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AUSTRALIAN CIRCLE GAME
A player stands in the centre of a circle, holding a tennis ball. She tries to throw this ball to someone in the circle who will drop it. A second ball is also being passed around the circle from one girl to another. The player in the centre may throw her ball to anyone, but she usually throws it to the girl about to receive the second ball. If either ball is dropped, the one who dropped it changes places with the girl in the centre.

BALLOON SANDWICH
Girls pair off, each pair has a balloon. They must stand back to back with the balloon sandwiched between them & get from one end of the room to the other! Any pair who drop their balloon must go right back to the start. It’s easier if the girls are of similar height.

BEAM UP
Put tables and chairs across the floor in a way  that the guides can hide behind them.  The guides line up along the back wall of the meeting place and get onto their hands and knees. Somebody else stands on the opposite wall with a torch. The lights are turned off and the person with the torch moves a beam of light slowly around the wall they are standing by. The idea is that the guides have to get to the wall behind the person with the torch, without getting caught by the beam. They use the chairs and tables to hide themselves from the beam.

CABLE CARS
2 teams of guides (to act as the cables -large numbers in the teams are more fun)
2 boxes or trays (to act as the cable car)
2 Teddies or similar (to act as the passenger)
Line the teams up parallel to each other along the length of the hall - as if they were the 2 cables (but imagine you are up a mountain).. Put a cable car and passenger at the end of each cable - 1 at the 'top' of  the 'mountain' and one at the 'bottom' of the 'mountain' (i.e. each team has one cable car). On the command the Guides have to pass the cable car to each other without losing their passenger. Lost passengers incur a 10 second time penalty (or similar). Each Guide has to take hold of the carriage - missing a Guide incurs a 10 second time penalty. The team that gets their passenger to the other end of the mountain first is the winner of the game.

CAPTURE THE FORT
Divide players into two sides: Attackers and Defenders. Defenders form a circle, holding hands and facing outward, with their captain in the centre.
Attackers surround the fort at about eight or ten paces distant. They try to kick a football into the fort; it may go through the legs of the defenders or over their heads. If it goes over their heads, the captain may catch it and throw it out.   If it touches the ground inside the circle, the fort is captured and the players change sides.

CARDS GAME
Pack of cards. 4 room corners called Heart, Spade, Diamond, Club.  Music playing, when music stop, girls pick a corner to stand in. Cut cards, all in that corner are out. Pick another corner, cut cards, reduce players etc till one left. Get girls out to call support for those in. 

CAT AND MOUSE        
A row of girls standing holding hands. Several rows of girls behind again holding hands in the row. One girl (Cat) and one girl (Mouse) at either side of room. Cat chases mouse until caught. One caller to shout 'Change'. Girls in rows drop hands, do a quarter turn and hold hands in what would have been columns. Change needs to be quick so animal doesn't break through hands. Caller shouts 'change' as necessary to shorten/lengthen the game. Also possible with 2 cats and 2 mice. Animals change over when caught or exhausted or time limited.

CROWS CRANES AND CRUMBS
This game looks a bit like LADDERS, with girls
sitting facing a partner, with soles of shoes touching, but they then lie down.  Each of the 2 sides of the ladder is a different team for scoring.  Each pair should place 2 different objects, i.e a shoe and a necky at each side of where their feet touch.    1st object is called CROWS, the other is called CRANES and the 2 objects together are called CRUMBS!  

You then call CR........OWS, and the first guide to sit up and snatch the 1st object wins a point for her team, you then call CR.......UMBS, and they have to sit up and snatch BOTH items, and so on!  Make sure that you roll the CR... bit to make it difficult for them to guess what you are going to call next.

FOOTBALL       
One chair per Guide. 2 teams, 2 goals, 1 small ball. Put chair anywhere in arena, sit a Guide on, can't move off that chair whatever. Add ball and play. It's surprising how active it can be even when they can't
move off the seat!

GREAT CANADIAN SNOWSHOE RACE
Newspaper sheets ripped into quarters (about 40cmx60cm?), one pair for each team plus extras.   This is a relay game. Divide group into even teams (about 5 per team). Give the first person on each team a set of snowshoes (2 pieces of paper). They put the snowshoes on the ground and stand on them. On "GO" they shuffle to the other end of the area, around a chair and back to the team. If a snowshoe is lost then they have to shuffle back to it and if it becomes ripped they have to go to the "store" - one leader has extra snowshoes and is standing relatively equal distance from each team, and they must start again.  The winner is the team who finishes first with snowshoes in "good" shape.
   
GUIDERS KEYS     
           
Nice rattling bunch of keys. Victim on chair in centre, blindfolded/eyes shut sitting over keys. One volunteer to retrieve keys SILENTLY. Victim hears noise, points to it, volunteer fails, next volunteer etc. Volunteer gets key, next victim etc.  Actually keeps the rest of them quiet if they want to earn points for their patrol by getting keys. Guiders' health warning - Expect large cheers when keys are caught.


INDOOR HOCKEY         
Needs a bean bag and 2 hockey sticks with socks over ends to save precious floors (or use rolled up newspaper or magazine sellotaped round).  2 teams lined up and numbered as above. Bean bag in middle of arena. Goals at each blank end. Caller shouts number, 2 girls run, collect stick, hit bean bag into goal.

JUNK FASHION SHOW
Robot building - collect cardboard boxes, kitchen and loo roll holders, margarine tubs, bin bags, foil, plastic bottles, yoghurt pots etc and get the Guides to make clothes out of junk, then they can put on a fashion show to the other patrols.  Or... you could ask them to make robots out of the junk and then give a prize for the patrol with the wackiest robot.

MOVING CARDS 
One chair per Guide in a circle facing in. Number girls in series of 1 to 13. Cut cards eg two of hearts. Number 2 girls move round 1 place, three of spades = number three girls move round perhaps 2 places. Sitting on someone's lap is permitted and expected. How many you get on one lap depends on age and weight limit of chairs.

PEA WELCOME GAME
Each Guide is given between 6 and 10 dried peas (depending on the number of girls).  They have to walk round the hall (mixing) and when they meet someone they have to shake hands and say 'Hello, my name is......'.  The other person replies with their name.  The person who first 'introduces' themselves gives over a pea to the other person.  The sounds easy but it is amazing how long it lasts. The winner is the first one to have no peas left.  The Guides loved it so much that they are constantly asking to play the 'pea' game.

PLEASE BRING ME A!
One member of the Patrol only to run per call. Guider asks for something ... eg blue, soft, entertaining, a G file, to measure with, to write with.   Guider is only mobbed by one guide per patrol per call - first there gets the point for her Patrol.


QUICK CHANGE              
One chair per Guide less one in circle facing in. Odd girl in middle. Callers shouts swap places with someone who has a brother. All those with brothers stand up, swap chairs. One in middle tries to fill a chair first. Swap places with someone who used to be a Brownie, has a pet, goes to x school. etc

ROCK TREE AND BRIDGE
Split unit into equal teams of 6-10 girls The teams line up at one end of a room, in file, one behind another. On the word ‘go’, the first member of each team runs forward approx. one metre and crouches on the floor to make the ‘rock’. The next team member jumps over the rock and moves forward another metre, then stops. She stands still with her arms raised up at shoulder level to become the ‘tree’ .The third team member jumps over the rock, runs around the tree (one complete circuit), then runs on for a further metre. She stops and makes a bridge with her body i.e. feet and hands in touch with the floor, back arched up in the bridge shape. The remainder of the team takes it in turns to jump over the rock, run around the tree, and wriggle under the bridge, then run to the end of the room. The ‘rock’ runs around the tree, under the bridge and to the end of the room, followed by the ‘tree’ going under the bridge and on to the end of the course.   Finally, the bridge gets up and runs to the end of the room. The first team to complete these instructions wins!  

RUSH HOUR TRAIN
You will need:  chairs and one old newspaper (ideally same with same number of pages) per player.  Preparation:  Before the meeting, go through each newspaper and rearrange all the pages so that they do not run in sequence. When ready to play, arrange as many chairs as there are participants in two rows facing each other and far enough apart to provide just sufficient room for two people to sit facing each other. Place the chairs about six inches from the next in that row and put one at each end of the double row, facing inward.  When all the players have struggled into their seats, give each of them one of the papers you have prepared.

On the word "Go", all the participants have to return the pages in their paper to the correct order and the first to do so wins. A spectator's game if ever there was one, so be ready with the camera!

SKITTLES       
Needs a skittle (washing up bottle etc) and 2 bean bags. 2 teams lined up opposite each other numbered in opposite directions, so 1 is opposite 6, 2 and 5, 3 and 4. Skittle in middle of arena. One bean bag at each empty end of the arena. Caller shouts number. One guide runs from each line to a bean bag, throws to knock over skittle, wins point for a hit.