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How To Play Captain's Coming

Captain'southward Coming is a great squad building activeness and game to help people do listening carefully to instructions. For everyone, this action involves cooperation, movement, and usually laughing and lots of fun! For some people, this game volition involve learning new vocabulary too.

A real live Captain! Molly Kool, the first adult female in, North America, to qualify to be a deep body of water captain, in 1937

Objectives

Icebreakers/Warmups

Group Size

  • Large or Medium

Materials

  • No Materials Necessary

Set Upwards

  • None required
  • Optional: create a boundary with rope, chalk, or sticks to designate the sides of the ship

Directions

Assign one person to be the "Captain." The role of the Captain is call out the actions and dismiss the players who don't exercise the actions quick plenty or who intermission from graphic symbol. Once the captain calls an action, each histrion has to chop-chop start performing the action (e.thou. inside 3-4 seconds). If they don't find a group fast enough or perform the right action, they are out of the game. When there is 1 player left, the game is over. Since there are many variations to the actions (see beneath) nosotros recommend the Captain choose their list of 5-10 actions and ask for volunteers to help demonstrate each of the action earlier beginning the activity.

For the groups that are meant to include a specific number of players e.g. Crows Nest! (3 players) if the group ends up with a number different than the ane chosen, those players are out of the game e.yard. If you find a Crows Nest with 2 or four people in it, the whole group is out. Whatsoever sailor who does something unlike from what the caller said is out of the game. If in that location are several players left and it seems like it will be too hard to "pull a fast one on" them, y'all can as well declare multiple winners and terminate that round. For some of the commands, similar "Jellyfish", players may not adopt (or may not be able) to get downwards on the basis – come up with an alternative way of acting that control out (e.thou. they tin act similar they are "floating" around the room, merely similar jellyfish "float" in the water). To make this a more branch game, y'all tin can just play for the fun with nobody being out.

Here is a sample of the actions or commands that the Helm volition call out...

  • Captain's Coming!: Everyone stands at "attention" (in a salute), and they tin't move from this position until the caller says, "At Ease!" If they laugh or break from the attending, they are dismissed.
  • To the ship!: Players run to the right.
  • To the shore!: Players run to the left.

(for an added bonus exist certain to point the right direction the commencement few times and then brainstorm to bespeak the opposite occasionally. Y'all will be surprised how many go the way you point instead of the right management)

  • Crewman Overboard!: Ane person drops to one knee the other stands behind them, puts a manus on their shoulder. Both browse the ocean for the crewman overboard.
  • Crows Nest!: Iii players stand backs to each other and lock artillery at the elbows to form the crows nest.
  • Mess Tabular array!: 4 players squat in a circumvolve like sitting at a tabular array and pretend to eat like they haven't eaten in days. Tell them to make really loud eating sounds like "YUM YUM YUM YUM YUM!"
  • Walk the Plank!: Five people stand in a single file row hands on the shoulders of the person in front of them

The Captain is Coming! This is but a random guy, pretending to exist a ship captain.

Variations

Several of these are similar commands with different group names or slight variations:

  • Sailor Overboard: 2 players. One person gets down on 1 knee and the other puts a hand on their shoulder and pretends to search for someone.
  • Bunk Beds: 2 players. One person lays back downward on the ground and holds upward their artillery. The second person puts their head by the other person's feet and uses their hands to support themselves. The first person grabs their legs and holds them upward.
  • Beached Whale: 1 player. Lays on the basis while acting similar a beached whale and making weird sounds.
  • iii sailors rowing: 3 players. Get in a line and pretend to row a gunkhole while singing "row row row your boat".
  • iv sailors pointing northward: iv players. All get into a circumvolve and point upward.
  • 5 sailors eating: 5 players. Get in a circle and pretend to eat.
  • Seasick: 1 player. Pretend to throw up over the side of the ship.
  • Ships: Run to the left.
  • Sailors: Run to the right.
  • Hitting the deck: players fall to the floor on their stomach
  • Swab the deck:
  • Bow: To the front of the ship
  • Stern: To the dorsum of the ship
  • Port: To the left side of the ship
  • Starboard: To the correct side of the transport
  • Rowboat: Discover a partner (2 total), sit down on the ground one behind the other, and row
  • Seasick: To the side of the ship and do your duty (pretend to throw upward) overboard
  • Jellyfish: Go downward on the basis, on our back and shake your artillery and legs in the air
  • Lifeboat: notice 5 partners (half dozen kids total) and sit down in a circumvolve on the footing
  • Octopus: detect 7 partners (8 kids total), gather in a circle and have each person stick a leg out
  • Holystone the Deck: Become on their hands and knees and pretends to scrub the floor
  • Seagull: Players duck and cover their heads
  • Roll telephone call: the crew must line upwards at the midline of the playing surface area, feet together, toes on the line, salute and say "yes-yep helm!" The crew may not lower their salute until the captain salutes and says "at ease."
  • Crow's nest: players act as if they're climbing up a ladder to the crow'due south nest, the top of the master mast, an area at the highest bespeak of the ship to lookout.
  • Swab the deck: players act like they're mopping the deck.
  • Shark assail: the captain becomes a shark and tries to tag the crew. Those tagged go to the "brig" to dance or perform a designated exercise.
  • Intermission time: active coiffure members can run to the "brig" and tag equally many people as possible. Those that are tagged can come back in and play again. Brand sure anybody gets let out of the "brig" during break time.
  • Sailor overboard: players pair upwards and decide which ane gets on their hands and knees and which 1 places a foot gently on the other's back while acting like their using a spyglass to notice the sailor in the water.
  • Driblet anchor: crew lies on their backs with legs up and acts similar an anchor.
  • Pirates: crew closes one eye, puts upwards a hooked finger, hobbles around like they have a pegleg and say "Aaargh!"
  • Row to Shore: coiffure gets in lines of 4; players act as if they are rowing to rubber while singing "Row, Row, Row Your Gunkhole"
  • Sharks: lie on stomach with feet up.
  • Freeze: terminate all actions when this is called. If a further command is given without saying 'unfreeze' anyone obeying it is out.
  • At Ease: Relax (this is merely said when players are at attention considering "Captain'due south Coming" has been said)
  • Players who are "out" have to march around the exterior of the balance of the grouping singing 'Oh we oh, A pirate'due south life for me.'"
  • You can as well include the rules for 'Simon Says', i.e. if Simon Says the action and then it has to be done. If Simon does not say then the players accept to ignore the command and follow the previous one. Very good for improving concentration skills. "I too add a little extra to the concentration skills needed by pointing in the 'incorrect' direction and watching the children who take the courage of their convictions rather than just following the majority of the class!" - Rod Hogg from Teaching Ideas

From beyondthechalkboard.org: "Captain's Coming can easily be adjusted to teach players vocabulary from other content areas. Instead of being on a transport, perchance players demand to learn North, South, East and Due west. Add together commands where they take to act out meteorological terms (e.m. the command "Cloud" might take them "floating" around the room; "Hail" might have them stomp their feet loudly on the ground, and "Storm'due south A-Coming!" might have them concur their arms over their head like an umbrella, non able to movement until the caller says "the tempest has passed"). There are lots of variations y'all could try – be artistic!

Debrief

Gather the players in a circle to reflect on the action. Was it easy or difficult to remember the instructions? What was their favorite command to do? If you have time to play multiple rounds, consider asking after each circular: what might you practice differently next round to stay in longer?

Come across also:

Captain's Coming, Pirate Ship, Helm's Orders/ Captain'due south Orders, Captain's Coming, Shipwreck, Ship Captain

This game is likewise known every bit Pirate Send, Captain's Orders, Ship Captain, Ships and Sailors, Shipwreck, etc.

Source: https://www.teampedia.net/wiki/Captain%27s_Coming!

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