italian food?
what are some good party games to go with an italian theme? either traditional italian games or just games that are soemwha t italianish
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- traditional italian games? for children? One, Two, Three, Along the Streets in Rome" English version The players must be at least 3. The ideal number is 5 players. With a counting out rhyme, a player is selected: he/she stands turned towards a wall, while all the other players stand side by side in a line, at a certain distance from him/her. Then he/she calls out the formula: " One, two, three, along the streets in Rome" ("Un, due, tre per le vie di Roma"); while he/she is chanting the formula, all the players must approach him/her trying not to be noticed. As soon as the child has finished chanting, he/she must turn to the players, who must stand still. If he/she notices that someone is still moving, this player will go back to the line of the departure. English version Fruit-Eater Wolf It can be played at least in five. The ideal number is 15 players. With a counting out rhyme, one child is selected as the "wolf". All the other children decide of being a different kind of fruit - without being heard by the wolf. After that, all the "fruit" will stand side by side in a line, opposite to the wolf, at a distance - approximately 20 steps- from it. The wolf says: "Toc, Toc (knock, knock)" and all the fruit ask "Who is it?" Then the wolf replies: "I am the fruit-eater wolf" and the fruit ask again: "Which kind of fruit do you want?" The wolf calls out the name of a kind of fruit. If among the fruit there is a player who is the kind of fruit called out by the wolf, he/she must run away and the wolf must try to catch him/her. If the wolf succeeds in catching him/her, this child will be the wolf in the next round of the game; if not, the wolf will have another go. English version Hide-and-Seek "Nascondino" can be played at least in three. The ideal number of players is fourteen. With a counting-out rhyme, one child is selected: he/she will be the "seeker". Keeping his/her eyes closed, he/she then will count for a number which should be equal to the number of all the players multiplied by ten plus one. In the meanwhile, the other players must hide somewhere. When the "seeker" has finished counting, he/she must go and seek the hidden children. As soon as the "seeker" can see a hidden child, he/she must run to the "lair" and call out his/her name and the place where the player is hidden. The hidden children must run and touch the lair before the "seeker" can touch it. The first child who has been discovered will become, in turn, the "seeker"; on the contrary, if another hidden child can touch the "lair" before the seeker, it will be "free lair for everyone" and the seeker for the next round of the game will be the same child. "What Is the Time, Mr. Wolf?" or "Lupo of the Hours" The players must be at least 3. The ideal number of players is 7. With a counting-out rhyme, a "wolf" is selected. The wolf stands turned towards a wall; all the other players stand side by side in a line, at a certain distance from the wolf. Then all the children ask: " Wolf, what time is it?" ("What's the time, Mr. Wolf?") The wolf answers calling out a number included between one and twelve. If it says, for example, "ten", the players must take ten steps. After taking ten steps they will ask again: "Wolf, what time is it?" ("What's the time, Mr. Wolf?").The wolf can still call out another number, but if it says: "I'm hungry!" the players must run and "shelter" behind the line of departure, because the wolf must them. If one of the players is touched by the wolf, he/she becomes, in turn, the wolf. The rules for this game are: - do not push the other players in order to go behind the line; - the children who have been touched by the wolf must stop, - the wolf can not turn its head towards the children while they are taking the steps; - when the wolf is chasing the players, it must not make them fall "Octopus" The players must be at least 5. The ideal number of players is 12. A child acts as "the octopus"; he/she then stands in the middle of the playground while the other players stand opposite to him/her, on one side of the playground. The players must run to the opposite side of the playground without being touched by the octopus, who can move only along a horizontal line across the middle of the area. When a player is touched by the octopus, he/she becomes a "baby octopus". The "baby octopus" can not move any more; it can only swing on its legs. When all the players have been touched by the octopus, the first one who has been touched becomes, in turn, the octopus. "Dames and Knights" Players must be at least 6 (3 boys and 3 girls). The ideal number of players is 16 (8 boys and 8 girls). All the boys, knights, stand on one side of the playground, all the girls, dames on the other side. A "knight" goes to a "dame" and kneels in front of her. If the dame accepts the knight, she will kneel in turn; if she does not accept him she turns her back to him. The children who "accept" each other 3 times become a "couple". At the end of the game, all the couples together must make with their bodies a "bridge" under which all those who have not been accepted must go. "Beautiful Queen" Players must be at least 4. The ideal number is 10 players. With a counting out rhyme, a "queen" is selected; she will stand on one side of the playground, opposite the players. Then the children chant this rhyme: " Beautiful, beautiful Queen, how many steps do I have to take to get to your castle with the faith, with the ring, with the tip of the knife?" The Queen calls out a number of steps and a name an animal; all the children must take those steps pretending to be that animal, for example, if they are ants they must take very small steps; if they are elephants they take huge steps. The game ends when a child arrives first in front of the Queen: that child will be, in turn, the Queen for the next round of the game. "Witch Says Colors" The players must be at least 3. The ideal number of players is 11. With a counting out rhyme, a "witch" is selected. The witch calls out a colour; all the players must go and touch a "thing" of that colour: it can be clothes, objects, or anything in the nature and environment. The game ends when the witch touches a player before he/she can touch the wanted colour. This player will be the witch for the next round of the game. English version "Peo Peo Handkerchief" The players must be at least 5. The ideal number is 14 players. With a counting out rhyme, a child is selected. He/she holds in his/her hand a handkerchief and starts to walk around the other children who are sitting in a circle on the floor/ playground. The players in the circle chant together the following rhyme: "Fazzoletto Peo Peo se ti trovo ti dareo se ti trovo in un canton ti darei uno scupazon" The child who is walking around the circle must drop the handkerchief behind the back of a sitting child, taking care not to be noticed by that child. The child who has received the handkerchief behind his/her back must stand up and run around the circle on the left direction, while the other, the one who dropped the handkerchief must run in the right direction. The player who can reach first the place left free by the child who got the handkerchief is the winner. The players must be at least 2. The ideal number of players is 14. With a counting out rhyme, the players group themselves in two equal numbers of cops and robbers. The players fancy that there is a precious treasure; this treasure has to be guarded by the cops, while the robbers must try to steal it. The robbers pretend to steal the treasure and the cops must try to catch them. If the cops succeed in catching the robbers, they win. If, however, the robbers can free themselves after having been caught, they will be the winners. "Ice-Witch" The players must be at least 3. The ideal number of players is 7. With a counting out rhyme, a witch is selected. The other players must then run on the playground trying not to be "freezed" (touched) by the witch. If someone is "freezed" (touched) three times, he/she will become the witch. If a "freezed" player is touched by another player, he/she will be free. The witch can not always remain close to her "freezed" player(s) because she also has to move; moreover, she can not push a player (this rule applies also to the other players). Rafael Badia, Spain BANDIERA * Flag This game can be played at least in three. The ideal number of players is fifteen. The players get into two teams; each team member must choose to be a number. Then the two teams stand in two opposite lines, each team member facing the member of the other team with the same number. A child stands between the ends of two lines, at the same distance from each, with a handkerchief (the "flag") hanging from his/her hand, arm stretched. Then, the child with the handkerchief calls out a number. The two challenging players who "are" that number must run to take the handkerchief. The child who gets it first and who can run back his/her team without being caught by the challenging player scores a point. The team who scores more points is the winner. Actions like pushing the challenging player and not standing within the prescribed distances are not allowed.
- put together different samples of Italian pasta (does not have to cook them), ask your guests to name as many of them as possible.
- put a big bowl of different kinds of pasta in front of a guest. The guest has a blind fold on. Give them some food and have them guess what type of pasta it is.
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