9:00
Gathering
Introduction and Rules
- Your cell phone is only good as a paper weight for this lock-in. If you can’t limit its usage turn it in. You don’t have any other friends beside the ones here tonight and your parents are glad to get rid of you. They aren’t calling. Oh yea, don’t use your phone for a light.
- No swearing/profanity – Believe it or not this category includes inappropriate chocolaty discussions.
- No “extracurricular” activities permitted. For example, no canoodling or sucking face with anyone.
- No roughhousing. Yes, this includes keeping someone else’s property from them by force, sneakiness or running away from them. (Keep your mitts off other peoples phones and stuff.)
- Do not leave the Church. If the area you are in is not climate controlled you are outside the church.
- 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 only.
- Do not open or go around locked doors. If you find yourself climbing through a wall, window, opening or have to do anything to a door that is more than just gently opening it by the knob, you are probably attempting to go around or 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. Ask where you may sleep when you need to, don’t just wander off and find a hole to hibernate.
- Go only where you are asked. No sneaking off to do your own thing. If we are playing a game and you’re just sitting and watching/talking alone with a friend or friends, it better be in the Youth Center.
- Respect the church property. Do not touch or hide under the drums, piano, any musical instrument, or electronic equipment in the building. If it looks like it might be fun to play with and you are not in the Youth Center or Gym don’t mess with it.
- Do not dangle, hang or jump off of anything.
Expectations are as follows:
- Primary Directive – Clean up after yourself
- Participate as you can
- Respect others and Listen
- Obey the Primary Directive – Clean up after yourself
- The leader may randomly unlock a door from time to time.
- And Finally, Say aloud the Primary Directive – CLEAN UP AFTER YOURSELF!
This Is about a two hour game with 10 min segments. Everyone in a district must be a tribute at least once during the game. The 12 Districts (Group together 1&2, 3&4, and so on – yields 6 groups) build their homes with tables and chairs. (Only district 1,2,3 & 4 may use couch cushions from the Activity Center.) Each district will receive maps and Hunger Game facts.
9:30
Training
District Competition
Needed: Toy bow and arrow set, two big spoons, two tennis balls, Nerf Darts, 1/2 x 24″ PVC pipe, 10 Solo Cups, Nerf Gun
All Districts send one contestant for each trial. Tributes may not compete again until all have evenly participated. All other District citizens must stay in their district.
Archery Contest
Purchase one or two of the cheap toy bow and arrow sets. Set chairs out at different distances and have Tributes take turns trying to shoot arrows at them. Let each tribute have a certain amount of tries (maybe five) and give them a point for everyone they make threw. The person with the most points wins. If there is a tie, they can have a tie breaker – like seat backs only.
Hand to Hand Combat
Two opponents face off each holding a big spoon with a tennis ball in it. The object of the game is to knock your opponents ball out of their spoon without losing yours while staying in the circle at the center of the gym. Set up a bracket for all tributes in this round, and face two off at a time.
Blow Darts
Give each player a chance to try and blow Nerf darts out of a 2 foot length of ½ inch PVC pipe. Use handy wipes and paper towels between contestants. Set up plastic cups on one long table with different point values written on the outside of them with a marker. Set so that they can be staggered one behind the other up to 8 feet apart, higher point values for further cups. Give each player three darts to knock over as many cups as they can. Add up the score at the end. The district with the highest score wins. Or, Instead of cups you can use the chairs again from the archery game.
Hunters Eye
When you’re in the arena don’t get spotted. Everyone huddles around in a circle arms length apart. Everyone puts their heads down and on the count of three looks up at only one other player. If two people find that they are looking at each other then they both scream and fall down dead. They are out and the next round begins. Keep playing until only two players are left.
Shooting Practice
Have tributes try and shoot a “Solo” cups off the head of one of their teammates. (Use the ones from the Blow Darts.) The teammate stands with their back to the shooter and balances the cup on their head. The Tribute gets three shots to knock it off from 8 feet away (The distance of a table, how handy). Have a tie breaker if necessary.
10:15
Lesson
Anything written in italics are for you, the leader, only.
Needed: Leader sheet, blank sheet of paper, hand out 1 & 2 for each citizen in your districts.
SAY: Students your age ridicule conceited people and most would probably deny they suffer from conceit. But it can show itself in many forms, including exclusive cliques, superiority complexes, argumentative attitudes, and—worst of all—lack of interest in God. This lesson should help you discover the dangers of conceit and what to do about it.
ASK:
- What other words do you think of when they hear the word conceit? Let’s make a list.
i.e. arrogance, vanity, being stuck-up, pride or snobby
- How do you respond to a person who shows these characteristics?
- What emotional responses do you have to conceit?
- What do you think causes conceit?
- What do you think of conceit in general? On a scale of 1 to 10, 1 being “Not a big deal” and 10 being “It’s extremely dangerous” show me with your fingers.
- Why did you give the rating you did?
NO BIG DEAL
SAY: Reality check! On a scale of 1-5, with 1 being, “Everyone is better than me” and 5 being, “I’m better than most people” where would you put yourself? Show me with your fingers.
Get their responses.
SAY: No matter what you showed us, you know where you rate yourself, anything over three could be hurtful to your relationships with others, yourselves, and God. And if anyone is in that danger zone, think seriously about the pride factor in your life.
ASK:
- What do you think of conceited people? —Use handout 1
In my experience they’re usually—(Pick only 3)
__ no better than others
__ fooling themselves
__ to be envied
__ in need of deflation
__ well-liked by others
__ really nice to losers
__ glued to the mirror
__ well-liked by themselves
__ grudgingly admired
__ easy to get to know
__ good listeners
__ insecure
ASK:
- What was the most common responses from our group?
- What makes each of these items dangerous in a person’s life?
- Would it be fair to say that conceited people are socially exclusive, selfish, poor team members, and have disregard for God’s teachings?
SAY: Let’s check out these verses to see what they teach about pride. We’ll take turns reading aloud and discussing each of the following verses.
- God’s attitude toward pride is— Psalm 138:6
6 Though the Lord is exalted, he looks kindly on the lowly; though lofty, he sees them from afar.
- The eventual results of pride are— Proverbs 16:18
18 Pride goes before destruction, a haughty spirit before a fall.
- Prideful people think— Romans 12:3
3 For by the grace given me I say to every one of you: Do not think of yourself more highly than you ought, but rather think of yourself with sober judgment, in accordance with the faith God has distributed to each of you.
- Prideful people do— Galatians 6:3
3 For if a man think himself to be something, when he is nothing, he deceiveth himself.
SAY: The Bible makes it clear that pride is a big problem. It angers God, leads to destruction, and involves poor judgment and self-deception.
ASK:
- How would you answer this statement? —Use handout 2
To get an accurate picture of yourself, you should— pick only 1
__ trust your inner instincts
__ compare yourself to famous people
__ ignore what other people say
__ use a camera
__ pray that God gives you sound judgment
__ realize your worth comes from Christ
__ ask people for their honest criticism
__ read the Bible to see how you measure up to God’s standards
11:00
134th Hunger Games
Large Group Game
Needed: Binder Clips, strips of cloth for flags (Number with Districts), 3 Pool Noodles, Nerf Darts and PVC blow pipe, Nerf football tied in a tube sock (Sling), 4 different sets of survival cards -Mockingbird/Food/Water/Med Kit, 6 District Score sheets, permanent Mockingbird card
HOW TO PLAY
Higher training scores let you start closer to the Opening Cornucopia. (See “Training Games”)
6 tributes carry a District clip flag when in the playing field. Each time they lose a battle they give up their flag.
Opening Cornucopia is where weapons and supplies are displayed to start the game (The center of the gym). No one can be de-flagged for the first 10 seconds.
Weapons are all set out at the beginning of the game and from time to time can be replenished. Each player may only carry one weapon at a time. Return captured weapons and flags as soon as possible to your district.
The weapons are: Sword (Pool Noodle), Blow Dart (Nerf Dart blow pipe), and Sling (Nerf football tied in a tube sock)
Win a battle two ways.
- Getting touched by a wielded weapon/projectile
- lose your flag.
You may not take someone’s weapon unless you win a battle. – I.e. If a dart is on the ground and it isn’t yours, leave it alone. If a sling is tossed at you and it misses, don’t pick it up.
Tributes that just won a Battle and or captured another’s District flag return to their district and turn in the captured Tribute, District Flag and weapon(s) if applicable.
Embattled tributes are immune and are granted free passage back to the gym to tally points, return captives and replenish.
Every ten minute segment, all surviving Tributes are called back and another member of their district must now volunteer as Tribute. There is an advantage to staying out longer, more time to gather points! Former Tributes may not re-volunteer until all members of the district have played at least once. The game restarts as the losers leave first followed by the others in ascending point order about every 10 seconds.
Gain points and Remedies: Tributes must search for hidden survival cards. The survival cards include food, drink, and med kits. Each card earns your district points and goodies. A Mockingbird card can save you during any round (except the final) when you lose a battle. Just give your Mockingbird card to your victor and retain your flag, your weapon and go in peace. Mockingbird v Mockingbird is a tie.
Points gained in earlier rounds increase your immunity for the final battle. You won’t have to battle as long as those with fewer points. Final round is all “Flags”. (You’ll join incrementally after the battle has started.)
District 13!
District 13 is the Sanctuary pass through. Only a Mentor(Adult Leader) in District 13 may guide Tributes back and forth in peace through this sacred place. No battles may take place in district 13. If a Mentor is not present Tributes may not pass.
District Mentors (Volunteer leaders) Prepare their District for the training games by going over each game and selecting who will “represent”. Mentors teach the lesson and advise of points earned to the Capital. They also return captured flag(s) to their home district. They return weapons to the Capital (Youth Center) in exchange for food and drink for their districts. (All locked in the Capital.) Mentors also manage Tributes so that one doesn’t always play while others just sit for 2 hours. Mentors can play in the field! see Challenges, Invincible Mentor
Challenges throughout the game and in the last ten minutes:
- Have them all report to one place for a set amount of time
- Send out the “Dogs” after them – instruct the dogs (other citizens in the gym not currently representing their district) to go directly to one spot and then return capturing flags as they go.
- Give one person a permanent Mockingbird card for one round.
- Send an invincible Mentor out for a few minutes (blue noodle).
1:00
Free Time
1:30
Peeta FOOD!
2:00
Hunger Games Round 2
Needed: pens and paper for each district.
4:30
Free Time
5:00
Movie
Hunger Games
6:45
Clean up
7:00
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