Ting Tang Tommy. Simon Godwin
this game you’ll need two teams with a minimum of four people in each team. The two teams stand facing each other. At either end of each row place a chair (so you’ll need four chairs in total). On the two chairs facing each other at one end of the line, place a pile of ten pennies. When the umpire shouts ‘Go’, the two players on each team standing next to the chairs pick up a coin and place it on their hand. They have to hold their hand and palm upwards, with the penny resting in the palm.
The penny is then slapped from that palm to another and then onto the palm of the next player, who in turn transfers it to his other hand, and so on. The first player palms the coins from the pile as quickly as he can to get as many pennies travelling down the line as possible. The last player in the line drops the coin onto the chair standing beside them.
A penny may never be clutched. If it is dropped, it must be returned to the starting point on the chair. If you really want to test your players, when all ten coins have arrived you can demand that they send them back again. The first team to slap all their coins home wins.
Leaping Cards
Here I have adapted the original, rather sedate game into a high-octane team competition. The game has acquired a greater urgency as you now have to balance accuracy with speed.
The aim of the game is to be the team that wins as many points as possible. The game ends when one team has managed to throw all their cards.
Begin by spreading a newspaper on the ground and placing your hat in the centre of it. Using a jumper, scarf or the edge of a rug, establish a line around 1.5 metres from the hat. This will be where players throw their cards from.
Divide the company into two teams. Each team is given half a pack of cards. One team has the red cards and the other the black cards. On ‘Go’, one by one a member of each team goes to the line and throws a card towards the hat. For every card that makes it successfully into the hat, players are awarded three points, for any that land on the rim players get two points and for any card that at least makes it onto the newspaper, players get one point. In the fast and furious snowstorm of cards, leave the scoring until all the cards have been thrown.
Both teams scramble to throw their cards as accurately and as rapidly as possible. When one team has succeeded in throwing all their cards, the game stops. At this point the two team captains begin by collecting all their team’s cards that have landed around the room, which are discarded as they are worth no points. They then collect all the cards on the newspaper, which are worth one point. The captains should count as they go, moving on to gather cards on the brim (two points) and then in the hat itself (three points). The team with the highest score wins.
Picture This
Drawing games are like charades in that they ask for skills that most people don’t have to any great level. This is exactly why they are such fun.
You need a pinboard, which you can cover with sheets of A4 paper, or single sheets of A3, depending on what you have to hand and the size of your board. After forming two teams, each player writes three everyday objects on a different piece of paper and throws those bits of paper into a hat. The game begins with the first player pulling out a piece of paper from the hat and drawing the object on the board, which must be guessed by the rest of her team. Each player is given only thirty seconds to try and draw as many objects as possible. As the names are guessed correctly, the team keeps their papers to add up when the hat has eventually been cleared. The team with the most names at the end wins.
The Sofa Game
This game is a relay race. To prepare, you’ll need two plastic bottles. They can be large mineral water bottles or medium-sized plastic milk bottles. Form two lines. On ‘Go’, the first player of each team must put the bottle between their knees, climb over the sofa, touch the back wall of the room and clamber back again. If the bottle slips from between their legs, they have to stop and replace it. The returning player tags the next in line and the first team to make it home wins.
You should position the sofa in the middle of the room, some way from the back wall. Inevitably, the sofa will tip over with the weight of two players fighting to scramble over it, so you need plenty of space and a light sofa that isn’t going to crush anyone. When I played the game recently it was hilarious seeing a group of people in their early thirties coming up with the most amazingly ingenious solutions to scaling the sofa while maintaining control of their bottle.
Puff Balloon
You need two teams with at least three players each. In the centre of a room place a dining chair. Each team is given a balloon. On ‘Go’, the first player in each team sets off to try and blow their balloon underneath the chair to the other side. Once successfully blown under, the balloon is then puffed back directly to the starting line so that the next player can go. The first team to bring all their members home wins.
Players aren’t allowed to touch an opponent’s balloon but they may blow it. This becomes particularly relevant when the balloons clash on entering the vicinity of the chair. As players scramble to get their balloons under the seat, all sorts of breathy interventions are allowed by the two players fighting it out. Those waiting to race, however, must remain behind the line. The only pressure they’re allowed to exert is via cheering.
The Hat Game