Chapter 8 of 21 · 867 words · ~4 min read

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.

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