CHAPTER 10
The purpose of these games is to relax the participants, so that they are no longer preoccupied with self-control, appearance, etc., and their attention is available to engage in games and interact with their peers. To achieve this, they will be asked to do something unusual, even seemingly foolish.
For example:
10.1. Let’s Scream!
Materials needed: none.
Game rules: Players gather standing in a circle, facing towards the centre, holding hands, then crouch down. Everyone begins to hum softly, then slowly, all at once, they rise up, simultaneously humming louder and louder. In the end, the whole group jumps up, each screaming as loudly as they can. This is repeated until everyone screams earnestly.
10.2. The Death of the Samurai
Materials needed: a scarf.
Game rules: Players gather standing in a circle, facing towards the centre. A volunteer stands in the center of the circle and takes turns hitting each participant with a scarf (possibly with a knot at the end). The person hit (“the samurai”) will perform a ritualistic death, as dramatic, agonizing, and noisy as possible (with screams).
Instructions for the instructor: Discussions will aim to clarify what inhibition means and why it’s difficult to let loose (to act foolishly) in front of people (the group).
10.3. None of Us Can Do Alone What We Can All Do Together
Materials needed: 12 cardboard pieces, each with one of the words from the game title written on it (clearly, in large letters).
Game rules: The instructor will distribute the cardboard pieces. If there are more than 13 players, several pairs are formed, with one player blindfolded and given a cardboard piece. After receiving the cardboard pieces, no one is allowed to speak. The challenge is for everyone to arrange themselves in a line so that the cardboard pieces they hold up, with the writing facing forward, are visible to their neighbours and form a logical sentence. The pairs sit in a line as a single participant, with the sighted partner maneuvering the blindfolded one (who always holds the cardboard piece) into the correct position. The group must signal (still WITHOUT WORDS!) to the instructor when they have finished. The correct sentence is the one from the game title.
10.4. Applause
Throughout the lesson, from time to time, the team is encouraged to applaud the performance and contribution of a participant, or even of the group as a whole, to the successful completion of the game. The person being rewarded stands up, and the other members of the group also stand up and begin to applaud, cheer, shout, or sing the highlighted individual’s merits.
10.5. Who Wraps the Rope Faster?
Materials needed: several ropes (see #18.1), marked with chalk at the midpoint of their length.
Game rules: Each pair receives a rope in turn. The goal is for each partner to wrap half of the rope (up to the midpoint mark) around their index finger as quickly as possible, without the rope twisting. If the rope twists, both partners are disqualified and must start over. Both partners begin wrapping when signaled by a colleague.
The process is repeated with the pairs that have not yet had a turn with the rope.
The winner, the one who reaches the midpoint mark first, is entitled to a prize: they will be carried by their partner on their back (like a backpack) for a distance of 10-20 meters, etc.
10.6. Guess the Rope’s Knot?
Materials needed: two knotted ropes (loops) (see #18.1).
Game rules: The instructor secretly prepares the two loops, either leaving them detached from each other or interlocking them like chain links. Then, they throw or place them on the ground, unfolded but not overly tangled.
Players gather in a circle, standing, facing the ropes. The players’ task is to determine whether the two loops are interlocked or not, without touching them. A time limit will be set. Players will likely split into two groups, each supporting one of the alternatives. No one is allowed to abstain.
Variations:
- Simpler: After opinions and groups are specified, the tangle of the ropes is unraveled to reveal the truth. Those who guessed correctly will be congratulated by the others, hugged, etc., possibly carried for a few meters.
Or: - More complicated: The group is only allowed to express one opinion, meaning players will clarify with each other until the group reaches the final conclusion (against the clock!).
Instructions for the instructor: In the more complicated version, how the group reached (or not!) the single opinion, and whether it was correct or not, provides excellent opportunities for discussions, analysis, and then extrapolation to group activities in life (at work, in the family, etc.).
10.7. Guess If It’s a Knot
Materials needed: a rope approximately 5 meters long (see #18.1).
Game rules: The instructor secretly prepares the rope in the form of a coil, so it’s not easy to tell if pulling the ends will form a knot or not. Then, they throw or place it on the ground, neither too tightly wound nor too loose. Players gather in a circle, standing, and facing the rope. The player’s task is to determine, without touching the rope, whether pulling the ends will form a knot or not. A time limit will be set. Players will likely split into two groups, each supporting one of the alternatives. No one is allowed to abstain.
Variations: two variations, similar to #10.6.
10.8. Guess Which Side
Materials needed: a rope approximately 5 meters long (see #18.1), with a visible mark at each end (painted mark, sewn patch, etc.). The two marks are on the same side of the rope or opposite sides.
Game rules: The instructor places the rope on the ground, neither too tightly wound nor too loose, with the marks visible. Players gather in a circle, standing, and facing the rope. The player’s task is to determine whether the two marks are on the same side of the rope or not, without touching it. A time limit will be set. Players will likely split into two groups, each supporting one of the alternatives. No one is allowed to abstain.
Penalty: If contact is broken, players start the game over.
Variations: two variations, similar to #10.6.
CONTINUE READING:
Malaysian Guide to Team Building
- CHAPTER 1 : Non-Formal Civic And Entrepreneurial Education
- CHAPTER 2 : The Team Spirit
- CHAPTER 3 : Team Building Education
- CHAPTER 4 : Guidelines for Team Building Instructor
- CHAPTER 5 : Safety & Accident Avoidance
- CHAPTER 6 : Understanding The Experience
- CHAPTER 7 : Introductory Games
- CHAPTER 8 : Warm-up Exercise & Games
- CHAPTER 9 : Calming Games
- CHAPTER 10 : Relaxation Games
- CHAPTER 11 : Creativity Games
- CHAPTER 12 : Cooperation Games
- CHAPTER 13 : Communication Games
- CHAPTER 14 : Trust Games
- CHAPTER 15 : Fun Games
- CHAPTER 16 : Closing Games
- Conclusion
- ANNEX
- Proofreading & Editing