Games

G. Evening Activities

Page 5

G. 31. Vampire

To start, everyone closes their eyes (vampires roam only at night) and begins to mill around. The leader should keep participants from colliding with anything but warm, living flesh and explain that if they get caught by the vampire they will be transformed into one, too.

However, participants can’t trust the leader to protect them from the consequences: the leader will surreptitiously notify one of them that he/she is the vampire and explain how to play this role.

Like everyone else, the vampire keeps his/her eyes closed, but when s/he bumps into someone else, there’s a difference. S/he snatches the person and lets out a bloodcurdling scream. He or she, no doubt, does the same… (The vampire would be advised to avoid leaving telltale marks on the necks of her victims.)
The quality of the vampire's performance depends solely on the authenticity with which s/he executes his/her "snatch and scream".

Any victim of the vampire, becomes a vampire, too. Once the victim has regained composure, he or she goes back on the prowl, seeking new victims.

However, the game will not quickly degenerate into an all-monster convention - for when two vampires "feast" on each other, they are transformed back into ordinary mortals. The question is whether the vampires end up neutralizing each other before all mortals are tainted by the bloodsucking scourge!!

Why not try a little experiment and see? There’s always hope even in the midst of a bloodcurdling crowd.

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G.32. Murder

This random game can be used to see how the crystallized group feels in a competitive environment, to help them assess whether they respect and trust each other in any situation .

Cut out pieces of paper equal to the number of people in the group. If there are more than ten, break into several groups and sit on the floor in circles, explaining the rules of the game.
On one piece of paper in each group, place an X (murderer). Fold all the papers. Each person picks one piece, without letting on if they received the X.
The person getting the X is the "murderer" and begins killing off people by winking at them. The object is for the "murderer" to eliminate as many people as possible without being identified.
A person who is “murdered” must wait a few seconds and then fall over “dead.” S/he is then out of the game.

If someone who is “alive” thinks s/he knows the murderer, s/he can “accuse,” but only if s/he has actually seen the murderer winking at someone. A false accusation eliminates the accuser.

Review:
How do you feel playing this game?
Do you trust each other?
Are you a group?

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G.33. Skin the Snake

You can play this game as a cooperative exercise, but it’s also a great game to play competitively, as a race between two teams (boys/girls…).
The more the players discover about the fine points of the game, the faster they’ll get, and vice versa ad infinitum – or at least ad Olympium.

Each team should have about 20 to 25 players, lined up one behind the other. Members then reach between their legs with their left hands and grab the right hand of the person behind them. Meanwhile, the person in front of them is reaching back to grab their right hand (which they should offer). Once the chain is formed, they're set to go.
At the starting signal, the last person in line lies down on his/her back. The person in front of him/her backs up, straddling his/her body, and lies down on his/her back right behind him/her. (Everyone is all still holding hands, of course.) This continues as the whole team waddles backwards down the growing line of prone bodies and slips into place.
When the last person to lie down has touched his/her head to the ground, s/he gets up and starts forward again, pulling everyone else up and along. What just got done gets quickly undone as everyone “Skins the Snake.”
When the last person is back on her/his feet and everyone is in the original chain, still holding hands, get set to run. The winner is the first team that gets all its members across the point where the head of the line started.
If anyone breaks hands during any part of this process, you must stop, go back to that point, and reconnect before proceeding.

Here are some initial pointers:
Players will be less likely to trip over their team-mates if they all take off their shoes.
When the line is backing up to lie down, they should bunch close together so they’re all touching.
To lie down, they should get as close as they can to the person in front and put their feet close to his/her side with toes pointed in. (Some people think it’s better to hook one's feet around and on top of the person in front - check this out, first.)
In the split-second timing, the players at both ends of the line become all important. The last person to lie down should touch his/her head to the ground for just an instant, roll back up, and start pulling, being careful not to break the chain. The last person to get up has to be fast and agile and have a really good grip.
Should the lightest players be at the ends, or in the middle? Let the group to experiment with this…

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G. 34. Centering

Have group members choose partners. They now sit back to back, legs straight out in front and interlock their arms.
Pushing against each other’s backs, they now try to stand up together as one unit. The only way to do this is to find their common center.

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G.35. Photo Match Up

A good introductory game for a group at a second or third meeting – or fun for the evening!

Ask all participants to bring an old picture of themselves to the session. Mix up the snapshots. Everybody guesses who is whom.

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G. 36. Questions & Answers

Make a "computer" from a large box. Cut out a monitor space and a slit in the box on either side. Decorate with magic markers.
The leader puts his or her head inside the computer.
Half the group makes up questions and the whole group holds on to them afterwards. At the same time, the other half makes up answers (the sillier the better) and they place them inside the computer.
In turn, each participant slips a question through the slot to the leader, who reads the question aloud in a simulator voice. The leader then slips out an answer from the stack of answers - without reading it and the participant reads the answer aloud. (Or the participant reads the question and the computer reads out the answer.)
Laugh a lot!

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