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Apr 27

Written by: Barlee Harrison
27/04/2009 9:52 a.m.

The leaders dress us as selected characters and are the playing pieces for the kids.  Set up locations around the area you wish to do this, as well as selecting your weapons.  Idea's below:
 
Pilate
Garden of Gethsemane
Sword
Easter Bunny
Rabbit Hole
Hot Cross Buns
John the Baptist
Garden
Whip/Chains
Guard
Golgotha
Crown of Thorns
Barabbas
Garden of Eden
Cross
Mary
Prison
Beatings
Lazarus
 
 
 
These are just ideas, you can come up with your own characters, locations etc in the bible as well as the odd silly one. Also you will need at least 2 Detectives to run the game and get the kids as well to dress as detectives.
 

 

  1.  

How to Play Cludeo:
  1. Separate the cards into three piles ' room cards, weapon cards and suspect cards.
  2. Shuffle each pile of cards and put the top one of each type into the envelope marked "Solution Cards" without looking at them. Place the envelope on the X in the middle of the board.
  3. Give each player a pad of detective notes and a pencil.
  4. Put the remaining cards together and shuffle them.
  5. Deal one card at a time facedown to each player. Players should keep their cards hidden.
  6. Have each player choose a character as there playing piece.
  7. Roll the die and move the character that number of spaces towards your allocated areas.
  8. If they don’t make it to the selected area, they stay standing where they landed until there next turn.
  9. If they make it to the room, get the kids to Make a suggestion after entering a room. Move the weapon and character into the room your team is in and state your suspicion. For example, if you are in the Rabbit Hole, you can move Pilate and the Cross into the room with you and say, "I suggest that the crime was committed in the Rabbit Hole by Pilate with the cross."
  10. Prove the suggestion true or false. Once a suggestion has been made, the team calls forward anyone who has those cards and marks it off on the list. Make sure its kept covered as only the accusing team and the team showing cards should know what’s on the cards.
  11. Make an accusation when no player can disprove the suggestion. When you have figured out which three cards are in the envelope, announce that you are making an accusation and identify which cards you believe they are. Carefully look at the cards in the envelope making sure no other players can see them.
  12. Win the game if your Accusation is correct. Lay the cards on the table face up. If you're wrong, however, return the cards to the envelope and you may not move anymore. You can, however, disprove suggestions with the cards in your hand.

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Date » 30 July, 2010   
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