Follow the Leader Game: Rules, Move Ideas and Fair Turns
Follow the leader is about as simple as a game can be: one child leads, everyone else walks in a line behind them and copies whatever the leader does. Hop on one foot, flap your arms, crawl under a table, and the whole line has to do the same. It works indoors and outdoors, needs no equipment, and is a favourite for young children, PE warm-ups and moving a class from one place to another. Here are the rules, move ideas, a fair way to rotate the leader, and variations.
Basic rules
- Choose a leader. Everyone else lines up behind them.
- The leader walks around the play area and does actions: hopping, skipping, clapping, waving, making a silly face, walking backwards and so on.
- The players in the line copy every action, in the same order, as they reach the same spot.
- In the competitive version, a player who does the wrong action or misses one is out and sits down. The last player left becomes the next leader.
- In the gentle version, nobody is out; the leader simply changes after a set time, for example every two minutes.
For young children the gentle version is usually better, because it keeps everyone moving and nobody has to sit and watch.
Move ideas
- Hop on one foot, then the other.
- Tiptoe like a mouse, then stomp like an elephant.
- Skip, gallop or march with high knees.
- Walk backwards for five steps.
- Spin around once, touch your toes, or clap above your head.
- Walk along a line or rope like a tightrope.
- Crawl under a table or step over a cushion (indoors, with a clear path).
A fair way to rotate the leader
Every child wants to be the leader, and in a busy group the loudest children tend to get the job. Put all the names into the Random Name Picker and use its remove option, so each child leads once before anyone leads twice. A two-minute timer per leader keeps the rotation moving.
Random moves: how often do they repeat?
Shy children sometimes freeze when they become the leader and cannot think of a move. A good fix is a move list on the Picker Wheel: type in your favourite moves and let the leader spin for the next action. If the same move keeps coming up, though, the game gets boring. The table shows the chance that at least one move repeats when you spin a list of moves five or ten times, with every move left on the wheel.
| Moves | 5 picks | 10 picks |
|---|---|---|
| 10 | 70% | >99% |
| 20 | 42% | 93% |
| 30 | 30% | 82% |
| 50 | 19% | 62% |
Repeats come much sooner than most people expect. With 20 moves, ten spins repeat at least one move 93% of the time. If you want ten different moves in a row, use Remove and spin on the wheel. Even with 50 moves on the list, ten plain spins repeat a move more often than not.
Variations
- Mirror leader: the leader faces the group and everyone copies like a mirror, with no walking around.
- Silent leader: no talking or sounds allowed, only movements.
- Spot the leader: players sit in a circle and copy a secret leader while one player in the middle tries to guess who it is.
- Obstacle course: the leader takes the line through a simple course of cones, hoops and benches.
- Combine with Simon says or Mother may I: the leader gives spoken instructions too, and players only follow when the right words are used.
Tips for teachers and parents
- Keep the path clear of trip hazards, especially indoors.
- Ask leaders to choose moves that every child in the line can do.
- Use the game to move a class quietly: the leader tiptoes, and the whole line follows without a sound.
FAQ
How do you play follow the leader?
One player is the leader and everyone else lines up behind them, copying every action the leader does. In the competitive version, players who make a mistake are out; in the gentle version, the leader changes after a set time.
What are good moves for follow the leader?
Hopping, skipping, galloping, tiptoeing, stomping, spinning, clapping, touching toes, walking backwards and walking along a line all work well.
How do you choose the leader fairly?
Use a random name picker with the remove option, so every child leads once before anyone leads twice, and give each leader a set time.
What if the leader cannot think of a move?
Put a list of moves on a picker wheel and let the leader spin for the next action.
What age is follow the leader good for?
It suits children from about three years old, and older children enjoy harder moves, obstacle courses and the spot the leader variation.