Icebreakers and
Lifesavers
by
Clark L and Kathryn H. Kidd
One
problem you will always have to deal with when planning an
activity is the tendency for certain families to arrive 10,
30, or even 60 minutes late. You know who these folks are – they’re the
same ones who are 10, 30, or 60 minutes late for their Sunday
meetings.
Rather
than get frustrated over these well-meaning but disorganized
folks, a better approach is to design your activity so that
you can entertain those who arrive early, while holding off
the main activity until everyone arrives. That is the purpose of Icebreaker activities. They
get the crowd warmed up and in a jovial mood, so that when
the tardy members finally arrive, everyone will be set to jump
right into the main activity. Even if you live in that rare ward where everyone
is punctual (if there is such a place) Icebreakers are still
a good prelude to the main activity, as they give members a
chance to have some fun and associate with one another. This
is especially important for new members or non-members, as
it gets them feeling at home before the activity begins.
It
is quite common during an activity that you will have a lull
in the program. For example, the cleaning crew might be clearing
off the tables and the program crew is getting ready to present
the entertainment. Rather
than have your crowd wander off or leave because of boredom,
you need to sponsor a short activity that keeps people moving
and wakes them up before the next phase of the activity. We
refer to these kinds of activities as Lifesavers.
This
is simply a collection of these short little activities that
may be used to give people a laugh and keep them entertained
before or between portions of your primary activity. Most
of these are suitable as either Icebreakers or Lifesavers,
and the few that are not will be ready apparent when you read
the descriptions. The
activities are listed according to age group.
Warm Up Activities for Old Fogies
These
Icebreakers and Lifesavers are designed for adults, and for
general ward activities where adults are present. Most
of them can be used equally successfully in both large and
small group activities. Human
beings are inherently a little bit shy, especially when we
get away from our comfort zone. These
activities do just that – they force us into that scary realm
of human interaction, but they do it without too much trauma. This
section includes a variety of entertaining activities, including
some tame ones and some that get right in your face, in a good
sort of way. If some of the ideas seem lame to you, use
others. It’s the concept
of warm up activities that we want to convey – the ones you
use will depend on the needs of your ward members.
Now
and Then
Materials: Computer or projector; old photos of people who are attending;
pencil and paper
Effort
Quotient: Passive
Timing: 2 hours
Planning: Moderate
This
is an excellent warm up activity for an auxiliary get-together,
but it requires some preparation. A
couple of weeks before the activity, have each participant
bring a picture of himself as a child. Have someone put the pictures together in
a common format (slides, prints, or digital prints on a computer). The object of the game is to identify as many
childhood pictures as you can. As
the first picture is shown, everyone writes down a guess whose
picture it is. This
process continues until all the pictures have been shown and
everyone has a name for every number. Run through the pictures a couple of times
to allow everyone adequate time to guess. The
person with the highest score should win a magnificent prize.
Confession
Materials: Paper and pencil for everyone.
Effort
Quotient: Passive
Time: 20 minutes.
Set
up tables and chairs in the cultural hall. Divide
the group up by some preconceived method (birth month, numbering
people as they enter cultural hall, or whatever way you want). Seat no more than 10-12 per table, but make
sure it’s an even number. Pair
up. The first person in each pair takes three
to four minutes to learn as much as possible about his partner
and writes these items down on paper. Then
the second person quizzes the first one, repeating the process. Finally each person takes one minute to repeat for everyone at
the table (from memory – do not use paper) as many facts as
they can about their partners. Valuable
prizes such as stickers or pieces of candy can be awarded to
the person who remembers most per table.
Did
You Know?
Materials: Slip of paper and pencil for everyone.
Effort
Quotient: Passive
Time: 10-15 minutes
Set
up tables and chairs in cultural hall. Divide
the group by some preconceived method and seat no more than
10-12 persons per table. Each
person in the group writes down something he or she doesn’t
think the rest of the group will know about himself. The
pieces of paper are folded, numbered and placed in a cup or
hat. The slips of paper are pulled out of the container and read one
by one. Each member
of the group compiles a list of people they feel best matches
the number of each clue. After the last slip is read, the person with
the most correct matches wins and is justly and handsomely
rewarded with a stick of gum, piece of candy, sticker, or some
other treasure. This can also be used with “Most embarrassing
moment,” “My silliest habit,” or some similar bit of personal
trivia.
All
the News that Fits
Materials: Plenty of newspapers or magazines (depending
on the size of your group.)
Effort
Quotient: Semi-passive
Time: 5 minutes to infinity
Give
everyone a section of newspaper or several pages of magazine. Everybody is to spend three to five minutes
looking for words, phases, pictures that describe them or something
about them. Each person
can pick as many things that describe them as they want; however,
they will have to take turns telling the group why they picked
out the things they did. This is a very enlightening activity.
Stick ‘Em
Up!
Materials: None.
Effort
Quotient: Semi-active
Time: 5 minutes to infinity
Have
your group stand in a circle. The
person who’s it walks around inside the circle, chooses
a member of the circle at random, points his finger at the
person, and says, “Stick em up!” The victim must raise both hands straight
up in the air and say his name and the names of the persons
to his immediate right and left. The
person to the victim’s left must raise his right arm straight
up, and the person to the right must raise his left arm straight
up. If anybody makes
a mistake, either by raising the wrong arms or saying the wrong
names, that person becomes it. Repeat
the game until everyone is too tired to raise their arms anymore.
Let’s
Get Introduced
Materials: Something that makes music.
Effort
Quotient: Semi-active
Time: 5 minutes to infinity
Arrange
people in two circles (facing each other), women on the inside,
and men on the outside. (Note: There should be and equal number of males
and females.) As the
music starts, the women move clockwise and the men move counterclockwise. As the music stops, introduce yourself to
the person facing you. Tell
each other one thing you like and one thing you don’t like. When the music continues, the process is repeated until the first
person falls from exhaustion.
Juicy
Facts
Material: None.
Effort
Quotient: Semi-active
Time: 5 minutes to infinity
Have
everyone sit in a circle. Go
around the circle and have everyone say their first and last
names and tell one “juicy” fact about him or herself. After
everyone has introduced themselves, it then starts the
game by pointing to someone and says either right or left. The
person pointed at then has five seconds to say the name and
juicy fact about his right or left neighbor. If
he flubs up, he becomes it, and the previous it person
goes to the circle while the new it goes to the middle. The process is repeated. To make it more interesting and challenging,
have the entire groups switch places every third or forth introduction. This way you get to know more neighbors.
Mental
Block
Materials: One soft rubber ball or aluminum foil ball.
Effort
Quotient: Semi-passive
Time: 5 minutes to infinity
Have
everyone sit in a circle. Go
around the circle and have everyone say his name. The
first person starts by saying his name and picks a category
(fruit, cars, insects, books, cities, countries, current ward
Primary teachers, and so on). The
person throws the ball to someone else. This
person must say the name of the person who threw the ball and
something that relates to the category chosen. That
person then throws the ball to someone else. The
game is repeated until someone makes a mistake or can’t immediately
think of an answer that fits the category. If
someone makes a mistake, everyone in the circle points a finger
at the offending person and says, “Mental block. Stop
the clock!” Once the
game is started again, a new category is chosen. Continue
the game until everyone knows the names of everyone else.
What
or Who Am I?
Material: Tape or safety pins and various advertisements
cut out newspapers or magazine.
Effort
Quotient: Semi-active
Time: 5 minutes to infinity.
Attach
an advertisement to the back of each person. Everybody
mingles and ask yes or no questions about their respective
advertisements. Responses
can only be “yes” or “no.” The
first person that guesses who/what he is wins an appropriate
prize, or at least a round of applause.
John
Hancock
Materials: Paper bags and marking pens.
Effort
Quotient: Semi-active
Time: 5 minutes to infinity.
Each
player receives a paper bag and a marking pen. The
bag is placed over the person’s writing hand. Everyone mingles and tries to get as many
signatures on their bags as possible within the time period. The clincher is people can only sign their
signatures with their opposite hand. The
person with the most signatures (that they can identify) in
the time limit wins. Some
great prize (sticker, piece of candy, a million dollars) can
be awarded.
Human
Knot
Materials: None
Effort
Quotient: Active
Time: 5 minutes to infinity
Form
a tight circle. Have
everyone reach into the circle and grab someone’s hands. If
done right, the group should be pretty well entangled. Now the object is to get untangled without
anyone letting go of their hands. This
can be quite entertaining and will certainly knock down any
barriers. Can also be played by having someone be the “doctor” and
responsible for untangling the mass of humanity.
Oink
or Hee Haw Game
Materials: None
Effort
Quotient: Passive
Time: 5 minutes to infinity
This
is actually a popular children’s game, but can be played by
adults with hilarious results. Have
the group form a circle, either sitting on the floor or in
chairs. One person starts by snorting at the person to their
right. The person receiving
the snort turns to his right and passes the snort along. This process continues around the circle. Note: The
person snorting or the person receiving the snort cannot laugh. Anyone
who laughs in the process of snorting is out. (Laughing is quite permissible unless it’s
your turn to snort.) If
someone is snorted at and can’t make a snorting sound, an equally
obnoxious hee haw can be substituted. This
new sound is then passed on down the line. This
is a sure fire way to lighten up any group.
Pass
the TP, Please
Materials: A roll of toilet paper per group.
Effort
Quotient: Passive
Time: 5 minutes to infinity
Divide
group into smaller groups (8-12 per group). Have
each group sit in a circle or around a table. A roll of toilet paper is then passed around
the group. Each person
takes as many sheets off the roll as he wants. The
minimum is one sheet. Once
everyone has taken his share of toilet paper, return the roll
to the leader. The clincher is that for every sheet of toilet
paper, each person must tell one thing about himself. Start with one person and go around the circle. Skittles,
M&Ms, or dried beans can be substituted for toilet paper
if you’re dealing with a group that might be easily embarrassed.
Bean
There, Done That
Materials: Dried red beans (or some other thing that
can be thrown without rolling.)
Effort
Quotient: Passive
Time: 5 minutes to infinity
Sit
or stand in a circle. Pass
out an equal number of beans to everyone in the circle. (A
medium-sized group may start with five beans per person, depending
on how long you want to play the game.) The person who is designated
to start the game says the following: “My name is (say name)
and I’ve (done so-and-so).” For
example, “My name is Kent and I’ve lived in Athens.” That
person throws a bean on the floor in the middle of the circle,
and only the others in the group who have done the thing in
question can throw a bean in the middle as well. Repeat
the process until the first person runs out of beans. This
experienced person should win a valuable prize.
Magic
Carpet
Materials: One blanket per team.
Effort
Quotient: Active
Time: 5 minutes to infinity
Divide
the group into smaller teams, approximately eight to 10 per
team. Lay blankets out flat, ensuring there is sufficient
space for maneuvering. Have
team members remove their shoes. Each
team member is to stand on the blanket. The
object is to turn the blanket completely over without any of
the team members touching the ground. Each
team member must stay on the blanket at all times. This is a quick way to break ice, because you have to work together
as a team to turn the blanket over.
Love
Me/Love Me Not
Materials: None
Effort
Quotient: Semi-active
Time: 5 minutes to infinity
Arrange
the group into a circle. The
group can be seated, standing, or sitting on the floor. It goes
up to someone and says, “Hey, (say person’s first name), do
you love me?” The person can respond yes or no. If the person responds yes, he must add the
phase, “But I don’t love people (name a characteristic of people
in the group—people who wear glasses, have on white socks,
have black hair, are taller than 5’2”, and so on). The
people with the characteristic mentioned must switch places. It tries
to get one of the vacant spots. Whoever
is left without a place is the new it. By
the way, if the person who is asked the question responds, “No,” then
everyone switches places and it has an easier job of
finding a seat.
Nephite/Lamanite
Materials: None
Effort
Quotient: Semi-active
Time: 5 minutes to infinity
Arrange
group into a circle. Everyone
is to introduce themselves to the people on both sides of them. If it walks up to someone and says
Nephite, the person must say the name of the person on his
right. If the it person says Lamanite, the person
is to say the name of the person to his left. If
someone messes up, he becomes it. Repeat until it’s time to move on to some other activity.
Top
Dog
Materials: Chairs, 3x5 cards, marking pen, tape.
Effort
Quotient: Semi-passive
Time: 5 minutes to infinity.
Arrange
chairs in a circle. Give
each person a 3x5 card and have him put his first name on it. Tape the card to the back part of the chair so the card is showing
when the person gets up. One
person is designated as the “top dog,” or number one chair. The “top dog” starts the game by saying, “Hi,
my name’s (say his/her name). Where’s
(say the name of someone else in the circle)?” That person is to say “Hi, my name’s (say
his/her name). Where’s
(say the name of someone else).” Repeat
process until somebody makes a mistake. If
someone makes a mistake, he moves to the seat to the left of
the “top dog” and everyone else moves up. Here’s
the trick. For those who have moved up, your name becomes
the name on the card that is taped to your new chair. This sounds confusing, but it’s not. It’s plenty of fun, as long as you can get
the game rolling by having that first person make a mistake. (You may have to plant someone in the audience
to make that first mistake, but once people have changed chairs,
mistakes will be frequent.) Note: The
top dog never moves, so this is a great position for someone
who isn’t mobile.
Investigative
Reporter
Materials: Quiz sheet and pencil for all players; tape
and 3x5 cards for the organizer
Effort
Quotient: Semi-active
Time: 5-15 minutes
This
activity takes a little time to prepare, but it’s well worth
the effort. As everyone enters the cultural hall, write
a number on a 3x5 card and tape it to that person’s back. Give each person a quiz sheet with information
to find out about 8-10 other members. (For example, write down the shoe size of number 27; learn number
12’s favorite flavor of ice cream; determine what color are
number 3’s socks.) Each
paper can contain 8-10 things to find out about others. All
papers will have to be slightly different. The
first person to complete his or her paper wins some appropriate
prize. This activity
is a lot of fun and really forces people to mingle.
Rutabaga,
Rutabaga, Rutabaga, YUCK!
Materials: None
Effort
Quotient: Active
Time: 5 minutes to infinity
Have
everyone form a large circle with some space between each person. Each person is to come up some simple motion
(snap your fingers, tap your feet, thump your chest, clap your
hands, and so on) that can be repeated with the Rutabaga phrase. Each person need only concentrate on the person to his or her right. At
the completion of each “yuck” then each person is to take on
the action of the person to his right. Continue doing this until someone messes up. That
person leaves the circle, and can help point out other unfortunates
who mess up and should be eliminated. Continue
the game until everyone is tired or bored.
Dynamic
Duos
Materials: Pencil/pen and sheet of paper for everyone
Effort
Quotient: So passive
even High Priests can do it
Time: 5-25 minutes (depending on size of your group)
Divide
the group into smaller groups (8-12 per group), or play the
game as one large group. The
group is given two minutes to list as many pairs of words or
symbols (can include opposites, etc.) as they can think of
that go together. For
example: hot/cold,
dark/light, cat/dog, India/Pakistan, good/evil. After
the two minutes are up, the group is told to quit writing. One person starts and begins reading his list
of dynamic duos. As
the duos are read, everyone who has a duplicate on his own
list should scratch off the duplicate. Everyone
reads his list aloud (eliminating the duplicates) until all
the duplicates have been eliminated. The
person with the most duos remaining is the winner, who should
receive an appropriate and valuable prize.
Pat
on the Back
Materials: Pencil/pen and sheet of paper for everyone;
tape; Kleenex
Effort
Quotient: Semi-active
Time: 5-25 minutes (depending on size of your group)
This
is a warm up activity that women are guaranteed to love. (Men probably won’t have much use for it.) Every participant should have a blank sheet
of paper taped to her back. Then
everyone goes around the room and other people write one good
thing about that person on her sheet of paper. Because
the paper is on the person’s back, nobody ever knows who wrote
what comment. After the time limit is up and everyone’s
papers are full, sit down and have the people read aloud each
paper. Get out the Kleenex and wait for the sniffles
to start as people realize how many good things others have
said about them. This
activity is such an ego-boost that women often take home those
sheets of paper and keep them forever.
Sneaky Secret
If you are in charge of an activity, large or small, come
prepared with at least two Lifesavers. You
may never have to use them, but if they are needed, you will
thank yourself later. If
they aren’t needed, then you can store them for the next activity
and no one will be the wiser.
Shake
Your Booty!
Materials: Chairs
Effort
Quotient: Active
Time: 5 minutes to infinity
Arrange
chairs into a tight circle, with one more chair than people. Have the group sit in the chairs, leaving
one empty. The object
is for it to try to occupy the vacant chair. The
group sitting is to slide their bodies from chair to chair
not allowing the person to sit down. Eventually,
the group will not be fast enough and it will finally
get his body into a chair. Pick
another person to be it and repeat the process.
Cross
the River Sidon
Material: Paper plates; a whistle, or a group leader
with a piercing whistle
Effort
Quotient: Active
Time: 5 minutes max!
Divide
group into teams. Each
team must have an equal number of members. Give each team one more paper plate than team
members. Arrange each
team in a straight line. Each
team member is to stand on his or her paper plate. At
the whistle, the lead member in each team is to place the extra
paper plate on the floor in front of him, and each member then
moves up one plate. The last in line picks up the last plate and
passes it forward. Repeat
the process until you have crossed over the river Sidon or
have reached some other ending point. The
team that has all its members cross the river or the finish
line first, wins. Have a valuable prize on hand to give the
winners.
Barnyard
Material: None
Effort
Quotient: Active
Time: 5 minutes until infinity
Arrange
the group in a circle. Count
off by fours until everyone has a number. All
the ones become chickens. All
the twos become goats. All
the threes become cows. And
all the fours become horses. Call
out one and four. All the chickens and all the horses must change
places. Call out three. All the cows must change places. Continue calling out numbers until the groups
gets bored, then call “barnyard,” everyone must change places. The game is now over. Game can also be played as fruit, garage,
etc.
Caterpillar
Material: Paper plates or pieces of cloth
Effort
Quotient: Active
Time: 5 minutes until infinity
Arrange
the group into teams of 10-12 players per team. Each
team forms a straight line, with players placing their hands
on the waist or the shoulder of the teammate in front of him. Near the opposite wall, arrange a chair for
each team, with a paper plate or piece of cloth placed on each
chair. At the go, each team is to walk rapidly (no
running, and in a straight line) to its corresponding chair. Once a team reaches the chair, it is to hop
around the chair on one foot. The
last team member around the chair grabs the paper plate or
cloth. The team then races back (no running!) to
the starting point. The
first team back, wins.
Bears,
Berries, Bark
Materials: Nothing
Effort
Quotient: Active
Time: 5 minutes to infinity
Divide
your large group into teams of three. The
first player in each group is the “bear;” the second is the “berries,” and
the third is the “bark.” Each
team of bear, berry, and bark links arms and forms a small
circle. The person who is it calls, “Bears!” All the bears have to switch places. The leader tries to occupy one of the vacant
places. Whoever is
left becomes it. At the command of, “Berries!” or, “Bark!” the
requisite players must switch. Whoever
is left becomes it and so on and so on and so on. Play until everyone gets bored. Then yell out, “Bears, Berries, Bark,” and
everyone must switch places. At
this point you can call an end to the madness.
Forbidden
Actions
Materials: None
Effort
Quotient: Semi-active
Time: 5 minutes to infinity
Arrange
group into a large circle, ensuring that there’s at least an
arm’s length between each person. The
leader is in the center of the circle. He
or she makes different movements or actions, such as twirling
an arm over head, says a nonsense phrase such as, “Twiddle
dee, twiddle dum.” No matter what the leader does, everyone is to copy the leader
exactly. However, there
are two forbidden actions or phases that mustn’t be repeated. If the leader makes either of the forbidden actions the group is
to do something else, agreed upon by group. For
example, if a forbidden action is clapping hands, when the
leader claps his hands, everyone else squats. If
the forbidden phrase is “peanut butter,” the group may say “jelly” instead. Anyone
who makes a mistake is out of the circle. Play
until only one person is left. Give
that person a nice parting gift.
Losing
Your Marbles
Materials: Marbles, music
Effort
Quotient: Semi-active
Time: 5 minutes to infinity
Arrange
group into a circle. Give
a marble to each person. Select
five different people and give them several marbles rather
than one. When the music starts, players pass their marbles to the right,
one at a time, as fast as possible. When
the music stops, the person(s) with the most marbles is out. Continue the game with the same number of
marbles, but fewer people. By
the way, anyone who drops or throws a marble is also out. This is a simple but interesting activity.
On
the Rameumptom, Off the Rameumptom
Material: Masking tape or string or yarn.
Effort
Quotient: Active
Time: 5 minutes
Draw
a line with masking tape, string or yarn down the middle of
your cultural hall. Have everyone line up on the right of the
tape. This is “on the
Rameumptom.” The left side of the tape is “off the Rameumptom.” As
the leader yells either, “On the Rameumptom,” or “Off the Rameumptom,” the
players are to jump to the correct side. Anyone
who doesn’t jump or who jumps the wrong way has to step aside. The last person remaining is the winner.
Warming Up the Younger Set
Warm
up activities may be even more invaluable for youth activities
than they are in ward activities for adults. The
primary purpose these activities is to break down the unseen
barriers that human beings tend to put up when faced with new
situations, and youth are especially vulnerable to feelings
of insecurity in the face of new situations and new groups.
Icebreakers
and Lifesavers for youth serve as distractions that perform
a threefold function. They
get youth speaking to one another. They
initiate physical contact, in a good sense of the word. And
they provide a mental distraction so the youth don’t have time
to be self-conscious. Don’t
ever underestimate the power of a good warm up activity to
get your youth activity off to a successful start.
Name
That Hobby
Materials: None
Effort
Quotient: Passive
Time: 10-20 minutes
Gather
the youth into a circle. Have
the first person say his name and hobby: “My
name is Shannon, and my hobby is playing the piano.” The next person repeats that information and adds his own: “Her name is Shannon and her hobby is playing
the piano. My name
is Kent and my hobby is running.” Continue
around the circle, each adding his own information to the list. The last person who can recite everyone’s
name and hobby wins.
Chinese
Dragon
Materials: Two bandannas
Effort
Quotient: Easy
Time: 5-15 minutes
Divide
the youth into two teams. Have
each team get into a line, with each youth putting his hands
on the waist of the person in front of him to form a chain. You
now have two chains of youth. Stick
the bandannas in the back pockets of the end person in each
chain. The goal will be for the front person in the
line to try to get the bandanna out of the pocket of the back
person in the other line, while the back person tries to avoid
losing the bandanna.
Bat
the Bunny Tails
Materials: Bag of cotton balls, gloves, table, blindfolds
Effort
Quotient: Sweatless
Time: 5 minutes
Pick
two volunteers who aren’t afraid of looking silly. Have
them put on gloves and stand at each end of a long table. Spread the bag of cotton balls on the table
and blindfold the players. While
instructing them to sweep all the cotton balls off their own
side of the table, have someone quietly take the cotton balls
off the table. Yell, “Go!” and watch them wildly sweep at an empty table. Have your group cheer and encourage them. Let
them bat away for a few minutes before taking off their blindfolds
and showing them what they’ve been doing.
All
in Stitches
Materials: One spoon and long length of yarn for each
team
Mess
Quotient: Will need
a few towels for drips
Time: 5-20 minutes
Cut
one piece of yarn per team into 20- to 40-foot pieces that
average about 4 feet per person (5-10 youth per team). Tie
a spoon onto one end
of each piece of yarn. Put
the spoons/yarn in the freezer no less than one hour before
the start of the game. For added torture (the youth love this!),
dip the spoons in water to get ice buildup, or even better,
find a small bowl (margarine container size) and freeze the
spoon in it with water to create a small block of ice. Hand
the first person on each team the spoon and have them thread
it through their clothing from their shirt collar down through
their pant legs and out. The next person threads the spoon from the
bottom of a pant leg up through the shirt and out the collar. Continue this until the entire team is threaded
together. Make sure
your youth understand that the spoon should not go in undergarments,
only inside shirt and pants. See
which team can complete the task first. It’s
fun to watch them squirm.
Dr.
Scholl’s Game of Shoes
Materials: None
Effort
Quotient:
Time: 15-20 minutes
This
is best for larger groups. Have
everyone take off a shoe and throw it into a pile in the center
of the room and then move back to the wall of the room. When
the leader says “Go,” everyone grabs a shoe from the pile. The youth then need to find the shoe owner
and learn the name of that shoe owner, as well as four things
about the shoe owner that they didn’t already know. When
everyone has interviewed his shoe owner, have everyone form
a circle and one at a time introduce the person they talked
to, telling the group the four things they found out about
the person.
Pink
Spots
Materials: Pink lipstick
Mess
Rating: Facial tissues
for people to wipe the lipstick off their faces
Time: 15 minutes
This
is a good game for learning names in a group. Have
your youth sit in a circle. The
leader begins by standing up and saying, “My name is ______,
and I have no pink spots. How
many pink spots does (someone else in the group) have?” The
person named stands up and repeats exactly what the leader
said, except for the obvious difference of using his own name
in the first sentence and naming someone else in the group
in the second sentence. Any mistakes or hesitation earns the speaker
a pink spot of lipstick on the face, and he’ll need to try
again before sitting down. Now
that person has one pink spot and will have to say, “My name
is _____, and I have one pink spot. How many spots does _____ have?”
Sister
Sassy
Materials: None
Effort
Quotient: Hardest part
is trying not to laugh
Time: 5-15 minutes
Have
your youth sit in a circle. The
object of this little game is to talk like you have no teeth,
nor to be able to show any of your teeth throughout the duration
of the game. Pull both your lips in and over your teeth. The game is started by someone asking if anyone
has seen Sister Sassy as she is missing. Continue play around the circle, one at a time. Allow as much discussion and conversation
as the youth can creatively come up with about where Sister
Sassy is. Anyone who shows their teeth will need to
leave the circle. Play
till one person is left.
Mummy
Run
Materials: 1 flat bed sheet for each team (white is the
best because this is a game of mummies)
Effort
Quotient: Won’t break
a sweat
Time: 10-20 minutes
Divide
into teams, then split the teams so that half of each team
is on the opposite side of the room or playing area. The
first person on each team wraps himself in the sheet by lying
down on it and rolling. The arms need to be inside the sheet, and
the wrapping job should be a snug fit. After
the person is wrapped, he should stand up (with the help of
the rest of the team members on his side of the room, if needed). Then, still wrapped like a mummy, he should
run to the other half of the team group across the room, and
unroll. The first person on that side wraps up and
runs back across the room. Continue
the relay until everyone has wrapped and run. The
first team finished is the winner.
Hoppin’ Dress
up
Materials: Two similar sets of clothes (i.e. large pants,
shirt, hat, socks, gloves), two big balloons
Effort
Quotient: Easy
Time: 5-15 minutes
Have
two volunteers get dressed in the clothing while keeping the
blown-up balloon in the air. The
winner is the first person to get completely dressed without
letting the balloon touch the ground.
Dizzy
Stick
Materials: A broomstick
Effort
Quotient: Get ready
to fall down
Time: Play till you get sick
Hold
the broom stick above your head, stare at the end and spin
around as many times and as fast as you can. Throw
the stick away from you onto the ground. Now
try to run over to the stick and jump over it without falling
down. If you can do it, you get a point for every
time you twirled around. Make
sure you’re playing on an area that won’t hurt to fall down
on.
Gorilla,
Man, Rifle
Materials: Lots of warm bodies
Effort
Quotient: Average
Time: 10-20 minutes
This
game is played the same way as “Rock, Scissors, Paper” except
that you use your entire body to play. Everyone
pairs up and stands back to back with his partner. If
your group has an odd number, just have those who don’t get
to play the first time join with a partner after the first
round. When a leader says “Go,” everyone turns around
to face his partner and make the gesture of his choice. GORILLA roars out loud while beating his chest
with his hands. MAN
stands in place with arms folded and his head held high, in
a stance of pride. RIFLE shoots a pretend rifle while saying, “Bang! Bang!” GORILLA beats MAN because he is bigger and stronger. MAN beats RIFLE because he invented it. RIFLE beats GORILLA. The winners of each round finds another partner
who won, and the loser is out. Continue
to play till there is one person left.
News
Fit to Print
Materials: Newspaper, Sunday is the best; pencils
Effort
Quotient: Easy, easy,
easy
Time: 15-30 minutes
Hand
everyone a sheet of the newspaper and have them look for 5
minutes for words, phrases, or pictures that 1) describe themselves,
2) tell something about their family, or 3) remind them of
something about themselves or something or someone close to
them. They can pick
as many words as they want, but they will be sharing them and
why they chose them with the group.
Boundary
Breaker
Materials: Nothing
Effort
Quotient: So passive
you’d better make sure to keep it moving
Time: 20-40- minutes
This
works best in groups of seven to 12. If
you have a big group, split up into smaller groups. The adult leader asks a series of questions ranging from shallow
to deep. A shallow
question might be, “What is your favorite snack?” And
a deeper question might be, “What do you like most about your
parents?” Ask each person in the group the same question. Start
with shallow questions, move to deeper questions, then back
toward shallow ones. Then ask questions about the answers the youth
have given, such as, “Which answer surprised you most?” The purpose is to get the youth talking both
with you, and with each other. You
can find many times to use this activity, so plan ahead to
have a mental or written list of questions.
Back
Art
Materials: Paper and pencils
Effort
Quotient: Passive
Time: 5-20 minutes
Divide
the youth into several groups. Have
each group sit or stand on the floor, single-file and facing
forward, train-style. Have
a simple object drawn on a piece of paper and give it to the
last person in each line. They are to draw this object on the back of
the person in front of them with their finger. That
person draws the same object on the back of the person in front
of him, and so does each person up the line. The
first person in the line will draw the object on paper. The first team finished whose beginning and
ending pictures resemble each other wins.
Eggs-act
Directions
Materials: Hard-boiled eggs, blindfolds
Mess
Rating: Garbage cans
needed
Time: 10-15 minutes
Form
groups of five and assign each team a number. Each
team picks a person who doesn’t mind eating a hard-boiled egg. Place all the eggs, which have been labeled
with the corresponding team numbers, on a plate at one end
of the room. Each team blindfolds its chosen person and
then tries to direct him to the egg with the appropriate team
number written on it. Only
verbal directions are allowed. The
trick to this is that the team members can’t use the words left, right, up, down, east, west, forward,
or back(ward). They
will need to come up with different descriptive words to get
the team “egg-eater” to the correct egg. The
first team whose egg-eater has totally consumed the correct
egg wins.
Blind
Shapes
Materials: Blindfolds for everyone; a long piece of string
Effort
Quotient: Easy
Time: 10-20 minutes
Tie
both ends of a long piece of string together. Have
the youth stand in a circle, with each youth holding a section
of the string. Blindfold
everybody and have them form a square or other shape.
Jaredite
Battle
Materials: Balloons, each team needs its own color
Effort
Quotient: Can get very
active
Time: 15 minutes for one battle
Divide
into teams two teams, one led by Coriantumr and one led by
Shiz. Each team must defend its treasure (a pile
of balloons) while attempting to steal or destroy the other
team’s treasure. Play
for a predetermined amount of time, 5-10 minutes is good. When
the game is over, each team’s unpopped balloons count 100 points
each. Stolen, unpopped
balloons count 200 points each.
Up
and Down
Materials: 25-30 regular-sized plastic or paper cups
Effort
Quotient: Easy
Time: 10-20 minutes
Divide
your youth into two teams. One
team will be “Up” and the other, “Down.” Place
the cups in a good-sized area, half facing up and half facing
down. At the signal the teams begin either standing
the cups facing up or turning them over to face down. The “Up” team will try to get as many cups
facing up in the allotted time as they can, and the “Down” team
will try to get as many cups facing down as they can. At
the end of the allotted time the team with the most cups turned
their way wins.
Bucket
and Shoes
Materials: A five-gallon
bucket, a few towels
Effort
Quotient: Semi-Active;
wear clothes and shoes that can get wet
Time: 5 minutes
This
activity has the potential for getting the participants quite
wet. Make sure you schedule it for a warm summer
night, and make sure everyone wears old clothes and brings
extra clothes to change into after the activity. Three
or four youth lie on their backs in a circle with their legs
straight up in the air and their feet making a “table” in the
center. A full bucket of water is placed on the “table” and the challenge
is for the youth to remove their shoes one by one. You can make it easier or harder by increasing or decreasing the
amount of people or water. Be
mindful of any girls in white shirts, and make sure the bucket
is never in a position where it could fall on someone’s head
and cause an injury.
Trying to Control the Primary Posse
Here
are some warm up activities that are appropriate for Primary
children. Although children of this age seldom need
to be warmed up for any activity, perhaps these activities
will burn off extra energy so that the children will pay attention
during the real activity.
David
and Goliath
Materials: A bean bag for each child
Effort
Quotient: Active
Time: 15-20 minutes
Mark
off a game area. The
start line will also be the finish line. Place
two separate piles of bean bags 15’-20’ away from the start/finish
line. The bean bag piles should be several feet
apart from one another. Select
one child to be Goliath...Big, Scary Goliath. Divide
the remaining children into two teams and line them up single
file at the start/finish line. They
will all take turns being David trying to get stones for his
slingshot. The first player in each line runs to pick
up a “stone” from the bean bag piles, and then runs back across
the start/finish line where each will then go to the end of
their team line, still holding their bean bag. The
only obstacle stopping David from getting his stones is Goliath! Goliath waits anywhere between the start/finish
line and the “stones” and tries to tag David as they (the David’s)
run back and forth across the playing field. If
Goliath tags a David, then that David has to start over. Two players will be running at all times,
one from each team. The
first team with all players standing in line, holding a “stone” wins
the game. If time allows, trade off playing Goliath. Remember
that winning/losing is not always a necessary thing for children’s
games. To make this a no-win game, simply have the two teams continue
running until all have gotten a “stone.” The
children will remember most how much fun it was to try to stay
away from Goliath, rather than who won anyway.
Blob
Tag
Materials: None, except for energetic players!
Effort
Quotient: Active
Time: 10-20 minutes
The
only rule is for everyone to stay within the playing area that
you have marked off. Start
with one person to be “it.” When “it” tags
another person, they join hands and become a Blob. They
then run together to try to tag someone else. When
the third person has been tagged, he/she joins hands with the
second person, and the three become the Blob. The
three then run to tag another person. When the Blob catches its fourth player, the Blob has the ability
to split into two Blobs. The
game continues until all the players have been tagged and have
become part of a Blob. If
the children enjoy it, then let them play again if time allows. It’s
a great energy tamer.
Backward
Relays
Materials: Two 12-inch rubber balls for the Backward
Ball Relay
Effort
Quotient: Semi-Active
to Active
Time: 5-15 minutes
As
has been mentioned several times, young children enjoy the
process of the activity more than competition, so to make these
relays no-win, simply have one team and let each child just
enjoy the activity.
Backward
Relay Race
Mark
a start/finish line and a turn-around point such as a tree
or chair (this should be about 15-20 feet from the start/finish
line). Divide the children into two teams. Have each person take a turn running BACKWARD as fast as they can
to the turn-around point and back to the finish line. The first team finished wins.
Crawling
Backward Relay
Divide
the children into two teams. Have
each team stand single-file, facing all one direction, and
about arm’s length apart from one another with legs spread. Make
sure there is plenty of space behind the teams. At
the signal, the first person in each line should get down on
their hands and knees and crawl BACKWARD through the legs of
their team. When they reach the end, have them stand up
and become part of the line. The
first team to have all the players finish the crawl is the
winner.
Backward
Ball Relay
Divide
the children into two teams. Have
each team stand single-file, facing all one direction, and
about arms length apart from one another. Make
sure there is plenty of space in front of the teams. Then
have them all sit on the floor exactly where they are standing. Give a ball to the first person in each line
and have them pass it BACKWARD and over their head to the player
behind them. When the
last player in the line gets the ball, he/she will run to the
front of the line, sit down and continue passing the ball. The
first team to have the leader return to the front of the line
is the winner.
Static
Materials: Balloons; tissue paper, scissors.
Effort
Quotient: Semi-Active
Time: 5-15 minutes
Here
is a no-win game, and can be used for a variety of different
holidays, activities, and even Primary music time. From
the tissue paper, cut out many of whatever shape you’ve decided
on. If it’s near Valentine’s Day, you might want
to use red hearts. For
Christmas time, green Christmas trees. For
an Indoor Camping activity you could use various colored fish
for an interesting fishing game, or for music time, black or
white notes. Spread
your shapes onto the floor. Either
have the children blow up their own balloon (too difficult
for many), or have the balloons blown up before the activity. Have them rub the balloon on their hair and
then use them to pick up the tissue paper shapes.
Shadows
Materials: Flashlight
Effort
Quotient: Semi-Passive
Time: 10-20 minutes
This
is to be played in a dark room. Have
one person sit facing a blank wall. A
second person stands behind the first person and shines a flashlight
at the wall. The rest
of the children take turns walking between the sitting person
and the flashlight so their shadows are cast onto the wall. They
should try to disguise themselves while the sitting person
tries to guess who the shadows are. When
the guesser guesses the correct player, they switch places.
Races
and Relays
Materials: Varies
Effort
Quotient: Active
Time: 5-20 minutes
Lame
Dog Race
Everyone
races at the same time in this one. Each
child lines up on the starting line on his hands and feet (not
knees). Their faces
will be pointing down. At
the signal each one raises a foot off the ground. The
entire race needs to be run that way. If
a child touches the raised foot to the ground, he/she must
immediately resume the “lame dog” position and turn completely
around twice before continuing.
Swing
Your Trunks
Materials: Four bowls, approximately 40 peanuts in their
shells
Divide
the children into two relay teams. Have
the teams line up facing each other. Place
a bowl of about 20 nuts next to the first person in each line,
and place an empty bowl next to the last person in each line. Tell the children that they are elephants, and that they’ll be
using their trunks to pass peanuts from one team member to
the next. Have all the children bend over and clasp
their hands together with arms outstretched to mimic an elephant. The first “elephant” picks up a nut in his/her
clasped hands, and swings his/her “trunk” to pass the nut to
the next “elephant” in line. Continue
passing from elephant to elephant till the last person drops
the nut into the empty bowl. The
first team to pass all of the nuts to the end of the line,
wins.
Feather
Relay
Materials: Feathers, fluffy ones
This
is a challenging game. Divide
the group into two teams, then divide each team into two groups. Place the groups from each team facing each other, single file,
and about 10-15 steps away from each other. There
should be several feet separating the two teams to allow for
feathers accidentally blown off-course. At
the signal, have the first person on each team keep the feather
in the air by blowing it across the 10-15 steps to the team
member opposite them, who then has to blow it back across to
the next team member in line. If a feather falls to the ground have the “blower” pick
it up and continue from where they are. The first team to finish wins.
Team
Elephant Walk
Mark
a start/finish line, and a turn-around point (like a tree or
a chair) around 15-20 feet from starting line. Divide
the children into two teams and have them line up single-file
behind the start/finish line. Have
the first children in each line extend one arm out in front
of them to make a “trunk” and the other arm back between their
legs as a “tail.” The
second child holds the first child’s tail with his/her “trunk” and
extends his/her arm back through his/her legs for the third
person to hold. Continue
arranging the line until each person is attached to the line “trunk” to “tail.” At the signal the race begins, and the elephant
lines then walk together, without breaking the line to the
turn-around point and back to the finish line. First
team to cross the finish line wins.
Sumo
Wrestling
Materials: Chalk or rope
Effort
Quotient: Active
Time: 5-30 minutes
Mark
off a 3-foot radius circle. Have
two children enter the circle. The
idea is for one child to make the other lose balance or to
force him/her out of the circle.
Bump
Sumo Wrestling
The
two children in the circle hold their ankles with their hands
and try to bump each other out of the circle with their hips
or bottoms. Anyone that lets go of their ankles, falls down, or gets any part
of their body out of the circle loses.
Crab
Walk Sumo Wrestling
The
two children in the circle sit on the ground inside the circle,
then raise their backsides off the ground, facing up. They
try to wrestle or push each other off balance or out of the
ring. If any part of
the body except their hands and feet touch the ground, that
person loses.
Cock
Fight Sumo Wrestling
The
two children in the circle hold the ankle of their left leg
behind them with their right hand. They try to bump each other
out of the circle with their left shoulders. The
left hand needs to stay on the left hip throughout the wrestle. They
can’t let go of their leg or use their hands. If a child uses their hands, lets go of their
leg, or is bumped out of the circle it is a loss.
.