Guessing games are one of the quickest and simplest ways to entertain a group of kids for any length of time. Most of them can be played anywhere and require few or no props. The person who knows the answer can easily adjust the level of difficulty by changing the way he asks questions in order to make the game easier or harder for kids of different ages.
Sally's Green Glass Door
Sally's Green Glass Door is a simple game that most kids will be able to guess pretty quickly. The person beginning the game tells the group that he is going through Sally's green glass door but can only bring certain objects. He can bring jelly but not jam, kittens but not cats, letters but not the alphabet. The group guesses other objects that might be able to go through the door. The secret is that only words with double letters in them can go through the door.
Triangle in the Room
To play Triangle in the Room, you need various objects. They can be anything, including parts of the room. One person begins by defining a triangle with three objects in the room. For example, she could point to a corner of the room, a chair in the middle of the room, and the light in the center of the ceiling. She then asks who owns that triangle. The secret is that the first person who talks after the question has been asked is the owner of the triangle.
This game requires small objects for props such as sticks or pencils. To play, the leader arranges the objects on the table in front of him and states that he has written the name of someone in the group using Japanese writing. The group tries to guess whose name he has written. The secret is that after he finishes arranging the objects, he changes his position so he is imitating the position of the person whose name he wants to indicate.
Psychiatrist is a game in which one person guesses while the rest of the group knows the answer. It can keep a group of kids entertained for hours, because everyone will want a chance to have a turn as the psychiatrist.
To play, choose one person to be the psychiatrist and send her out of the room. The rest of the group then sits in a circle and chooses something that is "wrong" with them. It could be something physical, such as the fact that they must twitch the little finger of their left hands every time they speak. It could be something less obvious, such as thinking they are a particular famous person. When the group has chosen their "problem," the psychiatrist comes back into the room. She stands in the center of the circle and asks individuals in the group questions. They can only answer yes or no. She goes around the circle, asking each person three questions. She continues asking questions until she has figured out what the "disease" is that they all share.
After the Manner of the Adverb
After the Manner of the Adverb is a version of charades that will ensure kids will never again forget what an adverb is. To play, one person leaves the room while the rest of the group chooses an adverb. The guesser returns to the group and chooses one person to act out the adverb. He makes up an action and asks the other player to perform that action "after the manner of the adverb." For example, he could ask the other player to run "after the manner of the adverb." If the adverb that the group chose was "eagerly," then the player would have to run eagerly. The guesser can continue asking other players to do different actions "after the manner of the adverb" until he guesses the adverb.
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