Games Descriptions (K-M)

Knights, Cavaliers, Maidens

Team, Active

Time - Short (5-10 minutes)

Group Size - Any

Equipment Needed - none

Get everyone to find a partner of a similar size and find some space, and designate a Person A and Person B. Once everyone is ready, the leader calls for a number of different poses that the pair has to get into. Over the course of the game slow pairs are eliminated and help spot other pairs falling behind.

The poses are:

The leader usually starts slowly, allowing the group to get used to each position, before increasing how fast they call out each pose to see which pairs can keep up.

Last pair standing wins.

Leader's Favours

Team, Active

Time - Long (30 minutes to an hour)

Group Size - any

Equipment Needed - sheet of clues for each team, pens

This game is typically played on camps, and requires some preparation on behalf of the leaders. The main thing that needs to be organised is the sheet that has all of the leader’s clues on it, with enough copies for each group.

All the leaders who are playing spread out around the space or the campsite, while the leader splits the group into even teams, which are usually between 6 and 12 people in size. Each group gets the list of clues and a pen. It can help to give each leader a pen as well.

The goal of the teams is to figure out which clue belongs to each leader, then visit each leader to confirm the clue and get their signature. However, to get a signature, they need to complete a favour, specified by the leader. This can be anywhere from doing something nice for themselves or another leader, or helping to clean up, to pranking other leaders or getting revenge on a leader who pranked them.

For leaders, it is important to use your discretion. Don't give kids favours that they won’t be comfortable doing, or favours that will take a long time. Likewise, don’t mess with other leaders who might not take it well, especially on the last day of camp where everyone is tired. We don’t want to be ruining anyone’s camp over a silly prank.

The first team to collect all the signatures and return to the leader in charge is the winner.

Look Up, Look Down

Non-Active, Circle, Quiet?

Time - Short (5 minutes or less per round)

Group Size - Any

Equipment Needed - None

Get the group standing in a circle. The aim of the game is to not make eye contact with anyone else in the circle.

The leader starts the game by calling Look Down, whereupon everyone looks down. The leader then calls Look Up, and everyone looks up and looks at someone else in the circle.

If two people are looking at each other when they look up, they are both out of the game. The game continues until one or two players are remaining.

Lost Property


Time - Short-Medium (10 minutes)

Group Size - Any

Equipment Needed - items from leaders

This game works best within the structure of a camp, and can work as a way for kids to get to know some of the leaders quickly.

Before running the game, borrow an item from a few different leaders (the weirder the better), but also ask a few other leaders to be willing to speak during the game, and what item they should claim.

Once running the game with the group, explain that there has been some lost property found on camp, and present the first item, and ask who it belongs to. Three different leaders, including the one who actually owns it, will try and claim it, trying to convince the group as to what it is and why they have it. 

After they have all argued their case, ask the kids to vote on who they think it really belongs to.

Repeat this for the rest of the items.


Team, Active, Ball, Running

Time - Medium (10-15 minutes)

Group Size - Medium to large

Equipment Needed - partitions or other large objects for cover, balls, cones, hats for the medics and bibs/bandannas/bandoliers to designate teams if available

This game is a Dodgeball-like game with no set areas, where people come back in with the help of their team’s medic. The aim of the game is to eliminate the other team’s medic, and eventually eliminate the rest of the team.

Prepare the area by marking out a small area with cones in the middle, which is the medic’s base. The rest can be left clear, but using partitions or other obstacles to create cover can also make the game more fun.

Split the group into two even teams, and find a way to distinguish the two teams from each other. Ask each team to choose their medic, and further distinguish them from everyone else.

Each team starts on one end of the area, with the medics starting in the middle. Place a number of dodgeball-sized balls in the middle, and call for the game to begin. 

People are eliminated when they are hit on the shoulders down by someone else throwing the ball at them. Eliminated players sit down where they got out.

The medic can bring people back in by leaving their base and tagging someone who is out, who then returns to the game.

Within their base, medics can’t be hurt, but can be eliminated when they leave their base. If a medic is eliminated, there is no way for them or the rest of their team to get back in.

A team wins when they eliminate all members of the other team, including the medic.


In indoor areas, it may be safer to require underarm throws only, to avoid breaking anything.


Musical Chairs

Active, Chair

Time - Medium (10-15 minutes)

Group Size - Medium to large

Equipment Needed - Chairs, aux/phone/speakers for music

Set up chairs equal to the number of people playing in either two rows or in a circle facing outwards.

As loud music begins playing, kids walk or dance around the arranged chairs. Use the time to have a leader take out a chair. When the music stops, kids must race to sit in a chair and not be left out.

Rounds continue in this manner until there is one winner remaining. In large groups, it may be necessary to take out more than one chair each round to ensure the game does not drag on. Different instructions regarding moving around the circle can also keep the game interesting.


Especially when chairs are set up close together, explain that kids should cross their arms over their chest as they run to sit down, ensuring hands are not sat on or jammed in between chairs.