Name and Purpose
- Cobbler Cobbler is a circle guessing game that builds listening skills, anticipation, and joyful suspense.
- Players practise group timing, non-verbal communication, and spatial awareness while singing together.
a.k.a.
- Pass the Shoe, Shoe Secret, Circle Guess
Age / Group / Time / Space
- Ages 8-16 | 8-25 players | 10-15 minutes | Comfortable indoor or outdoor circle space
Materials
- One shoe or small object (counsellor’s own shoe works well)
- Optional: seat cushions or low chairs for players who prefer not to sit on the ground
Quick-Run Card
- Sit in a circle. One volunteer stands or sits in the middle with eyes closed.
- Begin the song; pass the shoe behind backs around the circle.
- When the song finishes, everyone holds hands behind their backs (hiding the shoe or pretending to).
- Middle player opens eyes and makes up to three guesses about who has the shoe.
- A new middle player is chosen and the round begins again.
Setup and Boundaries
- Arrange the circle so everyone can sit or kneel comfortably.
- Signal: one raised hand from counsellor = pause or stop.
- Check the floor for any sharp objects or uneven ground before sitting.
How to Play
- One volunteer becomes the Guesser and sits or stands in the middle with eyes closed.
- The group begins singing: “Cobbler, cobbler, where’s my shoe? Have it ready by half past two. If by half past two it can’t be done, have it ready by half past one.”
- While singing, one shoe (or small object) is passed behind everyone’s backs around the circle.
- When the song ends, all players hold both hands behind their backs.
- The Guesser opens their eyes and has up to three guesses to identify who is holding the shoe.
- The person holding the shoe becomes the next Guesser, whether or not they were found. No one is ever stuck in the middle for more than one round.
I-OPt Options
- A (Active): Sit in the circle and actively pass the shoe, or take a turn as Guesser.
- S (Support): Help keep the rhythm of the song for the group, or sit near a player who needs support.
- Q (Quiet): Hold the shoe still in your lap without passing; mime the movement along with the song.
- O (Observer): Watch from just outside the circle; call out song cues or help keep count of guesses.
Inclusion Adaptations
- Players who are unable to sit on the floor may use a low chair or cushion within the circle.
- For players with hearing differences, a visual cue (counsellor pointing to the rhythm) can replace sung timing.
Stewardship Moment
- The game uses a single reusable object. Remind players that clever reuse is part of camp thinking.
- Quick check of the circle area after play: return the shoe, pick up anything out of place.
Consent
- Pre-brief: “In this game we pass an object behind our backs and try to keep it secret. You can stay in your seat the whole time. If you would prefer not to be the Guesser in the middle, give me a thumbs down when it comes to choosing and we will move to the next person.”
- Mid-game check: After two rounds, ask for a thumbs up, sideways, or down.
- Re-entry: Anyone who stepped back can rejoin the circle at any time between rounds.
Risks and Mitigation
- Guesser feels embarrassed after three wrong guesses: frame it as “the group was too sneaky!” and celebrate the hiders.
- Uneven turn-taking (same person always in middle): counsellor tracks turns and redirects gently.
- Ground sitting discomfort: offer chairs or cushions before the game begins.
Warm-Up Suggestions
- Quick mirror warm-up: pairs copy each other’s hand movements silently for 30 seconds.
- Group hum: everyone hums the melody of the song once before starting.
Debrief Questions
- What? “What strategies did the group use to hide the shoe?”
- So What? “How did it feel to be the one trying to figure out a secret everyone else knew?”
- Now What? “When in your day do you have to read a room or figure something out without all the information?”
Cleanup and Reset
- Return shoe to owner.
- Players stand and shake out their legs after sitting.
- One quick look at the space to make sure nothing was left behind.
