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![]() Circle In A Circle Level: All Ages Participants: 8-55 Equipment: Rope loop or hula hoop Country: England Time: 5-15 minutes Place your arm through the rope loop. Now have everyone join hands in a circle. Without breaking hands, have the team move the loop around the human circle. If you break hands start over again. When the team gets the loop back to where it began the goal has been reached. When your group gets really good at this game place 2 or 3 hula hoops in the circle. Then the team tries to have the 2nd hula hoop catch the first, etc. This game can also be made into a relay game. Divide into teams, first team to reach the goal wins. Teams can be patrol against patrol, Juniors against Brownies, Girls against adults or any combination. ![]() Lighthouse Level: All Ages Time: 15 minutes Participants: 10-25 Country: Canada Safety: Have the "rocks" spot Equipment: 1 blindfold, set boundaries (this will be the ocean) Pick a player to become a lighthouse and a ship. The rest of the players are rocks. Blindfold the ship. In the boundary area (the ocean) have "rock's" sit in a spot then freeze. Stand the lighthouse at one end of the ocean and the "ship" at the other end. Have the lighthouse guide the ship, by giving verbal directions, through the rocks hazards to safety. Make sure the rocks spot the ship in case of it sinking on the rocks. ![]() Large Group Version of Lighthouse: The Leader is the lighthouse. Blindfold half the group, they are ships. The other half are rocks, and distribute themselves on the floor between the ships and the lighthouse. Please ask the rocks to keep their hands and feet in to minimize tripping. The rocks also should not clump up. The lighthouse goes "WOO WOO" to guide the ships. The rocks go "SWISH, SWISH" quietly to warn the ships of their presence. On go, the ships navigate between the rocks to the lighthouse. If they touch a rock, they are sunk and must sit on the floor (and go "swish, swish" also). When all the ships have made it to the lighthouse (or have been sunk), the rocks and ships switch places. ![]() Multiples Level: All Ages Participants: 5 + Country: Egypt Players sit in a circle and start counting round the circle from "one." Pick a number between one and ten. If the agreed number is seven, each time the number being called includes the number seven or is a multiple of seven, the player keeps quiet and clasps her hands together. If anyone makes a mistake they are out. When they become good at this game, add one or two other numbers, so they will have to keep very sharp not to get caught with numbers four, six and eight going on at once. For one number the player clasps hands. For the second number she will put both hands above her head. For the third number she can nod her head. Most players will find thinking of two numbers at once difficult enough. ![]() Torii Tag Level: Brownies/Juniors Participants: 6 - 18 Country: Japan Time: 10-15 minutes Two players form an arch, Torii, leaving enough room for the other players to pass between them. The remaining players form a single line, holding hands with the players in front and behind them. The line circles around the Torii once, then passes slowly under it. When the last player walks under the Torii, the line drops hands and scatters. The two Torii players drop hands and act as taggers. If you are tagged your are out. The last two players tagged become the new Torii. ![]() Turn the Turtle Level: All Ages Time: 15 minutes Country: Australia If your scouts like rolling around on the floor then they will love this quickie. Pair the scouts off in size. One girl in each pair lies on her back, on the ground. On the word go the other scout has to try and turn her over onto her stomach. The scout on the floor tries to prevent this by spreading out her arms and legs and moving around on the floor. No tickling or foul play is allowed. ![]() Human Pinball Level: Juniors Participants: 15-35 Equipment: A ball Time: 10 minutes Country: USA After explaining the directions, have everyone stand in a circle facing outward. Players should stand with feet shoulder width apart. Have them bend over with their hands dangling. Their arms are now flippers. They cannot hold the ball and must remain in this position during the game. The player who is the human pinball enters the center of the circle. Everyone tries to hit this moving target by flipping the ball across the circle. Who ever hits the target becomes the next human pinball. ![]() Bird/Beast/Fish Level: Brownies/Juniors Participants: 15-35 Country: USA Time: 10-15 minutes Form a circle with one player in the middle of the circle closes their eyes. They then turn and point at someone in the circle and say "bird", "beast", or "fish". They player pointed to must name an animal in that category in five seconds. If they do not, they become "it". If they do the game continues. ![]() Balloon-ping-pong Relay Level: Brownies/Juniors Participants: 15-35 Country: USA Equipment: balloons and ping pong balls Each team member gets a balloon. Each team gets a ping-pong ball. The team has to get the ping-pong ball down to the turn-around and back by blowing up the balloon and using the escaping air to push the ball around. If turning is too hard, you can split the team. ![]() Caterpillar Relay Level: Brownies/Juniors Each team forms a line and each girl must hold onto the waist of the girl in front of her. They may stretch out as far as possible so long as they don't separate. When the whistle blows, the girl at the back goes down on her hands and knees and must crawl through the legs of the whole group. when she gets to the front she jumps up, her waist gets grabbed, and the girl who is now at the back goes through. You can either do this down to the finish line or down and back (by reaching the turning point and having all girls spin around so they are facing back the way they came). ![]() Elbow Tag Level: Juniors/Cadettes Participants: 12-26 Time: 10-15 minutes Safety: Make sure the area is not slick Buddies with elbows linked, are scattered around with outside hands on hips. Pick on pair to be the Chaser and the chased. The chaser chases her partner, who at any time may hook on the outside elbow of a pair. The person who's elbows were not linked too, becomes "it" and chases the former "it". If the Chaser tags the pursued before they can hook on, they reverse rolls. ![]() Guess Who? Level: All Time: 15-20 minutes Equipment: Note cards, pens Country: USA Have everyone write down two of their goals for the future. Do not let anyone else see them. Collect all of the goal cards. Shuffle them and pass then out to different people. Have each player read their new card out to the group. After a card is read out, have people guess whose goals they are. If nobody has guessed after three tries, ask for the owner of the goals to reveal dentity. ![]() Letters and Numbers Level: All Time: 5-20 minutes Give the girls a letter or number to make using only members of the group. Everyone must be included in the solution. Have the group make several shapes, or letters. ![]() People to People Level: Brownie/Junior Time: 15-20 minutes Players are paired at random plus a "caller". The person who is the "caller" gives commands which others follow. Example: back to back, knee to knee, etc. Players match body parts (knee to knee) with their partner until the "caller" calls "people to people. Then everyone, including the "caller" tries to find a new partner. Whoever is left without a partner is now the "caller". ![]() Fire on the Mountain Level: All Participants: 15-51 Time: 15-50 minutes Safety: Make sure the area is not slick Form two circles, one inside the other, with an equal number of player in each. A player stands in the middle of both circles and is "it". "It" and the inner circle clap hands in a beat and stands still. The outer circle moves to the beat until "it" shouts "fire on the mountain". Then all of the people in the outer circle try to stand in front of a person in the inner circle. "It" also tries to get a partner in the inner circle. They player without a partner becomes it. ![]() Fording the Stream Level: Juniors/Cadettes Participants: 10-16 Country: Scotland Equipment: Ball, boundries Make two lines about 12 feet across to form the stream. Throw the ball high over the heads of the players. The player who catches it before the ball hits the ground may cross the stream. They then toss the next ball. This continues until your run out of players. If the ball is dropped, your are out of the game. If a player accidentally touches the stream without having the ball they are out too. ![]() Barnyard Bedlam Level: All Supplies:Two sets of small objects to find, each a different color. We use milk caps, one set of pink and one set of blue, about 15 or 20 in each set. Two small bags (big enough to hold one set of objects) From: Sandy Keeney - Cadette/Senior Troop 497, Mid-Continent Council of GS, Kansas City, MO SandyKeeney@juno.com 1. In advance, mark off the playing area. It doesn't have to be any particular shape, but should be big enough to allow all your girls to run around with freedom. Within those boundaries, scatter your objects to find. Be sure you know how many you're scattering! Mix them up well, too. 2. Divide the girls into two teams. Have them pick a captain, and a barnyard animal. Give each captain a bag, and have the group practice making their animal's noise. Assign an object color to each team. 3. At the signal, the teams run out over the playing area, searching for the objects of their color. When they find one, they may *not* pick it up; they stand over the object and make their animal's noise until the *captain* comes to pick it up. The captain collects the objects in her bag. 4. The first team to collect all their objects wins. 5. If you like, have the two captains re-scatter all the objects, shuffle up the teams and play again. ![]() Ice Breakers Received from WAGGGS-L First brake into groups by using the "Animal Ice Breaker". Everyone draws a slip of paper from a box that has the name of an animal on it. Figure out how many people you have and how many and what size groups you want (For a group of 100, I would use about 8 different animals. Try duck, cow, pig, cat, rooster, horse, sheep, and dog.) At the signal, you start making the sound that the animal you picked makes. You must go around and find everyone else in your group by listening for their animal sounds. It sounds like a huge barnyard! It is a great way to mix people together and start off with something humorous. After you have formed your groups, you then play "Cooperative Gadgets". Each group will have about 12 or so people. Each group must come up with an appliance, gadget, or machine that they will portray WITHOUT WORDS. ("Machinery noises" are permitted. Example:whirring, humming, etc.) Everyone in the group must be a part of the portrayal, so no one gets left out. For instance, a group portrayed an electric can opener. The two tallest people in the group stood next to each other with their arms up together forming the lever of the can opener. The rest formed a tight circle in front of them. When it was their turn to portray, the two "levers" moved their arms down together like when you push the lever down on an electric can opener and started making a whirring noise. Those in the tight circle then moved around in a circle, like the can does while the lid is being removed. I hope you get the visual idea here! Groups can portrayed popcorn poppers, toasters, typewriters, and lots of other things. It's great fun seeing the imaginative ideas people come up with for their portrayals! ![]() ![]() ![]() ![]() ![]() ![]() ![]() |