Radio operator game

from Wikipedia, the free encyclopedia

The Funkerspiel (also called Rippeltippel ) is a party game in which the players simulate radio traffic by communicating with one another using gestures and language and prompting certain reactions. Regionally, in addition to "Rippeltippel", the terms "Hupfentupfen" or "Himpeltimpel" are used for the game and played with similar rules as the Rippeltippel.

Game thought

The radio game symbolically takes up the sending and receiving of wireless messages. It is a game that requires the players to concentrate and coordinate various movements. Added to this is the stutter-free recitation of a fixed text. In this respect - with increasing demands - it can be used from elementary school age and as a drinking game, because of the increasing alcoholic impairment, it is still enjoyable at party games for young people and adults.

Playing field, play equipment, number of players

The game, which is simple in its basic version, can be arranged indoors and outdoors at any location with a minimum of six players. In its basic form, it only requires a marking pen in the form of a lipstick, an ointment or a wine cork, which is burned to blacken with a lighter. In the adult drinking game, alcohol comes into play.

Game flow

The other players place themselves in a circle. They each form their own 'radio station' and receive a consecutive number. The game master opens the game by first naming his own station number and then calling another one, e.g. B. "Radio station 1 calls radio station 11." He puts both thumbs on his temples and waves his hands (the antennas). The radio station being radioed reacts with a corresponding gesture and in turn calls another radio station, naming its station number. s. w. The transmission speed and the frequency of errors increase as the routine increases. Anyone who makes a mistake or forgets a send symbol must take the place with the highest digit. All players then change their places in the row to the next number. Depending on the age and skill level of the players, the difficulty of the game can be increased or decreased. For example, the time for the radio response can be limited and additional movement sequences can be requested.

Variations

  • If you make a mistake, you get a point on your face with a blackened cork or a make-up stick and you have to address it instead of your station with "Rippeltippel 4 etc." and answer accordingly.
  • The neighboring radio stations of the person being called must each 'listen in' with the ear facing and the corresponding gestures on one side.
  • All players address each other with Rippeltippel according to their new status, e.g. B. "Rippeltippel without Tippel calls Rippeltippel with 3 Tippel." Every slip of the tongue leads to a change of place with a new Rippel number or to another Tippel.
  • If a natural time limit is desired, the game can also be played in competitive mode. After that, whoever has reached five or ten points must be eliminated from the game round. The remaining players then have to make sure that they do not spark any radio systems that have been 'dead' in the meantime or that they are also eliminated in this case.

Meaning

The variable, upgradeable forms of play are suitable for promoting concentration and responsiveness in kindergarten . They can also be used playfully and therapeutically for the disabled and still in the retirement home . They can be used to get to know each other in a new play group, at children's parties and for entertaining party entertainment. In the introductory games , the names of the radio operators are given out and addressed instead of the numbers. These are easier to remember - especially in larger groups - with name tags. In the adult drinking game, when a sip of alcohol is taken with every radio message, the increasing slip of the tongue is what makes the game so special. Advantages of the radio game are above all the quick availability, the simple set of rules, the correspondingly easy communicability and the flexible design options.

literature

  • Sieghart Hofmann: Funkerspiel , In: Ders .: Fundgrube sports lessons . Little games . Except. Donauwörth 2014. p. 141. ISBN 978-3-403-07321-5 .
  • Siegbert A. Warwitz, Anita Rudolf: Perceiving partners. Das Funkerspiel , In: Dies .: On the sense of playing. Reflections and game ideas . 4th edition, Schneider, Baltmannsweiler 2016, pp. 56/57. ISBN 978-3-8340-1664-5 .

Single receipts

  1. https://www.geburtstagswelt.de/rippel-tippel/
  2. ^ Siegbert A. Warwitz, Anita Rudolf: Das Funkerspiel , In: Dies .: Vom Sinn des Spielens. Reflections and game ideas . 4th edition, Schneider, Baltmannsweiler 2016, p. 56.
  3. Sieghart Hofmann: Funker game , trans .: treasure trove physical education. Little games . Except. Donauwörth 2014. p. 141.
  4. Warwitz / Rudolf: Das Funkerspiel , ibid p. 57.
  5. Petra Regelin, Jörn Winkler, Frank Nieder, Michael Brach: Fit into old age , Meyer & Meyer. Munich 2016, p. 134.