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Topic: RSS FeedRefill your bag of tricks: circle games to hold campers
Camping Magazine, July-August, 1997 by Kim Wenzl
Most camp counselors are bombarded with games during staff orientation. But often, as the summer progresses, these games run out. Replenish your supply of games every once in a while. Share at least one new game at weekly staff meetings. Sharing games at these meetings serves two purposes: counselors have a chance to play together, and games are easier to remember. Think of the Chinese proverb: "What I hear I forget. What I see, I remember. What I do, I know."
Throughout the summer, you will find times when you need to "hold" your group while waiting for something to happen: a cookout, the end of an activity period, campfire. Great camp counselors keep these from being idle times. Look at these times as prime opportunities to reach into your bag of tricks for circle/holding games.
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Tale toss
Have everyone stand in a circle. Select a small object that can be tossed easily from one player to another. Toss the object to a player in the circle. The person catching the object must begin to tell a story something made up on the spot. The player holding the object tosses it to another player who must catch it and continue the story. The story can take any form, as long as it is connected to the last player's contribution. Players must continue the flow of the story no matter how fast the object is passed.
Liar, liar
Select a small object and have players sit in a circle. As the object is passed from person to person, each player must come up with an incredible story or fantasy about the object being passed. For example, "This watch saved a man's life when it stopped a bullet while he was fighting in a war." After everyone has finished, ask the group members which tale they enjoyed most. The person with the most entertaining lie has the dubious honor of being the least-trusted person in the group!
Silly sentences
Have players sit in a circle. The object of the game is to pass a sentence around from person to person, changing one word each time. The first person begins with a simple sentence, for example, "The dog went to sleep." The next person responds in an outraged tone, "No! The hippo went to sleep," changing only one word. The next person might say, "No! The hippo went to Pittsburgh," and so on. Allow just a few seconds for thought. If someone gets stuck, go to the next person. Encourage the most unusual word combinations, and don't worry if they don't make sense!
Alphabetical antics
Have all players but one sit in a circle. The other player stands in the center. The center player closes her eyes while the others pass a small object around the circle. When the center player claps her hands, the player caught with the object must keep it. The center person opens her eyes and calls out a letter of the alphabet. The player with the object passes it around the circle again, meanwhile naming six items that begin with the letter. He must name the six items before the object makes it around the circle. If the player does not succeed in naming six items before the object is passed around, he must change places with the player in the center. If he names six items successfully, the game continues with the same player in the center. Note: The number of items to be named could vary depending on the size of the group.
Follow the rules
Have all players sit in a circle. One person is selected to be "it" and stands away from the group. The other players choose a rule to use while answering questions. The rule can be hard or simple depending on those playing - for example, answer questions as if you were the person to your right or left; all boys make up stories, all girls tell the truth; players must scratch their heads or yawn before answering; players must answer as if they were animals. When "it" comes back, he must find out the rule by asking players questions about themselves. The person trying to guess the rule is allowed to take as long as he needs. If the game takes too long, players can help by exaggerating the response the rule calls for.
Secret sender
Have players sit in a circle. One player is chosen to be "it" and is sent away from the group. Another player is selected to be the secret leader. The leader begins a movement, such as head nodding, arm moving, or foot tapping, while the rest of the group follows. Explain to the group that they must be careful not to blow the leader's cover by looking directly at her. "It" comes back to the group and stands in the center of the circle. All those in the circle perform the movements the leader begins. When the leader changes a movement, everyone follows. "It" must observe very carefully to discover the leader. When the leader is discovered, a new player is selected to be "it" and a new undercover leader is chosen. Try having more than one leader!
You're getting warmer
Select one person to go away from the group. The rest of the group picks an object in the area for the person to find. The person returns to try to find the object while the group claps. As the person gets closer to the object, the claps become loud and enthusiastic. If the person gets farther away from the object, the claps become quiet and weak. When the object is finally found, the person gets a standing ovation!


