Whistle game

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Whistle game
Type: wide game
Number of players: 10 or more
Location: outdoors, best in a forest
Equipment: whistles (or lights), pen and paper
Duration: longer (30 minutes or so)
Preparation: at least 10 minutes

The whistle game (or: light hunt) is a wide game usually played in the evening or at night, when it's already dark. You can play it with any higher number of participants. You need a larger, but well-defined area outdoors. Ensure you have enough trainers in relation to your participants.


  • Each trainer needs a signal; either a whistle, or a light (when played in the dark)
  • Additionally, each trainer needs pen and paper
  • Each participating player (or team of players) needs a "route card"


All participating players should know the playing area. They should not leave the area during the game, so it should be easy to determine where the area's boarders are.

Additionally, the participants need to know how many signals they need to find. You can write a list of positions to find and reach on the route cards.

A short time before the game starts, the trainers spread on the playing field and hide there.


The players can either participate alone or in smaller teams. If you play with single players, expect that they spontaneously form teams during the game.

Once the game is started, the participants try to find all the hidden positions of the trainers. When found, the trainer signs their route cards to prove the player(s) found him.

To make it easier for the participants to find the trainers, the give a signal from time to time. This can either be a whistle blow, or a signal given with the light (when the game is played while it is dark outside).


Of course, you can adapt many of the rules of the game:

  • Add trainers that are just here to confuse the participants and are no real positions that have to be reached
  • allow the signals (or some of them) to move around
  • define that the signals have to be reached in a certain ordering (a different one for each group)
  • Add trainers that have to be avoided by the participants ("ghosts", "zombies", "pirates", etc.)
  • The trainers can give out smaller tasks, that have to be solved before the trainer signs the route card.