Simon Says Relay Challenge

Simon Says is one of the most widely played children's games in the world — versions of it are played in France (Jacques a Dit), Brazil (Seu Mestre Mandou), and India (often called 'Teacher Says') with nearly identical rules. For children aged eight to ten, the standard version becomes easy fast. This format adds a points tally, rotating turns as Simon, and a physical relay element that keeps it genuinely challenging for children who have outgrown the basic game.

Ages
8–10
Time
25 min
Adult help
Light adult help
Mess
No mess

Before you start

No setup is needed beyond clearing a stretch of hallway or moving a coffee table back. Before calling the child over, write down the scoring rule on a scrap of paper so you do not have to explain it mid-game: one point to Simon for each player who moves on a non-Simon command, one point to a player for surviving ten commands without being caught. The game stalls when Simon gives commands too slowly — prompt the current Simon to increase speed after round two. It also stalls if one child is Simon for too long; rotate after every ten commands regardless of score. The game winds down when someone reaches a target score you agree on at the start — seven points works well for a twenty-minute session.

You will need

  • Scrap paper and pen or pencilOne sheet for keeping score
  • Clear floor spaceA hallway or living room with furniture moved back
  • Small timer or phone timeroptionalOptional — used to cap each Simon's turn to 90 seconds

Steps

  1. 1

    Agree on the scoring rule

    Before play starts, explain the points system: Simon earns one point every time a player moves on a command that did not start with 'Simon says.' A player who survives all ten commands in a round without a mistake earns one point. Write this on a scrap of paper and put it where everyone can see it. Agree on a winning score — seven is a good target for a group of two to four.

    Tip: Keeping score on paper prevents arguments and teaches children to referee themselves.

  2. 2

    Pick the first Simon

    The youngest player is Simon first — this gives them the easiest role to start. Simon stands at one end of the clear floor space, facing the other players. Simon may give any physical command: jump three times, touch your left knee, spin once, hop on one foot. Commands can be movements, poses, or sequences.

    Tip: Allow Simon to string two actions together once the group is warmed up: 'Simon says hop twice and then clap.'

  3. 3

    Run the first round

    Simon gives ten commands at a pace they choose — but they must not pause for more than five seconds between commands or they lose their turn. Any player who moves on a command without 'Simon says' is not eliminated but instead gives Simon one point, then continues playing. This keeps everyone active throughout the game.

    Tip: No elimination keeps all children in motion — that is the key change from the original rules.

  4. 4

    Rotate Simon and tally

    After ten commands, count the points earned in that round, add them to the running tally, and pass the role of Simon to the next player clockwise. Remind the incoming Simon that speed is their best tool — slower commands are easier to listen to carefully. Most children figure this out by round two and start speeding up on their own.

    Tip: If one child refuses the Simon role, let them pass once but not twice — the role should rotate.

  5. 5

    Add the relay challenge for later rounds

    Once everyone has had one turn as Simon, add a relay element: instead of standing still, players must walk to the far wall and back between each command. Simon times their commands to catch players mid-movement. This raises the physical demand and makes it harder to listen carefully while moving.

    Tip: This variant is close to how 'Jacques a Dit' is played in France in playground competitions.

Try it another way

  • In France, the equivalent game is called Jacques a Dit — 'Jacques said' — and is played in school gymnasiums with the same commands but in French, making it a language game as well.
  • For a harder version, Simon may only give commands in reverse — 'Simon says do NOT jump' means the players must jump; standard commands mean stay still.
  • With two children playing one-on-one, keep a strict alternating turn structure and see who can reach seven points first in the fewest total rounds.

What they get out of it

Children sharpen their ability to listen closely for a specific word while their body wants to react, and they practice keeping score honestly.

Materials checklist, the steps and the variations on one Letter page.

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