Name and Purpose
- Do As I Say Not As I Do is a circle coordination game that builds concentration, listening, and memory.
- Players practise working between verbal and physical cues at the same time, which is both silly and genuinely challenging.
a.k.a.
- Say-Do, Mixed Signals, Body Confusion
Age / Group / Time / Space
- Ages 8-16 | 6-25 players | 10-15 minutes | Circle space, indoors or outdoors
Materials
- None required.
- Optional: movement prompt cards for groups that want a starting boost.
Quick-Run Card
- Sit or stand in a circle.
- First player says something they like (“I like to jump up and down”) while doing a different movement (flapping arms).
- Second player does the previous player’s SAID action, then says something new they like while doing their own different movement.
- Continue around the circle.
- Group challenge: can the group name every SAY and DO pair at the end?
Setup and Boundaries
- Form a circle with enough space for each player to do a simple movement without bumping neighbours.
- Signal: one raised hand from the counsellor = pause; two raised hands = stop and listen.
- Movements should stay gentle and in-place for safety in tight spaces.
How to Play
- The first player says one thing they like doing (“I like to spin in circles”) while simultaneously doing a completely different movement (clapping).
- The second player performs the first player’s SAID action (spinning), then says something new they like while doing their own different movement.
- Each player in turn performs the previous player’s SAID action and introduces a new SAY-DO combination.
- The round ends when everyone has had a turn.
- Optional: after one round, the group tries to name every SAY and DO pair from memory. This is a group goal, not a competition.
I-OPt Options
- A (Active): Introduce a big, energetic movement each turn.
- S (Support): Prompt the next player if they are stuck, or keep a running mental list of the combinations.
- Q (Quiet): Use small, subtle movements (blinking, shoulder shrug) instead of full-body actions.
- O (Observer): Watch from just outside the circle; help the group recall combinations at the end of the round.
Inclusion Adaptations
- Players who prefer seated participation can adapt all movements to upper body and hands.
- Players with speech differences can draw or gesture their “say” component rather than speaking it.
Stewardship Moment
- No materials, no waste. Note: “Some of the best activities need nothing but your imagination and your body.”
Consent
- Pre-brief: “This game involves saying something while doing something different at the same time. It is a bit of a brain twist! You can keep movements small if you like. If you would prefer to pass your turn, give a thumbs down and we will come right back to you after the next person.”
- For those not comfortable with any part of this activity, sitting out or joining as an observer is another option.
- Mid-game check: After half the circle has gone, a quick thumbs check.
- Re-entry: Players who passed can rejoin the sequence at any point.
Risks and Mitigation
- Player freeze when they cannot think of something: have a “phone a friend” rule where the group can offer a suggestion.
- Movements too large in a tight space: counsellor models small movements at the start.
- Self-consciousness about performing: frame it as “the sillier the better” and go first yourself to model.
Warm-Up Suggestions
- “Pat your head, rub your belly”: classic split-attention warm-up for 30 seconds.
- “Opposite hand”: counsellor points left, group points right. Quick round of five.
Debrief Questions
- What? “What was the hardest part: the saying, the doing, or remembering the last person’s combination?”
- So What? “What does it feel like to try to hold two different instructions in your head at once?”
- Now What? “Where in your life do you have to listen carefully to what someone says AND watch what they do?”
Cleanup and Reset
- No cleanup needed.
- Players shake out their hands and take a breath before moving to the next activity.
