What is Simon Says?
Simon Says puts one player in charge of the room. That player — Simon — calls out actions, and everyone else copies them, but only when the command starts with "Simon says." Follow an instruction that skips those two words, and you're out for the round; play continues until one player's left, or Simon calls time.
It works because the trap is procedural, not physical: reflexes don't decide who's out, attention does. Simon can clear a chunk of the room on the very first instruction — skipping "Simon says" on something as simple as "stand up" catches anyone still moving on autopilot.
Skip it, or run short rounds, with the largest groups it invites. With up to 50 players in the room, eliminated players can be standing around for a while before a round ends — rotate who's playing Simon often, and nobody's out for long.
The rules
- One player is Simon and stands facing the rest of the group.
- Simon calls out actions — some prefaced with "Simon says," some not.
- Players copy the action only when they hear "Simon says" first.
- Follow a command without those words, and you're out for the round.
- Play continues until one player remains or Simon calls time.
- Simon can rotate between rounds so everyone gets a turn leading.
Before you start
- Group size: 2 to 50 players. Works for a pair or a full assembly — the game scales with almost no adjustment.
- Indoors, if you can. Not required, but an indoor room cuts distractions and makes it easier for everyone to see and hear Simon.
- Pick a Simon who thinks fast. Whoever leads needs to be comfortable in front of the group and quick with new commands. Facilitating experience helps but isn't required.
- Set the stakes before you start. Say the elimination rule out loud before the first command, so nobody argues their way back in mid-round.
How to run it
- Choose your Simon 30 sec
Pick one person to lead as Simon. They'll face the group and call every command for the round.
- Explain the rule 1 min
Say it once, clearly: copy the action only when the command starts with "Simon says." Anyone who moves on a bare command is out for the round.
- Start calling commands 5–8 min
Simon calls actions, sometimes with "Simon says" first, sometimes without. Vary the pace, and drop the trap early — a bare "stand up" right at the start catches whoever's still on autopilot.
- Eliminate and keep going 3–5 min
Anyone who follows a command without "Simon says" sits out for the round. Keep calling until one player's left, or you decide to stop.
- Rotate leaders 1 min · optional
Hand the Simon role to someone new each round so everyone gets a turn calling commands instead of just following them.
← Simon says, pay attention.
Facilitator tips
Why it works
Reflection questions
For classrooms and teams that want the debrief — these turn the elimination game into an actual conversation.
- What was your strategy for following Simon's commands?Gets at how people were actually parsing the game in real time, not just how they felt about it.
- Did you find it challenging to only follow commands that started with "Simon says"? Why or why not?Names the actual skill being tested — selective listening — directly.
- How did you feel when other players got eliminated for jumping the gun?Opens a quick empathy check without turning the debrief into a lecture.
- What was it like playing Simon? Was it harder to invent commands, or to keep track of whether you'd said the two words?Whoever led gets to explain the job — most groups underestimate how much Simon is juggling.
- Which types of commands were hardest to catch when "Simon says" was missing?Surfaces the specific tricks that worked, which makes the next round sharper.
- Where else does paying close attention to instructions actually matter?Connects the game to a real skill instead of leaving it as just a warm-up.
- What surprised you about your own reactions during the game?Turns a fast game into a moment of actual self-awareness.