Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth.
– Arthur Conan Doyle
First you need to decide what your crime will be. With older girls you might do a murder as in the original Clue game but for younger ones I suggest a theft (“Oh no someone stole the s’mores”) or the kidnapping of a unit mascot. Then you need to make up your Clue cards. You will need location cards for locations around your play area, suspects (Guiders?) and either weapons or hiding places. I’d suggest 6-8 cards for each category. You will also need to make a score card per patrol that has a list of all the possible cards and check boxes. I recommend making more then 1 row of check boxes in case the girls want to play the game several times.
Before you play, shuffle each pile separately and select one card from each pile. Set them aside in a secret place.
Have a list of 6 locations, associate each one with a side of a die. Then divide the remaining cards among the leaders. At a central location have a die available to roll. Patrols take turns rolling the die and travel to that location. Once they arrive they can propose a solution to the Leader there. If she has one or more cards that contradicts the proposed solution she shows it to the girls. Once the patrol is sure they know the solution they can tell the Guider supervising the die rolling. If their answer is correct they win.
Towards the end end of the game, when some patrols have been to the same location over and over, we let them re-roll if they sing a camp song.
This is another historical observation game. The girls stand in a circle with their hands behind their back, they are the cobblers. One girl is selected to go in the middle, she is the customer. She takes off one shoe and hands it to a cobbler and says “Cobbler, cobbler, mend my shoe, Get it done by half past two.” The customer then closes her eyes. The cobblers pass the shoe around the circle until someone hides it behind her back. The then cobbler who started with the shoe says “The shoe is lost!” Then the customer opens her eyes and tries to figure out who has the shoe. If the cobblers think she is getting close they can try to pass the shoe behind their backs.
A more modern take on this would be Bob the Weasel
This game is a variation of one that appears in Scouting for Boys. BP’s original instructions are:
Send the Patrol out of the room.
Take a thimble, ring, coin, bit of paper or any small article, and place it where it is perfectly visible, but in a spot where it is not likely to be noticed. Let the Patrol come in and look for it. When one of the Scouts sees it, he should go and quietly sit down without indicating to the others where it is.
After a fair time he should be told to point it out to those who have not succeeded in finding it.
We used buttons and instead of hiding just one, we hide 15. The girls spread out looking for the buttons. None of the buttons were hidden in such a way that anything had to be moved to see them but some were more hidden they others. When a girls thought she knew where all 15 were, she sat down. Once half the unit was sitting we called the game to a halt and had the girls who sat first go one by one to bring a button back.
I learned this game from the 2018 Thinking Day challenge from WAGGGS. Our girls had a great time playing. We ended up splitting the group into four teams and had them play at opposite ends of the room. Then after a few rounds we swapped which teams were playing against each other so they could try their strategies on different opponents.
This game requires concentration, communication, strategy and powers of observation. Split your group into two teams. Have the teams sit in two parallel lines facing each other about a metre apart.
Each line receives a coin which is passed or appears to be passed down the line. Each person can pass the coin or just appear to pass it on. Hands must be kept in front of the body.
Both lines pass at the same time. The participants should be watching the other team, not their own, to see if they can figure out where the coin stops.
When the passing reaches the ends of the lines, each group huddles to choose who on the other team has the coin. Then ask the teams to come back and sit in their original lines. The head of the line gets up and goes to the end of the line and this repeats until everyone has a chance to lead the line.
This wide game is based on Post Office and was developed for the Canada 150 events hosted by Ontario Girl Guides.
The girls must rescue all 6 of their Cookie Friends by tracking down the Cookie Critters and either answering their cookie trivia question or completing a short challenge.
The Great Cookie Caper – Wide Game
Following the normal rules for freeze tag:
- one person is “it” and when that girl touches another girl the touched girl is “fozen”
- Girls who are frozen can’t move
- To be un-frozen the girl must recite the Guide Promise
- The Promise should be posted for girls who don’t know it by heart.