Life Size Clue - Who Stole What From Where?!

Skill: Hop, Run
Time Required: 30
Activity Type: Physical
Group Size: Large Group, Medium Group, Pair, Small Group
Age Group: 6 - 9yrs, 9 - 12yrs, 13+ yrs
Play area: Gymnasium (large indoor space), Outdoor - Field
Safety Considerations: Remove any safety hazards and obstacles from the activity area.
Remind participants to be aware of their surroundings and to keep their head up.
Equipment: Who, What and Where cards/pieces of paper (please see the attached document for examples of those) - could tape them onto the back or front of a card or index card. Draw pictures to represent each card (or participants can each draw one of the cards).
Envelopes for the cards.
Paper with the list of who, what and where listed for each participant/pair (please see attached document).
Pencils/Pens.
Deck of cards or dice.
Pylons.
Objective:
Participants have to figure out who stole what and where they stole it from.
Other Skills:
Coordination
Set up:
Each participant will get a clue sheet or index card with all the who's, what's and where's listed (please see the attached document for an example). Make sure participants can easily hide and cover their sheet, as they will write down their discoveries on this sheet.
Participants and leaders can create their own Who, What and Where list as a group.
Set up 5 different areas in the room/outdoors for all the different "Wheres". Create these areas using pylons in a square or circle shape at 5 different places around the area.
Put 3 envelopes at each section/where. Each place will have an envelope for who, one for what and one for where. All the "where" envelopes will have the card with the place they are standin gin (for example, if the participant is in the movie theater, then the "where" envelope will have the movie theater card inside). Unless the movie theater is where the crime took place, then there will be a blank card inside that envelope, or a card that says "Location of the Crime".
Have all the cards created.
Step by Step:
1. To start the game, just like the board game Clue, the leader will randomly take one card from the "Who" pile, one from the "What" pile and one from the "Where" pile, and put these in the "Crime" envelope. Those three cards will be the solution to the crime on who stole what and where the crime took place. If the leader drew Mr. Bear for who, a phone for what and a park for where, then that means that Mr. Bear stole a phone from the park.
2. Examples of "Whos", "Whats" and "Wheres" are in the document attached to this activity.
3. Participants can play individually or in pairs (depends on the number of participants).
4. Each participant/pair will have their "clue sheet", where they will mark off what they discover.
5. All participants will start in the centre (can place a pylon at the centre to represent where each participant/pair has to start).
6. Have the participants/pairs number off.
7. Number 1 will go first.
8. The leader will draw a card from the deck they are holding.
9. Ace can represent one or fourteen, jacks represent 11, queens represent 12 and kings represent 13 and the number cards represent the number on the card. Each suit represents a way the participants have to move.
10. Examples of movements are: hearts = lunges, diamonds = big steps, spades = jumps, clubs = hop on 1 foot.
11. If the leader draws the five of clubs, then the participant/pair will hop on 1 foot five times. They should decide which area they want to go to before they start hopping.
12. Once they have hopped their 5 times, they stop where they are (and could sit down or balance on one foot or do squats).
13. The leader draws for number 2.
14. When a participant/pair get into a section on their turn, they get to look at one of the envelopes. They will say out loud if they are going to look at the "Who", the "What" or the "Where" envelope. If they look at the "Who" envelope and they see that the "Fox" card is in there, then they know that the Fox did not do the crime, and they mark it down on their sheet. Make sure they look and mark down what they discovered secretly.
15. After they look, their turn is over.
16. That participant/pair can stay in that area and look at another card on their next turn, only if another participant/pair doesn't go in that area before their next turn.
17. If a participant/pair goes into that area, then on their next turn they have to leave and aim to go to another area.
18. Participants/pairs will continue to play until they think they know the solution to the crime.
19. When they think they know the solution, they raise their hand and can make a guess on their turn. They go to the centre and whisper what they think it is to the leader. If they are correct, they win. If they are incorrect, they're either out of the game or skip their next turn.
20. To make things interesting, have each participant/pair be one of the "Who"s.
21. Time to solve the crime of who stole what from where?!
Variations:
If there are a lot of participants, have more than one participant/pair go at each turn. If multiple participants/pairs get into an area on a turn, then have them go one at a time to look at the card of their choice.
Each participant gets to look at any 2 cards of their choice at the start of the game (this will help the game move faster).
Use dice instead of cards.
Sources: Developed for the Leisure Information Network.
Attachments: Download  Download