MISCELLANEOUS GAMES #2
FIND THE LEADER
The players sit in a circle, with one person 'it'. This person turns
their back and covers their eyes while someone is chosen in the circle
to be the leader. The leader starts a motion, such as clapping hands,
and all follow by doing the same motion. 'IT' now turns around and
tries to guess who the leader is. The leader changes the motion often.
So as not to give away the secret, the other children watch the leader
out of the corner of their eyes, to know what the new motion will
be. 'IT' has three guesses to tell who is the leader. Then the leader
becomes 'IT' and a new leader is chosen. Other motions you can use
include: tapping knees, shaking head, shrugging shoulders, snapping
fingers, touching nose.
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THE 2p GAME
Equipment: 2p coin (or dollar, quarter, pfennig, or any other coin
you have at hand). Rules: o The girls can only move by jumping with
feet together o "IT" moves by taking large paces o Any player moving
outside the boundary is out. o Once a player has moved, she must stand
still. She cannot move feet etc. The girls scatter in the playing
space - you need a defined space, that is not too large (or the game
goes on for ever!), we use a tennis court size for about 20 The leader
(or girl who is "IT") holds a coin & stands in the middle o "IT" tosses
the coin. o If it is "heads" then the players move 2 jumps (see above)
in any direction o If it is "tails" then "IT" moves one pace in any
direction. The aim of the game is for "IT" to "tag" another player
by touching any part of them with their hand. To "tag" another player,
"IT" can reach out in any direction etc., but ONE foot must remain
in its original place. Players can of course try to move their body
out of reach, but BOTH feet must stay in their original place! (Resourceful
older girls soon figure out that they should go for the feet when
trying to tag as they cannot move & also how to make their reach longer
by lying down etc.!) This is great fun, requires a minimum of equipment
(and we all have a coin of some sort don't we!) & can be done in virtually
any space! (We have played it in a marquee at a wet camp, in a car
park while waiting for a late bus, in the meeting room, even in a
swimming pool! If space is limited, restrict or change the size of
moves each person can make!)
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THE FIVE PENNIES
Get the girls to sit on the floor in 2 parallel lines with a reasonable
space between each line. Number them 1 - ? along one line and then
the same starting at the other end with the second line. (If you ask
them to choose a partner first and then sit them diagonally opposite
their partners i.e. the two number 1s being partners, etc., it is
easier to make sure that they are equally matched.) In the middle
of the space between them, put 5 coins on a chair and an empty chair
at each end of the space. As you call out a particular number both
those girls dash up, pick up one penny and place it on the chair at
the end. You will already have told them which chair belongs to each
side! They do the same for the second penny while the first girl to
pick up the third penny and get it to her chair gains a point for
her side.
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THE SLAPPING GAME
o Good for ages 7-15.
o Equipment: none
o Number who can join: unlimited but it makes for a long game!
The children make a circle, lying down on the floor on their tummies
with their hands on the floor in front of them palms down. (This can
be done around a table too!) Each child has her left arm linked through
the right arm of the girl beside her. And her right arm linked through
the left arm of the girl on the other side. So, each girl has two
hands in front of her, the left hand of her right hand neighbour and
the right hand of her neighbour to the left. One person starts- she
picks the direction of travel of the slap and then she slaps her hand
on the table. One slap means the slap continues in that direction,
and two slaps mean that the direction is reversed. In either case
only the hand immediately adjacent to her hand in the appropriate
direction of travel is to go next. If someone misses their turn they
are out and must remove that hand! (This gives each girl 2 chances
at being 'out' which is more fun than messing up once and being removed
from the game). The game continues in the opposite direction, with
the next hand having the next turn. This is a fast paced game, and
can be played in large groups around a circle on the floor, or around
tables in an auditorium.
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HAND CLAPPING
Everyone sits with hands on floor, and then each person moves left
hand to be the other side of the person on their left's right hand.
Go around circle clapping floor, one hand at a time. Any hand that
misses times is eliminated.
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WHO IS IT?
o Equipment: None
o Number of Children: lots
o Ages: 5-12
All the children sit in a circle. One is picked to do the guessing
and she is sent out of the room where she can not see what is going
on inside. One person is chosen as IT while she is outside, this is
done QUIETLY by pointing! Everyone in the circle needs to be sure
that they know who is IT. The girl in the hall is called back in.
The person who is IT starts an action and everyone in the circle copies
it. Everyone must be cautioned not to be too obvious about watching
the person who is IT. Every few seconds IT changes his actions and
everyone follows. The person who has been out of the room has three
guesses to catch IT! If she does, then IT goes out of the room. If
she doesn't catch IT in her three guesses then, IT is revealed and
someone else is chosen to leave the room. I always let an adult pick
the person who was IT in a younger group, because everyone gets excited
and it doesn't do to make enough noise to let the guesser know who
is it before they get back in the room!
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SKITTLES
Divided into two teams and numbered. 3 plastic bottles in the middle
between two teams. Shoe/beanbag at each end. Number called, one from
each team must try and throw from behind line to be first to hit 2
bottles over
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WATER CYCLE RELAY GAME
Divide the girls in teams of 5 in a line quite widely spaced. You
will need a bucket of water at the start and a Veggie Zip lock bag
(those are the large ones with holes in them!) for each team. The
girls within the line are also spread far apart.
oOn 'go' the first girl takes and fills the ziploc (she is the Cloud)
and twirls while advancing to the next girl. She passes on the bag.
oThe second girl is the Mountain and she runs to the next girl and
passes on the bag.
oThe third girl is the Rain and she hops on one foot to the next girl.
oThis fourth girl is the Stream/River and she winds her way - zigzagging
to the next girl and passes on the bag.
oThe fifth girl is the Ocean and she takes the bag and Waves all the
way back down to the bucket (at the beginning of the line). She fills
up the bag and is now the Cloud....(the previous first girl is now
the Mountain) get the picture?
The girls have to listen to the directions as they will have to remember
'what' they are (or have become) and the action for it. They will
get lots of encouragement and cheering from their team! The relay
continues until the first girl or cloud is the ocean and waves her
way down to the bucket. You all get a bit wet...the Waves have a great
time! (Actually EVERYBODY does!) It's an amusing hands on way to understand
the water cycle. Have Fun!
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THE GREAT CANADIAN SNOWSHOE RACE
Age: I'd think any age but for sure Brownies (7+) and up Equipment
- one thing to go around for each team, newspaper sheets ripped into
quarters (about 40cmx60cm?) (one pair for each team plus a few extras)
Its a relay game. Divide group into even teams (about 5 kids per team
but its flexible). Give the first person on each team a set of snowshoes
(2 pieces of paper). They put the snowshoes on the ground and stand
on them. On "GO" they shuffle to the other end of the area, around
the thing and back to the team. If a snowshoe is lost then they have
to shuffle back to it and if it becomes ripped they have to go to
the "store" - one leader has extra snowshoes and is standing relatively
equal distance from each team,- and they must start their turn again.
The winner is the team who finishes first with snowshoes in "good"
shape (i.e. no rips or tears or only small ones). It should be noted
that sock feet don't work very well with this game.
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KINGPIN
Materials : Six bowling pins, or other easily knocked over objects,
four balls - large and soft are best(or more if you have lots of girls).
Number of players : as many as want to play. Divide the girls into
two even teams. Divide the playing space in half, with a clearly defined
centre line. Set the pins up at opposite ends of the playing area
in a triangle, with two pins forward and one pin back. Each team gets
two balls. On the word "go" the teams try to knock down the opposing
team's pins over, while protecting their own. They are not allowed
to cross the centre line or stand directly in front of their own pins
(although this tends to lead to them tripping over the pin, thus knocking
it over). If they knock their own pin over, it counts. Game ends when
one team's pins are all down. This game ran remarkably smoothly for
about twenty minutes, no arguments or problems, until a parent arrived
and took away half the players. It does work best in a fairly large
area, to avoid collisions.
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BEAST, BIRD OR FISH
Players sit in a circle, with one player in the centre. The player
in the centre holds a soft ball or sponge which she throws as unexpectedly
as possible at one of the circle players while simultaneously calling
either "beast" or "bird" or "fish". Then she immediately counts to
ten. The person holding the ball must yell out a type of animal in
the category named, before the count is completed. no words can be
duplicated. If the player cannot name an animal, she must change places
with the player in the middle. To make it easier for younger kids,
you could play this game after an activity about animals, so they
have more ideas. Also, decide beforehand what type of things fit in
the categories -- you can include insects as beasts, and aquatic creatures
(shellfish, etc.) as fish to give you a wider range from which to
choose.
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PEBBLE COLLECTION RELAY
Divide into teams or patrols. Place at a certain distance a box containing
as many pebbles or other small objects as there are players. The first
Guide goes and gets the pebbles and gives them to her team an the
right-hand side of the file; she then gathers them up on the left-hand
side of the file, runs back, places them in the box and returns to
her place. The second Guide then runs up etc.
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JUMP ROPE RELAY
Each file is lined up in two, with a space in the middle. The Guides
run 2 by 2, each holding an end of a rope. They run up to the goal
and come back passing on either side of the file and making all the
Guides jump over the rope. They come back to the head of the file,
through the space in the middle, and hand over the rope to the next
two Guides.
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BALL RELAY
The Guides are in two files. Have
them number by 2. The number two's take two steps aside: thus you
get four files. Each team gets two balls. The balls criss-cross, going
from the 1st Guide of one file to the second Guide on the other file,
then to the third Guide of the first file etc. The first team to finish
wins.
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BALL LOSE-ALL
The players are divided into two teams: scarves and no scarves or
any other distinctive mark. There are no limitations to the ground
to be covered. The object is for the players of each side to throw
the ball to one another, without letting it fall to the ground, ten
times in a row. The players count aloud. The opposite team tries to
get the ball and, in turn, must throw it to one another ten times
in a row. The ball may not be taken from the hands of an opposing
player; it may only be intercepted in the air or picked up from the
ground. The ball may not be thrown back to the same player who threw
it, therefore you need at least three players on each team. A player
may not run with the ball in her hands. At the start of the game the
Guider throws the ball high up in the air, and it goes to whichever
team catches it. Each time the "referee" blows her whistle to signal
a mistake (ball thrown back to the person who threw it, running with
the ball etc.), the ball goes to the opposite team.