Duck, Duck, Ding
Number of players: Multiple
Estimated time: 5 + minutes
Objectives: 1. Race around Chime to the vacant space. 2.
1. Form a circle around Chime with one person designated as the ConDUCKtor.
2. Similar to Duck, Duck, Goose, the ConDUCKtor walks around the circle tapping or
pointing to each player in the circle saying “duck.”
3. The ConDUCKtor will choose one person to run around the inside of the circle by
tapping or pointing at them and saying “Ding”
4. The player identified by the ConDUCKtor by “ding” will play the Chime in front of them
before racing around the inside of the circle.
5. The ConDUCKtor will have to run around Chime and play the same lever the player
identified by “ding” and fill in their space.
6. The player identified by “ding” can win by either beating the ConDUCKtor back to their
space OR by holding the lever on the opposite side of their space so the ConDUCKtor
cannot play their Chime.
A group of players sit in a circle, facing inward, while another player, who is "it", walks around
tapping or pointing to each player in turn, calling each a "duck" until finally calling one a "goose" (or a
"gray duck" in Minnesota). The "goose" then rises and tries to tag "it", while "it" tries to return to and
sit where the "goose" had been sitting. If "it" succeeds, the "goose" becomes "it" and the process
begins again. If the "goose" tags "it", the "goose" may return to sit in the previous spot and "it"
resumes the process.
Fox and the Squirrel
Number of players: 2
Estimated time: 2 - 5 minutes
Objectives: 1. Fox – to guess which lever the Squirrel is going to play next. 2. Fox and the
Squirrel – race to the opposite side of Chime and play the Chime the other used.
Each player is on one side
1. The Squirrel is the lead and the fox tries to guess which lever the squirrel is going to play
2. When the Fox guesses the right lever and the squirrel is unable to play that Chime, the
race is on! Both players race to the other side to try and play the lever on the opposite
player’s side. First one to play that Chime wins!
3. If the players are tied and no-one is able to play the Chime, they race back to their
original side and try to play the original lever first.
4. If the fox is able to prevent the Squirrel from playing the Chime first – the fox wins
Into the rhythm
Number of players: Up to 14
Estimated time: 5 + minutes
Objectives: 1. Help each player understand the movement and sounds of Chime. 2. This
exercise helps players learn the relationship between touch and sound.
1. “The lighter the touch, the better the sound!” Scott Watkins
2. All the players on one side of Chime play their lever at the same time.
3. In turn, the players on the opposite side of Chime play their lever at the same time.
Important: help players keep their timing: start pushing the lever after it is fully
extended toward them.
4. Repeat each side taking turns in sync until the group reaches 5 turns total. Did the group
stay in sync? If not, start over again. Or set a new WORLD record of the number of turns
the group can make in sync. Be sure to prove it by posting a message, pic, or video to
Civic Harmony’s Facebook or Twitter.
Snap, Clap, Chime
Number of players: 3
Estimated time: 2 - 3 minutes
Objectives: 1. The object for the player acting as Chimer is to get all the other players out as
quickly as possible. 2. The winner of the game is usually the last player who has successfully
followed all of the given commands. Occasionally however, 2 or more of the last players may all
be eliminated by following a command without "Chime plays", thus resulting in the Chimer
winning the game. 4. Anyone who speaks is also eliminated.
1. One player is designated as the Chimer and develops a 3, 5 or 7 part melody that
includes Chimes, snaps or clapping their hands for other players to replicate.
2. A second player says “Chimer Plays” then repeats the melody Chimer played.
3. The third player says “Chimer Plays” then repeats the melody Chimer played.
4. Players are eliminated if they forget to say “Chimer plays ______” before playing their
5. Whoever gets the Chimer melody correct becomes the next games Chimer.
6. If there is a tie, the second and third players have a Chime-Off and have to play the
Chimer’s melody backwards.
7. A command starting with “Chimer plays” means that the players must obey that
command. A command without the beginning “Chimer plays” means do not do this
action. Anyone who breaks one of these two rules is eliminated from the remainder of
For two or more players
Each player has a 6-sided die.
Divide players into 2 even groups (or as close to even as possible).
~ One group for each side ~
Players roll dice four times and play the corresponding pitch according to the chart
Once finished, do it again with 7 rolls.
Once finished with that, do it again with 14 rolls.