Non-Active Games

 

Blindfold Clothes-peg Line

 

Age

     7 and up

Group Size

     9 or more

Equipment

  • clothes pegs

  • rope or string

  • blindfolds

Playing Area

     a safe area
Description/Rules
  • scatter clothes pegs around the playing area
  • divide the group into teams of 3 (2 if necessary)
  • 2 of the members hold onto either end of the rope and remain stationary throughout the game, the other member is blind folded
  • the blindfolded camper then listens to instructions from the other two campers, who are giving instructions to find and pick up the clothes pegs
  • once the blindfolded camper has a clothes peg they bring it back to their group and it is placed on the rope
    • for young campers the clothes peg is handed to the campers holding the rope, and they place it on
    • for older campers have the blindfolded camper place the clothes peg on the rope (the non-blindfolded campers may move the rope into the peg)
  • after a certain time-limit, the team with the most clothes pegs on the rope wins that round, then switch rolls

Comments     

Rhythm Changer

 

Age

     5 and up

Group Size

     5 or more

Equipment

     none

Playing Area

     a safe area
Description/Rules
  • all campers sit in a circle
  • one camper is chosen to be the "detective"
  • while the "detective" is away from the circle choose another camper to be the "rhythm maker"
  • the "rhythm maker" starts making a rhythm with an action, like clapping their hands, or patting their knees
  • all other campers in the circle copy this action
  • the "detective" is then brought back into the middle of the circle
  • every once and a while (10 - 15 seconds) the "rhythm changer" changes the action they are doing
  • the other campers continue to copy the "rhythm maker" (copying the action as fast as they can)
  • it is the job of the "detective" to determine who is the "rhythm maker"
  • the "detective" has three chances to guess
  • once the three guesses are up, or the "rhythm maker" is found, new campers are chosen to fill both roles

Comments      There are times when you will have to prompt the "detective" to chose more quickly, in this case you can enforce a time limit

Wink Murderer

 

Age

     5 and up

Group Size

     5 or more

Equipment

     none

Playing Area

     a safe area
Description/Rules
  • all campers sit in a circle
  • one camper is chosen to be the "detective"
  • while the "detective" is away from the circle choose another camper to be the "wink murderer"
  • the "detective" is then brought back into the middle of the circle
  • the goal of the "wink murderer" is to eliminate the remaining campers before being found by the "detective"
  • to eliminate the other campers the "wink murderer" winks at them
  • only the "wink murderer" may wink, other campers are not allowed to fake
  • when a camper is winked at by the "wink murderer" they make an exaggerated "dying noise" and lie down
  • it is the job of the "detective" to determine who is the "wink murderer"
  • the "detective" has three chances to guess
  • once the three guesses are up, all campers are eliminated, or the "wink murderer" is found, new campers are chosen to fill both roles

Comments      I have put this game in with its original name and roles, the term "murderer" is obviously not camp appropriate, this is where you have to use your creativity to change the names to make them suitable, for example "Medusa", who winks at people to turn them to stone.

Where is It?

 

Age

     5 and up

Group Size

     5 or more

Equipment

  • 1 or 2 pens or markers (or something of that size), use 1 for a small group, 2 for a larger group

Playing Area

     a safe area
Description/Rules
  • all campers sit in a circle with their hands behind their backs
  • one camper is chosen to be the "detective"
  • while the "detective" is away from the circle hand the pens to campers in the circle
  • the "detective" is then brought back into the middle of the circle
  • the campers pass the pens to one another, indiscreetly, behind their backs
  • campers may do fake passing to throw off the "detective
  • it is the job of the "detective" to find the pens, staying in the middle of the circle
  • the "detective" has three chances to guess
  • once the three guesses are up, or a pen is found, a new campers is chosen to be the "detective"

Comments     

Blind Security Guard

 

Age

     5 and up

Group Size

     5 or more

Equipment

  • 1 set of keys

  • 1 blindfold

  • 1 pool noodle

Playing Area

     a safe area
Description/Rules
  • have the campers sit in a circle
  • one camper is chosen to sit in the middle of the circle blindfolded and is the "security guard"
  • the keys are placed in front of the "security guard", and they are handed the pool noodle
  • after the "security guard" is blindfolded silently select a camper to be the "thief"
  • it is the goal of the "thief" to take the keys from in front of the "security guard" and get back to their seat without being heard
  • the "security guard" is to listen for the "thief" and swing the pool noodle (not aggressively) to try to hit the "thief"
  • once the "thief" is caught, or the is successfully back in their seats, new campers are chosen

Comments     

Group Count

 

Age

     7 and up

Group Size

     3 or more

Equipment

     none

Playing Area

     a safe area
Description/Rules
  • the object of this game is to have the group count to 10 without 2 or more people saying the same number
  • one person starts by saying "1", a different camper (completely random) says "2", and so on until "10" is reached
  • if two or more campers say the same number then they must start over at "1"
  • the campers do not say numbers in order, it is done completely random, not even the first camper is pre-determined

Comments     

Chair Sit

 

Age

     5 and up

Group Size

     4 or more

Equipment

  • one chair for each camper

Playing Area

     a safe area
Description/Rules
  • set up the chairs in a circle, facing inwards
  • each of the campers starts by sitting on a chair, facing into the circle
  • the leader says a statement, and a number of "seats", for example:
    • anyone with one brother, move one seat clockwise, if you have two brothers, move two seats
    • everyone wearing black shoes, move one seat
  • if the statement pertains to a camper, that camper is to move around the circle by the number of seats stated
  • the goal of the game, although it does not really matter, is to move around the circle and end up back where you started
  • it becomes fun because if you move, but your neighbour doesn't, you sit on her lap!
  • continue the game for a while, but not wait for a winner if it takes too long

Comments      There are obvious precautions to take with this game.  Some children will not be comfortable with having someone sit on their lap (especially if this is early in the week and they have just met).  In this case you can make "positions" around the chair, like one sitting, one sitting in front of the chair, and one standing.  Also be cautious with running this game with mixed gender groups, probably not a good idea.

Gotcha

 

Age

     5 and up

Group Size

     4 or more

Equipment

     none

Playing Area

     a safe area
Description/Rules
  • have the campers sit in a circle
  • all campers put the arms out to their sides, with their left palm up, and their right index finger down, touching the palm of their neighbour
  • the leader will say "1, 2, 3...[add suspenseful pause]...Go!"
  • when the leader says go, the camper attempts to grab their neighbour's index finger with their left hand, while not allowing their own finger, on their right hand, to be grabbed
  • repeat the whole process

Comments      Don't drag this game out too long, use it more as a quick time-filler.  The game may be done as an elimination game, but it is not necessary.
 

20 Questions

 

Age

     5 and up

Group Size

     2 to 5

Equipment

     none

Playing Area

     a safe area
Description/Rules
  • one camper is chosen to be sent away from the group
  • the rest of the campers decide on an object
  • the camper returns to the group and has to try to determine what the object is
  • this is done by asking questions that can be answered by "yes" or "no" only
  • the camper can ask up to 20 questions to determine the object
  • when the object is revealed, send out a new camper

Comments  
 

Animal Match

 

Age

     5 and up

Group Size

     5 or more

Equipment

  • a piece of paper for each camper

  • tape

Playing Area

     a safe area
Description/Rules
  • in advance prepare pieces of paper with names of animals written on them, have a different animal for each camper
  • to play the game, tape a piece of paper to the back of each camper, without them seeing their own paper
  • the goal of the game is for the camper to determine which animal name is taped to their back
  • they do this by asking other campers questions about their animal
  • the questions must be answered with either "yes" or "no"
  • the game is over when all campers know their animal

Comments      This game may be played with any other category as well, for example actors/actresses, places, etc.  If a camper is really struggling, make sure you stress that they have a really difficult one, and guide their questions
 

Darling I Love You

 

Age

     7 and up

Group Size

     6 or more

Equipment

     none

Playing Area

     any safe area
Description/Rules
  • The group sits on the ground in a circle.
  • One camper is chosen to go into the middle of the circle (more than one in a larger group).
  • The goal of the person (people) in the middle is to switch out of the circle.
  • In order to switch, a person in the middle must approach someone sitting around the circle and say "Darling I love you, won't you please, please smile?"  While dramatizing their actions in any way they wish.
  • The person who has been asked the question must reply "Darling I love you, but I just can't smile."  Without showing any form of smile or laugh.
  • There can be no physical contact between the two campers.
  • If the second person smiles, the two switch places.
  • If the second person does not smile, then the person in the middle must try a different person.
  • The game may continue for as long as you wish.

Comments      As the leader, you can set the tone with a very dramatic start by being in the middle yourself.  Be sure to stress the no contact rule.
 
 
1