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MUVE empowers people of all shapes and sizes, abilities and ages to become confident about freely dancing to music. MUVE Dancing Games (MDGs) give us the opportunity to come together and playfully exercise, explore creatively, and build community.
In a MUVE Dancing Game (MDG) players take turns inspiring each other with dance movement-ideas. Players follow each other “loosely,” and they are free to interpret movements in their own style/shape/speed/size.
A Dancing Game can be a quick break or a full fledged exercise session. MUVE dance can inspire individuals, families, groups, co-workers, students, teachers, toddlers, the elderly, athletes and the overweight. In short, everyone can benefit!
Each dance has a game-plan and players have specific roles to play. As soon as the music starts, the game is on auto pilot. Fulfilling their role within the game keeps everyone engaged simultaneously and non-stop!
No MUVE is better than another. No particular physical skill is needed. Even people with health or weight issues can shine in a MUVE dancing game, because the goal is not to be physically perfect, but to be creative and entertaining for others.
Use below instructions and sample videos to inspire your family, friends, coworkers or students to a fun and invigorating experience. Go ahead and do it. There is nothing to it!
In this game 3 Muses alternate leading the whole group and all players follow the Muse in the center. In every group there are individuals who love to share their MUVES and don't mind being the center of attention throughout the whole song. The concept of one Muse inspiring the whole group unites the players for a community movement action. Leading the whole group might be intimidating for some, but it is also a special thrill for the outgoing personalities - a fine practice of leadership skills.
Select 3 Muses to lead the dance and determine the method for the Rotation Calls. Explain that whenever the Center Triangle rotates, so do all Triangles. This keeps everyone activated and connected to each other.
The Huli Huli Call not only switches out the Muses, but also integrates individuals, who might be distracted, into the group experience. Everyone moves along, no one is left behind.
Players rotate within their individual Triangles to the Muse-spots to lead two fellow dancers. The Call for a Triangle-rotation is “Huli Huli,” and it moves players one position clockwise within the individual Triangles. If the Muses are to initiate the rotations, the rule is to clap, call “Huli Huli,” and move one position clockwise.
To add variety, the Caller can announce a “Roam”. Everyone is prompted to leave their spots, and dance freely all over the entire dance floor. When the Caller calls “Home,” all find a new spot in any Triangle on the dance floor, and the game starts anew. All teams now have a new configuration of dancers, all players have new dancers to meet, and new MUVES to try.
Divide your group of dancers in two teams. Each team assembles on the long side lines of the dance-space. A dividing line in the center works as a barrier between the teams. Just like waves, the dancers will move toward the center line and rebound back to the side lines in a continuous action.
Each team has a Caller who announces or displays the movement idea. The two Callers alternate initiating the next MUVE. In an “opposing” WAVE the responding team will create the opposite of the other team's MUVES. For example if team A dances “high,” team B will respond by dancing “low” (see “A Tu Lado.”)
In a “mirroring” WAVE the teams will imitate the movement idea of the other team (see “In the Bag.”)
Dancers create movements independently (see “Check it Out.”) To inspire creative ideas you can display MUVE Concept-Cards.
Call a “SWITCH” with your voice or any noismaking device. This causes each team to change over to the opposite side. Switching Sides is a great exercise especially for children. They can learn how to quickly navigate passing through to the other side without bumping into other players (see “A Tu Lado.”)
In a Cascading WAVE the players alternate leading one movement to the middle and back. The Caller can designate the next movement leader by pointing or the group can agree to any order. Easiest is to start at one point and go around in one direction. After the last position of the first side finished his/her movement, the leadership jumps over to the opposite side and continuous down the line.
Even though we respond to ideas created by all the different players in this game, and our movements are not inspired by our personal partner on the opposite side, we still are aware of, and respond to each other as partners.
“MIX UP” A MIX UP always means is that you leave your current spot and find a new one.
Add objects to inspire movement ideas.
MUVE Concept Cards To stimulate creative variety you can display MUVE Concept Cards. See Sample “Check It Out”
In this WAVE Game the players relate to a specific partner on the opposite side. This works best if they have already practiced movements in other dance exercises before (for example in an independent TRIANGLES game) and now try out the newly learned moves with each other.
When the game leader calls for a “BREAK OUT” all connections are broken and the players dance freely around the whole room until a “MIX-UP” is called. Now everyone finds a new spot and with that also a new dancer to do the next Partner-WAVE with.
In this game we create a dance with a partner, inspiring each other as we dance freely around the whole room. When the Caller calls a “MIX-UP” the connection is broken and all players find a new spot on the side-lines and see who the next partner will be. At the Call “PAIR UP” the new pairings connect at the center line and the dance continues.
NOTE: “MIX-UPS” take time, especially for large groups. Make sure players know to help each other find the empty spots fast, so the dance can continue without delay. To avoid confusion on leadership, after each MIX-UP the Caller can designate one side to be the Muses (dance-leaders) for the next section.
SET-UP: In preparation of this game, markers are placed on the long side-lines of the room. Spaced in about 3 feet intervals, each spot has a corresponding mate on the opposing side. When all players occupying a spot the Caller signals “PAIR-UP” and each pair meets at the center line. Encourage players to dance freely around the entire room and not get stuck at the center-line.
After a MIX-UP, call a “Snake Dance” and point to one of the shorter sides of the room. This tells the 2 players at the first spot on each side to lead as the “Head” of the Snake Dance and move their team in a long line throughout the space. Next MIX-UP breaks up the Snake Dance and players find new spots on the side-lines.
SNAKE dances can be done with as many as 100+ people or with as little as two. The head leads the rest of the body. Dancers follow the leader loosely as they navigate throughout the room. It's important to tell everyone not to “run” and to be very careful when encountering others. There can be several SNAKES dancing simultaneously.
For large groups you can set up your SNAKES on the Partnering Grid (see above). This grid has dancing positions along two sides of the room which already creates 2 SNAKES. You can further divide it into smaller groupings by using different colors on your spots. For example you could have 6 yellow spot and 6 green spots on one side, and six blue and 6 red ones on the other side. Just make sure you indicate where the “Head” of each SNAKE is.
You can create new combinations of players by calling a “MIX-UP.” When all players have found new places and the games starts anew.
The optimal size for a dancing SNAKE is 4 People. And there is a great way to make sure everyone gets to be in the lead. At the Call “SWITCH & SCOOT” all 4 dancers turn 180 degrees. The Tail is now the Head. To finish the movement, the person who was last in the lead (now the Tail) moves one position forward. This will put a new person into the lead next time a SWITCH is called. Take a look at how you can explain and practice this movement with the demonstration clip on the right.
CIRCLE Dances are easy to set up because they do not need markings on the ground.
Here we are learning to assert ourselves as well as how to be considerate to others. The group forms a circle and one spot in the center is designated as the “Muse-Spot.” Individual dancers jump into the center to take the lead. The Caller can indicate the switches or he/she can let the individuals decide how long to remain in the center. As soon as the Muse-Spot is vacated another person can “jump” in.
The dancers form a circle and the dance leader starts to demonstrate one “Move” (a simple, short movement pattern) which is picked up by everyone. Then the game leader designates the next Muse by pointing to another dancer. That dancer creates the next Move for everyone and then designates the next leader.
Leading dancers can stay within the circle or the rule can be that the leaders always jumps into the center.
If you are working with an inexperienced group you might want to specify the sequence of leadership ahead of time. For example start at one point of the circle and go one after another until everyone has a chance to lead.
A group of Muses alternates leading the dance. The Muses move into the Muse-spot in the center clockwise. Change is initiated by the Caller or the individual Center Muse. Only the Muses rotate. The Call is Move. The other dancers stay at their locations and follow the Muse in the center loosely. Having a Center Muse unites all dancers in a common dance action.
Animation Concept Cards
To stimulate creative variety designate a helper to display Concept Cards to the Muse.
VARIATION: (For Experienced Muvers)
Random Center MUSE CIRCLE
Add an element of challenge and surprise by adding the Huli Huli Call. All players move one position forward clockwise inside the individual Triangles. This moves new dancers onto the Muse-circle spots resulting in unexpected changes in player-roles.
A number of Muses lead the dance simultaneously. Each Muse inspires two other dancers in her/his triangle. The other players don't have to lead, nor rotate or move on.
With each Move (Rotation Call) the Muses rotate clockwise on the Muse Circle into the next Triangle on the Grid. In turn, each Muse will lead each Triangle. All Co-dancers receive ideas from each of the Muses. As the Muses lead non-stop, they learn to keep their creative juices and energy moving and also to pace themselves.
VARIATION: (For Experienced Muvers)
Random MUSE CIRCLE
If you want to add an element of challenge and surprise, add the Huli Huli Call. The Huli Huli Call moves all players one position forward, clockwise inside their individual Triangle. This moves 7 new dancers onto the Muse-circle spots resulting in unexpected changes in player-roles.
In this Dancing Game each and every player will move through the Muse-spot to lead the entire group. The All Triangles MUVE game has two Rotation Calls. “Huli Huli” moves all players clockwise within their individual Triangle and “Move” directs all players to move as a team into the next Triangle on the Dancing Grid (clockwise.)
All Dancers follow the Muse in the center, and everyone will have a chance to play this role. This game needs a general Caller because the Calls need to be heeded by all Players at the same time.
Calls: Huli Huli and Move
To make sure each player can experience leading the whole group as a Muse, use this Calling Pattern: Start - 2x HH (Huli Huli) - 1x MO (Move) - repeat. Moving all 21 players through the Muse-spot will usually take 2 songs to complete.
In this game the call Move sends the dancers as complete Triangle-Teams into the next Triangle on the Grid clockwise. The teams stay together throughout the whole song. Triangles can have specific items or activities associated with them. For example, you can place different Toys or Animation Concept Cards into the Triangles to stimulate creative dancing ideas. As the Triangle-teams move through the different Triangles, players experience all the different Toy-groups/Concepts associated with each Triangle. Whoever is on the various Muse-spots leads their Triangle.
VARIATION: With Additional Huli Huli
The Call Huli Huli moves players clockwise within the individual Triangles. The Call Move moves each Triangle-Team counterclockwise to next Triangle on the Grid. To make sure each player can experience each Toy Group/Concept as a Muse as well as a Dancer, use this Calling Pattern:
Start. 2x HH (Huli Huli) - 1x MO (Move) - repeat.
Muses rotate on “inner” Muse-circle on the Dancing Grid clockwise. The other dancers move on the “outer” circle counter clockwise. All players move one position per “Move” Call. This results in the creation of new combinations of teams with each Call. This game requires attention and keeps everyone on their toes. There are no rotations within the Triangles (Huli Huli).
VARIATION 1: Single Revolution
If the Muses stay stationary you have a Single Revolution. Now the Muses see all the Dancers moving on by, in and out of their individual Triangle. All dancers get to experience each Muse.
For a Double Revolution with a Center Muse, movement patterns are the same as above, but all players follow the central Muse instead of the individual 7 Muses on the inner circle.
There are three different roles to play in a TRAVELERS Game. Each Triangle has a Muse-Spot (Red) a Home-Base (Green) and a TRAVELERS-Spot (Yellow). Upon the Call “Move” The Muses move clockwise on the Muse Circle into the next Triangle. The Travelers move counterclockwise to the Traveler-Spot (Yellow) in the next Triangle. The Home-Base player stays in place throughout the whole song and helps the other players find their spots.
This game requires special attention, cooperation and sponsors creativity. It creates a new team of dancers every time a Move is called.
Divide the dance-space into sections and apply various Inspiration Concepts to the areas. Begin the dance in one field and advance to the next, exploring each concept as you enter the Concept Field.
The example on the right shows the dance-floor divided into four sections. In this case, symbols for the 4 Count Accentuations are displayed on the fields. See video “Waka Waka”
Dance trough different Inspiration Concept Fields in a Snake Dance (Snake dance). See video “Another Night” where we explore eight of the 35 MUVE MOTIONS.
Find Inspiration Concept Cards in the MUVE Toolbox.
The set up for an Infinity Catwalk is super easy. Two parallel lines are marked with masking tape on the floor about 5-8 feet apart. Divide your group of dancers in two. One group stands behind the left, the other behind the right dividing line. From the “top” of the game two dancers start dancing down the Catwalk to the “bottom”, also marked to designate how far the players should go. Each pair is made of one dancer from the right and one dancer from the left.
The pairs can either create their MUVES together as a team or individually.
Holding on to each other is discouraged because it can result in players limiting each other's movements.
As a Muse you are the lead dancer. You are there to have fun, be creative, and inspire your Co-dancers. The object is not be the most acrobatic, but to move in a way that everybody can dance along with you. You can dance in a chaotic style and do whatever you like. However, if you simplify and repeat your MUVES, it will be easier and more fun for your fellow dancers to follow.
Not everyone enjoys being in the lead at first. Being a Muse is always voluntary. If a dancer does not want to be a Muse, they can forgo their turn by simply advancing to the Muse-spot and immediately moving on to the next position.
As a dancer you have the choice to follow the Muse, give your own interpretation of the idea supplied by the Muse, or create your own dance altogether. Adjust your movements to fit your personal needs. Enjoy the dance and bask in the energy of the group.
Position changes can be initiated by the Muse or a Caller. Anyone can be the Caller. Having a Caller gives the game a nice flow and assures that everybody gets their time to shine. To initiate a Muse-rotation the Caller can either use their own voice or any noise making device loud enough to be heard over the music.
3 players, placed in a Triangle-formation, alternate leading the dance. The Call for a Triangle-rotation is "HULI HULI" and tells each player to move one position clockwise. This moves a new Muse (dance-leader) on to the "Muse-spot." A single Triangle does not need markings on the ground. However markings help avoid confusion about leadership and are recommended. The same game can also be played by 4 or more players. The Triangle wides to a Diamond for 4 players and to a Circle for an unlimited amount of players.
One spot is marked as the MUSE-Spot. The Dancers in the circle follow the lead Muse in the center. When the Muse is ready, he/she selects another player to switch places with and the next Muse takes over the lead.
This is a very simple set-up and no Caller is needed.
A specific number of Muses leads their respective Triangle simultaneously. Each Muse inspires the two other dancers in her/his Triangle. With a Move (Rotation Call), the Muses rotate clockwise on the Muse Circle
into the next Triangle. In turn, each Muse will lead each Triangle. All Co-dancers
receive ideas from each of the Muses.
The Dancing Grid is the “game-board” of the MUVE Dancing Games for large groups.The function of the grid is to facilitate group movements. Different movement actions are prescribed for each MUVE Dancing Game detailed below. A standard grid for school children has a diameter of 18 feet, for adults about 24 feet. Dancing positions are marked on the ground ahead of time with an easy to create Grid-Maker-Tool, a few stickers and some masking tape.
See video on how to set up the
MUVE Dancing Grid for large groups
The group-movements in a MUVE Dancing Game are initiated by a “Call.” The Calls can be vocal if the acoustics will allow it, or you can use a noise making device, for example a gong, a whistle, horn or bell. Practice the group-movements associated with each Call before starting the music. Changes of player positions on Grid are either initiated by the Caller (Game Leader) or by the Muse/Muses (Lead Dancer/Dancers.)
The Calls “Huli Huli”and “Move”
• Huli Huli: 3 players of a Triangle move clockwise by one position within their individual Triangle.
• Move: The players move as a complete Triangle or as Individuals to the next spot on the Grid.
Example for Huli Huli: The players of each Triangle move one position clockwise within their Triangle. Because all Triangles stay independent from each other, the Rotations can be initiated by individual Muses and can happen at different points in time.
Example for Move: The players of each Triangle move as a team into the next Triangle on the Grid (clockwise.) In some games individual players move into the next Triangle. To make sure all players move at the same time, a Caller is needed.