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 Gameplay: In groups of 12-15 people, use newspapers and tape to create a closed loop that can accommodate all team members. Stand on the loop and roll it forward while walking.
VI. Activity Objective: This game primarily aims to cultivate unity, close cooperation, and a team spirit to overcome difficulties; develop planning skills, social harmony, and the ability to follow instructions meticulously; strengthen mutual trust and understanding among team members.
Trust Fall
I. Game Introduction: A well-known classic expansion project where each member must fall backward from a platform 1.6 meters high, while other members extend their hands to protect them. Everyone hopes for mutual trust; otherwise, there is a lack of security. To gain others' trust, one must first be trustworthy. Those who doubt others find it hard to gain their trust. This game allows team members to establish and enhance trust and responsibility among partners.
II. Number of Participants: 12-16 people
III. Venue Requirements: Ideal with a high outdoor sports platform
IV. Required Materials: Restraining rope
V. Game Time: About 30 minutes
VI. Activity Objective: Cultivate high levels of trust within the group; improve interpersonal communication skills among members; guide members to think from different perspectives, making them realize that responsibility and trust are mutual.
Eyebrow Stick
I. Game Introduction: All participants are divided into two teams facing each other, using fingertips to lower a stick to the ground. If any hand leaves the stick, the team fails. This is an experience that tests whether the team is united. Following the trainer's requirements, complete what seems simple but is prone to errors. This activity demonstrates the necessity of internal coordination and cooperation in a company.
II. Number of Participants: 10-15 people
III. Venue Requirements: An open area
IV. Required Materials: A 3-meter long lightweight stick
V. Game Time: About 30 minutes
VI. Activity Objective: In a team, when encountering difficulties or problems, many people quickly find others' shortcomings rather than their own. Complaints, questioning, and misunderstanding among team members harm the team... This project will tell everyone: "Taking care of oneself is the greatest contribution to the team." Improve the ability to collaborate and cooperate at work. Unified command plays a crucial role in the success of the team.
Station Relay
I. Game Type: Team Collaboration
II. Game Objective: Make learners strongly aware of the importance of full communication in achieving team goals; establishment and modification of rules and laws.
III. Game Description: All team members line up. Each person represents a station. The trainer will give a card with a 7-digit number to the last partner. You need to use your intelligence to relay this digital information to the first partner. When this partner receives the information, they should quickly raise their hand and write down the correct information on a piece of paper to submit to the front trainer. The competition will have four rounds. During the information transmission process, we will have some rules to constrain.
IV. Game Rules: After the project starts (the project starts when the trainer shouts start, and the information begins to be transmitted from the last partner):
1. No talking.
2. No turning back.
3. Any part of the front partner cannot exceed the shoulder seam cross-section and infinite extension plane of the person in front (front and back standards should refer to a certain item in 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 deliver the information to the trainer near the whiteboard. The stop time is marked by the moment of raising the hand.
5. No passing or throwing notes.
6. The final interpretation right and referee right belong to the trainer (to explain clearly, some controversial methods should align with our general training objectives, deviations count as mistakes).
7. First round ≤2 minutes. (8 minutes of discussion time given, then return to PK)
Second Round: Previous rules continue to apply, new rules added:
8. No black head, all methods from the first round cannot be reused.
9. Cannot pass or throw any items.
10. Second round time ≤1 minute (7 minutes of discussion time given, then return to 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 given, then return to 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 given, then return to PK)
Blind Square
I. Project Type: Team Collaboration
II. Equipment Requirements: One long rope
III. Venue Requirements: Large open venue
IV. Specific Game Rules: All participants are blindfolded. Within forty minutes, they must pull the rope into the largest possible square, and all participants must be evenly distributed along the four sides. This project teaches all learners how to find a way forward under conditions of incomplete information. The most time-consuming, chaotic, and stressful moments occur before leaders and plans are established. Once leadership emerges and an orderly organization begins to function, even without certainty, peace of mind increases significantly. The implementation of action plans, recognized by everyone, allows learners to initially taste the joy of success through teamwork.
V. Activity Purpose: This mission reflects cooperation and trust among team members. Only a team with leadership, cooperation, and spontaneous enthusiasm can be called a team. This game mainly exercises everyone's team cooperation ability.
Sit-Up
I. Project Type: Team Cooperation
II. Equipment Requirements: No additional props needed
III. Venue Requirements: A spacious area
IV. Project Time: 20-30 minutes
V. Specific Game Rules:
1. Require four people to form a circle, sitting back-to-back on the ground;
2. Stand up without using hands to support the ground;
3. Then incrementally increase the number of people by two until reaching ten.
During this process, staff should encourage participants to persist, persist, and persist again because success often comes just after another bout of persistence.
VI. Activity Purpose: This mission reflects cooperation among team members. This project mainly makes everyone understand the importance of cooperation.
Unlinking Chains
I. Game Introduction: All participants hold hands forming a network. At this point, the participants are closely connected emotionally, but this emotional connection limits their actions. What is needed now is a circle, a circle that connects everyone and allows them to move forward together in a unified direction. Without letting go of each other's hands, how can the network become a circle? This is a serious challenge for the team.
II. Number of Participants: 8-12 people per group
III. Venue Requirements: A spacious area
IV. Game Time: About 15 minutes
V. Activity Objective: Exercise communication, execution, and leadership in a new team.
Colorful Cannonball Relay
I. Project Type: Sports Competition Game
II. Competition Participants: Six players per team (3 male, 3 female)
III. Equipment Requirements: Several balloons
IV. Venue Requirements: A spacious large area
V. Game Method:
Males and females stand alternately. Starting with a male, the first student runs to a designated position to blow up a balloon until it bursts. They then return to their original position and switch with the next student. This continues in a relay format for two minutes, and the number of burst balloons is recorded as the score.
VI. Competition Rules:
(1) Males and females must stand alternately (for fairness).
(2) The next student can only begin blowing the balloon after the previous one has burst. Otherwise, deductions will be made from the total count.
Activity Objective: This activity aims to challenge psychological limits and enhance trust in others.
Ten People Nine Feet
I. Project Type: Team Cooperation
II. Venue Requirements: A spacious large area
III. Necessary Equipment:
A rope about five meters long per group
IV. Detailed Game Rules:
Divided by department, there are seven teams. Each team consists of ten people, five men and five women arranged alternately in a horizontal row. Adjacent people tie their legs together and run towards the finish line. The team with the shortest time wins. The competition is divided into three groups, and the order of competition is determined by drawing lots.
V. Activity Objective:
The "Ten People Nine Feet" project reflects the cooperation and trust between team members. This game mainly aims to exercise everyone's team cooperation and coordination abilities.
Kangaroo Jump
I. Project Type: Team Game, Conceptual Game
II. Venue Requirements: A spacious area, preferably on a playground
III. Necessary Equipment:
Several cloth bags. Each group uses cloth bags of the same specifications, with clear markers designating the starting lines and race tracks for each team. The distance between the starting lines of teams A and B is 30 meters, and each track is 1.2 meters wide.
IV. Detailed Game Rules:
Four teams compete in each group, with ten male students per team. Each team is equally divided into two smaller sub-teams, labeled A and B, arranged face-to-face in echelons. Before the race begins, the first member of team A places the cloth bag around their waist and proceeds toward team B upon the referee's signal. The bag must remain around the legs throughout the race. Upon reaching team B, the participant removes the bag, which is then placed around the next member of team B who proceeds back toward team A. This cycle continues until the last member completes the race.
During the race, if someone falls, they may get up on their own, but the bag must always remain around the legs. If it slips off, it must be re-placed before continuing the race. The entire exchange process, from removing the bag to fitting it onto the next participant, must take place outside the end line of the track without crossing the line. After all teams have finished the race, the top three teams are ranked based on the shortest time taken.
V. Activity Objective:
The "Kangaroo Jump" game is a popular outdoor game among trainees, not only exercising physical fitness but also enhancing team cooperation and coordination skills.
Speed Linking
I. Project Type: Team Collaboration
II. Participants: Six members per team (3 males, 3 females)
III. Venue Requirements: A large open field, race distance: 30 meters
IV. Competition Method: Six participants form a group. The left hand of each participant lifts the left leg of the person in front, while the right hand rests on the right shoulder of the person in front, forming a train. The last participant also hops forward on one foot without touching the ground with both feet. The starting line and finish line are marked on the ground, with a distance of 30 meters (based on the width of a basketball court, round trip). The game begins with each team starting from the starting line, hopping forward, circling around the obstacle, and returning to the starting point. The team that reaches the starting point first wins. Times are recorded and rankings are assigned accordingly.
V. Competition Rules:
(1) Participants must hop forward during the game and are not allowed to let go of the leg they are lifting to avoid breaking the chain. If the chain breaks, the team must regroup at the starting line and restart the game. If the team does not regroup and continues, the result will be considered invalid, and a score of zero will be recorded.
(2) The time is recorded when the last member of each team crosses the finish line.
(3) During the competition, participating teams must stay within their designated tracks and are not allowed to change lanes. A penalty of 2 seconds is added for each violation, cumulatively.
VI. Activity Objective: This activity aims to cultivate unity and collaboration 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: A large open field, race distance: 30 meters
IV. Necessary Equipment: Small carpets (newspapers or towels)
V. Competition Method: There is one group at each end of the track. Each group consists of three freely combined members. The starting group holds four "small carpets," and the first member lays them down progressively. The third member continuously passes the rear "small carpets" to the first member. The three members step on the "small carpets" to advance 30 meters, with the requirement that their feet do not touch the ground. They circle around the obstacle and return to the starting point. Once all three members have crossed the boundary, the other group takes over the "carpets" and returns in the same manner. The team that reaches the starting point first wins. Times are recorded and rankings are assigned accordingly.
VI. Competition Rules:
(1) Participants prepare outside the starting line. The other group can only begin the relay after all members of the first group have reached the finish line.
(2) During the competition, any instance of touching the ground with the feet is considered a violation, and the race time will be increased according to the number of violations.
VII. Activity Objective: This activity aims to cultivate team collaboration and strategic tactics, practicing internal team coordination.
Mind Reading (Back Ball Carrying)
I. Project Type: Two-Person Collaboration, Outdoor Game
II. Venue Requirements: A large open field, race distance: 20 meters
III. Necessary Equipment: A rope about five meters long per group
IV. Number of Participants: 12 members per team (6 males, 6 females)
V. Specific Game Method and Competition Rules:
Each group consists of two people carrying a ball between their backs. They walk in unison to the turning point and return to the starting point. The next group begins advancing. Hands must not touch the ball during the process; otherwise, a penalty of 2 seconds is incurred. If the ball drops, the game must restart from the starting point. The first group to complete wins. Times are recorded and rankings are assigned accordingly.
(1) If the ball falls during the game, the group must return to the starting point and restart.
(2) Hands and arms must not touch the ball during the process; any violations are considered fouls. For each touch of the ball, one foul is recorded, and for each foul, 2 seconds are added to the race time.
(3) During the relay, the relay participant must complete the relay activity within the designated area. Participants should relatively obey the referee, and the referee's judgment is the final decision.
VI. Activity Objective:
This activity aims to improve the level of mutual cooperation between teammates. Properly applying force plays a crucial role.
Minefield Array
I. Game Type: Outdoor Game, Team Quality Expansion Game
II. Game Time: 15~30 minutes
III. Number of Participants: At least 12 people, more is better.
IV. Required Equipment:
1. A blindfold for each pair of participants.
2. Two ropes approximately 10 meters (30 feet) long.
3. Some newspapers, or hard cardboard or plywood with diagonals about 60cm (2 feet) can also be used to represent "mines" in the game.
V. Game Objective: Establish mutual trust among small group members, promote communication and interaction, and make the group dynamic.
VI. Detailed Steps:
1. Select a broad, flat game area.
2. Arrange non-participating individuals to act as supervisors. When many people participate, the game area can become very lively. This is a helpful factor because it confuses those navigating the minefield, making it difficult for them to distinguish instructions from their own partners versus those from other groups.
3. Have each participant find a partner.
4. Give each pair a blindfold, with one person in each pair being blindfolded.
5. After everyone is blindfolded, you can start setting up the minefield. Place the two ropes parallel on the ground, approximately 10 meters (30 feet) apart. These two ropes mark the starting point and the endpoint of the minefield.
6. Place 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, adjacent to the starting point. Their partners retreat two meters behind them.
Blind Football
I. Project Type: Team Collaboration
II. Equipment Requirements: A soccer ball (a ball with low rebound, so that it doesn't roll too far after each kick), blindfolds.
III. Venue Requirements: A large open field
IV. Specific Game Steps:
1. Each participant finds a partner within their group.
2. Only one person in each pair wears a blindfold, while the other does not. Only the blindfolded person can kick the ball, and their partner is responsible for directing them on which direction to go and what to do. Within the specified time, the pair with the most goals scored wins.
V. Activity Objective: This mission reflects the cooperation and trust between team members. This game primarily aims to exercise everyone's team cooperation ability.
Crossing the Death Net
I. Project Type: Team Collaboration
II. Equipment Requirements: Rope net
III. Venue Requirements: A large open field, with two trees no more than 4 meters apart
IV. Specific Game Rules: Between the two trees, a net is woven with ropes, having nineteen irregularly sized holes. Imagine these as high-voltage wires. Within the specified time, the team members must cooperate to pass through the net without touching it, and once a hole is used, it cannot be reused. If anyone touches the "high-voltage wire," the mission fails, and they must start over. After receiving the mission, the captain and team members fully utilize their intelligence, gather suggestions, formulate crossing plans, and collaborate effectively. Each person is either carried or held safely through the net holes, and each successful passage brings joy and excitement. Finally, all team members successfully navigate through the "Death Net."
V. Activity Significance: The entire game highlights team cooperation. Regardless of how favorable a hole might seem, one person alone cannot guarantee safe passage. And even the holes that seem challenging are navigated smoothly with the help of the team, demonstrating the significant effect of teamwork. Some seemingly impossible tasks can be accomplished with good teamwork, and this principle becomes deeply understood through the game.
Human Chair
I. Game Type: Team Game
II. Game Objective: Experience the essence of team spirit in this game, requiring every individual in the team to fully contribute their strength, without any slackers or pretenders.
III. Game Rules and Steps:
1. All participants should form a circle, with each person placing their hands on the shoulders of the person in front of them.
2. Follow the trainer's instructions, and each person should slowly sit on the thighs of the person behind them.
3. After sitting down, the trainer can shout out slogans like "united we stand" or "boldly moving forward."
4. The game can be conducted in a group competition format, seeing which group can hold out longer. The winning group can request the losing group to perform a show.
Traveling Miles with Pearls
I. Game Introduction: Each member of the team holds a semi-circular ball trough, continuously transmitting (rolling) the ball into the next member's ball trough and quickly moving to the end of the line to continue receiving balls from the front member until the ball safely reaches the designated destination.
II. Number of Participants: 12-16 people
III. Venue Requirements: Levelled open land
IV. Necessary Equipment: Ping pong ball, ball trough
V. Game Time: Approximately 40 minutes
VI. Activity Objective: Feel the effectiveness of team collaboration, connection, and self-control abilities, and fulfill each link for the common goal and team responsibility.
Crazy Prediction
I. Game Type: Intellectual, Group Cooperation
II. Game Objective: Enhance group members' collective cooperation ability
III. Number of Participants: At least two groups, each with about 10 people
IV. Game Props: Small pieces of paper, pens (prepared by the facilitator beforehand)
V. Game Rules:
First Round: A representative from each group draws two letters from a set of 26 prepared by the facilitator and arranges them in the shortest time possible.
Second Round: A representative from each group draws a word prepared by the facilitator and arranges it in the shortest time possible.
VI. Game Time: 30 minutes
Silencing Game
I. Game Type: Psychological, Strategy Game
II. Number of Participants and Police vs. Thief Setup: The number of participants is limited to between 11 and 16. Among them, for groups of 11 to 14 people, the setup is 3 police officers and 3 thieves, and for groups of 15 to 16 people, the setup is 4 police officers and 4 thieves.
III. Game Roles: 1) Police: Find the assassin and lead the civilians to publicly vote out the assassin. 2) Assassin: Find the police officer and kill them when it's dark. 3) Civilians: Help the police publicly vote out the assassin. At no time may civilians intentionally help the assassin.
IV. Game Rules: (Using a 12-person game as an example)
1) The judge shuffles 12 cards (among which are three police cards, three assassin cards, and six civilian cards) and distributes them for everyone to draw. Look at your own card without letting others know what you drew.
2) The judge begins hosting the game, and everyone listens to the judge's commands.
3) The judge says: "It's night time, please close your eyes."
4) After everyone has covered their faces, the judge says: "Assassins, open your eyes."
5) The three assassins gently remove their face coverings and identify their partners.
6) After confirming their partners, one assassin or all assassins unanimously decide to indicate to the judge who to kill. If opinions cannot be uniformly agreed upon, the judge will take the majority opinion (those who do not give opinions are judged by the judge to agree with others' opinions). Be sure not to make any sounds to alert others.
7) After the judge indicates who has been killed, he says: "Assassins, close your eyes."
8) (After a short pause) The judge says: "Police, open your eyes."
9) The three police officers similarly uncover their eyes, mutually identifying their partners.
10) After confirming their partners, one police officer or all police officers unanimously point out a person they believe to be an assassin, and the judge uses corresponding hand gestures to inform the police of the identity of the identified person.
11) (After identification is completed) The judge says: "Police, close your eyes."
12) (After a short pause) The judge says: "It's morning, please open your eyes."
13) After everyone opens their eyes, the judge announces who was killed in this round, and instructs the killed person to leave a final message.
14) The killed person can accuse someone they believe to be the assassin and provide reasons. After leaving the final message, the killed person exits this round of the game and cannot continue to participate in the game process. However, if they remain in the room, they must also close their eyes when others are alive to prevent affecting the ongoing game.
15) The judge hosts the round starting from the person to the right of the killed person, allowing each person to state their views sequentially. Speech must conclude with the word "pass" to signify the end of speaking. Each person has only one speaking opportunity per round, and cannot express any opinions outside of their speaking time.
16) After speeches are finished