You are on page 1of 3

Game 1: SAVE YOUR FRIEND

Mechanics:
1. A group consisting of 18 members shall be allowed to play the game. The team
shall select one tribute.
2. A riddle will be given to the group and the gameplay is the same as Hangaroo.
This time, he/she (tribute) will be tied, blindfolded, tickled, or poured off by a soup
of worms or whatever punishment in expense of every wrong answer. Every answer
coming from the mouth of a member is considered as an answer. So, if you speak at
the same time, the punishment will be received also at the same time.
3. The punishments are not fatal, do not worry.
4. If the group has lost of all the chances to find the correct answer, they will be
asked to Guess or Leave.
5. If they choose to Guess, they have to guess the answer for the last time and if
they got it correctly, they can proceed to the next station. The price for taking this
risk is that they will have the opportunity to select one object from the store.
However, if they got it wrong, they have to forfeit two of the objects they have.
6. If however the group selected the option Leave, they will forfeit the challenge
and they have to leave one of their members in the station, he/she is, the tribute. If
they wish not to leave the tribute, they have to break their egg.
7. (This shall not be included in the brochure or whatever mechanics since this is
the surprise twist.) If the group chooses Leave, and leaves their tribute, they have
to surrender the egg and the facilitator will break it in front of them. If the exact
opposite happens, that is they will leave the egg so that their tribute will be freed,
they will pass the station.
The lesson for this game is the title itself, Save Your Friend. Those who break the
rules are scum. But those who abandon their friends are worse than scum.

Game 2: THE ON THE SPOT QUIZ SHOW


Mechanics:
1. Since we are developing camaraderie among groups, the quiz show is not the
typical academic questions but more of personal questions.
2. The facilitator will allow a-5 minute get-to-know time so that the group can talk
about their past lives, experiences and embarrassments, success or sort of the
same thing.
3. After the 5-minute time, the facilitator will ask questions from a member of the
group. He/She will then ask the group excluding the one he/she asked.
4. (This shall not be read or included in the brochure.) The twist is that the facilitator
will only invent questions that seem legitimate and it will be raised to them. All in
all, the answer should be no one. The lesson for this game is to trust a member and
avoid being judgmental.
5. For the accumulated scores, a team garnering a total of 3 points shall pass the
station and proceed to the next one. If they fail to accumulate the total scores, i.e. 2
points, they will have to take the removal exam. If they got only 1 point, they will
have to leave one of their materials/objects.
6. The removal exam is the true exam for the personal questions. The facilitator will
ask the questions he/she asked from the members. Only one question will be asked.
It is a do or die. Failing the removal exam will mean failing the station. The same
consequences apply.

Example of true personal questions:


1. Who is my fathers father?
2. Who is this person who was a journalist (Editorial Writer) when he/she was in
elementary?
Example of decoy questions:
1. This person peed on the table when she was in kindergarten.

You might also like