MISCELLANOUS GAMES #4

WORD GAME
Equipment: 3 and 4 letter words written on the back of old business cards (So they are easy to shuffle.) Age: Guides and up Number: Teams of 4 or 5 girls Each team picks a word at random from the pile of cards. Then they attend to spell out the word, using their bodies for the letters and the other teams try to guess the word. The first team to guess correctly is the next one to pick a word. This game teaches co-operation at the very least. You can also have the words related to some theme; camping, first aid, etc. It does not take very long, and the girls usually enjoy it.

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SLEEPING BEAUTY
In Sleeping Beauty, all the girls pretend to be sleeping Beauty (that is, they lie on the floor perfectly still and silent) when they have all stopped squirming, you choose one girl to be the fairy godmother. She goes around to the girls who are being the best "Sleeping Beauties" and wakes them up with a gentle tap. They then move quietly to line up, the next activity, make a circle, etc, etc...

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NAME BALL
Make a big circle. This works well for younger girls too. Have each girl say their name (and you can have them say one thing that they like too, if you'd like). After they have gone around the whole circle, you toss a ball to one of the girls, while saying their name. The girl whose name you call is the one who is supposed to catch the ball. Try to encourage them to call on people that they don't already know, especially if there are lots that aren't acquainted yet.

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SNAIL
You start with a large circle and everyone holding hands, facing into the circle with a leader and two people to make the bridge. Just like the name implies you walk around making smaller and smaller circles until you are in the centre of the room. The two girls then form an arch or bridge and the leader turns facing out of the circle and everyone follows around until you are all facing out from the circle in a big circle again. The you repeat the process so that you are again all facing in. Everyone seems to like this game. There is a song which goes along with it and you just keep repeating the song: "Snail, snail come out and be fed. First you feelers then your head. The your Mamma and your Pappa will feed you fried muttons. (or muffins)."

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MY BONNIE
We have done a song with parents and girls that is quite fun. We sing, My Bonnie Lies Over the Ocean. Every time we sing a word that starts with a B we either sit down, if we are standing, or stand up if we are sitting. We use chairs so as to avoid crippling the leaders, but if you are all really fit you can sit on the floor. It is a lot of breathless fun!

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EDELWEISS
The song is Edelweiss from the Sound of Music. The actions are usually messed up the first time doing this song as it takes some co-ordination but it is entertaining and the guides are quite impressed when they can do it with switching all the time. Sitting cross-legged in a circle, each person places their left hand face up between their left knee and their neighbour's right knee about a foot off the ground. Everyone places their right hands, palm down, on their right neighbour's upturned left hand. To the music (so these actions fit half of one line of the song)---- with your right hand, first you hit your neighbour's left hand, then your right knee, your left knee, the bottom of your left hand and then the top of your left hand twice. i.e. for the line: Edelweiss, edelweiss (you'd go through the actions twice) (I think its a clap per quarter note or eighth note - I'd have to check but its very even). The really hard part is switching directions. Usually initially the switching starts at the word blossoms (from Blossoms of snow.....) - so your left hand is now doing the hitting and the right hand remains stationary. Once they and you feel comfortable with that you can switch every time (therefore you'd switch twice a line). Its not as difficult as it sounds, honest :)

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THIS WAY VALERIE
(Tune: Shortenin' Bread) This game works best with a fairly large group. You will need to have the girls get a buddy and then form 2 lines of girls...the buddies facing each other. As soon as you have them in 2 straight lines they can start singing the song: This way Valerie, That way Valerie, This way Valerie all the way home. (girls join hands with their buddy and sing this part while moving arms in a sawing motion - back and forth) Strut Miss Lucy, strut Miss Lucy, Strut Miss Lucy all the way home. (head girl in one line passes between the 2 lines making up any movement she wishes and falls in at the foot of the opposite line) Here comes another one just like the other one. Here comes another one all the way home. (buddy of the previous girl copies the movements just done by her buddy as she passes between the 2 lines and then joins the foot of the opposite line) Both lines move up a wee bit and repeat the song over and over and over again until everyone has had a turn. The girls will eventually start getting quite creative in their actions if you play this many times.

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OLD KENTUCKY FAIR
(Tune: Brownie Smile Song) Girls form a circle, holding hands. One person is in the centre. The outside circle moves clockwise to start with and switches direction at the *. The inside circle (to start, it is just 1 person) moves the opposite direction from the outside. I went to the old Kentucky, The old Kentucky Fair* (whoo!) I saw a senorita With flowers in her hair. (whoo!) Everyone drops hands at this point and stays in one spot while they "twist" and sing the next verse. Shake 'em, shake 'em, shake 'em. Shake 'em all you can. Shake'em, shake 'em, shake 'em. Shake 'em once again. Outside circle then claps and stomps one foot while singing the next verse. The inside person closes her eyes and spins and points while the verse is being sung. If there is more than one person on the inside, only the last person on the inside spins. All others duck down to avoid getting hit by the person spinning and pointing. Oh, Round and around and around she goes. Where she stops nobody knows. Point to the east, point to the west, Point to the one that you like best. Whomever the girl is pointing to at that point joins the inner circle and will be the next person to spin and point. The whole song starts over again. This game can go on and on, just as long as the outside circle can stretch around the inner circle. When you simply cannot stretch any longer, then you can either quit the game or re-start with only the last person chosen in the centre. All ages of girls love this game, and the nice part about it is that everyone gets to play it at all times.

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WORD GAME
Equipment: 3 and 4 letter words written on the back of old business cards (So they are easy to shuffle.) Age: Guides and up Number: Teams of 4 or 5 girls Each team picks a word at random from the pile of cards. Then they attend to spell out the word, using their bodies for the letters and the other teams try to guess the word. The first team to guess correctly is the next one to pick a word. This game teaches co-operation at the very least. You can also have the words related to some theme; camping, first aid, etc. It does not take very long, and the girls usually enjoy it.

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A WITCH, A WATCH!
Equipment: Two things to hand around. NOT related to witches or watches!! (I use two small pieces of sanded wood - they can't break and if I lose them they are easy to replace!) Age: 9 and up Number of participants: 10 and up. Rules: Everyone sits in a circle. One person leads the game. That person has the two articles, and she starts one side at a time. First, she hands out one article to her left and says to the person who takes it, "This is a witch." That person takes the article and says, "A what?" The leader repeats, "A witch." That person nods, and then hands the article to her left and says, "This is a Witch." The person taking it says, "A what?" and she turns back to the person who gave it to her and repeats, "A what?" and the leader says "A witch!", she turns to the person who has it now, and says, "A witch." So as the article goes around the words "A what?" goes back to the leader, one person at a time, and the answer, "A witch!" goes back person by person. But that wouldn't be complicated enough, now would it? As the second or third person to the left is getting the witch, the leader turns to the person on her RIGHT and says, "This is a watch!" and that person says, "A what?" and she says, "A watch!" Multi-tracking personalities are a help!!! The game usually goes to pieces at the place where the watch and witch cross. I usually stop it by then, everyone is confused and laughing, so they had fun, which is the point of most of the games they like. Oh, and I usually pass the Watch on the side that I where my watch on - that way, at least I don't completely mix myself up.

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TRACKING GAME
Category: Outdoors
Age: Guides and Up
Equipment: Baggies with information or verses of a poem copied onto cards, string to tie the bags onto bushes, trees and grass, and ribbon or reflective tape.
Number of girls: teams of 4-6
Preparation: Each baggie must be prepared in advance with parts of something that the girls must memorise. Number the parts of the things you want them to memorise. If it is a song or poem, then only put two lines or so per baggie. (If you have a theme, your parts could be related to that theme, for instance , Outdoor cooking #1. To prepare a fire pit for cooking, you must ...) Then, and you need two people to do this easily, you put your first baggie within visual sighting distance of your starting spot, and you mark that spot with a piece of ribbon or tape and tie the baggie down with the string so that it doesn't blow away. Then, one person stays there and the other person takes the baggies and the ribbon to the next spot. Ideally the second spot should not be visible from the starting spot. Work in a large loop (an irregularly shaped loop) so that the girls are near the starting point when they have reached the end. The teams of girls are sent out at long enough intervals that they can't just follow each other. They are to find the baggies which are numbered from 1 to whatever (usually 10 or 12) and the girls must know in advance how many they are looking for. They are to memorise the contents of the baggies in order as they go, and must leave the baggies and the marking ribbon for the next team. (You will have to go and get the things you put out for next time, if the last team picks it up, they will have an unfair advantage - or you could send someone with the last team to follow and pick up the baggies and ribbons when they have passed.) The teams must find all the baggies, and recite all the instructions to you. The game that I played, the thing in the baggies, were the instructions for cooking dinner, including how to find all the parts, and things not to forget. It was a blast!!

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WATER PISTOL STALKING GAME
Fill 5 - 6 film canisters with a varying number of small pebbles, beads, etc. Leave one empty. Blindfold a girl and have her sit on the ground with her legs apart and the film canisters in the V formed by her legs. Give her a water pistol. Send the other girls up one at a time or in groups to pick up a film canister and remove it without being heard by the girl with the water pistol. The blindfolded girl catches the other girls by squirting them. No arguments here: it's pretty clear when a girl has been caught! This is almost more fun to watch than to play. The antics of the squirter are hysterical. The girls learn good stalking skills and come to realise that quiet isn't always!

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STALKING GAME 2
Rules: The players must approach a certain fowl without being seen; the observers are either the opposite team or the leader of the game. Examples: The games provide an opportunity of acquiring the following skills: (1) HIDE: the players are in two groups. The first group is given five minutes in which to hide. After this, the opposite team tries to find the enemy. Points are counted and roles are reversed. (2) CAMOUFLAGE: The players are in two groups. Each team goes to one end of the field, camouflages themselves without hiding, and then tries to locate the Guides of the other team. (3) MOVE: 1.CAUTION: The leader of the game is in the thickets. Ties are hanging from branches. The players try to take the ties without being seen. The ones who have been seen may go to s set place and get a new "life". 2.SPEED: The leader of the game is in the midst of the players, who must all put one hand on her. The leader counts to ten aloud. During this time, the players run away and hide. The players who are still in sight after "10" are out. The game starts over again, with the leader counting to 9. Etc. 3.CAUTION AND SPEED: (Game called the "Blind Cow"). The players are lined up approximately 10 yards from the leader, who closes her eyes and counts to ten. During this time the players must get as close as possible to her. At ten the leader opens her eyes: All the players who are caught moving must go back to the starting line. 4.SILENCE: Players from a circle around the Guider, at approximately five yards. The Guider is blindfolded, and the players try to get near her without making any noise. When the Guider hears a noise, she points towards it. The player indicated in this manner must go back to her place. (4) FREEZE: Who can stay the longest without moving in a given position?

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MAP SKILLS RELAY RACE
We also found a relay race game to help with map skills. Each team has a set of 16 cards. On one side of the card is a map symbol (e.g., highway, railroad track, school. . .). On the flip side of the card is a name (i.e., the word written out) of a _different_ symbol. Make the sets of cards different colours to keep them straight. The first girl on each team is given a card. She has to read the word on the flip side, run to where the rest of the cards are displayed symbol side up, and select the proper symbol. She then exchanges the card she had for the new card and runs back. She gives her card to the next girl in line who flips it over to read the word and repeats the process.

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TIME LORDS' COMPASS PUZZLE
The Time Lord took compass readings of a star constellation during her travels - can you tell what constellation it is? Your Patrol will need: o String (80 feet in length) o 37 wooden pegs o Mallet Instructions: A peg is put into the ground as a starting point, with one end of the string tie a clove hitch round the peg. Stand behind the starting peg. Face North. Now you are ready to follow your list of bearings. Continue to tie a clove hitch round each peg, keeping your string tight. Note - each unit of measure is the length of your foot. List of Bearings 1W; 1NW; 1N; 6NE; 4N; 3SW; 1W; 1NW; 1N; 5NE; 1NW; 2N; 1NW; 1N; 1NE; 1E; 1SE; 2E; 1NE; 1E; 1SE; 1S; 1SW; 2S; 1SW; 5SE; 1S; 1SW; 1W; 3NW; 4S; 6SE; 1S; 1SW; 1W; 6NW; 6SW; 6SW should return you to the starting peg. Yes? What has the Time Lord mapped? Notes - we used spare wooden tent pegs but metal tent pegs could be used instead. The girls did this activity in groups of six and it took each group approximately 30 minutes.

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UN-NATURE HIKE
Ahead of time, leader/adult places items on the hiking path that DO NOT belong to nature. Items such as a small sponge, bottle of glue, coat hanger, plastic soda bottle, etc. ... that not only Do Not belong but are considered litter. Girls/Patrols then have one person with a piece of paper & pencil to keep track of the items. They then begin their hike searching for these items and keeping track of them again with a set time limit. You could also give them a rough idea as to how many items their searching for such as "There are at least 30 items that do not belong". Kids love this game!! HINT: Challenge the girls a little by placing items that would make them "think" about what is part of nature and what isn't!

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NATURE QUEST
We used index cards with different foods on it. The girls were lined up single file, and they count off, until they reach 5 and start over, until everyone had a number. The food was sprinkled over the ground. Each number was told what it was allowed to eat. o 1 - could only eat bugs o 2 - could only eat bugs & leaves o 3 - could only eat bugs, leaves & flowers o 4 - could only eat bugs, leaves, flowers and small animals o 5 - could eat anything. After the food is on the ground, the numbers are called out randomly for the girls to go and find their food. (I think we limited everyone to 3 cards each). Once they had their food cards they were to sit down. We also changed the numbers around so that everyone had the chance of being the "picky" eater or an animal who ate everything. The point of the game was to show one of the ways animals become extinct. Picky eaters (the ones) were limited by what they could eat. (Another point - don't be a picky eater).

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DEADLY LINKS
Materials:
o 30 pieces of 'food'/player (1/3 one colour (sprayed with pesticide), 2/3 another colour (no pesticide))
o (Suggested 'food'--pipe cleaners, 1inch paper squares, 6 inch yarn lengths)
o 1 paper bag per grasshopper Procedure:
o 1. Tell players this is an activity about 'food chains'. If they are not familiar with the term, spend time establishing a definition.
o 2. Divide the players into 3 groups: grasshoppers, shrews and hawks. There are 3 shrews for every hawk and 3 grasshoppers for every shrew. Optionally you can label the different groups (different coloured armbands, bandannas, face paint, etc.). A group of 26 would have 2 hawks, 6 shrews and 18 grasshoppers.
o 3. Hand each 'grasshopper' a small paper bag (their 'stomach').
o 4. With players' eyes closed or not watching, you distribute the 'food' in a large open area (playing field, gymnasium, etc.)
o 5. Give players instructions -grasshoppers hunt for food first. Hawks and shrews watch quietly on sidelines (like good predators!). Grasshoppers have 30 seconds to collect food in their 'stomachs'. Grasshoppers stop collecting food after 30 seconds.
o 6. Shrews now hunt grasshoppers, while hawks watch. Depending upon the size of the hunting area, shrews hunt for 15-60 seconds. Grasshoppers continue to hunt for food. Each shrew should have time to catch (tag or touch) one or more grasshoppers. A 'caught' grasshopper gives its food bag to the shrew and then sits on the sidelines.
o 7. Hawks hunt shrews the next time period (15-60 seconds, again depending upon the size of the area). Shrews hunt grasshoppers. Grasshoppers hunt food. 'Caught' shrews and grasshoppers surrender their food bags and sit on the sidelines. At the end of this period, bring all players together with whatever food bags they have to a circle.
o 8. Ask the 'eaten' players what animal they are and what animal ate them. Next, ask the 'uneaten' players to sort and count the two food colours they've eaten. List each surviving grasshopper and the amount of food collected. Next list each surviving shrew and the amount of food collected. Finally, list the hawks and their food.
o 9. Tell the players that there is a 'pesticide' in the environment. The pesticide was sprayed in order to prevent crop damage by the grasshoppers. This particular pesticide is one that accumulates in food chains and stays in the environment a long time. Tell the players which colour food was sprayed by pesticide. All surviving grasshoppers (those not eaten by shrews) are now dead if they have eaten any food with pesticide. Any shrew with more than half of its food sprayed with pesticide is considered dead. The hawk with the most food with pesticide does not die; however, it has accumulated so much pesticide in its body that the eggshells produced during the next nesting season will be so thin that the eggs will not hatch successfully. The other hawks are not visibly affected at this time.
o 10. Ask players about what they experienced. Ask them for their observations about how the food chain seems to work & how toxic substances can enter the food chain, with a variety of results.

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COMMUTER Give each girl a paper rolled up tightly so only a small portion of the name and headline can be seen, use enough different papers (different or same issues) for there to be about 5 from the same paper. The girls walk round with this under their arm. They have a few minutes to find everyone else with the same paper as they are carrying. As commuters, there should be no talking between them. The first group to find all the people on their "train" wins. Don't use coloured papers like theFT unless you use all the same colour, it is best to use different issues, so the front pictures aren't too easy to match.


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