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Refill Your Bag of Tricks

Circle games to hold campers

by Kim Wenzl

Most camp counselors are bombarded with games during staff orientation. But often, as the summer progresses, these games run out. Replenish your supply of games every once in a while. Share at least one new game at weekly staff meetings. Sharing games at these meetings serves two purposes: counselors have a chance to play together, and games are easier to remember. Think of the Chinese proverb: “What I hear I forget. What I see, I remember. What I do, I know.”

Throughout the summer you will find times when you need to “hold” your group while waiting for something to happen: a cookout, the end of an activity period, campfire. Great camp counselors keep these from being idle times. Look at these times as prime opportunities to reach into your bag of tricks for circle/holding games.

Tale Toss

Have everyone stand in a circle. Select a small object that can be tossed easily from one player to another. Toss the object to a player in the circle. The person catching the object must begin to tell a story — something made up on the spot. The player holding the object tosses it to another player who must catch it and continue the story. The story can take any form, as long as it is connected to the last player’s contribution. Players must continue the flow of the story no matter how fast the object is passed.

Liar, liar.

Select a small object and have players sit in a circle. As the object is passed from person to person, each player must come up with an incredible story or fantasy about the object being passed. For example, “This watch saved a man’s life when it stopped a bullet while he was fighting in a war.” After everyone has finished, ask the group members which tale they enjoyed the most. The person with the most entertaining lie has the dubious honor of being the least trusted person in the group.

Silly Sentences

Have players sit in a circle. The object of the game is to pass a sentence around from person to person, changing one word each time. The first person begins with a simple sentence, for example, “The dog went to sleep.” The next person responds in an outraged tone, “No! The hippo went to sleep,” changing only one word. The next person might say, “No! The hippo went to Pittsburgh,” and so on. Allow just a few seconds for thought. If someone gets stuck, go to the next person. Encourage the most unusual word combinations, and don’t worry if they don’t make sense!

Alphabetical antics

Have all players but one sit in a circle. The other player stands in the center. The center player closes her eyes while the others pass a small object around the circle. When the center player claps her hands, the player caught with the object must keep it. The center person opens her eyes and calls out a letter of the alphabet. The player with the object passes it around the circle again, meanwhile naming six items that begin with the letter. He must name the six items before the object makes it around the circle. If the player does not succeed in naming six items before the object is passed around, he must change places with the player in the center. If he names six items successfully, the game continues with the same player in the center. Note: the number of items to be named could vary depending on the size of the group.

Follow the Rules

Have all players sit in a circle. One person is selected to be “it” and stands away from the group. The other players choose a rule to use while answering questions. The rule can be hard or simple depending on those playing — for example, answer questions as if you were the person to your right or left; all boys make up stories, all girls tell the truth; players must scratch their heads or yawn before answering; players must answer as if they were animals. When “it” comes back, he must find our the rule by asking players questions about themselves. The person trying to guess the rule is allowed to take as long as he needs. If the game takes too long, players can help by exaggerating the response the rule calls for.

Secret Sender

Have players sit in a circle. One player is chosen to be “it” and is sent away from the group. Another player is selected to be the secret leader. The leader begins a movement, such as head nodding, arm moving, or foot tapping, while the rest of the group follows. Explain to the group that they must be careful not to blow the leader’s cover by looking directly at her. “It” comes back to the group and stands in the center of the circle. All those in the circle perform the movements the leader begins. When the leader changes a movement, everyone follows. “It” must observe very carefully to discover the leader. When the leader is discovered, a new player is selected to be “it” and a new undercover leader is chosen. Try having more than one leader!

You’re getting warmer

Select one person to go away from the group. The rest of the group picks an object in the area for the person to find. The person returns to try to find the object while the group claps. As the person gets closer to the object, the claps become loud and enthusiastic. If the person gets farther away from the object , the claps become quiet and weak. When the object is finally found, the person gets a standing ovation!

Who’s missing?

Keep the group seated in one area, all visible at a glance. One person, selected to be “it,” turns away from the group and covers his eyes. Another person is selected to leave the group and hide nearby while the rest of the group change their positions. At a signal, “it” turns around and tries to guess who is missing while the group slowly counts to ten. If “it” guesses the missing person before the group finishes counting, he can have another turn. Otherwise, a new person is selected to be “it” for the next game. Note: this game works best if there are at least twelve people in the group. The number the group counts to can be adjusted depending on the group’s size.

Look up, look down, screaming toes

Have players stand in a circle. At a Signal, players look up, then look down, and then look at one person in the group. Each person must keep looking at that one person; no one can change in midstream. If a person being looked at is looking at some· one else, then the looker is safe. If eye contact is made, then both are zapped. They each scream, and the group moves on to the next round. Variation: Eliminate those who are zapped until there are only one or two left in the game.

Share a sound, share a motion

Have the group stand in a circle and have one member start a motion and a sound. (The motion and the sound do not necessarily have to have anything to do with one another.) This person moves to the center of the circle and then circles around another member of the group, taking her place. The new person must now imitate the leader’s motion and sound and move toward the center. Upon reaching the center of the circle, the new person gradually changes the motion and sound and then circles a new member of the group. Repeat until laughter gets to be too much to handle!

Word association game

Have players sit in a circle. Someone in the group whispers one word to the player sitting on his right. This person then passes the first word that comes to his mind to the person on his right. This continues around the circle. The last person then says his word out loud and the group compares it to the original word. Usually, each person around the circle says his or her word to see how crazy the associations became! Next time, have a new leader begin with a new word.

Zip, zap, zop

This is a three·word game that involves quickness and one motion of the arm. The first person says “zip” while motioning to another person in the circle. (An exaggerated point works well.) This person says “zap” while motioning to any member of the group. This next person says “zop” while motioning to another member of the group. The name of the game is speed, and a player must sit out if a motion is unclear (if it falls between two people) or if the wrong word is said. Continue until only one person is left.

Electricity

Remove one person from the circle and select someone to start sending electricity around the circle. Everyone joins hands and the leader sends the current around the circle by squeezing the hand of the person to her left or right. The person who left the circle must stand in the middle and try to guess who started the current. The leader may send electric currents around the circle at any time and in either direction. The person in the middle gets three chances to guess who started the current before a new leader is chosen.

Detective

Choose one person to be the detective and have her leave the circle. Then select someone to be the criminal. When the detective comes back, she asks each person in the group where he or she was on the night the crime was committed. Each person should keep his or her response short, for example, “I was eating green M&Ms in the canteen.” The detective must listen to each person’s alibi before making any accusations. Next the detective listens to each alibi again, only this time the criminal must change his story just a little while everyone else keeps their stories exactly as they were the first time around. The detective must listen for the changed story and then make an accusation. To play again, select a new detective and a new criminal.

 

Kim Wenzl is the assistant director for Camp Woodland in Eagle River, Wisconsin. She has twelve years of camp experience and nine years of middle/high school teaching experience. She received her master of science in teaching degree from the University of Chicago. She has written a hand· book for the counselors at Camp Woodland that offers games, as well as adventure activities based around a certain theme for each week of camp.

References
Gregson, Bob. The Incredible Indoor Games
Book. Fearon Teacher Aids: Carthage, IL, 1982. Laurie Frank. “Advanced Bag of Tricks Work· shop.” Teachers of Experiential and Adventure Methodology: McCraken Middle School, 1996.

 

From CAMPING Magazine, July/August 1997 pgs. 25-27