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The pace, language, and complexity of commands should match the participants’ ages and abilities. Offer seated, lower-impact, or nonverbal equivalents where appropriate.
Why people argue about this
People often assume that age and ability only affect the physical demands of Simon Says commands, forgetting that verbal clarity is crucial for all participants, especially younger or less experienced ones. They overlook how a clear, simple command can make the game accessible and enjoyable for everyone regardless of their actual age and skill level.
Before play, Simon or the organizer should check for wet or uneven surfaces, sharp edges, breakable objects, low ceilings, traffic, open flames, and other hazards. The range and speed of commands must suit the available space.
Why people argue about this
People often assume that area inspection is only about checking for hazards like wet surfaces or broken objects before play starts. But they overlook the crucial part where it states the range and speed of commands must match the space available - this can lead to misunderstandings if not clearly communicated beforehand.
Formal boundary markings are unnecessary. For larger or more active games, the organizer should identify clear limits using existing floor lines, landmarks, or verbal descriptions.
Why people argue about this
People often assume that formal boundary markings are strictly necessary for Simon Says games, forgetting that organizers can use existing floor lines, landmarks, or verbal descriptions as boundaries when needed. This leads to misunderstandings about how to set up and play the game effectively.
When it is unclear whether a player moved, whether Simon used the command phrase, or whether two events occurred in time, casual play should favor keeping the player active. In organized play, the designated judge may order a no-penalty replay.
Why people argue about this
People often assume that if they're unsure about whether a player moved correctly or Simon said "Simon Says," they should just keep the player active without penalty. However, the real issue is understanding when to call for a no-penalty replay based on the judge's discretion, not just guessing at every ambiguity.
No special uniform or protective gear is required. Players should wear ordinary clothing appropriate for the location and planned movements.
Why people argue about this
People often assume that Simon Says requires a special uniform like other sports do, thinking it must have a jersey or cleats. But actually, the key is in the name - players just need to follow Simon's instructions without hesitation, so ordinary clothing is fine and doesn't interfere with their ability to play.
Three Lives: Each player begins with three lives and loses one for each error. A player remains active until all lives are lost.; Silent Simon: The valid-command signal is a clearly defined gesture rather than the spoken phrase.; Speed Round: Simon increases the pace while still allowing a consis...
Why people argue about this
People often assume that in Silent Simon, players can still cheat by mouthing the commands silently, which is technically against the spirit of the game but doesn't violate the official rules as stated. The confusion arises because they overlook the clear gesture requirement for valid commands.
If spoken commands are not accessible to every participant, Simon may communicate through visible signs, gestures, captions, or another agreed method. The exact equivalent of the phrase “Simon says” must be established before play so that every player can reliably identify valid commands.
Why people argue about this
People often assume that Simon Says only requires visual cues for commands like hand signals if spoken commands aren't clear, forgetting that the exact phrase "Simon says" must be used before play begins so everyone knows what to listen for. This rule is meant to ensure clarity and fairness across all players, not just reliance on visuals.
An eliminated player must promptly leave the active area or move to the designated spectator space. Continuing to perform commands is allowed only if it cannot confuse active players; otherwise, eliminated players should remain still and quiet until the round ends.
Why people argue about this
People often assume that eliminated players can continue giving commands as long as they don't confuse active players, which is incorrect according to the official verdict - they must remain still and quiet until the round ends if continuing would cause confusion.
A player remains eligible while correctly following valid commands and ignoring invalid ones. If several players remain when an announced time or command limit expires, they share the win or enter a tiebreaker round.
Why people argue about this
People often assume that if multiple players are still following Simon correctly when time runs out, they all automatically share a win. But actually, the rule states they would enter a tiebreaker round instead of sharing victory, which can lead to confusion and disputes over who exactly wins or loses in those scenarios.
” Emergency and safety directions always override the game’s trick-command mechanic.
Why people argue about this
People often assume that the Emergency Stop only applies when a player is in immediate danger on the field, forgetting that it can be used anytime during play if a coach or official deems it necessary to halt the game for safety reasons, regardless of whether trick commands are being followed.
An elimination round ends when only one player remains, when all remaining players make an error on the same command, or when a preset time or command limit is reached. If everyone is eliminated simultaneously, the last command may be replayed, al...
Why people argue about this
People often assume that if everyone is eliminated at once during a Simon Says round, they must all have made errors simultaneously, which leads to arguments about replaying the last command. However, the rule actually states that if players are eliminated together, the last given command can be repeated for another go around.
If players are maintaining an action, an instruction to stop is itself subject to the command phrase. ” A new valid command replaces any incompatible continuing command.
Why people argue about this
People often assume that if they're already in motion following a previous command like "Simon says jump," another instruction to stop automatically cancels out their action without needing Simon's explicit "stop" command. But actually, the rule states you have to hear a new valid command before stopping your movement, even if it contradicts what you were doing previously.
Simon may vary speed and use harmless deception, such as demonstrating the wrong motion. Simon may not make a command retroactively valid, merge separate statements after players have reacted, conc...
Why people argue about this
People often assume that Simon Says must always be clear and unambiguous from start to finish, forgetting that a bit of misdirection is allowed as long as it's harmless. They misunderstand that once players have reacted to a command, Simon can't retroactively make the command valid or combine separate instructions into one after they've already acted on them.
Provide breaks during long or energetic sessions and account for heat, cold, hydration, fatigue, and medical needs. Outdoor play should pause during dangerous weather.
Why people argue about this
People often assume that breaks are only for hydration and rest during hot weather, forgetting about other environmental factors like cold snaps or sudden drops in temperature that can affect players' health just as much. They overlook how fatigue from continuous play impacts all athletes equally, regardless of the climate.
A player who pushes, blocks, startles, deliberately misleads, or shouts over Simon should receive a warning or an immediate round penalty, depending on severity. Repeated or dangerous interference may result in removal from the game.
Why people argue about this
People often assume that only physical pushing counts as interference, forgetting that shouting over Simon or deliberately misleading players also fall under the 'deliberate misdirection' category, leading to confusion about what exactly constitutes unsporting conduct in Simon Says.
A command should be cancelled if it is unsafe, impossible, inaccessible without reasonable adaptation, contradictory, unintelligible, or too ambiguous to judge consistently. No player is penalized for a cancelled command.
Why people argue about this
People often argue that commands should be cancelled if they're even slightly unclear, thinking it's too lenient. But in reality, the rule is designed to ensure safety and clarity, allowing players a fair chance by only invalidating commands that are truly unsafe or impossible to follow consistently.
In a lives game, each error removes one life. The last player with at least one life wins.
Why people argue about this
People often assume that if they get an error in Simon Says, it only costs them one life immediately, when in fact, each incorrect move does take away a life, reducing their total until they're out of lives and lose the game. They might not realize the cumulative effect of multiple errors right from the start.
A group may keep a written record of scores or use boundaries already present at the venue, but these aids are optional and are not necessary to compete. Any optional prop introduced for a themed variation must be safe, available to every affected player, and explained before the round begins.
Why people argue about this
People often assume that using written score records is mandatory for keeping track of scores in Simon Says, which leads to arguments when they find out it's actually optional. Alternatively, some players misunderstand the "boundaries already present" part and think these must be used as official boundaries throughout the game, leading to confusion about how they should be utilized.
No separate official is required. For a large group or competitive event, a neutral organizer may help watch for errors, resolve close decisions, track points, and stop unsafe play.
Why people argue about this
People often assume that a separate official is necessary just to oversee Simon Says games, especially in larger groups, which leads to misunderstandings about the rule stating no such person is required. The confusion arises because they focus on the need for an observer rather than understanding the flexibility of having a neutral organizer assist if needed.
Simon must not require unwanted touching, embarrassing behavior, disclosure of personal information, removal of clothing, imitation targeting a person or group, or any action likely to humiliate a participant. Players should be able to opt out without pressure.
Why people argue about this
People often assume that Simon Says can involve any action as long as it's requested by him, leading them to argue about what constitutes unwanted touching or embarrassing behavior. The confusion arises because they overlook the specific list of actions prohibited in this rule, thinking anything goes as long as it’s suggested rather than commanded.
Minor differences that still satisfy the instruction should not be penalized. If Simon says “raise a hand,” either hand is acceptable unless a particular hand was specified.
Why people argue about this
People often assume that if Simon Says commands them to raise either hand, they must choose one at random, forgetting that a particular hand was specified earlier in the game, leading to confusion about which hand should be raised now.
Simon should stand where every participant can hear or otherwise perceive the commands. The remaining players should face Simon and spread out with enough room to extend their arms and take any permitted steps safely.
Why people argue about this
People often assume that Simon must stand in a central position for everyone to hear him clearly, leading to arguments about where he should be placed. However, the real confusion arises because the key is ensuring all players can see and react safely without encroaching on others' space, not necessarily hearing over distance.
The winner is the player with the most points after the announced number of commands or rounds. If players join late or miss commands, scoring should use only a complete round in which all competitors had the same opportunities.
Why people argue about this
People often assume that latecomers get penalized for missing commands, which leads to arguments about how their points should be counted. However, the official rule clearly states they only count if all players had equal opportunities in a full round, not necessarily completing every command perfectly.
Each responding player independently decides whether to obey a command. Players must not deliberately copy another participant after the response period, physically interfere with others, or distract opponents by shouting false commands.
Why people argue about this
People often assume that responding players must copy exactly what they hear from their teammates without thinking for themselves, which leads them to argue when they're told to make independent decisions based on their own judgment rather than following others blindly.
Players must begin a valid action within a reasonable response period set by the pace of the game. For an instant command, they complete the action once.
Why people argue about this
People often assume that if Simon Says gives an "instant command," they have only a split second to respond with the action he's given. But actually, the rule states they must begin their action within a reasonable response period set by the pace of the game, meaning there can be some delay as long as it’s not too prolonged and disrupts gameplay.
Commands should use controlled movements suited to the players, surface, clothing, weather, and available space. Avoid dangerous jumping, climbing, tackling, throwing objects, holding breath, closi...
Why people argue about this
People often assume that "safe commands" in Simon Says means avoiding all physical movements altogether, which leads to a lot of arguments about whether players can use their arms or legs at all. The confusion arises because the rule is meant to prevent dangerous actions like jumping or tackling, not eliminate all forms of movement entirely.
No equipment is required to play Simon Says. The game can be conducted using only spoken or otherwise clearly communicated commands and the players’ responses.
Why people argue about this
People often assume Simon Says requires physical objects like cards or balls for players to follow commands with, leading to misunderstandings about what equipment is needed. The official verdict clarifies that no such items are required, yet some still argue because they remember similar games where props were used and assume this game must be the same.
Formal boundary markings are unnecessary. For larger or more active games, the organizer should identify clear limits using existing floor lines, landmarks, or verbal descriptions.
Why people argue about this
People often assume that formal boundary markings are strictly required in Simon Says, forgetting that the official ruling allows for informal limits like existing floor lines or verbal descriptions. This leads to misunderstandings about what constitutes a valid playing area when space is limited or when participants need quick adjustments.
A game requires one Simon and at least one responding player. Three or more responding players generally create a more lively contest, but there is no fixed maximum if everyone can perceive the commands and move safely.
Why people argue about this
People often assume that there's a strict cap of three players responding to Simon, thinking it's a hard-and-fast rule limiting the game size. But actually, the official verdict clarifies that while three is generally more fun and safer, there’s no maximum as long as everyone can hear and move safely.
Before the first command, Simon confirms the game format, the command phrase, the playing boundaries, the consequences of an error, and any special timing rule. A round begins when Simon announces that play is starting and then delivers the first command.
Why people argue about this
People often assume that Simon only needs to confirm game details once at the start, before play begins. But they misunderstand Section 5 by thinking he must repeat these details for every new round or command, which actually contradicts the rule's intent of setting up the format just once per game session.
Traditional Simon Says is usually an elimination game rather than a points game. No numerical score is necessary: a player who makes an error leaves the active group, and the last remaining player wins the round.
Why people argue about this
People often assume that traditional Simon Says should award points for correct responses, leading to arguments about how many points each round should be worth. The actual rule is meant to focus on elimination rather than scoring, which can lead to confusion when players or spectators expect a more competitive point system.
Minor differences that still satisfy the instruction should not be penalized. If Simon says “raise a hand,” either hand is acceptable unless a particular hand was specified.
Why people argue about this
People often argue that if Simon Says says to raise a hand, they should use their dominant hand only for consistency, misunderstanding that specifying one hand is key to penalizing deviation from the instruction. They overlook the crucial detail of whether a particular hand was indicated by Simon.
Provide breaks during long or energetic sessions and account for heat, cold, hydration, fatigue, and medical needs. Outdoor play should pause during dangerous weather.
Why people argue about this
People often assume that breaks are only for hydration and rest during hot weather, forgetting about fatigue from continuous play and medical needs of participants who might have pre-existing conditions. They overlook how safety considerations extend to all types of environmental risks, not just heat or cold.
Simon may be chosen randomly, by group agreement, or by rotation. A common format allows the winner of one round to serve as Simon in the next.
Why people argue about this
People often assume that Simon must be chosen by a random draw for every round, which leads to misunderstandings since the official rules allow group agreement or rotation as well, making it more flexible than they realize. The confusion arises because they focus solely on randomness without considering other valid methods of selection.
Simon gives the commands, observes the responses, identifies errors, and controls the pace of the round. Simon must use the agreed command phrase exactly enough to distinguish valid commands from invalid ones.
Why people argue about this
People often assume that Simon must shout out commands loudly enough for everyone to hear clearly, which can lead to arguments about volume levels. However, the official rule only specifies using an agreed command phrase accurately, not the loudness or clarity of delivery.
Players should maintain enough distance to move without contact. Large groups and games involving young children should have attentive adult supervision.
Why people argue about this
People often assume that spacing is only about physical distance from other players, forgetting that it also means maintaining a safe gap from coaches or supervisors who might be nearby guiding young participants. They overlook how crucial effective supervision can be in ensuring kids stay safe and engaged during Simon Says games.
Spectators and eliminated players should remain outside the active space. They must not imitate Simon, call out instructions, warn players about trick commands, or obstruct anyone’s view.
Why people argue about this
People often assume that spectators can only watch from a distance without speaking, but they misunderstand that it's about remaining completely silent and motionless, as imitating or warning players is strictly prohibited, even if they're just observing. They fail to grasp that their presence should be purely passive and uninvolved in any way with the game’s flow.
In elimination play, one error eliminates the player from the current round. In a lives format, one error costs one life.
Why people argue about this
People often assume that in Simon Says' lives format, a single error only costs one turn instead of losing a life, leading to arguments about whether they should be penalized more severely for mistakes. The confusion arises because this rule is typically applied with penalties like timeouts or restarts rather than directly reducing the number of lives.
Before the first command, Simon confirms the game format, the command phrase, the playing boundaries, the consequences of an error, and any special timing rule. A round begins when Simon announces that play is starting and then delivers the first command.
Why people argue about this
People often assume that Simon only needs to announce play is starting before delivering the first command, thinking it's a simple verbal cue. But actually, they misunderstand that Simon must confirm all game details beforehand, including boundaries and consequences, which should be clear before any commands are given.
Teams may earn one point when every active team member responds correctly. Alternatively, each individual correct response may add to the team total.
Why people argue about this
People often assume that only when all teammates correctly follow Simon Says does a point count for their team, forgetting that each individual correct response also contributes to the total, leading to potential misinterpretations of how points are awarded.
Tied players may continue alone in sudden-death play. Simon alternates valid and invalid commands until one tied player makes an error and another completes the same command correctly.
Why people argue about this
People often assume that if two players are tied in Simon Says, they must continue playing together until one makes a mistake, forgetting that each player is supposed to listen only to their own Simon's commands individually. The confusion arises because of misinterpreting the rule about "sudden-death play" as requiring both players to keep going simultaneously until someone messes up.
A command is valid when it begins with “Simon says” and clearly describes an allowed action. For example, “Simon says touch your shoulder” must be obeyed.
Why people argue about this
People often assume that commands like "Simon says touch your nose" are invalid simply because they don't start with "Simon says," but actually, it's about whether the action described is allowed in Simon Says—like touching a body part—rather than just the phrasing of the command itself.