CHAPTER II

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.

School, Church, and Home Games · 第 2 / 7 章