Ninja!

On May 26, 2011, in Facilitation Skills, by Rob Benson

While facilitating an Experiential Expertise Train-the-Trainer this week, one of the participants shared an icebreaker/energizer activity that has been an historic (and current!) favorite among both staff and campers called “Ninja.”  Fun, no props, no space requirements to speak of, can be played over and over again, no limits on numbers who can play.  Play is similar to a step-by-step game of tag; hard to describe, but addictive to play.  A real winner!

Goal
To be the last Ninja standing.  To strike other players hands before yours are struck.  When any person’s hand is struck by someone else, he or she is “out” until the next round of play.

Play
1. As a group, “circle up”

2. Determine who will be the starting “attacker” at step 4.

3. On cue, everyone performs a ceremonial bow to the other would-be Ninjas in this time-honored test of will, speed and agility .  When the bow is complete, each person steps back, assumes their initial defensive stance with “karate chop” hands and freezes. Ninja faces and karate yells are appropriate and encouraged as they strike terror into the hearts of one’s opponents.

4. The initial attacker attempts to strike any other person’s hand within the circle.  They may only step with one foot and make one attacking motion with either hand.  Wherever that strike “stops,” this player must freeze.

5. The person being attacked attempts to move their hand out of the way – only one movement of the hand is allowed, at which point he or she must freeze in the new position.  If he or she is successful, play continues (see next step).  If unsuccessful (i.e., her hand was struck), she is “out.”

6. The player to the initial attacker’s left then attempts to strike  any other person’s hand within the circle, with the same restrictions that applied to the initial attacker: only one movement of one foot and one hand is allowed, then she must freeze in place.

7. Play continues until only one person is left, the Ninja!

Clarifying Notes

“Attacks” go in clockwise rotation.  Defensive moves (i.e., getting your hand out of the way of another’s offensive strike) are allowed any time someone else attempts to strike you.

An unsuccessful attack usually leaves the attacker in a vulnerable position for counter-attack from the person he or she just “missed.”  That person must, of course, wait until her turn in the rotation to make any attack.

When it is your turn to “be on the attack,” you aren’t required to actually attempt a strike.  Sometimes, the best strategy is to use your turn to step backward or otherwise out-of-the-way of another’s impending attack.  You are still limited to moving only one foot, but you may reposition both hands before freezing in your new, better situated position.

The circle gets smaller with each person eliminated.  Successful play involves keeping track of who is next in line after an elimination and being ready for them to strike as soon as they can (or, if you are the next in line, being ready to pounce on others’ confusion and complete a successful strike on an unaware victim!).

The final duel is fascinating to watch, especially when you have two fairly coordinated combatants – one strikes and misses, the other strikes and misses, in a whirl of start-stop activity.  If you’ve seen the Matrix, this Neo and Mr. Smith and you get the picture!

SAFETY

In this game, speed is at a premium, but force is not – no one should be trying to hit “hard.”  ONLY hand-to-hand contact is allowed.  If you are leading this game with younger children, monitor their play.

Credit and thanks to the folk at Camp Bratton-Green for both the game and the pics!

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