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Impromptu Games That Drive Teenagers Crazy!

99 or more times read
SHE DIED, SHE DIED, SHE DIED, IS SHE DEAD?

This game is great for traveling or just generally driving a group of teenagers insane.

The game involves nothing more than a statement of 'She died' and a question, 'Is she dead?'

You can say 'she died' as many times as you want and in any pattern you want. It is important to use patterns for the teenagers to focus on. Tell the teenagers that something you say or how you say it tells them if she is indeed dead.

The key is simple: Every time you begin with the word, 'Listen' then she is dead. If you start your pattern, "She died, she dieeeed, she died, and ssssheee died. Is she dead?" But you didn't say, 'Listen,' then she is NOT dead. Stress the word 'listen' as if they are not listening well to you.

This is hilarious, because you will say, "LISTEN! She died, she died, she died, she died, she died. Is she dead?" It will take them a long time to figure it out. Play it up. Repeat patterns and stresses of the 'she died' part and when they think they know it, change it up. Stay consistent with the 'listen', however, for that is the key.

Example:

Pastor: "Okay, she died, she died. Is she dead?"
Emily: "Yes."
Pastor: "No, she's not! LISTEN! She died, she died. Is she dead?"
Emily: "No!"
Pastor: "Yes she is!"
Emily: "Ahaaggg! I don't get it! You didn't say anything different!"

I use this when I just need to drive someone crazy.

CLICK, CLICK, BANG, BANG, WHO'S DEAD?

This one is similar to the last one except in two ways. Form the fingers of your hand into a gun and point to each of the teenagers and say either, 'Click' or 'Bang' until you get to the end and then ask, "Who is dead?"

The Key: The person who is dead is the very first person who speaks up after you ask, "who is dead?"

Don't respond right away though. Let others guess. Use patterns of "click, click, click, bang, click, bang, etc". Tell them that there is an easy way to ALWAYS figure out who is dead.

Interestingly enough, the one who is usually the outgoing, loudmouth in the bunch, will end up dead more often than not. You can say, "loud mouth" as a hint.

MIND READERS

This one doesn't necessarily need any supplies, just a room. A stick or pointer does help a lot however. This game requires a partner who knows what to do.

Tell everyone that your partner has learned to read your mind. That he can be sent out of the room and anyone in the room can pick an object unknown to the person sent out. But upon returning, you will point to a bunch of the various objects in the room and your partner, who can read your mind, will know which one it is every time.

The Trick: As you point to each object, your partner knows that when you point to a black object it will be the very next one after the black object. If someone in the audience thinks he knows how it is done, send him out to try.

Example:

I say, "Okay, Billy, leave the room. Good. Now, someone pick an object in the room. It can be anything including on someone."

Sue points to Jim's white shoe.

"Okay. Billy! Come back in here. Now Billy, I want you to watch me very closely. Are you watching?"

"I am."

"You can read my mind?"

"Yes."

"Okay, is it this?" I point to a white clock. I also give a little flick to the pointer just for kicks.

Billy stares at the clock then at me. He says, "No."

"Is it this then?" I ask, pointing to some other object.

"No."

We go on like this for a bit until I point to the black speaker. "Is it this?"

"No."

I then point to Jim's white shoe. "What about this?"

"Yes!"

"Good! Does anyone else here think they can read my mind and want to give it a try?"

I will vary how I say things and how I point and how I use the pointer to confuse the teenagers. They will focus on those things first.

Important: When one thinks he knows how to do it, don't let him say. Send him out and have him try it. If he has latched onto your false pattern, mess him up.

THE MAGAZINE GAME

This game is very similar to the last one. It does require some supplies however:

1. Nine magazines or books.
2. A pointer.
3. A partner who knows the trick.

Arrange the nine magazines on the floor into a tic-tac-toe pattern:

X..X..X

X..X..X

X..X..X

Send your partner out of the room and announce that your partner can always pick the right magazine that anyone in the room chooses. Their job is to figure out how your partner knows--how you are telling him without saying so. If they think they know, they will be sent out to try. Have someone pick a magazine.

When your partner comes in, you will begin to point to the various magazines on the floor. He will guess the right one every time.

The Trick: You show your partner which magazine is the correct one by where you point the very first time. If you take a single magazine and visualize it divided up like a smaller version of your tic-tac-to board, you can point out which magazine is the right one by where you touch the first magazine.

The places you may touch on your very first point on a single magazine:

XXXXXXXXX
Xo...o....oX
X............X
Xo...o....oX
X............X
Xo...o....oX
XXXXXXXXX

The 'o' is the various places you point to the very first time when you ask, "Is it this one?" If you point to the middle 'o' placement (and it doesn't matter which magazine you first point to) then your partner knows it is the middle magazine. If you point to the lower right position--even on the upper left magazine--your partner knows the correct magazine is the lower right one.

After you point to the first magazine and show your partner which one is the correct one, it doesn't matter what you do after that. You can twirl the pointer, stress the "Is it this one? What about that one? Here?" and so forth. You can switch hands, take a step or two or do whatever to leave false patterns for people to latch on to.

If someone in the audience thinks he knows the trick, have them go out and try it on him. If he has fallen prey to one of your false patterns, mess him up and then start over with a whole new pattern. They won't realize you hadn't been doing the new pattern all along.

It will drive them crazy.

Have fun!
Author Resource:- Greg S. Baker is a Pastor, Counselor, and Author specializing in building and strengthening relationships.

Please visit our website at: fitlyspoken.org

For more books and resources on how to communicate better, express yourself, and strengthen social skills. Check out our book, 'Fitly Spoken', a Christian based book that explores the intricacies of human communication and expression in relationships.

See my article directory for more articles: articles.christianbaptists.com

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