Posts Tagged: group

Trash Can Game – Team Variant

The game is played out just as it is in the Trash Can Game (free-for-all), except that everyone is on one of two teams.

Form a circle around the trash can, then have a leader count everyone off 1-2-1-2-1-2…etc. The goal of each team is to work together to get the other team members to touch the trash can without touching the trash can themselves (though at times self-sacrificing can be worthwhile to take down those difficult opponents). Confusion can set in as people quickly are tagged out and players often ask others which team they are on.

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Jumble Group Prayer

This format of group prayer came out of our youth night one week.

After devotion, we commonly share our prayer requests, I write them down, and we dish them out with volunteers offering to pray each request. Spontaneous, out loud group prayer is something that’s not really comfy for a lot of our kids, and so it can be a real challenge for them.

On the night in question, we had spent so long talking about the prayer requests that we were running out of time to actually pray them. Somehow, we decided that one youth would open the prayer simply, “Dear God, hear our prayers…” and then we would all pray out loud at the same time. When it got quiet, we had another youth ready to close with “In Jesus’ name, Amen.”

It worked really well. We talked about it afterward, and heard comments like, “I didn’t feel as awkward praying out loud like this” and “I didn’t have to worry about making it sound right, because only God was listening and He always understands”. Another comment was, “That was cool, because maybe that’s how prayer sounds to God.” It’s definitely something we will be doing again.

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Who Sir? Me Sir?

Have everyone sit in a line or a circle, and designate the #1 ranked seat that everyone is trying to get to. Then number the seats after #1 in numerical ascending order (this is the ranking order).

The object of the game is to get a dialog going so fast that it causes players to mess up their response, so they lose their rank and they move to the end of the line.

The youth leader or a fast talking kid is the “caller” throughout the game (you can switch callers to avoid fatigue). The caller is not a player and is not trying for a seat, so there is no penalty for a caller when they mess up.

The caller will begin a dialog. If a player messes up they go to the end of the line and everyone who was below them in rank gets to move up one spot. If the group is not familiar with the dialog, you can write it out, but then as the group gets more proficient, take away the cheat sheet! Make sure everyone knows their seat number when you begin, then it is up to each player to know which rank number they are. Remember as players move up and down the rank, their number changes, based on the seat order! You may start as #9, but if someone ahead of you messes up, you move up to being #8.

The player whose number is called must respond perfectly with the correct dialog response before the caller says “go foot!” If a player messes up in any way, they are moved to the end of the line.

Here’s the dialog, start slow and work up to ridiculously fast, putting any rank number in the place of the ones I have used:

Caller: “The king of Paris has lost his hat and number 3 knows where to find it. Number 3 go foot!”

Player 3 must interrupt the caller as soon as they have heard their number called with the following before the caller say “go foot”: “Who, sir, me sir?”

Caller: “Yes, sir, you, sir,”

Player: “Oh no, sir, not I, sir!”

Caller: “If not you, sir, then who, sir?”

Player: “Number 6, sir!”

Caller: “Number 6 go foot!”

At this point Number 6 would have had to interrupt the caller to keep the dialog going:

Number 6: “Who, sir, me sir?”

Caller: “Yes, sir, you, sir,”

Player: “Oh no, sir, not I, sir!”

Caller: “If not you, sir, then who, sir?”

Player: “Number 1, sir!”

Caller: “Number 1 go foot!”

If the phrase “go foot!” gets spoken before the player interrupts the caller, the player is sent to the back of the line. When any player is sent to the back of the line, the caller restarts the entire dialog with “The king of Paris has lost his hat and number ___ knows where to find it.

Decide a time limit to the game, the person sitting in the #1 chair is the winner at the end of that time.

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Succotash – variation on Charades/Passwo

Give every person three slips of paper and have them write something down on each slip. It could be a person, place, thing, common phrase, or anything really. Put the slips in a bowl or hat. Then you split the group in half. We had it so that every other person was on a team, just so that it would have been hard for people to see the clues by accident. Find a timer, like a watch with a seconds hand, and find someone to keep score. Begin Round one.

Round one:
Played similar to the game show “Password” or “Taboo”. One person from one team goes first, pulling slips of paper out of the bowl, and trying to get their team to guess as many of the written things as possible within one minute. You cannot use any of the words on the paper or that is a negative point. Each correct guess is a point, while each “pass” is a negative point. Make sure they don’t put the clues back in the bowl (Except you do put those things that were passed on back in the bowl for other teams to try). Once the timer runs out, add up how many correct guesses there were. Now it is the other team’s turn to try with the remaining clues. Play continues until all the clues are successfully guessed. If there is time left on the clock for a team when slips of paper run out, that team gets to play out their remaining time in the next round before it goes to the next team.

Round two:
Played like Charades. All the slips of paper are added back to the bowl. This round is identical to round one, except that now the person giving the clues cannot speak, and must act out what is on the slips of paper. Like in round one play continues until all the items are successfully guessed. If there is time left on the clock for a team when slips of paper run out, that team gets to play out their remaining time in the next round before it goes to the next team.

Round three:
One word clues. All the clues are added back to the bowl. This round is identical to previous rounds, except that now the person giving the clues can only use one word as a clue as to what is on the slips of paper, no acting! Like in round one play continues until all the clues are played.

Team with the most points wins! Other crazy bonus rounds could be using just facial expressions or one physical movement.

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Cluster Busters

Ideal group size: at least 15

No supplies required!

WARNING: you should warn your teens beforehand that this is a VERY physical game.

Choose 3 of your strongest boys in the group to be Busters. Then instruct the rest of the group that they have 30 seconds (more with a large group) to form a cluster, holding onto each other as tightly as possible. Be sure to tell the cluster not to wrap around necks, or grab inappropriately to each other. If at any point in the game someone is separated from the cluster and has no one holding onto them or vice versa, they are out, and must sit and watch the rest of the game.

When the game begins, the Busters will start picking people to try to separate from the circle by pulling, prying, tickling, whatever it takes! (Give them rules to play safe, like no: hitting, jabbing, tackling, etc.)

Choose a time limit in accordance with your group size for the pullers to accomplish the task of pulling every person apart, so that in the end there is a winner, either the busters, or the cluster.

This is a very fun game, can be played several times consecutively, will exhaust teens, but is not for everyone, and must be managed with safety instructions and watchful supervisors. This game should be played on soft grass, but if you have the means, it is best in mud!

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