Rhythm Detective

  1. Icebreaker
  2. Indoor Game
  • Large Group (10 and up)

  • Grades 1-2

  • None

  • 10 minutes or more

Development Goal

To develop cooperation, problem-solving and creative thinking.

Before You Start

  • Players begin in a circle
  • Explain and give a few examples of how to create a rhythm with hands and feet, such as using clapping, snapping and stomping.

How to Play

  • A person is chosen to leave the room.
  • A player in the circle is chosen to start a rhythm. Using their hands or feet, players clap, snap, stomp or otherwise develop a rhythm.
  • Everyone in the circle copies the rhythm.
  • The leader of the rhythm changes it every few seconds and the rest of the group must following suit, also changing the rhythm.
  • The person who has been out of the room returns and tries to notice who is leading the rhythm.
  • They have three guesses.
  • If they guess correctly, the leader of the rhythm becomes the detective and the previous detective chooses the next rhythm leader.
  • If they can’t guess in three guesses, they choose the next detective and someone else becomes the rhythm leader.