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

James Neill
Last updated: 02 Oct 2005

Equipment

None
Time

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 onecelled creature make?) Finally, try a little cell division. Split into two, create a second nucleus and have an Amoeba Race.

Approximately 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
All Aboard! This

Wilderdom Store gear, books, kits


Equipment 10ft

activity requires working together in close physical proximity in order

of rope for a circle or a tarpaulin or small platforms

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.

Time

~15-20 minutes
Brief description

The

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) All Aboard

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, or o circle of rope, or o 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 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 that every communication to another person must include that person's name.

Keypunch Description of a Team Building Exercise

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Keypunch

Equipment

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 begin the next one.

20 numbered discs in mesh storage envelope with directions 30 x 5" spots with boundary rope and detailed instructions Create a set of 2030 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

Time

The team will eventually arrive at a variety of Total time ~40 mins solutions including giving each member of the ~5 minutes set up team a number (or several numbers) to step on in sequence as they run through the set area. ~5 minutes initial

After several attempts this 'ordering' will become more fluid.

briefing

30 mins of activity ~10 minutes discussion

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.

Links to Other Versions

Keypunch (First Steps Training) Keypunch variations (First Steps Training) Keypunch video clip (International Association of Teamwork Facilitators)

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? 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-Zoom Description of a Group Problem Solving & Communication Exercise Wilderdom Store gear, books, kits

Zoom & Re-Zoom

Equipment

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). 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

Zoom and/or R books by Istvan Banyai. (This b

intact. To create the game, book need to be separated i sheets, trimmed, and then c placed in clear plastic sleev

Summary

A group tries to unified story fr of sequential p The pictures ar randomly order handed out. Ea person has a pi cannot show it Requires patien communication perspective tak order to recreat story's sequenc

Group Size

20 to 30 ideal,

pictures have anything in common. Sometimes leadership efforts will emerge to try to understand the overall story.

be done with fe variations)

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.

Time

Facilitator's Notes

Total time~20-30 min ~5 mins set up the group

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.

~15 mins activ solving ~5-10 minutes

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

Answer Sheets

Zoom Re-Zoom

Acknowledgem

Thanks to PJ Giampietro, M Cummings, De Andy Martinso Nei and Christi Peterson for th descriptions an information ab activity on the ROPES discuss

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

Link

Optical Illusion

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

Mine Field
Description of a Communication & Relationship-Building Activity

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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

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

objects to be avoided). Distribute "mines" e.g., balls or other objects such as bowling pins, cones, foam noodles, etc. Establish a concentrating and caring tone for this activity. Trust exercises require a serious atmosphere to help develop a genuine sense

~20 minutes to set up ~5-10 minutes to brief ~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

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. 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.

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 Simpson, 1994)

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 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 blindfolding people - it can provoke trust and care issues and trigger posttraumatic reactions. Minimize this risk by sequencing Mine Field within a longer program involving other get-toknow-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 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 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? For some more ideas, download Minefield in a Circle - Debrief (.doc)
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Everything You Ever Wanted to Know about One Another


Description of a get-to-know-you activity

James Neill
Last updated: 20 Jul 2004

Everything You Ever Wanted to Know Equipment: Copies of the 10 getAbout One Another to-know questions A somewhat challenging and Time: ~30-60 minutes intimate get-to-know-you activity

Best for small groups e.g., 3 to 6 Brief Description: This activity involves small groups sharing Involves fun, interesting, selfdisclosure by sharing answers to answers to 10 somewhat challenging and intimate some honest, quirky questions questions, including responses to Establish initial trust amongst "hypothetical situations" e.g., what group members before using this would you do if you had $1 million activity; could be incorporated to spend in 24 hours. with trust building activities Variations: A quicker, less Allow plenty of time intrusive version of this activity Consider making the activity isPeople Bingo or the Signature optional and/or allowing small Game. People Bingo can be used groups to do the activity when earlier on in a program as an and where they feel like it; this icebreaker. 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 Everything You Ever Wanted to Know about One Another 1. 2. 3. 4. 5. 6. 7. 8. 9. If you were to choose a new name for yourself, what would it be? If you were given an extra $10 in change at Walmart, what would you do with it and why? What? the biggest lesson you? learnt from your past s ve relationships? What? one of your worst habits? s What was the best day of the past week for you - why? What are you wearing today which is most reflective of who you are? Choose a unique item from your wallet and explain why you carry it around. If you could change one thing about your physical appearance what would it be and why? 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) Likes and dislikes - in two separate hats Worries Complaints/gripes Wishes Favorite moments

Variations

Team Building Activities


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 Gods 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 childs 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 Christs 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 ones 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 lifes 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.

Team Building Activities


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 teams 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 others 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 persons 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 circles 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 someones name in the circle and toss the ball to him/her and that person calls out another persons 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 positionsthey 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 elses. The person with the boffer tries to hit the feet of the person called out before he/she says their own name and someone elses. If a person gets hit before calling out his/her name and someone elses he/she will be in the middle.

Bang Youre 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 Youre 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, Youre 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 persons 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 didnt, 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, bumpers up position needed.

It Aint 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 leaders 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.

Team Building Activities


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 referees whistle they run and attempt to pick up a playground ball. Crossing the line into the other teams 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 teams 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 teams 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 teams territory. Object is to capture the other teams flag and get back to home territory without being tagged by an opponent. If tagged in an opponents 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 opponents 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 teams 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.

Dragons 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 others 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 bumpers 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.

Smogs 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 Samurais 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 semicircle around the front of the goal, and sidelines. Play is a lot like soccer, except dont 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.

Team Building 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 partners and put their weight on their hands. The objective is for the pair to push against each others 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 leaders 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 persons toes. This should be done while avoiding the opponents feet from tapping yours.

Team Activities
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 groups 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

Everybodys 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 leaders 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 teamthe 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 Everybodys It. Everyone is it. At

the leaders 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.