Various Games

                                                                                 

 

The Orthodox Olympics (13 +) (top)

 

Introduction: This   game was developed by the college students of UC Berkeley for the first annual   West Coast OCF College Conference held December 27 through 31, 2001 at St.   Nicholas Ranch, Dunlap, California. For pictures of it in progress go to the   2001 Event Galleries on http://yya.oca.org.

Note: As written,   the game lasts about 20 minutes. To prolong the game create more stations.

Materials:   Ribbons for each team (usually strips of different color fabric), Jump Rope,   small weights, blind folds, sheet with all stations.
 
  Preparation: Each team needs a distinguishing “ribbon” to   use as ID when going to the different stations. People are assigned to organize   and lead each station. Each team is assigned there 1st station, Teams gather   at the “starting line” and are given the rules.

Objective:   Teams must be the first to gather all 7 ribbons, by completing seven teamwork-emphasizing   tasks. Each team starts at the designated activity for your team. The starting   point and finishing point are (name a place). After completing this first   activity, you can proceed in any order. The first team to complete all challenges,   obtaining all seven of their ribbons, and to reach the finish line first wins.

Rules:

1. Your team must   complete the first station it is assigned BEFORE continuing. After this first   challenge is completed, the team is free to skip around, but be aware that   you may have to wait for another team to finish the activity if they arrived   first, depending on how many groups can be accommodated at a time at a particular   station
  2. Everyone must be present at every station; the team cannot split up
  3. There will be facilitators at each station to ensure the rules aren’t broken
  4. You must ONLY take your own ribbon (honor system)

Stations   (You will want to alter these to fit your circumstances. Be sure to include   the location on the Stations sheet.)
  1. “Rejoice in that day and leap for joy, because great is your reward   in heaven” Luke 6:23
  - Location: Second red bridge (patio near the lower dorms)

It’s time to rejoice   and be merry by literally leaping. Let’s jump some rope! Everyone in the team,   who is not turning, must jump simultaneously 5 jumps. Two people from your   team must swing the rope while everyone else jumps, in order to earn their   ribbon from this station.

2. “For   everyone who asks receives; he who seeks finds; and to him who knocks, the   door will be opened” Matthew 7:8
  - Location: Cafeteria (back entrance)

This one simple   enough. Seek and you shall find. Follow the clues and find your ribbon.

Start at the X   at the back door of the cafeteria. Walk approximately 22 steps forward to   find the next clue, look behind you.

3. “Come   follow me … and I will make you fishers of men” Mark 1:17
  - Location: Swimming pool

Christ made fishers   of men. Following in his image, we too will become fishers, but not quite   the same way. The flags are at the bottom of the pool, attached to a weight.   You must work together given the resources available, or any feasible means   to get your flag. Better hurry, time is ticking!

4. “If   the Lord delights in a man’s way, he makes his steps firm; though he stumble,   he will not fail, for the Lord upholds him with his hand” Psalm 37:18
  - Location: Room 10, Lower Dorms

God lifts us with   his hands and does not let go. In this challenge, you can’t let go either.   Your team, under facilitation, is arranged in a human knot and must get free   in order to take the flag. Players form a close circle. Then everybody reaches   out and holds tow other people’s hands. Now, try to untangle the “knot”   without letting go. You may have to climb over arms or crawl under arms.

5. “For   god is not a God of disorder” 1 Corinthians 14:3
  - Location: St. Peter’s meeting room

Even though God   is organized, as imperfect humans it’s often easy for us to confused in our   lives. Even “dizzy” in the faith. Your team is lined up. Taking   turns, a member goes to the baseball bat and spins around ten times, then   must run the path indicated by the facilitator, and then straight back to   tag the next team member. The flag is earned once each member has completed   the course.

6. “But   I, by your great mercy, will come into your house; in reverence will I bow   down toward your holy temple” Psalm 5:7
  - Location: On the road to the Barn

Bow down to the   Lord! Well, not exactly, more like bend back in praise. Each team member must   get under the limbo stick (or rope). The catch (there is always a catch) is   that as each of your team members passes, the stick is lowered. Once one team   member hits the bar, you have to start all over again.

7. “Leave   them; They are blind guides. If a blind man leads a blind man, both will fall   into a pit” Matthew 15:11
  - Location: Covered picnic area next to parking lot

This time, you   can be the eyes for your disadvantaged teammate. One team member is blindfolded   and spun around by the facilitator. The team must guide the blinded member   to the hidden flag. Only one person can speak at a time. You are only allowed   to use the words “hot” and “cold”. If it is taking too   long, you can start over with a new blind folded person, but the flag will   be re-hidden. You are not allowed to lead or guide your blind teammate through   touch, only verbal help can be offered.
 

Trust   (For   all ages) (top)

 

This   game usually works well after your participants and staff have been together   long enough to get to know each other’s names, and to develop some sense of   belonging to the camp.  This is   especially true of the youngest participants.    Make sure at least one of their supervisors is on each team with the   youngest ones.

The   set up:  4 poles or sticks,   or anything that allows you to tie a rope higher than the waist of the tallest   person participating.

The   goal of the game is to have each team have to work together and form a plan   to get their whole team over the rope or the poles in anyway without touching   them.  If they touch the rope/poles   the entire team must start over.  This   will require them to trust one another since they will have to carry, haul,   and push each other over the rope/poles.    The participants will notice that it is pretty easy at the beginning   of the game, but gets harder as the older kids have to get over.    This is where the excitement begins.

*A   few notes:

     
  •     Play on soft grass, or have mats on both sides of the rope.
     
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  • Instruct     older participants that they cannot drop younger players over the rope.
     
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  • It     is okay to use some participants as stepping stones, but they can’t be on     the other side of the rope.
     
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  • Try     not to offer suggestions.  Let     the participants figure it out.  That’s     half the fun!
     
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  • Have     adults stand on both sides of each rope to make sure the rope is not being     touched.
     


 

Pass   (This is a good rainy day game for younger kids.) (top)

Sit   participants in a circle with one ball.    The goal of the game is to not have the ball when the leader stops   saying “pass.”  For each time   the leader says, “pass”, the participant who is holding the ball passes it   tot the person next to them.  Instruct   participants that they cannot throw the ball but must pass it gently using   two hands into the hands of the person next to them.    Whoever has the ball when the leader stops saying ‘pass” is out.

Play   the game until there is only one winner left.

This   game is good indoors or outdoors. 

Hill   Dill (For all ages.) (top)

Two   parallel lines are established 50 ft. apart.    One player is chosen to be it and stands in the center between the   two lines.  The other children   stand on one of the parallel lines.    The center player calls, “Hill Dill!    Come over the hill, or else I’ll catch you standing still!”

The   children run across the open space to the other line, while the one in the   center tries to tag them.  Anyone   caught helps the “tag-er” in the center.  The first child caught is it for the next game.    Once children cross over to the other line, they must await the next   call.

Pass   the Person  (Good inside or outside.  For teens or preteens) (top)

Purpose:    To help members of a group come to trust one another and to feel   comfortable together.  It loosens   them up and makes them more talkative.

Gather   in groups of at least 6.  Form   a circle about 5 feet in diameter.  Have   one person move into the middle of the circle, close their eyes, and cross   their arms.  Have the members   of the circle put out their arms in front of them with their elbows bent.    When the person in the center is ready, they fall backward.    They should keep their feet planted.    The members in the circle will catch them,    using their arms to direct them around the circle.    The circle should not be too large to keep the person in the middle   from falling too far and making it more difficult to catch the person in the   middle.  Repeat with other members   of the group. Do not force anyone to participate.    The key to making this work is having a small, tight circle and a person   in the middle who is a willing participant.

Crows   and Cranes (For all ages.) (top)

Two   goal lines are drawn about 50 ft. apart.    Children are divided into two groups – the crows and the cranes.  The groups face each other at the center of the area, about   5 ft apart.  The leader calls   out either “crows” or “cranes,” using a cr-r-r-r-r-r sound at the start of   either word to mask the result.  If   “crows” is the call, the crows chase the cranes to the goal line.  If “cranes” is the call, the cranes chase.    Any child caught goes over to the other side.    The team that has the most players when the game ends is the winner.

 

Bus   (Teens) (top)


 

Have
  members sit in a circle. Tell a couple of members how the game works. One of
  them starts by telling this story: ‘This morning I went to get on the bus, but
  I had forgotten my money. So I said to the conductor, won’t you let me ride
  anyway? I have these brand-new sneakers on they will get all dirty if I run
  back home. Did the conductor let me ride?’ You (the conductor) decide if the
  member gets to ride or not. The reason is only acceptable if it describes the
  person sitting to the speaker’s left. (In this example, the person sitting to
  the speaker’s left has on new sneakers.) Have members take turns telling the
  same general story, but giving different reasons why they can’t go home for
  their money. Continue playing until most everyone has caught on.


Olympic   (preteen   and teen) (top)

 

This   is a good rainy day inside game.

Ahead   of time using masking tape, divide the room in half.

Have   half the group stand on one side of the line and the other half     on the other side.  Give one member   a ball. That person tosses the ball to the other side.    Someone there must catch it and throw it back.  The object of   the game is to not let the ball hit the floor on your side of the line.    If it hits the floor, the other team scores a point.

 

Tap   the Line (all   ages) (top)

Designate a “home   base.”  Select a “tapper.”    The tapper chases the others and tries to tap them.    When someone is tapped, that person becomes the “bogey.”    The bogey and the tapper race to the base.    If the bogey gets there first, the bogey is fee.    If the tapper is first, the bogey becomes a prisoner and stays at the   base with one hand touching the base at all times.

The tapper continues   to get bogeys.  Subsequent bogeys   start forming a line after the first one by holding hands.    The tapper’s goal is to catch everyone, but any bogey who is touched   by a free person may leave the line and become a player again

 

Color   Catch (all ages – separately) (top)

 
 

For this game you   will need to select a color and have a bag for each team.

Divide into teams.    Tell teams to find as many things as possible that are the color you   selected, and put them in their bag.    Set a time limit.

Note:    If you do this with a variety of ages, make sure the teams have equal   numbers of different age groups.

 

Touchy   Scavenger Hunt (children)   (top)  

Ahead of time make   a list of textures (soft, smooth, feathery, wet squishy, etc.)    For each team, make a copy of the list and bring a bag.

Divide into equal   teams.  Explain that each team   is to bring back items that feel like the description on the list.    Set a time limit and send the teams out.    Give extra points for creativity.  

 


Zoo-mania     (top)    

Materials:  willing camp counselors     or youth staff, Campers, and Animal Costumes

     
  •       Split campers into groups of between       5 to 10 campers (at least 4 groups).



  • Have       camp counselors choose what type of animal they would like to be (frog,       pig, bird, lion, etc.…)



  •       Give
          a point value for each animal.  (Frogs
          can equal 10 points, pigs
    can
          be 30,
          etc.…)


  • Hide
          the camp counselors or staff


  • Make
          the groups go out and find the hidden animals


  • Make
          the groups go out and find the hidden animals


  • Tally
          up the points as each group brings back a counselor or staff member

FUN-day     (top)  

        If you have more than just a few hours to kill during a youth     retreat, this event is sure to pass the time with some fun and excitement.      This activity requires many participants (at least 25).      The retreat leader must set up activity stations.      Each station will have a different event and is worth different amount     of points.  These event stations     should be spread out around the camp facility, so that the teams will have     to travel from station to station.

Set     up activity stations (balloon or egg tosses, relay races, obstacle courses,     trivia games, etc.…) each with a certain amount of points depending upon     the event’s difficulty.

     
  • Break       the youth up into teams.
     
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  •       Each team must come up with a name for itself, a team song, and a banner       which they must carry around with them from station to station.
     
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  •       Once each team has chosen their team songs and made their banners, they       must go from station to station holding hands and constantly chanting       the song that they made.
     
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  •       If the staff should at any time catch the teams not singing or not holding       hands, one point is to be deducted from their team’s score.
     
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  • Set       a time limit and when time is up, call all the teams back and tally up       the scores.
     
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  • The       team with the most points wins.
     
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For     extra fun:  Hide an object     of your choice in a difficult to find location.      If a team should find this object, give this team extra points.  The obstacle is to make the activity stations bizarre and creative     so that FUN-day is extra fun.

        —Katie and Arin Milosovich, Rocky Mountain Orthodox Youth Camp

 

Crafty   Games:  (top)

These   games are fun and exciting to watch.    Don’t forget to take pictures of the youth having messy fun.                           

 

Masterpiece-in-a-minute   (top)  

 
 

Materials:  

Finger   paints (nontoxic), aprons (these could be made out of newspaper or butcher   block paper), paper, and prizes of some kind    

     
  •     Separate into groups of 3 members in each group
     
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  • Give     each group member 3 different colors of finger paint, an apron, and a sheet     of paper
     
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  • Have     each group pick an artist
     
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  •     Then have each “artist” create a “masterpiece” in one minute using their     noses to apply paint
     
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  • Do     not tell them beforehand that they will be using their noses (You may not     get any “artists”.)
     
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  •     Appoint a team to judge the paintings and award prizes.
     


Extra   fun tips:  Blindfold the artists   and have an art gallery where the paintings are hung on the wall  and a panel is appointed to judge the paintings.

  —Camp Life and Light, Florida