Camp Consellors Game Guide
Camp Consellors Game Guide
Active Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Races and Relays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Hide, Seek, and Tag Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Quiet/Passive Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Trust and Team-Building Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Team Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Cabin Chats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Organizing Activities
In dealing with campers, both in the program area and cabin, remember the Five P’s: Proper
Planning Prevents Poor Performance. In order to make your program ideas a success, here are
some questions you need to address:
z What sort of area do you need?
z Do you need to be outside?
z What if it rains? Do you have a Plan "B" in the event of bad weather—or would it be fun
and safe to do the activity in the rain?
z Do you need permission from an area specialist?
z Do you need anything from the kitchen? Kitchen staff members are busy people and need
advanced warning to round up supplies.
z Is there something you need that you don’t have at camp? Again, somebody has to go
and find your supplies. They may not be able to do this right away. Give people advanced
notice, and never assume everything will be waiting for you. Check first!
Camps have limited resources and space. If your activity is thoroughly prepared ahead of time,
you ensure the resources and space required for a worthwhile activity. Your preparation process
should allow for "what if?" scenarios. What if the kids don’t like the activity? Be flexible enough
to change as you go, but never let flexibility serve as a cop-out for being unprepared. Always
think ahead!
The most organized and best-prepared events can fall flat on their faces if the kids are bored
by the idea. There are ways to get around this pitfall. If appropriate, allow the kids to help
prepare the activity. Make the activity the focus of the day or be secretive about the activity,
build suspense, and drop clues as to what it might be. Be imaginative about how you inform the
children of the activity. Above all, be enthusiastic! You’ve put a lot of time and effort into your
activity, and you want it to be a success!
Once the activity has ended, ask yourself whether or not it was a success. If not, what could have
been done differently and improved? If it worked, why? What did you do that made it a special
program? Why did the campers like it? Pick up on the good points and try to improve on the
bad points for next time. Whatever the outcome, as long as you build on it for the next activity
that you plan, don’t be too hard on yourself. Always remember to evaluate.
Icebreakers
Icebreakers are games and activities designed to get your campers talking and smiling during
those daunting first days at camp. Remember: "Every best friend was once a perfect stranger!"
Name Games
The following games will help everyone learn and remember each other’s names.
Positive Adjectives
Equipment: none
Group: 4+ participants
Group sits in a circle and each person thinks of a positive adjective starting with the same letter
as his/her name: i.e. Happy Helen, Delightful Daniel, Crazy Callan. One person begins with their
name: "Hi, I’m Happy Helen." The next person follows by saying "Hi, this is Happy Helen and I
am Delightful Daniel." This continues around the circle. It gets more difficult as each subsequent
person has to remember all the names and adjectives of those before him/her. The person who
began the game concludes by naming everyone in the circle.
Variations: You can substitute positive adjectives with foods, sports, etc. (i.e. "Hi, I’m Helen and
I like honey. Daniel likes danishes, and Callan likes chocolate.)
Active Names
Equipment: none
Group: 4+ participants
Group stands in a circle and one person begins by coming into the center and saying his/her
name with each syllable accompanied by an action. For example, Natalie comes into the middle
and says NAT-A-LIE, accompanied with a clap, jump, and click of the fingers. The group in unison
repeats the name and action with Natalie a couple of times. She then returns to the circle and
the next person continues with his/her name/action.
M&Ms Game
Equipment: M&Ms
Group: 4+ participants
Group sits in a circle and passes round packets of M&M’s. Each person is told to take as many
as he/she would like, however nobody can eat until told. Once everyone has some it is time to
explain the rules. For each M&M a person took, he/she has to tell the group something about
himself/herself. (Watch the smiles fade on those who took a lot!) Go around the circle with
each person saying one thing and then eating an M&M. Continue round and round the circle
until everyone has finished all his/her candy. This game enables people to share standard, fun
information and stories, and have a great laugh.
Toilet roll sheets, pennies, or any small, plentiful object can be substituted for the M&Ms if they
are not available (or allowed!).
One-Minute Interview
Equipment: none
Group: 4+ participants
Group is divided into pairs (preferably people who do not know each other well). Pairs are given
five minutes together to talk about themselves. (Leader may assign topics such as "proudest
achievement," "favorite holiday," or "family life.") After the five minutes is over, everyone forms
one big circle and each pair has a couple of minutes to relate to the group what they learned
about each other. This activity is especially good for shy campers who may find it easier to talk
one-on-one and tell the group about their partner, rather than speak publicly about themselves.
Interactive Icebreakers
Couples Game
Equipment: blindfolds optional
Group: 8+ participants works best
The game involves giving various names of well-known duos to pairs of campers. Campers are
separated into two groups and sent to opposite ends of the room or preset area. The leader
then goes to each end and gives each camper the name of half of a famous duo: e.g. Batman,
Spongebob, Han Solo, Scooby Doo, Bonnie will be on one end, and Patrick, Chewbacca,
Shaggy and Clyde on the other. Then, the campers are blindfolded and have to walk around
calling out the name of their lost partner until they meet. Once they meet, they move to the
side and watch until the remaining couples are all matched. Be sure that the area is free from
obstacles and dangers before starting the game.
Variations: Animal noises make a fun change. Campers walk/crawl as their animal would while
making its noise, hunting for the other same animal. It’s fun to combine this game with others
(for instance, when your partner is located, begin Five-Minute Interviews).
Zip-Zap
Equipment: chairs set up in a circle
Group: 10+ participants
Everybody takes a chair around one person who stands in the center. After everybody says their
name, the center person points to any player in the circle and says "Zip", "Zap", or "Zip-Zap".
If the center person says, "Zip", the player must name the neighbor to the left. Meanwhile, the
center person counts to 10 as fast as possible. If the elected player fails to name their neighbor
by the 10 count, he/she becomes the new person in the center, and the game continues. Note:
"Zap" means you name the person to the right, and "Zip-Zap" means everybody gets up and
rushes to find an empty seat. The person remaining goes to the center.
Human Knot
Equipment: none
Group: 10 to 12 participants
The group forms a tight circle. Participants stretch both arms into the center and clutch the hand
of a different person in each hand. The group is now officially a "human knot." The goal is to
untangle the knot without anyone letting go, and forming a proper circle. This game promotes
group cooperation and laughs, as well as a sense of achievement.
Active Games
These games and activities involve plenty of action and movement, best suited for outdoors or
a large hall.
Charade Relay
Equipment: none
Group: 2 or more groups with 4+ participants (if a leader can be assigned to each group)
Groups sit in semicircles in opposite corners of the playing area; the leader stands in the middle.
On the leader’s signal, one person from each group runs to the leader, who gives them the name
of a movie, book, TV show, etc. They run back to their group and silently act out the title using
basic charade rules. When someone guesses correctly, he/she runs to the leader for the next
title. The winning group is the first to complete all the titles. Note: a leader (maybe a CIT or older
child) needs to be assigned to each group to ensure the rules are being followed.
Variation: Instead of charades, the group could be given paper and pens to illustrate clues.
Animals, buildings, and things will be easier to draw in this case.
Octopus
Equipment: none
Group: 12+ participants
Choose an area about half the size of a basketball court and designate opposite boundary lines.
Choose one or two people from the group to act as octopi, standing in the center of the court.
Everybody lines up behind one of the boundary lines. An octopus yells, "Go!" and everybody
dashes from one end to the other, trying to avoid the tag of the octopus. If tagged, the person
becomes a jellyfish, frozen at the spot of tag and only able to move their arms. They assist octopi
in tagging others running back and forth. The last free person wins.
King’s Treasure
Equipment: treasure (sock/ball/candy)
Group: 8+ participants
Someone is elected King, and stands facing the wall at one end of the playing area, with the
"treasure" at his/her feet. The group stands at the other end—approximately 25 feet away.
Participants must sneak up to the King, grab the treasure, and race with it back to the starting
line. The group must be careful, however—the King can turn around every few seconds to look
at the group. Anyone he/she catches moving are sent back to the starting line to begin again.
The winner is the first person to carry the treasure safely past the starting line.
44!
Equipment: none
Group: 8+ participants
One person is elected "It". This person stands at a designated home base (i.e. tree or flagpole)
and counts to 44, while everybody else hides within a specified boundary. "It" then attempts
to seek out participants without straying too far from home. If "It"sees somebody, he/she calls
out "44—I see...Troy...behind the fence." If correct, he must run home before "It" tags him. If
he doesn’t make it, he becomes a prisoner and must stand on home base. Other participants
can free Troy by running to home without being caught by "It" and yelling out "44, I free all!"
The game is over when everybody’s a prisoner or someone frees a prisoner. "It" then changes.
Sardines
Equipment: none
Group: 4+ participants
One person is selected to be "It." "It" hides somewhere within a preset boundary, while the rest
of the group counts to 50. The group separates and seeks "It." If someone finds "It," instead of
announcing this, they join the hiding spot. Everybody in the group has to find the hiding spot.
Great fun is had as more and more people crowd into the hiding spot. The last person to join
the crowd is "It" for the next game.
Chain Tag
Equipment: none
Group: 8+ participants
One person is elected "It." Players run within a preset boundary, trying to avoid "It." If tagged,
a player joins hands with "It" to form the start of a chain. All tagged players join the chain, and
help catch those remaining. The last person caught is the winner, and the game begins with a
new "It".
Dragontails
Equipment: socks, cones to make a boundary
Group: 8+ participants
Each child takes his/her socks and ties them together. They tuck one end in the back of their
shorts (make sure they don’t tie it to their shorts or underwear). The other end must hang down
around the back of their knees. The game is easy. At your signal, each child must capture the tail
of another child. To do this, they grab the end of another child’s tail and pull it free. The child who
has lost his/her tail collects it and sits on the sideline to watch the rest of the game. The object
is to be the last one with a tail. Note: Players are not allowed to touch, hold, grab, or tackle
each other. They are not allowed to sit down, hold on to their tails, or run around the boundary.
Quiet/Passive Games
Lonely Ghost
Equipment: none
Group: 6+ participants
*Please note that because of the mature subject matter of this game, it should not be played
with younger campers.
Group sits or stands in a circle with eyes shut. The leader walks around outside of the group and
quietly taps someone to signify that he/she is the murderer. Everyone then opens their eyes and
sits quietly looking around the circle. Whenever the murderer makes eye contact with someone
and winks, that person must stage a dramatic death. The group’s aim is to identify whom the
murderer is before he/she kills everyone. Anyone who thinks he knows the murderer’s identity
may guess, but if he/she is wrong, he/she dies.
Roll
Equipment: none
Group: 10+ participants
A group of similar size people stands in a tight circle shoulder to shoulder. One person is elected
to stand in the middle. The elected person crosses her arms over her chest and closes her eyes.
She makes her body rigid and keeps feet planted firmly in one spot to allow herself to be gently
pushed around the circle by the other participants. Some people will find it difficult to fall even
a few centimeters into someone’s arms—make sure that everyone present is about the same
size and able to participate safely. This activity is a good way to build enough trust to lead into
"trust falls."
Trust Walk
Equipment: blindfolds
Group: 3+ participants
Blindfold all the campers but one. Have them hold hands in a line. The one without the blindfold
will lead them, communicating instructions about logs, hills, low branches, etc.
Variation: Divide the group into pairs. Blindfold one person in each pair and have their partner
lead them around for a few minutes (only if partners are mature enough to do this safely).
Leaders should identify an object as their destination, and allow the blindfolded partner to feel
the object, and return to the start point. Take the blindfold off and see if the person can identify
their route and the object they felt. Swap roles and repeat.
Team Games
These games generally last more than 30 minutes and work well as an evening program activity.
Snipe Hunting
Equipment: All participants need to bring their own "magic" stick and plastic bag or pillow case.
Group: 4+ participants
This activity places a lot of emphasis on the leader’s ability to tell a convincing story. Add your
own bits and pieces. The main thing is to be really enthusiastic and get your campers excited
about the "hunt."
Have the group gather round in a tight circle and explain that what you are going to tell them
is top secret. Check that everyone has a magic stick, and begin the story. This is one version of
the story—be creative and alter it to fit your camp traditions, location, etc.
"A boat from a far away and mysterious place has recently wrecked on the coast not too far from
camp. Secret sources have let me know that magical creatures, the Snipes, were on board. Some
of the Snipes are lost in the woods around camp. Snipes are friendly and caring creatures; they
want to go home but won’t leave their lost friends alone here. King Snipe has requested that we
Ultimate Frisbee
Equipment: 2 teams, 1 Frisbee, 4 cones to mark goals
Group: 8+ participants
The object is to advance the Frisbee up field, player to player, past the opponent’s goal. You
keep possession as long as nobody drops it. If they drop it, or if it is intercepted, it becomes the
other team’s. To score a goal, one of your team members must catch the Frisbee past the goal
line. The Frisbee comes back to the center line to restart. Children are NOT allowed to touch,
hold, grab, or tackle each other when going for the Frisbee. The game is played similar to soccer.
3-Team Soccer
Equipment: 2 soccer balls, 6 cones to mark goals
Group: 12+ participants, split into 3 teams
Same rules as normal soccer. The only difference is that you split up into three teams with two
soccer balls and three goals.