Flingshot

 

 

Game Type:

Sport

Activity Level:

Low

Players:

2-10

Field:

Open Field at least 50 meters long

Equipment needed:

Dog throwing toy, tennis ball, distance markers

Time:

10-15 min

Rules:

Objective: Teams try to see how far they can throw and catch a ball with a dog throwing sling

Play: One team starts with a thrower and a catcher. The catcher moves a certain distance away from the thrower, and the thrower throws them the ball. If the catcher catches it, their score is the distance thrown. The next team then takes their turn and tries to beat the distance from the first team. After an agreed upon amount of throws, the team with the largest distance of a completed catch wins the game.

Context: Gym class, afterschool, free play

 

 

 

Finnish Kickball

 

 

Game Type:

Sport

Activity Level:

Medium

Players:

6-11 per side

Field:

Softball field/gymnasium

Equipment needed:

Playground ball, 3-4 bases, 10 ft rope

Time:

20-30 min

Setup:

Set up a softball diamond and put the rope in a circle where home base is

Rules:

Finnish Kickball is just like kickball with two changes. 

  1. Pitching. The pitcher stands outside the home base circle and throws the ball upwards. The ball must go at least six feet in the air. If it lands in the circle its a strike, if it lands outside the circle its a ball. The batter must attempt to kick the ball into play as the ball descends
  2. Baserunning. In Finnish Kickball teams run bases differently than regular kickball/softball/baseball
  3. Teams will agree on one of the following base path route 
  • 3rd base, 2nd base, 1st base, home
  • 2nd base, 3rd base, 1st base home
  • 1st base, 3rd base, 2nd base home
  • 2nd base, 1st base, third base home

Depending on how challenging you want the game to be, you can alternate running paths every inning. Also If you want to make the game even more crazy, add one more base

Context: Gym Class, Afterschool

 

Running path version 1

 

Running path version 2

 

Running path version 3

 

Running path version 4

 

 

 

Expedition

 

 

Game Type:

Movement Game, Warm Up Game

Players:

5-20

Field:

Gymnasium, Classroom

Equipment needed:

None

Time:

5-10 min

Rules:

Start of Play – The class transforms into a group of explorers and are lead by one head explorer, the teacher. The head explorer leads the group through terrain and the children must act out how they are to move through this terrain.  The head explorer models the movements of how one could go about interacting with the terrain- brushing away the high grass, rumbling around during an earthquake etc etc The The game usually starts calmly walking through a grassy field and gradually the expedition gets more treacherous. The head explorer guides them through and can determine how quickly and successfully they make it through. They can also combine terrains i.e.  wade through a river with mosquito swarm. After the children get the hang of the game the head explorer can appoint a new head explorer to take over. 

Types of terrain – Walk through a lovely grassy field, forest, Jungle, Desert, swamp, Quicksand, Climbing Mountain, paddle down a river, wade through a river Slide down mountain, Ice Floe, Earthquake, Windstorm, hail storm, lightening storm, Wildebeest Stampede, Plague of Locusts, swarm of bats, Snowstorm, Mosquito Swarm, Cave- spelunking, swim in water, avalanche

People in customs dancing

 

 

Drinking & Dancing Competition

 

 

Game Type:

Art Game, Party Game

Players:

10-50, at least one judge, at least one MC

Field:

 

Equipment needed:

PA system, alcohol

Time:

1-2 hours

Rules:

Dancing and Drinking go hand in hand with each other, yet they are always separated on the dance floor. The Drinking and Dancing competition merges these two harmonious activities into one competitive event- dancing while drinking a drink.  In order to score well, you need to coordinate your beverage with your dance, your partner, your music, and your liver. There are two competitions, an open floor competition and a choreographed competition. Both events are judged by an expert panel of dancers and drinkers. In the open floor competition, contestants dance to the same music, in the choreographed competition, dancers dance to their own pre-selected music and routines. At the end of the night two final pairs will emerge as drinking and dancing champions! 

GENERAL RULES
  • Contestants must finish their drink before the song ends
  • Points are earned for dance routine, incorporation of drink into dance routine, creativity, dress, and general enthusiasm
  • Drink spillage or drink abandonment results in points taken away
Open Floor Competition

The Open Floor Competition is open to both singles and couples. All contestants dance at the same time to the same song played by the band or DJ.  Contestants must woo the judges with their drinking and dancing skills and must finish their drink before the song is over. At the end of a song, judges eliminate some of the contestants. The remaining contestants refill their drinks and continue on to the next round. This repeats until the final open floor single and couple champions are crowned.

Choreographed Competition

In the Choreographed competition, couples plan a drinking and dancing routine to their own music. This category is more strictly judged, especially for the synergy between the dance, costume, drink and song. In order to score well contestants must have good costumes and a well executed drinking and dancing performance.

A man in a white dress and fur hat and a man with long straight hair, black dress and a sombrero drawing in ink with peacock weather pens.

 

 

 

 

 

 

 

 

Drawing Duel

 

 

Game Type:

Art Game

Players:

2

Field:

Any flat surface that two people can draw on simultaneously

Equipment needed:

2 drawing pads, ideally 18 “ x 24”, ink, 2 inkwells, 2 peacock feathers or other large feathers. 

Time:

10 min

Rules:

Players compete to make drawings based on a series of prompts. The drawings are then judged by a panel or a single judge.

Prompts

Before the game, write down a series of drawing prompts. They can be related or unrelated in theme, and can be concrete or abstract depending on how challenging you want the game to be. At the beginning of the game, the prompt is flipped over. Players then have two minutes to draw the prompt. They draw simultaneously. 

Costumes

Like most Aesthletics games, drawing duels are best performed with costumes, though the game can be played without them.

Variations/Constraints

The game can be played with different drawing implements, surfaces, or restrictions, for example drawing on a pumpkin with sharpies in a pool. The game is great for making quick drawings that warm people up for other creative activity. Once a number of drawing duels have been held, the drawings can be put up on walls to show the work. 

Context: After school, camp, art class

A crowd responding to what's being displayed on projector. A hand painted sign that reads "Unification Theory" is hanged in the back.

 

Dashcam Confessional as part of Foreign Affairs Game Show

Dashcam Confessional

 

 

Game Type:

Party Game, Creative Game

Players:

3-4

Equipment needed:

Projector, Computer, speakers, Internet, writing implements 

 

Time:

10-20 min

Preparation:

Find 4-5 dashcam videos with funny or absurd reveals in the video. NB: There are many dash cam videos that show bodily injury and exploitative violence. Please avoid these videos, there are tons of funny videos that do not involve violence. 

 

Rules:

Contestants are shown the beginning of a dashcam video. The video is paused and then they must guess what happens next in the video. This is quite an impossible task, so the contestants are judged on their creative response to the video. 

 

 

 

Chance Sketchings

 

 

Game Type:

Art Game

Players:

As many as you want in multiples of 2

Field:

Art museum

Equipment needed:

Drawing paper, colored pencils, black markers, clipboards, 2 six sided dice. Optional: Stamp with ink pad

Time:

45 min

Rules:

Chance Sketchings is a series of drawing challenges done in pairs in an art museum gallery. The themes of the drawing challenges are collaboration, chance and constraint.

Players work in pairs to make drawings by rolling dice to determine what and how they will complete a drawing. 

Players are split into groups of two and given a team number.

To start, each team receives: a clip board, paper, two six sided die, a black marker, gallery map and level one instructions

There is a base station for the game- teams check in before each task to receive materials, and check in after the task is completed to hand in their work and get it approved. All team members must check in and have all work approved to advance to the next level. 

After you complete a level, you will ‘unlock’ more materials that you can use in your drawings.

For every level, teams will roll both dice to determine which gallery they go to. In level one teams receive a map with different numbers for galleries. Once they determine the gallery to go to, players may select any artwork to draw in that gallery. 

Some levels require team members to collaborate, others will ask players to work by themselves.

Dice Roll- Random Constraint

Once an artwork is selected players roll the dice again to determine the constraint they will use to make the drawing. 

See example sheet for constraint suggestions

Constraint Card

Every time you make a drawing, you must fill out the constraint card.

This card asks you to write or circle (if pre written) which constraint you used in your drawing. for example, if you are on the geometric shapes level- you must write geometric shapes, and then the particular shape that you got with your dice roll, for example- circle.  If you do not have constraint cards for each drawing, you may not advance to the next level. 

Your level instructions have examples of what you need to do, but if you have questions ask someone at the base. 

If you finish all of the levels you may try the advanced level, which will require more creativity. 

 

EXAMPLE CONSTRAINT CARD

Each art museum is different, so anyone reproducing this game would write their own constraints for the different levels. This is an example of a constraint card used on a basic level. Most constraints involve restricting the artists ability to use their full range of tools or physical ability, therefore challenging them to come up with innovative artistic solutions. 

 

 

 

 

 

Chalkboard Sports

 

 

Game Type:

Classroom Sport

Activity Level:

Medium

Players:

4-12

Field:

Any classroom with a chalkboard/whiteboard

Equipment needed:

Soccer ball, various random equipment

Time:

10-20 min

Rules:

Start of Play –

Game play starts off with the rules of soccer, and after three minutes one  team gets to write a rule  on the chalkboard that changes the game. This rule must be approved by the referee on the grounds that it only changes one element of the game, and that this change affects both teams evenly. After another 3 minutes the second team may write a rule on the board. After each team writes two rules, teams have a possibility to erase a rule once it is their turn to modify the game. If they erase a rule they cannot write a rule in the same turn.

Alternate playing: The referee may write all the rules instead of the two teams. The referee may write the  rules at any time, and teams must pay attention to the chalkboard to make sure they are playing correctly.

Sample rule changes

  • Increase or decrease the size of the goal
  • Change the ball with another ball
  • Increase or decrease the number of players
  • No out of bounds
  • One player may touch the ball with their hands
  • All players must hop on one foot
  • Players must play backwards

Context: Afterschool, Game Design Exercise, Class

A pink bouncy horse and seven men in uniforms on a green field.

 

Horse and human charging down the field with the ball

 

 

Buzkashi 2.0

 

 

Game Type:

Team Sport

Activity Level:

High

Players:

8-12 per side

Field:

Elliptical Field around 60 yards long with two circular goals on the ground

Equipment needed:

Bouncy horse toy, pinnies for horses

Time:

30-60 min

Rules:
  • There are two types of players: humans and horses
  • Humans can throw the ball with their hands
  • Horses can kick the ball with their feet
  • Players must either throw or kick the bouncy horse into the opposing team’s goal, a circle on the ground at either end of an elliptical field
  • No one can enter either goal area

Start of Play

Play commences with a kickoff. One team kicks the ball to the other whose players must all start with a foot on their own goal line. The kicking team may not touch the ball until the receiving team has possession

Moving the ball

There are two ways to play

  1. Horses and people move freely in the field and can position themselves anywhere
  2. Horses and people have to hold hands and work in pairs. Each team consists of a number of pairs of horses and people

The pairs version is way more silly and is great for younger children

Defense

Defense is like basketball, no touching the offensive team. Incidental contact is fine. Any fouls result in a free kick at the spot of the foul. 

 

 

 

Bumpshot

 

 

Game Type:

Sport

Players:

One v. One

Field:

Half court basketball court

Equipment:  One basketball, one other type of ball of similar diamter- soccer ball, volleyball, playground ball etc.

 

Time:

10 min

Rules:

One person, called The Shooter, starts at either side of the key and takes a shot with the basketball. The other player, called The Bumper, tries to knock the ball away by throwing their ball at their opponent’s ball. The Shooter then collects their rebound and goes to the other side of the key and shoots. The Bumper also needs to collect their ball and try to knock the next shot. The Shooter takes ten shots and then players switch roles. Each shot made is worth 2 points and each bumped shot is worth 1 point. Whoever has the most points at the end of two rounds wins.