2 over-the-top games

Group, May/Jun 2003

2 of the most unusual games your group will ever enjoy

Spring is the perfect time to surprise your kids with a bold new game. Here are two to try, from Group Publishing's new book Over-the-Top Games for Youth Ministry.

RUSH HOUR

Overview: Teenagers will work together to exchange places in a line so that everyone is facing the same direction.

Time Involved: 15 to 45 minutes (depending on group size)

Group Size: from 6 to 20 participants

Supplies: paper plates, marker, tape

Preparation: Using the illustration above as a guide, draw one arrow on each paper plate (be sure to save a blank plate for the middle of the line). You'll need one arrowed plate for each person in your group. Set the plates out as shown, with about one foot between plates. Tape the plates to the floor.

the game

Begin the game by having each participant stand on one of the arrowed paper plates, facing the direction indicated by their arrow. Say: Wow! It looks as though you've been caught in rush hour! Here's what you'll need to do. See how your plates have arrows pointing one direction or the other? Your job is to move everyone in the direction of the arrows so that when you're finished, the people who are now standing on the left side will be standing in the same order on the right side and the people who are now on the right side will be standing in the same order on the left side. You will always face the direction you are facing now.

Here are the rules: You can move into an empty space in front of you, and you can move around a person who is facing you into an empty space. You can also move one step backward into an empty space behind you. However, you can't move around anyone who is facing the same direction you are (whose back is to you), and you can't make any move that involves more than one person changing spots at the same time. Are there any questions?

Answer any questions students may have and then begin the game. As group members work together to decide on a strategy and begin to move, circulate around the group, offering encouragement and reinforcement of the rules. Try not to offer suggestions, even if students ask for them. It's best if players can figure out a solution on their own.1

When the group has solved the problem, ask them to return to their original places and do it again, this time explaining their moves one at a time.

for extra impact

After the group has solved the puzzle, ask: What made your strategy successful? Did the group follow just one person's lead or many people? How did you decide who to follow? What was it like to follow? to lead? How did working together help you solve this challenge? How can others help you overcome real-life challenges?

SCAVENGING ENGINEERS

Overview: Teams will create scavenger hunts for each other, then use the hems they collect to build new creations.

Time Involved: approximately one hour

Group Size: from 10 to 40 participants

Supplies: paper, pencils, items such as tape, string, rubber bands, or other common items found in the church

Preparation: none

the game

Have players form two teams. If you have more than 20 participants, you may have students form more than two teams. Ideally, a team should have no more than 10 students. Give each team a supply of paper and pencils.

Say: Today we're going to create a team challenge. Your team will have 10 minutes to take a quick survey of the church, looking for small, medium, and even large items that can be collected by the other team. After your survey, you'll come back here and work together to create a list of objects the other team has to collect, just like in a scavenger hunt. Your list must include at least 10, but no more than 12, objects of a variety of sizes. All of the objects must be things that can be easily found in this building or on the grounds.

Next, explain this twist. After teams create their lists, they must decide what the other team can build from those objects. On a separate sheet of paper, each team needs to describe what they think the other team will or can build from the objects on your list. They should then draw a picture of what they think the other team will build. Teams should keep their drawings a secret and shouldn't reveal any information about what they drew. If needed, teams may go back and amend their lists to meet the needs of the object to be built.

Say: At the end of the game, we'll compare the picture of what you thought the other team would build with the object they actually built. Let's get started on those lists!

Give teams 10 minutes to survey the church, looking for objects. Then have teams come back and create their lists. Objects students write on their list might include items such as crayons, markers, books, trash cans, brooms, mops, folding chairs, paper, cans of food, tape, yardsticks, fans, hymnals, and pots and pans.

When teams have finished writing, have them exchange lists with each other. Have each team read its list aloud. Make note of inappropriate or unobtainable objects, and also note any troublesome duplications. For example, if both teams have crayons on their lists, that's okay, since there are probably enough crayons in the building to go around. But both teams shouldn't list a vacuum cleaner if your church has only one. You be the judge.


 

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