Games

G. Evening Activities

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G.10. Addabout

Silent games are great equalizers; this is also a multiple rule game that is a great ice-breaker, fast and fun to play.

Ask the group to sit in a circle and explain how to play the game – silently!
The leader stands, makes one simple movement, e.g. a spiral movement, with one finger.
The next person makes the same spiral movement plus a new one, e.g., a foot stamp, etc., each person repeating and adding as the game goes around the circle.
If someone misses a movement, or talks, he or she is out.

Variation:
Have the group invent a new rule.

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G.11. Who Started the Motion?

This just has to be the classic "guess the rule" game that everyone knows and is therefore good for creating tempo before starting an activity..

Have the group form a circle. One volunteer (A) leaves the room.
The leader chooses someone to start the motion such as slapping, tapping feet, waving, etc.
Practice: Everyone watches the starter and changes motions when s/he does, while appearing not to watch her/him.
The group continues playing and the leader calls “A” back in. "A" has to guess who the starter is.

Variation:
Use blindfold and sound, instead of motion.

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G.12. Fit the Reader

Dramatic game and good creative fun. Requires magazine, journal, or book.

The leader chooses a piece of written material from a magazine, newspaper or book – any paragraph, ordinary or otherwise.
He or she explains how each person in the group is to assume the role of a particular kind of reader. One person is given the paragraph to read – without preparation – in the manner or style chosen by the reader.

Examples:
1. In the manner of a horse-racing commentator as the horses near the post.
2. In the manner of a children’s story reader.
3 . In the style of a dignitary making a speech on a public occasion.
4. In a style full of insinuation and innuendo.
5. In the style of a rabbi.
6. In the manner of a suspicious policeman.

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G.13. Chain Statues

A fun crystallization and dramatic game.

Participants are seated in a circle.
One person is asked to take a statue position in the center of the circle.
The leader indicates that another person should go up to the statue and move an arm or leg or hand, and then join on where they touched the statue.
Continue adding people to the chain this way. The leader may say “Freeze” at any point, and everyone stays exactly where they are.
Continue playing until everyone is up

G.14. Persuasion

Chocolate bars (about one for every five people), or any similar prizes, are needed.
Select three judges, give them time to design a points system to award prizes. Points should be awarded for originality and persuasiveness.
Each participant comes before the judges, one by one, and tries to convince them that s/he deserves a chocolate bar.

Variation:
Do in writing; make an improvisation where the judges are bribed, etc.

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G.15. Who's Missing

Small prizes, such as sweets, can be used for this game (optional).
The group is seated, at random around the room; one person, A, goes out.
The group moves around, changing places, and one more person, B, leaves by the other door, or hides.
A returns and has 20 seconds to guess who’s missing. If s/he does s/he wins (a small sweet, if you wish to give prizes), if s/he doesn’t, B wins.

Variation:
Add consequences/forfeits for the loser (usually: actions to do).

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G.16. Adverb Game

A rule game that can be puzzling and funny, or a good warm-up for a main activity.

One volunteer leaves the room, others choose an adverb, e.g., “slowly.”
When s/he returns he must find out what the adverb is by asking people to do things “that way,” e.g., “Shake hands that way” (so they would shake hands very slowly). If a member doesn’t want to, or can’t do what s/he says, he or she should therefore say, “I don’t want to,” very slowly.
After each command the volunteer makes a guess at the word; s/he can continue until s/he guesses - or gives up.

Variations:
Leader calls out adverbs, e.g., “nervously,” and everyone moves around the
room that way. (This is good as a link or warm-up activity, before moving into an
active game, or drama.)

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G.17. Blob

You’ll have to agree on boundaries for this game: some people will go to any lengths to avoid being caught by the Blob!

The Blob begins as a sole individual, playing a game of tag.
As soon as s/he catches someone, s/he joins hands with him or her. Now the new person part of the Blob, too, and they both set out, hand in hand, in search of victims. Everyone the Blob catches (only the outside hand on either end of the Blob can snatch at players) joins hands with it and becomes part of the lengthening protoplasmic chain.
And the Blob keeps growing.
The Blob can also split itself into parts and organize raiding parties on the one few who have managed to escape.
The thrilling climax occurs when there’s only one player left to put up a heroic last-ditch stand.

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