Hula-Hoop Relay
To play this game, you will need one Hula-hoop for every team of eight girls. Ask each team to stand in a circle and hold hands. Each girl should be about an arm's length from the other two girls next to her.
Put the Hula-hoop over one girl's shoulders and tell her she must pass it to the player on her right without releasing her hands. The second person passes the Hula-hoop to the third person without releasing her hands. Play continues until the Hula-hoop has gone around the entire circle without dropping to the ground. The group must start over again if the Hula-hoop drops to the ground at any time. The first team to move the Hula-hoop around the circle without dropping it is the winner.
Girl Scout Hopscotch
Use this game to teach the Girl Scout Law. Draw a 10-petal daisy with chalk on a flat paved surface. Write a virtue from the Girl Scout law inside each petal. For example, write ̶0;use resources wisely̶1; in one petal and ̶0;respect authority̶1; in another petal.
Group the girls in teams of two. The first player throws a small rock, trying to land it inside one of the petals. She then jumps to that petal area and reads its virtue. Her team member has 40 seconds to give a specific example of the virtue. For example, if the first player reads ̶0;use resources wisely,̶1; her partner might say ̶0;don̵7;t let the water run while brushing my teeth.̶1; If the second player is able to give an appropriate example in the allotted time, her team member throws the rock to another petal and jumps to it, again reading its virtue and challenging her team member to give an example in 40 seconds.
The game continues until the second player can̵7;t give an example in the allotted time. The next team moves to the daisy and tries to beat their predecessor's record.
The first team to jump to every petal and give an example of all virtues wins the game.
Treasure Hunt
Use this game to wrap up daytime activities on an overnight camp out.
Write a series of eight to 10 rhyming clues and hide them around the campsite. Each clue should lead the girls closer to a separately hidden treasure. For example, one clue could state: "Walk 12 steps, then turn right. The next clue is now within your sight." Some clues should reference natural items found around the campsite. For example, hide a clue under a ball next to a fallen log. The clue could prompt girls to "Skip to a log covered in moss, then look for something you can toss."
The girls must work together to find and decode each of the 10 clues, eventually leading them to a box filled with marshmallows, graham crackers and chocolate bars. Bring the ingredients back to the campfire and use them to make s'mores.