There are many reasons to break the ice at the start of a group social gathering-often before most of the group have arrived. Listening to a nice music performer is excellent at this time. Here are a few ideas to get things moving.
Creature Barkers. Every person is given a piece of paper with one of five colors. Every color is identified with a creature (dragon, for instance), and every creature group has a leader. At an indication from one of the leaders, all go out to find whatever has been hidden, such as coins hidden around the room. When a player finds a quarter, he stands over it, giving his creature sound (such as growling) until his commander comes to pick up the coin.
Large Sneeze. Get one fourth of the group to say “Ahh”, another fourth to say “Ohh”, and the third fourth to say “Uhh” and last fourth to say “Choo!”- then at a signal all say their words together. It makes for a big sneeze!
Group Interview. As soon as five or seven people have arrived, get every person to introduce themselves, tell some facts about themselves, and then be ready to reply to any questions that any of the group may choose to ask them. As new people arrive, another circle of five chairs can be started.
Strange Message. Have some amusing predictions prepared in advance, written on slips of paper with lemon fruit juice and dried. Pass one to every visitor. Have everyone warm the paper over a candle. The warmth of a candle brings out the message.
Sense of Scent. Fill a number of bottles with liquids of distinctive odors like chestnut, wintergreen, bleach, cinnamon, etc. Number the bottles for simple identification. See how many blindfolded people can identify the smells correctly.
Who Am I? When the visitors first arrive, pin on their backs the name of a well-known person. They can ask anybody any questions which can be replied yes or no to give them a clue as to who they are.
Mixers
Here are a few ideas to get the crowd circulating around the room, seeing name tags or asking names, getting to know one another.
Even or Strange. Every person is given eight (or more) pennies. He goes up to another and asks, “Even or strange?” In his hand are a sure number of pennies. If the person guesses correctly he gets the pennies. If not, he gives the opponent that many pennies. See who gets the most.
Well-known Pairs. For pairing off, give every boy the name of the male in a well-known couple; a girl, the name of the female. They must look until they find their partners.
I’m Thinking of a Word. Every person as he moves among the others has the right to say to another, “I’m thinking of a word that rhymes with (hot).” The other person has three guesses. If he gets the right word, he gets one of the seven pennies the other started with; if he fails, he must give up a penny. Every one must have written his chosen word on a trip beforehand.
Measure Smiles. Give every person a mimeographed “ruler* 6 inches long (or a real ruler) and see who can discover the person with the widest grin. Both the discoverer and the discovered get recognition.
Strange Stranger. Announce that there’s one person in the room who will give to the thirtieth person who introduces themselves to him a valuable gift. (And of course make sure you have chosen the mystery man secretly, in front of time, and supply him with the gift to be awarded.)
Who’s Exhausting What? Every person is given a list of items and is trying to discover who in the room is holding things like a rope belt, a pair of mismatched socks, a charm bracelet. List at least twelve items, then check up later, and introduce the wearers.
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