source: www.youthwork-practice.com | 2000 Games, Devotions, Themes, Ideas and more for Youth Work
only for private using

Adventure game "Die Hulaboing - Expedition"

This game was provided to praxis-jugendarbeit (youthwork-practice) in December 2003 by Matthias Zimmer (EC-Sulzdorf in Germany).

Adventure game: Goal, events, end of the game

  • Aim of the game

    The expedition teams must collect as much Hulaboing as possible. This is a mysterious Extreme- Survival-Food and a dream for every survival fan. (Hulaboing are really just normal Smarties... or ideally something more original. Our experiment with melting jelly teddy bears and making them into cubes was a sticky mess.)

  • Course of events

    The expedition teams proceed along the game plan and perform the task relating to the field which they land on. Depending on how well they perform the task, they are paid in Hulaboing. With the Hulaboing they can employ a native village porter and buy food (ape lice) and water (ant milk).

  • End of the game

    The game is over after 1,5 hours. The team with the most Hulaboing has won the game. In detail:

The expedition plan:

Each group receives an expedition plan. This plan contains a course with 40 numbered squares. Every tenth square is a trading square. Trading squares are symbolised by the native tribes. There are 4 tribes (Asis, Belas, Cedis, Drudis)

The jungle residents:

Each square on the playing board belongs to a jungle resident which is given a colour or belongs to a native village. The jungle residents are the wild ones (red), the forest freaks (blue), the missionary station (yellow) and the jungle mafia (brown).

According to the code printed on the board, the teams have a task to perform for which they can earn Hulaboing. If they perform the task successfully the dice is thrown again.

The tasks:

The groups receive a number of Hulaboing according to the task and their performance. A poor performance level earns 20 Hulaboing. An average level of performance earns 25 Hulaboing, a good performance earns 30 Hulaboing and a one-off fantastic achievement earn 35 Hulaboing. You can also judge the tasks with a subtler points score. You should not award less than 20 Hulaboing for a task, unless the group refuses to perform a challenge. The member of staff running the game must work out how many points to award using trial and error.

The wild ones:

  • Let a match burn as long as possible.
  • Make a fire
  • Smelling the poop (fill 3 pots with cow dung, pig dung and cat faeces)
  • Basketball

The forest freaks

  • Walk backwards with a mirror
  • Hunt through the bog: Glass balls (or similar) are hidden in a small pond – the kids must find as many as possible in a certain amount of time.

Missionary station

  • Awful food
  • Directing the blind (walking towards a goal)
  • Sending a message by Morse code
  • Skittles game

Jungle mafia

  • Guess the distance
  • Mini darts
  • Log throw

The rolling of the dice:

Once a team is finished with a certain field, then he can carry on throwing the dice. The difficulty level of the field which you are standing on (mountains, river, jungle and desert) is deducted from the points score thrown with the dice. Before you set off, the quantity of ape lice/ant milk require from the next field is deducted. If your provisions are not sufficient, you must trade with the native village which you visited last to receive the necessary provisions. In doing this you may only buy for the highest price and sell for the lowest price. Then you go back to the jungle resident where you got held up, he takes the provisions from you and you carry on. If the field which you land on is a numbers field, you must look for the relevant card, remember the code and go to the station with the relevant colour. Native villages must be visited. You must stop here. The position reached by a team is marked with a cross on the board. The landscape:

For each part of the journey which they take, the kids need a certain amount of ape lice and ant milk. How much they need is dependent on the square on which they land. Apart from this, they might only get a little further (difficulty levels).

  • Jungle: 2 ape lice, 1 ant milk, only one point forward (rounded off)
  • Mountains: 2 ape lice, 2 x ant milk, do not throw the dice in the next round – one space forward.
  • River: 1 ape louse, 1 ant milk, move two less spaces forward than the number shown.
  • Fields: 1 ape louse, 1 ant milk, no loss of points
  • Desert: 1 ape louse, 3 x ant milk, move one less space forward than the number shown.
  • Native village: No charges, no points reduction

The native villages:

The teams can buy provisions for their Hulaboing here and engage a porter. Provisions can also be sold for the relevant price. Porters cannot be sold.

Prices:

Tribe Ape lice Ant milk Porters
Asis 1 - 2 Hulaboing 5 - 6 Hulaboing 3 - 5 Hulaboing
Belas 4 - 6 Hulaboing 5 - 6 Hulaboing 1 - 2 Hulaboing
Cedis 4 - 5 Hulaboing 1 - 2 Hulaboing 4 - 6 Hulaboing
Drudis 1 - 6 Hulaboing 1 - 3 Hulaboing 8 - 10 Hulaboing

Every time when a team reaches a village, a price for the stay is decided with the roll of the dice. If you choose 2 possible prices 1-3: low price, 4-6: high price. For 3 possible prices: 1/2 = low price, ¾ = middle price, 5/6 = high price. Six possible prices are obvious.

This is the price for the whole stay and for the buying and selling. The teams can trade according to their requirements must they must always have enough porters for their goods.

As an alternative to trading you can use games. The natives and the team make a stake of the same value and bet on the game. Then they play „paper-scissors-stone“ with best of 3. The winner gets the opponents full stake.

The coloured cards:

At a certain spot in the area, the coloured cards are hung up and mixed up randomly. The groups must look for the cards with their own number. They must remember the code which is written on it and go the relevant jungle resident (recognisable from the colour of the field – see “the jungle residents”).

The porters:

Each porter can gather 5 portions of ape lice or ant milk (also mixed). The porters are represented by cards with 5 spaces where a symbol for ape lice or ant milk can be entered when the relevant goods are bought. However each space may only be used once. In order to purchase ape lice or ant milk, the porters must have enough capacity available. If the goods are sold or used up, the space on the card is marked off. Porters can be hired but cannot be sold.

FAQ: (frequently asked questions)

  • Are the groups allowed to trade amongst each other?
    Yes, but they must organise themselves without assistance.

  • What happens if a group does not have enough provisions to carry on?
    They can buy something from the native villager which they visited last. See further information under „dice“.

plan for the game

Desert: Jungle: River: Field: Mountains:
1 Ape louse, 3 Ant milk, Move forward 1 square than dice show 2 Ape lice, 1 Ant milk, Move half of the quantity forward (rounded off) 1 Ape louse, 1 Ant milk, Move forward 2 squares less than shown 1 Ape louse, 1 Ant milk, Move the full score forward 2 Ape lice, 2 Ant milk, Move 1 square forward

[ © www.youthwork-practice.com | 2000 Games and Ideas for Youth Work ]


youthwork-practice.com - 2000 Games and Ideas for Youth Work
picture youthwork picture youthwork picture youthwork picture youthwork picture youthwork picture youthwork