D’Juno?

a.k.a.
Type of Game Pen & Paper, Scavenger Hunt
# of Participants Unlimited
Materials
  • paper
  • pen
  • tape
Where to Play Inside or Outside

How to Play

  1. The leader comes up with information about the natural environment and puts it into an envelope.
    • D’JUNO that some plants receive their nourishment by eating other plants and insects?
    • D’JUNO that a large porcupine may have as many as 35,000 quills?
    • D’JUNO that the Canadian-United States boundary is 3,789 miles in length not including Alaska?
    • D’JUNO that one of the largest vultures ever known weighed more than 15 pounds and had a wing span of 8 feet?
    • D’JUNO that the weasel, the smallest carnivore, is credited with being able to pass through a wedding ring?
  2. The leader also comes up with clues that lead to the location of the D’JUNO. These clues can be rhyming couplets or just simple sentences.
  3. The leader hides the D’JUNO somewhere around camp and plants the first clue for the entire group to read.
  4. If, after ten minutes or so, no one has located the D’JUNO, the leader posts another clue. This continues until someone discovers the envelope and becomes the winner!

Go to Ultimate Camp Resource for this game and more like it!

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B’gawk!

Category: Games

a.k.a. “The Chicken Game”
Type of Game Circle Games, Mind Games
# of Participants 5-40
Materials None
Where to Play In a large open space

How to Play

The participants stand in a circle. Each participant makes two circles with each of their hands using their index finger and thumb. They then hold these circles over each eye.
The first person starts by dropping on hand and then quickly returning it to their eye. They must say “b’gawk!” while they do this. The hand they use decides the direction that the ‘b’gawk’ will travel in. If he/she uses their right hand, play would continue to the right and vice versa.
After the first person has started the game, players can choose to use a ‘Double B’gawk’. This means that they would drop both hands instead of just one. Play continues in the same direction but the person directly opposite them is skipped over once.
When a player messes up (by b’gawking when they shouldn’t or hesitating too long) they must run around the outside of the circle flapping their arms and making chicken noises until they return to their original spot. They are then allowed to rejoin the game. The game DOES NOT stop while they are doing this which means that the other players run a higher risk of becoming distracted!

ABC Basketball

Category: Games

a.k.a.
Type of Game Circle Games, Sports-Based
# of Participants 10-30
Materials
  • basketball
  • basketball net
Where to Play On a flat surface where the participants can sit, a basketball court

How to Play

The participants sit in a circle and pass the basketball around while singing the alphabet. Whoever has the ball when the song gets to ‘Z’ has to get up and try to shoot the ball in the net.
If the player makes the shot, he/she can rejoin the circle. If not, he/she must sit out for the rest of the round.
A round ends when only two people are left. They participate in a shoot-out style competition to decide the winner.

10 Pin Knockdown

Category: Games

a.k.a.
Type of Game Sports-Based
# of Participants 10-30
Materials
  • soft balls (at least 8 per team)
  • bowling pins or cones (at least 16)
Where to Play On a flat playing area that is roughly the size of a tennis court

How to Play

Split the participants up into two equal teams and allocate a side of the playing area for each.
The two teams then place their pins/cones around the playing area and spread themselves out.
When the leader says “go” the two teams try to knock down the other team’s cones/pins. The ball can only be rolled, it cannot be thrown. When a cone is knocked down, the participant who knocked it down raises their hand and walks to the other side to retrieve the pin/cone. They can then place that cone/pin anywhere on their side. Once a team has won all of the pins, the play ends.

You may also want to add some of the rules of dodge ball to make it more difficult. For example, you could decide that when a participant is hit by a ball from the knees down, they must join the other team.

Telephone

Category: Songs

a.k.a.
Tune None
Type of Song Repeat-After-Me, Yells, Chants, and Cheers
Actions None
Similar Songs Name Song

Lyrics

*Note: this song helps to fill time in between activities. You start by calling one camper/counselor’s name and then they choose the next person. This song can also be used as an Icebreaker to help learn names.*

LEADER: Hey Johnny!
“JOHNNY”: Someone’s calling my name
LEADER: Hey Johnny!
“JOHNNY”: I think I hear it again
LEADER: You’re wanted on the telephone
“JOHNNY”: If it’s not Alice, then I’m not home

LEADER: Hey Alice!
“ALICE”: Someone’s calling my name
LEADER: Hey Alice!
“ALICE”: I think I hear it again
LEADER: You’re wanted on the telephone
“ALICE”: If it’s not Michael, then I’m not home

LEADER: Hey Michael!
*etc*

A What?

Type of Game Circle Games, Mind Games, Still and Settled Games
# of Participants unlimited
Materials at least one object (like a ball) or 2 objects for a more challenging game
Where to Play inside or outside

How to Play:
The leader of the game arranges everyone into a circle and then begins play by passing the first object to the person on their right (Participant A). The leader says to Participant A, “this is a whit.”

Participant A asks the leader, “a what?” and the leader responds, “a whit.”

Participant A then passes the object to the person on their right (Participant B) and says, “this is a whit.”

Participant B asks Participant A, “a what?” Participant A then asks the leader, “a what?” The leader responds by saying, “a whit.” Participant A then turns to Participant B and says, “a whit.”

This pattern continues around the circle with the question “a what?” being asked of every participant after the leader, including the leader.

The game can be made more difficult by adding another object traveling in the opposite direction. This object should be called something similar, for example: wheat, whet, watt, etc.

Suggestions/Corrections:
Please leave a comment below!

 

1-2-3 Look

a.k.a.
Type of Game Circle Games
# of Participants < 50
Materials none
Where to Play Anywhere
Similar Games “Scream Machine”

How to Play:

The leader arranges the group in a circle and then tells them to close their eyes and lower their heads. The leader calls out “1-2-3 look!” As the leader calls “look,” the participants look up at a specific person.

If two people are looking at one another, they are both out. If a participant is looking at someone who is looking at another person, they are both still in the game.

Play continues until there are only two participants left.

 

Four Chairs

a.k.a. Four Cones
Type of Game Moving Games
# of Participants unlimited, best with a group of 10-40
Materials 4 cones or chairs
Where to Play outside

How to Play:
Before the game starts, set up four cones in a square with about 20-30 feet between each cone.

Divide the group into four smaller teams. Each team should come up with a team name. Tell the teams which cone is #1, #2, #3, and #4.

Have the teams line up around cone #1 with each team facing the cone from a different direction. Once they have lined up, the leader will tell them that they must line up this way every time. They must be facing the cone from the same direction and they must be in the same order.

The leader calls out a different cone number and the teams race to get to the cone and then to line up properly around it. The first team to line up on the right side of the cone, in the right order, and shouts their team name wins a point.

Play continues with the leader deciding how many points it will take to win.

Video:
This is a great video from Ultimate Camp Resource!

Suggestions/Corrections:
Please leave a comment below!

3, 6, 9

Type of Game Icebreaker Games, Moving Games, Team Building
# of Participants unlimited
Materials none
Where to Play inside or outside in a space large enough for your group to move around in

How to Play:
The leader tells the group to stand up and start “mingling.” This means the participants must keep moving around the space while the instructions are being given. The leader should play the game along with everyone else.

The leader will then tell the participants to choose another person in the room. They can choose anyone but they cannot make their choice known to anyone else, even the person they chose. They must make this decision silently and discreetly.

The leader then tells the participants that they must try to get 9 feet away from the person they chose without that person realizing it. The leader will give them some time to sort this out before he/she says “3, 2, 1, freeze.” At this point, everyone stands still.

Next, the leader tells the participants that, while keeping the first person, they must choose a second, different, person and try to stay 6 feet away from them. So, at the same time they will be staying 9 feet away from their 9-feet person and 6 feet away from their 6-feet person. Again, the leader will give the group some time to do this and then will say, “3, 2, 1, freeze.”

The leader will now tell the participants that they must pick out a third, different, person that they must stay 3 feet away from. They must do this while still remaining 6 feet away from their second person and 9 feet away from their first person. Once the group has had enough time, the leader will say “3, 2, 1, freeze” and everyone will stand still again.

The leader asks everyone to sit down in a group.

The Debriefing:
The leader calls up their 9 foot person (Participant 1) and then asks Participant 1 to call up their 9 foot person (Participant 2). The leader then asks the Participant 2 to call up one of their choices (the leader can decide if it will be 3, 6, or 9). The leader should continue this until there are about 4 participants standing and the leader was not following the last person to stand up.

For example, the leader chose Frances as his/her 9 foot person. The leader calls Frances up and asks her to call up her 9 foot person. Frances calls up Johnny and the leader asks him to call up his 6 foot person. Johnny calls up Penny. Because the leader also chose to follow Penny, he/she asks her to call up her 3 foot person. She calls up Robbie.

The leader tells the group that he/she was following Frances, Frances was following Johnny, Johnny was following Penny, and Penny was following Robbie. The leader points out that he/she had no interaction with Robbie because he/she was not following Robbie but Robbie made all the difference in what the leader had to do. When Robbie moved, so did Penny and Johnny and Frances and ultimately, the leader.

The leader should then relate this kind of situation to camp. It’s useful to tie this in with the way everyone’s actions or attitudes affect everyone else at camp. It’s best to tailor this discussion specifically to your camp or group.

Video:
Camp Leadership has a great video which shows how to play the game and how to debrief it!

Suggestions/Corrections:
Please leave a comment below!

Animal Tag

Type of Game this is a tag game
# of Participants unlimited
Materials none
Where to Play inside or outside in a space large enough for your group to run around safely

How to Play:
This game is like regular tag except that the person who is “it” gets to choose which animal everyone else (including themselves) will have to emulate.

The “it” person will choose the animal and then give the rest of the participants 3 seconds to re-position themselves. If the “it” person chose ‘turtle’ they would have to chase everyone like a turtle and the participants would have to run away like a turtle. If the animal is one that makes noise, the participants must also make the noise of that animal.

Play continues as long as the participants can come up with new animals!

Video:
This is a great video from Camp Leadership with Forrest Perry facilitating!

Suggestions/Corrections:
Please leave a comment below!