Back Pocket No Prop Games

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Back Pocket No Prop Games Presented by Nick Biever

Recreational activities can be very helpful tools in accomplishing many necessities in our everyday lives. They can help us socialize with others, learn valuable life skills, maintain a level of physical fitness, and just make life more fun to live. In this session we will explore many games and how to use and lead them to accomplish these things. Below you will find some things you may want to consider when you begin to plan a recreation program. Your audience - ages - male, female, mixed - physical abilities - how many will be present and the age and sex breakdown - how they will be dressed (some games are not appropriate when gals are in dresses, etc.) - in some cases religious orientation - educational level, maturity level social background (at-risk kids with pool noodles can be scary but you learn a lot about your audience!) The facility where you will be doing the games (outside, in a gym, in a living room, will you need a sound system, etc.) The amount of time that you have to fill What are the desired outcomes of your program (just fun, meet new people, burn off some energy, teach a skill, etc.) What you need to do when leading a recreation activity or program: Know your material inside and out Keep the groups Safety in mind. If your play area isn t suitable for running, change the rules to walking, etc. Plan more activities than you can use Have your supplies ready and available as much as possible Speak loudly and clearly (be sure your audience understands what you want them to do) Be enthusiastic about what you are doing and having them do.

Be flexible. If something isn t working, do something else. Play only to the height of excitement, don t let the game get boring Keep similar formation games together so you don t spend all of your time moving the group around. Sequence your games. Don t kill the group with all high activity games at once. I usually try to play one of my most exciting games first to get the crowd s attention. Once you have the group s attention and they are having a good time, the whole program gets easier. TRAINWRECK (Icebreaker) Place chairs (one less than the number of players) either in a circle or in parallel lines. The person without a chair is "IT." He or she stands in front of the group, introduces themselves, and calls out a characteristic and every player who fits into this category must find a new chair while "IT" is also competing for a chair. Whoever is left without a seat then becomes "IT." When "IT" calls "TRAINWRECK!" everyone has to get up and find another seat. Examples: 1. If you are in 4-H 2. More than two brothers and sister 3. If your last date was a disaster 4. If your birthday is between Christmas and Easter 5. If you are wearing red ASSASSIN Everyone in a seated circle closes their eyes with their head resting on their knees. "It" walks around the circle and touches one person, who becomes the assassin. When "it" signals, everyone opens his or her eyes. Everyone mingles. The assassin nonchalantly winks at people, trying not to get caught. When you get winked, you are "dead" and must die a very theatrical death. If you are alive and suspect the assassin, you and someone else who suspects, must declare the assassin at the count of three. If you both are correct one of you becomes the new "it", if one or both are wrong you "die." If the assassin is successful, the last to die becomes "it." PAIRS TAG Find someone you want to choose and/or be chosen by. Don't worry, there's no holding hands

in this game. Deciding who is initially IT, that person tries to tag only their chosen partner, who, of course, attempts to keep from being tagged. If a tag is made, the IT designation switches over and the choose becomes the chooser. Taken as is, this could be a very boring game. The interesting element is that a lot of other pairs are playing the same game in a restricted area; the smaller the group, the smaller the game area. Only fast walking is allowed and three seconds must elapse between tags. Watch for picks. BROKEN CAR RELAY Each one has a role. #1 is a woman driver, who will run up in spurts. #2 has water in the gas, takes two steps forward, one back. #3 has a flat tire, and hops or limps to goal and back. #4 has a broken steering wheel, wanders in a wavy coarse. #5 has a dead battery and is pushed by #6. #7 has a stuck transmission and goes backwards. #8 has been repaired and runs up and back as fast as possible. 4 ON THE COUCH Everyone writes their name on a piece of paper and folds it up. Put all the pieces of paper in a hat or bowl. Everyone takes a new paper out of the hat. Now that is their new name, and they can't show it to anyone. Everyone is sitting in a circle with part of this circle containing a couch or 4 seats designated as the "couch". The couch must have 2 girls and 2 boys seated on it in the beginning. The object of the game is to get all girls or all boys on the couch. It is good if you have a fairly even split between the boys and the girls if not you can assign some girls to be boys or vice versa. In your circle of chairs there should be an empty one. The person on the right of the empty chair attempts to call off a boy or a girl depending on what they are. If they are a boy they will want to call off a girl so a boy could replace them on the couch. They call a name of someone in the group but remember no one knows anyone s name yet. Who gets called goes and sits in the empty chair and exchanges names with the one who called them. Now the one on the right of the new empty chair calls someone. It continues this way until you have all girls or all boys on the couch. It really makes you think because names are changed so often. No one should be giving clues to the person whose turn it is. Grandmaster Ninja The group sits in a circle. Choose one seat to be the Grandmaster Ninja seat, which is the highest seat. The seat next to it is the lowest seat. Each seat has a name and a motion. Grandmaster Ninja's motion is a little bow with his hands together. One chair might be Disco Ninja with the motion of doing the disco. The Grandmaster Ninja starts off saying Grandmaster Ninja while doing his motion; then the name of another seat like Disco Ninja. The person on the Disco Ninja seat now has to stand up and say Disco Ninja (while doing the disco motion), and then say the name of another chair. If you get the words or the motion wrong, you go to the lowest chair and everybody moves up one chair. The name and motion stay with the chair. Chair names and motion suggestions:

King Kong (pound on chest in a cross motion) Samurai Slash (both hands together sweeping motion) Karati Chop (one hand slash through the air) Sumo Stomp (stomp both feet on ground) Chuck Norris (punch both hands in air) Disco Ninja (do the disco) Nunchucks of Fury (pretend to swing nunchucks) Woooaahh (pull back your hand high in the air) Butterfly Kick (hold and curl your hands in the air like a butterfly and do a small kick) Godzirra (hold and curl your hands high up in the air like Godzilla) Invent names and motions! - like I'm batman (deep voice) (stand still arms tight at sides) Drop the Keys Everyone in the group takes a seat in their chair or designated seat, which seats should be arranged in a circle. There should be a large space in the center of the seating area. (We have used couches before and bean bags. You just have to make it clear how many designated seats are on the couch etc. like one person per coushin) The person left without a seat is 'it' and they take the keys and stand in the middle. The 'it' person selects a person who is sitting and that new person has to hold one hand of the 'it' person and tangle their body around the 'it' person as best they can. Then the new person chooses someone else who is sitting to hold their other hand and tangle themselves into the growing group in the middle. At any time during the tangling, the "it" person decides to drop the keys. The keys should make a sounds when they hit the floor and everyone has to scramble to find a seat. The last person who is left without a seat becomes 'it'. This game can last for more than an hour. Variation: It can be a stand up game. The person becomes it if they are tagged by the person who dropped the keys. The Names Beat (Icebreaker) Everyone sits in a circle. Have the group do a very simple hand rhythm. An example might be tapping on your knees twice and then clapping twice. When you tap on your knees twice, say your name each time you tap on your knees. With each clap, say the person you want to pass it to. Tell the group if you lose the beat, then pause to get it back again. Maybe try switching it around when it gets to you to as you tap on your knees, say the person's name you want to pass it to. When you clap, say the person you want the person you're sending it to pass to.

Thumbs Up Object: To correctly guess the number of thumbs that will be up Number of players: 3-12 Play: Randomly select someone to go first. Everyone at the table will put both fists on the table and then slam them three times. On the third time everyone puts up both, one, or no thumbs. The person selected to go first must state a number between 0 and the number of thumbs that could possibly go up. If they get it right, then they can remove one fist. The winner is the person to take both hands away first. Pulse Object: To keep a pulse going around a table Play: have everyone put their hands on the table. Have everyone place their right hand over the person to the right's left hand. Now their should be two hands in between each of your hands. Have a volunteer start the pulse and choose which direction the pulse is to travel. Below are the ways that the pulse can move. Start with the single slap and slowly add the others. Single slap = pulse moves to the next hand the same direction it was going Double slap = pulse reverses directions Knock = pulse stays in the same direction but skips one hand Double Knock = changes direction and skips one hand Choo Choo Who are You (Way to split large groups into smaller groups.)(name game) Have 3 or 4 conductors start in the middle of the huge circle. (or depending on how many groups you want to split into.) They will approach someone and say Choo Choo who are you? As they say this, they do a little dance. Left foot out on first Choo, Right Foot out on the second Choo Choo, then on Who Who are you? Alternate feet quickly. The person will tell the conductor their name. The conductor will shout their name and then repeat the above dance while saying their name. The person who's name they just learned becomes the new conductor at the front of the line, and then goes to a new person and repeats the process. Continue process till all people are in the trains. Village Chief

(icebreaker/energizer) All participants sit in a circle and one person leaves the area. Then one person is selected to be the Village Chief (you can change the name to fit your theme). Everyone else in the circle has to follow the movement that the Chief does (ex: clapping, snapping, or stomping the ground.) The person who stepped out of the circle then comes back and tries to see who movement everyone is following, and guess who the chief is. Toe Shanes Get group into pairs of similar size. Each pair puts their hands on the other's shoulders facing each other. Each tries to step on the other's toes. The first person to step on the other's toes three times wins. Be careful not to hurt each other. Games Leadership by Tony Miller Games Master Training by Tim Borton youthgroupgames.com Resource List A couple of great web sites for finding material are http://www.fundoing.com/ (go to the activities section of the site) and www.ultimatecampresource.com If you have any questions, email me at nickzedude@gmail.com