Husky hold`em

HUSKY HAUNT GAME
INSTRUCTIONS
MASTER DOCUMENT
This document contains instructions for all the husky haunt games. Volunteer coordinator shares a copy of the rules
along with the chaperone guidelines with each parent volunteer when they arrive and check in for the husky haunt. All
Parent volunteers are also to be instructed to help clean up game supplies at the end of their shift so they can be stored
for next year’s haunt!
NHMS dance/party
Chaperone guidelines
Welcome to our NHMS after school party/dance. We appreciate your assistance in providing a safe and enjoyable
evening for our students. The following guideline will give you some suggestions on how you can help our staff ensure
an organized and fun evening for all.
All established school rules apply to after-school activities. The rules in the NHMS Code of Conduct will be enforced
during the evening. If you are unsure or have any questions, please see one of the NHMS staff members that are present
during the event.
Your eyes and ears are extremely helpful meaning your presence will generally eliminate most or all potential problems.
Just move around and let kids know you are there!
Stop behavior that you would not allow in your home, such as running in the hallways, running across the dance floor,
pushing, shoving, horseplay, etc. Much of this is just using your good “parenting sense”!
Contact a staff member immediately if a student is misbehaving. NHMS staff will handle any and all discipline incidents.
ALL FOOD AND BEVERAGE MUST BE KEPT IN CAFETERIA
IF A STUDENT CHOOSES TO LEAVE THE DANCE, THEY SHOULD BE TOLD THEY WILL NOT BE PERMITTED TO RE-ENTER. (A
chaperone should man the entrance to enforce this)
No student guests are permitted at the event. As with all three middle schools, the event is for enrolled students only.
Inappropriate dancing – this will be monitored by NHMS staff
Please check restrooms periodically
Connect with students and have fun! Your presence at the party/dance in most cases will be a natural deterrent to
inappropriate behavior. We want students to have a good time and don’t want to “over-police” their evening. As always,
we will ask our students to behave in a manner that is congruent with our school philosophy of demonstrating respectful
and responsible behavior. Thank you!!
Husky Bingo
Rules:
At the beginning of each round, the director should explain what bingo game they are going to play. Make
sure that students understand the rules.
If they have BINGO, they should call it out loud but DON’T move the markers on their card. An adult should
check the card to make sure that it is a winning card.
Winners may choose between a candy bar or a “put someone in jail free” card
Bingo Games
1. Traditional – diagonal, across, down
2. Four Corners – all four corners covered
3. Stand Up With Top – If they are playing with more than one card, they choose only one card for this
game. Everyone stands up with one card. If a number is called on their card, they sit down. The last one
standing is the winner.
4. Postage Stamp – see below
5. Speedy on the Bottom – the bottom row is covered
6. X Marks the Spot – Two diagonals are covered to form an X
7. Little Diamond – see below
Husky dog pound (jail)
Rules:
Students who wish to have a friend arrested and placed in jail should come to the jail and see a/the
sheriff. The student will pay a dollar or give the sheriff a “put someone in jail for free” card. The
student will then take the sheriff and point out the friend to be arrested. The sheriff will escort the
student to the jail.
At the jail, the arrested student will have his/her hand stamped by the intake coordinator (each
student may only be arrested three times during the evening) If a student has three stamps, the friend
who tried to arrest them must select another friend to be arrested.
The guards will oversee the arrested students who are in the jail, ensuring the student(s) is/are in jail
for approximately five minutes.
Please let all students and parent volunteers that all proceeds from the jail are donated to a charity as
selected by the 8th grade leadership team.
Guitar hero/rockband
Rules:
Adults are responsible for all the equipment. Allow students to take turns playing one song. Two
students may challenge each other if they choose and the student with the higher score may choose to
stay and challenge a new person.
At the end of the evening, please stay with the TV’s and equipment until they are returned to the
locked area. If you are not the person who brought the game equipment, make sure the person who is
in charge and/or the person who donated it for the night have it in their possession or have made
arrangements for someone to take it home.
Pumpkin toss
Rules:
Each student takes turns tossing bean bags into the target. Each student gets a smaller candy prize for
trying. Larger candy goes to students who get two or more bean bags into the target.
football toss
Rules:
Students should try to throw the footballs through the hoop while standing behind the designated line.
The adult may make it more difficult but pushing the hoop so it swings back and forth. Each participant
may have three throws per turn and can receive a small piece of candy for participating.
Ping pong
Rules:
Students may play singles or doubles when it is their turn. They may play one game up to 21 (winner
must win by 2 points). You may have one player as a “challenge” table; that is, the winner may stay at
the table until someone beats them. You also may keep track of the number of wins per person/team
and have an overall champion at the end of the evening.
Lightning basketball
Rules:
This game is best played with fewer than 15 players.
All players should line up behind player one who is at the free throw line.
Player one and player two each have a basketball.
Player one will shoot a free throw. As soon as the shot is taken, player two can shoot a free throw. The
object is for the first player to make a basket before the player behind him/her in line. If player one
makes his free throw, he passes the ball to player three and now player two must make a basket
before player three and so on. (Player one runs to the end of the line and awaits his/her next turn)
If player one misses his/her free throw shot, he/she must rebound the ball and then may shoot from
anywhere on the court. Player one must make a basket before player two. If player two makes a basket
before player one, player one is out.
Play continues until there is one person left.
All participants may receive a small piece of candy.
Pop walk
Rules:
One adult should be in charge of starting and stopping the music. The other adult should make sure
students begin with one student on each floor marker and that students walk appropriately around the
circle once the music begins. When the music stops, each student stops on the floor marker closest to
them. Once everyone is stopped, the adult draws one token to determine which number is the winner
(all other students can receive a small piece of candy). The winner’s hand should be stamped
(maximum 2 wins during the evening) indicating they will receive a 2 liter pop at the end of the
evening. As an alternative, the winner may take a small piece of candy or may have a “put someone in
jail for free” card when they are available. Winners should be directed to pick up their pop at the
volunteer check in table in the hallway between 7:45 and 8:00.
At 7:45 the pop walk closes and the adult volunteers go to the volunteer table to help distribute pop to
winners. After the pop is distributed, the volunteers should return to the pop walk area to pick up
supplies and clean up the area.
Husky Hold’em
Volunteer Information: Your job will be to keep the tables running smoothly. Students can watch their
friends play but if it gets too crowded around the table or in the room, please clear the students who are not
playing. Students waiting for a table can form a line outside the room for the next available table. The dealers
will direct the students to you at the end of the game for either a small candy (losers) or large candy (winner)
Husky Hold’em
Dealer Rules:
TIME: Each game will be 15 minutes in duration. Dealer will set a timer as soon as participants are seated.
CHIPS: Dealer will distribute an even number of chips to each player. All chips are equal in value…1 point per
chip. All players ante 1 chip to get the game started.
GAME PLAY:
The dealer shuffles the deck and deals 2 cards to each player. Each player examines their cards secretly. The
player left of the dealer decides if they will continue in the betting process based upon the cards in his/her
hand. If they continue, they throw in the pot the number of chips they want to bet. Dealer will ask the next
player if they want to fold, match the bet or raise the bet. The process continues until all bets are placed.
The dealer will then “burn” a card (toss it into a dead pile) and flip 3 cards up called the “flop”. Once again,
starting to the left of the dealer…The player will examines their cards secretly including the three cards on the
table to determine the quality of their poker hand (see POKER HAND RANKING CHART” on each table) and
determine if they want to fold, match or raise the bet. Dealer will ask the next player if they want to fold,
match the bet or raise the bet. The process continues until all bets are placed.
The dealer will then “burn” a card (toss it into a dead pile) and flip 1 cards up called the “turn”. Once again,
starting to the left of the dealer…The player will examines their cards secretly including the four cards on the
table to determine the quality of their poker hand (see POKER HAND RANKING CHART” on each table) and
determine if they want to fold, match or raise the bet. Dealer will ask the next player if they want to fold,
match the bet or raise the bet. The process continues until all bets are placed.
The dealer will then “burn” a card (toss it into a dead pile) and flip 1 cards up called the “river”. Once again,
starting to the left of the dealer…The player will examines their cards secretly including the five cards on the
table to determine the quality of their poker hand (see POKER HAND RANKING CHART” on each table) and
determine if they want to fold, match or raise the bet. Dealer will ask the next player if they want to fold,
match the bet or raise the bet. The process continues until all bets are placed.
WINNING: After all bets have been placed, each player shows their hand at the table and the best poker hand
wins the chips in the pot. A new game begins, following the above rules. The dealer will begin dealing at a new
spot on the table. Once the timer rings, any game that has been started finishes. All players count their chips
and the player with the highest number of chips wins a large candy bar. All other participants get a small piece
of candy. All players leave the table and the next group begins.