Games

G. Evening Activities

Page 4

G. 24 British Bulldog

This well-known game can be played for its own sake, or to encourage your group members to free up from close friends, but allowing everyone to win: nor is anyone "out". Moving people about in groups from one side to the other is one means of working on clique bonds, and it remains friendly, because there is a winning pay off for cooperating with the "others".

To begin the game, about one-tenth of the players go to the center of the field and others to the two “end zones.”
When the people in the middle call out “British Bulldog 1-2-3!” the other players (runners) have to try to run past them to the opposite ends of the field, without getting caught.
The catch is that the people in the middle have to lift the runners off the ground and hold them long enough to shout out the victory cry: “British Bulldog 1-2-3!” Anyone who is hoisted up this way joins the players in the middle as a catcher.
To be catchers takes a bit of cooperative action, some plotting, and a good deal of consideration for an opponent’s wellbeing. (Players don’t want to drop anyone on his head or your foot, because the runner they catch becomes their team-mate.)
In some cases, it may be necessary to gang up on certain players who single-handedly defy being levitated. Use your discretion, of course. Players who are caught join the people in the middle, so the potential “gangers-up” keep increasing.
The game ends when there’s no one left to catch, or everyone has lost their voice.
This game can be adapted to any nationality. Try playing Israeli Ibex, Venezuelan Vicuna, Kenya Hyena.

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G. 25 Nuclei

This is a useful game for deepening acquaintances in a group and enabling group members to cross any barriers there might be during formation.
The game can be played competitively, with people dropping out each round, or just for the fun of it, with those who are “left over” rejoining after each round.

Everyone should stand in the middle of the room, and then begin to move around to music. (If you have no radio or tape recorder, then whistle or sing!)
When the music stops the leader should call out a number, and everyone has to get organized into groups the size of that number, as quickly as possible.
After a few rounds, the groups should be based on identifying features – the same color hair, the same color trousers, the same month of birth, etc. The more detailed the questions, the more people will get to know each other.

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G. 26 Snake in the Grass

The leader asks for a volunteer to be the starter snake and outlines the physical area of the game. The snake then lies down on the ground on his or her stomach. Everybody else gathers fearlessly round to touch him. (One finger will suffice – you don’t want to get too close to a snake.)
When the leader shouts “Snake in the grass!” everybody runs, keeping within the bounds of the snake area, while the snake, moving on his belly, tries to tag as many as he can. Those touched become snakes, too. The atmosphere gets even better if all the snakes are hissing.
Non-snakes run bravely around in the snake-infested area, trying to avoid being caught. (For your own sake and the snake’s sake, take off your shoes and watch out for snake-fingers.)
The last person caught is the starter snake in the next game.

G. 27 Hug Tag

This variation on classical tag is a perfect example of how to turn an old game into a new one, with positive energies helping group members connect, support each other and express togetherness.

The game is played by whatever rules the leader prefers, but with one exception – the only time a player is safe is when s/he’s hugging another player.
After playing for a while, make the game a little more communal, by stating that only three people hugging are safe.
Then four, five… everyone.

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G. 28. Amoeba Race

A fun game with cooperation and competition, to keep the group on its toes!

The leader explains to the group how to create an amoeba:
First, you’ll need a lot of protoplasm, a cell wall, and a nucleus.
- Protoplasmic people should be those who don’t mind being close.
- Those who like to contain themselves (and others) would make a good cell wall. They should surround the protoplasm, facing outward, and link elbows.
- Someone with good eyesight and the ability to keep on top of things should be the nucleus, seated on some shoulders of the protoplasm.

Now you are an amoeba!
- Try a trip down a field, or around the block. A rhythmic chant might be helpful for coordinating movements. (What sort of sound does a one-celled creature make?)
- Now try a little cell division. Pull yourself in two, hoist up a second nucleus, and see which amoeba gets to the other end of the field first.

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G. 29. Pina

One person takes a deep breath and begins walking around the circle, tapping everyone on the head and saying “Pina.” The idea is to get back to your place before taking another breath.

Success in this game will depend as much on the size of the circle, as it does on a person's lung capacity!

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G. 30. Islands

In this game, the object is to avoid making contact with anyone and to stay in as long as possible.

Place a few objects (purses, books, etc.) on the ground and have everyone start dancing around them while clapping and chanting or singing.
When the leader signals “Islands,” everyone runs to touch one of the objects. The last person to get to one is out.
If any two people touch in the process of scrambling for the objects, they’re both out of the game.
As the group gets smaller, reduce the number of objects until there are only a few people ready to pounce on a single one.

Variation:
Another version is simply to see how many people can touch a
single small object, without touching each other.

 

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