Name and Purpose
- The Smiths is a high-energy listening game that builds focus, fast reactions, and team spirit through a shared story.
- Players practise sustained attention, character recognition, and quick movement.
a.k.a.
- Family Story Race, Character Run
Age / Group / Time / Space
- Ages 8-16 | 14-30 players (core game: 14; add a narrator, scorekeeper, and extra observers for larger groups) | 15-25 minutes | Indoor or outdoor space with a clear running lane around and through two rows of chairs
Materials
- 14 chairs in two rows facing each other, with a clear running lane in the centre and around the outside
- Optional: character name cards so players remember their role
- 1 printed or read-aloud story script (provided below)
- A scorekeeper tally sheet
Quick-Run Card
- Arrange 14 chairs in two facing rows with a running lane between and around them.
- Assign each of 7 players on each team a character: Mrs. Smith, Mr. Smith, Tommy Smith, Sally Smith, Bear, Lion, Giraffe.
- Narrator reads the story. When your character is named, jump up and run through the centre lane and around your own row of chairs.
- First player back in their seat wins the point for their team.
- Narrator pauses briefly at each character mention to allow the run.
Setup and Boundaries
- Set two rows of 7 chairs facing each other, with 1-2m of running lane in the centre.
- Ensure the outer running path around each row is clear of obstacles.
- Signal: 1 short whistle = pause story; 2 whistles = stop and gather.
- Check the space for trip hazards along the running path.
How to Play
- Split into two teams of 7. Teams sit in facing rows.
- Assign each player a character: Mrs. Smith, Mr. Smith, Tommy Smith, Sally Smith, Bear, Lion, Giraffe. Both teams have the same set of characters.
- The narrator reads the story slowly, pausing at each character name.
- When a character is named, both players with that role jump up, run through the centre lane, and race around their own row of chairs, returning to their seat.
- The first player to sit back down scores one point for their team.
- The scorekeeper tracks points after each run.
- Read the full story once. The team with the most points at the end wins.
- For larger groups: add extra chairs and assign two players per character on each team. Both run when the character is called, and the first of each pair to return scores.
The Story One day, Mrs. Smith suggested to the family at breakfast, “Today is a beautiful day! Let’s take a picnic and go to the zoo!” “Great!” said Mr. Smith. “I want to see the giraffe!” shouted Tommy.
So Mrs. Smith packed a picnic basket and the whole family went to the zoo. When they arrived, it seemed as if everyone wanted to go visit the giraffe. So the family went to see the lion first. Then Sally begged to see the bear. After walking around for a long time, Mr. Smith said, “Let’s have lunch.” The whole time they were eating, Tommy was complaining because he had not had a chance to see the giraffe yet.
Finally lunch was over and Tommy, Sally, Mrs. Smith, and Mr. Smith walked over to the giraffe enclosure. The giraffe was wonderful! The whole family had a great time at the zoo!
(There are 19 possible points.)
I-OPt Options
- A (Active): Sit in the rows and run when your character is called.
- S (Support): Be the narrator, reading the story with expression and pace.
- Q (Quiet): Be the scorekeeper, tracking points carefully and announcing totals.
- O (Observer): Watch from the side, cheer for both teams, step in when a seat opens.
Inclusion Adaptations
- Players who prefer not to run can choose the scorekeeper or narrator role, which are fully included parts of the game.
- Players who need a walking pace can walk the route instead of running; the first to sit still scores.
Stewardship Moment
- Story games use no materials except chairs. Reflect: “How many great activities can we run with just what we already have?”
- Stack chairs carefully after play.
Consent
- Pre-brief: “This game involves jumping up and running quickly when you hear your character’s name. For those not comfortable with running, the narrator or scorekeeper role is a great option.”
- Mid-game check: At the halfway point in the story, pause. “Thumbs up, sideways, or down. Energy okay?”
- Opt-out/re-entry: Step out of your seat at any time. Take the scorekeeper or observer role. Return to a seat when a gap opens.
Risks and Mitigation
- Collision in the narrow centre running lane: one player runs per team per character call; remind players to run through, not across.
- Tripping over chair legs: check the outer running path is clear before starting.
- Two players reaching their seat at the same time: the scorekeeper watches closely; ties mean both teams score.
Warm-Up Suggestions
- “Name Your Character”: before starting, each player says their character name out loud twice so everyone knows who to cheer for.
- “Practice Run”: call one character name before reading the story so players can test the route.
Debrief Questions
- What? “Which character was called the most? Did that feel fair?”
- So What? “What helped you react quickly when your name was called?”
- Now What? “What is one situation in real life where listening carefully gives you an advantage?”
Cleanup and Reset
- Stack all 14 chairs.
- Collect any name cards or tally sheets.
