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HOW TO SUCCESSFULLY RUN A GAME SHOW AT CAMP
By Curt “Moose” Jackson
Copyright © 2019
Moosehead Publishing, Florida
All Rights Reserved. No part of this publication may be reproduced or distributed in
any form or by any means, electronic or mechanical, including photocopying and
recording, without express permission of the author.
Brief quotations may be used in reviews prepared for inclusion in a magazine,
newspaper, or for broadcast.
Cover Design: Curt “Moose” Jackson
To contact author, email curt@recreationpros.com.
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TABLE OF CONTENTS
FAMILY FEUD ............................................................................................................................. 5
LET’S MAKE A DEAL .............................................................................................................. 18
MINUTE TO WIN IT ................................................................................................................ 26
1 VS 100+ ...................................................................................................................................... 41
ARE YOU SMARTER THAN A CAMPER? ......................................................................... 57
WHEEL OF FORTUNE ............................................................................................................. 65
THE (YOUR CAMP NAME) SQUARES ............................................................................... 68
NEWLY MET GAME ................................................................................................................ 71
NAME THAT TUNE ................................................................................................................. 74
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Game shows have been a staple of American television for decades. What makes them so
enjoyable to watch? Well, the best game shows are the ones that you can play along with.
The Price is Right is the longest running television show in history. When most of us
watch an episode we try to guess the prices of the items, choose the right card, and make
our own bid on the Showcase Showdowns.
Other game shows make us laugh. Wipeout, for example, (yes, it’s considered a game
show) is hilarious. You can’t help but laugh (or cringe) as contestants run through the
obstacles that are nearly impossible to get through without “wiping out”. Another
example is The Newlywed Game. The answers that some of these contestants give are
crazy and funny.
The reasons why game shows are so popular are the same reasons they make great camp
programs – the audience can play along or they are entertained by the comedy (or both).
It’s also important to have a good “host”. Here are the traits of someone who would be a
good fit for running your game shows at camp:
•
Is comfortable in front of a crowd
•
Is able to make the game show about the contestants, not himself or herself
•
Is quick-witted
•
Has charm
•
Is confident
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•
Can project his/her voice
•
Can be fair and won’t favor a particular contestant or team
That’s a long list and you’ll probably only have 1 or 2 people on your staff that will fit the
bill.
In this ebook you’ll find instructions on how to run 9 game shows that have been adapted
for camp. However, you may want to try to create a program based on a different game
show. So, what makes for a good game show at camp?
•
A game that a variety of ages can participate in
•
A game that an audience will enjoy watching since not every camper will be able
to participate in most game shows
•
A game that doesn’t rely on expensive props or equipment
Follow these rules and you’ll have a game show that can most likely be adapted to a great
camp program.
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FAMILY FEUD
Here’s a long running game show that is fun to watch because the audience can play
along, and it usually provides some laughs. The challenge with this game show is getting
the answers for the game. I have provided some questions and answers for you, but at
some point you’ll need to get some more. Luckily, you work at a place that has hundreds
of people you can survey. Simply give each camper a sheet of questions each week. The
answers can then be used for the following week or session.
The name of the game show is Family Feud, but you might want to call it Cabin Feud,
Color Feud, or something else that fits the way you’ve created your teams.
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SUPPLIES/EQUIPMENT NEEDED
•
For the answer board it depends. See the section below for ideas.
•
Small table
•
Two office bells or game show buzzers
•
Chairs (optional)
•
Tables
•
Three X cards
•
Questions
SET-UP
THE ANSWER BOARD
You need to have a way to show the
correct answers that have been said,
along with their point values. There are a
number of ways you can set-up an
answer board, but here are four
suggestions that will work at most
camps.
•
Paper
1. Cut out large strips of poster board or use sheets of paper that cannot be seen
through. Write the answers on the sheets.
2. Pin or tape the answers in order of value on a wall.
3. When a contestant answers correctly, a staff person turns the paper around and
re-pins or re-tapes it on the wall.
•
Dry-Erase Board
1. Use a large dry-erase board.
2. Write the answers on the board.
3. Cover them up with paper that you cannot see through.
4. When a contestant answers correctly, a staff person removes that piece of paper
showing the answer on the board.
•
Staff
1. If there are 6 correct answers have 6 staff line up with small dry-erase boards
or sheets of paper, each with a correct answer.
2. When a contestant answers correctly, that staff person turns their board or
paper around.
•
Projector
1. Search online for Family Feud PowerPoint templates. There are plenty of them
for free. If you want something more robust, you can purchase and download
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software that can be played on your laptop. Either way, you will use your own
topics and answers.
2. Hook up your projector, and put up your screen or use a white wall.
3. When a contestant answers correctly, just hit the button on your laptop to show
the answer and the point value.
THE FACE-OFF PODIUM
Before each round one contestant from each team goes up to the showdown podium to
compete for the right to either take control of the topic and try to come up with all the
correct answers or pass control to the other team.
Set up a small table (a card table is perfect) and place two office bells or game show
buzzers on it. On my site I wrote about game show buzzers I have used that I really like,
but you can use office bells as well.
“FAMILY” AREAS
Whether it’s cabin group vs. cabin group, red vs. blue, boys vs. girls, or staff vs. campers,
you should have chairs the teams can sit in or long tables the teams can stand behind.
Xs
Create 3 large cards that show how many misses a team has. On one card print or right
out a big red X. Another card should have 2 large Xs. The final card will have 3 large Xs.
HOST’S CARDS
Write one question on each index card or print them on cardstock paper and cut the
questions out. The question cards should not have the answers unless you’re sure the
host can keep them hidden from the contestants as he/she asks the questions during the
game.
ANSWER SHEET
Fore each round there needs to be an answer sheet that someone can refer to before
unveiling the correct answer and showing the Xs if the contestant is wrong.
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TEAM SET-UP
No matter how you decide to set-up the teams there should only be 5 members of each
team that compete in Family Feud.
Try to keep your teams on the same level. Meaning, don’t have a group of 7-8 year olds
compete against 9-10 year olds. The only exception to this rule is staff vs. campers. If you
do something like this, you’ll want to ask questions that campers will definitely know
answers to.
Once you have the teams set, you’ll need to figure out how to rotate through them. If you
played an entire 3 round game, it would take around 30 minutes. How many teams could
you get through that way? If you are running the game show as a competition between 2
or 4 color teams, then this would be fine. If, on the other hand, you want to have all cabin
groups play you’ll need to do something different, like a tournament.
However, if this is for an evening activity where you have 60-90 minutes, having a game
or two of 3 rounds each with staff vs. campers would be ideal.
GAMEPLAY
1. Sit everyone down and call up the two competing teams.
2. The teams take their places.
3. The host welcomes everyone and introduces the two teams.
4. The host calls up the first two contestants (team captains) to face off on the first
question. “Top 6 answers are on the board. We surveyed 100 campers and asked
them…”
5. The first one to buzz in, answers the question. They have 5 seconds to do so.
o
If they get the #1 answer they can either choose to play or pass.
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o
If their answer is not on the board, or is on the board but is not #1, the other
player gets a chance to answer. They have 5 seconds.
o
Whichever player gives the best answer, according to the survey, gets to
pass or play.
o
If neither player is able to give an answer that is on the board, the second
player of each team gets to answer for control.
6. Once a team has control, the host walks over to them and asks the next person on
the team for their answer. If their answer is on the board, the points are added to
the total points of that round. If the answer is not on the board, the team gets an
X.
7. If the team can successfully guess all the answers, they win the round and the
points are added to their total.
8. If the team gets 3 Xs before guessing all the answers, the opposing team gets one
shot at answering the question. If their answer is anywhere on the board they win
the round and the points. If the answer is not on the board, the other team wins
the points.
9. Round two is worth double points and is played the same way except that the face-
off is between the second players on the team.
10.The third round is worth triple points and starts off with the third player of each
team facing off.
11.The team with the most points as the end of the game is the winner.
FAST MONEY ROUND
The winning team can play the fast money round, but it’s optional and doesn’t add much
to the game show for audiences in this situation. Therefore, instructions on how to run
this part of the game are not provided. You can watch an episode of Family Feud to see
how it’s run and work out the logistics from there.
Instead of a “fast money round” consider having the host go into the audience to ask
questions. A camper that can get the #1 answer wins a small prize like a Jolly Rancher.
EXTRAS
On the next few pages I have included:
•
Questions and Answers from a survey given to camp professionals, along with
their point values (how many people answered that way). The survey was put
together by Linda Archer.
•
Three X sheets that can also be printed out on cardstock.
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SURVEY QUESTIONS AND ANSWERS
One hundred Camp Professionals were surveyed. These are the top answers.
Name a word you might yell at a horse. Name something people have to run to
catch.
Whoa 56
Go 9 Ball/Sports Ball 30
Stop 7 Frisbee 24
Giddy Up 7 Bus 19
Neigh 4 Campers/Children 7
Hey 4 Train 6
Fireflies/Lightning Bugs 4
Name a beverage that is served at a
kid's birthday party. Name a reason a camper might be
upset.
Kool Aid 30
Fruit Punch/Punch 26 Missing Home/Homesick 81
Soda/Pop/Coke 21 Didn’t Get Their Way 3
Juice 11 No Dessert/No Seconds 2
Milk/Chocolate Milk 3 Need to Use RESTROOM 2
Lemonade 7 Bullied 2
Name something you wear at camp. Name a tiny creature which frightens big
people.
Hat 17
Shorts 15 Spider 65
T-Shirt/Camp Shirt 15 Mouse 14
Flip Flops/Sandals/Chacos 10 Snake 5
Bandana 9 Cockroach 3
Closed Toe Boots/Shoes 7 Scorpion 3
Name something horses have that Name some place where you might find
people do not. lint.
Tail 40 Belly Button 52
Hooves 31 Dryer/Lint Trap 22
Mane 18 Pockets 13
Four Legs 7 Fire Starter 6
Horse Shoes 3 Between Toes 4
Under Bed 3
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Name something people do to cool Name a fruit with lots of seeds.
down on a hot summer day.
Strawberries 33
Swim/Jump in Water 76 Watermelon 29
Sprinkler/Water Fight 13 Pomegranate 25
Drink Water/Lemonade 6 Kiwi 7
Name a food that has a lot of fiber. Name something campers get excited
about.
Ceareal 17
Apple 14 Campfire 8
Oatmeal 13 Ice Cream 8
Bran/Bran Muffin 13 Swimming 8
Beans 10 S’Mores 7
Granola 5 Color War 5
Broccoli 5 Dance 4
Pizza 4
Name something people do to get on
their boss's good side. Name something that you can find in an
art class.
Buy/Make Food/Drinks 17
Brown Nose 16 Paint 48
Work Hard 9 Brushes 24
Come to Work Early/Stay Late 8 Markers 6
Give Gifts/Do Favors/Bribe 8 Clay 4
Compliments 7 Yarn 3
Be on time 6 Easel 3
Name something that makes you itch. Name something you might carry in your
pocket.
Bugs/Bug Bites 49
Poison Ivy/Oak 39 Cell phone 21
Head lice 5 Money/Change 18
Wool 5 Knife 14
Keys 12
Pen/Paper 8
Chapstick 6
Wallet 6
Flashlight 4
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Name a reason why someone might Name an animal hikers fear running
start sweating. into.
Heat/Hot 35 Bear 72
Nervous/Scared 20 Snake 10
Running 19 Mountain Lion 8
Exercise other than Running 9 Skunk 4
Flu 3 Cougar 2
Playing sports 2
Name a fruit you never buy just one of.
Name a sport that doesn't use a ball. Banana 36
Grape 35
Frisbee/Disc Golf 18 Apple 10
Hockey 17 Strawberries 9
Swimming 16 Blueberries 4
Track/Running/Cross Country 9 Cherries 3
Badminton 6
Archery 6
Curling 4 Name the first food people might learn
Gymnastics 3 to cook.
Skiing/Snowboarding 3
Mac and Cheese 25
Spaghetti 23
Besides potatoes, name something you Eggs 20
would find in a potato salad. Grilled Cheese 8
Toast 5
Mayo 37 Hot Dogs 3
Egg 17
Mustard 13
Celery 12 Name a fear parents might have when
Onion 9 sending their kid to camp for the first
Pickles/Relish 6 time.
Bacon 4
Getting Hurt/Injury/Illness 34
Homesickness 22
Name an animal most people might not Bad/Irresponsible Staff 13
want to touch. Won't Make Friends 7
Parents Will Miss Them 6
Snake 41 Bullying 5
Porcupine 26 Getting Lost 5
Skunk 15
Mouse 2
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Name a Spanish word everyone knows. Name something people like to do when
they are bored.
Hola 70
Si 6 Read 20
Uno 6 Sleep 14
Taco 5 Eat 10
Gracias 4 Play Games/Cards/Puzzles 9
Complain 7
Internet 7
Name something at a camp that drives TV 7
people crazy when it is not working. Doodle 5
Arts and Crafts 4
Toilet 16
Air Conditioning 10
Internet 8 If a bad magician yanked a tablecloth
Pool 7 from a fully set table, name something
Water 6 that might hit the ground.
Dishwasher 5
Showers 5 Dishes 48
Walkie Talkie 5 Glass/Cup 27
Ice Machine 3 Silverware 12
Copier/Printer 3 Candlesticks 4
Vase 4
Name a part of the body that frequently
gets sunburned. Name a venomous snake.
Nose 47 Rattlesnake 53
Face 21 Copperhead 22
Shoulders 15 Cobra 8
Arm 7 Cottonmouth 5
Neck 5 Viper 5
Coral Snake 2
Name a place where people might get
claustrophobic. What is a word people often use in
place of "watchamacallit"?
Elevator 29
Closet 24 Thing/Thingy 30
Cave 22 Thingamajig 29
Bathroom 4 Thingamabob 13
Tent 4 Doohickey 3
Car 3 Whatsit 3
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Name a type of emergency that might happen at camp.
Lost/Missing Camper 33
Fire 21
Broken Bone 13
Sever Weather/Thunderstorm/Hurricane/Tornado 10
Drowning 5
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LET’S MAKE A DEAL
Let’s Make a Deal was a popular TV game show from the ’60s and ’70s and has been
brought back to television recently. Not familiar with the game show? Basically, the host,
would call up a contestant and offer them the choice between two or three unknown
prizes. The prizes were usually in a box, behind a door (or curtain) or in the host’s pocket.
The contestant would make his or her choice and one of the prizes would usually be a
good prize while the other was a joke prize or nothing at all.
Besides having contestants choose between mystery boxes and doors, there are a couple
of other things that Let’s Make a Deal is known for. The first is that the audience members
used to dress up in outrageous costumes. It was like Halloween for adults. People figured
that the crazier they dressed up, the more likely they were to get picked to be a contestant.
This may be something you want to incorporate in your Let’s Make a Deal game show.
The second is that, during commercial breaks, the host would either call out a random
item and see who in the audience could come up with it first, or he would choose
someone in the audience and ask them specifically for a random item. These were called
Quickie Deals. Besides dressing up in costume, audience members would bring a bag or
purse full of random things just in case. Again, this may be something you want to
incorporate in your program.
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SUPPLIES/EQUIPMENT NEEDED
PRIZES
The first thing you’ll want to do is gather a bunch of prizes, from really cool items to
items of little or no value referred to as “zonks”.
Here is a list of “prizes” to consider.
Good Prizes Zonks
T-Shirts Can of Dog Food
Craft Kits Empty Soda Can
Food Items Bag of Pennies
Playing Cards Dirty Sock
Magic Tricks Fake Teeth
Stuffed Animals Whoopie Cushion
Stationary Halloween Spider Ring
Theme Items Half Eaten S’more
Gift Cards Banana Peel
Camp Store Bucks Roll of Toilet Paper
Paracord Bracelet Small Puzzle with Pieces Missing
Travel Games Plastic Utensils
Special Privileges (like a late night Torn Up Stuff Animal
kitchen raid or getting a “behind the Pet Rock
scenes” tour of camp) Picture of a Crazy Woman
Any Random Dollar Store Item
If you would like you can always have consolation prizes for the campers that choose
the Zonks, like some small candies or $.50 in the camp store.
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PRIZE CONTAINERS
Gather a variety of containers to put your prizes in. If you have a way of hanging up
curtains, you can set the stage up like the actual game show, with 3 curtains. However,
that is optional.
Once you have your containers make sure that campers cannot see inside them. You can
cover them in wrapping paper, stickers, foil, duct tape, or cloth. Most of your containers
will not be see through, but I would still suggest you decorate each container. It just
makes things more fun. Plus, you’ll only need to do it once if you are planning to keep
the containers for future game show uses.
Once the containers are wrapped and ready, put numbers on them. You can write the
number on with a large Sharpie or tape an index card on the container that has the
number on it. This is so the host and assistants know which container to bring out and
the prize it holds.
Here’s a list of different types of containers you might want to gather.
Shoe Boxes Lunchbox
Cash Box Cereal Box
Cups Any Sized Cardboard Box
Backpacks Poster Shipping Container
Gift Boxes Paper Towel Roll
Brown Paper Sack Envelopes
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TABLES
Set-up at least two tables, one “off stage” to hold all the containers and one “on stage” to
set up the containers that are in play. If possible, use all black or shiny silver table cloths.
COSTUME ITEMS
It’s fun if the campers dress up in silly costumes, but even if they can’t you can have the
host and helpers put on silly costume items. The show was big in the 70s, so a disco
costume would be fun.
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The Let’s Make a Deal Live Show
GAMEPLAY
Here’s an overview, though specifics can be found in the SCHEDULE section later.
•
Sit everyone down and welcome them.
•
Introductions of the host and assistant(s)
•
Let the audience know how the game is played.
•
Start by asking the audience for an item. The first to produce it gets a piece of
candy or a small prize.
•
Ask the audience for another random item. The camper that comes up with it
becomes a contestant.
•
Go back and forth between giving out candy for random items and finding
contestants for random items.
•
When time is about up, start the FINAL ROUND.
THE BIG DEAL
On the television show the two contestants that won the highest value prizes have the
chance to trade their prizes in for the opportunity to go for the GRAND prize by choosing
one of the 3 doors/curtains. This can be done without actually having curtains by setting
up 3 chairs and placing boxes or envelopes underneath each one.
The camper with the highest value prize gets first choice. They can give up the prize they
earned earlier in the game and choose a chair to sit in, or they can pass and keep their
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original prize. The camper with the second highest prize gets to choose one of the
remaining chairs or pass. If either of them passes, the camper with the third highest
valued prize must take their spot.
When you have two campers that have chosen their seats the host will open the box or
envelope with the prize of least value. Then the host will open the one with the next
highest value and finally the highest valued prize.
None of them should be a zonk.
•
The prize with the lowest value should be something of lower value but not of no
value.
•
The prize with the highest value should be one that is better than anything else
that was offered during the game. It doesn’t have to be a new bike or anything,
just something campers would value more than anything else.
Side Note
Some campers may be upset that they didn’t get anything, that is a good argument for
having prizes that include the whole cabin or group.
SCHEDULE
The game show host and assistant (yes, there needs to be at least one assistant) will
require a schedule of the program. This way the assistant(s) will know which containers
to bring out and the host will know what prizes are in each container.
The first part of a sample schedule should look something like this…
•
Welcome the audience.
•
Introductions of the host and assistant(s).
•
Go over the game show rules.
•
Host asks audience for a paperclip while the assistant sets up boxes #2 and #14.
•
The first person to provide a paperclip gets a piece of candy.
•
The host asks for a friendship bracelet with blue thread. The first camper to
provide one is the first contestant.
•
The contestant comes up on stage and the host offers box #2 or #14.
o
If the camper chooses #2, the host will offer to buy it back with $2 in camp
store credit.
§
If the camper chooses the store credit, their turn is over, and the
credit is added to their store account.
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§
If the camper turns down the credit and goes with box #14, they get
what’s inside. It has a zonk.
o
If the camper chooses #14, the host will offer to buy it back with $2 in camp
store credit. The host can negotiate up to $4.
§
If the camper chooses the store credit, their turn is over, and the
credit is added to their store account.
§
If the camper turns down the credit and goes with box #14, they get
what’s inside which is a stuffed bear worth $10 in the camp store.
•
Host asks the crowd for a green button in exchange for candy while the assistant
sets up box #5 and curtain #2.
•
The host asks for a camp sweatshirt. The first camper to provide one is the second
contestant.
•
The host offers the camper $5 in store credit to sit back down. If the camper takes
the offer, the host will choose a new contestant – the one wearing the craziest hat.
•
Whichever camper is now on stage must choose between box #5 or curtain #2.
o
If the campers choose box #5, the host tries to convince them to take what’s
behind the curtain instead. If they stick with the box, it is opened and inside
is dog food (zonk).
o
If the camper first chooses or switches to curtain #2. The hosts offers the
contestant the chance for his/her whole cabin to get served first for two
meals of their choice if they’ll pass on the curtain and have a seat. Behind
curtain #2 are supplies for the whole cabin to make s’mores.
The schedule would go on from here with as many rounds as you would like. I suggest
you write out more rounds than you think you’ll have time for just in case.
Once the host and assistant are comfortable with the process of this game show program,
the schedule can be condensed. Here is the same sample schedule, in a concise version.
•
Welcome
•
Introductions
•
Rules
•
Ask for a paperclip (candy) / Set up boxes #2 and #14
•
Ask for a friendship bracelet with blue thread (contestant)
•
Offer box #2 or #14
o
#2, open, zonk
o
#14 (stuffed bear worth $10) or $2 in camp store credit (up to $4)
•
Ask for a green button (candy) / Set up box #5 and curtain #2
•
Ask for a camp sweatshirt (contestant)
•
Offer $5 in store credit to sit back down – Yes? New camper with craziest hat
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•
Offer box #5 (dog food) or curtain #2 (s’mores for cabin)
As you can see, all the information is still there but in a more streamlined version.
However, you’ll want to spell it all out for first time hosts and/or assistants.
Two Contestants at One Time
During one round you could have two contestants come up at the same time. Let’s say
you have an envelope and a lunchbox. You tell them that contestant A will choose one
or the other and contestant B gets whichever wasn’t chosen.
Let’s say contestant A choose the lunch box. That means contestant B gets the envelope.
The host would try to buy back both the lunch box and the envelope. The host may
even let contestant B switch them if they wanted to.
Obviously, one person will get a zonk and the other the good prize, unless one or both
of them take the “bribe”.
PRE-EVENT SET-UP
Now that you’ve planned out the game show, set out the prizes in number order, the
tables, any game show signs or posters you made, and any fun lights you may have, like
Christmas lights.
Also, consider playing some cheesy game show music. You can find something on iTunes
or YouTube, I’m sure.
This is my favorite game show to run. I hope you give it a shot.
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MINUTE TO WIN IT
Here’s a game show that has been incorporated by many camps and youth groups.
Minute to Win It was a game show that had contestants compete in a series of mini
challenges. If they completed the challenge in under 60 seconds, they moved on to the
next challenge. The challenges used everyday objects that you could usually find around
the house which made these games easy to duplicate and try.
The overall game play of the show gives each contestant 3 lives to complete 10 challenges,
each in under a minute. The contestant is guaranteed a certain cash prize amount after
completing certain levels.
The set-up and game play of each challenge is different, so they will be covered in the 12
Minute to Win It challenges I have chosen to include on the following pages.
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CHOOSE A CAMP VERSION
LAST PERSON STANDING
In this version, one representative of each cabin or group competes. Each player that
completes the challenge in under 60 seconds moves on. The player that gets the furthest
wins.
TEAMS
In this version, teams assign different players to each competition. The team that
completes the most challenges wins.
EVERYONE
In this version, everyone gets the chance to compete in the competition of their choice or
in all of the competitions. For each challenge a camper completes in under 60 seconds,
they receive a token, prize or points for their overall team.
RACE
In this version, one or more players compete to see who finishes first instead of having a
60 second time limit.
RELAY
In this version, it’s team vs team. Each team assigns a camper to each challenge. At the
start, one player from each team begins the first challenge. When they finish (or when 90
seconds has passed) he/she tags the next player of his/her team who then begins the
second challenge, and so on. Prizes are optional.
JUST FOR FUN
In this version, campers can try out a challenge if they want. Set up the challenge. Have
the campers line-up. A staff person will set the clock for 60 seconds, and each camper can
attempt to beat the clock. A good time to do this is after lunch when there is some free
time.
STAFF ONLY
During lunch, have some of the counselors compete in a challenge as the campers watch
and cheer. You could even make it so that each week a few staff move on to compete the
following week, and by the end of summer there is one winner who gets a prize.
SummerCampPro.com 2 7 Game Shows at Camp

--- PAGE 29 ---
WHEN TO PLAY
Minute to Win It challenges can be done as part of a Color War, as its own evening activity
or as part of a special event like a camp carnival. I’ve even seen some of the challenges
used during a staff party.
The bottom line is that these challenges only take a minute which means they can be run
anytime. When is there a minute of downtime? How about before a meal, during a meal,
before a campfire, while waiting for the bus, etc. If you had a Minute to Win It supply
box handy, then it would take a couple of minutes to set up a challenge, a couple of
minutes to go over the rules and a minute per challenge. In 10 minutes you could have 3-
5 campers or staff attempt the challenge.
THE CHALLENGES
On the following pages are details of 12 challenges that were chosen based on two factors;
1. There is a good chance that the supplies needed are already around camp.
2. The challenge can be done by most people with a decent chance of success.
SummerCampPro.com 2 8 Game Shows at Camp

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MOVIN’ ON UP
THE GOAL
In order to win Movin’ On Up, players must take one cup from the top of the stack and
move it to the bottom with one hand, then repeat the process with the other hand. And
so on and so forth until the red cup has gone through the entire stack of cups and resumes
its original place at the bottom.
SUPPLIES/EQUIPMENT NEEDED
•
39 blue plastic drinking cups (Solo style cups)
•
1 red plastic drinking cup
•
A table, any size
•
A one-minute timer or stop watch
SET-UP
Stack the 39 cups, and place the red cup at the bottom of the stack. Then, place the entire
pile of cups on the table.
GAMEPLAY
•
The player starts the game standing beside (or in front of) the table that holds the
cups.
•
When the one-minute timer begins, the player grabs the cups and begins moving
them, one at a time, from the top to the bottom.
•
Grab the top cup with one hand and, with the same hand, move it to the bottom
of the stack. Then with the other hand, grab the next cup and do the same thing.
•
Continue moving the cups, one at a time with alternating hands, until the red cup
is once again at the bottom of the stack.
ADDITIONAL RULES
•
If you move more than one cup at a time, you must place all of those cups back on
top of the stack before continuing with the game.
•
The game must be played in a standing position.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/Hc8YLXgEeaw
Head-to-Head in Action: https://youtu.be/VrjFMiPq3Ts
SummerCampPro.com 2 9 Game Shows at Camp

--- PAGE 31 ---
CARD NINJA
THE GOAL
Throw playing cards from a distance of six feet so that one sticks in each of three
watermelon halves.
SUPPLIES/EQUIPMENT NEEDED
•
2 watermelons
•
One deck of playing cards
•
One long table, or three small ones
•
A one-minute timer or stop watch
SET-UP
•
Set up a designated start zone, which should be exactly six feet away from where
the watermelons are set up.
•
Slice the melons in half width-wise, so that the open face of the fruit is circular
rather than oval-shaped. Rest the halves on the table with the cut sides facing the
start zone, several inches apart. (You can use a towel wedged behind the melons
if they won't sit up on their own.)
•
Choose your designated throwing hand.
GAMEPLAY
When the one-minute timer begins, start throwing the cards, one at a time, at the
watermelon halves. You'll need to have one card stuck in each melon before the timer
finishes in order to win.
THE RULES
•
You may only throw cards with the designated hand, and only hold one card in
your throwing hand at a time. You can hold a stack of cards in the other hand,
however.
•
You may not step over the designated start zone.
•
One card must be stuck in each of the three melon halves concurrently, and remain
stuck for three consecutive seconds.
•
If a card has been released and is in motion when the timer finishes, that card
remains in play.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/oTOTDkVnUv0
Head-to-Head in Action: https://youtu.be/MPzt5lzXSGk
SummerCampPro.com 3 0 Game Shows at Camp

--- PAGE 32 ---
DEFYING GRAVITY
THE GOAL
Keep three balloons from touching the floor or straying outside the designated play area.
SUPPLIES/EQUIPMENT NEEDED
•
3 inflated balloons
GAMEPLAY
•
Just before the timer starts, push or throw three balloons into the air. Begin the
timer when all three balloons are released.
•
Using any part of your body, keep the balloons from touching the floor. The
balloons must also stay within the designated play area. On the show, the play
area includes all of the stage space within the barriers.
•
All three balloons must remain in play for the full minute to win the game.
ADDITIONAL RULES
•
If a balloon strays outside the play area, pops, or touches the floor, the game is
over.
•
You may use any part of your body to keep the balloons in play, but they may not
rest on your body or be held.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/hIP6wxJyKIc
Head-to-Head in Action: https://youtu.be/pLJAxWr28l0?t=1m20s
SummerCampPro.com 3 1 Game Shows at Camp

--- PAGE 33 ---
SPEED ERASER
THE GOAL
In this game you'll be throwing pencils so that they land on their eraser ends, bounce,
and land in a cup. You'll have to do this successfully numerous times and there are rules
governing the number of times the pencils can bounce.
SUPPLIES/EQUIPMENT NEEDED
•
Lots of unsharpened pencils
•
Seven drinking cups -- you'll want to use cups that are heavy enough that they
won't topple over when hit with a flying pencil
•
Long table
•
Large bowl or other container to hold the pencils
•
A one-minute timer or stop watch
SET-UP
•
Line the cups up in a row along the long table.
•
Place the pencils in the bowl/container.
GAMEPLAY
•
When the timer begins, throw a pencil with only one hand towards the table. The
pencil must bounce off the table on its eraser end, and then flip into the cup, where
it must stay.
•
Get a pencil into each one of the seven cups in this manner in under a minute.
ADDITIONAL RULES
•
You may grab a bunch of pencils in your non-throwing hand if you wish, but your
throwing hand may only contain one pencil at a time.
•
If a pencil bounces into a cup and then back out again, it does not count. The pencil
must land and stay in the cup.
•
The pencils must bounce once, off the eraser end.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/C5kK8IHkZq0
Head-to-Head in Action: https://youtu.be/f4hK6IhCwMY
SummerCampPro.com 3 2 Game Shows at Camp

--- PAGE 34 ---
ELEPHANT MARCH
THE GOAL
Wearing a pantyhose "trunk," walk a straight line and swing your head to knock over
eight water bottles, four on each side.
SUPPLIES/EQUIPMENT NEEDED
•
Eight full water bottles
•
One pair of standard pantyhose
•
One baseball
•
Chalk or tape
•
A one-minute timer or stop watch
GAMEPLAY
•
Using chalk or tape, mark a "center line" on the floor. Place a row of four bottles
on each side, exactly four feet from the center line. Place the baseball into the foot
of one leg of the pantyhose.
•
Before the timer starts, put the pantyhose over your head, with the empty leg
tucked into your shirt and the leg containing the baseball swinging in front of you.
•
The baseball should be resting on a table or other platform. Stand with one foot on
either side of the center line.
•
Start the timer. Begin swinging the baseball back and forth using your body, while
moving up the line. The object is to swing the ball far enough to knock all of the
water bottles over. If you accomplish this before the one-minute timer is finished,
you've succeeded.
ADDITIONAL RULES
•
You may not use your hands to move the pantyhose, baseball, or bottles. All
motion must be initiated with your body movement.
•
Bottles can be knocked down in any order.
•
If your foot crosses the center line, the game is over.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/zycg87fmLvM
Head-to-Head in Action: https://youtu.be/LIZenFMvFI8
SummerCampPro.com 3 3 Game Shows at Camp

--- PAGE 35 ---
FACE THE COOKIE
THE GOAL
Move one to three cookies from your forehead to your mouth without using your hands.
SUPPLIES/EQUIPMENT NEEDED
•
Chair
•
Oreo cookies
•
A one-minute timer or stop watch
GAMEPLAY
•
Sit in a chair with a plate of Oreo cookies beside you. Lean your head back and
place a cookie in the center of your forehead. When the one-minute timer begins,
use only your face to move the cookie from your forehead to your mouth.
• Minute to Win It
This game was played in the early stages of with a single cookie.
Later, the stakes were raised and contestants had to successfully maneuver three
cookies from forehead to mouth. You can do the same if you're playing this as a
party game - let younger kids play with the one cookie rule, and grownups must
play with three.
ADDITIONAL RULES
•
Cookies must be placed in the middle of your forehead, not touching your
eyebrows.
•
You can tilt your head and move your face, but you cannot touch a cookie with
your hands.
•
The cookie must remain in contact with your face, so you can't try to toss it from
your forehead and catch it in your mouth.
•
If a cookie falls before reaching your mouth, you must start over with a fresh
cookie.
•
The cookie must actually go in your mouth, held securely by your lips and/or
teeth, to count. (You don't have to eat it though. If you're playing by the three-
cookies rule, once it's in place, make sure everyone knows this then spit it out and
start with the next one. Eat the last one though, because... cookies.)
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/THXXPe4O1bI
Head-to-Head in Action: https://youtu.be/HljLGW45_-E
SummerCampPro.com 3 4 Game Shows at Camp

--- PAGE 36 ---
HORSEPLAY
THE GOAL
Your goal is to move three different-colored ping pong balls into the corresponding
colored horseshoes by blowing them across a raised table.
SUPPLIES/EQUIPMENT NEEDED
•
Ping pong balls (and buckets to hold the ping pong balls)
•
Four horseshoes
•
A long rectangular table
•
Two reams of paper
•
Some kind of adhesive to attach the horseshoes to the table
•
A one-minute timer
SET-UP
•
Facing one of the wide ends of the table, attach the three horseshoes in a column
on the left short side, with the open ends facing up. Leave enough room between
them for a ping pong ball to be navigated into the horseshoes - this is especially
important for the top horseshoe. On the right short side attach the fourth
horseshoe with the open end facing up. This is where the balls will be placed, one
at a time, to be blown across the table.
•
When the table is ready, place it where you'll be playing the game. On the opposite
side to where players will stand, place one ream of paper under each table leg. The
table should now have a slight incline away from the playing side.
•
Place the buckets within easy reach of the starting side (right side) of the table.
GAMEPLAY
When the timer starts, the player puts one ping pong ball into the starting horseshoe. He
then needs to move the ball across the table by blowing on it, and have it land in one of
the horseshoes. When one ball is resting in each horseshoe, the game is successful.
ADDITIONAL RULES
•
You are not allowed to touch the balls with any of your body parts including your
mouth. If this happens, move the ball back to the start and keep going.
•
You can only have one ball in play at a time.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/dbA0e1CheDA
Head-to-Head in Action: https://youtu.be/nYVhX_pV2_o
SummerCampPro.com 3 5 Game Shows at Camp

--- PAGE 37 ---
JOHNNY APPLESTACK
THE GOAL
Stack five apples to make a tower. That's all there is to it! Oh, the tower has to be
completely freestanding for a predetermined amount of time, and you have to
accomplish this in under a minute. But let's not stress over the details.
SUPPLIES/EQUIPMENT NEEDED
•
Five apples
•
A table
•
A one-minute timer or stop watch
SET-UP
To set up the game, place the five apples in a row on the table.
GAMEPLAY
•
The contestant stands at the table facing the apples.
•
Start the timer.
•
Now, the contestant must stack all five apples into a free-standing tower in under
one minute.
ADDITIONAL RULES
•
The apples must be placed one on top of another to make a stack of five.
•
The tower must be free-standing for at least three consecutive seconds.
•
You cannot manipulate the apples in any way - no taking a bite out or trying to
smush the bottom one down so it's completely flat on the bottom.
•
If an apple falls, pick it up and keep going. Same thing if the entire tower falls.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/QQ-4vlH6e7I
Head-to-Head in Action: https://youtu.be/W1qQ24UJgy4?t=30s
SummerCampPro.com 3 6 Game Shows at Camp

--- PAGE 38 ---
OFFICE MAXIMUS
THE GOAL
To succeed in Office Maximus you must use your elastic band ball bouncing prowess to
knock over three reams of paper, placed a maddening 16 feet away. It would be easier if
you could just hurl the bouncy balls but these games always throw in a twist. Also keep
in mind that balls made of rubber bands don't always bounce and then head in the
direction you meant them to go. You've been warned.
SUPPLIES/EQUIPMENT NEEDED
•
Rubber band balls
•
Free standard sized reams of paper still in their paper packaging.
•
A desk or table
•
Measuring tape
•
Masking tape or duct tape
•
A one minute timer or stop watch
SET-UP
•
Set up the table or desk at one end of the room or play area.
•
Stand the reams of paper up so that a short side is on top and they stand in a row.
•
Then, measure exactly 16 feet from the edge of the table/desk. Mark this line with
tape - this is now your foul line.
•
Place the rubber band balls in a basket or bowl just behind the foul line.
GAMEPLAY
•
The player stands behind the foul line with the basket of rubber band balls beside
him or her.
•
When the one-minute timer begins he or she can then begin bouncing the balls at
the reams of paper. You cannot simply throw the balls at the paper stacks - they
have to bounce to count.
•
Knock over all three reams of paper before the timer goes off and you win.
ADDITIONAL RULES
•
The balls must bounce at least once before hitting the paper.
•
You cannot step over the foul line at any time during the game.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/59YwUeXlOxc
SummerCampPro.com 3 7 Game Shows at Camp

--- PAGE 39 ---
PLAY IT BY EAR
THE GOAL
Eight soda cans are filled with varying numbers of coins. Your job is to sort the cans from
fewest to most coins inside, by picking up the cans and shaking them to determine how
many coins they contain.
SUPPLIES/EQUIPMENT NEEDED
•
Eight empty soda cans, all of the same type/brand, cleaned and dried
•
180 pennies
•
A table
•
A can opener (to remove the coins afterwards)
•
A one minute timer or stop watch
SET-UP
•
First make sure that all eight of the empty soda cans are completely dry.
•
Start placing the pennies in the cans in increments of five. So you'll end up with
cans that contain 5, 10, 15, 20, 25, 30, 35, and 40 coins each.
•
Place the cans in random order on the table. They should be in a straight line, but
don't arrange them according to how many coins are in them - that's the challenge
for the player to accomplish.
GAMEPLAY
•
The player begins by standing in front of the table where the cans are set up.
•
When the one minute timer starts, the player can begin picking up the cans and
sorting them in order, from fewest on his or her right, to most coins on his or her
left. The player may pick up the cans to check for weight, or shake them to listen
to how many coins are rattling around inside. There's no rule saying that you can't
look inside the cans but I wouldn't waste time trying -- it doesn't help much.
•
Once the player is finished sorting (or time runs out), empty out the cans and count
the coins to see if he or she has been successful. Or, if you plan on running the
game multiple times you can mark the can with cryptic symbols so you can tell
how many coins are in each can but the players cannot.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/KofLseIr4dE
In Action: https://youtu.be/uAwXfvkGw8A
SummerCampPro.com 3 8 Game Shows at Camp

--- PAGE 40 ---
BREAKFAST SCRAMBLE
THE GOAL
Assemble a puzzle made from the front of a cereal box, which has been cut into 20 equal
squares.
SUPPLIES/EQUIPMENT NEEDED
•
Cereal box
•
Scissors
SET-UP
•
Measure and cut the front panel of the cereal box into 20 equal squares.
•
Stack the squares randomly into a single pile, with picture sides facing down.
GAMEPLAY
•
Start the timer, and you then have 60 seconds to turn over the pieces and
reassemble the box cover.
ADDITIONAL RULES
•
If a piece of the puzzle falls to the floor, you must pick it up before continuing on
with the puzzle.
•
The final puzzle must sit within the designated space on the table.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/k2i7R2VFk-s
Head-to-Head in Action: https://youtu.be/xGGDHgX43ws
SummerCampPro.com 3 9 Game Shows at Camp

--- PAGE 41 ---
STACK ATTACK
THE GOAL
Stack 36 cups into a pyramid and then back to a single stack.
SUPPLIES/EQUIPMENT NEEDED
•
36 plastic cups
•
A one-minute timer or stop watch
SET-UP
•
Place 36 cups in a single stack on a table.
GAMEPLAY
•
When the one-minute timer begins, stack all 36 cups into a perfect triangle-shaped
structure.
•
After the structure is complete, get all the cups into a single stack again.
YOUTUBE VIDEO
Official Blueprint: https://youtu.be/IwbXsv4Ry5A
Head-to-Head in Action: https://youtu.be/YAHCax66rrM
SummerCampPro.com 4 0 Game Shows at Camp

--- PAGE 42 ---
1 VS 100+
In this game show one person played against 100 people (referred to as The Mob).
Contestants were given three possible answers to each question. If the main contestant
answered correctly, they got the chance to move on. Those in the mob who answered
correctly also moved on, but those that answered incorrectly were eliminated. The main
contestant also got a few “helps” during the game. The game continued until the main
contestant either gave a wrong answer or quit and took the money he/she had earned up
to that point.
This is an easy game show to run, but how do you do it and keep everyone engaged?
The first thing you’ll need to do is gather lots of trivia questions. I have put together 95
of them for you that were taken from various sources. If you have a wide range of ages,
make sure the questions are ones that everyone might know (pop culture or lower grade
education questions are both good).
Next, you’ll need to decide if you want to do one person vs everyone else or one group
vs all the cabin groups.
SummerCampPro.com 4 1 Game Shows at Camp

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1 VS EVERYONE
In this version you can choose one staff person or one camper to be the contestant.
Everyone else is The Mob. Having a staff person is best. You could have 2 staff as the
main contestants and rename the game 2 vs Everyone.
SET-UP
•
Find a large playing area, one where all your campers and staff can move around.
A large room like a gymnasium or dining hall would be great. You could also use
a field.
•
Post numbers 1-3 in different areas. For example, if you’re playing indoors, tape a
“1” to one of the walls, a “2” to another and “3” to a third wall. After a question is
asked the players place their hand on one of the numbered walls to declare their
answer. If they place their hand on wall #1 they are saying they think the first
answer is the correct one. Outdoors you can rope off three areas.
•
Set up a chair for the main contestant. You can have him/her face away from The
Mob if you don’t want him/her to see how they answered.
•
Make sure everyone can hear the game show host.
GAMEPLAY
1. The Mob will begin in the center of the playing area while the main contestant sits
in a chair near the game show host.
2. The host reads off a question and the three possible answers.
3. The Mob decide, individually, on their answer choice. They go and stand in a
specific area, or place their hand on one of the walls, to declare their answer.
Members of The Mob may not talk. They cannot collectively come up with an
answer. Each Mob player must answer the question on their own.
4. Once each member of The Mob has decided on their answer, the host asks the
contestant for his/her answer. You can allow for “helps” if you want. In the
original game show there were the three helps available to the main contestant.
•
"Poll The Mob" - The number of Mob players who chose that answer is
revealed, and the contestant chooses one of those mob members to discuss his
or her response.
•
"Ask The Mob" - Two Mob members are randomly selected: one who answered
correctly and one who answered incorrectly. Each explains his or her decision
to the contestant, which in turn also eliminates the third choice from
consideration.
SummerCampPro.com 4 2 Game Shows at Camp

--- PAGE 44 ---
•
"Trust The Mob" - The contestant is automatically committed to the most
popular answer The Mob gave.
5. The correct answer is revealed. If the contestant is correct, he/she moves on to the
next round. If they are incorrect, their game is over. Anyone in The Mob who
chooses the incorrect answer is out of the game and sits down to watch.
6. The game continues until one of three things happen…
a. The contestant answers a question incorrectly
b. All The Mob players are eliminated
c. Time runs out
7. You could hand out a reward (small candy or snack, camp store buck, small toy,
bead, button, team points, etc.) to all the Mob players who made it to the end if
you want.
SummerCampPro.com 4 3 Game Shows at Camp

--- PAGE 45 ---
1 GROUP VS ALL THE OTHER GROUPS
In this variation a cabin group is randomly selected to be “the contestant” or “main
group”, while all other cabin groups make up The Mob.
The tricky thing her is that the younger groups will be at a disadvantage depending on
the questions. So this is a good option if all your campers are near the same age, like for
a teen week. If you do have younger groups, you could allow their counselor to be a part
of the team while the counselors of the older groups sit out.
SET-UP
•
Find a large playing area and have each group sit together. Make sure the groups
aren’t sitting tight against each other. You wouldn’t want any cheating or
overhearing of answers going on.
•
Give each group a dry erase board and dry erase marker (or sheets of paper and a
marker) to write their answers on.
•
Set up a chairs for the main group competing against every other group.
•
Make sure everyone can hear the game show host.
GAMEPLAY
1. The host reads off a question and the three possible answers.
2. Groups have 30 seconds to discuss.
3. Each group decides on their answer and writes it on their board or sheet of paper.
4. One representative of each group stands up with the answer. Answers cannot be
changed after the time is up.
5. Once each member of The Mob has decided on their answer, the host asks the main
group for their answer. You can allow for “helps” if you want. In the original game
show there were the three helps available to the main contestant.
•
"Poll The Mob" - The number of groups who chose that answer is revealed, and
the contestant chooses one of those mob members to discuss his or her
response.
•
"Ask The Mob" - Two Mob members are randomly selected: one who answered
correctly and one who answered incorrectly. Each explains his or her decision
to the contestant, which in turn also eliminates the third choice from
consideration.
•
"Trust The Mob" - The contestant is automatically committed to the most
popular answer The Mob gave.
SummerCampPro.com 4 4 Game Shows at Camp

--- PAGE 46 ---
6. The correct answer is revealed. If the main group is correct, they move on to the
next round. If they are incorrect, their game is over. The “Mob” groups that choose
the incorrect answer are out until the next game.
7. The game continues until one of three things happen…
a. The main group answers a question incorrectly
b. All The Mob groups are eliminated
c. Time runs out
8. You could hand out a reward (small candy or snack, camp store buck, small toy,
bead, button, team points, etc.) to all the Mob players who made it to the end if
you want.
SummerCampPro.com 4 5 Game Shows at Camp

--- PAGE 47 ---
QUESTIONS
The correct answers are in bold.
Why is Paddington Bear called Paddington?
1. He was found at Paddington station.
2. It was the name on his tag.
3. Because he is stuffed with padding.
Who has the most neck bones, a human of giraffe?
a. Human
b. Giraffe
c. They both have the same. (seven vertebrae)
What is the third planet from the sun?
a. Mars
b. Mercury
c. Earth
What does an entomologist study?
a. Plants
b. Insects
c. Bodies of water
Who invented the telephone?
a. Alexander Bell
b. Thomas Edison
c. Nikola Tesla
The Statue of Liberty was gifted to the USA by which country?
a. England
b. France
c. Spain
What is a female fox called?
a. Reynard
b. Doe
c. Vixen
Hades is the Greek God of what?
a. War
b. The Underworld
c. Revenge
What do vampire bats eat?
a. Blood
b. Mosquitoes
c. Fruit
SummerCampPro.com 4 6 Game Shows at Camp

--- PAGE 48 ---
How many sides does a decagon have?
a. 8
b. 10
c. 12
What is the creature called a Slow-Worm?
a. Snake
b. Caterpillar
c. Lizard without legs
How many eyes does a horseshoe crab have?
a. 4
b. 10
c. 20
How do you say ‘yes’ in French?
a. Si
b. Oui
c. Chi
Which rodent has not tail?
a. Guinea Pig
b. Hamster
c. Albino Rat
Which is NOT a mammal?
a. Whale
b. Shark
c. Sea Lion
Which do not feed their young?
a. Mammals
b. Birds
c. Reptiles
What type of water are oceans made of?
a. Fresh Water
b. Salt Water
c. Tap Water
What do you call the top of an ocean wave?
a. Amplitude
b. Trough
c. Crest
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--- PAGE 49 ---
What do you call an animal that eats only plants?
a. Omnivore
b. Carnivore
c. Herbivore
Name the part of the ear that vibrates when sound waves reach it.
a. Eardrum
b. Eustachian Tube
c. Malleus
What part of the plant carries water to its leaves?
a. Roots
b. Stem
c. Pedals
Which has the fastest winds on Earth?
a. Hurricane
b. Tornado
c. Cyclone
What do you call the deep holes on the moon?
a. Craters
b. Valleys
c. Cones
What gas do people need to survive?
a. Hydrogen
b. Oxygen
c. Carbon Dioxide
When does summer begin?
a. June 1
b. June 11
c. June 21
What country gave us sushi and tempura?
a. China
b. Japan
c. Thailand
Which product does NOT come from a plant?
a. Cotton
b. Wool
c. Wood
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Where is the Antarctic Circle located?
a. North of the equator
b. South of the equator
c. On the equator
What do you call words that are close in meaning?
a. Similes
b. Antonyms
c. Synonyms
What’s the word for the wife of an emperor?
a. Queen
b. Empress
c. Geisha
Which is a synonym of “storyteller”?
a. Comedian
b. Character
c. Narrator
What is a forgetful person sometimes called?
a. Wimp
b. Scatterbrain
c. Tough cookie
Which word is listed first in a dictionary?
a. Map
b. Mapping
c. Maple
Which is the same as 10 centimeters?
a. A meter
b. A decimeter
c. A sudometer
Who had an encounter with three bears?
a. Cinderella
b. Goldilocks
c. Rapunzel
Who was created by Gepetto the woodcarver?
a. Jiminy Cricket
b. Pinocchio
c. Walt Disney
SummerCampPro.com 4 9 Game Shows at Camp
