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John Beck Tax Real Estate
John Beck Tax Real Estate

Sunday, January 31, 2010

Bun shuffle

Arrange chairs in a big circle. Choose someone from the group to be 'it', and that person stands in the middle of the circle. Have the rest of the group sit on the chairs, and make sure you have one spare chair.

The aim of the game is for people sitting down to prevent the person that is 'it' to take a seat. They do this by shuffling their 'buns' left or right to occupy the empty chair before the person who is 'it' can sit down. Players are only allowed to move left or right (ie. not run across the circle). Eventually once the person who is 'it' gets a seat, the person to their left or right (whoever was slowest) becomes 'it'.

For bigger groups, you may need to have two or three empty seats

Birthday Bash

Setup a circle a set of chairs with one less chair then the amount of people present.

Make one person "it".

Go around the circle and have each person state which month he or she is born in. The "it" person calls a month and everyone with that month must switch seats. The "it" can also call multiple months and if the "it" would like everyone to move seats the person calls out "Birthday Bash" and then everyone is required to switch seats. The person left out is the new "it".

Aardvark Relay

To play this game, you will need to divide the group into teams (the number of teams depends on the area you have available and group size).

You will need some equipment for this game. Place empty bowls on one side of the room, and bowls full of dried peas on the other side. Make sure there is an equal number of peas in each bowl. Give each team member a straw.

The aim of the game is for each team to transport a small pile of dried peas from a bowl on one side of the room to another bowl on the other side, using only their straw. They do this by sucking through the straw so the pea stays fixed to the end of the straw. If they drop the pea they must pick it up again using the straw

The winning team is the one that transports all the peas first.

Balloon Smash


To prepare for this game, you need two balloons for each person in your group (plus some spares for those that might break whilst you're inflating them). Preferably the balloons should be two different colours (to represent two different teams). Tie two foot long strings to the ends of each balloon.

Give each person two balloons (of the same color) and have them tie one to each leg. Separate the teams on either side of the room/area.

When you say start, the Kids try to pop the balloons from the other team by stepping on them. When both your balloons have popped, you're out and must sit down.

The team with the last balloon remaining wins.

Disability

Divide teens into groups of three. Choose a team leader from each group and assign the leader the ability of either sight, sound or movement. The object of this activity is for the team leader to navigate their entire team from one location to another with only the use of their one ability. The leader assigned sight can't use sound or movement so they and have their hands and legs tied and can't speak. The leader assigned sound can't use their sight and movement so they should be blindfolded and have their hands and legs tied. The leader assigned movement can't use sight or sound so they have to blindfolded and they can't speak. The goal of this activity will show youths the benefits of team work, will teach them the value of gifts that they have while learning how difficult it can be to be handicapped, and of course, learn what can be achieved even if there are weaknesses.

Constructive Feedback

This icebreaker begins when you ask for a volunteer to come to the front. Position the volunteer facing the audience and place an empty cardboard box behind them, but not directly behind them. Have 30 pieces of crumpled paper within arms reach of volunteer. It is the group's responsibility to give the volunteer hints on how to get the wads of paper into the box without turning around. Example "a little bit more to the right". When that person has gotten 3 pieces into the box successfully, then find another volunteer and continue.

Line-Up

This icebreaker game begins when the group is divided into groups of eight or more. Once groups are divided, the leader then instructs the groups to line-up in order of height, shoe size, or some other light-toned denominator to keep the game fun for all. When the group has lined-up in a particular order, they are then supposed to clap to let the leader know that they are done. The first group to clap wins that round. This is a good way to learn something you never would have thought to ask about someone.

Friday, January 29, 2010

The Quiet Game

•The instructor explains that this exercise will take self control. Members pair back to back. On the count of
three, everyone must face their partner, look each other in the eyes, and then try to remain solemn and
serious. No speaking! The first to smile or laugh must sit down. All who remain standing then take a new
partner and the activity continues until only one person has not smiled or laughed. (Second round of playing
can involve two teams competing to outlast each other.) If you get a pair at the end who are both keeping a
straight face, the rest of the group can act ask hecklers to disrupt them.

Paper Airplane Game

•Everyone makes a paper airplane and writes their name, something they like and dislike on it (You may
also want to add additional questions). On cue, everyone throws their airplane around the room. If you find
an airplane, pick it and keep throwing it for 1-2 minutes. At the end of that time, everyone must have one
paper airplane. This is the person they must find and introduce to the group

: Turn the bed

A bed sheet will be placed on the ground, the entire group will then stand on this sheet. On the command to go the team will have to attempt to turn over the bed sheet so they are standing on the opposite side. The trick is that no one is allowed to leave the bed sheet at any time! Not as easy as it sounds!

Musical clothes

For this game, you need a garbage bag full of old clothes (your local op shop is perfect for this).

Sit everyone in a circle, and start some music playing. The idea is that the kids pass the garbage bag around the circle and when the music stops, whoever is holding the bag has to pull an item of clothing out of the bag (without looking) and put it on. Then start the music again until the bag is empty.

A few tips:

* the crazier clothing you can get the better
* if you have a big group, have a few bags going at once
* have a camera ready to take the photos at the end of the game

Elephant Tag

This works best played in a large, open area.

Pick three "elphants". These are the taggers. They have to hold their right ear with their left arm, then rest their right arm on the inside of their left elbow. Their arm is their "trunk". They must chase everyone else and attempt to tag them. When the children are tagged, they also become elephants and have to chase evryone else.

Continue until everyone is an elphant.

Drop the lid

Everyone is seated in a circle and one person stands in the middle holding a lid.

The person in the middle must walk around the circle and take the hand of someone of the opposite sex. That person then takes the hand of the opposite sex and so on. This continues until the first person drops the lid and everyone runs to a seat. The person left without a seat picks up the lid and the game begins again.

Caterpillar Race

Form teams of equal size, with five to seven players on each team (3 also works). Have kids think up one-syllable names for their teams. Then line teams up next to each other behind a starting line.

Instruct team members to place hands on the shoulders of the team members in front of them and race to a finish line according to the following rules of movement: The first person in line may hop one step forward. Continue down the line until the last person in line hops one step forward. After the last person hops, he or she must shout the team name. Then the whole team may hop one step forward at the same time. Repeat this process to move the caterpillar along. Players must keep their hands on the shoulders of the team members in front of them at all times during the race. Players may move forward only by hopping one step forward with both feet at once. If a team member breaks any of the above rules, it must return to the starting line and begin again.

Two extremes


A game of two extremes! This is a simple ice breaker to get people up and moving and sharing their preferences or views on topics.

Create an imaginary line from one end of the room to the other. Instruct people to move to a point on the line to indicate where they stand on a particular issue.

For example - move to the left hand side of the room if you like chocolate, the right hand side if you like strawberry.

If people don't have a strong opinion they stand in the middle.

Continue with other examples / extremes:

* Fold toilet paper or Scrunch
* Sleep in or Get up Early?
* Big party or intimate dinner?
* Dance or Alternative Music
* Would you rather go to the football or a concert
* The pub or night club (for young adults or older!)
* Sweet or Savory
* Do homework or do the dishes
* Facebook or Twitter
* Summer or Winter
* Surf or Skate
* Would you rather be beautiful or smart?
* Be taller or shorter?

When everyone chooses a position, read out the next one and everyone moves again. Kids love to express themselves so this is a good game to get them to explore and express their opinions on some things.

Tuesday, January 26, 2010

Truths & a Lie

• A different kind of get-to-know-you activity which is engages and challenges each group member in a fun way
• Particularly useful as an icebreaker, e.g. can be used as a opener for a workshop/conference.
• For large groups (e.g., 30+), it is best to split into smaller group sizes.
• Hand out cards or paper and pens (or if participants bring their own, that's fine)
• Explain that in this activity each person write two truths and a lie about themself and then we will try to guess each other's lie. The goal is to: a) convince others that your lie is truth (and that one of your truths is the lie) and b) to correctly guess other people's lies.
• Allow approx. ~5+ minutes for writing 2 truths & a lie - this isn't easy for a lot of people - there will some scribbling out, etc. The slower people will probably need to be urged along to "put anything you can think of" down. Allocate 5-8 minutes, but you will probably need to urge people along.
• Announce that we will now walk around and chat to one another, like a cocktail party, and ask about each other's truths and lies. The goal is to quiz each about each statement to help determine which are the truth and which is the lie, whilst seducing other people into thinking that your own lie is a truth. At the end we will caste our votes and find out the truth.
• Emphasize that people should not reveal their lie, even if it seems others might have guessed.
• Allow min. 10-15 minutes of conversation time.
• Gather together in a circle. Start with one person who reads their three statements aloud (to remind everyone). Then read the statements again, stopping to allow a vote for each one. e.g., "I am Turkish. Who thinks that is a lie? [Vote] I am vegetarian. Who thinks that is a lie? [Vote] I have a metal pin in my right leg. Who thinks that is a lie? [Vote]. OK, my lie was "I am vegetarian."" The facilitator will need to help each person out, especially intially until the basic format is understood. The facilitator may add drama and reinforcement, etc. for correct guesses, tricky statements, etc.
• The exercise can be run competitively, e.g., count up how many correct guesses of other people's lies and take away the number of people who correctly guesses your own lie. Highest score wins (honesty counts!).

Fear in a Hat

Fear in a Hat
• Set an appropriate tone, e.g., settled, attentive, caring and serious.
• The tone could be set by introducing the topic of fear and explaining how it is normal and natural at this stage of program that people are experiencing all sorts of anxieties, worries and fears about what might happen. A good way of starting to deal with these fears is have them openly acnkowledged - lay them on the table, without being subject to ridicule. Having one's fears expressed and heard almost immediately cuts them in half.
• Can be done as the first activity in a program, during the initial stages or well into the program. When used early on in particular, it can help to foster group support and be helpful for alerting the group to issues they may want to respect in a Full Value Contract.
• Ask everyone, including the group leaders, to complete this sentence on a piece of paper (anonymously):
"In this trip/group/program, I am [most] afraid that..." or "In this trip/group/program, the worst thing that could happen to me would be..."
• Collect the pieces of paper, mix them around, then invite each person to a piece of paper and read about someone's fear.
• One by one, each group member reads out the fear of another group member and elaborates and what he/she feels that person is most afraid of in this group/situation. No one is to comment on what the person says, just listen and move on to the next person.
• If the reader doesn't elaborate much on the fear, then ask them one or two questions. Avoid implying or showing your opinion as to the fear being expressed, unless the person is disrepecting or completely misunderstanding someone's fear. If the person doesn't elaborate after one or two questions, leave it and move on.
• When all the fears have been read out and elaborated on, then discuss what people felt and noticed.
• Can lead into other activities, such as developing a Full Group Contract, personal or team goal settings, course briefings which specifically tackle some of the issues raised, or into other activities in which participants explore their feelings and fears (e.g., see the Fear in a Hat description at www.nurturingpotential.net)
Variations
• Likes and dislikes - in two separate hats
• Worries
• Complaints/gripes
• Wishes
• Favorite moments

Mirror Image

• This activity involves people in pairs, with one person mirroring the actions and movements of the other person.
• Body movement exercises can be most revealing, confronting and rewarding. "Human sculpting via mirroring" brings body movement exploration into the dyad. By reflecting body movements of another, several subtle but complex processes are activated, heightening self- and other-awareness. Immediate non-verbal feedback exercises in the right time and place have the potential to be transformational. Other times this can simply be a fun loosen-upperer.
• Works with any size group; split into pairs/couples.
• Although it is simple, the activity can be confronting, and requires mature leadership and a well chosen moment/sequence/program.
• Usually make sure the social ice is well and truly broken, and that there have been other body movement and physical warmup/stretching exercises, with some laughter and some seriousness.
• Offer a demonstration. Invite a volunteer to stand facing you about half a metre apart. The instructor initiates action, with the other person following in "mirror image".
• Make your movements interesting and slow enough for the other person to mime as if they were a full length mirror.
• Also include zany stretches/contortions to get a few laughs, especially facial gymnastics. Include action sequences for tasks like brushing your teeth. The demonstration helps to loosen up conceptions and inhibitions.
• In pairs, one person stretches, the other follows. Then swap after some time.
• Debrief as you see fit.
Notes
• Variation: Reverse-mirror image. Try following partner's movements in reverse-mirror image (i.e., swap left <-> right)
• The exercise can be done in different ways to emphasize difference aspects, e.g., for trust-building, drama warmup, ice breaker, etc

Gotchya! (Grab the Finger)

Gotchya! (Grab the Finger or Cheese)
• Handy icebreaker and attention-grabber for kids thru corporate group programs.
• Stimulating group activity to get people together, focused, challenged, having fun and ready for action. Useful to get focused attention when people arrive, get off the bus, or to fill 5-10 minutes.
• Works with any size groups, indoor and outdoor.
• Participants stand in a circle, arms out to the side. Left hand palm up, right index finger pointing down and touching on neighbor's outstretched palm.
• "When I say the word go, do two things.... grab the finger in your left hand, and prevent your right finger from being grabbed... 1 ... 2 ... 3 ... [add suspense] ... Go!".
• Repeat several times.
• The trick is dramatizing the "Go!", the build up of suspense, and most will jump the gun, adding to the fun.
• Try a different trigger word, e.g., "Cheese", and mention lots of other "eeze" words for humor - peas, sneeze, wheeze, please and freeze.
• Or use the word/theme of the day e.g., "outdoor" to help get people listening to every word.

Group Juggle

Establish pattern of tosses including everyone in a circle. Add additional objects periodically.
(A variation contributed by: Nancy J Rimassa) This is a good way to help a group of strangers remember at least one person's name forever.
1. Have the group stand in a circle, fairly close together.
2. Toss a ball across the circle, calling out the player's name to whom you toss it to. That player tosses to a different player and so on until everyone has caught the ball and thrown it on once. It should be back in your hands at this point.
3. Repeat the sequence a couple of times. Add a second bell and then a third. Add as many balls as you want.
Variations? Make a wide circle out of doors.
Use toilet paper instead of balls.
Use various size balls.
The game ends when no one will play anymore

The Banana Pass Game

Players lie down on the grass, head to toe in a straight line with each person’s toes about 2 feet away from the next teammate’s head. When the game begins, the first people in line grab hold of the banana with their feet and pass it over their heads to the next person’s feet. The next person receives the banana with his or her feet and passes again until the entire team is done. When the banana has been passed to the last person, this person must peel the banana and eat it (ewww!). After eating it, the person then must run back to the starting line, finishing the race for the team.

Seven-Up (7Up)

Seven-up (7Up) is a popular elementary school game that has the benefit of getting kids to be quiet. In the game, seven students are chosen to be “It”, and so they stand at the front of the classroom. When the lights are out, the remaining students are instructed to close their eyes, put their heads down and make a fist with one hand, except for an upwards-pointing thumb. The seven standing students roam around the room, each touching one person’s thumb. The person that was touched then puts his or her thumb down, so that he or she isn’t picked twice.

When the seven students are done choosing, they return to the front of the room (”Heads up, seven up!”) and the lights go back on. All students open their eyes and raise their heads. The seven students whose thumbs had been touched stand up and take turns trying to guess who their toucher was. If they guess correctly, they replace the toucher at the front of the room. If a toucher managed to not get picked by the student he touched, the toucher stayed in the game for another round.

This game is especially well-suited for kids.

Couch Game

How to Play

The Couch Game (also known by the name Kings and Queens) is a memory-based game that takes a moment to learn. Form a circle with the couch (or four chairs) as part of the circle. Place two males and two females on the couch, and have the rest of the people fill in the circle, in alternating order (guy next to girl — no two guys next to each other, and no two girls next to each other). One chair must be left open. Have everyone fill out their name on a piece of paper. Place all the pieces of paper in a container. Go around the room and have someone pick out a piece of paper with someone’s name on it (they cannot have their own name). They must not let anyone know whose name they have. The person to the left of the empty chair begins by calling out someone’s name. The person who is holding a paper with that name must move from their seat to the empty seat. The object of the game is for the guys to get four guys on the couch while the girls try to get four girls on the couch. This game is a memory-based game which sometimes leads to humorous results due to its gender-based competitive nature.

Never Have I Ever

How to Play

Tell everyone to sit in a circle. Each player holds out all ten of your fingers and places them on the floor. One by one, each person announces something that they have never done; for example, they say, “Never have I ever been to Canada.” For each statement, all the other players remove a finger if they have done that statement. So, if three other people have been to Canada before, those three people must put down a finger, leaving them with nine fingers. The goal is to stay in the game the longest (to have fingers remaining). Thus, it is a good strategy to say statements that most people have done, but you haven’t. This can be humorous (e.g. “Never have I ever skipped a class in school” or “Never have I ever soiled my pants.”) The game provides a good way to find out unique experiences and facts about people.

Mother May I (also known as Captain May I)

How to Play

This game is a simple childhood action game that might be good for reinforcing the use of manners. One person is chosen as the “mother” (or “captain” if it is a male). She or he stands facing away from a line of kids and selects a child at random, or in order. The mother/captain calls out a direction, step type, and number of steps. For example, the mother/captain can say: “Scott, you may take seven (or any other number)’ baby/normal/giant steps forward/backward.” The child then responds with “Mother may I?” (or “Captain may I?” if it is a male player in charge). The mother/captain states “Yes” or “No”, depending on her whim, and the child obeys and takes the steps. If the child forgets to ask “Mother may I?” then he/she goes back to the beginning of the line. The first one to touch the Mother/Captain wins and becomes the new Mother/Captain.

An alternate version of the game is similar: each child takes turns asking, “Mother/Captain may I take [x kind of] steps?” The child who is mother (or captain) replies yes or no.

There are other kinds of steps possible for this game – be creative and come up with your own. For example, there are:

* Bunny hops: hopping like a bunny.
* Frog hops: going down on all fours and hopping up like a frog.
* Scissors steps: jump while crossing your feet, then jump while uncrossing them was one step.
* Skip steps: steps as though one is skipping.
* Banana step: the child lies down with his or her feet at current spot, noting where the top of his or her head is, and standing up there for the new spot

SPUD Game

Spud is a simple, fast-paced action game that contains running, dodging, and throwing. It is a popular camp or kids game, but youth group students, college students and adults will probably enjoy playing this game too. Lots of variations exist for this game — be creative!
How to Play Spud

To set up the Spud Game, have each player count off and remember their number. An optional variation is to have more than one person per number. After everyone is assigned a number, have each player group together in a bunch. One person starts with the ball in the center of the bunch.
At the beginning of each round, the person with the ball (who is in the center of the bunch) throws the ball upwards to the sky while yelling a number. Everyone disperses and runs in all different directions away from the bunch except for the person(s) whose number was called. The person whose number was called catches the ball and then yells “Spud!” When he or she yells this, everyone must freeze. The person with the ball then is allowed to take three giant steps toward any player. He or she throws the ball and tries to hit someone. To dodge, players are allowed to move all parts of their body except they may not move their feet at all. If a player is hit the first time, he or she earns the letter “S”, eventually spelling the word S-P-U-D. The person who was hit becomes the new thrower; otherwise, the thrower who missed earns a letter. The next round begins and play continues. Whoever spells the letter S-P-U-D is out of the game; alternatively, if you do not wish to eliminate players, you can set a time limit and whoever has the least amount of letters when time expires is the winner

Capture the Flag

Capture the Flag is a popular team-based action game that is typically held outdoors. It is a fast paced cousin of “It Tag,” with lots of running and chasing, and some strategy. The following is the traditional version, although there are many variations of the game.
How to Play
Divide the players into two teams. Agree upon the legal boundaries of play, determine the location of two “jails” (one for each team) and set up a middle boundary between the two teams. At the beginning of each round, each team hides and defends their own “flag,” which is any object that is durable and safe to toss around and run with (e.g. a bright T-shirt or cone). The flag must not be obscured; it needs to be more than 50% visible. Optionally, you may have more than one flag if there are enough people. The object of the game is for one team to grab the flag of the other team and bring it over to their own side. When a member of the opposing team crosses over the middle boundary into the opposing team’s territory, the other team is allowed to tag the person and take them to a “jail” where they stay until they are released (tagged) by one of their own team members who has not yet been captured.
Be sure there is plenty of space outdoors, as there will be lots of running involved. Also remember: safety first. Clear the area of any dangerous obstacles or hazards.

Reaction Game

Form groups of six to twelve people. If playing this game with a very large group as an icebreaker, you can also choose four or five volunteers and have them go to the front of the room. The first step is to ask players to create some events. Give each player small sheets of paper and pens. Ask each player write some events. Encourage creativity. Some examples of events:
• Being attacked by a shark while fishing
• Hitting a home run to win the World Series
• Watching the lottery and realizing that you have the winning number
• Being presented a large engagement ring and proposed for marriage
• Going on a first date with an attractive person
After people are done writing events, collect the sheets and place them in the container (a hat or small bag will do). Within groups, choose three or four people to act for each round. Ask the players to randomly draw an event from the container. Without giving away what the event is, give each player 30 seconds to 1 minute to act out a reaction to the event they received. They may act out using charades rules, and they can also make noises and talk to the other actors (while staying true to their character).
As players act, this should lead to funny results. When time expires, the other team members attempt to guess what event each person had. If you want to keep score (optional), award a point for each correct guess. Winning or losing tends to be less important for this icebreaker, however, as there is a lot of humor and entertainment value in watching people react to silly things.
Variations
Other variatons of Reaction include:
• Narrator explains each event before the actors act. This makes the icebreaker less of a competition, but it still makes it entertaining.
• Noises permitted, but no words. This variation permits noises as long as they are not actual words. The game becomes more challenging, yet it can be more funny to watch.

Pulse Game


Summary: An action oriented icebreaker that works especially well with large groups of people. A game of quick reflexes and passing on the pulse!
Ages: All. Recommended # of People: At least 40 people. Messiness Factor: Might break a small sweat. Materials Required: A coin, a chair, and any small object like a tennis ball. Recommended Setting: Indoors.
Pulse Game
The Pulse Game (also known as the Electric Current Game or the Electricity Game) is a great way to break the ice, especially if you have a large group people. In a fast paced action game, two long lines of humans resemble a fast moving electric current!
Setup
To set up the Pulse Game, you need to form two teams of equal size. The easiest way to do this is probably to have each player pair off with another person. When you’ve divided the group evenly, have each team member face the same direction, and have each team facing each other. Instruct each team to hold hands to form two long human chains. At the end of the two lines, place a chair with a small object (e.g. a tennis ball) on it. The referree stands at the front (see picture below).

Playing the Pulse Game
To play the pulse game, have the two players at the front of the line watch the referee. Have everyone else close their eyes and face downward. Instruct everyone to be silent. For each round, the referee does the following: Flip a coin and quietly show it only to the first two players at the front of each team. Whenever the coin shows ”Heads,” the two people at the front of the line must squeeze the hand of the next person in line as quickly as possible. Whenever that player’s hand gets squeezed, he or she quickly continues to “pass the electric current” by squeezing the next person’s hand, and so on. As the “electric current” transfers along the line, the goal of the game is to be the first team to grab the object (the ball) on the chair. If heads was flipped and a team successfully grabs the ball, that team wins a point. On the other hand, if the team grabs the ball but heads was not flipped, then the point goes to the other team. After each coin flip, wait several seconds and then flip again. Keep flipping until the coin shows “Heads.” For a short game, the winner is the first team to score 10 points. For a longer game, you can increase the number of points.
Have fun playing this fast paced, quick reflex action game

Let’s know each other better

Objective:

This team building module concentrates on getting the participants to get to know the other members of the group.

On completion of this module participants should have developed their communication and interpersonal skills and know a reasonable amount about their new team members.

Procedure

Participants begin by pairing up and asking their partner questions about themselves: How old? Where from? What hobbies, interests, etc.?

Then you switch name badges with your partner and adopt his or her persona (effectively become your partner) and remembering all they have told you.

Then, find a new partner, show the badge name and point to whom it belongs and say as much as you can remember about that person.

Reverse roles and then exchange badges.

Repeat this process until each participant has talked to at least 5 other people.

Finally select some participants to introduce and then have them talk about one or more of the people they had talked to Debrief period.

Approximate Time Required
5-60 min.

Location
Seated place

LET’S STRING ALONG

Objective

To demonstrate the interdependency of individuals

Procedure

Start by stressing that we are all dependent on each other.

To illustrate your point, ask group members who they are dependent on in that group.

The first person is given a ball of string and picks out someone she/he works with.

The person throws the ball at the co-worker, and states how he is dependent on that person.

Continue process as time permits. If entire group is “tied” together restate the initial point.

Discussion Questions

Even with the independent nature of our jobs, most of us still need others why?
How did you choose the person to whom you tossed the ball of string? Could there have been others?
Can you think of any cases where we operate totally without support?

Approximate time required
15-20 minutes

Location
Seated place / out side place

BIGGER and BETTER

Summary: A teambuilding activity in which teams are given a small object (e.g. paperclips) and must keep trading and upgrading their objects to get the biggest, best objects possible until the time limit expires. The objects are judged for size, value, and creativity.

Ages: 14 and up. Recommended # of People: Teams of 2-10 people. Messiness Factor: Light. Materials: Paper clips or other small objects. Recommended Setting: Outdoors.

Bigger and Better

Instructions: How is it possible to turn a paper clip into a guitar, laundry machine, bicycle, or other huge objects like a yacht? Through a team-building activity called Bigger and Better! Split the teams into groups of two to ten, depending on the size of your overall group. Distribute paper clips (or some other small object) to each group. Clearly indicate the time limit for this activity (e.g. 2-3 hours), and let them go off to trade. The goal is to come back with the biggest, best, most creative object after a series of trading and upgrading. When the time expires, everyone reconvenes at a predefined location for the show-and-tell and judging process.

Judges choose the best items on various criteria: size, value, creativity, and overall best. This game has benefits of having team members work together and think creatively on how to upgrade their items. Camaraderie is gained through this fun process – enjoy!