No Prop Games

Led by Jenny Weddle

 
 

Buddy Tag

Have your group divide into pairs. Reserving one pair to start the game, the rest of the pairs find a spot to lay on the ground side by side, scattering randomly with plenty of space around them. As with a classic tag game, one person from the reserved pair becomes “it”, and attempts to tag their partner. The person being chased can tag out by laying on the ground next to another pair. If that happens, the partner on the opposite side stands up and is chased. The game moves quickly with people tagging out by laying down.

Not So Missing Link

One person in the group stands, and makes a teacup handle out of one of their arms. Ask the participant to share something specific about themselves such as: “I was born in Bellingham,” “I like to eat cheese out of a can” or “I have three dogs”. ONE person in the group who shares that in common can link up by connecting arms. Only one person can link! That person then shares something specific about themselves, and so on, until everyone in the group is linked - the last person in the group and the first person must also link up by finding something in common. If a participant shares something, but no one shares it in common, have the participant share something different. Once everyone in the group is linked, it is always interesting to go back and repeat what linked people together.

Eye Contact Partner Tag

Have the group divide into pairs, and decide who will be “It” first. “It’s” job is to make direct eye contact with their partner. The partner can move around, look up, do just about anything BUT cover/close their eyes. If direct eye contact is made, the partner has been tagged and roles reverse.

Six Count

To play Six Count well, it’s important that you as the facilitator have a good grasp and can perform and accurate six count demonstration. Practice ahead of time! The right arms moves straight up and straight down- up (one), down (two), up (three), down (four), up (five), down (six).  The left arm adds a step with a 90-degree angle: up (one), straight to side (two), down (three), up (four), straight to side (five), down (six). With your group, demonstrate each arm ONE AT A TIME, having the group count and practice with you. After you have modeled both arms, demonstrate putting BOTH together at one time, and rapidly perform an accurate six count. If you are fast, the group will look slightly stunned and confused at what just happened. Have the group break up into small groups of 4-6. Give them about 5-10 minutes to practice performing a six count within their small group, and then give each group the opportunity to share their performance. Be careful not to give much coaching- it’s much more fun to let the groups flounder a bit and find their own way- that’s when the creativity blooms!

Pterodactyl

Get your group into a circle. Facing whichever direction you like, wrap your lips over your teeth and carefully say “Pterodactyl” to the next person in line. Anyone showing their teeth is out of the game. Keep going until there is a final winner, or everyone’s faces are so sore from smiling and laughing that it’s impossible to continue.

Hop In, Hop Out

Have the group stand in a circle, and invite them to link arms. Present four simple commands: hop left, hop right, hop in, hop out. There will be three rounds. If you feel very magnanimous, you can tell the group that when you give commands to first repeat the commands back to you, and then perform the commands. Have the group practice each command.

  • Round 1 - Perform the commands as given. Give the group between 2-4 commands at a time. For example: hop in, hop right, hop out. The group does the commands in that order. Give 4-5 sequences.

  • Round 2 - Repeat the original command, but do the opposite. For example: Hop right, hop in, hop out. The group would say “hop right, hop in, hop out”, but would actually hop left, hop out, hop in. Give 4-5 sequences.

  • Round 3 - Repeat back the opposite command, but do the original. For example: Hop out, hop left, hop right. The group will say “hop in, hop right, hop left”, but will actually hop out, hop left, hop right. Give 4-5 sequences.

After completing the game, you can reflect on which round seemed to be the hardest. It’s a useful game when discussing communication and thought processes.

Walk, Hop and Wiggle

This game is simple, and I’ve used it for years as a VERY BASIC leadership diagnostic tool. Explain to the group that the commands are very simple- just walk, hop or wiggle. There will be three rounds, each lasting 1-3 minutes depending on group energy.

  • Round 1 - Facilitator gives commands.

  • Round 2 - Anyone in the group can give commands.

  • Round 3 - Anyone in the group can give commands, but without using their voices, or sign language.

After the three rounds, ask the group to think about which round they preferred (I get different results if I say “which round you liked the best, or was the most fun” so using the word preferred is very purposeful). Have them move and group according to their preferred round.

Give the group an explanation of the generic leadership style represented by each round:

  • Round 1 - Executive leadership, similar to an alpha style of leadership in which the group has a clearly defined leader who is responsible for giving the group direction. Think CEO, pyramid leadership model.

  • Round 2 - Team leadership. Similar to a soccer team, each member of the group has a defined area of responsibility, but plays well within their role. Typically, the group works fluidly together, doesn’t try to overlap, and each person has mastery, or is approaching mastery, of their area of expertise.

  • Round 3 - Organic Leadership. Most often, people who prefer this leadership style aren’t defined by being a leader. They often feel most comfortable NOT being responsible for the group, and prefer to play. However, if the needs of the group, and their individual abilities match up, they are usually willing to step forward to provide leadership. When that need comes to an end, they are fine being a “follower” gain. I have found that many individuals who identify as artistic or free spirited will choose this.

Once you have described the significance of each round, give people the opportunity to move if they feel that they identify more strongly with a different leadership style. In my experience, if I do a good job of explaining the differences, only a few people will move.

Reflection notes: I find it beneficial to allow the group to process the value of each leadership style, and express how it would affect the group to have an imbalance in leadership.

Over MANY years of using this activity on a regular basis, I have found it to be about 90% effective in determining leadership styles. I am always careful to talk about how our leadership styles can change as we grow as individuals, and stress that this is an extremely simplified leadership diagnostic. I have some groups who report using what they learned playing this game all year long, as a powerful tool on group projects, etc. Special thanks to Nate Pfefferkorn, for introducing me to the game.

Three Things in Common

In partners, have the group attempt to find three non-obvious things that they have in common, giving a 5-minute time limit. After the time is up, ask them to share what they discovered. Next, have pairs form groups of 4. Repeat the activity, but this time, they can’t repeat any of the things they found in common with their partner in the first round. If you have time, try the WHOLE group finding three things they have in common. At first it sounds impossible, but with some creativity, we can find things we all share in common. I often share with the group that finding common ground is one of the first steps in forming a friendship, and to be honest, sometimes I enjoy playing this with strangers. By the time we’ve found three things in common, we are on our way to being friends!