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Spark & Whetstonethe grown-up commons

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The Back Pocket

Games for when you have a group and nothing else: rain, a late bus, the last twenty minutes before pickup. Answer three questions and read the card aloud. Where a game needs one, this phone is the caller, the judge or the dealer. It stays in your hand; the children play with each other.

Three questions

How long have you got?
What have you got?

4–30 players · about 5 minutes · Nothing needed · weight 1 of 5

Buzz

Read this aloud

Sit in a circle. We count up, one number each, round the circle. If your number has a three in it, or three goes into it, say 'buzz' instead. Three is buzz, six is buzz, thirteen is buzz. If someone slips, nobody is out: we all start again from one. Let's see how high the whole room can get.

Mixed ages
Little ones may clap instead of saying buzz, and the player before them may whisper 'buzz coming' as a hint.
How to end it
Pick a target before you start, like thirty. When the room reaches it, everyone stands up.
What it quietly teaches
Multiples. Saying buzz on every third number is the three times table, out loud.
Want more?
TimesQuest on Spark & Anvil teaches the same idea.

The phone is the judge

Tap to hear what comes next.

2–4 players · about 5 minutes · Nothing needed · weight 2 of 5

Twenty-One

Read this aloud

Two players, or two teams. We count up to twenty-one together. On your turn you add one, two or three to the count. Whoever says twenty-one wins. Play three games. After that, see if anyone can say which numbers the winner always seemed to land on.

Mixed ages
Let the younger player choose who goes first. The older player may only add one or two.
How to end it
Best of three. Then ask: which numbers did the winner always say? (Seventeen, thirteen, nine, five, one.)
What it quietly teaches
Thinking backwards: start from the end you want and work out the step before it.
Want more?
PostPals on Spark & Anvil teaches the same idea.

3–20 players · about 10 minutes · Nothing needed · weight 4 of 5

Twenty Questions

Read this aloud

One person is it. They think of an animal and keep it secret. Everyone else asks questions that can be answered yes or no. Is it bigger than a dog? Does it live in water? We have twenty questions between us. If we guess it, the person who guessed is it next. If we run out, it tells us.

Mixed ages
Younger players may make a guess at any time. Older players try to ask questions that split the animals in half.
How to end it
Stop after three animals, and ask: which question told us the most?
What it quietly teaches
Halving. A good yes-or-no question cuts the possibilities in two.
Want more?
RiddleRealm on Spark & Anvil teaches the same idea.

The phone keeps the secret

Hand the phone to whoever is it, then tap.

2–8 players · about 10 minutes · Nothing needed · weight 4 of 5

Pig

Read this aloud

This phone is our dice. On your turn, roll as many times as you like and add up what you roll. But if you roll a one, you lose everything from this turn and it passes on. You can say 'hold' at any time to keep your points. First to fifty wins. The question is always: one more roll, or hold?

Mixed ages
Give younger players a head start of fifteen points. Tell everyone the head start out loud, so the game is fair, not quietly thrown.
How to end it
Play to fifty. Then ask: when did you decide to hold, and was it too soon?
What it quietly teaches
Risk. Each roll is the same gamble; the choice is how much to put on it.
Want more?
ChanceForge on Spark & Anvil teaches the same idea.

The phone is the dice

Tap to call.

6–30 players · about 10 minutes · Nothing needed · weight 2 of 5

Corners

Read this aloud

Each corner of the room has a number, one to four. I'll read a question with four answers. Walk to the corner you think is right. You can talk on the way, and you can change your mind until I say freeze. Then we find out. Nobody is out, ever. Everyone walks to the next one.

Mixed ages
A younger child may hold hands with an older one and choose together. Older players say why they chose their corner.
How to end it
Six questions, then everyone sits down where they are.
What it quietly teaches
Making a choice and checking it, out loud, without being out.
Want more?
CornersForge on Spark & Anvil teaches the same idea.

The phone is the caller

Tap to call.

3–30 players · about 5 minutes · Nothing needed · weight 2 of 5

Would You Rather

Read this aloud

I'll give you two choices. This side of the room is the first one, that side is the second. Walk to the side you'd choose. Then one person from each side says why. Here's the twist: after you've heard both reasons, you can switch sides. Changing your mind for a good reason is allowed.

Mixed ages
Let a younger child give their reason first, and the older ones listen before they speak.
How to end it
After four questions, ask: did anyone change sides? What changed your mind?
What it quietly teaches
Giving a reason, and changing your mind when you hear a better one.
Want more?
RatherPals on Spark & Anvil teaches the same idea.

The phone is the caller

Tap to call.

3–30 players · about 5 minutes · Nothing needed · weight 2 of 5

Steps Across

Read this aloud

How many of your steps would it take to walk from that wall to this one? Everyone make a guess and remember it. Now line up in order, smallest guess to biggest. The person in the middle of the line is the room's guess. Then one person walks it while we all count. Was the room close?

Mixed ages
Younger players can guess "more than ten or fewer than ten". Older players guess an exact number.
How to end it
Try a second distance, then ask: was the room's middle guess closer than most of us?
What it quietly teaches
Estimating, and how a group's middle guess is often closer than most of the people in it.
Want more?
JarPals on Spark & Anvil teaches the same idea.

2–30 players · about 5 minutes · Nothing needed · weight 1 of 5

Echo Clap

Read this aloud

I clap a pattern and you clap it back, exactly. Listen first, then copy. Ready? After a few, someone else becomes the leader and makes up a pattern for the rest of us. Patterns can be fast, slow, or have a gap in them. There is no wrong way to lead.

Mixed ages
Little ones lead with two claps. Older leaders may add a gap or a stamp.
How to end it
Finish with the quietest pattern you can: claps with two fingers.
What it quietly teaches
Rhythm and pattern: hearing something, holding it, and giving it back.
Want more?
ClapPals on Spark & Anvil teaches the same idea.

The phone is the leader

Tap to call.

3–15 players · about 5 minutes · A soft ball · weight 1 of 5

Rhyme Catch

Read this aloud

Stand in a circle. I say a word and throw the ball. Whoever catches it says a word that rhymes, then throws it on. Cat, hat, bat. When nobody can think of one, the catcher picks a brand new word. Made-up words count if they rhyme. No ball? Point instead.

Mixed ages
Older players throw gently to the younger ones and may whisper a starting sound as a hint.
How to end it
End with a word nobody can rhyme, like orange, and laugh about it.
What it quietly teaches
Rhyme: hearing the end of a word, which is how children start to read new ones.
Want more?
RhymeReef on Spark & Anvil teaches the same idea.

The phone is the caller

Tap to call.

3–20 players · about 10 minutes · Nothing needed · weight 3 of 5

Hot and Cold

Read this aloud

One person waits outside the door. The rest of us hide something small, like a cup. When they come back, we help them find it with words only: warmer when they get closer, colder when they move away, hot when they're very close. No pointing. Whoever finds it picks the next seeker.

Mixed ages
Younger seekers may ask for a "which side of the room?" hint once.
How to end it
Three hides, then the last one hides it somewhere for the grown-up to find.
What it quietly teaches
Comparing distances: closer and farther, said in words.
Want more?
HuntForge on Spark & Anvil teaches the same idea.

2–4 players · about 10 minutes · Paper and a pencil · weight 4 of 5

Dots and Boxes

Read this aloud

Draw a square of dots, four across and four down. On your turn, join two dots that are next to each other with a line. If your line closes a box, write your initial in it and take another turn. When every box is closed, the one with the most boxes wins. Watch out for giving away the third side.

Mixed ages
The younger player draws two lines on their first turn, and you say so out loud.
How to end it
When the last box closes, count, then ask: when did someone have to give a box away?
What it quietly teaches
Planning ahead: every line now decides who has to give away a box later.
Want more?
GridForge on Spark & Anvil teaches the same idea.

3–15 players · about 10 minutes · Nothing needed · weight 1 of 5

Story Round

Read this aloud

We'll make up a story together, one sentence each, round the circle. I'll start it. Each sentence has to follow from the one before, so listen. The last person ends it with a sentence that begins 'And that is why'. Silly is good. Anyone who'd rather just listen can say 'pass'.

Mixed ages
Younger children may add one word instead of a sentence. Older ones try to bring back something from the start.
How to end it
The 'And that is why' sentence is the ending. Say the whole story back together in one breath.
What it quietly teaches
Sequencing: what happened first, what happened because of it, and how a story ends.
Want more?
TaleTrail on Spark & Anvil teaches the same idea.

The phone is the caller

Tap to call.

6–20 players · about 5 minutes · Nothing needed · weight 1 of 5

Chain Dance

Read this aloud

Everyone holds hands in one long line. You are a chain, and you can only bend where two hands hold. I will call a shape and the chain makes it without letting go. Curl up like a snail. Zigzag like a fence. Tuck both ends into the middle. Nobody is out: if the chain breaks, we join up and try again.

Mixed ages
Put the littlest in the middle of the chain, where the bends are gentle; the big kids take the ends, which move the most.
How to end it
Finish with a ring: the two ends join hands, and everyone sits down still holding on.
What it quietly teaches
A long chain can only fold where it bends, and the same chain makes many shapes. It is the idea behind folding a string of beads.
Want more?
RecipeForge on Spark & Anvil teaches the same idea.

The phone is the caller

Tap to call.

About these cards

These cards are CC BY-NC-SA 4.0. Copy them, share them, adapt them.