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Team Building Activities

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http://wilderdom.com/games/ Team Building Activities Helium stick : http://www.wilderdom.com/games/descriptions/HeliumStick.html Deceptively simple exercise for small to medium sized groups (6 to 14) Line up in pairs, facing partner Introduce the Helium Stick - a long thin, light rod Ask students to point out each index finger and then lay the Helium Stick down on people's fingers The challenge is to lower the Helium Stick to the ground The catch: Everyone's fingers must constantly be in contact with the Helium Stick at all times Warning: At around this point the Helium Stick may start floating off - much laughter. Jump up and pull it down! Reiterate that if anyone's finger is caught not touching the Helium Stick, the task is restarted at shoulder height. Let the task begin.... The Helium Stick will mysteriously have a habit of floating upwards rather than coming down. Often the more a group tries, the more it floats (because they get anxious and their fingers collectively jitter it upwards) The group needs to eventually to calm down and slowly, patiently lower the Helium Stick - easier said than done. Equipment: 1 Helium Stick, approx. 8 ft. Tent pole is ideal, or broomstick or cardboard/plastic tube/roll.
Transcript
Page 1: Team Building Activities

http://wilderdom.com/games/

Team Building Activities

Helium stick: http://www.wilderdom.com/games/descriptions/HeliumStick.html Deceptively simple exercise for small to medium sized groups (6 to 14)

Line up in pairs, facing partner

Introduce the Helium Stick - a long thin, light rod

Ask students to point out each index finger and then lay the Helium Stick down on people's fingers

The challenge is to lower the Helium Stick to the ground

The catch: Everyone's fingers must constantly be in contact with the Helium Stick at all times

Warning: At around this point the Helium Stick may start floating off - much laughter.  Jump up and pull it down!

Reiterate that if anyone's finger is caught not touching the Helium Stick, the task is restarted at shoulder height.

Let the task begin....

The Helium Stick will mysteriously have a habit of floating upwards rather than coming down.

Often the more a group tries, the more it floats (because they get anxious and their fingers collectively jitter it upwards)

The group needs to eventually to calm down and slowly, patiently lower the Helium Stick - easier said than done. 

Equipment: 1 Helium Stick, approx. 8 ft.  Tent pole is ideal, or broomstick or cardboard/plastic tube/roll.

Time: ~15 minutes of trying until success & ~10 minutes discussion

Links to other versions:

Helium Pole (www.teambuildingusa.com)

Toxic Waste: http://www.wilderdom.com/games/descriptions/ToxicWaste.html Engaging small group activity

Task is to move the contents of "contaminated container" to a safe location using minimal equipment, whilst maintaining a safe distance  and within a time limit!

Can be used to highlight any almost aspect of teamwork or leadership

Difficult activity - avoid using with groups who are still in the "forming" stage of group development

Page 2: Team Building Activities

Logistically simple but needs equipment set up

Equipment: Approximately 75ft of light rope / cord, old bicycle tube, two large cans (approx. 1.5l), and toxic waste (water).

Time: ~20-30 minutes

Brief Description: Equipped with a rubber tube and some string,  a group must work out how to transport a can of "toxic waste" to the neutralization can.

Description of Toxic Waste

Links to other descriptions

Description of Toxic Waste

This activity provides an engaging, focusing, challenging small group challenge for about 30-60 minutes.

Group sizes of approximately 7 to 9 are ideal, but can be done with as few as 5 or as many as 12.

Create two circles about 8 ft in diameter and about 30 ft apart, outside if possible

Place a large can with toxic waste (water or balls) in the center of one circle and an empty can in the center of the other circle.

Explain that people must always maintain a distance of 4 ft from the toxic waste, otherwise they will lose a limb or even die.  The circle represents the danger zone, but 4ft distance must be maintained wherever the waste goes.

If the waste is tipped into the other can, it will be neutralized.

The waste will blow up and destroy the world after 20 minutes if it is not neutralized.

Equipment consists of many lengths of light rope / cord and an old bicycle tube.  That's it.

Give the group some planning time e.g. 5 mins, then action time, e.g., 15-20 mins.

If they spill the waste entirely, refill it for them, but don't encourage it.  If someone breaches the 4ft zone (often there are creeping hands), give a warning, then start enforcing loss of limbs (hand behind back) or function (e.g., blindness if a head enters the zone) that lasts for the rest of the game.  If a whole person enters the zone, they have to sit out for the rest of the exercise.

It is not an easy exercise and may need some coaching along the way.  The solution usually involves doubling the tube over several times, attaching about 8 cords around - everyone pulls on a cord to stretch out a rubber ring which is placed over the waste.  With good coordination and care, the can can then be lifted, moved and tipped.

Page 3: Team Building Activities

There are invariably plenty of key communications and decisions during the exercise that provide for fruitful debriefing.

Links to other descriptions of Toxic Waste

Toxic Waste Dump Instructions - Short description of indoor activity [McGraw-Hill].

A variation on a similar theme (uses a bowling ball instead of liquid waste) - The Great Mississippi Lizard Egg [www.firststepstraining.com]

Building Bridges: http://www.firststepstraining.com/resources/activities/archive/activity_bridges.htm

Learning Objective: To introduce the idea of teamwork, communication and creative problem solving.

Group Size: Small groups of 5-7 people.

Space Required: a room with ample space for movement.

Time Required: 1 hour

Props Required: Lots of newspaper, rolls (6-8) of masking tape, a gallon jug 1/4 to 1/2 full of water, a plastic dishpan type container, cassette player, cassette tape with "William Tell Overture" or music with a hectic pace.

Activity Instructions: "You are going to build a bridge using only the newspaper and masking tape. The bridge must be strong enough to hold this bottle (show the bottle and let them check the feel of it for weight). Also, the bridge must be tall enough for the pan to pass underneath it. The bridge must be free-standing; not attached to the wall, a piece of furniture, a person or an article of clothing...FREE-STANDING."

Tell the group they are to line up according to birth month and day and CANNOT talk while doing this.

Next, starting with January each person reveals the month and date of birth. If any person is out of sequence, the groups is to say loudly "unh-hah".

Count off so that they are divided into teams.

Rules Summary: (Clarify understanding of rules. I also write them on flip chart.)

1. Cannot use materials other than newspaper and masking tape.

2. Each group to build a bridge that the dish can pass under and hold the gallon jug for 10 seconds.

3. Cannot stick/tape to another person or furniture.

4. 7 minutes to plan; 8 minutes to build the bridge.

Page 4: Team Building Activities

Process:

Tell them they will have 7 minutes to plan, discuss, etc., and to be sure everyone in the group is included. DO THEY HAVE ANY QUESTIONS? Time the 7 minutes. After the 7 minute discussion period, pass out the newspaper and tape. Inform the group they will now have 8 minutes to construct their bridge and, by the way, there will be no talking allowed during this 8 minutes.

At the end of 8 minutes, allow the groups 30 seconds to speak to each other and then an additional 3 minutes of SILENTLY work to complete their bridge. During this last work session, play the "William Tell Overture" (or other such music) loudly.

Call time and have one group at a time present their bridge. A spokesperson from each group will tell about their bridge and pass the pan under and put the jug on top. When the jug is put on top, all will count for 10 seconds. (This will be done for each group).

Processing/discussion questions:

How did you work as a group?

Which part was the most difficult?

Did everyone participate in some way?

Did you feel like you contributed to the group?

Did you feel like you were part of the group?

Was there one particular person that kept the ball rolling?

Were there individuals who were particularly quiet?

How was their quietness interpreted: agreement or disagreement?

What influenced the type of bridge built by each group?

Why were no two alike?

How did communication or lack of it affect the work of the group?

What characteristics of teamwork became evident during this exercise?

Amoeba Race

Description of a Fun, Team Building Activity

James NeillLast updated:02 Oct 2005

Amoeba Race A fun game, using a basic biology concept of a cell Requires cooperation, competition and close physical

 Equipment

None

Page 5: Team Building Activities

interaction.  Useful as a simple activity to help a group get comfortable with one another.

Explain how to create an amoeba.  There are 3 parts:o a lot of protoplasm 

(people who don't mind being close, gather together)

o a cell wall (people who like to contain themselves & others, surround the protoplasm, facing outward, linking elbows)

o a nucleus(someone with good eyesight and the ability to keep on top of things should be the nucleus, seated on the shoulders of some of the protoplasm)

Once the amoeba is formed, try taking a walk through a field or around the block. A rhythmic chant might be helpful for coordinating movements. (What sort of sound does a one-celled creature make?)

Finally, try a little cell division. Split into two, create a second nucleus and have an Amoeba Race.

 

 

 

TimeApproximately 15 mins.

Brief description

A simple, close physical contact group cooperation activity.  The group forms the three parts of an Amoeba: protoplasm, cell wall and nucleus.  Then the group travels, splits into two amoebas, and the amoeba have a race.

All Aboard!

Description of a Team Building Activity

Wilderdom Store gear, books, kits

All Aboard! This activity requires

working together in close  

 

Equipment 10ft of rope for

a circle or a

Page 6: Team Building Activities

physical proximity in order to solve a practical, physical problem.  It tends to emphasize group communication, cooperation, patience and problem solving strategy, as well as issues related to physical self and physical proximity.

The activity can be run in

many different ways. Basic method: Ask the

whole group to try to fit inside a small area which can be marked by:

o small platforms, oro circle of rope, oro tarpaulin or blanket

When the group succeeds, decrease the area (e.g., changing platforms, shrinking the circle, or folding the tarp) and challenge the group again.  How far can the group go?

Cautions: Obviously people are going to need to feel physically comfortable in order to get physically close and be supportive of one

 

 

tarpaulin or small platforms

Time~15-20 minutesBrief description

A classic teambuilding activity in which a group is challenged to physically support one another in an endeavour to occupy an ever diminishing space.Other Descriptions

o All Aboard!(University of Illinois Extension)

o All Aboard

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another.  So make sure people are warmed up and preferably have removed excessive jewellery, watches, etc.

Variations Tarp Flip Over: With a

group standing on a tarp, challenge them to turn the tarp over without anyone touching the ground in the process.  Can add a time limit e.g., 15 mins for this activity.

Framing, e.g.,"The group must work together to ensure everyone manages to get aboard the new management structure. As time goes by, the team must become closer to deal with shrinking margins and increased competition." [www.bushsports.com.au]

Team building variation of Tarp Flip Over: the group discusses the present state of the team and a future desired state for the team.  One side of the tarp represents the present state, the other side the future.

Name game: The activity can be used as a name game by setting the rule

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that every communication to another person must include that person's name.

Keypunch

Description of a Team Building ExerciseWilderdom Store gear, books, kits

Keypunch

A powerful exercise for learning how to work together, communicate and seek to improve performance in medium sized groups.

Randomly lay out up to 30 numbered markers or spots in a set area. This forms the keypad.

Create a starting/finish point up to 10 yards beyond the set area- the group must assemble here-hence they do not have clear view of the keypad either before the first attempt or in between attempts.

Briefing: The group must touch all the numbered spots as fast as they can. The team is given five attempts and must complete all attempts within a 30 minute window, whilst seeking to A/ complete the task and B/ if possible better their time.  The group is penalized when a number is touched out of order and if more than one person is inside the boundary of the set area. The penalty may be, for example, that the group must start the attempt again but the time keeps ticking for that attempt.

Give the team 5 minutes to plan, then begin the 30 minutes count down, and then start the timer for the first attempt. Time each attempt when they say they are ready to

Equipment

20 numbered discs in mesh storage envelope with directions

30 x 5" spots with boundary rope and detailed instructions

Create a set of 20-30 non slip numbered spots or discs; boundary rope; timer for 30 minutes count down, and timer or stop watch for timing each attempt

Summary

Participants must touch the randomly placed numbers, in sequence, within a given time frame in multiple attempts.

Group Size

10-30 participants

Page 9: Team Building Activities

begin the next one.

The team will eventually arrive at a variety of solutions including giving each member of the team a number (or several numbers) to step on in sequence as they run through the set area. After several attempts this 'ordering' will become more fluid.

Variations

Use this teambuilding exercise to highlight the value of continuous improvement.

Can be presented as a fun teambuilding initiative problem -There is a computer virus and the team must punch in the correct code or the entire data base will be lost!

Variation in briefing=create a greater sense of role play by shaping the story line: a computer virus has infected the entire network of the organisation/ government and your team has been flown in to disinfect it. If more than one person enters the 'restricted zone' then they are 'fried'...add as much detail as you wish to enhance the atmosphere and/or build pressure.

Depending on the group, alter the total time to 45 minutes and allow 5 minutes of separate planning time in between each attempt.

Processing Ideas

What was the initial reaction of the group?

How well did the group cope with this challenge?

What skills did it take to be successful as a group?

What creative solutions were suggested and how were they received?

Did everyone listen to each others ideas?

Time

Total time ~40 mins

~5 minutes set up

~5 minutes initial briefing

30 mins of activity

~10 minutes discussion

 

Links to Other Versions

Keypunch (First Steps Training)

Keypunch variations   (First Steps Training)

Keypunch video clip(International Association of Teamwork Facilitators)

 

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What would an outside observer have seen as the strengths and weaknesses of the group?

What roles did people play?

What did each group member learn about him/her self as an individual?

What key factor led to an improvement in time?

How motivated were participants to continually improve the time after initial success at the task?

More information on Facilitation and creative debrief and processing tools

Last updated:09 Jun 2009

Zoom & Re-ZoomDescription of a Group Problem

Solving & Communication Exercise

Wilderdom Store gear, books, kits

Zoom & Re-Zoom

This engaging group activity helps develop communication skills, perspective taking, and problem solving skills.

This game is based on the intriguing, wordless, picture books "Zoom" and "Re-Zoom" by Istvan Banyai which consist of 30 sequential "pictures within pictures".  The Zoom narrative moves from a rooster to a ship to a city street to a desert island and outer space.  Zoom has been published in 18 countries. The Re-Zoom narrative moves from an Egyptian hieroglyphic to a film set to an elephant ride to a billboard to a train.

To create the game from the book, separate the picture pages of the book into one page sheets and laminate or place in clear plastic sleeves to protect them and prolong usage.

Hand out one picture per person (make sure a continuous sequence is used).

Equipment

Zoom   and/or Re-Zoom books by Istvan Banyai.          (This book is shipped intact. To create the game, the pages of the book need to be separated into one page sheets, trimmed, and then can be laminated or placed in clear plastic sleeves)

Summary

A group tries to create a unified story from a set of sequential pictures.The pictures are randomly ordered and handed out.  Each person has a picture but cannot show it to others.

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Explain that participants may only look at their own pictures and must keep their pictures hidden from others.

Encourage participants to study their picture, since it contains important information to help solve a problem.

The challenge is for the group to sequence the pictures in the correct order without looking at one another's pictures.

Participants will generally mill around talking to others to see whether their pictures have anything in common.  Sometimes leadership efforts will emerge to try to understand the overall story.

When the group believes they have all the pictures in order (usually after ~15 minutes), the pictures can be turned over for everyone to see.

Facilitator's Notes

Works with any age group, including corporate groups.

Can be done indoors or outdoors.

Once the challenge is finished, allow everyone to see the pictures and encourage participants to sort out any mistakes in the order (can be done on a table or the floor), then let everyone walk around view the pictures in sequence so they understand the full story.

Variations

Use as a novel icebreaker by handing each participant a picture on arrival.  When everyone has arrived, explain that each person is holding part of a story and that the group task is to find out what the story is by putting their pictures in sequence.

Use a time limit to increase difficulty and enhance focus on teamwork.

Team performance can be measured (e.g., for a competition) by counting how many pictures are out of sequence.

If there are a few more people than cards, then pair people up.

For larger groups, if there is enough people then have 2 or more groups running the activity at the same time or use a sequence of cards to suit the group size.

For smaller groups, try disallowing talking. This increases the difficulty and creates the need for expressive sign language. In general, allow large groups to talk because there is enough complexity sorting out all the pictures.

Requires patience, communication, and perspective taking in order to recreate the story's sequence.

Group Size

20 to 30 ideal, but can be done with fewer (see variations)

Time

Total time~20-30 minutes

~5 mins set up and brief the group

~15 mins active problem solving

~5-10 minutes debrief

Answer Sheets

Zoom

Re-Zoom

Acknowledgements

Thanks to PJ Giampietro, Michelle Cummings, Dev Pathik, Andy Martinson, Eric Nei and Christie Peterson for their descriptions and information about this

Page 12: Team Building Activities

Another way to increase complexity with small groups is to give each person more than one picture.

To reduce complexity for young groups (e.g., pre-school), allow a small group to look through all pictures and organize the story from beginning to end.

Processing Ideas

There is usually much potential for debriefing and discussion.

Why was it hard to get the story together?(everyone had a piece, but no-one had the big picture)

What type of communication was used in attempting to solve the problem?

What communication methods might have worked better?  e.g., Imagine if, at the outset, the group had taken the time to let each person describe his/her picture to the rest of the group.  What would have happened then?  Would the solution have been found faster?  What prevented such strategies from being considered?

Did you try to "second position" (i.e., see one's communications from the perspective of others)?

What kind of leadership was used to tackle the problem?

Who were the leaders?  Why?

What style of leadership might have worked best?

If you were to tackle a similar activity again, what do you think this group could do differently?

What real life activities are similar to this activity?

References

Banyai, I. (1995).Zoom New York: Viking / Penguin.

activity on the AEE and ROPES discussion lists.

Related Link

Optical Illusions

Page 13: Team Building Activities

Banyai, I. (1998). Re-Zoom New York: Viking / Penguin.

Mine Field

Description of a Communication & Relationship-Building Activity

Wilderdom Store 

gear, books, kits

Mine Field A popular and

engaging game involving communication and trust.  The task is very flexible, works for groups of various types and sizes, and can be adapted to youth, adults, corporate, etc.

Select an appropriate area.  Go outside, if possible.  Can be done inside, even in rooms with fixed furniture (which can become

objects to be avoided). Distribute "mines"

e.g., balls or other objects such as bowling pins, cones, foam noodles, etc.

Equipment Mine Field Kit with

Activity Guide & facilitation notes

o Markers or lengths of rope to indicate the boundaries (e.g., 50 yard rectangular field)

o Bowling pins or many soft objects, such as larger balls and stuff - the more the better

o Blind folds (can be optional)

Summary Objects are scattered

in an indoor or outdoor place.  In pairs, one person verbally guides his/her partner, whose eyes are closed or blindfolded, through the "minefield".

Time ~20 minutes to set

up ~5-10 minutes to

brief

Page 14: Team Building Activities

Establish a concentrating and caring tone for this activity.  Trust exercises require a serious atmosphere to help develop a genuine sense of trust and safety.

Participants operate in pairs.  Consider how the pairs are formed - it's a chance to work on relationships.  One person is blind-folded (or keeps eyes closed) and cannot talk (optional).  The other person can see and talk, but cannot enter the field or touch the person.

The challenge is for each blind-folded person to walk from one side of the field to the other, avoiding the "mines", by listening to the verbal instructions of their partners.

Allow participants a short period (e.g., 3 minutes) of planning time to decide on their communication commands, then begin the activity.

Be wary of blindfolded people bumping into each other.  The instructor(s) can float around the playing area to help prevent collisions.

~5 minutes planning/discussion

~15-30 minutes activity

~5-30 minutes debrief

Group Size 2 to 30 is possible;

works well with larger groups e.g., 16 to 24.

Links to other descriptions of Mine Field

Karl Rohnke is usually credited with this activity (p.24 Silver Bullets), although there are many adaptations, including Midnight Crossing).

Minefields  [useful detail and variations](Rob Benson, First Steps Training & Development)

3D minefield teambuilding activity[uses suspended rope indoors to represent "poisonous vines"](teambuildingUSA.com)

Working with substance abuse adolescents through Project Adventure [Minefield is the last activity described before the conclusion](Lee Gillis & Cindy

Page 15: Team Building Activities

Decide on the penalty for hitting a "mine".  It could be a restart (serious consequence) or time penalty or simply a count of hits, but without penalty.

It can help participants if you suggest that they each develop a unique communication system.  When participants swap roles, give participants some review and planning time to refine their communication method.

Allow participants to swap over and even have several attempts, until a real, satisfied sense of skill and competence in being able to guide a partner through the "minefield" develops.

The activity can be conducted one pair at a time (e.g., in a therapeutic situation), or with all pairs at once (creates a more demanding exercise due to the extra noise/confusion).

Can be conducted as a competitive task - e.g., which pair is the quickest or has the fewest hits?

The facilitator plays an important role in creating an

Simpson, 1994)

Page 16: Team Building Activities

optimal level of challenge, e.g., consider introducing more items or removing items if it seems too easy or too hard.  Also consider coaching participants with communication methods (e.g., for younger students, hint that they could benefit from coming up with clear commands for stop, forward, left, right, etc.). 

Be cautious about blind-folding people - it can provoke trust and care issues and trigger post-traumatic reactions.  Minimize this risk by sequencing Mine Field within a longer program involving other get-to-know-you and trust building activities before Mine Field.

Variations Minefield in a Circle:

Blindfolded people start on the outside of a large rope circle, go into middle, get an item ("treasure", e.g., a small ball or bean bag), then return to the outside; continue to see who can get the most objects within a time period.

Metaphorical Framing: Some set ups for

Page 17: Team Building Activities

minefield get very elaborate and metaphor-rich, e.g., hanging objects which metaphorically reflect the participants' background and/or issues.  For example, items which represent drugs, peer pressure, talking with parents about the problem, etc. have been used in a family adventure therapy program (Gillis & Simpson, 1994).

Participants can begin by trying to cross the field by themselves.  In a second round, participants can then ask someone else to help them traverse the field by "talking" them through the field.

To increase the difficulty, you can have other people calling out. The blindfolded person must concentrate on their partner's voice amidst all the other voices that could distract them from the task.

Be aware that some participants may object to, or have previous traumatic experience around the metaphor of explosive mines which have caused and continue

Page 18: Team Building Activities

to cause much harm and suffering.  It may be preferable to rename the activity, for example, as an "obstacle course" or "navigation course".  Alternatively, the activity could be used to heighten awareness about the effect of land mines on the lives of people in countries such as Afghanistan and Nicaragua (see UNICEF information on land mines).

Processing Ideas How much did you

trust your partner (out of 10) at the start?

How much did you trust your partner (out of 10) at the end?

What is the difference between going alone and being guided by another?

What ingredients are needed when trusting and working with someone else?

What did your partner do to help you feel safe and secure?

What could your partner have done to help make you feel more safe/secure?

What communication strategies worked best?

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For some more ideas, download Minefield in a Circle - Debrief (.doc)

Back to Games IndexName Games

Everything You Ever Wanted to Know about One AnotherDescription of a get-to-know-you activity

James NeillLast updated:20 Jul 2004

Everything You Ever Wanted to Know About One Another

A somewhat challenging and intimate get-to-know-you activity

Best for small groups e.g., 3 to 6

Involves fun, interesting, self-disclosure by sharing answers to some honest, quirky questions

Establish initial trust amongst group members before using this activity; could be incorporated with trust building activities

Allow plenty of time

Consider making the activity optional and/or allowing small groups to do the activity when and where they feel like it; this increases the sense of owning the experience and takes seriously the level of honesty and potential intimacy the activity can generate

Adapt and edit the questions to suit your particular group

Equipment: Copies of the 10 get-to-know questions

Time: ~30-60 minutes

Brief Description: This activity involves small groups sharing answers to 10 somewhat challenging and intimate questions, including responses to "hypothetical situations" e.g., what would you do if you had $1 million to spend in 24 hours.

Variations: A quicker, less intrusive version of this activity isPeople Bingo or the Signature Game.  People Bingo can be used earlier on in a program as an icebreaker.

Everything You Ever Wanted to Know about One Another

1.        If you were to choose a new name for yourself, what would it be?

2.       If you were given an extra $10 in change at Walmart, what would you do with it and why?

3.       What�s the biggest lesson you�ve learnt from your past relationships?

4.       What�s one of your worst habits?

5.       What was the best day of the past week for you - why?

6.       What are you wearing today which is most

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reflective of who you are?

7.       Choose a unique item from your wallet and explain why you carry it around.

8.       If you could change one thing about your physical appearance what would it be and why?

9.       Share one of your most embarrassing moments.

10.  If you were given a million dollars and 24 hours to spend it in, (no depositing it in the bank or investing it) what would you buy?

Fear in a Hat

Set an appropriate tone, e.g., settled, attentive, caring and serious. 

The tone could be set by introducing the topic of fear and explaining how it is normal and natural at this stage of program that people are experiencing all sorts of anxieties, worries and fears about what might happen.  A good way of starting to deal with these fears is have them openly acnkowledged - lay them on the table, without being subject to ridicule.  Having one's fears expressed and heard almost immediately cuts them in half.

Can be done as the first activity in a program, during the initial stages or well into the program.  When used early on in particular, it can help to foster group support and be helpful for alerting the group to issues they may want to respect in a Full Value Contract.

Ask everyone, including the group leaders, to complete this sentence on a piece of paper (anonymously):"In this trip/group/program, I am [most] afraid that..." or "In this trip/group/program, the worst thing that could happen to me would be..."

Collect the pieces of paper, mix them around, then invite each person to a piece of paper and read about someone's fear.

One by one, each group member reads out the fear of another group member and elaborates and what he/she feels that person is most afraid of in this group/situation.  No one is to comment on what the person says, just listen and move on to the next person.

If the reader doesn't elaborate much on the fear, then ask them one or two questions.  Avoid implying or showing your opinion as to the fear being expressed, unless the person is disrepecting or completely misunderstanding someone's fear.  If the person doesn't elaborate after one or two questions, leave it and move on.

When all the fears have been read out and elaborated on, then discuss what people felt and noticed.

Can lead into other activities, such as developing a Full Group Contract, personal or team goal settings, course briefings which specifically tackle some of the issues raised, or into other activities in which participants explore their feelings and fears (e.g., see the Fear in a Hat description at www.nurturingpotential.net)

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Variations

Likes and dislikes - in two separate hats

Worries

Complaints/gripes

Wishes

Favorite moments

Team Building Activities

All AboardSetting: A space appropriate for the size of the group that allows movementProps: All aboard-a small platformNumber of Participants: Enough to make it a challenge. Too few is too easy.How: All participants must get both feet off the ground long enough to sing a short song such as “Jesus Loves Me.”Spiritual Application: During this activity, group members physically cling to one another and hold one another on the platform. If one falls off, others may be pulled, as well. Thus each person must be concerned for others in the group. We must all work together to accomplish the goal of All Aboard, and the same is true in reaching the world for Jesus Christ.

Anchors AwaySetting: Anywhere, yet needs to be a place where a little bit of water will not hurt the area.Props: Two different fishing weights, one 2 pounds and one 5 pounds and pail of water or anything that will hold water. Groups each need several straws and a long strip of masking tape.Number of Participants: At least two groupsHow: Object is for group to use the straws and tape to build a device that will support the weight in the bucket of water.

Balloon WalkSetting: Space large enough for group to move around freelyProps: BalloonsNumber of Participants: At least 5, yet more is betterHow: Each participant should be given an inflated balloon. The group should form a single file line with a balloon in between each person in a chest to back formation. The line should travel a challenging path while attempting to keep the balloons from falling to the ground, yet no hands

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are allowed.Spiritual Application: The group must move as a unit or body to carry out this initiative. If a single person does not cooperate the group cannot function. Ephesians 4:4 says, “There is one body and one Spirit, ….” While we all have different abilities and gifts we still are a part of the body of Christ.

Diminishing LoadSetting: Open area at least 25 yards longProps: Boundary markersNumber: At least 10How: Object is to move the group across the designated space. This is done by carrying one another across. Only the last person may travel across unassisted. After a person transports someone across, he/she must return and be carried by someone else. This should be done as quickly as possible and in as few trips as possible.Spiritual Application: Think of the poem “Footprints in the Sand” and the portion where there is only one set of prints in the sand. The person asks Jesus where He was during the tough times, and Jesus says, “I was carrying you.” We should remember to cast our burdens on God and he will sustain us.

Four PointerSetting: Need an open area that allows groups to move 20-25 feetProps: Boundary MarkersNumber: Need at least 7How: The object is to move a group of seven people across an open area of ground 20-25 feet wide. Only four points of contact with the ground may be used for the entire group.Spiritual Application: Often the path a Christian must travel is difficult. At times we require the support of others as they “carry” us along. By learning from our difficulties we are able to lift and support others in similar circumstances.

Group JugglingSetting: An area large enough for the group to form a circleProps: A tennis ball or other light throwable object for every person in the groupNumber: At least 10How: One person tosses an object to another person. The object is then thrown from person to person establishing a pattern. Once the object has been to each person and is back to the start, the pattern is repeated and

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more and more objects are added. Reverse directions to add a greater challenge.Spiritual Application: Proverbs 16:20 states, “He who gives attention to the Word shall find good, and blessed is he who trusts in the Lord.” We have many distractions that can keep us from studying God’s Word, as we should. These diversions can lead us to mistakes where we “Drop the Ball” spiritually.

KnotsSetting: AnywhereProps: NoneNumber: At least 8, more than 20 is very difficultHow: Group faces one another in a tight circle. Each person grabs right hands with someone else, then left hands with different person. Without letting go of hands, the object is to untangle the knot.Spiritual Application: We must work together to solve problems and to reach the world with the message of Jesus Christ.

Group Jump RopeSetting: Area large enough for a group to twirl a jump ropeProps: One large rope that can used as a jump ropeNumber: Even 5 people can find this difficult, more than 25 almost impossibleHow: Ask group to line up and get ready to jump rope. The object is for the group to simultaneously jump the rope two times. If this is accomplished quickly increase the challenge and go for a “World Record.”Spiritual Application: Often jumping rope is seen as a child’s activity. Those who did it frequently as a child are usually more comfortable with this activity. In our relationship with God, we are to have a childlike faith and trust in Him. Matthew 19:14 informs us that the kingdom of God belongs to those like little children. Another application can be that we appear foolish doing this initiative. Paul stated in I Corinthians 4:10, “We are fools for Christ’s sake…”

Lap SitSetting: Open area with room for a circle and preferably levelProps: NoneNumber: At least 10, an entire group of 1500 has been doneHow: Group forms a circle and moves to a shoulder to shoulder position. Then the participants turn to face in same direction; example: everyone has left shoulder on inside of circle. They should then move in closely. The leader directs the group to sit on the lap of the person behind them. Each

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person is supporting the person in front of him/her. Sing “Row, row, row your boat ” or other short song when complete. To add another challenge, ask the group to walk in the circle. Another possibility is to ask group member to give a back rub to the person in front!!Spiritual Application: Paul instructed us to work together and encourage each other as well as forgive differences. In Colossians 3:12-14 he emphasized a love and common purpose that unifies believers. This activity symbolizes the spirit of cooperation and concern that should exist among fellow Christians.

LineupSetting: An area free from obstaclesProps: Blindfolds for each participantNumber: At least 5, the more the merrierHow: Each participant should be blindfolded. The group should be asked to line up from tallest to shortest.Variation: Without blindfolds, ask group to line up in order of birthdays without speaking or spelling with actual sign language.Spiritual Application: When participants are not allowed to use certain senses, new forms of communication are necessary. Different people communicate in different ways. Think of Pentecost. We must search for new ways to share the message of Jesus Christ.

Magic CarpetSetting: AnywhereProps: One single piece of tarpNumber: Between 8-15, depending on size of tarpHow: The object is to turn the Magic Carpet over, without touching the ground surrounding the Magic CarpetSpiritual Application: We all face down times in our spiritual life. We need to focus on God and turn over a new leaf, developing good habits and Godly characteristics

MinefieldSetting: A large room or field that allows for freedom of movementProps: Boundary markers, blindfolds for each participant, obstacles on the floor such as paper platesNumber: At least 8, 20, 30, 70, 140 are possibleHow: The object is to walk through the minefield without touching the mines (the obstacles). Partners guide walkers, who are blindfolded, through the field across the area, only communicating by voice. If a mine is touched, walkers are disqualified.

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Spiritual Application: Through all the noise of everyday life, we should take the time to listen to God and that still, small voice that leads us.

Moon BallSetting: A large field or room that allows for freedom of movementProps: One beach ballNumber: At least 10; 25, 40, 70 are possibleHow: The object is to keep a beach ball aloft by hitting it as many times as possible. No one is allowed to hit the ball twice in a row. Everyone must be involved. Counting out loud is encouraged.Spiritual Application: The goal of this activity is to get everyone involved. This should be our goal in Christianity: tell everybody so they can be involved in the joy of Christ.

Pass the CanSetting: Space appropriate for group to sit in a circleProps: 1 large coffee canNumber: 8 or moreHow: Ask group to sit in a circle. They should be instructed to pass the can around the circle using only their feet. If the can is dropped, it must be returned to the starting point. This is a great timed activity. Give time to plan and ask questions and be ready to jump in and stop any unsafe ideas. With larger groups more cans may be added.Spiritual Applications: Timed activities lend a sense of urgency. As Christians, we should feel a sense of urgency in our task of sharing Christ with a lost world. I Thessalonians 5:2 tells us Jesus will come “like a thief in the night.” Just like passing the can, each person must do his/her share. This must be done carefully yet with a sense of urgency.

Popsicle Push-UpSetting: An open, flat, soft, grassy area is needed.Props: NoneNumber: At least 4How: Groups of four people should attempt to do a push-up with no one’s feet on the ground. The push-up is done simultaneously.Spiritual Application: This is an initiative in which groups may fail. Many people may not have sufficient arm strength to be able to support others’ weight. Just as we may fail in this activity, we often fail in our spiritual life. God has promised never to leave or forsake us. He knows that we will fail; yet His love is constant and enduring. This confidence enables us to continue even when we do fail in various aspects of our lives.

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Punctured DrumSetting: Outdoors on a warm dayProps: A large barrel or trash can (55 gallon plastic or rubber can acceptable) with holes drilled or punched. These holes should be small enough that a person placing her finger over the hole can stop one. There should be 10 holes per person in the group. The group will also need 2 smaller buckets or containers and will need access to a large water source like a stream, lake or pool.Number: No more than 15 participants are bestHow: The objective is to fill the large barrel to overflowing with water. Place a light object, such as a Ping-Pong ball inside the barrel, and ask the group to fill the barrel until the ball floats out the top. Participants may use any body part to attempt to plug the holes and contain the water.Spiritual Application: To be successful in this activity the participants must fill the gaps. As Christians we can “stand in the gap” in a world in which Christian principles often seem nonexistent.

RailroadSetting: Any size room or area without obstaclesProps: Some way to mark off 9 separate interconnected areas by using tape, chalk or FrisbeesNumber: Need 8 participants, but more can help solve the problemHow: Set up the area like this      Spaces designated with [],     people designated by *[][][][][][][][][]* * * * * * * *This diagram is the manner in which participants are lined up. Notice, there are 9 total spaces with the participants lined up in groups of four, with a space in between the two groups of four. The two groups then attempt to switch positions following these rules:1. No one may pass a teammate from his/her group of four. When the problem is competed, each foursome will be in the order in which they began.2. A person may move into an open space immediately in front of him/her.3. Backward moves are not allowed.4. A person may step around someone from the opposite foursome to move into an open space.5. Only one person out of entire eight should be moving at a time.6. Stepping around a group of two or more people from the opposite foursome to reach an open space is not allowed.Spiritual Application: Many voices tend to create confusion., causing difficulty in solving the problem. Many worldly influences can confuse and

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disrupt our communication with God. Often, Satan seeks to tempt and distort our relationship with the Father even as he tempted Jesus as told to us in Matthew 4. We must keep our concentration on Jesus and He will keep us in His care.

Reach for the SkySetting: A clean, reasonably soft surface is needed with access to a wallProps: A piece of masking or duct tapeNumber: At least 8How: The idea is for the group to place a piece of masking tape as high as possible on a wall. Obviously this is dangerous. Spotting is required.Spiritual Application: I Corinthians 12 speaks about the need for both strong and weak body parts. In this initiative the small light person is as essential as the bigger, stronger person is. The group must function as a body with some serving as spotters and stronger members lifting the light, agile ones. Working together, the group can attain a height much greater than anyone could alone. This is true in the body of Chris as well. We must use our different gifts to lift and support one another and jointly achieve results, which could not be attained by a single person.

Rope DesignsSetting: An open area with room to moveProps: One blindfold for each participant and a long length of rope tied togetherNumber: At least 8How: The goal is to arrange the rope into geometric designs while blindfolded. Group members are instructed to put on blindfolds and then grasp the rope. They are then instructed to arrange the rope into a specific shape. When they believe the shape is complete, they remove blindfolds to observe their shape.Spiritual Application: Often, some group members will strive for perfection, while others are content with just getting close. We are instructed to strive for perfection in our lives in Matthew 5:48.

SilenceSetting: Preferably outside in a large areaProps: Each participant needs a writing utensil and paperNumber: AnyHow: Group spreads out individually, and records something they might not see in a group setting.Spiritual Application: Sometimes we have to look closely, and get away from the distractions to see where God wants us to go.

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Ten-Man PyramidSetting: Need a soft, grassy surfaceProps: NoneNumber: Need at least 10 peopleHow: The objective is to form a ten-man pyramid in a symmetrical shape. After completion, instruct participants to do this another way, then another way and as many ways as the group can devise.Spiritual Application: At first, this activity goes a little slow with few ideas, yet eventually speeds up. Sometimes the group does not heed a suggestion. In the race to do this in as many ways as possible, often the group becomes vocal and misses some ideas. We must listen to God. Scripture tells us “Be still and know that I am God.”

The ClockSetting: An open area with no obstaclesProps: One or two FrisbeesNumber: Any sizeHow: The purpose is to move a group holding hands in a circle rotating 360 degrees clockwise, then 360 degrees counterclockwise in as brief a time as possible. The group starts in a seated position, holding hands and on the “go” signal, stands up and begins the rotation. Several attempts are best to give opportunities to change the manner the activity is done. Group members may not let go of hands or the effort is nullified.Spiritual Application: Breaking hand grips with other group members leads to failure. The connection between individuals is essential if the group is to complete the initiative successfully. The essential connection for the Christian is between him/herself and God. Reading and studying the Bible and communicating with God through prayer enable the Christian to maintain that connection. When sin or indifference breaks the connection with God, the individual will find that he/she struggles and is unable to deal successfully with life’s problems and challenges.

Touch the CanSetting: AnywhereProps: One soft drink canNumber: Up to 15 participantsHow: Two volunteers hold the can by placing it between their noses. Tell the remainder of the group that they are to find a way for every person to touch the can. As they do so, they may not touch any other person in the group, including those with the can between their noses. Once the group has successfully achieved this, ask them to move a given distance, continuing to maintain contact with the can and not touching one another.

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Spiritual Application: We all need a touch from God in our lives, and from our friends. We see this often throughout the New Testament as Jesus heals many people as they touched Him. In the same way a handshake, hug or other touch from a caring friend can do much to heal the hurts that occur in life.

Yurt CircleSetting: An area large enough for the group to form a circle.Props: NoneNumber: Minimum of 8, an even number is needed, could be a huge groupHow: Instruct the group to form a circle with arms outstretched and joined hands or wrists. Direct everyone to take one small step toward the center. The leader should move in or out of the circle to maintain an even number of participants. Ask group members to count off and remember whether they are even or odd numbers. The goal is to allow half of the group to lean in, and the other half to lean out. This should be done with caution. Each person is supporting the two people on either side of him/her. This may take several attempts.Spiritual Applications: People in any grouping have different gifts. Everyone has strengths and weaknesses. This is true with our spiritual gifts also. By encouraging individual gifts, the service and ministry of the church may become more completely balanced.

Team Building Activities

Blanket DropSetting: Any area big enough for the groupProps: Blanket or something that cannot be seen through and can separate two teamsNumber of Players: LimitlessHow to Play: Divide the group into two sides. Hold a blanket in between the two groups. Have each group choose a person from their team. (The other team should not know the opposite team’s choice.) Have the person sit or stand in front of the blanket, on opposite sides. At the signal the blanket is dropped. The individuals try to guess each other’s names. The first one to guess gets to bring the other one over to his/her side. This can be made more difficult by surrounding the person just as long as everybody else is facing away from the blanket.

Bumpity, bump, bump, bumpSetting: Anywhere

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Props: NoneNumber of Players: At least 10How to Play: Have group form a circle. Choose one to be in the center- IT. IT points to someone and says either “right” or “left”. If It says “right” the pointed at person must say the person’s name on his/her right, the same thing if “left” is said. It says the direction, then says the phrase “Bumpity, bump, bump, bump.” The person chosen has to say the correct name before the phrase is completed. If they are not successful, they are the new It.

How Do You Do?Setting: AnywhereProps: NoneNumber of Players: At least 10How to Play: The group should be in a circle. One person is chosen to be It. As everyone faces the circle’s center, It moves outside the circle until he or she stands just behind a chosen partner. It taps that person on the shoulder. When he or she is turned around, It greets that person with a handshake and says to that person while shaking hands the following phrase, “My name is _______. How do you do?” Repeat this twice more. Both partners run in opposite directions striving to reach the starting point first. One catch: When these players meet at the halfway point of the circle, they must stop and great each other three times saying, “How do you do?” You may also want to require either runner to stop and greet anyone with an outstretched hand. This will keep other members involved. The last runner to reach the starting point is the new It.

Name AdjectivesSetting: AnywhereProps: NoneNumber of Players: Any numberHow to Play: Have everyone introduce themselves by using an adjective which begins with the same letter as their first name, i.e. Terrific Tom, Amazing Amy, and so on. Encourage them to choose an adjective that actually describes their personality.

Name TossSetting: Area large enough for group to form a circle and be activeProps: One or two tennis ballsNumber of Players: 10 or moreHow to Play: Form a circle. You begin by saying your name, then toss the ball to your right. Continuing in one direction, each person says his/her first

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name, and continues tossing the ball in sequence until you have the ball. You then call out someone’s name in the circle and toss the ball to him/her and that person calls out another person’s name, etc. Begin adding two or three more balls and going faster and faster.

Name By NameSetting: An area large enough for the group to form a circleProps: NoneNumber of Players: Best if at least 10How to Play: This is a fairly challenging activity. Ask your group to line up in a circle. Everyone needs to announce their name loudly-if anyone does not hear a name, they may call out “REPEAT” and the person must repeat. After all the names have been announced, announce the challenge: All players must rearrange themselves so that the circle is in alphabetical order by first name. No talking, signing, gesturing, showing of ID cards or any other way of showing your name is allowed. Helping pointing or positioning is allowed, but the challenge is for the individuals to place themselves in the circle in the appropriate place. Once the group has moved and the circle is Re-formed, that ends Round One. Take a test and see if it is correct. If not, begin Round Two after allowing the group to announce their names again. If Round Two is not successful, start Round 3. See how many rounds it takes.

Name SplitSetting: Area where group can be in a circleProps: One bofferNumber of Players: Minimum of 8How to Play: Ask group to line up in a circle with one It in the middle. Only one person at a time is It. It takes the boffer and puts it in between 2 people. The first person to correctly identify the person on the other side of the boffer gets one point. This action is repeated, until a person gets 3 points, and that person then becomes It. Then, all the players in the circle shuffle positions–they must not stand next to the same people as before, and they keep all their points. The next person to accumulate three points is It and the circle shuffles again, and so on and so on. . .

Name Whomp/Name BopSetting: Area large enough for group to form a circleProps: One bofferNumber of Players: At least 10How to Play: Have group sit in a circle with feet toward the center. The person in the middle has a boffer and points to someone to begin. The

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person pointed to says his/her name first then someone else’s. The person with the boffer tries to hit the feet of the person called out before he/she says their own name and someone else’s. If a person gets hit before calling out his/her name and someone else’s he/she will be in the middle.

Bang You’re DeadSetting: Indoors/OutdoorsProps: NoneNumber of Players: Any number over 5, more fun with more peopleHow to Play: This is a guessing game. The leader starts with the phrase “Bang You’re Dead.” The group must figure out who is dead. As participants figure out the game, they may assist or give clues to others. The person who is “dead” is the first to speak after the phrase is uttered. Obvious clues help those after a long period of time when participants have not figured out the solution.

Just One WordSetting: AnywhereProps: Give 11 sheets of paper with the letters D,E,J,N,O,O,R,S,T,U,WNumber of Players: AnyHow to Play: Instruct the group to use all the letters to spell out just one word. The trick is that the letters spell out “Just One Word.” Allow them to solve this.

Ah-SoSetting: Indoors/OutdoorsProps: NoneNumber of Players: at least 10, 40 or more possibleHow to Play: Players sit in a circle. Participants are informed that they are members of an elite Oriental society and must use three symbols to communicate. One begins by placing one hand, palm down and fingers extended, under his/her chin and saying “Ah” in a deep, dignified tone. If the player uses the right hand with fingers pointing left, action passes to the one seated on the left. If the left hand were used, fingers would point right. Whoever received the action responds by placing either hand, palm down, fingers extended, above his/her head saying, “Soo” in a distinguished way. Direction of fingers indicates who will go next. The third action is a silent point directed at anyone in the circle. The one pointed at starts the action anew, places hand under the chin and says, “Ah,” and the game continues. The sequence is “Ah”, “Soo” point, as quickly as possible. When someone makes a mistake-mistakes cannot be tolerated in this elite society-the offender is banished to outside the circle. He/she then adapts

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the role of heckler. Hecklers move about the outside of the circle using verbal distractions, facial contortions or other antics to distract participants and force errors. No touching is allowed at all. When only three players remain, they are the winners. When a player is banished the remaining players place one hand, fingers curled thumb pointing up, on the ground. The players should then say, “You’re Outta Here” as the offender is banished.

AlphabeticallySetting: AnywhereProps: NoneNumber: AnyHow to Play: Ask group members to keep eyes closed. The challenge is to have a single participant say the first letter of the alphabet and to have other participants say the remaining letters in order, without ever having two participants saying the same letter at the same time.Variations: Simply count off, use months of year, list holidays during year, etc.

CommonalitiesSetting: Indoors/OutdoorsProps: Pencil/Paper for each groupNumber of Players: At least 10 for two groupsHow to Play: Arrange group in clusters of 3s, 5s, etc. The clusters should generate a list of things in common. Example is a tattoo of mom. Everybody in the group must either have it or have done it (white water rafting.) The groups with the most things in common wins. These are unusual things, not eyes, ears or the like.

Elephant, Kangaroo, FishSetting: AnywhereProps: NoneNumber of Players: At least 10How to Play: Arrange group in a circle facing the middle. An It is in the middle and points to one person and either calls “Elephant”, “Kangaroo” or “Fish”. The person pointed to and the two people on either side must perform the designated action before It counts to five. If the threesome correctly forms the animal in time, It must seek new victims. If any of the victims makes an error, that person becomes the It. If more than one of the three makes an error It chooses the replacement.*Elephant: middle person uses arm to make a trunk dangling from the nose. Those on either side form ears by cupping a hand behind middle

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person’s ears.*Kangaroo: middle person joins his/her hands and rests them on his/her abdomen to form a pouch. Those on either side hop like a kangaroo.*Fish: Person in the middle puckers lips in an exaggerated manner, then opens/closes his/her mouth. Side people place their hands, palms together and perform swimming motion.

Have You Ever?Setting: Wherever group can form a circleProps: If sitting use chairs, if standing no props neededNumber of Players: At lest 10 is a minimumHow to Play: Forma circle with the chairs to include everyone. Choose an IT to be in the middle. The center person then asks a “Have you ever…?” question. If a seated player answers the question YES, then that person must leave his/her chair. If the question, “Did you brush your teeth this morning?” is asked, all those who did brush jump up and dash for a vacated chair, while those that forgot or just didn’t, stay in their chairs. Whoever is left without a chair is responsible for asking the next question. And the game continues.

Hog CallSetting: Large area with no obstructionsProps: BlindfoldsNumber of Players: At least 10, yet the more the merrier.How to Play: Divide into pairs. Each person needs a blindfold. Each pair should designate a double name for themselves like peanut butter or blue jay or high chair. No two groups should have the same phrase. Each pair will separate, two groups will form, the two groups, one partner in each will move to separate ends of a large area and place the blindfolds on. At the signal, the participants walk toward the other group shouting their own code name searching for his/her counterpart.*CAUTION: Spotters are needed to keep folks from wandering completely away, bumper’s up position needed.

It Ain’t Me BabeSetting: AnywhereProps: Pencil and PaperNumber of Players: Any number will doHow to Play: Randomly pair off participants. Give them 5-10 minutes to introduce themselves. They may not speak to one another during this time. Writing is not allowed, yet drawing is allowed. Players should communicate important things about themselves. At the end, players report to the group

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what they think they learned about their partners.

KillerSetting: AnywhereProps: NoneNumber of Players: 10 is the very leastHow to Play: The object is for the Killer to kill others by winking at them. A killer is chosen secretly by the leader. Participants move around greeting each other. The killer does the same and attempts to move about unobtrusively, killing all group members. When someone is killed, he/she must allow the killer 15-20 seconds to move away before enacting a memorable, believable death scene. The death scenes are one area where creativity is encouraged! As the game is played, participants become detectives seeking the killer. When someone who has not been killed believes he/she has identified the killer, that person raises a hand and calls out, “I accuse.” Another participant must accuse also or the accuser must bide his/her time as the game continues. When an accusation and second are obtained, the leader counts to three. Accusers then point to the suspected killer. Accusers may not confer before they point. If both point to the actual killer, the killer must admit it. If the accusers point to different people, regardless if one is the real killer, accusers die. The game continues until either the killer is identified or all are killed.

Mirror ImageSetting: AnywhereProps: NoneNumber of Players: At least 8, need even numbersHow to Play: Participants get into pairs. One is the leader and the other follows the leader’s actions. After a while the roles change. This is a silly activity that encourages interaction among unfamiliar participants.

Two Truths and a LieSetting: AnywhereProps: NoneNumber of Players: At least 3How to Play: Each contestant tells two truths and a lie to the group. The group then tries to determine which is which.

WinkSetting: Anywhere, but a soft surface is mandatoryProps: None

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Number of Players: At least 10, the more the merrierHow to Play: Need odd number of players. Members pair up and align themselves in a double circle. The partner inside kneels in front of the partner standing outside. The odd player stands alone and is the winker. The game begins by the winker winking at one of the kneeling players. The person winked at attempts to get away before being tapped on the head by their partner. If tapped, they stay where they are. If they get away, the person without a partner restarts play. After a while, change roles.

Team Building Activities

Aerobic TagSetting: Large field or gym free of obstaclesProps: 1 Frisbee or football, boundary markers, bandannas to differentiate teamsNumber of Players: Bare minimum of 5 per teamHow to Play: It is basically team keep-away. Need two teams and a Frisbee or football. Object is to pass the ball among your team without being tagged by the other team, dropping the ball, having a pass intercepted, or throwing it out of bounds. If any of the above occurs, the ball changes possession. Teams attempt to retain possession as long as possible. This is a constant moving activity-be ready to run.

AlienationSetting: AnywhereProps: Enough washers for everyone to have severalNumber of Players: Large group preferredHow to Play: The Ultimate Alien attempts to deliver a washer to a person without being seen. If a player realizes an alien is trying to alienate them, to protect themselves, all they have to do is point at the alien and say, “You are a human”, which transforms the alien into a human. The key is for the Ultimate Alien to be sneaky and sneak washers to people without being seen. The UA can never become a human.

Alligator and MinnowsSetting: Large open areaProps: Boundary markersNumber of Players: Any numberHow to play: Boundaries are large enough to allow plenty of room between the players. One or two players start off as alligators and the rest are minnows. Minnows are outside the boundaries on each end. Alligators tag minnows as they travel through the Pond. Once tagged, the minnow is

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now a baby alligator that cannot move, yet can tag other minnows. Once there are no more minnows, start a new game.

BattleballSetting: Large field or gymProps: Several playground balls, cones for boundary markersNumber of Players: 15 per teamHow to Play: Need two teams. There should be a clear line separating the teams-done using cones, dome markers, etc. Each team should line up on their end line. At the referee’s whistle they run and attempt to pick up a playground ball. Crossing the line into the other team’s side gets that player out. If the other team throws a ball and hits a player the player hit is out, if a ball is thrown and a player catches the throw, the thrower is out. Those that are out go behind the other team and retrieve balls and attempt to throw them to their team. The winner is determined when one team knocks out all members of the other team.

Big FrizzSetting: Large open area, could be a gym, but outside preferableProps: Frisbee and Hula-Hoop for each teamNumber of Players: Minimum 20How to Play: Each team’s Frisbee will be uniquely colored or marked to identify it from other teams’ discs. Each team also has a hula-hoop with a person inside it near the outside boundary. The hula-hoops are in a large circle near the outside boundary of the playing area. Object is to transport the Frisbee to their hula-hoop without running only passing. The person in the hula-hoop is not allowed to leave to receive the Frisbee. Each time the disc reaches the hula-hoop a point is scored, then the disc is taken to a leader in the middle and is thrown away and the process begins anew. If opposing teams intercept another team’s disc, they may throw it away, yet cannot hide it or throw the disc out of the boundaries. The more teams and people, the better the game is!

BuzzSetting: AnywhereProps: NoneNumber of Players: AnyHow to Play: Group should sit in a circle. Begin counting one to 100. Each time a number has a 7 or multiple of 7 in it the person must say BUZZ instead of the number. When a mistake is made, that person is out, or the game just restarts. When the group begins to do well, FIZZ will take the place of 5 or multiples of five.

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Captured FlagsSetting: Large area, could have trees, buildings, etc.Props: Flags for each team, and each participant has a bandannaNumber of Players: At least 10, yet with more people the excitement builds. Can even have 3, 4, 5 teams.How to Play: A line divides each team’s territory. Object is to capture the other team’s flag and get back to home territory without being tagged by an opponent. If tagged in an opponent’s territory, the person must relinquish his/her flag and is relegated to defense. If a team has all of its individual flags captured, and cannot play offense, that team automatically loses. If a person captures a flag from someone, that flag can be given to a teammate who is without so this person can attack an opponent’s flag.

Capture the FlagPlay as the aforementioned game, with a few changes. The only flags are those that represent the teams, all players do not have one. When tagged, players are taken to a jail where they remain until tagged out by a teammate who is free. Once a team’s flag is captured and transported across the boundary, they lose.

CirclesLeader calls out a number and the group gets into groups of that number. Continue this process until the groups is set for the next activity.

Counselor HuntSetting: Large area with places to hideProps: NoneNumber of Players: LimitlessHow to Play: Counselors hide, and youth in teams look for them. The teams must stay together at all times. Prizes for teams finding the most counselors.

Crossed/UncrossedSetting: AnywhereProps: Two sticks/pencilsNumber of Players: LimitlessHow to Play: This is a thinking game. The group forms a circle seated on floor. The leader passes the two objects saying either “I pass these crossed” or “…..uncrossed.” The next person may accept them in either way, and can pass them either way. The secret is the legs. It makes no difference what the sticks are doing, only the manner in which the person is sitting when passing the objects. Players try to solve the riddle while not

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divulging the secret to others.

Crows and CranesSetting: Large open areaProps: Boundary markersNumber of Players: AnyHow to Play: Group is divided into 2 even teams. One is the Crows, the other is the Cranes. A centerline divides the field. Each team has a safety zone at opposite ends of the field. At a call from the leader, the teams approach the centerline. The leader shouts either “Crows” or “Cranes.” If “Crows” are called, the Crows must turn and flee to their safety zone, with the Cranes in pursuit. Any Crows tagged switch teams. The game continues with the leader alternating and switching up calling “Crows” or “Cranes.” Game is over when one team has all the players.

Dragon’s TailSetting: Open area free from obstructionsProps: One Bandanna for each teamNumber of Players: At least 10How to Play: There are two ways to play. #1: one line formed, hands on hips in front, one handkerchief in the waistband of the last person, and the first person tries to get the handkerchief. Group is not allowed to break apart for any reason. #2: Several teams, each with a bandanna in the tail. Each team attempts to snatch the other’s tails. Once the bandanna is stolen, that team is out. If a team breaks apart, they are disqualified.

Frisbee GolfSetting: Large area with lots of obstaclesProps: Frisbee for each competitorNumber of Players: As few as 2How to Play: Players use Frisbees and play by the rules of golf. Holes can be determined prior to beginning or made up on the fly.

Four Way SoccerSetting: Large area with room to run aroundProps: I ball for each team, 1 goal for each teamNumber of Players: Need at least 5 per team, so 20 playersHow to Play: You need four teams and four goals. Use cones, four soccer balls, bandannas or some way of separating different teams. Each team tries to score in all goals except the one they are defending. Points are only scored when a team is scored upon. So, the team with the fewest points at the end is the winner. If the ball goes out of bounds, a referee

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throws it in and the game continues. When scored upon, there is no kickoff; just set the ball out of the goal, pass to a teammate, and the game continues. This pass should be a free pass. All other rules are soccer rules.

ImpulseSetting: AnywhereProps: NoneNumber of Players: 10 is the minimumHow to Play: Group forms a circle. One person squeezes the hand of a person, and the impulse speeds around the circle. Time the group to see how quickly the group can complete the task. Then let the group see if they can beat their time.

Pig in a PokeSetting: Large area with many obstacles is bestProps: NoneNumber of Players: Need at least 15, the more the merrierHow to Play: Two Its are chosen and labeled the Pig Keepers. If a Pig Keeper sees a pig and can correctly shout the identity of the pig, that pig must return to the poke (a big area that serves as a jail.) The pigs begin the game by leaving the poke and hiding within the boundaries. Pig keepers attempt to find each pig and make them return to the poke. Pigs stay in the poke until they “catch a wave.” This occurs when an free pig catches the eye of a captured pig and waves, the captured pig is free to leave the poke when all is clear. If, while still running away, a Pig Keeper shouts “Pigs back in the poke,” the pig must return to the poke. The game ends when all pigs are captured.

PruiSetting: Large space suitable for moving around, few obstaclesProps: One blindfold for each playerNumber of Players: At least 10 and as many as the space allowsHow to Play: Everyone in the group is blindfolded. An It is chosen secretly. Goal is for everyone to find It. Everyone in bumper’s up position, wandering around running into each other. When contact is made, each player says, “Prui.” The actual Prui does not answer. When run into Prui and do not hear response, become part of Prui. Prui does not move or dodge or try to fake out those seeking to join.

Smog’s JewelsSetting: Large enough area for group to form a circle

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Props: One bandannaNumber of Players: At least 8 is best, 25-30 is probably the mostHow to Play: The group forms a circle around Smog (dragon) and a bandanna is the jewel. Smog is guarding the jewel and others are trying to steal the bandanna. As members move in to steal the jewels, Smog attempts to tag them, which freezes the tagged person. If an individual successfully steals the jewels, that person is the next Smog and all frozen players are back in the game.

SardinesSetting: A building with many places to hide or an area outside with places to hideProps: NoneNumber of Players: No limits, more is betterHow to Play: One person is the Sardine and is sent off to hide while the rest of the group waits 2-3 minutes. When a person finds the hiding place, they join him/her without announcing the hiding place to the other players.

Samurai Warrior/Samurai SuicideSetting: Play area big enough to form a circleProps: 2 boffersNumber of Players: Anything over 8How to Play: Have group form a circle and choose one person to be the Samurai. The Samurai stands in the center of the circle holding one boffer and will guard the second boffer placed on the ground. The Samurai can stand over the second boffer. The Samurai is trying to keep anyone from grabbing the boffer on the ground. If they touch anyone with their sword/boffer they are out of the game. Anyone from the circle that can grab any part of the second boffer without being touched by the Samurai’s sword has to duel with the Samurai.Rules for the duel:1. Starts by the traditional bow to each other.2. The winner is whoever can touch the other person first. The arm holding the boffer cannot be touched. The touch has to be on the body, below the head. If the samurai wins, the opponent is out and joins the others that are out and the game continues. If the sword-snatcher wins, all players are back in, and the sword-snatcher is the new Samurai. The game starts over.

Team HandballSetting: Large field or gym with no obstaclesProps: I small ball, 2 goals, boundary markers, bandannas or some way to

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differentiate teamsNumber of Players: At least 5 per teamHow to Play: The field should have the goals on both ends with a semi-circle around the front of the goal, and sidelines. Play is a lot like soccer, except don’t use feet-use hands. Players advance the ball by passing the ball to a teammate, dribbling a maximum of three times, or taking three steps. Once the player has taken three steps-regardless if he/she has taken the three dribbles, he/she must get rid of the ball. The semi-circle in front of the goal denotes an area where no one may enter except the goalie. An offensive player may jump before the line; shoot the ball, and land in this area, yet cannot step into the area for any other reason. The defenders are also not allowed to enter this area. This is a game of no contact. Any infraction that occurs results in a “soccer-style throw in” by the other team from the closest sideline point. Goals result in a kickoff type situation where each team must all be on their side of the half-line, the team scored upon gets the ball, and must pass to a teammate from a center area before the ball can be advanced. We should emphasize no physical contact is allowed and players cannot dive on each other or the ground for loose balls.

VampireSetting: Need a large field or room.Props: One blindfold for each playerNumber of Players: Minimum of 8, no maximumHow to Play: Participants are blindfolded. One person is the vampire. Everyone moves around the area in bumpers up position trying to avoid the vampire. When the they bump into another person, they should greet each other in silence. When the Vampire bumps into someone, he/she screams and that person is also a vampire. Eventually all are vampires.

Ultimate FrisbeeSetting: Large open fieldProps: Boundary markers, 1 or 2 Frisbees, bandannas or some way to differentiate teamsNumber of Players: At least 4 per teamHow to Play: Divide players into two equal teams. Mark off playing field similar to a football field, rectangular shape with two endzones. Use cones or field chalk to mark boundaries. The size of field will depend on the number of players. The objective is to move the Frisbee down the field until a player can catch the Frisbee in the endzone or simply can catch it past the zoneline. A zoneline can be used instead of an actual endzone. Each time a team crosses their endzone it is one point. To start the game, decide which team will be offense first, they will start from the opposite

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side of the field from their endzone. The offensive team will advance the Frisbee by throwing it to other team members. An offensive player can take only three (3) steps while in possession of the Frisbee, after three steps they must throw the Frisbee to another team member. Once an offensive team member catches the Frisbee in the endzone or past the zone line they have scored a point and the other team gains possession of the Frisbee and becomes the offense. The defensive players have to give the offensive players space to make a throw. The defensive players can intercept the Frisbee or knock the Frisbee to the ground. If the Frisbee touches the ground for any reason, possession of the Frisbee immediately changes to the other team. The number of players is related to the size of the playing field. Big teams, big field. Small teams, small field. It is helpful if either bandannas, flags, or pennies signify teams. Ultimate Frisbee is a “non-contact” sport, however in the fast action of the game there may be some contact. Accidental contact is handled by asking forgiveness and continue play. Deliberate contact can result in a player sitting out and loss of possession or free chance to score with no defense, depending on which team the foul is against. The game can be played with a time limit and the team with the most points when time is up is the winner or the first team that reaches a certain score will be the winner.

Team Building ActivitiesEach of these activities will be done in pairs

Bottoms UpSetting: Preferably a soft surfaceProps: NoneHow to Play: Partners sit on the ground facing each other. They place the soles of their feet against their partner’s and put their weight on their hands. The objective is for the pair to push against each other’s feet and attempt to raise their hips off the ground.

DetailsSetting: AnywhereProps: NoneHow to Play: Partners begin by facing each other and “looking each other over” for a few moments. Then they turn back to back and alter five things about their appearance. Ex: a watch might be removed, shirt turned around, shoe untied. Partners should be subtle and sneaky. When both are ready, they turn to face each other and try to identify the items that were altered.

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Human SpringSetting: Soft AreaProps: NoneHow to Play: Pairs stand facing each other, feet apart approximately shoulder width. Gently they fall toward each other, catch their partner on the palms of their hands, and push or spring back to an upright position. Having done this successfully, each should back up a few inches and repeat the process. When successfully complete, continue moving apart as long as possible without compromising safety. It is a good idea to have a person or two stooping between the two in case they fall.

Partner TagSetting: Large open areaProps: Boundary markersHow to Play: One of each pair is the chaser and the other is being chased. Boundaries should be established. Partners separate and the entire group intermingles. At the leader’s signal, the chaser chases the chasee, trying to tag him/her. When this is accomplished, the partners swap roles. Once tagged, the new chaser must allow 5 seconds for the chasee to get away. This is a walking game, no running allowed!

Stand OffSetting: Indoors/Outdoors with space appropriate for group sizeProps: NoneHow to Play: Partners stand toe-to-toe with palms together-No interlocking fingers. At the signal each tries to force his/her opponent off balance. The first to move either foot from its position or touch the other anywhere other than the hands loses. Rocking up on toes and back on heels is fine. The first to 3 points in the winner.

Thumb WrestlingSetting: AnywhereProps: NoneHow to Play: Partners extend arms, same arm for each partner, lock all fingers with thumb pointing up, and attempt to “pin” the other thumb for the count of three.

Toe FencingSetting: Open space with room for movementProps: NoneHow to Play: Partners face each other holding wrists of partner. The object is to reach out gently with a foot and tap-No stomping-the other

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person’s toes. This should be done while avoiding the opponent’s feet from tapping yours.

Team ActivitiesTag Games

Blob TagSetting: Open area with boundary markersProps: boundary markersNumber of Players: Minimum of 10How to Play: One player begins as the blob. As he/she tags other people, they become part of the blob also, until all are part of the blob. If the blob splits apart it cannot tag anyone until it is joined again. However when the blob gets very big, it may be good to allow the blob to split after eight people are joined together into groups of four.

Elbow TagSetting: Open area with no obstaclesProps: NoneNumber of Players: 5 groups of 2 is towards the small side, bigger groups preferredHow to Play: Need even number of players that are divided into pairs and link elbows. One set should begin, one is the chaser one is the chasee. The chasee can escape from the chaser by running in the group’s immediate area or by attaching himself/herself to another set of partners by linking elbows on one side. The original chasee is now safe, a new chasee must begin running. That person is the one on the end of the trio, because he/she has been crowded out and must now escape from the chaser. If tagged, this person becomes the chaser

Everybody’s ItSetting: Open area with no obstaclesProps: Boundary markersNumber of Players: 10 is a minimumHow to Play: As the name suggests, everyone is it. At the leader’s signal, everyone attempts to tag the other group members without being tagged. Once tagged, players must sit down and are out until the next round. Those who run outside boundaries are out. Last one left is winner.

Heads/Tails TagSetting: Large open area with no obstaclesProps: Boundary markers

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Number of Players: At least 10How to play: Demonstrate to the participants two body positions (suitable for running, of course). The choices are: one hand on top of the head or one hand attached to the tail (rear end). Each person will have to decide which of the body positions is the “right” one for them. After a moment for players to determine their identity, indicate the start of the game by shouting “Declare” or just tell them to identify their choices by putting hands in the position and shout “go”. The action involves one team–the heads for example– trying to tag and transform all the tails. If a head tags a tail, the tail becomes a head and vice-versa. Once transformed, the person continues until one team converts all the others. Usually three or four rounds are enough. You need boundaries to prevent people from running all over the known universe.

Hospital TagSetting: Open area that allows for movementProps: Boundary MarkersNumber of Players: At least 10How to Play: This is a natural offshoot of Everybody’s It. Everyone is it. At the leader’s signal the game begins. Players attempt to tag others without being tagged. If you are tagged, place a hand on the “wound”. Once tagged twice a player cannot tag

Mosquito TagSetting: Open area that allows runningProps: Two boffers at least and boundary markersNumber of Players: At least 10How to Play: The object is for the person(s) with the boffer (the mosquito) is to tag everyone else (below the shoulders). When a person is tagged, they are frozen until two other people who are untagged join hands around the tagged person and call out “Deep Woods Off” or a similar phrase of your liking. Add mosquitoes by giving a boffer to another person.

Needle and Thread TagSetting: Area large enough to allow the group to form a circle with some extra room outside the circleProps: NoneNumber of Players: At least 10How to Play: To begin have everyone circle up and spread out about arms length apart. Choose a needle and thread person and It. Have them begin with N&T person and It person on the inside and outside of the circles, respectively. At the word “go,” It begins to chase N&T. The catch is

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whenever N&T runs in or out of the circle, the two people “N&T” runs between join hands. The object of the game is for N&T to completely sew up the circle, ending up on a different side of the circle as It.

OctopusSetting: Large area with room to runProps: Boundary markersNumber of Players: Minimum of 10How to Play: Everyone is at one end of boundary. The goal is to get to the other end without being tagged. It shouts “go” and everyone attempts to move to the other side. If tagged, this person freezes at location where tagged, and attempts to tag others using arms-feet cannot move. Game ends when one or two are still free. These players are the next Its.

Partner TagSetting: Open area big enough for movementProps: Boundary MarkersNumber of Players: At least 5 pairsHow to Play: Participants pair up. One is the chaser, one the chasee. Partners separate and the group intermingles. Boundaries are necessary. The chaser attempts to tag his/her partner. Once tagged, roles reverse after a count of 5 seconds. This is a walking game, no running!

Partner Squared TagJust like Partner Tag, yet pairs link up and chase other pairs.

Snake in the GrassSetting: Open area that allows for movement and preferably a soft, grassy surfaceProps: Boundary markersNumber of Players: At least 10How to Play: One participant is It. This person crawls through the area and tries to tag the others who are running away. Once tagged, participants become Its as well. The last one tagged is the first It for the next game.


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