+ All Categories
Home > Documents > Creative Resources for Youth Ministry - Orang Muda...

Creative Resources for Youth Ministry - Orang Muda...

Date post: 06-May-2019
Category:
Upload: duongnguyet
View: 215 times
Download: 0 times
Share this document with a friend
90
1 Creative Resources for Youth Ministry CREATIVE GAMING 2 Komisi Kepemudaan K.W.I
Transcript

1

Creative Resources for

Youth Ministry

CREATIVE

GAMING 2

Komisi Kepemudaan K.W.I

2

Creative Resources for Youth Ministry

Creative Gaming 2

Edited by

Wayne Rice, John Roberto, and Mike Yaconelli

Saint Mary's Press

Christian Brothers Publications

Winona, Minnesota

3

Cover design by Roderick Robertson, FSC

Illustrations by Therese A. Gasper

ISBN: 0-88489-141-0

Library of Congress Catalog Card Number: 81-83638

Copyr ight 1982 by Saint Mary's Press,

Terrace Heights, Winona, Minnesota 55987

4

Contents Introduction to Creative Resources for Youth Ministry

Youth Ministry Today:

Its Growth and Development ....................................................................... 6

Creative Strategies

for a Youth Ministry ................................................................................... 8

Notes ........................................................................................................ 14

Introduction to Creative Gaming ................................................................ 15

Part 1: Quiet Games .................................................................................................. 19

Sessions Art Charades 20 Dictionary 21 Mind Stopper 24

Artists' Imagination 20 Dime Trick 21 Mind-reading Games 24

Bean Blitz 20 Do I Know That Person? 22 Revolving Story 25

Buzz 20 Geiger Counter 22 Story Line 26

Confusion Lane 21 Hide the Loot 22 Toss the Rag 26

Deaf and Mute Jingle Jangle 23 What's the Choice? 26

Mother Goose 21 Geiger Counter 23 Wink 27

Part 2: Relays ............................................................................................................ 28

Sessions Apple Cider Relay 29 Egg and Spoon Relay 34 Racing Slicks Relay 40

Back-up Relay 30 Elastic Band Relay 34 Refrigerator Box Relay 40

Balloon Broom Relay 30 Fill the Mat Relay 35 Roller Skate Rumble 40

Balloon Pop Relay 30 Flour and Prune Relay 35 Rubber Band Relay 42 Bat-round Relay 30 Forehead Race 35 Shaving Relay 42

"Betcha Can't Remember Grapefruit Pass 36 Skip Rope-issy-dissy Relay 42

Everything to Do" Hand-in-glove Relay 36 Sleeping Bag Relay 42

Relay 30 Happy Handful Relay 36 Sock Relay 43

Blanket Ride Relay 31 Hounds and Hares 37 Spoon Relay 43

Bottle Fill Relay 31 Inner Tube Relay 37 Stilts Relay 43

Boy Relay 31 Lemon Pass 37 Stripper Relay 43

Broom Jump Relay 32 Lifesaver Relay 37 Sucker Relay 44

Broom Twist Relay 32 Message Relay 37 Super Sack Relay 44

Bumper Box Relay 32 Mixed-up Relay 38 Telephone Gossip Relay 44

Caterpillar Relay 32 Monocle Relay 39 Thimble Relay 45

Chariot Race Relay 33 Newspaper Relay 39 Waddle Walk Relay 45 Clothe,,pin Relay 33 No call see Relay 39 Water Balloon Relay 45

Double duty Water Relay 34 Ping Pang Ball Float 39

5

Part 3: Team Games .................................................................................................. 46

Sessions A-B-C's 47 Dr. Tangle 59 Ping-Pong Puff 70

Amoeba 47 Driving the Pigs to Market 59 Potato Race 71

Basketball Derby 47 Egg Roll 59 Pull Off 71

Balloon Football 47 Expandable Hopscotch 60 Ride the Tub 71

Basketball Pass 48 Fan the Balloon 60 Roundup 71

Beach Ball Pickup 48 Feet-ball 60 Rolling Pin Throw 72

Blanket Pull 49 Floured Lifesavers 60 Ring on a String 72

Blind Mate 49 Foot Painting 60 Sack Race 72

Blind Tag 49 Four-letter Words 61 Seafood Special 72

Blind Volleyball 49 Frisbee Golf 61 Shoe Scramble 73

Broom Hockey 50 Frisbee Relay 62 Shoe Tie 73

Bucket Brigade 51 Giant Jigsaw Puzzle 62 Shoe-shucking Race 73 "By the Seat of Your Giant Pushball 62 Silly Soccer 74

Pants" Volleyball 51 Giant Slip 'n' Slide 63 Singing Charades 74

Candy Race 51 Giant Volleyball 63 Slide Stories 74

Canned Laughter 51 Grape Toss 63 Snow Fight 74

Capture the Flag 52 Happy Birthday Race 63 Sound-off 75

Capture the Football 52 Human Obstacle Course 64 "Steal the Bacon" in the

Car Stuff 53 Human Scrabble 64 Round 75

Catch the Wind 53 Human Wheelbarrow 64 Stilts "Steal the Bacon" 76

Circle Soccer 54 Indoor Olympics 64 Strung Out. 76

Clothes Put-on 54 Ice Cube Race 65 Tail Grab 76

Clothespin Challenge 54 Ice-melting Contest 65 The Team Division Game 76 Contest of the Winds 54 Inner Tube Soccer 66 Three-legged Jeans Race 77

Corn Shucking Race 55 Kickball 66 Three-legged Race 77

Crab Ball 55 Lawn Skiing 66 Three-legged Soccer 77

Crazy Baseball 55 Mad Ads 66 Tiny Tim Race 78

Crazy Basketball 56 Matchbox Race 67 Tire Bowling (with

Crazy Ping-Pong 56 Math Scramble 67 People Pins) 78

Creeper Race 56 Monkey Soccer 67 Tire Gran Prix 79

Croquet Golf 57 Muddy Waters Pillow Fight 68 Tissue Blow 79

Crosbee 57 Needle in the Haystack 68 Toilet Paper Race 79

Crossword People 57 Nose Washing 68 Tug of War 79

Crows and Cranes 58 Page Scramble 68 Tug-o-War in the Round 79

Cut the Cake 58 People Machines 69 Turkey 80 Dark Draw 58 Picture Panic 69 Waddle to the Bottle 80

Ding Ball 59 Pie-eating Contest 69 Water Balloon Toss 80

"Do It on Paper" Pillow Balance-beam Blast 70 Water Balloon Volleyball 80

Shuffle 59 Pillowcase Race 70 Windbag Hockey 81

Part 4: Water Games ......................................................................................... 82

Sessions Crazy Boat 83 In-and-out Race 84 Swim Party Ideas 84

Crazy Canoe 83 Surboard Relay 84 Water Almost-decathlon 85

Iceberg Relay 83 Sweat Shirt Relay 84 Water Carnival 85

Part 5: Wide-ranging Game ....................................................................................... 87

Session Family Game 88

6

Youth Ministry Today:

Its Growth and Development

Within the past ten years, Catholic youth ministry has undergone a critical

reexamination of its philosophy, goals, principles, and components. This reexamination, in

part, grew out of many creative experiments in new styles and forms of youth ministry.

During the early 1970s many parishes, schools, and dioceses began to experiment with a

"new" approach to youth. They began to develop youth ministries on the solid foundation of

relational ministry and the unique social and developmental needs of youth, rather than on

preset organizational, programmatic approaches. This creative programming soon unearthed

key principles and components of a renewed ministry with youth. Leaders in the resurgence

of youth ministry had discovered that a ministry with youth must be a multifaceted,

comprehensive, and coordinated effort.

Through outreach and relationship building, young people began to discover the

warmth of an accepting community, so essential for the development of a comprehensive

ministry to youth. As relationships grew, a sense of belonging and participation grew.

Relationships in community soon led to a host of new programs to meet the newly discovered

needs of youth. The experience of acceptance, belonging, and participation opened young

people so that they were able to reveal the needs and concerns which preoccupied them.

Programs developed around these needs and concerns: service projects, retreat programs,

Christian experience programs, new forms of catechetical programs, peer ministry programs,

prayer groups, and worship experiences. Leaders began to discover the age-old truth of Jesus'

ministry: all ministry is rooted in relationships. From these relationships youth ministers

developed programs enabling youth to grow personally and spiritually as Catholic Christians

and to find their place in the faith community as active Christians with a mission.

This period of experimentation and growth has given birth to a renewed effort in

ministry with youth. With the publication in 1976 of A Vision of Youth Ministry', a renewed

approach to youth gained impetus. A Vision of Youth Ministry was the product of fifteen

months of development and consultation with youth ministry leaders across the country.

From across the country word came that a new style of ministry was developing and that new

forms of youth ministry were taking shape. A Vision of Youth Ministry affirmed that

growth which had taken place and challenged the whole church to renew itself.

A Vision of Youth Ministry clearly places such ministry within the framework of

the mission and ministry of the church. It defines youth ministry as the "response of the

Christian community to the needs of young people and the sharing of the unique gifts of

youth with the larger community." This reciprocal relationship helps the community to view

youth ministry as part of the entire ministry of the community, not separate from it (a

problem often encountered when a ministry with youth was seen as a club or organization

set apart from the mainstream of church life). It also shows that an effective ministry with

youth incorporates young people into the life of the community, where they can share their

gifts and talents with the whole community. It young people are to have a positive

experience of church life, they must have opportunities to be involve in the life of a

community with adults. By being involved in church life with adults, young people gain a

view of what it means to be an adult Catholic Christian, a special gift of adults to young

people. Such opportunities for this type of interaction are at the heart of youth ministry, not

7

on the periphery.

As the style of youth ministry changed, the traditional ministry to youth by the

community evolved into a fourfold approach. Youth ministry was conceived not only in

terms of responding to the unique social and developmental needs of youth but also in terms

of adults sharing a common ministry with youth, ministry by youth, especially involving its

peers, and adults interpreting youth's legitimate concerns and acting as advocates for them.

This fourfold understanding—to, with, by, and for—changed the style and broadened the

scope of youth ministry.

In developing this national consensus on youth ministry, hundreds of leaders in youth

ministry worked to develop its major components or form. The categories of youth ministry

closely parallel the fundamental ministries of the church: word, worship/celebrating, creating

community, and service and healing. The seven components of youth ministry describe the

form which this ministry should take; it is a common framework for a holistic ministry with

youth. Briefly, the seven components of youth ministry are:

Word • proclaiming the Good News which leads young people to faith in Jesus

(evangelization) and deepening a young person's faith in Jesus and applying that faith in

his/her everyday life (catechesis).

Worship • celebrating relationships in community and with the Lord through a

variety of worship experiences, personal prayer life, and spiritual development.

Creating community • building relationships with young people and creating a

healthy environment for growth in which young people can experience acceptance,

belonging, and participation.

Guidance and healing • responding to youth's need for spiritual, moral, and personal

counseling; vocational guidance; and reconciliation with self, others (peers and family), and

God.

Justice and service • educating young people to the demands of justice and the social

problems of our world, responding to young people who suffer injustice, and motivating

young people for service on behalf of others.

Enablement • calling forth adults and youth to become ministers and providing them

with the understanding and skills needed for effective ministry.

Advocacy • working on behalf of young people, interpreting their concerns and needs

and standing up for them in the Christian, and larger, communities.

Youth ministry has experienced a resurgence within the U.S. Catholic Church. A

renewed ministry with youth also brings with it a need for new and better resources to assist

leaders. Before turning to the resources found in these books, let's examine the place of

strategies within a youth ministry.

8

Creative Strategies for a

Youth Ministry

We have already seen the primacy of relationships in youth ministry. However, as

relationships grow and programs are created, there is a need to use strategies to accomplish

your task. The strategies in this book are aids. Their aim is to provide you with a variety of

activities you can use in any number of programs. You will notice that many of these

strategies are specific to one component of youth ministry. However, most are adaptable to

any number of components. All these strategies foster a particular type of learning—

experiential learning. To understand its contribution to your youth ministry, let's examine

experiential learning.

Experiential Learning We have often heard it said that we learn from experience. This is true to an extent. So much

of our own life experience goes by without us ever learning from it. If youths' life

experiences are to be sources of learning and growth, they must reflect upon and assimilate

them. This often goes undone because no one takes time to help them reflect upon those

experiences and learn from them. In addition to the life experience young people bring, there

is a second source of experiential learning: structured experiences. Experiences we develop

which engage young people in the learning process and enable them to reflect are a rich

resource for learning.

Robert Dow has developed a number of principles-for experiential learning:

1. Experiential education encourages a maximum participation. First, each learner is

responsible for his own learning. Second, each learner is encouraged to get involved

since he will learn more by doing than watching. (This is a serious matter for one who

has been schooled in spectator education.) Third, each learner is helped to discover

the resources he brings to the learning experience. Fourth, all learners are encouraged

to build on each other's resources. Fifth, each learner is respected for who he is rather

than for what he knows, freeing him from questioning his self-worth.

2. Experiential education encourages respect for the person. It is a freeing process:

supporting the person while he is exploring and discovering for himself new avenues

of learning, helping the person to discover his own potential and ways he can develop

it, and encouraging experimentation with the right to fail in the hope of growing.

3. Experiential education applies the learnings of human development. The process

takes into serious account what the person can be expected to learn or achieve at his

particular stage of life. It is fair and yet open to those who can achieve more and to

those who achieve less. The process enables the learner to set his own learning pace

and to find his own learning style.

4. Experiential education applies all that we have learned about the small group

process. The process takes into account not only the level of individual development

but the level of group development. Since most of what happens to us happens in

relationship to others, an understanding of the small group process helps to achieve a

9

maximum level of learning as well as a maximum level of satisfaction. Successful use

of this process requires both a theoretical and an experiential preparation. It also

requires an understanding of what strengthens and what blocks group interaction, the

roles group participants play, the development of decision-making tools for group life,

and ways to develop cohesion for mutual support and growth.

5. Experiential education leaves room for shared leadership. The designated leader is

acknowledged as a learner too. As participants discover and come to respect their own

resources, they are encouraged to use them to facilitate multiple learning in the

learning community. No one is encouraged to lead or to follow all the time. The

community moves toward a mutuality that encourages total commitment and a

willingness to share.

6. Experiential education is a learning style that permits, indeed, symbolizes, flexibility.

Spontaneity is the key to the learner's development.

7. Experiential education is personal-goal oriented. It depends on the will of the learner

to learn, on his readiness to learn, and on his willingness to apply the learning. The

leader may structure the opportunities for learning but only in the hope of the learner's

responding.

8. Experiential education always deals with living issues. The leader aims to make the

learning relevant for the learner.

The structured experiences found in these six volumes: communication games,

learning strategies, simulations, worship experiences, projects, case studies, planning ideas,

crowd breakers, games, special events, and skits all have the potential for learning by young

people. By keeping in mind Dow's eight principles, you can maximize the effectiveness and

growth potential of these activities. Even games and crowd breakers, ridiculous and silly as

they may seem at first glance, hold the potential for learning and growth. Before we can

realize the potential of the strategies found in these books, we must recognize their place

among other types of learning strategies and their place in the overall learning process.

Edgar Dale developed a "cone of learning” model which symbolizes the degrees of

effectiveness of learning strategies. At the broad base of the cone lie the most effective

strategies—the "doing" strategies. These include dramatic participation (skits, projects,

worship experiences, communication games, and crowd breakers); contrived experiences

(communication games, simulations, case studies, games, and special events); and direct

purposeful experience (service projects and the like). Moving higher in the cone brings you

to strategies with a narrower effectiveness for learning. "Observing" strategies such as

exhibits, field trips, and demonstrations are next in effectiveness to the doing strategies. At

the top of the cone, and least effective, are "symbolizing" strategies using verbal and visual

symbols, radio broadcasts, still pictures, and motion pictures.

10

The Learning Process

Have you ever been in this situation? You receive a call from the person who is leading

tonight's program—he/she's sick or the film you ordered months ago has not arrived or the

leader for tonight's program forgot to plan it or. . . . I am sure you are familiar with these and

a host of predicaments. What do you do? Of course! You take out the six volumes of

Creative Resources for Youth Ministry and quickly find one, two, or even three activities

that will fill the evening.

This is one way to use the strategies in these books, but it is far from the best way.

Your evening program may have been fun, but in addition to being fun it could have been a

learning and growth experience for the young people. To help facilitate the learning/growth

experience, you will need to -pay attention to the overall learning process of which these

strategies are a part. Then you will need to plan. First, let's explore a process which is

conducive to experiential learning and then we will turn to a simple planning process.

Richard Reichert has developed a four-stage learning process which gives us a

broader context for the strategies in these books:

A. Starting Point

The starting point in any learning process is basically a person's present state, the

sum total of all that he has learned in the past. In that sense, the starting point is a

person's present value system, his conscious behavior patterns, the principles he

uses in making a decision. However, the starting point includes two other essential

elements that greatly influence his capacity to learn: his psychological readiness

and cultural milieu.

B. Significant Experience

Any event or combination of events that makes a person aware of how he has

been living and the options he has for the future. But it is more than just an

intellectual awareness. It is also an emotional awareness; it includes a mandate. If

an experience is truly significant it will demand—or at least result in—a

reevaluation of one's present way of life. If it is truly a significant experience, it

will put the person so off balance that he is required to do some serious reflection

before he once again acquires a sense of stability or wholeness. It evokes

reflection and a decision that changes your life. It results in learning. All learning

implies a significant experience.

C. Reflection

… thinking, pondering, weighing alternatives, taking time to step back to take a

good look at ourselves. As such it is a very personal act. It involves the dimension

of solitude. On the other hand, reflection demands the dimension of dialogue. The

purpose of the reflection process is to regain the equilibrium lost because of the

significant experience. Reflection is the attempt to analyze the significance of our

experiences and the possibilities and demands it contains in terms of changing our

former thinking patterns and behavior. It's asking the question, "What is the real

meaning of what has happened to me?"

… reflection will lead, in terms of the learning process, to a decision. The decision

is either to continue our present lifestyle or to change it.

11

D. Assimilation

… an attempt to integrate the new insight into one’s present lifestyle and to

eliminate certain other values and actions. The final stage of the learning process

is where the learning takes place. In a single sentence, assimilation is

implementing a decision based on reflection that was prompted by a significant

experience.

To implement this learning process, you first have to discover the starting point of

your young people: their knowledge, values, lifestyle; their psychological readiness to learn,

their psychological stage of development; their cultural environment, their social condition.

Understanding young people's background will assist you in designing a worthwhile learning

experience, especially tailored to your youths' needs. Because the starting point is different

for each youth population, the strategies in these six volumes will need to be adapted.

Significant experiences are contained throughout these six volumes. Most of the

strategies can easily be used to make young people aware of their present lifestyles and open

them to change, i.e., learning and growth. We have already noted the experiential nature of

these strategies.

Reflection is a key to learning. Some strategies in these books are aimed at fostering

reflection; in others, reflection questions/activities are included. You can foster reflection

through personal dialogue with youth; through values clarification and decision-making

activities; through group discussion; through a lecturette, film, or other audio-visual event;

through prayer and Scripture study; through reflection questionnaires; or through quiet

reflection time. All significant experiences need to be reflected on.

Assimilation is the hardest part of the learning process to program. However, you can

provide young people with opportunities for practicing their new insight or lifestyle or value,

with advice or information on what they can expect or what tends to work or not work, and

with encouragement and support.

Let's use an example to concretize the learning process. You are responsible for

planning an evening program on hunger for your youth. You like the idea, and it will fit well

into an evening program. You have found a significant experience, yet you lack reflection or

assimilation activities. You decide to follow the hunger banquet with a reflection

questionnaire and group discussion. In this way you will help the group debrief itself on the

structured experience.

The night has arrived, the program is a great hit! However, as the night draws to an

end, there are many questions left unanswered. You decide to continue next week. You

must plan further reflection activities—perhaps a film or speaker on world hunger to deal

with the questions the group has raised. The reflection activities continue for a third

meeting. You want to close with a fourth meeting suggesting assimilation opportunities. It

is at this point that you look for ways to help your young people take the knowledge and

values they have begun to make their own and put them into action. You are now ready for

action possibilities—a hunger walk, a fast, or the like. A simple idea for a hunger banquet

has become a learning/growth experience for your youth.

12

A Planning Process

You are now ready to begin your immediate planning. The following process will help you

use Reichert's learning process or, if you choose, simply design a program using an activity in

these books. In either case, the basic process is the same.

Data Gathering and Analysis (starting point) • Before planning any program you

must determine what needs you are trying to meet. This means determining the

background of the participants: their knowledge, values, expectations, attitudes,

behavior, experience, concerns, responsibilities, pressures, social and developmental

needs, and cultural environment. By developing data in these basic categories you are

assured that your program will be based on real needs. Your next task is to collate

information, analyze it for trends and priorities, narrow it down, and decide which

needs to address.

Objective Writing • You now have a solid base to determine the focus of your

program—these are objectives. Objectives identify the target group you are planning

for, specify the desired behavioral goal of your program, are clear and concise, and

are realizable. Objectives must clearly state the desired action or outcome which

should result if the objective is carried out. Objectives should focus on what the

young people will do as a result of a specific program (or learning experience). They

are stated in observable terms.

Program Design (strategies) • You are now ready to select strategies to accomplish

your objectives. These six volumes are filled with strategies. How do you choose

strategies both to accomplish your objectives and to maximize the opportunities for

the student to learn?

Here are several criteria to assist you in choosing which strategies to employ:

1. Will it help to achieve the objective(s)?

2. Will the young people respond to it? Is it so familiar as to be boring?

3. Does it maximize participation and creativity on the part of young people?

4. Do you, as the leader, have confidence in it?

5. Is it appropriate to the age, skills, and cultural background of your youth?

6. Is there enough time to prepare it and/or to present it?

7. Are the materials needed to use the strategy readily available? Can you afford the

materials you may need?

If you are using Reichert's learning process, you will need to organize your strategies

in the following manner:

Significant Experience: select the most appropriate one(s).

Reflection: identify ways you can facilitate reflection on the experience and

kinds of intellectual input you want in the process.

Assimilation: provide the kinds of assimilation opportunities you want.

13

Design Worksheet Group: _________________________________________________ Date: _________

Topic: ________________________________________________________________

Objective(s):

Learning Process:

a. Procedural Steps (chronological order of the various parts of your program, including your strategies):

b. Resources/Materials Needed:

c. Time (schedule):

d. Person Responsible:

Evaluation • The last step in the planning process is determining whether you

achieved your objective(s). You can evaluate emotional reactions (feelings),

information received (understandings), skill competence (behavior), future

involvement, leadership, and needs met.

There are a variety of ways to evaluate a program: questionnaires, rating scales,

verbal statements, small group discussion, checklists, observed changes in behavior,

observation by leaders, interviews, and open meetings.

It is important that any evaluation technique be clear and sensible and that the

leaders intend to use the results.

Now that you have selected and/or developed your strategies, you are ready to

prepare your program design. Use the following format:

As you prepare to use the strategies in this book and the planning and learning

processes outlined above, be sure to remember the most important factor in planning: Trust

your own creativity! You may not be a professional; but if you use the guidelines from this

introduction, from your creativity, and the insights of your co-workers, you are sure to

provide a worthwhile experience.

14

Notes 1. A Vision of Youth Ministry (Washington, D.C.: United States Catholic Conference

uscq, Department of Education, 1976).

2. Ibid.

3. For a contemporary description of the fundamental ministries of the church, see:

James Dunning, "About Ministry: Sharing Our Gifts," PACE 8 (1977) and PACE 9

(1978).

4. Robert Arthur Dow, Learning Through Encounter (Valley Forge, PA: Judson Press,

1971), pp. 36-7.

5. Edgar Dale, "Cone of Learning," Builder (June 1973), p. 12.

6. Richard Reichert, Learning Process for Religious Education (Dayton, OH: Pflaum,

1975), excerpts from chapter 1: "Overview."

7. For resources to help you in program planning, see: "An Overview of the Steps in

Program Planning," (St. Louis, MO: Episcopal Church, Department of Christian

Education, Code No. CL-01-75-10M); Donald Griggs, Teaching Teachers to Teach

(Livermore, CA: Griggs Educational Service, 1974); and Rudy Beranek, Building a

Rainbow (Washington, D.C.: USCG, Department of Education, 1977).

15

Creative Gaming

Creative games are an exciting and constructive way of having fun, learning, and

building community. Creative, cooperative games allow us to enjoy ourselves while learning

from one another. Through them we discover an opportunity to play with instead of against

one another, thus allowing us to play as a unit, and reach a common goal, while recreating.

Cooperative play lets us learn from and laugh at our mistakes, instead of hiding them away in

embarrassment. Creative, cooperative recreation enhances the growth of the group and creates

a feeling of accomplishment among all participants, while providing an enjoyable experience

for them.

For many years competition-winning has been the name of the game in our society. All

of our organized sports are competitive, sometimes violently so. We encourage good

sportsmanship and working together as a team, but the goal is always, "Beat the other team, as

badly and as hard as possible." The biggest and the best take an active part in competing,

while the meek and mild take their places in the stands cheering for the physical prowess of

those who are "better" than they. Competition fosters an I am a winner," "I am a loser" self-

concept in people, one source of the trauma of a poor self-concept.

I am too short to play basketball," "too heavy to run track," "they only like me because I

can make 15 points a game" are statements we' often hear from young people. Winners and

losers alike may be scarred by such stereotyped images of themselves. How many adults do

we know who still hold on to their childhood dreams of being the pitcher for the Yankees or

the quarterback for the Pittsburgh Steelers? Those dreams will most likely never come true for

them because they "just aren't good enough," or so they believe after numerous incidents of

failure on the field at the hands of those who are a little faster, can jump a little higher, or are

more agile. Just as many adults do, many young people today dream of someday "making it"

and harbor an image of themselves as inadequate.

There are advantages to friendly games of basketball or volleyball. They are appropriate

for exercise but may not be appropriate during a break at a retreat. They may be inconsistent

with the message and values we are trying to communicate to young people.

Another consideration with competitive sports is that they can, and often do, alienate

some people who might otherwise participate. Competitive games are difficult for some and

often segregating. We see boys playing on one field and girls playing on the other. Sexism in

recreation can be a divisive factor in the broad set of values we try to communicate.

Principal for Gaming

1. Games are an effective educational tool • The primary purpose of games and-or

play is to have fun. However, we do learn during play. We learn what is and what is

not acceptable behavior, for example. When young people take part in a sport, they

also watch the spectators. Their observations may tell them that certain language or

actions are appropriate or that others are inappropriate and may even warrant

penalties. In cooperative sports they learn how to work as a unit and how to cooperate

with one another to achieve a desired goal.

16

Creative sports teach us new and exciting things about ourselves and others. We learn

the advantages of working together instead of trying always to beat "the other guys."

We learn the place of healthy competition by working together. Putting competition in

its proper perspective becomes an insightful experience.

Cooperative games teach us skills and encourage leadership, and they enable us to

grow while learning.

2. Games and play are an extension of the values we communicate • In cooperative

gaming we remove the element of competition and replace it with the value of

working together. If caring and sharing are values we are trying to communicate to

young people, then a cooperative game allows those values to be lived out even in

play. There is no competing, no trying out for teams, no choosing of captains; no one

is left out. No one is more important than anyone else because everyone is a vital part

of the unit.

If we are trying to build community with young people but encourage competitive

sports during recreation time, we contradict ourselves immediately. Cooperative

games are an extension of our values: We respect each person, we work together, we

have fun, and no one gets hurt.

3. Cooperative games build community and help us minister to each other •

Cooperative games build a sense of community among participants. By working

together, tapping each other's gifts and strengths, we allow people to discover new

relationships.

Ministry happens during play time: We encourage each other, work together, laugh,

struggle, and ultimately succeed together Often, the people who are ministered to

during cooperative sports are those who have been left to sit in the stands before

because "they weren't good enough to play." The "stars" are also ministered to

because they don't feel the pressure of having to produce "points." They can play,

cooperate, enjoy, be encouraged, and struggle along with the group.

Cooperative games open for each individual opportunities for discovery about hi

mself-

herself and those around. These discoveries open doors to new relationships which

create an atmosphere of sharing and caring. A sense of fellowship is encouraged, and

this sense not only enables us to minister but also allows peers to minister to each

other.

4. Cooperative games encourage leadership • In cooperative play no one is appointed

leader because lie or she is stronger, bigger, or bFighlet. Leadership is granted by the

group, at the pace of the group, and when the need is recognized by the members.

Leadership emerges by consensus, and it often develops nonverbally. Cooperative

recreation encourages leadership and allows it to grow and be fostered by the group

members. There is perhaps nothing more exciting to watch than the dynamics of

interaction in cooperative games as young people try to conquer the obstacle at

hand—and experience delight in their accomplishment. Cooperative play opens up the

exciting possibilities of working as a unit, getting along, and complementing each

other, as well as having fun.

17

5. Creative gaming allows the development of skills • Many playing cooperative

games have had a difficult time until someone has said, "I don't feel we are listening

to one another. If we talk one at a time and listen we will be able to figure this out

more quickly." As the group discovers more effective means of communication, it

develops a sense of problem-solving and decision-making, skills which are important

to growth.

6. Cooperative games allow everyone to feel a sense of importance and

accomplishment • Cooperative games allow everyone to play and to work together.

No one is left out because he or she is too short, too fat, too slow, male, or female.

Everyone is given the opportunity to feel accepted and needed instead of fearing

rejection or the pressure of having to prove something to the group. Everyone is

included in the activity with no reservations. Everyone is an important part of the

group and needed by all because of the variety of experiences, personal strengths,

gifts, and talents each brings.

Guidelines for Creative Gaming

1. Always encourage and affirm the participants during games.

2. Model the Christian behavior you are expecting or hoping for in the participants.

3. Never play games which are sexist in participation or language.

4. Play games which challenge participants to grow, but do not choose games which

frustrate the players by their difficulty.

5. Be prepared—have all equipment on hand.

6. Never use a game which you have never played yourself.

7. Play games which help create an atmosphere that is relaxing, comfortable, and full of

fellowship.

8. Play games which people will want to go home and play with family and friends.

18

Creative Gming Bibliography

Terry Orlick, Cooperative Sports and Games – Challenge Without Competition

(Patheon Publications).

Andrew Fluegelman, ed., New Games Foundation (Garden City, NY: Dolphin

Books/Doubleday).

J. David Stone, The Complete Youth Ministries Handbook (Shreveport, LA: Creative

Youth Ministry Models, Ltd.).

19

Part 1: Quiet Games

20

Art Charades

Teams play charades, guessing the titles of popular songs (current hits). But instead of using

hand signals and pantomime, each player uses a pieL-t of poster board and a full-tip pen to

make representations of the song title. No words may be used. Each team selects one of its

members to be the first "artist," and the game begins with teams competing to be quickest at

guessing the song titles.

Artists' Imagination

Divide into teams. Each team should have available a pencil and several pieces of paper.

One member of each team is sent to the middle of the room where the leader quietly

whispers the name of an item that each must draw upon returning to his or her group. On

signal, each representative returns and, without talking or voicing any sound, begins

drawing. Team members try to guess what the artist is drawing. The first team to shout out

the correct name receives fifty points, the second, twenty-five. The artist may not write any

words in his drawing. Items to sketch could include:

a pizza the White House

a paper clip a coffeepot

your youth director a telephone

a mirror a banana split

a tube of toothpaste the three bears

a hamburger a gallon jug of root beer

Bean Blitz

This is a good way to get people involved with each other at the beginning of a meeting or

social event. Each one is given an envelope containing twenty beans. The people then

circulate, offering to someone else the opportunity to guess the number of beans in his or

her closed hand. He or she approaches the other person and says "odd or even." If the

person guesses correctly, he or she gets the beans. If he or she guesses wrongly, the same

number of beans must be given up. A time limit is set, and whoever has the most beans at

the end wins a prize. When your beans are all gone, you are out.

Buzz

This is a good casual game to play indoors. Group members should be seated in a circle.

Begin counting around the circle from one to one hundred. Whenever someone comes to a

21

number containing a seven or a multiple of seven, he or she says "buzz" instead of that

number. For example, it would go: 1, 2, 3, 4, 5, 6, buzz, 8, 9, 10, 11, 12, 13, buzz, 15, 16,

buzz, 18, 19, 20, buzz, 22, etc. You have to stay in rhythm; and if you make a mistake, or

pause too long, you are out or must go to the end of the line.

You could play "Fizz," which is the same game except that the number is five instead of

seven. That makes the game easier for younger people. To get the game really complicated,

play "Fizz-Buzz." It would sound like this: 1, 2, 3, 4, fizz, 6, buzz, 8, 9, fizz, 11, 12, 13,

buzz, fizz, 16, buzz, 18, etc.

Confusion Lane

Have group members sit in a semicircle (like a horseshoe) The person on one end takes a

pencil and hands it to the person sitting next to hire or her and says, "Here is a pencil." That

person says, "A what?", and the first person must tell him or her over again. The second

person hands the pencil to the third and says, "Here is a pencil," and he or she says, "A

what?", and the second person has to ask the first again, "A what?" He or she repeats, "A

pencil," and the second person tells the third, "A pencil." This continues all the way around

the semicircle. The hard part, however, is that you start a different item in the same way from

the other end of the line. When they meet in the middle, chaos breaks loose. Good luck.

Deaf and Mute Mother Goose

Divide the group into two teams. Have each team select from memory a Mother Goose

rhyme and act it out for the other team, without telling the other team which rhyme it is. The

object is to get the other team to guess the rhyme. If the game is to be a contest, divide the

group into three teams. Each team is assigned a rhyme to act out. Another way to conduct

this game is to have each acting team portray a rhyme selected by the opposing team.

Dictionary

"Dictionary" is a game that may be played by any number of people. All you need is a

dictionary, a pencil, and three- by five-inch cards for each participant.

One person looks up a word in the dictionary that he or she thinks no one will know the

meaning of. To make sure no one does, this person then asks the group whether any member

knows the meaning of that word. He or she copies the correct definition of the word on a card

and asks participants to write the best definitions they can on their cards. Each person signs

his or her card.

22

The definitions are collected and read to the group, along with the correct one. The object is

to guess which is the rl.;ctionary definition. A point is given to each participant who guesses

correctly, and a point also is given to each for every person who thinks his or her (wrong)

definition is correct. The person who picked the word out of the dictionary gets five points if

no one guesses the correct definition.

Dime Trick

Take a dime, wet it, and press it firmly against the forehead of a volunteer. Ask him or her to

try to shake it off. The dime will stick with surprising strength, but he or she will be able to

shake it off after a few tries. Try this with several volunteers as a contest to see which player

can shake it off in the least time.

Some variations on this theme: The number of times it takes to shake the dime off is the

number of years that will pass before you get married, the number of children you will have,

the number of times you have been kissed, etc.

Do I Know That Person?

Divide into four groups. Have each group select one person and list six to eight facts about

him or her. Have another group member read those facts to the other three groups. The task

of those three groups is to guess whom the facts describe.

Geiger counter

Everyone is seated. The leader selects a group member to leave the room. While he or she is

away, the group agrees on a hiding place for a random object, which the leader hides. The

person returns and tries to find the object, riot knowing what it is. The rest of the group,

acting like a Geiger counter, "tick-ticks" slowly as he or she moves away from the object

and more quickly as he or she moves closer. Searchers may compete for the fastest time.

Hide the Loot

Make two simulated one-million-dollar bank notes on slips of paper, and hand one each to

members of two teams. After one team leaves the room, have the other select a place to hide

the "counterfeit" note. The second team, composed of "treasury agents," is then invited back

in and allowed to ask questions. The questions may not be about specific areas of the room;-

and each question must be directed to a specific individual on the other team. All answers

23

must be truthful.

Each treasury agent is allowed as many questions as he or she wishes; but whenever an

agent decides to guess a specific location as the hiding place, he or she must announce that

intention. If the guess is wrong, he or she is eliminated from the game. After the hiding

place is discovered, the first team leaves the room; and the former "agents" hide their

counterfeit note.

The object of the game is to eliminate all the -agents or else to keep them guessing. If one

team is able to eliminate all the agents and the other cannot when the roles are switched, the

former wins. Otherwise, the team which asked the fewest questions before locating the

hiding puce is the winner.

The questions may be about the act of hiding the note, what the note is touching in its

hiding place (wood, paper, leather, or skin, for example), and so on. An agent may ask, "Did

the person who hid the note have to stand on tiptoe or on a chair to reach the hiding place?"

or "Is the note lying directly under something?" The agents may not move around during the

questioning and may ask only those questions which can be answered "yes" or "no."

Jingle Jangle

Cut out two different advertisements for each of a whole range of products, for example,

detergent. Then take each group member alone into a back room, or some relatively secluded

area, and pin an ad to his or her back. Have the group members circulate in order to match up

with their product advertisement partners. Next, each pair should make up a two- or four-line

advertising jingle for their product. Give each pair a chance to "sell" their product.

Map Game

This is a good indoor game for small groups. Obtain several identical road maps of your state

(or any state, for that matter). Before the game, draw on just one map a large number, letter,

or symbol with a marker, for example, the number 8. Make a list of all the towns your marker

crossed or came near.

Have the kids divide into small groups and give each an unmarked map and the list of

towns. On "go," they must locate the towns on the map and figure out the number or letter

you wrote. No guessing is allowed (a wrong guess disqualifies the team), and the first group

to come up with the correct answer wins.

24

Mind Stopper

Form a circle. In the middle stands a person who is "it." He or she quickly points to someone

in the circle and says, "This is my toe," at the same time pointing to his or her chin with the

other hand. The person pointed to must grab his or her toe and say, "This is my chin," before

the person in the middle counts to five. If the person pointed to goofs or doesn't finish by the

count of five, he or she becomes "it."

Mind-reading Games

The following "mind-reading" games are basically alike. There are at least two people who

are told how the game is played, while the rest of the group is left in the dark. The idea is to

guess the code the mind reader and his or her clued-in partner are using to perform the trick

involved. As soon as someone in the audience thinks he or she has the code figured out,

allow him or her to try it. Keep going until most of the group has caught on or until you

decide to reveal the code.

Black Magic

While the mind reader is out of the room, the audience picks any object. The mind reader

returns, and the leader points to many different objects. The correct item is identified by the

mind reader. Code: The chosen object is pointed to immediately after an object that is black

has been pointed to.

Book Magic

Several books are placed in a row. One is chosen for the mind reader to guess when he or she

returns to the room. The leader points to several books (apparently at random), and when he

points to the correct book, the mind reader identifies it. Code: The chosen book follows a

book pointed to at the end of the row.

Car

While the mind reader is out of the room, the crowd picks an object. The mind reader returns

and is shown three objects. (One of the t' -.ree is the correct one.) He or she correctly picks

the chosen object. Code: The lezil-ler calls the mind reader into the room with statements that

25

begin with either the letters "C," "A," or "R" (such as, "Come in," "All right," or "Ready").

"C" indicates the first object shown, "A," the second, and "R" is for the third object. So when

the mind reader is brought in, he or she knows already which object it will be.

The Nine Mags

Nine magazines are placed on the floor in three rows Of three. The mind reader leaves the

room, and the crowd picks a magazine for him or her to identify. When he or she returns,

the leader, using a pointer of some kind, touches magazines in a random order; and when he

or she touches the correct one, it is properly guessed. Code: The leader touches the very

first magazine he points to in one of nine possible places:

Where the leader touches the first magazine shows the position of the selected magazine in

the three rows of three. (For example, if the magazine in the number 9 position is "it," then

whichever magazine the leader points to first will be touched in the lower right-hand corner

corresponding to the number 9 position.) After pointing to the first one, the leader then can

point to as many magazines as lie or she wants before pointing to the right one. The mind

reader already knows which one it is.

Red, White, and Blue

This is like "Black Magic" but more confusing. It's almost impossible to figure out if you

don't know how it's done. The first time the mind reader tries to guess the chosen object, it

immediately follows a red object. The next time, a white object; and the third t ime, a blue

object.

Revolving Story

Begin at one side of the room or circle. The first person starts a fairy tale of some kind. He or

she continues for ten seconds. At a signal, the next person in line adds to the story for ten

seconds and so on down the line. The results are usually quite funny.

1 2 3

4 5 6

7 8 9

26

Story Line

The group is divided into two or more teams. Each team elects a spokesperson. Each group

then gets a card with a daffy sentence typed on it (create your own; the daffier, the better).

(Example: "Fourteen yellow elephants driving polka-dotted Volkswagens converged on the

Halloween party.") The spokesperson from each group comes forward with its card. The

leader then explains that he or she will begin telling a story; at a certain point, he or she will

stop and point to one of the spokespersons to pick up the story and keep it going. Every

minute or so, a whistle will sound, that person must stop talking, and the next spokesperson

must pick up the story.

This continues for about ten minutes. The object is to work the story around so that you get

the sentence you have been given into the story in such a way that the other groups cannot tell

you have done so. At the end of the story, each group must decide whether the spokespersons

for the other groups were able to (JO their sentences into the story—and if so, what they

were. Points may be awarded for getting a sentence in, guessing whether or not it got in, and

guessing what the sentence was.

(Example of a beginning story line: "Dudley Do-right and Priscilla Pure were rowing in the

middle of the lake one fine summer day. Dudley had a passionate crush on Priscilla and

longed to hold her fair, soft hand. When no one was near he pulled in his oar and reached for

Priscilla's smooth, tender fingers. He was inches away when suddenly . . .")

Toss the Rog

Tie a rag or sock into a tight knot. Everyone is seated in a circle with "it" in the middle. He or

she tosses the rag to someone and shouts a category (like soft drinks, washing machines,

presidents, birds, books of the Bible, etc.). He or she then counts to ten rapidly. If he or she

reaches ten before the other person names an example of that category (Coke, Kenmore,

Lincoln, sapsucker, etc.), then that person goes to the center. The category named should be -

-i common noun, while the examples given are normally proper nouns.

What's the Choice?

On a large sheet of paper or cardboard, compile two lists. The first should have the names of

five people or characters. The names may be fictional or real, living or historical; but they

should be names most people recognize, for example, Ronald Reagan, Frank Sinatra, Moses,

or Superman. The second list should include these questions: What flavor ice cream? What

kind of tree? What type of fabric? What make of car? What type of gem? What kind of

building? What kind of bird? What color?

Make enough copies of the lists so you can give one of each to as many teams as you expect

27

to form. Each team is told to spend fifteen minutes coming up with answers to the questions

on the second list that team members believe match the personality or attributes of one person

named on the first list.

After fifteen minutes, each team reads, in turn, its answers to the questions on the second list,

for example, tutti-frutti, weeping willow, and so on; and the rest of the group tries to guess

which person named on the first list is being referred to.

Wink

Chairs are arranged in a circle, facing inward. One boy stands behind each chair with his

hands behind his back. Girls sit in the chairs, except for one chair left vacant. The boy behind

that particular chair is "it." He must get a girl into that chair. He does this by winking at any

of the girls seated in the other chairs. She tries to get out of her chair without the boy behind

her tagging her on the back. If she is tagged, she must remain in her chair, and "it" tries again,

either by winking at another girl or the same one. If the girl winked at can get out of her chair

without being tagged, she takes the chair in front of "it," and the boy with the vacant chair is

now "it."

The game proceeds in this manner. Anyone who can avoid becoming "it" is declared the

winner. Halfway through the game, have the boys switch places with the girls.

28

Part 2: Relays

29

Apple Cider Relay

Divide into teams and give each team member a straw. The object is to see which team can

consume a gallon of apple cider first. You control the contest with a whistle. Each time you

blow the whistle, team members run to the jugs and drink as much cider as possible, using

their straws (one player from each team at a time). Make sure that teams stay in line so

everyone gets a turn. Also make sure that your group smart aleck doesn't lift the jug and swig

half of it while you're scratching your ear.

30

Back-Up Relay

Have two people race to a point, face each other, and hold their arms straight up in the air.

Someone from their team places a ball between them. They must simultaneously make 360-

degree turns without the ball falling to the grotind. They return to their team, and the next two

people do the same. If the ball falls, they must start over.

Ballon Broom Relay

This is a team relay game—good for indoor parties and events. Each team gets a broom and a

round balloon. On "go," the players "sweep" the balloon to a point across the room and then

carry the balloon back on the end of the broom (or bat it through the air with the broom). The

first team whose players all make the trip wins..

Ballon Pop Relay

Divide your group into teams. The teams line up single file at a starting line. A chair is placed

about thirty feet away. Each team member has a deflated balloon. One at a time, members run

to the chair, blow up the balloon, tie it, pop it by sitting on it, and go to the end of the team

line. The first team to pop all its balloons wins.

Bat-round Relay

Divide your group into teams. Each team gets a baseball bat which is placed at one end of the

playing area, with the teams lined up at the other end. The object of this relay is for each team

member to run to the bat, put his or her forehead on one end of the vertical bat, and run

around it ten times while in that poe ition. Ile or she then returns to the team, usually so dizzy

that getting back is a difficult and fun-to-watch experience.

"Betcho Can't Remember Everything to

Do" Relay

Teams line up in single file about fifteen feet from a basketball goal (they would be standing

at the foul line). At a signal, the first two people leapfrog to a designated spot whence the first

31

one in line continues while rolling a peanut with his or her nose to another designated spot

(the second player goes back to the front of the line). After rolling the peanut with his or her

nose, the player takes a spoon, puts a Ping-Pong ball in it, and walks to janother designated

spot. Then he or she takes a basketball and goes to the back of the line. The player's

teammates (standing in a straight line) spread their legs, and the player rolls the ball between

their legs and runs to the front of the line to catch up with the ball. After he or she catches it,

he or she must make a basket. The player then takes a small glass of soda, drinks it, and

burps. When this routine is finished, the next one in line goes through the same thing. The

winning team is the one whose members complete all the tasks first.

Blanket Ride Relay

One person from each team is chosen to ride the blanket throughout the race (a substitute may

stand by in case of injury or dizziness). Other team members line up behind the end line. The

rider is sitting crosslegged on the blanket holding on tightly, and the first in line grabs the

blanket and assumes a pulling position. On signal, he or she begins running while pulling the

blanket all the way across the room and around a marker at the far end, then back to the

starting point. The blanket must be pulled completely over the line before the next player

takes hold. The first team to complete all rounds wins.

Battle Fill Relay

Each team appoints one member to lie face up with head toward the starting line, holding an

empty pop bottle on his or her head. One member from each team fills a cup (made of

nonbendable material) with water, runs to the bottle, and pours in water until it is gone. He or

she then runs back, and the next contestant runs out with a cup of water as soon as the first

player crosses the starting line.

Boy Relay

Boys line up in several teams. Girl members of the teams line up in equal numbers on each

side of the boys' lines. At a signal, four girls from each team—two from each side of their

boys' line—pick up the first boy in line. Each girl takes a leg or an arm, and they carry him

across the room and put him on a chair.

The girls then race back to their team, go to the ends of their lines, and watch the next four

girls carry the second boy and so on. The first team to carry all its boys across the room is the

winner. (Girls will have to carry more than one boy, of course.)

32

Broom Jump relay

Divide into teams. Team members should stand two P.breast. The first couple of each team is

given a broom. At the signal "go," the two must grab opposite ends of the broom and run

back through their team with the broom held just above the floor. Everyone in the line must

jump over the broom toward the front of the line. The broom is carried—no throwing. The

second couple repeats the process and so on. The first team to return the original couple to the

front of its line wins.

Broom Twist Relay

Teams line up in normal relay-race fashion. At a point twenty or thirty feet away, a team

captain or leader stands holding a broom. When the signal is given, the first player on each

team runs to his or her team leader, takes the broom, holds it in the air bristles up, and, looking

tip at the broom, revolves ten times as (Illikkly is possible. The leader counts revolutions. 1 hen the

player hands the broom back to the leader, runs back to his or her team, and tags the next player to continue the game. Players become very dizzy, and the results are hilarious.

Bumper Box Relay

For this relay, you need to obtain a large refrigerator-packing box for each team. Each player

puts a box over his or her head. On signal, the players then race to the opposite wall or goal

and back while receiving directions from their teammates who must stay behind the starting

line. Since the players cannot see, they run into each other or go the wrong way, and the

results are really funny. For an added dimension, decorate the boxes with wild colors, team

names, or the like.

Caterpillar Relay

This is a great game for camps. Have the campers bring their sleeping bags to the meeting;

and have races in them, head first. Simply line the teams up, relay style; and the first person

in line gets in the sleeping bag, head first, and races to a certain point and back. Of course,

the racer cannot see where lie or slit! is

(p)III(II, %() the team has to shout out directions. Each

person on the team must do this, and the first team finished is the winner. If-you prefer, you

may have the kids Crawl in their sleeping bags (like caterpillars), which is

slower but safer.

33

Chariot Race Relay

Each team chooses sets of two boys and one girl. The number of these sets depends on the

size of the teams involved. The two boys face each other and lock their arms, right with right

and left with left. That way the boys' arms are crisscrossed. The girl sits on the boys' arms,

and the boys then race around a goal and back. The next set of players gets ready and leaves

as soon as the previous set returns.

Clothespin Relay

String a clothesline from one end of the room to the other, shoulder-high to the average

person. Place clothespins on the line. Teams line up facing the line. The object is to run to the

line, remove one clothespin with your teeth (no hands), and bring it back to the team. All

team members do the same in relay fashion.

34

Double-duty Water Relay

For this relay each team needs: a wastebasket-size container that will hold water reasonably

well, a number 10 tin can, a pop bottle, and a large supply of water (such as a barrel

continuously replenished by a hose).

This relay should take place outdoors. Place a sturdy chair for each team about fifty feet from

the starting line, facing the line. Place each wastebasket on the line, its team lined up nearby.

The first team member fills the can with water, the second has the empty pop bottle. At the

starting signal they run to the chair. The player with the pop bottle sits and holds the bottle

upright on his or her head for the teammate to fill, using the unbent can. Players should not

wee. good clothing.

When the bottle is full or the can is empty, the teammates run back to the starting line. The

one with the bottle empties it into the wastebasket while the other refills the can and hands it

to the next in line. He or she and a. fourth teammate repeat the process until the whole team

has participated. If the wastebasket isn't full yet, the team should start over, with players

assuming the opposite roles from those they played the first time around. The first team to fill

the wastebasket wins. This game works best with two large teams.

Egg and Spoon Relay

Each player on the team gets a spoon. The teams line up, and a dozen eggs are placed at the

end of each line. The players must then pass the eggs down the lines using the spoons only.

You are not allowed to touch the eggs with your hands, except for the first player who puts

the egg on his or her spoon and starts it. The winning team is the one which gets the most

eggs down the line (unbroken) in the least time.

Elastic Band Relay

In preparation for this game, cut a strip of inch-wide elastic thirty-six inches long. Overlap

the ends and stitch them together on a sewing machine. The result will be a large elastic

circle.

Break the group into teams of eight to twelve players. Supply each team with an elastic band.

At the starting signal, the first player brings the band over his head and body before passing it

on to the next player on the team. The first team to get all its players inside the elastic band is

the winner.

Variations could see the players passing the elastic band up from the feet or couples passing

the band over both bodies at once.

35

Fill the Mat Relay

Each team is given two mattresses on which to perform. A description is called out; and on

signal, each team begins to carry out the description. The first team to portray accurately the

described situation is the winner.

Here are some suggested descriptions: (1) Fourteen players stand sho"Idel (0 shoulder, facing

in alternate directions. (2) Fifteen players form a pyramid. (3) Ten teammates lie in a circle

with each player touching hands and feet with his or tier neighbor. (It looks like a huge wheel

from above.) (4) Four people stand on their heads, one at each corner of a mattress. (5) Five

pyramids are formed of three people each. (6) Six girls and two boys do back bends. (7)

Twelve players lie side by side, with their heads facing alternate directions. (8) Three piles

are formed of five players each; the participants must lie on one another's backs.

Flour and Prune Relay

Fill two large roaster-type pans with flour. The pans are placed twenty yards apart. Place

prunes in each pan (one for each member of the team). Each team member must retrieve one

prune, using only his or her mouth, and return to the starting line.

Forehead Race

This relay is for couples on a team. Each pair races to a given point and back carrying a

grapefruit or balloon between their foreheads. If it is dropped, they must start over.

36

Grapefruit Pass

This is a good boy-girl relay game. Teams line up in boy-girl pairs. A grapefruit is started at

one end of the line and must be passed down the line under the chins of the players. No hands

are allowed. If the grapefruit is dropped, it must be started at the front of the line again.

Hand-in-glave Relay

This is a relay game in which the teams stand in line and pass a pair of gloves from one end

to the other. The first person puts the gloves on, then the next person takes them off and puts

them on himself or herself. Each person takes the gloves off the person in front and puts them

on himself or herself. All fingers of the hand must fit in the matching fingers of the gloves.

Options: Use rubber kitchen gloves or large work gloves.

Happy Handful Relay

This relay may be adapted for indoor or outdoor use. Assemble two identical sets of at least

twelve miscellaneous items, for example, two brooms, two balls, two skillets, two rolls of

bathroom tissue, two ladders, etc. Use your imagination to identify an interesting variety of

identical pairs of objects. Place the two sets of objects on two separate tables.

Line up a team for each table. The first player for each team runs to his or her table, picks up

one item at random, runs back to the team, and passes the item to the second player. The

second player carries the first item back to the table, picks up an: - '-,er item, and carries both

back to the third player. Each succeeding player carries the items collected by his or her

teammates to the table, picks up one new item, and carries them all back to the next player.

The game will begin rapidly, but the pace will slow as each player decides which item to add

to a growing armload. It will also take increasingly longer periods for a player to pass his or

her burden to the next player in line.

Once picked up, an item may not touch the table or floor. Any item which is dropped in

transit or transfer must be returned to the table by the lelader. Noy one may assist the giving

and receiving players in the exchange of items except through coaching. The first team to

empty its table wins.

37

Hounds and Hares

This is a good camp game, best played where there is a lot of space. The best time to play is

at night. Two teams are chosen. One team (the hares) is given one hundred sheets of

newspaper. It leaves base five minutes before the second team (the hounds) gives chase. The

hares affix a sheet of newspaper at eye level approximately every one hundred feet. The hares

must use all their newspaper and then get back to base before the hounds can overtake them.

If they safely make it back to base, they win.

Inner Tube Relay

Each team pairs off in same-sex couples. Each team then lines up in different corners of the

room, if that arrangement is possible. Inner tubes (one for each team) are placed in the center

of the room. Each couple must run to the inner tube and squeeze through the tube together,

starting with the tube over their heads and working it down. The first team whose couples

complete the stunt are the winners.

Lemon Pass

In this relay, teams pass a lemon down the line using only their bare feet. The lemon is held

between both feet cupped in the arches of the feet, and the players must lie on their backs.

The first team to get the lemon passed all the way down the line wins.

Lifesaver Relay

Divide the group into two lines, and give each player a toothpick which he or she will place

in his or her mouth. The leader will place a Lifesaver on the toothpicks of the players at the

head of each line. It is then passed from toothpick to toothpick until it reaches the end of the

line. If it is dropped before it reaches the end of the line, it must be started all over again at

the beginning. The winning team is the one whose Lifesaver reaches the end of the line first.

Message Relay

For this game, you divide the group into teams and the teams into halves. The two parts of

each team must stand some distance away from each other. Type out a crazy message for

each team on small pieces of paper, and give one message apiece to the first members of each

38

team. These team members read the message, wad it up, and throw it on the floor. Then the

relay begins.

The team member who has read the message runs to the first person on the other half of his

or her team and whispers the message in his or her ear. That person runs across to the first

half of the team and whispers the message to the next player in line and so on. The last person

to get the message runs to the group leader and whispers it to him or her.

The team which most accurately preserves the wording of the original message wins.

Accuracy, not time, is most important in this game; but the players must run. Here is a sample

message: "Mrs. Sarah Sahara sells extraordinary information to very enterprising executives."

Mixed-up Relay

This is a relay race in which each contestant does something different. What the contestants

do is determined by the directions in a bag at the other end of the relay course.

At the beginning of the race, each team is lined up single file, as usual. On signal, the first

person on each team runs to a chair at the other end of the course. On the chair is a bag

containing instructions written on separate pieces of paper. The contestant draws an

instruction, reads it, and follows it as quickly as possible. Before returning to the team, the

contestant must tag the chair. The contestant then runs back and tags the next runner. The

relay proceeds in this manner, arid the team that uses all its instructions first is the winner.

Below are a few examples of directions:

1. Run around the chair five times while continuously yelling, "The British are coming,

the British are coming."

2. Run to the nearest person on another team and scratch his or her head.

3. Run to the nearest adult in the room and whisper, "You're no spring chicken."

4. Stand on one foot while holding the other in your hand, tilt your head back, and count,

"10, 9, 8, 7, 6, 5, 4, 3, 2, 1, Blast Off!"

5. Take your shoes off, put them on the wrong feet and then tag your nearest opponent.

6. Sit on the floor, cross your legs, and sing the following: "Mary had a little lamb, little

lamb, little lamb, Mary had a little lamb, its fleece was white as snow."

7. Go to the last person on your team and make three different "funny-face" expressions,

then return to the chair before tagging your next runner.

8. Put your hands over your eyes and snort like a pig five times and meow like a cat five

times.

9. Sit in the chair, fold your arms, and laugh hard and loud for .five seconds.

10. Run around the chair backward five times while clapping your hands.

11. Go to a blond-haired person and keep asking, "Do blonds really have more fun?" until

he or she answers.

12. Run to someone not on your team and kiss his or her hand and gently pinch his or her

cheek.

39

Monocle Relay

This is a relay game in which the teams line up single file and the first person in each line

places a quarter over one eye, monocle style, runs to a given point and back. No hands are

allowed after the quarter is in place. If a player drops the quarter, he or she must come back

and start over. The first team to finish is the winner. To make this one really tough, try it with

two quarters, one in each eye.

Newspaper Relay

Teams line up at one end of the room. At the other end, hang the front page of the newspaper,

or several clippings, or a whole newspaper. Prepare questions oil the news stories ahead of

time. You ask questions, and one person from each team runs to the newspaper, locates the

correct answer, and shouts it out. The first one to do so wins.

No-can-see Relay

Place two chairs fifty feet apart, and place six cans of different sizes on the floor between the

chairs. Two players are assigned to the chairs as goals and are blindfolded. The object is for

each player to place three cans, one at a time, under his or her chair. He or she can steal them

from the opponent; or if he or she runs into the other player, he or she may take the other's

can by hitting it. Be sure to indicate a time limit. The one securing the most cans wins.

Ping-Pong Ball Float

For this relay, you will need empty coffee cans, Ping-Pong balls, buckets of water, towels,

and one fellow with his shirt off for every team participating.

The boy with his shirt off lies on his back about ten yards from his teammates who are in

single file. Place the coffee can on his stomach or chest, Put the Ping-Pong ball in the coffee

can. A bucket full of water goes beside each team.

As the game begins, players use their cupped hands to carry water from their bucket to the

coffee can. Players go one at a time. As the coffee can fills with water, the Ping-Pong ball

rises in the can. As soon as it is high enough, a player tries to remove it from the can with his

mouth. The first team to get the Ping-Pong ball out of the can (no hands) and back across the

finish line wins.

40

Racing Slicks Relay

This is a good outdoor game for camps or picnics. Teams form straight lines. The lead team

members are given twenty-five-pound blocks of ice. The object is to ride the ice down a

grassy slope and carry it back. Arms and legs may be used for propulsion. All members of the

winning team are awarded an ice cube.

Refrigerator Dox Relay

Mark off a large square. Divide the group into four teams, and position a team at each corner

of the square. Obtain four large refrigerator-packing boxes, and put one on each corner. This

is a relay, and the object is for one person from each team to put on a refrigerator box and

walk to the opposite corner where the next person puts on the box and does the same. Fellow

team members shout directions to the one in the box since he or she cannot see.

The first pair of teams to get all their players across is the winner. When four walking boxes

meet in the center at full speed and none can see where they are going, you can imagine the

results!

Roller Skate Rumble

Locate two pairs of roller skates—the type that clamp on to your shoes. Be sure to get two

41

skate keys also. Divide your group into two teams and then split each team in half. Half of

each team is at one end of the gym (or parking lot, etc.), and the other half is at the other end

facing them.

On the signal to "go," the first person on each team must put on the skates tightly (if they

come off in midcourse, he or she must return and start over) and skate to the other side. He or

she then takes the skates off (unaided) and hands them to the first person in line. The process

continues until everyone has completed the course. The first team to finish wins.

To make it even more interesting, you could require everyone to skate across with their hands

on their feet!

42

Rubber Band Relay

Use three players in this "face-coordination" test. Place a rubber band around each player's

head with it twssing over the tip of the nose. The idea, then, is to maneuver the rubber band

from the nose down to the neck without using hands. Any facial contortion he or she can

think of is legal.

Shaving Relay

Group members are divided into teams, and each team is arranged girl-boy, girl-boy, etc.

Each boy is given a balloon. The first girl of each team is given a can of shaving cream and a

razor minus blade. At the signal to "go," the first boy blows up his balloon, ties it, and places

it under his chin. The girl covers it with shaving cream and then shaves it. When finished, she

passes the razor and shaving cream to the next girl. The second boy blows up his balloon, etc.

The first team to finish wins.

Skip Rope-issy-dissy Relay

Each member of the team skips rope from the starting line to a designated point where he or

she puts down the rope and picks up a bat. He or she puts the small end of the bat to his or her

forehead and with the large end on the ground spins around five times. He or she then picks

up the skip rope and attempts to skip back to the starting line.

Sleeping Bag Relay

Teams of equal number line up in single file. Each line is given one zipped-up sleeping bag.

On signal, the first person in each line puts the sleeping bag over his or her head and is spun

around three times. He or she then runs (staggers or stumbles) to the opposite line. Audience

and team members may cheer to assist the player to find the right way, but they may not

touch him or her.

When he or she crosses the end line, he or she removes the bag and runs back, carrying the

bag along for the next player. All leant must complete the course. The first team finished is

the winner.

43

Sock Relay

Each participant is blindfolded and seated in a small circle within reach of a huge pile of

worn-out socks. Each participant is given a pair of thick gloves to put on. On signal, each

participant tries to put as many socks on his or her feet as possible in the time allowed (about

two minutes).

Spoon Relay

Divide the group into two lines, with a spoon in each player's mouth. The leader will place a

marble in the spoons of the two players at the head of the lines, and they will pass it from

spoon to spoon until it reaches the end of the line. The group which does this first is the

winner. If the marble is dropped on its way to the end of the line, it must be started all over

again.

Stilts Relay

Have someone who is handy with wood make four pairs of stilts using two-bytwo-inch

boards (two pairs for each team). The foot mount should be twelve to eighteen inches off the

ground. Most players will be able to walk on them with ease. Line up the teams relay style

and let them go. The first team all of whose players walk to a goal and back on stilts wins.

Stripper Relay

This is a great game for swimming parties and "water carnivals." Get two or more teams of

equal numbers. Obtain some baggy clothes (the funnier the better) for each team. Make sure

that each tears, has similar Clothing shirt with buttons, pants with zippers, etc.— to insure

fairness during the relay.

Place the clothes in team piles about twenty yards from the star ling line on a raft or at the

end of a pool. At the starting signal, one member of each team swims to the raft or end of the

pool, climbs out of the water, puts the clothes on, strips the clothes off, and swims back to his

or her team. He or she touches the next member of the team who then swims through the

same process. The first team to finish the process wins.

44

Sucker Relay

Teams line up. Each person has a paper straw. A piece of paper (about four inches square) is

picked up by sucking on the straw and is carried around a goal and back. If you drop the

paper, you must start over. Each person on the team must do it, one at a time. The team that

finishes first wins.

Super Sack Relay

Divide into teams with ten people on each. Have a brown paper bag for each team with the

following items in each:

jar of baby food

green onion

can of cola (warm)

raw carrot

piece of cream cheese (wrapped in wax paper)

box of Cracker Jacks

peanut butter sandwich

an orange an apple a banana

On signal, the first member of each team runs to his or her bag and must eat the first item

pulled out. Sponsors should make sure items are satisfactorily finished before the person goes

back and tags the next member of the team. The first team to finish its sack wins.

Telephone Gossip Relay

Make "phones" out of tin cans and string (see illustration), and play the gossip game. One

person gets on one end of the line and gives a message (one sentence) to another person who

listens with the can at his or her ear.

The listener then runs to the other phone and relays the same message to the next team

member. This continues until all team members have received the message. The last person

on each team writes down the message. The closest to the original (in the least time) wins.

45

Thimble Relay

The teams form a line, and each player has a straw which he or she holds upright in his or her

mouth. The relay is started by placing a thimble on the straw held by the first person in line.

It is then passed from player to player by means of the straw. The team to get the thimble to

the end of the line first is the winner.

Waddle Walk relay

Have each team choose four people. Two of the four line up ten feet from the other two, who

are facing them. The object is to balance a cup of water on the head and walk with a balloon

filled with air between the knees for a prescribed distance. If either the water or balloon falls,

the player must start over. That team wins whose four contestants finish first.

Water Balloon Relay

Use as many couples as you want. Each pair races between two points holding a water

balloon between their foreheads. Of course, the couples are facing each other and walk

sideways. They cannot use their hands to hold the balloon. If the balloon drops, they pick it

up and keep going. If it breaks, they are out of the game.

46

Part 3: Team Games

47

A-B-C's

This game is good for groups of forty or more. Divide into teams..The leader must locate

himself high above the players, up on a roof, hill, or other high place, so that he or she can

see everyone below. He or she then yells out a letter of the alphabet, and each team must

form that letter on the field as quickly as possible (as a marching band would do). The first

team to form the letter wins. In case of a tie, teams may also be judged for the best-looking

letter.

Amoeba

Divide into teams, and tie ropes around each team at the waist. To do this, have teammates

bunch together as closely as they can and hold their hands in the air while you tie the rope

around them. After they are tied, they can race to a goal and back. Unless they work together

and cooperate as a team, they will go nowhere. This game is enjoyable outdoors.

Basketball Derby

Play a game of basketball on roller skates. It is extremely funny to watch as well as play.

There is no out-of-bounds or dribbling, but the other'rules apply. Other games (such as

softball, football, etc.) may be played on roller skates with excellent results.

Balloon Football

Arrange chairs in back-to-back, parallel rows, with single end rows facing inward toward

each other. As a result, you should have covered a rectangular area roughly similar to a

football field. Divide your group into two equal teams; teammates will all sit facing the

opposing team's "end zone."

After all the players are seated, toss a balloon into the center of the "field." Players may not

stand, but they must try to bat the balloon into their opponent's end zone using only their

hands. When the balloon drops into the end zone over the heads of the last row of opposing

players, the scoring team gets seven points. You can play to thirty-five points or for fifteen

minutes, whichever expires first. (If the balloon goes out of bounds, the leader puts it back in

play at the center of the field.)

48

Basketball Pass

This is a simple relay game in which two teams line up single file. The teams must have

equal numbers of players. At the front of each line, a basketball (or several basketballs) is

given to the first player. He or she passes it to the player behind by tossing it over his or her

head. The next one passes it between his or her legs to t lie one behind, and so on. The ball(s)

continue to the end of the line going over and under, and the team which finishes first wins.

Beach Ball Pickup

Divide into two teams. Teams then count off and line up opposite each other about twenty

feet or so apart. Between the teams, six beach balls (light ones) are placed on the floor.

Two numbers are called, and the two players on each team with those numbers begin play.

Each pair must pick up three balls without using their hands or arms. If they drop a ball, they

must start over. All three balls must be held between the two players and must be off the

ground. The first pair to succeed is the winner. Repeat by calling two new numbers, and so

on.

49

Blanket Pull

Two teams are identically numbered and line up facing each other. A blanket is placed in the

center. A number is called, and each person so numbered tries to pull the blanket over his or

her own goal.

Blind Mate

Select three couples to compete in this simple game. One at a time, each couple is blindfolded

and then separated by a distance of twenty feet or so. The pair must then walk toward each

other, locate the other person, and hold hands. The couple doing it in the least time is the

winner. To make this tougher, turn the players around a few times before they begin.

Blind Tag

Conjure up something with a circumference of about twenty feet, such as two tables pushed

together or rope wrapped around four chairs. Blindfold two people, and put them on opposite

sides of this object. Both must always be touching it.

Designate one to be "it," and have the bystanders shout to their favorite which way to go to

catch or avoid being caught by the other. Beware of highspeed collisions. A variation is to

have everyone remain silent and let the players listen for each other. This won't work on a

carpet.

Blind Volleyball

Divide the players into two equal groups. The two teams get on each side of a volleyball

court and sit down either on chairs or on the floor in rows similar to those in regular

volleyball. The "net" should be an opaque object that obstructs the view of the other team.

Blankets hung over a regtfl~r volleyball net or rope would do. The divider also should hang

low enough so !)at players cannot see under it.

Then play volleyball. Use a big, light plastic ball instead of a volleyball. Regular volleyball

rules and boundaries apply. A player may not stand up to hit the ball. The opaque net adds a

real surprise element to the game.

50

Broom Hockey

This game may be played with as many as thirty or as few as five per team, but only five or

six are on the field at one time from each team. Two teams compete by running onto the field,

grabbing their brooms, and swatting at a volleyball placed in the center.

Each team has a goalie, as in ice hockey or soccer, who can grab the ball with his or her

hands and throw it back onto the playing field. If the ball goes out of bounds, the referee

throws it back in. The ball may not be touched with hands or kicked but hit only with the

broom. Score one point for each time the ball passes between the goal markers.

A team with thirty members, for example, would count off by sixes. Let each six-person shift

play three minutes.

51

Bucket Brigade

Each team lines up single file with a bucket of water at one end and an empty bucket at the

other. Each team member has a paper cup. The object of the game is to transfer the water

from one bucket to the other by pouring water from cup to cup down the line. The first team

to get all the water into the empty bucket wins.

"By the Seat of Your Pants" Volleyball

This can be an excellent indoor game for large groups, especially during rainy weather.

Divide the group into two teams. Set up a volleyball net so that the net's top is approximately

five feet above the floor. Each player is instructed to sit down on his or her team's side of the

net so that his or tier legs are Crossed. From lllls position volleyball is played with the

following changes from regular rules:

1. Use a "light" beach-ball-type ball (or a "nerf" ball).

2. Use hands and head only (no feet).

3. All serves must be made from the center of the group and overhand.

4. Because of the limited mobility of each player, a larger than normal number of

participants is suggested (twenty to twenty-five per team).

5. All other rules of volleyball prevail.

Candy Race

Tie a piece of candy onto the middle of a length of string, and have two players hold opposite

ends of the string in their teeth. On signal, they chew toward the candy, and the first to get it

into his or her mouth wins. No hands are allowed.

Canned Laughter

Bring plenty of empty soft-drink cans to the meeting, and have three or more players compete

to see who can stack them the highest within 'a time limit. The winner may be awarded a six-

pack of his or her favorite pop.

52

Capture the Flag

The playing field should look like this:

Team One is on one side of the field, and Team Two is on the other. The idea of the game is

to capture the flag from the other, team's territory without being tagged. Once you cross the

line at the middle of the field, you can be tagged and sent to "jail," which is set up behind

each team back by the flag. However, if you are in jail, one of your teammates can free you

by getting to the jail without being tagged. He or she can tag you, which frees you. You both

get a free walk back to safety.

Each team gets one goalie who watches the flag from a distance of about ten feet and also a

"jailer," who guards the jail. You will need to work out some strategy with your teammates to

rush the flag or capture it in some other way.

Capture the Football

This, of course, is based on "Capture the Flag." However, it may be played by smaller groups

with less room. Instead of using flags, use footballs. These are placed on each team's

territory. You must get the other team's football over to your team's territory. You may pass

the ball over the line to win, or run it over. If you are tagged, you must remain a prisoner until

a teammate tags you. If you pass the ball to a teammate over the line which separates the

team territories and your teammate drops it, you both become prisoners. If the pass is

complete, your team wins. You must adapt the "Capture the Flag" rules to your group and

setting for the best results.

53

Car Stuff

For this wild game, you need an old car that won't be hurt by a little dent or some dirt. Players

line up on one side of the car (with both front and back doors open) and, on signal, run in one

side of the car and out the other. After going through the car, the players return to the end of

the line and run through again until the time is up.

Each team has a "timer" and a "counter," and the object is to see how many players can be

run through the car in one minute, two minutes, etc. Each team gets a try. To play this game

without a car, use a large cardboard box, a bench that the players must crawl under, or three

players standing in a row with their legs spread.

Catch the Wind

Have one person lie on the floor with a straw in his or her mouth. At his or her head, place a

chair. A second person sits on the chair facing the person on the floor and has a party blower

in his or her mouth. The chair back should be toward the person on the floor, and the seated

person should rest his or her chin on the chair back. A third person sits next to the person on

the floor and places facial tissues one at a time on the end of the straw.

The person on the floor then blows the tissue in the air, and the person on the chair tries to

catch it with the party blower. The winning team is the first to catch a given number of

tissues. The distance from the blower on the floor to the catcher may be varied, depending on

the strength of the blower's lungs.

54

Circle Soccer

Two teams form semicircles and join to form one circle. A ball is thrown into the circle, and

the players try to kick it out through the other team's side. If the ball is kicked out over the

heads of the players, the point goes to the defending team. If the ball is kicked out below the

heads of the players, (lie kicking team gets the point.

Hands may not be used at all, only feet and bodies. No one may move nut of position except

one player per team who may kick the ball to his teammates if the ball stops near the center.

lie or she may not score, however, or cross into the other team's territory. If the roaming

player gets hit with the ball (when kicked by the other team), the kicking team gets a point.

Clothes Put-on

Have a group of girls at one end of the room and a group of boys at the other. The girls are

given boys' clothes to put on over their own, and the boys are given girls' clothes. The first

group to put on every piece of clothing wins.

Clothespin Challenge

Two contestants are selected and seated in chairs facing each other with their knees touching.

Each is shown large piles of clothespins to the right of their chairs. Each is blindfolded and

given two minutes to pin as many clothespins as possible on the pant legs of the other

contestant.

Contest of the Winds

Draw a large square on the floor and divide it into four equal parts, designated as the North,

East, South, and West. Divide the group into four teams designated by the same names.

Scatter dried leaves or cotton balls evenly in each quarter of the square. At a given signal, the

winds begin to blow, with each team trying to blow (no hands allowed) the leaves out of its

square into another. Set a time limit, and the team with the fewest leaves (or cotton balls) left

in its square wins.

55

Corn Shucking Race

For this game, you will need several ems of corn. Select three or more volunteers to shuck an

ear of corn using only their bare feet. Whoever finishes first, or whoever has done the best

job within a time limit, is the winner. Award an appropriate prize, such as a bag of corn chips.

Crab Ball

This is an active game for groups of twenty or more. All that is needed is a playground ball.

Divide into four teams of equal size, and form a square with each team forming one side.

Players should then sit down on the floor and count off from one to as many players as are on

each team. To begin the game the leader places the ball in the center and calls a number. All

four persons of that number "crab walk" out to the ball. Crab walking is bending over

backward and then -valking on all fours. The object is to kick the ball over the heads of one

of the other teams.

When a crab walker succeeds in kicking it over the heads of another team, the team over

whose head it went gets a point. The nonwalking members of the team must remain sitting on

the floor. They may block the balls coming at them either by kicking, using their bodies, or

using their heads. They may never use their hands or arms. They also may try to kick it over

the heads of an opposing team. Either way, the team over whose head the ball goes gets the

point. When one team reaches ten points, the game is ended; and the lowest score wins.

Crazy Baseball

This is a great game for groups of fifty or more (twenty-five per team). There are only two

bases: home plate and first base (approximately one hundred twenty feet from home). A

regular baseball bat is used with a Blighty mushy volleyball. There is no out of bounds. The

ball may be hit in any direction. The pitcher is always from the team that is up. Each batter

gets only one swing. The batter does not have to accept the pitch; but if lie or she does swing,

it counts (is one pill h. Outs are made in the following ways:

1. a missed swing

2. a fly ball that is caught

3. a forced out at first base (You cannot be forced out at home.)

4. being touched by the ball (A runner may be hit by a thrown ball or tagged out.)

Once a runner reaches first base, he or she does not have to leave until it is safe to do so.

(Any number of players may be on first base at the same time.) As soon as the team at bat has

three outs, that team runs to the field, and the fielding team immediately lines up and starts

playing. They do not have to wait for the fielding team to get into position.

56

You can have up to four games going at once on different sirdes of the field. Each game

needs a neutral umpire who judges outs. The team scoring the most runs wins. Any number

of innings may be played.

Crazy Basketball

Divide your group into two teams with any number of players. The game is played on a

regular basketball court but without regular rules. In this game, anything goes. The object is

to score the most baskets any way you can. You can run, pass, dribble, or throw the

basketball with no restrictions. All that matters is to make a basket. Players can ride

piggyback for height. This game works best with fifty to two hundred participants.

Crazy Ping-Pong

Ten or so people stand around a Ping-Pong table, one at each end, the rest along the sides.

The first person serves the ball over the net to the one on the other end just as in regular Ping-

Pong; but after the player serves, he or she puts the paddle on the table (with the handle

sticking over the edge) and gets in the line to his or her left.

The next person in line (to the server's right) picks up the paddle and waits for the hall to be

telumed. The line keeps rotating clockwise aroud the table, with each person hitting the ball

once from whichever end of the table lie or she happens to be. If a player drops the paddle,

misses the ball, or hits it off the table, he or she is eliminated. When it gets down to the last

two people, they must hit the ball, put the paddle down, turn around, pick up the paddle, and

hit the ball. The last one remaining wins.

Creeper Race

Get several mechanic's creepers (the type used by mechanics to get under cars). Line up

teams and have races. Players lie on the creepers and race by propelling with hands only, feet

only, on their backs, etc. This works best on cement floors.

57

Croquet Golf

This is actually miniature golf played with a croquet set. Wickets are used instead of cups in

the ground. Set up your own nine-hole course by arranging the wickets around the yard. Tag

each wicket with the hole number, and place small tee signs where the players begin each

hole.

Determine how many strokes will be par for each hole, and indicate this on the tee sign along

with the hole number. Try to make different obstacles for each hole—such as shrubs, tin cans

and tires, ramps and hills. Some croquet sets include wicket tags and tee signs for playing

croquet golf.

Crosbee

This game is a mixture of Frisbee and lacrosse. All that is needed is a playing field, a Frisbee,

and from ten to seventy-five players. Goals are set up at opposite ends of the field, two

markers about ten feet apart.

Divide into two teams. Each team assigns goalies and perhaps other positions, such as

defense, offense, forward, middle, back, etc. The two teams then line up at opposite ends of

the field, and the Frisbee is placed in the middle.

At the starting whistle, players run for the Frisbee; and the first to get it may pass it to any

other player on his or her team. When a player catches it, he or she may run with it, pass it, or

down it, which is a "stop." (To down it, one simply falls on it.)

Any player carrying the Frisbee may be "tagged" by a member of the other team and must

then surrender the Frisbee to him or her immediately. (Referees should make judgments on

this.) If a player downs the Frisbee before being tagged, he or she can then stand up and

throw it to any other player without interference. However, once the Frisbee is thrown, it may

be intercepted. Also, a person downing the Frisbee cannot score after downing it. Goals

are.scored by throwing the Frisbee between.the goal markers.

Crossword People

Divide the group into teams of equal size (twelve to twenty-four on a team). Prepare ahead of

time letters of the alphabet on twelve-by-twelve-inch cards that each team member hangs

around his or her neck.

Each team should have identical sets of letters, consisting of frequently used vowels and

consonants, plus two or three rarely used letters such as Q, X, or Z. At a signal, each team

tries to form a crossword puzzle, using as many of the team as possible within a tinic limit.

58

Each team should have a captain direct who direct his or her team and keeps order.

For example, using the letters PGOFYECAJAXOTIIUMN, a team could line up this way:

JUMPING

I O

TAX O

CAFE

Y

Award points to the team using the most of its members, the longest word, the most words,

etc. Another idea would be to assign point value to each letter and add up points as if you

were playing the game "Scrabble."

Crows and Crones

Divide the group into two teams. One side is the "crows," the other is the "cranes." The two

teams are lined up facing each other four or five feet apart. The leader flips a coin (heads—

crows; tails---cranes) and yells out the name of the team which lost the toss.

If he or she yells "crows," they must turn and run, with the cranes in hot pursuit. If any of the

cranes succeeds in touching a member (or members) of the crows before he or she crosses a

given line (twenty to sixty feet from the start), he or she is considered a captive of the cranes

and must aid the cranes when play continues. The team which captures all the members of the

other team is the winner.

Cut the Cake

Pack flour in a big bowl and turn it upside down on a TV tray or baking sheet. It is a mold

now; put a cherry on top. Everyone in a circle around the cake must cut off some part (be it

large or small). The more the cake is cut, the closer you get to the cherry in the center.

Whoever causes the cherry to fall has to pick it up with his or her teeth, with hands behind the

back, and eat it.

Dark Draw

Everyone in the group is given a sheet of paper and pen. Players are given five minutes (or

more) to draw anything they want. But . . . the lights are turned out during the drawing.

Pictures are judged, and the winner is given a prize.

59

Ding Ball

This game is played in a swimming pool with a volleyball net dividing two teams. The teams

are given every possible kind of ball (Ping-Pong, volley, football, soccer, beach ball, etc.).

The object is to throw as many balls as possible over the net so that the opposing team has the

most balls on its side when the whistle blows. It's a silly game, but it catches on fast.

"Do It on Paper" Shuffle

This is a relay game in which players are given two pieces of paper (newspaper works fine).

They are to go between two points, stepping only on paper. They step on the paper in front of

them, then turn around and pick up the one behind them, place it in front of them, step on it,

and turn around and pick up the paper behind them, repeating until they reach the designated

point. The team completing the race first is the winner.

Dr. Tangle

Have a group of any number of people hold hands. Have one person leave the room. Start in a

circle. Then, without breaking hands, go under and over other people's arms. When the group

is all knotted up, call the person back into the room and have him or her try to untangle the

group without breaking hands.

Driving the Pigs to Market

The teams are lined up behind the starting line. Give the first player a three foot stick,

yardstick, or broom handle, and a "pig" in the form of a pop bottle or egg. At the signal "go,"

the first player drives the pig to the goal and back by pushing it with wands. The second

player does the same until all have run.

Egg Roll

In this relay, contestants roll a raw egg along an obstacle course with their noses. If the egg

breaks, the player must start over with a fresh egg.

60

Expandable Hopscotch

This is a variation of the old child's game of hopscotch. Secure small-size carpet remnants

from any carpet store. These are the hopscotch squares. The game is played as usual, except

that the squares are spaced farther and farther apart as the game progresses—until the players

are jumping several feet between squares. It's good competition and is great for laughs.

Fan the Balloon

Each team gets a balloon and a fan (which can be anything, such as a record album cover). on

signal, each player must fan the balloon, without touching it, around a goal and back. The

balloon may not touch the floor.

Feet Ball

This is a good indoor game which is active and requires teamwork. Divide the group into two

teams and seat them (in chairs) in

two lines, facing each other. I lie object is for the teams to

move the ball (a volleyball) toward and through their goal (at the end of the line), using only

their feet.

Players must keep their arms behind the chairs to keep from touching the ball, which would

be penalized. To begin the game, drop the ball between the two teams. The game may last

any length of time. To avoid injuries to feet, shoes should be removed. Also, make sure the

two teams are just far enough apart that their feet barely touch when legs are extended.

Floured Lifesavers

Fill two pie tins or pans with flour. Drop several Lifesavers in each and mix them in so they

are not visible. Have two players race to see who can retrieve the most Lifesavers, using

mouths only, in one minute.

Foot Painting

Choose a group numbering half as many letters as are in the name of your group or

organization. They all sit down in a line facing the audience. You paint the letters in the name

of your group on the bottoms of their feet (jumbled up) with a felt marker or poster paint. At

61

a signal, they are to try to get the letters unscrambled and in order without any of them

getting up or moving from their positions.

Four-letter Words

Pin a large-sized letter of the alphabet to every member of the group. At a signal, each person

tries to find three others with whom he or she can form a four-letter word. The time limit is

one minute. Those failing to form a word are out, and the game continues until everyone is

eliminated.

Frisbee Golf

Lay out a short golf course using telephone poles, light posts, fence posts, tree trunks, etc., for

"holes." You can set up places as the tees or designate a certain distance from the previous

"hole" (maybe ten feet) as the starting place. Each person needs a Frisbee.

The object of the game is to use as few throws as possible to hit all the "holes." Each person

62

takes his or her first throw from the tee and then stands where it landed for the next throw

until he or she hits the "hole." One penalty throw is added tot lie score if the Frisbee can’t be

thrown from where it lands. The course may be as simple or as complicated as the skill of

the participants warrants. Such things as doglegs, doorways, arches, and narrow fairways

add to the fun of the course.

Take three or four good Frisbee throwers through the course to set the par for each hole. It

is a good test of skill, but anyone can do it. Two other games for a "Frisbee Night" could

include a distance throw and an accuracy throw (through a hula hoop from thirty feet, for

example).

Frisbee Relay

Divide the group into equal teams of five or six per team. Any number of teams may play at

once. Each team will need a Frisbee. The playing area should have plenty of length, such as a

road (without traffic) or a large open field. Each team should spread out in a line with players

about fifty feet or so apart.

The first person throws the Frisbee to the second, who allows the Frisbee to land. That person

then stands where the Frisbee landed and throws it toward the third person, who throws it to

the fourth, and so on. The object is to see which team can throw it the greatest distance in the

least time. Award points for - throwing it the farthest and points for finishing first.

For added fun, have the players throw left-handed (or right-handed if they are left-handed).

Footballs may be substituted for Frisbees if they are easier to get.

Giant Jigsaw Puzzle

Obtain an outdoor billboard from a sign company (they come rolled up and easy to carry),

and cut it into a giant jigsaw puzzle. Use it as a contest to see which team can put it together

first.

Giant Pushball

It is possible to buy a giant pushball from sporting goods stores or sporting goods supply

houses. The ball is approximately six feet in diameter and weighs thirty to lofty pounds. It is

great for camps and other special activities. Normally the ball is covered with canvas and is

guarateed for life.

A typical pushball game goes as follows: Teams line up on either side of an open field. The

63

ball is placed in the middle. On signal, the two teams (which may consist of any number) try

to push the ball through their team's goal at one end of the field. Four teams may play and

have goals at all four sides of the field. The goal may be the entire length of the field's side. It

is really a wild game. For best results, the ball should be pushed upward and over the heads

of opposing players.

Giant Slip „n‟ Slide

A giant "slip 'n' slide" may be made from a large piece of heavy plastic. Station players at

intervals around the edge to hold it in place. Give the kids a grassy lawn and plenty of garden

hose, and they will have a blast. Have contests to see who can slide the farthest standing up,

lying on his or her stomach or back, and sitting down.

Giant Volleyball

Two teams of any number can play this funny volleyball game which uses a giant weather

balloon for a ball. Six to eight feet in diameter, the balloon is inflated with a vacuum cleaner.

The entire team gets under the ball and pushes it over the net. The opposing team returns it.

Giant weather balloons are available from surplus stores at relatively little cost.

Grape Toss

Teams appoint one player who is the "tosser." He or she gets a bag of grapes. The rest of the

team gets in a circle around him or her. The tosser is in the middle. He or she must toss

grapes to everyone on the team, one at a time; and each team member must catch the grape in

his or her mouth. The first team to go around its circle wins.

Happy Birthday Race

Divide the group into teams. On signal, each team must line up according to date of birth,

with the youngest person at one end of the line and the oldest at the other. Any team out of

order after the time limit (or the last team to get in correct order) loses.

64

Human Obstacle Course

Each team stands in single file behind a line. Ten additional team members are used as

obstacles: a pole to circle around, a leg tunnel to go through, kneelers to leap over, sitters

with outstretched legs to step among, then another pole. On signal, the first person in line

goes completely around the pole, through the tunnel, over the kneelers, among the sitters (not

missing any stepping space), around the pole, and back. The next person does likewise, and

so on. If an obstacle is missed or improperly executed, the runner must repeat that obstacle.

Human Scrabble

Divide the group into teams. Distribute cards, at random, which have a letter of the alphabet

written on them. On signal, each team must use the letters it has to form the longest word it

possibly can. The longest word wins.

Mix all the letter cards again, redistribute them, and play several rounds. Each round has a

thirty-second time limit. Be sure to include plenty of common letters (especially vowels).

This is a variation of "Crossword People."

Human Wheelbarrow

This is a relay game in which one person must walk on his or her hands while his or her feet

are held by a partner. Contestants must maneuver through an obstacle course of some kind.

Indoor Olympics

Below are several simple games suitable for an "Indoor Olympics." With a little creativity,

you can add many more games to the list.

Discus Throw: Paper plates are thrown for distance. Plates must be held as though they were

a discus. Each contestant takes two hops and a step, then throws the plate as far as he or she

can.

Hammer Throw: Each contestant throws an inflated paper sack tied to a thirty-inch piece of

string. Holding the loose end of the string, each contestant swings the sack around his or her

head several times before throwing for distance.

Javelin Throw: Contestants throw toothpicks as though they were javelins. With the throwing

arm back and the other arm out in front for balance, each contestant takes three running steps

and throws the toothpick as far as possible. Knitting needles may also be used.

65

Ice Cube Race

Secure large blocks of ice and get the police department to cordon off a street. Have different

ages compete against each other, pushing ice blocks up the stlect. This works best on hot days

when the ice melts faster. The object is to see how far you can push the ice before it is all

melted.

Ice-melting Contest

Each team is given a twenty-five-pound block of ice. Each ice block is weighed in, and the

teams are given ten minutes to melt as much of it as possible. No water, fire, crushing, or

chipping is allowed. After ten minutes, each block is weighed again; and the block that lost

the most weight wins.

66

Inner Tube Soccer

This is a game of soccer, using the usual rules of the game, but substituting an inner tube

(automobile tire tube) for a normal soccer-style kickball. It gives the game a new dimension.

The tube should lie flat, and the playing surface should be relatively flat and smooth.

Kickball

The group is divided into two teams. Each team counts off consecutively so that, for every

number on one team, there is a corresponding number on the opposite team. The teams line

up facing each other but in opposite order, i.e., the number "ones" of each team are at

opposite ends of the lines. A beach ball is used in the game with junior high students and

a.volleyball with senior high students. The ball is placed in the middle of the floor. When a

number is called, those players -from each team run and try to kick the ball through or over

the opposing team line. They may use only their feet. Their teammates, standing on the line,

may block with their hands but may not otherwise use them.

Lawn Skiing

For those who long forthe mountain slopes or whose lakes and rivers may be dry, try this.

Acquire several paints of water skis and removes the tins from the under sides. Get the

necessary number of tow ropes or just plain tope (you'll need at least forty feet), and begin

your races.

Local school or park lawns (just watered) provide-a slick surface, and kids pulling the ropes

provide the power. Many variations are possible using slalomskis, skim boards, inner tubes,

etc. Other surfaces besides grass are suitable. Events may range from slaloms to marathons.

Mad Ads

Each team receives a magazine (same one for all teams) and appoints a "runner." The leader

then calls out a description of an ad somewhere in the f-riagazine. The first team to tear the

ad out of the magazine, give it to the runner, and have the runner give it to the leader, wins.

The team with the most wins is the victor.

67

Matchbox Race

This is a relay game in which players pass a matchbox cover (small wooden-type match)

from nose to nose down a row without using hands.

Math Scramble

Divide into teams. Each person is given a number on a piece of paper, which is to be worn.

(Numbers should begin at 0 and go up to 10 or the number of players on the team.) The

leader stands an equal distance from each team and yells out a math problem,,stich as "2

times 8 rnintis 4 divided by 3," and the team must send the person with the correct answer

(the person wearing the number 4, in this case) to the leader. No talking is allowed. The

person wearing the correct number must simply get up and run. The first correct-number

wearer to get to the leader wins one hundred points. The first team to reach 1,000 (or

whatever) wins.

Monkey Soccer

For a fast-action outdoor game, designate a rectangular area of grass as a "monkey soccer"

field, with a width of at least three feet per player. Divide the group into two teams, and

provide one ball, volleyball size, but quite a light weight.

Here are the rules:

1. The object of each play is for the team which has the ball to get it across the other

team's end of the field.

2. However, the ball must be kept on the ground, or else no higher off the ground than

the height of the average player's knees.

3. Moreover, players may propel the ball only by reaching down and hitting it with their

hands (clenched fists, or otherwise). While in motion, the ball may bounce off a

player, even off his or her foot while the player is running; but the player may not

intentionally kick the ball or strike it with any part of the body except the hands.

4. Whenever the ball is kicked, or travels higher than a player's knees, or is held, it is

placed on the grass where the foul occurred and put into play by the team opposing

the team whose player committed the foul.

5. Whenever the ball crosses a sideline, it is put into play at the point where it left the

field by the team opposing the team whose player last touched the ball while it was

still in play.

6. Teams may organize themselves in any way they desire to best protect their end of the

field. A team earns one point when its players get the ball over the opposing team's

end. The winning team is the first one to gain seven points.

68

Muddy Waters Pillow Fight

This is a good game for camps. Individuals do battle seated on a ten-inch-diameter pole

suspended a few feet over a creek or mudhole. You can dig the puddle if you don't have one.

The object is to knock your competitor off the pole and into the water with a pillow. This is a

team action with points going to the winner's side. Teams should be comprised of about

fifteen members. If the group is large enough, a tournament may be held.

Needle in the Haystack

In a big pile of hay, hide a bunch of large knitting needles, using different colored needles.

Give the colors different values, either in points or In money, making the lighter (harder to

find) colors more valuable. Turn the players loose, telling them to throw the hay up in the air

for best results. They bring the needles, as they find them, to the leader who announces to the

remainder of the group how many needles are left.

Nose Washing

Have three couples come to the front of the room. Place a glob of shaving cream on the nose

of one member of each couple. From six feet away, the other member of the couple races to

wash off the lather, using a squirt gun.

Page Scramble

Give each team a children's storybook; the books must have the same number of pages.

Before passing them out, however, you should cut all the pages out of their binding and mix

them up so that each team gets a book with a like number of pages . . . that don't match.

On signal, the teams distribute their pages among team members who must begin trading

page for page with other teams' members in order to assemble matching pages. Thus, the area

becomes a giant trading floor. The first team to complete its book, with pages in the correct

order, wins.

69

People Machines

Divide into groups of seven or eight. Each group has the task of becoming a machine, such

as a washing machine, a tape recorder, a record player, etc. Each individual must be a

working part with a suitable sound (electric cord with a hum, a turntable with a soft whir

etc.). Each madame is then presented to the rest of (lie group members for them to guess

what is being portrayed.

Picture Panic

Divide the group into two teams. Each team's captain is given a pencil and pad. The director

writes a phrase on his or her pad and shows it to the captains only. At the signal, they run to

their groups and draw a picture that gives their teams a clue to the word or phrase. The first

team to guess it correctly wins.

Pie-eating Contest

It's old, but it's still one of the best games around. Have a race in which contestants devour

cream pies with no hands. Put a time limit on; and give prizes for the most pie eaten, the

messiest face, the neatest eater, etc.

70

Pillow Balance-beam Blast

Take an old railroad tie; or make your own narrow, raised playing area. Two players stand

at either end of the beam. Each is given a pillow. At the signal "go," each tries to knock the

opponent off the beam. The first one to touch the floor loses. However, the winner must

remain standing after the other person falls.

Pillowcase Race

In this relay, each participant races with both feet in a pillowcase. He or she must hop to a

goal and back without stepping out of the pillowcase or ripping it.

Ping-Pong Puff

Players surround a sheet and pull it tight under their chins so that it is flat. A Ping-Pong ball

is placed in the center, and players try to 'Now it to the other side. Players on each side of the

sheet can be a team. Every time the ball hits someone or goes over the edge, the learn oil that

side gets a point. The Ivan) with Ihe fewest points wins. This may be done oil a table instead of

a sheet, but the sheet is easier and more fun.

71

Potato Race

Teams line up, and each player must push a potato along the floor to a goal and back using

his or her nose only. No hands are allowed.

Pull Off

This is a wild game which is easy to play and lots of fun. All the boys are to form a circle,

huddle together in any position, and lock arms. The girls attempt to pull the boys out of the

circle any way they can. The boys try to stay in. The last boy to remain in the circle is the

winner. Boys cannot fight the girls; all they are allowed to do is hang on and try to stay in.

Of course, the game can be played with girls forming the circle and the boys trying to get

them out.

Ride the Tub

For this game, you will need to get an old washtub big enough to stand in. A six-foot-long

pole or pipe is run through the tub's two handles and over its top. The two ends of the pole are

placed on the seats of two chairs so that the tub hangs suspended between them. Next, hang

four hats on the backs of the chairs, two on each chair.

Select three players. One at a time, they are to stand in the tub with one leg on each side of

the pole and, with a broom, knock the hats off the chairs. They must balance themselves in

the tub without holding on to anything and knock the hats down before they fall out of the

tub, which inevitably happens. The one who gets the most hats off is the winner.

Roundup

The players are divided into two teams with the same number of boys and girls on each team.

The girls of each team are the cowboys, and the boys the cows. The cows must stay on their

hands and knees throughout the game. The object of the game is this: The girls of each team

try to get the cows of the opposing team into an area designated as the corral. The girls can

drag or carry a cow to that area. Of course, the cows can resist but must stay on hands and

knees. After a designated time interval, the team with the most cows in its corral wins.

72

Ring on a String

Have a group sit on chairs in a circle. Take a piece of string and have every person hold the

string with both hands (except for one person who stands in

the middle). Tie the string's ends

together so it forms one big circle with a ring (the larger the better) on the string that can slide

all the way around.

Have the members of the group slide their hands along the string and pass the ring along as

they try to hide it from the person in the middle. Ile or she tries to guess who has the ring by

going around the circle (from the inside) and tapping different people's hands. When a

person's hand is tapped, he or she opens both hands to reveal whether he or she has the ring.

When the person in the middle taps someone with the ring, they switch places. This may be

used with groups of eight to twenty people.

Rolling Pin Throw

This is an idea for family and church picnics, adult recreation, or youth groups. Have a

contest to see who can throw a wooden rolling pin the farthest.

Sack Race

This is an old game that is successful with nearly every age group. Obtain a number of burlap

bags (potato sacks), and divide the group into teams. The teams line up; and the first player in

each line gets into the sack, feet first, and holds the sack up while hopping around a goal and

back. On competition, the next player gets the sack and does the same thing. The first team to

finish is the winner.

Seafood Special

A number of events may be developed using frogs, crabs, turtles, or snails. Of course, the

traditional frog-jumping contest is always a winner; but many other ideas may be adapted, for

example, turtle races, crab races, turtle football (first one to cross opposing team's "goal

line").

What makes these events appealing is publicity and elaborateness. Each contestant (or team)

should have a week to choose and train his or her entry. Each entry should be elaborately

decorated or painted. The judge should dress accordingly, with loud horns, whistles, and guns

to start and finish the race. These events are a natural for radio and television publicity.

73

Shoe Scramble

Everyone removes his or her shoes and places them in a pile. Divide into two teams. Then

players run to the pile and locate a pair of shoes. Each must then find the owner of the pair of

shoes picked off the pile. The first team to get all its shoes on wins.

Shoe Tie

Select three couples to play this game. The players should wear shoes that have shoestrings.

Three players sit down with one shoe untied. The other three must retie the shoes using one

hand and anything else (except the other hand). The first finisher wins.

S

Shoe-shucking Race

Divide into groups of six (girls must wear pants to play). Each team member must lie on his

or her back with feet in the air, toes meeting in the center of a circle. A pan of water is placed

on the elevated feet. The object is for each team member to remove his or her shoes without

spilling the water. The winning team is the one with the most shoes off at the three-minute

time limit.

74

Silly Soccer

Divide your group into two teams. In a large open field, place two pylons one hundred to one

hundred fifty feet apart. The object is to hit the opposing team's pylon with the ball. There are

no boundaries, and the pylon may be hit from any direction. All other soccer rules apply. For

added confusion with a large group, throw in a second ball.

Singing Charades

Divide your group into smaller groups. Each group sends one person to the center of the

room where he or she and other entries are given the name of a song (the leader whispers).

Each rushes back to his or her own team with paper and pencil and draws a picture which

represents the song. (No words may be written or said by the artist.)

The team tries to guess what the song is and, when they get it, immediately sing it out. The

first team to sing the correct song wins. The game may be repeated for each team member or

until the leader wishes to stop. This is a great game for informal Christmas parties, when you

use carols for songs.

Slide Stories

Divide the group into teams of five to ten each. Provide each team with twenty or more slides

of various things: people, objects, travel, nature, whatever you can throw in. Each team must

make up a story using as many of the slides as possible. Set a time limit, and have each team

project its slide story for the rest of the group. The most creative, funniest, longest, etc., wins.

Snow Fight

Two teams are separated by a row of chairs and given a six-foot stack of newspapers. They

are then given one minute to wad up the paper. When the signal is given, each team throws

paper on the other team's side within a time limit. Each round (usually about four rounds per

night) is separated by a thirty-second break to find any one who might be buried in the

mountains of paper. The team with the most paper on its side loses; however, there is always

such a mess that a tie is declared. Caution: The only way to stop the throwing between

rounds is to give the last person who throws something a good penalty.

75

Sound-off

Here's a game that requires some audio-visual equipment. Obtain two home-movie

projectors, two cassette recorders, and either two different cartoons (that can be shown on

the projector) or two copies of the same cartoon. Divide the crowd into teams.

First, show the two cartoons (or comedies) to both teams. They should be silent films with

titles written on the screen. Then give each team one of the projectors, one of the films, and

one of the cassette recorders (with a blank tape), and have them record a "soundtrack" for

their film. If the same cartoon is used for both teams, then a contest may be held to see

which team can do the best job. Any sound effects, music, or dialogue may be used. Allow

plenty of time for the teams' creative efforts.

“Steal the Bacon” in the Round

Draw a circle of about fifteen-foot diameter, and mark the center. Lime works well on a

field, but paint is better on blacktop. Draw two gently curving lines radiating from the

circumference on opposite sides of the circle. The curving lines are for team members to

line up on while leaving them a view of, what goes on in the circle.

Place the "bacon" (an old shirt, a sponge, or a small ball) at the circles center while the

players line up. The person at the head of each line runs to the center when the starting

whistle is blown and tries to take the bacon outside the circle at any point. If the player gets

out with the bacon, his or her team gets a point. But if the person with the bacon is tagged

by the opposing player before getting out of the circle, the opposing player's team gets the

point.

If after about thirty seconds neither player has picked up the bacon, the leader can blow the

whistle for two more players to-join their-teammates in the circle. When teammates are in

the circle together, they may pass the bacon between themselves.

Advantages:

1. The circle allows for a person to run in any direction to score.

2. The teams do not have to be equal in numbers; in fact, it is better for them to be

unequal so that two players never compete against each other twice.

3. You do not have to number off players or call out numbers.

4. The game involves large numbers of players, and all get a turn.

76

Stilts “Steal the Bacon”

This works best with four teams. Have the teams line up forming a square (one team on each

side of the square). The team members need to be numbered from one to however many are

on each team (equal number on each). A pair of stilts is given to each team and placed about

six feet away, centered in front of each team. When the leader calls a number, those with that

number from each team run to the stilts, mount them, and try to go after the “bacon.” They

must try to get it back to their side. A volleyball will make the best "bacon," and should be

placed in the middle. The team with the highest score wins.

Strung Out

Have any number of teams stand in straight lines. Each team gets a cold spoon with a twenty-

foot piece of string tied to it. The object is to see how many people you can lace together by

taking the spoon and passing it through their clothing. The first contestant holds the loose end

of the string in his or her mouth. This is not timed. Anything goes.

Tail Grab

Divide the group into any number of equal "chains" (a line of people in which each person

grips the wrist of the one in front). The last person in the chain has a handkerchief "tail"

dangling behind. The object is for each front person to snatch the tail from another line. The

fun is trying to maneuver to get someone else's tail while trying to keep your own.

The Team Division Game

The following game may be used as a method to assign group members at random to teams

for further team competition or for discussion groups. Here is how it works:

Each team is assigned a two-color combination distinct from any other. The same color may

be used twice but only in combination with different colors. To create each color

combination, place two different-colored sheets of construction paper on each other and cut

two circles from the sheets, of equal size and using as much as possible of the paper. Then cut

each pair of dales into randomly shaped pieces. For example, cutting each pair into three

pieces would yield six pieces of each color (distributed between two circles apiece) or twelve

pieces in all.

In this example, discard half the twelve pieces so that you are left with two circles each

composed of pieces of both colors, six pieces in all. This would allow six members per team.

77

For teams with fewer than six members, discard more pieces, leaving one circle only partially

assembled. For seven or eight per team, you would cut the original pairs of circles in four

pieces each (or a total of sixteen pieces). Don't discard any pieces, however, until you know

for sure how many will be on the team.

The process is repeated with different color combinations to prepare for as many teams as

there will be.

When your group meets, each member draws one piece of colored paper from a paper bag in

which the pieces are all jumbled up. The group members must then match their pieces with

the others that make up their circle. You may want to 'make signs for each team, showing its

color combination, to be hung on the wall.

Explain before the matching process begins that:

1. Colors in any one circle do not necessarily match.

2. You should stick with a person once you've matched pieces of a circle.

3. You should not exchange.pieces with anyone.

4. After all circle pieces have been matched, there will be many groups of three (or two

or four, if that's how you set it up) standing around together. Those groups should

then look for the corresponding group with a circle made of pieces of the same two

colors (though the pieces' shapes will be different). The first round of matching may

take some time; you should help out if it takes more than fifteen minutes.

Three-legged Jeans Race

Prior to the meeting, sew several pairs of old jeans together in the following manner: Rip out

the outside seam of alternate legs on alternate pairs of jeans and sew the two pairs together.

Use baggy jeans. Couples must get into the jeans and, at a signal, race to the goal.

Three-legged Race

Two players from each group compete in this event. They stand side by side, and the two legs

nearest each other are tied together. On the signal to go, they race to the goal and back.

Three-legged Soccer

Couples are tied just as in a three-legged race (including goalies), then teamed Im soccer. One

group did it in the fall on a large tomato field with plenty of overripe tomatoes all over the

playing area. Make sure players are instructed to wear long pants.

78

Tiny Tim Race

Divide the group into teams. On signal, each team must line up according to height, with

the shortest person at one end and the tallest at the other. The last team to do so, or any team

that is out of the proper order, is the loser.

Tire Dowling (with People Pins)

This game calls for half of a team to bowl at the other half, which acts as pins. The bowling

balls are old tire casings, but the bowlers don't have to knock down their teammates in

order to score a pin—a touch by the casing counts as a pin knockdown. Most service

stations or tire stores will give you some old tire casings. Get a variety of sizes, and let

players choose their own. Use either twelve or twenty players per setup.

Bowlers should be a set distance from the pins, say, thirty to forty feet. The people pins

should be in formation just as the regular ten (or six) pins would be, spaced two to three feet

from each other. The pins are allowed to avoid the tire as it comes at them, but they must

keep both feet together and stationary. If one moves either foot, the bowler scores that pin.

It is best to mark the spots where the pins should stand with a small object like a rock.

Let half the team bowl each time, then switch places. Scoring may be according to the

number of pins hit. Or you could score a strike if three pins are touched with one roll and a

spare if three are touched with two rolls. If you use the latter method, you should count each

pin hit as equal to three.

The trick is to give the tire casing a wobbly roll and hope that it will fall amid the pins,

touching several as it rolls to a stop. Caution: These old casings are dirty, so group members

should wear old clothes, and there should be washing facilities handy.

79

Tire Gran Prix

Lay out a course around the church buildings or down roads that are closed to traffic, and

give everyone an old tire. Then have a race rolling the tires around the course. For larger

groups, make it a team relay, with players stationed every fifty yards along the course. The

tire is passed on at each "pit stop" to a fresh "driver." The first player (or team) to complete

the course wins.

For added fun, allow players to kick, knock over, or in any way impede the progress of the

opposing racers. Old tires may be borrowed from a tire dealer or service station.

Tissue Blow

Divide the group into teams. Each team then receives a facial tissue and must keep it in the

air by blowing, without touching it. Time each team, and the team able to keep the tissue in

the air the longest is the winner.

Toilet Paper Race

Group members race to unroll toilet paper by pushing it along the ground with their noses.

The first person to unroll an entire roll, or cross the finish line, wins. For a switch, have other

contestants do it in reverse, that is, roll it back up in the least time.

Tug of War

An old-fashioned tug of war never fails to be a winner. Just get a good, thick, long rope, and

put one team on each end of it. Whichever team can pull the other one across the line or into

a nice big mudhole in the middle is the winner.

Tug-o-War in the Round

Get a large rope about twenty-four feet long and tie (or splice) the two ends together, making

one round length. Four teams line up on four sides of a square. In the center of the square, the

rope is laid out fully extended. The teams should. be equal in size, and each team should

count off from one on up. The leader then calls out a number, and the four players (one from

each team) with that number grab one side of the rope and try to get back across their team's

80

line. As soon as a player crosses the line (pulling the rope), he or she is declared the winner.

Continue until everyone has had a try.

Turkey

This may be done at Thanksgiving. In commemoration of the holiday, you may have a little

competition to see which group can do the best job of decorating a turkey. Divide into three

or four groups. Give each a paper sack full of goodies: an old pair of nylons, a roll of toilet

paper, scissors, Scotch tape, crepe or tissue paper, newspaper, or anything else you might be

able to think of that trill contribute to making a person look like a turkey. Set a time limit.

You explain to the players what they are to do, then divide the groups. Have each group

select one person to be the "turkey." Give them three or four minutes to do the decorating and

then have the whole group be judges and decide the winner by applause.

Waddle to the Bottle

In this relay, teams race with players holding a small coin (penny, dime) between their knees.

They must successfully drop the coin into a milk bottle or jar placed fifteen or twenty feet

away from the start without using their hands. If the coin is dropped along the way, the player

must start over.

Water Balloon Toss

Couples line up facing each other and are given water balloons which they toss back and

forth at a signal. Each time, they move one step farther apart. The last couple to keep its

balloon intact is the winner.

Water Balloon Volleyball

"Water Balloon Volleyball" is played similarly to conventional volleyball. Set up your

volleyball net as usual, and divide the people into equal sides. This type of volleyball is not

restricted to the conventional six-member or nine-member team. Any number may play. In

this game you use a water balloon for the ball.

The service takes place from the back line, and each team is allowed three tosses and three

catches to get the water balloon over the net to the opposing team. The opposing team then

has three tosses and three catches to get the ball back across the net. The balloon is tossed

81

back and forth until it breaks.

When the balloon breaks, the side on which it breaks does not score; but rather, the opposite

team gets the point, without regard to who did the serving. Spikes are allowed; but again, if

the balloon breaks on the team which is doing the spiking, the other team is awarded the

point. The team that wins a point is the team that continues to serve until service is broken.

The game is played to a regular volleyball score of 15, at which time sides are changed and

the game resumes. All other rules of regular volleyball are in effect for this game, such as

out-of-bounds lines and not being able to cross the net with your hand or fall into it with your

body.

Another variation of this game, which proves to be even more fun, is to include thirty

or forty members on each team and put into play four or five water balloons. The rules for this

game are the same as for the one-ball system. There is no official scoring for this game. The

winning team is simply the driest one at the end of an allotted period.

Windbag Hockey

A great way to play "hockey" in a confined area is to get teams down on all fours and place a

Ping-Pong ball in the center. The teams must then blow the Ping-Pong ball toward their goals (a

doorway or the legs of a chair, etc.) without touching the ball. If the ball touches a player, he or

she goes to the penalty box. No goalies are used. Using two balls at once can make the game

even more exciting.

82

Part 4: Water Games

83

Crazy Boat

This is a great game for a water carnival at which you have a large pool or lake. Two boats

are needed. Simply tie a rope between the two boats; place them in the center of the lake or

racing area; and on signal, the players in each boat try to reach their goals at opposite ends of

the lake or pool. In other words, it's just a plain tug-o-war with boats. More than one boat

may go at each end of the rope (end to end) if you have enough boats and room.

Crazy Canoe

Two people get in a canoe facing each other. Each has a paddle. One paddles in one direction,

the other paddles the other way. The winner is the one who can paddle the canoe across his or

her goal line about twenty feet away. The stunt is difficult as well as being hilarious. The

canoe tends to go around in circles. This may be done in a large swimming pool. In a larger

canoe, four or six people can play, with the two teams at each end of the canoe.

Iceberg Relay

This is a great idea for a swimming party. Players push or pull a twenty-five pound block of

ice to one end of a swimming pool and back. It's frigid. Use several blocks of ice, and award

prizes for the best time.

84

In-and-out Race

This is a good game for a "water carnival" or anywhere there are water and boats. Several

canoes or rowboats are required. Divide into several teams of five members each. Put each

team in a rowboat, and line up the rowboats evenly in a racing formation. Set up a finish line

fifty yards down the course.

At the signal, each boat team is to propel itself as far as possible using only its hands. (Oars

are not allowed in the boats.) As the race progresses, the leader is to blow his whistle.

Whenever the whistle is blown, all members of each team are to leap out of their boat into the

water, climb back into the boat, wait until all members are in the boat, then paddle on.

Leaders are encouraged to blow their whistles often. After several rounds of "in and out," and

the boats swamp; and the race becomes a real test of nautical skill.

Surfboat Relay

This is a great idea for a swimming party. Players line up and paddle to one end of a pool and

back while lying backward on surfboards. Paddling backward is ridiculous and awkward, so

everyone gets a huge laugh as well as a good game.

Sweat Shirt Relay

The difficulty of this swimming pool relay is the changing of a wet sweat shirt. The object is

to run through the water to a predetermined point and back, give the sweat shirt to the next

contestant, and sit down. Obviously, if the sweat shirt is not changed correctly, the

contestants may be there all day. The best way to get the sweat shirt from one person to the

other is to have both contestants lean toward each other and hold hands with arms

outstretched. The sweat shirt may then be pulled off one and onto the other by another

teammate. (Contestants must have the sweat shirt completely on before running into the

water.)

Swim Party Ideas

Call it what you like—"Aquatic Carnival," "Plunge Party," "Pool Olympics"—but here are

some great water games.

Candy Grab—Toss a lot of wrapped candy in the pool. Players jump in to see who can

retrieve the most.

Wheelbarrow Race—Divide into groups of two. One grabs the ankles of the other and

pushes.

85

Block Nudge—Nudge a block (children's wooden alphabet type) with your nose to the

other side of the pool.

Frog Sub—the opposite of leapfrog. Players pair off and alternate going through the

other person's legs underwater.

Jellyfish Float—Float with face in the water, with a twenty-second time limit.

Candle Race—Light a candle and carry it across the pool (swimming or walking) and

back. If the candle goes out, go back to the start and light it again.

Dog-paddle Race—Players dog-paddle back and forth or make a four-person relay.

Back Float—Players float on their backs for a time.

Tread Water—Players tread water (deep end of pool) for the longest time.

Somersault Race—Players swim across the pool; but every time the whistle is blown,

they must do a somersault in the water, then continue swimming.

Water Almost-decathlon

Divide into nine-person teams, and mark nine places around the pool with the numbers

clearly visible. Team members stand at their stations while a teammate performs one of nine

tasks; and they rotate as performers so that each team member does one task, in order. When

a player's turn comes, he or she must wear a lifeguard hat or some other hat while performing

the task. The hat must be passed to the next teammate before lie or she begins the next event.

Team% are competing against the clock.

Here are the events:

1. Swim across the pool with an egg balanced on a spoon. (If the egg falls, the swimmer

must retrieve it and continue.)

2. Dive to the bottom of the pool and retrieve a brick.

3. Cross the pool hand-over-hand on a rope suspended over the water.

4. Swim across the pool with a tether-ball tied to each ankle.

5. Two contestants must swim across the pool with one ankle of each tied to the other.

6. Sit in an inner tube and paddle backward across the pool. The tube must be placed

over a stake before the next team member starts.

7. Dive in and swim underwater across the pool.

8. Dunk the leader in the pool. (Either have a regular dunking machine or a target the

contestant must hit with a ball before the fully clothed leader is pushed backward off

the diving board.)

9. Put on a large pair of pants, buckle the belt, and put on a long-sleeved sweat shirt. The

contestant must then swim across the pool with a beach ball for buoyancy and toss the

ball through a pair of goal posts. When the ball clears the goal, the clock is stopped.

The team which completes all the tasks in the least time wins. Penalty seconds will be

assessed for holding the egg in one's hand, not making the specified distance underwater, etc.

86

Water Carnival

Next time you have a pool party or a swim meet at camp, try some of these games:

Walk the Plank—Tie a long narrow pole onto the diving board so that it extends over the

water. It may be fastened on with good rope. Mark it off at one-foot intervals all the way out

to the end. Players then see who can walk out on it the farthest. The markings on the pole

indicate how far each person gets.

Cannonball—See who can make the biggest splash off the board.

Pearl-diving Contest—Players dive for money thrown into the pool. The team getting the

most money wins.

Potato Race—This is done in shallow water but may be done in deep water if your players

are good swimmers. Contestants carry a potato in a spoon to a goal and back, relay style. If

the potato falls off, it must be picked up with the spoors. You may not touch the potato with

your hands.

87

Part 5: Wide-ranging Game

88

Family Game

This game is great for camps, retreats, and special events. It is best with a larger group (say

eighty or so kids) in an indoor setting, such as a gymnasium or recreation hall.

Divide the group into "families" (eight families of ten, for example). Each family should

represent a family immigrating to this country from another. In honor of their immigration,

this game may begin with a banquet (sponsored by the Immigration Department) to which all

the families are invited. Each family selects a mother and father, and the rest of the children

have to have some resemblance to the mother and father, i.e., all exceptionally fat, freckles,

hats alike, or something. Each family must also prepare a native dance or native song from its

home country to perform at the banquet. Family members must be introduced by their full

names to everyone else. The banquet may feature a variety of international dishes to make

everyone feel at home.

At the conclusion of the banquet, the "Minister of Immigration" gives a little speech and

presents each family with $2,000 in cash (play money made up of packets of $50, $100, $500

and $1,000 denominations) and gives jobs to about six members of each family. A job may

be an old computer card. It will have an occupation written on it, with the salary stated at the

bottom. For example, a card might say, "This certifies that you are a qualified PLUMBER,

Salary: $8,000 per year." Each family is told by the Minister of Immigration that the

government will keep close watch on them and that only those families who really succeed in

their jobs will be allowed to remain in the country. After the banquet is cleared away, the

game begins.

In the course of the game, fifteen minutes represents a year. At the end of each year, the

families meet in a specified place to discuss what happened. At the beginning of each year

(indicated by a whistle or bell), each member of the family with a job goes to an area of the

room marked with his or her job description. For instance, there should be a medical center, a

trade center, a funeral home, etc.

Also, at the beginning of each year, the father goes to the government desk and picks up his

family's list of "problems" (see sample "problem card" below) to be solved that year. At this

time he also gives the government a list of family members and their jobs. In the first year,

the problems are not many; but as the years go by, the problems get heavier and heavier. The

list might contain from five to twelve problems per family that the father has to solve. For

example, his house might have plumbing problems—he might need to build a new bathroom.

He might have a leaky roof, need new furniture, or need the services of a doctor. There may

be deaths in the family; and a funeral director would have to be consulted, along with a

minister, perhaps a doctor, hospital, lawyer about the will, etc. Problem cards may look like

this:

Year One

Obtain a place to live. Obtain for personal use some

Get a job. form of transportation.

89

Year Two

Pay lent if you do not Buy color TV see store

own a house. electrician.

Succeed at job. Girlfriend gets sick—

Wheels need balancing see florist, mother, bank.

—see mechanic.

For every problem listed, there must be an appropriate job to solve it. Thus, the father may

either assign someone else or go himself to the various job areas and have the problem solved

by a person who is qualified to do so. To get a problem solved you have to have a qualified

plumber, for instance, sign that all the plumbing work has been done in your house. He or she

may charge you according to how difficult the problem seems to be. The father then pays for

the plumber to sign, and the signature is put on the problem card.

At the end of each year, the government examines the problem list of each father to see that

everything has been taken care of and only people who have a certain job have signed for the

work done. If everything is in order, he is given the next year's list; if he does not have

everything done, he may be fined several thousand dollars, up to $10,000 or $20,000 because

of the seriousness of not getting certain things done. Then he may be given next year's list,

and he must go and solve the new problems.

There may also be a Government Employment Center where new jobs are for sale.

Occasionally, it can be announced that there is severe unemployment and everyone has to

turn in several jobs. This keeps the job market floating around, thus making it possible for

families to improve their position—or to get wiped out, as the case may be. The employment

center also sells B.A.’s, M.A.’s and Ph.D.’s for fairly large sums. If you are a plumber and

have a B.A., you would get twenty-five percent more salary each year—the B.A. would be

stamped by the government on your job card. If you got an M.A., you'd get fifty percent more

salary; and if it was a Ph.D., you would get one hundred percent more.

if you have, say, eighty people, you would need nearly sixty jobs, thus leaving some

members of each family free to solve problems.

There is a five-minute break between years, when the family may plan for the next` year,

look at the next year's list of problems, and work out who is going to solve them. This is also

time for counting money and for going to the bank where all salaries are paid. Thus, the bank

has to have a great supply of play money. Occasionally, you may hit the families with taxes,

as well; and they have to pay the government a certain amount, a percentage of their income,

or something. You can run the game for five years, and the family that comes out

economically the best is the winner.

It is important to be fair when you are handing out the jobs at the beginning of the game, to

make sure that the higher-paying jobs, such as doctors, lawyers, and dentists, are spread

evenly among the families. Normally, there should be three or four doctor jobs, three or four

dentists, etc., so that there will be a good deal of competition between -members of a

profession to solve problems. This keeps the prices down and provides a lot of entertainment;

however, you may have several professions where there are only one of two jobs available,

such as garbage collectors, funeral directors, and ministers. This almost creates a monopoly

90

for certain families, with prices skyrocketing. You may want to do this to make the game

more entertaining.

This game may fit well into a later discussion on the family and enable you to talk about

exclusive and inclusive families and the problem of competition in our society. "Do unto

others as you would have them do unto you" becomes a very real principle when you realize

that what you charge for your plumbing job you may also be charged when you are burying a

loved one.


Recommended