When camping is over
I will always remember
Friendliness ofcampfires
And the last glowing ember
-Annie Garretson
Campfires linger in the memory as a highlight of the camp experience. Magic can be found in the flickering light, in the warmth of the fire, and in the friendliness of gathering together in a small circle of security. Singing, storytelling, and sharing confidences are natural activities around the campfire. So, too, are group games, which enhance the fun, humor, and camaraderie of the campfire experience.
Mutual storytelling
Mutual storytelling is a group story with actions. Anyone in the group can step into the story at any time by saying, “Wait, I was there” and carry on with the story line, adding actions as the story goes on. At first, staff may need to stimulate the actions with questions.
A camper begins, “Once upon a time there were three bears: a huge bear, a middle-sized bear, and a teeny-weeny bear.”
A counselor may add, “Let’s be the sizes of the bears. ‘What did they look like and walk like?”
Another camper chimes in, “Wait, I was there. They were polar bears, and they slept standing up swaying to and fro with their arms crossed. They were snoring and growling in their sleep.”
“Let me hear the growling and snoring. How were they standing?”
Someone else interrupts, “Wait I was there! One day they were startled from their deep sleep by the sound of drums beating wildly and a tune playing that they all knew. ”
“What was that tune, can you sing some of it? Let’s hear the drums!”
“Wait, I was there! …”
If the teller runs out of story, she asks, “Was anyone there?” The only guideline is that one storyteller can’t undo or deny something another has spoken. The story can take off in any direction, and all campers can participate physically even if they aren’t creating the story line. If a natural ending doesn’t occur, you can stimulate one by suggesting that the campers end the story within the next three storytellers or within two minutes. Or offer an ending yourself, such as, “And they all lived happily ever after.”
Follow the leader
One person is chosen as “it” and leaves the area while the remainder of the group designates a leader. Players then sit in a circle and go through a series of motions. “It” stands in the middle and tries to discover who the group leader is. All players follow the leader’s motions: clapping hands, stamping feet, or pounding legs, being careful not to watch the leader directly. When “it” correctly guesses the leader, a new “it” is chosen, a new leader is designated, and the game continues.
A what?
This seemingly complicated game is worth playing simply for the laughter it creates. Everyone sits in a circle. One player starts the game by handing the player on his left an object and saying, “This is a platypus.” The second player asks, “A what?” and the first repeats, “A platypus.” The second player, confusion temporarily cleared, hands the object to the player on his left and says, “This is a platypus: Now the confused third player asks, “A what?” The second player turns to the first and asks again, “A what?” “A platypus!” the first player says. The second player turns to the third and confirms, “A platypus!” In the meantime, the first player turns to the player on his right and says, “This in an aardvark.” This player answers, “A what?” and the first player repeats, “An aardyark.”
Both the platypus and aardvark exchanges continue around the circle in the directions they were started; the faster they go the more fun it is. Grand chaos is achieved when the two exchanges meet on the other side of the circle and no one knows what’s what!
Old King Cole
Recall the rhyme “Old King Cole was a merry old soul and a merry old soul was he.” Players stand around the campfire. One person starts the “Old King Cole” rhyme by saying “Old.” The person to her right says “King” and the rhyme proceeds around the group with each person adding one word. The words “was a” and “and a” are grouped together. The person who says “and a” bends his knees and squats as he speaks. When “was a” or “was” comes up, everyone in the group bends their knees and squats. Sounds simple doesn’t it? It’s harder than you might think and causes loads of laughter.
Banana boats
Consider preparing this traditional campfire snack while playing the next game. Give each camper a banana still in its peel. With a table knife, cut a lengthwise slit along the inside curve of the banana. Gently stuff chocolate chips and marshmallow pieces into the slit. Wrap the banana in foil and lay it on hot coals. It should be hot, mushy, and oozing with melted chocolate and marshmallows in 5- to 10-minutes. Open the peel carefully and eat the banana with a spoon – a banana split minus ice cream!
Two truths and a lie
This simple game is fun, funny, and helps everyone get to know each other. Even in groups where players know each other well, this game provides new insights into each other. A member of the group makes three statements about himself two must be true, while the third is not true. For instance, someone might say, “I speak Spanish, I’ve traveled in South America, and I have a pet boa constrictor” (when he actually doesn’t speak Spanish). Other members of the group then decide which of his statements are true and which is false. Another person then makes three statements about herself and the game continues.
Mime rhyme
A player, called the poet, says, for example, “I’m thinking of a word, and it rhymes with free.” Other players act out their guesses until they discover the chosen word. Someone stands and waves his arms like branches only to be told, “No, it’s not tree.” Another buzzes around flapping wings and lighting on flower people, but the poet says, “The answer isn’t bee.” A child stands and repeatedly points to herself. “Hmm,” the poet says, “it’s not me.”
The player who correctly mimes the poet’s word becomes the next poet.
Frozen shoes
Play some fun music or provide a beat if you can. Players walk, hop, spin, run, or dance around while balancing one shoe upside down on their heads. If the shoe falls off, the player is frozen in place until another player picks up the shoe and replaces it upside down atop the frozen player’s head. Instant thaw! If that player loses her shoe, both players are frozen until thawed by another. Increase the challenge by playing in pairs or in small groups that move together as a unit, each person with a shoe on his head. One dropped shoe freezes the group … until another group squats together and replaces the shoe.
“Do not teach a great many things
… just awaken curiosity. It is
enough to open minds.
Put there just a spark.
If there is some good flammable stuff,
it will catch fire. “
– Anatole France
References
Weinstein, M. & Goodman. J. Play/air. San Louis Obispo: Impact, 1980.
Fluegelman. A., ed. More Neu’ Games. Garden City, NY: Dolphin Books, 1981.
Terry Orlick. The Second Cooperative Sports & Games Book. New York: Pantheon Books, 1982.