HippoDroom

 

 

Game Type:

Sport

Players:

8-10 per side

Field:

Baseball diamond, soccer field

Equipment needed:

3 soccer balls, one playground ball, soccer goals or cones,  two straitjackets, baseball bat (optional)

Time:

30 min

Rules:

HippoDroom is kickball except at each base there is a soccer goal with a ball. When players round bases they need to kick the soccer ball into the goal in order to proceed.  Goals are manned by people in straitjackets, though they can only defend two goals at one time. The defense can choose to man which goals to slow any advance, and can move goals during a play.There can only be 7 defenders on the field at all times not including the straitjacketed goalies

Defenders get runners out by either hitting the goal posts with the playground ball, hitting the runner with the playground ball, tagging the runner with the ball, or throwing a ball to another defender who is touching the goal before the runner gets there (force out)

 

Alternate rules:

Players can hit the ball with a bat instead of kicking it.

 

 

 

 

 

 

 

Highway Patrol

 

 

Game Type:

Warmup game, Theater Game

Players:

8-25

Field:

Medium sized room, at least around 600 sq ft of space

Equipment needed:

None

Time:

10 min

Rules:

Start of Play –

Children run in a circle, with the teacher initially starting in the middle. The teacher lets them run for a couple of laps. The teacher is the highway patrolman, and slowly integrates themselves into the running circle and pulls over random children by making a siren noise. The highway patrolman chastises the child for running too fast and makes them walk like an animal of the patrolman’s choice for a lap around the circle. The patrolman then continues chasing and pulling over random students and makes them walk like animals.

 

 

Hennis

 

 

Game Type:

Sport

Activity Level:

Medium

Players:

2-4

Field:

Tennis Court

Equipment needed:

Tennis ball

Time:

30 min – 1 hour

Rules:

Hennis, or hand tennis, is a simplified version of tennis where a racket is not used in favor of the player’s hand. All other tennis rules are the same, except scoring is different. Scoring starts at zero -zero and each subsequent point is the military code name for the alphabet- ie alpha bravo Charlie delta. There is no “deuce” or advantage- if a player does not win by Delta play continues till someone wins by two points; the points continue to be named after military letter signifiers.

 

A man writing something on paper. He is being observed by visitors in the gallery. A text that reads "Hon. TOM RUSSOTTI" is seen on gallery wall in the back.

 

Hatchjaw & Bassett

 

 

 

Game Type:

Art Game, Writing Game

Players:

1-2 per team and one judge

Equipment needed:

Photographs of people, either found photographs or cut outs from newspapers, magazines attached onto cardboard cards. Select photographs that contain people, either individually or in groups. Ideally there will be a wide range of people involved in different activities. Also photographs of graves or references to dead people are needed. 

You can download our photographs at..

Time:

20-30 min

DOWNLOADS:

BOOKING SHEET  OPENING STATEMENT RULES OF SUMMATION SUMMATION THE TRIAL TRIAL COMMENCEMENT

Rules:

Hatchjaw and Bassett is a performance writing game that takes the form of a criminal trial. Players assume the roles of lawyers and must rack up points, not by necessarily winning the trial, but by being creative and persuasive with words and text. The three parts of the game are: Pre Trail, Trial, and Final Summation.

 

PRE TRIAL

In Pre Trial, the judge selects an Accused card (a photograph of a person): the “particular individual” to go on trial. Players then must attempt to guess the three crimes charged to the Accused. They are handed a Booking Sheet, which is a list of crimes. They then each tell the judge the three crimes they think the Accused has been arrested for. The judge then weighs which player has been more accurate and awards that player 50 points. As well, the judge awards 15 points to the player who comes up with the best name for this defendant.

 

THE TRIAL ROUND

The Trial round is a card game using found photographs as Witness cards; the game is an intricate yet inabsolute series of trumps that must be argued correctly in order to be victorious.

The Defense and Prosecution will each select 15 trial cards from the deck. Each trial card has a witness of varying credibility. The Defense and Prosecution will then alternately play cards in order to attempt to win trial points. Trial points are won when one witness card is deemed more credible than the other on the table. There is no fixed hierarchy of credibility, however there are some clear rules of credibility:

Women are more credible than men
The more witnesses, the more credible they are
Authorities are more credible than civilians
Middle aged persons are more credible than young or old persons
Sober persons are more credible than intoxicated persons
Humans are more credible than animals
Expert Witnesses are the most credible witnesses

 

At the beginning of the trial, each player starts with 15 trial cards and 4 objections. Prosecution always plays the first card of the trial.

A player plays a card face up on the table. The next player plays one card, and determines which of the two witness cards is more credible. The more credible card receives twenty points. The other player may object to the ruling, in which case both parties, starting with the objector, state their claim as to which card is more credible. The judge then determines which card is more credible and awards it twenty points. The judge then deducts one objection from the losing player. The judge may also deem the cards equally credible, in which case neither player wins points. In the next round, players alternate playing order. Play continues until all cards are played.

Killing Witnesses Card: If a card is directly related to death( dead person, grave), it may be played as a Kill Witness Card. When a Kill Witness card is played, the other player’s witness is killed and cannot score any trial points. Both cards are discarded without receiving any points. 

Expert Witnesses: 
  • Expert Witnesses beat all cards, though they may be killed by Kill Witness Cards. 

Expert Witnesses are either:

  • A witness with relevant technology
  • A witness who can be clearly shown to have relevant expertise in the particular case. 
  • A player must deem a witness an expert as soon as the card is played, and may make an argument for its being an expert witness. The judge will decide whether the card can be played as an expert witness. Players can use two expert witnesses. 

 

SUMMATION

ATTORNEYS MUST USE THEIR PROVEN CREDIBLE WITNESSES TO PUT TOGETHER THEIR CASE. THEY MUST SELECT AT MOST FIVE OF THEIR WINNING WITNESSES, CREATE NAMES FOR THEM AND WRITE A CLOSING ARGUMENT FOR THE COURT. AS WELL AS WRITING A CONVINCING ARGUMENT THAT INCLUDES EACH WITNESS AND HOW THEY WERE INVOLVED, ATTORNEYS MUST INCLUDE AS MANY LEGAL SOUNDING TERMS AS POSSIBLE FROM THE LIST BELOW. EACH INCLUDED WORD RECEIVES A TRIAL BONUS OF 4 POINTS. 

Notwithstanding

regarding

Including but not limited to

As referenced above

Wherefore

whereby

Heretofore

On or about

Herein/As used herein

Subject to the foregoing

Aforementioned

Ascertain

Accordingly

Execute(not kill)

Said (adjective) 

Prima Facie

A fortiori

Insolvent

Collusion

Ipso Facto

Affidavit

Corroborate

 

FURTHER POINTS AWARDED FOR FINAL SUMMATION

FOR EACH USE OF WITNESS (10 POINTS)

PLAUSIBLE ARGUMENT (50 POINTS)

STYLE (25 POINTS)

 

VERDICT

At the end of the trial the judge counts the points, whoever racks up the most cumulative points wins the trial.

 

BOOKING SHEET

ANIMAL ABUSE

ARSON

ASSAULT

ATTEMPTED MURDER

BATTERY

BOOTLEGGING

BREAKING AND ENTERING

BRIBERY

BURGLARY

CARJACKING

CHILD ABUSE

CONSPIRACY

COUNTERFEITING

DISORDERLY CONDUCT

DISTURBING THE PEACE

DRUG POSSESSION

DRUG MANUFACTURING

DRUG TRAFFICKING/DISTRIBUTION

DRUNK IN PUBLIC

DRIVING UNDER THE INFLUENCE

EMBEZZLEMENT

ESPIONAGE

EXTORTION

FAILURE TO REGISTER AS A SEX OFFENDER

FALSE IMPERSONATION

FORGERY

GANG INVOLVEMENT

GRAND THEFT AUTO

HANDICAPPED PLACARD MISUSE

IDENTITY THEFT

INDECENT EXPOSURE

KIDNAPPING

LARCENY/THEFT

LEWD CONDUCT IN PUBLIC

MAIL THEFT

MANSLAUGHTER

MAYHEM

MINOR IN POSSESSION

MONEY LAUNDERING

MURDER

OPEN CONTAINER

PERJURY

PROSTITUTION

RACKETEERING

RAPE

ROBBERY

SECURITIES FRAUD

SEXUAL ASSAULT

SEXUAL HARRASSMENT

SHOPLIFTING

SOLICITATION

TAX EVASION

TREASON

TRESPASSING

UNLICENSED GAMBLING

UNLICENSED VENDING

VANDALISM

VEHICULAR MANSLAUGHTER

 

Hat Dodgeball

 

 

Game Type:

Sport

Players:

5-10 per side

Field:

Gymnasium

Equipment needed:

Half a dozen playground balls, an even number of hats

Time:

10-20 min

Rules:

Hat Dodgeball is the same as dodgeball except for the inclusion of hats. 

All the hats are laid out on the midline. Players collectively decide what values the hats have. Each hat must have its own unique attribute. Each team takes turns picking a hat until all hats are evenly distributed to each team.

Hat Attributes:

Players can make up whatever attributes they want but standard attributes include:

  • Can’t get out by having ball caught by opposing player
  • Get two lives
  • Can go to the other side of the court to grab a ball
  • Catch a ball and bring two people back onto the court

The supervisor can overrule any attribute created that would lead to too powerful of a hat.

If a player with a hat gets out they give it to another player on their team. If that player already has a hat, i.e. they can choose which hat to wear but cannot wear both hats.

If playing multiple games, hats must be rotated throughout a team so all players can play with a hat at some point.

Haka

A group of young adults with their arms open, seemingly dancing together, in a classroom.

 

Haka

 

 

Game Type:

Theater Game, Warm-up game

Players:

4 per group

Field:

Classroom, Gymnasium, Field

Equipment needed:

Computer

Time:

10 min

Rules:

Students are shown several videos of the New Zealand National Rugby team performing a Haka, a traditional Maori war dance, before their games. They are shown the dance moves, vocalizations and expressions that aim to strike fear into their opponents. They are then broken up into groups of at least 4 per group to create their own 1-2 minute Haka that they will perform in front of the rest of the group.

 

 

 

Goal Celebration

 

 

Game Type:

Theater Game, Warm Up Game

Equipment needed:

Soccer ball and goal

Time:

5-10 min

Rules:

Players start off one by one, shooting the ball into an undefended goal and then running to the corner and making a celebration.

After the warmup celebration players are asked to kick it up a notch and design an even more exciting celebration.

Group Celebrations

Children can team up to create more extensively choreographed group celebrations once they get the hang of the exercise

Homework-

Players can try to find the most outlandish goal celebrations on the internet and share them with fellow players

Context: Gym class, Theater Class, Camp, Afterschool

Five kids playing hockey like game with fly swatters and a red rubber ball outside.

 

Flyswatter Hockey

 

 

Game Type:

Sport, Warm Up Game

Activity Level:

Medium

Players:

2-4 per team

Field:

Hard surface about 50 sq ft minimum

Equipment needed:

One flyswatter per person, any small ball- ping pong ball, sky bounce, etc

Time:

10-20 min

Rules:

Set up two goals about three feet wide. Teams play hockey using fly swatters to hit a ping pong ball. Goalies can use two flyswatters if desired.

 

Two women sitting and watching another woman playing with a hoola hoop in open green field.

 

Flying Saucer

 

 

Game Type:

Sport

Activity Level:

Low

Players:

2-20

Field:

Open field at least 50 meters long

Equipment needed:

One hula hoop per two people

Time:

10-20 min

Rules:

Start of Play –

Each team consists of two players and a hula hoop. Team players start five meters apart. One tries to throw a hula hoop onto the other player. The catcher must not move their feet off the ground and must have their hands in their pockets. They must position themselves so that they traverse through the hoop and it lands on the ground with them inside the hoop.  The next team lines up next to the first team and attempts from the same 5 meter distance, and so on until all teams have made a first try.

In the second round, the first team then either tries again at 5 meters if unsuccessful the first time, or if successful, spreads further apart to a distance of their choosing and tries again, this time reversing throwing and catching roles. The second team then tries, and so on and so on until the round is complete. Teams compete for a certain predetermined number of rounds. Whichever team has the longest distance of a successfully completed catch wins the game

Context: Gym class, afterschool, camp 

 

 

Three painted sculptures of parrots and a ball in rainbow.

 

 

 

 

 

Inspired by the Fluxus Olympiad, a sporting event created by the art collective Fluxus

 

 

Flux Bocce

 

 

Game Type:

Casual Sport, Art Sport

Players:

2-4

Field:

rectangular outdoor area anywhere from 8-14 ft wide to 60-91 feet long.Ideally the game is played on soft ground, i.e.  clay, grass, gravel, etc

Equipment needed:

Random assortment of throwable items, ideally those that challenge the aerodynamism of a circular ball, i.e. a dish sponge, loofa, toy dinosaur, aluminum cans, lightbulbs, etc.

The Pallino- target ball. A small ball or object approximately one inch diameter. If you want to get very flux you can play around with this size, make it small, or huge.

Rules:

Flux bocce is played exactly like Bocce with the exception of the items thrown. If an item breaks, for example, a lightbulb, that ball is out of play in the game.

Scoring –

Games are normally played to 7 points