Showing posts with label Have Fun. Show all posts
    Showing posts with label Have Fun. Show all posts

    Tuesday, August 18, 2009

    Feel Happy at Work

    How to Feel Happy at Work - 7 Secrets of a "Thank God It's Monday" Workplace
    What accounts for the difference between "Oh crap, it's Monday" and "Thank God it's Monday"? It's your happiness. And, for your own emotional and mental health, you need to feel happy at work.

    It all boils down to seven habits that can change everything about the culture of your workplace.

    1. Show up fully and commit with all your heart
    At work, we think of home. At home, we think of work. Time to stop that. The first step toward a TGIM workplace is being present and accounted for at work. Thinking about being elsewhere leads to resenting where you are.

    While you are at work, commit to work with all your heart. This is what I call throwing your heart over the bar--committing 100 percent to the moment and task before you.

    2. Communicate clearly
    Use powerful and positive language about what you will do and the attitude you expect from others. If a TGIM workplace is your goal, take the time to make your communications clear on every level.

    3. Go beyond the job description
    Going beyond the job description happens when you pitch in and help others at work without expecting reward. Willingly share the load. If you're caught up on your tasks, help someone else who is crunching for a deadline. Instead of feeling like it's an extra burden, you will actually feel like you play a bigger role in your company than you ever did before.

    4. Don't tolerate dysfunctional behaviors
    Establish a zero-tolerance policy for talking behind another person's back. Then give each other permission to address conflict head-on, out loud, courageously and honestly. Create a trusting and open environment and watch the dysfunction ebb away.

    5. Clean up your messes
    Relationships are built on trust. Without that foundation, there is no basis for a relationship. We breach the trust each time we don't do what we said we would do. But here's the thing--that breach can be healed quickly IF you come back and clean up the mess. Acknowledge that the results are not okay then make a commitment to make things right and prevent a recurrence.

    6. Live a life of profound service
    Once you place yourself in the service of those around you--your family, your colleagues and your customers--every moment becomes imbued with purpose and significance. You will feel GOOD.

    As you drive to work, begin thinking about how the work you do is serving others and contributing to their success and happiness. This is the essence of true service, and the key to a workplace that draws you happily back, Monday after Monday after Monday.

    7. Celebrate
    Every project consists of little steps and little victories along the way. Recognize and celebrate them in both large and small ways. Build a system of celebrations and rewards--quarterly, weekly, daily--and follow through like your company's life depends on it. Because, (psst) it does.

    Acquire these seven habits and spread them through your workplace. Then be sure to notice the first Monday your hand reaches for the alarm--and you smile. You can love your job and feel happy at work if you follow these 7 secrets.

    About the Author
    Roxanne Emmerich is renowned for her ability to transform the "ho-hum" attitudes of leaders, executives, business owners and entrepreneurs just like you into massive results-oriented "bring-it-on" attitudes. To discover how you can get motivated and love your job again, check out her new book – Thank God It's Monday. Now, you can get a free sneak preview at: http://www.thankgoditsmonday.com/preview_the_book/

    Wednesday, August 12, 2009

    Choose One....

    If You Could Have One Beauty Superpower, What Would It Be?
    Ever wished you could just snap your fingers and have perfect makeup on in the morning? Or been in one of those situations where the new blush you love doesn't actually complement any of your other makeup, but you can't just buy all new eyeliner and lipstick? Then you, my friend, need a superpower. I know it's silly, but just stick with me for a minute here. The same way a regular superpower you'd choose says a lot about your personality (people who'd want to be telepaths usually care a great deal about what others think, for example), the beauty superpower you want tells you what's missing in your beauty routine. Tell me what yours is and let's discuss what it all means—we can even help each other out to find some good solutions.



    If You Could Have One Beauty Superpower, What Would It Be?
    1- Insta-makeup
    2- Always having the perfect shade on hand for any outfit, season, or event
    3- Total concealer—blemishes, bags, etc. vanish

    Women Rides Man















    Saturday, August 8, 2009

    First Date Tips

    10 First Date Tips for Men
    By Lauren Frances

    Men often complain that women are mysterious, complicated creatures who are difficult to please. In truth, most women are quite easily pleased from a date one once you know how to make them feel desired, safe, and inspired. These 10 tips will ensure you put your best foot where it belongs... forward!

    #1: A first date should be light, fun and romantic. A real first date is when you've both decided that you'd like to get together for more than a quick beverage. The female definition of a first date is this: You pick her up and make reservations. Any deviance from this time-tested formula is usually a red flag, and not what most females consider a proper first date.
    Romantic Rule: Starbucks doesn't count! Considerate and smart men make plans well in advance. 

    #2: A long lead time. Considerate and smart men make plans well in advance. Considerate and smart men make plans well in advance. They know that women like to be treated like they're too in demand to have huge holes in their social calendars, (even if you have intel that would suggest otherwise!) You'll create romantic tension by giving her several days to look forward to seeing you. Besides, this creates the secret ingredient of seductive success... anticipation.
    Romantic Rule: Create romance by planning in advance for it.

    #3: Actions speak louder than words. Women know that men invest in the things that they value with whatever resources they have at their disposal, be it cash, creativity, energy, or enthusiasm. If you make plans that are insultingly casual, it's a clear sign that you're withholding your approval from her. Women will take this lackluster performance seriously, and often shoo you away without further ado. You don't have to spend big bucks, but if you like her, why not come up with something that will delight her?
    Romantic Rule: The plans you make for her, tell her the plans that you have for her!

    #4: A confirming call. Being vague about your plans will only cause most women needlessly anxiety. If you men had any idea about the pre-date regime that women go through to get ready for a high priority date, you'd all be much more on top of this one. When you call to confirm your first date late, she'll be irritated and stressed-out even if she doesn't show it.
    Romantic Rule: Having good manners will make her feel like you're a great bet, and not a deranged stranger.

    #5: A lovebird lands on her doorstop at the appointed time. It's bad form for a man to keep a woman waiting in general, but especially so on a first date. This often puts women into a state of "dressing disorder." When men are late, most women will just keep changing outfits until the doorbell rings and then be forced to greet you mid-outfit. She'll then blame this on you, the tardy man, who should've arrived on time to avert this crisis!
    Romantic Rule: If you'll be delayed longer than 10 minutes, inform her of your new ETA as soon as you can. Most women l appreciate extra time to fluff-up before you ring their bell.

    #6: Signal your attraction and approval immediately
    Men earn a woman's affection by consistent care and positive attention. On a first date, and every date, women will look for little clues that signal your desire. No matter how hot or how homely, she'll want to know that you find her fetching if she's agreed to spend quality time with you. To do this, quickly toss her a compliment. Try the old standby "You look great" or the new metrosexual classic, "Love your shoes" immediately upon your arrival. You'll have set a warm and positive tone and scored an easy point.
    Romantic Rule: Quickly inspire romance and put her at ease by paying her a compliment.

    #7: Woman are suckers for a man with a plan. Women love men who have the ability to care for them and about them. It's always a good sign when a man has made reservations because it's proof that you're not winging it. When you take control, it's a signal that she can relax and enjoy herself. The typical woman will also be wary of the man who asks in a whiny voice what she'd like to do.
    Romantic Rule: Women assume that men who don't make reservations for them, have reservations about them!

    #8: Pick up the check. If you're wondering who should pick up the first check. Please consider that women spend wads of money on first dates: there's the bikini waxing (painful), manicures, blow drys (time-consuming), lingerie (expensive), and Pilates (ridiculously over-priced). It's an investment for women to just show up.
    Romantic Rule: The very least you can do is to pick her up and feed her. She's exhausted!

    #9: Be a class act. If the date was a dud, don't weenie out and say "I'll call you." Just cut her loose by giving her a quick peck on the cheek and say, "Thanks for coming out tonight. It was great meeting you." That'll signal it's a wrap.

    #10: Seal the deal. But if she knocked your socks off, walk her to her door, look her in the eyes, say "I had an amazing time tonight" and move in for the perfect nightcap... a goodnight kiss. If she turns her cheek, don't despair! She may not be ready for a liplock just yet. Tell her you want to see her again and set up your next date right then and there.

    Monday, August 3, 2009

    Let's Have a Party Tonight....!

    HOW TO HAVE A FREE PARTY!
    Essential guide to putting on a free party

    Round up the crew, blag a rig and a van, find a venue, ring your mates and tell them where and when, score, set up the rig at the venue, switch it on and Bob's your father's brother.

    Most Important Things:
    Nice People in Safety
    Top Sounds & Visuals
    Interesting Venue
    Drugs
    No Grief
    Fun


    The best thing about putting on a free party is that all your friends are there. Word of mouth is usually the best way, and you'll only get friends and friends of friends etc. Advertising in other ways may attract unwanted 'guests'. To help each and every one of your crowd correctly to experience the 'dance energy rush' in an environment of relative comfort and safety here's a few tips:

    Always check squatted venues at least a day or two before the party for:
    Safe floors, ceilings walls, broken glass, electricity etc. (we found misguided revellers using a hanging live power outlet as a swing!), running water, flushing toilets and sufficient fire exits.

    Essential safety kit:
    At least one C02 (black) fire extinguisher. Trained first-aider with a decent first aid kit. Mobile phone.
    A 12 volt Halogen floodlight is useful for setting up (you can run it off a car battery).
    A 240 volt floodlight (or more) in case there are dangerous dark areas.
    Torches.

    It's all dull, and some of it's expensive, but there's nothing that kills a party more effectively than someone dying in blood-soaked agony on the dance-floor.

    If you can't think of any good music to play — let someone else do it. If, after announcing your intention to organise the party in the pub on Tuesday night you aren't bombarded by endless DJ's, all of whom who will guarantee to 'rock it' with their 'fuckin' mental' collection of 'white labels', then, and only then, resort to "Now that's what I call Absolutely the most 'avin it, Hardcore Industrial Ultimate Rave Dance Anthem Classics in the pan-dimensional multiverse before and since the Big-Bang" from K-Tel.

    Your sound-system should have three important qualities — bass, midrange and treble. Many have only two or even one of these, but all three will seriously enhance your listening pleasure. Alternatively, soak your ears in Ketamine and Brew and lie face down in the scoop bin which was all you could afford with your last Housing Benefit cheque and forget about the irrelevant higher frequencies.

    A good choice of venue will greatly enhance everyone's fun. Beautiful countryside makes a cheap and effective backdrop. A sunrise is infinitely less expensive than a laser and a squillion times brighter. Indoors, everyone will be happier if there's somewhere reasonably comfortable and quieter to sit down.

    Drugs of all sorts may be available at your party, and will have an affect on the atmosphere. If you're planning to sell alcohol, remember the penalties can be severe and the police may use this to get you if they can't use party related laws. If you're bringing the sound system you'll be the first to be searched for illegal drugs.

    A good way round the sale of alcohol problem is to buy it in bulk, which everyone can 'chip in' for in advance (e.g. from France) and have a list of people who 'chipped in' ready to show the police if necessary. If you find that there are dealers at your party are selling drugs, no-one will thank you if they get sold horse tranquilliser as ecstasy. Take some ecstasy testing kits if you can, for the safety of those who will take it, but don't carry any illegal drugs with them (obvious really!)

    Avoiding grief is the biggest challenge faced by anyone putting on a free party in Britain today. No matter how careful the organisers are to be safe and conscientious, some people just can't handle seeing other people having a good time — especially if they're not invited! Outdoor and indoor events face grief from the police (Criminal Justice Act, Public Licensing Laws), angry neighbours, uninvited guests and the weather:

    The ideal location is one where no-one can see the party or hear the music other than those attending. Sound travels a long way outside, partying in quarries and deep valleys can be very effective at limiting the range of noise disturbance, whereas trees reduce the volume much less.

    As a rule of thumb, if you can see a building from the soundsystem then they can hear the music. The amount of noise which constitutes a disturbance has frequently been debated.

    Some moaning ninnies will strain to hear a faintly audible whisper of a kick-drum, with the windows open and consider this an infringement of their rights as a miserable, party-pooping, tory (probably) land-owning killjoy.

    On the other hand pick your site badly and you could keep hundreds of people awake all night needlessly.

    The C.J.A. allows the police to insist you leave the site if they think that the party may cause serious distress to local people. Serious distress has not been defined in law and presumably if the police eject a party from a site which would not have caused a problem, they could be taken to court over it, but as yet no-one known to us has had the time or the means to try this.

    To order you to leave the land, the order has to come from a superintendent or higher ranking officer, although this often comes as a signed standard letter. In one case, the soundsystem refused to leave land when issued with this order in East Sussex and in the morning the police confiscated some of the system.

    If you successfully argued that no distress was or could be caused by the party you might get compensation for the loss of the rig and get it back, but this argument has never been tested in law (to our knowledge).

    Under the C.J.A., a confiscated soundsystem can be destroyed if the owners are convicted, and the maximum sentence for organising a 'rave' includes five years in prison. These laws apply whether or not you have permission from the landowner of the party site, although the police are less likely to prevent parties on land with permission. Outdoor events are not subject to the same licensing laws as indoor ones, although a marquee might be construed as 'indoors' for such purposes.

    Wherever you party, cleaning up afterwards is essential. Why should we fuck up the countryside for a party —after all industry and roads do it much more effectively. Cleaning up keeps on the good side of locals and helps perpetuate the outdoor free partyvibe—man!

    Partying indoors throws up a whole new legal minefield. Theoretically any gathering in a building with music and dancing to which the public have access is subject to an entertainment licence under the neatly titled Local Government Act (1982) Miscellaneous Provisions.

    Prosecution under this act is at the discretion of the Local Authority (usually) and in most cases this is too expensive and time consuming for them to undertake. However if pushed this will happen and it's very hard to fight. The only defence is to show that all reasonable precautions were taken to ensure that no uninvited guests had access to the building.

    In the eyes of the average magistrate, this means having 6 or more bruisers in bomber jackets with headset walkie-talkies strutting around as though they just stepped off the set of Bladerunner. Taking money on the door also implies a licence is required. To the best of our knowledge, no case of this kind which has gone to court has ever been won by the defendant.

    The maximum penalty is £20,000 and/or six months, although a fine of a few hundred is more usual. Once again ownership of the building makes things easier although this law still applies. If you can prove that all the people at the party were invited—you do not have to have a licence.

    The other angles the police may use to try and stop the event are breaking and entering and abstraction(?!). If you're cracking a squat for a party do it at least one or two nights before the event, so if you get caught you're only looking for somewhere to live and not standing with a jemmy in one hand and a record box in the other.

    A discrete window can be left open for access on the night of the event. Most buildings are accessible without causing damage, if you break a lock or something getting in, this is enough to get you nicked for criminal damage - so replace it. Locks don't cost much and might be useful on the night. Once you're in get the tools (jemmy, bolt-croppers, screwdrivers etc.) off the premises immediately.

    Abstraction is stealing electricity. Check the state of the power before the night of the party. If there is power in the building go to your local electricity board shop and pay for some (£2O will do) in advance. They will normally accept the advance payment, and rarely inform anyone. If the police suggest that you're stealing the lecky, you can produce a receipt! If possible have a generator on hand as a back-up.

    Often, the key to success seems to be not to give the police a reason to stop the event. A long-term empty industrial building, a few streets away from any residential areas can be partied all night without any authorities being aware. If you are careful about not inflicting too much damage, clean up afterwards and put your own locks on you might be able to party it again in a month.

    However, too many parties in the same building brings other problems and soon the crowd will expand to include small time local mafia and other thugs who have their own unpleasant profit motives for attending. A good phone network of friends and moving the venue each time will keep numbers manageable and idiots away.

    In general when dealing with the police, environmental health and any other officials or general busybodies and members of the public, remain calm and courteous at all times. This is a disarming tactic which will render even the most puffing, ruddy faced retired ex-colonel's barking complaint ineffective.

    Listen to what the police say, reason intelligently and don't believe a word of it without consideration. They will lie to you, steal your generator from behind your back and to hell with the law if it serves their purpose.

    If you think your event might result in a prosecution — take measures to protect yourselves against potentially biased court proceedings. Take photographs of all the safety precautions you have undertaken, and have a reasonable number of visible stewards. Don't take money on the door, clean up afterwards and take photographs of the site afterwards. If possible have a camcorder available to record the event particularly interactions with the police.


    Lastly a few (highly sarcastic) DO's and DON'Ts:
    Partygoers:

    DO hassle stressed people with head-torches and screwdrivers when the music's mysteriously stopped saying "Oi mate, can I borrow your miners helmet to skin up with."

    DO poke bits of metal into unknown boxes on the wall with coloured lights, saying "Beam me up Scotty".

    DO gather round the police when they arrive, waving empty bottles and shouting "Remember the Beanfield, bastard pig wanker?"

    DON'T help clear anything up at the end, but instead lie around in a pool of piss and dog turd informing the organisers that they're slaves to the system.

    DO arrive at a pitch-black Welsh hillside in November with only a small nightie, high-heels and two pills (previously ingested if possible).

    DO believe the police when they tell you the party's cancelled (as they never lie), and on no account bother to try to find a different way onto the site, returning 40 miles to your flat to watch telly.

    DO park across the access road to the party so that ambulances can't get in.


    Organisers:
    DO give out printed flyers saying "Illegal Rave" in large letters a week in advance to give the police ample time to plan their operation.

    DON'T pick outdoor sites with ample parking as muddy dodgems in the morning is a top laugh and modern ambulances have wings.

    DON'T bother with a tarpaulin to cover the rig as it never rains in Britain.

    DO put generators inside buildings as Carbon Monoxide heightens the effects of ecstasy

    DON'T bother bringing any water to the party. If someone dies of dehydration it's their own stupid fault ...your honour.

    Good Luck and Enjoy!

    Saturday, August 1, 2009

    Are you Bored? Listless? Help is at hand!

    Pass away the pointless hours with our list of things to do when you're bored

    1- Things you can do with absolutely nothing
    2- Things you can do with very little
    3- Things you can do with another person


    THINGS YOU CAN DO WITH ABSOLUTELY NOTHING
    Blink wildly and then close your eyes really tight for an interesting light show
    (Amusement Potential: 1-5 minutes)

    See a variety of blobs, stars and flashes. Try to make out shapes and see if your subconscious is trying to send you a message (perhaps that funny shape is saying, 'send all your money to urban75.com'?)

    See how long you can hold a note
    (Amusement Potential: 4-20 minutes)

    Not that much fun, but it sure passes the time. Play with a friend, or try to beat your own personal best. Inhale deeply and then try and make a noise for as long as you can. Earn extra points for making your partner laugh or ending on an amusing note.

    Try to not think about penguins
    (Amusement Potential: 1-5 minutes)

    This is especially hard, because by trying too much, you remember what you were trying to avoid thinking of. If you try too little, you end up thinking about penguins anyway.

    Use your secret mind power
    (Amusement Potential: 5-10 minutes)

    Pick a passing by and try to use your mind power to command them do something, like drop their bag or knock into someone. The law of averages dictates that sooner or later one of your mind commands will come true, so you can convince yourself that you really have super human powers and waste even more time trying them out.

    Pretend you're a robot
    (Amusement Potential: 1-3 minutes)

    Walk down the street with mechanical movements, adding 'zzzzzt' sounds with each motion. Pretending to have a motor broken in, say, your left hand can add at least 30 seconds more entertainment.

    Scratch yourself
    (Amusement Potential: 1-3 minutes)

    Go ahead, scratch yourself now. Even if nothing itches, go ahead. Doesn't that feel pretty good?

    Rate passers by
    (Amusement Potential: 10-15 minutes)

    Secretly award passers by marks out of ten as you go along, offering (unsaid) expert criticism over their clothing, hairstyle and footwear choices.

    Repeat the same word over and over until it loses its meaning
    (Amusement Potential: 1-3 minutes)

    Pick a random word out of a magazine and say it aloud to yourself until it becomes a meaningless set of noises.

    Pinch yourself
    (Amusement Potential: 1-3 minutes)

    What is pain? Why is it unpleasant? There's nothing physical about it - it's all in your mind. Plus, after pinching yourself for awhile, boredom will seem nice next to being in pain.

    Try to swallow your tongue
    (Amusement Potential: 1-2 minutes)

    There's not much to say about this one. It is possible, but really stupid.

    Pretend to be a car
    (Amusement Potential: 5-10 minutes)

    Make appropriate revving noises in your head as you walk along and add a racing commentary as you pass strangers in the street. Use blinking eyes as indicators for extra authenticity.

    Make Star Trek door noises
    (Amusement Potential: 1-2 minutes)

    Stand by an electric door to a bank or something and make that silly "Scccccccchwop" sound heard whenever people popped on to the bridge to hang with Captain Kirk.

    Look at something for awhile, shut eyes, study after image
    (Amusement Potential: 2-5 minutes)

    Another great time waster. It takes about 30 seconds of staring to create an after image, and the image is then viewable for about the same length of time. Fun to combine this one with pushing on your eyes.

    Get yourself as nauseated as possible
    (Amusement Potential: 5-10 minutes)

    Best achieved by looking straight up and spinning around. Try to be so dizzy you can't even stand up. This is also entertaining due to the "makes boredom seem a lot better" effect (see "Hurt Yourself").

    Invent a weird twitch
    (Amusement Potential: 5-10 minutes)

    Adopt a bizarre twitch (e.g. flicking your head irregularly, twitching with eye or busting out sporadic cough noises) and try it out when you go shopping.

    Make a low buzzing noise
    (Amusement Potential: 15-30 minutes)

    Hours of fun in libraries! Keeping a totally straight face and looking nonchalant, make a low pitch humming/buzzing noise and see who reacts.


    THINGS YOU CAN DO WITH VERY LITTLE
    See what's in your neighborer's rubbish/trash
    (Amusement Potential: 20-30 minutes)

    You can learn a lot about people by what they throw out. You might uncover some dark secret about them. Plus, they might be throwing out something with value that still works, like a VCR or some porn mags.

    Watch TV, repeat everything said in Italian accent
    (Amusement Potential: 5-10 minutes)

    Sort of entertaining. Include flamboyant shoulder shrugs for added impact, or go for a Marlon Brando set of grunts.

    Send spooky emails
    (Amusement Potential: 15-60 minutes)

    Look up someone's CV on the web, do some research on them via Google and then send them an email full of personal references claiming to be an ex-work colleague who fell in love with their shoes. Or something.

    Play our useless games
    (Amusement Potential: how long have you got?)

    Waste away the hours with our collection of useless games

    Make prank phone calls
    (Amusement Potential: 20-60 minutes)

    Very entertaining, but requires discipline. Remember - vulgarities don't make a call funny, but getting the other person to believe a ridiculous story will. Try seeing if you can get them to make noises to 'test' the line. One to get you started off: Call McDonalds with weird complaints about their food.

    Pretend all humans will die except for people in room with you
    Amusement Potential: 10-20 minutes)

    What would you do if this really happened? Would the group stay together, or would there be factions? Who would join what group? Remember, there would only be power for a few days before the plants ran out of fuel or broke. To travel, you would always have to be near cars to siphon gas out of. Best to do with people you know.

    Step off a curb with eyes shut, imagine it's a cliff
    (Amusement Potential: 2-5 minutes)

    To get any benefit out of this one, you have to have a good imagination. Don't step off immediately, build up to the jump. Study the ravine below. Feel the winds at that altitude. Step off and...AHHHHHH!!!!!

    Try and sound Welsh
    (Amusement Potential: 1-3 minutes)

    The key to sounding Welsh is to make sure that your voice goes up at the end of the sentence, so that everything sounds like a question. Throw in a superfluous 'isn't it?' at the end of everything you say and you're halfway there. Isn't it?

    Burn things with a magnifying glass
    (Amusement Potential: 5-30 minutes)

    Ants are always fun to use for this, but burning the face of someone you don't like, under some circumstances, can be just as entertaining.


    THINGS YOU CAN DO WITH ANOTHER PERSON
    Have a water gargling contest
    (Amusement Potential: 5-10 minutes)

    Put a glassful of water in your mouth and see how long you can keep gargling for. Award yourself extra points for loud and amusing gargling noises, and minus points if you laugh.

    Stare at the back of someone's head until they turn around
    (Amusement Potential: 2-5 minutes)

    This works on the "I have the feeling I'm being watched" principle. Conduct an experiment-does this really work?

    Have a "Who is less competitive" competition
    wonder (Amusement Potential: 1-3 minutes)

    Trying to win at this will make you lose. Trying to lose makes you win which makes you lose. Not trying at all makes you lose which makes you win which makes you lose.

    Pick up a dog so it can see things from your point of view
    (Amusement Potential: 3-5 minutes)

    Think about it: your dog has only seen the house from a viewpoint from 6" to 2' high (15 to 60 cm for all you metric fans). It's never seen the tops of counters, what you keep on your desk, the tops of shelves, etc. Try looking at things from its point of view, too.

    Pull out a hair, stick in someone's ear
    (Amusement Potential: 1-5 minutes)

    Best done to sleeping people. Added challenge in having no one else around, because then you can't blame it on anyone else. Try to beat your record number of times before the person catches on.

    Pour water in hand, make sneeze noise, throw water on back of person's neck
    (Amusement Potential: 5-15 minutes)

    Always a good gag. For an even bigger reaction out of the person, act like you're not sorry at all for what they think you did. Comment instead on how big that sneeze was or about how there was a lot of mucus in that one.

    DISCLAIMER: Obviously, a lot of these suggestions are really dumb things to do, so don't take them seriously.

    And whatever you do, don't be as stupid as this halfwit from New Jersey who mailed us this: "we attempted your 'water drinking contest' we drank 48oz of water each in about 7 min, and 3 seconds later we were puking uncontrollably all over the kitchen. how dare you put this on your web site its very dangerous and health dangering. legal action may take place since you have no warnings on your site explaining you are not responsible for out comes of ''useless games' or the possible risks. please contact me back so we can settle this matter with out involving the law. "
     

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