Duck, Duck, Goose

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From [wikipedia]:

A group of players sit in a circle, facing inward, while another player, the "picker" (a.k.a. the "fox"), (some young children call the "picker" the "ducker") walks around tapping or pointing to each player in turn, calling each a "duck" until finally picking one to be a "goose" The "goose" then rises and chases and tries to tag the "picker", while the "picker" tries to return to and sit where the "goose" had been sitting. If the picker succeeds, the "goose" is now the new picker and the process begins again. If the "goose" succeeds in tagging the picker, the "goose" may return to sit in the previous spot and the "picker" resumes the process. With older players, the "goose" may attempt to tackle the "picker".


Duck, Duck, Gray Duck

From [wikipedia]:

This variation is played in Minnesota, and adds a different element to the game by introducing the placement of adjectives before nouns. So, as the game is played, the person that is "it" walks around the circle tapping heads he says what color duck the other players are. For example, "red duck", "blue duck", "yellow duck", etc., but when a player is called a gray duck, he gets up and chases the person who is "it". Often, the Mush Pot version of play is included in Duck, Duck, Gray Duck.

Daisy in the Dell

From [wikipedia]:

A variation described in the 1919 book, Entertaining Made Easy by Emily Rose Burt, has children standing in a circle, joining hands. The daisy picker goes around the outside, saying "Daisy in the dell, I don't pick you ... I do pick you."

Daisy in the Dell

Most commonly played in the areas surrounding Reno, Nevada, the Mush Pot variation involves a group of people sitting in a circle facing inward. One person is "it" and walks around the circle. As he walks around, he taps players' heads and say whether the player is a "duck" or a "goose". When a player is called a goose, he gets up and chases "it" around the circle, possibly running multiple laps around the circle. The goal is to tag that person before he is able to sit down in the "goose's" spot. If the "goose" is not able to do this, he become "it" for the next round and play continues. If the person who is "it" is tagged, he has to sit in the center of the circle (the "Mush Pot" or "Stew Pot" "Cookie Jar" or "Pickle Pot"). Then the "goose" becomes "it" for the next round. The person in the middle can't leave until another person is tagged and he is replaced.

Magic Hat

As appeared in Scouting Life Magazine, Winter 2012.


The Beaver Scouts are sitting in a circle. One Beaver Scout is chosen to walk around the outside of the circle holding a hat. The other players are ‘snowmen’ and they sit very still. When the chosen Beaver Scout places the hat on the head of one of the ‘snowmen,’ he ‘comes to life,’ jumps up and both Beaver Scouts run around the circle in opposite directions, racing to the vacant place in the circle. To give everyone a turn, give the Beaver Scout wearing the hat a chance to choose the next snowman to bring to life.