Remove blackheads, sports games

by hsjc2wa6 on 2012-03-08 17:15:37

Invincible Wind and Fire Wheel

I. Project Type: Team Collaboration Sports Competition

II. Equipment Requirements: Newspapers, tape

III. Venue Requirements: A large open venue

IV. Game Time: About 10 minutes

V. Specific Game Rules: In groups of 12-15 people, use newspapers and tape to make a closed loop that can accommodate all team members. Stand on the loop and roll it forward.

VI. Activity Objectives: This game mainly aims to cultivate unity, close cooperation, and a team spirit to overcome difficulties; cultivate planning, social, and coordination skills; cultivate an attitude of strict adherence to instructions; enhance mutual trust and understanding among team members.

Trust Fall

I. Game Introduction: A well-known classic expansion project where each member falls backward from a platform 1.6 meters high while other members extend their hands to protect them. Everyone hopes to gain mutual trust with others; otherwise, they will lack security. To gain others' trust, one must first be worthy of it. Those who doubt others find it hard to gain their trust. This game helps establish and strengthen trust and responsibility among partners.

II. Number of Participants: 12-16 people

III. Venue Requirements: Ideally a high outdoor sports platform

IV. Required Equipment: Safety harness

V. Game Time: About 30 minutes

VI. Activity Objectives: Cultivate high levels of trust within the group; improve interpersonal communication skills; lead members to think from different perspectives, making them realize that responsibility and trust are mutual.

Eyebrow Stick

I. Game Introduction: All members divide into two teams facing each other. Using only fingertips, lower a stick to the ground. If any hand leaves the stick, the team fails. This is an experience of whether the team can work together. The同心rod on all trainees' fingers will complete a seemingly simple but error-prone task according to the trainer's requirements. This activity vividly demonstrates the necessity of internal coordination and cooperation within a company.

II. Number of Participants: 10-15 people

III. Venue Requirements: An open area

IV. Required Equipment: A 3-meter long light stick

V. Game Time: About 30 minutes

VI. Activity Objectives: In a team, when encountering difficulties or problems, many people tend to find others' shortcomings instead of discovering their own issues. Complaints, accusations, and misunderstandings among team members harm the team... This project tells everyone: "Taking care of oneself is the greatest contribution to the team." Improve the ability to cooperate and collaborate in work. Unified command, the joint efforts of all team members are crucial for team success.

Message Relay at the Post Station

I. Game Type: Team Collaboration

II. Game Objective: Make trainees strongly aware of the importance of full communication for achieving team goals; establishment and revision of rules and regulations.

III. Game Introduction: All team members line up. Each person represents a post station. When the time comes, the trainer will hand a digital card with up to seven digits to the last partner. You need to use your intelligence to pass this digital information to the first partner. When this partner receives the information, they should quickly raise their hand and write down the information on a piece of paper and submit it to the trainer at the front!! The competition will consist of four rounds. During the information transmission process, we will have some rules to follow.

IV. Magic Rules: After the project starts (when the trainer says start and the information begins to be transmitted from the last partner):

1. No talking.

2. No turning back.

3. Any part of the body of the rear partner cannot cross the shoulder seam horizontal section and its infinite extension plane of the front person (front and back standards should refer to a certain item at the front, such as a whiteboard. Closer to the whiteboard is the front, farther away is the back).

4. When the information reaches the front partner, this partner needs to quickly raise their wrist to indicate, and then hand over the information to the trainer near the whiteboard. The stopping time is marked by the moment of raising the hand.

5. No passing or throwing of notes.

6. The final interpretation and adjudication rights belong to the trainer (certain controversial methods should align with our overall training objectives, deviations will be considered errors).

7. First round time ≤2 minutes. (8 minutes of discussion time, then return for PK)

Second round: Previous rules continue to apply, new rules added:

8. Remove blackheads, all methods from the first round cannot be reused.

9. No passing or throwing of any items.

10. Second round time ≤1 minute (7 minutes of discussion time, then return for PK)

Third round: All previous rules continue to apply, new rules added:

11. All methods from the first and second rounds cannot be used.

12. Third round time ≤40 seconds (6 minutes of discussion time, then return for PK)

Fourth round: All previous rules continue to apply, new rules added:

13. All methods from the first three rounds cannot be used.

14. Buttocks cannot leave the ground.

15. Fourth round time ≤20 seconds (5 minutes of discussion time, then return for PK)

Blind Square Array

I. Project Type: Team Collaboration

II. Equipment Requirements: A long rope

III. Venue Requirements: Large open venue

IV. Specific Magic Rules: All participants are blindfolded. Within forty minutes, they must form the largest possible square with the rope, and all participants must be evenly distributed along the four sides. This project teaches all trainees how to find ways forward under conditions of insufficient information. The most time-consuming, chaotic, and anxious moments occur before the leader and plan are determined. Once the leader emerges and the organized group begins to function, although there may not be certainty, everyone feels more at ease. When the action plan gains everyone's approval and is implemented, the trainees taste the joy of success through teamwork.

V. Activity Objectives: This mission reflects the cooperation and trust between team members. A team with leadership, cooperation, and spontaneous enthusiasm can be called a team. This game primarily aims to exercise everyone's team collaboration abilities.

Sit Up From the Ground

I. Project Type: Team Cooperation

II. Equipment Requirements: No additional equipment needed

III. Venue Requirements: A large open area

IV. Project Time: 20-30 minutes

V. Specific Magic Rules:

1. Four people form a group, sitting in a circle back-to-back;

2. Stand up without using hands;

3. Gradually increase the number of participants, adding two each time until reaching ten.

During this process, staff should encourage persistence, because success often comes just after one more try.

VI. Activity Objectives: This mission reflects the cooperation between team members. This project mainly lets everyone understand the importance of cooperation.

Hand Chain Release

I. Game Introduction: All members hold hands forming a net. At this point, the members are closely connected emotionally, but this tight connection limits their movements. What is needed now is a circle that connects everyone and allows them to move forward in a unified direction. Without letting go of each other's hands, how can the net become a circle? This is a serious challenge for the team.

II. Number of Participants: 8-12 people per group

III. Venue Requirements: An open area

IV. Game Time: About 15 minutes

V. Activity Objectives: Exercise communication, execution, and leadership in a new team.

Seven Color Linked Cannon

I. Project Type: Sports Competition Game

II. Competition Participants: Six members per team (3 males, 3 females)

III. Equipment Requirements: Several balloons

IV. Venue Requirements: Large open area

V. Game Method:

Males and females alternate in line, starting with a male, in relay form. The first participant runs to a designated position to blow up a balloon until it bursts. They return to the starting position to switch with the next participant, continuing in rotation. The competition lasts two minutes, and the number of burst balloons determines the score.

VI. Competition Rules:

1. Males and females must alternate in line (for fairness).

2. The next participant can only start blowing after the previous one has burst the balloon; otherwise, deductions will be made from the total count.

VII. Activity Objectives: This activity aims to challenge psychological limits and enhance trust in others.

Ten People Nine Feet

I. Project Type: Team Cooperation

II. Venue Requirements: Large open area

III. Necessary Equipment:

A five-meter-long rope per group

IV. Specific Magic Rules:

Teams compete by units, with seven teams in total. Each team consists of ten people, five males and five females arranged alternately in a row. Adjacent people tie their legs together and run towards the finish line. The team with the shortest time wins. Competitions are held in three groups, with the order determined by drawing lots.

V. Activity Objectives:

The "Ten People Nine Feet" project reflects the cooperation and trust between team members. This game mainly exercises everyone's team collaboration and coordination abilities.

Kangaroo Jump

I. Project Type: Team Game, Conceptual Meaning Game

II. Venue Requirements: Large open area, preferably a playground

III. Necessary Equipment:

Several cloth bags. Each group uses cloth bags of the same specifications, with obvious markers delineating each team's starting line and track lines. The distance between the starting lines of teams A and B is 30 meters, with each track being 1.2 meters wide.

IV. Detailed Magic Rules:

Four teams participate in each group, with ten members per team, all male students. Each team is divided equally into two sub-teams labeled A and B, arranged face-to-face in echelons. Before the race begins, the first member of team A puts the cloth bag around their waist and progresses towards team B upon the referee's signal. The cloth bag must remain around the legs throughout the journey. Upon reaching team B, the participant removes the bag, which is then placed around a member of team B who proceeds towards team A. This continues in a similar manner until the last member completes the race.

During the race, if someone falls, they can get up independently, but the cloth bag must remain around the legs at all times. If it slips off, it must be re-placed before continuing. The entire handover process from removing the cloth bag to ensuring the next participant is properly equipped must take place beyond the end line of the track, without crossing the line. After all teams have completed the race, the top three teams are ranked based on the shortest completion time.

V. Activity Goals:

The "Kangaroo Jump" game is a popular outdoor game among trainees, not only exercising physical fitness but also enhancing team collaboration and coordination abilities.

Link Acceleration

I. Project Type: Team Collaboration

II. Participants: Six members per team (3 males, 3 females)

III. Venue Requirements: Large open area, race distance: 30 meters

IV. Competition Method:

Six participants per group form a line, with the left leg of the person in front lifted by the left hand of the person behind, and the right shoulder of the person in front supported by the right hand of the person behind, forming a human train. The last participant must hop on one foot, avoiding both feet touching the ground. The start and finish lines are marked on the ground, with a distance of 30 meters (based on the width of a basketball court, round trip). The race begins at the start line, hopping forward, circling around an obstacle, and returning to the start point. The team that returns to the start point first wins. Times are recorded and rankings determined accordingly.

V. Competition Rules:

1. Participants must hop forward during the game, hands must not let go (always lifting the left leg of the person in front) to avoid disconnection. If disconnected, the team must re-form and restart from the start point. If they continue without re-forming, the result is considered invalid, scoring zero points.

2. The race ends when the last member crosses the finish line.

3. Teams must stay in their designated tracks during the race, no lane changes allowed. For each violation, 2 seconds are added to the race time, cumulatively.

VI. Activity Objectives:

This activity aims to cultivate team unity and collaborative spirit among participants.

Bridge Building Across the River

I. Project Type: Outdoor Physical Expansion Game, Sports Competition Entertainment Game

II. Participants: Six actors per team (2 males, 4 females)

III. Venue Requirements: Large open area, race distance: 30 meters

IV. Necessary Equipment: Small carpets (newspapers or towels)

V. Competition Method:

Each team is divided into two groups at both ends of the track. Each group consists of three freely combined members. The starting group holds four small carpets. The first member places the carpet ahead, and the third member continuously passes the carpet from behind to the first member. The three members step on the carpets and progress 30 meters, without touching the ground. They circle around an obstacle and return to the starting point. Once all three members have crossed the boundary, the other group takes over the carpets and repeats the process, with the team that returns to the starting point first winning. Times are recorded and rankings determined accordingly.

VI. Competition Rules:

1. Participants prepare outside the starting line. The next group can only begin once the first group has fully reached the finish line.

2. Any foot touching the ground during the race is considered a violation, resulting in added race time based on the number of violations.

VII. Activity Objectives:

This activity aims to develop team collaboration and strategy tactics, practicing internal team coordination.

Mindful Coordination (Back Ball Holding)

I. Project Type: Two-Person Collaboration, Outdoor Game

II. Venue Requirements: Large open area, race distance: 20 meters

III. Necessary Equipment: A five-meter-long rope per group

IV. Participants: 12 members per team (6 males, 6 females)

V. Specific Game Methods and Competition Rules:

Two participants per group hold a ball between their backs, stepping in unison forward. They circle around a turning point and return to the starting point, allowing the next group to proceed. Hands must not touch the ball; otherwise, a penalty of 2 seconds is imposed. If the ball drops, the game restarts from the starting point. The first team to complete wins. Times are recorded and rankings determined accordingly.

Rules:

1. If the ball falls during the race, it must be returned to the starting point to restart.

2. Hands or arms must not touch the ball; any violations are considered fouls. Each ball touch results in a foul, adding 2 seconds to the race time for each foul.

3. During relays, the relay must be completed within the designated area. Participants should relatively obey the referee, with the referee's decision being the final judgment.

VI. Activity Objectives:

This activity aims to improve coordination and appropriate effort levels between teammates, playing a crucial role in achieving common goals.

Minefield Array

I. Game Type: Outdoor Game, Team Quality Expansion Game

II. Game Time: 15-30 minutes

III. Participants: At least 12 people, more is better.

IV. Required Equipment:

1. A blindfold for each pair of participants.

2. Two ropes about 10 meters (30 feet) long.

3. Some newspapers, or hard cardboard or plywood with diagonal dimensions of about 60 cm (2 feet) can also be used to represent "mines."

V. Game Purpose: Establish mutual trust among small group members, promote communication and exchange, and energize the group.

VI. Detailed Steps:

1. Select a broad, flat game area.

2. Arrange non-participating individuals as supervisors. When the number of participants is large, the game area can become very lively. This is a helpful factor because it can confuse those navigating the minefield, making it difficult for them to distinguish instructions from their own partners or other groups.

3. Have each participant find a partner.

4. Give each pair a blindfold, with one person in each pair being blindfolded.

5. Once everyone is blindfolded, the minefield can be set up. Place two ropes parallel on the ground, about 10 meters (30 feet) apart. These ropes mark the starting and ending points of the minefield.

6. Lay out as many newspapers (or hard cardboard, plywood, etc.) as possible between the two ropes.

7. The blindfolded participants, guided by their partners, stand at the starting point of the minefield. Their partners retreat to a position two meters behind them.

Blind Football

I. Project Type: Team Collaboration

II. Equipment Requirements: A football (a deflated football is preferred so that it does not roll too far with each kick), blindfolds.

III. Venue Requirements: Large open area

IV. Specific Game Steps:

1. Each participant finds a partner within their group.

2. Only one person in each pair wears a blindfold, the other does not. Only the blindfolded participant can kick the ball, with their partner guiding them on direction and actions. Within the specified time, the group with the most goals wins.

V. Activity Objectives: This mission reflects the cooperation and trust between team members. This game primarily aims to exercise everyone's team collaboration abilities.

Crossing the Death Net

I. Project Type: Team Collaboration

II. Equipment Requirements: Net rope

III. Venue Requirements: Large open area, with two trees no more than 4 meters apart

IV. Specific Game Rules: A net woven between two trees with nineteen irregularly sized holes, imagined as electrified wires. Within the specified time, team members must cooperate to pass through all the holes without touching the net. Once passed through, the hole cannot be used again. Touching the "high voltage net" indicates mission failure, requiring a restart. After receiving the mission, the captain and team members fully utilize everyone's wisdom, gather suggestions, formulate crossing plans, and collaborate effectively. By carrying or holding each other, every individual is safely sent through the net holes. Each successful passage brings joy, and finally, all team members successfully navigate through the "Death Net".

V. Activity Significance: The entire game highlights team collaboration. No matter how favorable a hole appears, one person alone cannot ensure passage. And even the holes that seem challenging are smoothly navigated with team cooperation, demonstrating the significant effect of teamwork. Some tasks that seem impossible can be accomplished in a well-coordinated team, reinforcing this principle deeply through the game.

Human Chairs

I. Game Type: Team Game

II. Game Purpose: Experience team spirit from this game. Requires every individual in the team to fully contribute their strength; no slacking or filling in is allowed.

III. Game Rules and Steps:

1. All participants should form a circle, with each student placing their hands on the shoulders of the person in front of them.

2. Following the trainer's instructions, each student should slowly sit on the thighs of the person behind them.

3. After sitting, the trainer can shout out corresponding slogans, such as unity and courage moving forward.

4. The game can be conducted in group competitions, seeing which group can persist longer. The winning group can require the losing group to perform a show.

Myriad Pearls Travel

I. Game Introduction: Each member of the entire team holds a semi-circular ball trough, continuously transmitting (rolling) the ball to the next member's trough, and swiftly moving to the end of the line to continue receiving balls from the front members until the ball safely reaches the designated destination.

II. Number of Participants: 12-16 people

III. Venue Requirements: Open and leveled ground

IV. Required Equipment: Ping pong balls, ball troughs

V. Game Time: Approximately 40 minutes

VI. Activity Objectives: Feel the effective connection and self-control abilities between teams, preparing for the common goal and team responsibilities in every link.

Crazy Preset

I. Game Type: Intellectual, Group Collaboration

II. Game Purpose: Strengthen the collective cooperation ability of group members

III. Number of Participants: At least two groups, with about 10 people per group

IV. Game Props: Small pieces of paper, pens (prepared by the facilitator in advance)

V. Game Rules:

First Round: Each group sends a representative to draw two letters from 26 letters prepared by the facilitator in advance, then arrange these letters in the shortest time.

Second Round: Each group sends a representative to draw a word prepared by the facilitator in advance, then arrange this word in the shortest time.

VI. Game Time: 30 minutes

Silent Elimination Game

I. Game Type: Psychological Game, Strategy Game

II. Number of Participants and Police vs. Thief Setup: Limited to 11-16 participants. Among them, for groups of 11-14 people, the setup is 3 police and 3 thieves, and for groups of 15-16 people, the setup is 4 police and 4 thieves.

III. Game Participants: 1) Police: Find the assassin and lead the civilians to publicly vote out the assassin. 2) Assassin: Find the police and kill them during the blackout period. 3) Civilians: Help the police publicly vote out the assassin. Civilians must never intentionally help the assassin at any time.

IV. Game Rules: (Using a 12-person game as an example)

1) The referee shuffles 12 cards (including 3 police cards, 3 assassin cards, and 6 civilian cards) and distributes them for everyone to draw. Look at your own card without letting others know what you drew.

2) The referee begins hosting the game, and everyone listens to the referee's commands.

3) The referee says: It’s night, please close your eyes.

4) Once everyone has covered their faces, the referee says: Assassins, open your eyes.

5) The three assassins gently remove their face coverings to identify their partners.

6) After confirming their partners, any one assassin or all assassins together decide to indicate to the referee who they want to kill. If opinions cannot be unified, the referee decides based on the majority opinion (those who do not give an opinion are considered to agree with others). Be sure not to make any sound to alert others.

7) After the referee confirms who has been eliminated, they say: Assassins, close your eyes.

8) (After a short pause) The referee says: Police, open your eyes.

9) The three police officers conduct themselves in the same way to confirm their partners.

10) After confirming their partners, one police officer or all police together point to a person they believe is the assassin, and the referee responds with gestures to inform the police of the true identity of the person indicated.

11) (After pointing is complete) The referee says: Police, close your eyes.

12) (After a short pause) The referee says: It’s morning, please open your eyes.

13) After everyone opens their eyes, the