Handout Working Recreation Activities And Games for Students
WORKBOOK TO WORK WITH RECREATION ACTIVITIES AND GAMES. 1 - broke the pot 1 - You choose a volunteer who is responsible for breaking a pot placed four or five meters of the group. 2 - The volunteer notes the location of the pot, and then their eyes are blindfolded, and with a stick or broom handle in hand, performs the task of breaking the pot. 3 - Before beginning the game, the animator will turn two or three times the volunteer about yourself. 4 - You will three chances, if not hit the pot, continues to play with another volunteer. 2 - box full of surprises. 1 - Prepare a box with funny tasks, closing it as well. 2 - Place the sitting members of the group in a circle. 3 - The box should be circulated from hand to hand until a given signal, or the sound of music, which suddenly stops. 4 - He who is in the box at the time the signal is given, or where the music for, should slip out of the box and perform a prescribed task. 5 - The fun continues as long as ballots in the box. 3 - LISTENING AND SEARCH 1 - The leader spreads about five or ten people in the room. 2 - Following the sale eyes of a volunteer, you should know the names of people scattered around the room. 3 - It shall be voluntary, blindfolded, call out the name of the people in the room, and this answer. 4 - Following the volunteer will meet the person who answered the call, trying to locate it and play it. 5 - If after three attempts have not found the person called, play continues with another volunteer. 4 - SEEK PIG 1 - The animator draws on the blackboard or a cardboard a pig or cow or cat without a tail. 2 - The following calls for a volunteer who sells the eyes, arming it with a paper cut, shaped tail. 3 - The volunteer's task is to paste the tail, blindfolded, in its place. 4 - Participants follow the joke with the crowd. 5 - FOOT IN ORANGE 1 - participants are organized into two rows of chairs. 2 - An orange is placed on the feet (which together to meet the first element of each wing). 3 - This will seek to pass the orange without leaving his feet to fall to the second element, and so on. 4 - If the orange drops, play will continue from the point where it fell , the time it takes. 5 - The group that to finish first, a winner of the game.6 - The Blind Gardener 1 - Pick up a volunteer who should count, blindfolded, in which the string is hung a fruit (orange, apple, pear ...) 2 - After having observed the location of fruit to sell to the volunteer's eyes, and, armed with scissors, it bears the task of cutting the cord, with fruit . 3 - Before the start, the animator will turn two or three times the volunteer about yourself. 4 - You have three chances, if you can not cut the string, the game continues with another volunteer. 7 - WANTED A WHISTLE 1 - asked a volunteer in the group must leave the room while the game is applied to the group. 2 - Explain to the group: a) that the volunteer search team member has with the whistle; b) the whistle will be hung in neck of an animal or another group member, but in the back; c) the group will be standing in a circle, and one volunteer will be called together to figure out who's the whistle, d) the volunteer is in the middle of the circle along the one who is with the whistle.
The holder of the whistle moves often allowing the other member does, without arousing the attention of the volunteer. 3 - The game ends when it is discovered who is the whistle. 8 - Rear QUESTIONS 1 - Due to a sheet to each person group. 2 - Each complete this question, "would you do if." 3 - Then the facilitator collects and distributes the leaves again without knowing to whom. 4 - Each answers, on the reverse, which would , then changing your sheet with another colleague. 5 - A question that is read in his role and what is the right reads the answer of your own role, causing incoincidências. 6 - The fun continues so on until everyone has read and answered. 9 - THE FOUR CORNERS OF THE ROOM 1 - It is requested that two volunteers to withdraw from the room while the game is explained. 2 - The leader explains to the group: a) you have to find an imaginary figure for each corner of the room ; b) the game will be much more fun the more funny or exotic are imaginary figures for each corner.For example, in the corner a group imagines that there is caustic soda, in another, a skunk, in another, cow dung, and in another a scorpion; c) a person takes care to note the imaginary figure in each corner, and answers that are given by volunteers, so return to the room. 3 - They are called volunteers the room, and the animator will explain that the group that the group envisioned a figure in each corner. Volunteers are invited, one by one, to tell the group what they would do with each imaginary figure, and the person in charge of the group to write down the answers to the register to be read at the end. 4 - The game will be much more fun, more funny figures are imaginary, raised by the group. Thus, for example, if someone says he will give as a gift, or to eat, some imaginary figures above, more laughter from the group explode. 10 - WATER 1 - A volunteer group is placed in the center of the circle, covered by a sheet . It should have a double bed sheet to cover well the voluntary element. 2 - Once a person is covered, and sitting on the floor, the leader will say: You have a piece of clothing over take it. 3 - The person, unless alert, begins by taking a piece of your clothing. 4 - The piece of clothing taken should be passed under the sheet to the animator. 5 - Once you have passed the piece, the leader repeats the command, "You have a piece of clothing over take it.. " 6 - The fun continues as the person does not take care of that piece of clothing that is too much is the water. 7 - There are people right from the first order already remove the sheet, and the game ends.11 - Unfold OR CROSS 1 - The whole group, arranged in circular form, participates. 2 - The animator has two objects that may cross, two pencils, for example. 3 - The two pencils are passed to the first neighbor . 4 - The person who passes the pencil should declare "cross" or "uncrossed" when the animals think and say "right" or "wrong." 5 - The trick is that while in one who passes the pencil says crossed or uncrossed referring to the pencil, the animator says right or wrong referring to the legs of passers by, his legs crossed or uncrossed. 6 - The toy continues until everyone finds out the trick. 7 - Whoever discovers not disclose his discovery, but the choir will animator at trial "right or wrong." 12 - WENT TO FAIR 1 - Each person in the group gets a number. 2 - The leader begins: "I went to the fair and bought three dozen bananas" (or anything). 3 - The person with the number 3 should answer back without hesitation: "Three dozen bananas, no." The animator: What then?The number 3: "Eight roses. The number eight repeat the sequence with the number 3 and so on. " 3 - Who is distracted or break the sequence, out of the toy. 13 - CANTINA IN LOVE 1 - The group sitting in any provision is instructed on the effects of a cat love to win a mate. 2 - All cats are present. 3 - represented by first encouraging the cat lover. 4 - To make his conquest he has a right to approach anyone in the group, giving three meows neat the way he wants. 5 - The person addressed is expected to remain serious while everyone else can laugh and cheer for the cat. 6 - If the person addressed laugh, is proof that it was conquered, then it going to be conquering the new cat. 7 - The toy continues as there is interest. 14 - GAME OF THE EMPTY CHAIR 1 - The leader put as many chairs as there are people who participate in the toy and a chair. 2 - All present will receive a number. 3 - The person sitting in left empty chair starts by saying: "The chair is empty my right to that number," and calls for a number that corresponds to one person present. 4 - The person with the number that has just been called up immediately and will sit in the empty chair. 5 - When standing up, the person sitting to your left continues the toy, saying: "The chair is empty my right to that number," calling another number, the number can be the person who just get up. 6 - The leader will note the names of people distracted or interrupting the continuity of the toy. 7 - While there is continuing interest in the game. 8 - Finally, the animator will tell the names of people who are distracted , which must pay a forfeit. 15 - THE GAME OF TRUTH 1 - The group is formed in a circle. 2 - The leader requests the presence of a volunteer in the middle of the circle to answer questions they are asked. 3 - Each of the present is entitled to make a single question on any topic. 4 - Done rotation, another person will be questioned and so on. 5 - The toy becomes interesting only when the group already has an advanced degree of interaction. 16 - A PRAYER ALA 1 - The leader is asking for three people at the center of the group and explains that, as head of a caravan of desert, lost three camels and need to pray to Allah to rediscover them. 2 - Invite the group to follow three him in prayer and gesture. 3 - He kneels in the middle of the room, followed by three. Raise your arms and bend as they relate to the ground: "Allah return the camels." 4 - repeated the prayer three times. 5 - The animator up saying "No use to pray more. Since Allah does not return my three camels, three donkeys will stay with them. " 17 - RIMA FATAL 1 - The leader begins by saying a word. 2 - The following should tell another that rhyme with the first. 3 - And so will the others make mistakes until someone or becomes jammed, turn the losing group. For example: Money-Mariner, candle-screen; behest ... 18 - The TRIP 1 - to organize a circle with chairs. 2 - Participating members occupy the seats and the animals remain standing in the middle of the circle. 3 - The leader explains that will tell a short bus ride, and every time you say "bus" everyone should get up and twirl in front of his own chair, sat down immediately. And every time, throughout the history of the voyage, says, "disaster" everyone must get up and change seats. 4 - When saying "disaster" the animator tries to occupy a chair, and the person who does not obtain a seat should continue the narration of the journey. 5 - The toy continues as there is interest. 19 - RISO LOOSE 1 - The animator with any object in his hand tells the group. 2 - object pair will shoot up high and, until it touches the ground, everyone should laugh and make noises. 3 - When the object hits the ground, the laughter must stop, leaving the group on the effect of repression of laughter. 4 - Who explode, will pay a gift, until there were few participants. 20 - ARTIST IMPROVISED 1 - Compose a list of tasks or humorous scenarios in number equal to the number of participants. 2 - Each asks a number (1,5,3,7,2, etc.).. 3 - The leader reads the task list commissioned on that number, which should be performed by those lucky number. 4 - The grace depend on the composition of the list. 21 - The correct one - is organized around a circle with twelve or fifteen chairs. 2 - Once occupied the chairs, the animator, standing in the center of the circle, explains the operation of the toy. 3 - All participating members will receive the name of a city. 4 - Every time the animator says the name of two cities, the occupants of the seats that match the cities change their seat, and this change the animator tries to occupy one of the chairs. 5 - Whenever the animator says: "The letters went astray" all exchange chair, sit back and look, and who still remain in the circle . 6 - Anyone who keeps three times without chair, is excluded from the toy, and the circle will decrease from a chair out every time a participant. 22 - PROOF OF HUMAN CONCORDÂCIA 1 - The leader talks about the ultimate truth, the unity of minds, goodwill and understanding. 2 - The following four calls to the center of the group. 3 - Using any object (coat, briefcase, etc..) asks us to hold one end and perform with accuracy and speed the orders given . 4 - The leader gives orders fast, as down, up, down, up, out, in, etc., pausing to laugh at these misunderstandings of the executors of the orders. 5 - Continue this for a few moments . 23 - THE BEST OBSERVER 1 - Choose an individual or to divide the group to guess what the change that took place in the other and should both be out of place while the change is made. 2 - There is a period of observation before output at which there will be a change in the back and a minute to figure out the change at least two chances. 3 - The change may be in the position of individuals in the clothes, the shoes, the countenance, objects, etc.. 24 - TRAVEL aunt's 1 - The leader begins: "My aunt came from America and brought a radio." 2 - The following applies: "My aunt came from America and brought a radio and a book." 3 - The following applies: "My America's aunt came and brought a radio, a book and a horse. " 4 - So on until someone forget or change the sequence, in which case leave the group. 25 - FATAL LETTER 1 - The leader begins by saying a letter. 2 - The following add another and so on. 3 - Get out of that group to add a letter forming a word known. 4 - For example: a, m, i, z, a, d. will form the next letter word, and who will add, you lose. 5 - Anyone can say "challenged" the former colleague when you think that this, to escape the fatal letter, add a letter that does not lead to any word. 6 - Exercise continues as long as there is interest. 26 - SOURCES OF COMMAND 1 - Ask someone to be absent from the room. 2 - The group decides to stage or perform one or more activities on the orders of one or more leaders. 3 - The group placed placed in a circle, will be attentive to the commands of the leader or leaders in the change of activities that should be frequent and fast. 4 - The commands are masked because the group does not want to give their leaders. 5 - The missing person in the room back to the middle of circle, the facilitator should explain that to identify that person or those people who lead the movements of the changes. 6 - If you do not accept, after the third attempt will be removed from the toy. 7 - The toy continues with another member in divination. 27 - VIVA MUSIC AS 1 - There are a number of chairs in a circular shape or line. 2 - The group will be parading around the chairs to the rhythm of music or anything else. 3 - When you stop to try to get your music every chair, leaving always a person, because unless there is a chair. 4 - That person leaves the group. 5 - Take also a toy chair and continues to be played the last chair. 28 - SET OF QUESTIONS 1 - The leader distributes Tosos a slip for the participating members. 2 - Half of the people should make any kind of question in your slip and the other half should answer any questions. 3 - The following will give the animator a number to each member who asked the question and another number corresponding to each member who formulated the answer. 4 - Start reading the questions: Who has the number 1, of the questions, read your question and who have a number of answers, read your answer. 5 - The Toy continues until everyone has made her question and received a response. 29 - GRAB PAR 1 - In a room of dancing, among peers, the leader appears with a broom, or any other type of object, stating that at the count of three all the pair exchange. 2 - Who should be running out of partner with the broom and repeat the same. 3 - Who is surprised with the broom in his hand when he finishes the disc, or music, you will leave the toy. 30 - The GRAB Magic Hat (another variant) 1 - The leader comes up with a hat. 2 - Place it on the head of another person, it is required to give the partner dances. 3 - each trying to pass the hat. 4 - One who is surprised with the hat on his head when he finishes the disc, or music, you will leave the toy. 31 - KISS DOLL 1 - The leader prepares a dummy or doll. 2 - can be cut and should be seen in the distance. 3 - Invites three or four volunteers to assist in the game. 4 - Each of the volunteers, in turn, must kiss the doll in the place where you want. 5 - Once the kiss of doll, each volunteer should kiss one of his colleagues in the same place where he kissed the doll. 32 - Socrates RESPONSE 1 - The leader addresses the group and someone asks you to answer the questions with words to eat any letter to be appointed by the animator. 2 - John, answer with the letter R: 3 - His name? Ricardo. Occupation: Broadcaster. Whence come? Rio Where are you? Ribeirão.4 - Any hesitation in the response (which should be spontaneous) or wrong answer excludes the individual from the group.33 - SPELL AGAINST THE WIZARD 1 - Each participant receives a slip, 2 - at the request of the animator, all write an activity that would were made by a member of the group. The slip is signed. 3 - The ballots after they are completed, are collected by the animator. 4 - As determined by the animator, the signer of the slip will perform the activity. 5 - The toy ends as soon as they have done all the activities. 34 - HOT OR COLD 1 - The leader asks someone to leave the room. 2 - Hides any object is then to be discovered by those who were absent. 3 - Who's looking for, guided, asking the group: HOT? (I'm coming) and HOT group responds to him over and replies, COLD away from it. 4 - There are a certain number of chances or guiding questions. 5 - You may only six questions and you have not discovered the object, will pay a leave the gift or toy. 6 - As a means of guidance for those looking for, you can use a song that the whole group know (I threw a stick in the cat), singing strong if it goes into the object and less strong if it is away the object until the object is found.
7 - Instead of singing can use a tape or CD. 35 - WEDDING NIGHT 1 - Form a circle with ten to fifteen people. 2 - Three volunteers withdraw from the room. 3 - During the absence them the animator guides participants toy for everyone to be quiet and silent when they entered the absentees. 4 - Once the first return to the circle and observe the silence of all, will react verbally.What this represents the first verbal reaction on the wedding night if one married, and will be the first verbal reaction if a single. 5 - The laughter of the group leaves the individual, surprised by not knowing the reason of them. 6 - Flame It is the second and third, always following the same technique. 36 - EASTERN LIGHTING 1 - The leader calls six to eight people at the center of the room. 2 - The volunteer group is guided by the animator with a certain solemnity, saying that the Eastern religions designed interior lighting, using for that certain incantations, and that he has a formula for this. 3 - The animator also recommends that the group to imitate gestures and words to each one feel light, when it should animator and head to tell you the ear which was illuminated (discovered the meaning of the formula).4 - The leader raises his arms and says: The BU-KI (all mimic), put your arms in position for the Eastern front and says " ki "curve is putting hands on his knees and says," boe ". 5 - The formula is "Oh what an ass am I" 6 - The toy continues until the last discover the trick of the formula. This requires that those who discover the trick is not to disclose his discovery to others, leaving them to push. 37 - KILLED A PIG 1-The leader claims to have killed a pig to be selling. Ask each of the gifts that will buy part (ear, tail, heart, paw, kidney, etc..) Until all have purchased. 2 - The animator will make a series of questions to each one in turn. 3 - For each question the questioned must repeat the part he purchased. For example: Sr.Luís Paw bought pork, he should answer any questions paw (Your Name? - Pata). 4 - In order that the marriage was that you asked for his bride? _ Pata. And so on. 5 - The speaker leaves the group to laugh or pay a forfeit. 38 - CONQUER YOUR PLACE 1 - There is the group seated in a circular shape. 2 - The leader is at the center and tells the group: relativity of history, social position, fortune, and fortune, it requires sportsmanship, humble acceptance self-confidence. When the wheel turns of fate and their displaced you, do not waste your time complaining. Find a new place, take the first opportunity and is ready for another. 3 - To test this, we must give an order when I met people switch places, with someone about, because I'll have a place for me. 4 - Attention: "switch places with anyone glasses." That which is left without a chair will occupy the center of the room and give an order to trade places, so on. 5 - If one place without changing the order it is concerned , had left the group and will be removed a chair. 6 - Grace is the type of order given, for example: change of place who is not man, who would not trade places is beautiful; switch places who do not have teeth, etc..According to the creativity of each one. 7 - The toy continues as long as there is interest or participants. 39 - Astronauts 1 - Choose to about five people with whom the group wants to have fun. 2 - are placed in middle of the room in a circle, with little space between each one. 3 - They represent the planets in our galaxy. 4 - Educate yourself three "astronauts" one Brazilian, one American and one English. 5 - Come the first astronaut revolves around the group, making any noise, passes between them sometimes. 6 - The leader asks, "What did you see?" - "I saw no living being on other planets." 7 - Following is the second astronaut, repeating the same thing. 8 - Here finally the third astronaut circling the group, whom the facilitator asks: - "What did you see?" 9 - "I saw five bundles with hands on head." - Dissolves. 40 - THE GAME OF SURPRISE 1 - The animator before starting the game by putting: the chairs in a circle put in some chairs, under the seat, a slip. 2 - In each slip will include some activity that should be assumed by the occupant of the chair. 3 - Once all the participants sitting, the leader asks everyone look under the chair to see is some slip. 4 - The occupants of the chairs that you find a slip should perform the tasks there is written. 5 - Tasks to be performed, for example, to imitate a cat, a rooster, a jump of sapo, a muziquinha sing, tell a joke, etc.. 6 - The game ends only after everyone had performed the tasks. 41 - THE GAME OF PACKAGE 1 - All participants are seated in a circular shape. 2 - The leader delivers a package to one of the participants who will pass it on to the sound of a song. 3 - At the moment the music makes an arrest, who is with the package should start to open it. 4 - Soon after, the music starts, and continue wrapping around. 5 - Every time the music stops, whoever is in the package will continue to open it. 6 - The exercise continues, following the same technique, until the end. 7 - The last to unwrap it spinning with the gift that is in the package. . 50 - A NICE COMPANY 1 - Roll up a piece of cake or present in a variety of roles, and it is a gift package, tied with string. 2 - The packet is delivered to a participant who take "six points" with a finger. 3 - Start by opening the package, while following the circle, another take "six points". 4 - The package is for this that continues to open, while others continue taking your finger. 5 - The next to take "six points", receives the packet, and it continues to open . 6 - The fun continues until it is completely open, and the person is in possession of it becomes the toast. 51 - MARIA RULES 1 - All standing in a circle. 2 - Whenever the animator to express an order, before or after saying the same "Mary Rules", all participants must complete the task. 3 - If the animator have to do something without saying also "ordered Maria", one must attend. If this happens, what you do, leave the game. 52 - PLAY OF ANIMALS 1 - All participants standing or sitting in a circle.2 - The leader explains that the ear will tell each one the name of an animal and the signal given all must imitate the cry of the animal that he had to imitate. 3 - Next, blow into the ear of each participant's name an animal. (Actually, the animator will tell in the ears of every one to keep quiet, unless the ear of one of the members, perhaps the most athletic or wag, he asked to imitate a rooster or a goat). 4 - Once you have passed the speak in the ears of all, the leader will say that each seek to imitate the cry all the strength of the animal that will fit. 5 - It will say "attention, one, two, and already ...!". 53 - THREE is multiple of three 1 - All standing in a circle. 2 - The leader in the center of the circle, asks us to say a number in sequence, and those that are multiples of 3 or have the number 3 in its composition should be omitted and instead the number, the participant will say "PUM." 3 - Just 1, 2, PUM, 4, 5, PUM, 7, 8, PUM, 10, 11, PUM, PUM, 14, ... 4 - One who entertain and speak multiple of the number containing the digit 3 or 3, you will leave the game. 5 - game winner who will endure to the end. 6 - To facilitate the game, every time someone or miss out, The following will start again from number 1. 54 - cockfighting 1 - Ask the group for two volunteers to play. 2 - Put on the back of one of them a paper with the word "fight" and in another paper with the word, or rather the word "cock" (without them knowing what is written on the back of each other). 3 - They should endeavor to find out what is written on the back of his companion, without letting see that what is written on their backs and without use of hands that must be crossed back. It is observed that the effects are identical to a cockfight. 55 - CRIME 1 - asked if a volunteer in the group must leave the room while the game is explained to the group. 2 - The group, once seated in the form circular, receives the following explanation. a) To carry out the joke we call an imaginary crime, all represent a "vowel" or a "consonant". Vowel when the question is formulated starting with "vowel" and is depending on when the question asked is "consonant". b) The volunteer makes the questions, following the calculation, and the answers can only be "yes" or "no." There are two questions that allow acceptable answers. c) The answer is "yes", the word is the central idea of the question begin with a vowel, and is addressed to a person who represents the "vowel" and will "not" central idea of the word of the question begin with a consonant. Thus, for example, when the volunteer asked if the crime was in the morning, and if the respondent is a vowel, answer "no" because the word that contains the central idea (am) begins with a consonant. d) How will an imaginary crime, the volunteer will be a "dead end", to restore all the crime, because the answers do not facilitate the reconstitution unmet. e) Finally, after two or three rounds, the leader explains to the volunteer that there is no crime but only imaginary. 3 - After these clarifications made to the group, called the volunteer place to start playing, simply saying that it is a crime that should reveal, through the formulation of questions to all members of the group. 56 - Moses in the desert 1 - The leader tells the group he represents Moses in the wilderness. 2 - Start walking in the middle of the group and tells about four or five members, "Follow me." 3 - The person accompanying the invited " Moses ". 4 - Made a choice of four or five participants, aimed at the middle of the group and says "I give you the camels of Moses." 57 - The Cross and Circle 1 - A blind man sitting on a chair-lift and it takes three steps and draw three circles in chalk on the floor. 2 - Return to the seat, and rises, then, and give back to the three steps to draw a cross in each circle. 3 - The task is repeat with other participants, and winners will be those who can draw a cross in each circle, or that you run the task closer to the three circles. 58 - THE CROSS OF LORRAINE 1 - The leader explains to the group who will perform the play requires very spirit of observation of all. Whatever you do will be repeated by the participants, the order of the circle. 2 - The following draws a cross on the table with a pencil or pen, saying, back and forth, back and forth, while making the gesture of draw a cross. 3 - All participants focus on the gesture of tracing the cross-shaped design, and not observed when the exciting return the pen or pencil in his right hand to left, passing it to the person to your left , who must repeat the course of the cross and go left again for your pen or pencil. 4 - It is observed that everyone knows the route of the cross again, but did not observe the passage of the pen or pencil from one hand to other. 59 - CUSTOMS 1 - All sitting in a circular shape. 2 - The leader explains that it is passing or not at Customs. 3 - The game begins with the person sitting to the right of the animator, which formulates a question whose answer can only be, "but now" or "no go". 4 - The answer is, "is yes," if the question refers to some thing or object used at present by the person sitting to the right one that asks the question. 5 - The answer is "no go", if the right-hand neighbor who asks the question is not with the indicated object or not using at the moment. 6 - For example: the person sitting to the right of the exciting question " I step in the Customs with a clock? "The response of the animator: will be," is yes, "if the right-hand neighbor who asked the question you using at the time clock. Otherwise, the answer is "nothing." 7 - The fun continues until most a few steps and find out why others do not. 60 - GUESS THE DATE OF BIRTH 1 - The leader asks the participants to multiply the date of his birth (day of month) by three. 2 - Add this result to the number five. 3 - This result, multiplied by four. 4 - Finally, add this result once again the day of birth. 5 - The animator in possession of that end result, subtract 20 and divide the rest of thirteen, and have the day's date of birth. 6 - Example: Peter was born on 23 May of3. As shown above, we have: 23 x 3 = 69, and 69 + 5 = 74 and 74 x 4 = 296 and 296 + 23 = 319. The leader takes the 319 - 20 = 299 and 299 13 = 23 (which is Peter the day of birth). 61 - to thread 1 - The leader forms two subgroups of participants. 2 - The first person from each subgroup receives a needle and thread. 3 - At a signal given by the animator, which seeks to put each a needle, going to the neighbor, who must take the needle thread, raising high the needle and thread, and move to the neighbor who must put the line again, and so on. 4 - will be the winner subgroup to finish the first to finish their task of threading or unthread the needle. 62 - MY CASE 1 - All sitting in a circle. 2 - One begins, "I carry a bag on my trip." 3 - The following says "I take a trip in my bag, a jacket. " 4 - A third says "I take a trip in my bag, a jacket and an umbrella." 5 - And the fun continues, repeating the following what has been said by earlier, and adding one more object. 6 - Who forget the order of objects becomes "sleeper" say "sleeper" and goes on ...... 7 - The fun continues as motivation persists. The same joke can make is naming names of birds, pets, etc.. 63 - MAN OF THE HOUSE OF WOOD 1 - All participants are seated in a circle. 2 - On the recommendation of the animator, the order round, the first says: "This is the the man of wood. " 3 - The following applies: "This is the front door of the wooden man." 4 - A third says: "This is the lock of the door of the wooden man." 5 - A quarter continues, adding the beginning and repeat what others have said. 6 - The fun continues as long as motivation. 64 - CONCERT OF ANIMALS 1 - The leader announces a concert of animals. 2 - All in a circle, and indicates the animator that each animal should emulate: cat, horse, cow, sapo, etc.. 3 - Following the animator, following the order of the circle, asking each of which mimics the animal that will fit. 4 - Now, under the command of the animator , mimic the animal all together. 5 - The following all come together again, imitating the voice of the animal, first softly, then increasing the volume gradually to return again to decrease the volume. 65 - REVERSE 1 - The participants of the game are standing, and animator in the center of the circle. 2 - The animator turns the circle, and someone says, for example: "It is my arm?" and points to the nose. 3 - questioned person will answer the reverse, that is, say, "This is the nose," and points to the arm. 4 - Who will do the trick instead of encouraging, in the center of the circle. 5 - The fun continues as long as motivation. 66 - LOST HAT TALITA 1 - Carlos is "Talita" who lost his hat, and the other participants receive a number: 1,2,3,4, and so on. 2 - Talita begins by saying: "Talita" lost hat, and is to "6." And the number "6" replies: "Talita" lost his hat and he is not "6" is to "4". 3 - The number "4" goes on to say: "Talitha "lost his hat, and he is not to" 4 ", is to: indicates number of other participants. 4 - Who is cheating, out of the game. 67 - MY FRIEND 1 - My friend called Anthony. Where do you live? In the city of Andradina .. What is your profession? He is a farmer. What he likes best? Walking. 2 - The leader points to someone in the group, and, as in the previous placement, the participant's name is Antônio.Assim he answered all the questions, starting with the letter "A" because its name starts with "The ". 3 - The fun continues, with each participant to answer the questions, indicating the name of the city, your profession, your taste, with the letter of his own name. 68 - The Chorus MUTE 1 - The leader asks the cooperation of a volunteer leaves the room. 2 - During his absence, the leader explains the game, that is. a) everyone should raise both arms under the command of the animator, b) with hands raised, everyone must unravel a high cry ; c) at any given moment, when the animator close his hand, everyone should stop crying; 3 - The volunteer comes in, but know the rules of the game. 4 - Under the direction of the exciting, all raise their arms and hands, and begin to cry aloud. 5 - At some point the animator closes his hands, all stop crying, less voluntary. 6 - Whenever the animator opens his hands, crying all resume aloud. 69 IN AFRICA 1 - The leader is at the center of the circle, and begins to tell a story. 2 - Every time you say, in the course of history, the term "Africa" all rise, and mimic the gestures made by the animator (this in turn, will make some gestures with his arms, hands or feet, and rise from the seat). 3 - If in the course of history the animator just stand up, and do not say the word "Africa", one can get up, who made it, out of play. 4 - And the story continues, as the game until you lose motivation. 70 - PUT EGGS 1 - All participants sit in a circle and animator lists them, with the numbers 1 and 2 alternately. 2 - The numbers "1" the chickens are "two" cocks. 3 - The chickens say "gluck", and cocks "Gack". 4 - When the animator says "gluck" chickens all stand up and feel immediately. 5 - Slowly accelerate the animator's orders, and suddenly just calls the "chicken" and then only the "roosters". 6 - The leader must be careful to only rise after the call. 71 - Divination 1 - At the beginning of the game presents a volunteer claiming to be able to guess the thoughts of others, and even what happens in the room, in your absence (this game assumes that the animator is already aware of what This is because the volunteer and animator have already agreed among themselves prior to the recreation, the sign or password to be used during the task). 2 - Once out of the room, the leader matches the group that would lend a hand one of the participants, leaving the volunteer's hand to guess who it is. 3 - Call, then the volunteer, who explains that combined in his absence, and asks the question: "I gave the guy my hand" (as the name of a participant). The volunteer will say yes only when the question is: "I gave the guy a hand?". 4 - The animator will only make the right question, or just ask: "I hand the guy," not "I gave my hand "when you head to the right person, that is, the person who shook hands. 5 - The password has been agreed with the volunteer: When the question is formulated with the definite article the answer is "yes."6 - The game continues with other objects, eg clock, pen, etc.. 72 - IN OUR HOUSE 1 - The leader in the center of the circle, in order that all seek to emulate .. 2 - will only be imitated orders to eat with the expression: "In our house. " 3 - Thus, for example, the animator says: "In our house everyone puts his hand on the head." In this case, all imitate the animator. But if we say, "All go through the house," imitate anyone, because it said: "In our house." 4 - The leader starts giving orders initially speaking slowly and gradually speeds up the orders. 5 - Who fool out of play . 73 - TRAIN 1 - Form is a wagon seats, two by two, and all the participants seated. 2 - The leader remains standing in front of the class, and tell an imaginary story that has sequence, which should uses the word "train". 3 - Whenever the word "Train" is pronounced, everyone should get up and switch places. The animator also looking to sit. 4 - The place to go without, assumes the role of continuity of history.74 - LIVE BILLS 1 - The leader forms two subgroups. Each subgroup received the same letters placed on the back of each participant. 2 - With the letters you can form the same word, ie each group should form the same word with the letters placed on the backs of its members. 3 - For example the word "Orange". Once placed in the back, all under the command of the animator should seek to form the word "Orange". 4 - will be the winner for the first subgroup that form the word "Orange". 75.Tiro target 1. Two or more participants withdrew from the room. 2. In the absence of the less, it is within any one design with a central point. 3. The following is called each time the one who had taken out and asks you to look closely at the center of design which should then hit blindfolded. 4. Done So if you sell your eyes, a distance that should go with their arms outstretched and pointing with his forefinger the target. 5. Meanwhile one of the group with a cup of used coffee grounds or flour is put in front of the drawing, the target height, so that the player put your finger inside .. 6. The following is called the second, and play continues until the volunteers have all passed. 76. ALWAYS NUMBER 37 1. The leader said that with any calculation, the number 37 always come out second. Then ask a volunteer to think of any number. 3 - Penando this number, it must be multiplied by 2. 4 - After multiplied by 2, it should sum to 74. 5 - The sum, then should be divided by 2. 6 - And finally subtract the number thought at first, the result of the anterior division. 77 - FORMATION OF A WORD 1 - One of the participants is a letter of the alphabet. 2 - A second, says another letter, and so on. 3 - The letters must form a word that has meaning. 4 - Who put a letter with which you can not form a word that has meaning, out of the game. 78 - Nonverbal Communication 1 - Four people withdraw from the room, meanwhile the group chooses a scene changes whatsoever. 2 - The scene can be, for example, lay out, as a gesture, the shape of an elephant. 3 - Then it is into one of the volunteers who present the scene changes, ie, the leader should represent the gestures the shape of an elephant. 4 - It is the first volunteer to pay attention to then guess what it is. 5 - Here comes a second volunteer to whom the repeats the scene and immediately after the third and fourth. 6 - In the end, one by one will tell the meaning of the scene changes. 7 - The game can be done scenes with other plants, so for example: someone cradling an imaginary baby, changing her diapers, put talcum powder, preparing and giving him the bottle, and putting him to sleep on the bed. 79 - SPEED 1 - The animator writes on a blackboard the numbers 1 to 25, in any order, trying to spread as much as possible the numbers. 2 - The following calls two volunteers who will scratch the numbers following the order of numbering. 3 - Win, who first scratched the numbers 1 to 25, following the normal order of numbers. 4 - To two volunteers who can perform the task, the animator must type the numbers in each half of the board. 5 - Finally, the task is executed, calling for two volunteers to clear the numbers, also following the normal order of numbers, delete the them. 6 - who first winner will finish the job. 80 - Ping Pong 1 - At a table not too big puts on his knees, around two teams to play a game of ping-pong blow. 2 - Players must obey the following rules: a) No person may rely on the table; b) No one can lay hands on the ball and not on the table, c) should all be on his knees, his arms crossed in the back, around the table ; d) Is the point that every time a team they can make the ball fall on the opposite side of the table. 81 - SHOE SEARCH 1 - The game is made with a group of eight to ten participants. 2 - The animator determine that all off his shoes, placing them piled in the center of the circle. 3 - All return to the circle, very open, and away from the pile of shoes. 4 - a signal given by the animator, everyone runs to the center of circle, looking for your pair of shoes, wearing No. 5 - will be allowed to throw away the shoes of others. 6 - will be the winner who first put on your pair of shoes. 82 - TELEGRAM 1 - The leader ordered everyone to try to write a telegram whose words begin with the letter "R" or any other letter. 2 - will be the winner who, within three minutes to present your telegram, starting with the letter indicated, and has a sense. 83 - Matchbox 1 - Requests that two or more competitors present themselves in the middle of the group. 2 - Each one will receive a box of matches, which should only be opened with one hand and, once opened, take a matchstick and light it . 3 - The first thing that can make it a winner. 84 - THE CIRCLE GAME 1 - The leader makes a circle in the middle of the room. 2 - After Divide into groups of two subgroups, sell to the eyes of all participants which remain outside the circle. 3 - The following commands all the animator are directed into the circle. 4 - winner will be the subgroup with the highest number of participants within the circle. 5 - If the game takes place within a dark room or night, it is unnecessary to blindfold the participants. 85 - SOLD MARCH 1 - All participants are seated in a circular shape. 2 - The leader, standing in the center of the circle, initiates a new circle, singing: "March soldier ...", with the whole group singing. 3 - At one point calls with a gesture to any of the participants to stand and enter the stream. 4 - The animator, broom in hand, gives a signal, a large broom and looking for a place to sit, as well as others5 - That which is left without a seat takes the broom and the game continues. 86 - THE WORD SEARCH 1 - The leader thinks a word, writes on the blackboard the letters of the word wildly. 2 - Who for discovering the first word is the winner game. 87 - LET'S SEE WHAT MAKES 1 - The participants form a circle. 2 - The leader stands in the center of the circle and distribute a pencil and a sheet for each participant. 3 - Everyone should write the first sentence of a fact (for example, a hunt). 4 - Next, sort all the exciting double the written part of the way the writing is hidden, then pass the sheet to the fellow on the right. 5 - Continuing, everyone should write the second part history, folding the paper again and passing it to the right and so on for four or five times. 6 - The game ended with a reading of the facts. 88 - The box MUSIC 1 - The participants of the game are arranged in a circulating. 2 - The sound of music, ranging from one to another, quickly, a box containing tickets with tasks. 3 - The person responsible for music, his back to the group from time to time to the music. 4 - The person who found the box with the hand at the time of suspension of the music should take a ticket and run in the middle of the circle that will fit the job by chance. 5 - continues, then the game until the end of tasks. 89 - Divination 1 - The leader asks three participants withdraw from the play room. 2 - In the absence of three, formed a circle, in which all must change the position of something personal. (For example, unbuttoning her blouse, change the position of the clock, etc.).. 3 - The three missing are invited, one by one, to enter the circle, with each one to guess the changes made in the people sitting in the circle. 4 - who the winner will discover the changes made. 90 - GREETINGS 1 - Two or three participants leave the room. 2 - In the middle of the circle of the group put up chairs for four characters "distinguished" but invisible. (For example, an orangutan, a "miss" the universe, the President of a country). 3 - It is called the first of whom is explained away: these chairs are the four illustrious personages to whom you must greet with the largest obeisances. 4 - Once the greeting, the group will identify the characters placed on each chair. 5 - The following is called the second party absent, and continues to exercise. 91 - WHO WILL BE 1 - The eyes of animals sold all participants in the game, or ask everyone to close their eyes before putting your hands of them. 2 - Next, the animator moves the participants, to the point that no one knows anymore who is your neighbor.3 - One of the participants is taken out of the room. 4 - The following discloses the eyes or have eyes open, and who for the first guess the name of the absent person will be winning the game. 92 - The ELECTRICITY 1 - A participant is asked to leave the room . 2 - Meanwhile combine the remaining that will be thrilled to discover that he should put his hand on the head. 3 - Then those who had withdrawn. 4 - The leader asks for the same discover electrified by laying hands on the head of the participants. 5 - lay your hand upon the head of the chosen, the whole group gives a shout. 6 - So ends the game. 93 - PAL AND CAMEL 1 - The leader in the order of the circle, the participants said, They are: camel, buddy, camel, buddy, etc.. indicate to all participants. 2 - Next, the animator begins by telling a hestória what happened in Africa. 3 - Every time the name appears in hestória "camel," all those who are "camels" are a great inclination to head and body and all the time inside the hestória speak the word "comrade", all of which are "buddy" tilt your head and body. 4 - It is heartening to create a certain suspense, for it may simply mean the initial letters Before you say "camel or comrade": so ca-am ... 94 - BOX OF MATCHES AND NOSE 1 - participants are divided in two columns. 2 - There is every team in single file. 3 - Each bedside receive queue gets a match box cover, which will be placed on the tip of the nose and passed on, welcoming also the tip of the nose of the next in line, without help of hands, and so until the end of the queue. 4 - winner will be the team that finished first. 95 - ONLY ONE SENTENCE FORGIVE 1 - A participant leaves the room. 2 - In the absence of voluntary, exciting gifts that match the missing is a criminal. Only one question can forgive the crime. It is the volunteer guess this question. 3 - Once the voluntary return to the group, everyone should seek to imitate everything he does, and talk. If you ask "Why are you imitating me?" He will be forgiven. 4 - Volunteer back to the circle, and the animator explains that he is being accused of a crime, only one question you can forgive his crime. 5 - The play begins and ends only when the volunteer to ask the question: "Why are you imitating me?". 96 - BALLOON POP 1 - are chosen eight or ten volunteers. 2 - Everyone will receive a balloon tied to the the ankle. 3 - Each one should take care of her while trying to pop the balloon with the other foot. 4 - will be victorious who can pop the balloon of the opponents and remain with its full. 97 - PANTS CHAIR 1 - They pick up two volunteers. 2 - Blindfolded, the two volunteers in the middle of the circle with two chairs seek to wear shoes or paper cups, which are within the circle. 3 - Each will seek to put on the chair itself with glasses or shoes of his companions, scattered within the circle. 4 - winner will be whoever gets put on the first four legs of his chair. 98 - You read the Bible 1 - The leader asks for two volunteers to withdraw from the room while the game is explained to the group. 2 - Place, another volunteer in a chair, covered with a sheet or blanket, and placed a mirror in his hand a little above the feet, hidden under the blanket. 3 - The person sitting in the chair calls Noah is 4 - One by one they enter the two volunteers. The first to come forward should kneel before Noah and beg her cries in the record to show you an animal ugly and disgusting. 5 - After begging three times, the animals below the head of this volunteer who is kneeling in front of Noah and raises a little covers up the mirror. 6 - Looking in the mirror, Noah answered prayer. 99 - My aunt brought a - The leader says his aunt came from Europe and brought a range that does so. 2 - All imitate, fanning herself with her hand. 3 - A bicycle. 4 - All imitate: wagging, pedaling: 5 - A doll. 6 - All imitate: wagging, rocking and riding (with a shaking hand, rocking with the other, and feet, cycling). 7 - and adding other things to go well until the whole body in motion. 100 - Gymkhana 1 - The animator so many teams with equal number of participants. 2 - Each team will choose who will represent in the different tests. 3 - It is accomplish tasks such as running with an egg on a spoon, fill a bottle of water to thread a needle, run with your feet in a bag, fill a hot air balloon; eating an apple, etc.. 4 - team that can win the most points. 101 - GAME OF RABBITS 1 - Participants holding hands two by two, forming the burrows of rabbits. 2 - Within each play stands a participant, which is the rabbit. 3 - The leader controls the game and run out of rings. 4 - When the facilitator shout, "Change comes," all "rabbit" out of the woodwork and try to get in another play.5 - that is played will be the person who will give the command: "Change comes." 6 - And so on, until the gang lose motivation of play. 102 - AN ORIGINAL Hunt 1 - The leader divides the group into several teams. 2 - Each team chooses its leader who will receive the list of things that should be sought by all team members at a particular time (eg, within another hour). 3 - team that can win the most requested things, in less time. 4 - The lists are the same for all teams. 5 - Example of lists to be asked: List No. 01 List No. 02 a) 5 coins of different values: a) a pair of gloves; b) a newspaper oldest dates b) ten marbles; c) a switchblade knife and a, c) collar fantasy; d) a lipstick; d) a fountain pen; e) a portrait of the President; e) a bag stopper; f) a bottle opener f) a wreck; g) a red flower; g) five chicken feathers; h) (five different bottle caps h) a postcard of the city, Coolant, 103 - AS BUNNY DOES 1 - All participants are standing in a circular fashion. 2 - The leader asks the question to his colleague on the right: "You know how does the rabbit?". 3 - The right partner replies, "No I know, as he does. " 4 - Then the animator says: "Do so, and it raises the arm to the waist, and folds his hands inside, and that position is." 5 - Then the person's Animal rights repeats the question and answer, until all are in the position of the arms raised and hands inside.6 - In this time back to the animator, who concludes: "Since nobody knows how to make the bunny, I do not I know, "and ends the game. 104 - Set? 1 - The Animated Drawings UNDER WITHOUT A PIG TAIL. 2 - Choose a volunteer who is selling his eyes and he is up to complete the design of the pig, drawing blindfolded the tail. 3 - Multiple people can try, and you know who the winner will complete the design. 105 - FRUIT SALAD 1 - Every group sitting in a circle. 2 - Next, the facilitator will give the name of a fruit for c