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GAMES FOR AGES 7 - 12

Night at the museum


Number of Participants: 5-40
Materials: Enough enclosed space to accommodate the number of participants
Explanation: A janitor (night watchman) in a museum tries to catch objects in museum
moving
How to Play: Ask for a volunteer to be the Janitor or night watchman in a museum. Tell
the story of the Janitor (night watchman) who works at a museum where the statues
come alive at night. When they think no one is looking they try to move around. The
objective of the Janitor is to catch the statues moving (The statues can breathe and blink
but if the Janitor catches them looking around, they are out).
Notes: It can be made more interesting by choosing sections in the museum like prehistoric animals, birds, sea animals, art pieces etc.
THE FAMILY GAME
DESCRIPTION
Actors are cast as families with last names that inform how the family is to be played. A
salesperson or neighbor comes to the door and must adjust according to the family type.
PLAYERS
Minimum number of players: At least 10
Maximum number of players: No more than 40
MATERIALS
Some chairs to form a family room.
SPACE REQUIRED
space for performers and observers.
INSTRUCTIONS
Set up a family room scene with chairs and a couch and invisible TV set etc. Cast 4 to 6
actors as family members: mom, dad, grandma, teenage daughter, little son, auntie
etc. Cast another actor as the door to door vacuum cleaner salesperson, who waits off
stage. Give the family a last name: Clumsy family, Ballet family, Mad Scientist Family,
Suspicious Family, Shy family etc. Do NOT do play with stereotypes of ethnic or cultural
groups, rather consider these families as cartoons based upon adjectives or occupations.
The family immediately begins to establish the connection to their last name. The
salesperson rings the doorbell and the family responds to the pitch. A Shy family
member might have difficulty answering the door, while the Ballet family member
pirouettes over to open it and so on.

I like to give each group of actors three turns in a row, instructing them to "Rewind" and
giving them a new family name so that they begin to feel how to transform physically in
an instant. The salesperson remains the same for the three turns, then recast all the
parts.
BLOB
Number of Participants: 5-40
Materials: Enough enclosed space to accommodate the number of participants
Explanation: The blob tries to assimilate everyone, and everyone tries to avoid
assimilation.
How to Play: Participants spread out in an enclosed area and the Blob is chosen. At the
leaders signal, the Blob begins trying to tag another participant. When the Blob
succeeds in tagging a participant, that person latches on to the Blob, becoming part of
the Blob. The Blob continues to try to tag others, and as they get tagged, they also join
the Blob. Eventually, everyone is the Blob, and there is no one left to be tagged.
Encourage both groups of participants as they try to avoid or assimilate, and remember
that the last person to be tagged by the Blob is not the "winner" and the first person to
be tagged is not the "loser". The objectives for the Blob and the non-blobs should
prevent the participants from thinking of this. The group will probably ask to play again,
and because this is a fairly short game, there should be time to repeat the game. The
second time, encourage the Blob to work together to find better ways to tag people, and
the non-blobs to discover original ways to avoid the Blob.
Notes: Make sure that any obstacles that could cause a fall are removed before playing
this game.

SOUND STORIES
Game Type: Improv & Voice
Number of Participants: Groups of 4-8
Materials: None
How to Play: Designate one person to be a storyteller. The others sit in a row. The
storyteller makes up a story, one sentence at a time, making sure to include the
opportunity to make a sound to enhance each line. Takes turns till the story ends.
Example: Storyteller: It was a dark and stormy night
First student makes storm sounds.
Storyteller: The phone rings in Jacks house.
Second student makes phone ringing sounds
Storyteller: There had been a car accident.
Third student makes sound of car crashing.

And so forth until the story is finished....

IMPROVISATION STARTERS
Each character has a motivation, what that person wants in the scene. The actors should
decide the "why" behind their desire before they start the scene. This will help them to
keep focused during the improvisation. The specifics of the scenes can either be
determined ahead of time, or they could be made up during the improv.
For Younger Actors (8-12):
1.
A girl brings a dog (not another actor-imagine it is there) into her
house who "followed her home". She tries to convince her mother to let
her keep the dog.
2.
Two siblings play a board game. One accuses the other of cheating.
An argument ensues.
3.
A grandparent and grandchild have a talk about what they did
during their day. The child expresses a desire to be older, and the
grandparent wishes to be younger.
4.
A teacher tries to teach the multiplication table to a student who
only wants to talk about TV shows.
5.
One friend tries to convince another friend that she has seen a UFO.
The friend is disbelieving.
6.
A child tries to convince parent to stay home from work and let her
stay home form school.
For Older Actors(10+)
1.
A teacher tells a student that she is going to fail science class. The
student tries to convince the teacher that she will improve, and asks her
not to put an F on the report card which comes out next week.
2.
A mother and son/daughter are shopping for school clothes. The
Mother does not think her childs attire choices are appropriate for his/her
age/weight/personality.
3.
One friend tries to convince another that he has seen a UFO. (Is he
lying or not?)
4.
A young child is at the doctors office with his/her mother to get a
shot. The child is very frightened and the doctor has to use tactics in order
to give the shot. The mother is very nervous.
5.
Two friends are deciding which clubs/classes to sign up for. One
wants to take/join something (i.e. cheerleading) that the other thinks is an
awful choice.
6.
One sibling tries to convince another who is shy to come to a party.
7.
A boy has been told (falsely) that a girl likes him. Actually, the girls
best friend likes the boy. He runs into the girl at the library, and she tries
to get him to go over to the section of the library where the best friend is.
8.
A young person has to do a paper on (pick an historical character),
but does not want to have to read a lot. He tries to get a salesperson in a
childrens bookstore to show him books on the subject that will provide
enough information for the report.
9.
A teacher is trying to teach the multiplication table in a one-on-one
situation. The student only wants to talk about TV shows.
10.
Three friends are in a restaurant. They try to order from the menu,
but each has some dietary restriction that requires them to change the
preparation of each dish. The waiter is new on the job.
11.
Two friends are on a talk show. Their problem is that one keeps
changing her interests and attire to match the other friend. The talk show
host is on the imitators side.

12.
Two people are at an amusement park. One wants to ride the
newest roller coaster in the park (choose specifics), and the other one is
terrified to do so. He/she tries to convince the other not to ride without
letting on that he/she is scared.
13.
Babysitter tries to get a child to go to bed. The child will not fall
asleep, because he/she is afraid of a monster (pick a kind).
14.
Four people are going to the movies, but two want to see one
movie (choose a type) and the other two want to see a different one
(choose something radically different from first).
15.
Two strangers are stuck in a room that has a security door. The one
is overly concerned with getting out, the other wants to become friends,
and so is in no hurry.

GAMES FOR AGES 13+


THIS IS A WATCH
Game Type: Concentration
Number of Participants: 5-20
Materials: As many one syllable objects as participants- pen, book, etc.
Explanation: The object of the game is to pass the object or objects around the circle
without stopping or breaking the rhythm of the script eventually, the group should be
able to complete a circle in which everyone has an object.
How to Play: The participants sit in a circle. One person has a watch (GIVER), which
she will hand over to the person on her right (RECEIVER) once the lines are completed.
The first time, the watch is passed from one person to the next, following the script (see
below) until the watch is back at the beginning. Once everyone knows the lines exactly
as written, the group can try two objects. The person with the watch again passes it to
the right, but the person to the left of her hands her a pen AT THE SAME TIME that she
is handing over the watch. This means that the person with the watch is saying both
parts of the script the GIVERS and the RECEIVERS part. The chart below will
illustrate.
(The GIVER has a watch, and turns to the person on her right, the RECEIVER)
GIVER: (Offering Watch)
This is a Watch.
RECEIVER:( To GIVER)
A What?
GIVER:(Replying)
A Watch.
RECEIVER:(Repeating)
A What?
GIVER: (Replying)
A Watch.
RECEIVER:
Oh, A Watch. (Takes Watch)
The RECEIVER now has the watch, and becomes the GIVER with the person to
her right, who is now the RECEIVER, and they repeat the same script.
When there are two objects in the circle, someone is the GIVER and the RECEIVER
simultaneously, and must say both sets of lines.
ARROWS indicate to whom the comment is directed
GIVER
This is a Pen.

GIVER & RECEIVER


This is a Watch.

RECEIVER
(silence)

(silence)
A What?
A What?
A Pen.
A Watch.
(silence)
(silence)
A What?
A What?
A Pen.
A Watch.
(silence)
(silence)
Oh, A Pen.
Oh, A Watch.
Notes: It is best to move from one object to two, then to three, and so on from there.
Do not add another object until the group has successfully completed a circle with the
number before. This is not an easy game for everyone to master, but nearly everyone
can with some perseverance. I have taught this game to over two hundred different
children, and only one of those did not learn it he quit trying after the first time. Most
likely, some participants will catch on faster than others, and become frustrated with
those who are having difficulty with the rhythm. As soon as this occurs, it is time to say
"Well, we have all been working very hard at this game. The next time we try it, maybe
we will be able to give everyone an object." Usually, the participants are eager enough to
master the game that they will practice with others until you see them again. It may
help to have the lines written on a large piece of paper for visual learners, and if you
have an assistant or two, demonstrate the game with them.

EMOTION PARTY
Game Type: Improvisation
Number of Participants: 5-15
Materials: None
Explanation: The host of a party and the guests acquire the emotional state of whoever
enters the party.
How to Play: One person begins, as the host, with a neutral emotion. The first guest
knocks or rings the bell (saying "knock-knock" or "ding-dong"), and enters in highly
charged emotional state. Emotions that work well with this exercise include, excitement,
fear, anger, jealousy, joy, sadness, etc. As soon as the host picks up on the emotion, she
"catches" it, and interacts with the guest. The next guest enters with a different emotion,
and the host and guest "catch" it. Things get more chaotic as more guests enter, as each
new guest causes a different emotion to permeate the party. Once the first guest has
entered, the participants can interact with different people until they notice a change in
the emotion, and then they must adapt that emotion. The participants should not watch
the new guests for the emotional state, rather, they should let the emotion "travel" to
them as it will. To make things really tricky, two guests could enter at the same time
with different emotions. The participants will be really wired after this game, so plan
accordingly to use that energy.
Notes: If this has not been discussed before, it might be a good time to discuss with the
participants how to express negative emotions such as anger without hitting any other
participants- what verbal and physical things show anger (in performance) without
hurting anyone in reality.

PEOPLE PICTURES
Game Type: Improvisation

Number of Participants: 2-20


Materials: Pictures of people, as many as Participants (see Notes)
Explanation: Participants will use pictures as inspiration in creating characters, and
interact with others as their characters. They will try to determine which picture the
other participants used for their inspiration after interacting with them.
How to Play: Participants spread themselves out in the room, so that each person has
enough space to think without distractions. The leader passes out a picture to each
participant, explaining, "DO NOT let anyone else, even me, see your picture. You have
three minutes to look at the person in your picture and become that person. Decide what
kind of personality he or she has, how old the person is, what kind of life they lead, etc.
Use the picture to help you decide - are there details about the person's clothes, their
surroundings, their face which give you ideas? Try to create a "story" for this person, as
well as a voice, mannerisms, attitude. All of your characters will attend a party at the
end of the three minutes." The participants should not talk to one another before the
three minutes are up. At the end of the three minutes, the participants hand in their
pictures. As soon as they hand in the picture, they transform into their character. The
leader should explain that they need to talk to the other characters, as if they are at a
party. The participants should attempt to talk to everyone else, and try to remember
things about the other characters. The party lasts five to ten minutes, depending on the
number of participants. At the end of this time, the leader asks everyone to discard their
characters and become themselves. The leader then shows the participants the pictures
that were used, and asks the group to identify whose character matches with the
picture. (Don't tell the participants that this will happen ahead of time. The temptation of
"fooling" everyone is too great to resist for some people, and these people will
purposefully make their character unlike their picture if they know there will be
guessing.) The group should discuss their reactions to their pictures, and to others' as
well as how everyone developed their character.
Notes: The pictures can be cut out of magazines, and then pasted onto oak tag or
posterboard for stability. Try to get a good assortment of people - all ages, races, levels
of attractiveness, and don't put any famous faces in the bunch. The more interesting the
setting and the appearance of the person, the more there is for the participants to use
for inspiration. Remember, there are no wrong answers - but the participants should be
able to answer "why" questions about the character and picture. (Erica will supply this)

CIRCLE SQUEEZE
Game Type: Concentration
Number of Participants: Any
Materials: None
How to Play: Students stand in a circle holding hands, with their eyes closed. They are
timed as they squeeze each others hands and try to make the pulse go around the circle.
Notes: Eyes could be kept open and turn their head to one direction.

IMPROV
Game Type: Improv
Number of Participants: Any
Materials: Paper & pens
How to Play: Each student in the class is asked to write on separate slips of paper
1) a brief character description (each student does 2 of these),
2) a setting, and
3) a situation.
When completed, three piles are formed each containing one of the three categories
above. Two students are selected to create an improvisation by selecting a character slip
for each student and one setting and one situation slip. At the end of the improvisation,
the slips of paper could all be put back in the separate piles to be drawn again.
Depending on the size of the class the possibilities are extensive.

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