All Aboard
Equipment: 2-foot square Platform or Table
The goal of this challenge is to get a group of twelve to sixteen people on a two-foot square platform without anyone touching the ground.
Each person must have both feet off the ground. Everyone in the group must remain on the platform for at least 10 seconds. Participants can not lay on top of each other, forming a dog pile, as a solution to this activity. Play continues for a set time
Variations: Use hula-hoops instead of platforms
Blind Square
Equipment: Large rope tied in a circle
The object of this game is to have a group of at least eight players form a perfect square while blindfolded. After the players have put on blindfolds, place a rope that is tied in a circle, in each person’s hands. Players must then form the rope into the shape of a square. When they believe the square has been formed, they place the rope carefully on the ground and remove their blindfolds. All players must have at least one hand on the rope at all times
Distance Clove Hitch
Equipment: Long Rope, Tree or Pole
Using a very long rope and either a tree or a pole, the object of this game is to tie a clove hitch around the tree (pole) without getting near the tree. Draw a circle around the object that the knot is to be tied to and tell the players that they must not go inside that circle. The knot can be tied, but only through the cooperation and teamwork of the players.
Hint: One child is a runner and the other stands in one spot
Trading Post
Equipment: Lots of varied 'building' materials, 'Currency'
The players are divided into teams and each team is given the same amount of currency (e.g. beads, cardboard squares). A trading post is set up with areas where the teams can buy raw materials (paper, card, scissors, pens etc.), an area for selling items they have made and a bank. They then have to decide what they are going to buy from the trading post in order to make something to sell back for a profit. Most things that the trading post buys back should result in a profit, but you should put in some items that produce no profit or even a loss. Play continues for a set time. The team with the most currency are the winners
Notes: This can be adapted to fit any theme by building related items. The game works best if pre-made examples are available for inspection by the players. Periodically introduce ‘special offers’, ‘contracts'. Vary the price according to demand.
See the Mini-Market rules & notes that accompany the 1999 Pack Holiday Program
Human Knot
Equipment: None
Ask a group of ten or thirteen people to form a tight circle. Have each person extend both hands into the center, and grasp the hand of two different people. When this is completed, the group must then untangle the knot they have created. Physical hand-to-hand contact may not be broken to untangle the knot. Grips may change and palms may pivot on one another, but contact must be maintained. If time is running out, the problem can be simplified by breaking one grip and asking the group to form a single line instead of a circle
Minefield
Equipment: Various Objects, Chairs, Tables etc.
The majority of the hall (except for two ends) is designated as a minefield. Anybody stepping in the minefield is blown up and must sit out the game. The players are divided into teams, and each team is given the same amount of materials (e.g. a few chairs, a table, rope, stave, some objects to transfer). The idea of the game is for the players to cooperate as a team to get their objects across to the other side of the minefield, using only what they have been given, in the shortest possible time (only the chairs and tables may touch the minefield, any other objects touching it are lost)
Notes: The basic premise is to use the chairs as stepping stones. If you give them too many chairs the game is too easy. There should certainly be less chairs than players in the team. The tables should ideally be used as a fixed stop-off point. To make the game harder, give them more awkward objects to carry.
Heads I win
Equipment: Two balls
The players are divided into two teams and each team has a ball. The game starts by throwing the ball high into the air. The idea of the game is to prevent the ball from hitting the ground. No player may touch the ball more than twice in a row. When the ball hits the ground that team is out and the other team score a point. Play continues for a set time and the team with the highest score wins.
Obstacle Course
Equipment: Many and Varied
The premise of this game is simple. Allow the players 10 minutes to set up an obstacle course with various challenges using any materials to hand. Then time each player around the obstacle course. The best time wins
Variations: Allow teams to set up obstacles for the other teams