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Stimulus
Super-Amazing Fun! Yay! Games List!![]()
The following games are for energizing the cast and
crew. Usually played in a circle, the commands of "Bunny," "Viking," and "Diva" are passed from one person to another. When the command is passed to one person, that person acts out that character while the two people on the side aid the scene. For example, if someone were to pass "bunny," the person in the middle would mime the big teeth and the people on the sides would mime the ears. Different commands can be added depending on the people involved. Another game that starts in a circle, Pass the Clap involves a leader who begins the clapping rhythm. This rhythm is passed from person to person around the circle, with each person making eye contact in passing the rhythm to the person next to them. The leader can vary the speed of the rhythm to make sure that everyone is in sync with everyone else. This game is also played in a circle. The person starting comes up with a sound and motion (note, they do not necessarily have to be sounds that would accompany motions--such as a sneeze and an "achoo"). This sound is passed to the person next to them, with the sound and motion increasing in volume and "over-the-topness" as it finally makes its way back to the original person, who makes it the loudest and biggest. The next person then comes up with a different sound and motion. One variation of this game is that the sounds and motions build into almost a story, so by the time the last person comes up with their own sound and motion, all the previous sounds and motions are incorporated in order, making a story of sound and motion. Developed during A Philadelphia Cheesesteak Story, this game MUST be played where there is an availability of couches (such as in the Green Room of Annenberg Center). The members line up and begin to run on top of the couch cushions, chasing each other in an innovated game of tag. Just don't trip! This game is very simple. Shout for 10 seconds. A variation of this game can also be played where the shout increases in intensity over the course of 10 seconds. Just like that old game of Freeze Tag you played when you were younger, TV Tag is played along the same lines. When one person is frozen, they can only be unfrozen when another person slides between their legs, stating a TV show. Then, the frozen person is now able to continue the game. (Note, should be played in a large room). Starting in a circle, this game involves one person in the middle. This person begins to walk in a very distinct way, inviting another person to join and mimic the same walk. Once the first person has walked completely around the circle on the inside, they rejoin the circle and the second person begins a new walk (completely different), inviting someone else to join them. To invite someone to join in the walk, the person in the middle says, "So-n-So, walk with me." Starting in a circle, the person in the middle of the circle begins miming an action. Someone from outside the circle comes in and asks, "What are you doing?" Then, that person in the middle says they are doing something completely different than what they were previously doing. That second person must then mime that action. For example, if the person starting in the middle mimes reading, and the second person asks, "What are you doing?" The first person answers, "Washing dishes." Then, that second person must mime washing dishes until another person comes in and asks, "What are you doing," continuing the cycle. Another childhood favorite, Red Rover starts with two teams on opposite sides of the room. The teams line up, holding hands tightly. Then, someone from one team calls out, "Red Rover, Red Rover, send so-n-so right over." Then that "so-n-so" person runs over to the line, trying to break up the bond of held-hands between the people. If the bond is broken, that person gets to choose one other person to join their line on the other side. If he/she fails to break through the line, then he/she must join the other team. Each team alternates calling people over until one team has all the people and is declared the winner. The members get into a circle. One person runs up to another across the circle. The two people jump in the air, slap both hands, and say, "Ho!" Then they switch places and the second person runs up to another person, slaps hands, and yells, "Ho!" A variation of this game involves more than one person running up and instigating the "Ho!" Members start in a circle. One person starts by passing a "zip" to the person next to them. That person can either "zip" the person next to them, or they can choose to "boing," which sends the "zip" back to the original person, causing it to go in the opposite direction it started. That person can either "zip" back or "boing" back. Similar to the above game of Zip-Zip-Boing, this game starts in a circle. The starting person can either "Zing" to the left or right. That subsequent person has three choices--to continue the "Zing" to the next person, to "Boing" and send the "Zing" back to the original person, or to "Pow" to a person across the circle. That next person has the same three choices. This game also starts with the members in a circle. The beginning person, claps a "Zip" to anyone else in the circle. That person then claps a "Zap" to another person. That third person claps a "Zop" to another person, who starts at the beginning of the sequence by clapping a "zip" to another person in the circle. This game should be played with eye contact between the people clapping so that the others know to whom the Zip, Zap or Zop is being given. As the members get more and more comfortable, the game will get faster and fast, with no pauses or hesitations between the "zip zap zop." This game should also be played in a circle. The leader person starts the verse and the others follow along. The verse goes like this: Flee Fly! (other members repeat) Flee fly flo! (members repeat) Cumma-latta-cumma-latta-cumma-latta bee(f)stick (members repeat) Nah, nah, nah, nah, nah-nah bee(f)stick (members repeat) Eenie meenie exe-menie wax-emenie sala-menie (members repeat) Eenie meenie exe-menie wax-emenie Soooo (members repeat and fall down You know the childhood game. Members hold hands and sing the following song: "Ring around the rosie, Pocket full a' posies, Ashes, ashes we all fall DOWN." Everyone falls down. Some of us here at Stimulus like to refer to this game as the "Plague Dance." A Stimulus favorite, the instructions of this game would not do themselves justice on this page. It is best described in person, I kid you not! The leader counts to ten. In those ten seconds, the members slowly curl themselves up until the 10th second when they are tightly curled up. After that 10th second (the 11th second, if you will), all members explode out of their curl, screaming and yelling as only an explosion could do. The members are in a circle. They begin to shake out their arms, one by one, followed by their legs. The number of shakes is as follows: 8-4-2-1. Each limb is shaken that amount of times, going faster and faster, counting out loud each time. A variation of this game involves shaking combinations of arms at legs during each of the counts. For example, the first eight counts would be the right arm and left leg; the next would be the left arm and right leg; the next would be the right arm and leg, followed by the left arm and leg. Then, the count would move to 4 in the same fashion or combined arms and legs. Members get in a circle and hold hands. Starting out softly, they repeat the phrase, "Gosh darn, we're energized," over and over, getting louder and more intense with each one until the energy explodes and everyone lets go of each other. The following games teach the fine art of making fools out of oneself and exaggeration of movements. Two people improv a scene. One of the members not improving will clap and yell, "Freeze." When this happens, the improv members must freeze. Then, the person that told them to freeze will take the place of ne of the improvers, mimicing their exact position, but starting the scene in a different way than it was going before. The object of this game is to form a machine will all members playing. One person starts by miming a motion and a sound. Subsequent people join, adding their own motions and sounds to the machine until everyone is a part of the machine. Instructions can be yelled, such as "Faster!" or "Slower" to encourage movement and group dynamics. An imaginary quadrant system is drawn on the floor. Each quarter of the circle is assigned an emotion. They should be four distinct emotions. Then, two people begin to improv a scene on the quadrant. Whenever someone is standing in a square, their character must take on that emotion. Whenever the person moves, the emotion must change to the emotion that corresponds to the square that he/she is in. Oh you KNOW this! I know you know this one, but I'll be nice and describe it. People line up in a "single-file" line, one person behind the other. The person at the front is the "leader" and everyone must follow was the leader does. After the person in front gets tired of being leader, he/she moves to the back and the second person becomes the leader...and so on. Members get into a circle. Someone goes inside the middle. The members on the outside chant, "So-n-so's got a boy/girl friend! Pizza Pizza DaddyO!" The person in the middle responds, "Who told you?" And everyone chants, "Pizza Pizza Daddy-O!" Then the person in the middle says, "Like a..." (fill in that blank) and begins to mime that action while the others in the circle mimic that person, saying "Pizza-Pizza Daddy-O!" For example, if the person in the middle said, "Like a rock star," then everyone would mimic a rock star. The person in the middle take three or four "like a..." depending on what they want to do. Finally, when he/she has had enough of being in the middle, he/she says, "like so-n-so" (who is in the circle). That person then comes into the circle and the game starts again. Best played with a foam ball, the members are split into two teams. Teams take their positions on opposite sides of the room. The object of the game is get all the opposing members out. To do this, you have to hit the opposing team members with the ball without them catching the ball. If they catch the ball, the person who has thrown it is out. Hits to the face aren't allowed and don't count as an out! The following games are listed under this heading and are described above:      Bunny-Viking-Diva      Sound and Motion      Bippity Bippity Bop      Walk with Me
CONCENTRATION GAMES
The following games teach eye contact and
focus.
CHARACTER GAMES
The following games encourage expression of emotion and
character.
SELF AWARENESS GAMES
The following games help you explore
yourself and each other.
TEAMWORK GAMES
The following games encourage teamwork, coordination and
bonding.
MISCELLANY GAMES
Games that do not fit the above catagories.
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