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PreschoolRocks.com · Free Preschool Activities for Ages 2–6

Simon Says Variations for Preschoolers: 20 New Twists on the Classic Game

Few games earn a permanent spot in the preschool playbook the way Simon Says does — and the reason goes deeper than keeping kids busy. Every round quietly builds listening skills, emotional regulation, and the kind of focused self-control that researchers link to long-term academic success. Once your child has mastered the classic version, these creative twists will keep the learning fresh and the laughter coming.

Why This Simple Game Does So Much for Young Brains

The magic of Simon Says lies in what developmental psychologists call inhibitory control — the ability to pause an impulse and check whether the conditions are actually right before acting. When a four-year-old stops herself from clapping because "Simon didn't say," she's exercising the same mental muscle behind sharing, taking turns, and sitting still during story time. That skill is a cornerstone of executive function, and studies consistently show that children who develop it early tend to thrive socially and academically well into their school years.

Variations That Target the Whole Child

Body and emotional awareness: Swap out basic commands for anatomy vocabulary ("Simon says touch your shin, your earlobe, your knuckle") to quietly introduce words children will actually use. Try Feelings Simon — players hold a specific facial expression while others guess the emotion — to build empathy and emotional literacy alongside the usual rule-following challenge. Mirror Simon takes it fully nonverbal: the leader uses a silent signal (like touching their head) before copying is required, sharpening visual attention instead of auditory listening.

Academic content woven into movement: Color Simon sends children darting around the room to touch something orange or blue, turning color recognition into a full-body experience. Shape Simon asks players to form a triangle with their arms or curl into a circle — far stickier than flashcards. Letter Simon ("Simon says do something that starts with B!") challenges kids to generate and perform their own response, combining phonics awareness with creative thinking. Number Simon layers in counting: "Simon says jump six times" demands accurate counting AND impulse control at the same time.

Gross motor and cooperative play: Animal Simon (slither like a snake, lumber like an elephant) pairs motor creativity with zoological vocabulary. Yoga Simon introduces balance and body-awareness through poses called out as commands. Speed Simon gradually cranks up the pace until mistakes are hilarious and inevitable — and that shared laughter is genuinely valuable, teaching children that getting it wrong among friends is no big deal. Team Simon pairs two children who must silently agree together whether to follow a command, building the nonverbal communication skills that are essential for real cooperation.

Imaginative and advanced challenges: Story Simon wraps commands inside a narrative ("We're hiking through the forest — Simon says climb over a big log!"), making the game feel like interactive theater. Invisible Object Simon ("Simon says carry an invisible sleeping baby very carefully") feeds symbolic thinking, the same cognitive ability that powers all pretend play. For five- and six-year-olds ready for a bigger challenge, Two-Command Simon ("Simon says hop three times AND pat your head") stretches working memory considerably. Child-Led Simon may be the richest variation of all: the moment your preschooler takes over as Simon, they must generate commands, track whether they said the magic phrase, and watch the group for compliance — a genuinely complex leadership role dressed up as a game.

Keeping It Joyful for Every Child

One of the most common missteps with preschool-age Simon Says is eliminating players when they make a mistake. Elimination pulls the least experienced children out of the very practice they need most, and it can leave a lasting bad taste around games that involve rules. Keep everyone in regardless of errors, offering a cheerful "Simon's going to try even harder to trick you next time!" A short, energetic session of five to ten minutes with enthusiastic celebration of good attempts is far more effective than a long, high-stakes round.

Frequently Asked Questions

When do most preschoolers actually understand the "Simon didn't say" rule?

Most children begin to reliably apply the rule somewhere between ages three-and-a-half and four. Before that, enthusiastic participation without consistent inhibitory control is completely normal — children will often perform every action regardless of whether Simon said so. This is not a mistake to correct; it's a brain in the process of developing. Simply play without eliminating anyone, and control will sharpen naturally over the following months.

Is Simon Says useful for children who struggle with attention?

Yes — and meaningfully so. The game directly targets the inhibitory control and sustained attention systems that are often still developing in children with attention challenges. Occupational therapists regularly use structured Simon Says sessions for exactly this reason. Keep the commands physical and high-energy, celebrate effort loudly, and wrap up while enthusiasm is still high rather than pushing past the point where focus fades.

How do I stop older preschoolers from getting bored with the game?

Introduce variations that genuinely raise the cognitive stakes rather than just changing the theme. Reverse Simon (do the opposite of what's commanded) and Backwards Simon (perform the last command given, not the most recent one) both require a level of abstract thinking that keeps five- and six-year-olds genuinely challenged. Letting children rotate into the leader role also transforms the experience entirely — being Simon is a completely different and far more demanding job than following along.