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Games are an important part of any company meeting but have you tried these ones?


Games are in 4 categories

  • Games which require little or no equipment - these can be done at a moments notice
  • Games which require equipment -special items are needed
  • Icebreaker Games--getting to know people
  • Outdoor Games--most games are suitable to be played outdoors but these games are more suited to outdoors than indoors
 

no equipment

need planning

icebreakers

outdoor games

Logic Game - Black Magic Artefact Game COMING SOON COMING SOON
Pass the Ball Communication Game    
D'arcy Ball Drawing Board    
Coins/Pennies Kingpin    
Throw and Duck Newspaper Game    
Hop, Skip and Jump Newspaper Quiz    
Drivers Relay      
Bubble Car      
Granny went to Market      
Ball between the feet      
Bounce the Ball      
Clothes Line      
One, Two, Three      
Tag Games      
Windmill      
       
       
       
       
       
       
       

 

 GAMES WHICH NEED LITTLE OR NO EQUIPMENT

LOGIC GAME - BLACK MAGIC


For this game, you must have two leaders who know the secret.  Start by telling the group that the other leader is psychic and can identify an object that you are thinking about.  Send the "psychic" out of the room then pick an object in the room and point it out to the girls.  (E.g. Suzy's promise badge)  Call the "psychic" back into the room and ask her a series of questions;

E.g. is the object I am thinking about the clock on the wall
- She answers No
Is it Beth's glasses - No
Is it Sarah's hair clip - No
Is it Helen's black shoes - No
Is it Suzy's promise badge - Yes

The secret is the object that you ask before the real object is always black.  You don't have to say it is black the psychic can see it if you want to make the game a little more difficult.


PASS THE BALL


Sit the group in a circle with their legs facing inwards.  They must sit beside each other with their legs touching their neighbours.  Place a tennis ball between the ankles of one player.  The idea is to pass the ball around the circle without using any hands.  If the ball is dropped it must begin again from the beginning.  This game can also be played with the girls sitting side by side and passing the ball form one end of the line to the other.


I WENT TO A PARTY


In this games the girls sit in a circle and say the phrase "I went to a party and I brought … ?" naming what ever item they want to bring  They are then told whether or not they can go.  Continue around the circle until the majority have guessed why they can go.  The secret is the item they bring must begin with a specific letter or they must all be related somehow.  E.g. all must contain the same number of letters per word or all must start with the same letter as the first letter of their name, etc


D'ARCY BALL

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.

 

 

KINGPIN

EQUIPMENT:  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