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Ships and Sailors is a classic youth ministry game that gets your students running around the room while they try to preform the actions on screen. For example, when the game lands on Starboard, everyone runs to the right side of the room.When the caller yells out “Captain’s Coming!”, it means that the captain is on the ship, and the group needs to stand at attention, saluting her/him. When everyone is standing at attention, no one is allowed to move until the caller says “at ease”.
Contents
How do you play Captain’s coming?
When the caller yells out “Captain’s Coming!”, it means that the captain is on the ship, and the group needs to stand at attention, saluting her/him. When everyone is standing at attention, no one is allowed to move until the caller says “at ease”.
How do you play ship to shore?
This game needs a bit of space, so a garden or park or indoor hall is suitable. Choose three different areas in that space and call them either “ship”, “shore” or “deck”. If the Captain calls out “Ship” then all the children must run to Area 1. When the Captain shouts “Shore” they all run to Area 2.
What happened to the captain and the sailors?
What happened to the captain and the sailors? Ans. The captain and the sailors dived into the sea and drowned as the storm was strong.
How do you play pirate ships?
Children lie down on their stomachs as quickly as possible. Children stand on one leg which becomes the mast, the other foot rests on that knee to become the crows nest and their torso is the pirate looking out to sea, hand above eyes!!!
How do you play sharks and Minos?
Sharks and Minnows
One child is the shark and stands in the middle of the yard. The other kids are the minnows and line up at one end of the yard. The object is for the minnows to get from one end of the yard to the other without being caught, aka tagged, by the shark. If tagged, then the minnow also becomes a shark.
How do you play port and starboard?
- The bow is the front of a boat.
- The stern is the back.
- The Port is the left side (when you face forward)
- The Starboard is the right side.
- Hit the deck: lay down on your stomach (or if players don’t want to get dirty, they can crouch down)
- Attention on deck: salute and yell, “Aye, aye captain!”
How do you play sharks and minnows?
The sharks stand in the middle of the play area and say, “Fishy, fishy, come out to play!” The minnows slowly walk toward the sharks. At any time, the shark can yell, “Shark Attack!” and the minnows must run to the opposite boundary line without being tagged. If a minnow is tagged, they become a shark.
How do you play cops and robbers?
- Gather the children outside, and divide them into two groups-the “Cops” and the “Robbers.”
- Choose an object for the robbers to try to “steal.”
- To win the game, the robbers must complete their goal of stealing or touching this object and escaping from the cops.
What is the chain of command on a ship?
The chain of command or command structure was a ranking system used by militaries and other organized groups. It represented the line of authority down which orders are passed from one officer to another, and also the line down which passed command of a particular vessel or installation.
How many Navy commands are there?
There are nine Navy component commands, and their commanders carry out operations within the designated area of responsibility.
What is the commander of a ship?
On the sea a captain is usually the commander of a large warship—a cruiser, battleship, or aircraft carrier in the navy and any sizable ship in the mercantile marine service. In the British and U.S. navies the rank corresponds to the army rank of colonel, as does group captain in the Royal Air Force.
What is the captain of a ship called?
skipper Add to list Share. The person in charge of a ship or boat is the skipper. Another word for the skipper is the “captain,” but skipper is so much more fun to say. Skipper is an informal name for the captain, a way to address the person who’s at the helm of a boat or in command of a Navy ship.
Ships and Sailors — Games for Youth Ministry
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how do you play ships and sailors
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- Summary of article content: Articles about how do you play ships and sailors Ships & Sailors. Purpose: a great mixer and active game. This game works with all the young people trying to follow the commands to stay in the game, … …
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Ships & Sailors – YouTube
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Captain’s Coming • Beyond the Chalkboard
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Captain on Deck – YouTube
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ERROR: Backend server did not respond in time
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how do you play ships and sailors
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- Summary of article content: Articles about how do you play ships and sailors Once the captain calls an action, each player has 3-4 seconds to start performing the action. If they don’t find a group fast enough or perform the right action … …
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Ships and Sailors Game – Young Catholics
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Ships and Sailors Game
Ships and Sailors Game
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how do you play ships and sailors
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how do you play ships and sailors
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Ships and Sailors — Games for Youth Ministry
HOW TO PLAY
—The Setup
Just clear the room!
—The Gameplay
— Launch the game and display it on your screen —
Tell your students that you’re going to play Ships and Sailors. Go through each option and explain what they need to do:
Ten Hut!: Everyone stand straight salute as if the Captain of the ship is passing by. Overboard: Get in a group of two. One person needs to lay on the floor while the other act as if they’re trying to save them. Starboard: Everyone needs to rush to the right side of the room (their right as they look at the stage). Seasick: Everyone has to rush to the stage and act as if they’re throwing up over the bow. Hit the Deck!: Everyone drop to the ground. Chow Time: Get in groups of three and act as if you’re eating food together. Port: Everyone needs to rush to the left side of the room (their left as they look at the stage). Row: Get in groups of four and act is if you’re rowing a boat.
Keep an eye on everyone. If anyone is last to preform and action, they’re out. Some of the options require students to get into groups of a specific number. This will cause stragglers and help get kids out! Keep going until their is one kid left!
Captain’s Coming • Beyond the Chalkboard
Doing the Activity
This game is played with the entire group of children together. Before the game begins, explain to the group that you are all on a ship and that there are certain instructions which everyone will need to learn before you can head out to sea. Show your students the area that makes up the ship – this can be a clearly marked space (you can make the shape of a ship with tape on the ground) or just a general area, but make sure that it is at least 15 yards long and 10 yards wide. All of your students need to fit on this “ship” and have some room to run around. Begin by pointing out the 4 sides of the ship they’ll need to be familiar with (bow, stern, port and starboard—see below for more). Send them all to the stern (the back of the “ship”—you should be standing at the bow, which is the front), then have them come back to the bow. For this first round, you will stand at the front of the group and you will be the “caller”. Everyone must do whatever the caller says. Next, give your students the other instructions which they’ll need to follow (see list below), and end by explaining the most important rule—what to do when the captain is coming. When the caller yells out “Captain’s Coming!”, it means that the captain is on the ship, and the group needs to stand at attention, saluting her/him. When everyone is standing at attention, no one is allowed to move until the caller says “at ease”. If the caller gives an instruction while the group is at attention, and the caller has not said “at ease” yet, then anyone who moves is out of the game for that round. This is where careful attention to what the caller is saying is really important. Just like in the game “Simon Says” where the caller can try to trick players by giving commands without saying “Simon says”, the caller in this game can yell “Captain’s Coming!”, then try to give another command before saying “at ease” in an attempt to fool the players.
The Basic Rules:
If The Caller Says – Then Each Shipmate Does:
Bow – Go to the front of the “ship”
Stern – Go to the back of the “ship”
Port – Go to the left side of the “ship”
Starboard – Go to the right side of the “ship”
Rowboat – Quickly find a partner (2 kids total), sit on the ground one behond the other, and “row”
Seasick – Head to the side of the “ship” and do your duty overboard
Jellyfish – Get down on the ground, on our back and shake your arms and legs in the air
Lifeboat – Quickly find 5 partners (6 kids total) and sit in a circle on the ground
Octopus – Quickly find 7 partners (8 kids total), gather in a circle and have each person stick a leg out
Captain’s Coming – Stand at attention, saluting
At Ease – Relax (this is only said when players are at attention because “Captain’s Coming” has been said)
With “Rowboat”, “Lifeboat”, and “Octopus”, if there are odd numbers, those in odd numbered groups are out of the game. Ex. If you find an octopus with 7 or 9 people in it, the whole group is out (life is tough on the open sea…). Any sailor who does something different from what the caller said is out of the game. When there is 1 player left, the game is over. If there are several players left and it seems like it will be too difficult to “trick” them, you can also declare multiple winners and end that round. For some of the commands, like “Jellyfish”, children may prefer not to get down on the ground – come up with an alternative way of acting that command out (for example, children can act like they are “floating” around the room, just like jellyfish “float” in the water.
Ships and Sailors Game
The Ships and Sailors game is a fun way to get a group of people working together and creating bonds. It’s ideal for medium to very large groups, and because it’s an elimination game, the amount of players in each round will shrink. The game is named Ships and Sailors because players follow instructions related to the theme of being aboard a boat or in the ocean. Since there are many different commands, it’s a good idea to practice all of the moves a couple of times through before officially starting the game. This game is best played in large open spaces such as a field or basketball court, so that players can move safely about the boundaries.
Set-Up
Select one person to be the “captain.” They will be in charge of calling commands throughout the game.
Mark the boundaries of the area as you would a boat. For example, on a basketball court Starboard would be near one basket, while Port is located on the opposite side. The sides are either lines running perpendicular to Starboard and Port.
Practice the commands:
Port-North—run in the direction of the marked Port
Starboard-South—run in the direction of the marked Starboard
Seasick—run to the sides of the boat and pretend to get sick
Man Overboard—(2 players) one person is on their hands and knees, while the other puts their knee/foot on that players back and pretends to look overboard.
Shark—(1 player) lie on your stomach with an arm up to look like a shark fin.
Fish out of water—(1 player) lie on your back kicking your knees like a fish out of water.
Jellyfish friends—(2 players) partners face each other and wiggle their arms.
Row, row, row your boat—(3 players) 3 players sit in a line and pretend to row a boat, while singing “row, row, row your boat gently down the stream. Merrily, merrily, merrily life is what a dream.”
Dinnertime—(4 players) 4 players sit as if they were at a table and pretend to eat.
Captain on Deck—Freeze where you are, face the captain, and hold the salute position. You can’t break this position until the Captain says, “At ease.” If you follow any other command before hearing “at ease,” then you will be kicked out of the game.
At Ease—The only command to release players from “Captain on Deck” position.
How to Play the Ships and Sailors Game
Select a captain who will call out the commands during the game.
Review the commands listed above.
At any point in the game, if someone if the last to perform the command or does the wrong command, then they will be out on the sidelines.
Those players who are out can help the captain spot other players to eliminate.
The captain will call out the commands for the players to follow.
Players will need to listen and react to the commands accordingly. If the command involves a partner, 3 players, or 4 players, then groups will need to form quickly to avoid being eliminated.
There are no set partners or groups.
At least one person will be eliminated in each round—sometimes more depending on the command.
The game is played until the last player is standing.
Variations
This game can be played with smaller groups if needed.
The commands can be adjusted to follow a different theme or response.
If physical activity needs to be limited then adjust moves like shark or fish out of water to avoid lying on the ground.
The captain can call out commands as quickly or slowly as he or she wants. Command times can be adjusted to increase the competitiveness.
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