SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/101 Incredible Rainy Day Activities.pdf
CONVERTED: 2025-01-11
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TABLE OF CONTENTS
TIPS and SAMPLE SCHEDULE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
SMALL GROUP GAMES - NO PROPS
1 . WHO’S MISSING?  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2 . BUZZ - BING - BANG  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
3 . VIPER TAG  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
4 . ANIMAL CHAIN  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
5 . HADOUKEN  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
6 . UNFORTUNATELY/FORTUNATELY  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
7 . OLYMPIC SPEED WALKING DUCK RACE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
8 . HOW LONG IS A MINUTE?  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
9 . WINK  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
10 . HAVE YOU EVER?  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
11 . CAPTAIN IS COMING  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
12 . SLEEPING LIONS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
SMALL GROUP GAMES - PROPS REQUIRED
13 . FIRST TO 100 DICE GAME  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
14 . PIPE CLEANER COMMUNICATION GAME  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
15 . MINEFIELD  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
16 . NAME SIX  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
17 . HUMAN HUNGRY HIPPOS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
18 . WHAT IF  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
19 . ROBOT PAPER WARS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
20 . STICKY SITUATION  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
21 . INDOOR FOUR SQUARE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
22 . LIFE-SIZED ANGRY BIRDS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
23 . KID CURLING  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
24 . MARSHMALLOW FLING  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
25 . CABIN BATTLE SHIP  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
26 . GLOW IN THE DARK BOWLING  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
27 . MINI-MARSHMALLOW POPPING CONTEST  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
28 . BLIND BALLOON VOLLEYBALL  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
29 . BLANKET DROP  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
30 . RAINY DAY RELAY  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
31 . NOODLE HOCKEY  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
LARGE GROUP GAMES and COMPETITIONS
32 . HUNGER GAMES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
33 . PILLOW CASE BINGO  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
34 . LARGE GROUP POPCORN  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
35 . SOUND OFF  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
36 . EXTREME PICTIONARY  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
37 . HYPED UP BINGO  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
38 . INDOOR ROCK DROP  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

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39 . THE NUMBER GAME/THE ALPHABET GAME  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
40 . HUMAN FOOSBALL  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
41 . FIVE THINGS ABOUT THE COUNSELOR  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
42 . BATTLE BALL DODGEBALL  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
43 . BINGO BALL ELIMINATION  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
EVENTS
44 . UGLIEST COUNSELOR CONTEST  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
45 . JUNGLE DAY  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
46 . HUMAN CLUE GAME  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
47 . GYM RIOT  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
48 . YOUR CAMP’S GOT TALENT  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
49 . UN-BIRTHDAY PARTY  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
50 . DUTCH AUCTION  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
51 . GAMES OF CHANCE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
52 . INDOOR CARNIVAL  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
53 . THE CAMP MUSEUM  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
54 . CABIN WARS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
55 . PROJECT RUNWAY  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
INDIVIDUAL COMPETITIONS
56 . RAINY DAY CAMP RECORDS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
57 . LEGO CHALLENGES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
58 . INDOOR OBSTACLE COURSE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
59 . MINUTE TO WIN IT  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
60 . BEACH BOARDWALK CONTEST  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
61 . RUBBER DUCK RACE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
MAKERS
62 . CREATE A BUG  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
63 . ROLLER COASTER RALLY  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
64 . FORT BUILDING  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
65 . RUBE GOLDBERG MACHINE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
66 . RAINY DAY PAINTINGS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
67 . BUILD OFF  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
HUNTS
68 . MISSING ANIMALS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
69 . MAGAZINE SCAVENGER HUNT  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
70 . ESCAPE FROM THE MAD SCIENTIST  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
71 . PUZZLE SCAVENGER HUNT  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
72 . BIG QUEST ROOM  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
DRAMA and IMPROV
73 . WALK MY WALK  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
74 . SKIT IN A BAG  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
75 . AFTERNOON WITH THE OLD FOLKS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

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76 . CPR!  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
77 . WHO, WHERE, WHAT SKITS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
78 . RADIO SHOW  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
MUSIC and DANCE
79 . THE BAG DANCE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
80 . JUST DANCE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
81 . NAME THAT TUNE  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
82 . SONG WARS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
83 . MUSICAL  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
84 . 4 CORNER DANCE OFF  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
OTHER
85 . INVENTION CONVENTION  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
86 . WET LAND SPORTS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
87 . RAINY DAY GAME BAGS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
88 . WHOONU  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
89 . TO TELL THE TRUTH  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
90 . CABIN ROUND ROBIN  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
91 . HURRAY FOR RAINY DAYS!  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
92 . PARACHUTE ACTIVITIES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
93 . STORY TIME  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
94 . RAINY DAY BOXES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
95 . THE WEATHER  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
96 . EPIC DINING HALL DECORATING CONTEST  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
97 . CABIN DECORATING CONTEST  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
98 . STORYTELLING CARDS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
99 . GRANDMA AND GRANDPA BINGO  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
100 . JR . ACHIEVEMENT  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
101 . PRIZE WHEEL  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

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TIPS AND SCHEDULE
Be Prepared
•
Have 3 days of a rainy day Program/Schedule already made .
•
Practice it during staff Training
•
Use Station Games and Special Events
•
Use all of your facilities
Have a Rainy Day Survival Kit/Bag of Tricks
•
Balloons
•
Cards
•
Markers
•
Rubber Bands
•
Paper
•
Etc .
Make a list of activities you are going to do on Rainy Days
Plan 2-3 activities than can be done in 15-20 minutes .
Each staff member leading an activity with a group, after 20 minutes campers rotate to next
staff member.
Giving Points
Points don’t cost anything. You can give them away by the 1000’s. Giving them away will never
deplete your supply either. My weekly score board goes up to 1,000,000 points. We give them
out for almost anything .
Try this: 1st place- 10,000 points, 2nd place- 5,000 points, 3rd place- 3,000 points, and 4th place-
1,000 points .
Points are also given out for team spirit, good sportsmanship, effort, being on time, etc. Avoid
doing penalties. Instead, just add more points to the teams who are not poor sports.
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EXAMPLE RAINY DAY SCHEDULE
7:00-8:30 Mini free play Activities (Gym)
•
Double Four Square
•
Two Square
•
Climbing Wall
•
Ga Ga Ball (We use Tables & The Wall)
Game Room
•
Card Mania . . . .21,Thrash,Speed,Fast
•
Ping Pong Tourney
•
Foosball Tourney
Arts & Crafts Room
•
Coloring Contest
•
Drawing Contest
•
Tic Tac Toe Tourney
•
Dots
8:30-9:00 Opening Circle
9:00-10:00 (TAC) Total Camp Activity
Music Fest - Campers participate in Lip Sync, Air Band Contest & Dance Off
10:00-11:00 Rotation Station Games
1.
Gym . . . . . .Prison Dodge Ball
2.
Room A . . . .This is/Hot Potato
3.
Room B . . . .Thumper/Finger Math
4.
Arts & Crafts Room . . . .Signs/ABC Game
5.
Game Room . . . .Story of My Life/Human Foosball
1:00-2:00 Rotation Station Games (Whole Camp Event)
Community Challenge (Tug-A-War)
2:00-3:00 Special Event - Human Checkers/Chess
3:00-3:30 Snack
3:30-4:30 Large group Activity - Chase Race
4:30 Huddle-up
5:00-6:00 Free Play
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PART
1
SMALL GROUP GAMES
NO-PROPS
GAMES FOR 2-20 PLAYERS TYPICALLY
WHO’S MISSING?
1 . One camper leaves the room with an adult or teen leader.
2 . Another camper is chosen to hide, under a desk, in a closet, or even walk out the other
door .
3 . Then everyone has to get up and sit in a different spot in the room.
4 . When all are seated, the first camper is brought back and he/she has to tell everyone
who is missing from the group.
BUZZ - BING - BANG
1 . Everyone sits in a circle and someone starts counting .
2 . Each person sequentially says a number in a clockwise or counter clockwise direction
until the number 7 is reached, and instead of saying 7, that person says “buzz .”
Small Group Games - No Props 4

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3 . The counting continues until the next number that has a 7 in it or is a multiple of 7 is
reached; that person also says “buzz .”
4 . The sequence continues until someone makes a mistake (not saying “buzz” or saying
“buzz” at the wrong time).
For example:
1…2…3…4…5…6…BUZZ…8…9…10…11…12…13…BUZZ…14 . . .15 . . .16 . . .BUZZ . . .18 . . .19 . . .etc .
Variation:
To make the game more challenging, add the word “bang” for 5’s and multiples of 5, and if the
group still needs more of a challenge, add the word “bing” for 3’s and multiples of 3’s.
VIPER TAG
• In this game everyone starts out with two “vipers.” Your “vi-
pers” are your hands with your first two fingers up and ready
for striking position. (Like a peace sign with fingers bent on
both hands .)
• Once everyone has established their vipers and can make the
viper hiss noise, (do that now), then you are ready for play.
• Instruct the group that everyone is IT, but you must stay with-
in the boundaries (cones or other visual boundaries) .
• If you get tagged by someone’s viper, you must hold onto the bite spot with one of
your vipers, therefore losing one of your viper to strike with.
• If you get tagged again, you must hold onto the second bite spot with your other viper.
You are now pretty defenseless, however, not out of the game yet.
• If you get tagged one last time you get the opportunity to create a big death and dying
scene and then lay in the middle of the field or remove yourself from the game.
• The group can vote on the best death and dying scene after the game is over . Some-
times the dying scenes are the best part of the game!
ANIMAL CHAIN
1 . Participants sit in a circle .
2 . One person is chosen as the King Lion. Their action is to roar and show a crown on
their head .
3 . The person to the right of them is the mouse, who squeaks.
4 . Everyone else in the circle chooses the animal they wish to be with an action and sound.
5 . To begin, go around the circle and have everyone choose their animal, sound, and
action .
6 . The object of the game is to become the King Lion . The game is started by the King
Lion who does their action and sound as well as another animal’s action and sound.
7 . The player whose action the King Lion did, does their action and sound and then
someone else’s action and sound .
8 . This continues until someone goofs up or hesitates .
9 . The person who goofs up becomes the mouse and everyone moves one animal to the
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left. The tricky thing is when you move a spot; you become that animal.
HADOUKEN
1 . The group gets in a circle .
2 . There is an imaginary energy. It can be passed to the left or right by putting their hands
together towards the person on their left or right and yelling “Hadouken”. They are
shooting out the ball of energy from their hands .
3 . That person can reject the energy, however, by saying “Tiger Uppercut” in a fun accent
and giving an uppercut .
4 . Play with these rules before introducing the next—Zen Archer, where participants
shoot a bow and arrow and send the energy to any individual in the circle.
5 . That person can reject it with a Zen Shield, by crossing their arms.
6 . The Zen Archer, then, can send a Flaming Arrow back to the person, who must then
dramatically die .
UNFORTUNATELY/FORTUNATELY
1 . All participants sit in a circle .
2 . The leader starts the story with a sentence beginning with the word, “fortunately”.
3 . The next person continues the story with a sentence beginning with the word “unfor-
tunately” .
4 . The pattern continues through the entire circle.
The goal is to create a story that makes sense and can be ended by the last person in the circle .
Example: Fortunately, my car started this morning. Unfortunately, my car was out of gasoline.
Fortunately, my friend showed up. Unfortunately, he got lost on the way.
OLYMPIC SPEED WALKING DUCK RACE
1 . First, have participants practice their speed walking techniques. Have them really get
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their arms and hips into the motion .
2 . Then have participants waddle, quack, and flap their arms like a duck.
3 . Now they need to combine all of these motions as gracefully as possible and have a
race with their buddies.
As a judge, you are looking for form and a good laugh!
HOW LONG IS A MINUTE?
1 . A leader times a minute .
2 . Participants raise their hand when they feel that a minute has past.
3 . The leader determines who the closest person to a minute was. The
leader will need to wait longer than a minute the first few rounds
to get the people who raise their hands at 90 seconds.
Continue trying a few times to see how many people can guess close to a
minute .
WINK
1 . Participants make a circle sitting down.
2 . One participant is chosen to be the Guesser and must leave the group and face away
from them until a staff member has told them to rejoin the group.
3 . Participants in the circle close their eyes and a Leader walks around the circle and taps
one person on the head . This person becomes the Winker .
4 . Participants open their eyes and the Guesser comes back to the middle of the circle .
5 . Participants in the circle look at each other in the eyes waiting to get winked at by the
Winker .
6 . If a participant is winked at, they must lie down on their tummy and are out of the
game .
The guesser gets 3 chances to guess who the Winker is before the Winker has winked at everyone.
The game ends when the Guesser guesses correctly or they use all three chances.
HAVE YOU EVER?
1 . Group stands in a large circle with each person on their own carpet square.
2 . Facilitator begins in the middle of the circle .
3 . Each person in the middle will start by saying his/her name and then the group will:
clap twice, slap their legs twice, snap twice and point their index finger at the person
in the middle and yell his/her name .
4 . At this point, the person in the middle poses a question to the group . “Have you ever
________?”
5 . If the question is true for anyone on a carpet square, then they must find a new square
that is not the one they are standing on or is not directly to their right or their left .
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6 . The person left in the middle starts again .
CAPTAIN IS COMING
It’s Simon Says with some adventure!
First, you’re on a boat, so you need to know
some things:
• Bow = Front of the Boat
• Stern = Back of the Boat
• Port = Left Starboard = Right
• Captain is Coming = Everyone salutes
and no one moves until facilitator says,
“At Ease .”
• Swab the Deck = Everyone Mops
• Seasick = Heaving over the railing
• Jellyfish = 5 people each with one hand in the center of a circle
• Life Boat = 3 people sitting on the ground in a single file line rowing
• Ballroom Dancing = 2 people dancing on the deck
• Disco on the Deck = show off your moves!
• Climb the Rigging = Climbing Up
1 . So basically all these commands are yelled out to the crew of the boat.
2 . Everyone remains a crew member until they mess up or are extra if a set number is
needed .
3 . When a person messes up, s/he becomes a shark and must circle the boat . Sharks hold
their palms together and hold their “fin” above their head and try to look like Jaws.
SLEEPING LIONS
One of our favorite Rainy day Activities is a game called Sleeping Lions:
•
To begin the game; a person is assigned to be the Zoo Keeper .
•
The rest of kids are the lions .
•
The lions are told to get comfortable and then are told to go to sleep .
•
The lions now cannot move. Breathing motions, eye blinks are allowed.
•
The lion keeper than goes scouting for any movement among his lions .
•
Lion keeper watches for a twitch of the finger, a head movement, talking among lions, a
leg adjusts, etc .
•
Lion keeper says, “Jesse, I saw your fingers move.”
•
Jesse then moves outside the lion area .
•
The last lion sleeping then becomes the zoo keeper .
The kids love this game. In the afternoons we have had kids fall asleep on the carpet playing
sleeping lions. Some kids become extremely good sleeping lions…they lay there motionless…I
have had difficulty catching them move.
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PART
2
SMALL GROUP GAMES
PROPS REQUIRED
GAMES FOR 2-20 PLAYERS TYPICALLY
FIRST TO 100 DICE GAME
Supplies (per team):
• Blank Pieces of Paper
• One Pencil
• Two Dice
Instructions:
• Divide group into teams of 5, each player has a piece of paper .
• Teams sit around a table and take turns rolling the dice .
• The first player to roll a 2 (snake eyes) grabs the pencil and starts writing 1, 2, 3, and so
on, up to 100 as fast as they can .
• Meanwhile, the dice gets passed to the next player, and the next player, etc. Each time
a player rolls a 2; they take the pencil and start writing.
• The first player to get to 100 wins.
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• There is only one pencil. You have until the next 2 is rolled to get as far as you can.
• The next time you roll a 2 and get the pencil, you pick up where you left off and con-
tinue as fast as you can .
Variation:
You can change the number that you want them to roll to encourage adding or just do matching
numbers .
PIPE CLEANER COMMUNICATION GAME
1 . Pair up the group and give each person a pipe
cleaner .
2 . Have each pair sit back to back .
3 . One person will make a shape first (about a min-
ute) while the second person waits quietly.
4 . After their shape is complete, the first person has
about 2 minutes to describe their shape (without
showing their partner) so that their partner can
make the same shape .
5 . After the two minutes, both turn around and
compare their shapes .
6 . Have the partners switch roles.
This activity can be easily debriefed by talking about clear communication when you can’t see
the person or object you are talking to or about .
MINEFIELD
• Mark off a starting and ending area.
• Throw “mines” or random objects (balls, bandanas, stuffed animals, etc.) in random
places between the starting and ending point.
• One group member is blindfolded and the rest of the group is standing a distance
away from the blindfolded person.
• The group’s job is to direct the blindfolded person through the minefield without step-
ping on any of the “mines”
• Have the group come up with their own strategy on how they are going to direct the
blindfolded person, but make sure everyone gets a chance to direct the person .
NAME SIX
1 . Participants sit in a circle .
2 . One Leader stands in the center of the circle .
3 . The Leader closes their eyes while the others pass an object around the circle.
4 . When the Leader claps their hands, the participant who is caught with the object in
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their hands must hold it up .
5 . The Leader points to them and names a letter.
6 . Once the letter is said, the participant holding the object begins passing it around the
circle .
7 . That participant must name 6 things that begin with the said letter before the object is
returned to them .
Challenge: have two objects and two letters going around the circle to confuse people. If 6 words
are too few or too many, feel free to adjust.
HUMAN HUNGRY HIPPOS
Supplies:
• Bungee Cords
• Scooters
• Plastic Ball Pit Balls or small balls or balloons
• Laundry baskets or buckets
• Helmets
Instructions:
• Designate 4 stationary areas to be the anchor .
• Kids are “ Hippo” .
• 2-4 kids can play at once .
• Wrap the cord around a pole or other stationary/anchored area and attach the other
end to the scooter .
• If a pole or other anchor is unavailable, adult staff can hold the end of the cord loosely
tied around the waist of participants. This also will help if slack is necessary.
• The Goal is for players to grab as many balls as they can from the middle and put them
in a container back at their station .
• Players scoot to the center and grab as many balls as they can .
• Balls should be inside the circle or designated game area . Balls that roll outside the
circle are dead. This important rule keeps players from swashing balls closer to them
and then getting them later.
• You can use plastic play balls (ball pit), small gator balls or balloons
• To find the center of the playing area, cross the bungee cords between opposite ends
and then put a piece of making tape at the center of the X .
There are some great videos online that show
different ways to play this game. Here are a
couple to watch...
https://youtu.be/_vF-p1S5wvM
https://youtu.be/4sbZfcfeBR0
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WHAT IF
Supplies:
• 1 small slip of paper per person
• 1 pen or pencil per person
Instructions:
1 . Everyone gets a piece of paper and they have to write a question starting with “What
if....” ex. What if the sky was green?
2 . Then you collect all the questions and mix them up.
3 . Hand them back out and the question on the paper is to be answered on the other side
of the paper .
4 . One person asks the question that is on their paper, and the person beside them reads
the answer on their sheet of paper. The answers are not the match to the questions, but
that is what makes the game funny!
ROBOT PAPER WARS
Team building activity for ages 7 and up .
This activity is good for teaching team work and the importance of communication, while also
allowing the kids to have some fun.
Supplies:
• Balled up wads of paper strewn about the floor (the more the better!)
• Blindfolds (2-4)
Instructions:
Step One:
Divide the kids into teams of two. Explain that one will be the programmer; the other will be
the robot. The robot will be blind-folded and will have to rely on the programmer for directions.
Step Two:
Explain that the goal of the game is to knock the other robot out or destroy the other robot by
using ammunition found throughout the battlefield. The programmers will direct their robot
through the battlefield and instruct them through battle.
Step Three:
Using camp counselors to model, show the campers how to play the game. The programmer
will stand behind the robot and verbally instruct them to move forward, right, left, backward,
fast, slow, etc. The programmer will need to communicate when to pick up ammunition and in
which direction to aim and fire.
This can be done as many times as needed (you can do first shot and out or three shots and out
depending on the amount of kids). Always have partners trade out and try both positions.
Up the Ante:
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Add in more teams in advanced rounds to make it even more challenging
Step Four:
Discuss how the game went and ask leading questions. What was difficult about being the pro-
grammer? What was difficult about being the robot? Did you receive the communication you
needed? How could communication between the two have gone better?
STICKY SITUATION (Minute to Win It game)
Supplies:
• A carpeted room would be best (if possible)
• Tablecloth
• Marbles
• Double Sided Tape
• Rectangular Table
• Bins to catch marbles (optional, but recommended if not playing in a carpeted space)
• 2 Plastic Snack Cups
Goal:
From the opposite end of the table, players must
roll 5 marbles so that they stop on the tape with-
out rolling off the table.
Prep:
• Place the tablecloth on the table, making
sure that it’s pulled taut without bunch-
ing or wrinkling.
• Cut a strip of double-sided tape that will
run the width of the table and apply it
to the tablecloth at one end of the table .
• Try the white tape first and if it doesn’t
work, try the clear tape.
• Wait to remove the backing until you are ready to play .
• Bins can be placed at the end of the table to catch any marbles that don’t stick to the
tape and roll off the table.
• Place the marbles in the cup and place the cup at the opposite end of the table from the
tape .
• Just before you’re ready to play, remove the rest of the backing from the tape .
The player should be standing at the opposite end of the table from the tape . They must hold a
cup full of marbles in one hand and place their other hand behind their back . The player should
be standing at the opposite end of the table from the tape .
Instructions:
• The player may start to roll the marbles, one at a time, in an attempt to get them to stick
on the tape at the other end of the table .
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• If a player had rolled all marbles in their cup before one minute is up, you can supply
them with more marbles.
• If he or she can get five marbles to stick on the tape before the timer runs out, they win.
INDOOR FOUR SQUARE
• Moved furniture as far out of the center of the room .
• Use painters masking take on the floor to create the four square playing area.
• Use a softer ball than the typical playground ball usually used outside .
• Come up with bracket listings and best of the best.
LIFE-SIZED ANGRY BIRDS
We did a life size angry bird game . I gathered about 50
boxes of different sizes and shapes. I made pigs with
small and large Mountain Dew bottles with pig faces.
We filled the bottles part way with water to keep them
from falling over too easy. And the birds were different
color playground balls. Each time the boxes and “pigs”
were set up differently. I didn’t make a catapult, but that
would make the game better. I just had the kids throw
the balls. It was a huge hit! I had only planned it for one week, but the kids kept requesting it,
so we kept it for the whole summer. The not only loved playing, they liked taking turns setting
up the next round.
Variation from another camp:
Grab some cardboard boxes out of recycling, divide them up between two groups. Get a couple
stuffed animals, we use 3 for each group, but you can use more. Each group builds a structure
putting the animals on it, but not inside the boxes. Once both groups are done building their
structure, they get to try and bounce a play ball at the other teams and knock it over so the
animals touch the group . * It is important to emphasis they have to bounce the ball, if you just
throw it the game is over pretty quick.
KID CURLING
Kid Curling is a game in which players push a scooter with a child on board towards a target
area which is segmented into 3 sections. Two teams, each with 4 - 6 players, take turns pushing
the scooters across the gym towards the target area. The purpose is to accumulate the highest
score for a game; points are scored when the scooters pass one of the 3 target lines.
Supplies:
•
2 Kids Sit Down Scooter with handles (1 per team)
•
Painter’s Tape
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To be played in a gym . Put a start line at the pushing end . Put 3 tape lines at the target end
about 1’ – 2’ apart (depending on the size of your gym) .
Instructions:
• Split the children into 2 teams – try to divide them equally by height and weight.
• From behind the start line, the pusher must push the scooter, with a passenger, across
the gym to the finish line. The object is to cross the 15 point finish line.
• Team 1- all players take their turns . Add up the scores .
• Team 2 – all players take their turns . Add up the scores .
• Highest score wins.
Please show children how to grasp the handles safely.
Created by former staff member, Geoff.
MARSHMALLOW FLING
Supplies:
• Marshmallows
• Plastic spoons
• Small paper lunch bags
Prep:
• Players split into teams of two.
• Each team has a marshmallow flinger and a marshmallow catcher.
• The playing field should be about 15 feet wide.
• Tape a long strip of masking tape on the floor. This is the flinging line.
• Then, make two two-foot squares on the floor out of masking tape, each 10 feet from
the flinging line. These are the boxes that the marshmallow catchers stand in.
Instructions:
1 . The marshmallow flinger uses the plastic spoon to fling marshmallows to his team-
mate, the catcher .
2 . The catcher catches the marshmallows in the bag, but she can’t leave her masking tape
box. The flingers fling from 10 feet away.
3 . First team to catch 10 marshmallows in their bag wins. (http://pbskids.org/zoom/
games/)
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CABIN BATTLE SHIP
• Give cabins walkie talkies and have them set up a battle-
ship board on the floor of their cabins.
• Have them place their battle ships and use walkies to call
back and forth! Ton of easy fun!
GLOW IN THE DARK BOWLING
• Put a glow stick into a bottle of water... and now it glows in the dark!
• Line ten of them up bowling pin style.
• Use something round as a bowling ball... and now you’re bowling!
While we’re a day camp, and can play this in a darkened inside room, I can only imagine how
cool it would be outside at night.
MINI-MARSHMALLOW POPPING CONTEST
Supplies:
• Balloon, uninflated (1 per popper)
• Scissors
• Utility knife (staff only)
• Paper cups
• Duct tape or rubber bands
• Mini marshmallows
• Paint
• Paper or poster board to make targets
• Plastic for floor and wall
Instructions:
1 . Knot the end of the balloon, then snip off ½ inch from the top. Cut off bottom of a paper
cup .
2 . Stretch the balloon over the cut off end of the cup so that the knot is in the center.
(You’ll need to hold the balloon in place when you “pop,” or secure it with a rubber
band or tape for little hands.)
3 . Place a bowl on the ground.
4 . Tape a line on the floor a few feet away from the target.
5 . Place a mini marshmallow into the cup so it fits snugly in the knotted center of the
balloon .
6 . While aiming the cup at the target, pull the knot back, release, and send the marshmal-
low soaring.
7 . See who can pop marshmallows the farthest or get the most into a bowl that’s a few
feet away.
Variation:
You could have a teammate hold a paper bag a few feet away to try and catch the marshmallows.
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BLIND BALLOON VOLLEYBALL
One rainy day activity that we almost always fall back on is Blind Balloon Volleyball.
• I push all the chairs back in our meeting room,
• string a rope across the center of the room,
• and clothespin blankets up from the rope, so you can’t see from one side to the other .
• Then I split the kids into two teams and they volley back and forth until the balloon
hits the ground on one side--that’s a point for the other team .
• I make it harder by limiting the number of hits on each side, or by throwing multiple
balloons into the court .
• I make it easier for smaller kids by putting several balloons into a trash bag and knot-
ting it shut (easier to hit and keep up in the air) .
Beach volleyball might work too, but I am too afraid of breaking a light overhead to try that.
BLANKET DROP
One that’s a lot of fun later in the week, when most people are SUPPOSED to know each other’s
names, is called Blanket Drop. It’s pretty simple.
• We sit the kids down in two groups, facing each other.
• Two staffers stand in the middle, holding up a blanket so that the two groups can’t see
each other .
• I point out one kid from each side to crawl quietly up to the blanket, and position them
so they are sitting directly opposite each other, with the blanket hanging between them.
• Then, on the count of three, the staffers drop the blanket and the first kid to say the
other kid’s name gets a point for his team .
It’s always hilarious when someone is pointing and gaping and trying to come up with the other
person’s name (and can’t!) . It’s also fun to set siblings up against each other, or cousins, or best
friends .
RAINY DAY RELAY
Supplies:
• Red Solo cups
• A couple of buckets
• Some dry towel for the end of the game
Instructions:
• Each group gets 15-20 red solo cups and a bucket .
• The object is to fill the cups up with the rain water and then fill the bucket.
• How you fill that cup is up to the campers. Mud puddles, wet shirts, holding the cup,
or whatever way you want.
• The only rules are you can’t get it from the water fountains, or sinks it must come from
the sky .
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NOODLE HOCKEY
A “new” one that was a HUGE hit last year was Noodle Hockey.
• Our dining room tables have long, heavy benches, so we turned those on their sides
and lined them up to make a rectangular “rink .”
• Chairs or cones mark the goals .
• Then we split the kids into two teams,
• gave them all pool noodles,
• and threw a small plastic ball into the rink.
• There aren’t many rules other than no hands, and points are scored by getting the ball
into the opposing team’s goal .
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PART
3
LARGE GROUP GAMES
AND COMPETITIONS
TYPICALLY DESIGNED FOR 20 OR MORE PLAYERS
HUNGER GAMES
Set-Up:
• Hunger Games is played outside in coned off area or in a gym.
• Cornucopia is the center circle in gym or 3-5 hula hoops outside .
• Fill the Cornucopia with pool noodles, soft Frisbees, small dodge balls and large dodge
balls. The number of items depends on class size. Class of 30 = 6 of each or less.
• Students can only hold one ball or noodle .
Instructions:
• Objective is to be the last player in the game .
• Students start game on baselines .
• Soft Frisbees eliminate players hit on legs .
• “Tagging” with small dodge balls eliminates players.
• Large dodge balls are thrown and eliminate players when hit anywhere between their
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shoulders to their feet. Thrower is out if ball is caught or hits a players head.
• Eliminated players identify themselves by dropping equipment, placing hands on
head and going to designated area .
• No helping from side lines .
• Watch for those students who may be “honestly challenged”.
• When two players are remaining start stopwatch for 1 minute to
speed up game .
• Return equipment to Cornucopia and start a new round.
Another variation is adding a counselor who is a “tracker jacker” who
runs around trying to “sting” or tag campers with a pool noodle. If tagged,
campers would have to lie down for 10 seconds at the mercy of the other
“tributes” to be eliminated .
PILLOW CASE BINGO
Campers have 15 minutes to go around camp (inside) and find items to fill up a pillow case (we
have enough cases so that each group can have one). The better items are ones that there are
limited in numbers around camp. While the campers are filling the pillow cases—the unit head
is making a list of items that she/he will ask for.
Instructions:
1 . Each group lines up in the gym in a straight row. The pillow case is at the end with a
camper .
2 . The Unit Head will announce an item that campers will look for and pass up to the
front .
3 . The camper in the front of the line will hold it up high and the first will get three
points, second two points and the third one point.
4 . Then the camper in the back goes to the front and each camper moves back on position .
This goes on until one group hits 21 points and is declared the winner.
LARGE GROUP POPCORN
Supplies:
• 2 trash cans
• Lots of balls of different sizes
Set-Up:
• Dump all of the balls out in the room allowing them to spread out and roll everywhere.
• Put one trash can on one side of the room and the other trash can on the other side of
the room .
• Divide the group into two teams and each team has their designated trash can.
Instructions:
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• The goal is for the teams to get as many balls into their trash can as possible .
• Once a person touches a ball, they cannot move . They must toss the ball to a teammate .
• The teammate then passes it to someone else—until it gets in the trash can.
• If they do not have a ball in their hand they can move .
This is a great team work game and it gets a lot of energy out.
SOUND OFF
Some animals find mates using sound (but predators also listen!).
Set-Up:
• To simulate this, have all children get into
a circle on a flat surface (meadow, gym-
nasium) .
• Put on blindfolds .
• Give every child a noisemaker (bells,
beans in a film canister, clickers, etc.),
making sure that every noisemaker type
has at least 2 to 4 people using it .
Instructions:
• Players need to try and listen for someone making the same sound they are, and make
their way over to them while blindfolded.
• For the first few rounds, just let them find someone making the same sound.
• When they find a correct ‘mate’, both players take off their blindfolds and walk quietly
to the side lines and sit as a pair until the simulation is over .
• After the campers understand their mission, introduce a predator for later rounds . The
cost of making noise is that other animals are listening too, and for different reasons!
• Have the children try to find their mates blindfolded while trying not to attract the
attention of the predator.
• If the predator finds them or runs into them (predator is also blindfolded but makes
NO NOISE), the ‘prey’ is killed and takes off their blindfold and sits out for the rest of
the round .
If someone lives until the end of the game (stop when there are only ‘singles’ left making noises),
but doesn’t find a mate, the species is in trouble even though one lived! Talk about how it felt
trying to find your ‘mate’ by sound, knowing predators are also listening.
You can talk about other examples of finding mates using...
• Light (lightning bugs, who flash in different patterns according to species, but there is
an imposter who mimics the flashes and then eats the unsuspecting bugs who come
over!)
• Smell (salmon find their way back to their home spawning grounds using smell, and
you can simulate this by making ‘trails’ of index cards sprayed with different scents to
see if the students can follow a specific trail, or kids can try to find a ‘mate’ who has the
same smell they do (film canisters with cotton balls soaked in different scents))
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• Sight (males of sexually dimorphic species are brightly colored or have long tail feath-
ers, etc. to attract the females, but also so the predators are more likely to catch the
males rather than the females on their nests) .
EXTREME PICTIONARY
Supplies:
• Flag belts for everyone
• In each corner:
◦ List of items
◦ Chair for each team
◦ Whiteboards & markers for each team
Instructions:
• Divide the group up into four teams, one for each corner of the gym .
• The goal of the game is for teams to name each item on the list by playing the game of
Pictionary .
• To get the item to draw, one camper must run across the gym and ask the staff person
in the chair for the next item to draw and then run back.
• In the middle of the gym there are about 10 staff trying to pull a camper’s flag belt.
• If a player’s flag is pulled they have to go back and tag the next person to try and make
it across. On the way back, a camper’s flag cannot be pulled.
• Once the kid gets back they use the whiteboard to draw the item. The same rules of
Pictionary apply .
• When a team has finished the list, everyone sits down.
HYPED UP BINGO
Supplies:
• A bingo kit with the balls
• Bingo sheets
• Chips or doppers to mark the numbers
The game is played as normal except that the caller
is SUPER excited about which numbers come out.
Picture a caller more like an auctioneer, shouting
and pointing around the crowd at whoever gets
the numbers .
It also helps to place counselors around the room
to bump up the energy level and get the campers
into the game . The heightened energy makes ev-
eryone feel like they’re playing a big stakes game
and the winner will be pumped!
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INDOOR ROCK DROP
This is an indoor version of one of the most popular evening programs we do at camp. It’s a fa-
vorite for all ages, although we have found the indoor version goes down best with the younger
boys .
Set-Up:
• Set-Up time is approx. 1-2 hours
• First, staff will need to fill a bucket full of small rocks or pebbles, this takes time.
• You need a large recreation hall type space that you can black out so it’s completely
dark. We do this by pinning trash bags to the entire window, and it works fine. This
game is played completely in the dark!
• Then, staff needs to build a sort of obstacle course in the space - chairs, benches, canoes,
those play tunnels...anything you can find really.
• Then place 1-4 empty buckets (depending on how big your space is) in different loca-
tions around the room, and one bucket full of rocks at the starting point of the obstacle
course .
Instructions:
• Campers should dress in all black
and comfortable long sleeves and
pants that they can crawl on the floor
in .
• Campers take one rock from the full
bucket, and try and get their rock
into an empty bucket by making their
way through the obstacle course.
• Staff are hidden around the room,
with flashlights, and they are trying
to catch the campers out .
• Staff will shine their flashlights onto
the campers, and the campers have to freeze . If they move, they have to go back to the
beginning of the obstacle course .
• Campers can only crawl on hands and knees, or slither on their bellies. If a staff mem-
ber shines the flashlight on them, and they are standing, (and/or moving) they go back
to the beginning .
• If a team gets a certain amount of rocks into their bucket by the end of the game, they
win prizes.
Rules for Staff:
Staff can only have their flashlight on for a maximum of 3 seconds, and must wait another 3
seconds before turning it on again. Whilst you want it to be a challenge, you don’t want it to be
impossible to get through the obstacle course!
The idea is that it’s normally staff vs campers, so the PRIZES might be.... “If you get 50 rocks in
the buckets, staff will do your camp duties tomorrow!” or “If you get 100 rocks, you can throw
the director in the lake!” etc .
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We normally do 3 rounds, each about 15-20 minutes long . After each round, campers, gather
back at the starting points, and the “scores so far” are announced (we normally make these up,
since there isn’t actually time to count them). Also, on the last round we always add battle sound
effects or atmospheric theme music, which makes it even more exciting.
We have also found that it’s best to let the campers go through in batches of 20-40 (again de-
pending on how big you space is) since you don’t want too much traffic in the obstacle course.
THE NUMBER GAME
I learned this game on a cruise years ago .
Supplies:
Prepare for this game by making 2 (or 3) sets of numbers (1-5) each on a sheet of construction
paper (we use one color per set).
Instructions:
• Divide players into 2 (or 3) teams .
• For each team, select 5 people to come up to the front of the room and each will hold
a number .
• Begin play by calling random 5 digit numbers (such as 52,341 or 23,154) . It helps us to
write these numbers in advance!
• Teams race to be the first standing in the correct order to create the number called,
reading left to right .
• After each child has had the chance to play 3 or 4 times, let them choose someone else
on their team to have the number .
THE ALPHABET GAME
• This game is similar in concept to the numbers game, but you will pass out 2 sets of
alphabet letters (one set per team).
• Children will start play from their seats. Any number of children can play this game,
and it is okay for children to have 2 or 3 letters (or more if necessary).
• To begin this game, you will randomly call letters of the alphabet.
• The first team to the front of the room with that letter wins a point for their team.
• Once children get the hang of that, you may start making simple words (like D-O-G,
C-A-T, D-U-C-K or C-A-M-P) as long as no letter is repeated.
• All of the children holding a letter to that word must come up and stand in the correct
order to form the word.
HUMAN FOOSBALL
Supplies:
• Chairs for each person playing
• Beach ball
Set-Up:
• Set up the chairs with two chairs for a goal.
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• Three chairs in the next line facing the goal.
• Five chairs in the next line with their backs to the three chairs.
• Five chairs across from the other five chairs facing them.
• Three chairs with their backs to the five chairs.
• Then two chairs for the goal and they are facing the three chairs.
x x ---face to
o o o ---face
x x x x x ---back to
o o o o o ----back
x x x ---face to
o o ---face
Instructions:
• The ‘x’s are one team the ‘o’s are the other team.
• Have teams take their seats .
• Play like soccer, without use of their hands. The beach ball is kicked around the room
and each team tries to score through the other team’s two chairs.
◦ We do not count goals that are really high above the head because the players must
stay seated in their chairs and even the goalies are not allowed to use their hands.
◦ We have also learned to have counselors stationed throughout the room because
the balls sometimes is out of every players’ reach and the counselors just toss the
ball back into play .
FIVE THINGS ABOUT THE COUNSELOR
• This can be done in large groups or small. It can be done with individuals or with ev-
eryone agreeing as a group .
• The goal is to decide which list matches each counselor.
• Depending upon how you play, depends upon how many sheets of paper with the
numbers 1-5 you will need.
Example Paper Handout:
Five Things About a Counselor
My name/Group name: _____________
My/our counselor choices are:
1 . _______________
2 . _______________
3 . _______________
4 . _______________
5 . _______________
Director Choice (Bonus): __________
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• Each counselor writes down five things about themselves. They are all truths. Some
examples: afraid of honeybees, grandfather was a CIA agent, mom was my high school
principal, like to hike, etc .
• You can have them write the 5 items on poster size paper and place around the room
taped to a wall, or you can put the list up on a wall via a slide projector. Format de-
pends upon your accommodations and needs and whether you choose to play using
individual or group competition .
• If you choose individuals, you can place buckets in front of each list for campers to
place their guesses in. Tally and announce winner(s) over lunch.
• If by group, each group can have a point person who goes to the front and gives their
teams nomination as each poster is announced .
• Ahead of time, create a poster board showing each team name. Mark tallies by each
team if they guessed the correct counselor .
• Tiebreaker can be the director guesses as kids might not know him/her as well as they
do the counselors .
• Award prizes! Think of non-monetary items such as line leader, complimentary snack
bar item, etc. Have winners all take a turn at the pinko or punch out board.
BATTLE BALL DODGEBALL
One activity we do is having an all camp battle ball game which the camp-
ers never seem to become bored with it.
• We stand up our tumbling mats and place cones on top of them
equally on both sides of gym .
• Dividing the group in half and placing all of the Gator balls ran-
domly in the middle, the whistle blows and the game begins.
• The rules are that each team is trying to knock down all of the
opponent’s cones .
• If you throw a ball and it hits an opponent, he/she has to go out of the game on the side
line .
• If they catch a ball, the person who threw it is out.
• When a cone gets knocked off a mat, it’s a jailbreak and everyone is back in.
• If all cones are down, the team who knocked all the cones down finishes the game by
throwing the Frisbee in the basketball net.
• If they miss it is not over until the Frisbee makes the net .
BINGO BALL ELIMINATION
• Give each person in the room a piece of paper or 3 by 5 card and have them write a
number from 1 - 75 .
• Everyone stands .
• Call numbers from a Bingo Ball Cage, pieces of paper with 1- 75 or use an App on your
phone that calls Bingo numbers!
• When your number is called…you are out and you sit down.
• Last person(s) standing wins (more than one person may have that last number)!
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PART
4
EVENTS
PROGRAMS THAT CAN SPAN 4 OR MORE HOURS
AND INCLUDE THE WHOLE CAMP
UGLIEST COUNSELOR CONTEST
This activity is similar to the reality TV show: America’s Next Top Model, with Tyra Banks. In
this game, campers get to decide which of their counselors is going to be participating in a Beau-
ty Contest . There should be about 40 minutes available for youth to prep their counselors, and
about 40 minutes available for the contest. These times can be extended or shorted, depending
on the number of cabins participating .
Instructions:
• Makeover the counselor using odd clothes, make up, hair gel, etc .
• Campers must prep their counselors on a number of areas to compete in .
• The first portion will be introduction with name and accent.
• Counselors must put on their best show with two creative poses at the end of the run-
way for the judges.
• The second portion is the camp spirit portion, where they must show some sort of
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spirit towards camp. Counselors and campers are left to full creativity for this segment.
• And finally, there is a questions portion, where the host or judges will ask the counsel-
ors a number of questions (don’t forget the all famous, “If you could have one wish,
what would it be?”).
• Senior staff or support staff play the hosts or judges for the show.
Since it is raining, this should take place in a large open area, like dining hall or pavilion . Cabins
will be posted at a table and be the judges for the ugliest counselor. The campers will applaud
who they feel are the ugliest and the winners will continue on to the Dating Game Show. Get
creative and keep it fun . This activity can be fun for all ages .
DATING GAME SHOW
Three winners from the ugliest counselor contest will
move forward to the dating show. The man of their
dreams will be the contestant. The contestant should be
an attractive counselor who has a nice shirt and comb
over . The contestant and his mother (an overprotective
woman who only wants the best for her son) will be
seated facing towards the audience with their backs
turn towards the three “ugly” counselors.
The host will ask typical dating questions such as, favorite date, perfect vacation, hobbies, etc.
The host will have to improvise and guide the dating game show. Contestant gets help from the
audience to select/eliminate ugly counselors .
Contestant will meet by being blindfolded. The spoof will be that he will get pied in the face by
the ugliest counselor for being shallow.
JUNGLE DAY
One of my personal favorites in terms of an indoor activity is a mixture of team building and a
scavenger hunt. Although it is an indoor activity, we used a few small buildings/cabins along a
circular path. In each building groups had to complete a task together in order to reach the exit
door, leading to the next cabin/challenge.
The Setting:
It was “Jungle Day,” so during dinner a few of the staff started a commotion in the kitchen, com-
plete with humans yelling and monkeys shrieking. Once the monkeys ran out, the counselors
ran into the dining room and exclaimed that the monkeys had stolen dessert, but dropped a
treasure map. (The map was a picture of the buildings at camp, with a pathway drawn from the
dining hall, around a circular paved path that included going through four cabins .)
The group was anxious to start the search.... as they did so the counselors continued their acting,
stating things like “we should not go out there...what about the lava that is on both sides of the
path!?! I am nervous we will fall in...” to make sure that the group would stick together, look
out for one another and follow the path that was drawn out.
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General Set Up Notes:
Some of the tasks require some set up beforehand. Also, a “Jungle Spirit” was present for each
tasks. They were able to help facilitate help where needed without being affected by any of the
jungle dangers. (More of an explanation to follow...)
Then they set out . . .
Building/Task 1: Poison Vines
Set Up:
• The path led to a long building with two doors, one at each end.
• Before the group got there, we had taken toilet paper and hung long strips from the
ceiling so it just about touched the floor. (The TP was hung in a line, so it looked like a
curtain or partial wall. This “wall” was located about 2/3 of the way in the building, so
there was room to move around on the entrance side.)
• The strips have to be close enough where the campers can’t just walk around them,
and they have to be close enough to the ground where they can’t just slide under.
• Soda cans and bottles can be taped to the bottom of each strand, to create tension, mak-
ing task completion easier .
• On the side of the building that the group entered, there is to be nothing present except
for a pile of elastic bands. This is the task with the most set up.
Task:
• In order to continue on the journey, the campers have to work together to figure out
how they can reach the other side WITHOUT touching the poison vines. If any one
touches the poison vines, they risk losing their taste buds, therefore not able to eat the
rescued dessert .
• Ultimately, the group is to figure out they can shoot the rubber bands at the vines to
make them fall, creating a hole for the group to get through . [Note: Jungle Spirit is on
the exit side of the vines, collecting elastic bands to send back to the group on the other
side .]
• Once through the vines, the path led to a second building .
Building/Task 2: Eagle’s Nest
Set Up:
• All items were put behind
closed doors, to leave the
group to find only the ma-
terials they were allowed
to touch .
• Long branches, blankets and various balls were scattered around the empty portion of
the building .
Task:
• Jungle Spirit exclaims that the Momma Eagle had left the nest to find food, and in the
wind the nest was ruined, leaving the eggs scattered.
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• The group must figure out how to rebuild a nest (using only the tree limbs and blan-
kets) and get the eggs (balls) back into the nest before Momma returns .
• HOWEVER, it is a known fact that Momma birds will not care for any eggs that hu-
mans touch, so the group CANNOT use any part of their body to get the eggs in the
nest!
• Once the nest is built, rush everyone out before Momma Eagle returns! You can have a
timer set to start decreasing in time if you feel your group could use a challenge!
Building/Task 3: Alligator Swamp
Set Up:
• Spread out a large tarp on the floor just inside
the next doorway.
Task:
• Counselors should rush everyone in and onto
the tarp, BUT DON’T FALL OFF or the alliga-
tors will eat you!
• The group is standing on a magic raft, if they
can flip it over to the other side WITHOUT ANY ONE FALLING OFF, and then fold it
in half WITHOUT ANY ONE FALLING OFF, the Jungle Spirit can fight off the alliga-
tors for 30 seconds while the group runs out of the swamp and out the next exit.
Building/Task 4: Jungle Coins
Set Up:
• Cut out gold coins from construction paper .
• Write out the name of the location of the dessert, one letter on each coin.
• Hide the coins around the treasure cave .
Task:
• The group has to collect the coins and unscramble the name of the location of the des-
sert! [You can really play this part up with having pots/pans and large spoons on hand
in the “cave,” passing them out to the campers before leaving the cave so they can bang
them together on the way to the final destination, so as to scare away the monkeys as
you arrive at the dessert location .]
Side Notes:
• Dirt Cups (chocolate pudding, crushed Oreos and gummy worms) go with the theme
well!
• Overall, even though we were out in the weather for the travel between buildings, it
was not much. The rain added to the jungle feel!
• As always, the more energy and acting the staff put into the hunt, the more the campers
get into the activity! It is helpful to have one or two outgoing staff that know the story
behind each task, and can dramatically narrate as the tasks come up (this is different
than the Jungle Spirit role). For instance, with the poison vines they can say, “OH NO!
I was hoping to never run into the POISON VINES! How are we going to make it to the
other side?? You know we can’t touch the vines or else. But it does look like we have
these super bands . . .”
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HUMAN CLUE GAME
We turned our center into a giant human clue game . The giant human clue game plays out just
like the board game but our building is the board and the kids are the players . This game can be
adapted for any building or space .
“Something has happened to our dodgeballs! Sometime between
sunrise yesterday and upon closing up of the center last night, the
dodge balls have disappeared from the storage room. This is all we
know.”
“But, we do have some clues to work with. Take your list of clues
and go to different rooms and find out information.”
Objective is to find:
• Suspect (who took the dodge balls)
• Location (where the dodge balls are hidden)
• Time (of dodge ball disappearance)
• Item (use to destroy dodge balls)
Once you have your “accusations”, give us the reason/story behind it .
Instructions and Set-Up:
• Divide group into teams of 6-8 (depends how many are playing)
• Teams enter room . You can have 2 teams in each room at a time . The other team(s) have
to sit and wait quietly.
• They will be giving a question or task to complete.
• If correct/completed they get shown a clue from staff in the room.
• If incorrect/incomplete they need to go to another room before they can come back to
that room .
• Detective: If you want to make an “accusation”, find the DETECTIVE. This person will
be walking around with a Detective badge on front of his/her shirt. Kids will not know
who it is until they see the badge on the person.
HINTONBURG MYSTERY
SUSPECTS
men
Mike
Steve
Mac
Andrew
Matt
SUSPECTS
women
Lisa
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Amy
Monique
Jen
Diana
LOCATIONS
Laroche room
Wellington room
Piccadilly room
Office
Lobby
Downstairs Kitchen
Upstairs Kitchen
Burnside room
Gymnasium
Basement
TIME
Sunrise ~~ 7 am
Breakfast
Open up center time
8 am
Pre care
Morning snack
Lunch ~~ 12 pm
Afternoon snack
Post care
Sunset ~~ 6 pm
Lock up centre
10 pm
ITEMS
sports
Hockey stick
Dodgeball
Volleyball pole
ITEMS
Toys
Checker board
Lego pieces
Stuffed dog
Pokemon cards
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ITEMS
Crafts
Scissors
Crayons
Glue
Construction paper
Here are examples of Clue Cards...
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GYM RIOT
Set-Up:
• Divide the group into teams according to the number of people that you have partici-
pating. If you have a group of 60 people or less, divide them into four groups (see fig-
ure A, for gym layout) . If your group is over 60 people divide them into equal groups,
be sure not to exceed 10 groups, otherwise the supplies may not be available (see figure
B, for gym layout) .
• If you have four groups assign each team a color as follows: Blue, White, Red, and
Yellow.
• Have them create a name and a cheer that includes their color .
• Also get the teams to either decorate their corner or create a poster, as well as painting
their faces in their according color .
• Points given out for each relay: 1st place- 1000 points, 2nd place- 500 points, 3rd place- 300
points, and 4th place- 100 points . Points also given out for team spirit, sportsmanship,
effort, etc.
Backball Relay
A game which can be used for both older & younger groups.
This game requires groups of two people each. A ball (a basketball or volleyball) is placed be-
tween the two players, just above the belt line, as the pair stands back-to-back. With their arms
folded in front of them (not using their elbows), they must carry the ball around a chair (or some
other goal) .
Supplies:
• One ball (basketball or volleyball) per group
• One chair for each group
Over & Under Relay
A game which can be used for both older & younger groups.
Teams line up in single file. The player in the front is given a basketball (or any other large ball).
The first player passes it to the player behind him/her over their head. The next person passes itr
between his/her legs to the person behind him/her, ans so on. The last person gets the ball, goes
to the front of the line, and starts the whole process all over again. The first team to get back in
its original order wins.
Supplies:
• One ball (basketball or volleyball) per group
Thread the Needle Relay
A game which can be used for both older & younger groups.
Teams line up, and each gets a cold spoon (just out of the freezer) with a long string tied to it.
The object is to be the first team to lace the entire team together by running the spoon through
everyone’s clothing-underneath clothes from the neck to the ankle . Each team member must
keep advancing the string along as the spoon is being moved along, which requires a lot of
teamwork.
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Supplies:
• One frozen spoon (a large sized one) per group
• One piece of string approximately 20 feet (the length of string directly varies to the
amount of people on each team) .
YOUR CAMP’S GOT TALENT
• Campers are divided into 4 groups .
• Each group is given 15 minutes to come up with a song or dance.
• Select a panel of judges .
• Each group performs and the judges select the best .
• Do 3 to 4 rounds .
• The winner of each round goes to the finals.
• The final winning team receives an ice cream party for their camp division.
The best part of this activity is that it gives campers who are artistically talented an opportunity
to shine!
UN-BIRTHDAY PARTY
Split the camp into 4 groups depending on which season their birthday falls – Fall, Winter,
Spring and Summer .
The groups rotate to the different activities.
• Group A Spring
• Group B Summer
• Group C Fall
• Group D Winter
Activities:
• Games in Gym/Obstacle Course
• Piñata & party Games
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• M&M Bingo
• Scavenger Hunt/Charades
2:15-2:30 2:30-2:45 2:45-3:00 3:00-3:15
Games A B C D
____________________________________________________________________________________
Pinata B C D A
____________________________________________________________________________________
Bingo C D A B
____________________________________________________________________________________
Scavenger Hunt D A B C
____________________________________________________________________________________
3:15 pm Campers return to the auditorium for snack .
They sing happy birthday and enjoy cake and ice cream .
3:30 pm Paper Bag Dramatics – Each group receives a bag with 15 items.
After a few minutes they perform a skit created from the props in their bag.
The theme of the skit is based on their season .
Variation:
A rotation of different (age appropriate) scavenger hunts.
• Magazine Scavenger Hunt
• Picture Scavenger Hunt
• Alphabet Scavenger Hunt
• Magazine Scavenger Hunt Bingo
Magazine Scavenger Hunt
• Any chocolate dessert recipe
• A politician
• A bird
• A can of soda pop
• A baby
• Athletic footwear
• Ice
• A red-haired woman
• The word “sophisticated”
• A blue car
• A TV
• Water
• A utensil
• The word “game”
• Glasses (the kind worn on the face)
• A vegetable
• A Cartoon
• A phone number with the number 8 in it
• A red necktie
• A ring
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Picture Scavenger Hunt
Hand out the list of words and have the teams search for them and cut them out of their maga-
zines in 10 minutes. The team who finds the most items in 10 minutes wins.
Alphabet Scavenger Hunt
Find items that begin with all the letters of the alphabet.
Magazine Scavenger Hunt Bingo
Each team will receive 1 blank bingo card. As a team, think of things that might be found in
magazines and write down one item per square (except for the FREE space in the middle).
Next, have each team give the card they made to the other team. Then, hand out the magazines
and let the hunt begin. The first team to get a bingo wins. You can play this several times, but
once a picture has been removed from a magazine, it cannot be used again .
DUTCH AUCTION
Outcomes:
• Teamwork
• Communication
• Creativity
• Public speaking
• Problem solving
• A lot of laughter
During a Dutch Auction, teams compete to accomplish various challenges while using only the
materials provided to them. (You can also allow them to use any items immediately on or next
to their person, i .e . in their backpack .)
All teams present their creation at the end of each challenge and are evaluated by the judging
panel. At the end of the activity, the winning team can receive a prize or not, depending on your
camp culture .
Set-Up:
• Collect miscellaneous items – the weirder, the better.
• Make one collection per team. Try to make them decently comparable, but not exactly
the same .
• Assign 2-4 staff to act as the judging panel.
• As always, costumes are a must.
Example Challenges:
• Dress up counselor and create superhero name/persona (present the counselors fash-
ion show-style)
• Create a musical instrument
• Make a rainbow
• Make a team cheer/chant
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• The person with the smelliest shoe (yes, the judges smell the shoes)
• Invent an item and present it as an infomercial
• Loudest whistle
• Create a replica of the camp’s mascot/camp director/ranger/camp celebrity
• Create a representation of your week at camp
• Most flexible
• Longest fingernail
• Best dirt tan
• Write a haiku about _______________
The Awards Ceremony:
At the end of each round, we like to award points for various categories, usually made up on
the spot. Examples are:
• Most creative use of paperclips
• Best teamwork
• Loudest cheer
• Best incorporation of Beanie Babies
• Most unexpected/out-of-the-box
Things to keep in mind:
• When presenting the challenge, give them the time limit for that round . Can vary from
round to round . Most challenges take 3-7 minutes
• Provide a mixture of challenges involving the provided materials (create an instru-
ment) and those that don’t require any materials (ex. team cheer, smelliest shoe).
• Factor in the time it takes for each group to present their item .
• This activity is wonderful for camps with a wide age range.
GAMES OF CHANCE
Ages:
All (Level I is Pre-K – 1st Grade, Level II is 2nd
grade and up)
Supplies:
Each game and supplies for game are in a baggie
with instructions for each.
Activity:
• There are tables of Card Games and Dice
Games - “casino style” .
• Campers can rotate around the different games as they want to and participate where
they like .
• Specialists should run each game with enthusiasm to “draw” the campers to their
game of chance .
• No prizes awarded – just playing for fun!
• Encourage the campers to try all the games as they are all games with a quick turn-
around time .
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• Each game has a maximum number of players
per game round (from 6-8) . If you have more
campers at your table than the game will allow,
encourage the campers that are waiting to watch
and learn the game and cheer on those playing
the game, or find another game that has more
room for players and come back in a minute or
two as the games should not take long.
Level I Players:
• These groups are still young, so rotating as they wish may not be the best idea. Check
with the Group Leaders/Counselors to see their preference.
• The campers can be split up into small groups and be assigned to a game table and
play that for a while, then all groups can rotate to the table next to them to play for the
second half. Whatever works best.
Additional Tips:
• Before beginning the activity, advise the groups that they may play and visit any of the
tables as they like .
• Only a certain maximum number of players are permitted to play a round so if they are
not involved in that round of play, they can get in line to play, watch, learn and cheer
on the others playing OR can move to another table to try to get into that game .
• Let them know that there are enough tables to rotate around so they should not have
to wait long to get into a game.
• Specialists should also be mindful of campers who have not gotten a chance to play a
game yet . If you notice campers in line for a game and others that have played it previ-
ously, please let those campers new to the game give it a go before the others who have
already had a chance . Asking campers questions as they approach your table about
whether or not they have gotten many chances to play other games will give you an
idea as to who to let in if there is a long line. Otherwise…first come…first serve!
• Warning to ALL Campers: When giving the initial instructions please advise them that
if they are watching or cheering on players, they MAY NOT divulge any players hands
to the other players and interfere in the game being played . This is grounds for being
disqualified from playing the game.
Set Up for Game Tables:
• Use 6 separate tables spaced out through the area; each table has one game being run
by a different Specialist. These will become the Game Tables.
• Three tables will have Card Games.
• Three tables will have Dice Games.
• Have games spread out for variety . (Card Game, Dice Game, Card Game, Dice Game,
etc .)
• Each game has a Level I game and a Level II game for that table for a total of 2 games
for that Specialist .
• Game Tables should be set up for whichever level/age group is coming for that period.
• Dice Games have a cardboard strip backing to be taped onto the tables for the dice to
roll against .
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• Each Game Table will have a Game Sign that should be displayed somewhere that can
be seen by all .
• Have the Specialist stand behind the table to facilitate the game so the players have an
open playing area in front of the table .
• The campers should not stand next to or behind the Specialist unless the game needs
the extra playing space for them.
Card Game Examples: Level I: Rock, Paper, Scissors
Level II: Slap Jack
Dice Game Examples: Level I: Balloons
Level II: Perfect Score
Games of Chance - PERFECT SCORE
Supplies:
• 2 dice
• Laminated Score Sheet
• Dry erase marker and eraser
Maximum Number of Players: 6
Object of the Game:
The object of the game is to roll 18 points or as close to 18 as possible without going over. At the
end of the round, the player with a perfect score of 18 is the winner. If there is no “perfect score”,
the person with the number closest to it (without going over.) is the winner.
Instructions:
1 . Choose which player goes first.
2 . That player will roll both dice for their first total.
3 . Record their total (or keep track until their final number is reached).
4 . The player may choose to roll again to bring their score up closer to 18, or remain with
their score and pass to the next player. They may roll as many times as they like in their
turn unless they roll past the max score of 18.
5 . Once all players have had their turns and a winner is declared, the winner of that
round is the only player who may stay for the next game to play with any campers
waiting in line to play. The winner may choose to stay and play another round, or
move onto another game table and allow a new set of 6 to play.
Tip:
Have game table facilitators encourage players to take chances if they have a low number ini-
tially. Once they see that they may move closer to the number with another roll, they may be
more willing to take a chance. The Specialist can be the first person to roll and “participate” in
the game as an example of how the game is played.
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Each Game Table will have a Game Sign that should be displayed somewhere that can Games of Chance - ROCK, PAPER, SCISSORS
Supplies:
• Supply of Rock, Paper, Scissors Cards
The campers should not stand next to or behind the Specialist unless the game needs Maximum Number of Players: 8
the extra playing space for them.
Object of the Game:
Card Game Examples: Level I: Rock, Paper, Scissors Played like Rock, Paper, Scissors
Rock crushes Scissors
Dice Game Examples: Level I: Balloons Scissors cuts Paper
Paper covers Rock
Version 1 – Group Play:
• Players stand in a line in front of the table .
• Deal each player 3 cards face down. Players cannot look
at their cards .
• First player at both ends of the line turns to the player
next to them and each turn over any one of their cards (only one without looking at it
first).
Maximum Number of Players: 6 • Winner of Rock, Paper, and Scissors gets all the cards and moves to the player next to
them. These two players turn over any one of their cards (only one without looking at
it first) and winner gets all cards and moves to the person next to them and does the
The object of the game is to roll 18 points or as close to 18 as possible without going over. At the same .
end of the round, the player with a perfect score of 18 is the winner. If there is no “perfect score”, • Since both sides of the line are moving towards the middle, this should leave only two
the person with the number closest to it (without going over.) is the winner. players in a face off to see who wins the entire round.
• Winner may remain in the next game with the next round of players or can choose to
walk away.
Choose which player goes first.
That player will roll both dice for their first total. Variation:
Record their total (or keep track until their final number is reached). Players can choose the cards they want to use instead of blindly choosing and leaving it to
The player may choose to roll again to bring their score up closer to 18, or remain with chance .
their score and pass to the next player. They may roll as many times as they like in their
turn unless they roll past the max score of 18. Version II – Paired up Game:
Once all players have had their turns and a winner is declared, the winner of that • Players can play in pairs (this will have four games going on at once.)
round is the only player who may stay for the next game to play with any campers • Each game gets their own deck of cards.
waiting in line to play. The winner may choose to stay and play another round, or • Player receives 5 cards . T
move onto another game table and allow a new set of 6 to play. • he remaining cards are set between them as the draw deck.
• Looking at their cards, each player selects one card and lays it down face up at the
same time as the other .
Have game table facilitators encourage players to take chances if they have a low number ini • Player with the stronger card takes both cards and places them face down in front of
tially. Once they see that they may move closer to the number with another roll, they may be him/her .
more willing to take a chance. The Specialist can be the first person to roll and “participate” in • Players draw one card from the draw deck after each turn (Dealer draws first).
the game as an example of how the game is played. • Play continues in this manner until there are no cards left in the draw deck.
• Players continue playing with the cards in their hands until they are gone.
Tiebreaker:
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• If both players lay down the same card, each player lays down another card from their
hand until one card beats another (Remember: Players draw one card from the draw
deck after each card played) .
• That player then collects all cards played during that turn .
• If players run out of cards during a tiebreaker, each player selects a card from their pile
and continues play until the tie is broken .
• If there are no cards available to a player (from the draw deck, hand of cards or accu-
mulated cards), the other player is the winner.
Winning the game:
When players run out of cards in their hands and the draw deck is gone, the game is over. The
player who has collected the most cards wins. In the event of a tie, each player selects one card
to play from their pile. The player with the stronger card then wins the game!
Games of Chance - SLAP JACK
Supplies:
• Deck of cards (no Jokers)
Maximum Number of Players: 6
Object of the Game:
To be the person who collects all the cards.
Instructions:
• Make sure the players all have the same “reach” to the center of the table to make the
game play fair .
• Deal the cards as evenly as possible .
• Without looking, players take the cards in their hand and form them into a neat pile
face down.
• Players may not look at their cards at any time .
• Starting with the player to the left of the line, each player (one at a time) quickly places
the top card from his stack onto the middle of the table WITHOUT HAVING LOOKED
AT IT FIRST. Cards will start to stack up there. The middle cards don’t need to be neat-
ly stacked . It is more important that the game moves quickly from player to player .
• Players continue to play cards and keep a watchful eye on the middle stack.
• When a Jack is played, the first player to slap the card pile wins the entire pile.
• Players who have no more cards left to play must leave the game and get back in line
behind others waiting to play again if they like.
• Now there will be room for new players to join in late. Players may join in late if they
like and try to slap their way in. If they slap a Jack first, they collect the pile and start
playing .
• Note: 6 is the max amount of players for the game so if one player leaves, only one may
join, etc .
• If a player incorrectly slaps the pile when it is not a Jack, he must pay five penalty
cards, face down, to the player who played the card.
• Game is ended when a player has all the cards and that determines the winner.
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All players are then done with this round and a new set of 6 players may begin a fresh game.
Players who joined in a game may be part of the new round of players provided they did not get
a chance to “Slap in” .
Variations:
If the game is taking too long, you can set a time limit and count cards to determine a winner
when time expires. Also, if you find that having players join in is not working out so well, dis-
continue this rule .
Make it more fun:
If this game seems too simple or the players start losing interest, throw in some challenges. One
popular variation is to have the “dealer” say a card out load (any card) before the card is turned
over. If the card played matches what the dealer said, then the first person to slap wins the pile.
Change this each time .
Games of Chance - BALLOONS
Balloons is an ideal early learning dice game for little kids.
There are a number of ways to play this game.
Supplies:
• One large colorful die
• Printable sheets
• Crayons
Maximum Number of Players: 8
Choose one Variety and stick with it for the period if you can.
Variation 1 (Good for Pre-K and K):
• Specialist rolls the die and calls out the number .
• Players color a balloon of the correct number .
• There are no winners or losers just aim for a colorful picture! Try to have colored at
least one balloon of each number before stopping the game .
Variation 2 (Good for K and 1st):
A competitive game!
• Player rolls the die and colors in that number on their sheet .
• Next player does same and so on until there is a player who has colored in a line of
three balloons with the same number.
Variation 3 (Good for 1st):
Play until one player has three full lines of balloons colored in (or for a specified time).
• Player rolls the die and colors in that number on their sheet .
• Next player does same and so on until there is a player who has colored in a line of
three balloons with the same number. This player is not necessarily the winner!
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• Now all players total up the numbers in the balloons they colored.
• The player with the highest number (score) wins!
INDOOR CARNIVAL
Supplies needed
• Whatever you need to make carnival booths
Prep Ideas:
• We divide our children up into groups of ten or so (depends on your camp size)
• Each group is responsible for coming up with a booth idea that can be made from stuff
they find at camp.
• The children are really creative and they have come up with
many exciting and interesting booths over the years.
Now that there is Pinterest, you can find some games there that are easy
and made with camp items.
Carnival Game Ideas:
• Make a skee-ball run out of a box (this is now on Pinterest)
• Ping pong ball toss into cups
• Punch bowls (tissue paper over cups or bowls. The children
then punch the tissue paper and get whatever is inside)
• Paper bag piñata
• Pool noodle toss through a hula hoop
• Baseball throw
THE CAMP MUSEUM
The counselors announce to the children that there is going to be a special evening in their very
own camp museum.
• Each group prepares one “room” in the museum in which they are going to display
whatever they can find that has meaning to them and that is related to the camp:
◦ Toys
◦ Items they have crafted
◦ Prizes they have won
◦ Costumes
◦ Clothes
◦ Posters
◦ Photos
◦ They can also include a dance or a song, if they like .
• Once they have gathered all their items and ideas, they can decide on how they want
to organize and present them .
• They can sort their exhibits by:
◦ Theme
◦ Chronological order
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