Games, Initiatives & Activities Analysis For Experiential Education At

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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
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Compiled & Edited by Howie Liebmann
Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen
http://waisanen.us
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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
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Compiled & Edited by Howie Liebmann
Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen
http://waisanen.us
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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!),
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Adapted for the NCAC COPE/Climbing program by Anthony “Tony” Waisanen
http://waisanen.us
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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.
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http://waisanen.us
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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
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http://waisanen.us
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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
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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
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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.
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(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,
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“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.
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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
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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.
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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
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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,
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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!
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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
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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)
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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
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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.
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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),
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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
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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.)
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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.
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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.
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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.]
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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
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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?
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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
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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
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http://waisanen.us
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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
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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
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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
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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
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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
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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
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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
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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
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