Running associations, Domino, Kaleidoscope, Tachistoscope...

Associations Run

Participants sit down in a circle. The host says two random words. One participant aloud describes the image that connects the second word of the presenter to the first one. Then the participant who created the image offers his word to the next player, the one who is sitting at his left hand. He connects this third word with the second word of the presenter, and sends his own word, already the fourth in the chain, as the assignment to his neighbor on the left. The game moves in circles. At the end of each lap, the leader of the stopwatch announces the time taken to complete it. Well-prepared participants can participate in the race for a few laps. The presenter has the right to stop the game unexpectedly and invite one of the participants to reproduce all the words. If a participant remembers only his words, then it is focused on a personal achievement and does not participate in the game.


To conduct this game you will need either a set of postcards, or pictures from a children's lotto, or a card of a cut alphabet. Participants sit around the table. Each is given out a few cards, but so that the image depicted on them is hidden from the person to whom they belong. The first participant puts one of his cards in front of him with a picture up and begins the narrative. It can be a fairy tale, a fantasy, a humorous story, an absurd dream - anything, but necessarily including in its plot the picture depicted in the picture. Having told the fragment, the participant who started the game, passes a word to the neighbor with a touch. He puts his card upside down and continues the tattered plot so that he grabs his image. The game moves in a circle. Everyone weaves his picture into the general narrative, and a series of images laid out in a circle becomes longer, until all the cards come out. At the end of the game, the presenter can turn the folded cards face down and invite the memory group to restore the sequence of their location.


All players line up in a semicircle in front of the screen. The driver is facing the screen facing the participants. Players call the lead in turn the color that each of them prefers. Then the driver turns away, and the players quickly change places. When the driver turns, he will have to tell the player what color he likes. The next leading will be the one whose color is not guessed, and then all the other participants.


The group sits in a circle. One or two participants are in the center of the circle. They extinguish the light, and the participants standing inside the circle take any poses, immovably frozen in them. At the ready signal, they turn on the light for a short time and turn off the light immediately. At the time of the flash, those sitting in the circle try to remember as accurately as possible the position of the posing. After a flash in the dark, the posing in the center participants return to their seats. Then they turn on the light, and the members of the group, with the exception of those posing, work together to restore what they saw. The models are returned to the circle and mold from them the same poses, in which, in the opinion of the group, they were in a flash of light. After the arguments have settled and the group comes to some common decision or to several alternatives, the participants in the center of the circle demonstrate their actual poses.


Choose a guide. The other players, holding hands, form a circle. Leading on the command of the leader leaves the room and returns there when he is called. While he is out, the rest of the players begin to get tangled, changing their position in the circle, without taking their hands off each other. When the guide enters, he will need to guess in what order the players originally stood. Any of the participants can lead.


Choose one of the participants - "scout". The presenter says: "Frozen! - and the whole group is still. Everyone tries to remember his posture, and "scout" tries to remember everyone. Having carefully studied the poses and appearance of the participants, the scout closes his eyes (or leaves the room). At this time, the participants make several changes in their clothes, poses, decorations or something else. After the changes are done, the scout opens his eyes (or returns). Its task is to detect all the changes.

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