At camp, there are many moments when you need to think of an activity on the spot. At Camp Starfish, we lovingly call these games “pocket games” because they are useful to have in your back pocket during moments of downtime to engage campers. Campers may finish a planned activity early, feel restless during transitions, or choose not to participate in a scheduled activity. These games are easy to explain and require little to no preparation. They are great tools for camp counselors and can be adapted to support a wide range of camper needs.
1. Green Glass Door
Rules: Green glass door is a word game where campers ask counselors if different objects can go through the “green glass door.” Only words that have double letters—like green, glass, and door—can go through. Campers use the counselor’s yes or no answers as hints to figure out the pattern. Once they think they’ve figured it out, they whisper the trick to a counselor.
Inclusive version: Traditionally, this game is played verbally. To make it more accessible, write down the words that can and cannot go through the door so campers can visually identify patterns. This game is typically played individually, with each person “winning” when they discover the rule. To reduce pressure, consider playing as a team. Working together can make the game more collaborative and supportive for campers who process information differently. Additionally, custom rules can be used for campers who have not yet mastered spelling. For example, maybe only green items can pass through the green glass door, or only things that can fly can pass through the green glass door. You can find additional variations for Green Glass Door here.
When to play: This is an easy game to play any time you have some downtime or are walking to activities. This game could be played over several days until campers guess the trick, and custom rules can be added to extend the game.
2. Black Magic
Rules: In Black Magic, campers try to figure out how a counselor can correctly identify a secret object chosen by the group. Two counselors are needed to run this game. The trick is that the chosen object is always mentioned immediately after a black object. One counselor leaves the space while the remaining group selects one magical item. When the counselor returns, the counselor who knows which item is magical points to various other objects and asks, “Is it this object?” When the prompter names a black object, the guesser is cued that the next object will be the magical object. Once a camper figures out the trick, they can take a turn as either the guesser or the prompter.
Inclusive version: If campers are struggling, allow them to ask for hints. You can also guide their thinking by encouraging them to notice patterns in the order of objects being named. Like green glass door, campers might benefit from having the words written down in order. You can even write them down using colorful writing utensils so they can more easily see the pattern.
When to play: This is also a game that may take several days. It can be played over a longer period of time during downtime or in the cabin before bedtime, but can also be easily played
while transitioning between activities, walking, or at mealtimes.
3. The Floor is Lava!
Rules: When a counselor yells “the floor is lava!”, campers have to get off the ground as quickly as possible. They can step on furniture, tree roots, boulders, or even items that have been left on the ground. If a camper steps on the ground, they are out for that round.
Inclusive version: To make this game more accessible, choose environments with stable, sturdy, and easy-to-reach surfaces. You can also extend the amount of time campers have to get to a safe spot, allowing everyone time to assess their surroundings. If a camper is out, give them a helper role. They might help monitor the round, decide when to call the next one, or cheer on their peers. This helps keep everyone engaged and reduces frustration.
When to play: Because this game requires pausing and moving, this is best played when you are staying in one place. However, you can call “the floor is lava” whenever you feel the campers are getting antsy to give them something to do. This is also a good game to play if there is a group of campers who do not want to participate in the planned activity.
4. Last Letter Game
Rules: This is a classic game, but one without a flashy name. Basically, one person starts by naming a place. Each subsequent person names a different place that starts with the last letter of the previous word. For example, if one camper says “New Hampshire”, the next camper could say “Egypt,” followed by “Texas”. The game has no winner or set ending. The game continues until energy or interest fades.
Inclusive version: To adapt this game for your campers, you can change the topic from places to something that campers may be more familiar with. For example, you can adapt it to be song titles, music artists, or animals. That way, a camper who doesn’t know as many places won’t feel left out. You can also encourage campers to play as a group or consult with counselors, in case they struggle with spelling. If it is easier, you can switch to starting the next word with the first letter of the last place instead.
When to play: This game can be played pretty much anywhere or any time. It is a good game to play while hiking, transitioning, or walking as it requires no materials and can make time move faster.
5. Zip, Zap, Zop
Rules: Participants stand in a circle and pass energy around using the words “zip,” “zap,” and “zop.” A camper points to someone and says “zip.” That person points to someone else and says “zap.” The next person says “zop,” and the pattern repeats. If someone hesitates, uses the wrong word, or is unclear about who they are passing to, they are out. Players may not pass to the person directly next to them.
Inclusive version: Have campers say their peer’s name before saying zip, zap, or zop to ensure that the receiver knows they are next. While this is often a fast-paced game, adjust expectations to match your group’s processing speed. Focus on fun and rhythm rather than elimination.
When to play: This can be a good ice-breaker game or a game to play during downtime. It is often played as a warm-up to another activity.
6. Ninja
Rules: Participants stand in a circle and say, “1, 2, 3, Ninja!” Everyone jumps back into a pose with their arms extended. Players take turns attempting to tap another player’s arm without moving their feet. The targeted player may move their arms once to avoid being hit and must then freeze again. If an arm is tapped, it goes behind the player’s back. If both arms are tapped, the player is out. The last player with at least one arm remaining wins.
Inclusive version: Standing still for long periods can be challenging for some campers. Consider allowing players to pivot their feet for balance. If a camper benefits from motor support, allow them to keep their arm at their side rather than behind their back when it is “out.”
When to play: This is a good game to play if you have several campers who don’t want to participate in an activity or have a good amount of free time.
7. Werewolf (Mafia)
Rules: All campers sit in a circle with their eyes closed, while a counselor, the “storyteller,” goes around the circle and picks an angel, with one tap to the head, or a werewolf, with two taps to the head. The rest of the campers are designated townspeople. When the storyteller says “werewolf, awaken,” the werewolf opens their eyes and points to one person to silently eliminate from the game. Once they have closed their eyes, the storyteller asks for the angel to awaken, who gets to silently pick a person to keep safe. After both have been chosen, the storyteller asks the townspeople to awaken. The storyteller tells a dramatized version of the elimination, revealing if the townsperson eaten by the werewolf was successfully saved. Townspeople vote on who they think is the werewolf, with the accused getting to defend themselves. Whoever receives the majority of votes is either revealed as the werewolf, or is eliminated and voted out of the town. The game continues this way until the werewolf is revealed. If playing with a lot of people, 2 or more angels and werewolves can be chosen.
Inclusive version: Werewolf is a long game with a lot of roles and parts. To make it more inclusive, break down instructions into distinct, clear parts. It can be hard for some campers to understand and internalize long lists of instructions at once. Instead, chunk the rules into smaller steps to make it easier for them to comprehend. For each new step, re-explain the rules and expectations of that part.
When to play: This is a game that requires more planning and time than some of the others on the list. This might be a good game to play during longer periods of downtime or when there is no other activity planned.
8. Look Up, Look Down
Rules: Participants all stand in a tight circle with their heads down. When a counselor says “look up,” everyone picks their heads up and looks in the direction of another person. If two people are making eye contact, they are both out. When a counselor says “look down,” everyone looks back down and a new round begins. This continues until the final one or two people remain. “Look up” and “look down” should be said in fairly quick succession.
Inclusive version: Some campers may struggle with eye contact or touch. If that’s the case, allow campers to stand further apart and decide on a different trigger for getting out. If needed, have a counselor stand outside of the group to act as a judge in case there are disputes about whether or not someone is out.
When to play: This is another game that is great to play when you have a large group of campers and counselors with downtime. The length of the game greatly varies, so it can fill either a five-minute break or a good half an hour.
9. Poison Tree Frog
Rules: Poison Tree Frog is a guessing game where a camper is chosen as a detective and briefly leaves the space. While they’re gone, everyone stands in a circle and collectively picks a poison frog. The detective is called back in and stands in the center of the circle, attempting to guess who the poison frog is. Meanwhile, the poison frog sneakily sticks their tongue out at another person in the circle, who dramatically faints and leaves the group. After each elimination, the detective guesses who the poison frog is. The game ends when the detective either guesses correctly, or the poison tree frog has successfully eliminated all of the other people.
Inclusive version: This game can be frustrating for the detective, so allowing two detectives who work in pairs can make it a little easier. Another way to make this an adaptive game is to give a time limit to the poison frog, requiring them to eliminate to give the detective a chance to guess, and requiring them to take a break between eliminations to allow the detective time to think. Loud and abrupt sounds can be a trigger to some campers, so potentially ask the group to faint dramatically, but quietly.
When to play: This is another game that is great to play when you have a large group of campers and counselors with downtime. This game often takes a long time to play, so anticipate that the game may not conclude with a winner, and only play if you have more than 15 minutes to avoid frustration from campers if the game gets cut too short.
10. Night Guard/Night at the Museum
Rules: One camper is selected to be the night guard, while everyone else is spread out as museum statues, leaving enough room for someone to walk between them. The night guard starts with their eyes closed as everyone else strikes their starting statuesque pose. Once the night guard opens their eyes, they walk among the statues trying to catch one of them moving. Once the night guard walks past a statue, they must switch poses. If a statue is seen moving or switching poses, they are out. If the night guard gets all of the statues out, they win the game.
Inclusive version: It may be hard for some campers to determine when it is safe for them to move. Counselors can help these campers by giving them a thumbs up or signalling in different ways when they should switch poses.
When to play: This can be a fun game to play in the dark, with the night guard using a flashlight to spot statues moving. Otherwise, this is a fun game to play when you have downtime or are waiting for a different activity to begin.
11. French Toast
Rules: French Toast is a guessing game where one person secretly chooses an object, and the rest of the group tries to figure out what it is by asking comparison questions. The first question must always be: “Is it more like French toast or more like ___?” The chooser answers by picking whichever option is more similar to the secret object. For example, if the secret object is a grape and someone asks, “Is it more like French toast or more like a piece of paper?”, the chooser would say French toast because both are foods. Once the chooser gives an answer, that answer becomes the new comparison point for the next question. The game continues with players asking, ‘Is it more like [new comparison] or more like ___?’ until someone correctly guesses the secret object.
Inclusive version: To make this game more inclusive, give campers parameters to follow. For example, tell them that they have to choose something that is at camp or they can eat. This will narrow down the number of words campers have to think of. Additionally, be a resource to campers, helping them figure out if their object is more or less similar to the comparison point.
When to play: As this game can be hard and confusing, it might be better suited for older campers. Use your discretion to decide if this is an appropriate game for your group of campers. If it is, this can be a great game to play while walking between activities or while waiting for an activity to begin. This is another game that can be played on an ongoing basis, allowing campers more time to figure out the answers.
These games are perfect to have in your counselor back pocket, and with small adjustments, nearly any activity can be made more inclusive. When counselors approach games with creativity and compassion, every camper has the chance to feel included, confident, and connected.
Are you interested in joining us for a summer of games, fun, and growth?