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Gregg A. Catalano
gcatalano@earthlink.net
(832) 237-4635
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Silent Ball
Number of players: Any number in small groups
Equipment needed: 1 Ball per group
Activity time: 5-7 minutes
How to play:
Make a circle of participants and tell them that this passing and catching game is a non-verbal type of game. When the game begins, no one can make a sound. If they do they are finished with the ball handling, but not out of the game. To start, one participant throws the ball to any of the participants in the circle (or random formation). If it is a good throw and a good catch, the game continues. If a participant misses the ball, the group has to decide which participant was at fault. Was it a poor pass or did the catcher mishandle the ball and drop it. The group decides by pointing to who they think made the mistake, the thrower or the catcher. The participant they decide was at fault is out, sits down (in place) and can’t pass or catch the ball, but can vote each time it is called for. Play until there is only one participant left. Explain to the students what you consider a proper throw. The participants will, eventually, learn to fool another participant by looking at someone else and then tossing it to the participant they aren’t looking at. When the last two participants are left in the game, they should throw with non-dominate hand.
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“12”
Number of players: Any number
Equipment needed: None
Activity time: 1-3 minutes
How to play:
Here is a great grouping activity that uses the last 2 numbers of the new year and ensures that no one is left out of a group. Explain that when you call out a number, all participants are to get into groups determined by either number represented by the number that is called out. For example, if the number called out is 45, participants can get into groups of either 4 or 5. If 67 is called out, everyone gets into groups of either 6 or 7. Because of the odd/even grouping, no one will be left without a group.
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Christmas Carol Relay
Number of players: Any number in equal teams
Equipment needed: Prepared index cards
Activity time: 7-10 minutes
How to play:
Divide your group into equal numbered teams and space the groups evenly around a central spot. Have the leader stand in the centrally located spot with a variety of index cards - each having the name of a Christmas carol on them. Ask that each group determine its drawing order and once accomplished, explain that on the “Go” command, the 1st person to draw will pantomime skating to the leader and receive an index card. After finding out what carol they have, they pantomime skating back to their group and then as in the game “Pictionary” draws out their carol. As soon as a group member shouts out the correct Christmas carol, the 2nd drawer then skates to the leader for a new index card and Christmas carol. Continue in this fashion with the winning group being the one that has had all its participants draw and have answered correctly the different Christmas carols chosen.
To take this to another level, instead of just answering correctly, have groups once the Christmas carol is guessed sing it loudly before the next person can go and select the next card!
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“33”
Number of players: Any number in small groups
Equipment needed: 1 Die per group
Activity time: 5-7 minutes
How to play:
Players sit in a circle close enough to take turns throwing a “die.” The object of the game is for each player, in turn, to roll the die and as a group, add up the spots as quickly as possible to reach “33” or more before the other groups do so. If any player in the group rolls a 6, the whole group must stand, walk quickly to touch a wall, and return to their original places to sit. (Any predetermined action may be substituted.) Upon returning, the group continues to play, but must start again at “0.” The first group to make it to “33” (or over) assumes the dead bug position (on back with arms and legs in the air) and starts to chant, “33, 33, 33 . . . ”
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Aggie Volleyball
Number of players: Any number
Equipment needed: Beach Ball
Activity time: 8-10 minutes
How to play:
Divide the group into two equal teams. Have group members scatter in their playing area and decide which team will serve to start the game. The object of the game is simply not to let the ball(s) touch the floor on your side and have points scored against your team. Explain that all hits are to be made in an underhand motion (no spiking is allowed) and that any number of hits are allowed on a side before the ball is returned to the opposing team. A point is scored against a team every time a ball(s) touches the ground on their side with play being continuous. Play to a predetermined number.
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Walk Tag
Number of players: Any number
Equipment needed: None
Activity time: 5-7 minutes
How to play:
For this activity, you need to have participants grouped in pairs. Once in pairs, one person becomes the "counter" and the other person the "walker." On the leaders signal, the "counter" stays in his/her place and counts to 10 while the "walker" moves as far away from the "counter" as possible. When the "counter" reaches 10, s/he chases the "walker" trying to touch him/her. Once the "walker" has been touched, the two people switch roles; the "walker" becomes the "counter" (who immediately starts counting to 10 while standing in place) and the "counter" becomes the "walker" (getting quickly as far away from the "counter" as possible). The game continues for about a minute with roles being reversed each time a "walker" is touched. Let the participants rest as the next section of the game is explained. Have the pair that has been playing their own game of walk tag now form a team and link arms. Have these linked pairs find another linked pair and play another round of walk tag with one of the pairs starting the game as the "counters" and the other pair being the "walkers." A third round of the game can be played with these 2 pairs combining to form a linked group of four chasing another linked pair of four.
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M&M Relay
Number of players: Any number in small groups
Equipment needed: 1 Paper plate, 1 Cup, &
M&M’s for each team
Activity time: 5-7 minutes
How to play:
Kids will eat this activity up! Give each team a cup of plain M&M’s and a paper plate. Have the first person on each team dump the cup of M&M’s onto the paper plate and eat only the yellow ones. When finished, that person folds the paper plate and dumps all the remaining M&M’s back into the cup and passes it to the next person who dumps all the M&M’s back onto the plate and then eats all the red ones. This continues until all the colored M&M’s are eaten. A penalty point is given for any M&M which drops off the plate or touches the floor. The team that finishes its cup of M&M’s first is the winner!
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“Camp Is . . . ”
Number of players: Any number in pairs
Equipment needed: None
Activity time: 3-5 minutes
How to play:
With summer camp just around the corner, here’s a quick energizer that your campers will love! Have participants get together with a partner. Begin by teaching the “Camp Is . . . “ handshake to everyone by demonstrating the words and motions. The words are simply “Camp is . . . ;“ but, on the word “Camp” the two players do a high 10 slapping both hands together. Immediately the hands rotate downward and clap together about waist high and it’s here that the partners say: “is. . .” The ending of the handshake is completely up to the participants. They must add on to the “Camp is . . . “ handshake by adding their own word(s) and own action. For example, a pair might end their “Camp is . . . “ handshake with “is cool!” while leaning against each other shoulder to shoulder and fanning themselves. You’ll be amazed at the creative endings your campers will come up with!
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Flag Pass Relay
Number of players: Any number in small groups
Equipment needed: 1 Flag/Bandanna per group
Activity time: 5-7 minutes
How to play:
This simple relay is a winner every time! Start by creating equal numbered teams of between 6-10 participants. Ask participants to form an inward facing circle with each participant touching the shoes of the person to their right and left. Provide a flag/bandanna (or other passable item) to one of the team members and you are ready to start. Explain that on the “Go” command, the player with flag must run around their group and hand the flag to the player that was on their right and then immediately sit down. This person then repeats the above and all continue in this manner until all the players have run and are seated. The winning group is the first to have all its members seated and making as much noise as possible. You won’t want to pass of this winning relay that you kids will want to play over and over again!
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Anatomy Shuffle
Number of players: Any number
Equipment needed: None
Activity time: 1-3 minutes
How to play:
To form new groups in a creative and fun way anytime during a play session, transition participants using the “Anatomy Shuffle.” Explain that in this activity, participants need to listen to the commands you shout out, and then on “GO,” seek others to complete your directions. Commands only include 2 instructions: 1) the number of participants that are to group together, and 2) the body parts that are to be used to connect all participants in that group. For example, the leader might need for all participants to get into groups of 4 for the next activity to play. Using the activity “Anatomy Shuffle,” the leader could say, “Four, finger to shoulder . . . GO!” Four participants would then immediately group together touching each other on the shoulder with a fingertip. To transition to play a partner activity, the leader might call out, “Two, hand-to-knee” and immediately, two players would come together, each putting a hand on his/her partner's knee, easily pairing players for the next activity. This great transitional activity is only limited to your imagination and body parts. Have Phun!
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Bandanna Hoop Tag
Number of players: Any number
Equipment needed: Numerous Hula Hoops, Bandannas/Flags
Activity time: 7-10 minutes
How to play:
If you’ve ever wondered what to do with all those hula hoops, what about using them to play one of the hottest tag games of 2011. Begin by widely scattering a number of hula hoops around your play area. Next, provide each participant with a bandanna (football flags work just as well) and instruct them to tuck the bandanna into their beltline. Explain that in this all-vs.-all tag game each participant is trying to pull an opponents bandanna out of their beltline while avoiding the same happening to them. If a participants bandanna is taken, s/he must immediately do 5 jumping jacks (or any designated exercise stated by the leader) right where they are. The player who took the bandanna must then quickly drop the bandanna into any hoop while still avoiding having his/her bandanna taken. After completing the 5 jumping jacks, the player can go to any hoop to get another bandanna which allows them to get back into the game. While replacing the bandanna in their beltline a player is safe if their foot is on the hoop. When the bandanna is back in place, instruct players to look around to see if it is safe to reenter the game and if safe, just like that they are back in the game. This is an endless tag game that you and your kids will absolutely love!!!
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Who’s Got the Leprechaun???
Number of Players: Any number
Equipment Needed: Stuffed Leprechaun
Activity Time: 7-10 minutes
How to play:
This crazy energizer/warm-up activity will have participants going wild to avoid getting the leprechaun! Start by having all participants form a large circle. Next explain that each round starts by the chosen participant holding up the leprechaun and shouting out; “I’ve got the Leprechaun!!!” Upon doing this, all other participants clap and yell wildly for this person as they make their way to the center of the circle. Once at the center, they drop the leprechaun and when the leprechaun hits the floor everyone stops what they are doing and become silent. At this point, the center person leads the group in a short warm-up exercise. After completing the exercise, they once again hold up the leprechaun and now shout out: “Who wants the Leprechaun?” This prompts everyone to become as loud and animated as possible in an effort to avoid receiving the leprechaun. The center person moves around the circle as everyone else is going crazy looking for the person with the least amount of enthusiasm who is chosen and given the leprechaun. This person then holds up the leprechaun, and shouts out; “I’ve got the Leprechaun!!!” and the above repeats itself. Great fun, great photos, and a great time will be had by all with this creative energizer/warm-up activity!!!
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Loose Caboose
Number of players: Any number
Equipment needed: None
Activity time: 7-10 minutes
How to play:
Begin this unique tag game by having all participants get into groups of three. Select one or two groups (depending on the number of participants) to start out as the "IT's" separating the group members and giving each one a beach ball. Explain that all groups must remain connected at all times by either holding onto each other’s waists, shoulders, or shirts. The object of the game is to be without one of the beach balls when the game ends. The job of those designated as "IT's" is to try to tag the last player on any one of the groups of three. When a tag is made (by touching the last player with the beach ball - throwing is not allowed) the "IT" shouts out, "Go!" and gives his/her beach ball to the lead player of the group of three s/he touched. This person now becomes the new "IT" and the game continues. "IT's" are constantly looking to tag any group they can, while the three person groups are always on alert, trying to keep the "IT's" away from their tail (last player in the line). The reason I like this endless tag game so much is because the groups of three are constantly changing requiring participants to cooperate with many different people during the game.
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Celebration Circle
Number of players: Any number
Equipment needed: None
Activity time: 1-3 minutes
How to play:
Create a large circle using all players. Call out months of the year, either individually or in groups. Players whose birth month is called will then go into the center of the circle and wildly show their enthusiasm for their birth month. Allow players to celebrate until the energy level starts to dwindle and then compliment them, ask them to return to the large circle, and call out another month(s). End by calling out “2011!!” having all come to the center to celebrate having a great year in 2011!
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Medieval Evolution
Number of players: Any number
Equipment needed: Large Deck of Playing Cards
Activity time: 7-10 minutes
This is the time of year for giving and this month’s game is a gift from the very talented Michelle Cummings of Training Wheels. She offers us this clever game from her book: “Playing With A Full Deck . . . 52 Team Activities Using a Deck of Cards!”
Playing the Game:
It has been said that the four suit symbols originally represented the four classes of society in Medieval Europe, Spades represented the Nobles, Hearts the Clergy, Diamonds the Merchants, and clubs the Peasants and Serfs. This ranking (spades, hearts, diamonds and clubs), from the highest to the lowest, still holds in the popular card game Bridge. For the purpose of this game each class of society will have a different action.
· Peasants: Since peasants were often seen cleaning out the pig pen, the action to represent a Peasant will be shoveling of pig manure and tossing over one’s shoulder.
· Merchants: Since merchants were often handling money and self-employment is definitely a gamble, the action to represent a Merchant will be to pull down on a slot machine handle and say, “Cha-Ching!”
· Clergy: Clergy were always praying, so the action to represent a clergy will be to walk with hands in a prayer position and bow to one another.
· Nobles: Nobles were the royals. So for a royal to find another royal, they must hold one hand up in the air, sacher around the group and say, “You’re not worthy! Your’re not worthy!”
How to play:
Each person in the group is dealt a small stack of 5 cards. Ask them not to look at the cards. Everyone in the group will start out as a Peasant. A Peasant will do the Peasant action to find another Peasant. Once they have found one another, they will count to three and reveal their top card to their opponent. The first Peasant to add up the two cars and shout out the correct answer advances to a Merchant. The Peasant who lost that round, remains a Peasant and must find another Peasant to continue play. Players move the card used in play to the bottom of their small deck. Then the Merchant will do the Merchant action to find another Merchant. On the count of three they will show their card to their opponent. The first Merchant to add up the two cards and shout out the correct answer advances to a Clergy, the Merchant who lost that round, remains a Merchant, and so on. When a Noble challenges another Noble, whoever wins becomes a Joker, after all, this is a silly game! Whoever loses remains a Noble. All of the Jokers will congregate together and tell each other “Knock, Knock” jokes. This continues until you have a certain number of Jokers or you decide to end the game.
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Positive Word Relay
Number of players: Any number
Equipment needed: Alphabet Flash Cards
Activity time: 7-10 minutes
How to play:
Begin by dividing all participants into teams of 4-6 assigning each team to an area that is an equal distance away from a central point. Next, mix several sets of alphabet flash cards and scatter them face down in the centered area. Now, ask each group member to number off which will create the card retrieving order for the group, and you’re ready for the “Positive Word Relay.” Explain that each group will have to think of a positive word that is ___ (you determine the number of letters) long. On the “Go” command, each group must think of a positive word that has the same number of letters as the leader called out and as soon as the group determines their word, person #1 goes to the center pile and tries to find one of the letters of their word. Once a letter is found, person #1 returns to their group and person #2 can then go to the center pile to look for another letter of their word. Continue in this fashion with the winning group being the one that correctly spells and chants out their positive word first.
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"6" or High Roller/High Writer
Number of players: Any number in small groups
Equipment needed: Paper, Pencils, Dice
Activity time: 5-7 minutes
How to play:
To begin, place 1 pencil in the center of a table/circle, give each player 1 piece of paper, and select a person to start the game. This player takes the die and starts the game by rolling the die to the person on his/her left. If a six (6) is rolled, the roller quickly grabs the pencil and starts to write as fast as s/he can numbers sequentially from 1 to 75. If a six (6) is not rolled, the next person rolls the die and this action continues until the first six (6) is rolled by one of the participants. As a player is writing numbers other participants in order quickly roll the die trying to roll a six (6) for themselves. As soon as the next six (6) is rolled that person grabs the pencil from the writing player and s/he begins writing numbers on their piece of paper. The above action continues with the next player rolling a six (6) grabbing the pencil and starting to write their series of numbers. If a player who has already started writing his/her numbers rolls a six (6) again, they pick up where they left off writing numbers in their quest to reach 75. Play continues until someone reaches 75. Remember . . . roll quickly and get that pencil as fast as you can. This is a quick game and it draws quite a bit of excitement and laughter! The winner must have his/her paper checked to see if they wrote all the numbers.
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Reverse Sit-down Volleyball
Number of players: Any number
Equipment needed: Beach Balls
Activity time: 7-10 minutes
How to play:
Create 2 equal numbered teams and have each team sit down facing each other with a dividing line between them. Instruct the first two rows of players on each team to turn around and face their team. During the playing of the game, these players can only hit the beach ball back to their team players (they cannot hit the ball over to the other team – doing so costs their team a point). The game is played exactly like sit down volleyball with the exception that a team may hit the beach ball any number of times on their side before hitting it over to the opposing team. If at any time the beach ball touches the floor the team where the beach ball touched the floor is given a point. Play to a determined point total with the team reaching that point total being the team that unfortunately loses.
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Swedish Meetballs
Number of players: Any number in small groups
Equipment needed: 1 Ball per group
Activity time: 7-10 minutes
How to play:
This is a great introductory game and helps kids learn each others names, and share things about themselves in a fun way. With each group having a ball the first round starts by having the person holding the ball say his/her name and then throwing the ball to anyone in the circle. When that person catches the ball they say their name and then throw the ball to someone different. This continues for a short time giving the participants a chance to learn each others names. The second round is played as such: the person who has the ball throws it to anyone in the circle, but doesn’t shout his/her name out when throwing the ball. When the person (that is being thrown to) catches the ball, the entire group shouts his/her name out. The third round involves sharing. Tell the group that this time before they can toss the ball to another person they must share one fact about themselves with the group. Inform them that to create a little interest, you will randomly blow the whistle and who ever has the ball when the whistle blows will then have to share things about themselves for .30 seconds. You would be surprised how much you can find out about your group members doing this activity!
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Human Pin Ball
Number of players: Any number
Equipment needed: 1 Ball per group
Activity time: 7-10 minutes
How to play:
Form a circle with from 5 to 8 players. The object of this game is to knock a ball through other players legs while avoiding having a ball pass between your legs. Start by having each player straddle their legs touching their feet with the feet of their neighbors. Place a slightly deflated ball in the center of the circle and players are instructed to make a fist with one hand and put the other hand behind their back. On the signal to begin, using their fist only, they try to knock the ball through another player's legs. The players can protect their straddle zone with their fist and/or with their knees but can’t move their feet. Each player is given three chances to stay in the game. The first time a ball goes through a player's legs, they gets an "O", then a "U", and finally a "T." After the ball passes through one player’s legs three times, this player is now "OUT" of the game. The game continues until two players are remaining. They are the co-champions of that round. Even “Tommy” would enjoy playing this great game!
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All vs All D-ball Tag
Number of players: Any number
Equipment needed: Beach Balls
Activity time: 7-10 minutes
How to play:
This is a fun and kid tested variation of two classic games “Everybody’s It Tag,” and “Dodgeball.” The object is to score points by being in the “play zone” when a round ends. Begin by explaining the “play zone” boundaries and then having all participants scatter about in this “play zone”. Explain that at the start of the game you will roll a pre-determined number of beach balls into the play area. Anyone may pick up one of these beach balls, but once a beach ball is picked up the person can no longer move. The stationary person then throws the beach ball at another player in an attempt to hit them and knock them out of the “play zone.” The Dodgeball rule of catching a thrown ball and the thrower is out is in effect and anyone hit or who has their beach ball caught by another player must immediately move to an area outside the “play zone.” One notes who hit them or caught their thrown beach ball because just as in “Everybody’s It Tag” once the person who hit you or caught your thrown ball is out, you are back in the game. Play continues until the leader designates the end of the round and at that time, those standing in the “play zone” receive a point. Play multiple rounds of varying lengths to determine your winner.
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Poison Ball
Number of players: Any number
Equipment needed: Numerous Soft Throwable Objects,
1 Large Beach Ball
Activity time: 10-15 minutes
How to play:
Divide your group into four equal teams and have them form a giant square. A line should be drawn or a rope stretched out in front of each team to establish a boundary line that can’t be stepped over at any point during the game. Provide about 10 soft throwable items to each team and place a slightly deflated beach ball in the center of the square. Explain that on the signal to begin, each team will be trying to knock the deflated beach ball across any one of the other team’s lines. In this game, you don’t want to accumulate points, and a point is given to a team if: 1) the beach ball crosses their team line, 2) a player steps over their boundary line while throwing at the deflated beach ball, or 3) a safety violation occurs. A safety violation is anything that creates a safety issue for participants (for example – throwing items at other participants instead of the deflated beach ball, or going inside the square to retrieve an item [remember a player's feet cannot cross their team line] ). Play for a predetermined length of time and the team with the fewest number of points scored against them is that games “Poison Ball” champion! This is a game I guarantee your kids will eat up and never get sick of!!!
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Hand Simon
Number of players: Any number in small groups
Equipment needed: None
Activity time: 3-5 minutes
How to play:
The importance of having numerous 1-5 minute fillers is paramount to the success of anyone working with children or today’s youth. Activities need to be simple, fun, involve little or no props, and all of these elements are included in this month’s “Hand Simon” game. To begin, create four distinct hand signs that will be used by all participants. Player #1 starts by selecting one of the hand signs and visually demonstrates it for the other participants. Player #2 must then repeat Player #1's sign and then visually demonstrate either the same sign or one of the others. Player #3 now repeats Player #1's sign, and then Player #2's sign before adding their own. This continues until someone makes a mistake. Once a mistake occurs, that is the end of the round, and the player that made the mistake starts a new round. The brain can usually retain seven numbers in a row. Can your participants go beyond that?
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High-Shake-Down
Number of players: Any number
Equipment needed: None
Activity time: 1-3 minutes
How to play:
With Valentine’s Day this month we offer you an interesting low risk group mingler that helps participants connect with one another while having fun! Begin by sharing that all participants will be welcoming each other using a repeating series of three different physical and verbal greetings. The first physical greeting of the cycle used is the classic “High 5,” the second, a regular handshake, and the third a “Low 5” (hand below waist with palm forward). Explain that all physical greeting will be accompanied by a verbal greeting. When “High 5-ing,” participants will greet the person with a “Hi!” When shaking hands, participants say: “What’s Shakin,” and when “Low 5ing,” participants say: “wazzz goin’ dooooown!” Start by having all participants in the “High 5” position and then remind them that the greetings are done in a cycle (High 5, hand shake, Low 5, High 5, Hand shake, Low 5, etc.) and that the greeting position must be held until finding another participant with the same physical greeting before cycling to the next greeting. Look for smiles and laughter to accompany this creative way to have participants introduce themselves to others!
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Cup Up
Number of players: Any number
Equipment needed: 20-30 plastic cups
Activity time: 7-10 minutes
How to play:
Divide all participants into 2 or 4 equal teams (depending on your numbers). Once divided, explain that one team will be designated as the “cup up’s” & the other team as the “cup down’s.” What does this designation mean? Simply this . . . if you’re on the “cup up” team your responsibility is to turn cups up and if you’re on the “cup down” team you turn cups down. Scatter all cups into the center of the play area and explain that on the “GO” command participants are to either turn individual cups up or down as quickly as possible. Play for .30 to .45 seconds and stop the action. Count the number of cups that are up vs. the number that are down and the team with the most is declared the winning team for that round. Play several round or to a predetermined number of points to determine the Cup Up Champion.
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Christmas Mingle
Number of players: Any number
Equipment needed: “Christmas Mingle” sheet
Activity time: 5-7 minutes
How to play:
You’ve heard of a “Christmas Jingle,” how about a “Christmas Mingle?” Bring about some holiday cheer at you next event by helping all participants get to know each other a little bit better as it relates to the holiday season. Provide each participant with this sheet and instruct them to mingle around the room with the goal being to complete the list utilizing a different person for each statement. This is a very non-threatening ice-breaker that thaws the ice and brings the warmth of each person’s uniqueness to light.
The Christmas Mingle
1. Never has had a "White Christmas" ________________________________
2. Has celebrated Christmas in another country _________________________
3. Returned a gift s/he received last Christmas __________________________
4. Has seen a real, live reindeer _____________________________________
5. Believed in Santa Claus until s/he was 10 years old ____________________
6. Knows what s/he is getting for Christmas this year _____________________
7. Has "re-gifted" a Christmas present________________________________
8. Went Christmas caroling last year _________________________________
9. Has peaked at a present before Christmas ___________________________
10. Still gets his/her own stocking filled each year________________________
11. Has all his/her Christmas shopping done____________________________
12. Hasn’t done any of his/her Christmas shopping yet ____________________
13. Has never seen "It’s a Wonderful Life"_____________________________
14. Doesn’t like eggnog ___________________________________________
15. Knows all the reindeers names ___________________________________
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Cherokee Flip Stick
Number of players: Any number
Equipment needed: Markers or Paint, Craft Sticks
Activity time: 7-10 minutes
How to play:
This is a great rainy day activity as it combines making game pieces with the playing of a unique Native American game. Begin by providing each participant with a craft stick and instructing them that by using either markers or paint (your choice) they are to color or paint a design(s) on one side of their craft stick. Upon completion of this initial activity, have all participants form small groups with group members standing in a circle. Explain that on a set command all participants toss their sticks up into the air and that when the sticks land if the painted side is up (visible), that individual is still in the game. Those whose sticks are face down are unfortunately out of the game. Play continues in this fashion until only one player is left . . . the Cherokee Flip Stick champion!
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Halloween Fear Factor
Number of players: Any number
Equipment needed: Various Items, Test Chambers
Activity time: 7-10 minutes
How to play:
With the popularity of “Fear Factor” why not have all those who dare . . . try to guess by their sense of touch what lurks inside each of the “Fear Factor” test chambers. Prior to introducing this activity create and label a variety of “Fear Factor” testing chambers. To do this, use cardboard boxes or empty cereal boxes and divide each into 4 sections. Next, cut holes in the sides of the box - these should be big enough for a hand to enter, but not big enough to be able to see inside. Once the test chambers have been created, put something (see ideas below) into each section of the box and you’re ready to have a “howling” good time. Explain to all those brave enough to participate - that in each test chamber is a Halloween item that participants must creatively guess. After giving an example or two to illustrate how something common can be creatively changed into a Halloween item, give each participant a sheet of paper and pencil and then instruct them to use their hand to reach inside each hole and try to guess what is in it just by feel. Give a prize for the person with the most number of correct answers, but also award points for the variety of creative answers you are sure to get. Kids just love this – Happy Halloween!!!
Creative Ideas for items to place inside box:
Damp, Course Sponge - Brains
Pretzel Stick - Petrified Rat Tails
Dried Apricots - Dried-up Tongues
Cooked, Cold Spaghetti Noodles - Worms
Cooked, Cold Spaghetti Noodles - Veins
Peeled Grapes - Eyeballs
Pearl Onions - Eye Balls
Fake Fur
Tines of a Plastic Fork - Vampire Teeth
Feed Corn - Teeth
Limp, slightly warm, oily cabbage leaves - skin
Soft Flour Tortilla - Skin (can add a little oil)
Wrinkled up fruit roll ups - skin
Corn Husk Silk - Hair
steel wool - witches hair
Slime
Little Smoky sausages -- Cut Off Fingers
Baby Carrots - Cut Off Fingers
Small pickles - toes or fingers
Small Peeled Potatoes Stuck Together with Chenille Stems - Spiders
Twisted Chenille Stems - Spider
Pumpkin Guts - Guts and Blood
Popped Popcorn - Cockroaches
Peeled Tomatoes - Heart
Peeled, hardboiled eggs - Hearts
Cooked, twisted pasta - Intestines
Small sticks - Bones (broken bones)
Overcooked rice in olive oil - maggots
Pig ears (dog treat things) - dried bat wings
Dried pears - dried witch ears
Banana chips - scabs
Fresh green beans - witch fingers
Rubber glove filled with flour - dead hand
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My Biggest Fan
Number of players: Any number
Play site: Any open area
Equipment needed: Prize(s)
Activity time: 3-5 minutes
How to play:
Building a fan base is easy in this month’s high energy competitive game! This game puts a creative twist on the classic “rock, paper, scissors” game we all know and love. To begin have all participants partner up and explain the rules of “rock, paper, and scissors.” To ensure understanding, have partners compete against each other a few times prior to beginning the contest. Once everyone demonstrates an understanding of the rules and who wins, it’s now time to crown the “rock, paper, scissor” champion. Explain that the winner of each challenge moves on and partners with another winner; however, (and now for the twist . . .) instead of the loser sitting down, s/he becomes the winner’s biggest fan and cheers them on in their next “rock, paper, scissor” challenge. This continues with the winner of the challenge gaining all people (including the loser) who now become the winner’s biggest fans and cheer them on in the next challenge. This culminates with 2 people challenging each other for the crown and all other participants cheering for their representative in the final round. This is a quick, loud energizer that is one of my favorites and is sure to rock with all your participants!!!
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