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GAMES WHICH NEED LITTLE OR NO EQUIPMENT
I WENT TO A PARTY
This game begins with one girl being on. She has a tennis ball and her aim his to hit someone with the ball(obviously not too hard!), while the rest of the girls try to dodge the ball. When she hits someone, the girl hit is now also trying to hit every one else with the ball, the only difference is that she must remain standing where she was hit for the remainder of the game! So, as the game goes on more girls are caught & they are out to catch the rest of the company! The only person who is throwing the ball that is allowed to move, is the first girl that was on. The last person not to have been hit is the winner. COINS
/ PENNIES EQUIPMENT:
2 chairs per team, 2
coins per team NO.OF
PARTICIPANTS: any number HOW
TO PLAY: Place
2 coins on the far chair. Team lines up behind other chair. Relay race. First girl runs to chair, takes ONE coin and brings it back to the chair at her team, then she runs back to the chair, takes the second coin and brings it to the other chair. She then SWAPS coins and brings the first one back to the far chair and then goes back for the second one. When she returns to her team the next person goes
THROW
AND DUCK
EQUIPMENT:
1 tennis ball and 2 chairs per team NUMBER
OF PARTICIPANTS: approx. 6 - 8 per team. At
least 2 teams HOW
TO PLAY: Each
team stands in a straight line behind one of the chairs The
tennis ball is placed on the other chair which is some distance away (not too
far) On
a given signal to go the first member of each team runs to their chair, stands
beside or behind it, takes the ball and throws it to the girl who is now at the
head of her team.She throws it back and then she ducks down. The girl at the far
chair catches the ball and then throws it to the next girl on her team, who
throws it back and then ducks down etc When
the last girl on the team throws the ball back she shouts "last". The
team then stand up. The
girl at the chair catches the ball and places it back on the chair and runs back
to her team. She joins the end of the line and the girl at the front runs to the
chair and throws the ball to each member of her team. This
continues until the original girl heads the line. Note
: If a girl does not catch the ball, she must retrieve it. She can not throw it
until she has rejoined her team
HOP,
SKIP AND JUMP
EQUIPMENT:
none NUMBER
OF PARTICIPANTS: any number in even teams HOW
TO PLAY: Straight-forward
relay except the first person hops, the second person skips, the third person
jumps, the fourth person hops etc
DRIVERS
RELAY GAME EQUIPMENT: One plastic/paper plate drawn to look like a steering wheel per team Write the name of a car on each one - Porsche, Ford, Renault, Toyota etc Each girl needs to know what number in the team she is as each number does a different action. #1 Nervous Driver Three steps forward, 1 step back #2 Broken steering wheel zig-zags #3 Dead Battery gets pushed by #4 #4 Dead Battery pushes #3 #5 Flat tire runs dragging one leg #6 Reverse runs backwards #7
Teenage driver
runs up and back as fast as possible HOW TO PLAY: This is a normal relay type game. Girls run one at a time handing over the steering wheel to the next girl in line. You can add or delete "actions" depending on the number of girls in your group.
BUBBLE
CAR
EQUIPMENT:
None but 2 chairs per team if possible NUMBER
OF PARTICIPANTS: any number . The more teams the better. If teams are not even ,
one girl can take 2 names 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
GRANNY
WENT TO MARKET
EQUIPMENT:
none but 2 chairs per team if possible NUMBER
OF PARTICIPANTS: any number on each team. The more teams the better. If teams
are not even, then one girl can take 2 names. HOW
TO PLAY Teams
line up behind one chair and the other chair is placed some distance away Give
names of fruit to all the team members e.g. all the number ones are apples, all
the number twos are oranges etc Number
one on each team can keep the score If
the Guider calls "Granny went to market and she bought some apples"
all the apples run to a given point e.g. around a chair and back to their
place on their team. First girl back to her place in the line wins a point for
her team If
the Guider calls "Granny went to market and she bought oranges and
bananas" all the oranges and bananas run around the chair and back to their
place. First team with both girls back in line wins the point. If
the Guider calls "Granny went to market and she filled her basket" all
members of each team run around the chair and back to their place. First complete
team back in a straight line wins the point If
the Guider calls "Granny went to market and she emptied her basket"
all members of the team turn around and sit on the floor. Keep
going until one team reaches a particular score eg 15
BALL
BETWEEN THE FEET EQUIPMENT:
Tennis ball per team; 2
chairs (or some other marker per team) NUMBER
OF PARTICIPANTS: Any number but even teams HOW
TO PLAY: On
a given signal the first member of the team takes the ball and place it between
her feet. She jumps, with the ball between her feet, from her place, around the
far chair and back to her team where the next girl is waiting to take the ball
and do the same. BUT
if the girl drops the ball between her team and the chair i.e.on the way to the
chair, she must return to her starting position and go again. If
she drops the ball between the chair and her team i.e. on the way back from the
chair, she must return to the chair. Winner:
first team to finish VARIATIONS:
BOOK ON THE HEAD
BEANBAG
ON THE FOOT
BALLOON
BETWEEN THE KNEES
BOUNCE
THE BALL
EQUIPMENT:
Tennis ball per team NUMBER
OF PARTICIPANTS: Any number but approx 6- 8 per team HOW
TO PLAY: Each
team stands in a line . The first girl on the team has the ball. On a given
signal, she bounces the ball once. The second girl on the team bounces the ball
twice. The third girl bounces the ball three times etc . If the last girl on the
team is number 8, she bounces the ball 8 times. Then she runs to the top of her
team and becomes number one and she bounces the ball once. The second girl
bounces the ball twice etc. This
continues until the original number one is back at the top of the line.
CLOTHES LINE EQUIPMENT:
None NUMBER
OF PARTICIPANTS: Any number but even teams HOW
TO PLAY: Part
1 Explain to girls what they have
to do . AIM: to make the longest clothes line using items they have. Say
"Go" . Girls then have 60 seconds to make their clothes line. At
the end of the 60 seconds, Guider stretches out each line but says nothing. Part
2 Having stretched out each line
Guider then says that the winning team is the team to have all their belongings
back in place and standing in a line! (this is the funny part, especially if
some clever girls have used shoe-laces/ belts etc to make their line!!!)
ONE, TWO, THREE EQUIPMENT:
Whistle (but not essential) NUMBER
OF PARTICIPANTS: Any number HOW
TO PLAY: Girls
sit in a circle with their legs out
in front. This is not essential if playing outdoors Ask
them to number off in threes.i.e. first girl says "one", second girl
says"two", third girl says "three", fourth girl says "one"etc Guider
calls a certain number e.g. one and all the number ones get up and run clockwise
around the outside of the circle. If
the Guider blows a short whistle, the girls change direction. If
the Guider blows a long whistle, the girls continue running in the direction
they are going and return to their place. The
last girl to be sitting back in her place with her legs out in front is
"out" but she remains sitting in the circle When
there are less girls "in" the Guider can call 2 numbers together! When
there are only 3/4/5 girls left the Guider can say "everyone left".
This time all the girls still "in" run and when the long whistle is
blown the first girl back to her place is the winner NOTE:
If you don't have a whistle you can call out the words "short" and
"long" TAG
GAMES Hospital
Tag Number
of children: Any number from 5 and up This
is a variation on 'Everyone's It' Everyone
is 'it'. When
you are tagged you put a hand on that spot and keep trying to tag other people
without moving that hand. If
you are tagged a second time, then you must put your other hand on that spot.
You
are not 'out' yet though. You
continue to tag other people (with your elbows) until you are tagged a third
time. Then
you sit down. A
variation on this, will allow some one to be the Doctor and that person will go
around and rescue the people who are sitting down.
Once
the Doctor has been tagged three times, the game is over. Blob
Tag Like
normal tag, one person is chosen to be 'it'. When
'it' tags someone, they link arms or hold hands. As
more people are tagged they form a line or blob! Elbow
Tag Everyone
chooses a partner, links elbows and holds still. These
people are the obstables. One
pair becomes 'it' and 'chasee' (They do not link elbows). 'It'
tries to tag the 'chasee'. The 'chasee'
runs away. The
'chasee' can link elbows with an obstacle.
The
person on the opposite end of the obstacle, breaks off and becomes the 'chasee'.
If
'it' catches the 'chasee' then they switch roles. CIRCLE TAG This game needs lots of space. Arrange the girls in a circle with everyone holding hands, except for two. This pair is "it". They run around the circle until they feel like taggingsomeone. The runner on the inside tags a pair of hands, and these two girls come out of the circle run in the opposite direction around the circle, trying to get back into their spot before the first pair gets there. If they don't succeed, they become "it". They have to keep holding hands through this process. Rainbow Tag 2 girls are designated "it." Everyone else holds a coloured chip in their fists. The "its" chase the others & try to tag them. When tagged, you have to give "it" your chip, then go to the leader for a new one. The first "it" to have collected 3 DIFFERENT colours yells, "Stop!" & the round is over. For coloured chips, use bread tags (plastic square things that seal the ends of bags of loaves).
WINDMILL
Divide the girls into 4 teams. They stand in an X formation like the arms on a windmill. Each girl needs to know what number in the team she is. In the middle put THREE items - can be balls, pencils, rocks - anything you have handy. When a number is called, that person CRAWLS BACK through the legs of her team mates. Runs in a CLOCKWISE DIRECTION around the circle. CRAWLS UP THROUGH her team mates legs to grab one of the items in the middle. Then she CRAWLS BACK through their legs to her "spot". The team who doesn't manage to claim an item sits out. Remove another item and play again until you're down to a winning team. This is a very fast paced game.
GAMES WHICH REQUIRE PLANNING ARTEFACT GAME Ice Breaker (good with people who know a bit about each other already) EQUIPMENT: Each person is told ahead of time to bring ten objects with some meaning to them to whatever event you are doing this at. HOW TO PLAY When the guides arrive, give them a bag with a number on it and get them to carefully place their objects into it. Then make sure each person gets someone elses bag. Give them ten minutes to write down ideas about what the person who owns the objects is like, and to try to guess who they are. It is best if you don't do the guessing until after everyone has had their say. This would also work as an end of camp game, to see what people have learned about each other. COMMUNICATION GAME EQUIPMENT: An envelope per team of two guides PREPARATION: Cut two of each shape in each size of each colour. ie, two large yellow circles, two small green triangles, 2 medium blue squares. One of each shape goes in each envelope, so that the two team members could make an identical picture. NUMBERS: An even number , because you need to divide them up in two's. HOW TO PLAY: The guides sit down on the floor, back to each other, with their envelopes in front of them. One girl is the designer, and she opens her envelope and makes a design or picture with her shapes. Then she describes her picture to the person who is back to her, so that she can make an identical picture. No one is allowed to look at their partner's pictures!! After the two are done, using only their voices to pass the information back and forth they may compare their pictures. Allow about 10 minutes for this game. Don't make too many shapes, or too many small pieces as you will want to use this game again (it is too much work to set up to only use once!) Ask the guides to be careful when they put it back in the envelopes because you don't want to find one green triangle on the floor after you have all the envelopes put back in their box! This is quite fun. You may want to allow them to switch designer and copier and try it again. DRAWING BOARD EQUIPMENT: A picture on a large piece of paper stuck up on a wall somewhere outside the meeting room. E.G. a picture of a face with long curls and a crown with points and jewels on the crown. It was drawn with a marker on white paper. A piece of paper and a marker for each team. NUMBER OF PLAYERS: In teams of at least 4. One person is the drawer. HOW TO PLAY VARIATION 1 One person is chosen as the drawer for each team, and that person is not allowed to talk at all. One of the members of the team goes out to the hallway to look at the picture, but she is not allowed to say anything except yes or no, to the rest of the team, who must ask her questions about the picture. The person with the piece of paper must draw the picture, as they hear it described to them, without asking any questions herself. VARIATION 2 Each member of the team can go look at the picture except the drawer, one at a time. Then the drawer can ask each team member one question, and they can only answer the question yes, or no. This continues until the picture is drawn This game in either version tends to take awhile. And you can change versions partway through if you'd like. This makes for some interesting pictures. KINGPINEQUIPMENT: 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. HOW 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. NEWSPAPER GAME This is a Co-Operative Memory Game EQUIPMENT: Give each girl their own newspaper, magazine, junk mail, advertisement, etc.... anything you can get free..... You need one for each girl PLUS one to cut up. PREPARATION: In advance cut and paste onto a separate sheet the number of ads or stories etc as there are girls. HOW TO PLAY: Say to girls:- "This is a co-Operative Memory Game: I have given you all the same newspaper. I want you to study this page which as (7) adds, stories etc, known in newspaper language as a "Lay-Out" or "Proof" page. You have 3 minutes to study it carefully. I want you to reproduce my page without looking at it again. You have 10 minutes to finish your "Proof". Equipment: REQUIRED: GLUE STICKS, EXTRA PAPER, SCISSORS Before Hand: make a master Proof page.... Question: Did they produce more than 1? Did they each remember one ad? NEWSPAPER QUIZ EQUIPMENT:
One newspaper per patrol. All newspapers must be the same NUMBER
OF PARTICIPANTS: Any number HOW TO
PLAY: Before
the meeting: Guider
should get one newspaper per patrol. All newspapers must be the same. Guider
must set the questions. The
answers to all the questions must be in the newspaper. Each
patrol receives the same set of
questions (approx. 20) At the
meeting: Give
each patrol their newspaper and a copy of the questions. Set a
time limit OR continue until one patrol says "finished" Go
through questions and answers, giving 1 point per correct one. Comments: Guiders
should vary the questions between easy and hard. The
answers to some questions should be in the headlines but others should require
reading of a text/advertisement etc
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