Name and Purpose
- This collection offers five tried-and-true camp activities covering movement, observation, strategy, and silly fun.
- Choose one activity to match your group’s energy and the space available.
a.k.a.
- Camp Games Sampler
Age / Group / Time / Space
- Ages 8-16 | Varies by activity | 10-30 minutes each | See individual activity notes below
ACTIVITY 1: Alaskan Baseball
Materials
- 1 throwable soft object (foam ball, beanbag, or similar)
- Open outdoor space
How to Play
- Split into 2 teams. One team is the Throwing Team; the other is the Chasing Team.
- The Throwing Team forms a circle. One player throws the soft object as far as possible.
- The thrower immediately begins running laps around the inside of their circle. Each full lap = 1 run. The team counts runs aloud.
- The Chasing Team retrieves the object. Once retrieved, all Chasers line up behind the finder. They pass the object between their legs to the end of the line, then pass it overhead back to the front.
- When the object reaches the front again, the Chasing Team yells “Stop!” The Throwing Team stops counting.
- Teams switch roles. Play as many rounds as the group likes.
- Optional: keep score across rounds, or just enjoy the chaos.
I-OPt Options (Alaskan Baseball)
- A (Active): Throw or run laps at full effort.
- S (Support): Count laps for your team and cheer.
- Q (Quiet): Participate in the object pass at a calm pace.
- O (Observer): Watch the first round, then join the circle for round 2.
Inclusion Adaptations (Alaskan Baseball)
- Players who cannot run may walk laps or count laps as the Score Keeper.
- Use a lighter or larger object if needed for easier catching.
ACTIVITY 2: Ah Soh Gee
Materials
- No materials required
- Seated or standing circle
How to Play
- Everyone sits or stands in a circle.
- Learn the three commands and their gestures:
- “Ah” = sweep one arm across your chest, pointing to the person beside you.
- “So” = raise one arm above your head, pointing to the person beside you.
- “Gee” (hard G) = point both arms forward to anyone across the circle.
- Commands must go in order: Ah, So, Gee. “Gee” resets the sequence.
- You act when pointed to by an adjacent player using “Ah” or “So”, or by anyone using “Gee”.
- If a player makes a mistake, they step out to the Connector Zone outside the circle. Connectors move slowly around the outside and try to distract players with silly sounds. They stay involved the whole time.
- Play continues until 1 or 2 players remain.
Second Circle for Ah Soh Gee
- The Connector Zone keeps players active and part of the game. There is no sitting out.
I-OPt Options (Ah Soh Gee)
- A (Active): Play competitively in the main circle.
- S (Support): Cheer for friends while in the Connector Zone.
- Q (Quiet): Join the circle but focus on just watching and reacting calmly.
- O (Observer): Watch the first round to learn the commands, then join round 2.
Reviewer Note for Ah Soh Gee
- Original used baseball umpire gesture with “Yeeeerrrr outta here” call. This mimicry is fun and harmless. Retained in spirit but softened to a group celebration gesture to avoid any player feeling mocked.
Inclusion Adaptations (Ah Soh Gee)
- Use verbal cues only (no gestures) for players with limited arm mobility.
- Allow written prompt cards for players who need extra support learning the commands.
ACTIVITY 3: Frisbee Golf (Frolf)
Materials
- 1 frisbee per player (or shared per team)
- Natural or cone-marked targets (trees, posts, hula hoops on the ground)
- Optional: printed scorecard
How to Play
- Design a course of 6-9 holes using natural features (a specific tree trunk) or cones and hula hoops.
- Before each hole, agree on a par (target number of throws).
- Players tee off from a marked start point. Each throw = 1 stroke.
- Closest throw to the target on each stroke plays next.
- A hole is complete when the frisbee hits or lands in the target. Record strokes.
- Lowest total strokes at the end of the course wins, or simply enjoy the round without keeping score.
I-OPt Options (Frolf)
- A (Active): Play a full competitive round and track your score.
- S (Support): Be the Course Mapper and help set up or mark targets.
- Q (Quiet): Play casually, skipping score tracking.
- O (Observer): Walk the course with the group and cheer. Join at any hole.
Inclusion Adaptations (Frolf)
- Shorten the course or reduce the number of holes for a quicker round.
- Allow underhand throws for players who find overhand difficult.
Stewardship Moment (Frolf)
- Check that all targets leave the natural environment undamaged.
- Collect all frisbees at the end and walk the course for any litter.
ACTIVITY 4: Kick the Can
Materials
- 1 tin can or plastic container
- Cones to mark the jail area
How to Play
- Place the can in a marked circle near a designated Jail zone.
- One player starts as “It”. A player kicks the can to start. While “It” retrieves and replaces the can, all others scatter and hide.
- “It” searches for hiders. If “It” spots a player and calls their name or description clearly, that player goes to Jail.
- Any free player may rush in and kick the can. If successful, all Jail players are freed and may hide again. “It” must retrieve the can before resuming the search.
- If all players are in Jail, the first player caught becomes “It” for the next round.
- If a player is caught three times, they become “It” for the next round.
Second Circle / Re-entry (Kick the Can)
- Jailed players are still fully in the game. They can be freed at any time by a teammate kicking the can. No one sits out indefinitely.
I-OPt Options (Kick the Can)
- A (Active): Rush in and kick the can to free your team.
- S (Support): Signal quietly to teammates where “It” is moving.
- Q (Quiet): Find a hiding spot close to the boundary and wait for the right moment.
- O (Observer): Watch from a marked safe zone and join the next round.
Inclusion Adaptations (Kick the Can)
- Players who cannot kick may tap the can with their hand or a stick.
- Set a walking-pace rule for “It” to keep play accessible.
ACTIVITY 5: Toilet Tag
Materials
- No materials required
- Open play space with clear boundaries
How to Play
- Mark boundaries with cones. One or two players start as “It”.
- “It” tags other players. Tagged players crouch down and hold one arm out to the side (the “handle”).
- Any free player can “flush” a tagged player by gently pressing their outstretched hand and making a “Whoooosh” sound. The flushed player is back in the game.
- “It” tries to get all players into the frozen position at the same time. “It” earns a point when all players are frozen.
- Rotate “It” regularly so multiple players try the role.
Second Circle / Re-entry (Toilet Tag)
- Tagged players are never truly out. They wait actively in the crouch position to be flushed back in. Permanent elimination does not occur.
I-OPt Options (Toilet Tag)
- A (Active): Run as a free player or take the “It” role.
- S (Support): Prioritise flushing frozen teammates over running.
- Q (Quiet): Move at a walk and focus on watching “It”‘s position.
- O (Observer): Watch the first round, then join when comfortable.
Inclusion Adaptations (Toilet Tag)
- Players who cannot crouch may stand with one arm extended instead.
- Use a gentle hand-wave instead of a touch for the flush action.
Shared Stewardship Moment (All Activities)
- 60-second sweep after each activity. Return any equipment to its storage spot.
- Prompt: “How did we use this space? Leave it better than we found it.”
Shared Consent (All Activities)
- Pre-brief each activity before play: describe what will happen without pressure to join.
- “For those not comfortable with [physical contact / running / hiding], there is always a support or observer role available.”
- Mid-game check: pause after the first round. “Thumbs up, sideways, or down. How are we doing?”
- Opt-out/re-entry: raise both hands to step out. Call “In!” to rejoin at any natural break.
Shared Debrief Questions
- What? “Which activity was your favourite? What made it work well?”
- So What? “What did you notice about how your group worked together?”
- Now What? “Which of these would you teach to someone who had never played before?”
Cleanup and Reset
- Collect all equipment: cans, frisbees, cones, throwable objects.
- Store in labelled bins or bags for next use.
