Every counselor will be getting a card with some Tips and Tricks to help keep campers involved and entertained!
The card will only have the names of games so check out instructions here before camp starts!
Go first and say the following: “I can bring a kitten through the Green Glass Door, but I cannot bring a cat.”
The key is that the name of the object must have double letters, either consonants or vowels.
If a player tries to take an object through the Green Glass Door that does not have a double letter, say: “You cannot take that through the Green Glass Door.”
The consequence can vary with the content and age of the players, and the situation in which the game is being played:
If a player believes they know the pattern, the leader of the game should ask him or her to give an example rather than stating the answer, so that other participants can continue to play.
Whenever everyone figures out the game, the group can no longer play.
The snapper will need to think of a name. You can set a theme for the game if you want, but most games begin with celebrities as the first category. Once the snapper has come up with the name, they can choose from two options.
The snapper can either spell the name directly or spell out clues. If they choose to spell the word directly, they must declare – “Snaps is the name of the game.” However, if they are spelling out clues, they must say – “Snaps isn’t the name of the Game.”
When it comes to playing the game, the snapper will need to give clues by using short sentences. For example, let’s say the celebrity you choose was Tom Cruise. Your first sentence could be, “Today is a nice day.”
Now the other players will know the name they must guess begins with a T. For any vowels in the name; you must snap your fingers to help the other players identify which vowel it is. You snap once for A, twice for E, three times for I, four times for O, and finally five times for U.
So, to use our earlier example for Tom Cruise, you’ll be snapping four times because the second letter is an O.
One player is the “guesser”
One player is the “decider” – they determine what the “guesser” will have to guess
The rest of the players becomes the audience and watches
The guesser has to turn around and close their eyes. They could also leave the room entirely if that makes everyone feel better.
The decider then looks around the room and chooses an object that is in plain sight. He/She lets the audience knows that this is what they want the guesser to choose during this round.
The guesser returns and tries to use their psychic powers to figure out which object they are meant to guess based on the energy surrounding that energy and the messages the decider is sending them. They get three turns.
Instructions:
Have all campers gather in a circle or at a table.
As the leader, tell how you have studied chaos and the meaning of the cosmos and have concluded that all random events have meaning.
As an example, take a few sticks and drop them on the ground in front of you. Study the sticks and then ask the scouts if they can tell you what number the sticks represent. After a few guesses, announce the number.
Repeat this a few times, and some in the group may figure it out. If they do, allow them to drop the sticks and you guess the number.
The Trick: When you drop the sticks, you place your hands on your knees or on the ground in front of you. The number represented by the sticks is actually the number of fingers you have pointing out.
You can make the placing of your hands more and more obvious until someone gets it if your goal is to teach the solution. Otherwise, just have fun with it.
Have the kids stand in the circle, explain to them the song and have them follow each body part you choose to push the "button". "Hi my name is Joe and I work in a button factory, I got a wife, three kids and a dog, woof. One day my boss came up to me and said Joe man are you busy man, I said no man and he said push this button with your_______ I said sure. push push push"… repeat - right hand - left hand - right foot - left foot - head - ect. Every round chose a new body part to “push” the button with. Once you have a number of body parts going finish the song with the verse below. "Hi my name is Joe and i work in a button factory, I got a wife, three kids and a dog, woof. One day my boss came up to me and said Joe man are you busy man… I said YESSSSSSSS"
The participant who is the poison frog sticks his or her tongue out at random people around the circle, trying not to be noticed by the detective. When the frog sticks its tongue out at someone, that person must lay down as if dead. the detective gets three tries to guess the killer frog's identity.
Players stand in a circle and one person in that circle starts by passing the energy to their right or left. Anytime the energy is passed, the passer presses their palms together and then swings the energy to the left or right and says "Schwing." Players continue to pass the energy in this way.
Form a circle and hold hands.
One student is the cat and one student is the mouse.
The cat must try to tag the mouse outside of the circle with two fingers.
The mouse can go inside and outside of the circle. The cat can only stay outside the circle.
If the Mouse is tagged, switch roles. Restart the game.
The middle person must approach players in the circle and ask, "Honey, do you love me?" The person being questioned must answer, "Honey, I love you but I just can't smile." If s/he does smile or laugh, s/he becomes "it" and the previous middle person joins the circle.
The game's object is for one player to tag the other players and turn them into “blobs.” When a player is tagged, they must enter the blob zone, where they can't move until another player tags them and sets them free. The last player to be tagged is the winner.
Ask players to stand in a circle and hold hands loosely. Choose a leader to send a gentle squeeze (“impulse”) traveling clockwise around the circle. Tell the group they should pass the impulse as fast as they can without skipping players and commenting on their progress. Their goal is to complete the circuit and return the impulse to the leader in as short a time as possible. For added challenge, ask players to play with their eyes closed. After hte impulse has traveled successfully around the group, try sending two simultaneously in opposite directions, returning to the leader on both sides
The game's object is for one player to tag the other players and turn them into “blobs.” When a player is tagged, they must enter the blob zone, where they can't move until another player tags them and sets them free. The last player to be tagged is the winner.
Get everyone in a circle with one person in the middle.
The person in the middle walks around inside the circle while everyone else sings, “Little Sally Walker walking down the street. She didnt know what to do so she stoped in front of me. (at this point, the one in the middle stands in front of someone and does a dance move)
(Still singing….) Hey girl, do that thing do that thing and switch! (the the person that got picked does the dance move) (still singing) Hey girl do that thing do that thing and swich!
The new person now walks on the inside of the circle and continues the game.