Chapter One
[1] The Farmer Went to Market
How to Play: One player begins the game by saying, "The Farmer went to market and took with him a _____." The player then fills in the blank with an object of his choice, such as a "cow." The object does not have to be something from a farm. It can be anything from a piece of string to a video to a space rocket to a newspaper, etc.
The player sitting to the left repeats what the first has said and adds another object. For example, "The farmer went to market and took with him a cow and a rooster." The third player in line repeats player two''s statement and adds a new item to the list. Players take turns repeating what has been said and adding something new.
Of course, the longer the list, the harder it becomes to remember. A player who gets the list wrong is eliminated from the game. Play continues until there is one person left.
Variation: You can personalize the game by switching the farmer with another character and the market with another place. Players can add extra smiles by using characters from their own families. For example, "Aunt Sandra went to France, and she took with her a...."
[2] Word Tennis
How to Play: The group is divided into pairs or teams, depending on the number of players. One player chooses a general subject, such as fruit. The other player or team says the name of a specific kind of fruit, such as "banana." Then the first player or team has five seconds to reply with the name of another fruit. No repeats are allowed.
Players continue taking turns until one side cannot think of a new item. The other side is then the winner of that round. The winner chooses the subject of the next round.
Examples
Animals
Famous singers
Kinds of trees
Cartoon characters
Girls'' or boys'' names
Vegetables
[3] Favorite Dream
How to Play: Players think about their favorite dreams. The dream should be something concrete, such as traveling to Australia. Each player then writes a sentence about their dream. They should keep this sentence a secret from the other players.
One player starts the game. The other players try to guess his dream by taking turns asking him questions to find out what his dream is. He can answer only "Yes" or "No" to the questions asked.
The other players get only a certain number of incorrect questions. The leader determines this number, between ten or twenty, before play begins. Players who think they know what the dream is can guess, but they are only allowed three guesses. If the players reach the predetermined number of incorrect questions or if they run out of guesses, the first player wins the round. If the players guess the dream correctly, they win.
Examples
Riding an elephant through town
Playing soccer in the Olympics
Meeting a famous person
Eating an ice cream cone while sliding down a slide
Swimming with dolphins
[4] Airport Lounge
How to Play: Players pretend they are sitting in an airport waiting for their planes. The planes are delayed by fog, so all the passengers talk to each other and ask each other questions. Since the person being asked the question has no idea what it will be, they have to make up the answer on the spot. It is as much a surprise to them as to everyone else to discover who "they are."
Each person should answer at least ten questions. This gives the character a chance to grow and then relax as the spotlight falls on the next person. As the questions are answered, the characters emerge as if by magic.
The leader decides when the game will end. Then, the fog lifts, the planes arrive, and all the characters say goodbye to each other and catch their planes.
Examples
What is your name?
What country are you from?
Where are you going?
How old are you?
What is the weather like where you live?
What kind of work do you do?
Variation: If preferred, this imagination game can take place in the lounges of train or bus stations.
Note: This game can be played with many people taking turns at once or focused on one person at a time. Having one person the focus of the questions gives the game and characters more of a chance to develop and to be remembered!
[5] Family Sing-Along
How to Play: The adults start the sing-along. They may enjoy remembering songs their parents used to sing to them. Singing these songs as adults for their own kids is one way to pass tradition to the next generation, helping develop a real family culture. These old songs will get the sing-along started and may create some laughs as the family tries to remember the words.
Next, the children take a turn choosing and singing a song. For example, the kids will most likely know songs from films and the radio. Then, the adults take another turn picking a song. Singing continues in this manner so that the whole family hears and learns each other''s songs.
The length of time spent singing and the songs sung will depend on each family''s preferences.
Notes
It''s important to foster a welcoming atmosphere for singers of every ability. It doesn''t matter if a person forgets verses or simply stops singing. An accepting environment will help singers feel confident and help them to sing better.
For song ideas, check out the Sing-Along section in the Appendix (page 123).
[6] Picture Storytelling
How to Play: One player begins making up a story. When she gets to an interesting point, she stops. Then, the next player takes over and develops more of the story.
Players can add new characters, events, places, or themes if they wish. It helps not to get too fantastic too quickly.
Play continues until each person has had a chance to contribute to the story. This helps players to see that it is actually more fun to develop the story and hand it to the next person rather than create wild narrative tangents. The last player ends the story.
As children become familiar with the game, the leader may add additional rounds. That way, the stories will become longer and more complex.
Examples
A road
A lake
A bell
A fish
A jewel
Notes
This game requires a knowledge of basic narrative structure to help weave the storyline and to assist in bringing it to completion. Before beginning the game, it will be helpful to briefly talk about what a story is and the parts that make up a story. Have players to think about their favorite stories. Then ask them what elements made it such a good story. Ask them to keep these facts about stories in mind when playing the game.
Before the game starts, the leader can help the players decide which things will appear in the story. This can help stimulate ideas and keep things on track.
The imagination is a real mental muscle. Children will often relax into a quiet sleepy state after the game and "digest" the story. It''s a bit like a meal!
[7] Cat''s Cradle
Props: String (thin, white parcel string is best)
How to Play:
1. Player A loops string around hands.
2. Player A hooks string from palm of left hand onto the middle finger of the right hand and from palm of right hand onto the middle finger of the left hand, making a ... Cat''s Cradle!
3. Player B pinches crossed strings between index fingers and thumbs.
4. Player B pulls the strings outward and down and up through the center gap, lifting the strings off Player A''s onto her own and this forms ... the Bed. pairs
5. Player A pinches the crossed strings between index fingers and thumbs
6. Player A pulls outward, then down and up through the center gap, lifting the string off Player B''s hands and onto her own, making ... Tramlines.
7. Player B hooks left little finger around right middle string and right little finger around left middle string.
8. They pull out, then down and up through the center gap, forming ... the Manger.
9. Player A then pinches the crossed strings between her index fingers and thumbs. She pulls outward and up and down through the center gap, lifting the string off Player B''s hands onto her own, making another Bed. Player B then pinches the crossed strings, pulls out, then down and up through the center gap, which creates an ... Envelope. The Envelope
10. Player A then pinches the crossed strings at the edges of the Envelope, moves her thumbs and index fingers down, then up through the center gap, lifting the strings onto her hands.
11. If one of the players pulls the strings, she creates a ... Fish on a Dish.
Notes
String games are played in all cultures around the world. This popular game probably originated in Asia.
Always keep a piece of string in the car for this game. Thin, white parcel string works well. It is better to keep the string a bit slack than a bit tight.
[8] Blind Distance
How to Play: The driver chooses an object far in the distance and announces the chosen object. Next, all the players close their eyes.
The players wait until they feel the car has reached the object. At that time, each player will call out, "Now!" Then, she will open her eyes. She does not say whether or not the car has actually arrived at the object. This way, the other players can still guess. When all players have had a turn guessing and have opened their eyes, the driver decides who the winner is.
Play resumes with either the driver or the winner of the last round choosing a new object.
Examples
Bridge
Church steeple
Lake
Hill
Billboard
Building
Note: Of course, the driver DOES NOT close his eyes!
[9] Guess the Distance
How to Play: The driver chooses an object in the distance, starting with objects not more than one mile away. Next, all the players guess how many miles away it is. The driver then checks the odometer.
When the car reaches the object, the driver announces the mileage. The player who guessed closest to the actual number of miles is the winner.
Notes
Keep your attention on the road when checking the odometer.
This game teaches a sense of distance and how long a mile is.
[10] Road Snap
How to Play: The leader decides on an object that the players are likely to see along the road. Everyone keeps a lookout for the chosen object. The first player to see the object calls, "Road Snap!" That player is the winner and chooses the next object.
Examples
A tractor
A bridge
A woman with a stroller
A bus stop
A red car
A cow, bird, or other kind of animal
[11] Rock, Paper, Scissors
How to Play: Before beginning the game, players need to know how to make three signs with their hand. To make the rock, a player forms a fist. To make paper, a player holds out her hand, keeping it flat. To make the scissors, a player stretches out his index and middle finger sideways in a V shape to form "scissor blades" and curls his remaining fingers to his palm.
Explain the rules of the game. Scissors cuts Paper and wins; Paper covers Rock and wins; Rock breaks Scissors and wins.
Players divide into pairs. The players slowly say, "Rock, Paper, Scissors-shoot!" Players can either hold their fists behind their backs or gently bang them on something in time with each other, but they need to quickly make one of the three signs at the same time as they say "shoot." It is important that both players make their sign at the same time so that neither one sees what signs the other player has chosen.
The game is played over and over again. The fun is in trying to outguess the other player. Players can keep score or just play really fast and watch the patterns emerge.
Variation: Players in pairs may choose to enact the signs. If one has made the sign for Scissors and the other Paper, then Scissors is the winner. She may pretend to cut the "Paper" with her "Scissors."
If one has made the sign for Paper and the other the sign for Rock, then Paper is the winner. He may pretend to cover the "Rock" with his "Paper."
If one has signed Rock and the other Scissors, then Rock is the winner. She may pretend to break the Scissors by gently knocking her "Rock" against the "Scissors."
[12] I Spy
How to Play: The first player chooses an object that he can see, without telling the others what it is. He then says the immortal words, "I Spy With My Little Eye something beginning with...." He then says the first letter of the name of the object. For example, if the chosen object were a flower, he would say, "F."
The other players then look around them and guess objects that begin with that letter. When someone guesses correctly, that player takes over as I Spy and chooses the next object.
Variation: Use colors instead of letters to include small children who cannot spell.
Note: This is an all-time favorite game among many generations. It works great in the car or in any situation.
[13] Travel Trivia Quiz
Props: Trivia questions written on slips of paper
How to Play: The leader writes trivia questions on pieces of paper before the journey. She can ask different family members to contribute questions. During a lull in the journey, the leader asks players the trivia questions.
Examples
1. Add the numbers on the car license plate and divide by two.
2. How many aunts and uncles are there in your family?
3. How many miles is it to the next destination?
4. What color will the next taxicab be?
5. What do all of the ages of the people in the car add up to? (no asking individual ages allowed)
6. How many miles is it to the next bus stop?
7. How many toes are there in the car?
8. How many fingers are there in the car?
9. What is Grandma''s favorite TV program?
Notes
This game helps the family work together. They plan their activities before they travel, and this develops a sense of anticipation before the journey.
Consider awarding prizes for different categories. Categories could be the most correct answers, most wrong answers, funniest answers, quickest, slowest, etc.
Games at the Vacation Destination
The holiday destination offers a new environment for the family to explore. There are many different landscapes to use in a playful manner, including natural features.
This section contains games that will work well in most types of surroundings. There are games to play on grass or against walls. Also included are games to play in nature and games to play while relaxing in the evening.
[14] Spoons
Props: Playing cards; tea spoons or small stones or coins
How to Play: Players sit around a table and put the spoons in the middle of it. There should be one less spoon than the number of players.
For example, say there are six players and five spoons. Deal six piles of cards of the same number. Each number pile contains cards from all the four suits (hearts, spades, diamonds, and clubs). For example, there may be six piles that contain four aces, four kings, four queens, four jacks, four tens, and four nines. Shuffle these cards well, and deal four cards to each player.
The aim of the game is to collect four cards of the same type, e.g., four jacks. The players look at their cards and decide which cards they are going to collect.
Each player then decides which card to discard. He puts the discard down on the table to his left, keeping his hand on it.
When everyone is ready, someone says, "Pass." Each player slides her giveaway card to the player on her left. She lets go of it and picks up the card that has just been passed to her. It is important that everyone does this in step so that no one gets to look at his new card before the others. This is especially important in the latter stages of the game.
(Continues...)
Excerpted from 101 Family Vacation Gamesby Shando Varda Copyright © 2007 by Shando Varda. Excerpted by permission.
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