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SELF INTRODUCTION EXERCISE: The objective of this exercise is for members of the team to

become acquainted with one another to work more effectively as a team. Each individual needs
to complete the paragraph below and then, if they feel comfortable disclosing, may be asked to
share answers with the rest of the group.

Hello, my name is __________. I am ____ years old and I am majoring in ________. My


hometown is ______________ and I really ________ it there because ______________. I
always dreamed that someday I would ________________, and that dream has ______ true. I
feel __________ about it now! Some things I like to do include ______________. There are
many things I am good at and one of them is ______________. I did a really interesting thing
once and that was ____________. My family consists of ______________. If I could change
one thing about myself it would be _____________. Still, I am really glad to be here right now
because ______________. I would really like to get together with anyone who be interested in
_________________. The one thing I want to be remembered for is _______________. As far
as future plans are concerned, I hope to be ________________ someday.

COMIC STRIP CHAOS: Each participant takes a turn at picking a comic frame out of the large
container. After the entire group has each chosen one, the participants begin to search for
others with the same comic strip sequence. After the participants have found everyone in their
group, they must arrange themselves so that the sequence of frames are in chronological order
to form the comic strip correctly. Upon completion of sequence, the newly formed group sits
down together. Great game to break large group into smaller groups.

CATCH ME IF YOU CAN: Players should be paired up. All players divide into two lines (facing
in) shoulder to shoulder, with partners facing each other. Participants should be given
approximately 30 seconds to look at their partners, taking in all details about the individual. The
leader then instructs the two lines to turn and face away from the center. One or both lines has
15-20 seconds to change something about their appearance (i.e. change a watch to different
wrist, unbutton a button, remove a belt, etc.). The change must be discrete, but visible to the
partner. The players again turn in to face each other and have 30 seconds to discover the
physical changes that have been made. Players get to interact with each other and have fun!

AUTOGRAPH SHEET: Participants are given a sheet with various traits on it. The objective is
to find a person in the group who fits one of the descriptions and get that person’s autograph
next to the trait. When making up the list, be creative, but include traits pertinent to the group.
Each person may sign each sheet only once. Here are some examples:

Likes broccoli _____________

Balances his/her checkbook ______________

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Has been to a fortune teller ______________

Speaks another language _______________

Instructions

Get a large inflatable beach ball and use a permanent fine or medium point marker to write all of
the following questions on it. This will take quite some time, but you can do it some night in front
of the television. The resulting tool is an "icebreaker ball" that you can use for years to come.

You can use it in a large group and throw it around. The person who catches it has to answer
the question touching their left thumb. They then say their name, answer the question and throw
it to someone else.

You may also choose to use these questions as conversation starters in other types of games.

The following questions are simply suggestions. You can add more serious or in depth
questions, depending upon the level of ice breaker you want this to be:

1. If you talking your sleep, what would you say?


2. What is the first thing you do when you get out of bed?
3. If Satan lived on earth, what would he be called by his friends?
4. What is your favorite movie line?
5. Approximately how many jokes do you know by heart? and tell us your favorite.
6. What do Martians do for fun on Mars?
7. If you were to treat yourself to the "finer things" what would you treat yourself to?
8. If your life was being turned into a feature length movie, who would play you? And why?
9. Where is the worst place you've ever been stuck waiting?
10. What is your "15 minutes" of fame?
11. If you were invisable where would you go?
12. What's your favorite flavor of Jelly Bellys?
13. What one object in your home are you most embarrassed about owning?
14. Give three adjectives to describe the perfect kiss?
15. What is your greatest addiction?
16. What song reminds you most of a past or present relationship?
17. Approximately, how many books have you read in the past year (excluding school
book)?
18. Fill in the blank: When I dance, I look like ___________ .
19. What is the longest work you can thing of?
20. Who is one person you wish you never met?

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21. If you could be a famous actor, writer, athlete, arist or muscian, which would you choose
and why?
22. What is the worst occupation in the world?
23. What two television channels do you watch most frequently?
24. What is your greatest phobia?
25. If you were given a canvas and water colors, what would you paint?
26. What celebrity irritates you the most?
27. Other than the standard items (credit cards, money, drivers license, etc.), what
interesting items do you keep in your wallet/purse?
28. What is the meanest thing you can say to somebody?
29. If you owned an enormous yacht, what would you name it?
30. What is you life long dream?
31. If you could ask the president of the united states one question, what would it be?
32. What have you tried in life and simply were not good at?
33. What is the scariest movie you've ever seen?
34. On a scale of 1 to 10 how "hip" are you?
35. What's the biggest advantage of being really tall?
36. How many minutes does it take you to get ready in the morning?
37. What hobby have you always wanted to pick up?
38. If you could be a member of a tv sitcom family, which would it be?
39. What is it about you that people find irresistable?
40. If you were any animal, what would you be?
41. What store is represented most in your wardrobe?
42. What event or technological breakthrough do you think will revolutionize the future?
43. What do you need more of right now?
44. If you were a nationality other than your own which would you choose? Why?
45. What is the most beautiful word you can think of?
46. What beverage do you find nauseating?
47. What is your favorite part of the human body?
48. What three adjectives best describe you?
49. If you were on a desert island what two books would you want with you?
50. What is the first thing you notice when you meet someone?
51. If you were running for mayor of boston what words would comprise your slogan (max. 6
words)?
52. What is your favorite book growing up?
53. What american city does not deserve a place on the map? Why?
54. What is the most common compliment people give you?
55. What is the best purchase you've ever made?
56. If you could add any word to the dictionary what would it be?
57. What commercial product would you refuse to endorse?

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58. What is your favorite pet name?
59. What word best describes your internet knowledge?
60. If you were flying in a plane that was about to creash, who would you want sitting next to
you?
61. What American presidents do you know the most and the least about?
62. What is the longest period of time you have spent in a car?
63. What is the best costume you ever wore for halloween?
64. If you were a teacher would subject would you teach?
65. What is the biggest indication that someone is a nerd?
66. What latest trend simply baffles you?
67. IF you were an evil dictator, where would you rule?
68. What is the worst grade you ever recieved? What class was it for?
69. What would you like your nickname to be?
70. What do you consider your nicest feature?
71. If you could bathe in a vat of any drink or food item, what would you choose?
72. What is the dirtiest word in the english language?
73. What song do you keep hearing over and over and over again?
74. What are you most proud of?
75. If you were to wipe one country off the map, which would you choose?
76. What is the worst piece of clothing someone can wear?
77. How many keys do you have on your key ring?
78. Who has the worst name that you know?
79. What age were you when you had your most embarassing hair style? And what was it?
80. What's the best advice you're ever recieved?
81. If you could change one thing about the way you look what would it be?
82. What is the grossest thing you've ever done in public?
83. What song reminds you most of the 80s?
84. What do you regard as the most repulsive form of music?

BITE THE BAG: The team is instructed to form a large circle. The facilitator then places a
brown grocery bag in the center of the circle. Each member must pick up the bag with his/her
teeth while standing on one foot with both hands held behind his/her back. After the entire
group has successfully completed this task, the facilitator cuts one to two inches off the top of
the bag. If a team member touches the floor with his/her foot (or any other part of the body), the
member is disqualified. After each round, more of the bag is cut. The last team member who
successfully picks up the bag without falling, wins! This exercise, similar to a reversed limbo
contest, can be a lot of fun and a great icebreaker for new team members.

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CONFUSION: Great high energy game to help participants begin to feel more comfortable in
new group. Give each participant a sheet with various tasks and ask them to complete it when
you say, “GO!” Here is a sample:

Get a male to do five push-ups and sign here

Stand on one foot with your arms outstreched for 20 seconds.

Have someone time you and sign here

Leap frog over someone 5 times

Get someone to whisper the pledge of allegiance and sign here

Play “Ring around the Rosy” with two other people and have them sign here

Get a female to recite a nursery rhyme

Shake hands with someone you do not know and continue holding hands while debating the
merits of your favorite ice cream flavor

Have someone teach you a dance step (even if they make it up)

First person to complete the entire sheet, wins.

DO YOU LOVE YOUR NEIGHBOR: The group stands in a circle with room in the center. (Best
if played with groups of 20 or more.) One person begins in the circle and says to an individual
in the group, “_________, do you love your neighbor?” The individual pointed out can either
say, “Yes I love my neighbors _______ and _______, but I REALLY love people ___________
(wearing green, from CO, etc.)” or “No, I do not love my neighbors ________ and _________.”
If the individual uses the first phrase, all members of the group with that characteristic must find
a new spot in the circle at least three spaces from they are standing. The person with no space
(last person remaining) becomes the caller. If the individual uses the second phrase, his/her
two “neighbors” must switch places with one another. The group members move in quickly to
“lose” their spaces. The last of the two becomes the caller.

HOG CALL: Break the group into pairs. Each pair must choose two things; a machine and an
animal. They then have to decide who is which. The pairs then divide up on opposite sides of
the room. Everyone must close their eyes (if they feel comfortable), and by making only the
noise that their character would make, they must find their partner. When they find their partner,
they can open their eyes and wait until everyone else is done. Note: When conducting an

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activity with eyes closed, have the group raise their hands in front of their chests as “bumpers,”
and have at least one person (facilitator) acting as a spotter.

HOMETOWN: Post a large outline of Colorado (or the country) on the wall. Leave border space
for those born outside of the USA. Have participants put their hometown and first name on the
map. Then ask them to share about their hometown and how they decided to go to CSU.

HUM THAT TUNE: Each person in the group is given a small piece of paper with the name of a
nursery rhyme or other song written on the paper. (i.e. “Row, row, row your boat,” “Rock-a-bye
baby,” etc.) All of the people who are given the song must hum that tune and fine everyone else
singing the song. They then form a group.

HUMAN SCAVENGER HUNT: The paper will have a series of questions on it (in a bingo format
- in squares). Participants are required to find another participant who can answer “yes” to a
question. They must have that person sign their name within the square. The object is to meet
as many people as you can, and fill a “BINGO!” (A complete line either horizontally, vertically,
or diagonally) You can only use each participant once. Note: The center circle should be a
freebie. Here are some samples:

Knows their zodiac sign

From a northern state

Knows when Martin Luther King’s birthday is

Member of a sorority or fraternity

Has been a competitive athlete

Has traveled abroad

Knows how to polka

HUMAN TACO: Stick labeled note card (with taco ingredient) on the back of everyone’s shirt.
(i.e. the word meat printed on a note card) Have each player mingle around asking yes/no
questions to find out the taco ingredient that is on their back. Explain the correct order of
ingredients in a Human Taco: shell, meat, cheese, lettuce, tomato, salsa and then give the start
command, “I’m hungry! Let’s eat! Run for the Border!” Each individual must find out which
ingredient they are and then find enough to form a complete Human Taco.

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IMPORTANT ITEM: Have each person bring something to the meeting that means something
special to them or that they would not have left home without, and then ask them to take turns
sharing.

TOILET PAPER GAME: Get a roll of toilet paper and explain to your group that they are going
camping and need to take as much toilet paper as they think they may need for a three day trip.
Once everyone has an ample supply, explain to the group that for every square in their
possession, they must share something about themselves. NOTE: If anyone knows the activity,
ask them not to give away the secret under any circumstances.

M & M's GAME: This activity is very similar to the Toilet Paper Game, but instead of using a roll
of toilet paper, you may use a bag of M & M’s. Make sure the group members do not eat their
M & M’s until their turn has passed.

MAKE A DATE: Give each participant a paper plate. Have them draw the face of a clock on
their plate with a line next to each number (no digitals!). Then have participants walk around a
find a “date” for each hour, writing their name by the hour. The catch is, no one can make a
“date” with more than one person per hour. After everyone has made their dates, speed up time
and allow 1-3 minutes for each hour. The facilitator then asks a question for discussion on each
date. The pairs will have a chance to get to know one another.

MUMBLE JUMBLE: Before the activity begins, the leader will cut up a few pictures into puzzle
pieces. Each group member will grab a piece of a puzzle from a bag. The group members will
keep their puzzle piece to themselves until the leader says, “GO!” At this point, the group
members will try to locate the other members of the group with the pieces to form the
appropriate pictures. Whichever group does it first, wins. Good activity for breaking into
retreat/activity groups.

SENTENCE STEMS: Form dyads (2) or triads (3) and have participants complete the rest of the
sentence. The leader can read the sentence to all of the participants or all participants can
have sheets of paper with these listed and take their own time in covering them. (Excellent for
roommates!) Here are some examples:

Before I came to CSU, my main interests were...

The way I would describe my family is...

The thing I remember most about highschool...

My fondest memories of another person are...

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My most unusual friend is...

The things I value most are...

My favorite pastimes are...

Some of the things that make me happy are...

Where I hope to be five years from now...

The thing I would most like to accomplish this year...

The thing that concerns me most about college is...

Good starters for roommates might be:

The first day we met, the things I noticed about you were...

Since then, some things that surprised me about you were...

Something I like about you is...

It appears to me that an important difference between us is...

I think we might have to compromise on...

What I think I will get out of having a roommate is...

I think the most important thing I have learned from this discussion is...

SHOE FACTORY: Have the group stand in a large circle shoulder to shoulder. Then have
everyone remove their shoes and put them in the center. After the group has formed a pile with
their shoes, the leader has everyone choose two different shoes other than their own. They
should put them on their feet (halfway if they are too small). The group then needs to
successfully match the shoes and put them in proper pairs by standing next to the individual
wearing the other shoe. This will probably result in a tangled mess - and lots of giggles!

SHOE GAME: Have the group stand in a large circle shoulder to shoulder. Then have everyone
remove their shoes, tie them together, and place in center. Have one volunteer choose a pair of
shoes other than their own and make one statement about the owner of the shoes (i.e. “The

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owner of these shoes must be very thrifty and economical to wear shoes in this condition!”).
The owner of the shoes then comes forward, introduces him/herself, and picks out another pair
of shoes to introduce. Game continues until all participants have introduced themselves.

SOLEMN AND SILENT: The instructor explains that this exercise will take self control.
Members pair back to back. On the count of three, everyone must face their partner, look each
other in the eyes, and then try to remain solemn and serious. No speaking! The first to smile or
laugh must sit down. All who remain standing then take a new partner and the activity
continues until only one person has not smiled or laughed. (Second round of playing can
involve two teams competing to outlast each other.) If you get a pair at the end who are both
keeping a straight face, the rest of the group can act ask hecklers to disrupt them.

STINGER: Have the group form a circle and close their eyes. Facilitator circles the group and
selects a “stinger” by squeezing an individual’s shoulder. The group then opens their eyes and
spends time introducing themselves to others while shaking hands (and trying to spot the
stinger). The stinger tries to eliminate everyone without getting caught. The stinger strikes by
injecting poison with their index finger, while shaking hands. A person stung may not die until at
least five seconds after they are stung. The more dramatic the death, the better! When
someone thinks they have discovered who the stinger is, they may announce that they know. If
they get a “second” from someone else in the group within 10 seconds, the two of them may
make an accusation. If the person does not get a second, he/she must wait to challenge again,
after another person dies. If another person does step forward to second the challenge, both
point to who they think it is on a count to three. If they do not point to the same person, or they
both point to the wrong person, they both are automatically dead. If they select the correct
person, the stinger is dead and the game is over.

STRING GAME: Participants select pre-cut lengths of string from the group facilitator . Each
member holds the string between his/her thumb and forefinger. For each “wrap” of the string
around the finger, participants must share one thing about themselves.

SUPERLATIVES: Participants are asked to study the composition of the group quietly and to
decide on a superlative adjective that describes themselves in reference to the others
(youngest, tallest, most uptight, etc.). They then tell their adjectives, explain, and, if possible,
test their accuracy.

TRUTH, TRUTH, LIE: Give the group some time to write down two things about themselves that
are true, and one thing that is a “lie.” Each group member will then share these facts about
themselves and the rest of the group has to figure out which “fact” is actually a “lie.”

UNCLE JOE’S SUITCASE: The group forms a circle. The first person states their name and the
reason they picked this college, group, etc. You continue going around the group, repeating the

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names of the people preceding their name and why they chose to come to <institution>. You
also can substitute the “why you came here” with other things. Another version of the game is
to begin with, “I packed Uncle Fred’s suitcase with........” and continue around like that. The real
trick is the last person in the group who has to name all the people and why they came, what
they like, etc.

WHERE ARE YOU?: Pick a year or a date before the meeting and then give each person a
chance to tell what they were doing on that date (Jan ‘87, Summer ‘90).

WHO AM I...OR FAMOUS PAIRS: In this exercise, group members will be asked to identify the
names of famous pairs or persons. The leader tapes the name of a famous person on the back
of each participant. (i.e. Fred Flinstone, Mary Lou Retton, Bill Clinton, etc.) The group member
is not to see who is taped to their back. Their task is to find out who they are. The participants
mill around the room asking others yes/no questions. If the member receives a “yes” answer,
they can continue to ask that individual questions until they receive a “no” answer. Then they
must continue on to ask someone else. When a group member figures out who they are, they
take off the tag, put it on the front of their shirt, and write their own name on it. The member
then can help other members find out who they are. The exercise concludes when all members
have discovered who they are.

LOW ENERGY GAMES

ABC GAME: Group members can sit in any formation (preferably a circle). The first person
starts by making up a name for him/her and their husband/wife/partner, that begins with the
letter “A.” Then the person must make up a place for where he/she lives that begins with the
letter “A.” Lastly, the person makes up something he/she would like to sell, that begins with the
letter “A.” The second person does the same with the letter “B.” The game continues in the
same pattern. Game is completed at the end of the alphabet. NOTE: A variation would be to
make it a memorization game where the second person would have to repeat what the first
person said, and then add their own, and so on...

ARTIST, CLAY, MODEL: Participants divide into groups of three (an artist, a model, and some
clay). One person is the model and “strikes” a pose. The artist must close his/her eyes or be
blindfolded and turn the person who is clay into the replica of the model. Note: You can have
person be blindfolded BEFORE the model strikes a pose, to make it more difficult.

DEAD FISH: The group starts by getting into a comfortable position that can be sustained for a
long period of time. Once everybody has established a position, the leader will count down from
ten to zero. At zero, the game will begin. Once the game has begun, nobody is allowed to talk
or move, with the exception of the eyes and chest for breathing. If the leader and only the
leader should notice anyone talk or move, they will verbally remove the person from the game.

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Anyone removed from playing may persuade others to talk or move, but they may not physically
touch those players still in the game. The winner is the last person remaining, and they become
the leader of the next game. NOTE: This is a great game for those low key early mornings, but
a group activity is still necessary.

HA!: Have the group lie on the ground or floor. Position each to lie their head on another’s
tummy. One of the end people will start. The one that starts say one “HA!” the person that has
his/her head on their tummy goes next and says, “HA HA!” With each person, add one “HA!” If
there are 30 people, then the last person should say 30 “HA’s!”

HAGOO: Separate the group into two even groups and have them stand in two separate lines
(shoulder to shoulder) facing the opposite group. The two groups should be about three or four
feet apart. The players at the opposite ends of each line are opponents. They will step out of the
lines, so they are facing each other and looking down the middle of the two rows (like an old
cowboy shoot-off). They will both say, “Hagoo,” start to walk down the row toward each
other. They must not break eye contact and the object is to get to the opposite end of the line
without laughing or smiling. When the players pass each other, they must continue to maintain
eye contact. If a person does break eye contact, laughs, or smiles, they then must join the end
of the line of the opposing team. The teams can do or say any silly things to make the opposing
player crack up, but they must be careful not to make their own player lose concentration. The
teams may NOT touch another player. This process will continue until everyone has had a
turn. The team with the most players at the conclusion of the game, wins.

HUMAN TWISTER: You will need two different colored slips of paper for each person in the
group (the size of a 3 X 5 notecard) and tape. As people arrive, give them each two different
colored cards, and two strips of masking tape. Ask players to tape the card to two places on
their bodies. When everyone has taped on the cards, challenge the group to line up, matching
(and touching) their cards to someone else’s of the same color.

I LOVE YOU, BABY: The group forms and sits in a circle. The “it” player approaches one
person and says, “I love you, baby.” That player must respond by saying, “I love you baby, but I
just can’t smile.” If that player smiles while speaking these words, he/she becomes “it.” If the
player does not smile, “it” must approach a new person until “it” makes someone smile. “It” is
not allowed to touch a player as he/she speaks, but anything else is fair play. This is a funny
one, but make sure participants feel comfortable with one another first!

INDIAN CHIEF: The group sits in a circle formation. One group member is asked to leave the
circle to close their eyes and block their ears. At this time, the leader will select a “Chief.” The
Chief will establish a rhythm of clapping, stomping, etc. The rest of the group will follow,
carefully not giving away the Chief. The Chief is the only one allowed to initiate changes in the
rhythm. The person asked to leave will return to the middle of the circle where they will try to

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guess the Chief. The person is granted three chances to guess. If the original Chief is
successful in hiding his/her identity, they will be asked to leave the circle. If the Chief is
successfully chosen, a new guesser and Chief are chosen.

IS MRS. MUMBLE HOME?: The group will sit in a circle formation. One person will start by
turning to the person next to them and say, “Is Mrs. Mumble home?” To which the person
replies, “Who?” Then the first person says, “Mrs. Mumble.” To which the second person replies,
“I don’t know, let me ask my neighbor.” The conversation continues around the circle. The
object of the game is to get the conversation moving fast without the two conversationalists
showing their teeth. NOTE: To make it more difficult, send the message in opposite directions.

KILLER: Everybody will start close together with their eyes closed and thumbs up. The leader
will squeeze the thumb of one group member. That group member is the “killer.” With eyes still
closed, the killer will squeeze the thumb of another group member twice. That group member
becomes the sheriff. Once the two positions have been established, everyone can open their
eyes. Nobody should know who is the sheriff or the killer. Everyone begins walking around,
making eye contact with everyone else. The object of the game is for the killer to kill everyone
without getting caught. The killer does his/her killing by winking one eye at someone. If the killer
winks, that participant that was winked at, is dead. Anyone killed by the killer must count to
twenty and only the sheriff may guess who the killer is. The sheriff also can be killed by the
killer. If the sheriff’s guess is correct, he/she wins. If they guess wrong, they immediately die,
and the killer wins.

M & M SWAP: Have the group form a circle standing up. After everyone is given a plastic
spoon, the first player is given four or five M&Ms to hold in his/her spoon. Everyone must put
the spoon into their mouths holding the handle between their teeth with the scoop of the spoon
facing up. The group must pass the M&Ms from the first person to the last, without using their
hands. The object is to get ALL of the M&Ms to the end, without dropping any.

ONGOING TAG: This is an ongoing tag game that you can initiate at the first meeting of the
group. You tell the group that one of them is “it.” (Tell that person privately.) The object is not to
be “it.” The “it” may tag another person in any way they like (i.e. touch, telephone, sight, fax,
email, mail, through a friend, etc.) as long as the person being tagged can realize they are it.
The game can last for as long as you wish and makes for a lot of laughs and funny stories. The
group need not know who it is so that the surprise factor is increased and on-going. There are
no rules and no limit to the number of times the “it” can change in any given time period. A fun
variation to the game includes agreeing that the person who comes to the next meeting of the
group as “it” brings refreshments or a teambuilder, etc.

POSTURE RELAY: Two teams line up side by side. The first person in line runs up and around
a cone and back with a bean bag on his/her head. He/she then hands off the bean bag to the

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next person in line and so on. The bag cannot be held with one’s hands. The game ends when
one team completes the relay. That team wins.

RAIN/THUNDER: This is a game of “follow the leader.” Closed eyes create the rainstorm
effect. Participants sit in a circle with eyes closed. The leader begins by very quickly rubbing
his/her hands together. As the person to the left hears this, he/she begins rubbing his/her
hands together until this contagiously goes around the circle (can also be done going side to
side with large group). As soon as this sound reaches the leader again, he/she begins to snap
his/her fingers as does the person to the left, until eventually, the entire circle gives the
illusionary sound of a rainstorm. When this sound reaches the leader, he/she begins clapping
his/her thighs until the entire circle follows suit. The final circle of sound is created by stomping
feet. All of these sounds give the feeling of a thunderstorm rising to a climax. At this point, the
leader reverses the motions (foot stomping, thigh slapping, fingers snapping, and hands rubbing
together) until the sounds of the storm have fully subsided.

SEVEN ELEVENS: Have group get into a circle on the floor. A volunteer from the circle will
start the game by saying, “one.” The person to his or her right counts off the next number loud
enough so everyone can hear him/her. The game continues around the circle until the number
“seven,” a multiple of seven (14, 21, 28, 35, etc.), “eleven,” or a multiple of eleven (22, 33, 44,
etc.) comes up. The individual who has that number will nod their head instead of saying the
number aloud. When that person nods his/her head, the game continues in the opposite
direction around the circle. If a mistake is made, the game restarts with that person.

SEVEN UP: Seven people from the group are chosen to stand in the front of the room while all
others remain seated with their heads down, left arm folded, and right arm extended with
“hitchhiker” fist in visible location. Each of the seven taps one person’s thumb. Those
individuals “hide” their thumbs and the original group of seven returns to front of room. Once all
seven have returned to front, all participants are asked to raise their heads. The seven who
were tapped stand up. One by one, the tapped seven must guess who in the “original” seven
tapped them on the head. If correct in his/her guess, the “Guesser” switches places and
becomes a “Tapper.” If incorrect, the player puts his/her head down with the rest of the group to
begin play again.

SLAPS: The group begins by lying on their stomach in a circle with their heads facing the middle
of the circle. Every participant’s right arm goes underneath the left arm of person to their
right. The left arm should be over the right arm of the person on the left. One person will be
designated to start by slapping the ground once with one of their hands. The person who’s hand
is to the right will do the same and so on counterclockwise. If someone decides to slap the
ground twice, the direction will reverse. If a hand messes up by hesitating longer than two
seconds, slaps prematurely or out of order, that hand is removed from the game. Once a player

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has removed both of his/her hands, they are out of the game until the next game. When there
are only two people remaining, the game has ended. NOTE: This is a great cool down activity.

SOUNDS IN THE NIGHT: Late at night, animal sounds drift into the darkened house; dogs
howl, crickets chirp, cats cry, owls hoot, etc. In this game, the animals are indoors and play a
noisy game of ball.

Have everyone sit in circle with their eyes closed. The room is darkened. Each player selects an
animal sound to mimic as his/her own personal signal. If group members run out of animals
from which to choose, divide players into separate groups. The first player makes his/her sound
and then the sound of the animal to whom they want to roll the ball. The animal who is “called”
replies so the first player knows where to direct the ball. The first player then rolls the ball. If the
intended player receives the ball, they respond loudly. All the other animals rejoice in unison by
making their sounds as well. However, if the intended player misses, the ball goes back to the
first player to try another animal.

THINK FAST: Have group stand and form a circle. When the group is in position, the leader
explains that they will be playing a game that requires them to think quickly. A volunteer is
asked to stand in the middle of the circle. The volunteer is to close his/her eyes and keep them
closed throughout their entire time in the center. A person standing in the circle is then given a
small object. When the center person says, “Start!”, the object is to be passed around the circle
counterclockwise from one participant to the next. The center person can call out “Stop!” at any
time. The center person then quickly says a letter of the alphabet and the person holding the
object must QUICKLY say three nouns that begin with the specified letter. If the participant
says three words within five seconds, the game continues with the same leader. If the person
cannot think of three nouns in that amount of time, he/she becomes the leader. Game
continues until peak fun is reached.

TOE FENCING: Have participants find a partner and face each other, holding hands. They then
try to tap the tops of each other’s toes with their own. When an individual scores three “hits,” it
is time to switch to a new partner. Beware! This is NOT toe STOMPING, so make sure players
understand not to be too rough in their tapping. Hint: It is helpful to have players be “equally
armed” (i.e. shoes and shoes, sandals and sandals, or socks and socks).

WANNA BUY A DUCK?: Participants sit in a circle. One person starts by turning to person on
one side of his/her and saying, “Do you wanna buy a duck?” That person says, “A what?” The
first person says, “A duck.” The second person asks, “Does it quack?” The first person
answers, “Of course it quacks!” The second person then starts the conversation over with the
next person. There is a catch however! The person says, “Do you wanna buy a duck?” The
next person says, “A what?” The second person in line then turns and says, “A what?” to the
first person. The first person responds by saying, “A duck.” The second person says, “A duck.”

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to the third person. The third person then says, “Does it quack?” The second person turns and
repeats to first person the same question. The first person answers and then the game
continues in the same fashion until the entire group is involved in the conversation.

WATER GUN KILLER: This is a fun game! Leader takes pictures of all participants ahead of
time. Each person is given a picture of another individual and a WATER GUN. The object of
the game is to collect as many pictures by “killing” others. A person can kill another at any time
by squirting them with the WATER GUN (may be best to say not allowed indoors). When a
person successfully kills the individual in their picture, they take the picture that individual had
and try to kill that person. Game continues until everyone is dead except for one person.

WHOOOO?: This is a night activity (and pretty spooky too - YAOW!). Ask for four or five
volunteers to be hiders (owls, if you will). These folks hide in the nearby woods. Have these
“owls” pick a spot that allows their clothing to blend into the dark and shades of gray. Each
hider should take about a dozen identically numbered pieces of small paper with them (or you
could give each a different color), and head for their chosen spot. Give them a few minutes to
situate themselves, and then let the seekers begin their individual searches. Each hider has the
option to make a characteristic sound occasionally, to help the searchers, particularly if no one
is close. When a seeker finds a hider, the hider soundlessly hands a numbered piece of paper
to the discoverer. When a seeker has collected a slip of paper from all the hiders, he/she can
retire from the game watch things (or confuse everyone by making animal calls of their own!).
No flashlights allowed!

HIGH ENERGY GAME

ACE BASEBALL: Materials needed: Baseball bat and nerf ball (or larger ball). Baseball...without
any of the rules of baseball! You can implement any rules you like....Divide into two teams. Tell
the teams your rules. For instance, the way you score points is to run around your
teammates. You have two chances to hit the ball. If you do not hit the ball the second time, the
ball is still in play. The “fielding team” needs to get the ball. Once a team member has gotten the
ball, the team needs to run toward each other so they can pass the ball between their legs. The
ball must pass through each person’s legs (and back to the front if the teams are small). Once
they are finished, they must shout, “Done!” The person who hit (or did not hit) the ball runs
around teammates until the other team completes the ball passing and shouts. Play continues
for as many rounds as you like. Hint: The name of the game is “Ace Baseball”.....the group
probably will not catch on, and do not tell them until the end, but the object of the game is to get
the lowest amount of runs - closest the ACE (like a deck of cards). Hee hee!

ARCH BALL: Players (10-30) are divided into two equal teams. Each team forms a line, one in
front of the other, about arms distance apart. The ball starts in the front and must be passed
over the head to the back of the line. When the last person receives the ball, he/she must run

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with it to the front of the line and continue passing the ball. The first team to return the ball to the
original lineup wins.

BACON AND EGGS: In a sitting position in a circle, designate one person to be “it.” Go around
the circle and tap each person on the head and say “bacon” each time. When “it” says, “eggs,”
that person that got tapped must run the opposite way. When they meet together, they must
stop, shake hands and say, “Good morning. How are you?” Both continue around the circle and
sit down in the empty spot before the other. The one that is left standing is “it” next.
(BACON/EGGS can be replaced with sai/roshi)

BALLOON TAG: Tie strings to balloons and then tie one balloon to each person’s ankle. It is
every man/woman for him/herself in this one! The object of the game is to pop everyone else’s
balloons while making sure that your’s does not get popped. Once your balloon is popped, you
are out of the game.

BALLOONS OVER AND UNDER: A single line is formed with one person behind another. Four
or five balloons filled with water are placed in front of the first person. One by one, the first
person takes each balloon and passes it over their head to the person behind them. That
individual passes it under their legs to the next person, the next passes it over their head, and
so on. When the balloons get to the last person, they run to the front of the line and pass it over
their head. Adventurous groups can choose to toss the balloon over their head and hike it (toss
it) between their legs. Play continues until group reaches the destination line. Note: When
playing water balloon games in hot places, balloons will burst all by themselves if left in the hot
sun. Put them in a bucket of water to keep them in better shape.

BANANA RELAY: This activity is very similar to the “Neck Race.” However, in this game, a
banana is placed between the knees of the first person, and it must be placed between the next
person’s knees - without using any hands. If the banana drops, it starts with the first person in
line. First team to finish successfully, wins.

BIRD HUNTER: One player is the “hunter” and the others are “birds.” The hunter throws a ball
at the birds, who may run freely about within the boundaries determined by the players before
the start of the game. When the birds are hit with the ball, they become dogs and help the
hunter by recovering and throwing the ball to him. The hunter is the only one that may hit the
birds. The last bird to be hit becomes the hunter for the next game. Hint: To distinguish between
dogs and birds, have dogs get down on all fours and crawl; make birds flap wings.

BLOB TAG: This is a great dame to play with other groups. First establish the boundaries and
pick one person who wants to be “it.” This person is the beginning the “blob.” That person now
chases people and everyone that he/she tags grabs onto the person that is “it” (grad their hand

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or shirt). As more and more people are tagged, the blob will get bigger and bigger as you can
split it into smaller “blobs” if you wish. Obviously, the last person to be tagged is the winner.

CAPTURE THE FLAG: The playing area is divided in half; at each right-hand rear corner is a
rectangle that is known as the jail or prison (you could also use a goal if on a soccer field). The
group is divided into two teams. Each team should decide where to place their flag (a towel,
shirt, or whatever) on their side of the field. The object of the game is to get the other team’s
flag. Once the game is started, anyone who steps over the center line into the opponent’s half is
eligible to be caught and taken to prison. A player must get through the enemy’s lines without
getting tagged. Prisoners may be rescued by teammates who get through enemy lines without
being tagged and can touch the prisoner’s hand. (The prisoners can line themselves up by
holding hands and stretching toward the center line as long as one person is still holding the
goal or in the jail area.) If rescued, both the prisoner(s) and the rescuer must walk back to their
own side with their arms up. To win the game, a player must get the flag back across the mid-
line of the playing area. If a player has the flag and gets tagged, the flag can either go back to
where it was, or be dropped where the person got tagged. That player goes to jail. Teams may
have only have one person protecting the flag.

CAT AND MOUSE: Before the game begins, designate one player as the “cat” and another as a
“mouse.” The rest of the players should join hands and form a circle around the mouse, while
the cat remains outside the circle. The mouse starts the game by darting outside the circle and
around the players. The cat must try to tag the mouse, while staying on the outside of the
circle. The players may lift their arms over the mouse’s head in order to help him/her, since they
usually sympathize with the mouse. Likewise, they will try to block the cat. When the cat finally
tags the mouse, the mouse becomes the new cat, the cat joins the circle, and another player
becomes the mouse.

CATCHING THE SNAKE’S TAIL: A fish is formed with all of the students holding hands in a
line. One end is the head and the other is the tail. The head tries to catch the tail while the tail
tries to escape. Let participants know that they should not break their grip (if
possible). Variations: Have more than one group and have the heads of the groups chasing the
tails of the other groups.

CLAM FREE: Start by defining the boundaries of the playing field. One person volunteers to be
the “nuclear reactor” and activates him/herself with a frisbee or nerf ball, preferably day-glo. The
rest of the participants are clams and signify that by being as happy as possible. The object of
the game is for the nuclear reactor to contaminate all of the clams by tagging them with the day-
glo device. One contaminated, the clams become frozen in place. As the reactor chases and
tags the clams, it wood appear that doomsday is just around the corner - at least for the no-
longer-so-very-happy clams that are getting zapped one after another. There is hope,
however. A frozen clam can be defrosted if two mobile clams manage to link hands around
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him/her in a clamshell alliance and shout “Clam free!” Even better yet, if seven clams can
manage to link up in a circle and count to ten, then the nuclear reactor is shut down forever.

CLOTHES PIN TAG: Give each player four clothespins. Each player tries to get rid of their pins
by attaching them to the other players’ clothing. A player’s four pins must end up on four
separate players.

CROWS AND CRANES: Players are divided into two teams. Mark two safety lines not more
than 40 feet from center. Midway between the safety lines, form players in two teams facing the
leader. The lines of players are about 5 feet apart. One line is “crows,” the other is
“cranes.” When the leader calls “Crows,” the crows run for their safety line, attempting to reach it
before the cranes can tag them. If the leader calls “crawfish,” no one runs. The leader should
use deception and precede his call with a “crr” sound, so players will not know what is going
on. Each team receives a point for every member of the opposite team tagged before that team
reaches safety. Each team loses a point for every one of its people running in the wrong
direction or running on the call “crawfish.”

DIZZY IZZY: Split the group into two teams (or however many you would like). Have them line
up so they are about forty feet form the bat which is lying on the ground. There should be one
bat and one spotter for each team. When the game begins, the first person in each line must run
to the bat, pick it up, place one end on the ground, bend over so their head is near (or on) the
bat, and spin around between five to ten times (depending on your preference). They must then
run back toward their group and tag the next person’s hand in line. The entire group must
complete the task. The first team done, wins.

ELBOW TAG: Everyone gets a partner and hooks elbows. The pairs spread out around the
designated playing area. Two individuals are chosen to be it. One will be the chaser, the other
being chased. The person being chased may hook elbows with any pair at any time. The
member of the pair at the opposite end of where the chasees hook, is now being chased. If the
chaser catches the chasee, the chasee spins around three times and becomes the new
chaser. The previous chaser now becomes the chasee. Note: A time restraint may be needed to
prevent limited participation from the rest of the group.

EVERYBODY’S IT: Just as the name says...everybody’s it! The object is to tag without being
tagged. Once someone has been tagged, they squat down and they are temporarily out of the
game. The “tagged” can resume play when the person that tagged them squats down from
being tagged. Note: If two simultaneous tags occur between two players, both players squat
and they count to 60 before they can continue to play. Honesty is key.

EVOLUTION: It is essential that every group member knows how to play “Rock, Paper,
Scissors.” Everyone starts out as an egg, and waddles around going “Whobble,

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Whobble!” When an egg finds another egg, they play “Rock, Paper, Scissors.” The winner will
evolve to a chicken, and hop around making chicken noises until they find another chicken to
play “Rock, Paper, Scissors.” The loser will become an egg again; an egg is the lowest species
one can be. The winner of the chickens will become a dinosaur. The dinosaurs walk around like
dinosaurs repeating, “Auh, Auh!” The winner of the dinosaur match becomes a ultimate
being. Ultimate beings walk around with their arms in the air repeating, “Ultimate being, Ultimate
being!” The loser of the dinosaur match becomes a chicken again. Once an ultimate being has
won his/her final match up, they are out of the game, or may continue to try their luck.

FREEZE TAG: This is played just like tag except that once you have been tagged, you are
frozen. The only way to get unfrozen is to have someone go under your legs. To make the
game harder, have more than one person be “it.”

FROG RACES: Split the group into two teams. Each person should jump towards the finish line
as a frog would and jump back. The next person does the same. First team done, wins.

GIANTS, WIZARDS, AND ELVES: The group is split up into two equal groups. Each of the two
groups will huddle up away from the other group. As a group, they will decide to be a giant,
wizard, or elf. Once the groups have decided on a group identity, the two groups will line up
parallel to one another in the middle of a squared off area. On the leader’s count of three, the
two groups will show the other group their chosen identity. A “giant” stands nice and tall with
their arms over their heads and growls. A “wizard” slightly bends at the knees with their arms
out in front saying, “ZAP, ZAP, ZAP!” An elf bends totally at the knees, and with their hands they
make pointed ears and elf noises (your choice). A giant beats an elf; a wizard beats a giant; and
an elf beats a wizard (similar to Rock, Paper, Scissors). The team with the more powerful
identity will chase the other group. Anyone tagged before crossing the coned line will join the
other team. Anyone not tagged will remain on the same side. In the event of a tie, the groups
will decide on a new identity. Note: To save time in the event of a tie, it is a good idea to have
the groups think of an alternative identity.

GUARD THE BONE: This game is played in groups of four. One person is the dog and sits on
his/her hands and knees. The dog must protect a towel or shirt which is placed underneath
him. The other people, also on their hands and knees, must try to get the towel. If they do, they
become the dog. If the dog tags them before they get the towel, they are “out” until the next
game.

HILL DILL: The person who is “it” stands in the center of the play area while the other players
stand behind one of the goal lines marked across the ends of the play area. Half of the players
stand on one side of the play area and the other half stands on the other side. The person who
is “it” calls out “Hill Dill, come over the hill!” On this signal, the players run across the center to
the opposite side. The person who is “it” tries to tag them. The players who are tagged go to the

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center and help tag the remaining players. The game is played until one person is left. Hint:
Place the goal lines 40' apart.

ICE CUBES: Divide the players into two equal teams. At a starting signal, each team picks up
an ice cube and tries to melt it as quickly as possible. Players can rub it between their hands or
against their clothes, but they may NOT put it in their mouths. While they are trying to melt the
ice cube, it should be passed around the team frequently - no player should keep it for more
than a few seconds at a time. Players should keep it off the ground too. The first team to melt its
ice cube, wins. On a really hot day, you may want to play more than one round of this one!

I’M SENDING A LETTER: The group starts by sitting in a large circle. There should be some
room between each person, but not in abundance. One person will stand in the middle. The
person in the middle will say, “I’m sending a letter to anyone.....................” The middle person
will fill in the blank with any characteristic or trait they wish (i.e. anyone with blue eyes). If the
trait or characteristic applies to any group member, that group member must get up and move to
an open spot more than three spaces away from their original spot. If the trait does not apply to
a group member, they stay were they are. The last person to find a spot is the new middle
person. Note: Remind the group to keep it clean!

JOLLY GREEN GIANT: This game is very similar to Sharks and Minnows. Two lines need to be
established about forty yards apart. Everyone starts from behind one of the lines. Two groups
members are chosen to be giants. The giants stand between the lines. When the giants say,
“Jolly Green Giant,” the rest of the group runs to the other line trying to avoid being tagged. If a
group member gets tagged, they become sprouts. Sprouts go down on their knees, and they
can tag others with their hands, but they cannot move from their permanent position. The giants
continue repeating “Jolly Green Giant,” when the remaining are at the appropriate end. The last
two to avoid being tagged become the giants in the next game.

KABADDI: Any playing area can be used with boundaries set and a center line created. Two
teams are created. Each team is on one half of the playing area. The game is started by one
player from only one team running across the mid-court line trying to tag as many players on the
opposite team as possible while yelling the word “kabaddi” (cubbedy) repeatedly in one
breath. All those tagged now belong to the other team. Once the player looses his/her breath
though, he may be tagged. If this happens, the player then is on the opposite team and all those
tagged remain on the same team. Players take turns running to the other side.

LEMONADE: Divide the players into two teams. Have the teams line up at opposite sides of a
playing area, which is clearly defined before play begins. One team is selected to go first. The
members huddle and secretly choose two things: a place to be from (any city, state, or country)
and some action to perform (washing dishes, playing basketball, painting a picture, etc.). The
“acting” team moves to the center of the playing area, saying, “Here we come!” The other team

20
asks, “Where from?” The first team replies with the place they have chosen. The second team
then asks, “What’s your trade?” and the first team replies, “Lemonade!” After the first team says,
“Lemonade,” they begin to perform the action chosen earlier. The other team tries to identify the
activity, yelling out its guesses. When someone on the second team calls out a correct guess, a
game of TAG begins, the first team turns and runs back to their starting line as the second team
tries to catch them. After both sides have had the chance to act out their trade, the team that
has tagged the most players can be declared the winning team.

LIFE SAVOR RELAY: This activity is similar to the “Banana Relay” and the “Neck Race.” In this
game, each team member receives a tooth pick to place between their teeth. The first person in
line is given a lifesaver by the leader. When the leader says, “GO!” the lifesaver must be
passed to the next person without using any hands. If the lifesaver drops, a new lifesaver will
be given to the first person in line.

LINE PUSH TAG: One person is “it” and one is “not it.” The rest of the group lines up in a
straight line shoulder to shoulder. The chaser tries to tag the chasee. If the chasee does not
want to be chased any longer, he/she can change places with a person in the line by coming
from behind and GENTLY pushing that person forward out of the line. That person becomes the
new chasee. If the chaser tags the chasee, they switch roles. Participants may not cut through
the line at any time during the game.

LINE RELAY: Divide the group into two equal teams. Designate a starting line and end line. On
the signal, the first person in each line lays down (parallel to line) with arms spread out to
side. The next person in line jumps over the first person and lays down, spreading their
arms. Fingers must be touching. This continues until the whole team is over the end line. Once
a team member is over the end line, they are allowed to stand up and cheer for the remaining
teammates.

LOG ROLL: Have the entire group lie down on their stomachs, shoulder to shoulder, forming a
straight line. Then the person on the end rolls over everyone’s back until they reach the
end. Everyone continues to do this until the entire group has rolled over. The team done first,
wins.

LOOSE CABOOSE: Groups (trains of 3 or 4) depending upon the size of the group are made up
with the individuals lining up behind each other forming a train. The game is a tag game. Two
people are designated as “it” and two are the “loose caboose.” The object of the game is for
those who are “it” to tag the players who are the loose caboose. The loose caboose, however,
can avoid being tagged by hooking on to the end of the train. Once a player hooks on to the
end, the first player in the train then becomes the loose caboose. The train can also try to avoid
being hooked onto. Once a player has been tagged, they then become the “it,” and the “it”
becomes the loose caboose.

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MAN OVERBOARD: First the Captain of the ship must explain the directions of the ship to it’s
passengers. Starboard means the right side; Port means the left side; Bow means the front; and
Stern means the back of the boat. After the Captain has tested the group on the different
directions, the Captain yells, “Attention on the deck!” and everyone comes back to middle of
ship so the Captain may add a few commands. Such commands include: “Man a ______
person lifeboat,” (fill in with certain number of people). The exact number of passengers get in a
straight line, sitting down, straddling the person in front of their legs, and begin rowing. Other
commands include “Man Overboard,” in which one person grabs a partner, and acts as if they
are rescuing a drowning victim. “Man your cannon” means everybody grabs a partner; one
partner is in the wheelbarrow position making cannon noises, while the other gets the
legs. “Scrub the deck” means everyone gets down to scrub the deck. “Mop the deck” means
everyone stands and mops the deck. “Everyone man the periscope” means everyone lies on
their back and lifts their legs in the air. “Ride the dolphin” means everyone grabs a partner; one
partner rides on the back of the other. “____ person prom” means that number of people start
dancing in a circle repeating over and over, “promenade, promenade, promenade,
etc...” “Pirates are coming” means everyone gets out the binoculars and begins looking for the
pirates. “Hail the coastguard” means one person gets down on hands and knees and other puts
on foot on their back, one hand on hip, and does a “rodeo” motion with other hand and shouts
“Whew, whew, whew!” Finally, “The Captain is coming” means everyone stands at attention for
the Captain. Note: Usually, the last few people to perform a command are given demerits. Once
they receive three, they are eliminated from the game. It is a judgement the Captain must
make. Do not eliminate anyone immediately, and gradually add in the commands. Be creative!

NECK RACES: Split the group into two teams. Have them line up male-female, if possible. Give
the person in the front of the line a rounded object (i.e. orange, tennis ball, etc.). The object
should be placed under the chin of the first person, and it must be placed under the chin of the
next person in line - without using any hands! This pattern continues until the object reaches the
end of the line. If the object is dropped, it must be returned to the beginning, to start again. The
first team to finish successfully, wins.

PARTNER TAG: The game is started by each group member getting a partner. Between the
two partners one will decide to be “IT.” The leaders should establish boundaries (small ones
may be better). The person who is “IT” will give his/her partner a five second head start before
the chasing begins. The chasing is done in the form of walking. Once the partner has been
tagged, they become the new “IT” among the pairs. Before the new “IT” can start chasing
his/her partner, they must spin around three times. This pattern will continue until “peak fun” is
reached. Note: Remember, NO RUNNING.

PEOPLE TO PEOPLE: An odd number of people is necessary for the activity to work. To begin,
everyone grabs a partner. The partners should stand side by side forming a circle with the other

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partners. The person without a partner stands in the middle and begins establishing rhythm by
snapping their fingers, and chanting, “People to People, People to People, etc.” The rest of the
group follows the person in the middle. Once a rhythm has been established, the leader will
should out two body parts that must touch between partners (i.e. knee to ear). The leader will go
through the chant twice and then shout, “People to People!” At this time, everyone runs into the
middle of the circle, grabs a new partner, and runs to the outside of the circle. The last person
without a partner is the new leader. Note: Try to keep it clean.

PIRATES’ GOLD: Split the group in half and make one team the “Pirates” and the other “Coast
Guards.” One person within the Pirates has the jewelry, and the object is to get that Pirate
across the floor to the other side without getting caught by the Coast Guard. The Coast Guard
has to run into the oncoming Pirates and ask them to show what they have in their hands. The
Pirates have to show the Coast Guard what they have in their hands. If the Pirate that has the
jewelry gets across the floor without getting caught, the Pirate gets one point. If the Coast Guard
finds the Pirate with the jewelry, then they get the point. After they go through the game once,
both teams switch roles and continue the game.

RAID: The leader begins by choosing two “exterminators.” Everyone else is an ant. The
“exterminators” will be doing the chasing. Once an ant has been tagged by an exterminator, the
ant falls on their back and puts all four limbs facing upward. Four other ants may pick up their
hurt buddy by their limbs, and place them on a designated hot spot (i.e. bases or rubber
mats). The once dead ant has been resurrected and may continue playing. Note: Any time a live
ant is helping a dead ant, they can not be tagged by the exterminators.

RED ROVER: Divide the participants into two equal teams. Team members hold hands and
face each other with about twenty feet between them. The team that begins will yell, “Red
Rover, Red Rover, send ______________ (name of player) right over!” The person whose
name has been called must leave his/her team and attempt to run THROUGH the other team by
breaking through two peoples’ hands. If the person is successful, he/she is allowed to go back
to join his/her team. If the person was not able to break through, then he/she becomes a
member of the opposing team and joins hands with that side. The game ends when time is
called. The team with the most players is the winner.

ROLLING DOWN THE HILL RACE: Split the group into two teams and have them stand at the
top of the hill. When the game begins, the first person on each team begins rolling down the
hill. When they reach the bottom, they must get up and run back up to the top of the hill.

SEWING UP THE GAP: The object of this game is to tag the chasee before he/she can “sew up
the gap.” (All of the gaps between players.) The group stands in circle leaving room in between
each other. The chasee sews up the gaps by weaving in and out among players. When the
chasee (“it”) sews up a gap, those two players join hands and “it” no longer can run through it.

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The chasee wants to sew up all of the gaps, before getting tagged, with him/her on the inside of
the circle, and the chaser on the outside. If the chaser tags the chasee, the roles are reversed.

SPEAR THE SWEETS: This is a relay activity. All players place a toothpick in their mouths and
line up in a line (front to back). The object of this game is to get the lifesaver from the beginning
of the line to the end of the line before the other team. However, there is a catch! No one may
use their hands to move the lifesaver. The first person places the lifesaver on the toothpick on
the “GO!” command. The first group to get the lifesaver to the end of the line and sit down, wins
the Zame.

SPEED RABBIT: Group stands in a circle leaving room in the middle for a person to be the
caller. (Best with groups of 20 or more.) One person starts as caller and teaches group a
motion. For example, “speed rabbit,” “milking the cow,” “elephant,” “hear no evil, see no evil,
speak no evil,” “amoeba,” “palm tree,” “fire hydrant,” etc. (All motions are done in groups of
three.) The caller teaches one motion first, and adds more difficult ones as the group is
ready. The caller spins around the circle and stops with finger pointing to one person, calling out
a motion to that person. The person pointed at becomes the center person in the group of
three. If any of the group of three is not quick in responding with the right motion, they become
the caller. This is a fast paced, heart pumping game - and lots of fun!

SPOON GAME: Split the group into two teams. Have them line up and, at about 30-40 feet
away, place a cup. The first person in each line should tie a string around their waist. This string
has a spoon tied to one end. When the game begins, each person, with the string around their
neck, runs down, squats over the cup, and tries to get the spoon into the cup without using
his/her hands. Once they get it in, they run back to the line and help tie the string around the
next person’s waist. The game continues until you have a winner.

SPUD: One person is picked to be it. All of the other participants are given numbers. The
person who is it will throw the ball into the air and call a number. The person whose number was
just called scrambles to retrieve the ball, while the others scatter about. As soon as the person
whose number was called retrieves the ball, he/she shouts, “Stop!” Everyone must freeze in
their places while the person with the ball is allowed to take three steps and throw the ball at
whomever they think they can hit. The person who is hit by the ball is then it, and gets a letter
(S-P-U-D). The whole cycle starts over again. If one person gets all four letters (S-P-U-D), that
person is eliminated from the game.

STEEL THE BACON: Divide the group into two teams. Everybody on Team 1 gets a number
and everybody on team two gets a number. Both teams face each other about 15-20 yards
apart. The leader calls the number and both of these people have to race out and grab the cone
and run back past their line without getting tagged. If they get past the line, they are awarded a
point.

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TRIANGLE TAG: This is a tag game for four people. Three of the group members hold hands in
a circle and one of them is designated to be caught. The chaser remains of the outside of the
circle and tries to tag the designated person. There is no breaking through the triangle!

TUNNEL RELAY: Each team stands in a single line (players one yard behind each other with
feet apart). At the signal, the first player of each team rolls the ball between their legs so that it
passes through the legs of the other players on their team and is caught by the player at the end
of the line. Player then runs with the ball to the front of the line, and repeats the procedure. The
game ends when the first player of one team has again reached the top of the line. If the ball
rolls out on one side of the tunnel, it must be brought back to the same place, and rolled to the
end. NOTE: You can vary the game by having players run to front of line with ball between their
legs, or by pushing the ball with their head, on their hands and knees.

ULTIMATE DECK TENNIS: Get players used to throwing and catching rings. Rings must be
caught by letting it fall over their hand and onto their arm. Participants may not grasp the
ring. Split groups up into two teams. To score a goal, the ring must be passed to another player
who is behind the end-of-the-field goal line. The ring must be “speared” correctly, or there is no
goal. To qualify for a goal attempt, the team must have completed seven passes - NOT back
and forth between two people. If the ring is missed or dropped, it automatically goes to the other
team. A player can run as far as they want with the ring, but once they stop, they must remain
stopped until they have passed the ring.

ULTIMATE FRISBEE: Divide the group into two teams. Now set up two areas where points can
be scored. Usually this is endzones, but to make it interesting, set up circle goals or use a
number of different goals. The object of the game is for the team to pass their frisbee into their
goal area. Stress the more passes, the better. If the frisbee hits the ground, possession
switches to the other team. When it hits the ground, it stays right where it is and the other team
starts there.

WIZARDS AND GELFLINGS: The leader will begin by choosing two “Wizards.” The wizards will
be doing the chasing. The gelflings will be running from the wizards. Once a gelfling has been
tagged by a wizard, the gelfling must freeze, and begin sending out a distress signal. The
distress signal is performed by making a fist with the thumb sticking up and pounding on the
palm of the other hand. At the same, the frozen gelflings will yell in a high pitch voice, “HELP
ME! HELP ME!....” At this time, two unfrozen gelflings will run to their frozen buddy’s side and
make a bridge with their hands. Once their hands are locked, they will keep their hands locked
and bring their locked hands from above the frozen gelfling’s head to the side of the frozen
gelfling. At the same time, they will say, “Go free little gelfling, go free little gelfling, go free little
gelfling (say three times).” The once frozen gelfling can continue playing. Note: When any
gelfling is helping free another, they cannot be tagged.

25
Icebreaker Game 1 – Who Am I?

A silly icebreaker game for a small group.

Have each person secretly write on a post-it note the name of a famous person. Keeping the
name hidden, stick the post-it to another’s forehead.

Each person takes turns to ask the group questions to figure out whom the unknown person is.
The catch is that only yes or no answers can be asked e.g.

 Am I alive?
 Am I female?

If the answer is no your turn is over. If the answer is yes, you can ask another question. Keep
going until you get a no or make a guess at whom you are. If you guess right, you win or if you
guess wrong your turn is over.
Keep going until everyone has guessed or if time is tight, maybe stop after a few right answers.

Icebreaker Game 2 – Chat Show

Great for groups of strangers, and avoids the dreaded pain of introducing yourself. Get the
group to pair off and take turns in being a chat show host and guest. The chat show host has to
find out 3 interesting facts about their guest. Switch the roles and repeat.

Bring everyone back to the big group and ask them to present briefly the 3 facts about their
guest to the group. Maybe go round the group randomly so people are less aware of their turn
coming up next and panicking about it.

Watch timing on this one as it has a tendency to go on too long if your group likes to chat too
much.

Icebreaker Game 3 – My Name Means…

A good game for small groups who need to know a little bit more about each other.

Split the group into pairs. Each pair has to come up with words that describe the person using
the letters in their first name. The phrase is then shared with the group.

As an example, Lyndsay could stand for “Loud, Young, Nerdy, Dreamer, Strong, Adventurous,
Yearning”.

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As a more creative alternative, each pair has to come up with a silly phrase based on the letters
in their first name.

Lyndsay could be “Lively Young Nurses Dance Salsa All Year”

Icebreaker Game 4 – Line Up

Ideal for a quick energy boost and finding out a little more about your group. If you’ve got a
bigger group, split them up into smaller groups and see who completes each task quickest.

Have your group ready to form a line in order of….

 Height, from smallest to tallest


 Birth months, from Jan through to December
 Distance they travel to work, from close to far
 Anything else you think up!

To make it more of a challenge, get the group to do this silently, using sign language or other
alternative communication.

Icebreaker Game 5 – If I were a…

A fun icebreaker game to encourage creativity, best for smaller groups.

Ask each person to say what they would be and why, if they were a…

• A piece of fruit
• An historical figure
• A household object
• A cartoon character
• Any other off the wall group you can think of!

I would be a pineapple as I am exotic, sweet and zingy.


I would be a whisk as I like to stir things up.
I would be Taz as I rush around like a crazy creature

Ice breaker Game 6 - Ha ha ha!

An informal ice breaker for groups of 7 or so. Do not play with people with sense of humour by-
passes.

27
Have each person lay in a line on the floor side by side, like sardines in a tin. Each person must
lay their left hand lightly on the stomach of the person on their left. (Assuming all their heads are
on the same side!)

Person 1 says “HA”. Person 2 says “HA HA”. Person 3 says “HA HA HA” and so on up the line.
Any gigglers must be taken out the line and people left shuffle along to fill the whole. Start the
game again with Person 1 and keep going until everyone has giggled and no-one is left.

In the unlikely event that you get to the end of the line without any gigglers, send the HA’s back
to Person 1, but carry on the count of HA’s – “HA HA HA HA HA HA HA….” I guarantee it won’t
be long until the concentration lapses and giggling ensues.

Ice breaker Game 7 – Catch!

Ideal for groups who need to learn names quickly. Not ideal for groups of complete strangers as
it relies on knowing at least one or two of the group’s names!

Get your group to form a circle. The purpose of the game is to learn names by throwing the ball.
Each person must throw the ball 3 times.

Start the game by throwing the ball to someone you know – say their name as you throw the
ball. This person throws the ball to someone else and says their name. And so on, until each
person has thrown the ball 3 times.

If some poor soul is left out, take the lead and throw the ball to them asking their name.

Ice breaker Game 8 – Secret Lives

An ideal ice breaker game for groups who work together remotely or who need to build
relationships quickly.

When sending out invites to the meeting, ask each person to send back a secret fact about
them. You’ll find all sorts of hidden talents, escapades or achievements – one hit popstars,
matchstick collectors or maybe a kissogram!

Prepare a document with all the secrets written out, and a blank next to each for the owner.
Make sure you print out enough sheets.

At the meeting hand out the secrets sheets, and ask the group to mingle and figure out which
secret belongs to whom. If the group is mixing well, be flexible about the timing and maybe let
the exercise go on slightly longer.

28
Take the completed sheets back and mark them quickly. As you are doing this, ask each person
to confess their secret to the group. Announce the “winner” and maybe give a small prize.

Ice breaker Game 9 – Human Knots

An ideal game for when you want a quick energy boost.

Get your group to make a circle, and face center. Have group shuffle up close, shoulder to
shoulder and close their eyes. When all ready, ask them to carefully reach out and clasp hands,
any hands, with people in the circle.

As facilitator, open your eyes and check that each hand is joined to only one other hand, and
that there is a healthy amount of intermingling.

When you’re satisfied they’re ready, ask the group to open their eyes and start un-tangling the
knot without letting go hands.

Eventually the group will untangle into a perfect circle, maybe with a breakaway smaller circle.
Get everyone to clap and congratulate themselves for a job well done.

Caution – this is a physical activity so ensure that people are suitably dressed, physically able
and willing to take part.

Ice breaker Game 10 – Quick Fire Improvisation

This ice breaker game is best for 10 or so people.

Bring 5 random items to the meeting and place them in the centre of the group. Each person is
encouraged to come up with an alternative use for the item, or to come up with a phrase
associated with the item.

Item ideas; toy dog, cardboard box, chair, wooden spoon, picture, scarf or anything else around
the home or office.

Brainstorming Activity 1 – Night and Day

Busy people need routines and shortcuts to make it through the day. If we had to consciously
think about the steps involved in making a cup of tea, we’d have exhausting our thinking energy
before we’d even left the house in the morning. Routine thinking may save time and energy, but
seriously hampers creative brainstorming, so use this exercise to challenge traditional thoughts
and encourage creativity.

29
Make a list of common words e.g. night, smart, heavy, quick, apple. Get your team to list the
first opposite meaning word that springs to mind e.g. day, stupid, light, slow, pear. This will flush
out the obvious, routine words. Challenge your team to come up with at least 3 further opposite
words for each word e.g.

Night = day,sun,white,awake, …..


Smart = stupid, scruffy, shabby, in-elegant, clumsy, gawky

You’ll find some similar meaning words creep into your list – that’s fine as these can spark
further opposite meaning words. Remember ideas breed ideas and to keep critical, analytical
thinking in check. Limit the time spent on this activity to 10-15 minutes, to keep it fresh and
focused.

Now it’s time to introduce the “real” brainstorming activity. Write your problem statement clearly
and simply, and let those creative minds go to work on generating new and non-routine ideas to
solve the problem.

Brainstorming Game 2 – What Can You See?

Sometimes you’re so close to a problem you can’t see how it will ever be solved. This situation
is so common, it even has it’s own cliché – “you can’t see the wood for the trees”. Here’s a
brainstorming game to help you see things differently, and aid the problem solving process.

Show these shapes to your team, and ask them to individually write down what they can see.
You may find descriptions such as; three coloured shapes, or a green circle with a diagonal line,
a red hexagon and a yellow thought bubble etc.

30
Some may have made a small creative leap and seen the top left figure as a green “forbidden”
road sign. Others may have taken bigger creative leaps and see a winking, bearded face or an
imminent solar eclipse on a cloudy day. It doesn’t matter if you can or can’t see these more
outlandish images – there’s no right or wrong answer.

Looking at things in a fresh, new way can trigger a whole train-load of thoughts, and that’s the
essence of effective brainstorming.

Get the team to look at the shapes again and see how they describe them differently, second
time round.

Now, focus on your problem, and encourage your team to look at it with fresh eyes or “in a
different light”. How would they describe the problem to a non-English speaker, a child or a
Martian?

Use this process to encourage objectivity and distance from a problem, and start a more
creative problem solving process.

Brainstorming Exercise 3 – Who’s Line Is It Anyway?

“Normal” behaviour is encouraged at work, as this is the easiest, most efficient way to get things
done. As a result, our creative self often is hidden away, getting flabby from under-use. Then
along comes a manager demanding we do some brainstorming to come up with an innovative
solution. Ouch! Like un-used muscles, creativity improves with exercise, so here’s a
brainstorming exercise to warm-up those under-used creative muscles.

Just like the TV show, the principle of this brainstorming exercise is simple – improvisation.
Collect 5 random props from home, the office or from the problem solving team e.g. belt, toy
dog, post-it notes, lunch box and paper clip. Leave these props in the middle of the room and
encourage people to come up with different uses for the props e.g. the belt could become a
Japanese warrior’s head-band or the toy dog is hidden from the group and is “dog-gone”. You
get the drift!

Give this exercise a time limit of 10-15 minutes and encourage all team members to take part.
Even the shyest will have some creative use for the props!

If you’re aiming to develop a new solution, take your existing product or process and see how
you could use it or look at it in a different way. The whackier the better at this stage – remember
you’re aiming for quantity not quality – and take note of the ideas generated. It’s only later that
we put our critical hats back on, and rate the ideas and assess their suitability.

31
BLANKET NAME GAME: Have your group divide itself into two groups. Tell them to sit on the
floor facing each other. Hold up a blanket between the groups so that each team can not see
the other. A member of each team is quietly selected to move up to the blanket. On the count
of three, drop the blanket so that each of the selected members are facing each other.
Whoever says the other person’s name first, wins. Whoever loses, goes to the other team..

ADJECTIVE NAME GAME: The group is formed in a circle, and each group member is
required to think of an adjective that describes him/her AND rhymes with the individual’s first
name. Each group member will amplify their new creative name, and the rest of the group will
repeat that name and all the names of the previous people.

LINE NAME GAME: This game is a variation of the Motion Name Game. Can be played with
group of any size. Best if group has more than 10 members. Game begins with group lining up
shoulder to shoulder. One member starts off the game by doing a motion across the line (to the
other end of line) and saying his/her name at the same time. The group responds by saying, “Hi
___________!” The game continues as each member goes across to the other end of line.
Once that is complete, the group pairs off with person next to them and they do a motion
together (and say both of their names) to get to the other end. Group goes in twos until
complete. Depending on size of group, individuals then group in fours, sixes, etc...then in half,
and then whole. The group works together to pick out a motion and should say each name as
they get to other end. Game continues until the whole group is working together. Good game
to use to show the power of individuals coming together as a team.

CONCENTRATION: The rhythm for the game is slap, slap (on the knees), snap, snap (one on
each hand (right, then left). Group sits in a circle. One person is designated as the leader, and
he/she sets the pace. The object of the game is to get to the leader’s spot. The leader begins
the rhythm, and on one set of snaps says his/her name on the first, and someone else’s on the
second (the names MUST always be said on the two snaps). The person who’s name is said
must respond on the next set of slaps and snaps by saying his/her own name and then
someone else’s. If the player does it correctly, the game continues. If the player does not do it
quickly enough, that player must move to the seat to the right of the leader, and the rest of the
group moves up a seat (toward the leader’s spot) to fill in the seats. Game continues until group
has learned names well. The pace can be as fast as desired.

GROUP JUGGLING: The group starts in a circle formation. The leader of the group will begin
with one object in hand (i.e. a small ball). The leader will ask one group member to repeat their
name, and then the leader will gently toss the object to that group member. The group member
will reply “Thank you, (the leader’s name)!” The leader will reply by saying, “Your welcome, (the
individual’s name)!” The object will continue around the circle in the same manner, making sure
everyone has received the object, until the object ends up in the hands of the original leader.
NOTE: During the first round, once a group member has tossed the object, have them cross
32
their arms to prevent repetition. The same pattern will start again with the leader adding more
objects. Once an object has been dropped, the pattern starts all over with the first object.
NOTE: The leader should mix up sizes and shapes of objects (i.e. a rubber chicken, toilet paper,
etc.)

MOTION NAME GAME: Have everyone stand in a circle. Anyone can begin the game by
saying his/her name and demonstrating a [physical] motion to go with it. When the person is
done, the entire group repeats the name and the motion. Then, the second person (on either
side of the first) introduces him/herself and does a motion. The entire group repeats that
name/motion and then the first name/motion. This will continue until each person has given
their name and done their motion, and the entire group has repeated everyone’s name and
motions.

NAME TAG MANIA: Participants are given a name tag and a magic marker. They are asked to
print their name on the upper portion of the name tag and then to draw three objects that
represent who they are on the bottom portion of the tag. After completing the activity,
participants are then asked to share their names and what they drew on the tags. (i.e. My
name is Jess. I drew a sailboat, a dolphin, and a paint brush.)

WHOMP ‘EM: One person is the “Whomp ‘Em Master.” That individual stands in the middle of
circle with the “Whomp ‘Em Sword.” (Could use Styrofoam tube or rolled up tube of newsprint,
etc.) The rest of the group sits in a circle with legs out toward center of circle (leaving enough
room for person standing in middle). The object of the game is for the “Whomp ‘Em Master” to
get stuck in the middle of circle. Someone starts off round by saying the name of a member of
the group. The Master must “Whomp” (hit) the legs of that member, before that member says
the name of another member. The game goes on until the Master hits an individual before that
individual can say another person’s name (can not repeat name that has been said in round
already.) When the Master succeeds in “Whomping” an individual, that individual becomes the
new Master. Quite crazy...but loads of fun! Best if played following another name game, so
individuals have a sense of who each other is.

LOW ENERGY GAMES

LINE NAME GAME: This game is a variation of the Motion Name Game. Can be played with
group of any size. Best if group has more than 10 members. Game begins with group lining up
shoulder to shoulder. One member starts off the game by doing a motion across the line (to the
other end of line) and saying his/her name at the same time. The group responds by saying, “Hi
___________!” The game continues as each member goes across to the other end of line.
Once that is complete, the group pairs off with person next to them and they do a motion
together (and say both of their names) to get to the other end. Group goes in twos until
complete. Depending on size of group, individuals then group in fours, sixes, etc...then in half,

33
and then whole. The group works together to pick out a motion and should say each name as
they get to other end. Game continues until the whole group is working together. Good game
to use to show the power of individuals coming together as a team.

ALL ABOARD: The object of the game is to get all of the people in the group onto the board.
(Can either use a poster board or a wood board, etc.) Everyone must have at least one foot on
the board. HINT: Try not to give solutions, but tell them to listen to other’s ideas. You may
enlarge or decrease the size of the board, depending on degree of challenge you would like.

BANG! BANG!: This game is similar to “Scissors.” One person starts by saying (in a rather
dramatic way and in any version of these words he/she would like), “Bang, click, click, click,
bang, click, bang! Who’s dead?” (The person can pretend to shoot an individual or individuals
if they would like.) The group must figure out who is dead. The person who is dead is the
FIRST person who speaks following the “dramatic” act. It may take the group some time to
figure out how the game works....be patient and encouraging. Game continues until everyone
figures it out.

BIRTHDAY LINE: Explain to the group that this is a nonverbal exercise. The group is to form a
single straight line, according to birthdays. For example, persons with January birthdays will be
at the beginning of the line, earliest January dates first followed in order by later dates. The line
progresses by months and days with December birthdays at the end. Persons with the same
birthday share the same place in line. You must communicate nonverbally (no lip-reading or
spelling in the dirt allowed). When the line is completed, each person will shout out his/her
birthday, beginnining in January.

BLIND POLYGON: The object of the game is for the group to form a perfect square and a
triangle (and other shapes if desired) using the given length of rope. Ask participants to put on
blindfolds. All participants must have at least one hand on the rope at all times. All participants
must remain blindfolded until the task is completed. When the group believes the task is
finished, ask them to remain their blindfolds, without moving from their current places. Using
the same procedure, ask them to form any geometric shape you think is possible for the group.

BODY ENGLISH: Split the group into two groups. Each group must plan and spell out the
words by using their bodies only (no hand signals or signs). The other group must figure out
what they are spelling. Start with single words and move onto phrases as the groups get better
at spelling in this fashion.

GET-TO-KNOW-YOU BINGO

IO,GROUP

34
Get-to-know-you-bingo is a simple pre-opener excellent for large groups of like 30 or so. To
creat a bingo card make a 5x5 grid with each square grid being about 1.5 inches square. In
each box put questions like the ones to follow and a blank line for an answer. Leave the middle
square free. It is good to use several versions of the card (i.e. different arrangements of the
same or similar questions).

Sample questions or requests.

"Find someone who..."

Has never been to the west coast


Went to a concert in the last year.
Has never been skiing.
Is wearing black socks.
Plays a guitar (to any degree).
Listens to a certain radio station.
Has a brother named Mike.
Did not watch the "Cheers" final episode.
Was born in __________
Wore braces
Owns a pair of bell bottoms.
Drives a truck.
Has ears peirced twice.
Shops at _________
Is wearing sandles.
Has never flown in an airplane.
Knows who Peter Frampton is.
Is wearing a blue shirt.
Got a letter in the mail yesterday.
Works in a restaurant.
Has painted toenails.
Wears contacts.
Listens to Jazz music.
Does not like chocolate.
...

KEVIN BACON IS THE CENTER OF THE UNIVERSE

IO,Single/Group

35
Take a list of 10 movie stars (perhaps the one from Movie Star Scramble) any movie stars at all.
Link that person to Kevin Bacon through movies in the least amount of steps possible.

Example:

Dustin Hoffman was in Hook with Julia Roberts


Julia Roberts was in Flat-Liners with...Kevin Bacon!!
Bacon factor is 1. Don't count the direct connection.

You should be able to do this with just about any actor or actress from any time. The challange
is knowing all of the right movies and who was in them.

NAME THOSE LOGOS

I,Group/Single

Go through several magazines and cut out advertisement symbols (ie. the 7up dot, but not the
word 7up). Paste each on the white side of a 3x5 card and have everyone go around the room
with an answer sheet and try to identify as many of the symbols as possible.

MOVIE STAR SCRAMBLE

I,Single

Scramble the names of popular Movie stars and figures and have people figure them out.

1 uilja otsebrr Julia Roberts


2 aridhrc eger Richard Geer
3 ophowi globedrg Whoopi Goldberg
4 aciemlh otanek Michael Keaton
5 ryam tarust nerstmaos Mary Stuart Masterson
6 etsve nrtmia Steve Martin
7 edjoi esrfot Jodie Foster
8 evset rnebetugtg Steve Gutenberg
9 lomyl widgrnla Molly Ringwald
10 orairsnh rfdo Harrison Ford
11 cinhlo naidkm Nicole Kidman
36
12 elm osibng Mel Gibson
13 imk seginrsab Kim Basinger
14 vhyec shaec Chevy Chase
15 mdie ormeo Demi Moore
16 anad yvrac Dana Carvey
17 elichelme ferifpe Michelle Pfiefer
18 nadyn vrgloe Danny Glover
19 yaleyh lislm Haley Mills
20 nhoj skcasuc John Kusacs
21 acjk nisholcon Jack Nicholson

NAME THAT SHOW TUNE

I,Single

Take lines from the themes of TV shows and write them on a paper with an answer blank below.
Here are some examples:

1. This is a story about castaways, they're here for a long, long time...
(Gilligan's Island)
2. A story about a man named Jed, the poor mountaineer hardly kept his family
fed...
(The Beverly Hillbillies)
3. They were four men living all together, yet they were all alone...
(Brady Bunch)
4. One O'clock, two o'clock, three o'clock rock...
(Happy Days)
5. The ____ ______ Promises something for everyone...
(The Love Boat)
6. They're the modern stone-age family..
(Flintstone's)
7. Where everybody knows your name, and they're always glad you came...
(Cheers)
8. Coma nd know on our door, we'll be waiting for you...
(Three's Company)
9. On your mark get set let's go now, gotta dream...
(Lavern & Shirley)
10. Welcome back, welcome back, welcome back...

37
(Welcome Back Kotter)
11. We're moving on up...
(Jefferson's)

An excellent twist on this game is when you give out the answers have everyone sing the
answers back.

THINK HARD OR HARDLY THINK

I/O,Group/Single

Put the following on a table:

 A calendar
 The letter "K"
 A match in a bottle of water
 Jar of 16 candies
 Toothbrush
 Pitcher
 Candle
 Salt
 Fork
 Tacks
 Buttercup (Reeses?)
 the letter "N"
 Stamp
 2 dice on a dish of dirt
 An Iron

When the guests come have the previous articals on a table. As they come, give them the
following list. Match the statements on the list with the items on the table.

1. End of pork ("k")


2. A bunch of dates (Calendar)
3. A swimming match (match in the bottle)
4. Sweet sixteen (Candies)
5. Never borrowed, never lent (toothbrush)
6. Seen at a ball game (pitcher)
7. Out for the night (candle)

38
8. The ending of a Biblical Character (Salt)
9. Branching of a river (Fork)
10. On of the causes of the American Revolution (Tacks)
11. A spring flower (buttercup)
12. The end of ambition ("N")
13. Ready to be licked (Stamp)
14. A paradise on earth (dice)
15. Birthplace of Burns (Iron)

WHO AM I?

I/O,Group

Pick a category such as cartoon characters, movie stars, vegetables, etc. Pin the name of one
of these items on the back of each guest as they arrive. Tell them that they need to find out who
they are by asking other people for help.

The rules are:

1. ask yes or no questions only


2. answer yes or no questions
3. no removing your own name tag to find out. If you ask, anyone will help you find out your
identity.

If you need people seated or grouped up this may be a good way to do it. Have place cards at
the seat of each item. Or have a few different categories of item to guess. Then when it comes
time to group up have the cartoon characters go here, vegetables there, etc.

*Variation: Make name tags of famous pairs (each name separate) (they can be any type pair).
As group arrives, place one name on his/her back. The person cannot see his own name. While
they are mingling, they may ask questions about the person on their back (real
person/character, male/female, married/not,etc), however the other person may only answer
yes or no! The first pair to find each other wins. It is lots of fun, plus it gets everyone energized

QUESTIONS

I/O, Get-to-Know-You

39
Three Options here:

Questions
For the 1st day. Stick a sheet of paper on everybodies back. Now let th epeople walk around;
they ask each other a simple question like 'what is your favourite colour' etc.The answer is
written on the sheet.

ADVERTISEMENT
Write an add about yourself, describing yourself and some peculiar habits or properties. Don't
tell too much. Now the adds are mixed and people will guess with each piece to whom it
belongs.

QUESTIONNAIRES
Have them write the answer to three questions on a piece of paper. Questions can be 'how
would you ike to re-incarnate', or 'what would you like to do at least ONCE in your life ?' The
papers are mixed and one person takes a random piece and tries to guess to whom it belongs.
Good guess ? A point and another try. Wrong ? The wrongly guessed person can try
now.(thanks Anoeska !)

AURA

I/O,Starter

Two people stand face to face, arms-out, palms touching. Then, each turn around three times
and try to find each other's palms again and return to the original position without opening your
eyes. This is a great spectator sport and is also a riot if a whole group of pairs is trying to do it at
the same time.

THE GROUPING GAME

I/O,Grouping,All to Some
Author: Dan Raddon

This is a good game to play as a mixer. It is a fun, fast moving game. It starts out as everyone
collects in one big group. The leader initially calls out a number, usually a number between two
and fifteen. The number shouldn't be more than half of the number of total participants. When
the number is called out everyone must try to collect in a group that contains that number of
people. The group memebers should be latching arms or have thier arms wrapped around each
other so that the leader can see who is in the group. If someone cannot enter a group because

40
the number of required members has been reached, he is out of the game. As different numbers
are successively called out the number of participants gets smaller and smaller. Eventually,
there are less than ten people. The last group, or winning group, should have anywhere from
two to five people.

Variation for grouping:

Don't make people go "out" of the game. Just constantly re-group people in different sized
groups. Have everyone say something like "mingle mingle mingle" as they mill about together
waiting for a number to be called out. Ultimately, try to make it so that everyone is in a group.
Presto! instant, fun grouping.

PSYCHIC SHAKE

I/O,Grouping,All to Some

This game calls for as much silence as possible. Each person decides on a number from 1 to 3.
While not saying a word, everyone in the group wanders around shaking people hands. The
number of shakes should match the number chosen. There will be an unmistakable moment of
tension when the numbers don't agree. But when they do the two should silently decide how to
group themselves. Eventually, eveyone will be in three groups. Surprisingly, the groups are
often very evenly divided. It must be something psychic.

THE LAP GAME

I/O,Starter,All

This is perhaps my favorite game because of its enjoyability and diverse possibilities. The game
is simple. Everyone in the group gets in a circle, facing in, shoulder to shoulder*. When the
circle looks good and round everyone should turn to their left (or right, whatever the director
chooses) and sits on the lap of the person now behind them.

This a great game to get people into the group-game mood. Once people are sitting (?) it is a
good time to give them all instructions as to what is going to happen next. It is also a good
rester.

41
*Another thing to do is while people are facing inward, shoulder to shoulder, try to get them to
lean inward together, supported by one anothers shoulders. This is useful because it will help
the circle get round.

Another variation: after the people have completed the task of all sitting down in a large circle,
have them start walking! It really works.

A Different Description of the same game:


The big army of Queen Eugenie was marching to a distant war. They wanted to take a break but
the fields were wet. So they invented this new way of sitting. Whilst humming a soldiers
marching song they got into a circle, faces all to the right. Then they slowly sat down on each
others knees. It seems to be more easy to sit on the knees than on the hips/lap. Now the trick is
to start walking in a circle ! In 1978 2500 people managed, on a Spielfest (Gameparty) in Essen
(Germany).

*A variation: whilst humming a silly song, you first walk in a circle. Then you get less shy and
hold the shoulders of the person in front of you. For a while, you walk on this way. But hey, you
like this, so now you hold the middle...shoulders of the person onestep further. Then you are so
close that it is pretty easy to sit. But to keep sitting during the walk.....

SIMILARITIES

I/O, Starter

People sit in a circle on chairs. Everybody has a chair except one person in the middle. He
really wants to sit ! So this person names a property like "I have black trousers", "I live in
Amsterdam", "I have a sister", or even "I have two eyes". All people who can say that too have
to change seats, the rest stays seated. The person who was in the middle will try to sit on one of
the chairs, and one person remains. This person now asks the next question.

GORDIAN KNOT

I/O

Uh, people get very close here. Everybody stands in a small circle, shoulder to shoulder. Eyes
closed. Left hands in the air, reach into the circle, and grab someone's hand tightly. Now all right
hands seek a fist. Once everybody is connected, let them open their eyes and try to unravel the

42
knot until everyone is standing in an untwisted circle, holding hands. Good for the group
process; because people actually touch, and they have to cooperate and listen to each other.
Lots of fun, too!

THE MATING GAME

I/O,Grouping,All to 2

The group divides in two paralell lines facing each other across the room (perhaps boys/girls but
doesn't matter). Each person is assigned an animal whose match is accross the room
somewhere. After being given a moment of thought, everyone in the room acts like the assigned
animal and walks (crawls, flaps, waddles, etc) accross the room in search of their mate. No
human language is allowed. When people think they have discovered their mate, the go to the
referee. The pandemonium proceeds until everyone has been mated.

To help with the assignment of animals perhaps you could make two sets of animal cards to
pass out to people. In this case, the people wouldn't need to be in paralell lines accross from
each other. They could just be in a big circle or something.

STAND OFF

I/O,Starter,2

Two people stand face to face at one person's arm's length. Each stand with his feet side-by-
side and together. Palms must face inward to start. The object is to make the other lose their
balance without touching any part of their body than the palm. Go for two out of three. You can
dodge and feint with your hands but touch no other part of your body.

Another version is from the Martial art aikido. Players start with palms together and must stay
together throughout play. The object is still to make your partner lose balance but no sudden
moves are permissible.

This game can get tiring. Don't wear the guests out before the party really starts.

STAND-UP

43
I/O,Starter,2+

Sit on the ground, back-to-back with a partner, knees bent and elbows linked. The object is
simply to stand up together. Then try it with 3. Then with 4. Then with 5... Try it with as many
people as are in the "Lap Game."

SWAT 'EM OR WHIPPED TO THE GAP

I/O,Starter,All

Equipment: Newspaper rolled up into swatter

Action: Group in a circle, everyone facing in with hands behind back. "IT" walks around the
circle with the newspaper. He discretely puts the newspaper into the hands of one of the
players. That person swats the person on his right while the person being hit runs around the
entire circle and comes back to his original place. The chasing person's place was taken by the
previous "it". The person with the swatter now becomes "it". NOTE: If the group is really large
use two or three swatters.

WILLOW IN THE WIND

I/O,Starter,Some/All

Form a small circle of about eight persons, shoulder to shoulder, facing in, hands outstretched
with palms facing inward. Place one foot slightly behind the other for balance.

Place a "willow" in the middle of the circle with feet together, arms crossed over their chest, and
eyes closed. Keeping their feet in one place and their body straight and relaxed they fall
backward. The people forming the circle push the "willow" gently push her front and back, side
to side, and all around, like a willow in the wind. Perhaps the group can make howling wind
noises. Everyone should get a turn to try it out.

RED HANDED I/O

Also called "Button, button, who's got the button?" by my grandmother. The group forms a circle
and one person, "It", stands in the center. The group faces in, fists closed, palms up. IT places a

44
marble (or button, or other small object) into someones hand. IT then closes her eyes. While her
eyes are closed the group passes the marble around. The idea is to trick IT so everyone
pretends to pass the marble.

IT shouts out a word (any will do--"RED HANDED" for example) and opens her eyes. She then
tries to guess (or catch) who has the marble. Everyone presents their hands in the original
position (fists closed, palm up) and IT picks a hand.

If you get caught with the marble, you become IT. If IT failes to catch someone "Red Handed"
then she must try again.

HUMAN PINBALL O

All but one stand in a circle, facing outwards. Spread your legs as wide as comfortable, until
your feet are touching your neighbors' on both sides. Everyone bends down and swings their
arms between their legs--these are the flippers.

One person stands in the middle. A ball is released and the flippers try to hit the person in the
middle (possibly for points if you have a use for them). Try it with several balls and more people
in the center if the group is very large.

Careful. This game causes bad head-rush. Make sure you take breathers.

PILE UP I/O

Everyone sits in a chair (or possibly on the ground) in a circle--one chair for everyone. One
person in the middle begins to ask yes or no questions like: "Were you born in Mississippi?"
"Are you right handed?" If the players can answer "yes" to the question, they move one chair to
the right. If the players can answer "no" they must stay in the same chair.

Eventually, there is a pile-up. The object of the game is to try to get everyone in the same seat.

Two notes. First, you may want to rule out questions whose answer is visible like: "do you have
green eyes?" This adds an element of challange to the game. Second, once everyone is all
"together" it may be a good time to give them instructions for the next activity.

*Variation:People sit ina circle on strong chairs or benches. Everybody gets a card from a game
of cards, and remember whether it is hearts, diamonds, club or spades. Now someone takes a

45
deck of cards and turns the upper card. When it is ‘hearts’ everybody with hearts moves one
chair to the right. If that chair is occupied you sit carefully on this persons lap. After turning some
cards, the piles can get quite high ! (if you have somebody on your lap you cannot move)

DUCK, DUCK, GOOSE I/O

While sitting, standing, or kneeling in a circle, facing in, one person goes around the circle
touching each person on the head as they pass and saying "duck." The person on the outside
continues around the circle tapping and saying "duck" until he decides he's ready. He then taps
someone on the head and says "goose" and proceeds to run around the circle. The goose must
run around the circle in the opposite direction. Both are racing for the open spot in the circle.
The loser gets to be the caller for the next round.

A variation on this game is called "They Flying Dutchman." In it, two people go around the
outside and say nothing. The people in the circle hold hands. The Dutchmen tap someone's
clasped hands, breaking the chain. The Dutchman run around the circle racing agains the two
who's hand-clasp was broken (who run in the opposite direction). The slower team gets to be
the Dutchmen for the next round.

Variations on this game are many. You can have them race around while hopping or skipping,
or perhaps in piggy-back. Use your imagination.

MUSICAL CHAIRS I/O

Classic Musical Chairs is played with numbers in a circle (perhaps on chairs, perhaps on the
floor). When the music starts the players walk around the circle, when the music stops everyone
must stop on their own number. A number is drawn from a hat and the person on the winning
number gets a prize (or something).

A variation on this theme was given by Leah Gibbons. She says it is fun to place obstacles in
the path (i.e. between the numbers) for the players to crawl under, jump over, or step around.
She also suggests playing by crawling, hopping, or skipping. Its great exercise!

HAPPY BIRTHDAY: THE GAME I

Materials:
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 1 Pair of Gloves
 1 Hat
 1 Die (perhpas two dice if group is large)
 A Prize wrapped in several layers of newspaper and boxes.

The group stands in a circle. The gloves, hat, and wrapped box are placed in the center.
someone begins by rolling the dice. If they roll a 6, they hurry into the middle and put on the
gloves and hat. They then start to unwrap the package. They must move fast because the next
person to roll a 6 takes the hat off of the person in the center. The person in the center stops
immediately and takes off the gloves, gives them to that person, and he/she goes back to the
circle. The game continues like this until the package is completely unwrapped and the last
person receives their prize. It's really noisy and incredibly fun!

WHAT'S YOUR NAME SWEETIE I

Materials:

 About 6 different candies that have given names like M&M's, Crunch, Wrigley's , etc.
 1 Die (or 2 dice if the crowd is very large)

Everyone is seated on the floor in a circle. Packaged candybars or candy are placed in the
middle of the circle. Everyone starts by saying their own names. The leader then makes sure
that everyone knows what candy is in the middle. someone begins by rolling the dice. If they roll
a 6, they can take one of the candies in the middle. The die continues to go quickly around the
circle while people keep picking up candy. When all of the candies are taken, people then can
get other people's candy.

In order to get their candy, they must state the person's first name and the name of the candy
they hold. The person who rolls a 6 and matches the name of the candy and the person takes
the other's candy. If they forget either name, they miss their turn and the dice goes to the next
person and they continue to roll. (One person can get more than one candy and people can
hide the candy behind their back). This is a great way of getting to know people's name and
how to get your favorite candies!

FOX AND THE SQUIRREL O

This game is more fun with a large number of players (approx 10-20).

47
To set up, have everyone pair off and link elbows with their partner. Form a wide circle, leaving
3-4 feet (1 to 1.5 meters) between each pair.

Choose one of the pairs to start the game. One person is the Fox and the other is the Squirrel.
The Fox chases the Squirrel anywhere in or around the circle until the Squirrel links elbows with
one of the pairs. As the Squirrel links elbows with another player A in the pair, Player B of that
pair becomes the Squirrel. If the Squirrel is tagged before linking up with another pair, he
becomes the Fox and the Fox becomes the Squirrel.

An extemely tiring and fun game of tag!

SPIT IN THE OCEAN I/O

Materials:

 Thimble
 Water

The person starting off the game has the thimble which is filled with water. This person will think
of something. For example: They will say "I am thinking of a color." They go around the group,
which is in a circle, and each person will guess a unique color. The object is to not get it right. If
the guess is correct, the person in charge throws the water on them. Then, the wet person is in
charge.

ZOOM! I

The object of Zoom is to be one of two winners. The game is played by everyone sitting in a
circle, facing in. One person begins by saying the word "zoom" and turning to face the person
on either her right or left. The person "zoomed" can do one of two things. First, turn his head
and look at the next person in the circle and say "zoom", thus continuing in the same direction.
Second, he can make a brake screeching noise (hhrrrr--or something) and look back toward the
person who just "zoomed" her (or perhaps braked her), thus reversing the direction of the zoom.

The game must go rapidly and with rythmn. If someone messes up--looks the wrong direction,
says the wrong thing, or hesitates--they are out and the circle closes in. The game continues
until there are only two left (can hardly do it with only two).

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MURDER
I/O

*Version One:
Sit in a circle. One person is the detective, and another one is chosen (without the detective
knowing) to be the killer. Detective returns, and the killer starts killing others by blinking to the
victims. If you are a good killer the detective will have a hard time finding out who it is.

Version Two:
Tear up enough pieces of paper or cards so that there are more than there are people. Write
O's on all but one, put an X on that one. Fold them up and put them in a hat. Have everyone
draw one, whoever gets the X is the murderer. Methods of murder are optional: pick one and
stick with it for all the games, though, or it can get confusing. Suggestions: sit in a circle holding
hands (this only works in the dark or if everyone keeps their eyes closed), and squeeze.
Squeeze once, and you kill the person sitting next to you. Twice, and the person next to you
squeezes their neighbor once and HE dies. Get it? Or, wander around shaking hands; the
murderer taps the wrist. Those murdered must count to 10 (to themselves), shaking hands and
acting normally, before dying. In all cases, let them have fun dying!

DRAGON TAIL TAG


O
Author: Mark Quinney

Make small chains of about four people. Either have team members hold on to each others
waists or link elbows. The end person has a flag or tail (bandana) hanging behind them or in
their back pocket. Teams must stay linked to participate.

The object of the game is to steal other teams tails while avoiding other teams who are trying to
steal your tail. The last team to have a tail wins.

FEATHER TENNIS
I

49
A string is placed accross the room. Just like volley ball, the idea is to get the feather to fall to
the floor, inbounds, on your opponent's side of the court. Unlike volleyball, you must blow a
feather up into the air to do it. There are no limits to the number of time passes you can make to
your team mates but each player cannot blow more than three times in a row.

THE FLOUR/DIME GAME


I
Author: Leanne Ostler

This game works best for about 6 people per game. Just divide the people up and let them play
in their individual groups if there are more.

1. Bring about a cup of flour, a table knife, and a dime for each group (of 6, see above).
2. Pack the flour in the measuring cup very tightly.
3. Put paper over top of it and gently turn it over so that the cup lies upside down on the
paper.
4. Carefully take the cup off so that the flour stays packed on the paper.
5. Gently lay the dime on the top of the packed flour pile.
6. One person at a time cuts away at the flour pile with the knife and must cut from the top
surface in any direction). The person who is holding the knife when the dime drops off
the pile has to pick the dime up with their teeth and their hands behind their back.

THE CRACKER/WHISTLE RACE


I
Author: Leanne Ostler

A game for as many people as you would like.

1. Divide the people into two or more groups. Line up in those groups.
2. Hand out one or more crackers to each participant in each group.
3. Explain that the goal is to be the first team to successfully eat their crackers and whistle
as soon after chewing them as possible, beginning one person at a time per team.

50
SARDINES

I/O

Very easy, sort of reverse Tag. Assign a few "police", make them stay while one person runs off
to hide. Then let the rest (but not the police!) run off in search of the first person. Give them a
minute, then send the police out. If caught, the runners must go back to "jail" for a bit. The game
ends when everyone has ended up in the same place as the first runner (it can get very
cramped in there!!).

THE ASSASINS VARIATIONS

I/O Basically:
Having never played this game I may not be the best at describing it, but here goes anyway.
Begin by getting all the players together, and writing their names on a piece of paper. Have
each player choose a piece of paper, and check to ensure that they have not drawn themselves.
The Game Begins! Their goal is to "kill" the person whose name appears on their slip of paper.
Method of murder is optional: water guns are popular but kissing or just saying "bang" are also
used. Once a player has "killed" their victim, they inherit the victim's slip of paper. This continues
until everyone has been eliminated.

BRAIN BENDERS: Creatively divide the group into the desired number of small groups.
Explain to the group that they will be asked to think creatively while encouraging full
participation to accomplish the group challenge. Pass out one copy of the brain benders (face
down) to each group. Give the groups 4-5 minutes to complete the brain benders to the best of
their ability. After the alloted time is up, the groups can share their answers. A sample of
brainbenders is in the back of this section.

CHICKEN, CHICKEN: This game is very similar to “Bang! Bang!” One person starts by saying
(dramatically), “(Clear throat) Chicken, chicken, who’s got the chicken?” Players must guess
who has “got” the chicken. In order to have the chicken, player must say phrase STARTING

51
WITH A CLEAR OF THE THROAT. This can be done rather inconspicuously at first and much
more dramatic as people begin to get frustrated from not being able to figure out the game.
Players can make whatever motions they want and say the phrase how ever they want.

COUNT OFF: Ask the group to count to 20 without pre-planning who is going to say each
number. There is a catch....there are no verbals or signals allowed, and the group must do it
without any two people saying the number simultaneously. See how fast they can do it!

HEIGHT LINE: Ask participants to close their eyes (if they feel comfortable). Without opening
their eyes, the group is asked to arrange themselves by height in a straight line. They may
choose to arrange by feeling height or some say their height out loud. The only restriction is
that they may not open their eyes.

HOW’RE YA DOIN’? JUST FINE, THANKS: Ask the group to close their eyes and get into a
circle (shoulder to shoulder). Have them count off and remember their numbers. Ask each
person to shake hands with the person to their immediate left and ask them, “How’re ya doin’?”
The person should answer, “Just fine, thanks.” Continue to do this between each pair three or
four times. Then ask the group (eyes still closed) to mill around in the “bumpers up” position
until they are thoroughly scrambled. Ask them to stop and return to their sequential order - with
their eyes still closed. The only thing they can say is, “How’re ya doin’? Just fine, thanks.”

LISTENING SKILLS DRAWINGS: You will need a piece of paper and a writing utensil for each
particpant. You also will need two different diagrams for each pair. Have partners sit back to
back and decide who will be the “listener” and who will be the “talker” first. Each will eventually
have a chance to play both roles. Give each “talker” a copy of a diagram. The Listener must
sketch what they hear described, and in this round 1, is not allowed to speak or ask questions.
This pair is using “one-way communication.” There will be 1-2 minutes allotted for this round, or
longer if time permits. Partners compare drawings when finished to see how close they came to
the original. The second round can begin and partners switch roles, still sitting back to back.
The dyad together must try to improve results. In this round 2, the talker gets different diagram,
and the listener can speak and ask questions. After the alloted time has passed, partners
should compare results again. Then bring the two groups together to talk about the benifits of
both types of communication.

PASS THE PEBBLE: All players stand about while one goes around pretending to drop a
pebble into the hands of each of the players, who hold their palms together. When the pebble
has been completey around the group and has been left in one player’s hands, the one who has
it slyly slips away and runs for the goal previously determined by the group, and all try to catch
him/her. The one who succeeds passes the pebble in the next round. If no one succeeds in
catching the player, that player passes the pebble in the next round. HINT: Ask players to
spread out so no one knows who holds the pebble.

52
SCISSORS: Split the group into small groups of any number you would like and have each
group sit in a circle. The first person starts by turning to the person to his/her right and saying, “I
am passing these scissors to you....” (And they fill in either “crossed” or “open.” The phrase
they choose to end with depends on whether their legs are crossed or open. They can do
whatever they want with the scissors in terms of how they pass them to the person next to
them. The person who is receiving the scissors must say, “I am receiving these scissors...”
(The ending should reflect how the person before had his/her legs positioned - NOT how they
passed the scissors.) Game continues around circle...play until everyone has figured out the
game. NOTE: Participants can get easily frustrated if they can not figure out the game...be
patient and encouraging.

SHOE SORT: Creatively divide the groups into two smaller groups. Then tell a space sotry
while handing out the blindfolds. They then need to describe that everyone has been left
speechless from some sort of space disaster. The leader continues to tell the group that they
need to be fitted for space boots before they can go on their voyage to return to earth. The
group must line up in order of shoe size from smallest to largest - without the use of sight or
sound! Have group use bumpers. Once the group has completed the task, process what
happened.

TRAFFIC JAM: Divide the group depending on how many people there are. The groups need
to be of even numbers of six, eight, etc. If there is an odd number of people have them help
facilitate the activity and them switch off. To set up the game, place marked squares (one more
than the number of people in the group) on the floor. The boxes need to be placed in a straight
line. Have each person stand on a marked box, leaving the center open. The challenge is for
the groups on either side of the center unmarked box to completely change to the other side, by
moving one at a time, like in a game of Checkers. Players may move into the vacant spot next
to them, or they may jump another player on the opposite side, but they can NOT jump a player
from their own side. Players may not move backwards, and two people can not move at once.
After the group has figured out a solution to the traffic jam, have them show the leader.

WARP SPEED: The group starts in a circle formation Warp Speed has the same beginning as
Group Juggling. Instead of adding objects, the group must comprise a way of moving the object
in the same name pattern under time constraints. Let the group come up with the time
constraint. The object is to move the ball (or whatever) through EVERYONE’S hands as fast as
possible. One person can not hold onto the object at all times.

WHAT YOU DON’T KNOW: Tape a blank piece of paper (poster board - kind of like a billboard
over the person’s head) on everyone’s back. The members are to write a compliment or
positive comment on everyone’s back. At the end of the session, explain that a lot of times we
tend to give compliments behind someone’s back and it is not very often that we actually say
these things to people’s faces. We sometimes take for granted the positive aspects of others. If
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you wish, you may also explain that criticisms often are given behind other’s backs as well, and
that it may be more effective if they go to the person, instead of others. Have the group
members pair up with someone they would like to get to know better and remove the paper from
each other’s backs. They should then explain to that person why they would like to get to know
him/her better.

AFFIRMATIVE FOLD-UPS: Have group comfortably sit in a circle. Give each participant a
sheet of paper and ask them to write their name on the top of the paper. Place all of the papers
in the center of the circle. Have each participant draw a sheet from the center (not their own)
and ask them to write one (or a sentence) positive word about that person at the bottom of the
sheet. They then fold the paper up to cover up the word. Have them place the sheet back in
the center and repeat on another sheet. Participants will continue to select other’s sheets from
the circle to write affirming words on, until the name is the only thing showing on the paper. The
leader can then distribute the papers to their owners. This is a great game to do at the end of a
retreat, the end of a year for an organization, at a staff meeting, etc.

BACK TO BACK: Every group member must find a partner of approximately equal height and
weight, if possible. The partners will lock arms with their backs to one another. With arms
remaining locked at all times, the partners will sit down on the ground, kick their legs out
straight, and try to stand back up. Then groups of four will try the same thing. Then groups of
eight, sixteen, and eventually, the entire group together. This is the perfect activity to begin a
trust sequence.

CHALKBOARD SENTENCES: This exercise asks the participants, working in teams, to race
against one another to formulate a sentence to which each team member has added a word.
The facilitator begins by explaining that the participants will be competing to see which team is
the first to complete a group sentence. Next, the participants are asked to divide into two
teams. If the group contains an uneven number, one participant may compete twice. The
group leader sets up blackboards or newsprint for each team. The teams then are to line up 10
feet from their board. After giving the first person in each team’s line a piece of chalk or marker,
the leader explains the rules of the game. The rules are as follows: Each team member is
responsible for adding one word to the sentence. The players take turns; after they go to the
board and write one word, they run back to give the next player the marker, and then go to the
end of the line. (The sentence must contain the same number of words as there are members
on the team.) A player may not add a word between words that have already been written. The
group leader may wish to process the activity with a discussion on the most serious aspects of
the exercise (i.e. the value of anticipatory thinking, the individual cooperating in a group task,
etc.).

CLIPBOARDS: This activity can be done in two ways. The first is to do the activity at the
beginning of a groups’ “existence.” Participants are given a clipboard and asked to decorate it
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(using magazine cutouts, stickers, markers, whatever!) in a way that best represents who they
are. Facilitator can give each person lamination paper to cover their clipboard and help it to last
for a long time. Participants will have their clipboard to use forever and they will always
remember the experience whenever they do! Participants are then asked to share their
clipboards with the group. The other way to do this activity is to do it after the group knows
each other well. Have participants pick a name out of a hat (but, shh....it is a secret!). The
participant then decorates a clipboard for the participant they chose, to represent him/her
(based on what they know). Group is given some time to do this. Group then comes back
together and clipboards are “unveiled.”

HUMAN KNOT: The group starts out in one or two tight circles. Everyone in the group reaches
across the circle with their right hand to grab another group member’s right hand. The group
then reaches in with their left hand to grab a different group member’s left hand. The object is
to untangle the group without letting go of hands until a circle is formed. If the group is having
extreme difficulty, you can administer “knot first-aid” and break one set of tangled hands (with
group consensus), otherwise group members may not let go at any time. You may have to
decide as a group that the know is not solvable, after prolonged attempt. NOTE: Can have
group do without talking if they are advanced enough.

KEEP IT UP: The players form two or more teams with 10-12 players on a team. Each team
gets into a circle. Each teams is given a volleyball (or similar type ball of any size). The players
attempt to keep their ball in the air the longest. When a team wins, they get a point. The team
with the most points, wins. Do not allow players to catch the ball during play. NOTE: To vary,
change the way of scoring...say the all must be hit in the order of the participants in the circle.

LAP SIT: The group will start in a circle. Every group member will turn placing their left leg
towards the inside of the circle. Everyone will take one giant step into the middle of the circle.
With hands on the person’s shoulders in front of you, the group will sit on each other. The
group will need to work together to communicate. Once this has been completed, the group
may wish to try to walk in this formation. This is a dynamic activity - and one that will make the
group feel a great sense of accomplishment when successfully completed!

LEVITATION: One person will lie on the ground on his/her back, with eyes closed (if they feel
comfortable). The rest of the group will place their hands underneath the person lying down.
One person will be designated to be the captain, and therefore should place him/herself at the
person’s head. Once everyone is ready, the captain will softly count to three. At this time, the
group will pick the person up to their waist. The captain will again softly count to three, and the
group will bring the person to shoulder height. The captain will softly count to three, and the
group will bring the person overhead. Finally, the captain will count to three, and the group will
gently rock the person (forward and backward) down to the ground. It is the volunteer’s

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responsibility to stay stiff as a board. It is the rest of the groups’ responsibility to take this
activity very seriously, not to talk, and to keep the head higher than the feet at all times.

LIFELINES: Each member draws a line on paper to represent the highs, lows, significant
events, turning points, etc. of his/her life to date (can also project into future). Members share
their lifelines with other members. Members ask questions about each other’s lifelines. This
exercise also can be done with pipe cleaners and verbal explanations.

Highs: Birth Teenager College First Job

______________________________________________________________

Lows: Childhood HS Grad School Future

MACHINE GAME: The object of this game is to create a machine out of a group of people (i.e.
ceiling fan, hot air balloon, watch, etc.). You might want to split your group into two or three
smaller groups. Each person is required to be accountable for one noise and one motion of the
machine. The group members should then put their motions and sounds together to create the
machine. Give each group about 5 minutes to work together and prepare, and then have the
groups present to everyone. Ask the other groups to guess what machine the group is.

MASKS: Participants are given a piece of paper (preferably poster board). They are asked to
cut out a face shape (that is fairly large - like the size of a regular face). They can cut out eyes
and a mouth if they would like. Participants are then asked to decorate the face. One side
represents what they feel people see/know/believe about them (on the outside). The other side
represents what he/she feels about themself (things going on the inside, what people do not
necessarily know or see, etc.). The participants then share with the group if they feel
comfortable.

PENNY FOR YOUR THOUGHTS: All participants are given a bag with pennies (each
participant should have one penny for each member in the group - if there are 20 people,
players each should have 20 pennies). Participants go around the room to each other and trade
“a penny for a thought.” Participants trade pennies - and positive thoughts about what they
think of one another. What an incredible activity and a wonderful way to end an experience!

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Activity continues until all participants have shared with every member of the group and have a
new bag of “pennies for thoughts.”

PEOPLE PASS: Have the group split into two smaller groups, if necessary. Have the groups lie
down on their backs, in a straight line, ear to ear, alternating guy-gal-guy-gal, etc. Have the first
person in line stand at the end of the line and lay down (on their back) on the hands of the first
person. Have the group pass the individual from one end to the other. NOTE: Each group
MUST have a spotter and the group should be VERY aware and serious.

PIECE OF THE PUZZLE: Facilitator should cut a puzzle out of poster paper ahead of time.
(There should be one piece for each member of the group.) Have participants decorate their
piece to represent who they are and what they feel they can contribute to the group. Once
participants are done, have them share what they have on their piece. Participants should them
assemble the puzzle. Facilitator should initiate a discussion on the power of everyone coming
together, how much more of an impact a put together puzzle can have, than separate pieces,
and how a final product could not be reached without a contribution from every piece of the
puzzle.

POSITIVE BOMBARDMENT: One member is selected to be the recipient of positive feedback


from the rest of the group. Once everyone has had a chance to give that member the “gift” of
feedback, another person is chosen and the process is repeated. This can be done in writing
with members writing a positive comment to each member and putting them all in an envelope
with the person’s name on it, or verbally. This also can be adapted so the members first give
some constructive criticism and then some positive feedback.

PROGRESSIVE STORY: For this exercise, a group of people must know one another and feel
comfortable discussing personal issues. Everyone must be able to hear the other members in
the group, but people do not have to see one another. The facilitator begins the story by setting
the initial scene and mood. (The mood will alter as a result of the addition of more content to
the story.) The story can start with the following examples (or others): “On my way to class the
other day...” or “A good friend called last night and...” or “I had the most amazing weekend! I...”
In no special order, members of the group then take over the story. They add another element
to the plot. The main point is to make sure everyone adds something. The progression of the
story indicates where the group members are emotionally and is representative of what is high
on their lists of priorities, concerns, and thoughts. This exercise spurs on creativity and can
reveal a lot about a staff’s collective state of mind. The facilitator plays a big role in interpreting
what is said by each person.

PRUI: The purpose of this game is to integrate group members and build trust and
communication. Have each player take a blindfold and spread out on the floor. Ask those who
feel comfortable to put their blindfolds on. Explain that you will tap someone on the shoulder;

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that person will be the “Prui” and will take off his/her blindfold. (None of the other players will
know who the Prui is. Everyone will mingle around slowly (with bumpers up). Each time a
player bumps into someone, they should shake his/her hand and ask, “Prui?” If the person says
“Prui,” they are NOT the Prui. If the person does not answer you back, they ARE the Prui.
Once a player finds the Prui, he/she should join hands with him/her and take off his/her
blindfold. That person is now part of the Prui, so if someone bumps into him/her, they should
NOT respond, so that person knows to join the Prui as well. Everyone will continue mingling
around until they find the Prui chain. When everyone is part of the chain, the game is over.
NOTE: This is a high trust activity, and should be done at an appropriate time.

SING DOWN: Teams are created of anywhere from three to ten in a group. The leader will give
the groups a word (i.e. love, boy, dance, etc.), and give the teams one minute to think of as
many songs as they can with that word in it. Once the minute has passed, one tam begins by
singing a part of a song with that word in it. All team members must sing it. The other team
then responds. NO SONGS MAY BE REPEATED. The group who has the most songs, wins.
The process then can be repeated with another word.

SING DOWN: Teams are created of anywhere from three to ten in a group. The leader will give
the groups a word (i.e. love, boy, dance, etc.), and give the teams one minute to think of as
many songs as they can with that word in it. Once the minute has passed, one tam begins by
singing a part of a song with that word in it. All team members must sing it. The other team
then responds. NO SONGS MAY BE REPEATED. The group who has the most songs, wins.
The process then can be repeated with another word.

TAFFY PULL: Begin by asking group members to remove any sharp jewelry or belt buckles.
Then, divide group into two teams - the “Taffy Team” and the “Taffy-Pulling Machine Team.”
Have all of the members of the Taffy Team sit down and link arms, legs, and hands in one huge,
tangled, mass. The job of the Taffy-Pulling Machine is to pull the taffy mass apart into “human-
size” bits. Ask the team members to firmly, but GENTLY, tug at a piece that seems the most
“stretchable,” until it comes loose. Each piece of taffy gets to decide how much he/she wants to
stay a part of the taffy mass. These two rules help ensure no one gets hurt. Each piece of taffy
that gets separated from the mass joins the machine, until the last two pieces are pulled apart.
Then, if time permits, the two teams can switch roles.

TEAM VS. THE WALL: Divide the group into two teams. Two members of the team hold the
rope at about four to five feet above the ground. The object of the game is to get everyone over
the rope. No one can go under the rope. Before you start transferring people over the wall, you
meet as a team and decide how to get everyone over. HINT: If group is small, just have them
attempt as one big group.

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THREE PERSON TRUST FALL**: This trust activity should not be done with out doing a “two
person trust fall” first. The responsibilities and commands are the same as the two person trust
fall. This time there will be two catchers, one in front of the faller, and one in back of the faller.
Both catchers will go through the commands, and the faller may fall either way (forwards or
backwards). The faller’s feet are STATIONARY, and the catchers gently push the faller back
and forth like a windshield wiper. NOTE: The faller should not be on fast speed!

TINKER TOY COMPETITION: The group leader should bring a box of tinker toys and divide the
pieces in two (or however many groups there are). Each group of people is given the tinker toys
and the following instructions:

1. You have five minutes to create the tallest structure you can with the pieces you have
been given.

2. You then have an additional five minutes to build the longest structure.

3. The “winners” get a prize.

TOUCHSTONES: This activity is best done at the end of a group experience. All participants
are asked to chose a touchstone (marble or rock if location permits) from a jar, bag, etc. The
facilitator then reads the following and gives all participants a copy to take with them to
remember their experience:

We all came here as individuals, bringing our own personal styles and characteristics. We have
each given a part of ourselves to the group. This is what being an individual is all about. We
have learned about others and also about ourselves. We all are unique pieces of the puzzle,
with our own thoughts, ideas, beliefs, and dreams. We are valuable because of this and what
we have to offer to others.

No one else is exactly like us. We need to look in at ourselves, see who we are and recognize
our potential. We have the ability to accomplish whatever we start out to do. Know that we
have no limits and only we can make things happen.

I want you to take all you have experienced here and keep it with you. These Touchstones
represent the experience we have shared together. Take one, look at it, and remember who
you are. Each stone is different - as each of us is our own person. But, they are similar too -
each with hopes, desires, and ambitions. Dig deep inside and always have the courage to be
yourself. You are a wonderful individual just as you are.

Keep this Touchstone and know the power and energy you feel here will always be within you.
Do not forfeit your potential to fulfill all you set out to do. Listen to the voice inside you, think

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about all there is for you to accomplish, and challenge yourself to do it. Go on....the power lies
within.

TRUST WALK: This is an incredible trust activity! Every group member is either blind-folded,
not blind-folded, but promises not to peek, or wishing not to participate. The leaders of the
group will organize the group in a straight line or in pairs, singles, etc. The leader will make
sure the group begins by holding one another’s hands in a circle to help make them feel
comfortable. The leader will lead the blinded group members around, periodically leaving them
by themselves (but always holding on to something like a tree, fence, sign, etc. - and NEVER for
any great length of time), or with new people to hold on to. THE KEY TO THIS ACTIVITY IS
NO TALKING. If there is an object that needs to be stepped over, the leader should raise the
hand of the group member, the next person will do the same to warn the next person, and so
on. If there is an object that is low, the leader will lower the arm of the blinded group member,
indicating they should duck down, and the chain will continue in the same manner as for a
raised object. (The leader can pretend as well.) The leader can organize this activity according
to their group. HINT: This activity is best down in the dark, but the leader should make sure
everyone feels comfortable participating. If someone is nervous, the could become the leader’s
partner or just watch. Squeezing the hand of a participant is very encouraging and helpful in
making them feel safe.

TWO PERSON TRUST FALL**: Every group member needs to find a partner of approximately
equal height and weight. One partner will designate themselves as the faller, and one will be
the catcher. Both partners will get the chance to act in both roles. The faller’s responsibilities
are to stay as straight as possible, not bend at the waist, keep their arms across their chest, and
communicate with the catcher. The catcher’s responsibilities are to get in a sturdy stance
(usually one leg in front of the other in a lunge position), be aware, keep their hands right below
the faller’s shoulder blades, use the arms as shock absorbers, not underestimate the force
being generated by the faller, and constantly communicate with and reassure the faller. The
faller will have his/her back to the catcher. The commands are performed, and the faller falls
straight back. After three tries, the partners should switch roles. NOTE: Give the group
members the opportunity to say “no” to this exercise. This and all other trust activities are very
serious activities.

VALUES DISCUSSION: Have participants find two people who are wearing the same color as
them. Have them find a spot where they can talk together. Instruct them they will be talking
about some issues and you will give them new topics every few minutes. Here are some
samples:

Talk about the most important thing you learned this year.

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What are the easiest and hardest emotions for you to express and why?

What is something that few people know about you?

What do you value in a friend?

What do you want to be doing in five years?

What is one goal you have for next year?

What is a motto you try to live by?

What is the greatest challenge you are facing?

What do you like most about yourself?

What do you value in a loving relationship?

What do you value most in life?

WILLOW IN THE WIND: Should follow after a “two or three person trust fall” has been
completed. This activity can be performed in one large group or in smaller groups with a
minimum of seven people. Have the group stand in circle with their shoulders touching. One
person stands in the middle, with his/her eyes closed, body stiff, and feet planted. The rest of
the group should be in a tight circle, in a sturdy stance. The outside circle group members have
both of their hands up and ready at chest level. The commands are performed, and the faller
may fall any way he/she likes. The rest of the group will gently change the faller’s direction by
easing their “fall” and sending them in another direction. The middle person will change after a
few minutes. NOTE: Address the fact that the more hands on someone, the safer they will feel.
The leader also should ask group members to remain quiet during the activity - or even to make
the sound of a gentle breeze.

Icebreakers
Icebreakers are structured activities that are designed to relax learners, introduce them to each
other, and energize them in what is normally an unduly formal atmosphere or situation.
Icebreakers are not normally related to the subject matter, where as "openers" are related to the
subject matter that is to be discussed. In addition, they often help to break up the cliques and
invite people to form random groupings in a non-threatening and fun way.

The term "icebreaker" comes from "break the ice", which in turn comes from special ships called
"icebreakers" that are designed to break up ice in the arctic regions. And just as these ships

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make it easier for other ships to travel, an icebreaker helps to clear the way for learning to occur
by making the learners more comfortable by helping to bring about conversation.

Listed below are a few icebreakers to help get you started.

THE MAGIC WAND

You have just found a magic wand that allows you to change three work related activities. You
can change anything you want. How would you change yourself, your job, your boss,
coworkers, an important project, etc.? Have them discuss why it is important to make the
change. Another variation is to have them discuss what they would change if they become the
boss for a month. This activity helps them to learn about others' desires and frustrations.

MAROONED

You are marooned on a island. What five (you can use a different number, such as seven,
depending upon the size of each team) items would you have brought with you if you knew
there was a chance that you might be stranded. Note that they are only allowed five items per
team, not per person. You can have them write their items on a flip chart and discuss and
defend their choices with the whole group. This activity helps them to learn about other's values
and problem solving styles and promotes teamwork.

THE INTERVIEW

Break the group into two-person teams (have them pick a partner that they know the least
about). Have them interview each other for about twenty minutes (You can also prepare
questions ahead of time or provide general guidelines for the interview). They need to learn
about what each other likes about their job, past jobs, family life, hobbies, favorite sport, etc.
After the interviews, reassemble the group and have each team introduce their team member to
the group. This exercise helps them to learn about each other.

WHO DONE THAT?

Prior to the meeting, make a list of about 25 items relating to work and home life. For example,
a list for a group of trainers might have some of the following:

 Developed a computer training course


 Has delivered coaching classes
 Is a mother
 Knows what ADDIE means and can readily discuss it
 Enjoys hiking

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 Has performed process improvement
 Served in the Armed Forces
 Is a task analysis expert

Ensure there is plenty of space below each item (3 or 4 lines) and then make enough copies for
each person.

Give each person a copy of the list and have them find someone who can sign one of the lines.
Also, have them put their job title and phone number next to their names. Allow about 30
minutes for the activity. Give prizes for the first one completed, most names (you can have more
that one name next to an item), last one completed, etc. This activity provides participants with a
list of special project coaches and helps them to learn about each other.

The ADDIE Game (Analysis, Design, Development, Implement, Evaluate)

Make up a reasonable problem scenario for your organization where people need to get
introduced, e.g. "The manufacturing department is bringing in 20 temporaries to help with the
peak season. They want us to build a short activity that will allow the permanent employees to
meet and introduce themselves to the temporaries." Break the group into small teams. Have
them to discuss and create a solution:

 Analyze the problem - Is it a training problem? If they decide that it is not a training
problem, then remind them that most problems can be solved by following an ADDIE
type approach.
 Perform a short task analysis - How do people get to know each other?
 Design the activity - Develop objectives, sequence.
 Develop the activity - Outline how they will perform the activity and trial it.
 Implement - Have each small team in turn, introduce themselves in front of the group
using the activity they created.
 Evaluate - Give prizes to the most original, funniest, etc. by having the group vote.

This activity allows them to learn about each other's problem solving styles and instructional
development methods, it also introduces the members to each other. This method can also be
used to introduce the ADDIE method to new trainers. Time - about 60 minutes.

FINISH THE SENTENCE

Go around the room and have each person complete one of these sentences (or something
similar):

 The best job I ever had was...

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 The worst project I ever worked on was...
 The riskiest thing I ever did was...

This is a good technique for moving on to a new topic or subject. For example, when starting a
class and you want everyone to introduce themselves, you can have them complete "I am in this
class because..."

You can also move on to a new subject by asking a leading question. For example if you are
instructing time management, "The one time I felt most stressed because I did not have enough
time was ..."

Reviews
While icebreakers are used to start a learning session, reviews are used in the closing of a
session or module. They help to reinforce key concepts or topics.

FRAME GAME

Give each learner four blank cards and instruct them to fill in four different responses on the
subject: "What were main concepts or learning points of the material we just covered?" Give
them about five minutes to complete the exercise, then collect the cards, shuffle them, and
randomly deal three cards to each learner. (Note: If desired, the trainer can make up four cards
of her own, but they should be philosophically unacceptable with the principles presented. That
is, play devil's advocate.)

Ask everyone to read the cards they just received, and then to arrange them in order of
personal preference.

Place the extra cards on the table and allow them to replace the cards in their hand that they do
not like. Next, ask them to exchange cards with each other. They must exchange at least one
card.

After about three minutes, form them into teams and ask each team to select the three cards
they like the best. Give them time to choose, then have them create a graphic poster to reflect
the final three cards.

Select or vote on best poster that best represents the topic.

REARRANGE THE CLASSROOM (Change)

Prior to class, set the desks up in the old "traditional" classroom row style. Except, that you
should set your stage (podium, flip chart, etc.) in the back of the class. Start your presentation

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(you will be behind them, facing their backs). Explain to them that this is how a lot of change is
implemented in organizations. The leaders get behind their employees and attempt to "push"
them into change. And the attempt to change is about as successful as trying to conduct a class
this way. Note: for another change activity, see Push and Pull Change.

Also, point out that this is how a lot of traditional organizations are set up, in nice even rows
(departments), where it is hard to communicate and learn from each other. But, real teams
develop when we break out of our boxes and design organizations that have cross functional
teams working with each other. Ask them to rearrange the room so that real learning,
communication, and teamwork can take place. Depending upon your learners, you might have
to give them a few pointers to get started, but then get out of the way.

During the next break or after lunch, have them rearrange the room again, using some of the
techniques that they learned. This can be repeated several more times, depending upon the
length of the presentation. But, each time they change the setting, it needs to reinforce a
concept that they previously learned.

Toy Story

Using Legos, Tinker Toys, clay, log cabins, etc., have each
person or small group build a model of the main concept that
they have just been presented. After a given time period, have
each person or team present their model to the group. They
should describe how their
model relates to their work or
the subject being taught.

Encourage creativity!

Ball-Toss

This is a semi-review and wake- up exercise when covering


material that requires heavy concentration. Have everyone stand up and form a resemblance of
a circle. It does not have to be perfect, but they should all be facing in, looking at each other.
Toss a nerf ball or bean bag to a person and have tell what they thought was the most important
learning concept was. They then toss the ball to someone and that person explains what they
though was the most important concept. Continue the exercise until everyone has caught the
ball at least once and explained an important concept of the material just covered.

PROCESS BALL

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This is similar to the above exercise, but each person tells one step of a process or concept
when the ball is tossed to them. The instructor or learner, in turn, writes it on a chalkboard or flip
chart. For example, after covering "Maslow's Hierarchy of Needs," you would start the ball toss
by having everyone give one step in the pyramid of needs, e.g. Safety, Physiological, Esteem,
etc.

Motivators
Motivators are designed to help encourage the learners.

POSITIVE REINFORCEMENT CARDS

Whenever a learner arrives to class on time from breaks, lunch, etc. give them one playing card.
You can also hand out cards to people who volunteer for activities, are helpful, answers a
difficult question, etc. At the end of the day, play one hand of poker. However, the only cards
that are used are the ones that were given out throughout the day. Give a small prize to the best
hand (you can also pick the top two or three hands if you are able to give away more prizes).
Note that the more cards a person has, the better the chance of winning.

CALM DOWN!

Sometimes the problem is not warming up, but the need to calm or "come down to reality" after
a session of intensive material is given. Also, to get the full benefit of new material, some
"introspective time" might be needed.

Have the learners lay their heads on their desks, lay on the floor, or get in a comfortable
position. Then, have them reflect on what they have just learned. After about five minutes, say a
key word or short phase and have them reflect on it for a couple of minutes. Repeat one or two
more times then gather the group into a circle and have them share what they believe is the
most important points of the concept and how they can best use it at their place of work.

Note: This may seem like slack time to many, but reflection is one of the most powerful learning
techniques available! Use it!

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Figurative Language Ice Breaker

Back-to-School Team Building Activity for High School English Class

The first day of school is nerve wracking for students and teachers alike. Start this year with a
fun team building activity that helps students to get back to academics.

Content Areas: Literary terms, public speaking, group communications, creative writing

Materials:

 A short list of defined literary terms that you would like your students to know (one for
each small group to share). Classroom management tip: To conserve paper resources,
set your computer's word processing program to 1" margins and copy the list four times
on the same page. Be sure to leave spaces between lists so that you have plenty of
room for cutting.
 One brief list of interview questions per group.

Terms List Example:

1. onomatopoeia - words that sounds like the word to which it refers (ex: buzz, smack, zip)
2. simile- a comparison using "like" or "as" (as pretty as a picture)
3. metaphor-a comparison without using like or as (The angry man was a tornado of
action.)
4. couplet - two lines of poetry that rhyme ("Twinkle, twinkle, little star,/How I wonder what
you are.")
5. alliteration- the repetition of same or similar consonant sounds ("Peter, Peter, Pumpkin
Eater...")
6. elegy- a poem written in remembrance of someone who has died.
7. oxymoron- a literary device which combines two contradictory terms ("almost exactly
twelve o'clock", "act naturally", "minor crisis", "jumbo shrimp")

Interview Question List:

1. What is one thing you would like others to know about you.
2. What is your favorite movie?
3. What is your dream job? Why?
4. If you could be anywhere but here, where would you be? Why?
5. What is your feeling about school and the new school year?
6. What car would you love to drive?
7. Describe your appearance or sense of style in one sentence.

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8. Do you play or watch any sports?
9. What is the best/worst book you have ever had to read?
10. What are your favorite music groups?

Activities:

 Break students into small groups of three or four students.


 Provide each group with the list of definitions. Review the definitions aloud.
 Assign each group one of the literary terms. Ask them to work together to create a silly
elegiac poem to introduce each person in the group. The elegy should use (and
therefore teach) the assigned literary term. If students are intimidated by poetry, they
may use nursery rhymes or popular (easy-to-sing) song lyrics as a model.
 Set the tone for the class by introducing yourself with a silly elegy (explain to the class
that the idea of a silly elegy is another literary device, oxymoron) that will also provide
the class with many examples of their assigned literary device.

Teacher Example Using Couplet (to the tune of "Twinkle, Twinkle Little Star")

Here lies Mrs. Hyde today,

She'd've traveled the world if she'd had her way.

Whispering Trees...

Get the students standing in a line. Stand at one end and whisper a short phrase or sentence in
the ear of the student next to you. For example, you could say, 'My dad once met Bernard
Cribbins in a bus queue in Dover.' Each student repeats the phrase to their neighbour until you
get to the end of the line, when the last student tells the class the sentence they heard, and you
can reveal what the original sentence was. A good game for practising listening and speaking
skills.

Name & Explain...

This is a good game for practising spelling furniture words and getting students to talk about
their immediate environment. Split the class into two groups and give each group a pack of
sticky labels. Their task is to write labels and stick them on twenty different things in the
classroom. Spellings must be correct, and at the end of the game students must give you a tour
of their labelled items, explaining what each object is.

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A Capital Game...

Write a load of nouns on the board, both common nouns and proper nouns, but don’t use capital
letters. Vary the list of words to suit the level of your group, so for an elementary class you could
write something like: 'table, usa, book, house, garden, england, philip, the times, shirt, ice
cream, ...' and so on. The students split into two groups and compete to be the first to write the
list of words again, but this time putting capital letters on the proper nouns (in this example,
'USA, England, Philip, The Times').

Interesting Articles...

Similar to 'A Capital Game', this involves writing plenty of different nouns on the board getting
the class - in two teams - to discuss and write down whether there should be 'a' or 'an' before
the word. This is a quick and easy game, intended for elementary students really, that allows
the students to identify and practise the grammar rule for articles.

What Is Going On (In The World)...?

Probably better for an intermediate or advanced class, this one. Prepare twenty questions,
based on what is happening in the news (be it local, national or world news). You could include
spelling questions too, and questions about different members of the class, for example, 'Which
country does Louisa come from?' Split the class into two teams and you’re ready to play. Give
five points for a correct answer, and bonus points at your discretion for any extra information
that the students give in their answer. If the first team doesn’t know the answer, hand it over to
the other team for a bonus point.

Ace Anagrams...

Based on the TV quiz game 'Countdown', students at all levels enjoy puzzling over this game.
It’s also a good way to get them looking in their dictionaries. Your students suggest nine letters
at random, either vowel or consonant, which you write on the board (or you could have cards
with them on if you’re really organised!). In small groups the students have five minutes to come
up with as many (real) words as they can from the original nine letters. The team with the most
correctly spelt words gets a point, and the next round begins.

Hangman...

Another good letters-based game. It’s good because students can get up and lead this one just
as well as the teacher. It’s also good because it’s quick and can pull students together for a
quick bit of group work just before going home. Think of a word or phrase and draw a number of
dashes on the board that corresponds to the number of letters. The other students suggest one

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letter at a time. If they are correct you have to fill in the letter on the board in its correct place. If
they are incorrect you draw part of the hangman shape. Students can take a guess if they know
the word. The person who guesses correctly steps up to the board to think of a word for the next
session.

My Butler Went To Meadowhall...

The title refers to Meadowhall shopping centre near Sheffield. The game is really just a version
of My Grandmother Went To Market. Students sit in a circle, away from desks and paper, and
so on. Tell the students that you teach because you love it and don’t need the money as you are
actually rather well off. In fact, you have a butler who goes up to Meadowhall for you every
Friday to go shopping for you, and he gets you loads of different things. This week, however,
you can’t decide what to buy and ask the students to help you. You are going to make a list.
Start with saying, 'My butler is going to Meadowhall on Friday and will buy me...(think of any
item that you can buy in a shop)'. The next person has to say, 'Your butler is going to
Meadowhall on Friday and will buy you...' whatever you said, plus an item of their own. The list
goes around the circle until the last person has to remember the whole list of x number of items.
Students will give prompts if other students are struggling. A good vocabulary game, as well as
being fun and a test of the memory. Plus they get a laugh thinking about your (imaginary) butler.

What Time Is It On...?

A good one for testing telling the time, and as a general reading comprehension using realia.
Select a page from the Radio Times, or any English language TV guide and photocopy it so that
each student can have a copy. Split the group into two teams and ask them questions based on
the programme information given in the TV guide. For example, you could ask, 'What time is
The A Team on?', and 'What time does The A Team finish', before moving onto more complex
reading comprehension questions such as, 'What is the name of the actor who plays Face in
The A Team' and (if there is a capsule description), 'What happens in this episode of The A
Team?' Get the students to nominate a 'runner' for their team who runs and writes the answer
on the board. You can even get them drawing clock faces as an answer, or writing the answer
using the twenty four hour clock. Note: questions need not be A Team-based.

Balloon Rodins...

Split the class into small groups and give each a large quantity of balloons and a roll of sticky
tape. Their task is to create a fantastic balloon sculpture, which outshines those made by the
other teams. After forty five minutes or so the groups come together and look at all the
sculptures. Each team has to describe what their sculpture represents - and is welcome to
elaborate on the principles of art that they have been influenced by...or not, as the case may be!

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Prepare for some explosive balloon fun in this team-building and communicative activity. Note:
this activity works just as well with modelling clay.

Dead Heat...

The class needs to be in groups of around eight people. Lay out a finish line at one end of the
classroom with no desks or chairs in the way. The students stand in a line, as if about to start a
race. On your signal they either run or walk towards the finishing line. However, all the students
must cross the line at exactly the same time. A fun and energetic warmer which encourages
students to talk to each other - particularly when they keep getting it wrong. Give your teams
several attempts at this and they should get it in the end.

What’s In The Bag...?

Have a 'lucky dip' style bag, or box, which you can use from time to time for this quick activity
that draws the class together in mutual curiosity. Put something different in the bag (or box)
each time, for example, a paper clip, or an orange. Students take it in turns to feel inside the
bag (or box) - without looking - and then describe what the object feels like and what they think
it is. This activity can easily be handed over to the students for them to facilitate among
themselves, even using items that they have brought in from home.

What Is It...?

Get the class into two teams. Take one student from each class out of the room, give them both
a whiteboard pen (or chalk stick, or marker, etc.) and give them the name of a book, TV show
(for example The A Team), film, or famous person. They have to run back into the room and
draw clues on the board, with the other students trying to guess the name that they have been
given. Students love this game, and it gets rather loud as the students get more involved. Make
sure your students are aware of the cultural references that you want to give them. The game
can be played just as well using vocab sets such as, furniture, food, animals, and so on.

Get A Move On...

Split the class into two teams. Set a starting line and a finishing line. This is basically a slow-
walking race, where both teams are competing to be the last to cross the finishing line. The only
proviso is that everyone in the race must keep moving forward - just very slowly. It’s also good
fun played with individuals in heats, building up to quarter finals, semi finals and a grand final. A
fun team-building activity that will bring out the team dynamics of your group.

The Yes/No Game...

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An old favourite from TV, this is great for practising question and answer forms. Get students up
to the front of the class one at a time and ask them questions, about themselves, the weather,
the school or college - anything. The student must reply verbally but cannot say the words 'Yes'
or 'No'. If they do they are out. Ask someone to act at the timer (and as the 'gong' or 'buzzer'
when each player slips up and is out), and write the times for how long each student managed
to go without saying 'Yes' or 'No' on the board. If the students get the hang of this game they
could play it in pairs, with one asking the questions and the other answering, before swapping
over roles.

Audio Pictures...

Get the students into pairs, then give one half of the pair a picture from a magazine, for
example, a man wearing a hat and coat and playing the piano. They have to describe what they
can see, in detail, without showing the picture to their partner, who draws a sketch based on the
description. At the end of the description they compare their pictures, before swapping roles. At
the end of the session the whole class can see how close all the drawings were to their
originals. A good activity for practising communication and listening skills, and giving
descriptions.

The Instant Story Generator...

The whole group sits in a circle and comes up with a few story keywords, for example, a place,
a man’s name, a woman’s name, an object, and so on. Tell the students they are going to tell a
story as a group. Each student can only contribute one word at a time, before the story moves
on to the next person. If the story reaches a natural break the student whose turn it is next can
say 'Full stop' instead of carrying on. The story must include all the keywords that were agreed
at the beginning. This is a great game for identifying sentence structure and bringing out
grammar points, as well as letting the imagination run riot. A variation is to let each student
contribute one sentence instead of just one word.

Our Living Photo Album...

Ask each student to bring in one or more photographs of something that is important to them,
that you can keep to put into a class photo album. Give them time to prepare a two minute talk
about their photograph, which could be, for example, of a place, or a family member or an event
that has touched their life. Then sit in a circle with all the students and your 'living photo album'
will come to life as each student in turn explains why their photo is important or memorable to
them. You could make a display with the pictures, or literally fill an album with them that
everyone can enjoy looking at. Explain that you will give the photos back at the end of the
course (or even the end of the week). This is a good activity to help a relatively new group get to
know each other.

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Board Game Boffins...

As a project get the students working in pairs or small groups to design a new board game.
They have to form a games 'company', then plan the concept and design of their game. After
that they have to actually make a working prototype, which they test out, and which is then
tested along with all the other ideas in a games tournament. Each company has to explain the
reasons behind the design choices that they made in constructing their game. The students
then all vote for their favourite games in categories such as: 'Most playable game', 'Game most
likely to make a $million', 'Best design and construction', and so on.

Party Invitations...

The whole class sits in a circle. Tell them that it’s your birthday next week and that you’re
planning a birthday party. They are all invited...on one condition. They must bring you a present,
and it must be something that you really want. Each student in turn tells you what they will bring
to give you on your birthday. You will either tell them that they can come, or that they are not
invited. This depends on what they offer to bring you. The item they’re going to bring must begin
with the same letter as your first name. If it does, they can come; if it doesn’t, they can’t. For
example, if your name is Lucy and they offer to bring 'a lemon' as a present, they will be
welcome. If they offer to bring 'a bottle of wine' they will be given short shrift! This game is
hilarious, as some students will twig onto your 'unspoken rule' fairly early on, while some won’t
get it at all, however obvious you make it!

Something's Different...

Get the whole class together. Ask one of them to leave the room, then get the remaining
students to change five things about the classroom. For example, you could put a chair on a
table, or get two students to swap jumpers, or anything - so long as it’s not too subtle. Then
bring the student back in and get them to guess what changes you have made.

What Am I...?

For this game you will need to put a sticker on the back of each student, with a noun written on
it, for example, apple, chair, Wednesday, bathroom, or bottle of tomato ketchup. The students
have to mingle with one another and ask questions of each other to find out 'What am I...?'
Students can only reply with either 'Yes' or 'No'. When they have found out what they are they
report to you and tell you what questions they had to ask in order to find out what noun they
were. They could then go and write down the different questions. This also works when you use
celebrity names instead of nouns - as long as all the students are aware of exactly who all the
celebrities are. In my experience they will definitely know Tony Blair. And that’s about it! You
could also use specific vocab sets such as countries ('Am I north of the equator, or south?'), or

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clothes ('Am I worn on the head?') The sky’s the limit! Good for question forms and to get
students talking.

Ten Things...

Get your students to leave the building and go out in small groups or pairs with the task of
writing down 'Ten things you can see at...' various places near to your college or training centre.
For example, they could write down ten things you can see at...the leisure centre, the shopping
centre, the sports stadium, the post office, the doctors, the bus station, the railway station, the
market, the funfair, and so on. Ask them to ensure their spellings are correct before coming
back to you with their list(s). Of course you could always make it 'Fifty things you can see at...' if
your group are particularly gifted - or you just want to get rid of them for the whole morning...!

What Shops Sell What...?

This is a similar exercise to 'Ten Things', in that the students leave the classroom in pairs or
small groups and go around town for a couple of hours. They have to write down the proper
names of as many shops as they can, along with a brief description of what you can buy at that
shop. For example, 'Marks and Spencer - clothes and food', 'Debenhams - clothes, gifts, and
perfume', until they have a list of around twenty shops. When the students get back they could
write sentences about the shops, for example, 'At Marks and Spencer you can buy clothes and
food'. This works well in the UK as an orientation exercise. It gets students to go into and have a
look around shops that they might walk past every day but have never visited. You could always
set the list of shops for your students to visit, ensuring a variety of types. Of course, it gives an
opportunity to practise shopping vocab wherever you happen to be teaching.

Simon Says...

A party game that works well with English students as a way of practising listening to and
understanding commands. The teacher says a number of simple commands, such as, 'Put your
hands on your head', 'Stand on one leg' or 'Start humming', and the students have to do what
you say - but only if you have prefaced the command with 'Simon says...' If you don’t say 'Simon
says...' and the student follows the command, they are out, and the game resumes until there is
a winner!

I-Spy...

Students can lead this very simple game where they think of something that they can see in the
classroom (or wherever you are) and the others have to guess what it is. Students give a clue
by saying the first letter, for example, if they are thinking about the clock on the wall, they would

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say, 'I spy with my little eye, something beginning with C'. A quick game that gets the students
thinking about the vocab relating to their immediate environment.

Just A Minute...

The basis of a popular BBC Radio 4 panel game, this works better with advanced students.
Players have to speak for one minute on a topic given by the teacher, for example, 'Going on
holiday'. The twist is they can’t repeat words (apart from articles and very common conjunctions
such as 'and'), they mustn’t pause or hesitate at any point, and they mustn’t deviate from the
English language. You’ll need to listen carefully for repetitions, hesitations and deviations, as
should the students, who have to put their hand up to report a mistake. If you agree that the
student speaking has made a mistake, the topic passes to the player who spotted it first, and
the minute continues to tick down. Players get a point for every correct intervention, and a point
if they are talking when the minute is up. If a player has been wrongly interrupted - i.e. you
override a student’s challenge - they get an extra point.

What’s My Line?/What’s My Addiction...?

Another guessing game, which was once the basis of a TV game show. This time you think of a
job, and students have to guess what it is you do by asking questions, to which you can only
answer 'Yes' or 'No'. Once you’ve modelled the game get students to sit in the hotseat, while
you take a back seat and let them get on with it. An interesting twist is to play 'What’s my
addiction?', where students have to guess what the facilitator is addicted to. They could be
addicted to anything, from holidaying in Scarborough, to eating corned beef sandwiches in the
garden with a pink woolly hat on. The more outlandish the better, as it makes it harder for the
students to guess and they have to try harder! You could of course use any vocab set. The
principle of the games stays the same. A quick game of 'What’s my piece of furniture?', anyone?

Class Secrets...

Get the group together and ask one of them to leave the room. Once they’ve gone, think of a
'secret' about that person, for example, it’s their birthday, or they’re having an affair with the
college principal. That kind of thing. When they come back in, they have to guess the secret
truth about themselves by asking questions. The rest of the group give clues. A great ice-
breaker, this one always raises a laugh.

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