BROWNIES

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Fruit Salad

Brownies sit in a long line, in pairs facing each other, with their legs stretched out so that they resemble a long ladder.  Each pair are given the name of a fruit.  The Guider calls a fruit and that pair run over the legs, round the backs of the other Brownies and over the legs again until they reach their starting point.  The Brownie that sits down first wins a point for her side.  If the Guider calls out “Fruit Salad” then everyone must run.  The winners are the team with the most points.

Variations:  The pairs can be given different labels e.g. countries rather than fruits

Crossing the River

Two lines are marked on the floor to indicate the river.  The Brownies cannot touch the ground between these points.  Each team (about 5 is the optimum number) is given two or three chairs and the object of the game is to be the first team to cross the river using the chairs.

Variations:  To make it harder various problems can be introduced e.g. the team member with their arm in a sling, or wearing a blindfold, or with supplies to carry.

Radiation

A sheet or blanket is placed on the floor and players form a circle, holding hands, around it.  Anyone breaking the circle or standing on the sheet is out.  The aim is to force other people onto the sheet without standing on it yourself.  The circle usually spins round furiously and as people drop out the sheet can be folded smaller to accommodate the smaller circle.

Circle Football

The Brownies stand in a circle with their legs open to make a goal.  They roll a ball across the circle and try to score.  When the ball passes through a Brownie’s goal she is out.  The winner is the last person left in the circle.

Variation:  Use more than one ball to make the game more exciting.

Crabs

A Brownie becomes a crab by walking on her hands and feet but with her face upwards.  One Brownie is the crab and she has to try and catch the others.  As they are caught they also become crabs.  The last person standing is the winner.

Variation:  Crab football - football played with the Brownies in crab position.

Kim’s Game

About twenty items are placed on a tray.  The Brownies get one minute to look at them and then try to write down all the objects that they saw.

Lemons

A mark is made in the middle of the room and the Brownies stand in the four corners.  There is a lemon in each corner.  One person in each corner is nominated lemon roller and rolls the lemon form the corner as near to the mark as possible.  The corner which is furthest away is out.  The remaining Brownies redistribute themselves in the four corners and repeat the process.  Eventually there will be only two left in and the winner is the one who rolls her lemon nearest to the mark.

Murder in the Dark

The lights are switched off and the Brownies move around.  At a command they crouch down.  The Guider comes along with a blanket and covers one of them up.  The lights go back on and the Brownies have to guess who is hidden.

Alphabet Chairs

The Brownies line up in teams, each Brownie standing on a chair.  They have to reorder their team into alphabetical order without stepping on the ground.  The winning team is the one who achieves this first.  They can then try to organise their teams by height or by age etc.

Variation:  The Brownies are not allowed to talk.

Change Chairs

The Brownies sit, on chairs, in a circle facing inwards.  One Brownie stands in the middle without a chair.  The Guider calls out “Change chairs if...” and if this applies to the Brownies they have to sit on a different seat.  The girl in the middle tries to get herself a chair at the same time.

Variation:  The Brownies have to move one chair to the right when the Guider shouts “Change” while the girl in the middle tries to sit down.  They will probably need quite a large circle for this to work.

Fishes in the Sea

The Brownies sit on chairs in an outward facing circle.  Each Brownie is either Cod, Haddock or Plaice.  When their fish is called they run clockwise round the circle until they hear the command “Fisherman’s coming” upon which they continue in the same direction back to their seats.  The last fish back is out.  While they are in the sea the fishes may encounter such hazards as “high tide” (hands are waved in the air) “low tide” (hands are waved at their sides) and “tide turns” (they run in the opposite direction)

Ships

The four sides of the room are labelled “Upper Deck”, “Lower Deck”, “Port” and “Starboard”.  At the command the Brownies run to the appropriate place, the last one there is out.  Activities on board ship may include “Captain’s coming” (salute smartly) “Submarines” (lie down with one foot in the air) “Climb the rigging”, “Rock the baby”, “Scrub the decks” (all with appropriate mime) “Man overboard” (get off the ground).  On the command “Grub’s up” the Brownies line up behind the Guider who chooses an interval, e.g. three, and every third person in the line is out.

Fish, Chips and Peas

One side of the room is “Fish”, the other “Chips” and the middle is “Peas”.  As the Guider calls out one of these the Brownies run to that place.  The last person there, or anyone going anywhere else is out.  The positions of fish, chips and peas can be changed regularly to cause confusion.

Threes

Brownies sit randomly around the room in groups of three, sitting on chairs.  There is one two (but three chairs).  The object of the game is to be a three.  The two grab a Brownie from any three and sit down again.  That two then go and get a third from another three...  The Guider blows a whistle and the latest three to be created are out.  They sit on their chairs with their arms folded and can play no further part in the game.  The game continues until only the two is left.

Chair Netball

The Brownies are in two teams and sit randomly and singly around the room.  A goal is marked out at either end.  The Brownies throw a ball between their team and score by throwing it in the goal. They may not leave their chairs.  There must be at least three passes before a goal is scored.  The winning team is the one which scores the most goals

Bear and the Honeypot

Brownies sit in a circle facing inwards.  One Brownie is blindfolded and sits in the middle.  She is the bear and under her chair are car keys - the honeypot.  As the Guider points to the Brownies they get up and attempt to tiptoe round the circle, back to their chair and to grab the honeypot from under the bear without being heard.  If the bear hears something she points in the direction of the noise.  If she points at a Brownie then they are out and return to their seat.  The successful thief becomes the new bear.

World Badge Beetle

A variation on beetle but instead of a beetle the Brownies have to draw a world badge.  If they roll a one then they get a star, a two gets the flame, a three scores the stem and a four gets the ?.  A five scores ? and three sixes are needed to form each leaf of the trefoil.  The first Brownie to complete her badge wins.

Twilight

The Brownies stand in a circle.  Someone holds a broom in the middle and lets it fall, calling out a Brownie’s name as they do so.  That Brownie has to run in and try to catch the broom before it falls.

Variation: Each Brownie has to answer to the name of the person on her left

Hockey

Brownies stand in two equal teams facing each other on either side of the room.  The Brownies are numbered along the lines.  A goal is marked at either end of the room.  The hockey sticks (or rolled up newspaper) and ball is placed in the middle of the room.  As the Brownies number is called she runs to pick up the stick and try to score a goal.  The Guider frequently calls out a new number to changes the players.  The winning team is the one that scores the most goals.

Princess and the Pea

One Brownie is the Queen and the other a Princess.  All the other Brownies line up at the other end of the room.  The object of the game is for them to creep up to the queen and princess without being heard.  The Queen faces the wall and when she hears a Brownie coming she will shake her head.  That Brownie then sits down where she was heard.  The Princess points to each Brownie in turn so that they know when it is their turn to go.  The winners are the Brownies who manage to get the furthest.

Blood Potato

All the Brownies are potatoes except one who is a blood potato (known only to guider and that Brownie). The Brownies walk around in the dark and when they meet someone they must say ‘potato’ if the person answers ‘potato’ they walk on but if they answer ‘blood potato’ the Brownie must die as noisily as possible. The last one left walking around the room (except the blood potato) is the winner.

Touch and Draw

The Guider has a bag containing an assortment of different objects.  The Brownies are in teams and one member from each team comes up to feel an item in the bag.  She then returns to her team and draws the object that she felt.  Once the team have guessed the item then the next person goes up to feel an object.  Once all the teams have finished the winners are the ones with the most correctly identified objects.

Storytime

Brownies sit in lines in Sixes.  The first member of each team is given a name, e.g. "Mummy", and the second person may be "Daddy" etc.  The Guider then tells a story.  Each time "Mummy" is mentioned in the story then all the "Mummies" have to run round their team and back to their place, the first person back scoring a point.  The winning team is the one with the most points at the end of the story.

Horses and Riders

Brownies stand in pairs in a circle, one riding piggyback on the other.  When the whistle blows the riders run clockwise round the circle, while the horses stay where they are.  When the whistle blows again the riders continue in the same direction until they jump up on the back of their horse.  The last pair back are out.  The winning pair are the last ones in.

Variation:  Wigwams and Indians.  The horse become wigwams and stand with their feet apart so that the Indian only has to dive under her legs.

Wink Murder

The Brownies sit in a circle.  One Brownie is elected detective and leaves the room.  Another Brownie is chosen as murderer; when she winks at someone they die (often dramatically).  The detective is called back in to try to determine who the culprit is by identifying the winker.

Traffic Lights

On “Green” the Brownies run round the hall.  When the Guider shouts “Red” they must all stop.  Anyone moving is out.  The winner is the last person left in.

Variation:  Played like Grandmother’s Footsteps with one Brownie at the other end of the room.  She shouts “Green” as she faces the wall and “Red” as she turns round.  Anyone she sees moving returns to the end of the room.  The first Brownie to reach her is then up.

Cards

A shape is cut out of the middle of a greetings card.  The Guider holds the shape and the holey cards are spread out on the floor.  The Brownies are in Sixes and one Brownie from each Six gets a shape from the Guider and has to reunite it with the rest of the card.  When she has found it she returns to her Six and the next person goes.  The winning Six is the one with the most complete cards.

Chalk and Cheese

The Brownies stand in pairs down the middle of the room.  One side is Chalk and the other is Cheese.  The Guider stands at the front and calls out “Chalk” and Chalk have to run to the nearest wall while the Cheese try to touch them before they reach it.  The opposite happens when the Guider calls “Cheese”