Wrapped Candy Bar Game

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Wrapped Candy Bar Game Wrapped Candy Bar Game Roll the right number; get a chance to eat the chocolate bar, but hurry before your turns up. Object of the Game: To eat as much of the candy bar as possible before your turn is over. Items Needed: 1 6-sided die; 1 king sized candy bar (such as a Hershey's bar); 1 butter knife; 1 fork; 1 set of gloves; newspaper; tape Preparation: Take the unopened candy bar and heavily wrap it in newspaper, tape it in place with lots of tape so that it's tightly wrapped. Place the wrapped bar in the freezer for at least an hour. When ready place the frozen bar, gloves, knife, and fork on a table or the floor. Have everyone sit in a circle around the items. Directions: Begin by having someone roll the die, if they roll a 1 or 6 they must put on the gloves, grab the knife and fork and try to open the candy bar with only those two items. They cannot use their teeth, hands or any other help. When the next person rolls a 1 or 6 they must remove the gloves and give them to that person who must then try to unwrap the bar. Once the bar is visible the players may try to eat the bar using the tools when it is their turn. Once the bar is completely eaten the game is over. Example: Player one rolls a four, player two rolls a six and puts on the gloves. Player three rolls a three while player two begins to hack at the bar with only the knife and fork. Player four rolls a one and asks for the gloves which player two removes, and player five rolls a one before player four finished putting on the gloves. Player one rolls again, etc. Note: To make the game more difficult you can include a scarf and hat that must be put on before you can begin to work on the candy bar. Psychiatrist! - You have everyone sit in a circle and pick one person to be the "psychiatrist." This person is going to try and figure out what is wrong with the people in the circle. The psychiatrist leaves the room for a minute and your team figures out something they could do that will confuse the psychiatrist. For example, every time someone says the word "and" then everyone would act like they were on a merry-go-round. Or you answer every question with the lyrics of a song. You get more and more creative as you go. It's really fun when you pick really crazy things to do and its fun to be the psychiatrist too! – Copyright © 2007 Brigham Young University, Women's Conference. All Rights Reserved. Copies can be made for home or church use. Liar, Lair Items needed: Pencil and Paper for everyone Have everyone write down two things about them that are true, and one that is false, things that people at the party wouldn't know. After everyone is done, have people take turns reading theirs. Have everyone guess which one is not true. Keep score and see who guessed the most lies. Spoons Items needed: Cards - Any kind that have 4 of the same number Spoons - enough for everyone at the party, minus one Paper and Pencil - For keeping score Preparation: Take four of a kind out for as many people as you have (if you have 4 people playing, take out a set of ones, twos, threes and fours), there should be 4 X the number of people you have. Shuffle the cards. Pass them out until they are gone. Everyone should have 4 cards. Put out the spoons; enough for everyone, minus one. Play: The dealer for this round is in charge. The object is to get 4 of the same number. Everyone will take a card that they don't want and when the dealer says "Pass" everyone passes their unwanted card to the person on their left. they should all have 4 cards again. Then they pick another card they don't want. Play continues, everyone passing their unwanted cards when the dealer indicates, until somebody get four of a kind. When someone does, they grab a spoon. Once someone grabs a spoon then everyone else can as well. The person that doesn't get a spoon loses the round and get an "S" on the score sheet. Then the cards are turned in to the next dealer and play another round. Scoring: Each time a person doesn’t get a spoon, a new letter is added to their score, starting with "S". Then the next time that person doesn't get a spoon they get a "P" and it continues on, until that person spells "Spoon" at which time they are out of the game. The last person who hasn't spelled "SPOON" is declared winner! Copyright © 2007 Brigham Young University, Women's Conference. All Rights Reserved. Copies can be made for home or church use. SCUM or President Introduction Scum has many alternative names: President, Rich Man Poor Man, Bum, Landlord, Emperors and Scum. In Australia it is often called Warlords and Scumbags, perhaps because the politician Paul Keating once famously used the word "scumbag" to describe his opponents. The Basic Game Objective The aim is to get rid of all your cards as soon as possible. The last player left with cards is called the scum, or whatever term of derision is locally used. Players and Cards About 4 to 7 people –we’ve played up to 12 before. Use a standard 52 card pack, Rook cards may also be used. The suits are irrelevant and the cards rank, from high to low, A K Q J 10 9 8 7 6 5 4 3 2. (1-2 additional packs may be needed depending on the # of players) Deal The game is played clockwise. All the cards are dealt out. Some players may have one more than others. Play The player to dealer's left starts by leading (face up) any single card or any set of cards of equal rank (for example three fives). Each player in turn must then either pass (i.e. not play any cards), or play face up a card or set of cards which beats the previous play. A single card is beaten by any higher single card. A set of cards can only be beaten by a higher set containing the same number of cards. So for example if the previous player played two sixes you can beat this with two kings, or two sevens, but not with a single king, and not with three sevens (though you could play two of them and hang onto the third). It is not necessary to beat the previous play just because you can - passing is always allowed. Also passing does not prevent you from playing the next time your turn comes round. The play continues as many times around the table as necessary until someone makes a play which everyone else passes. All the cards played are then turned face down and put to one side, and the player who played last (and highest) to the previous "trick" starts again by leading any card or set of equal cards. For example the play might go: A B C D E 4 Pass Pass 6 9 J Pass Pass Pass K Pass Pass A Pass Pass Pass Pass C then starts again by leading any card or set. Copyright © 2007 Brigham Young University, Women's Conference. All Rights Reserved. Copies can be made for home or church use. When a player whose turn it is to play has no more cards left, the turn passes to the next player in rotation. Therefore in the example, if the ace was C's last card, it would then be D's turn to play anything. Social Status The first player who is out of cards is awarded the highest social rank - for Americans this is President - the next is Vice-President, then Citizen and so on down. The last player to be left with any cards is known as the Beggar, Scum, or by various terms of abuse. For Europeans the ranks can be King, Queen, Minister, ... , Peasant, Worker, Scum. If keeping score, the players get points depending on their position - for example 2 for the President, 1 for the Vice President and nothing for the others. More importantly, the players of higher status are entitled to enjoy and generally abuse their power over the lower ranking players. For the next hand the players move seats. The President selects the most comfortable chair, the Vice President sits to the President's left, and so on around to the scum who sits to the President's right, probably on a crate or packing case. The scum is responsible for shuffling, dealing and clearing away the cards when necessary. As the players are now seated clockwise in order of rank, the first card is dealt to the President, the second to the Vice President, and so on down. When the deal is complete, the scum must give his highest card to the President, and the President gives back in exchange any card which he does not want. The President then leads any card or set of cards and the game continues as before. End of Game If scoring, set a target and the game ends when someone reaches (say) 11 points. SKITTLES GAMES 1) Start with a bowl of skittles, begin by holding the bowl high, and pass the bowl to the left, each person reaches in and takes 2.
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