You Plan It

For this Lock-in we discussed ahead of time the elements we wanted to include. We placed them in a column called "Required Activities" I planed a devotion about "Choices" that the youth didn't know about. They wondered how I was going to make a lesson fit for something that was undefined.

When everyone showed up they got to pick the order and duration of the required activities. That whole process took up the first hour.

The "All night solve the clues game" was really a "Life Size Clue" game something I secretly created just for this lock-in.

 

Required Activities

*Repeat any as needed

*Open Gym/Youth Center

*All night solve the clues game 

* Pizza & Pop after 1am

* Devotion

* Under Ground Church

* Capture the flag

* COST $5.00

 

Time                       Activity

7:00

7:30

8:00

8:30

9:00

9:30

10:00

10:30

11:00

11:30

12:00

12:30

1:00

1:30

2:00

2:30

3:00

3:30

4:00

4:30

5:00

5:30

6:00

6:30 Clean UP!

7:00 Go Home

 

- Something must be filled in for each ½ hour. 

- Kris will work out the details, rules and such. 

- Ideas other than the ones above may be planned as well. 

- Where is the sleeping room?

- Where is the not playing room?

 

LIMITATIONS AND EXPECTATIONS

Your Limitations are as follows:

Do not leave the Church

If the area you are in is not climate controlled you are outside the church.

No "extra curricular" activities permitted

For example, no sucking face with anyone - that means no canoodeling (close boy/girl relationship)

No cheating

If you are looking for a way around a rule, you are probably about to cheat and had best not attempt any deviations until you reach saint hood.

Snacks and drinks are allowed in the Youth Center and the Gym only.

If you are in transit between these two locations you may not eat or drink.

Do not open locked doors

If you have to do anything to a door that is more than just gently opening it, you are probably attempting to open a locked door.

Stay out of the rafters

If you have to climb to get where you want to go and then you feel yourself having to balance on a beam high above the floor, chances are you are in the rafters.

Sleep only in designated sleeping rooms.

No hiding, food or drink in designated sleeping rooms  

Expectations are as follows:

Participate as you can

Respect others

Listen

Clean up after your self

If you would rather sit out or go to sleep, let me know where you are going and what you are doing.

If you want an extra door unlocked 

Take the bounce challenge

The leader may randomly unlock a door from time to time.

Don't beg for a door to be opened unless you have passed the bounce challenge.

Have a Blast  

 

Underground Church Rules

UNDERGROUND CHURCH has been a tradition for the youth of West Heights for many years.  By mixing this exciting game of tag-hide-and-go-seek-sardines-in-the-dark, a memorable experience should take place and with any luck each time they play it, from here on, it will have a deeper meaning. 

The Game

Players are: Underground Church, Followers, or Guards.

There is one "Church" (a group of three).  The church is given a set amount of time to go and hide.  The Church will become the Guards for the next round.

There are "Guards" (number depends on the size of the "Church").  The Guards try to keep the church from growing.  If a Guard tags a follower the Guard and the follower must go to the jail.  The follower must remain in jail until at least three others are caught.  After the third follower is caught and brought to jail the group of followers is free to leave the jail after the count of 50.

The "Followers" try to find the Underground Church without being tagged by the Guards or giving away where the Church is.  If a Guard finds the Church the round is over.  But, if the Church has 7 members it take 2 Guards to end the round.  If the church has 12 members it will take all three Guards to end the round.  Guards may not yell for other Guards, they must go and find them.  During the time the out numbered guards are away gathering together, the church may move to a new hiding place.  Once the church reaches 17 the round is over and the UNDERGROUND CHURCH has survived!

Capture The Flag

This game requires a lot of player integrity. There are lots of ways to cheat. So have a talk about honesty and integrity before you pay.

·Divide into two teams of three or more people.

·Divide territories for the teams. Upstairs/downstairs, east side/west side, etc.

·Agree on two items to serve as "flags." They should be brightly colored and a foot or two across.

·Decide what happens when captured. Either choose to make players "out" for the rest of the game, converted to the team that caught them, or put in a "jail" to be rescued by their teammates.

To Play

·Retreat by team into your territory to hide the flag. The flag must be fully visible. The game isn't "Hide the Flag".

·Split into attacker and defender groups within your team. Attackers and defenders can switch jobs as needed.

·Attempt to sneak across the border, find and capture the enemy flag, and then race back without being caught if you are an attacker.

·Hide around your flag or along the border and try to intercept and catch any opposing players who sneak across if you are a defender. No guarding stairs, jails or flags with in 10 yards. All stairs are neutral.

·Capture enemy players by tagging them while they are on your side of the border.

·Win by capturing the enemy flag and carrying it back to your side of the border.

Jail

·Put captured enemy players in "jail" by picking an area in your own territory with a clearly defined border to serve as the jail.

·Rescue teammates by sneaking across the border, finding the jail, tagging your teammate, it's best that you have a safe when tagged and free return policy.

Tips 

·Teams should be balanced in speed and endurance. 

·Territories should be equally assessable.

·Captured players must obey your orders. They cannot yell information back to their side.

·Once hidden, the flag cannot be moved.

·You can play with three teams and three flags to make things more complicated.

 

Life size Clue

Use an actual "Clue" game for your note pads and cards, real teams for your tokens and print six sheets of paper with pictures of the weapons. You'll also need to put signs on rooms that match the board game in different areas of the church. The leader picks 3 cards from each type before the game starts and puts the remaining cards together and shuffles them.

Divide into six colored teams using colored tape armbands. Everyone starts in the same area.

Give each team a sheet of weapons, pad of detective notes and a pencil.

Deal one card at a time facedown to each team. Teams should keep their cards hidden.

Play begins with Miss Scarlet and continues to the left. Have teams leave about 30 seconds apart to go discover rooms, find another team and use their weapon sheet to make a suggestion.

When teams encounter (tag any member) each other and are not already engaged with another team, a single game using only Rock, Paper, Scissor is played by one member of each team. The wining team can then take the "Suspect" team to any room to make a suggestion. For example, if you are in the library, and the team you've take to the room is Mr. Green, select one weapon and say, "We suggest that the crime was committed in the Library by Mr. Green with the rope."

Prove the suggestion true or false. If the "Suspect" team holds any of the three cards (in this case the library, Mr. Green or the rope), they must show only one.

Play for a while until you are ready to make a final accusation. Find the leader with the three solution cards and gather all the other teams to a common area. After all teams are gathered state your solution and have the leader determine if your team is correct.

Win the game if your team's Accusation is correct. If you're wrong, however, your team may not leave the common area until you are needed by another team to disprove a suggestion with the cards in your hand. Then you must stay in the room where you were last taken until another team moves you.

Notes: 

·Teams must stay together and include all members in the action.

·Teams in route to a "Room" can't be challenged by another team and must be reasonable about their capture, i.e. no running away, stalling, etc.

·Only two engaged teams allowed in a room at once.

·No holding/or occupying a "Room" without making a suggestion of another team.

·Teams already in a room can't be challenged by another team when exiting for at least the count of 40.

·If your team is running they must all be holding hands.

·No closing doors, suggestions can be overheard by other teams but the card shown is just between the teams in the room.

·You must leave a room and re-enter it to make a new suggestion. 

·You can make a suggestion only from the room you are naming. 

·Teams may only make one accusation per game.

 

Choices Devo

Say: "Just take one hit-you'll love it." "C'mon, one drink won't hurt." "Meet me after school behind the gym. I got a whole pack of cigarettes from my mom's purse." Choices. They're everywhere, and you face them in large doses. Sometimes choices seem small and insignificant. Sometimes they're life-changing or even life-threatening. How many harmful choices could you avoid if you took the time to seek the Holy Spirit's direction before acting?

Making Decisions

Needed: A bowl of powdered sugar and one of cornstarch, plastic spoons for everyone.

Youth will use powdered sugar and cornstarch to discover that God will help them make good choices. Have youth sit in a circle. Place a bowl of powdered sugar and a bowl of cornstarch in the center. Give each person a plastic spoon.

Say: Every day we have to make decisions. It's tough trying to make good choices. Let's try making a decision right now.

Ask the students to look at the bowls' contents then decide which one they want to taste. (They can't touch or smell the contents-they can only look.)

Say: We'll go around the circle and you can take as little or as much as will fit on your spoon. Wait until everyone has a spoonful and ask them all to pass the spoon to their neighbor to hold.

Continue: On the count of three everyone feed all of the contents of the spoon to the person who gave it to you so that someone else is feeding you what you have chosen.

After everyone has eaten his or her selection, ask:

·What did you think about your choice?

·How was this experience like decisions you make in life?

·What advice would you give to someone when it comes to making the right choices?

Ask a volunteer to read aloud James 3:13-18.

Who is wise and understanding among you? By his good life let him show his works in the meekness of wisdom. But if you have bitter jealousy and selfish ambition in your hearts, do not boast and be false to the truth. This wisdom is not such as comes down from above, but is earthly, unspiritual, devilish. For where jealousy and selfish ambition exist, there will be disorder and every vile practice. But the wisdom from above is first pure, then peaceable, gentle, open to reason, full of mercy and good fruits, without uncertainty or insincerity. And the harvest of righteousness is sown in peace by those who make peace.

Ask:

·What does this passage tell us about making decisions?

Say: God is the source of true wisdom. He'll help us make good choices in life.

Go around the circle and have students each say one choice they'll have to make next week, such as whether to spend or save some birthday money. After each person shares, have the group respond, "God, give (name) wisdom to make a good choice."

 

Closing: Coin Toss 

Flip a coin. 

Ask:

·Who has used this method to help make a decision?

Say: Although we've all "tossed a coin" at one time or another, it's no way to make a solid decision. But there's something on this coin that can remind us how to make good decisions.

Hand out pennies and let the youth discover what you mean.

Say: When we really trust in God and seek his will, He'll help us make good decisions. Whenever you have a big decision to make, flip a coin-not to help you make the decision, but to remind you to trust God. He'll help you make the best decision of all.

Close with prayer, asking for God's help in making the right decisions in life.