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Promise Puzzle Relay (game)source: somewhere on the internet Write the promise out on a piece of bristle board for each team or patrol and cut it out by word. If the word has punctuation after it, leave it with the word. i.e. "country," Then do a relay, where each girl runs up, turns over a piece of the 'puzzle' that you have made, and tries to put it in the correct spot. Unless your teams are huge, each girl will likely go up two or three times. By the end of the relay, the girl who goes up can rearrange a set number of puzzle pieces - you decide how many. Another way to play this game is to have all the words right side up, then have the patrol work as a team to put the words in the right order. Promise Fence (craft)
Duck-Duck-Goose Promise Gamesource: Melody, a 3rd year Guide in 2001-2002 All girls sit in a circle. "It" walks around the circle tapping each girl on the head. As a girl is tapped she has to say the next word in the Promise... if she gets the word wrong, or hesitates too long to remember the word, then she jumps up from her spot and runs around the circle in the opposite direction from "it". The first person back to the empty spot sits down and the standee is the new "it". If there are no wrong words or hesitations, the running takes place on the word "law". Marooned on an Islandsource: Canadian Guider magazine Make a card for each patrol stating that they are ship-wrecked on an uninhabited island and will probably be there for quite a long time as they are not on a shipping route. There is plenty of fruit on the island and fish in the sea, so the food supply is good. There are also springs on the island providing fresh water. To survive as a group, laws are required; what laws are necessary? Allow the patrols time to determine their laws, then discuss them as a group. Ask why the laws were chosen, what would it like be without laws, and how are their laws similar to the Guiding laws? Promise and Law Flower (craft)
Jeopardy (game)source: Becky's Guiding Resource Centre This game is based on the TV game show. A number of Guiding-related questions and answers are written on index cards. You have to decided which questions are worth the value of 100, 200, 300 points, etc. Depending on the skills of your girls, many could be difficult. Don't forget that all answers are to be in the form of a question! Sample Cards:
Connect the Dots History Puzzlesource: adapted from a Canadian Guider magazine Click the small image to expand it to full size. If you have problems with the above image, I have created a pdf file for you to print. Guiding Girl (craft)
Guiding History Star (craft)source: Saskia Morton
The supplies can all be purchased from MortonWorks Sales.
Canadian Symbol Tag (game)One girl is "it". When she tags someone, they are frozen in place. To be unfrozen, someone must touch them and must yell out the name of a Canadian symbol ("Maple Leaf"). A symbol can only be used once. Play continues until all are frozen. The last person to be tagged is "it" for the next game. Some symbols are:
Canadian Symbol Concentration (game)Make two identical sets of cards with Canadian symbols on one side. Place all the cards, face down, on a table. Each girl, in turn, flips over two cards and tries to find a matching pair. If the two she flips do not match, then she turns them back over so that they are face down again. If the two cards match, she can remove the cards and keep them. The girl with the most sets of cards at the end "wins". Suggestions of symbols to use are listed in the tag game above. Build the World Flag (game)source: adapted from The Guide Zone
Review the meanings of each of the parts of the World Trefoil and World Flag with the girls, then split them into teams (we had teams of three). Within each group, the girls must decide who is going 1st, 2nd, 3rd etc. They are trying to get a complete set of the World Flag. The team decides what part of the World Flag they would like to have, and ensures that everyone on the team knows why the part is needed. The first person then goes to the Guider (who has all of the parts in her "store") and explains what she needs and why she needs it (i.e. white corner for world peace). The Guider may not speak to the girls, she must react only in mime. If the correct reason is given for the required piece of the flag, it is given to her - if not she must return empty handed. Once she has been given the piece the Guider must demonstrate how she must travel back to her group (i.e. hopping, crawling, walking backwards, etc...); however the Guider may not talk - she must demonstrate. The game continues, with each girl in the team approaching the Guider in order, until a full flag has been built. The required items are:
The Loon - A Twana LegendA long time ago, there were no loons. The story of how these loons came to this world is sad but true. One day a young Indian girl and her twin brother were playing in the shallow water of Hood Canal while their mother was digging for clams on the shore. The children were only seven years old and had been told many times to stay close to the shore. But they were very fond of swimming and diving and soon moved to deeper and deeper water. The mother became frightened and began to cry. The children laughed even harder and began to mimic her calls for them to return to shore. As their mother sat crying because the children would not return to shallow water, the Great Spirit appeared at the beach. He saw the children swimming in the deep water and heard them mock their mother. To punish the children, the Great Spirit used his great powers to turn them into loons. To this day, you can hear the long, lonesome cries this bird makes as it remembers the day the Indian children disobeyed their mother. How Mosquitoes Came To Be - A Tlingit LegendLong ago there was a Giant who loved to kill humans, eat their flesh, and drink their blood. He was especially fond of human hearts. "Unless we get rid of this giant," the people said, "none of us will be left," and they called a council to discuss the ways and means. One man said, "I think I know how to kill the monster," and he went to the place where the giant had last been seen. There he lay down and pretended to be dead. Soon the giant came along. Seeing the man lying there, he said: "These humans are making it easy for me. Now I don't even have to catch and kill them; they die right on my trail, probably from fear of me!" The giant touched the body. "Ah good," he said, "this one is still warm and fresh. What a tasty meal he'll make; I can't wait to roast his heart." The giant flung the man over his shoulder, and the man let his head hang down as if he were dead. Carrying the man home, the giant dropped him in the middle of the floor near the fireplace. Then he saw there was no firewood and went to get some. As soon as the monster left, the man got up and grabbed the giant's huge skinning knife. Just then the giant's son came in, bending low to enter. He was still small as giants go, and the man held the big knife to his throat. "Quick, tell me, where is your father's heart? Tell me or I'll slit your throat!" The giant's son was scared. He said: "My father's heart is in his left heel." Just then the giant's left foot appeared in the entrance, and the man swiftly plunged the knife into the heel. The monster screamed and fell down dead. Yet the giant still spoke. "Though I am dead, though you killed me, I'm going to keep on eating you and all the other humans in the world forever!" "That's what you think!" said the man. I'm about to make sure that you never eat anyone again." He cut the giant's body into pieces and burned each one in the fire. Then he took the ashes and threw them into the air for the winds to scatter. Instantly each of the particles turned into a mosquito. The cloud of ashes became a cloud of mosquitoes, and from their midst the man heard the giant's voice laughing, saying: "Yes, I'll eat you people until the end of time." And as the monster spoke, the man felt a sting, and a mosquito started sucking his blood, and then many mosquitoes stung him, and be began to scratch himself. |
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