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Ice Breakers

1.Three Questions Game Everyone in the group writes down 3 provoking questions they would like to ask others in the group. Not the normal whats you name type questions !ut something like" #$here is the most interesting place you have ever traveled# or #Name a topic you %eel a!solutely passionate a!out#. &ive them time to mingle" and to ask three di%%erent people in the group one o% their three questions. &et !ack together and have each person stand and give their name. 's they say their name" ask the group to tell what they know a!out this person. 2.The Pocket/Purse Game Everyone selects one (optionally two) items %rom their pocket or purse that has some personal signi%icance to them. *hey introduce themselves and do a show and tell %or the selected item and why it is important to them. 3.The Talent Show Everyone selects one talent or special gi%t that they possess and can demonstrate %or the group. *hey introduce themselves" e+plain what their special talent is" and then per%orm their special talent %or the group. 4.Toilet Paper Game ,ass around a roll o% toilet paper to the group and ask them to take what they need. No %urther e+planation. $hen done. *ell the group that as they go around the room" each person must tell a %act or something a!out themselves %or each square o% *, they took. 5.Birthda Game -ave the group stand and line up in a straight line.

'%ter they are in line" tell them to re.arrange the line so that they are in line !y their !irthday. /anuary 0 on one end and 1ecem!er 30 at the other end. *he catch is that they must do all this without talking or writing anything down. !."ap Game -ang a large map o% the world. &ive everyone a pushpin. 's they enter" they pin the location o% their !irth on the map. #.Paper $irplane Game Everyone makes a paper airplane and writes their name" something they like and dislike on it (2ou may also want to add additional questions). 3n cue" everyone throws their airplane around the room. I% you %ind an airplane" pick it and keep throwing it %or 0.4 minutes. 't the end o% that time" everyone must have one paper airplane. *his is the person they must %ind and introduce to the group. %.The Shoe Game $hen entering" everyone must take o%% one shoe and leave it in a pile at the door. *hey keep the other shoe on. '%ter everyone is in. *he host will distri!ute the shoes to people not wearing the same shoe. $hen instructed" everyone must %ind the mi+ and %ind the person who !elongs to the shoe and get some in%o a!out them. *hey then introduce their new %riend to the group. &.The $rtist Game &ive everyone a piece o% paper and a pencil. In 5 minutes they must draw a picture that conveys who they are with out writing any words or num!ers. 't the end o% 5 minutes the host collects the pictures. 6how the pictures to the group one at a time and have them try to guess who drew it. '%ter this allow each o% the artists to introduce themselves and e+plain how their work clearly conveys who they are. 1'.Three in (ommon Game Break the group into 3s. *heir o!7ective is %or each group to %ind 3 things they have in common. But not normal things like age" se+ or hair color. It must !e three uncommon things. '%ter letting the groups

converse %or 08 . 05 minutes" they (as a group) must tell the rest o% the groups the 3 things they have in common.

11.)ream *acation Game 'sk participants to introduce themselves and descri!e details o% the ideal" per%ect dream vacation. 12. Polaroid Game 's participants arrive" take their picture with a ,olaroid type camera. -and out the pictures to the group with each participant getting a picture o% another mem!er o% the group. &ive them 05 minutes to %ind and talk to the people matching their picture. $hen the group reassem!les" have each mem!er introduce their new picture pal to the group and talk a!out what they learned a!out them. 13.+a,orite T-Shirt Game 'sk attendees to !ring (not wear) their %avorite *.shirt to the meeting. 3nce all participants have arrived" ask each person to show the shirt to the group and e+plain how the *.shirt !est resem!les their personality. 14.+amous People/(ities Game 's each participant arrives" tape a 3 + 5 inde+ card on their !ack with the name o% a %amous person or city. *hey must circulate in the room and ask questions that can 3N92 !e answered with a 2E6 or N3 to identi%y clues that will help them %ind out the name o% the person or city on their inde+ card. E:';,9E6< ,aris" ;adonna" 6anta =laus" /ohn $ayne" =asa!lanca 15.+a,orite $nimal Game 's the guests arrive" and !e%ore you write their names on a name card" ask them to tell you their %avorite animal and three ad7ectives to descri!e the animal. 's they tell you" write the three ad7ectives on a name tag BE>3?E their name (omit the name o% the animal). 'sk them to mingle with the crowd" sharing why these ad7ectives !est descri!e their own personality. E:';,9E6< 9oyal" cuddly" play%ul 1an

1!.(reati,e .ame Ta/s &ive everyone 05 minutes to make their own name tag.they can list ho!!ies" draw a picture" give a sel%pro%ile" etc. 1#.(ircle o0 +riends Game *his is a great greeting and departure %or a large group who will !e attending a seminar %or more than one day together and the chances o% meeting everyone in the room is almost impossi!le. >orm two large circles (or simply %orm two lines side !y side)" one inside the other and have the people in the inside circle %ace the people in the outside circle. 'sk the circles to take one step in the opposite directions" allowing them to meet each new person as the circle continues to move very slowly. I% lines are %ormed" they simply keep the line moving very slowly" as they introduce themselves. 1%."arooned Game 2ou are marooned on a island. $hat %ive (you can use a di%%erent num!er" such as seven" depending upon the si@e o% each team) items would you have !rought with you i% you knew there was a chance that you might !e stranded. Note that they are only allowed %ive items per team" not per person. 2ou can have them write their items on a %lip chart and discuss and de%end their choices with the whole group. *his activity helps them to learn a!out otherAs values and pro!lem solving styles and promotes teamwork .0B.The 1nter,iew Game Break the group into two person teams (have them pick a partner that they know the least a!out). -ave them interview each other %or a!out twenty minutes (2ou can also prepare questions ahead o% time or provide general guidelines %or the interview). *hey need to learn a!out what each other likes a!out their 7o!" past 7o!s" %amily li%e" ho!!ies" %avorite sport" etc. '%ter the interviews" reassem!le the group and have each team introduce their team mem!er to the group. *his e+ercise helps them to learn a!out each other. 2'.Stor Time Game *he %acilitator starts a story !y saying a sentence. It then goes in a circle" each person adding a sentence onto the story.a%ter repeating each sentence thatAs already !een added. 21.Ball Toss Game *his is a semi.review and wake.up e+ercise when covering material that requires heavy concentration. -ave everyone stand up and %orm a resem!lance o% a circle. It does not have to !e per%ect" !ut they should all !e %acing in" looking at each other. *oss a ner% !all or !ean !ag to a person and have tell what they thought was the most important learning concept was. *hey then toss the !all to someone and that person e+plains what they though was the most important concept. =ontinue the e+ercise until everyone has caught the !all at least once and e+plained an important concept o% the material 7ust covered.

22.Positi,e 2ein0orcement (ards Game $henever a participant arrives to class on time %rom !reaks" lunch" etc. give them one playing card. 2ou can also hand out cards to people who volunteer %or activities" are help%ul" answers a di%%icult question" etc. 't the end o% the day" play one hand o% poker. &ive a small pri@e to the !est hand (you can also pick the top two or three hands i% you want to give away more pri@es). Note that the more cards a person has" the !etter the chance o% winning. 23.3uman Bin/o Game Be%ore the meeting" make a !ingo matri+ and at the top o% each square put something that someone in the group might have done.%or e+ample" voted %or ?oss ,erot" served in the ,eace =orps" etc. Everyone gets a copy and is asked to circulate" getting other group mem!ers to sign one square that is true o% them. *he %irst person to get #!ingo# wins the pri@e (a candy !ar or some other small thing). 24.4ut on the Town Game I% you have a two.day meeting and need a quick warm.up %or day two" ask everyone to pantomime something they did the night !e%ore. Individuals or groups can act out a movie they went to" descri!e a meal they ate" or recreate a scene witnessed at a !arC. 25.5uck Penn Game Each person takes a penny or other coin out o% their pocket and looks at the date. $hen itAs their turn" they tell the year thatAs on their coin and recall something spectacular that happened that year. 2!.Straw 6 Paperclip Game &ive each group a !o+ o% straws not %le+i!le straws) and a !o+ o% paperclips. =heck that the paperclips can %it snuggly into the end o% the straws. &ive each group a task (you can use the same one %or each group i% you want) and let them go. 6ample tasks< Build the structure as a group. tallest strongest longest most creative most %unctional etc. 1e!rie%ing included descri!ing teamwork and situational leadership skills used as well as how di%%erent models are needed to accomplish di%%erent tasks. 2#.+our +acts Game Each person writes down %our %acts a!out themselves" one o% which is a lie. Each person takes turns reading their list aloud and the rest o% the team writes down the one they think is the lie. $hen all are done reading the lists aloud" the %irst person reads their list again and identi%ies the lie. *he team sees how well they did.

2%.$ to 7 +ree8e Game 'sk participants to recite the alpha!et in unison. 9et them go on %or a while until you yodel 6topD 't that point" identi%y the letter they stopped on and ask everyone to share something they are looking %orward to at school that !egins with that letter. >or e+ample" i% the letter is ?" they might say ravioli in the dining hall or rooming with someone cool. 3nce everyone has shared" have them recite the alpha!et again. 6top them on a di%%erent letter and ask participants to share a personality trait they possess that !egins with !egins with that letter. I% the letter is 1 they might say things like diligence or doo%iness. =ome up with di%%erent questions to ask %or each letter and repeat the process. 2&.2eception 5ine Game 1ivide everyone into 4 groups. -ave them stand %acing each other. Each person talks to the person across %rom them until signaled (%lash lights). 't signal" person at end o% one line moves to other end. =onsequently everyone has a new person to talk to. 3'.$uto/raph Sheets Game ,repare a sheet listing traits or %acts a!out people with a line %or them to sign their name ne+t to the trait i% it applies to them (i.e.< someone who wears contacts" someone who has !een to Europe" etc.). ,eople then mingle around the room with their sheets seeking to %ind people who are eligi!le to sign their sheets. ' person can only sign once on any sheet. *he process may also !e reversed !y having people seek out the autograph o% people to which they think the category applies (i.e.< someone who looks like they en7oy the outdoors" someone who is %rom the east" etc.) 31.Pu88les Game &ive participants a !lank piece o% pu@@le (cut up a sheet o% inde+ card stock). Each person writes on the piece one skill which they contri!ute to the group. *he pu@@le is then assem!led to show that everyone contri!utes to the whole. 32.3uman 9not Game 1ivide into groups o% E.08 people. Each group %orms a tight circle." standing and %acing each other. Everyone e+tends their hands into the circle and !y intermingling their arms" grasps hands with other mem!ers o% the group. Instruct people to !e sure that the two hands you are holding does not !elong to the same person . *he groups goal< untie the knot which results. ;em!er o% the group physically clim! overF underF through each others arms to untie the knot o% !odies. Note< Its ?'?E !ut it is possi!le %or a knot to !e unsolva!le or end in two separate circles. 33.+ind Someone Game Each person writes on a !lank inde+ card one to three statements" such as %avorite color" interest" ho!!y" or vacations. ,ass out cards so everyone gets someone elseAs card. -ave that person %ind the person with their card and introduce themselves.

34.Get in the .ews Game 1ivide your group into teams o% %our or %ive persons each" and make sure each team has the necessary supplies..scissors" tape" pins" and plenty o% old newspaper. 2ouAll also need a separate room or corner in which each team can work with privacy (and hilarity). Each group selects one person to !e the model. '%ter deciding what kind o% costume to make" the team goes to work..cutting" crumpling" !unching" rolling" piecing" pinning" taping. '%ter an appropriate amount o% time" call every!ody together %or a costume show. ('nd donAt %orget to recycle your newspaper when youAre %inishedD) 35.9an/aroo (ourt Game *ry this i% thereAs an incident that irritates mem!ers o% your group. 'nnounce that a kangaroo court will !e held to properly try and prosecute all guilty parties. '%ter you make the announcement" everyone will !egin to view the incident in question with a contagious sense o% humor. Name the de%endants. 6elect a lawyer %or the de%ense" as well as a prosecuting attorney. $rite up %ormal charges and su!mit them to the 7udge. 'ppoint a !aili%% and court recorder. 6creen and swear in your 7urors. 3!."ake a )ate Game &ive each participant a paper plate. -ave them draw the %ace o% a clock on their plate with a line ne+t to each num!er (no digitalsD). *hen have participants walk around a %ind a #date# %or each hour" writing their name !y the hour. *he catch is" no one can make a #date# with more than one person per hour. '%ter everyone has made their dates" speed up time and allow 0.3 minutes %or each hour. *he %acilitator then asks a question %or discussion on each date. *he pairs will have a chance to get to know one another. 3#.People 9nots Game Everyone sits on the %loor in a circle with legs e+tended toward the middle. Each person gra!s two othersA hands and holds them. *he hands cannot !e those o% either person sitting on your sides and also cannot !e the two hands o% the same person. Now" everyone stands up and untangles each other into a single circle" without letting go o% the hands you have. 3%.Quick (han/e $rtist Game ,air o%% into partners %acing each other. Each player is to o!serve his or her partnerAs appearance. *hen the players turn around !ack.to.!ack and make two or more changes in their dress" hair accessories" etc. $hen they %ace each other again" each partner must identi%y the changes made !y his or her partner. *his game can !e repeated several times !y changing partners and increasing the num!er o% changes made. 3&.The Quiet Game *he instructor e+plains that this e+ercise will take sel% control. ;em!ers pair !ack to !ack. 3n the count o% three" everyone must %ace their partner" look each other in the eyes" and then try to remain solemn and serious. No speakingD *he %irst to smile or laugh must sit down. 'll who remain standing then take a new partner and the activity continues until

only one person has not smiled or laughed. (6econd round o% playing can involve two teams competing to outlast each other.) I% you get a pair at the end who are !oth keeping a straight %ace" the rest o% the group can act ask hecklers to disrupt them. 4'.Sunshine (ards Game Everyone writes their name in the center o% a piece o% paper and draws a sun around their name. ,ass your paper around to the person on your right. *hat person will write something positive a!out you and they do not have to sign their name. =ontinue to pass your name around until everyone has written something on all the papers. 41.+inish the Sentence Game $rite the start o% a question on the !oard (i.e. ;y >avorite 7o! was..";y -o!!y is..) and go around the room with each person %inishing the sentence. $hen the group is %inished" post another question and start again.

42. Your Worst/First Job Everyone goes around the room and tells what they did for his/her first or worst job. You could also do it ahead of time and ask meeting attendees to fill out a card and the facilitator can read them aloud and everyone has to guess which employee had that particular job. Goal: To learn something new about your colleagues. t could also spark conversation between employees who do not normally work together often and in some cases it might get a chuckle or two.

!". #aper$Tearing E%ercise


Time &llocation: ' minutes (aterials: )lank * +$by$,,$inch sheets of paper for each participant nstructions: ,. Tell the participants the following: -.e are going to play a game that will show us some important things about communication. #ick up your sheet of paper and hold it in front of you. /ow0 close your eyes and follow the directions will give you1and no peeking2 #articipants cannot ask 3uestions.

4. Give the following directions0 carrying them out yourself with your own sheet of paper and pausing after each instruction to give the group time to comply: -The first thing want you to do is to fold your sheet of paper in half. /ow tear off the upper right$hand corner. 5old it in half again and tear off the upper left hand corner of the sheet. 5old it in half again. /ow tear off the lower right$hand corner of the sheet.6 ". &fter the tearing is complete0 say something like -/ow open your eyes0 and let7s see what you have. f did a good job of communicating and you did a good job of listening0 all of our sheets should look the same26 8old your sheet up for them to see. t is highly unlikely any sheet will match yours e%actly. !. 9bserve the differences. There will probably be much laughter. '. &sk the group why no one7s paper matched yours. :You will #robably get responses like -You didn7t let us ask 3uestions26 or -Your directions could be interpreted in different ways.6; Then0 lead into a presentation on the need for two$way communication in the workplace.

44. (heek -(heek


?equired< 9ipstick" small washa!legrease pencil or markers ,layers< 6mall to large groups &ame o% the ;onth 04FBB

1epending on the num!er o% participants" you may want to pick a %ew helpers %or this ice!reaker game. *he helpers will all have a small tu!e o% lipstick in their pocket or hidden in their hands !e%ore the game starts. *hey can pretend at the last minute that they decide to 7oin in the gameG this helps them to %ind the person that they would like to stand ne+t to. -ave all participants line up in a straight line" side !y side" instruct them that they have to look %orward and they cant turn their heads. *ell them that youre playing the =heeky.=heeky game and everyone is to repeat what you do !ut must not move. &ive them an e+ample !y lightly pinching the persons cheek on the right o% you and say =heeky.=heeky . 2ou should !e at the !eginning o% the line. Note to them that that person is to do the same and then the ne+t person all the way down the line until it reaches the end. 3nce demonstrated start out with =heeky.

=heeky !ut this time !ehind your !ack you have lipstick that you put on your %ingertips. '%ter youve done =heeky.=heeky and the movement has gone down the line then do nosey" nosey. '%ter that do chiny.chiny" eary.eary" heady.heady and right eary.eary. Each time add more lipstick to your %inger tips without them noticing. In the process the person ne+t to you should end up with lipstick all over their %ace. ,ick a person that is a good sport to stand ne+t to. I% youve planted helpers in the line" a %ew other people should end up with lipstick on their %aces also. 6u!mitted !y 'my 6andison" &o*el ;inistries

45.)ress the "umm


?equired< ?olls o% toilet paper ,layers< 6mall to large groups &ame o% the ;onth 08F08

6et up teams with 4.H players on each team. 3ne person on each team will !e the mummy and each team will !e given 4 rolls o% toilet paper. *hey will have 5 minutes to complete the game. *he team players are to circle around the mummy and pass the toilet paper to each other while wrapping the mummy in it. *he leader o% the group will !e the 7udge and decide which team has created the !est mummy design.

4!.+ro8en T:s
?equired< ,lastic storage !ag" %ree@er and large si@e *. shirts ,layers< 6mall to large groups &ame o% the ;onth 04FBB

>or each team youAll need one *. shirt and one plastic storage !ag. ,lace one nicely %olded *.shirt in each !ag then pour in a!out 4 cups o% water and %ree@e all o% them overnight. I% this wasnAt done where the event is taking place !ring the *.shirt in a cooler %illed with ice to keep them %ro@en. Instruct the teams that theyAll !e playing an Ice Breaker game. *hen hand out the !agged *.shirts to each team. 3n #&o# the teams will have to get their *.shirts thawed out so that one person %rom their team can put the *. shirt on. *eams will get creative in their attempts to win. *hey could run the shirts underwater" put them in the microwave and even pounded the ice out o% them. *he %irst team to come !ack with one person in the *.shirt is the winner. 6u!mitted !y 9indsay 6cheel" >un.'ttic" Inc.

4#.Gum $rt
?equired< Bu!!le gum" toothpick and inde+ card ,layers< 6mall to large groups &ive each participant a piece o% !u!!le gum to chew" toothpick and inde+ card. 'llow them 08 minutes to chew the gum" place gum on inde+ card and then design something on inde+ card using only the toothpick as a tool (No -ands). *he person with the !est and most creative design is the winner. I% you have quite a %ew players you can have several categories o% winners" like most ingenious " most creative and o% course the $hat is thatI award. ,lease send in your ideas o% award names and even

pictures o% your groups playing these games. 6u!mitted !y 'my 6andison" &o*el ;inistries

4%.Gum Game
?equired< =lean garden gloves" packs o% gum ,layers< 6mall to large groups &ame o% the ;onth 08F8J

6et up teams o% %ive. Each team will receive one pair o% new garden gloves and one pack o% gum (5 pieces per pack). 3n go" the %irst person in each team is to put on the garden gloves" open the package o% gum" pull out a piece" unwrap it" chew it" and then pass the gloves to the ne+t person. *he %irst team to complete the task wins. 2ou can choose to have two packs o% gum per team so that they would have to go around twice.

Ideal gifts for birthdays or Christmas

4&.3a 3a
,layers< 6mall to large groups *eams competing lay down side !y side on %loor or ground. *he %irst person lays !ack o% hand on ne+t persons stomach and that person lays !ack o% hand on the stomach o% the ne+t to him and so on. *he %irst person in line is to laugh one -'. *he ne+t person in line is to laugh -' -' (two times). *he third person is -' -' -'. 'nd so on. 'ny person that !reaks out into a giggle is out o% the game and must get up and the hole is %illed in. *he last one to giggle" wins.

5'.1ce (u;e 3unt


?equired< Ice cu!es" %ood coloring and winter weather ,layers< 6mall to large groups &ame o% the ;onth HF8B

;ake up several ice cu!es trays with %ood coloring in water. 3nce you have made ice cu!es" distri!ute into search area. *he person to %ind the most colored ice cu!es is the winner.

51.9in/ Boe Boe:s 2in/


?equired< Kaseline or mayonnaise (or anything mushy)" chair" stool and !lind%olds ,layers< 6mall to medium groups

>rom the group select a num!er o% persons that you would like to play this game. 6end them outside. -ave some one (pre%era!ly a man) that has a very ugly toe" sit on the chair with his %oot on the stool. ,ut some mayonnaise or Kaseline on his thum!. 9et him !end the thum! and you put it on the 7ointed area. 2ou also put some on the !ig toe that is on the stool. 2ou then invite one o% the persons that have already !een !lind%olded to come in with hisFher hands !ehind him. It must stay !ehind him as long as heFshe is approaching the king. *hey are asked to !ow !e%ore the king in respect (keeping hands !ehind). *ake them very close to the king where they can actually kneel right in %ront o% the toe that has the mayonnaise or Kaseline on it. *hey !ow as to kiss the king ring and the king puts his %inger out so that the person kisses the %inger instead o% the toe. *he king then puts his hand !ehind him leaving the toe as the visi!le o!7ect that has !een kissed. *he !lind%old is now taken o%% and the person sees the toe and thinks that heFshe has kissed this ugly toe. (;ake sure that you keep adding more Kaseline to the %inger as it will !e kissed o%%" also make sure that enough is on the toe) =ontinue with the ne+t person until all have come in. 1o not tell the person what has happened !ut encourage the person to watch and see what has happened. -eFshe will laugh at himsel%. *he other players must !e locked away so that they have no clue as to what is happening" they will hear the laughs and will !e curious and an+ious to come in. No one in the room is to tell them anything. *he last person usually does not know what is happening. 2ou may tell him or her i% you choose to. 6u!mitted !y ,at -enry

52."emor Game
?equired< 6u!7ects %or memory" tray" paper and pencil ,layers< 6mall groups ,ick a su!7ect like %oods you would eat or crave. 9ay them all in a tray %or viewers to see and have participants pass tray around. ?emove tray %rom sight and have participants list what was on tray. *he person that lists the most o!7ects is the winner. 2ou can give e+tra points or !reak ties !y asking speci%ic questions like what %lavor sucker and so

53.CATCH ME IF YOU CAN: Players should be paired up. All players divide into two lines (facing in) shoulder to shoulder, with partners facing each other. Participants should be given approximately 30 seconds to loo at their partners, ta ing in all details about the individual. !he leader then instructs the two lines to turn and face away from the center. "ne or both lines has #$%&0 seconds to change something about their appearance (i.e. change a watch to different wrist, unbutton a button, remove a belt, etc.). !he change must be discrete, but visible to the partner. !he players again turn in to face each other and have 30 seconds to discover the physical changes that have been made. Players get to interact with each other and have fun'

54.UNCLE JOES SUITCASE: !he group forms a circle. !he first person states their name and the reason they pic ed this college, group, etc. (ou continue going around the group, repeating the names of the people preceding their name and why they chose to come to )institution*. (ou also can substitute the +why you came here, with other things. Another version of the game is to begin with, +- pac ed .ncle /red0s suitcase with........, and continue around li e that. !he real tric is the last person in the group who has to name all the people and why they came, what they li e, etc. 55.SUPERLATIVES: Participants are as ed to study the composition of the group 1uietly and to decide on a superlative ad2ective that describes themselves in reference to the others (youngest, tallest, most uptight, etc.). !hey then tell their ad2ectives, explain, and, if possible, test their accuracy.

56.STRING GAME: Participants select pre%cut lengths of string from the group facilitator . 3ach member holds the string between his4her thumb and forefinger. /or each +wrap, of the string around the finger, participants must share one thing about themselves. 57.STINGER: 5ave the group form a circle and close their eyes. /acilitator circles the group and selects a +stinger, by s1uee6ing an individual0s shoulder. !he group then opens their eyes and spends time introducing themselves to others while sha ing hands (and trying to spot the stinger). !he stinger tries to eliminate everyone without getting caught. !he stinger stri es by in2ecting poison with their index finger, while sha ing hands. A person stung may not die until at least five seconds after they are stung. !he more dramatic the death, the better' 7hen someone thin s they have discovered who the stinger is, they may announce that they now. -f they get a +second, from someone else in the group within #0 seconds, the two of them may ma e an accusation. -f the person does not get a second, he4she must wait to challenge again, after another person dies. -f another person does step forward to second the challenge, both point to who they

thin it is on a count to three. -f they do not point to the same person, or they both point to the wrong person, they both are automatically dead. -f they select the correct person, the stinger is dead and the game is over. 58.SELF INTRODUCTION EXERCISE: !he ob2ective of this exercise is for members of the team to become ac1uainted with one another to wor more effectively as a team. 3ach individual needs to complete the paragraph below and then, if they feel comfortable disclosing, may be as ed to share answers with the rest of the group. 5ello, my name is 8888888888. - am 8888 years old and - am ma2oring in 88888888. 9y hometown is 88888888888888 and - really 88888888 it there because 88888888888888. - always dreamed that someday - would 8888888888888888, and that dream has 888888 true. - feel 8888888888 about it now' :ome things - li e to do include 88888888888888. !here are many things - am good at and one of them is 88888888888888. - did a really interesting thing once and that was 888888888888. 9y family consists of 88888888888888. -f - could change one thing about myself it would be 8888888888888. :till, - am really glad to be here right now because 88888888888888. - would really li e to get together with anyone who be interested in 88888888888888888. !he one thing - want to be remembered for is 888888888888888. As far as future plans are concerned, - hope to be 8888888888888888 someday.

5 .MUM!LE JUM!LE: ;efore the activity begins, the leader will cut up a few pictures into pu66le pieces. 3ach group member will grab a piece of a pu66le from a bag. !he group members will eep their pu66le piece to themselves until the leader says, +<"', At this point, the group members will try to locate the other members of the group with the pieces to form the appropriate pictures. 7hichever group does it first, wins. <ood activity for brea ing into retreat4activity groups. 6".LOLLIPOP: Pass out dum%dum lollipops to the group. /or every letter that appears in the flavor, the participant has to share something about him4her with the group. 6#. HUM THAT TUNE:

3ach person in the group is given a small piece of paper with the name of a nursery rhyme or other song written on the paper. (i.e. +=ow, row, row your boat,, +=oc %a%bye baby,, etc.) All of the people who are given the song must hum that tune and fine everyone else singing the song. !hey then form a group.

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