General Notes About Circuit Unit Go Here
Note 1
Note 2
Note 3
TO GET, TO OBTAIN, TO CAPTURE
CONFLICT TYPE:
A "IT" (1P+) --> vs B "Evader" (1P+) -->
CHARACTERS’ CORE OBJECTIVES:
“IT” Player {1P +}:
To CATCH another player.
(To physically make contact with one of the other players.)
VS.
Other Players {1P+}:
To EVADE “IT" player(s) physical contact.
(To avoid any and all physical contact with "IT" player(s).)
ENVIRONMENT / SETTING:
PLAYING SPACE FORMATIONS:
Specific Shaped Boundaries Large or Small.
Circle
Triangle
Rectangle
Infinity
Empty Playing Space
Playground On Stage (try various levels)
Camps (Safe Zones)
Land Mines (Unsafe Zones)
Specific Set of Your Play.
Maze, Course
GAME PLAY MODIFIERS:
PACE:
Slow Motion
TIME:
Time Limit For Points
Time Limit For Who Is Left
Randomly Start & Stop (Concentration, Third Eye)
Music
Bell, Chime
MOVEMENT:
Player's Physical Limitations
Two Feet Hop
1 Foot Hop
Crawling
Crawling Crab Walk
Blindfolded
Locked Knees
Tippy Toes
Heavy
CHARACTER:
Animals (I've used successfully)
Standing Crab (can only move side to side)
Frog (hop freely or hop
TEAM TAG: Two or more teams play To Tag
CONFLICT TYPE:
A-Team (1P+) --> vs B-Team (1P+) -->
Clarify Who's Who:
PROPS:
Scarves
Hats
Jerseys
Fake Mustaches (why not?!)
STORY:
VENOM SCENARIO
If an evading player is tagged they are eliminated
VIRUS SCENARIO
If an evading player is tagged they join the "IT" team.
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EVERYBODY'S IT: ALL players are “it”.
CONFLICT TYPE:
A 1P --> or <--- vs B 1P --> or <--- vs C 1P --> or <--- 1P vs D etc.
A (1P +) --> △ (freeze, action) B (2P +) -->
B1 --> △ (to rescue - unfreeze, undo action) B2
△ = Change State / Mind
TRADITIONAL:
IN-DANGER ACTION: Legs apart, hands-up
RESCUE ACTION: Crawling through legs is traditional but can be changed.
NON-TRADITIONAL:
IN-DANGER ACTION:
Lines From The Play
Position
Action / Gesture
Emotions
RESCUE ACTIONS
Lines From The Play
Adjacent / Complimentary Position
Reactive Action / Gesture
Reactive Emotion
One "FREED" both players continue the game of freeze tag.
RELATED STORY:
Try relating the pose, action to the production, project or basic acting. It can be a chant or a handshake, a dance, or a sentence. It can even be an upset emotional pose and the rescuer needs to counter the upset emotion. What matters is that one player is “frozen” in a predicament and the rescuer needs to save them with an action.
Example:
Captive / Rescue Tag w/ Sacrifice
Before playing Freeze Tag, Director gives a card to avoider players.
Only some cards have an X.
X cards decide players who will need to sacrifice
Sacrifice = When an evading team player rescues a player from frozen captivity, the rescuer becomes frozen and captive.
Discussion Questions:
How did it feel to give up your freedom to continue play when you rescued a teammate?
What was your experience before and after the event of rescuing knowing you had to become frozen when helping?
CONFLICT:
FLAG STEALER --> PROTECTOR of PERSONAL FLAG (attached to side, or back) -->
OR TAG WITH SCENARIOS
SCENARIOS:
1 Flag Stealer v All Protector
Team (s) v Team (s)
All v All
"FLAG" TYPES:
Scarf
Playing Card
Stuffed Animals
STORY: Flag Can Symbolize
Heart
Ego
Food
Baby
Honor
Money
"IT" Player --> Evading Players -->
**VIRUS SCENARIO**
{WHEN EVADING PLAYERS ARE TAGGED, CONFLICT BECOMES}
"IT" PLAYER + "IT" PLAYER + "IT" PLAYER --> Evading Players -->
Any tagged Evader must join a hand shoulder to shoulder with the "IT" players team.
This creates a chain like formation of people holding hands.
Every time IT Team tags another non-it player, they continue to join hands with IT Team making the chain longer.
The game ends when everyone is caught.
Safety Optional: A long chain splits into threes or fours.
MODIFIERS
MOST ALL other modifiers can be incorporated.
Chain Formation Change
Conga Type Line Holding Shoulders / Hips (depending on comfort)
Star Shaped (each "IT" has one hand in center of a team circle)
"IT" Player = Homing Missile --> Evading Players = Targets -->
MECHANICS:
"IT" player locks on to one Target (EVADING player).
"IT" player attempts To Tag EVADER {within the limitations and scenario in place.}
To shake off being a target to "IT", Targeted EVADER calls out another EVADER (non-"IT") player.
"IT" must change their target to the called out evading player.
If "IT" catches EVADER, caught EVADER becomes "IT".
EVADER LABELS:
Names
Character Names
Gestures / Physical Movements / Dances
Vocabulary (Terms, Foreign Language)
Play Text
Sound FX
Photos
"IT" SCENARIOS:
Shark
Missile
Tax Collector / Debt Collector
Repot Man
CONFLICT:
FLAG STEALER --> PROTECTOR of PERSONAL FLAG (attached to side, or back) -->
OR TAG WITH SCENARIOS
SCENARIOS:
1 Flag Stealer v All Protector
Team (s) v Team (s)
All v All
"FLAG" TYPES:
Scarf
Playing Card
Stuffed Animals
STORY: Flag Can Symbolize
Heart
Ego
Food
Baby
Honor
Money
CONFLICT:
FLAG STEALER --> PROTECTOR of PERSONAL FLAG (attached to side, or back) -->
SCENARIOS:
1 Flag Stealer v All Protector
Team (s) v Team (s)
All v All
"FLAG" TYPES:
Scarf
Playing Card
Stuffed Animals
STORY: Flag Can Symbolize
Heart
Ego
Food
Baby
Honor
Money
SAFE ZONES CONFLICT
A "IT" (1P+) --> vs Bs "Evaders" (1P+) --> (get to safe zone)
SCENARIO:
SAFE ZONES - A place where Evaders are invulnerable to "IT" player(s).
MECHANICS:
Set up SAFE ZONES around the playing space.
There is always an avoiding player in danger between Safe Zones.
One Evader allowed per Safe Zone at a time.
If an Evader in danger enters a Safe Zone they replace the current Evader in the safe zone.
The ejected Evader becomes the player in danger.
If you are caught you become "IT"
SAFE ZONE TYPES:
Spots On Floor
Books
Chairs
Trees
STORY:
Shipwrecked
War Hostages
Cat & Mouse
MULTIPLE EVADERS IN SAFE ZONES:
CAT & MOUSE TAG
CAT & MOUSE CONFLICT:
" IT" = CAT --> Evader In Danger = MOUSE --> (get to a safe zone)
&
SAFE MICE: Pairs Of Mice In Safe Zones (Mouse Holes)
MOUSE HOLE MECHANICS:
Mouse Holes are Safe Zones
Mouse Holes = TWO+ Mouse Players stand shoulder to shoulder and join elbows on a defined spot.
Mouse Holes are scattered around the playing space formation.
The Cat and Mouse must honor the Safe Zones as solid barriers.
Mouse Holes typically remain stationary. (This creates a feeling of a maze)
At any time, the Mouse Player in danger can enter a Mouse Hole Safe Zone.
When A Mouse Player enters a Mouse Hole, they join elbows with one Mouse Player of that Hole.
This pushes out the odd Mouse Hole Player from the Mouse Hole so they become the Mouse in danger of the Cat Player.
If the Cat Player catches a Mouse Player, they immediately switch Cat and Mouse roles.
NOTE:
If pairs are in a large circle formation, set boundaries outside the circle.
Mouse In A Bottle (CAT & MOUSE variation)
When the Mouse Player in danger enters a Mouse Hole and joins an elbow, a strange thing happens.
The Odd Mouse Hole Player pushed out becomes the Cat Player and the Cat Player becomes the Mouse Player in danger.
NOTE:
This is a great variation to keep the action moving and all players excited and participating if Cat & Mouse has too many players standing around a long time.
TO POSSESS, TO OBTAIN, TO COLLECT
KEEP AWAY'S CONFLICT:
"A" Player --> Vs. "B, C, D" Players --{Object}-->
PLAYER’S CORE OBJECTIVES:
VICTIM Player:
To Get A Hold Of the Passed Around Object.
AGRESSOR Players:
Work Together To Keep Possession Of Object.
ENVIRONMENT:
Circle (Or other shape)
Playing Space
"Play Ground" (Playing Space w/ Obstacles and Levels)
PROPS:
Ball
Doll
Large Soft Bean-Bag
CHALLENGES & DRAMA APPLICATIONS:
Require players say an expression every time they pass the object.
Line from a play, monologue or scene.
Categories
Vocabulary word
New silly noise
CONFLICT:
THIEF↓
THIEF --> BLIND DOG w/ Object <--THIEF
THEIF↑
SCENE EVENT FOR BLIND DOG'S BONE:
In the quiet night, a pack of hungry street dogs intrude the home of a poor drifting BLIND DOG with great hearing to steal its last delicious bone.
CHARACTER OBJECTIVES:
MIDDLE PLAYER:
The Clever Blind Dog
Drifter
LIMITATIONS:
Blind
Must stay in middle of circle (defend their home)
Must Leave Bone An Arms Length In Front.
(Optional) Limited number of "CALL OUTS"
STRENGTHS
Acute Hearing
SUPER OBJECTIVE:
To SURVIVE the streets for another night.
To PROTECT their last bone
SCENE OBJECTIVE:
TO DETECT & CALL OUT any intruding, thieving street dogs.
PHYSICALLY ACCOMPLISH THIS BY:
By ACCURATELY and directly pointing to intruders if and when an intruder makes sounds in the silence of the night.
OUTSIDE PLAYERS:
Hungry Dogs
LIMITATIONS:
Must crawl on all fours.
The Night Must Be Silent.
Must return to start at outside circle line if caught.
SUPER OBJECTIVE:
To SURVIVE the difficult streets as a stray dog.
To EAT another meal.
SCENE OBJECTIVE:
To STEAL the Blind Dog's Bone undetected.
PHYSICALLY ACCOMPLISH THIS BY:
Moving toward the Blind Dog as silently.
Light On Feet
Silent Voices
Controlled Breathing
Silent Communication w/ Other Players
Controlled Movements
Awareness of Blind Dog's Attention.
MECHANICS:
FORMATIONS:
Circle
Any Closed Shape
Obstacles In Playing Space
GAME START - "PLACES":
MIDDLE PLAYER sits in the middle of playing space blind folded.
OUTSIDE PLAYERS start at the line edge of the playing space.
PROPS
A "Bone" prop is placed an arms length in front of Player One (Blind Dog)
Bandana, Sleep Mask for blindfold.
DURING GAME:
OUTSIDE PLAYERS:
Attempt to STEAL the bone from Middle Player.
Move as QUIETLY as possible.
Must CRAWL on all fours
CLEVER BLIND DOG:
If they hear a noise of any kind -->
they will quickly pick up the BONE and hold the BONE to their chest.
then point to where the noise came from to try to accurately accuse a HUNGRY DOG.
END OF GAME:
BLIND DOG HEARS NOISE:
If the BLIND DOG points to a player directly at any distance
all of the HUNGRY DOG(s) have to reset to their starting point
the round is over and the game starts over.
or
BLIND DOG DOES NOT HEAR NOISE:
If any THIEVING HUNGRY DOG who successful takes the BONE becomes the CLEVER BLIND DOG.
ALTERNATE RULES:
* The THIEVING HUNGRY DOGS can make an attempt to steal the bone one at a time. (++)
* The THIEVING HUNGRY DOGS can make an attempt all at once as an ENSEMBLE.
BLIND DOG'S BONE
BUT BONE IS AN OBJECT IN A SPACE
CONFLICT:
THIEF↓
THIEF --> BLIND DOG w/ Object <--THIEF
THEIF↑
SCENE EVENT FOR BLIND DOG'S BONE:
In the quiet night, a pack of hungry street dogs intrude the home of a poor drifting BLIND DOG with great hearing to steal its last delicious bone.
CHARACTER OBJECTIVES:
MIDDLE PLAYER:
The Clever Blind Dog
Drifter
LIMITATIONS:
Blind
Must stay in middle of circle (defend their home)
Must Leave Bone An Arms Length In Front.
(Optional) Limited number of "CALL OUTS"
STRENGTHS
Acute Hearing
SUPER OBJECTIVE:
To SURVIVE the streets for another night.
To PROTECT their last bone
SCENE OBJECTIVE:
TO DETECT & CALL OUT any intruding, thieving street dogs.
PHYSICALLY ACCOMPLISH THIS BY:
By ACCURATELY and directly pointing to intruders if and when an intruder makes sounds in the silence of the night.
OUTSIDE PLAYERS:
Hungry Dogs
LIMITATIONS:
Must crawl on all fours.
The Night Must Be Silent.
Must return to start at outside circle line if caught.
SUPER OBJECTIVE:
To SURVIVE the difficult streets as a stray dog.
To EAT another meal.
SCENE OBJECTIVE:
To STEAL the Blind Dog's Bone undetected.
PHYSICALLY ACCOMPLISH THIS BY:
Moving toward the Blind Dog as silently.
Light On Feet
Silent Voices
Controlled Breathing
Silent Communication w/ Other Players
Controlled Movements
Awareness of Blind Dog's Attention.
MECHANICS:
FORMATIONS:
Circle
Any Closed Shape
Obstacles In Playing Space
GAME START - "PLACES":
MIDDLE PLAYER sits in the middle of playing space blind folded.
OUTSIDE PLAYERS start at the line edge of the playing space.
PROPS
A "Bone" prop is placed an arms length in front of Player One (Blind Dog)
Bandana, Sleep Mask for blindfold.
DURING GAME:
OUTSIDE PLAYERS:
Attempt to STEAL the bone from Middle Player.
Move as QUIETLY as possible.
Must CRAWL on all fours
CLEVER BLIND DOG:
If they hear a noise of any kind -->
they will quickly pick up the BONE and hold the BONE to their chest.
then point to where the noise came from to try to accurately accuse a HUNGRY DOG.
END OF GAME:
BLIND DOG HEARS NOISE:
If the BLIND DOG points to a player directly at any distance
all of the HUNGRY DOG(s) have to reset to their starting point
the round is over and the game starts over.
or
BLIND DOG DOES NOT HEAR NOISE:
If any THIEVING HUNGRY DOG who successful takes the BONE becomes the CLEVER BLIND DOG.
ALTERNATE RULES:
* The THIEVING HUNGRY DOGS can make an attempt to steal the bone one at a time. (++)
* The THIEVING HUNGRY DOGS can make an attempt all at once as an ENSEMBLE.
GET TO A PLACE
under another's limitations
CONFLICT:
A Player : ↓ Uphold Strict Traffic Law ↓
oversees movement
B Player ---> First To Finish Line
vs
C Player --> First To Finish Line
OBJECTIVES:
"A" PLAYER - Traffic Light / Police
Decide When Racers/Travelers Will Stop/Go using Red & Green Light Changes.
To Expose Travelers Not Following Law
TRAFFIC LIGHT / POLICE TACTICS:
To CATCH IN THE ACT / EXPOSE any Travelers breaking law:
Not honoring Light Changes.
moving during Red Light.
making noise during Red Light.
MAKE AN EXAMPLE of the unlawful.
MIX UP THE RHYTHM of Red/Green lights.
"B,C,D" PLAYERS - Racers / Travelers
To Be First Across Finish Line within the race track.
To Be First To Touch Traffic Light Player
All while choosing to follow - or not follow Traffic Light Player's red & green light changes.
FORMATION:
RACEWAY
One "TRAFFIC LIGHT" Player Stands at one side of the playing space.
ALL OTHER PLAYERS ("TRAVELER") Stand in a shoulder-to-shoulder line on the opposite side of the playing space behind a starting line.
MECHANICS:
GAME START:
The TRAFFIC LIGHT player will start facing the TRAVELERS who are standing behind the starting line and say "RED LIGHT!"
"RED LIGHT" TIME:
Traffic Light Player must squarely face Travelers
Travelers must FREEZE & BE SILENT.
If a TRAVELER is caught moving or making noise, they must RETURN to the starting line.
CHANGE TO GREEN LIGHT:
Whenever they choose, The Traffic Light Player will then turn fully square away, strike a hand drum, and say "GREEN LIGHT!"
"GREEN LIGHT" TIME:
TRAVELERS are free to advance in the playing space towards the Traffic Light Player/Finish.
CHANGE RULES:
The TRAFFIC LIGHT PLAYER can change the light to GREEN or RED whenever they choose and as frequently as they choose.
WIN GAME:
When a TRAVELER touches the TRAFFIC LIGHT the TRAVELER wins and becomes the TRAFFIC LIGHT.
If TRAFFIC LIGHT exposes all TRAVELERS they win.
DIRECTOR NOTES:
RL, GL VARIATION
**RED LIGHT, GREEN LIGHT VARIATION**
CONFLICT:
A (1+ Players) GUARD <-- Art Works --> B (1+ Players) THEIFS
CHARACTER OBJECTIVES:
GUARD PLAYER:
GUARD SUPER OBJECTIVE:
To protect the objects in the environment from possible suspected theft.
GUARD SCENE OBJECTIVE:
To Catch A Thief In An Unlawful Act.
GUARD TACTICS:
Tricking thieve players with varied looking to non-looking rhythm.
Consistent attention to details
Use Ears & Senses
Peripheral Vision
THIEF PLAYER:
THIEVES' SUPER OBJECTIVE:
To become the richest and most cunning thief known to man.
THIEVES' SCENE OBJECTIVE:
To obtain the most objects in the museum obtain the keys (touch the guard) and escape undetected by the guard.
THEIF TACTICS:
Sneaking
Quiet Body
Body Control
Quiet Feet
Hyper awareness on guard's movements.
Concentration
Peripheral Vision
Hide behind other thieves.
Hide behind objects.
GAME MECHANICS:
Similar To Red Light,Green Light
but,
several "valuable rare artworks" are in playing space that the GUARD protects from thieves.
VALUABLE ARTWORKS ARE PLACED:
in front of guard
randomly all placed
various levels and planes
behind guard
PROPS:
VALUABLE ARTWORKS
Use Unbreakable Durable Objects like
colored paper
"spots"
old magazines
hats
stuffed animals
odd things.
What Is Unlawful Thief Activity?
Moving (during red alert/red light)
Noise (during red alert/red light)
Caught Holding Object
(Optional) Rough housing between thieves.
FORMATION:
Raceway (traditional red light, green light)
Open Playing Space
"Play Ground" with levels
Circle With Guard In Middle
Created environment relating to games or production’s story
ADD ATMOSPHERE:
PROPS:
Guard player uses working FLASH LIGHT.
Slightly dim the playing area lights.
FORMATION:
Traditional Raceway
or tough challenge ↓
Circle of thieves (guard in middle)
Museum
FLASHLIGHT MECHANICS:
When MUSEUM GUARD shines the FLASH LIGHT to a THIEF player they freeze to go undetected.
NOTES:
Due to the dark atmosphere, some THIEF PLAYERS will try
to move quickly
move carelessly
but big, sudden movements will alert the guard and put them in danger of being caught (move, heard) moving or making sound when the light is on them.
"Cross the room if..."
STORIES:
Old Man
Zombies
Waiting Room
Bus / Subway Car
SPOT SWITCH w/ STORY
PLAYER A: Needs to enter and come inside to get something or do something.
Must justify the item or action inside.
NEVER BY FORCE (because not fun, and law)
PLAYER B: Needs to push back and keep PLAYER A outside as much as possible, but at the same time keep the YES +1 mindset as well as being agreeable as an improvisation player to keep the story and scene moving along.
ATTEMPTING ONE ENTRANCE:
COME IN vs STAY OUT SCENARIO EXAMPLE:
PLAYER A: Wants to use their house bathroom
PLAYER B: Does NOT want them to use their house
bathroom
MIGHT PLAY OUT LIKE THIS:
PLAYER A:
A: (Shows their predicament to generate empathy) Hi, sorry to bother you, but I really, really need to use your bathroom.
B: I'm sorry I don't know you.
A: I just want to go to the bathroom. I'm dying here. I left my house and was driving and...
B: Well, I typically go before I leave the house.
A: I uhmm. That's pretty cold. You've had emergencies... Sometimes you can't predict it.
B: I don't know what to tell you... I use the gas station? But if I feel I have an emergency, I try not to leave the house much.
A: I will be so quick.
B: How quick is quick.
A: Like likety split quick. The Flash Quick. Quicker than this conversation.
B: I'm not sure how comfortable I am with this exactly. So the downstairs is out of order which leaves the master bedroom so... I guess you are out of luck.
A: Oh please? I am going to go in my pants right now. See? You don't want to be the cause of that do you?
B: Am I though? I didn't make the choice of not going before I left their house knowing I have "emergencies."
A: It's a health condition. You can't fault me for that.
B: I'll let you, but I don't trust you so I'm going to wait outside the door.
A: Oh sure, but it might get uhmmm ugly. You don't want to hear that.
B: No I don't so... I guess I can't let you in then. It's just not going to work out.
A: Yes it is. It's fine. I'll try to be graceful... in the bathroom.
B: Fine, but under the condition you take off your shoes. I had the carpet cleaned. PROFESSIONAL SERVICE!
A: (annoyed sigh) Gotcha. I'm doing it. (Hopping around taking off shoes).
B: I've got to get going to pick up my wife from Book Club. Are you going to be much longer.
A: Lickety Split... you know. Just uhhh do you have like a candle maybe?
B: I'm not going to involve wax and fire into this "emergency."
A: Ok ok. I am just a little self conscious about it.
B: There's a candle in the washroom. Matches behind it. So my wife doesn't like waiting. Neither do I for that matter.
A: I am going to be so fast. I just kinda need some reading material. Is there any magazines or anything?
B: I'm sure there is something in there. But you should focus on getting this show on the road. Let's go.
A: I can't get this shoe off. Oh man, don't come over here. That's dangerous.
B: Just go. Just GO. JUST GO! Up stairs to the left. BE QUICK. I mean it. My wife is waiting at book club.
A: Thank you. Thank you. Thank you!
PLAYER A: Wants to enter the home for something and does the best to enter without force.
PLAYER B: Wants to keep Player A outside.
MULTIPLE ENTRANCES:
POINTS: For every idea that is successful, PLAYER A is awarded a point.
For every idea that is denied with justification PLAYER B is awarded a points.
The main protagonist doesn't want to enter and wants to stay outside the room, porthole, tunnel, home, closet, club, or any place without using force. The antagonist is continually inviting them in or coaxing or guilting or anything that will get the protagonist to enter.
A: Hello!! {continues echo} Yikes.
B: Ok... Saddle up.
A: Oh were going to send in the horse?
B: Ha ahahahahahaha / ...but no horse is going to fit in there.
A: So that leaves...
B: You know who.
A: Oh right... you.
B: Not exactly.
A: Then that leaves...
B: You
A: Me?
B: You
A: Right. You.
B: Me? Fat chance.
A: So me? In that tunnel right there? Ha! Hahahaha...
B: (Silence)
A: Right... Not a joke.
B: No... Very serious.
A: It's a serious tunnel alright.
B: And who better than the bravest of the bunch.
A: Send in Alan or Chester. They were just saying they hoping for adventure. What's a greater adventure than... uhmm... the unknown.
B: What's unknown is why you haven't slid down feet first into this tunnel.
A: Why exactly again?
B: You know... the King's Keys... that someone dropped down the drain.
A: That someone being...
B: You?
A: You aren't sure?
B: No I was questioning why you are playing dumb.
A: OH I'm not dumb, forgetful yes. But not dumb.
B: Now you are just stalling!
A: Wouldn't you.
B: If I were you, I would just get it over with.
A: Oh so you would just do it?
B: Yes, absolutely. Just get it done.
A: Great! So here's the rope.
B: Oh don't pawn this off on to me! I've got mind to snitch on you so I don't have to deal with you.
A: Ok, ok. I'm going.
B: And...
A: Can we do like a mid-morning prayer to bless my voyage?
B: You aren't crossing the seven seas. You are slipping down a drain.
A: Seems like your attitude has slipped down the drain. Let's be positive about this.
B: I am!
A: Alright, alright. Here goes nothing.
This was written in one go and one once over for any fine tunning. This shows that thinking about the game and core action conflict of wanting to stay outside and one getting them to go inside without force allows for a variety of actions and playfulness and creates freedom to focus on thought streams and repartee.