Author: Abu Rayhan

Rabbit Tag

Setup:

Open space with cones to mark hutches

Grade:

2-5

Instructions:

  1. One player is designated as the “Hunter.” Everyone else is a “Rabbit”
  2. Set up “hutches” (cones) around the playing field. There should be two less hutches than there are rabbits. The hunter can only tag rabbits who are not at a hutch
  3. All but two rabbits start the game at a hutch. The hunter chases these rabbits.
  4. When a rabbit enters a hutch, he or she is safe, but the rabbit who was previously at that hutch must then leave the hutch. Only one rabbit may be in each hutch.
  5. When the hunter tags a rabbit, that rabbit becomes the new hunter

Video:

Pass the Name Game

Setup:

circle

Grade:

all

Everyone stands in a circle and the teacher will go first, saying their name and making eye contact with someone else while saying their name. Then the teacher will start heading over to that person and that person will then have to say the name and make eye contact with someone else in the circle and start to head over to take their place. You can make this game more complicated by starting another circuit while the first one is already in motion.

Sleeping Spell

Overview:

Detective vs hand-shake enchanter

Setup

Intro Story for the AG to tell the group: A great celebration is being held in the kingdom with royalty from all over attending. However, one of the guests is not what they seem and is actually an Enchanter and is leaving a trail of sleeping royals in their wake. The royals will shake hands but if the Enchanter tickles your palm like this (example) you will shake one other person’s hand and then give a big yawn and fall asleep and sit down. Can the Detective catch the Enchanter before everyone is put to sleep? We will see!

(Note who shows interest in the game so that you can select them later)

  1. Have players circle up and close their eyes.
  2. Let the players know that you will choose the detective by lightly patting their head once and the Enchanter by lightly patting their head twice. (Then select)
  3. Have everyone open their eyes. Request the Detective wave to the crowd so everyone know who they are then have them step slightly away from the circle
  4. Invite the rest of the players to mingle and shake hands before the game begins.
  5. Once a few handshakes have occurred, announce that the Enchanter can start putting people to sleep.
  6. Invite the detective back into the group
  7. Everyone will walk around shaking each other’s hands, but the Enchanter will lightly tickle the palm of their victims while shaking their hands.
  8. When tickled, the victim will shake another person’s hand, then Yawn dramatically and sit down .
  9. The detective tries to decipher who the Enchanter is.

NOTE: This game is more commonly known as Murder Shake/Handshake Murder and the kids may mention it being known as such and make comments that it is “babyish” in comparison. Please hold strong to this theming and remind them that at Adventures in Writing Camp, we write stories and there are many stories to tell! 🙂

Lemur Telephone

Grade:

all

Setup:

line up campers evenly

  1. Line teams up by grade
  2. Counselors tell the first camper in each line a phrase.
  3. Campers then race to whisper their phrase to one another down the line.
  4. The first team to whisper their phrase to the front of the line wins.
  5. Have each camper at the end of their line say their phrase out loud and then compare with the original.

Video:

Detective

Grade:

2-5

Setup:

Circle Game

Instructions:

  1. Sit in a socially distant circle and pick one camper to be the Detective. That camper must leave the room or move away from the circle and turn their back/cover their ears so they can’t see or hear who is picked to be the Leader.
  2. Pick one camper to be the Leader. The Leader starts actions that the group must copy, such as clapping, dancing, patting parts of the body, or jumping up and down.
  3. Bring the Detective back to stand in the middle of the circle. The Leader discreetly switches to a new action when they’re ready. The Leader must try to switch the action without being noticed by the Detective. As the Leader switches actions and the circle copies them, the Detective has three guesses to identify the Leader.
  4. If the Detective guesses right, they win the round. If they don’t, the group wins. Praise both sides’ efforts regardless!
  5. Choose another Detective and Leader and start another round.

Video:

*Note in this video, the game is called Indian Chief. While it is the same gameplay and a great example, we have our roles called Detective and Leader to keep with the writing theme (mystery!)

I am a Tree

Grade:

3-5

Setup:

No more than 5 people per group

Instructions:

One camper goes to the middle of a circle and says “I am a tree” taking a position as a tree, a second camper goes out and adds to the picture they are painting, and a third person goes out and finishes it. Actors 1 and 2 then leave the scene, and new actors join. Three actors should be in a scene at a time.

Example:

Actor 1: I am a tree

Actor 2: I am a leaf on the tree

Actor 3: I am the grass under the tree

Actors 1 and 2 leave

Actor 4: I am a panda bear

Actor 5: I am a zookeeper

Video:

Gibberish Interviews

Grade:

2-5

Setup:

Groups of three or more

  1. Split the group into teams of 3 (you can have more than three, but not less)
  2. One person will be the reporter, one the interview subject, and the third the translator.
  3. The reporter starts by asking a question. The interview subject then answers the question in “gibberish,” and the translator translates into English.

Video:

Bop

Grade:

All

Setup:

Circle, large group (10+)

Objective:

Form the parts of the animal within the time that the teacher says “Bitty, Bitty, Bop.” (Or Boppity Bop Bop if you prefer)

The teacher stands in the middle of the circle, points at a student, and calls out an animal. That student will form the main part of the animal while the students next to him or her will form the rest of the body. For example, the teacher will point and say “elephant, BITTY BITTY BOP!”The student will form the trunk while their neighbors will form the ears. The students have the time that the teacher says “Bitty, Bitty Bop” to form the animal. If the team makes a mistake, the person forming the major part of the animal becomes the “teacher” and continues the game.

Start with just “elephant,” and demonstrate how students should make it. After students have become familiar with “elephant,” the group can think of other animals or objects that the students can form (demonstrate how to make each animal before including it in the game). Some things that have been used are (Bunny [ears/paws/ears] giraffe [legs, head neck/legs, bowl of Jell-O [half bowl, jell-o, half bowl], etc.)

For the older campers, you can add saying Bop before the caller says Bitty, Bitty, Bop and the caller faking out with just saying Bop (which is responded to with silence).

Video: