How to Play Simon Says
Simon Says is a listening and reaction game in which one player gives instructions and the rest must follow them only when prefixed with the phrase 'Simon says'. Act on an instruction without that prefix and you are out. The game requires no equipment, no setup time, and no reading ability, which makes it one of the most accessible group games in existence.
It is played in playgrounds, classrooms, birthday parties, and family gatherings across the world. Its appeal lies in how quickly it creates tension and laughter: even adults who know the trick find themselves tripped up by a fast-paced or softly spoken Simon. Games are short, rematches are instant, and younger children feel genuinely competitive alongside older players.
A little history
The game is widely documented throughout the twentieth century in English-speaking countries, and equivalent games appear across Europe under different names, such as 'Jacques a dit' in French and 'O Mestre Mandou' in Portuguese. The use of a commanding figure whose instructions must be filtered by a key phrase is the consistent mechanic across all versions. Its precise origins are unclear, and no single inventor or date of invention is reliably recorded.
Setting up
- Gather at least three players in an open space where everyone can see and hear clearly.
- Choose one player to be Simon. For a first game, the oldest or most experienced player often takes this role so others learn the pace.
- All other players stand facing Simon, spread out enough that they can each move freely without bumping into one another.
- Agree in advance on any house rules: how fast Simon may speak, whether Simon may demonstrate actions physically, and what happens in the event of a disputed call.
How to play
- Simon stands apart from the group and issues physical commands, for example 'Simon says touch your nose' or 'Simon says jump twice'.
- Players must carry out any command that begins with the exact phrase 'Simon says'. They must do so promptly and correctly.
- If Simon issues a command without saying 'Simon says' first, for example simply 'Clap your hands', players must NOT obey it.
- Any player who obeys a command that lacked the 'Simon says' prefix is immediately eliminated and steps out of the playing area.
- Any player who fails to obey a command that did carry the 'Simon says' prefix is also eliminated.
- Eliminated players watch from the side. They do not interfere, call out, or give hints.
- Simon may speak at any pace and may vary speed to increase pressure. Simon may also perform the action themselves to mislead players.
- Simon may not physically touch players to force or prevent a response.
- Play continues until only one player remains. That player wins the round and becomes Simon for the next game.
- If two or more players are eliminated simultaneously on the same instruction, both are out. If they are the last two players, the round is a draw and Simon plays a tiebreaker instruction directed at both.
Winning and scoring
The last player remaining after all others have been eliminated wins the round. There is no points system in the standard game: the winner simply earns the right to become Simon in the next round, or is declared the overall winner if only one round is being played. In longer sessions some groups play a first-to-three-wins format, tallying rounds rather than individual eliminations.
The fine points
The most common dispute is over whether Simon said the prefix clearly enough. The standard ruling is that Simon must say 'Simon says' audibly and before the command. If players genuinely could not hear due to noise, the instruction is replayed rather than used to eliminate anyone. Simon may not mumble the prefix deliberately to manufacture cheap eliminations: the phrase must be stated at a volume consistent with the rest of Simon's speech.
A second common issue arises when Simon physically performs the action at the same time as giving an unlabelled command. Players who follow Simon's body rather than listen to the words are correctly eliminated: the spoken instruction governs, not Simon's physical demonstration. Simon acting out a movement is a legal and recognised tactic, not a foul. Finally, reaction time: players who begin an action and then self-correct mid-movement are generally ruled out if the incorrect action was clearly initiated, not merely a flinch or a twitch.
How to win more often
- As Simon, vary your rhythm. A predictable beat lets players tune out the words and just watch your body. Break the pattern regularly.
- Chain several legitimate 'Simon says' commands together quickly, then issue one without the prefix at the same pace. Players in a flow state are far more likely to comply automatically.
- As a player, focus entirely on the first two words of each sentence. If you do not hear 'Simon says' before anything else, freeze.
- As Simon, use commands that involve reversing a previous action, for example 'Simon says put your hands down' immediately after 'Simon says raise your hands'. Players focused on the new action sometimes forget to check for the prefix.
- As a player, do not watch other players to decide what to do. Others may be wrong, and following the crowd is one of the most common ways experienced players get eliminated.
Variations
Reverse Simon Says
Players must do the opposite of every command Simon gives, with or without the prefix. This variant is suited to older children and adults, as it requires quick mental reversal rather than simple restraint. 'Simon says touch your head' means players must touch their feet, or any body part other than their head. Wrong action or hesitation means elimination.
Speed Round
Simon must issue a new command every two seconds without pause. A timer or clap rhythm enforces the pace. Players eliminated for hesitating on a valid command are out just as they would be for acting on an unlabelled one. This version shortens games dramatically and suits groups of seven or more where standard play can feel slow for early eliminees.
Team Simon Says
Players are divided into two or more equal teams. Eliminations are counted per team rather than per individual, and the team with the last surviving player, or the fewest total eliminations after a set number of rounds, wins. This format works well in classroom settings where total elimination of one child early in play is undesirable.
Silent Simon
Simon issues commands using gesture and mime only, with no spoken words. The prefix is replaced by a pre-agreed signal, such as a thumbs up before each valid command. This variant develops visual attention rather than auditory filtering and is a useful adaptation for players who are deaf or hard of hearing, or for play in environments where noise must be kept down.
Simon Says: frequently asked questions
Does Simon have to say 'Simon says' word for word, or can they use a different name?
In the standard game the phrase must be 'Simon says', regardless of Simon's actual name. Some groups house-rule that Simon uses their own name instead, which is a perfectly workable adaptation as long as all players agree before the game starts.
What happens if Simon makes a mistake and eliminates a player unfairly?
If the group agrees Simon made a genuine error, the affected player is reinstated and the instruction is retaken. Simon should acknowledge the mistake clearly. Repeated errors by Simon usually result in the group appointing a new Simon.
Can Simon be eliminated?
Not in the standard rules. Simon's role is to give instructions, not to follow them. However, some groups play a variant in which players can challenge an ambiguous call, and if the challenge is upheld Simon swaps roles with the challenger.
How many players do you need?
You need a minimum of three players: one Simon and two others, so that there is still a game after the first elimination. The game scales comfortably up to around twenty players; beyond that, hearing Simon clearly becomes difficult unless you use a raised platform or outdoor space with good acoustics.
Is this game suitable for very young children, say three or four year olds?
Yes, with adjustments. Keep commands simple and physical, use a slow pace, and avoid strict elimination so no child is left sitting out for a long time. Many practitioners run a non-elimination version with under-fives where everyone continues regardless of errors and the focus is on listening and movement rather than competition.
What if two players disagree about whether they heard 'Simon says'?
The majority view of bystanders or other players governs. If there is genuine ambiguity, the standard ruling is to give the benefit of the doubt to the player and replay the instruction. Simon should speak more clearly going forward.
Is there a time limit on how long players have to respond to a command?
The standard rules do not specify a fixed time limit. The expectation is a prompt, reasonable response. In practice, hesitating for more than a second or two is usually ruled as a failure to comply with a valid command. Agree a rough expectation before play begins if your group includes a mix of ages or reaction speeds.
Can Simon issue a command to do nothing or to stay still?
Yes. 'Simon says freeze' or 'Simon says stand still' are entirely valid commands. Players who move after a valid freeze command are eliminated. This is a particularly effective trap when issued after a sequence of rapid movement instructions.