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Activities Manual

NAME GAMES

Blanket Drop
Setting: Any area big enough for the group
Props: Blanket or something that cannot be seen through and can separate two teams
Number of Players: Limitless
How 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, bump


Setting: Anywhere
Props: None
Number of Players: At least 10
How 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: Anywhere
Props: None
Number of Players: At least 10
How 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 Adjectives
Setting: Anywhere
Props: None
Number of Players: Any number
How 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 Toss
Setting: Area large enough for group to form a circle and be active
Props: One or two tennis balls
Number of Players: 10 or more
How 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 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 Name
Setting: An area large enough for the group to form a circle
Props: None
Number of Players: Best if at least 10
How 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 Split
Setting: Area where group can be in a circle
Props: One boffer
Number of Players: Minimum of 8
How 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 Bop


Setting: Area large enough for group to form a circle
Props: One boffer
Number of Players: At least 10
How 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 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.
ICEBREAKERS

Bang You're Dead


Setting: Indoors/Outdoors
Props: None
Number of Players: Any number over 5, more fun with more people
How 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 Word


Setting: Anywhere
Props: Give 11 sheets of paper with the letters D,E,J,N,O,O,R,S,T,U,W
Number of Players: Any
How 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-So
Setting: Indoors/Outdoors
Props: None
Number of Players: at least 10, 40 or more possible
How 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 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.

Alphabetically
Setting: Anywhere
Props: None
Number: Any
How 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.

Commonalities
Setting: Indoors/Outdoors
Props: Pencil/Paper for each group
Number of Players: At least 10 for two groups
How 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, Fish
Setting: Anywhere
Props: None
Number of Players: At least 10
How 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 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 circle
Props: If sitting use chairs, if standing no props needed
Number of Players: At lest 10 is a minimum
How 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 Call
Setting: Large area with no obstructions
Props: Blindfolds
Number 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 Babe
Setting: Anywhere
Props: Pencil and Paper
Number of Players: Any number will do
How 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 what they think
they learned about their partners.
Killer
Setting: Anywhere
Props: None
Number of Players: 10 is the very least
How 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 Image
Setting: Anywhere
Props: None
Number of Players: At least 8, need even numbers
How 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 Lie


Setting: Anywhere
Props: None
Number of Players: At least 3
How to Play: Each contestant tells two truths and a lie to the group. The group then tries to determine
which is which.

Wink
Setting: Anywhere, but a soft surface is mandatory
Props: None
Number of Players: At least 10, the more the merrier
How 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.
PARTNER ACTIVITIES
Each of these activities will be done in pairs

Bottoms Up
Setting: Preferably a soft surface
Props: None
How 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.

Details
Setting: Anywhere
Props: None
How 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.

Human Spring
Setting: Soft Area
Props: None
How 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 Tag
Setting: Large open area
Props: Boundary markers
How 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 Off
Setting: Indoors/Outdoors with space appropriate for group size
Props: None
How 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 Wrestling
Setting: Anywhere
Props: None
How 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 Fencing
Setting: Open space with room for movement
Props: None
How 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 person's toes. This should be done while avoiding the opponent's feet
from tapping yours.

GAMES

Aerobic Tag
Setting: Large field or gym free of obstacles
Props: 1 Frisbee or football, boundary markers, bandannas to differentiate teams
Number of Players: Bare minimum of 5 per team
How 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.

Alienation
Setting: Anywhere
Props: Enough washers for everyone to have several
Number of Players: Large group preferred
How 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 Minnows


Setting: Large open area
Props: Boundary markers
Number of Players: Any number
How 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 now a baby alligator
that cannot move, yet can tag other minnows. Once there are no more minnows, start a new game.

Battleball
Setting: Large field or gym
Props: Several playground balls, cones for boundary markers
Number of Players: 15 per team
How 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 Frizz
Setting: Large open area, could be a gym, but outside preferable
Props: Frisbee and Hula-Hoop for each team
Number of Players: Minimum 20
How 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!

Buzz
Setting: Anywhere
Props: None
Number of Players: Any
How 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.

Captured Flags
Setting: Large area, could have trees, buildings, etc.
Props: Flags for each team, and each participant has a bandanna
Number 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 Flag


Play 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.

Circles
Leader 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 Hunt
Setting: Large area with places to hide
Props: None
Number of Players: Limitless
How 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/Uncrossed
Setting: Anywhere
Props: Two sticks/pencils
Number of Players: Limitless
How 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 divulging the secret to others.

Crows and Cranes


Setting: Large open area
Props: Boundary markers
Number of Players: Any
How 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 Tail
Setting: Open area free from obstructions
Props: One Bandanna for each team
Number of Players: At least 10
How 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 Golf
Setting: Large area with lots of obstacles
Props: Frisbee for each competitor
Number of Players: As few as 2
How 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 Soccer


Setting: Large area with room to run around
Props: I ball for each team, 1 goal for each team
Number of Players: Need at least 5 per team, so 20 players
How 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 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.
Impulse
Setting: Anywhere
Props: None
Number of Players: 10 is the minimum
How 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 Poke
Setting: Large area with many obstacles is best
Props: None
Number of Players: Need at least 15, the more the merrier
How 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.

Prui
Setting: Large space suitable for moving around, few obstacles
Props: One blindfold for each player
Number of Players: At least 10 and as many as the space allows
How 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 Jewels
Setting: Large enough area for group to form a circle
Props: One bandanna
Number of Players: At least 8 is best, 25-30 is probably the most
How 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.

Sardines
Setting: A building with many places to hide or an area outside with places to hide
Props: None
Number of Players: No limits, more is better
How 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 Suicide
Setting: Play area big enough to form a circle
Props: 2 boffers
Number of Players: Anything over 8
How 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 Handball
Setting: Large field or gym with no obstacles
Props: I small ball, 2 goals, boundary markers, bandannas or some way to differentiate teams
Number of Players: At least 5 per team
How 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.

Vampire
Setting: Need a large field or room.
Props: One blindfold for each player
Number of Players: Minimum of 8, no maximum
How 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 Frisbee
Setting: Large open field
Props: Boundary markers, 1 or 2 Frisbees, bandannas or some way to differentiate teams
Number of Players: At least 4 per team
How 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 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.

TAG GAMES

Blob Tag
Setting: Open area with boundary markers
Props: boundary markers
Number of Players: Minimum of 10
How 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 Tag
Setting: Open area with no obstacles
Props: None
Number of Players: 5 groups of 2 is towards the small side, bigger groups preferred
How 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 It
Setting: Open area with no obstacles
Props: Boundary markers
Number of Players: 10 is a minimum
How 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 Tag
Setting: Large open area with no obstacles
Props: Boundary markers
Number of Players: At least 10
How 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 Tag
Setting: Open area that allows for movement
Props: Boundary Markers
Number of Players: At least 10
How 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 Tag
Setting: Open area that allows running
Props: Two boffers at least and boundary markers
Number of Players: At least 10
How 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 Tag


Setting: Area large enough to allow the group to form a circle with some extra room outside the circle
Props: None
Number of Players: At least 10
How 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 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.
Octopus
Setting: Large area with room to run
Props: Boundary markers
Number of Players: Minimum of 10
How 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 Tag
Setting: Open area big enough for movement
Props: Boundary Markers
Number of Players: At least 5 pairs
How 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 Tag


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

Snake in the Grass


Setting: Open area that allows for movement and preferably a soft, grassy surface
Props: Boundary markers
Number of Players: At least 10
How 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.

INITIATIVES

All Aboard
Setting: A space appropriate for the size of the group that allows movement
Props: All aboard-a small platform
Number 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 Away
Setting: 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 groups
How: 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 Walk
Setting: Space large enough for group to move around freely
Props: Balloons
Number of Participants: At least 5, yet more is better
How: 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 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 Load
Setting: Open area at least 25 yards long
Props: Boundary markers
Number: At least 10
How: 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 Pointer
Setting: Need an open area that allows groups to move 20-25 feet
Props: Boundary Markers
Number: Need at least 7
How: 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 Juggling
Setting: An area large enough for the group to form a circle
Props: A tennis ball or other light throwable object for every person in the group
Number: At least 10
How: 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 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.

Knots
Setting: Anywhere
Props: None
Number: At least 8, more than 20 is very difficult
How: 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 Rope
Setting: Area large enough for a group to twirl a jump rope
Props: One large rope that can used as a jump rope
Number: Even 5 people can find this difficult, more than 25 almost impossible
How: 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 Sit
Setting: Open area with room for a circle and preferably level
Props: None
Number: At least 10, an entire group of 1500 has been done
How: 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 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.

Lineup
Setting: An area free from obstacles
Props: Blindfolds for each participant
Number: At least 5, the more the merrier
How: 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 Carpet
Setting: Anywhere
Props: One single piece of tarp
Number: Between 8-15, depending on size of tarp
How: The object is to turn the Magic Carpet over, without touching the ground surrounding the Magic
Carpet
Spiritual 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
Minefield
Setting: A large room or field that allows for freedom of movement
Props: Boundary markers, blindfolds for each participant, obstacles on the floor such as paper plates
Number: At least 8, 20, 30, 70, 140 are possible
How: 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.
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 Ball
Setting: A large field or room that allows for freedom of movement
Props: One beach ball
Number: At least 10; 25, 40, 70 are possible
How: 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 Can


Setting: Space appropriate for group to sit in a circle
Props: 1 large coffee can
Number: 8 or more
How: 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-Up
Setting: An open, flat, soft, grassy area is needed.
Props: None
Number: At least 4
How: 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.

Punctured Drum
Setting: Outdoors on a warm day
Props: 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 best
How: 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.
Railroad
Setting: Any size room or area without obstacles
Props: Some way to mark off 9 separate interconnected areas by using tape, chalk or Frisbees
Number: Need 8 participants, but more can help solve the problem
How: 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 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 Sky


Setting: A clean, reasonably soft surface is needed with access to a wall
Props: A piece of masking or duct tape
Number: At least 8
How: 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 Designs
Setting: An open area with room to move
Props: One blindfold for each participant and a long length of rope tied together
Number: At least 8
How: 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.

Silence
Setting: Preferably outside in a large area
Props: Each participant needs a writing utensil and paper
Number: Any
How: 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.
Ten-Man Pyramid
Setting: Need a soft, grassy surface
Props: None
Number: Need at least 10 people
How: 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 Clock
Setting: An open area with no obstacles
Props: One or two Frisbees
Number: Any size
How: 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 Can


Setting: Anywhere
Props: One soft drink can
Number: Up to 15 participants
How: 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.
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 Circle
Setting: An area large enough for the group to form a circle.
Props: None
Number: Minimum of 8, an even number is needed, could be a huge group
How: 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.

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