SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/101 Incredible Rainy Day Activities.pdf CONVERTED: 2025-01-11 ================================================== --- PAGE 3 --- 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 --- PAGE 4 --- 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 --- PAGE 5 --- 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 --- PAGE 6 --- 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. 1 SummerCampPro .com --- PAGE 7 --- 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 2 --- PAGE 8 --- 3 SummerCampPro .com --- PAGE 9 --- 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 --- PAGE 10 --- 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 5 SummerCampPro .com --- PAGE 11 --- 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 Small Group Games - No Props 6 --- PAGE 12 --- 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 . 7 SummerCampPro .com --- PAGE 13 --- 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. Small Group Games - No Props 8 --- PAGE 14 --- 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. 9 SummerCampPro .com --- PAGE 15 --- • 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 Small Group Games - Props Required 10 --- PAGE 16 --- 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 11 SummerCampPro .com --- PAGE 17 --- 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: Small Group Games - Props Required 12 --- PAGE 18 --- 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 . 13 SummerCampPro .com --- PAGE 19 --- • 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 Small Group Games - Props Required 14 --- PAGE 20 --- 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/) 15 SummerCampPro .com --- PAGE 21 --- 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. Small Group Games - Props Required 16 --- PAGE 22 --- 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 . 17 SummerCampPro .com --- PAGE 23 --- 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 . Small Group Games - Props Required 18 --- PAGE 24 --- 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 19 SummerCampPro .com --- PAGE 25 --- 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: Large Group Games and Competitions 20 --- PAGE 26 --- • 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)) 21 SummerCampPro .com --- PAGE 27 --- • 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! Large Group Games and Competitions 22 --- PAGE 28 --- 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 . 23 SummerCampPro .com --- PAGE 29 --- 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. Large Group Games and Competitions 24 --- PAGE 30 --- • 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): __________ 25 SummerCampPro .com --- PAGE 31 --- • 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)! Large Group Games and Competitions 26 --- PAGE 32 --- 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 27 SummerCampPro .com --- PAGE 33 --- 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. Events 28 --- PAGE 34 --- 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. 29 SummerCampPro .com --- PAGE 35 --- • 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 . . .” Events 30 --- PAGE 36 --- 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 31 SummerCampPro .com --- PAGE 37 --- 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 Events 32 --- PAGE 38 --- ITEMS Crafts Scissors Crayons Glue Construction paper Here are examples of Clue Cards... 33 SummerCampPro .com --- PAGE 39 --- Events 34 --- PAGE 40 --- 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. 35 SummerCampPro .com --- PAGE 41 --- 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 Events 36 --- PAGE 42 --- • 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 37 SummerCampPro .com --- PAGE 43 --- 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 Events 38 --- PAGE 44 --- • 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 . 39 SummerCampPro .com --- PAGE 45 --- • 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 . Events 40 --- PAGE 46 --- • 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. 41 SummerCampPro .com --- PAGE 47 --- 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: Events 42 --- PAGE 48 --- • 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. 43 SummerCampPro .com --- PAGE 49 --- 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! Events 44 --- PAGE 50 --- • 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 45 SummerCampPro .com