GAMES JUST FOR FUN!!
OK, you want to play a game, but you just want to have fun doing it. These are games that are just for those times when you need a fun time. These games have been contributed by Guiders and Scouters. Many of them have come from the Guiding/Scouting List and the WAGGGS-L list. If you have a game you would like to add to this page please submit it to me by e-mail.
|Rattle Snake||Mouse Trap||Wizards, Giants, & Elves||Double Simon Says||Fruit Basket|
|Ships & Rocks||Streets & Alleys||Pip, Squeak, & Charlie||Squash The King||Princess In The Tower|
|Bubble Car||Balloon Football||Barnyard Bedlam||Bedlam||Find The Leader|
|The 2p Game||The Five Pennies||Hand Clapping||The Slapping Game||Who Is It?|
Make a circle. Choose one person to be the Snake and one to be the Rattle. The snake gets the pantihose leg which they hold by the cut end and they are blindfolded. The rattle gets the container with the beans. The rattle must rattle their beans the whole time! And they must stay inside the circle!
The snake is to strike using his ears to aim the pantihose leg by swinging it. When the rattle gets hit by the snake, their turn is over and play is passed on. I like to let the rattle pick a rattler and the snake pick a new snake. Get them to pick someone who hasn't been either part of the snake before.
Note: I find this game very popular and everyone wants to play it til they have had their turn, but I try to limit the amount of time to about 10 minutes.
4 children become the Mouse Trap. They stand in a circle, facing in, holding hands with their arms extended and up high. The other children are "mice" and they run in and out of the trap. One person facing away calls "Spring the Trap" and the girls of the trap bring down their arms catching (hopefully) some of the mice inside. The caught mice become part of the trap. The game continues until only a few "mice" haven't been caught. Then they become the trap and the game begins again.
Divide the children into two groups. And make two circles. Each circle plays Simon Says (which I'll explain in a moment) and the children who are "out" go to the other circle. Thus no one is sitting off to the side, bored. And the circles do not stay the same size.
To play Simon Says (with Sparks, perhaps two leaders should be "it"), pick two people to be "it". "It" stands in the center of the circle and says Simon Says do This and does an action. Everyone in the group is to copy the action as long as "it" has said "Simon says". After a few actions with the words Simon Says in front, "it" tries to 'catch' people by saying 'Do this' without saying Simon says. If someone performs the action they go to the other circle!
This game works best if the actions are done quickly and the Simon says are fast. This game will not last for a long time, but is good in an area where you don't have a lot of space for running around. And again, can be done in a large group with more than two circles.
(In guides we adapted this game to use the 4 world centers
instead of fruit)
Margaret A.B. Jones
Margaret (South Africa)
One great variation I tried at a very HOT summer camp was to have a clean garbage can full of water in the middle of the circle, and everyone was holding a cup. So - you guessed it - once the girls reached the middle of the circle their objective was to get everyone else as wet as possible! This was a lot of fun.
My current Guide Unit taught me an almost identical game called "Pizza". Instead of naming the girls Pip, Squeak and Charlie, they were named Pepperoni, Cheese and Sauce. If the leader wanted everyone to be running at the same time, she called "Pizza"! Cool!
Margaret (South Africa)
HOW TO PLAY:
Each team stands in a straight line behind a chair. The second chair is placed some distance away. Guider gives each member of the teams the name of a car e.g. all the number ones are Toyota, all the number twos are Ford etc The last person on each team is always Bubble Car.
If the Guider calls the name of a car the team member who has that name runs from her place, around the far chair and back to her place. The first girl back to her place in the line wins a point for her team. The first person on each team could keep the score.
If the Guider calls Bubble car the last person on the team must crawl under the legs of all the members of her team before she runs to the far chair. The first girl back to her position at the end of the team wins the point.
The winning team is the one to get to a certain number of points first e.g. 15
PREPARATION Where: In a large field or lightly wooded area (where you can still see all the girls). When: shortly before game time, when the girls aren't around and when they won't be coming back to that spot. What: Have a leader distribute little piles of three or so peanuts in obvious and not obvious spots around the field -- at the base of tree, on top of a stump, in the shadow of a rock -- etc. Make lots of piles if you want a long fun loud game!
BEFORE PLAYING Away from the site, divide the girls into two or three groups. Make someone in each group the Farmer (with Sparks and Brownies I prefer having leaders be the farmers) and the rest in each group choose an animal to be (farm, forest, bird, whatever theme you've chosen). Each group must have a different animal. Practice making the animal sound.
Explain why you are using peanuts -- if they aren't found, they feed the animals, or biodegrade!! It used to call for wrapped candies, so the girls can eat their winnings... but, fortuitously, we found a wrapped candy at our Spark camp and were able to tell the girls how it had never been found and was now litter and unsafe to animals (wrapper and sugar).
Explain the rules:
The "Bedlam" part comes in because:
1. There are girls everywhere making loud noises (strategy is for teams to split up so there could/should be 3 horses in different spots neighing!)
2. If a horse sees a pile and is neighing, a cow can run over and start mooing: whichever Farmer hears first and gets over, gets the peanuts
The Farmers have to listen well, and judge which pile to pick up first.
PLAYING Bring the girls to the site, and turn them loose! You don't have to have winners if you don't want, but the girls do! If you play it a few times over the day, with only a few piles each time, the different teams have a chance to win. Compost the peanuts that were used in the game, but give the girls the extras that weren't on the ground as a snack.
This game can also be played as a night game with the Farmer as the only one who has a flashlight. This makes it a little harder to find the little piles, but is a good way to introduce the kids to moving about comfortably in the dark.
Other motions you can use include: tapping knees, shaking head, shrugging shoulders, snapping fingers, touching nose.
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
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!)
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.
Margaret (South Africa)
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 throught 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.
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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