by simply calling out, “Lets have a meeting!” When a meeting is called, each group must send a representative to the designated meeting place (somewhere away from each of the teams) within a designated amount of time (around 8-10 seconds). The meeting begins only when all representatives are present and ends when all representatives leave at the same time. Meeting attendees may not talk Each representative MUST bring three pieces to the meeting and leave the meeting with three pieces. Representatives must rotate turns with team members for every meeting Meetings can be cancelled if the rules are broken-(not getting to the meeting on time, no rotation, etc.) Possible Outcomes: To expose groups to the difficulties of sharing a common goal To expose groups to competition and cooperation To present groups with communication challenges Magic Carpet Materials: 1-2 “carpets” (plastic tarps) Set up: Lay carpets out flat, close by each other but not touching. Group Task: For the entire group to stand on one carpet and flip it over without falling off. Brief: Without touching the ground, everyone must end up standing on the opposite side of the carpet. Safety Considerations: Watch out for the domino effect of everyone falling on top of each other. It can be required that participant’s feet always touch the carpet to avoid the use of piggy-backing or other balance issues. Pipeline Materials: One PVC pipe section per person, one or more marbles (or other objects: ball bearings, ping pong ball, golf ball, etc.) Venture Out Activities 31 Set up: Lay out tubes in a pile and have target in place (bucket, cup, trash can, etc.) Group Task: To transport the marble(s) into the bucket Brief: Each person can only touch his/her own pipe No one may move their feet while a marble is touching their pipe The marbles may not come into contact with anything but the tubes and the final container The group must rotate in such a way that once the marble rolls through a person’s pipe, it cannot roll through that same person’s pipe until the rest of the group has received it Safety Considerations: PVC pipe can become a weapon with immature groups or participants. Very Hard Options Have final container be up a flight of stairs Pipes cannot touch other pipes Mark the ends of tubes with color code- can only touch another tube of the same color Move water- have to fill a cup up to a certain level Object cannot stop or move backwards Swiss Skis (Australian Trolleys) Materials: (2) 4x4x10s with short ropes attached through the boards every 2 feet, penalty cards (cards with stated challenges like—no talking, person is blindfolded, etc.) Set up: Place the (2) “skis” behind a starting line. Establish a finish line about 50-100 feet away. Group Task: To “team ski” from the start to the finish without falling off the “skis” Rules: Your team must stay on the skis (feet on the 4x4’s) and walk with them across the course. If anyone falls off the skis, your team must start over or draw a card and perform the action stated on that card. Possible Brief and Variation: You are on the Swiss ski relay team competing for the Gold Cup National award. It’s a big deal in the snow covered North Country. The relay works like this: half your team starts at one end of the course; the other half starts at the other end. The first team takes off using the skis and crosses the course. When both skis are completely over the line, the second team takes over and races back. The event is over when the second team has driven the skis completely over the starting line. Safety Considerations: Be careful if falling off the skis. There is a high probability of pulling over the whole team in a domino effect. Traffic Jam Materials: Markers (paper or carpet squares); one more than group size. Set-up: Place markers in a straight line, with several inches between each one. Group Task: To switch sides according to the specific rules for "legal" movement. Venture Out Activities 32 Brief: Have each person stand on one marker: middle marker should be empty and two groups should be facing each other. The following are the only legal moves: Forward 1 space onto an empty marker Around one person who is facing you into an empty space. Anytime there is an illegal move, the group must return to starting position and try again Venture Out Activities 33