Name and Purpose
- One to Ten is a lively memory-and-movement game where the action sequence grows one step at a time until the group has completed a chain of ten.
- Players practise listening, memory, sequencing, and cooperative silliness.
a.k.a.
- Simon Says Stacking, Action Accumulator, Add-On Madness
Age / Group / Time / Space
- Ages 7-12 | 8-40 players | 10-20 minutes | Open indoor or outdoor area with enough room for everyone to move freely
Materials
- No materials required.
- Optional: a printed list of 10 actions on a card for staff reference.
Quick-Run Card
- Everyone spreads out in the open area.
- Leader calls action 1. On Go, everyone does it, then sits or returns to their spot.
- Leader calls action 1, then action 2. Everyone does both in order, then sits.
- Continue adding one new action each round until the sequence reaches 10.
- Celebrate together when the group completes all 10 actions.
Setup and Boundaries
- Mark or identify the boundaries of the play area.
- Signal: one raised hand from staff means pause; two claps means stop and gather attention.
- Remind players to be aware of others around them when doing movement-based actions.
- Check the space for wet patches, uneven ground, or trip hazards.
How to Play
- Players spread out across the open area so they each have personal space.
- The leader introduces action 1 and demonstrates it. On Go, everyone does the action. Players then return to their spot or sit.
- The leader introduces the same action 1 again, followed by action 2. Everyone does actions 1 and 2 in order.
- Each round, one new action is added to the sequence. Players perform the full sequence from the beginning each time.
- Continue until the group has completed a sequence of 10 actions.
- If the group gets confused or loses track, that is part of the fun. Laugh and try again from the most recent point.
- Round ends with a group cheer when all 10 are done.
Suggested Action List (staff can swap any)
- Shake hands with someone nearby
- Lie on your back and put your feet in the air
- Run around the leader
- Do a forward roll or touch the ground three times
- Clap your hands five times
- Yawn once, as big as you can
- Hop over four people who are crouching low
- Do a cartwheel or spin around three times
- Jump up and down 10 times
- Shout Hooray as loud as you can
I-OPt Options
Start:
- A (Active): Dive into every action with full energy.
- S (Support): Help players near you remember the sequence.
- Q (Quiet): Do the actions at a smaller, calmer scale.
- O (Observer): Watch the first two rounds to learn the sequence, then join in.
Mid:
- A (Active): Perform each action with dramatic flair.
- S (Support): Quietly count the sequence steps aloud for players around you.
- Q (Quiet): Focus on seated or small-movement actions and join the active ones when comfortable.
- O (Observer): Continue watching; join when the sequence reaches a length that feels right.
Late:
- A (Active): Lead a round by calling the next action for the group.
- S (Support): Celebrate when players remember a tricky part of the sequence.
- Q (Quiet): Sit for the big physical actions and stand for the quieter ones.
- O (Observer): Help keep track of which number the group is up to.
End:
- A (Active): Lead the group Hooray at action 10.
- S (Support): Help count down to the final action with the leader.
- Q (Quiet): Clap along with the celebration.
- O (Observer): Share one action that was your favourite to watch.
Inclusion Adaptations
- Every action in the suggested list can be adapted for seated players. Lying down becomes leaning back in a chair; cartwheels become spinning in place or waving both arms.
- For players with sensory sensitivities, the loud Hooray at the end can be replaced with a silent cheer (hands waving in the air).
Stewardship Moment
- No materials needed means no waste. This game runs entirely on memory and movement.
- Reflection: You just did 10 things as a group without anything except yourselves. What does that tell you about what you are capable of?
Consent
- Pre-brief: This game involves doing a growing list of physical actions together. For those who prefer a lower-intensity version, doing each action smaller or seated is a great option throughout.
- Mid-game check: After round 5, pause and check in. Thumbs up, sideways, or down. How is everyone feeling?
- Opt-out and re-entry: Any player may sit out a round and rejoin at any point. No explanation needed.
Risks and Mitigation
- Collision during running or leaping actions: remind players to be aware of personal space before each active action.
- A forward roll or cartwheel causes injury: offer an alternative (touch the ground three times or spin in place) before the game starts.
- Players with different ability levels feel left behind: reinforce that the group succeeds together; no one is scored individually.
Warm-Up Suggestions
- Body Shake: shake hands, then arms, then your whole body for 10 seconds.
- Group Count: the group counts to 20 together with no one saying two numbers in a row. A gentle way to build listening.
Debrief Questions
- What? Which action was the hardest to remember?
- So What? What helped you keep track of the sequence?
- Now What? When in daily life do you need to remember a series of steps in order?
Cleanup and Reset
- No materials to collect.
- Check the play space for any litter or hazards before the next activity.
