http://waisanen.us Document1 GAMES, INITIATIVES & ACTIVITIES For Experiential Education 2014-03-09 Table of Contents Background ................................................................................................................................................................2 Games .........................................................................................................................................................................3 Story Lines ...............................................................................................................................................................26 Story Line Sources & Resources: .........................................................................................................................29 Resources..................................................................................................................................................................30 Tips for Facilitators: .................................................................................................................................................32 Games, Initiatives & Activities Index For Experiential Education ..........................................................................33 Listed Alphabetically............................................................................................................................................33 Listed Alphabetically By Type .............................................................................................................................35 Listed Alphabetically By Purpose/Goal ...............................................................................................................37 Games, Initiatives & Activities Analysis For Experiential Education At Camp WB Snyder and Goshen Scout Reservation ...............................................................................................................................................................39 Revised 2014-03-09 Page 1 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Background Though Baden-Powell did not say “Scouting is games with a purpose”, that is one way to view the Scouting program. Non-traditional games—games with potential “win-win” goals—are very important tools of Project COPE. These type of games are ideal for enabling two levels of purpose to each game, the stated purpose (the goal presented by the facilitator) and the underlying purpose (the objective(s) desired by the facilitator). An example of a stated purpose would be the goal of the game; “Get a maximum number of balls in a goal.” An example of a desired objective is for the team to begin a challenge with a planning strategy (e.g., ask if anyone has done the challenge before, ensure everyone is clear on a single definition of the objective, and ensure communication is effective). The following are non-traditional games collected and edited by Howie Lieberman, member of the North East Region (NER) COPE and Climbing Task Force. The collection has been adapted to support the COPE and Climbing/Rappelling programs of the National Capital Area Council (NCAC) by members of the NCAC COPE and Climbing Committee. The list is dynamic and may contain typographical and other errors. For example, the phrase “storyline available” was inherited from the original list, but the list was lost. The reference is being retained in expectation (hope) of regenerating storylines. This document is a work in progress. The following are examples of what is needed. Please add to the list (or participate in fixing the need): 1. Concise statement of safety considerations for each game. What are groups likely to do that could result in risk, based on experience with the types of people in the NCAC region, and how can we mitigate that risk? For example, games that call for participants to run to a single spot, and then compete for next spots can result in collisions. Suggestion: make the single spot relatively large or impede the participants (e.g., must hold one ankle when moving; reduce the distance from the single spot to the final spots). 2. A “short list” of games. Of the hundreds of games, which have proven to be superior at achieving the intended objective (assessing, facilitating a transition from one stage up to the next)? 3. A “short stack” of games. Beginning facilitators are requesting a more useful format, 3”x5” hardcopy. For example, one side would have game name, applicable group stage(s), goal, game set up, safety concerns, and learning objective. The other side would have suggested facilitation questions based on the group stage (current and next). Groups in “forming” would be encouraged to reflect on evidence they were forming and indications of transitioning to (or performing in) “storming”. 4. Concise discussion of objectives. The matrix at the end of the descriptions is a start. What is needed is the “why” the purpose and objectives are what they are. 5. Adapting the list to mobile devices. Most NCAC facilitators are proficient users of smart phones and similar mobile computing. A “mobilized” list—a listing suitable for storing on a smart phone or tablet—would enable facilitators to refresh their recollection “just in time”. 6. Story lines: When a facilitation session has a story line, the participants have an opportunity to have a greater focus which can result in a richer experience. For the NCAC area, story lines help expose the hypercompetitive participants, particularly those who must have established rules and clearly stated, objective metrics. Questions and suggestions should be sent to the NCAC Committee Chairman, Tony Waisanen (COPE@waisanen.us). Revised 2014-03-09 Page 2 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Games The following list of games is in no particular order; the numbering is provided solely for reference purpose. When possible, alternative names of games are included. 1. TOSS-A-NAME GAME Equipment: Several balls or rubber chickens Directions: Have the players form a circle. The first player starts by saying his/her name, and then tosses the ball to another person on the circle. The second person says "Thank you Bill" (or whatever the name of the previous person is), and then states his/her name. The second person then throws the ball to a third player on the circle, and so on, until everyone has had a chance to catch the ball and state his/her name. Variations: (a) Expand and contract the circle shouting names. (b) Add a different colored ball or rubber chicken, which must go in reverse order. (c) In addition to having the participants state his/, ask about other things they have done or are involved in (i.e. activities, sports, hobbies, travel, colors, music, food, heroes, school, where the live, occupation, etc.) (d) Good segue into WARP SPEED (#9) or GROUP JUGGLE (#52) 2. WARM-UP (no props) Directions: This does not have to be very physical, but should stretch leg, arm, back & neck muscles. Mrs. O'Grady Variation: Players form a circle, leader starts off saying, "Mary (or whomever) did you hear what happen to Mrs. O'Grady?" "No, what happened to Mrs. O’Grady (or whomever)?" "She wanted to become a games/COPE facilitator (or something else)." "How did she do that?" "She did that by (do any stretching exercise) a neck roll" Keep on doing the exercise for 10 seconds, and then keep going in sequence until everyone has had a turn. 3. TRIANGLE TAG (no props) Directions: Set up 4 players to a group...3 people in each group hold hands to form a triangle. The fourth person is "it" and one of the other three is the "runner." The other two people help keep the runner from being tagged. (Note: (1) the three people forming the triangle must be facing each other; (2) the “it” cannot tag across the triangle…only from the outside; (3) if doing this indoors on a smooth surface, make sure the players are wearing rubber soled shoes. This is a very active game where the “triangle” spins very rapidly). 4. LINE-UPS (no props) Directions: Have the group stand on a line (tape, rope or painted) in a single line shoulder to shoulder. The participants are to arrange themselves according to (1) month and day of their birth date without speaking (no noise of any kind) and with one foot on the line at all times; (2) height (mute and blindfolded); (3) assign a number to each person after blindfolding them and have them line-up in order without speaking; (4) blindfold each participant and give them the name of an insect or animal. Then have them form a line starting with the smallest and ending with the largest...no talking allowed but they can make the sound of their insect or animal (i.e. buzz, caw, moo, cluck, etc.) Other possibilities: you may want to split very large groups into smaller groups, or allow the participants to move freely where both feet can be move off the line you can decrease the length game with a smaller group and with fewer restrictions, and vice versa 5. MAIL CALL / “I’VE GOT A MISSION” Equipment: Spot Markers; 1 for each player & 1 in the center of the circle (recommend a small hula hoop or raccoon circle for center) Directions: Have the players stand in a circle on a marker with one player in the middle. The person in the middle says, "I have mail for anyone who... (something that is true of that person and at least one other person) ... is wearing white sneakers.” Everyone who is wearing white sneakers must leave their place (marker) in the circle and find another marker on the circle -- this includes the person in the middle. Everyone who moves must find another marker to step on. The person, who does not make it to a spot marker, becomes the next person in the middle. Some other mail call ideas: colors, eyes, hair, clothing, shoes, belts, hats, wrist watch, eyeglasses, never yelled at their mother, took a shower in the last week, is wearing underwear (every one moves on the underwear and the shower!), Revised 2014-03-09 Page 3 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 likes pizza, hates liver, etc. Keep it simple…you should be able to see whatever you are calling or be make sure there’s a very high probability that what you are calling is going to true of at least one person in the group. Safety concerns: Stay upright, avoid bumping, and tap the center with one foot (no hands!) Variations: “I’ve Got a Mission”: questions are based on what the person in the center wants to do, what they have done, or would like to do. Anyone who is in the center twice may opt to trade places with another. 6. MOON BALL aka WORLD BALL (when using larger globe shaped ball) Equipment: Beach Ball (or larger World Ball) Directions: Scatter the players in a fairly small area. The object is for the participants to keep the ball in the air as long as possible without the ball hitting the ground. Note: Players may not use their feet to kick the ball. Use hands, heads, shoulders, & elbows only. Rules: (1) No player may hit the ball twice in a row. (2) Count one point for each hit. Ask the group to set a goal. Was it easy or difficult? Why? Variations: Right or left hand only, or in a particular succession (i.e. 1-2-3-4-5-6-7-8-9-10…) 7. TOUCH MY CAN Equipment: Coffee, Soda and Small Juice Cans & Plastic Pill Container Directions: Form a group of about 10-15 players. Ask the players to make physical contact with an empty can without making contact with one another. At least one person's nose must touch the can. Start with a larger can (i.e. coffee can) first, and then use decreasingly smaller cans (i.e. soda, small juice can, pill container, etc.) to increase the challenge! 8. EVERYBODY'S IT (no props) Directions: When the game starts everyone is "it", and tries to tag everyone else. If you're tagged you are out, and must go the ground on one knee…fastest tag game in the world! Note: keep the group within fairly tight boundaries; otherwise the game will last forever! Variation: When tagged you go to the ground on one knee, and if you can tag someone without moving from that spot, you are revived, and the tagged person must go down on one knee, and so on, until one person is left or time is called. This version is very fast and can go on for a long time. 9. WARP SPEED (Story line available) Equipment: One three-inch foam or fleece ball & a Stopwatch Directions: Form the players in a circle. One player throws the ball to another person in the circle (keep one hand raised until you catch a ball), and so on, until everyone has caught a ball. Ask everyone to remember the pattern (sequence). Go through the pattern a second time. Now, on the third try, time the sequence to establish a “world record” for the group. The challenge is to set a new world record. (Are there any other ways this can be done faster?) WARP SPEED can be used in conjunction with TOSS-A-GAME (#1) 10. BEACHBALL SOCCER (aka ANTI-SOCCER) Equipment: Beach Ball Directions: Same rules as soccer (the number of players can vary), except only hands or elbows can be used to hit the ball. Use a gym wall as a goal indoors or “over a line” (boundary) outdoors. A 16" to 24” beach ball is the ideal size. 11. TRAFFIC JAM* (Story line available) Equipment: Spot Markers Directions: Place the spot markers in a straight line using 1 spot marker for each participant plus one extra spot marker. To begin, one group stands on the places to the left of the middle spot marker, the other group stands to the right. Both groups face the middle unoccupied marker. Using the following moves the players on the left side must end up in the places on the right side and vice versa. Illegal moves: (a) A player may not move backwards (b) A player may not move around someone facing the same direction as he/she is. (c) Any move which involves two persons moving at the same time. Legal moves: (a) A player may move into an empty space in front of him/her. (b) A player may move around a person who is facing him/her into an empty spot. * Not recommended for younger children. Revised 2014-03-09 Page 4 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Solution: Image that each of the spot markers are numbered from 1 to 11 (for 10 participants). If the first person moves into an even spot marker his/her teammates should move only into even spot markers. The participants going in the opposite direction should move only into odd numbered spot markers. (Note: The players on both sides are initially lined up front to back. Once a player makes a move, none of them should be front to back until the entire team has reached the spot markers on the opposite side. As soon as two players from the same side end up front to back, there's a "traffic jam!" Variations: Give numbered cards to participants, even numbers on one side, odd on the other, to help keep order (allows turning around). 12. DOLLAR JUMP (aka BUCK JUMP)* Equipment: One-dollar bill Directions: Place the dollar on the ground. The challenge is to jump over the dollar lengthwise while touching the fingers on both hands to the toes (top of the shoes) on both feet (wrapping fingers around the shoe is not permitted…touching the toe tips only!) Variations: (1) Use two-dollar bills end-to-end (more challenging). (2) Jump backwards over the dollar bill (more challenging). * Great for younger children! 13. SWAT Equipment: Foam sword, ½ of a pool noodle or rolled-up newspaper. + spot markers Directions: Have the players stand in a circle. The player on the center spot marker has a "sword". The player in the middle runs toward the circle and swats (below the knees) one of the players on the circle. The tagged person chases the "it" back toward the middle of the circle. The "it" runs to the center of the circle, and quickly places the sword on a marker. He/she then runs for the empty space on the circle. The tagged player picks up the sword, and tries to tag the "it" before he/she reaches an empty marker on the circle. If a successful tag is made, repeat the sequence with a new "it". If tagged before reaching the empty spot marker, you must return to the center spot marker. (Note: Tags above the knees are illegal) 14. HUMAN KNOT (aka TANGLED KNOT) (no props) (Story line available) Directions: Have a group of 6-10 players form a tight circle. Hold out your right hand, and grab the right hand of someone across the circle. Next do the same with the left hands, so that each person is holding two different hands. Note: The larger the group, the more difficult it becomes to solve the challenge) Note: If the players are having trouble, "Magic Wind" can be called upon to help a group that is stuck by breaking a hand connection once during the course of the game. Let the group make the decision to call the “Magic Wind.” Also, if you are working with “at-risk youth”, coed group, or a more mature group, you can use 30”- 36” lengths or rope or webbing to decrease the personal space (contact) of the participants. Challenge: Untangle the "knot" without breaking hand contact...hands can be moved (i.e. turned or rotated), but contact should not be broken. 15. BLOB TAG (aka ADD-ON or TUSKER TAG) (no props*) Equipment: *Foam Sword (optional with Tusker Tag) Established play area (Boundaries) Directions: One person is "it". He/she tags a person who then joins by holding hands to tag a third person. This person again joins by holding hands and so on until everyone is tagged. Only outside hands (free) can do the tagging. Variations: (a) Start as pairs and have the entire group in pairs. (b) Use two foam swords (tusks aka Tusker Tag) to tag (c) Someone on the line (blob) yells “Tally Ho” allowing the participants to momentarily break into pairs, reverse direction, and immediately reform as the blob. 16. MAGIC STICKS (aka HANDS DOWN) Equipment: 10 pencils, dowels or sticks Directions: While in a kneeling position, place the pencils in a random or geometric pattern. Make sure that the players can clearly see the pencils. Tell the players that you will be thinking of a number from 1 to 10, and the answer should be very obvious. See whether they can guess the answer. The answer is in your fingers placed near Revised 2014-03-09 Page 5 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 the "sticks", not in the “sticks” themselves. In the first round, keeps your fingers close to your knees. In each subsequent round, move your fingers a little closer to the pencils (or sticks). Ask the participants who figure it out not to give the secret away until the end of the game. 17. QUAIL SHOOTER'S DELIGHT (aka PHONES & FAXES) Equipment: 1 ball, deck ring, rubber chicken, etc. for each participant Directions: Ask 1 player to stand in the middle of a 30' circle formed by the other with players (for larger groups add an additional player in the middle). The number of people in the middle will vary with the number of players (1:8 to 1:12 ratio is a good average). On the count of 1-2-3 everyone lofts (throw underhand) the objects simultaneously toward the "targets" in the center. Objects should be thrown up in the air (at least 10’) so they "rain down" on the player(s) in the center of the circle…do not throw the props directly at the player(s)! The player(s) attempt to see how many of the falling objects they can catch. Switch the player(s) in each round, and go for a "world record." This game is basically programmed failure (this can lead to a good discussion about success and failure, and what we learn from our failures). What were the results when the players in the center tried to grab all the props? What happened when they focused on only a few props? 18. ROPE JOUSTING Equipment: 50' - 60' rope and 2 small, low platforms or spot markers. Directions: Set platforms about 25' apart and have participants stand on the platforms holding the rope so that each has an equal amount of excess rope behind them. The object is to cause your opponent either step off the platform, loose or run out of rope. Depending on the size of the platform, several people can play. Platforms should be no more 1"- 3" high. A 1/2" soft nylon rope works best. Use spotters behind the participant(s) and leather-palmed gloves to help prevent rope burns (Note: This is more a game of strategy than strength). 19. ALL SCREWED UP (Story line available) Equipment: One 24" to 48” x 1/2" threaded rod + a 1/2"hex nut for each participant. Directions: Break into groups of 4 - 6 participants. Give the group a threaded rod and a nut for each participant. The object is for the group to get all the nuts to the other end of the rod A.S.A.P. This can be done as a timed event or competition. 20. STEPPING STONES (aka ALLIGATOR ALLEY) (Story line available) Equipment: Spot Markers Directions: To go from point "A" to point "B" using spot markers to get there. Use 1 marker less than the number of participants. Rules: Once physical contact has been made with a spot marker, it may not be broken. If contact is lost, the Evil Wind will take the spot marker away. Markers may only go forward, not in reverse. Remember, the stepping stones are used stepping, not sliding or throwing, however, they may be lifted and used more than once! Also, spot markers may be shared by more than one participant as long as a least half their foot is on the marker. Set the boundaries far enough apart so that markers must be used more than once. Use a story theme with this one…be creative! 21. GROUP JUMP ROPE (aka COMMUNITY JUMP ROPE) (Story line available) Equipment: 30'-50', 1/2" nylon rope or 1” webbing. Directions: Break into groups of 5-8 players. First allow each person 2-4 reps of jumping alone. Then line the group up and try a group jump. Allow for time for planning, problem solving and communication when the group has difficulty in succeeding. Variations: (a) Allow participants to run through the rope alone or in pairs (b) Everyone must get through or the entire group starts all over...team approach. 22. DRAGON'S TAIL Equipment: 1 Bandanna per player Directions: This is a tag game. Everyone puts a bandanna in his/her left pocket, or behind one’s belt so that at least 2/3 of the bandanna is visible to the other players. The object is to take someone else's "tail" while protecting yours. You may grab for tails while you have your own. The last person or team with a "tail" is the winner of that round. In the next round, pair up two players…one person in front of the other. The person in the rear wears a tail, and the person in the front tries to grab the tail of another pair. Only the “head” can grab another dragon’s tail. The players Revised 2014-03-09 Page 6 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 in the middle place their hands on the players in front of them. Next try it in groups of 3, 4, 5, 6, etc. For the last round form one big dragon. The objective is still the same; one person grabs the last “tail”. What’s different about the last round? Answer: the first several rounds are COMPETITIVE in nature…the final round is COOPERATIVE (the “head” grabs the one and only “tail”). This should lead into an interesting reflection about when one needs to be competitive, and when one needs to be cooperative. This is a very active game. 23. UP CHUCK (aka BARF BALL) Equipment: 1 ball for each player Directions: On a signal each player must throw their ball at least 10' high, and catch a ball other than the one you threw. Leave all balls not caught on the ground to be counted...this is your negative score. The negative score provides a goal to shoot for in order to improve your score in the next round(s). 24. BLINDFOLD SQUARE Equipment: 50" - 60" Rope Directions: Blindfold each participant. Tie both ends of the rope together, have each participant grab the rope with at least one hand (okay to use both hands). Have the group form a square without taking their hand(s) off the rope. Ask the players to remove their blindfolds when they think they have completed the challenge! Give the team some time to plan, and try it again. Variations: Circle, triangle, rectangle, 5-pointed star, or any geometric shape. This can also be done by holding hands, if rope is not available. 25. BALLOON TROLLEYS {storyline available-see Storylines For Events-Trolleys} Equipment: 1 Balloon for each participant. Directions: Participants line up single file with balloon placed between themselves and the person in front of them. The entire group must cross an expanse without dropping the balloons. Dropped balloons must be replaced without dropping additional balloons. Two people who drop balloons must go to the front or rear and replace the balloons. To increase the challenge, disable some of the players (i.e. mute, blindfold, reverse the direction (facing backward) of some players, etc. This is a “portable” version of the 10’ trolleys. 26. CAPTAIN ON DECK (no props) (good with large groups) (Story line available) Directions: People should just be standing around (not in circle or line, etc.). The caller/captain should be in a position where everyone can hear the commands. These are the commands given by the captain: Number of People One person One Person Two people Three people Four people Five people Formation Commands Given By the Captain or Caller Captain on Deck Cannon Ball Man Over board Crow’s Nest Captain's Table Walk the Plank Must salute until “caller” says at ease - if they move for any other command, they are out of game. Quick squat down and say “BOOM” One person squats in front of the other - 2nd person stands behind “squatee” and peers out to sea. Three people stand back to back interlock their elbows - forming a crow’s nest. Four people face each other making a "box" like they are eating at a table - making sounds like pirates eating – “aargh, aargh, aargh” Five people form a straight line front to back If the players move on the CAPTAIN ON DECK command without hearing "at ease", or if there are not enough people to make a formation (i.e. 4 players are needed and there are only 2) those extra people are out of the game and move to the side! This is an elimination game. Don't let the group get too comfortable – the commands should be called at a reasonably fast pace! Variation: The leader calls a number from one to the number of participants. Participants gather in groups of that number. Any who are left out are out of the game. Notice the “winner” is a pair. Alternative: “0” everyone crouches until “0” is said again. Anyone who moves before the second “0” is out. 27. ELBOW TAG (no props) Directions: Works best with at least 10 to 12 participants. Set relatively tight boundaries so players aren’t running all over the place. Pick one player to be the “runner” and one player to be the “it”. Break the rest of the group into pairs (twos) with one right arm and one left arm linked at the elbows. The “it” chases the “runner”. The “runner” can become safe by linking up with any one of the pairs. When this happens the player not linked with the “runner” must Revised 2014-03-09 Page 7 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 immediately break off, and start running as he/she becomes the new “runner”. If the “it” tags the “runner” before reaching a linked pair, the “it” immediately becomes the “runner”, and the “runner” immediately becomes the “it”. The “runner” can link with a pair at any time, and the pairs have to pay attention and break off when the” runner” links up. If you have an odd number of players, let one person be a referee, and later switch him/her into the game. Let another player be the referee for a while. If you have a large group, you may have multiple “runners” and/or multiple “its”. This is a very active game! 28. KEY PUNCH (aka ALPHABET SOUP* when using 26 discs {A-Z} to represent the letters of the alphabet) (Story line available) Kits are available thru www.training-wheels.com for $55 Equipment: Spot Markers numbered from 1 to 30 {or A-Z} + a 50' piece of rope Directions: Make a 14’ diameter circle with the rope. Place the spot makers inside the circle. The spots should be in random order with a somewhat zigzag pattern. The object is to have the participants touch all of the keys in order without touching anything else inside the circle. Each participant should touch as many keys as possible on each try. All participants must touch at least one key. After the key(s) are touched, the participant must jump back outside the circle without touching a key that is not in the proper order or the ground inside the circle If someone misses a spot marker, or steps out of order, the team must start over from the beginning. If time is running short, the participant can retry from the last “missed” key and go forward from that point. * When playing Alphabet Soup, the group can either jump the lettered discs in alphabetical order or spell a spell a particular word(s). 29. ROCK STAR/BODYGUARD Equipment: Two fleece (or foam balls) The players form a circle…the participants forming he circle are the “paparazzi.” Put two players in the middle of the circle…one is the “rock star”, and the second person is the “bodyguard”. Give the two fleece balls to one of the paparazzi (players forming the circle). The object of the game is to have the paparazzi hit the rock star with the fleece balls. The paparazzi can either throw one or two balls at the rock star, or pass one or two of the balls to other paparazzi that may have a better shot at the rock star. The bodyguard’s role is to protect the rock star from getting hit by the fleece balls. When the rock star is hit by a ball, he/she then joins the paparazzi (on the circle), and the paparazzi who hit the rock star becomes the new bodyguard, while the old bodyguard become the new rock star…and so on. 30. POWER BALL (no props) Directions: Have the players form a circle. Let one player active the invisible power ball by shaking it as though he/she was holding a real ball. The player should make a sound (whir, whir, whir or some other sound) while activating the ball…be creative! There are four commands and motions that can be used once the ball is activated. (a) “swoosh”…moves the ball left or right to the next player (use both hands to pass the power ball) (b) “ping”…flat palm of the hand held vertically stops the ball and reverses direction…right palm sends the ball to the left & left palm sends the ball to the right (c) “bump”…hands held together, as though he/she is hitting a volley ball (underhanded). The ball skips the next player, and continues in the same direction. (d) “schwing”…a back-handed pass using the right or left hand. A right-handed pass goes to the left, and a lefthanded pass goes to the right + the ball skips two players, and can either continue in the same direction or change direction depending which hand one uses when he/she receives the power ball. The object of the game is to keep the power ball moving as fast as possible. If a player makes mistake in a command or direction, he/she is out of the game until the next round. 31. AH, SO, KO (no props) (Story line available) Directions: Have the players form a circle. One of the players stars the game by giving the “AH” command. There are four commands: (the commands should be short & deep like a karate command) (a) “ah”…a hand held over the top of one’s head pointing either to the right or left (palm should be facing downward toward the top of one’s head). (b) “so”…a hand is placed under one’s chin pointing either to the right or left (palm should be facing downward). (c) “ko”… the palms of both hands held together with both arms fully extended and pointed at a player across the circle. Revised 2014-03-09 Page 8 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 (d) “no”… the palm of either hand is held flat (vertically with the fingers pointing upward) in order to block a “ko” sending it back across the circle to the player to the player who originally sent it. The arm should be fully extended as though you are pushing the “ko” back to the player who sent it. The object is to keep the game going as fast as you can, using a one of the four commands. If someone misses a command or hesitates more than two seconds, he/she is out of the game until the next round. Note: The “ah” is always followed by a “so”. After the “so” use either an “ah” or “ hai.” The “hai” is Followed by either an “ah” (i.e. accepting the “hai” from the other player) or “no” (rejecting the “hai” which goes back across the circle to the player who sent it). That player then starts with an “ah”, and so on. The commands and hand movements should be very fast as in karate movements. 32. TEXAS HOLD ’EM ? Equipment: a deck of cards (remove the jokers & any other extraneous cards) & a stopwatch Directions: The players can start in a group, circle or line. Give each player 3 to 6 six cards depending on the size of the group. The facilitator keeps one cards out of the deck. This card is not revealed, until the end of the game. The players must not reveal their cards, until they are told to start the game. Once the game starts the players must determine the suit and number (or ace, king, queen or jack) of the missing card (held by the facilitator) in as short a time as possible. Is there a better way to shorten the time? Allow the players to plan before staring subsequent rounds. This can lead to good discussions on communications, teamwork and planning at the end of the game. 33. BARNYARD (no props…blindfold optional) (Story line available) Directions: Gather a group of players in a field or large open space. Assign a particular farm animal (i.e. cow, sheep, chicken, pig, duck, rooster, etc.) to each player. Have the players count off by 1 thru 5 (or 6). Scatter all the players, and have them close their eyes (or blindfold them). Each player must make the sound of their animal (moo, cluck, baa, quack, oink, etc.) in order to join their group. The players must keep making their animal sounds until all the players have found their group. Have a least four spotters available to turn wayward players around toward the general vicinity of their group. Make sure the field is free from rocks, trees, holes and other obstructions. This works great with larger groups. Have a video camera ready to catch the fun! Farm animals: cow (moo); sheep (baa); pig (oink); goat (naa); horse; chicken (cluck); duck (quack); dog (woof); cat (meow); frog (ribbet); rooster (cock-a-doodle-do) 34. STREETS & ALLEYS (aka COPS & ROBBERS) Equipment: a foam sword (or half a pool noodle) or rolled up newspaper for each “cop” Directions: You’ll need a large group for this one…25 to 100+ people and a large open field. Line the players up in rows (i.e. 36 people = 6 rows of 6; 100 people = 10 rows of 10, etc.). Try to make the row as even as possible, if you have 40 people do 6 rows of 6 & 1 row of 4 and so on. Space the players so with their arms raised to shoulder height; their fingertips just barely touch the fingers of the person to their side (STREETS). Once that is done, have the players (with arms still raised to shoulder height) turn 90 degrees to the right, and make sure they are spaced so that their fingertips just touch the players to either side (ALLEYS). Select two players one to be the robber and the other to be the cop. Start in the STREET position. The robber runs up the STREET with the cop with a pool noodle running after the robber. At the end of each row the robber turns into any STREET (e.g. # 2, 3 4, 5 6, etc.) with the robber in pursuit. If the cop gets too close to the robber, the facilitator yells “ALLEYS.” The rest of the players immediately turn 90 degrees to the right. The robber and cop are now separated by an entire row(s). At some point the facilitator will yell “STREETS”, and the player will rotate 90 degrees to the left to form STREETS. If you have a very large group (100+) you can add another set of cops and robbers. The larger the group the better! 35. ALASKAN BASEBALL (aka STRIP THE PIG) Equipment: one rubber chicken or rubber pig (a ball or other object can also be used) Directions: Split the group into two teams about 15’ – 20’ apart from each other. One team (Team A) forms a tight circle with one player on the outside of the circle. The other group (Team B) forms a line (single file…front to back). At the command, the player outside the circle (Team A) throws the rubber chicken as far away as possible from the other team (Team B). The rubber chicken must be readily retrievable (i.e. water, swamps, sticker bushes, poison ivy, treetops, pavilion roofs, etc. are all illegal!). Once the rubber chicken is thrown, the player who threw it starts running around his/her circled teammates as fast as possible. Each revolution around the circle scores a point. At the same time the rubber chicken is thrown, Team B runs to where the chicken has landed, and reforms a single line. The first player passes the rubber chicken under his/her legs; the second player passes it over his/her shoulder repeating the pattern until the last player in the line gets the rubber chicken. At this point, the last player in line yells, Revised 2014-03-09 Page 9 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 “STOP!” (this stops the runner on Team A from scoring additional runs. At the same time, the player on Team B yells, “STOP”, he/she starts the second inning by throwing the rubber chicken as far away from Team A as possible. Team B then forms tight circle with a runner going around their circle, and Team A runs to where the chicken has landed, forms a straight line, and so on!!! Players as many innings as you can! This is a very fast and active game! (Note: This game can lead to a great reflection about what happens when a group transitions from a competitive environment {when the players are alone, or in multiple groups} to a cooperative environment {when the group forms one big dragon in the last round}. How many participants realized that they moved from a competitive to a cooperative situation at the end of the game?) 36. 2B OR NOT 2B (Story line available) Equipment: five pieces of different colored ropes, webbing, shoe laces, belts about 24” t0 36” in length Directions: Tie four of the pieces of rope into separate rings or loops. Take the fifth rope and go through the other four rope loops. Then tie the fifth rope into a loop so all five rope loops are connected together. Scatter the ropes around a bit so it becomes more difficult to see which rope connects the other four loops. The challenge is for the group to come up with a consensus as to which rope is holding the other four ropes together. (The goals are teamwork, communication, planning, problem solving & decision-making). Story line: Your team has been called for a mountain rescue. The equipment has been flown in to assist your efforts, but your climbing ropes have been badly knotted. Since time is limited, you must determine, as a group, which single knot to untie, so that all remaining ropes are unconnected. 37. ENERGIZER (no props) Directions: Set up several groups of 4 players standing behind one another (front to back) with their hands on the shoulders of the person in front of him/her. Participants will change positions base on verbal commands from the facilitator. The commands are as follows: “Change” means the 1st group goes to the rear of the other groups. “Switch” means the 2nd & 3rd groups change places. “Rotate” means everyone turns around. “Move” means everyone moves forward like a train “choo-choo” style. The facilitator calls the commands slowly at first and then speeds them up. The group will have lots of laughs as players get tangled up in the confusion! Variation: use the command “eyes closed”, but eliminate the “move” command. 38. BANG, BANG, BANG (aka BANG, BANG YOU’RE DEAD) (no props) Directions: Have the group form a circle, and spread out a bit. The “shooter” (i.e. facilitator) stands in the center of the circle. The “shooter”, using his/her pointer finger (& thumb to cock the “gun”), aims and “shoots” at several players in the group while saying “bang”. The “shooter” may “shoot” as many players as he or she wants, and may also “shoot” the same player multiple times in rapid succession. After the each round is over, the “shooter” then asks, “Who is dead? The players must then guess who is really dead. Some players will guess themselves or another player in the group. The answer is simple…it’s the first player(s) to answer after the question is asked by the facilitator! Some players will catch on quickly and others will not. A player(s) who is the first to speak after the question is asked, may not have been “shot”…they will start to wonder how this is possible…it just adds to the fun! If players are having a hard time figuring the solution, ask them to look for a pattern in each round. (Note: This probably not a good game to use with “at risk” or urban youth…please use a little discretion!) 39. KNOT, OR NOT A KNOT? (group consensus builder) Equipment: About a 30’ length of rope Directions: Arrange the rope in a pile with many turns loops and bends. Have about five feet of rope at each end stretching out in opposite directions from the “knot.” Ask the participants to study the pile and determine for themselves whether or not, when the ends of the rope are pulled in opposite directions. The pile will result in a knot or a straight line of rope. Have them arrange themselves on either side of the pile, according to their beliefs. At any time you can change you viewpoints and move to the opposite side. Next, partner with someone from the other side and try to convince them of your viewpoint. Finally, after more deliberation, slowly pull the ends away from each other to reveal the result. Players can change sides as you pull the ends. Revised 2014-03-09 Page 10 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 40. THE HELIUM RING/STICK (aka THE BLAME GAME or GRAVITY GAME) Equipment: Hula-Hoops (36” works best…note: you may also use a straight stick, broom handle, 4' fluorescent light tubes, a short tent pole, etc. These may be used in place of a hula hoop…the game is then called the HELIUM STICK) {note: works best with rigid props} Directions: Form groups of 5 to 9+ players (5 players minimum). Give a hula-hoop to each group. While in a standing position, the players form a tight circle while supporting the hula-hoop with the tips of their fingers or fingernails. The object is to lower the hula-hoop to the ground without any of the fingers losing contact with the hula- hoop. If any finger loses contact with the hula-hoop, the team must start over from the beginning. The Helium Ring has a tendency to rise as players over-compensate to regain control of the ring. As the facilitator, ask the team whether anyone has an idea to control the ring from rising too high (hint: a few players can put a finger on top of the ring for better control). Players always assume that their fingers have to be on the bottom of the ring. Ask whether anyone has any ideas to prevent the Helium Ring from rising. Don’t give them the solution; let them figure it out for themselves! Note: This is a team effort. Notice how some teams may start passing the blame around the circle. It might be interesting to play this game early in the session, and then again at the end of the session to see whether the group is behaving more like a team, rather than a group of individuals as in the start of the session. 41. TANK (aka TANK COMMANDER, BATTLEFIELD or WAR) (Story line available) Equipment: 50' to 60' length of rope (or small cones), 2 or 3 fleece/foam balls per player & one blindfold for each pair of players) Directions: Form a circle using the rope (or small cones). Break the players into teams of two. One player from each team enters the circle & is blindfolded. Place two or three fleece/foam balls per participant inside the circle. The team member outside the circle directs their blindfolded counterpart to find a ball, and then aim at one of the other players in the circle from another team. The person outside the circle gives his/her teammate directions as to how to throw the ball in order to hit another player inside the circle. Good communications between teammates is essential. When a player inside the circle is hit, he/she is eliminated. The game goes on until the last blindfolded player remains. 42. BARREL TAG Equipment: A 50 gal. plastic barrel/drum or large plastic garbage can…NO metal barrels or cans) Directions: Place the plastic barrel/can on a level grassy area free of rocks, holes or other obstacles. Have the players form a ring around the barrel while holding hands. Working as a group, the object is to try to pull other players toward the barrel. Any player(s) who make contact with the barrel are eliminated. Any players who break a handhold are also eliminated. Players may jump over the barrel to avoid being “tagged.” This is a cooperative/competition type of game. Barrel tag tends to work best with larger groups (15-30) players. This is a very active game that tends to get more competitive as people are eliminated. Have spotters ready. If the game gets” too wild” toward the end, consider calling it a tie! 43. HOW MANY SCOUTS (Indians, Cowboys, etc.) ARE AROUND THE CAMPFIRE? Equipment: Dice (about 5-6) 1¾ inch rubber dice work best, but any size or kind will work. Directions: Kneel on the floor or other smooth hard surface. Roll the dice, and ask the question, “How many Scouts are around the campfire?” Ask anyone who discovers the “secret”, not to share the answer with other players until the end of the final round. Roll the dice at least 6-8 times before sharing the answer with those who still have not figured it out! Some players will think the answer lies in the number of dice or their position. The answer actually lies in each individual die (dice)…i.e. the odd numbers…ones, threes & fives all have “campfires,” but only the threes & fives have “Scouts” around the “campfire.” The even numbers…twos, fours & sixes all have “Scouts,” but no “campfires.” The center dot represents a “campfire.” All the other dots represent “Scouts.” This is a great game to do at the beginning of a program, as a filer or an impromptu activity. (Note: 1 ¾” rubber dice can be found by doing a search for rubber dice on the internet or go to www.boreal.com & doing a product search for rubber dice). Variation: How Many Polar Bears Are On The Ice?: A polar bear survives by eating seals. The catch seals as seals come to up to breathe through holes in the ice. Thus, the sum of even die equals the number of dead bears (no holes in ice); if all die are ones, there are only holes in the ice; the sum of odd die greater than one (i.e., 3s and 5s) are the number of live polar bears. Suppose 3 die. a) They all come up “1”. Answer: There are 3 holes, no polar bears. b) A 1, a 2, a 3. Answer: There are 2 holes, one dead polar bear, one live polar bear c) A 2, a 4, a 6: Answer: No holes, 12 dead polar bears Revised 2014-03-09 Page 11 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 d) A 1, a 3, a 5: Answer: Three holes, 8 live polar bears [Note: Start the game with only live/dead polar bears. If frustration sets in, ask if more information would help. Discuss what that information might be (review the scenario for clues [how / when do polar bears catch seals]). Then add number of holes.] 44. YOU TEAR ME UP (activity) Equipment: One blank sheet of 8 ½ x 11inch piece of paper for each participant. Directions: Tell the participants to close their eyes. Hand each person a blank 8 ½ x 11 inch sheet of paper. The group is not allowed to ask questions, but members may talk among themselves, however, their eyes must remain closed. Ask the group -- with eyes still closed – to do the following in sequence: Fold the paper in half and tear off the lower-right corner Fold the paper in half again and tear off the upper right-hand corner. Fold the paper in half again and tear off the lower right-hand corner. Have the group members open their eyes and papers. Have them compare the results. Each paper should look different even though they all received the same instructions. This is a good example of how people interpret ambiguous instructions. This activity is a great segue into a discussion on the importance of proper communications (i.e. talking, listening, asking questions to clarify instructions, oral versus written communications, etc.) 45. THE NINE DOTS (activity) (Story line available) Equipment: One sheet of white paper with 9 dots in rows of three (3 rows of 3 dots): Note: each dot should be equidistant from each other & at least about 2” apart. Also, the dots should be made with a magic marker, so they are not too small. There should be one pencil or pen per participant (pencils are preferable, since mistakes can be erased). See the set up below. Directions: Using a pencil connect all 9 dots with 4 straight lines. Once you start the pencil cannot be lifted from the paper until all the dots are connected. This activity requires “out of the box” thinking…both figuratively and literally! Solution: There are a few ways this can be done, however, simplest way is to start with any of the 3 “outside” dots making up the “perimeter” of the “box.” Connect all 3 dots, and continue (about 2”or so beyond the “box”/ dot) in a straight line and stop. Next make a 45 degree turn (inward) and connect 2 dots with a straight line continuing about 3”, or so, beyond the second dot. Now, make another 45 degree angle turn (inward) & connect 3 more dots. Finally, make the last 45 degree turn (inward) and connect the last two dots…4 continuous lines connecting the 9 dots! The final product should look something like a broad arrowhead or a triangle with a line bisecting the triangle and continuing “outward” for about an inch or so. If you are having trouble, consider the top line/dots (from left to right) as # s 1-2-3, the middle line/dots as 4-5-6, and the bottom line/dots as 7-8-9. Draw a straight line between dots 1-2-3 & go 2" inches beyond dot # 3. The next step is to connect dots # 6 & 8 continuing 2"-3" beyond dot # 8. After that, connect dots # 7-4-1. The final step is to connect dots # 1-5-9...you did it! (see set up below). Note: For a greater challenge, see the Nine Dots puzzle using only 3 straight lines) Set up The puzzle: Here are nine dots arranged in a square matrix. Can you draw four straight lines, without lifting your pencil from the "paper," through all nine dots? Solution: You should probably have figured out the answer on the right. This is a well-known example of lateral thinking, thinking outside the borders in this case. Using even more radically lateral thinking, here is a solution with only three lines. Since I said "nine dots," this would seem to be a valid solution (better than the four lines that I asked for). But, had I called them "nine points" instead of "dots," this solution would not be valid (since points have a zero size). In that case, you could possibly argue that three parallel lines would work, meeting at infinity. But you would have trouble drawing them. And there are logical problems (self-contradictions) with saying that parallel lines meet at infinity. Revised 2014-03-09 Page 12 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 46. WEAVE THE WEB Equipment: A Spider's Web & a 30' piece of webbing (a 30' piece of rope may be used as a substitute) Directions: This activity provides an ideal framework for developing a sense of teamwork. The object is to have the participants weave a 30' piece of webbing (two 15' pieces of webbing tied with a water knot will also work) through all the holes on the Spider's Web without having the webbing touch any of the strands on the web. Participant's hand may touch the web. If you want to make the activity more challenging, neither the webbing nor the participant's hands, fingers arms, etc. may touch the Spider's Web. If the webbing (or hands) touch the strands on the Spider's Web, the team must start over! (Note: A Spider's Web can be created by tying 3 horizontal ropes between two trees about 10' to 12' apart. Then, tie smaller lengths of rope vertically in a diagonal fashion between the horizontal ropes.) 47. MAGIC CARPET (aka INSIDE OUT) (Story line available) Equipment: One Tarp about 4' x 5' for a group of 8-12 participants Directions: Place a 4' x 5' tarp on the ground. Have a group of 8-12 participants stand on the tarp. The challenge is turn the tarp over completely without any of the participants touching any part of the ground surrounding the Magic carpet. 48. PEEK-A-WHO? Equipment: One opaque (non-transparent) nylon or fabric sheet about 4 1/2' high x 8 1/2" long (can be purchased from Project Adventure, but an old bed sheet or blanket will do) Directions: This is a fun icebreaker to help remember players’ names. Split the group into two teams. Two facilitators hold/stretch the screen lengthwise (8 1/2' end). The other end (4 1/2' high) should be barely touching the ground. The two teams, one team on each side, assemble in a crouched position about 5'-7' from the screen. Neither team should be able to see participants on the other side. Each team silently (in a whisper) decides to send one participant forward (still in a crouched position). Each of the participants should be facing the screen within about 3"-6" from the screen. One of the facilitator says "Peek-A-Who" or "ready" at which time the screen is dropped. The participant who correctly shouts out the name of the opposing team member "captures" that team member. The "captured" team member goes over to the other side, and another round is played until one team "captures" all the participants or the facilitators call an end to the game. 49. NAIL PUZZLE (aka PORCUPINE PROGRESSION or NAIL IT) (activity) (Story line available) Equipment: A block of wood (about 5" x 4" x 2") with a 3/4" hole in the center (use a 7/32" drill bit) + 13 20 penny nails. A kit can be purchased from Project Adventure at www.pa.org for $26 has built in storage space for the nails. Training Wheels at www.training-wheels.com sells a "Nail It" kit for $10. Directions: Place the block of wood (hole side up) on a table or a flat, even surface. Place one nail in the hole. The challenge is to have the participants balance the other 12 nails on the head of the nail that has been inserted into the block of wood. None of the 12 nails may touch anything else except the head of the nail in the block of wood and each other. Solution (facilitator only): Place one nail on a flat surface. Alternately (one side then the other) place the heads of the nails against nail lying on the table (there should be 5 nails pointing in one direction and 5 nails pointing in the opposite direction). Place the last remain nail between the 10 nails and the nail original placed of the flat surface so the 1st and last nail are "sandwiching" the other 10 nails Tip: it's best if the 1st and last nails are opposing (e.g. a nail point and a nail head at each end). Gently squeeze the two nails so the 10 nails are trapped between the two horizontal nails. You should have an inverted V pattern with the 10 nail pointing downward. Carefully place the 12 nails on top of the nail in the block of wood...Eureka! 50. TUNA SUB (Story line available) Equipment: (1) Two over-sized gloves; (2) one big, bizarre, outlandish, weird hat; (3) one kitchen apron (or cape); (4) oversized sunglasses {optional, if you can find them}; (5) a pair of dice (or two die), the larger the better...6" dice work great! (note: you can also use gloves, cape, hat, etc. from Mickey Mouse the Wizard); and (6) one wrapped surprise (need newspaper, masking tape and a surprise {i.e. package of Hersey Miniatures, Hersey Kisses, or other packaged candy}... this needs to be prepared ahead of time. (Note: Many of the props (oversized gloves & sunglasses, capes, hats, large dice) can be purchased at Party City, other party supply stores or possibly at thrift stores.) Making the Tuna Sub/Surprise = The finished product should look and feel like a large (about 18" x 5" , or so) wrapped tuna sub to go! Begin wrapping half sheets of newspaper around the "surprise." Each sheet of wrapped and Revised 2014-03-09 Page 13 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 folded newspaper should be secured with 3 or 4 pieces of masking tape. Keep wrapping and taping until you reach a tuna sub size or a little bit larger package. Directions: When you are ready, all the participants must form a circle in a sitting or kneeling position {note: you can use a piece of rope to make an 8' diameter circle, if you like}. Next, place the Tuna Sub, hat, apron, gloves, and sunglasses in the center of the circle. A volunteer is placed inside the circle (another option is to just start rolling the dice, and the first person to get doubles moves into the circle), and on a signal, begins to put on the hat, apron, glasses and gloves, and immediately starts trying to unwrap the Tuna Sub. At the same time, the circled players start to roll the pair of dice individually and sequentially in a chosen direction. Each player gets one roll of the dice. When doubles of any number appear, the person hysterically involved in unwrapping stops, tears off mitts, hat, apron, and glasses and shoves them toward the lucky thrower. That player must then don the hat, gloves, apron and glasses before they are allowed to continue their own attempts at unwrapping the Tuna Sub. All this happens while the dice continue to roll until another double comes up. Everyone should yell DOUBLES at this point to alert the person in the center to remove their ceremonial garb! If someone rolls doubles while the player in the center is donning the garb, he/she must immediate take the garb off. This is a fast and frantic game! A lot of the fun comes from the cheering and yelling by the players around the circle. Players may only use their gloved hands to unwrap the surprise inside {note: must be unwrapped one sheet at a time...no teeth, smashing or breaking the Tuna sub in two pieces are allowed!} The person who unwraps the final sheet of newspaper wins. Sharing the surprise is encouraged! If it's fun and laughter you're looking for, then this is the game for you! This should work well with a group of 8 to 15 participants 51. JUST ONE WORD (activity) Equipment: You'll need 11 blank sheets of white paper. Print just one of the letters in large, bold print on each of the 11 sheets of paper: D, E, J, N, O, O, R, S, T, U, W (Use 650 pt. letters) Directions: The challenge is for the team to spell out just one word using all of the 11 letters shown above. Typically, most groups will want to use all the letters to spell a single word, but that's not what was said when the instructions were given...you said spell just one word! To help add to the confusion, you might want to hold up one finger for emphasis as you give the instructions. Also, set the letters up in alphabetical order as shown above (Facilitator note: Some activities are so simple they seem to become difficult! This is a classic puzzle that groups often have difficulty solving, even when the solution is right in front of them! Answer = JUST ONE WORD. Also, tell the group to listen carefully, since you will not repeat the rules of the game. Repeating the rules of the game might just give it away! ). At the end of the game, this can lead to a great reflection about listening to directions, and to what other people are saying. You might ask whether anyone was thrown off" when they saw you use one finger for emphasis. This can lead to a discussion about sorting out information, and whether too much information (smoke screen) can sometimes be misleading. 52. GROUP JUGGLE Equipment: 6 to 12 foam or fleece Balls & several other objects (i.e. rubber chickens, cows, etc.) Directions: These is somewhat similar to TOSS-A-NAME GAME (#1 on this list) with a bit of a twist. Have the players form a circle. The first person starts by saying his/her name, and then tosses a ball to another player on circle (note: ask the players to remember the sequence in which the ball is being thrown...who threw the ball to you & to whom you threw the ball). The second person says "Thank you Bill" (or whatever the previous person's name is), and then states their name (you may also have them tell a little bit about themselves, as well). The second person then throws the ball to a third player in the circle, and so on, until everyone has had a chance to catch the ball. Once the first round has been completed, throw the ball in the same sequence using names only. As the ball moves around the circle, introduce another ball into play. Keep adding balls until there are a number of balls in play. Now for the real fun...start adding a rubber chicken, but have it go in the reverse direction. As the rubber chicken is working its way around in the reverse direct, add another, followed by more rubber chickens. Ultimately, the players won't be able to keep up with the balls and rubber chickens, and the game will self-destruct with the players collapsing in laughter! This is a great ice breaker and a fun way to learn everyone's names! 53. 53. TOXIC WASTE (aka NUCLEAR WASTE or OBJECT RETRIEVAL) (Story line available) Equipment: 4 sections of 20' long rope; 1 section of 40' long rope ; 1 rubber bicycle tube cut in a strip (or small bungee cord) Kits are available thru www.training-wheels.com for $75 Directions: The objective is to retrieve toxic waste from a "leaky" container and transfer the contents into a safe, sealed container within a circular, toxic no-touch zone. You may only use props (ropes, rubber strip or bungee, Revised 2014-03-09 Page 14 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 bucket or tin can) provided . A rock or other weighted material may be used in lieu of water. The 40" rope is used to form the circle for the toxic zone. Rules: Any and as many knots as desired can be tied in the ropes or rubber strips/bungees. The ropes or rubber strips/bungee may not be cut. No one may enter the no-touch zone outlined by the rope. If contact is made with the no-touch zone, all activity stops, and the challenge begins again from the start. If any water or a rock spills or falls out of the container, it's back to the beginning again! Variations: There are numerous names and variations for this game! A piece of PVC piping attached vertically to a board (or other base) with a ball on the top, can be used in lieu of a can or bucket. The transfer of water or a rock can be made from a small tin can into a larger (#10) tin can . Two roped circles may be used...one holds the "toxic waste", and the second holds a can or bucket into which the "toxic waste" must be placed from the bucket/can from the first circle. 54. TRUST WAVE (no props) Directions: Divide your group equally in two, and form two straight lines with each player standing opposite someone from the other line. The player's arms should be fully extended, at shoulder height, toward the person opposite from them. Their hands should reach approximately to the wrists of the person opposite from him/her. The players on the line are called spotters. The goal is for one participant, the runner, to start about 20' from the group, and walk toward the group. The spotters on the line raise their arms just before the runner reaches them, and lowers them as soon as the runner has passed by. Runners should maintain their speed throughout the run. Once the runner has "run the gauntlet," he/she may try jogging by starting 25' away from the line, and a third time try running by starting 30' away from the line. (Safety Factors: The starting distances for the runners increase with the speed of the runner to allow the spotters to judge the runner's pace. The spotters need to be alert and focused on the runners. This allows the spotters sufficient time to lift their arms so the runner is not hit. Make sure that your group has the maturity level to try this activity! Also, there is no need for the runner walk back to the original starting point, he/she can start from either end of the line.) 55. ELECTRIC FENCE Equipment: A 25' + piece of rope to be tied between two tree, poles, etc. (note: can also be tied between three trees to form a triangle) Construction: The Electric Fence is a length of rope tied in a horizontal manner between two trees or poles. (note: It can also be tied in a triangular configuration between three trees...this is a more challenging, and a bit safer, since the players are less likely to take a chance at a running jump!) The height of the rope should match the skill level of the players...5' should be the maximum height. Make sure the ground is clear from rocks, tree roots or other debris. Directions: (1) The only route allowed is over the fence. If a player touches the fence, he/she is "zapped" and must start over from the beginning. Anyone touching the "zappee" must also start over again. (2) If anyone touches the conductive beams (tree or pole). he/she must start over. (3) An "electric force field" extends from the wire down to the ground, and cannot be penetrated. Caution: (1) Team members may not throw a player over the Electric Fence. This might result in an injury. (2) Do not allow the last player to perform a headfirst dive over the fence into a shoulder roll. (3) Trust dives (a running dive, with outstretched arms, falling into the arms of other teammates) are permitted only with mature groups who have been trained in proper spotting techniques. This is seldom successful, and may overwhelm some of the catchers...use your discretion! Revised 2014-03-09 Page 15 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 56. JEDI NUMBERS (aka ZEN COUNTING or ALPHABETICALLY when using letters) (no props) This may be more challenging than it sounds! Directions: Ask the group to stand in a circle. Have the group set a realistic numerical goal to attain . Explain that once the game begins, participants can only say a number...no side conversations or strategies! Once the facilitator says "Go", someone in the team (whoever decides to begin) starts by saying "one." This is followed by a different team member (whoever decides to speak next) calling out "two," and so on until the group reaches its goal. The challenge is that if more than one person calls out a number at the same time, the group needs to start all over again from the beginning. Since there is not a set order for the callers, this happens frequently. Variation: Give the group a time limit (i.e.10 minutes) to reach the highest possible number. 57. DOWN TO ONE (need exactly 15 players) This game is inspired by the triangular wooden puzzles that are played with golf tees at the Cracker Barrel and other family restaurants. Equipment: Poly spot markers, carpet squares, paper plates or something flat to mark a spot) Directions: To set up the activity, lay spot markers in the shape of a pyramid with five spaces in the bottom row (e.g. 1st row=1 spot marker, 2nd row=2 spot marker, 3rd row=3 spot markers, 4th row=4 spot markers, and 5th row=5 spot markers. Then have all 15 players stand on the spot markers. The goal is to get down to one person remaining on the spots by strategically moving players while adhering to the following rules. 1. The group can decide to move any player off a spot on the pyramid to start the activity. 2.The group can then "remove" additional player by "jumping" them with another player, as in checkers. 3. Players can only move during the act of "jumping" or when being "removed." 4. If the group does not properly move the players, there will be "unmovable" players spread out in the pyramid. If successful, the group will be able to get down to one remaining player. 58. WIRELESS COMMUNICATION Equipment: 20'-25' piece of rope for a starting line...Tinker Toys optional Directions: 1. Put the rope on the starting line 2. Ask the group to select their best listener. Bring that person forward about 20' from the rope, and blindfold him/her. The listener may not speak until the game is over. Also, the listener may not move, unless directed to do so. 3. Next, ask the group to select the best communicator. Bring him/her 10' forward from the rope, and turn the communicator 180 degrees, so he/she is facing the rest of the group. The communicator is not permitted to turn around, and look at the listener 4. Have the rest of the team stand on the line facing the communicator. The team members who are standing on the starting line are not permitted to speak until the game is over. In other words, the communicator is the only player in the group who is allowed to speak during the game. 5. Add several props in front of the listener (i.e. a chair, a hat, small jug of water, a paper cup, etc.) Note: you can decide on what props to use in order to make the game more or less challenging ...This can also be done using a set of Tinker Toys {wooden sticks, circles & other shapes} for a greater challenge! Make the level of the challenge age appropriate! 6. Make up a set of written directions (e.g. "Direct the listener to put the hat on his/her head; sit on the chair; pick up the jug and pour a cup of water; then drink it!" Give these instructions to the group on the starting line. (Note: The directions may be more or less challenging depending on the maturity level of the group) 7. Without speaking, the challenge is to try to make the communicator understand the directions, so he/she will be able to tell the listener what to do. "Mouthing" and whispering the directions to the communicator is strictly forbidden!! The team members must figure out a method of silent communications! Variation: Seat the listener, communicator & a silent player (mime) on 3 chairs in a row several feet apart from each other. The listener would face the group who is standing on the rope while the communicator & the silent player (mime) would face one another. Have the rest of the group stand on a line of rope facing the 3 participants from a distance of about 15'. A screen, sheet or blanket may be placed or strung between the listener & the communicator in lieu of a blindfold. The participants on the line are merely observers, and don't take part in the actual activity. They do, however, take an active role in the discussion regarding communication in the reflection that follows the activity. When using Tinker Toys, the silent player would build an object using sticks, circles, etc. while the communicator Revised 2014-03-09 Page 16 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 describes what he sees to the listener. The object is to see how close the two finished products (from the silent player & the listener) look to each other! 59. GOTCHA (no props) This is a very simple game that works well with smaller and very large groups as well! It may be used as an ice breaker or as an opening for a large group activity. Directions: Standing (or sitting) in a circle, ask each person to place their left hand palm up, and then point the index finger of their right hand down into the left palm of the person on their right. On the signal "GO!," each player tries to grab a finger with their left hand, and to keep their right finger from being grabbed. After doing this a few times, try switching hands...extend the right hand palm up, and have the players put their left index finger into the right palm of the person to their left. (Note: younger children are likely to get bored with this game after about 5 minutes of play!) 60. SEQUENCES (activities) Equipment: Print a sheet of paper or hand write the sequence of numbers in #1 & #2 shown below. These are sequence puzzles that require a bit more "out of the box," creative or cerebral solutions. #1. What is the pattern that makes the following number sequence logical?: 8 5 4 9 1 7 6 3 2 0 Answer: The numbers are in alphabetical order (8=Eight, 5=FIve, 4=FOur, 9=Nine, 1=One, 7=SEven, 6=SIx, 3=THree, 2=TWo, 0=Zero). Is that great...? Numbers in an alphabetical order...what a neatly skewed notion! #2. With a twist of thinking, re-skew your notions with the following letter line. What is the next letter in this sequence?: O T T F F S S Answer: The next letter is E and the sequence is infinite. These letters are in numerical order (O=One, T=TWo, T=THree, F=F0ur, F=FIve, S=SIx, S=SEven, & E=Eight). The answer should come quickly if the group solved #1. 61. TWO BY FOUR (2X4) Equipment: (Optional: 8 bandanas {i.e. 4 red & 4 blue} or 4 with hats /4 without hats) Directions: This is a semi-cerebral game for eight (8) participants. Ask 8 people to line up shoulder to shoulder, alternating male/female (you can also do alternating hat/no hat; red bandana/blue bandana; etc.). The object is to have all the males in the group end up on one side, and all the females on the other side using the following rules and guidelines. This can also be played as a table game with #'d red and black checkers. (Note: numbering is NOT necessary but participants may make up an unnecessary rule because of the numbers!) 1. The goal is to complete the problem in the least number of moves. Four (4) moves is the minimum, but don't announce the minimum until at least one attempt is made. 2. All the moves must be made as pairs. Anyone next to you is a potential member of a pair...male or female (hat/no hat; red bandana/blue bandana; sticky notes numbered 1 to 8, etc.) 3. As a pair moves, they leave an empty spot in the line which must remain and eventually be filled by another pair. 4. Pairs may not pivot, or turn around. 5. The final line must be solid (i.e. the line may shift, but there should be no gaps in the line at the end of the initiative). Note: If you have more than 8 players, other players may serve as coaches. Four move solution: Move Start 1 (2,3) 2 (5,6) 3 (8,2[9]) 4 (1,5[2]) 1 M(1) M(1) M(1) M(1) 2 F(2) 3 M(3) M(5) M(5) F(6) F(6) F(6) 4 F(4) F(4) F(4) F(4) F(4) 5 M(5) M(5) 6 F(6) F(6) F(8) F(8) F(2) F(2) 7 M(7) M(7) M(7) M(7) M(7) 8 F(8) F(8) F(8) [9] [10] F(2) F(2) M(1) M(5) M(3) M(3) M(3) M(3) If the group is suffering from terminal frustration, give them the first correct move to help move the process along! Key: There are, temporarily, 10 locations (2 new, 2 of the original spaces are empty) 62. POPCORN GAME Equipment: One 11quart pail; 30 baseball-sized & 60 golf ball-sized whiffle balls; one rope (50") to make a 15' diameter circle; stopwatch; mesh bag for the whiffle balls. (Note: the cost for the bucket, 90 balls & rope is about $60....rope & pail=Home Depot; golf balls=Walmart/Loews; baseballs & stopwatch=Sports Authority) Revised 2014-03-09 Page 17 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Directions: This game is best played on a hard surface (i.e. concrete or wooden floors) in order to get the proper bounce from the whiffle balls. A pavilion or a large, unobstructed indoor facility (i.e. gym) would be ideal. Make a 15' diameter circle from a length of rope or webbing. The circle may be smaller or larger depending on the number of participants. Place a pail in the center of the circle. Form two groups of players..."seekers" and "bouncers." The participants outside the circle are the "seekers" and the participants inside the circle are the "bouncers." Start off with about a four (4) to one (1) ratio of "seekers" to "bouncers." Once the players take their positions, the facilitator scatters the whiffle balls in several directions away from the circle. The "seekers" must run after the balls and head back to the circle. The "seekers" are not permitted inside the circle. They must roll the ball on floor toward a "bouncer" inside the circle. The "bouncers" may not throw the whiffle balls directly into the pail. They must bounce the ball on the floor, and try to get the ball to go into (and stay in) the pail. If a ball bounces or falls out of the pail, the "thrower"(s) must keep trying until all the balls go in the pail. Once all the balls are in the pail, stop the action and announce the time. Ask the team whether they think they can beat their record! In the second round, give the group a minute, or so, to come up with a plan. Allow them to come to a consensus as to how many "seekers" they would like to have outside the circle and how many "bouncers" they would like to have inside the circle. Once the game is over, do a reflection as to which round went better and why. This can lead to a good discussion about teamwork, communication, problem solving and decision making. Subsequent rounds may be played, if the time allows. 63. INSANITY Equipment: 5 webbing circles (or hula hoops); bag of balls or other soft "throwables" (about 2-3 balls per participant) Tip: Walmart sells a bag of 100-3" plastic balls for $10.) Kits are available thru www.trainingwheels.com for $75. Directions: Arrange the hoops with several feet between them (the greater the number of participants, the greater the space between the hoops). Place one hoop in the middle, the other four hoops as compass points (N,E,S,W) from the center hoop. Divide the group into four teams. Have each group go to one of the outside circles. Place all the balls into the center hoop. (1) One player at a time from each group walks up to the center hoop, and takes one throwable. (2) The player returns, and places the object in his/her team's hoop. (3) The sequence is repeated using a different player until all the objects are gone from the center hoop. (4) Each person may carry only one item at a time. (5) You may not throw the items. (6) Once the center hoop is empty, you may take items from any of the other hoops. (7) You may NOT guard any of the hoops. If you are on the bottom of a pile of people, you are doing it wrong! (8) You win when ALL the items are in your team's hoop. Without giving any time to strategize, yell "GO!" Allow the ensuing frenzy to go on for 1-2 minutes, then stop the activity. Allow the group up to 2 minutes to strategize, then start Round 2. At the end of 2 minutes, re-strategize and start the next round. If more rounds are necessary for the participants to make the shift from competition to cooperation, continue the sequence of 1-2 minutes of activity and the 2 minutes of strategy. Solution: Key to success is noticing absence of key rules; “your hoop” is not specified (all groups could “own” the middle hoop and be done instantly; nothing said about moving the perimeter hoops (stack on the middle and be done). Most groups "win" by everyone placing their hoops on top of each other and placing all the objects in them. Other possible ways to "win" is for one group to intimidate another group or having two groups forming an alliance. In the first scenario, everyone wins through cooperation. In the other two scenarios, some teams win and others lose...there may be some, but not total cooperation. 64. STAR WARS aka JEDI KNIGHT GAME Equipment: 1-50' rope; fleece balls or other soft "throwables"; 2 foam swords (i.e. 1/2 pool noodles); open field or large indoor area (i.e. gym) Directions: Split the group into two teams. Lay a rope on the ground in a straight line to form a boundary between the two teams. Neither team is allowed to cross the boundary line. Both teams should move about 15' back from the boundary line to start. Pick one participant on each team to be the Jedi Knight. Give a foam sword to each Jedi. Allow at least one fleece ball for every two participants on each side. On the count of 1-2-3, the players on both teams throw the fleece balls at each other. If any of the players are hit by, catch, or touch a thrown ball before it hits the ground, he/she must go down to the ground on one knee. Players can only be revived by a Jedi Knight touching them with his/her sword. The Jedi Knight is not permitted to touch or throw any of the fleece balls. The object of the game is to hit the other team's Jedi Knight with a ball. The Jedi may Revised 2014-03-09 Page 18 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 use his/her sword to deflect incoming balls. It's the players’ responsibility to protect their Jedi from the incoming "rounds." If a Jedi Knight is hit, the game is over and the other team wins. Subsequent rounds are encouraged, if time permits. This is a great game for large groups (20-50+) 65. WILLOW IN THE WIND aka TRUST CIRCLE (no props... blindfold optional) This activity is designed to help develop a greater sense of trust within the individuals and the group. It usually involves about 8 to 10 participants. Directions: Ask the group to form a tight (shoulder to shoulder; “chicken nugget/egg”) circle. The spotters should be facing the center of the circle. Ask one of the players to step into the center of the circle...the person in the center is the Willow. The Willow must keep his/her feet together, keep their body erect and semi-rigid, and cross their arms across their chest (the best method is to cross the arms at the wrists, turn the palms inward, interlace their fingers and bring the hands/arms inward and up to the chest...this prevents the elbows from hitting the spotters). The Spotters must have their shoulders touching so there are no gaps that would allow the Willow to fall through the line. Spotters must have one foot forward and one foot back for balance. Elbows should be bent with their arms up, open palms (no fists) at shoulder height with fingers closed (spoons, no forks!). The Spotter's role is to act as a shock absorber...allowing the Willow to fall slightly, and then return the Willow to the upright position. The activity should continue for about 30-60 seconds...long enough to allow the Willow to increase his/her level of trust in the group and themselves! This is a team effort. The hands of multiple spotters may be needed to prevent the Willow from falling to the ground. DO NOT push the Willow ... allow him/her to "fall" freely in whichever direction they wish to "fall." The Spotter's job is to support the Willow and center him/her. Building trust takes time, and the Spotters should be physically and emotionally supportive...this is not the time for joking or fooling around! Joking is often a sign of nervousness, lack of trust. If it occurs, pause the game and reflect on meaning of “Challenge by Choice” and how it pertains to spotters as well as the “willow”. The commands to start the Willow in the Wind are: Willow ..."Spotters ready" Spotters ... "Spotter ready" Willow ... "Who's going to catch me?" (or, “Permission to fall?”) Spotters ... "We will!" (loud and empathic!!!) (or, “Granted!”) Willow ... "(uses his/her name) falling." Spotters ... "Fall away (use name of the Willow)!" 66. T PUZZLE & GIANT T PUZZLE Equipment: 4 pieces shown below ... This puzzle may be purchased online or you can make your own. You can also make a giant T puzzle out of a 4'x4' sheet of ¼", ⅜" or ½" plywood. The top (horizontal), stem (vertical) and diagonal piece should be about 15" in width. Use a T-Square or other straight edge to draw the lines. Then, use a circular saw with a plywood (small toothed) blade to make the cuts. The pieces may be painted in a single or multicolors. There are 36 other puzzle variations that use the same 4 pieces. Directions: Scatter the 4 puzzle pieces on a table or the floor, and ask the participants to form a symmetrical capital T. This puzzle is much more difficult than it looks! There are several variations. (e.g. arrow, #7, boomerang, Y, Z, caldera, hockey stick, ramp, harpoon, bowl, etc.). See http://www.woodpuzzles.com/Puzzles/T_Puzzle/T_Puzzle_Booklet.pdf Variations: 1. Construct a true tangram (7 pieces). 2. Add a piece from another puzzle and be careful not to say ALL pieces must be used. Revised 2014-03-09 Page 19 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 3. Make multiple sets of different colors. Mix pieces, divide pieces into collections so the “T” cannot be made from pieces of all one color, and distribute collections to fewer groups than you have sets (e.g., three sets for two groups). Do not allow swapping. 4. Similar to #3, but do not prohibit swapping. 67. PRUIE (no props...blindfolds optional) This is a larger group game 15+ players minimum using a large flat space (e.g. field, gym, etc.) Directions: Scatter the group, and ask the participants to either close their eyes or put on blindfolds. Once the eyes are closed or blindfolded, secretly tap one person on the shoulder. Explain that one player in the group has been tapped, and he/she will be Pruie. Pruie remains silent throughout the game. Mingling about in a space with "bumpers" up (hands in front of chest, palms facing outward, elbows in), the players call out "Pruie?" to anyone they bump into. If the player replies with "Pruie," he/she moves on. The only word that came be spoken during the game is "Pruie?" Once he/she discovers someone who does not reply (a sign that this is Pruie), they link up with that person, and must remain silent for the rest of the game. As more players bump into Pruie, Pruie continues to grow until only a few players are bleating out "Pruie." All players who become part of Pruie should try to contain their laughter and remain silent. Also, everyone must keep their eyes closed until the end of the game. 68. LEVITATION (no props) This is a game for a minimum of 10 people using a large, flat, open space. Directions: This is a stand-alone trust building exercise, or a wonderful add-on to Willow In The Wind. Have one person (person to be levitated or levitee) stand in the middle of a circle of people. The person in the middle (levitee) stands straight with arms crossed over his/her chest keeping a stiff posture, and closes his/her eyes. The safety commands are as follows: Levitee: Spotters ready? Spotter: Spotter ready! Levitee: Ready to fall! (or “Permission to fall.”, responded to with “Granted!”, then “Falling!”) Spotter: Fall away! On the final command, the rest of the team will work together to lift the levitee off the ground. The team should lean the levitee backwards at first, holding his/her feet in place. Then bending their knees, not their backs, the spotters will slip in under the levitee's legs and upper torso and lift to haul their trusting teammate off the ground. Lifting to shoulder height should be enough. Have one person dedicated to supporting the head (the facilitator, unless a high performing team). At this point, start to silently and gently rock the Levitee back and forth from the head to the feet maintaining a soothing swaying sensation. After 15 to 20 seconds, instruct the group to sustain the rocking as long as possible, while bending their knees and bringing the almost comatose levitee to the ground. The group should remain low to the ground to assist the levitee back to his/her feet. Variation: Levitate to heights as called by the lead (the person supporting the head). Waist high, shoulder high, head high, then quickly down to waist high. 69. AMOEBA Equipment: 1- 25' to 50' rope depending on the size of the group + a stopwatch Directions: Ask all the participants to stand close in a cluster, as close as they can without touching one another. Encircle a rope on the ground around the group’s feet - the rope's circumference outlines the standing participant's feet. Arrange the rope close to the participant's feet so that when everyone steps outside of the enclosed area, the rope looks like an amoeba at rest. The assigned task - Ask the participants to step out of the established amoebic circle. Subsequently, on a timed basis, try to reestablish the in-circle positioning as quickly as possible without touching one another. You may establish penalties for each touch (e.g. 10 seconds for each touch you see or 5 seconds for each touch a participant announces ... honor system). With large groups, you may ask a second facilitator or a participant to volunteer to watch from the other side. Repeat several times to establish the group's best effort or let them continue until they satisfied with their attempt. 70. SHERPA WALK (no props...blindfolds optional) (Story line available) Directions: Before starting your walk, you need a Sherpa who will guide you through this epic trek. As the facilitator select who you feel is the most appropriate person to serve as the guide for the group. Do not tell the group what is about to happen...just let occur as a progression. Ask the participants (not the Sherpa) to form a line (front to back), Revised 2014-03-09 Page 20 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 and grab the hand (easiest), or place his/her hands on the person in front of them (difficult). Tell everyone in the line to close his/her eyes, or put on a blindfold. Everyone is permitted to talk, in fact, they are encouraged to talk. The Sherpa should/must talk frequently to the person in the front of the line and inform him/her of dips in the path, rocks, fallen logs, over-hanging bushes, etc. Most people realize that they should pass this information "down the line" but it doesn't always happen! The route you choose can be short or long, gentle or arduous ... use your judgment as to what make sense for the group. It's useful to provide moments along the journey in which the comfort zones of some people will be stretched-physically or emotionally. As you can imagine, many connections can be drawn between from the walk to "real life" experiences, and may lead to some interesting discussions during a reflection. How did you cope when faced with an obstacle? What supports were necessary to help you succeed? When did your communication work best? As in life, the value of an experience is found in the journey not the destination. Variations: The Sherpa is at the head of the procession, a pace counter is at the rear. When an agreed pace count is reached, the walk stops, the pace counter becomes the Sherpa and the next rear-most person becomes the pace counter. This allows all participants to experience the challenge of communication, and instills the importance of shared leadership. 71. ROCK/PAPER/SCISSORS (no props) Directions: Rock/paper/scissors is an example of a game with non-transitive goals; A beats B, B beats C, but C beats A. There is no “top” goal. This is the "football scrimmage" version of rock/paper/scissors. The boundaries and end zones need to be clearly defined. Divide the group into two teams. To begin, each team huddles and decides which play to run - rock, paper or scissors. Then the two teams meet in the middle (several feet apart) of the playing field or area. If your team's symbol wins (e.g. rock breaks scissors/paper covers rock/scissors cuts paper), you chase the other team back to its end zone, trying to tag the team members before they get there. If your team loses, you must dash back to your end zone before you're caught. Once the players get back to their end zone, they're safe until the next round. The players who get tagged or caught become part of the other team. The game ends when everyone is on the same team. The concept is similar to the game Crows & Cranes. Variation: Elves, Wizards, and Giants. Elves squat, wave hands, and say “Whee!”; Giants raise arms and yell “Arrgh!”; Wizards wave hands straight out and yell “Hokus, pokus!”. Make up whatever story makes sense to have a non-transitive relationship (e.g., Giants have big feet and can stomp on Elves, Wizards cast spells on Giants who are big and slow, but Elves are too quick for Wizards). Whatever the rule, keep it simple to understand. Groups are likely to forget, leading to arguments among participants who are focused on “winning”. 72. WAMPUM NAME GAME aka WHOMP 'EM Equipment: Foam sword, ½ pool noodle or rolled newspaper wrapped with tape Directions: Seat everyone in the group in a circle with feet facing in and one person in the middle. Holding the foam sword or rolled newspaper, the player in the middle should be able to reach the feet of everyone sitting in the circle. The game begins with one player (sitting on the circle) saying the name of another player. The person in the middle( holding the sword) attempts to hit the feet of the named player before the named player can say someone else's name. The game continues until someone gets caught/tagged. The person who gets caught goes into the middle of the circle, and the game resumes. 73. BULL RING (Story line available) Equipment: Bull ring (1½" or 40mm metal ring); 8-20' pieces of masonry twine or nylon string; tennis ball; 12' section of 1½ dia. PVC pipe; wood or plastic base to hold the PVC pipe in a vertical position or put the PVC pipe into the ground. (Kits are available thru www.training-wheels.com for $25) Instructions to make the Bull Ring: To make a Bull Ring for 12 participants, cut 6 pieces of twine that are 20' (6 meters) long. Tie a single overhand or figure 8 knot on each end of the strings to prevent unraveling. Put one end of the twine thru the Bull Ring and tie it to the ring at mid-point using an overhand knot. Then tie the other 5 pieces of twine in the same fashion. If you have fewer than 12 participants, some of them can hold onto more than one piece of twine. Directions: The challenge is to carry a small ball using a metal ring and twine through a series of obstacles and place the ball into a goal, such as a tin can, glass jar, bucket or a piece of PVC tubing. This activity can be made more difficult by transporting the bull ring around objects such as trees, large rocks, tables, chairs, fences, etc. Gentle slopes, stairways and doors also provide additional challenges. A variety of balls can be used. Tennis balls are most frequently used, however, golf balls (which sit lower into the ring & are more stable) or larger balls (which are more difficult to transport) can be used. Ping-Pong balls can also be used, but they greatly affected by wind. The bottom Revised 2014-03-09 Page 21 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 line is that you have many choices depending on the level of challenge you want to offer. You can increase the difficulty of the goal by placing the container at an angle or a higher elevation such as a fence post or a table. For even more challenging goals, place the container under a table, close to a wall or the ultimate...into a corner! Variations: See Teamwork & Teamplay (Cain & Jollif) pgs. 79-86 for activities, and pgs. 239-242 for special instructions regarding materials needed, where to get it and how to build it) 74. MARBLE TUBES aka WATERFALL {when using water instead of marbles} (Story line available) Equipment: 20-15" PVC "halfpipes" & several marbles How to Make It: Cut about 10-15" long pipes from 1½" cold water PVC. Next cut the 15" pipes in two lengthwise...this will make 20-15" long "halfpipes." Kit available from www.training-wheels.com for $55 Directions: The challenge is to relocate several marbles from point A to point B using only the marble tubes. Participants who are holding a marble in his/her segment of the PVC tubing must remain stationary until the marble(s) past to another participant. You can start the first round with just one marble, and add additional marbles in subsequent rounds. Variations: Try passing several marbles up a flight of stairs or up the incline of a hill Participants may only touch their own marble tube Participants may touch any tubes, but may not touch each other Attach various colored tape to the ends of the tubes, so that only same colors may be partners Only allow participants to touch his/her tube with only one hand 75. GRIDLOCK aka INVISABLE MAZE (Story line available) Equipment: Gridlock requires a giant checkerboard pattern with each grid approximately 1' square. This can be accomplished by taping a grid pattern to a floor using masking or painter's tape, marking a pattern on a large tarp, or creating a grid using rope or webbing and stakes. Permanent grids can be made outdoors using 1' square paving stones with a treated wood border. Typical sizes for grids range from 6'x6' to 6'x10', but they can also be made slightly wider and longer (e.g. 8'x12'), if desired. Directions: The facilitator sets a predetermined a path across the network of grid spaces without telling the participants what the pattern is. A participant is allowed to move forward, to the right or left from the starting point until he/she makes an error. At this point a new participant begins the journey over again from the starting point, and attempts to make a better choice at the spot where the previous participant made an error. The participants must try to remember the correct path taken by previous participants. Allow the group a few minutes to plan before the activity begins. Team members may "coach" from the sidelines. Variations: Using the same pattern, allow two groups to work toward each other from both sides (starting and ending points). This is an increase in the level of difficulty, since the team must now observe two participants instead of just one. You can add to the challenge by creating patterns that allow participants to not only move forward, right and left, but diagonally and backwards as well. (Note: See examples below of different Gridlock configurations...rectangles, squares, ovals, stepping stones, etc.) Revised 2014-03-09 Page 22 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 76. SNAPPER Equipment: Victor™ Mouse Trap (caution: do not use the larger Victor™ Rat Trap) Directions: This is a game for two participants who are not "faint of heart!" The first step is to carefully set a mousetrap. This, in itself, may be a bit of a learning curve...watch your fingers! Once the trap is set, one player extends his/her hand at a 900 angle to their upper arm, palm up and at waist level. Someone places the mouse trap in the partner whose palm is facing up. The other partner closes his/her eyes then holds their hand out at shoulder level with their palm facing down. The trap-in hand partner verbally instructs the other partner to slowly lower his/her extended hand until contact is made with the loaded trap. This contact, as you might expect, releases the killing bar, but with two hands closely juxtaposed, the bar cannot release its "slam-bang" potential! If either partner (or both) moves their hand away smartly or slowly, the bar continues its arc, snaps and usually falls to the floor. Is this a unique experience that lends itself to exclamation and shared comments? No doubt about that! Is interest maintained? Nobody naps when the traps are set! (note: use only with mature groups) 77. CHAIN LIGHTNING Equipment: One Victor™ Mouse Trap per participant (caution: do not use the larger Victor™ Rat Traps) Directions: Give one Victor™ Mouse Trap to each participant, and ask him/her to set the trap. The object is to construct a circle with the traps so that each trap leans on the killing bar (not the release mechanism) of all the other traps, and accomplish this without setting off a chain reaction. Since all these traps have been arranged in a circle, the final trap must be set on the first trap's release. Creating the circle isn't difficult, however, placing the final trap is very tenuous. It should be obvious that if one trap snaps, all the other traps will snap like Dominos at warp speed! (note: use only with mature groups) 78. MINEFIELD (Game for 6 to 50 players) Equipment: Lots of props (e.g. balls, small cones; rubber animals, crumpled newspaper or whatever else you have on hand...you can add several Victor™ Mouse Traps for fun! {caution: do not use rat traps or allow open-toed shoes {e.g. sandals} when using mouse traps as props) Directions: Create a minefield (obstacle course) using a rope, webbing or larger traffic cones to form a rectangular boundary. Place an abundant number of props inside the minefield. Participants partner up, and everyone stands at one end of the minefield (to cross lengthwise). One partner is blindfolded or closes his /her eyes and steps into the minefield. The other partner uses his/her voice to guide the person through the minefield, helping him/he to avoid any of the items in the minefield. The goal is to guide your partner through the minefield to the other side without touching any of the props. Penalties (e.g. points) may be assessed or rules may be introduced (e.g. starting over) to make the game more interesting! 79. SPACE COMMAND (Game for 6 to 50 players) Learning objective(s): Communication Stage: Forming, Storming Equipment: Lots of props (e.g. balls, small cones; rubber animals, plates) and one hula hoops or raccoon circle per team. Revised 2014-03-09 Page 23 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Directions: Create a rectangular game area using a rope, webbing or larger traffic cones. Place an abundant number of props inside the game area. Participants form into teams (maximum of 4, minimum of 3 members per team). A hula hoop (“goal”) is placed in corners, one per team. One blindfolded team member, the Collector, will collect objects in the game area, while avoiding “mines” (e.g., the plates). The collector is guided by the Commander, who is outside the boundary by the team’s goal, and is the only other team member who can speak. The Commander, however, must always keep his/her back toward the Collector. The Commander is informed of the Collector’s status by the (mute) Staff. The Staff must stay outside the boundary and communicate without speaking. The objective is for the Collector to collect items and return them to the goal. If the Collector touches a “mine”, they must drop any / all items they are carrying, return to the goal, and start out again. All items in the goal are protected from loss. Game continues until there are no more items to collect. Learning method(s): Successful teams will define how they will communicate. Voices can be confused, so names should be used. Highly successful teams have the Collector restating the Commander’s statement and receive confirmation before executing. Critical communications are: direction, distance, and motion (bend, grab). Since the Commander’s directions are opposite those of the Collector and the Staff, either the Staff or the Commander must translate (left-to-right and right-to-left), but not both. Also, the Collector must mentally estimate distance since they are blindfolded. The team must have a mutually agreed definition of precision (e.g., what is a “baby step”? What is “close”?). Facilitation questions: How did your team communicate (only the Staff knew the status, and only the Commander could communicate the status to the Collector)? 80. Who! Name Game for Dummies by Karl Rohnke Remembering people’s names is a skill of which I am genetically bereft. You would think after leading hundreds of adventure curriculum training sessions, including an equal number of name games, that my ability and proclivity for recollecting names would have somewhat improved, but I can forget a name faster than a computer can crash; creative and concrete sequential just don’t complement one another I guess. So I made up a name game (for me) that I’m hoping will jive with our joint malady, i.e., forgetting at the speed of light. The name of this game is called Who!, a name game that does not require remembering names. I’m not kidding, check it out. (Who! is found in the Second Edition of Silver Bullets. This 25th Anniversary Edition remains filled with most of the original activities and also includes a good number of Karl’s more recent favorites. Find it at www.pa.org) Keep up with Karl at: www.karlrohnke.com Learning objective(s): Ice breaking Stage: Forming, Equipment: None. Directions: Ask the participants to line up in a circle, with some distance established between players; extended finger-tip-to-finger-tip is about right. Indicate that you (you are part of the circle) are going to start the action by pointing directly at someone else in the circle (include eye contact, extended arm and hand, purposeful body positioning, etc.), at the same time announcing in a loud voice, Who! as you walk toward that indicated person. They are required, in response to state their name with conviction, i.e., also loudly, and begin walking toward someone else in the circle, at the same time pointing at that chosen person, announcing Who! You, the initiator, take the place in the circle of the first person pointed to, and the Who-ing cycle continues. The beauty of this name game is that you don’t have to know or remember anyone’s name! Pointing and name announcing continues until at least half the people in the circle have been heard from. Then, unannounced, [you] start a second sequence by again stepping into the circle, pointing to someone, and saying Who! (Here’s a chance to include someone who has not yet been Who-ed!) As the names become more recognizable, [you can] step into the circle a few additional times until there are half a dozen players concurrently crossing the circle Who-ing! one another. This confusing owl-like hullabaloo won’t last long, but it’s a fun finish to a functional game. Variations: Ask the pointing person to announce their name also, and to shake hands (or share a High 5) with the designated person as they pass one another within the circle. The anti-angst delight of this name-game is that a player can relax and not have to worry about recalling a name, although rote-remembering happens like it or not. Revised 2014-03-09 Page 24 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 81. Is This a Hat? Learning objective(s): Observation Stage: Forming, Storming Equipment: Hat Directions: The leader has an object (a hat). They point to and briefly describe features on the hat. Periodically, the facilitator asks “Is this a hat?” and periodically says “Pay attention.” The object IS a hat ONLY if the facilitator has said “Pay attention.” [Thanks to Catherine H. from our instructor session of 20130928 for this game.] Revised 2014-03-09 Page 25 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Story Lines The following story lines are for specific games described in the previous section. They are listed in alphabetic order. Please notice that Howie Liebmann is collecting story lines (e-mail at the end of this section). 2B or Not 2B Your rescue team, Nutty Knotters, has been called in for a mountain climbing rescue. The equipment has been dropped to you by helicopter. You discover that the climbing ropes have been badly knotted. Since time is very limited, your team must decide, without actually touching the ropes, which single knot to untie to free the tangled mess. Once this is done, the rescue operation can effectively be put into operation. (note: use 5 different colored ropes for a lesser challenge, or use 5 ropes of the same color for a greater challenge) Ah, So, Ko: Your group is in Japan training to become Samurai warriors. You are practicing this game to sharpen your mental and physical abilities. This is a game of discipline with strict physical and verbal commands. In ancient times, the losers would have had their heads chopped off (optional: the losers may kneel down and be tapped on the neck with a short pool noodle to avoid the sight of blood)! The last person remaining in the game is the Samurai Sensei. All Screwed Up aka Wing It (when using wing nuts on ¼" x 12" rods): The Alliance Communications Officer on the planet Alpha Ceti 5 has received a distress call from a distant planet known as Dune. An explosion at a mine has breached the airlocks of a protective dome putting the miners and other personnel in grave danger. This mining operation produces an ore called Mysterium which is refined to make fuel for the warp drives of the Alliance's intergalactic fleet. The miners and the Mysterium are vital resources that must be saved at all costs! The Alliance quickly launches a fleet of spaceships, but realizes that it is quickly running out of time. The fleet commander decides to take a shortcut through the uncharted Mutaran Nebula. This may be the only way to reach the miners in time. This region is filled with many dangerous worm holes (threaded rods). In order to navigate these worm holes, the ships (threaded nuts) must move at maximum speed or their warp drives will overheat and explode! Alphabet Soup aka Keypunch (when numbers are used): On your first day at a new job at the soup factory, your work group is asked to perform a quality control check on the alphabet soup line. The line is moving very fast, and there are a lot of cans of soup to check, so you'll have to determine very quickly whether all the letters of the alphabet are present. In order to ensure quality control, each member of the group will have to touch each letter in some manner. Barnyard aka Old McDonald's Farm A severe late night thunderstorm has frightened all the animals on the McDonald Farm, and caused them to break out of their pens and corrals. Hearing the ruckus, Old Farmer McDonald runs outside to see what has happened. He notices that all the animals have broken free, and are running aimlessly all over the farm. He must somehow get the animals back in their pens and corrals. To make matters worse, the poor animals were so frightened by the thunder & lightning that they have become temporarily blinded. In desperate attempt to bring the animals back, Farmer McDonald starts making clucking, mooing, baaing, neighing, quacking, etc. noises. Pretty soon all the animals are making noises to reunite with their friends. Will all the animals make it back safely? Bull Ring: The newest Mars probe has returned to Earth after a long voyage with many rock samples. The reentry to Earth, however, was a bit bumpier than the landing on Mars, and many of the rocks and stones ending up being scattered on the salt flats in Nevada. Your team has been assembled to retrieve these stones. You will be using the latest technology, the anti-microbial Bull Ring. You must carefully elevate the stone, and then carry it to the awaiting containment cylinder. Captain On Deck: The pirate, Blackbeard, has decided to retire after many years as the captain of his ship, the Queen Anne's Revenge. The only obstacle in the way of returning to his homeland in England, is picking a new captain for this gallant ship. There are many rouges to choose from, but who will be the best one to command the ship? Blackbeard devises a plan to determine who is best suited to follow in his footstep (he has a peg leg!). The pirate captain plans to shout out a series of commands to see who does the best job of following orders. He will Revised 2014-03-09 Page 26 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 then pick the last man (or woman...Blackbeard is an equal opportunity employer) standing to be the new captain of the Queen Anne's Revenge! Gridlock: You are a courier for a very competitive delivery company. There are some very important packages that must be delivered ASAP! It’s 5 pm, rush hour, and you need to find the best way across town. Main roads, side streets, back alleys, any way you can find. Any time you come to a dead end or traffic jam, you'll need to change drivers. When you find the correct route to take you through all the traffic, you can alert the company dispatcher, and have the rest of the drivers follow your route. Group Jump Rope aka Community Jump Rope: One of the machines at Polly's Peanut Butter Factory has been shut down for routine maintenance. The equipment was sanitized and serviced before begin put back on line. On restart, a malfunction in the main electrical panel on the far side of the machine caused the horizontal beater bar to spin wildly out on control. A team of electrical engineers has been called on to fix the problem. The engineers must attempt to run as quickly as possible through the rotating beater bar to access the control panel. This machine is very important to Polly's bottom line, since it makes the popular Polly's Extra Smooth Peanut Butter. The engineers must use extreme caution to avoid being hit by the rapidly spinning blade. If anyone gets hit, it could spoil the extra smooth peanut butter, and turn it into the less popular chunky variety! Alternate Story Line (Peanuts/Snoopy Version): The famous World War I pilot is flying his biplane in the foggy skies high over England. Out of nowhere Red Baron lines up behind the Sopwith Camel, and fires a burst forcing the biplane to make a crash landing behind the trenches. As the he emerges from the wreck, the pilot yells out, "CURSE YOU RED BARON!" Bruised and battered, he finds himself trapped in a no-man's-land. Slowly creeping forward, the intrepid pilot encounters a twirling mass of barbed wire (jump rope). The challenge is to get through the barbed wire before the machine gunners see him! Human Knot aka Tangled Knot: Your group has been assembled to try to explain why DNA strands are so densely packed together. The challenge is to find a way to unlock the genetic sequence, and codify the strands of DNA. In order to accomplish this task, the genetic strands must be unwrapped, but the chain may not be broken. It appears the most logical way to solve this mystery is to allow the individual strands to form into a single circle. Keypunch aka Alphabet Soup (when letters are used): Your quality control team is asked to perform a test to see whether their new line wireless keyboard meets the specifications set forth in a government contract. The keyboards will be used by the military, and must be able to withstand rough handling and a wide range of climatic conditions. Your group will have to check all of the numeric keys on the keyboard. All members of your team will have to touch at least one key. Magic Carpet aka Inside Out: Your team is on a Magic Carpet ride, high above the Gobi Desert. The Sands of Time have tricked you into believing that all is well, but suddenly it dawns on you that the Magic Carpet is traveling upside down. You also realize that the carpet is actually traveling in the wrong direction! Since you are no longer on the ground, you must find a way to turn the carpet over without stepping off the carpet. Note: As an additional challenge, you may want to have your group turn the Magic Carpet around so it's traveling in the right direction. Marble Tubes: During your annual spring walk of the local Audubon society, your group notices a bird's egg has rolled downhill away from a nest on a low branch. Realizing that many wildlife are wary of human scent, you attempt to relocate the marble-sized egg back to the nest, without touching it. Moon Ball aka Global Ball: A large asteroid has crashed into the moon. This cosmic collision has altered the Moon's orbit. This, in turn, has cause tidal waves to wreak havoc on Earth. There is great concern that as the Moon's orbit becomes increasingly erratic, it might either crash into Earth or be broken up by gravitational force. The nations on Earth have launched an armada of space ships (participants) to help push the Moon back into its original orbit. Are the spaceships (participants) up to the task? Can they prevent a disaster from occurring? Revised 2014-03-09 Page 27 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Nail Puzzle aka Porcupine Progression: Two amateur radio enthusiasts decide to put up a new UHF antenna on the roof of their apartment building. Although there isn't much space, they manage to balance all the various components for the antenna onto a single pole. This is no easy task. Can your group perform the same feat? Nine Dots (activity): A California billionaire would like to build a very elaborate museum of modern art in San Francisco. He is searching for an creative architectural firm to do the work. Before the work can begin, the billionaire wants to make sure he is selecting the right architectural firm to design his vision of the new museum. He has devised a challenge to see which architect has the ability to be creative, and to be able think "outside the box!" Could you be the architect he has in mind? Are you up to the challenge? Sherpa Walk: An intrepid team of explorers is on a journey to try to find Shangri-La, a mystical, harmonious valley tucked away in the western Kulun Mountains of the Himalayas. Shangri-La is reported to be a permanently happy land isolated from the outside world. The people who live there are almost immortal ... aging very slowly and living many years beyond a normal lifespan. This, however, is no ordinary journey...it is an arduous trek over towering mountains with howling winds and fierce snows. You will need an experienced Sherpa to help guide your team over the perilous peaks and through the blinding snowstorms. Is your team ready for the challenge? Stepping Stones: You are members of a distinguished Archeological team from Princeton University on an exploratory dig in the Congo. One morning, several members notice a Pygmy native on a distant hill. He is jumping up and down with his spear in hand, yelling something in his native tongue. You can't understand what he's saying, but he appears very agitated. All of a sudden, you realize that you have inadvertently desecrated a Pygmy burial ground. The Pygmy runs back to his village for reinforcements. Your team packs up their tents and equipment, and moves away from the site as quickly as possible. The team makes good progress until the trail becomes blocked by a large swamp. This is no ordinary swamp...it's loaded with poisonous asparagus plants. You notice stepping stones (spot markers) conveniently stacked in a pile at the edge of the swamp. The challenge is to cross the swamp with the entire team and all the stepping stones before the Pygmies can catch you. Tank aka Tank Commander, Battlefield or War: You have successfully graduated from Officer's Candidate School as a 2nd Lieutenant in the US Army. Your next assignment is training as a tank commander at Fort Knox, Kentucky. The Army is looking officers to command the most technologically advanced tank in its arsenal, the Abrahams M1A2 Main Battle Tank. Potential commanders must possess extraordinary communications skills, have a very good sense of direction and be extremely accurate when firing tank projectiles. The generals at the Pentagon have devised a war game to see which officers have the skills needed to command this advanced battle wagon! Will you become the next officer to take command of the M1A2 MBT? Toxic Waste aka Nuclear Waste or Object Retrieval: You are members of an elite international nuclear response team. Your team is working on a plan to prevent radioactive contamination in the event of an accident at nuclear power plants. Should a nuclear incident occur, the containment vessels holding the U-235 would likely develop cracks. This could cause the water to leak out of the reactor. This, in turn, would expose the nuclear material (ball), and could trigger a meltdown. The radioactive material (ball) must be carefully removed from the damaged containment vessel, and placed in an emergency vessel as soon as possible. The key to prevent a meltdown is to move the material (ball) to the new containment vessel in a quick, precise manner. Failure to do so might result in a disaster! Traffic Jam: Two competing taxicab companies in New York City are dispatching their cabs on the morning shift. The Yellow cabs are heading to the Port Authority Building, and the Checker Cabs are going to JFK Airport International to pick up fares. Due to a water main break, the Yellow Cabs are diverted to a side street into the path of the oncoming Checker Cabs. The street is narrow with cars parked on both sides making passing almost impossible. The Checker and Yellow Cab drivers must employ a creative strategy, in order to get to their respective locations so they can start picking up fares! Tuna Sub: Your crew has been mining for gold in western Alaska for several months. One early winter evening, several grizzly bears break into the storage shed, and eat all food in the camp. You have been without food for several days, and the miners are starting to get hungry. After several days of searching for food, several miners Revised 2014-03-09 Page 28 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 find a small package wrapped in paper near the famous Iditarod Trail just a little southeast of Nome. On the reverse side marked in large, bold letters are the words TUNA SUB. The package must have fallen off one of the mushers sleds during the Iditarod race...what luck! Or is it? You soon realize that this may not be enough to feed all the hungry miners, so you devise a clever plan to determine will lay claim to the food inside the package. Note: the storyline may change depending upon the type of props or costume used in the game. Warp Speed: A team of astro-engineers has been given the challenge of developing a propulsion system for most advanced spaceship ever to be built. This warp drive will be used in a new generation of starships capable exploring distant galaxies. Initial tests of the new engines are promising, but there have been some problems. The engines have had difficulty reaching the minimum power level (warp 17) necessary for a successful intergalactic flight. The challenge is to increase the electromagnetic flow of photons through the warp drive. Your team sets up an experiment to using a ball to represent a photon moving through an electromagnetic field. The photon must follow a very precise, sequential path through this field. Your team must complete this a task in as short a time as possible to achieve the desired speed. Is your team up to the challenge ? Note: Feel free to shorten or change any of the storylines to suit for own needs and imagination! If you have any storylines for these or other games /initiatives/activities that you would like to contribute to this list, or any other suggestions, please contact me at HOWL43@aol.com Story Line Sources & Resources: Howie Liebmann (BSA COPE & Climbing Task Force) Teamwork & Teamplay (by Jim Cain & Barry Jolliff) Lists activities, variations, storylines, debriefing topics, where to get the materials & how to make the props, Terrific resource! Girl Scouts of the Chesapeake Bay (Newark, DE) Jason Ruby (Terrapin Adventures, Savage, MD) Revised 2014-03-09 Page 29 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Resources Kendall-Hunt Publishing (www.kendallhunt.com) or (800) 228-0810 or email orders@kendallhunt.com (1) Silver Bullets; (2) Bottomless Bag Again?; (3) Funn 'N Games ; (4) Quicksilver; (5) Cowtails and Cobras II {by Karl Rohnke} No Props {Mark Collard} Project Adventure Publications (www.pa.org) Teamwork & Teamplay (www.workandteamplay.com) Ultimate Camp Resource (www.ultimatecampresource.com) Karl's Corner {by Karl Rohnke} www.karlrohnke.com o Experiential Learning: o Experiential Learning Theory: Previous Research and New Directions, Kolb, Boyatzis, and Mainemelis (31 Aug 1999) (http://www.d.umn.edu/~kgilbert/educ5165-731/Readings/experiential-learning-theory.pdf) and revised in Perspectives on cognitive, learning, and thinking styles. NJ: Lawrence Erlbaum, 2000. R. J. Sternberg and L. F. Zhang (Eds.) Experiential Learning Theory (ELT) has some useful concepts: people learn by grasping and transforming experiences. Both have dialectically opposite modes; “grasping” is done by either concrete experience (CE) or abstract conceptualization (AC), “transforming” is done by either reflective observation (RO) or active experimentation (AE). The paper introduces four basic learning styles: Diverging (CE & RO), Assimilating (AC & RO), Converging (AC & AE), and Accommodating (CE & AE). Why care? Each of these styles are suited to particular careers. Thus, knowing your learning style can help you make better life choices by choosing alternatives for which you’re best suited. Divergent learners are well suited for social services; Assimilating learners for sciences or research; Converging learners for technology, economics, and environmental sciences; Accommodating for business and organizations. International Association of Teamwork Facilitators (http://www.teachmeteamwork.com/) o Silver Bullets (http://files.eric.ed.gov/fulltext/ED356918.pdf) Grainy, but more portable than physical copy Good source, though may be overwhelming, for information about teamwork and team building. Thiagi (Sivasailam Thiagarajan) http://thiagi.com/ Good source of games and ideas o Fundamental concept: “jolt”, an engaging learning activity that lasts for a brief period of time and illustrates one or more important learning points. (http://www.thiagi.com/pfp/IE4H/november2011.html#Toolkit) o 6 Step Debriefing Process: http://thiagi.net/podcasts/tgti_podcast_02.mp3 and http://thiagi.com/pfp/IE4H/february2004.html#Debriefing Each phase has a focus. Do in sequence. Avoid skipping phases, jumping to a deeper level. Recommend listening to the podcast to get suggestions of questions. Revised 2014-03-09 Phase 1: How Do You Feel? This phase gives the participants an opportunity to get strong feelings and emotion off their chest. It makes it easier for them to be more objective during the later phases. Begin this phase with a broad question that invites the participants to get in touch with their feelings about the activity and its outcomes. Encourage them to share these feelings, listening actively to one another in a nonjudgmental fashion. [Does not work with engineers, people who deal methodically or mechanically. Use “What is your reaction to what happened?”] How did you feel about the leader? How did you feel when you struggled? Phase 2: What Happened? In this phase, collect data about what happened during the activity. Encourage the participants to compare and contrast their recollections and to draw general conclusions during the next phase. Replay what was done. Was there planning? What were the key steps? What worked? Begin this phase with a broad question that asks the participants to recall important events from Page 30 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 the training activity. Create and post a chronological list of events. Ask questions about specific events. If a camera was available and used, use images to verify reality. o Phase 3: What Did You Learn? In this phase, encourage the participants to generate and test different hypotheses. Ask the participants to come up with principles based on the activity and discuss them. Begin this phase by presenting a principle and asking the participants for data that supports or rejects it. Then invite the participants to offer other principles based on their experiences. For example, (a “jolt”) reciting the days of the week in chronological order, then alphabetically. First is easy, second is hard / frustrating. What was learned? Generally, before you can learn something new, must un-learn a previous practice or habit. The more something is a habit, the harder it is to unlearn. Do people believe what they are saying? Phase 4: How Does This Relate To The Real World? In this phase, discuss the relevance of the activity to the participants' real-world experiences. Seeking transfer of learning to the future. Fun, and has relevance. Begin with a broad question about the relationship between the experiential learning activity and events in the workplace. Suggest that the activity is a metaphor and ask participants to offer realworld analogies. Does your approach change if you know an answer exists? Or does not exist? Phase 5: What If? In this phase, encourage the participants to apply their insights to new contexts. Use alternative scenarios to speculate on how people's behaviors would change. If I gave you time to practice, what might have happened? Begin this phase with a change scenario and ask the participants to speculate on how it would have affected the process and the outcomes of the activity. Then invite the participants to offer their own scenarios and discuss them. Possibly redo activity. Possibly explore impossible consequences (killing those who fail). Phase 6: What Next? In this phase, ask the participants to undertake action planning. Ask them to apply their insights from the experiential activity to the real world. Begin this phase by asking the participants to suggest strategies for use in future rounds of the activity. Then ask the participants how they will change their real-world behavior as a result of the insights gained from the activity. For example, as a team, coming up with the maximum number of coins to make $2.71 If done again, would bring jar of pennies. Debrief or not (http://www.thiagi.com/pfp/IE4H/march2004.html#Debriefing): If 1)If emotionally provoked. 2)If issue or activity was complex. Many variables, decision points. 3)Connection between real world and game is important. Do not debrief: 1)If a linear, mathematical problem (finding Pareto basis). 2)If goal is not facilitated by debriefing. o Encouraging response: depersonalize response: “How do you think most people felt?” or “With your neighbor, share what you both think most people felt.” o Time requirement for debriefing: http://reviewing.co.uk/_site.htm, Dr. Roger Greenaway, has suggestions for debriefing (“reviewing”) quickly; “Popcorn” (stand up, give response, and sit), or write answer. Chris Caver Affordable Portables: A Working Book of Initiative Activities & Problem Solving Elements, (Wood N Barnes, 78-1885473400): One of these days, expand the program to take it TO the participants. Revised 2014-03-09 Page 31 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Tips for Facilitators: Safety is always a top priority. Make sure the play area is level and free from holes, stumps, rocks or other objects that might cause injury. Read medical histories. Is anyone taking medication? Ask whether any of the participants have or are prone to head, neck, back, joint injuries or allergies. Does anyone carry an Epi-Pen or TwinJet for insect stings or other allergic reactions? Is there any other reason to limit participation? Does everyone have the proper clothing and footwear (i.e. sneakers for smooth surfaces)? Are bulky objects (i.e. water bottles, knives, cell phones, cameras, etc.) and loose jewelry removed? Make sure participants are properly hydrated (especially in warn weather), and be on the watch for hypothermia (especially in cool/wet weather). Thunderstorms/Lightening: remember the "30/30 Rule...clear the play area, and seek covered shelter 30 seconds after hearing the first clap of thunder (storm is about 6 miles away), and for at least 30 minutes after the last clap of thunder. Always wear gloves when handling rope to avoid burns. Turn off all electronic equipment to avoid distractions. Always use spotters (safety personnel) where there is the possibility of injury due to falling. The spotter’s arms should be outstretched toward the participant(s), slightly bent at the elbows with flat palms facing outward like spoons. Legs should be slightly bent at the knees with one foot forward (in) and the other foot back (out) for stability. Use your body as a “shock absorber” to help cushion participants who may slip or fall. Alternate position of genders when possible. Consider doing a “trial run” with the lightest participant to check on trustworthiness of spotters. Tips for Games Once the participants are given the instructions and rules for the game, try not to interfere with the team process. Resist the urge to “jump in” and help them with a solution to a particular challenge. Let them figure out for themselves. This is their process. Do not interfere, unless health or safety issues are involved. If the players appear frustrated or stuck regarding a solution to an initiative game, use the Socratic Method…ask questions, do not make statements! This should be a guided discovery, just sit back, relax and watch the “light bulbs” start coming on! What do you do when you, as a facilitator, fail to give the proper instructions or forget to include one of the rules? The most sensible approach is to let the group continue, and play the game to its conclusion*. While this may not be the best learning experience for the players, it certainly will be for you as the facilitator! Remember, we all learn a lot more from our mistakes, than we do from our successes. It has been said that “experience is the name we give to our mistakes.” The real challenge, of course, is to avoid repeating them! *If a participant asks a question after activity has started the facilitator is given a “reprieve” or opportunity to amend the rules. Questions should always be answered with a consideration toward keeping the game safe, but the facilitator can now make changes to the rules, especially if it applies to a rule that was originally left out! For example, a question like “Can we use xxx?” is answered with “Now that you mention it, no. You may not.” The group will soon realize that there may be consequences to asking questions once the instructions have been given, and the game has started. Questions and reflections are always encouraged after the game has concluded. Use the reflections as a teachable moment! Tag games…don’t allow a player to be the “it” for more than 1 to 2 minutes…this will help younger or less physically fit players from being discouraged. Tell the player who is the “it” that he/she has had their chance, and now it’s someone else’s turn! Also, don’t allow the tag games to get out of control…slow them down, if necessary! Have spotters ready, especially when the games or activities are in close proximity to trees, poles, cables, rocks, uneven ground or other obstructions. Revised 2014-03-09 Page 32 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Games, Initiatives & Activities Index For Experiential Education Listed Alphabetically Game Name & (#) 2 B Or Not 2 B (36) Ah, So, Ko (31) Alaskan Baseball (35) All Screwed Up (19) Amoeba (69) Bang, Bang, Bang (38) Barnyard (33) Barrel Tag (42) Beach Ball Soccer (10) Blindfolded Square (24) Blob/Add-On Tag (15) Balloon Trolleys (25) Bull Ring (73) Type of Game Initiative Competitive Competitive Initiative Initiative Cooperative Cooperative Competitive Competitive Initiative Competitive Initiative Initiative Captain On Deck (26) Chain Lightning (77) Down To One (57) Dollar Jump (12) Dragon's Tail (22) Elbow Tag (27) Electric Fence (55) Energizer (37) Everybody's It (8) Gotcha (59) Gridlock (75) Competitive Initiative Competitive Competitive Competitive Competitive Initiative Cooperative Competitive Cooperative Initiative Props Several Small Ropes None Rubber Chicken/Ball Threaded Rods & Nuts Rope (25'-50') +Stopwatch None None (blindfolds optional) None None 50' rope & blindfolds None Balloons Bull Ring, String, Tennis Ball, PVC Pipe None Victor™ Mouse Traps None Dollar Bill Bandanas None 50' Rope None None None Grid Pattern of 1' Squares Group Juggle (52) Group Jump Rope (1) Helium Stick/Ring (40) How Many Scouts? (43) Human Knot (14) Insanity (63) Is this a hat? (81) Jedi Numbers (56) Just One Word (51) Key Punch (28) Knot Or Knot A Knot? (39) Levitation (68) Line Ups (4) Magic Carpet (47) Magic Sticks (16) Mail Call (5) Marble Tubes (74) Minefield (78) Moon Ball (6) Nail Puzzle (49) Nine Dots (45) Peek-A-Who? (48) Popcorn Game (62) Power Ball (30) Pruie (67) Quail Shooter's Delight (17) Cooperative Cooperative Cooperative Competitive Initiative Initiative Activity Cooperative Activity/Initiative Initiative Cooperative Cooperative Initiative Initiative Cooperative Competitive Initiative Cooperative Cooperative Activity/Initiative Activity/Initiative Competitive Initiative Competitive Ice Breaker Cooperative Balls/Rubber Chickens 50" Rope Rigid Stick/Hula Hoop 5 dice None Props/Hula Hoops Hat None 8½x11 Paper w/Letters Numbered Spot Mrks. 30' Length of Rope None (blindfolds optional) None Tarp 10 Pencils or Sticks Spot Markers Marble Tubes & Marbles Lots of different props Beach Ball Board/13 Nails Paper w/9 Dots 4'x8' Tarp/Screen 14 Qt. Pail/60 Whiffles None None (blindfolds optional) Balls/Rubber Chickens Revised 2014-03-09 Purpose/Goal Problem Solving Ice Breaker Fun Problem Solving Teamwork Communication Communication Fun Fun Problem solving Fun Cooperation Teamwork & Problem Solving Ice Beaker Problem Solving Problem Solving Fun Teamwork Fun Problem Solving Energizer Ice Breaker Ice Breaker Problem Solving & Decision Making Ice Breaker/Laughter Cooperation Cooperation Observation Problem Solving Problem Solving Problem Solving Decision Making Problem Solving Problem Solving Decision Making Trust Cooperation Problem Solving Problem Solving Ice Breaker Teamwork/Problem Solving Communication Cooperation Problem Solving Problem Solving Fun Problem Solving Fun Fun/Laughter Programmed Failure Page 33 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Listed Alphabetically Game Name & (#) Rock/Paper/Scissors (71) Rope Jousting (18) Sequences (60) Sherpa Walk (70) Snapper (76) Space Command (79) Stars Wars/Jedi Knight (64) Stepping Stones (20) Streets & Alleys (34) Swat (13) T Puzzle/Giant T Puzzle (66) Tank/Battlefield/War (41) Texas Hold 'Em (32) Toss-A-Name Game (1) Touch My Can (7) Toxic/Nuclear Waste (53) Traffic Jam (11) Triangle Tag (3) Trust Wave (54) Tuna Sub (50) Type of Game Competitive Competitive Activity/Initiative Cooperative Cooperative Competitive Competitive Initiative Competitive Competitive Initiative Competitive Initiative Cooperative Cooperative Initiative Initiative Competitive Cooperative Competitive Two By Four (61) Up Chuck (23) Wampum Name Game (72) Initiative Cooperative Competitive Warm Up-Mrs. O'Grady (2) Warp Speed (9) Weave The Web (46) Who! Name Game for Dummies (80) Willow In The Wind (65) Wireless Communication (58) You Tear Me Up (44) Cooperative Initiative Initiative Ice Breaker Cooperative Cooperative Activity Revised 2014-03-09 Props None 50' Rope/Spot Mkrs. Letters/Numbers None (blindfolds optional) Victor™ Mouse Trap Lots of different props Fleece Balls/ 2 Swords Spot Markers Foam Sword Foam Sword /Spot Mkrs 4 puzzle pieces Balls/Rubber Chickens Deck of Cards Balls/Rubber Chickens Tin/ Plastic Cans Bucket/ Bunge/Ropes Spot Markers None None Hat, Large Glasses, Cape, Dice, Large Gloves None Balls Foam Sword, ½ pool noodle, rolled newspaper None Ball Spider's Web/Webbing None None (blindfold optional 25' rope/Tinker Toys Blank 8½x11 paper Purpose/Goal Fun Fun Problem Solving Trust Trust Communication Fun Problem Solving Ice Breaker Fun Problem Solving Communication Cooperation Ice Breaker Problem Solving Problem Solving Problem Solving Fun Trust Fun Problem Solving Cooperation Ice Breaker Ice Breaker Problem Solving Problem Solving Fun/Laughter Trust Communication Communication Page 34 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Listed Alphabetically By Type Game Name & (#) Is this a hat? (81) You Tear Me Up (44) Just One Word (51) Nail Puzzle (49) Nine Dots (45) Sequences (60) Ah, So, Ko (31) Alaskan Baseball (35) Barrel Tag (42) Beach Ball Soccer (10) Blob/Add-On Tag (15) Captain On Deck (26) Dollar Jump (12) Down To One (57) Dragon's Tail (22) Elbow Tag (27) Everybody's It (8) How Many Scouts? (43) Mail Call (5) Peek-A-Who? (48) Power Ball (30) Rock/Paper/Scissors (71) Rope Jousting (18) Space Command (79) Stars Wars/Jedi Knight (64) Streets & Alleys (34) Swat (13) Tank/Battlefield/War (41) Triangle Tag (3) Tuna Sub (50) Type of Game Activity Activity Activity/Initiative Activity/Initiative Activity/Initiative Activity/Initiative Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Wampum Name Game (72) Competitive Bang, Bang, Bang (38) Barnyard (33) Energizer (37) Gotcha (59) Group Juggle (52) Group Jump Rope (1) Helium Stick/Ring (40) Jedi Numbers (56) Knot Or Knot A Knot? (39) Levitation (68) Magic Sticks (16) Minefield (78) Moon Ball (6) Quail Shooter's Delight (17) Sherpa Walk (70) Snapper (76) Toss-A-Name Game (1) Touch My Can (7) Trust Wave (54) Up Chuck (23) Warm Up-Mrs. O'Grady (2) Willow In The Wind (65) Wireless Communication (58) Pruie (67) Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Cooperative Ice Breaker Revised 2014-03-09 Props Hat Blank 8½x11 paper 8½x11 Paper w/Letters Board/13 Nails Paper w/9 Dots Letters/Numbers None Rubber Chicken/Ball None None None None Dollar Bill None Bandanas None None 5 dice Spot Markers 4'x8' Tarp/Screen None None 50' Rope/Spot Mkrs. Lots of different props Fleece Balls/ 2 Swords Foam Sword Foam Sword /Spot Mkrs Balls/Rubber Chickens None Hat, Large Glasses, Cape, Dice, Large Gloves Foam Sword, ½ pool noodle, rolled newspaper None None (blindfolds optional) None None Balls/Rubber Chickens 50" Rope Rigid Stick/Hula Hoop None 30' Length of Rope None (blindfolds optional) 10 Pencils or Sticks Lots of different props Beach Ball Balls/Rubber Chickens None (blindfolds optional) Victor™ Mouse Trap Balls/Rubber Chickens Tin/ Plastic Cans None Balls None None (blindfold optional 25' rope/Tinker Toys None (blindfolds optional) Purpose/Goal Problem Solving Communication Problem Solving Problem Solving Problem Solving Problem Solving Ice Breaker Fun Fun Fun Fun Ice Beaker Fun Problem Solving Teamwork Fun Ice Breaker Observation Ice Breaker Fun Fun Fun Fun Communication Fun Ice Breaker Fun Communication Fun Fun Ice Breaker Communication Communication Energizer Ice Breaker Ice Breaker/Laughter Cooperation Cooperation Decision Making Decision Making Trust Problem Solving Communication Cooperation Programmed Failure Trust Trust Ice Breaker Problem Solving Trust Cooperation Ice Breaker Trust Communication Fun/Laughter Page 35 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Listed Alphabetically By Type Game Name & (#) Who! Name Game for Dummies (80) 2 B Or Not 2 B (36) All Screwed Up (19) Amoeba (69) Balloon Trolleys (25) Blindfolded Square (24) Bull Ring (73) Type of Game Ice Breaker Initiative Initiative Initiative Initiative Initiative Initiative Chain Lightning (77) Electric Fence (55) Gridlock (75) Initiative Initiative Initiative Props None Several Small Ropes Threaded Rods & Nuts Rope (25'-50') +Stopwatch Balloons 50' rope & blindfolds Bull Ring, String, Tennis Ball, PVC Pipe Victor™ Mouse Traps 50' Rope Grid Pattern of 1' Squares Human Knot (14) Insanity (63) Key Punch (28) Line Ups (4) Magic Carpet (47) Marble Tubes (74) Popcorn Game (62) Stepping Stones (20) T Puzzle/Giant T Puzzle (66) Texas Hold 'Em (32) Toxic/Nuclear Waste (53) Traffic Jam (11) Two By Four (61) Warp Speed (9) Weave The Web (46) Initiative Initiative Initiative Initiative Initiative Initiative Initiative Initiative Initiative Initiative Initiative Initiative Initiative Initiative Initiative None Props/Hula Hoops Numbered Spot Mrks. None Tarp Marble Tubes & Marbles 14 Qt. Pail/60 Whiffles Spot Markers 4 puzzle pieces Deck of Cards Bucket/ Bunge/Ropes Spot Markers None Ball Spider's Web/Webbing Revised 2014-03-09 Purpose/Goal Fun/Laughter Problem Solving Problem Solving Teamwork Cooperation Problem solving Teamwork & Problem Solving Problem Solving Problem Solving Problem Solving & Decision Making Problem Solving Problem Solving Problem Solving Cooperation Problem Solving Teamwork/Problem Solving Problem Solving Problem Solving Problem Solving Cooperation Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Page 36 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Listed Alphabetically By Purpose/Goal Game Name & (#) Bang, Bang, Bang (38) Barnyard (33) Minefield (78) Space Command (79) Tank/Battlefield/War (41) Wireless Communication (58) You Tear Me Up (44) Balloon Trolleys (25) Group Jump Rope (1) Helium Stick/Ring (40) Line Ups (4) Moon Ball (6) Texas Hold 'Em (32) Up Chuck (23) Jedi Numbers (56) Knot Or Knot A Knot? (39) Energizer (37) Alaskan Baseball (35) Barrel Tag (42) Beach Ball Soccer (10) Blob/Add-On Tag (15) Dollar Jump (12) Elbow Tag (27) Peek-A-Who? (48) Power Ball (30) Rock/Paper/Scissors (71) Rope Jousting (18) Stars Wars/Jedi Knight (64) Swat (13) Triangle Tag (3) Tuna Sub (50) Type of Game Cooperative Cooperative Cooperative Competitive Competitive Cooperative Activity Initiative Cooperative Cooperative Initiative Cooperative Initiative Cooperative Cooperative Cooperative Cooperative Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Competitive Pruie (67) Who! Name Game for Dummies (80) Captain On Deck (26) Ah, So, Ko (31) Everybody's It (8) Gotcha (59) Mail Call (5) Streets & Alleys (34) Toss-A-Name Game (1) Wampum Name Game (72) Ice Breaker Ice Breaker Competitive Competitive Competitive Cooperative Competitive Competitive Cooperative Competitive Warm Up-Mrs. O'Grady (2) Group Juggle (52) How Many Scouts? (43) 2 B Or Not 2 B (36) All Screwed Up (19) Blindfolded Square (24) Chain Lightning (77) Down To One (57) Electric Fence (55) Human Knot (14) Insanity (63) Is this a hat? (81) Just One Word (51) Key Punch (28) Cooperative Cooperative Competitive Initiative Initiative Initiative Initiative Competitive Initiative Initiative Initiative Activity Activity/Initiative Initiative Revised 2014-03-09 Props None None (blindfolds optional) Lots of different props Lots of different props Balls/Rubber Chickens 25' rope/Tinker Toys Blank 8½x11 paper Balloons 50" Rope Rigid Stick/Hula Hoop None Beach Ball Deck of Cards Balls None 30' Length of Rope None Rubber Chicken/Ball None None None Dollar Bill None 4'x8' Tarp/Screen None None 50' Rope/Spot Mkrs. Fleece Balls/ 2 Swords Foam Sword /Spot Mkrs None Hat, Large Glasses, Cape, Dice, Large Gloves None (blindfolds optional) None None None None None Spot Markers Foam Sword Balls/Rubber Chickens Foam Sword, ½ pool noodle, rolled newspaper None Balls/Rubber Chickens 5 dice Several Small Ropes Threaded Rods & Nuts 50' rope & blindfolds Victor™ Mouse Traps None 50' Rope None Props/Hula Hoops Hat 8½x11 Paper w/Letters Numbered Spot Mrks. Purpose/Goal Communication Communication Communication Communication Communication Communication Communication Cooperation Cooperation Cooperation Cooperation Cooperation Cooperation Cooperation Decision Making Decision Making Energizer Fun Fun Fun Fun Fun Fun Fun Fun Fun Fun Fun Fun Fun Fun Fun/Laughter Fun/Laughter Ice Beaker Ice Breaker Ice Breaker Ice Breaker Ice Breaker Ice Breaker Ice Breaker Ice Breaker Ice Breaker Ice Breaker/Laughter Observation Problem Solving Problem Solving Problem solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Page 37 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Listed Alphabetically By Purpose/Goal Game Name & (#) Magic Carpet (47) Magic Sticks (16) Nail Puzzle (49) Nine Dots (45) Popcorn Game (62) Sequences (60) Stepping Stones (20) T Puzzle/Giant T Puzzle (66) Touch My Can (7) Toxic/Nuclear Waste (53) Traffic Jam (11) Two By Four (61) Warp Speed (9) Weave The Web (46) Gridlock (75) Type of Game Initiative Cooperative Activity/Initiative Activity/Initiative Initiative Activity/Initiative Initiative Initiative Cooperative Initiative Initiative Initiative Initiative Initiative Initiative Props Tarp 10 Pencils or Sticks Board/13 Nails Paper w/9 Dots 14 Qt. Pail/60 Whiffles Letters/Numbers Spot Markers 4 puzzle pieces Tin/ Plastic Cans Bucket/ Bunge/Ropes Spot Markers None Ball Spider's Web/Webbing Grid Pattern of 1' Squares Quail Shooter's Delight (17) Amoeba (69) Dragon's Tail (22) Bull Ring (73) Cooperative Initiative Competitive Initiative Marble Tubes (74) Levitation (68) Sherpa Walk (70) Snapper (76) Trust Wave (54) Willow In The Wind (65) Initiative Cooperative Cooperative Cooperative Cooperative Cooperative Balls/Rubber Chickens Rope (25'-50') +Stopwatch Bandanas Bull Ring, String, Tennis Ball, PVC Pipe Marble Tubes & Marbles None (blindfolds optional) None (blindfolds optional) Victor™ Mouse Trap None None (blindfold optional Revised 2014-03-09 Purpose/Goal Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving Problem Solving & Decision Making Programmed Failure Teamwork Teamwork Teamwork & Problem Solving Teamwork/Problem Solving Trust Trust Trust Trust Trust Page 38 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen http://waisanen.us Document1 Games, Initiatives & Activities Analysis For Experiential Education At Camp WB Snyder and Goshen Scout Reservation Let us presume the goal of one or more “COPE sessions” is for a group to become “performing” (in terms of the Tuckman “forming, storming, norming, performing, adjourning/re-forming” model of group development). The role of the facilitator, then, is to guide the group in approaching that goal by enabling the group members to achieve the 8 learning objectives of COPE while having “fun”. There are five stages to a COPE session: 1. Ice breaker / introduction 2. Initiative games 3. Trust games 4. Low elements 5. High elements (aka “Confidence Challenge”) The following table (a work in progress) contains games suggested for assessing the status of a group or for facilitating transition up the stages in Tuckman’s model. Game Name & (#) How Many Polar Bears Are On The Ice? (43, variation) Sherpa Walk (variation) (70) Insanity (63) I’ve Got A Mission (5) Space Command (79) Revised 2014-03-09 Purpose Effective use of time; character assessment Relocating group (e.g., from dining hall to game area) Storming to Norming Ice Breaker to Forming Forming to Storming Storming to Norming Props 5 dice Learning point Observation None (blindfolds optional) Trust / Communication / Shared leadership Problem Solving / Cooperation Team forming Communication Props/Hula Hoops Spot Markers/ Hula Hoop (1 small) Props/Hula Hoops Page 39 of 39 Compiled & Edited by Howie Liebmann Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen