- Remove obsolete documentation files (DEPLOYMENT.md, PLAN_IMPLEMENTARE_S8_DETALIAT.md, README.md) - Add comprehensive extraction pipeline with multiple format support (PDF, HTML, text) - Implement Claude-based activity extraction with structured templates - Update dependencies and Docker configuration - Reorganize scripts directory with modular extraction components - Move example documentation to appropriate location 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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SOURCE: /mnt/d/GoogleDrive/Cercetasi/carti-camp-jocuri/101 Incredible Rainy Day Activities.pdf
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CONVERTED: 2025-01-11
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--- PAGE 3 ---
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TABLE OF CONTENTS
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TIPS and SAMPLE SCHEDULE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
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SMALL GROUP GAMES - NO PROPS
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1 . WHO’S MISSING? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
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2 . BUZZ - BING - BANG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
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3 . VIPER TAG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
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4 . ANIMAL CHAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
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5 . HADOUKEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
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6 . UNFORTUNATELY/FORTUNATELY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
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7 . OLYMPIC SPEED WALKING DUCK RACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
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8 . HOW LONG IS A MINUTE? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
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9 . WINK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
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10 . HAVE YOU EVER? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
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11 . CAPTAIN IS COMING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
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12 . SLEEPING LIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
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SMALL GROUP GAMES - PROPS REQUIRED
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13 . FIRST TO 100 DICE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
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14 . PIPE CLEANER COMMUNICATION GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
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15 . MINEFIELD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
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16 . NAME SIX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
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17 . HUMAN HUNGRY HIPPOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
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18 . WHAT IF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
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19 . ROBOT PAPER WARS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
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20 . STICKY SITUATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
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21 . INDOOR FOUR SQUARE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
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22 . LIFE-SIZED ANGRY BIRDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
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23 . KID CURLING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
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24 . MARSHMALLOW FLING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
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25 . CABIN BATTLE SHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
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26 . GLOW IN THE DARK BOWLING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
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27 . MINI-MARSHMALLOW POPPING CONTEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
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28 . BLIND BALLOON VOLLEYBALL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
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29 . BLANKET DROP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
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30 . RAINY DAY RELAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
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31 . NOODLE HOCKEY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
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LARGE GROUP GAMES and COMPETITIONS
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32 . HUNGER GAMES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
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33 . PILLOW CASE BINGO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
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34 . LARGE GROUP POPCORN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
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35 . SOUND OFF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
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36 . EXTREME PICTIONARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
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37 . HYPED UP BINGO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
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38 . INDOOR ROCK DROP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
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--- PAGE 4 ---
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39 . THE NUMBER GAME/THE ALPHABET GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
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40 . HUMAN FOOSBALL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
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41 . FIVE THINGS ABOUT THE COUNSELOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
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42 . BATTLE BALL DODGEBALL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
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43 . BINGO BALL ELIMINATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
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EVENTS
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44 . UGLIEST COUNSELOR CONTEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
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45 . JUNGLE DAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
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46 . HUMAN CLUE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
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47 . GYM RIOT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
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48 . YOUR CAMP’S GOT TALENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
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49 . UN-BIRTHDAY PARTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
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50 . DUTCH AUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
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51 . GAMES OF CHANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
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52 . INDOOR CARNIVAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
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53 . THE CAMP MUSEUM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
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54 . CABIN WARS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
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55 . PROJECT RUNWAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
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INDIVIDUAL COMPETITIONS
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56 . RAINY DAY CAMP RECORDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
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57 . LEGO CHALLENGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
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58 . INDOOR OBSTACLE COURSE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
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59 . MINUTE TO WIN IT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
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60 . BEACH BOARDWALK CONTEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
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61 . RUBBER DUCK RACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
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MAKERS
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62 . CREATE A BUG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
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63 . ROLLER COASTER RALLY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
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64 . FORT BUILDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
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65 . RUBE GOLDBERG MACHINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
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66 . RAINY DAY PAINTINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
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67 . BUILD OFF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
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HUNTS
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68 . MISSING ANIMALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
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69 . MAGAZINE SCAVENGER HUNT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
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70 . ESCAPE FROM THE MAD SCIENTIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
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71 . PUZZLE SCAVENGER HUNT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
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72 . BIG QUEST ROOM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
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DRAMA and IMPROV
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73 . WALK MY WALK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
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74 . SKIT IN A BAG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
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75 . AFTERNOON WITH THE OLD FOLKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
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--- PAGE 5 ---
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76 . CPR! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
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77 . WHO, WHERE, WHAT SKITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
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78 . RADIO SHOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
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MUSIC and DANCE
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79 . THE BAG DANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
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80 . JUST DANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
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81 . NAME THAT TUNE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
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82 . SONG WARS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
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83 . MUSICAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
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84 . 4 CORNER DANCE OFF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
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OTHER
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85 . INVENTION CONVENTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
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86 . WET LAND SPORTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
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87 . RAINY DAY GAME BAGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
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88 . WHOONU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
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89 . TO TELL THE TRUTH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
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90 . CABIN ROUND ROBIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
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91 . HURRAY FOR RAINY DAYS! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
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92 . PARACHUTE ACTIVITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
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93 . STORY TIME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
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94 . RAINY DAY BOXES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
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95 . THE WEATHER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
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96 . EPIC DINING HALL DECORATING CONTEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
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97 . CABIN DECORATING CONTEST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
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98 . STORYTELLING CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
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99 . GRANDMA AND GRANDPA BINGO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
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100 . JR . ACHIEVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
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101 . PRIZE WHEEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
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--- PAGE 6 ---
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TIPS AND SCHEDULE
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Be Prepared
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•
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Have 3 days of a rainy day Program/Schedule already made .
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•
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Practice it during staff Training
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•
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Use Station Games and Special Events
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•
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Use all of your facilities
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Have a Rainy Day Survival Kit/Bag of Tricks
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•
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Balloons
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Cards
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Markers
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Rubber Bands
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Paper
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Etc .
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Make a list of activities you are going to do on Rainy Days
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Plan 2-3 activities than can be done in 15-20 minutes .
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Each staff member leading an activity with a group, after 20 minutes campers rotate to next
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staff member.
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Giving Points
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Points don’t cost anything. You can give them away by the 1000’s. Giving them away will never
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deplete your supply either. My weekly score board goes up to 1,000,000 points. We give them
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out for almost anything .
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Try this: 1st place- 10,000 points, 2nd place- 5,000 points, 3rd place- 3,000 points, and 4th place-
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1,000 points .
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Points are also given out for team spirit, good sportsmanship, effort, being on time, etc. Avoid
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doing penalties. Instead, just add more points to the teams who are not poor sports.
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1 SummerCampPro .com
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--- PAGE 7 ---
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EXAMPLE RAINY DAY SCHEDULE
|
||
7:00-8:30 Mini free play Activities (Gym)
|
||
•
|
||
Double Four Square
|
||
•
|
||
Two Square
|
||
•
|
||
Climbing Wall
|
||
•
|
||
Ga Ga Ball (We use Tables & The Wall)
|
||
Game Room
|
||
•
|
||
Card Mania . . . .21,Thrash,Speed,Fast
|
||
•
|
||
Ping Pong Tourney
|
||
•
|
||
Foosball Tourney
|
||
Arts & Crafts Room
|
||
•
|
||
Coloring Contest
|
||
•
|
||
Drawing Contest
|
||
•
|
||
Tic Tac Toe Tourney
|
||
•
|
||
Dots
|
||
8:30-9:00 Opening Circle
|
||
9:00-10:00 (TAC) Total Camp Activity
|
||
Music Fest - Campers participate in Lip Sync, Air Band Contest & Dance Off
|
||
10:00-11:00 Rotation Station Games
|
||
1.
|
||
Gym . . . . . .Prison Dodge Ball
|
||
2.
|
||
Room A . . . .This is/Hot Potato
|
||
3.
|
||
Room B . . . .Thumper/Finger Math
|
||
4.
|
||
Arts & Crafts Room . . . .Signs/ABC Game
|
||
5.
|
||
Game Room . . . .Story of My Life/Human Foosball
|
||
1:00-2:00 Rotation Station Games (Whole Camp Event)
|
||
Community Challenge (Tug-A-War)
|
||
2:00-3:00 Special Event - Human Checkers/Chess
|
||
3:00-3:30 Snack
|
||
3:30-4:30 Large group Activity - Chase Race
|
||
4:30 Huddle-up
|
||
5:00-6:00 Free Play
|
||
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
|