Gordian knot (game)

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The game Gordian Knot is systematically classified in the category of peace games . It did not experience its creation in connection with the game creations of the peace movement of the 1970s, but in the course of the New Games it experienced a boom and widespread use. Didactically, it is used, for example in group dynamics, as an exercise to improve problem-solving strategies, cooperation and communication and to reduce fear of contact.

Origin of name

The name of the game is derived from an event in Greek mythology :

Gordios , legendary King of Phrygia and founder of the city of Gordion on the old King's Road near present-day Ankara , consecrated the chariot that had helped him to his kingship after an oracle, to Zeus. He connected yoke and drawbar with an artful knot, the so-called Gordian knot, which is considered indissoluble, and prophesied that whoever would loosen it would rule over all of Asia Minor. Alexander the Great is said to have succeeded in this centuries later, when he was born in 333 BC. BC came with his army through Gordion. Regarding the solution, two different versions have been handed down: According to the most frequently cited variant by the ancient writer Plutarch , Alexander chose a violent solution by simply cutting the knot with his sword. The historian Arrian, however, relates, with reference to an immediate source, that Alexander chose the intelligent solution of simply pulling the split pin from the drawbar and untangling the knot. Today's parlor game also relies on an intelligent but cooperative solution for the players with their arms knotted.

Game flow

The participants stand in a circle, close their eyes and walk towards the center with outstretched arms. There they grasp one hand of another participant with each hand. Alternatively, the participants can stand close together and then look for another hand. This creates a tangled tangle. The task is - without letting go of your hands - to untangle the knot by climbing over and under so that one (or more) closed human chains are created.

The differences between self-organization and leadership become clear and with them the issues of power and competence. One or two participants can also stand outside the circle and, as the “boss”, try to untangle the knot, for example by verbal instruction or by wordless leadership.

The exercise is also a metaphor for the fact that a team can work together to get out of a complicated, confusing situation. To make matters worse, the exercise can be made mute or blind. If the exercise is to be used more reflective, ropes can also be used: a rope about two meters long for each participant, all lying in a pile. Instead of taking each other's hands, each participant grabs two ends of the rope.

Another variant of the game, also known as “Doctor Help!” Or “Knot Nut”, has a closed circle as its starting form, with the neighbors holding hands and looking at the center of the circle, while one person initially waits outside of the game Course should not see. Now it's time to tie a knot by stepping over or under your hands, twisting yourself in until such an action is no longer possible. The hands must not be loosened or grasped. Now, depending on the game variant, the “doctor” (“doctor, help!”) Or the “knot mother” (“knot mother help us!”) Is called, the person who waited outside the game before. It is now her job to use her instructions to untangle the human knot and restore the original circle, again without having to loosen her hands.

This exercise is also played as a pure board game for children and adults and without the intention of learning.

It is also often used in the group work warm-up phase . A similar exercise is used to form pairs: Half as many short ropes as the number of participants are laid parallel to each other and twisted into a strand. Each participant grabs one end of the rope and so a ball of people forms that has to be untangled. Everyone should find out their partner without letting go of the rope.

literature

  • Ekkehard Blumenthal: Cooperative movement games . 2nd edition, Schorndorf 1993
  • Birgit Fuchs: Games for the group atmosphere . Don Bosco, 4th edition, Munich 2004
  • Peter Thiesen: Cheeky games: strong game ideas against frustration and loss of pleasure in school, youth work and adult education Juventa-Verlag, Weinheim, Munich 2006
  • Siegbert A. Warwitz, Anita Rudolf: From the sense of playing. Reflections and game ideas . 4th edition, Schneider, Baltmannsweiler 2016, ISBN 978-3-8340-1664-5 .
  • Bernd Weidenmann: Handbook active training, the best methods for lively seminars , Beltz, Weinheim 2008. P. 210, ISBN 978-3-407-36460-9

Individual evidence

  1. ^ A b Siegbert A. Warwitz, Anita Rudolf: The Gordian Knot . In: Dies .: The sense of playing. Reflections and game ideas . 4th edition, Schneider, Baltmannsweiler 2016, pp. 148 + 149
  2. ^ Siegbert A. Warwitz, Anita Rudolf: Peace Games . In: Dies .: The sense of playing. Reflections and game ideas . 4th edition, Schneider, Baltmannsweiler 2016, pp. 145–148
  3. Bernd Weidenmann: Handbook active training the best methods for lively seminars , Beltz, Weinheim 2008. P. 210
  4. a b Ekkehard Blumenthal: Cooperative movement games . 2nd edition, Schorndorf 1993

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