I've been putting themed games evening together for years for Brownies (girls age 7 to 10) so here is one I happen to have on the computer. It may give you other ideas.
You would play this in teams of 4 to 6 players.
Notes for Leaders. This is more of a Quest games evening rather than a true wide game in that all the activities are done in teams but each step is completed by the whole group each time. Different groups will take more or less time to get through this. Feel free to add or remove activities to fit your circumstances.
Quest for the Holy Grail.
The land of King Arthur is under a curse. People are afraid, crops grow poorly and the people are hungry. The Holy Grail, believed to be in the keeping of the “Fisher King” is the only thing that can save the land. You have been selected from King Arthur's knights to undertake this quest.
Step 1. True knights are chosen by a mystical dove touching their heads.
Play Duck duck goose using the words “Grail, grail, dove.”
Step 2 A good horse is essential to this quest. Equip your mount. Equipment; sheet of card per player, straws, thin dowel or rolled up paper, scissors, sticky tape, colouring pens or pencils, to make a mini hobby horse. May help if basic shape already drawn. Early finishers can decorate their horse
Step3 Hazardous journey. The way to the Fisher King crosses high mountains where there are frequent blizzards. Establish which directions are north south east and west. players travel around the playing area in teams with their horses. Leader calls e.g. ”Blizzard from the south” teams must huddle together with their backs to the storm, facing north in this example and with their horses placed on the ground between them and the storm. Repeat with other directions for the storm.
Step 4 Fantastic beasts and how to recognise them. As you travel you hear of many strange beasts. Collect all the information you can and draw a picture so you know what to look out for. Equipment Sheet of paper and colouring pens per team. Six or Eight cards each with one characteristics of the beasts e.g It has three spikes on the head, The body has green and purple stripes. It has a short neck. etc. Cards are placed around the playing area and may not be moved. One team member is appointed as artist. The rest of the team go and read the cards, coming back to tell the artist what they say.
Step 5 Crossing the water. The Fisher King lives on an island in a shallow lake. The water is poisonous so must not be touched. The only way to cross safely is by the magical moving stones. Equipment. Two sheets of newspaper per team, each sheet large enough for 2 people to stand on. These are the magic stones. players travel 2 at a time by standing on one stone and moving the other in front of them. One person must then come back for the next person. Note, don't make the distance to the “island “ too far or it takes ages.
Step 6 Time to camp. You have reached the Fisher Kings island but it is now too dark to search for him. Make a “den” out of coats over chairs or tables. Because of the dangers of the island a watch must be kept. All members of the team except 1 go into the den. The one outside must stand guard until they think 1 minute has passed, then they wake the next person who must come out and also estimate 1 minute before waking the next. When everyone has been on watch it is morning.
Step 7 The test of true courage. You have met the Fisher King but he requires each of you to prove your courage by striking a match and holding it for a count of Three. teams who succeed will be given directions to find where the Grail is hidden. These could be straight forward or in code.
THE ENDING The grail has been found, the lake is no longer poisonous, the crops grow abundantly once more, the people rejoice with much feasting and consumption of birthday goodies and possibly dancing.
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