Games For Girl Guides and Girl Scouts


Guiding and Scouting games help girls learn something associated with Guiding and/or Scouting. International Games are from other WAGGGS member countries other than the USA and Canada. These are games that have been contributed by Guiders and Scouters. Many of them have come from the Guiding/Scouting List and the WAGGGS-L list. If you have a game you would like to add to this page please submit it to me by e-mail.

Ways To Learn the Promise &/or Law Learning The Promise World Flag Bingo World Centre Jeopardy Find The Country
Belgium Word Game Dreidel-Israel Who Am I? Hunt The Ladybird-Ireland Animal Sounds-Norway
The Slapping Game-Mexico Westward Ho!-Canada Ice Floe or Snow Shoes-Canada El Reloj-El Salvador History of the Movement Relay
Canadian Guiding Trivia Pursuit International Shopping Ladders-England Promise and Law Activities Promise and Law Braid
Ways of Teaching the Promise Girl Scout Law Relay Race Girl Scout Bingo Mah Kha Diew-Thailand Speaking Arabic-Egypt
Seega-Egypt Silence Is Golden-Egypt Cartouche Name Tags-Egypt Italian Kim's Game Build the Leaning Tower-Italy
Mora-Italy Boot Throwing Contest-Italy Pasta Necklaces-Italy Pelele-Spain Moon and Morning Stars-Spain
Hoops-Greece Olympic Ball-Greece Aesop's Fables-Greece Chef Manda-Brazil Pailito Verde-Colombia
Girl Scout Promise Or Law Relay


  1. Try giving the older girls a package of construction paper and tell them to let the younger girls to pick their favourite colour. Then they can have the younger girls pick the law that they feel goes with the colour they picked and why.
  2. Or Have them draw a picture that explains a law, and then show it to the group and explain why it relates.
  3. For the promise, play fish pond. Get the cadets to make fish out of construction paper, and on each one write a word from the promise (if this is too many fish, try phrases instead of words) and put a paperclip on each fish's nose. (Do fish have noses?) Then they make a fishing pool with a dowel, string and a magnet and then they can put the promise together as they fish out the words. Include capitals and punctuation on each word, that is a clue for putting the words in the proper order.
  4. Give each girl a piece of newspaper, scissors, glue sticks, scissors and then have them each cut out the letters for the promise. If they have lots of time then each girl can do the whole thing, if they don't then each girl can make a line, or each pair of girls. (My Guide Company loved this. They spent a long time hunting for the letters, cutting them out and glueing them in order onto their pieces of paper. And it was low budget).

Jane Maddin


Get heaps of balloons and a helium gas bottle to fill them with. You will also need some bags of lollies; best to have a bit of variety. Write out strips of paper with the individual words of the law and promise (enough words so that each patrol playing the game can put together the law and promise if they collect all the words). Get additional strips of paper and write out the different types of lollies on them, and have a few blank pieces of paper. Put all the slips of paper in balloons, inflate the balloons with gas and let them float to the ceiling (best in a hall with a higher ceiling than an average house).

The object is for each patrol to get all the words necessary to arrange them into the complete law and promise. Don't give any other instructions than that. The have to use their ingenuity and teamwork to get the papers from the balloons. If they get a paper with a lolly, they can exchange it for the real thing. Often they will initially make the mistake of eating it; later on they will find out that the lollies are actually useful trading items when another patrol has a particular word they need. Once they have put together the law and promise correctly, have a discussion on what aspects of the law and promise they learned about in playing the game.

Grant O'Neil


Each patrol is given a list of instructions and a set of dice. They are in groups at one end of the room. At the other end of the room are tables set up with all the parts of the flag for each patrol.

Instructions for each patrol

  1. Decide within your group who is going 1st, 2nd, 3rd etc.
  2. You are trying to get a complete set of the World Flag.
  3. Person 1 rolls both dice.
  4. Using the list on the bottom of this sheet the group identifies what they are allowed to pick up at the store and whether they need that item.
  5. The group ensures that the Person 1 knows why she needs that item (i.e. white corner for peace.
  6. Person 1 then goes to where the Guiders have set up shop and explains what she needs and why. If the piece is not needed she must go to the shop and say "Nothing to today thank you". The Guiders may not speak to the girls, they must react only in mime.
  7. If she is correct she is given the piece - if not she must return empty handed.
  8. Once she has been given the piece - the Guider must demonstrate how she must travel back to her group i.e. hopping, crawling, walking backwards etc.... however the Guider may not talk - she must demonstrate.
  9. The activity corners continue until each group has a complete set of items.

1. Gold squares2. Blue Background3. Leaf top4. Leaf left
5. Leaf right6. Flame7. Gold circle8. White corner
9. Vein or needle10. Star on left11. Star on right12. Gold stars

Michèle Buchanan


This version is suitable for Guides, and Pathfinders.

RULES: The rules are very simple, and similar to the Jeopardy game show on TV I find it works best to divide the girls into two teams. The first two girls come up to the Guider. The Guider reads the first question. The first Girl to put up her hand, answers first. Her response must be in the form of a question. If she does not respond correctly, or does not phrase her response in the form of a question, the other girl (team) is given the opportunity to respond. The team who correctly answers receives one point. However, if neither team correctly answers the question, it is returned to the bottom of the pile. These two girls then go to the back of the line, and the next two come forward. I usually play the game until all the questions have been answered, or until the girls give up on those questions, they don't know the answer to. Also, I only play this game once a year, on Thinking Day.

1.This woman donated "Our Chalet" to the Girl Guides.
Who was Mrs. Helen Storrow from the USA?

2.This World Center is located in Pune, India.
What is "Sangam"?

3.Pax Lodge is located in this city.
What is London, England?

4.The name of this World Center is a Sanskrit word which means "going together".
What does "Sangam" mean?

5.Guides can swim, study arts, and crafts, and attend seminars at this World Center.
What is "Sangam"?

6.These two World Centers have pools.
What are "Our Cabana" and "Sangam"?

7.To reach this World Center, you must hike 30 minutes uphill from the village of Adelboden.
What is "Our Chalet"?

8.At Our Chalet, the main activities in the summer and winter are these.
What are hiking and skiing?

9.Guides and Girl Scouts staying at Our Chalet must be at least this age.
What is twelve years old?

10.This World Center opened in 1991 in London, England.
What is "Pax Lodge"?

11.The number of World Centers.
What is Four?

12.The names of the World Centers.
What are "Our Chalet", "Our Cabana", "Pax Lodge" and "Sangam"?

13.Money for the conference room at Pax Lodge was pledged and raised by Guides from this country.
What is Canada?

14.This was the name of the original World Center.
What was "Our Chalet"?

15.This world center was renamed "Olave House" in 1963, in honor of Lady Baden-Powell.
What was "Our Ark"?

16.Each visitor to this World Center, spends a day providing a program of games and activities for small children for the "Village Service Project".
What is "Our Cabana"?

17."Our Cabana" is located in this city.
What is Cuernavaca, Mexico?

18."Our Chalet" is located in this city.
What is Adelboden, Switzerland?

19.The name of this World Center means "small cabin by a stream".
What is "Our Cabana"?

20.You must be a member of this organization in order to visit a World Center.
What is the World Association of Girl Guides and Girl Scouts?

Kathryn Lake Hogan alias Thumper


Stick pieces of paper with WAGGGS countries on each person’s back. You must go around and see how many you can spot and remember. Write them down afterwards. Use many lesser known ones.

Margaret (South Africa)


The girls stand in a single line facing each others backs. The last girl in line thinks of a word and writes it on the back of the girl in front of her letter by letter. You let one letter go through the line before you start the next one. The last girl waits till the last letter before she says what is spelled out. Caution tell the girls to use a short word.

Kim Orosz


The dreidel is a 4-sided top of ancient origin. The Hebrew letters on the side are: nun, gimel, hay, and shin. (They form an acronym in Hebrew that means "A great miracle happened there.")

This game is best played in groups of 4-6. Each player gets an equal number of pennies, nuts, candies, or whatever (I like poker chips--nobody eats them and they don't get mashed into your carpet) and puts one in the center for the "pot."

Each player rolls the dreidel. If the dreidel lands on: nun (looks like a reversed letter C) the player gets nothing gimel (looks like a nun with a tail) the player takes all of the pot hay (looks like a lower case n with a broken leg) the player takes half of the pot shin (looks like a stylized W) the player puts a penny (nut, poker chip) into the pot.

Each time the pot is emptied out, each player puts in a penny (nut, poker chip) and the game continues.

Learning the Dreidel Game fulfills any one of the following patch or try-it requirements:

  1. Around the World Try-It part 6
  2. Any part of the Play Try-It (all parts are games from around the world)
  3. People of the World Try-It part 3

Learning a game from another country also partially fulfills the Junior Badge World Neighbors part 3

And, to paraphrase the song, if one "has a little dreidel and makes it out of clay" it fulfills Toymaker part 1 (spinning toy) or part 2 (I'd recommend a non toxic "polymer clay" such as Fimo=AE dough. It can be baked in a home oven at 350 degrees rather than needing a kiln.)


For older girls (say 8 or 9 years and up) make cards for each one and tape or clothespin them to their backs. They must go up to each other girl in the unit, ask their name, introduce themselves, show the other girl their piece of paper, and then they may ask one yes or no question about the word they have on their backs. I suggest cartoon characters for kids that age, if they are older you can use movie stars, or music groups.

Jane Maddin


The Ladybirds from Ireland play "Hunt The Ladybird" Cut outs of ladybirds on small pieces of card scattered around the playing area. Girls hunt for them and bring them home. Sing "Ladybird, ladybird fly away home:, before starting the hunt. Alternatively, scatter matching pairs of ladybirds e.g. same number of spots, a nibbled leaf, same red colour, same yellow color, in flight etc. When the card is found Ladybird then tries to find whoever has the matching card.

Barb Garber


The Hares from Norway play this game. Animal sounds: 2 groups, picture of animals two of each. One set of pictures per group. Try to find the other person with similar picture by making the animal sound.

Barb Garber


Equipment: None
Number of Players: Any number from 10 and up.
Age: I've seen Pathfinders and Guides play, so 9-15 years old.
Source: My Pathfinders here taught me this one, but I understand it came from Our Cabana, so is INTERNATIONAL.

The girls get in a circle and then each girl lies down on the floor on her tummy with her hands in front of her and her palms flat on the floor (sort of like a collapsed push up position). Then each girl puts her hands on the other side of the hands of the girl on either side of her.

(This is MUCH more complicated to describe than it is to do, trust me!) This means that there are two hands in front of each girl on the floor. The hand on the left is the right hand of the girl to her left, and the hand on the right is the left hand of the girl on her right. Her hands are in front of the two girls on either side of her.

Rules: One girl is chosen to start and she indicates which direction the slap is traveling. Let's say, for ease of explanation that she picks her right. She slaps her right hand on the floor. If she slaps ONCE, the slap continues to travel to the right. If she slaps TWICE the slap travels in the opposite direction. I think that I would get a room full of girls who have never played this before, to each slap once to get the idea of the slap traveling.

If you miss your turn, or you slap out of turn, that hand comes out of the circle. You have to mess up twice to be kicked out of the game. The game is over when only one person is left - HOWEVER, this could be a VERY long game, you might want to stop when 5 people have been kicked out, or when 10 hands have been eliminated from the game!

Jane Maddin


This game was introduced to me at Camp Woolsey, the Ottawa Area Girl Guide Camp. As far as I know it was created by Pat Barker, a Guider in the Ottawa Area. So the credit really should go to her. At any rate, this is a fabulous wide game which the girls love, even though it does take a while to set up.

The girls are settlers heading to a new land. They travel in wagons of 4-6 girls (tent groups or patrols work well!) Each wagon is given a bag with:

  • 1 Axle Repair Kit - a long (30 inch) piece of string.
  • 1 Flag Kit - a square of cloth and 2 crayons.
  • 1 First Aid Kit - 2 strips of cloth or gauze
  • 1 Magic Charm Kit - 3 20-inch pieces of colored wool.

    They follow a trail of different-colored wool (i.e. Blue Lake Trail - blue wool, Golden Road - gold wool, etc.) and go from point to point until they have visited the 6 points and followed the instructions on each card (i.e. Nameless Hollow has a scout which captures one girl from the wagon, Dry Gulch Water Hole has Sal with candy or cookies). Note, you will always know where Beaver Swamp is, from the screams!

    One tent (usually the first finished with a duty) sets out the game and the girls then are at the stations (they pick up the game after, too). Then the rest of the tents are all the wagons, sent off at about 5-minute intervals. The game takes about an hour but it can be longer, if the girls really get into it. Guiders and Pathfinders like it and Sr. Branch girls love to set it up and be the stations. Have fun!

    Materials Needed:

    The Stations

    Entrance to the Game

    You are one in a wagon train of settlers headed for a new home. Your supply bag should contain:

  • 1 Axle Repair Kit - a long piece of string
  • 1 Flag Kit - a square of cloth and 2 crayons
  • 1 First Aid Kit - 2 strips of gauze or cloth
  • 1 Magic Charm Kit - 3 pieces of colored wool

    Follow the trail of different colored wool. There are instructions along the way to help you overcome the various hardships. We want all wagons to arrive safely so do not disturb any trail markers, and please keep everything you are carrying, or pick up along the way, and put everything into your supply bag. Collect dead leaves and/or grass and think of a name for your wagon as you follow the "Blue Lake Trail". Have a safe journey...

    Disaster Ditch

    The rough road has broken your axle, so get out your repair kit and find 2 sticks (don't damage any trees), and lash them together.

    Follow the "Golden Road".

    Nameless Hollow

    You cannot pass this point without a flag and a name for your wagon! Use your kit to make one and fasten it to your stick. Yell out the name of your wagon. Someone must carry your flag at all times on the trail.

    Follow the "Red River Trail".

    (On the back of the card: The Nameless Hollow Scout lies in wait and captures one girl from the wagon and holds her hostage until the name of the wagon and the flag is clearly flown.)

    Look-Out Tree

    The youngest girl has fallen out of the tree. Her ankle is hurt. Bandage it with your First-Aid Kit and carry her on a "hand-seat" to get help at Dry Gulch Water Hole, which is 20 paces in the direction of the arrow.

    (Lay an arrow on the ground, pointing in the direction of the next station.)

    Dry Gulch Water Hole

    Use the leaves and grass you have collected to get help and supplies from Dry Gulch Sal.

    Follow the "Rusty Nail Road".

    (On the back of the card: Dry Gulch Sal has wrapped candy or cookies and a water jug for exchange for leaves or grass the girls have gathered along the way.)

    Beaver Swamp

    Beware of the Swamp Fever Bug! The only way to fend her off is with a magic charm. Use your Magic Charm Kit and sticks to make a "god's eye" and fasten it to your flag. Stay away from the Swamp Fever Bug as you follow the "Green Forest Trail"!

    (On the back of the card: the Bug has a lipstick or a washable marker to mark spots on those she can catch.)

    Snake Bite Sands

    You have all been bitten by a snake. To cure your snake bite, you must take all of the things left in your supply bag to Snake Bite Sue in exchange for the serum.

    (On the back of the card: Sue checks the bag for candy wrappers; if none, the girls return and pick them up. Check bag for all pieces - 2 pieces of gauze or fabric, square of cloth, 2 crayons, string and wool (dismantled from lashing and "god's eye"). If bags are in order the girls are cured and can return to site.

    Becky Vincent


    These are questions that can be used in a game of Guide Trivia Pursuit. They are highly adaptive for any country, though. Does anyone else have questions that could be added?

    Guide History Canadian Guiding Movement

    1. The religion of Girl Guides Catholiques du Canada?
    A. Roman Catholic

    2. The first Chief Commissioner for Canada in 1912?
    A. Lady Pellat

    3. What was the name of her house?
    A. Casa Loma

    4. What is the name of the youngest sisters in Guides?
    A. Brownies

    5. What is the name of the youngest branch in Guiding?
    A. Sparks

    6. Those who cannot wear a Canadian Friendship Pin?
    A. Canadian members of Guiding

    7. What year Guiding began in Canada?
    A. 1910

    8. The language spoken by members of Guides Catholiques du Canada?
    A. French

    9. The pin given to Guides from other countries?
    A. Canadian Friendship Pin

    10. The city with the first Guide Company in Canada?
    A. St Catherine's, Ontario

    11. The woman who brought Guiding to Canada in 1910?
    A. Mrs. Malcomson

    12. The age for Rangers, Cadets or Junior Leaders?
    A. 15 - 17+

    13. The Guiding group after Guides?
    A. Pathfinders

    14. The honorary president of the Girl Guides is _______________, if a woman, or his wife.
    A. Governor General

    15. The first female Canadian Governor General, a Girl Guide, was _________ .
    A. Jeanne Sauve

    16. Many famous woman have been Girl Guides. Can you name some?
    A. Queen Elizabeth, Princess Margaret, Roberta Bondar

    The Baden-Powells

    1. The joint birthdate of Lord and Lady BP?
    A. February 22, 1857 Lord and February 22, 1889 Lady

    2. BP's occupation before starting Scouting?
    A. soldier

    3. Site of the first Boy Scout Camp?
    A. Brownsea Island

    4. Where the first Scout Rally was held?
    A. Crystal Palace

    5. The year Guiding was founded in Britain
    A. 1909

    6. The first leader of Girl Guides
    A. Agnes Baden Powell

    7. The rally girls first attended with Scouts?
    A. The Crystal Palace Rally

    8. Lady BP's famous sister-in-law?
    A. Agnes Baden Powell

    9. Where Lord and Lady BP met?
    A. On board a cruise ship.

    10. Lady BP's maiden name? (Her name before she was married?)
    A. Olave Soames

    11. Lady Baden Powell's title in Guiding?
    A. World Chief Guide

    12. How old is Guiding?
    A. 89 years (changes each year…this is for 1999)

    13. What we call February 22nd?
    A. Thinking day.

    14. BP was famous because of what he did in a war at a town called "Mafeking". Where is it?
    A. South Africa


    1. Country Our Cabana is in?
    A. Mexico

    2. Those who may stay at the World Centres?
    A. Members of the Guiding Movement

    3. The World Centre once known as Olave House?
    A. Pax Lodge

    4. It's meaning is "going together" in Sanskrit?
    A. Sangam

    5. The name of the World Centre where tea is a popular drink?
    A. Pax Lodge

    6. The World Centre where you might eat tortillas?
    A. Our Cabana

    7. Who was Olave House names after?
    A. Lady Olave Baden Powell

    8. The name of the World Center where you can go skiing?
    A. Our Chalet

    9. The world Centres where you can go swimming?
    A. Sangam and Our Cabana

    10. The world Centre with the wooden door carved with a trefoil.
    A. Our Cabana

    11. The World Centre where you can hear Big Ben?
    A. Pax Lodge

    12. The World Centre with "Spy Catcher"
    A. Switzerland


    1. The place the World symbol is used in the Guide Company?
    A. The World Flag

    2. The name of the pin adopted in 1948 by the Guiding movement?
    A. The World Pin

    3. The number of countries belonging to W.A.G.G.G.S?
    A. 134 (Last Known as of 1999)

    4. The trefoil in the World flag is yellow and what does it represent?
    A. The sun

    5. What do the three white squares in the World Flag represent?
    A. Peace

    6. In the World Flag the base of the stalk represents?
    A. The flame of love for mankind.

    7. The three yellow squares represent?
    A. the three-fold promise

    8. The vein in the Trefoil points the way and represents?
    A. The compass needle

    9. What does the blue background represent?
    A. The sky

    10. What are the three official languages of W.A.G.G.G.S?
    A. English, French and Spanish

    11. In the World Flag the promise and law are represented by?
    A. Stars

    12. The number of years between the World Conferences?
    A. 3

    13. Where and when was the last one held?
    A. Sackville NS, 1996

    14. The Guide enrollment pin, like a shamrock has three parts. What is this symbol called?
    A. Trefoil

    15. Why does it (enrollment pin) have 3 parts?
    A. 3 parts of the promise

    Wendy Baker and Heather Sinardo


    To play: The players are in patrols, grouped in various parts of the room. The game leader has a list of items that could be bought in a store. One person from each patrol, the "shopper" comes to the leader. All are given the same items (whisper so the rest can't hear). They return to their patrol which is the "shop" and act out what they want to buy, because the "shopkeepers" don't understand English. The first patrol to guess correctly wins, and new "shoppers" go to the game leader. Try these items: umbrella, pound of butter, jar of honey, wedding ring, bikini, ballet shoes, pencil sharpeners, bicycle pump, automobile tire, nosedrops.

    Doris Cavallin


    The idea is to race across the floor without touching said floor. Each person (or team) is given 2 pieces of newspaper (or substitute -like the plastic placemats). You put one down, step on it, put the second one down, move to it, pick up the first one, move it up front, step onto it, move the second one in front of the first, step forward onto it, etc. thus progressing across the floor. If you are playing in teams, all of the team has to get onto one ice flow so that the other ice flow can be moved ahead.... Does this make sense? So you have to be on an ice flow at all times, but you have to progress, so you need to move the ice flows ahead, one step at a time. With newspapers, rambunctious players are apt to tear the papers, so speed isn't the only factor.

    Brownies can do this if it is explained/demonstrated. It is fun with Pathfinders.

    Helen Archibald


    Give each circle, patrol, (whatever your group divides into) a name or names from the list below:

    1. Robert Baden-Powell (8)
    2. Agnes Baden-Powell (3)
    3. Olave Baden-Powell (4)
    4. Boy Scouts (4)
    5. Girl Scouts (5)
    6. Girl Guides (5)
    7. Thinking Day (3) (everybody runs)

    The (numbers) indicate how many times that person runs. On the word 'Thinking Day' the whole (patrol) join hands and run together.

    Read the story aloud, giving the girls time to run down the room, around a chair and back to their (Patrol), before proceeding. This game can be scored if desired.

    In 1907, ROBERT BADEN-POWELL, who had returned from the Boer War with ideas for the training of boys, ran an experimental camp on Brownsea Island. The following year, he published 'Scouting for Boys', and all over the country boys began meeting together and calling themselves BOY SCOUTS. In September, 1909, Scouts attended the Rally at Crystal Palace. At the march pass, ROBERT BADEN-POWELL noticed at the back a group of girls. "Who are you?" he asked. "We are GIRL SCOUTS", they replied. "But there aren't any GIRL SCOUTS", Robert said. "Yes there are, for we are they", the girls replied.

    ROBERT BADEN-POWELL realized that something would have to be done for the girls, so he asked his sister, AGNES BADEN-POWELL to organize them as GIRL GUIDES; in 1910 the first companies were registered, the first being Miss AGNES BADEN-POWELL'S own.

    In 1912, ROBERT BADEN-POWELL began an eight-month tour, visiting BOY SCOUTS in West Indies, Australia, and New Zealand. On board ship, he met Olave St. Clair Saomes, and by the end of the journey they were engaged. They married on October 30, 1912 and their wedding gift from the BOY SCOUTS was a motor car, for which each Scout gave one penny.

    OLAVE BADEN-POWELL quickly became involved in her husband's Scouting Activities.

    By this time the country was at war and ROBERT BADEN-POWELL had offered his services, although he was close to sixty years of age. The King told him that his work with the BOY SCOUTS was more important. In 1920 he was proclaimed Chief Scout of the World. OLAVE BADEN-POWELL had been acclaimed Chief Guide in 1918.

    In 1926, a French Guider made a suggestion that, since ROBERT BADEN-POWELL and OLAVE BADEN-POWELL shared the same birthday, February 22nd, this day was a special day to all GIRL GUIDES and GIRL SCOUTS around the world. In 1927, THINKING DAY began to be celebrated.

    Following an idea of a Belgian Guider in 1931, everyone was encouraged to give one penny on that day towards the THINKING DAY fund.

    So - now you know that Guiding began in 1910, founded by ROBERT BADEN-POWELL and AGNES BADEN-POWELL, and that every year GIRL GUIDES and GIRL SCOUTS throughout the world celebrate the joint birthday of ROBERT BADEN-POWELL and his wife OLAVE BADEN POWELL on the 22nd of February, THINKING DAY.

    Kathy Brown, Nova Scotia


    You have 2 equal teams. You have them line up in 2 rows, one team facing the other. Each girl should be facing a player from the opposing team. Then have them sit down, still facing each other and stretch out their legs so their toes would be touching the other girls toes.these legs are the "rungs" of the ladder. Now move the girls so there is a couple feet between each "rung". Each pair of girls should be spaced a little from the other. Now you are set to play.

    Start at one end and number each pair of girls "you two are 1, the next are 2. 3, 4..." When you call a number that pair of girls jumps up, climbs down the ladder to the end, (which means run and jump over the girls legs till you reach the end, being careful not to kick or step on them, which rarely has happened.) runs behind the row of girls back up to the other end of the ladder and over the legs till you are back where you started. the first of the 2 girls to sit down has earned her team a point.

    Call the numbers in random order. they will have jumped over all the legs before they sit down. Usually I have to walk them through a trial run until I am sure they have it. You choose ahead of time which direction they will be running We have done this with troop, church groups and leaders. some little ones may need some help to not go the wrong way. Everyone has loved it.

    Linda M.

    (El Salvador)

    (Pronounced EHL-ray-LOH, meaning "clock")

    Have twelve girls form a circle, with a thirteenth girl standing in the middle with a long skipping rope. Then as the central girl swings the rope around in a circle close to the ground, the other players call out the numbers on the clock face and jump over the rope as it passes. If they miss and get 'tagged' by the rope, they're out. The last girl remaining gets to be the next one in the centre of the circle!

    We tried calling out numbers in both English and Spanish:

    one - uno; two - dos; three - tres; four - cuatro; five - cinco; six - sies; seven - siete; eight - ocho; nine - nueve; ten - diez; eleven - once; twelve - doce.

    Becky (aka Dragon) Vincent


    1. This is a paper folding game which the Guides really liked.

      I presume that you know how to fold the paper square to make the game. The four squares on the outside are colored blue, red, green, brown. The first inside parts are numbered stating at the top left hand. Law #1, Law #4, Law #5, Law #7, Promise, Law #3, and Law #2.

      When you raise the inside flag it will read from the top left.

      • How can you be trusted when working for a neighbor?
      • next one: How can you be a friend to all in your community?
      • How are you courteous outside your home?
      • What can you do to keep our parks nice?
      • Tell when you smiled instead of crying?
      • How can you help spend less money?
      • Give and example of helping in your community.
      • What does being loyal to your community mean to you?

    2. Act out a situation when you could keep your Promise and Laws in these places.
      • at a baseball game
      • during an exam
      • in a restaurant
      • in class
      • at bedtime
      • with a favorite friend
      • going to church
      • in church
      • when at your grandparents home

    3. Match the opposite cards and decide to which Guide Law they refer (These cards list works which are either good or bad qualities

      "A" polite, snobbish, considerate, extravagant, lying. cowardly, lazy, purposeful, cheerful, merciful, ill natured.

      "B" truthful, courageous, energetic, rude, friendly, thoughtless, thrifty, depressed, good tempered, aimless unforgiving

      Have the girls make up some of their own.

    4. In the following situations discuss: How are the Guide Laws being broken? What might happen? How will the others feel? What part of the Promise could have been kept?
      • Your friend leaves the TV on even when she is not watching it, she turns down the sound.
      • At camp, a tent peg is pushed through the canvas.
      • A Guide you know makes fun of you because you attend church.
      • A Guide you know kicks cats because she doesn't like them.
      • At school, Guide who has not done her homework asks you for a copy of yours.
      • Your Guider asks you to call your patrol to remind them to bring their membership fee to the next meeting. You decide you are too busy and hope they will remember.

    Wendy Baker


    Materials required:

    Tell this story as you make the example or have each person do their braid as you demonstrate and tell them what each step means.

    The trefoil represents our three fold promise, being true to ourselves, our God/Faith and Canada, helping others and accepting the Guiding Law.

    The wool (yarn) is tied to the trefoil with an overhand knot which signifies your enrollment when you first made your commitment to your Promise.

    Now begin braiding all the long ends together to signify that we try to think about our promise and Law as we go about our daily lives. Being honest when someone asks you a difficult question, never telling lies or making up stories, recycling, being proud of being a Guide/Pathfinder and respecting the wishes of others, doing things for others without being asked, using talents and abilities, using water conservation when brushing your teeth, face your fears and always do your best at whatever you try, be proud of being a Guide and tell others. (These are just examples) ask girls to give their examples)

    The longer we stay in Guiding the more the Promise and Law becomes part of our every day lives - a part of who we are.

    Tie another overhand knot which represents our MOTTO - BE PREPARED. When we take advantage of the opportunities which Guiding offers us, we will be well prepared to cope with whatever life brings to us.

    Wendy Baker


    All you need to do is write out three copies of the Promise or Law on a piece of poster board. Write each copy in a different color or on a different color of board. Cut two of the copies into different phrases, such as "On my", "honor", "I will", etc. Make sure you cut them both the same way. Divide up into two teams. Each team gets a set of words. Mix them up. The girls take turns placing the parts of the Promise or Law at the finish line. The first team to CORRECTLY arrange their Promise or Law is the winner. Place the third copy of the Promise or Law at the starting line, so the girls can tell what phrase is next. This game helps the girls learn, and they have a lot of fun.

    Pat Troutt


    1. We wrote it on a large sheet of bristol board and it would be up in full view for everyone to read it they needed to. Each meeting, the girls would choose which word we would loose and we would cut it out. The bristol board soon began to look like Swiss cheese and was kind of funny but it was a painless and stressless way to learn the promise.
    2. Have the girls write the Promise on a 8 1/2x11 piece of paper and then cut it up, put it in a bag and give it to another six/patrol to reassemble, like a puzzle. Time limits make it more exciting!
    3. Hand out newspapers, scissors, glue and a piece of background paper. Challenge patrols/sixes to find all the words they need in the paper, cut them out and glue the promise together. Individual letters are acceptable but spelling is important.
    4. Girls can practice the Promise in pairs but each girl can only say every other word.
    5. Challenge girls to write the Promise so that you could read it in a mirror.
    6. Patrols/Sixes work in a relay type system. Chat about team work & co-operation first. Give each team scissors, masking tape and a spot where they are supposed to tape the words to the Promise (on a wall, the floor or paper). If you have four teams, then have four copies of the Promise, with all the words cut up individually. Have all of these words in one bowl or on a tray or a basket. Give the girls one minute to organize themselves and then they have to find and tape the words to the promise on their spot. Ideally, they will designate tape cutters, tape rollers, word finders, word tapers... If it is bedlam, you could chat about that after. They will have had fun, but you could discuss what would have made it go smoother and faster... Might be interesting to repeat this exercise periodically to see how they improve.
    7. You could tape the words on the floor and they must step only on the words in the correct order. Have fun!

    Deb Strathdee


    Make out 2 cards for every line in the GS Law. Set each set face up on a table in random order. 2 Teams line up behind each table. No talking, correcting or hinting. The first girl takes the card that she thinks contains the first line and runs with it to another table and sets it out. She must run back and tag the next in line. This one will run with line 2 and place it below line 1, then run back and tag the next in line, and so on.

    For "beginners": If a girl sees a lines out of order on the finish table, she may rearrange them before going back to tag the next in line.

    For those more "experienced": If a girl sees that a line was taken out of order, she may correct only 1 line in her turn, but may not place down a new line.

    The first team to finish The Law CORRECTLY wins.

    Anne Kim

    (Great Way To Learn Symbols)

    Make out Bingo boards with the same icons arranged differently on each board.

    Suggestions: Brownies - traditional and contemporary GS icon, icons of the 5 worlds, WAGGGS icon and BSUSA icon. Juniors and up -- badge icons.

    For Thinking Day: Girl Scout symbols from other countries.-

    Add interest by making them slightly different; e.g. one board with color icons, one board with black and white icons, one board with symbols only ("red" global grid lines).

    Make drawing cards that name each 4 different ways. E.G. purple world, World of Art, world where I can learn to be creative, or trefoil, GS symbol, etc.

    Use something edible for markers.

    Each girl picks a board (can work in pairs/groups). Game starts by drawing a card. Each girl places a marker on their correct symbol/icon. They may look up information in books, but may not help each other.

    The drawn card is not put back in the bag.

    BINGO gets to eat her markers. The other markers stay put and the next card is drawn (this way everyone gets a chance to BINGO). If you run out of drawing cards before everyone got to BINGO, recycle them back to the drawing pile.

    Anne Kim


    Materials: For each group, a copy of the following story as well as a copy of the ten words (in Arabic only):

    WORDS: HILYA-T (jewelry), BAYYA' (shopkeepers), A'YILA-T (housewives), QAMAS (material). QUT (food), ALBISA-T (dresses), DAWWAB (animals), MARAKIB (shoes), MASRUBAT (drinks), ATFAL (children)

    Each group chooses an Arabic word to fit into each blank in the story. They could try to read it out loud first. Then the leader gives the translation of each word and each group could then read aloud the story they actually wrote, filling in the English words they chose.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Materials: Paper and pencil; three markers for each player

    This is a simplified children's version of a traditional game which has been played in Egypt for more than 5000 years. It is played in pairs. Players draw the board and place their markers as shown. They take turns moving one of their markers either one or two squares in any direction. A marker may not pass over another. The winner is the first player to get three markers in any straight line across, down or diagonally, as long as it is not in the players original line. (The diagram is like an X & O game and to start the markers are in the three squares at the top and the three squares at the bottom.....middle line is clear.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Divide the girls into two teams and form two circles. Chose a queen (leader) for each team. The queen lightly tickles the player on her left who then tickles the next player, and so on around the circle. When the action is all around the circle, the king starts a new action. This continues until someone on either team makes a sound. The team which keeps silent the longest is the winning team.

    (I typed this word for I do not know where the King comes from.......)

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    MATERIALS: Salt clay (made from 2 cups flour, 1 cup salt, 2 tablespoons mineral oil and 2 cups boiling water), gold paint, toothpicks, pictures of hieroglyphics, string.

    When archaeologists study hieroglyphics, they know that a cartouche, the symbol s with an oval frame around them, indicate the name of someone.

    Give each girl some salt clay to shape into a flat oval. Make a hole for hanging at one end. Paint with gold paint. When it is dry, use the toothpicks to scratch hieroglyphics into it. Use a piece of string through the hole to hang it around the neck.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Give each small group a copy of the map of Italy. Play Kim's game using this map.

    After letting the groups study the maps for a given length of time, have them turn the map over and then ask questions such as:-

    To check, have the groups look at the map again and then repeat the questions so they can see if they had the correct answers.

    The give each girl a piece of paper and a pencil and challenge her to draw the outline of Italy. While all of them probably know it is shaped like a boot, let them see how close they can come to the actual outline.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Materials: Toothpicks and lots of miniature marshmallows

    The Leaning Tower is one of the three parts which make up the Cathedral of Pisa. it was built over 700 years ago and today it leans over more than four meters.

    Give each team a supply of toothpicks and marshmallows and challenge them to build the Leaning Tower of Pisa. See which group can build the tallest, skinniest and the one which leans over the most without actually falling over.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    "Mora" means finger in Italian. This is an old game which is very popular. Two players face each other and count in Italian, "Uno, duo, tre" and then shout out numbers between the two (this could be in English). At the same time they throw out any number of fingers on one hand. The player who accurately guesses the total number of fingers is the winner.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Materials: A map of Italy, rubber boots or boots cut out of construction paper.

    Show a map of Italy and discuss the fact that it is shaped like a boot, then have a "Let's throw Italy" contest using a rubber boot or boots cut out of heavy paper. Who can throw Italy the farthest?

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Materials: Different kinds of pasta, string, rubbing alcohol and food colouring (optional)

    Pasta is the Italian word for dough and Italians love it. There are more than 500 different types, each having its own shape. Some names are clever reminders of these shapes. Linguini (little tongues), farfalle (butterflies) agnolitti (little fat lambs); tortellini (little twists) and bucatini (little holes).

    String as many different kinds of pasts as possible and wear as a necklace. The pasta can be coloured by pouring one half teaspoon of rubbing alcohol into a plastic sandwich bag along with a few drops of food colouring. Add the pasta, sell the bag and shake until dry.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Materials: For each team, a blanket and a pelele (teddy bear or stuffed doll)

    This activity is used by Spanish children to usher in spring. Place a teddy bear on a blanket which is held around the edges by all members of the team. As the girls chant the following verse, Pelele is tossed up as high as possible into the air (one toss for each line of the poem).

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    This game could be played out of doors where a tree casts a long shadow. It is played inside mark a designated area to take the place of the shadow. One player is chosen to be the moon of IT, while the others are morning stars. The morning stars can run anywhere but the moon must always keep at least one foot inside the shadow. The stars run close to tease the moon. When the moon tags on of the morning stars, that player becomes the next moon.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Materials: A hoop and a ball for each person.

    Divide the players into two teams. Each person has a small ball. One girl from each team is chosen to roll the hoop in front of the opposite team and those players try to throw their ball through the hoop without touching the sides. One point is scored for each successful throw. Then the other team tries.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Materials: A ball for each team. Divide the girls into teams. Each team makes two lines facing each other. Two teams play against each other. The ball is tossed back and forth between the two lines of the same team. If a player drops the ball, the other team scores five point. The first team to get 50 points wins.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."


    Materials: Book with Aesop's fables Read, tell or help the girls to dramatize some of Aesop's fables and discuss the morals. Some suitable fables include The Hare and the Tortoise (slow and steady wins the race), The Lion and the Mouse (Even the weak can be strong, or The Shepherd's Boy and the Wolf (people will not believe a liar, even when he tells the truth) Try charades with other well know proverbs; Honesty is the best policy, Kindness is better than cruelty, look before you leap, haste makes waste, etc.

    contributed by Wendy Baker
    "This activity was taken by a book by Trifolia Limited. Contact for further information."

    CHEF MANDA (The Chief Orders...)

    This is the Brazilian form of "Simon Says". One Daisy is chosen to be the speaker. She stands in front of all the others and gives orders for her troop to follow. For example, she says, "The chief orders you to laugh" Everyone laughs. If she says instead, "(S)he orders you to laugh", none of the players should laugh. The consequences for following an order that the "chief" did not give are to drop out. Seem familiar?

    Neil Savage

    PAILITO VERDE (Green Stick)

    The person who is "it' carries a green stick or some such object. The other players form a standing circle facing inward, with hands behind their back. The girl who is 'it' walks around the outside of the circle and randomly select someone as chaser by putting the 'stick' in the chosen girl's hand. If the chaser touches the girl who was it before she gets fully around the circle, then 'it' must be 'it' again. Otherwise the chaser becomes 'it'.

    Neil Savage


    Mah Kha Diew (pronounced mah kah DEE-o) is a tag game using your feet. The name of the game actually means, "horse with one leg".

    Number of players: 4 or more
    What you'll need: chalk
    How to play:

    1. Draw a circle with chalk. Make it large enough for all the players to hop in and out of a diameter 3 to 6 feet (1 to 3 meters).
    2. Choose somebody to be it.
    3. It stands inside the circle.
    4. Players move in and out of the circle by hopping.
    5. Players inside the circle can be tagged by It. But It can only use her foot.
    6. As It tries to tag the players, they can run inside the circle or hop to get out of it.
    7. Once It tags a player, that player becomes It. Found in Games Around the World.

    The Brownies and many Juniors seemed to enjoy the tag game. However, other Juniors and most Cadets preferred Thai jacks played with pebbles/stones that fit in your hand. Pick 5 stones and throw them on the ground. Now select another stone. Throw this in the air and pick up a stone. Do this for each stone, i.e., ones-y. When you get them all, take the stones in your hand. Flip your hand tossing them up in the air and catch the stones. The number of stones you catch is how many points you get. Do this for 2s, 3s,... Found in Jacks Around the World.

    Lynn MacFarland

    Check out these other areas:
    Columbia River Girl Scout Council.
    Other Scout-related sites.
    A Local Hero.
    Our Local Community.
    Glossary of Girl Scout terms.
    Songs Links for Guides and Scouts.
    Graces for Guides and Scouts, A-L
    Graces for Guides and Scouts, M-Z
    Values Games.
    Games Just For Fun.
    More Games Just For Fun.
    Skill-Building Games.
    More Skill Building Games.
    Games With a Purpose.
    Balls, Beanbags, & Relay Games.
    Singing and Night Games.

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    Last update 12/11/99