ICE BREAKERS FOR SOCIABLES
Bird Hunt
Names of different birds are written on small slips of paper and pinned
upon the backs of all the guests. A small card and a pencil are given
to each guest and they are instructed to go on a bird hunt. They
proceed to try to read the names on the backs of twenty other players.
The one first succeeding in getting the names of twenty birds wins the
game. Each player endeavors to avoid having the slip on his own back
read as he endeavors to read those on the backs of the others.
My Month
Twelve placards with the name of a month of the year on each are posted
about the room, and the players are instructed to gather around that
placard bearing the name of the month in which they were born. Then
each group in turn is called upon to select some activity typical for
that month and to act it out. The others endeavor to guess the month by
the activity represented.
Poison Circle
The group marches in couples around the room while a march is being
played intermittedly on some instrument. Small rugs are placed in the
path of the marchers or circles are drawn on the floor, through which
the marchers must pass. If any couple is left on a rug or within a
circle when the music stops playing, that couple drops out of the
march. All march forward again when the music starts and try to avoid
being caught on a rug or in a circle. The last couple in wins.
Shoe Hunt
Advertisements of shoes are cut out and the illustrations of pairs of
shoes are halved. These are hidden around the room. The individual
finding the largest number of pairs of shoes wins. Players are allowed
to trade with each other in order to complete their pairs.
Matching Advertisements
Advertisements are cut from magazines and each advertisement is divided
by irregular cuts into two halves. One half is placed in the pile to be
distributed among the men; the other half to be distributed among the
ladies. These halved advertisements are distributed among the guests
and the men seek their partners by finding the other half of the
magazine advertisement matching their own.
Matching Proverbs
Familiar proverbs are divided into groups of three or four words. These
are distributed among the guests. There should be at least two words,
and preferably more, on each slip. Each individual then seeks to find
those others holding the words which complete his proverb.
Example--The proverb, "A stitch in time saves nine", is chosen. On one
sheet of paper is put "A stitch"; on another "in time"; and on another
"saves nine".
When the individuals necessary to make the complete proverb have
gathered together, they represent their proverb by pantomime to the
others.
Mixing March
The group, arranged in couples, forms a circle with the ladies on the
inside facing their partners. When the music starts playing, the
partners separate, both going to the right about the circle. This means
that the ladies go in one direction and the men in the other. When the
music again stops, the men will be opposite new partners and these
partners must face each other and converse on some subject suggested by
the leader. When the music again starts the conversation ends and both
groups again continue their march in opposite directions and so the
game continues. It is suggested, if the group be large and not well
acquainted, that each time a new partner is faced for conversation,
hands are shaken and names and places of residence given.
Musical Medley
This game is similar to the game entitled "Matching Proverbs", except
that different lines of songs are distributed among the guests present
and each seeks to find the individuals holding the lines necessary to
complete his song. When all are located they get together and practice
their song in preparation to sing it to the rest of the group or act it
in pantomime.
Puzzled Words
Words are written out on slips of paper and then cut into single
letters. Each letter going to make up a word is given the same number.
For example, in the word "battle", number each letter of "Battle" No.
1. All of the number 1's are told to get together, discover what their
word is and when their number is called, act it out for the group to
guess.
Trip Around the World
Various articles are distributed around the room, each representative
of some country. For illustration, a package of tea, representing
China; a shamrock, representing Ireland; a maple leaf, representing
Canada.
A slip of paper and a pencil are given to each member of the group, who
endeavors to guess what country each article suggests.
Bean Penalty
Each guest, upon entering the room, is given ten beans and instructed
to ask questions of each other. Should a question be answered by either
yes or no, the individual so answering must surrender a bean to the one
asking the question. At the end of the playing period, the individual
having the largest number of beans is the winner.