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Ice Breaker Bible

This document provides icebreaker activities and games to facilitate introductions and team building at orientation events. It includes warm-up exercises like stretches and "two truths and a lie" to help participants learn each other's names. Physical contact activities like "inch worm" and "skin the snake" aim to reduce social barriers. Suggested games involve sharing personal details or clues to find matching partners. The goal is engaging new students through fun interactive exercises.

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anniekatrina
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0% found this document useful (0 votes)
1K views12 pages

Ice Breaker Bible

This document provides icebreaker activities and games to facilitate introductions and team building at orientation events. It includes warm-up exercises like stretches and "two truths and a lie" to help participants learn each other's names. Physical contact activities like "inch worm" and "skin the snake" aim to reduce social barriers. Suggested games involve sharing personal details or clues to find matching partners. The goal is engaging new students through fun interactive exercises.

Uploaded by

anniekatrina
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The

WORST-CASE SCENARIO
Icebreaker Handbook

TO: e me
HOW a c oyot o n ’ s na
te rs
Im it a he r pe
n an
o t at h
L ear e to de
o n wn
re s ome re a k do
Sta to b
a g roup
Get ers….
i
b ar r

By your Orientation Coordinators


ALWAYS REMEMBER…. SAFETY FIRST!!!!

Warm Ups
Warm Ups are a fun and easy way to get people moving and achieve basic
introductions. They may also be used to stretch people out if they've been
sitting around for a long period of time.
MY FAVORITE STRETCH
Each person says their name and talks about themselves (you may add spe-
cific things as needed). Meanwhile, the person does a stretch. Everyone
then says, “Hi _____,” while doing the stretch. No stretch should be re-
peated twice.
SEARS CATALOG
Each person chooses an item that they believe would be in a department
store catalog. The item must start with the same first letter as their first name
and should be something that describes something about the person. The
second person repeats what the first said and gives their own name and
object. The third person repeats the first two, and so on.
TOILET PAPER/M&Ms or SKITTLES GAME
For toilet paper, take one roll of toilet paper and pass it around and tell each
person to take as much as they need. For M&M’s or Skittles pass a bag
around and tell people that they can have as many as they want, but NOT to
eat them yet. For each sheet of toilet paper or each M&M/Skittle, have each
person tell something about himself or herself. It the individual has taken a
HUGE number, you can set a limit for how many things they have to say.
TWO TRUTHS AND A LIE
Have everyone think of three sentences about themselves, 2 being true and 1
being false. As they go around the circle, one person says their sentences
and the person next to them tries to guess which one is the lie.
FAVORITE CARDS
Divide an index card into four sections. Into one section draw a picture of
your favorite TV show; in another, draw your favorite state; favorite book or
magazine; favorite food, etc. then tape your card to your front and walk
around trying to guess what others put on their card. Let others guess at
yours, but don’t tell them right or wrong; just listen. After everyone has
walked around and seen each other’s, go around the circle and tell what your
favorites are.
ALPHABETIC INTRODUCTIONS
Each participant is asked to choose a letter of the alphabet. Duplicate letters
are permitted. They are then given five minutes in which to describe them-
selves using single words beginning only with that letter. You could award a
small prize for the person with the most number of words.
WHAT’S YOUR SIGN?
Gather in a circle. Each person must create a gesture or sound to present to
the group. As each person makes their introduction, the group them imitates
the gesture and sound back at them. Go around the circle at least twice. Then
one person will make his or her sign followed by someone else’s. Then that
person will make his or her sign followed by someone else’s, and so on until
BALLOON GAME
Have everyone put one piece of Information about themselves in a
balloon, then blow up the balloon and throw the balloon In the middle
of the circle of participants. Then one by one pop the balloons and
guess to whom that piece of information belongs.
NUTS AND BOLTS
Have group members pair up. They spend five minutes learning about
each other and will then be asked to introduce the other to the group,
giving three pieces of information.
CONCENTRIC CIRCLES
Have the group form two circles, an inner and outer. The inner circle
should face the outer circle. Should be an even number, so each person
has a “partner” to look at that is a part of the other circle. Once the
circles have formed, have each “partner” introduce themselves, then ask
a question that one of the partners will respond to, like “Why did you
choose SU?” or “What are you most afraid of, being new here?” only
give them 30-60 seconds to respond. Then, have one of the circles move
two or three people to the right or left, and do the same thing again with
a different question.

Fun exercises (popping the personal bubble)


INCH WORM
Sit on the turf facing your partner. Inch toward one another until you
and he or she are close enough to sit on each other's feet. Big feet offer
an advantage, or at least a certain comfort factor. Grasp your partner's
elbows or upper arms with each hand. Staying on each other’s feet, you
must travel from point A to point B. You may want to have a goal set
up which the participants will attempt to reach first.
PYTHON PENTATHLON
First, have one person sit on the ground. Ask them to move forward (or
backward) using only their butts. At this point, they'll either hop or
move forward one cheek at a time. Encourage them to do the latter.
Next, ask for 4 more volunteers to do the same. Line them up and have
them place their feet on the lap of the person in front of them. The
person in front is the captain and is the only person allowed to have
both feet and hand contact with the ground. Evenly split up the group
and have them race to a finish line you've set.
EVERYBODY UP
In pairs, have participants sit back to back with arms linked and then
have them stand up at the same time. Watch and try to get students to
perfect the activity. When 2 pairs are finished, have them combine
forces to stand up at the same time together. Continue to pair groups
until the entire group stands up together.
BODY SURFING
Find a slight slope in the ground. The entire group will lie lengthwise
next to one another (appx 1 ft.), on their stomachs, facing across the
slope. One person will stand at the front of the group (at the top of the
slope), and will lay on their stomach over the group on the ground.
SLOWLY, the group on the ground will roll themselves down the slope,
successfully “body surfing” the person. Works best with at least 15
people.
SKIN THE SNAKE/ ZIPPER
Have everyone line up, legs spread shoulder-width apart. Have them
bend over at the waist and put their right hand through their legs. Have
them grab the person’s hand that is in front of them with their left. Have
the person at the back of the line lie down first, and then the rest slowly
move backward and lie down when it’s their turn. The line should be
moving over people after a few minutes. After the first person in line
(the last one to lay down) hits their head to the ground (LIGHTLY),
everyone can jump back up and do it again. BE CAREFUL!!!!
GROUP SIT
Gather in a circle. The circle must be a tight, shoulder-to-shoulder, and
authentic circle as possible. When the group is snug enough, have eve-
ryone turn one direction. The group will then need to get even closer.
On your count, the group will SLOWLY sit on the person’s lap behind
them. Hold it for as long as comfortable, then SLOWLY have the group
stand up.
PEOPLE-TO-PEOPLE
Gather in a circle with you in the middle. Have everyone find a partner.
You start slowly clapping, and names off two body parts (i.e. “Elbow to
shin…Forehead to knee…people to people”). Each pair will then per-
form that act (one elbow of one person will touch the knee of their
partner”. When “People to People” is the command, everyone must find
a new partner. Whoever is left is now in the middle. Throughout this,
the person in the middle should maintain the slow clapping. DON’T
FORGET TO BE CAREFUL!!!

Games
FAVORITE OBJECT (works best with leaders, not small groups)
Each member of the group needs to bring an object that represents them
in some way. Go around the circle and have people share why their
object represents who they are.
UNIVERSITY JEOPARDY
Create Jeopardy-type questions about your university for the students in
your small group. They can look in the university catalog to find the
answers, or whatever sources the question came from.
HUMAN BINGO
Make a 5x5 grid and fill each space with a statement like, “find some-
one who was born out of this state”, “find someone who can speak
another language”, etc. The students are to mingle around and meet the
others. Once they find a student who matches the criteria in the grid, the
student signs that block. Prizes can be given for filling in a horizontal,
vertical, or diagonal line, or for filling in the whole card.
STINGER
Have the group form a circle and close their eyes. Facilitator circles the
group and selects a “stinger” by squeezing an individual’s shoulder.
The group then opens their eyes and spends time introducing them-
selves to others while shaking hands (and trying to spot the stinger).
The stinger tries to eliminate everyone without getting caught. The
stinger strikes by injecting poison with their index finger, while shaking
hands. A person stung may not die until at least five seconds after they
are stung. The more dramatic the death, the better! When someone
thinks they have discovered who the stinger is, they may announce that
they know. If they get a “second” from someone else in the group
within 10 seconds, the two of them may make an accusation. If the
person does not get a second, he/she must wait to challenge again, after
another person dies. If another person does step forward to second the
challenge, both point to who they think it is on a count to three. If they
do not point to the same person, or they both point to the wrong person,
they both are automatically dead. If they select the correct person, the
stinger is dead and the game is over.

YURT CIRCLE
All members are in a circle facing inward, holding hands. Tell them to
move outward until there's a slight tension in their arms. At that point,
have them count off in 1's and 2's. Tell the group that you're about to
try something requiring trusting each other. Then, tell the 1's to lean out
while the 2's lean into the circle. Try this until the group gets it, point-
ing out safety of each member. Then tell the group to switch (1's lean
in, 2's lean out).
WARP SPEED
Have your group circle up. Take an object like a ball or stuffed animal
and throw it to a person across from you in the circle. Call out their
name as you do so. Tell that person to throw it to another person in the
circle, particularly someone they do not know. Complete the toss until
the ball/object reaches you. Ask the group if there's a better way to
rearrange themselves to make the process faster. Eventually, the group
will be standing shoulder to shoulder with hands in the center of the
circle passing the ball to each other. Don’t forget a time limit!
>GROUP JUGGLING
Take multiple objects and do the same steps as
warp speed. Do not allow the group to rear range
themselves. Eventually the group will have multiple objects
being thrown to each other. You may want them to try it
backward as well.
STEAL THE BACON
Divide the group into two teams. Everybody on Team 1 gets a number
and everybody on team two gets a number. Both teams face each other
about 15-20 yards apart. The leader calls the number and both of these
people have to race out and grab the cone and run back past their line
without getting tagged. If they get past the line, they are awarded a
point.

PASS, BINK, SCHWAA, SCHWING


Gather in a circle. The group must pass “it” (the group decides what the
imaginary “it” is) around the circle using the following sound ef-
fects…”Pass” = passes “it” around the circle, in the same direction.
“Bink” = turns “it” in the other direction. “Schwaa” = passes “it” behind
the back, in the same direction. “Schwing” = sends “it” across the cir-
cle, wherever one wants. Rearrange the order of the sounds and add
new ones for some variety!
STARE OF DEATH
Everyone stands in a circle, looking down. The leader counts to three,
and on the count of three everyone looks up at another person in the
circle. If two people are looking at each other, they are out. Last person
in the circle wins. Alternative: people scream as they “die” when they
discover someone else is staring at them.
HUMAN KNOT
Have the group stand very close together. Tell them to reach out their
arms so all hands are jumbled and intertwining. Then tell them to grab
one hand for each of their hands, but not the persons’ next to them.
Now they are a HUMAN KNOT and must use teamwork to untangle
themselves into one circle without letting go of their hands.
LINE UP
Have group members line up, without talking, in order such as: alpha-
betical, chronological (birthdays), distance born, etc. Then go around
the room to see if they are in the right order.
WHO AM I?
Small group leaders write names of famous people (best if in a cate-
gory, ‘like singers’) on pieces of tape. Tape onto backs of participants,
making sure they don’t see the name. Participants ask each other
ONLY yes/no questions to figure out who they are. First person to
figure themselves out wins.

BABY, I LOVE YOU


The group forms and sits in a circle. The “it” player approaches one
person and says, “I love you, baby.” That player must respond by say-
ing, “Baby, I love you, but I just can’t smile.” If that player smiles
while speaking these words, he/she becomes “it.” If the player does not
smile, “it” must approach a new person until “it” makes someone
smile. “It” is not allowed to touch a player as he/she speaks, but any-
thing else is fair play.
I LIKE PEOPLE WHO…
Gather the group into a circle, with you in the middle. Have each person
remove one shoe (or something alternate) in order to mark the spot
where they are standing, stand shoulder-to-shoulder, or if chairs are
available, this game can be played sitting down. When the you say, “I
like people who…are from outside Washington” (for example), those
people have to run through the middle and find a new spot along the
outside of the circle. You run to a new spot as well. Whoever is left
without a spot along the circle is now in the middle. DON’T FORGET
TO BE CAREFUL!!!
GOING TO A PARTY
The participants will try to figure out the “rule” that the small group
leader decides. For example, the leader decides the “rule” is anything
that starts with the letter ‘b’. In a circle, the leader says, “I’m going to a
party, and I’m taking some bananas.” The next person says, “I’m going
to a party, and I’m taking some bananas and…[fill in blank].” (usually
the first few people don’t get it) if you don’t catch on, you are passed
over and the next person goes. Hopefully, people will catch on quickly.
ANIMAL SOUNDS
This game works best blindfolded, or at least with eyes closed in an
open space. Whisper an animal into everyone’s ear. After everyone has
an animal, have them find the other same animals using only animal
noises. As soon as they’ve all found each other, they sit down. Make
sure to keep people safe from any obstacles.
HOW’S YOURS?
One member of the group is sent out of the room. The rest of the group
decides on a part of the body. The person is called back in and tries to
identify the body part by asking, “How’s yours?” The group member
chosen has to respond in a descriptive word or phrase that describes the
part chosen. When the questioner figures out the body part, the last
person asked is “it”, and sent out.
ARTIST AND HIS/HER CLAY
Divide the larger group into smaller groups of 3-4 people. Each group
needs to select an “artist” and the others need to be the “clay.” Each
“artist” is given 30-60 seconds to form their masterpiece. Once time is
up the “artist” needs to describe what they were trying to express with
their piece. Have the small groups switch parts and give the other
“artists” a chance to express themselves.

TOE FENCING
Have participants find a partner and face each other, holding hands.
They then try to tap the tops of each other’s toes with their own. When
an individual scores three “hits,” it is time to switch to a new partner.
Beware! This is NOT toe STOMPING, so make sure players under-
stand not to be too rough in their tapping. Hint: It is helpful to have
players be “equally armed” (i.e. shoes vs shoes, sandals vs sandals, etc)
MINGLE MINGLE
Everyone congregates in the middle of the room, no particular order.
Tell them to walk around the room and say, “mingle mingle” over and
over. As they are mingling, the facilitator calls out a number. The group
needs to break up into small group of that number. When they have
broken down into the groups, than have them perform a specified activ-
ity. Here’s the numbers and tasks:
yell “FIVE”, then have them sing “row, row, row your boat”
yell “THREE”, then have them play “ring around the rosy”
yell “TWO”, then have them play “patty cake”
yell “FOUR”, then have them arrange themselves according to height
yell “SEVEN”, then have them do the “twist”
yell “THREE”, then have them do three jumping jacks
yell “FIVE”, then have them do one big group hug
yell “BIG GROUP”, then have them introduce themselves to the person
on their right and tell “something unique about yourself”

FOUR CORNERS CATEGORIES


Point to four corners (separate areas) and name each corner as a differ-
ent category. Have group members choose which corner they best
fit/connect with. Once in their corners, if applicable, have the group in
each corner come to a consensus why they all picked that category and
report to the large group.
Sensitive, Friendly, Approachable, Sincere
Son/Daughter, Boyfriend/Girlfriend, Sister/Brother, Student
Helper, Friend, Volunteer, Counselor
Mobilizing, Soothing, Informative, Nurturing
Frustrated, Depressed, Angry, Resigned
Vine, Cactus, Oak Tree, Daisy
Wise, Intelligent, Experienced, Well-Read
Withdrawn, Selfish, Lonely, Anti-Social
Sexy, Attractive, Nice, Popular
Commander, Organizer, Leader, Facilitator
Feeler, Talker, Thinker, Doer
Meat & Potatoes, Brownie, Caviar, Stir-Fry
Bagel, Muffin, Scone, Croissant
Excitable, Calm, Energetic, Reflective
Seattle, North Seattle, South Seattle, Eastside
Car, Bus, Bike, Walk
Summer, Fall, Winter, Spring
Hotel, Motel, Camp, Home
Museum, Concert, Movie, Shopping
Breakfast, Lunch, Dinner, Snack
Early, Late, On Time, What meeting?
Coffee, Tea, Soda, Water
Hiking, Biking, Kayaking, Web-Surfing
Dogs, Cats, Other Pets, No Pets
City, Suburb, Country, Wilderness
Oldest child, Middle, Youngest, Only
SOLEMN AND SILENT
The instructor explains that this exercise will take self control. Mem-
bers pair back to back. On the count of three, everyone must face their
partner, look each other in the eyes, and then try to remain solemn and
serious. No speaking! The first to smile or laugh must sit down. All
who remain standing then take a new partner and the activity continues
until only one person has not smiled or laughed. (Second round of
playing can involve two teams competing to outlast each other.) If you
get a pair at the end who are both keeping a straight face, the rest of the
group can act ask hecklers to disrupt them.

CHOICES
(This activity is especially good when doing values clarification training
for student leaders.) Divide the room in half and point to the opposite
sides of the room for the two choices. Group members have to choose
one side, they cannot stay in the middle. Once everyone has chosen a
side, have them pair off and talk about why they picked that side.
Are you more like a clothesline or a kite string?
Are you more likely to walk on thin ice or tiptoe through tulips?
Are you more like a hotel or a motel?
Are you more red or green?
Are you more like a singer or a dancer?
Are you more of a loner or a joiner?
Are you more like a rose or a daisy?
Are you more like a shark or a sardine?
Are you more like a shoe or a sock?
Are you more like a roller coaster or a pogo stick?
Are you more like breakfast or dinner?
Are you more like a window or a door?
Are you more yes or no?
Are you more like a one-story or two-story building?
Are you more like a tree or a bush?
Are you more like a dog or a cat?
Are you more like a heel or a sole?
Are you more like a bell or a chime?
Are you more like a pen or a pencil?
Are you more like summer or winter?
Are you more like the present or the future?
Are you more like wallpaper or house paint?
Are you more like coffee or tea?
Are you more like a mountain or a valley?
Are you more like a lake or a river?
Are you more fast or slow?
Are you more like an apple or an orange?
Are you more like steel or gold?
Are you more like an elevator or an escalator?
Are you more of a saver or a spender?
Are you more like a big city or a small town?
Are you more like a ping-pong ball or a paddle?
Types of Tag
ELVES-GIANTS-WIZARDS
Divide the group in half, have a scrimmage line, and teach everyone the
chant with proper movements: “Elves…Giants…Wizards”(3x). Have
the halves huddle and pick two, just in case both teams have the same
first choice. Teach them the sequence of “power”: elves BEAT wizards;
wizards BEAT giants; giants BEAT elves. Whoever picks the higher
power chases the other side and tags them (if tagged, must join other
team). Have a home free line so they aren’t running into oblivion to get
away.

FREEZE TAG
Establish a square boundary by marking it with either cones or jackets
or etc. two people are “it” to begin with. And those being chased within
the boundaries. When tagged, the person must stop right there and stand
with their legs spread. To “free” someone, those who are not tagged
must dive through the spread legs of their tagged teammates. YOU
MUST BE CAREFUL!!! NO TACKLING!!!
GLOB TAG
Start as a couple with arms elbow locked. One couple is “it”, and only
the ends of the ”glob” can tag other couples. As couples are tagged,
they link up and become part of the “glob”. For added fun, make bound-
ary lines.
CAT & MOUSE
Gather the group in a circle and pick one person to be “it”(the cat) and
one person to be chased (the mouse). Of the remaining people, ask that
everyone find a partner, with whom they link arms. The person being
chased can escape capture by linking arms with someone else, forcing
the person at the other end of the pair to be the chased one. When the
person who is “it” does tag someone, the two immediately reverse roles.

A Few More Extras….


KNOW IT ALL
Ask participants to write down answers to a variety of questions. Then,
have them share their information with the other participants. Once all
participants have shared, give them 3 minutes to write down everything
they remember about the other people. After 3minutes, have them score
their answers– 5 points for each person’s name they remembered, 2
points for each answer to a question. The one with the most points wins
a prize.
COLOR QUESTIONS
Have everyone break into small groups and share their favorite color.
Then,let them know that for each color, there’s a questions and that is the
question they have to answer. The color/question code is below:
* Red: What do you wish people would “stop” doing?
* Orange: What motivates you?
* Yellow: What’s the best idea you ever had?
* Green: If you won the lottery, how would you spend the
money? And you have to spend it!
* Blue: What is your dream of the future?
* Purple: If you were in charge of the world, what would you
do?
(You can also change the questions, or use skittles or M&Ms to have
people draw colors)

QUESTION AND ANSWER


Ask your students to answer the list of questions you have provided
(prepare and copy lists before meeting), such as how many siblings they
have, what’s their major, favorite movie, etc. Then later put the questions
and answers on index cards and at a second meeting redistribute the cards
and have students find who’s answers they have.

IN SHAPE
Divide your group into two smaller groups. Have each group name a
leader. Tell them that you will call out the names of shapes and they will
have to form that shape. Whichever group does the most shapes first wins.
You can use circles, squares, ovals, rectangles, parallelograms, etc. but
you can be even more creative and tell them to make stars, dog shapes,
houses, etc.

DYNAMIC DUOS
Divide the group into pairs. Assign each pair the name of a Dynamic Duo
(Romeo and Juliet, Tarzan and Jane, Batman and Robin, etc.) Then have
each pair act out for the group their Dynamic Duo. The groups guesses
who they are.

Notes
Big Booty
1. Get at least 3 people. The game is best played in
large groups of at least five. Arrange yourselves in a
circle, standing or sitting.
2. Number the players. Establish one player to be
"Big Booty," which is essentially just a name for the
leader. Number the other players as "Number One,"
"Number Two," and so on, going around the circle in
order.
3. Start clapping. "Big Booty" will establish a simple
pattern "pat, clap, pat, clap". (You pat your thighs or
a table surface with both hands then clap your
hands.) Start at a moderate tempo. The group joins in
with the leader, so that everyone is patting and clap-
ping simultaneously.
4. Begin the game (assuming you're the leader) by
singing "Big booty, oh yeah, big booty, big booty!"
5. Pick a person in the group by stating the number of
any other player in the circle. That player is then to
state his own number, followed by the number of a
different player (or "Big Booty" if they wish to pass
the turn to the leader), and so on. All this is to be
said in time with the given patting/clapping
tempo. For example:
• All: "Big booty, big booty, big booty, oh yeah!"
• Big Booty: "Big booty, number seven!" (said with a
single pat and a single clap)
• Number Seven: "Number seven, number three!" (said
with a single pat and a single clap)
• Number Three: "Number three, number eight!" (said
with a single pat and a single clap)
6. Continue the pattern until someone makes a mis-
take by falling out of rhythm, calling a number that
doesn’t exist. This person then loses their place and
falls to the end, becoming the last number.

*This can also be played elimination style.

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