Circus game

Stimulate your creative thinking and trigger your imagination with this colourful circus board game.

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Everything you need to play this game

A step-by-step guide to play the game

1

Attach the rota dice (Choice Game) next to the circus game on the mobile school.

2

To determine who can start the game, each player turns the rota-dice. The player with the highest score can start the game.

3

The players take turns spinning the rota-dice. They advance the number of squares they turn.

4

The players now complete the assignment that corresponds with the square they arrive at (assignments: see Additional game info).

5

The game ends when one of the players reaches his starting position again.

Extra game information

On the panel, you can see different types of situations common in a circus. In the left and right upper corner you can see the audience. In the front you can see the stage of the circus where the action happens. The edge of the board is a goose game, consisting of 52 squares. The four start squares (represented by the coloured bottle caps) are bigger.


Assignments

There are six different activities that focus on six basic skills, which are depicted by ten different symbols and colours:


1. SEARCH/COUNT:

Colour: light green

Symbol: a looking glass with the object that needs to be searched/counted

Example: How many moustaches do you see on the panel?


2. ACTIVITY:

Colour: yellow

Symbol: the 'play' symbol + a drawing of what needs to be done

Example: Do this acrobatic trick with two people.


3. DEPICT A PERSON OR AN ANIMAL FROM THE PANEL:

Colour: dark green

Symbol: a theatre mask + a person/cat

Example: Depict an animal from the panel.


4. DRAW A PERSON, AN ANIMAL OR AN OBJECT FROM THE PANEL:

Colour: blue

Symbol: a pencil + a person/a cat/an object

Example: Draw a person from the panel


5. WHAT HAPPENS NEXT?

Colour: pink

Symbol: an arrow + a downsized copy of a detail of the panel

Example: A juggler is juggling five balls and nearly falls off a step onto the bed of nails of the faqir. What happens next?


6. WHAT DOES HE/SHE SEE?

Colour: red

Symbol: an eye + a downsized copy of a detail of the panel

Example: A man/woman looks up angrily.


7. THROW AGAIN

Colour: white

Symbol: die

Example: Throw again with the die.


8. SWITCH PLACES

Colour: white

Symbol: two bottle caps with two arrows

Example: Switch your own bottle cap with the one from another player.


9. GO BACK TO START

Colour: white

Symbol: two bottle caps with one arrow pointing to a grey square

Example: Take your own bottle cap back to the place where you started the game.


10. SKIP A TURN

Colour: white

Symbol: hand

Example: The player can not play the next time. He has to wait one round.


Variations

  • To end the game sooner, stop the game when a player arrives at the next starting square.
  • If a player arrives exactly on a start square, he can advance the number of squares that he just threw.
  • Use the entire mobile school for the searching assignments. For example: when the players need to count the number of moustaches on the panel, you can ask them to count the moustaches visible on the entire mobile school.
  • Use the panel as a discussion panel without playing the goose game.

Specific learning objectives

  • The players are challenged to form an opinion about different situations depicted in the panel.
  • The players are challenged to acquire new skills (e.g. juggle).

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