Hoop Through

Prepare 2 hula hoops (the smaller the better). Divide everyone into two teams. Instruct each team to hook arms to form one continuous line. The object of the game is to make the hoop go through the line without breaking the line. First group to accomplish this wins.

Variation: Thread through
Provide each group with one long piece of string. The object of the game is to thread the string through the shirts of each member and to make the ends of the string meet. First group to form a circle with the ends of the string tied together wins.

Backstabbing

Everyone sticks a sheet of paper on their backs with a piece of masking tape and have a pen on hand. At a given signal, everyone goes around the room writing on people's backs. Suggestions on what to write: first impressions; I am thankful for you because...; positive qualities; I will always remember...

Telling Lies

Prepare a deck of card. Explain that the black cards (club and spade) are for telling the truth while the red cards (heart and diamond) are for telling a lie. Shuffle the cards and place them on a table face down. Prepare a set of situational questions. For example, would you pee in a swimming pool if no one found out? The first participant picks a card and answers the question accordingly. The rest of the group will try to guess if she is telling the truth or telling a lie.

Race of the Knots

Sit everyone in a circle. Prepare two shoelaces (or strings). Give one shoelace to one person and instruct that person to tie and untie the shoelace and pass it on to the person on the left who does the same. Give the other shoelace to someone three persons away (to the right). Instruct that person to make two knots and untie the two knots and pass it to the person on the left who does the same. The person caught with two shoelaces losses and has to perform a consequence.

Giant Newspaper Dance

Prepare a giant newspaper in advance by taping sheets of newspapers together to form one big sheet. When the music plays, everyone dances around the newspaper. When the music stops, everyone must step on the newspaper. Those who find themselves outside the newspaper are out. Fold the newspaper in half and repeat, folding the newspaper in half again. Those who remain in the game win.

Take a Stand

Prepare two chairs. The facilitator presents two choices, for example "Jollibee or McDonald's". Each chair represents a choice. Participants must line up behind the chair of their choice. Time can be provided to explain their respective choices. You may or may not allow people to change their decision.

Blow the Boat

Divide the participants into groups of 5 or 6 people each. Give each group a sheet of paper and give them time to fold their own paper boat. Designate a starting and a finish line. The objective of the game is to make the paper boat "sail" from the starting line to the finish line by using only air power (blowing). Have everyone place their hands behind their backs to prevent them from touching the boat. The first group to make their paper boat reach the finish line wins.

Variation: Blow the cup
Put a hole through the bottom of a plastic cup and thread a long string through the hole. Suspend the cup by tying the ends of the string to two chairs. Set the chairs apart to tighten the string. A person from the team blows the cup to move it from chair to the other, then brings back the cup with her hands. The next in line does the same until everyone in the team has had his turn. The first team to finish wins.

Count Off

This is a game of "pakiramdaman" (sensitivity) and is especially fun for big groupos. First, know how many people are participating in the game (including the facilitator). Everyone sits in a circle and closes their eyes. Facilitator begins by saying "one", and the rest of the group must count off in no particular order. Rules: No one must repeat a number. No two people should say the same number at the same time (no overlapping voices). Each person can only speak once. Should any of these rules be broken, count off begins from one again. Game ends when everyone is able to count off.

Keep the Balloon Afloat

Divide everyone into groups of 6-8. Have them form a circle and hold hands. Facilitator throws a balloon in the middle of the circle. The group must keep the balloon afloat using their feet, head, elbows, or joined hands without breaking the circle. The balloon must always be afloat. Once the balloon touches the group, the group loses. If the groups find it easy to keep the balloons afloat, add more balloons that the group must keep afloat.

Clothespin Game

Everyone must have 5 clothespins each. Instruct everyone to pin the clothespins on their sleeves. There are two versions of the game. Version 1: The more the merrier. The objective of this version is to get as many clothespins from other people and to pin them on your sleeves. When the facilitator says "Freeze", the person with the most number of clothespins on the sleeves wins. (Note that once you get someone else's clothespin, you have to immediately pin it on your own sleeve). Version 2: Get rid of them all. The objective of this version is to get rid of as many clothespins and pin them on other people's sleeves. When the facilitator says "Freeze", the person with the least number of clothespins on the sleeves wins.