Circle Tag

April 14, 2011 by · Leave a Comment
Filed under: Tag Games, Warm-Ups & Stretches 

A tag game that will have your group running in circles.

At A Glance

Starting in a circle, individuals run clock-wise in an attempt to tag as many people in front of them until they are tagged and eliminated from the game.

What You Need

  • Flat even ground on which to run
  • Chalk or boundary markers

What To Do

Having picked the perfect spot to conduct a lot of running, ask your group to form a large circle, with about a metre between each person. Using chalk or boundary markers (not rope), mark the inside of the circle where people are standing.

Next, explain that everyone’s goal is the same – to stay in the game as long as possible, and maybe even, be the last person standing. Then, on your command “GO,” instruct everyone to run clockwise on the outside perimeter of the circle tagging any person in front of them. Or, in other words, everyone is “IT,” but everyone (taggers and taggees) must run in the same direction.

You should expect within 10 seconds or so, more than 2/3 of the group will have been eliminated. Ask all eliminated persons to assume a position standing on the boundary (this also keeps the chasing to the outside of the circle).

Gradually, fewer and fewer people are left chasing each other, and ultimately, one person remains. Ta da!

Variation

  • For smaller groups, of say only 10 people, each person is entitled to be tagged 2 or 3 times (you decide) before they are eliminated.

If you know of a cool variation to this exercise, please add a comment…

 

Share this article…

Change Up

April 14, 2011 by · 6 Comments
Filed under: Problem-Solving 

A simple line-up initiative using a deck of cards.

At A Glance

A group attempts to form a line as quickly as possible according to the numerical sequence of the playing card each person is holding.

What You Need

  • Regular deck of cards
  • Stop-watch
  • 15 – 30 minutes

What To Do

This initiative has become one of my latest favourites because it’s so simple, and always provides plenty of opportunity for discussion at the end.

Start by randomly distributing one card (face-down) from a regular deck of cards to each person in the group. Ask people not to look at their card, or show it to another person.

Explain that you will issue two loud commands for each of several rounds – GO, and STOP.

On “GO,” you invite everyone to turn their card over (for the first time) and then as quickly as possible, form one straight line according to the numerical order of the cards, aces high. That is, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, Ace – regardless of suits, so if three people were holding 7′s, it would not matter in what order they stood provided they all lined up between the 6′s and 8′s. Using a stop-watch, your job is to time how long this process takes.

Between each round, the group is entitled to pool their creative resources and try to think of ways to improve their time. When the group is prepared to be timed again, explain that you want all cards turned face down again, and then with a simple one-for-one swap, invite everyone to mingle and make as many trades as possible… until you say “STOP.” At this point, without turning the cards over, invite the group to do whatever it needs to do to be ready for the next command… “GO” which means the clock starts ticking again.

Hint, be sure to focus the group’s efforts on solving the “timing” problem, and not the method in which the cards are “randomly” distributed between each round.

Good solutions not only feature good problem-solving and decision-making skills, but also an emphasis on systems and creativity.

Variations

  • Same as above, yet explain the criterion of success is the alphabetical order of the cards (not numerical). You will literally hear the cogs grinding in people’s heads as they grapple with this change. So, now, suits do matter (Clubs, Diamonds, Hearts, Spades – in that order) when two or more of the same card value occur. For example, the 3′s will now necessarly sit between the 6′s and the 2′s (… six, three, two …)
  • Use a bunch of coins, and distribute as above, with the goal of forming a line according to the order of their year of manufacture, eg 1978, 1982, 1983, 1991…

If you know of a cool variation to this exercise, please add a comment…

 

Share this article…

When Is An Ice-Breaker Not An Ice-Breaker?

April 13, 2011 by · 2 Comments
Filed under: General, Leadership Tips 

I’ve just finished writing an article for a new Squidoo lens I’ve created which focuses on getting the most out of your ice-breakers and group games.

Click here to find out when an ice-breaker is not an ice-breaker.

Even experienced practitioners will learn something from this post, because I identify five CRITICAL attributes every ice-breaker must have to ensure that it is successful. In fact, I’m betting that much of what you’re calling an “ice-breaker” is NOT an ice-breaker at all!

And, certainly if you’re new to using games and activities, it’s a MUST-read.

Do you agree with me? Click HERE to leave a comment …

 

PS: If you’re a fellow squid, feel free to LIKE my lens :-)

 

  • Who am I?

    I love to lead ice-breakers, group games and team-building

    Hi, I'm Mark Collard.

    This blog shares some of the most successful group games, team-building activities & programming tips I know.

    --| FREE ACTIVITY eBOOK |--

    ice-breakers, group games and team-building

    Enter your name and email address in the form below to receive a FREE 30 page ebook which features ten of the BEST ice-breakers & group games I know!





    Email Address
    First Name
    Confirm Email

    Where Did You
    Hear About
    This eBook?













    Share: Tell others about this site...




    @markcollard