Simon Says: Rules, Commands and Variations
Simon Says is a listening game for a group: a leader called Simon gives commands, and players must obey only the ones that start with “Simon says”. Anyone who follows a command without those words, or fails to follow a real one, is out. It needs no equipment and works for almost any age.
What You Need
- One leader (Simon) and at least 3 players; it works with a whole class.
- Enough space for players to move their arms and jump.
- Nothing else.
How to Play
- Choose Simon. Pick the first leader, for example with a Random Name Picker.
- Line up. Players stand facing Simon, with room to move.
- Give commands. Simon calls out actions such as “Simon says touch your nose” or “Simon says hop on one foot”. Players do them.
- Set traps. Now and then Simon gives a command without “Simon says”, such as “Clap your hands!”. Anyone who does it is out.
- Win. The last player still in wins and often becomes the next Simon.
Why Players Drop Out So Fast
Every trick command is a fresh chance to slip. As a simple illustration, if a player falls for a trick 10% or 20% of the time, the chance of surviving several tricks drops quickly:
| Tricks | 10% slip | 20% slip |
|---|---|---|
| 3 | 73% | 51% |
| 5 | 59% | 33% |
| 10 | 35% | 11% |
| 20 | 12% | 1% |
These numbers are examples, not measurements. They show why a game rarely needs more than a few minutes, and why Simon can make it easier for young children by giving fewer tricks and more real commands.
Tricks That Make It Harder
- Do as I do: Simon does one action but says another, for example touching their ear while saying “Simon says touch your nose”.
- Speed up: give commands faster and faster.
- Simon said: “Simon said” or “Simone says” does not count.
- Undo it: after “Simon says raise your arms”, say “Arms down” without Simon.
Kinder Versions for Young Children
- No elimination: players who slip do a silly forfeit, like a spin, and stay in.
- Helpers: players who are out become Simon’s helpers and spot slips.
- Points: each slip costs a point instead of a place in the game.
- Random commands: write actions on a wheel and spin a picker wheel to choose the next one, so Simon never runs out of ideas.
Classroom Uses
- A quick break between lessons to get children moving.
- Language practice: body parts, directions or numbers in the language being learned.
- Listening practice: children learn to wait for the full instruction.
For a game with the same stop-and-freeze idea but more running, try Red Light, Green Light.
Where the Game Comes From
Simon Says is played in many countries under local names, often using a local name instead of Simon. Its exact origin is not recorded. For more active group games, see Musical Chairs, Hot Potato and our list of kids party games.
FAQ
How do you play Simon Says?
A leader gives commands. Players obey only commands that start with Simon says. Anyone who follows a command without those words, or misses a real one, is out. The last player in wins.
What are good Simon Says commands?
Touch your nose, hop on one foot, pat your head, turn around, clap twice, stand like a statue, wave with your left hand.
How do you make Simon Says harder?
Speed up, give commands without Simon says more often, or do one action while saying another.
How can you play Simon Says without anyone being out?
Players who slip do a quick forfeit or lose a point, and stay in the game.
What age is Simon Says for?
It works from about age 3 with simple commands, and older children enjoy the faster, trickier versions.