Games for Guides
All the girls line up across
one side of the hall; they are the `fish'. A girl stands in the centre
of the hall. The guider shouts `tidal wave' and all the `fish' try
to get across to the other side of the hall, without getting caught
by the girl in the middle.
If someone is caught they stay where they were tagged, becoming `seaweed'.
On the next call of `tidal wave' the same girl that started remains
on and the `fish' try to run to the other side of the hall again.
Any girls that have become `seaweed' remain where they were standing
but can stretch to catch anyone that runs close enough for them to
reach. Eventually there will be only a few or no `fish' left.
An old favourite which require some preparation, but once a kit has
been made for it then it can be played again and again.
Set up: Circles
cut out of different coloured card (these can be various sizes ranging
from about 15cm wide) saying; Pluto, Mercury, Venus, Mars, Uranus,
Earth, Saturn, Jupiter, Neptune, Sun and a crescent shaped moon. These
could be covered in sticky backed plastic to make then more durable.
Small index cards with; Pluto, Mercury, Venus, Mars, Uranus, Earth,
Saturn, Jupiter, Neptune, Sun and Moon written on. Also one with a
star drawn on.
Distribute the cards
on the floor around the hall. The command `rockets take off' is called.
The girls run around the room. When `Comets coming' is called they
go and stand next to a planet.
Make sure all the planets are called before allowing people to pair
up. Select an index card at random. Call out the name of the planet
on the card. Anyone standing on this planet is out and the index card
and circle are removed from the game. The game continues like this
until there is only one planet left. The girl or girls on this planet
are the winners. The only different action in the game is if the card
with the star is picked, in which case everyone is safe for that go,
no one is out.
There are two teams who stand
in a row facing each other at opposite ends of the hall, they decide
whether they want to be giants, wizards or goblins between themselves
without letting the other team know.
They then walk towards each other saying 'Kabish, Kaboom, Kabish,
Kaboom, 1, 2, 3' on 3 they stop and do the appropriate action for
whatever they have chosen. It then works like scissors, stone and
paper. Giants beat Wizards, Wizards beat Goblins and Goblins beat
Giants. Whichever team 'wins' chases the other team and anyone that
is caught before they touch the wall that they had just come from
joins the team that they were caught by. The game is then repeated
until you are left with only a couple on one team.
The actions are
'Kabish, Kaboom' - night fever type action in time with the words.
'1, 2, 3' no actions just 3 paces forward. 'Giant' arm stretched up
above head. 'Wizard' arms out straight in front of you waving fingers
(casting a spell). 'Goblin' crouching down.
Three simple games -
1)"Bring me": Guides at one end, in teams, leader at other
end. Call out "bring me... your youngest guide" or "bring
me... a pencil" etc., first team to bring what's requested gets
2)Girls stand in
a circle, with one in the middle holding a soft ball. She calls "everyone
who's wearing trainers" and throws the ball, everyone who fits
the call tries to grab the ball, and whoever grabs it gets to call
next. Anyone with a brother / at Name school / who is 10 / who likes
Neighbours / who's made their promise...
3)Same as above
only everyone sits in a circle in chairs, and the girl in the middle
doesnt' have a chair. Everyone who fits the call must get up and change
chairs, the girl in the middle tries to grab a seat.
The change seats
one can fit with a theme too - name them round the circle A, B, C,
D and the middle girl calls out one of the 4. We did it with the 4
world centres & got more ambitious by calling out "India"
so all the "Sangam" girls had to leap up. On "WAGGGS"
everyone had to change.