Archive for the ‘Quiet Games’ Category

Speed

Here’s a fast-paced card game for two players that will draw a crowd. It’s simple to play and fun to watch. I forgot about this game until I saw some campers playing it at Camp Sunshine in Culver City.

 

Objective: Be the first to use all your cards.

Equipment: One complete deck of cards, minus the jokers.

Number of Participants: 2

Set-up: Players sit opposite each other at a table. Shuffle cards and deal as follows: Count out six cards to the left pile, face-down. Count out the next six cards to the right pick-up pile, face-down. Deal out 20 cards to each player. Players place their 20 personal cards in a pile directly in front of them, face-down. This is their personal draw pile. Each player then picks up the first five cards of their personal draw pile and arranges them fanned out in their hand. Players must always have 5 cards in their hand – no more, no less. When they don’t have 5 cards in their hand, they need to pick up from their personal draw pile until that is exhausted. When one player has exhausted all the cards in their personal draw pile and their hand, they win.

How To Play: On “go”,  players turn over the top card from the draw pile on their left and put it just to the right of that draw pile, face-up. There should now be 4 card piles in the middle of the table as follows: 5 cards in the left draw pile, one card face up next to it, one other card to the right of that, and 5 more cards in the right draw pile. There should also still be one personal draw pile in front of each player with 15 cards in each.

Once the first cards are simultaneously flipped and placed in the middle, the game begins. Players must put a consecutive card from their hand on top of one of the face up cards. Players can build up or down but must never skip a number or place the same card on top of another. For example, if a face-up pile has a “6”, a player can place a “5” or a “7” on top of it, regardless of the suit or color of the card. The only thing that matters is the number or face card value. Players place their cards as quickly as possible on the face-up piles, trying to exhaust their personal draw pile and the cards in their hand before the other player. Play happens quickly. When neither player is able to play a card, they must flip a “starter” card from one of the side piles to get unstuck.

Wind In the Willows

Ever trust a group of people to have your back? It’s a rare real-world experience that everyone should have. I read about this in a book called “Games”. That’s all I remember about it. At the time, I didn’t give this game much thought but now I see it’s value as a group-building and trust exercise with lots of potential. 

 

Object: To support the person in the middle without letting them fall. To trust that your group will support you and will be gentle about it.

Materials: None.

Area: Small. 7′ x 7′

Number of Participants: 8-12

Set-up: Choose one person to be the “willow”, standing in the middle of the circle. Have all other campers circle around in a very close and tight circle so that they are less than one arm’s length away from that person.

How To Play: Have the person in the middle (the “willow”) close their eyes, fold their arms across their chest and keep their legs stiff. Huddle everyone else around the willow within an arm’s length of them, making sure there are no gaps in their huddle. On “go”, the willow will fall in any direction while the circle catches them and pushes them gently around the circle or back and forth. Think of it as a reed swaying in a gentle wind. Pushes must be gentle and on pre-approved or “safe” body areas such as shoulders, back and arms only. Nobody should be touching the willow on their stomach or waist or head or chest. Take turns so that everyone gets to be a “willow”.

Who Am I?

Suffering an identity crisis has never been so much fun. I found this game on Kim’s Korner (http://www.kimskorner4teachertalk.com/classmanagement/icebreakers.html) which has some camp standards and other games I’ve just heard of. 

 

Object: Figure out what character you are.

Materials: Sticky notes and pens

Area: small

Number of Participants: 8+

Set-up: Write the name of one famous person, fictional or real, (can be cartoon characters too) on a sticky note and distribute to participants without letting them see who they have. Ask them to attach it to their back or their forehead, wherever it may stick.

How To Play: Have participants mingle with each other. They may only ask three “Yes” or “No” questions from each person they meet to ensure that people get around.  The questions are to determine their identity. Once a person finds out who they are they either become a “consultant” by offering clues to the more difficult characters or they can sit out in the winner’s circle.

 

Mind Puzzlers

Twenty minutes of frustration each day is a good thing as long as there is some resolution. People thrive and grow when they feel successful. Try and unravel these Mind Puzzlers. Look for the answers in the “Mind Puzzler Answers” post. 

1.

__PAID__
 __I’M___
WORKED

2.

CLOSE
CLOSE
CLOSE
CLOSE

3.

WEEKKKK

4.

DICE
DICE

5.

0! 144

6.

KNEE
LIGHT

7.

T   I   M   E
ABDE

8.

TIMING  TIM   ING

9.

MCE
MCE
MCE

10.

2UM + 2UM

11.

THHAENRGE

12.

HIJKLMNO

13.

IE CEXCEPT

14.

EGSG

15.

ISSUE ISSUE
ISSUE ISSUE
ISSUE ISSUE
ISSUE ISSUE
ISSUE ISSUE

16.

NA FISH
NA FISH

17.

SUPERMAN
LUNCHMEAT
BATMAN

18.

EILN PU

19.

1935 ALONG 1975 1983

20.

OFTEN
OFTEN NOT
OFTEN NOT

21.

CHOICE CHALLENGE

22.

ALL WORLD

23.

2TH DK

24.

CY CY

25.

ME QUIT

26.  THE WIRE
            JUST

27.  COLOWME

28.  BJOCKX

29.  __HEAD____
          LHEOEVLSE

30.  XQQME

31.  H-O-P-E-S

32.  PpOpD

33.  BEND REVO

34. HISTORY HISTORY

35.

KN
OT

36. VVIISSIIOONN

37. TJUIMSTE

38. VAD ERS

39. GREENNV

40. BAN ANA

41. SIDK  DKIS

42.

SIGHT LOVE
SIGHT
SIGHT

43.

GROUND
 FEET FEET
FEET FEET
FEET FEET

44.

PERFORMANCE
PERFORMANCE

45. BALLO

46. NIRENDEZVOUSGHT

47. RUNNING SCHEDULE

48.

__0__
B.Sc.
M.Ed.
Ph.D.

49.

Dr.
DOCTOR

50.  STAND
         MISS

51. ECNALG

52. LOOK KOOL +ING

Assassin #2 (Who Is It?)

This is a variation on the game Assassin (see “Assassin” post). This version protects the identity of the culprit even more, just in case you discover that people aren’t willing to wait 5 seconds to die.

Make sure that players know how to pass a “pulse” around a circle before you play this (see “Pulse” post).

Object: Guess who the killer is before you are eliminated.

Materials: None

Area: small; half volleyball court for a large group

Number of Participants: 8-50

Set-up: Have participants sit in a circle, knee to knee. Everyone puts their left hand behind their back, palm out. Everyone puts their right hand into the left hand of the neighbor on the right.

How To Play: One player is secretly chosen to be “it”. They pass a pulse around the circle with “x” number of squeezes. Let’s pretend that the assassin passed a pulse of 7 squeezes to their neighbor. Instruct players to count the number of pulses they receive and pass it on minus one pulse. Each subsequent person who receives a pulse will pass on the pulse they receive, minus one, until a person receives one pulse only. If a player receives one pulse, they are eliminated.

Since the object is to guess who the assassin is, only players who have not yet been eliminated may guess who the assassin is. If a player guesses wrong, they are eliminated.

Line of Sight

This game will get people mixing without having to speak to each other or touch each other. Great for early mixing activities. Lots of bumping and path-crossing occurs during this game.

 

Object: Keep your Unknown between yourself and your Known.

Set-up: Circle up. Have participants look around and quietly identify one person in the group whom they know best (“Known”) and one person they know least (“Unknown”). By “best” we mean someone they’ve known the longest; by “least” we mean someone they’ve known for the shortest amount of time.

Materials: None.

Area: Half basketball court.

How to Play: On “GO”, campers try to line up so that the person they know least is between them and the person they know best.

Count Up

Getting groups to cooperate is best done in stages. Before doing a really tough initiative, test the waters with this to see if they can handle the frustration. When you see someone who has a harder time handling the frustration, it’s a great opportunity to work more closely with them.

Object: Count the members in the group.

Area: small room

Number of Participants: 12 – 20

Materials: None

How to Play: Starting from number “1”, the group will be counting up to the highest number which should equal the number of participants. Each person may only say a number once during the count. If two people talk at the same time, start over. You may not plan this and you may not signal other players while the game is going on.