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A Great Wind Blows


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Requirements

  • Age 4+
  • Players 8-32
  • Time 10-20 min
  • Location Small clear area
  • Energy Medium (walking) to High (running)
  • Materials None for some versions; one object per person (such as a Band, water bottle, or backpack) for other versions
  • Leader Whisker
  • Guide(s) Required 1

Story

Teams need to know each other. It's how they learn to survive together through challenges. The more you know other Trackers, the more you know their strengths, and where they can be Truly Helpful on a Tracking mission. You also learn where your fellow Trackers might be challenged so you can offer support.

Action Call

Can you get to know your fellow Trackers well enough so you are always Ready to be a Caretaker? So you know your fellow Trackers well enough to support them in being Gritty? And through that Grit, become the best Trackers Team you can be?

Game

Safety

  • Scout playing area for hazards: tripping objects, stinging insects, trash, and much more.
  • Ensure there is enough space between Trackers for large arm gestures.

Mission

Trackers sit in a circle. The Guide or Whisker stands outside the circle and calls, “A great wind blows for everyone...", then completes the sentence with a statement that could be true of some of the Trackers in the circle. Anyone who identifies with the statement stands up and moves to a new place at least two spots away. Example statements: A great wind blows for everyone who... 1) has a sibling, 2) has a rock collection, 3) has a robin living in their backyard, 4) has shared their Story Basket. See below for more examples.

Modify

If [Blank], Step Forward And... This variant places greater emphasis on recognizing the people who identify with a statement, and less emphasis on players moving around the circle. For this variation, the Pathfinder says, "If [a statement that could be true of some of the Trackers in the circle], step forward and [do something unique, funny, or silly]. For example, "If you have a pet at home, step forward and actlike your pet." See below for more examples. Once people have stepped forward and acted out the prompt, they simply step back into the original circle, and the Pathfinder gives the next prompt.

Trickster Wind This is a more "high energy" version of the game. It requires a circle of defined "spots," with one fewer spots than there are players. The easiest way to create such a circle is: 1) have each player get a distinct item (water bottles work great, though bands or backpacks also work), 2) form a "hawk circle" around a Pathfinder who is standing in the center of the circle, then 3) set their item down on their right side. With that, everyone is standing between two items, which form their "spot." Because the Pathfinder in the middle didn't make a spot, there is one fewer spot than players. Now the game can begin. The Pathfinder gives a prompt that is 1) not readily observable (such as "wearing a T-shirt), and 2) is true for them and, presumably, at least one other person in the circle. Example: "A great wind blows for everyone who [loves to play soccer]." Everyone who loves to play soccer must leave their spot and find a spot at least two spots away; the Pathfinder who gave the prompt also runs to find an open spot. The person left without a spot goes to the center of the circle and provides a new "great wind blows" prompt.

Make it a Name Game When playing the Trickster Wind variation, every time a player ends up in the center of the circle, they should say their name, then everyone should say "Hi, [Name]" back to them, then they should give their prompt. Players often forget to do this, and Guides may have to remind players to say their names.

Seeking Shelter If you're playing Trickster Wind and it seems that certain people are ending up in the middle of the circle often, add a new rule: If you end up in the middle of the circle and you’ve already been there before, you have to say “Seeking shelter!” Everyone who has NOT yet been in the middle of the circle holds up their hand, and the person in the middle must choose someone to switch with.

Something in Common This variant uses the results of each round to sort Trackers into pairs or quartets. When “a great wind blows…” affects just two (or four) Trackers, have them sit out from the game until everyone has a pair or team.

More example statements

A great wind blows for everyone who...

  1. Has ever performed in a play
  2. Has camped out in the woods overnight
  3. Has a pet dog or cat
  4. Is left-handed
  5. Likes to draw or paint
  6. Likes to cook or bake
  7. This is your first time at a Trackers camp
  8. Likes going to school
  9. Has ever lived or traveled outside of the United States
  10. Has started a campfire using only one match
  11. Loves to make things out of clay
  12. Is a youngest sibling
  13. Has a summer birthday
  14. Likes working in a garden or at a farm
  15. Loves eating vegetables
  16. Likes to read novels
  17. Speaks more than one language
  18. Has had a reptile or amphibian as a pet
  19. Plays a musical instrument
  20. Has made fire without using a match
  21. Is a youngest sibling
  22. Loves to climb trees
  23. Could easily do 10 pushups right now