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Girl Scouts Conestoga Council
Girl Scouts USA
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Red Light, Green Light
One Brownie is the stoplight; the others are cars. The cars form a line about 15 feet away from the stoplight. The stoplight faces away from the cars and says "green light". The cars move towards the stoplight. At any point, the stoplight says "red light!" and turns around. Cars caught moving after this are out. Play resumes when the stoplight turns back around and says "green light". The first car to touch the stoplight wins the round and becomes the stoplight.
Grandma's Footsteps
Choose one Brownie to be Grandma. She stands at one end of the room facing away from the other Brownies. The Brownies tip toe towards Grandma, making as little noise as possible. Watch out for Grandma turning around. Freeze if you see her turning. When Grandma turns, she sends back anyone she sees moving. The game is over when a Brownie tags Grandma. She becomes the next Grandma.
Mother, May I?
One Brownie serves as Mother, the rest are children. The children line up about 15-20 feet from Mother. Mother selects one child and says something like, "Susan, you may take five giant steps." The child responds with, "Mother, may I?" Mother then says, "Yes, you may." If the child forgets to ask , “Mother, may I,” Mother reminds the child of her manners and sends her back to the beginning of the line. Mother addresses another child, and the game continues until one child reaches Mother. Whoever makes it to Mother first becomes the next Mother.
Doggy, Doggy, Where's Your Bone?
Choose one girl to be the dog. The dog sits in a chair with her back to the other girls. Put an eraser or other “bone” under the dog’s chair. While the dog is turned around with her eyes closed, pick a girl to sneak up, steal the bone and hide it somewhere on her person. Then everyone sings: "Doggy, Doggy, where's your bone? Somebody's stole it from your home. Guess who it might be you." The dog has three chances to guess who took it. Sometimes it can be left under the dog's chair. If the dog guesses right, she goes again. If she guesses wrong, the girl who had the bone becomes the dog.
Shoe Twister
Each girl removes one shoe and places it in a pile. Everyone picks up someone else's shoe, and while holding the shoe (method left up to children's ingenuity) everyone joins hands, forming a large circle. Each girl locates the owner of the shoe that she is holding, and the children exchange shoes without breaking their joined hands. Once all shoes have been returned to their owners, the circle is reformed.
Frozen Beanbags (Help Your Friends)
Supplies: 1 beanbag per player
Children begin by moving around the playing area with beanbags balanced on their heads. The leader can change the action or pace by asking the children to try to skip, hop, go backwards, go slower, go faster, etc. If the beanbag falls off a child's head, he or she is frozen. Another child picks up the beanbag and places it back on a frozen player's head to free her, without losing her own bean bag. The object of the game is to help your friends by keeping them unfrozen. At the end of the game the children can be asked, how many people helped their friends, or how many times did you help your friends? Can be played to music.
Non-Elimination Simon Says
Two games begin simultaneously, each with a leader. The leaders instruct the children to do various motions, saying "Simon says..." However, when the leader doesn’t start the command with, "Simon says," any child who follows goes to the second game, joining in the next time "Simon Says” instead of being eliminated, as in the traditional game. In this way there is no exclusion, only movement back and forth between two parallel games.
Letters and Numbers
Give the girls a letter or number to make using only members of the group. Everyone must be included in the solution. Have the group make several shapes, or letters.
Machines
Tell each team a machine they have to act out for the rest of the group to guess. No noises, no props and no telling. They have to work as a team, deciding who does what. Here are some ideas: Electric toothbrush, toaster, coffee maker, Playstation game, television. Animals: elephant, crocodile, mouse, cat, dog, fish. Clothing: bandana, tights, waistcoat, shin pads, hoody. Instruments: tuba, drums, trombone, piano, guitar. Let your imagination flow!
Princess in the Mirror
Form Partners. One girl is a princess, and the other is the mirror. The princesses pose, and the mirrors match her the movements. The princesses and the mirrors try to help each other be as much the same as possible. Movements can include gestures, facial expressions and body movements. Switch roles.
Blind Brownie's Bluff
Play this game in an easy-to-monitor area and be sure to clear away any objects the Blind Brownie could trip on. Closely supervise.
The player who is "It" wears the blindfold. She spins in place five times, and the other Brownies run around the yard or room looking for a good spot to hide. When "It" finishes the fifth spin, she yells, "Stop," and all the other girls freeze in place. "It" searches for the girls yelling "Blind Brownie's" All other players yell "Bluff," although they can disguise their voices. The Blind Brownie uses the vocal clues to track down the other players.
Gigglebelly
One girl lies down on her back. The next girl lies down with her head resting on the first player's belly, and the next player lies down with her head on the second player's belly. Arrange all the players
until everyone is zigzagged around the lawn or floor, each with her head on someone else's belly. If possible, make the line into a loop so that the last player can put her head on the first player's belly.
The first girl shouts loud and clear, "Ha!" The second girl shouts, "Ha, ha!" The third girl shouts, "Ha, ha, ha!" Continue until all players have shouted out their "Ha's" or (more likely) have dissolved into uncontrollable laughter, with heads bouncing on the bellies of giggling friends.
The Princess and the Giant
Choose a princess, a giant and a guardian. The princess has to be rescued from the giant. The Princess sits on a chair. The rest of the Brownies sit in a semicircle about 10 feet away from the princess. The giant is blindfolded and stands on one side of the princess. The guardian stands on the other side of the princess. The guardian points to a Brownie, who creeps up to rescue the princess without being heard by the Giant. If she touches the princess, she gets to be the new princess. If the giant hears her, she goes back to the group and a new Brownie is selected.
Fire on the Mountain
Form two circles, one inside the other, with an equal number of players in each. “It” stands in the middle of both circles. "It" and the inner circle clap hands in a beat. The outer circle moves to the beat until "it" shouts "fire on the mountain". Then everyone in the outer circle tries to stand in front of a person in the inner circle. "It" also tries to get a partner in the inner circle. The player without a partner becomes it.
Lighthouse
Country: Canada
Pick two girls to be a lighthouse and a ship. The rest of the players are rocks. Define a boundary area, called the ocean. Blindfold the ship. The rocks sit anywhere in the ocean, but cannot move. Position the lighthouse at one end of the ocean and the "ship" at the other end. The lighthouse gives directions to the ship, guiding her through the rocks to safety. Caution: Help the ship if she looks like she might trip over a rock!
Large Group Lighthouse
Country: Canada
Choose one lighthouse. Blindfold half the group; they are ships. The other half is rocks. The rocks sit on the floor between the ships and the lighthouse. Ask the rocks to keep their hands and feet in to minimize tripping. The lighthouse says "WOO WOO" to guide the ships. The rocks say "SWISH, SWISH" quietly to warn the ships of their presence. On go, the ships navigate between the rocks to the lighthouse. If they touch a rock, they are sunk and must sit on the floor and become a rock. The rocks and ships switch places when all the ships have made it to the lighthouse or have sunk.
People to People
Choose a caller, and pair up the other players. The Caller gives commands to the pairs. Example: back to back, knee to knee, etc. Players match body parts with their partners until the caller says, "People to people." Then everyone, including the caller tries to find a new partner. Whoever is left without a partner is the new caller.
Turn the Turtle
Country: Australia
Pair off the scouts. One girl in each pair lies on her back. When the leader says, “Turn the Turtle,” the girls try to turn the turtles over onto their stomachs. The turtles try to prevent this by spreading out their arms and legs. No tickling or foul play is allowed.
Up in the Air
Supplies: 2-3 inflated balloons per person
Each person has a balloon, with the rest in a nearby pile. Everyone bounces their balloons in the air. Every five seconds, another balloon is added. See how long the group can keep the balloons bouncing before receiving six penalties. A penalty is announced loudly by the leader when a balloon hits the floor, or once on the floor, if is not got back into play within five seconds. The leader keeps a cumulative score by shouting out "one", "two", etc. When the leader gets to "Six" the round is over.
Balloon Finger Balance
Supplies: 1 balloon per player
Try balancing a balloon on the end of your finger. Have a competition to see who can do it for the longest. The balloon must not be held, only balanced, and it must not be bounced. The finger must be in direct contact with the balloon at all times. Good for focus, concentration and physical movement.
Families
Hide a number of any object of which you have plenty! ie. Clothespins, corks, colored plastic spoons. Form groups of three or four. Each group elects a "mother". Each group is given an animal name, a sound (cows moo, sheep baa, geese hiss) and an object to collect. The families run off, and when they find an object, they make their sound. Only the "mother" is allowed to collect the token. At the end, the families get together and count their tokens.
Barnyard Bedlam
Supplies: Two sets of small objects to find, each a different color. You could use milk caps, one set of pink and one set of blue, about 15 or 20 in each set. Two bags big enough to hold one set of objects
Define the playing area and scatter the objects to find. Be sure you know how many you're scattering!
Divide the girls into two teams. Each team picks a captain and a barnyard animal. Give each captain a bag, and have the teams practice making their animal noise. Assign an object color to each team. At the signal, the teams run to the playing area, searching for the objects of their color. When they find one, they may not pick it up. They stand over the object and make their animal's noise until the *captain* comes to pick it up. The captain collects the objects in her bag. The first team to collect all their objects wins.
Islands
Supplies: About 10 pieces of rope or twine of various lengths and music either on CD or sung by obliging adults.
Start with ten "islands" made of rope circles spread out on the deep blue sea (lawn or floor). The Brownies dance to the music, and each time it stops they climb onto an island to avoid being eaten by sharks. One rope island is removed each time and at the end all the Brownies are trying to fit onto one small island!
Teams sit together across the room from the filled socks. A caller yells out an item to find. One player from each team crosses the room and starts feeling socks. If the wrong item is pulled out, they lose a turn. The player to pull out the correct item gains a point for their team. Return the item to the sock and mix up the socks. As the next item is called another team member runs to the socks. The team with the most points wins.
Tommy
Give each girl a bowl with 6 pieces of candy such as Smarties, M&Ms or Skittles. One Brownie leaves the area, or covers her eyes. The other girls decides which treat in her bowel is called Tommy. The Brownie returns and eats one sweet at a time. When she picks Tommy, her friends shout out "TOMMY" and she has to stop eating. Each girl gets her turn, trying to eat as many treats as they can before they choose Tommy.
Cats and Dogs
Borrowed from the Philippines, a popular crawling game that can be done in a small space. A dog guards her bones (sticks, pebbles, shells or rolled-up newspaper for us) as the cats try to steal them. Choose a dog to guard the bones in the center of the room. She sits cross-legged with the bones spread around her, ready to tag a cat. The cats crawl around the room stealing one bone at a time. The dog reaches out to tag with her hands, but she remains seated cross-legged. When a cat is tagged, the two change places. No cats can steal bones while they are swapping. A loud "woof" or lets everyone know this is happening.
Circle in Circle
Country: England
Supplies: Hula-hoop or rope loop
One girl places her arm through the hoop. Everyone joins hands in a circle. Without breaking hands, the team moves the hoop around the circle. If you break hands, start over. When the team gets the hoop back to where it began the goal has been reached. You can place 2 or 3 hoops in the circle. This game can also be made into a relay game.
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