Games

The following games and activities are from Mark Collard, who has worked as a professional adventure educator for more than 24 years and is the author of many adventure education books. See http://www.inspireyourgroup.com/ for details on these books, access to resources and more information on Mark.

To download Mark's FREE "SURE FIRE Ice-breakers & Groups Games" ebook, please see: http://www.inspireyourgroup.com/free.htm 

 

Clumps

Zany, fast-paced energiser designed to mix people frequently

At A Glance

People quickly form a series of temporary groups matching the number called by the leader.

What You Need

  • 5 – 10 mins

What To Do

This is so simple, yet so good. Gather your group around you, and explain that, in a moment, you will shout out a number – any number from, say one to ten (the bigger your group, the bigger you can make the top end). Immediately, everyone must form a group consisting of that number of people. In my experience, groups get very huggy at this point, and form little fortresses with their bodies to prevent others from joining their little huddle.

Naturally, you will often get a few poor souls left over, the so-called remainder, if we speak in the language of long division. At this moment, you have several options. You can eliminate these folks, move them to the side, and continue with the next shouted number, and so on until you get the lucky ‘winners.’ This is fine; however, I think it’s best to simply shout another number. It keeps the energy up, is much less competitive, and more fun for everyone. And the look on the faces of the ‘dejected’ when they hear the next number called (‘I’m saved’) is priceless.

Move from five to three, then up to nine and back down to four so that a high degree of mixing occurs. Shout “ONE!” just to see what happens.

Variations

  • Add the proviso that when a new number is called, a person cannot form a group with anyone who was in their previous group (as much as is possible). This tweaking of the rules will spoil the plans of those crafty individuals who prefer to stick together, simply opting to ebb and flow in terms of their membership number at any point in time.
  • Form a group according to a simple, easily-accessible category, such as dark-coloured tops, brand of running shoes, gender, colour of eyes, etc. Similar to Categories.
  • Once formed, instruct the newly-created groups to use their collective bodies to make the shape of a letter of the alphabet, or numeral, or object, e.g., table, house, car, etc.

Taken from ‘Count Me In: Large Group Activities That Work’

Great Egg Drop

A purposeful problem-solving team activity that comes with a thrilling climax

At A Glance

Groups are provided with identical resources to build a ‘vehicle’ for an egg to travel from a tall height to the ground, hoping that it will prevent the egg from breaking upon impact.

What You Need

  • One egg (not hard-boiled) per team
  • 20 plastic straws per team
  • 1 metre (3-4’) of masking tape per team
  • Paper and pens (optional)
  • A large plastic sheet
  • 1 -2 hours

What To Do

Like many group activities, you are encouraged to really ham the presentation of this exercise to the max! Develop whatever scenario you care to think of, but be committed and make it fun.

For example, introduce yourself as a famous astro-physicist, and explain that you are seeking the best way for humans to land onto the surface of Mars. You plan to divide your group into competing teams of engineers, who will be charged with the responsibility of building a space-craft that will not only transport humans safely to Mars, but more importantly, help them land in one piece. Whatever…you are now ready to present the task.

Each ‘team’ will be given identical resources – an egg, a set of straws, and a short strip of masking tape. The challenge is to build the strongest vehicle for an egg to safely travel a distance of 3 metres (10’). Why? Because, this is a prototype of the very spacecraft that will carry humans to Mars, of course! However, the distance will be gravity-fed, i.e., it will be dropped from a height, and land with a thud on the ground (that’s why you need the plastic sheet – it’s a landing platform).

Announce that each team’s vehicle will be judged on engineering quality, efficiency of resource use, aesthetics, and naturally, on the survival of the egg. Feel free to add other forms of criteria too. Once all of the questions have been answered, and you have distributed the materials, declare that their time has begun. Allow at least 45 minutes for each team to prepare their craft.

Finally, the program reaches a huge climax when each team returns and, under a veil of secrecy, submits their vehicle for testing. Leading with shouts of “10, 9, 8, 7…” and so on, you drop each vehicle from a height – one at a time (standing on a table works pretty well) –  and await the results.

Typically, the egg will erupt with a fit of yellow and white splatter. Even a tiny flow of yolk will be sufficient for the crowd to go wild. Sunny-side up, anyone?

Variations

  • Add a variety of materials to those above, such as balloons, rubber bands, cotton wool, etc.
  • Ask each group, as part of their overall objective, to prepare a short presentation to accompany the launch of their ‘vehicle.’ Paper and pens can be used to design a ‘marketing campaign.’ Points are further awarded for creativity, originality and believability of their spiel.

Taken from ‘Count Me In: Large Group Activities That Work’

Quick Shuffle

A good introductory, success-oriented exercise.

At A Glance

A group works together to re-shuffle seven people back to their original positions of a line in which they were standing prior to the group closing and then re-opening their eyes.

What You Need

  • An open space.
  • Minimum of 10 people.
  • 10 – 15 minutes.

What To Do

Be careful not to reveal too much in this briefing, lest you give your group a clue as to what’s about to happen. It’s not critical, because you can always up the challenge, but it’s good to preserve the adventure for as long as possible.

Ask seven people from your group to stand in one line, side-by-side, in front of the rest of your group, and then ask the latter to simply look at the former for about 10 or so seconds. Now, instruct those who are doing the looking, to close their eyes for 15 to 20 seconds, during which time the chosen seven will totally shuffle their positions. No one leaves the line, each person simply moves to a new spot within it.

As you will have guessed, the group now opens their eyes and is charged with the responsibility of re-shuffling the group back to their original configuration. It is quite likely that not even the seven people will recall their original positions correctly – because they didn’t see what was coming either, and that’s OK.

The guts of this activity is about the looking group working together co-operatively to solve the problem. Like most initiatives, it’s not always about getting the right answer. To this end, and to prevent a “hero” from doing all of the shuffling, be sure to frame this simple exercise as a “group” problem, and suggest that every “looking” person takes a turn in making one shuffle at a time. The chosen seven should remain silent at all times during the shuffling process.

Of course, after the first round, everyone is attuned to memorising the formation of the line when the activity is repeated, but there’s still plenty of room for disagreement. Naturally, applaud the idea of using pen and paper, but disallow it!

Variations

  • If you have a large group, create several sets of seven, with matching groups of three to five people to do the looking and re-shuffling.
  • Experiment with larger look-at-me lines, of say 10 or more people.
  • Moving only one person at a time, record how many moves it takes for a line to be correctly reshuffled.

Taken from ‘No Props: Great Games with No Equipment’

Toe Tag

A hop-step-and-jump tag game that quickly raises the energy of your group.

At A Glance

Starting back to back, two partners spin around on “go” and try to “tag” the toe of their partner before they get tagged.

What You Need

  • A flat, open space to accommodate lots of frenetic activity.
  • Minimum of 2 toe-taggers.
  • 2 – 5 minutes.

What To Do

This is a perfect 2 minute filler that has the power to transform your mopey group into a ball of energy.

You need groups of two people. Ask everyone to start with their backs to their partner, and on an appropriate signal like “go”, both partners spin around 180 degrees to face one another and engage in a dance-like combat. Each person attempts to “tag” the toe of their partner gently before one of their own feet gets tagged.

Be sure to remind your group that you said “tagged” and not “stomped” – this will make all the difference between many fun rounds, and a lot of sore feet. Play best of three rounds, but if you lose the first two, better make it five!

Variations

  • If too much energy is expended chasing your partner, a less aerobic version is to start by facing your partner and holding their hands.
  • Form a circle with your group holding hands. Each person attempts to “tag” the feet of their immediate neighbours. As soon as a person has had both feet tagged, they retreat from the circle, the group re-joins, and the game continues until the final two “toe taggers” duel.

Taken from ‘No Props: Great Games with No Equipment’

 

Silver Bullets
Author: Karl Rohnke
 
The below 2 games are from Karl Rohnke’s book, Silver Bullets. Silver Bullets is available from the ACA’s Adventure Education Bookshop for $75. To order online go to Adventure Education Bookshop or call 1300 734 187 for more information. 
 
Tusker or Add-On-Tag
 
-          An outside activity
-          Activity level high (includes considerable movement or running)
-          Needs props of some kind
 
The object of this running game for 10-30 players is for one IT pair of hand-in-hand runners to catch a fleeing pair and become a catching quartet (hands joined to form a line) and then catch another pair to become a sextet, etc. Only the two people at the end of the catching line are allowed to tag a fleeing pair, (one hand anywhere…well, almost anywhere). If the line breaks at any point, a catch is disallowed. This catching sequence continues until only one pair is left and, as undisputed champions of speed and chicanery, become exempt from further chase and harassment.
 
If a running pair breaks grip or runs out of bounds, they are automatically caught. To prevent injury, do not allow pairs to run through or under the catching line. Restrict the playing area so that the game is active, but not so small the catching line becomes an encompassing seine. In the past, I have set up three fixed boundary lines and left the fourth boundary to be an imaginary line marked by my extended arm presence. This allows a comparatively small play area to begin with (when it’s hard for a single pair to catch another pair) and an incrementally growing area, as I occasionally and unobtrusively shuffle a few feet back. The students are so involved with the game that no one notices a gradual extension of the boundaries. (I haven’t been caught yet!).
 
Add-on Tag Variations:
a)     Offer a foam sword (tusk) to the catchers at each end of the line. This extends their reach and adds a bit consequence to being caught (whacked). Experiencing a double-tusked catching line cornering you and your equal-panicked partner is an adrenalin-pumper-a few benign squirts of adrenalin beats a caffeine high any day.
b)     Tell the developing line of frothing catchers that they are allowed to pivot, i.e. everyone breakings grips, doing an about-face, regripping, and “tally ho”.
c)      Allow the catching line to break apart after a predetermined number of people join the line. For example, when 8 players are joined, they split in half, forming two catching groups of 4. This halving at 8 continues until the game is over. This variation is called BLOB by the New Games folks. After this game has been played a few times, it becomes obvious to most that the greatest problem involved in catching the fleeing pairs is not speed or strength but communication and group coordination. It’s worth talking about with the group.
 
 
 
Hog Call
 
-          can be accomplished as well as either indoor/outdoor
-          Activity level not so high (no perspiration or hard breathing)
-          No props necessary- people only
 
I probably use this activity more than any other get-to-know you sequence. Hog call is a grand excuse to make a lot of unselfconscious noise and is a nifty means of “breaking the ice” with a just-met group.
 
Ask any size group to make a line facing you, standing shoulder-to-shoulder so that the oldest person (to the nearest day) is to your left, and the youngest person is to your right. This mix-up usually involves a lot of talking, age disclaimers, and laughter; s’ ok, you’re on the right track. Encourage this banter and exchange of jibes, particularly among those folks to your left.
 
After the line is established, take a minute to establish a median age for the group (to also allow the badinage some wind-down time) and establish if there were any birthdays occurring in the same year? month? day? Who knows, with something in common, two people might even talk to one another-stranger things have happened.
 
Ask the younger end of the line to fold around and walk toward the other end of the line so that the youngest ends up facing the most venerable. (The oldest, but you don’t have to say that). Each person should have a face-to-face partner. Ask everyone to shake hands with the person opposite them to make sure that each individual is part of a pair.
 
Explain that you would like each pair to share a matching set of words or sounds; e.g. shoe-foot, buzz-ball, peanut-butter, whiskey-sours. In addition, each person should choose one of the words or sounds as theirs. You will soon see why this distinction is important. Ask each pair to announce their choice in order to enjoy the humor of the more inventive selections, and more specifically to make sure there are no duplications.
 
Indicates that each line represents a group that will soon move to opposite ends of a gym, field, parking lot. Then ask each member of the pairs to walk to opposite end of the field with the instructions that they are to put on blindfolds when they arrive. The object of the imminent everyone is blindfolded, the most functional means would seem to be verbal. Right! So, each participant shouts their partner’s word/sound in order to pair up. For example, if I’m PEANUT, I would yell BUTTER over and over until my partner and I become PEANUT-BUTTER. Choose one of the participant’s words and shout it as loudly as you can to demonstrate what type of volume is expected. Experience shows that if you want someone or a group to perform an action that is potentially embarrassing or difficult, you better be ready to try it yourself.
 
After the blindfolds are on, ask the participants to mill around to keep them from eyeballing their partner at a distance-a bit of inevitable gamesmanship. Also teach the “bumpers up” position; i.e. hands up and palms forward, in order to provide personal protection while moving sightlessly around. Assure everyone that you will prevent them from going too far astray or from walking into something (other people excluded; that’s what the “bumpers” are for).
 
When pair members finally find one another, amidst a cacophony (particularly indoors) of shouted sounds, ask the seekers and finders to remove their blindfolds and share with one another the following: names, where they are from, and perhaps why they came to this particular clinic. (Before getting into a heavy dialogue, it’s fun to look at the same name-shouting crowd around you; unless you happen to be the last noisy couple). Let one-on-one conversations happen for about 5 – 10 minutes, depending upon how well things seems to be going. Then retire with the group to a comfortable spot (no mosquitos, lawnmowers, sun-in-their-eyes, etc). and, sitting in a circle, ask any person to begin the sharing byh introducing their partner. When that individual has finished saying whatever seems appropriate, their partner reciprocates the introducation. That second person then chooses another member of a pair, hopefully by name, and the introduction continue.
 
Ask the facilitator, interject appropriate comments if necessary to keep the comments flowing and perhaps to help a nervous participant, but otherwise sit back and enjoy the repartee.
 
If you are a location where loud shouting would be disruptive or offensive, try the whisper method. Ask the players to find each other, using the same rules as above, by whispering their words or sounds. It’s ludicrous, functional and funny.
 
     
Funn ‘n Games
Author: Karl Rohnke
 
The below game are from Karl Rohnke’s book, Funn ‘n Games. Funn ‘n Games is available from the ACA’s Adventure Education Bookshop for $90. To order online go to Adventure Education Bookshop or call 1300 734 187 for more information. 
 
Human Overhand
 
-          Activity Level – no sweat
-          Activity Area – Indoor/Outdoor
-          Props – Few props needed
 
When I first thought of the idea for this activity my reaction was, “This is much too easy.” After having watched well over 20 groups struggle to tie a simple overhand knot, with their bodies representing part of the tying rope, I’m ready to say this initiative is a real poser, a stumpfying, conundrumistic puzzle.
 
The Set up – Pass out 6’ lengths of small diameter ropes to six or eight people. Ask them to hold the ropes between them – hand to hand – so that they represent a hand-in-rope line; person, rope, person type thing. Tell the participants to, “… be the rope.”
 
The Problem – Ask the group to try and tie a simple overhand knot in the centre rope without anyone letting go of their individual grasp of the ropes. Take one of the ropes and illustrate what an overhand knot looks like. Return the rope and BEGIN. (Note: Use a different coloured rope section for the centre rope.)
 
If the group imagines that their arms and bodies are an extension of the individual ropes, by carefully maneuvering they should be able to complete the knot within a few minutes. Doesn’t happen! The group regularly underestimates the committed maneuvering required and overestimates their initial grasp of the problem. Working on this knot can represent a humbling time for a group. Be prepared for a debrief that might cover the following:
-          How do you handle group frustration?
-          Why was the solution so illusive?
-          What was the turning point that allowed your group to finally tie the knot?
-          If you did not achieve your goal, does that designate a lack of success? What is the success in this context?
 
Hint: Everyone on one side of the centre rope has to go through that small loop.
 
 
Cowstails and Cobras II
Author: Karl Rohnke
 
The below 2 games are from Karl Rohnke’s book, Cowstails and Cobra II. Cowstails and Cobra II is available from the ACA’s Adventure Education Bookshop for $75. To order online go to Adventure Education Bookshop or call 1300 734 187 for more information. 
 
Group Juggling
 
For klutzes and non-klutzes alike.
Now, ask the group to circle up – include yourself in the circle. Announce that you are going to throw a ball (nerf, fleece, etc) to a person across the circle, and that person will then throw the ball to another person on the other side of the circle. Once you have begun, continue to add similar balls in a metronome 1-2-3 throwing pattern until there are almost as many balls in motion as there are people in the group. Whether this is actually accomplished or not is of little consequence. The important thing is the cooperation, fun and satisfaction resulting from the various (usually chaotic) attempts.
After a couple attempts, ask each thrower to make a unique sound when they throw the ball and a different sound when a catch is made. The “symphony” of sound and movement is beyond explanation.
If you have access to a video camera, try to video a Group Juggling sequence – very visual, colourful and funny. 
 
Maze
 
If your administrator is concerned about budget matters and/or cutbacks, and asks, “What can we get that’s useful for the least amount of money?” The Maze is it. I am consistently amazed at the positive response to this very basic Initiative situation.
 
When pressing this event, and other Initiative problems that require loss of sight, I simply ask the participants to keep their eyes closed rather than hand out blindfolds. The benefits are:
-          Hygienic concerns are eliminated (there are never enough blindfolds anyway).
-          Being blindfolded (loss of sight) is a double trust situation. The participants trust that the instructor will not make fun of them: the instructor trusts the participants to keep their eyes closed.
 
This is a Challenge by Choice situation, because if the participants are uncomfortable with their eyes closed, they can take an occasional peek to make sure that everything is ok. The level of Challenge is up to the individual.
 
Objective: For an individual (or an individual working as part of a group) to make his/her way blindfolded out of a maze fabricated from small diameter rope.
 
Rules:
-          Each person must maintain contact with a rope at all times.
-          Maneuvering under a rope is not allowed, unless a rope is overhead.
-          Each participant must move slowly and not lead with his/her hand.
-          As participants find the exit, the instructor taps them on the shoulder, tells them to remove the blindfold (or open their eyes), and quietly watch the remainder of the group try to make their way out of the amazing maze.
-          Make up your own rules about helping one another or re-entering the Maze after having discovered the exit. Re-finding the exit is not as easy as it sounds.
 
Younger children seem to appreciate a more fanciful approach – a preliminary story that tells why they are in the maze and why they want to get out. Make lots of jungle sounds and splash around some water to supplement your true-to-life adventure tale.
 
QuickSilver
Authors: Karl Rohnke and Steve Butler
 
The below 2 games are from Karl Rohnke and Steve Butler’s book, QuickSilver. QuickSilver is available from the ACA’s Adventure Education Bookshop for $80. To order online go to Adventure Education Bookshop or call 1300 734 187 for more information. 
 
Auto Tag
 
-          Outdoors/Indoors
-          One or a few props
 
(From Sandy Morley)
 
Play
Running pairs have to hold on to one another {to form an “auto-pair” or in other words, a human car}. Holding hands is without doubt the most efficient and comfortable way to go, but if you can’t get the players to overcome the polarising tendencies of their particular age, offer a short length of small diameter rope to preclude sweaty palms and inevitable expressions of Eeeuuw!
 
Each member of the IT pair will have one free hand. Fill the IT’s free hands with soft, throwable balls, like a fleece ball – something you wouldn’t mind getting hit with. (Coupling left and right hand throwers establishes a truly formidable combo). A “tag” is made if the IT auto-pair hits someone with one of their balls. When this occurs, the other IT player drops his ball (headlight), which must be retrieved by the hit pair, who are now IT, and the game continues.
 
More than one car can be IT, obviously, or obviously IT. Sandy says, “Each pair chooses a make, model and colour of car to be, then makes appropriate noises associated with their auto.”
 
Name by name
 
-          Indoors/outdoors
 
Have a group that doesn’t know each other?
 
Play
Inform the group in your typical Adventure style that you have a challenge form them that will help them to get to know each other. In order to proceed with the problem, everyone needs to say their name once. First name only please! It should be said loudly (be proud about your name and all that good stuff); but if anyone can’t hear the name clearly, that person calls out REPEAT! in a loud voice. Hearing this embarrassing call forces the quiet person to say the name again loudly enough so that the Repeat command does not follow the name.
 
After all the names have been said, announce the challenge. All players must now rearrange themselves so that the circle is alphabetical by first name. No talking, no signing or gesturing (visually indicated letters), no showing ID cards, etc. Helpful pointing or repositioning is allowed, but the challenge is for individuals to place themselves in the circle in the appropriate place.
 
Once the group has moved and the circle is re-formed, that ends Round One. Take a test. Listen as all the names are said again. If people are out of sequence and corrections need to be made, allow people to move a second time (again with no speaking, etc). Take another test. So ends Round Two. The challenge is to form an alphabetical circle in the fewest number of rounds; ie. having spoken the names the fewest number of times.
 
Generally, groups respond well to this challenge and people do tend to remember the people close to them in the alphabet. Having done this activity with up to 40 people, it usually takes fewer rounds than you might imagine. (The most I’ve ever seen was 4 Rounds. I’ve seen many groups do it on the first round – AMAZING!)

 

Murder in the Dark
With a number of slips of paper write on one "Murderer", on another write "Detective", and on all of the rest write "suspect". 
Give out the slips. You can not reveal to anyone what you are. 
Someone counts to three and turns off the lights. 
The Murderer finds people and taps them on the shoulder. If you are tapped on the shoulder and are a suspect, simply fall to the ground, making a few dying noises. If you are tapped and you are the Detective, you say "Detective is dead". When the Detective is killed, the lights go on. All dead suspects must pretend to be dead, and even the Murderer himself can play dead. 

The Detective then surveys the "bodies" and accuses who they think is the Murderer. If they guess wrong, the Murderer has won, but if they guess right, the Detective has won 
 
Camouflage
All participants hide while 1 other participant (the spotter) stands in the centre of the play area (eyes closed, counts to 30 then opens eyes).  The spotter has a brief amount of time to point out any hiders they can see and call them back in.  They must then hold up a number of  fingers for a pre-determined number of minutes (during this time the hiders will need to sneak a look at the spotters hands and see what the number is – the spotter is still able to call any players in that they see during this time).  At the end of the decided time period, the spotter calls all remaining players in who quietly one at a time tell the spotter the number which was shown.  They are successful if they have this number correct.   
 
Sneak Attack
One person sits in a chair in the middle of a space blindfolded with a torch; the protector.  An object is placed under the chair; all other participants sit in a large circle around the chair remaining quiet.  1 person, the sneaker, is selected to try and sneak up and steal the object under the chair.  The protector must listen for sounds and flash the torch (on, off) where they hear the sound.  If the sneaker gets hit with the light they must return to their place and a new sneaker is chosen, if they successfully obtain the object and make it back to their space in the circle they become the new protector. 

High Activity Games
These games are courtesy of the Ultimate Camp Resource website - http://www.ultimatecampresource.com/site/camp-activities/other-games.page-1.html

Everybody's it!!!
Proclaim, "everybody's it!" in an open space and the participants begin trying to tag others, while avoiding getting tagged themselves. Decide beforehand if simultaneous tags result in both sitting down, or both remaining free. Once tagged, participants sit down, extend their arms, and try to tag those left running around.

Fitness Monolopy
Description
You have different stations like in Monolopy. There are various activities to complete (could be a riddle, maybe an active activity or team building exercises). Fake Money will be given when they finish.

Pyramid Piggyback Portage
Divide the group into teams of 8- 10 people. If possible, have an even number of players on each team. Line teams up at one end of the playing area. The relay simulates a wilderness trip, where the team first portages a canoe, then climbs a mountain and finally backpacks home. On "GO", each team selects one person to be the canoe. All other team members form two lines facing each other and link arms. The 'canoe' lies down on the row of arms and the team 'portages' (runs) the canoe down to the other end of the 'wilderness'. Upon arrival, all team members but one form a pyramid and the single team member climbs over the 'mountain'. It is then time to backpack home. In pairs, teammates take turns 'backpacking' (piggybacking) each other back to the starting line. The first team to successfully complete the wilderness trip wins.

Tree Tag
Description
One person is "it" and tries to tag everyone else. Players are only safe if they are touching a tree.

What time is it Mr. Fox?
Mr. Fox starts out at one end of a field, room, or designated area with his back to the group. The group at the other end then yells out “What time is it Mr. Fox?” Mr. Fox then calls out a time that is on the even hour (1 o'clock - 12 o'clock). The group then takes that many steps. When the group gets to where the fox is, but not past him, and asks the time, the fox can yell "Midnight!" They then turn and chase the group. Those that he catches are to sit out. The last one left becomes the fox.
A variation is to allow each child who is tagged to become an honorary fox and help catch people.

Song Game
The following game was an activity that an OEG ‘Outdoor Education Group’ trainer from Swinburne Tafe taught the class of Eco Tourism Students from WAI ‘William Angliss Institute of Tafe’ while on 2009’ trip to the Grampians in Victoria.
 
The Song game is a game where there are two groups of players and one allocated referee. The aim of the game is for the referee to choose one word E.g. Rock, Babe, Car. The players are to then write down as many songs as possible using the word given. Word E.g. Car the groups are to do this in a 3 – 5min time frame. When the time is up the referee is to choose a starting team (referee can use flip of a coin or just choose their favorite team) whatever team is allocated to go first by the referee they are to sing one of the songs off the list to the opposite team members. Song E.g. I’m in love with my car ‘Queen’. As this song is sung the opposite team members cross off this song from there list (if on the list) and the song cannot be sung again throughout the game. Throughout the game the lists will decrease in songs to be sung and there will only be one song left to sing, whoever sings the last song wins. Best out of three is a good option for overall winner but this game is addictive and fun so the game will probably go for quite a number of rounds.   
 
What you’ll need
  1. People (over 6 is preferred)
  2. A scribe
  3. Pen and Paper
  4. A Referee
  5. Good song knowledge (TIP: The more people you play with the easier the game)
  6. Good singing voice not required (more fun the worse it sounds)
  • First, you can play with as many people as you want the more the better the singing.
  • One person out of the group must be allocated as the referee 
  • Divide the group into half (even numbers if possible but not required)
  • Referee is to choose a word for the song title choice
  • Groups are to then discuss in secret from the other group and write down as many songs as possible (be careful the opposition will cheat)
  • Groups have 3-5mins to complete task
  • Then groups in turns sing there hearts out to win the Song Game Title
  • Referee Note: Groups will try to trick your hearing and sing you a song that may not be a song. Be careful and keep you wits about you, you are the referee and have authority in the Song game.   
Now its time for the fun part…….Play the game, have fun!
 
Ice breakers
 
2 Truths and a Lie
Description
Ask each person in the group to think of two true facts about themselves, and one lie.

Each person in the group takes a turn telling the group their three items.

The group then has to agree on which fact they think is a lie. Once the group announces their decision, the speaker tells the group the correct answer. The group then can talk about any of the interesting things they just learned about the new person.
 
Have you ever? or Postman
Description
Everyone stands or sits in a circle. The one person without a chair or a place marker is "it".

The "it" will say something about themselves. For example, "Have you ever gone swimming in the Atlantic Ocean?"

Anyone in the circle that has that in common must move to a new spot in the circle. Each move has to be at least two place markers or chairs from where they started.

Whoever is left without a place marker will be it and will tell something about themselves.
 

 

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