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These are the "cabin time" ideas that have been discussed in an online module that I took. There are improv games, some crafts, and...well, games in general:


"Sit, Stand, Lay"
3 Players. All 3 players must be laying, sitting or standing during the entire scene.

This game can be really amusing. The three actors are going through a scene and everyone must be doing one of the three things: sit, stand, or lay. Throughout the scene, someone will change position and the others must change. No one can be doing the same thing as another.


"Poison Pot"
Everyone links arms (or hold hands) and form a circle around an object (my youth group has used a trash can; the book says to draw a circle on the ground- anything that works for you). When you tell them to start, the circle will spin and try to make someone touch the object (or step in the circle). Whenever someone touches it, they're out and the group reforms. If the circle breaks, the two ends are out and the group reforms. This keeps going until there's one person left. Last one standing wins.


"Thread the Hoop"
Everyone stand in a circle, holding hands. Have a hoola-hoop hanging from one person's arm. When you tell them to start, they will have to get the hoola-hoop all the way around the circle without letting go of each other's hands. This uses the work of having to step through the hoop and getting it over their head. Hopefully, this will produce the group encouraging one another. Maybe you'll want to time them and then see if they can do it again faster. If they're fair sports, try two groups. This would produce fun competitiveness in where they might encourage their team mates. If things go down hill, change the game.


“Camp Clue” [[Introduced by another counselor]]
Use the game Clue, but rename the…
~Rooms {Places at your camp}
~Characters {Each character is a staff member...maybe cabin members}
~Weapons {Things at camp: i.e.: Watergun, Bucket of water, broom, ect.}


“Mr. Hit” [[Or “Mr. Tap”]]
Stand in a circle. One person announces, "I am Mr. Hit!" Mr. Hit begins walking directly (but slowly, at first) towards another person in the circle, with his hands out in front of him like a zombie. If he touches (hits) the person, they are "out" and must leave the circle. The only way the intended victim can stop Mr. Hit is to call out the name of another person in the circle before any contact is made. No fair running away.

Once a name is called out, that person instantly becomes Mr. Hit and begins advancing on a victim. (He doesn't have to announce that he is Mr. Hit after the first time.) Again, the only way the victim can save himself is by calling out a name.

Continue play until all but two people have been eliminated. It gets harder and harder, because as people are "out" the fund of names grows smaller. You can't say the name of a person who is out--it must be someone who is still in the circle. It sounds easy, but it isn't. It is very difficult to think with Mr. Hit bearing down on you.

[[As quoted from: { http://www.childdrama.com/warmups.html } ]]


“Bum-Bum-Bee-Bum-Bum”
One person walks around the inside of the circle and suddenly comes face-to-face with someone and says "Left" (or right). The person who is being spoken to has to quickly be able to say the name of the person on her left (or right) before the "It" person can say something like bum-bum-bee-bum-bum. Like Gale's game, it sounds easy, but it's fast-paced & you have to know the name of the person on each side of you & be able to think quickly when faced with "It".


“Hitchhiker”
Set up four chairs to resemble the front and back seats of a car.
The first three people get in the car, leaving the rear passenger-side seat empty. The three people in the car invent a scenario to explain their traveling together, and mime driving along, improvising a conversation, etc.

The next person in line enters the scene as a hitchhiker. The hitchhiker must have a fairly clearly defined character. The people in the car must stop to pick up the hitchhiker, but they improvise how politely they do it, etc., based on their characters.

Once the hitchhiker is in the car everyone in the car begins to pick up the hitchhiker's personality and mannerisms. (For instance, if the hitchhiker is paranoid, soon everyone is paranoid... If the hitchhiker is excessively cheerful, soon everyone is, etc.). When the four pick up another hitchhiker, everyone rotates and the driver leaves the scene.

{ http://www.childdrama.com/warmups.html }


“Wink” {or Murder In The Dark}
One person is "it" and their responsibility is to wink as many people as they could without anyone figuring out who "it" is. If you get winked at, then you were "dead" (after three seconds) and could make this dramatic death scene. But if someone in the group saw who was doing the winking ("it") they could say their name and a new "it" took over. If someone calls the wrong name as “It”, the person who called wrong is “dead”. [[You may Uno cards to decide the “It”. Select one wild card and have numbers for the rest. Wild is “it”. May use regular cards, joker is it.]]


“Scavenger Hunt Jar” [[Introduced by another counselor]]
Partially fill a jar with birdseed. The jar could be an empty peanut butter jar; whatever works. Put random objects in the jar. Mix them into the birdseeds (shake it?). Suggested items:

1. BB
2. macaroni
3. staple
4. clear push pin
5. shiny star (metallic)
6. button
7. crystal bead
8. brass fastener
9. safety pin
10. gold ring
11. match
12. penny
13. toothpick
14. nail
15. red heart
16. paperclip
17. straight pin
18. rubber band
19. sea shell
20. glass rock



“Make A Piñata”

Materials Needed:
2 cups flour
3 cups water
1 large round balloon
Newspaper cut into strips
Paint, crayons, or markers
Colored crepe paper
String

- Blow up a large balloon and tie the end
- Mix the flour and water together until it makes a smooth paste
- Cut the newspaper into long 1 inch thick strips and dip into the flour/water mixture
- Carefully place the strips on the balloon until it is covered, leaving a hole at the top
- Set aside and let the balloon dry
- Place another layer of newspaper dipped in the mixture over the balloon and let dry
- Repeat with one more layer, making sure you leave the hole at the top
- When dry, pop and remove the balloon
- Paint your pinata with different designs and colors
- If desired, hang colored crepe paper from the sides and bottom
- Punch 2 small holes in the top near the opening and string a large piece of string through the two holes
- Fill your pinata (through the hole you left at the top) with candy, toys, or any other fun surprises. You should also fill with strips of newspaper so the surprises are not all in one location
- Tie your pinata in the air with the string and have fun!


“Jack-in-the-Box”
(Similar to Simon Says—definitely for Trailblazers or younger) Each camper gets in her imaginary box and I call out Jack in the box & they get in their boxes. Jack out of the box and (surprise!) they get out of their boxes. However, if I don’t say “Jack” before the command, they shouldn’t do it lest they be out. Play continues until one very good listener remains.


“Silent Speed Ball”
Have a soft ball the size of an actual softball or smaller. Toss the ball around (it’s called speed ball because we play it hot-potato style, but no zinging the ball!) If someone misses the ball, the “judge” has to decide if it was a catchable throw or not. If it was catchable, then the person who missed or dropped it is out; if it was a bad throw, then the person who threw it is out. As the game progresses or is repeated, it can be made more challenging by standing on one foot, putting one hand behind back, etc.


“Mama, do you love me?”
The group stands in a circle with one being “it”. “It” walks around inside the circle and then comes up to someone and says in her funniest voice (sometimes making faces and/or acting bizarre) “Mama, do you love me?” If the person she asks can reply, “I’m sorry, honey, I just do not love you” without laughing, then she becomes “it”. If she laughs, then the original person gets to try with someone else. {{If they don’t want to be “it”, switch it so that not laughing keeps him or her safe from being “It”}}.

Another game is to have one camper sit with her back to the group. Someone in the remaining group is selected to say a predetermined sentence (could be a verse, but I’d be careful of getting too silly with that) such as, “Hi, Hummingbird. How is camp this year?” of course in her best, funny voice. If the person being spoken to can correctly name the person who spoke, she gets to be it again. If the person speaking fooled the guesser, then she becomes “it”. With large groups, I give them 2 chances to guess who spoke.


“Freeze”
Two of the campers will be improvising any type of scene for a little bit and then someone will call "freeze" when one of the actors is in a good position. Then, the actors freeze and the person who called freeze will tap one of the actors’ shoulders and replace him or her. That new actor then starts a whole different scene based on the position he took from the previous actor. Don't let the campers call freeze too fast; maybe 20 to 30 seconds before calling freeze?


“Your Part of the Family”
Before the activity, put out one sheet of paper for everyone attending - one sheet for each person, with their name written across the top. During the gathering, hand out the pages along with pencils, making sure that nobody gets their own. Tell the group that at no time are you to receive a paper if your name is on it.
At the sound or a whistle give each camper 40 seconds to write a note to the person at the top of the page. It is not to be signed by the writers. They are to write why they want that person to remain part of the family. Reasons like "Because your smile is great", "You are a good example of a quiet Christian", or "You are a lot of fun to be around" are all good answers. At the end of each 40 seconds blow the whistle and tell the campers to exchange papers.
After everyone has written on each other's paper, have the papers sent to the name on the top of the page. Each camper will be able to see a handful of kind messages, telling them they are special. Such friendly comments let’s the camper know he is among others who share a special friendship with him; he need not be selfish or self-centered, feeling like a "lone wolf."


“Koosh Ball”
This game creates a pattern of motion, involving concentration, focus and a lot of fun.

Start with small group of people. Form a circle.

One person starts with the koosh ball. He/she names a particular person in the group and throws the ball to him/her.

That person must catch the ball then names another person of the group and also throws the ball to him/her.

Everyone in that circle will throw the ball to the person they have each named. This implies that everyone will receive the ball from the same person and throw it to the same person. (ie: A always throws the ball to C and C always throws it to G, etc...).

Once the students have completed a full circle of ball throwing (3-4 times) without dropping the ball, The students will become more familiar with the activity. Then add a second ball and repeat the motion. Then go to 3-4 balls...

Once the students are comfortable with this pattern, form a bigger circle by integrating all the students, and start throwing 1 kooshball. Make a complete pattern. Every student will have the opportunity of receiving and throwing the kooshball. Once the ball has gone around without being dropped, introduce a second ball, then a third, and so on.

A variation:
Students number themselves and call numbers instead of names. The ball can be thrown up in the air and the number called must catch it before it falls to the ground.


“String Twist”
As an introductory game, cut a long piece of yarn or cotton string (a shoe lace would even work) ... Each camper takes the string and winds the string around his/her finger. As the camper is winding the string, he/she is telling things about himself/herself. The camper can wind the string as fast or as slow as they want, depending on how much they have to share about themselves. When they get to the end of the string, they have to stop, and pass the string to the next camper. The counselor goes last.


“Web”
We usually have one standard statement everyone has to fill in the blank or a question such as what is their favorite flavor of ice cream. After the 1st person says what she has to say, she holds the end of the yarn but tosses the ball to someone else. The person who catches the ball answers the same question, holds onto the yarn, and tosses the ball to a new person. By the end, a nice web has been made and everyone is connected and needed to maintain the web. If anyone lets go, the web begins to fall apart. This helps them to see that they need to buikd each other up.


“Numbered Steal the Bacon”
This is a game for 2-4 teams. Each kid on a team is numbered. When their number is called, they run to grab a bean bag, which is the “bacon.” 10 points are awarded per victory. I suggest “bonus points” to follow. The kids loved this one!


“52 Card Pickup”
Now before you declare our club cruel and unusual, I’ll give you the details of the game. Take a deck of cards and “sprinkle” them around the center a circle. Then the kids played various games where they would run around the circle and around me, then to the middle, where they would have to find their set number. Sometimes they just had to find one card, toward the end, they had to find three of a kind.


“Who Should you Listen To?”
Blindfold a player with a paper bag and have their team tell them how to get to the goal. With 2-4 teams going for the goal at the same time, the player has to listen for the voices of their teammates. Heat 2 has one or two kids walking near them using only their voice to give instructions. The object lesson is to spend time alone with God, away from distraction.


“Muscle-man”
Bring an over-sized sweatshirt for each team. Also bring about 10-15 small balloons for every 4 kids in your group. Have each team choose a guy representative or use leaders, and ask them to put on the sweatshirt. The object is to make a “muscle man” by blowing up, tying and stuffing as many balloons into the shirt of the guy until he is as “muscular” as possible. Give them about 2 minutes. Determine the winner by a panel of judges. The first guy to break all his balloons by himself is also declared a winner.


“Balloon Hats // Balloon Animals”
--—-QUALATEX 260Q PROFESSIONAL ASSORTMENT BALLOONS.
—---RED QUALATEX HAND PUMP

“Skit” {Related to devotion}

“Birthday Party!”

“Talent Show”

“Line Dancing”

“Friendship Bracelet”

“Popsicle Stick Crafts”

“Ultimate Frisbee”

“Speed Stacks”

“Capture the Flag”

“Decorate Your Cabin”

“Toilet Paper Dress” or “Toilet Paper Mummy!”

“Sock Puppets”

“Paint Sun Catchers”

“Bible Quiz Game”









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