How to Make Family "Simon Says" More Exciting and Challenging
"Simon Says" is a classic family game that never gets old. It's easy to set up, fun for all ages, and can lead to lots of laughs. While the rules are simple---only follow the instructions if the phrase "Simon says" precedes it---there are plenty of ways to add twists and challenges to keep everyone on their toes. If you want to level up the excitement of this classic game, here's how to make your next family "Simon Says" session even more thrilling!
1. Incorporate Physical Challenges
To make the game more engaging, add physical tasks that require coordination and balance. These can be simple movements that get everyone up and moving, or more complex challenges to test their abilities. Here are some ideas:
- Animal Movements: Instead of just saying "jump," try "Simon says, hop like a bunny" or "Simon says, slither like a snake." You could include other fun animals like frogs, penguins, or even elephants!
- Balance Challenges: "Simon says, stand on one leg" or "Simon says, walk like a crab" to test balance and coordination.
- Obstacle Course : Set up a mini obstacle course that players need to navigate, like crawling under chairs or hopping over pillows. The twist? "Simon says, crawl through the tunnel" or "Simon says, hop over the pillow."
2. Add Speed and Time Challenges
For a more intense game, introduce time-based challenges that require players to act quickly or complete tasks under pressure. The faster they react, the more challenging the game becomes.
- Rapid-Fire Commands: Try giving multiple commands in quick succession. For example, "Simon says, clap your hands three times, then touch your toes, then spin around!" Players need to follow only the commands that are prefixed by "Simon says."
- Timed Actions: You can add a countdown clock for certain commands, like "Simon says, jump ten times in 10 seconds." This encourages players to act quickly and adds a layer of excitement.
3. Use Props to Add a New Twist
Incorporating props can make the game more visually entertaining and a bit tricky. Props can also add a fun element of surprise as players might not expect them.
- Ball Toss : Use a soft ball or beanbag. "Simon says, toss the ball in the air and catch it." To make it trickier, give commands like "Simon says, toss the ball to the left hand and then catch it with your right."
- Hats or Accessories : Have a variety of hats, glasses, or scarves available. "Simon says, put on a silly hat" or "Simon says, wear the glasses on top of your head." Players have to quickly adapt to the new look.
- Silly hat: silly hat
- Kids glasses: kids glasses
- Kids scarves: kids scarves
- Color Challenges: Place colored objects around the room and say, "Simon says, touch something red." If there are more colors around, players need to quickly spot the right one to avoid disqualification.
4. Introduce Silent Actions
To make things even trickier, have some commands that involve silent actions or even just miming. This forces players to stay sharp and pay close attention.
- Miming: "Simon says, pretend to play an invisible piano" or "Simon says, pretend you're a tree blowing in the wind." Players will need to use their imagination and avoid laughing at each other's silly actions.
- Silent Commands: "Simon says, act like you're thinking really hard." The challenge here is that there's no verbal cue, just the action. This is harder to follow because players can't rely on hearing commands to decide what to do.
5. Play with Multiple "Simons"
Another way to spice up the game is by having multiple "Simons" giving commands. This can create confusion and chaos, and requires players to pay close attention to who's giving the instructions.
- Multiple Leaders: Have two or more people take turns being Simon and issuing commands. Players need to follow the commands only from the person who says "Simon says."
- Mimic "Simon": One player might say, "Simon says, mimic my actions!" Everyone must copy what the "Simon" does without knowing if it's the right move or not.
6. Include Sound and Noise Cues
Mix up the game with auditory cues that require players to listen carefully. This adds an extra challenge of distinguishing between sound signals and verbal commands.
- Sound Effects : Use bells, whistles, or claps as additional cues. For instance, "Simon says, when you hear a whistle, stand still," or "Simon says, clap your hands twice before you jump."
- Silly Noises: Make silly or unexpected noises between commands and see if anyone gets distracted or follows the noise instead of the command.
7. Use Reverse "Simon Says" Commands
Instead of always having players follow the command after "Simon says," reverse the rules occasionally. This adds a layer of complexity and tests everyone's attentiveness.
- Reverse Logic: Every so often, switch things up by saying, "Simon says, do the opposite of what I tell you next." For example, "Simon says, when I say 'jump,' you must sit down." This forces players to think in reverse and pay closer attention to avoid mistakes.
8. Create Challenges with Group Work
Add teamwork elements to the game by occasionally requiring players to cooperate with each other.
- Partner Commands: "Simon says, find a partner and spin around together." This forces players to work together, creating both a challenge and a sense of teamwork.
- Team-Based Tasks: "Simon says, everyone in the group must clap at the same time." This makes sure that the group is paying attention and performing the same action simultaneously.
9. Incorporate Memory Challenges
One of the best ways to make Simon Says more difficult is by adding a memory component. Challenge players to remember previous commands in a sequence.
- Sequence Repetition: "Simon says, clap once, then jump, then touch your toes." The next time you say, "Simon says," repeat the sequence but add a new step. Players must remember all previous steps.
- Random Commands: Every few rounds, add a random element like "Simon says, do the chicken dance." Players need to be quick to recall what they've already done and react fast.
10. Offer Fun Penalties
Instead of just eliminating players who make a mistake, consider giving them fun and silly tasks as a penalty for missing a command. This keeps the game lighthearted, even when someone is "out."
- Funny Tasks: The player who messes up might have to wear a silly hat for the next round or do a funny dance to rejoin the game.
- Bonus Round: The person who gets eliminated might have a chance to return by answering a movie trivia question or completing a quick mini‑game.
Conclusion
"Simon Says" is a timeless game, but that doesn't mean it can't evolve! With these fun twists, you can keep your family members guessing, laughing, and moving around, making the game more exciting and challenging than ever before. Whether you're using physical challenges, props, or a bit of creative thinking, these ideas will ensure that no one gets bored during the next round. So, get ready to shout "Simon says!"---and let the fun begin!