To Our Game Pad
HOPPY to tell you about our games
"A"
Ali Baba and the Forty Thieves (passive)
Group sits in a circle and chants Ali baba and the 40 thieves, while doing an
action. The group leader on the next beat changes the action and then on the
next beat the person beside him/her does that action. The action follows its
way around the circle and the whole time the group is repeating the phrase.
The group leader must change the action after every beat, so that every person
in the circle eventually ends up doing a different action. (This may be
compared to singing a song in a round).
All on One Side (cooperative)
Your whole team starts on one side of a volleyball net with no one on
the other side. The object is to get your team to the other side of the net and
back as many times as possible. Using a balloon for a ball, each player volleys
the balloon to another player and then scoots under the net to the other side.
The last player to touch the balloon taps it over the net and scoots under. The
receiving players try to keep the balloon in play and repeat the process.
The Ambush Game(coop)
The group splits up into two sub-groups which we will call A and B. Group
A leaves 5 to 10 minutes before group B and must leave clues behind (
footprints, marks, arrows, codes, pieces of paper, etc....). They must then
camouflage and set up an ambush for group B. Group B leaves and
follows the footprints and clues left by group A and tries to discover the
ambush site. During the ambush the groups face each other in mock combat
(stealing of scarves, indian wrestling, etc...). The meeting of the two groups
could also result in the yelling of, "AMBUSH" and a race back to home base
again.
Auto Trip (circle/passive)
Players sit in a circle and are assigned the names of auto parts. (ie. hood,
wheel, door, etc.) The storyteller tells a story of an auto trip. As the player tells the story, the parts mentioned get up and follow him/her. When the
storyteller yells "Blowout" each player scramblers for a seat. The one left out
becomes the next storyteller.
A What? (passive/circle)
Equipment: 2 objects----The leader of the game starts by passing the first
object to the person on their right and saying, "This is a whit." The reply is, "A What?" The leader would then clarify, "A whit." This question sequence
continues around the circle but the question "A what?" is passed all the way
back to the beginning and back again. This game can be confused by adding
an additional object called a Watt in the opposite direction.
VARIATION
In this version, you have a circle of however many people, and the same
number of monosyllabic items. One person, the leader, starts by choosing one
oblect, let's say it is a spoon. He/she hands this object to the person on his
right, and says: This is a spoon. The person replies:
"A What?"
Leader: "A Spoon.",br>
Person: "Oh, A spoon!"
the person then takes the spoon and hands it to the person on their right,
now becoming the leader. At the same time, the original leader has picked up
a new object, and has passed it on. The second person now must carry on
two conversations at the same time, looking from one to the other.
This game is really fun, and it tends to get louder and louder as the more people play the game. we did this with a group of about 35 once, and it is so much fun. It can be really frustrating to learn, but it really is a blast!
Contributed by Mark Stephens.
"B"
Back to Back (active/back pocket game)
Players stand about by pairs, except one player who is it. When it calls,
"Back to back!" the players must back up to a partner. When it calls "Face to
Face!" these partners must face each other and shake hands. On the next call
"Back to back!" and each time here after, all players must change partners. It
tries to get a partner during the change. The player left out becomes it.
Backlash (cooperative/active)
Equipment:4 round balloons-------Divide the group into two teams, then divide
each team into pairs. This is a relay race, and the racecourse can extend across
a large field or around a building. Mark a start and finish line. Teams of pairs
space themselves equally from one end of the racecourse to the other. Pairs
stand back to back with elbows linked. Blow up 4 large balloons and give two
each to the first pair from each team. One balloon is held in each hand of each
player. When the leader says "Go", the first two pairs make their way to the
next pair of linked players. The first pair transfers its balloons to the next pair.
The first team to cross the finish line wins.
Balloon Battle (active)
Equipment: Balloons, string---------Inflated balloons and string for each team
member. Have two teams - tie balloons to ankle and teams try to burst the
others first. Team with the last balloons wins. As your balloon is burst you
withdraw from the game.
Balloon Buns (circle/passive)
Equipment: balloon with message inside--------The players sit in a circle. A
balloon is passed around the circle. Each player has to sit on the balloon with
all their weight for 3 seconds. If someone breaks the balloon, they must do
what it says on the message. (ex, sing a song, bark like a dog, dance)
Banana (circle/passive)
Equipment: A rag or sock or a real banana-------Form a circle with all players
sitting on the floor. It is important for the players to sit close together with their
knees up and their hands tucked under their legs. The person in the middle has
to figure out where the banana is as the people in the circle are passing the
"banana" under their legs secretly.
Bandit (circle/passive)
"It" stands in the middle of the circle. When he points at one of the players
in the circle and says "Bandit!", that person must put both hands over his ears.
The person to the bandit's right must put the hand nearest to the bandit over his
own left ear, while the person on the bandit's left puts his nearest hand over his
own right ear. If any one of the three make a mistake by covering the wrong
ear, or by using two hands when only one is to be used, or failing to react at all
before the person who is "IT" counts to ten, he becomes "IT".
Barnyard (cooperative/active)
Each child is given the name of an animal with three children having the
same name. No one is allowed to tell another which animal he is. At the signal
each child makes the noise of the animal that he has been given. The first group of three animals to find each other and sit down are the winners.
Baseball (petrified) (active)
Divide into two teams. The rules are similar to regular baseball except that
the fielding team may not move their feet. The hitting team hits the volleyball
with their hand, and crawls around the bases. To score a point, the batter must
crawl all around the bases back to home before the fielding team gets the ball
to the catcher at home. If the fielding team gets the ball ahead of the batter, he is out. After three people are out, the teams trade places.
Basket-Soccer Ball (active/cooperative)
Equipment: balls--------Two teams are needed. The object of the game is to get
both teams up and down the court as many times as possible in 15 minutes.
Eg. Team 'A' and Team 'B' when at one end of the court, work together to
pass the ball around pylons, then kick or lift the ball up into the hands of one of
the team members, who then shoots at the basket. If the ball goes in, they can
then go to the other end of the court and shoot for that hoop. Note: Only
Team "A" can shoot at "A" basket and "B" shoots at "B" basket.
Beat the Bunny (circle/passive)
Equipment:Two balls of different size.---------The bunny (small ball) is started first
and is passed from child to child around the circle. When the bunny is about
half way around, the farmer (large ball) is started in the same direction. Note:
The farmer can change directions to try and catch the bunny, but the bunny can
only go one way.
Big Wind Blows (circle/passive)
The group forms a large circle sitting at an arm's length apart. One person
is chosen to be the "wind", and stands in the centre of the circle. The game
begins when the person in the middle acts like the wind ( by turning in a circle
and waving their arms) and says "THE BIG WIND BLOWS" At this point
they must specifically state what the wind blows, a statement which must be
true about themselves. ie "The Big Wind Blows everyone who has blue eyes."
All of the kids who have blue eyes including the wind must stand up and run
through the circle to a position that is now empty on the other side. Upon
reaching this spot, they sit down. One person will be left over, they are now
the wind and the game continues. There is no winner or loser, just a lot of fun.
Birds Have Feathers (moderate)
One player is leader. He and all the others flap their arms like birds. He
calls out names of something with feathers. If a player flaps his wings on a
calling that doesn't have feathers he's out. The leader flaps his wings on almost
all things to confuse the group and calls as rapidly as possible. "Birds have
feathers, bats have feathers, babies have feathers, etc."
Blanket Stand (cooperative)
Equipment:Blanket----------Spread out blanket; whole group must get on it so that
no appendages are touching the ground off the blanket. If the group completes
the stand, have them get off and fold blanket in half. Repeat the above process
for as long as possible.
Blanket Toss (active/cooperative)
Equipment: Blanket and waterballoon---------All players should be standing around
the blanket holding an edge. The leader of the game will launch (by catapult or
throwing) waterballoons into the air. The object of the game is to catch the
waterballoons in the blanket.
Blind Beach Volley-ball (active)
Equipment: Blanket and beach ball--------A blanket should be draped over a
volley-ball net. The game goes as usual except you can not see when the ball is
coming. Scary!!
Blind Cow (circle)
Equipment: bell and blindfolds--------All players sit in a circle facing the centre.
One person is blindfolded and is the "Blind Cow." The "blind cow" should be
spun around and then brought to the centre of the circle. The bell should then
be passed around the circle and rung. The "blind cow" will then follow the
sound of the bell. The game leader points at the person who should stop the
bell. The "blind cow" now has to guess who is holding the bell (by pointing). If
the person is right, the chosen person becomes the cow in the next round. If
they are wrong, he has to go again (until he guesses right).
Blindman's Bluff (active)
Equipment: blindfold-------Blindfold one player and spin them around 3 times.
The blindfolded player tries to tag one of the other players, who may crouch
low, sneak up behind the "blindman" and yell "Boo", or stand still and keep
very quiet. Eventually though, someone will get careless and be tagged. That
player is then blindfolded for the nest game.
Body Surfing (cooperative)
All the players lie face down, side by side, spaced about a body's width
apart to form a long human breaker. A player kneels at one end of the line of
bodies and launches himself onto the surface, belly down with his/her arms
outstretched. The wave action now begins. Those at the beginning of the line
start rolling over continuously in the same direction. As the surfer moves onto
new players, they roll as well. When the surfer reaches the beach at the other
end of the line he lies down and becomes part of the wave and the person at
the head of the line gets to try her surfing skills.
Boiler Burst (active)
The goal is a line thirty feet long. The players form a semi-circle forty feet
from the goal with their backs to it and facing in. IT stands at the centre of the
circle and begins to tell a story, either making it up or an old familiar one. At
any point he chooses, the storyteller says "and the boiler burst" upon which all
the players run for the goal. IT runs after them attempting to touch one. The
runners are safe when they reach the goal; the first player tagged before
reaching safety is IT.
Bola (active)
To make a Bola, stuff a rubber softball into a long sock and tie a knot in
the sock just above the ball. Now tie a rope to the sock. Lie down on your
back and start spinning the Bola, slowly letting out the rope. When you've got
it rotating at a full radius, everyone can begin jumping into the circle. You may
increase the speed, or have two people join hands, and jump in partners. If
you're nicked by the Bola, you may continue or sit out.
Bombardment Pins (active)
At either end of the playing space, set up in a row as many tenpins, or
popbottles as there are players. Make a dividing line across the centre of the
playing space. Divide players into two teams. Each team takes one side of the
field and must not step over into the other side. One team starts the game by
throwing a volleyball or playball, trying to knock down the pins on the other
side. The opponents protect their pins by catching or blocking the ball with
their hands and bodies. If the ball hits outside the field and knocks a pin down
on the rebound it still counts. Play for fifteen minutes with the ball shooting
back and forth rapidly. With a large number two balls can be used. The
winner is the team that knocks down all the other teams pins.
Bop Bop (active/circle)
The players start sitting in a circle. The leader stands up and "bops" or
dances around the inside of the circle. The players can help out by making
their own music. The leader then taps selected people on the head and says,
"start bopping right now." These tapped people will join the leader in the
middle. These boppers keep dancing and tapping until they hear, "Bop Bop
Over!" The players will then stop dancing and run back to their spots. The last
one there is the new leader.
Box the Leader (active)
The group should be split into 4 groups. Each group should form one side
of the box that should be surrounding the game leader. Each side has a name.
These are: - NORTH ("North is Aaaaa Oooookay!!!) - SOUTH ("South,
Wooh!) - EAST ("East is the beast to beat") - WEST ("West is the best")
The object of the game is to be the first team to be in the appropriate order in a
straight line in the right relation to the leader. Once your whole team has
arrived, you should yell your team's chant (they are listed above)
British Bulldog (active)
The players are at the ends of the field, with 3 bulldogs standing in the
middle. Whenever they are ready they will call: "British Bulldog". The players
must then run to the opposite side of the field without being touched.
Bump and Scoot (active/cooperative)
Equipment:Volleyball net, ball---------Using a volleyball net, have the girls on one
side and the boys on the other. Whenever a boy or girl hits the ball over the
net, they "scoot" to the other side. the idea of the game is to completely switch
the teams to the other side, but they all must work to together to succeed.
Bumpety Bump Bump (circle/active)
All players stand in a circle with someone in the centre. The person in the
centre will choose someone in the circle to point at and will say, "Right,
Bumpety Bump Bump Bump" or "Left, Bumptey Bump Bump Bump." The
person who is pointed at has to say the name of the person to their right or left
(depending upon what is asked by the person in the centre) before the phrase
is finished. If they fail to do this, they are out. The centre person is trying to
eliminate all players.
Buzz (circle/passive/backpocket)
The players start counting substituting buzz for the number seven and
multiples of seven. If a player makes a mistake he must drop out or the whole
group must start again.
"C"
Cat and Mouse (active/circle)
The players should stand in a circle. Two people are chosen, one to be the
cat and the other to be the mouse. The object of the game is for the mouse to
catch the cat on the inside of the circle. This can achieved because when the
mouse runs in between two people, they will join hands and the cat can not
pass through. This game can be repeated with a new cat and mouse.
Catching the Dragon's Tail (active/cooperative)
A dragon is formed by grouping the players into a long line each with their
hands on the shoulders of the one in front of him. The first in the row is the
dragon's head. The last in the row is the dragon's tail, eager to lash to the right
and left in order to escape the head. Until the signal GO is given, the dragon
must be a straight line. Someone in the group counts "One, two, three, go!"
On the signal GO the head runs around toward the tail and tries to catch it.
The whole body must move with the head and remain unbroken. If the head
succeeds in touching the tail, they may continue to be the head. If the body
breaks before he catches the tail the head becomes the tail and the next in line
is the head and so on until each has a chance to be the head and the tail.
Catch Don't Catch (circle/active)
This is similar to "flinch". The players should be standing in a circle with
their arms crossed. The person in the centre will throw the ball to someone in
the circle. They will either say, "Catch" or "Don't Catch". If they say "Catch",
the player should not catch the ball and cannot flinch (move their arms). If they
say "Don't Catch" , the player should catch the ball. If a player does the wrong
thing or misses the ball, they are out.
Caterpillar (active)
The players must lie face down, side by side and very close to each other. Alternate small
players and older players. Player at one end must get to the other end by
rolling on this corduroy road. When this player reaches the other end, the rest
player starts rolling on the carpet.
Chicken Picks (passive)
Equipment: rubber chicken---------- Players sit in a circle and one player goes into the middle. A topic is chosen
and the rubber chicken starts at one person and is passed around the circle.
The person in the middle must list as many things as they can from the topic,
but they only have however long that the chicken makes it around the circle
once. When the chicken gets back to the starting point, the person must stop
talking. A designated counter should be in the group to count how many
objects they are able to list. The person that is able to list the most objects is
the winner. Topic example: Chocolate Bars (ie) hershey, crispy crunch, aero
etc. etc. etc.
Circle Run (circle/active)
The players should start sitting in a circle numbered 1-4 (this can be
adjusted depending upon the size of the group). The game leader will call out a
number and all players with that number will stand up and run clockwise
around the circle. After one warm-up lap, the race begins. A runner is out if
another runner passes them on the outside. The run continues until one person
is left. The leader then continues to call numbers. A winners round might be a
good way to end the game.
Circle Stride Ball (circle/moderate)
Equipment: Volley ball----------A circle is formed, feet apart and touching
neighbours. The player inside the circle with the ball tries to throw the ball out
the circle between the players legs. Players try to stop it by using their hands.
If the ball goes through, then that person goes in the centre.
Collective-Score Blanket/Towel Ball (cooperative)
Equipment: Ball, blanket or towels or both.---------This game is basically group
juggling with blankets and towels.
Colored Eggs
One player is chosen to be the Fox. One player is chosen to be the Hen. All
the rest of the players are the colored eggs. The fox must stand far enough
away from the hen and her eggs that he can't hear them. The hen assigns a
color to each egg by whispering the color in their ear. The eggs line up facing
the hen. The fox comes up behind the hen and acts like he is knocking on a
door. The hen responds, "Who is it?" The fox replys, "It's the fox." The hen
says, "What do you want?" The fox says, "Colored eggs." The hen says, "I
haven't got any." At this point all the players who are eggs laugh loudly. The fox
says, "I hear them laughing." "O.K." says the hen. "What color do you want."
The fox begins to guess colors. When he guesses a color that is assigned to an
egg the egg begins to run. If the fox catches the egg a new fox and a new hen
are picked. If the fox doesn't catch the egg before it gets back to the hen he
must guess another color and try to catch the next egg. However,before the fox
can make his/her guess the fox must knock on the door each time and the
conversation between fox and hen must be repeated each time.
Contributed by Bizzie Vunderink
Colours (back pocket)
Chose a colour. You must stop someone and touch part of their clothing
which is of the chosen colour.
Crab Grab (active)
The players are split into 2 teams and the classic crab position is assumed.
This position is maintained supported by at least 3 extremities, while each
player tries to make the team members of the opposite team touch their rear to
the ground, at which point they win.
Crab Walk Soccer (active)
Two teams sit on lines a short distance apart. Team members are
numbered. Soccer ball sits in the centre. Official calls number. The member
of that number from each team crab walk and attempts to get the ball over the
opponents goal line. When a point is scored, the ball is returned to the centre
and another number is called. Team members may help but not score.
Crows and Cranes (active)
Divide the children into two equal teams. Name one of the teams crows
and the other cranes. Line the two teams up four or five feet apart facing each
other. Flip a coin, and if it comes up heads call crows. Upon calling crows,
the crows must turn in flight with the cranes after them. If any of the cranes
makes it to the safety zone he is free. If he is touched he switches teams.
"D"
Dancing Bear (active)
Equipment:rope--------Tie the rope to a tree. One person should be chosen to be
the bear. They should hold the rope in one hand. The rest of the players need
to run around in touching distance. With their free hand, the bear tries to touch
the other players. If touched, the player would hold hands with the bear and
help catch people.
Dancing Statues (active)
Equipment: Yogurt cups (or something else, be creative)---------Each player is
given an empty yogurt cup and they put it on their head. All of the players must
start dancing. Whoever keeps the cup on their head the longest, wins
Dho-Dho-Dho (active)
You need a soft area that is divided into 2 equal parts with a centre line.
The players should be in two teams on either side of the centre line leaving a
no-mans land in between them. One team chooses a player to go across the
line, tag one or more players on the other side, and return safely home. Clearly
that could require agility-but breath control? That's where the "dho-dho-dho"
comes in. Before crossing the centre line, the player who is IT takes a deep
breath. Not only must he complete his mission in one breath, but he must use
that breath to repeat aloud in a steady flow, "Dho-Dho-Dho-Dho-Dho...." If
members of the opposite team can catch and hold him in their territory until
they run out of breath, they've acquired a new team member. If he makes it
back across the line with any part of their body , even a fingertip, all those he
has tagged join their team.
Dice Count (circle/moderate)
Equipment: 1 die, a pair of oven mits, a chocolate bar or other wrapped up
treat, and a hat.
A chocolate bar is wrapped up in 5-6 layers of paper and placed in front of
one of the players who are sitting in a circle. The person directly to the left of
the person who has the chocolate bar starts rolling the die while the person with
the chocolate bar starts to put on the hat and oven mits. Once the oven mits
and hat are on the player starts to unwrap the chocolate bar. The unwrapping
continues until the roller rolls a 6. When that happens, everything is passed to
the left, and a new person starts to roll the die, and the old roller starts to put
on the mits and hat. The game continues until the chocolate bar is eaten.
Dodge Ball (active/circle)
Divide the group evenly into two teams. Team A forms a circle around
team B. Team A is given a large rubber ball. At signal team A players throw
ball at team B, attempting to hit them below the waist. Team B players may
avoid being hit by moving or running aside or ducking. A player must leave the
circle when hit OR a player who is hit may join team A. Leader may time the
eliminating process to determine which team eliminated its opponents fastest
Donkey Dodgeball (circle/active)
Equipment: ball-------This game is played with the same objectives as in all
dodgeball games. In this game a circle is formed and 4 people are chosen to go
into the middle. The 4 people hold on to each other at the waist, forming a
chain. The front and middle protect the back of the donkey by using their
bodies as a block. The players who form the circle try to hit the back end of
the donkey, below the waist with the ball. If someone does hit the last person
of the donkey, then the thrower will join the front of the donkey and the person
who was hit, joins the circle.
Do This, Do That (active)
see simon says
Dracula (active)
One player is chosen (secretly) by the leader to be dracula. When the
game starts, everyone starts to mingle with their eyes closed. (Make sure that
their are people watching to make sure no one gets hurt.) Dracula keeps their
eyes open. Dracula picks their victim, goes up to them and screams. This
caught person, opens their eyes and becomes a Dracula as well. The game
continues and the Draculas move around together. The game is over when all
of the Draculas surround the last human. Watch the ears!
Duck Duck Goose or Drip Drip Drop (active/circle)
The children form a small circle and all sit down. One person is it and he walks
around the outside of the circle, touching the other children's heads saying
"duck, duck, duck," and when he comes to the person whom he wants to
chase him, he calls "goose". The goose chases the it around the circle and the
one who reaches the space first sits down and the other one is it.
Ducks that Fly (active)
When the leader says, "Ducks fly", and flaps his/her arms, all the players
must flap their arms. The leader goes on to say, "Cats Meow", with
appropriate sounds or gestures, which must be imitated as above. He/she may
continue, "hens cluck", "horses trot", and so on with appropriate gestures and
sounds. When he/she chooses, he/she may substitute a false statement and
motion, such as, "cows bark", "elephants fly", and so on. If the player imitates
the false motion, he/she is penalized. If any player makes a false motion or
sound at any time, he/she's out (can be given three chances).
Drop the Handkerchief (active/circle)
The players form a circle. One player is chosen to be IT. He walks around
outside the circle with a handkerchief in his hand. He drops it quietly behind
one player and keeps walking trying to get around the circle before the player
discovers the handkerchief. If IT gets all the way around the player becomes a
dead fish and stands in the middle of the circle. If the player discovers it he
chases IT and catches him, they are not IT. If he doesn't catch IT, he
becomes IT. A dead fish can rescue himself in two ways. He may snatch the
handkerchief from behind some other player before that player sees it, or a
player behind whom the handkerchief has been dropped may toss it into the
circle behind a dead fish. The dead fish then picks up the handkerchief and
chases IT.
"E"
Eco-Ball (active)
Participants split up into as many teams as you want or feel are necessary.
The entire tournament site (including play, rest, food, and sanitation areas) is
divided into a like number of parts. The boundaries should be clearly
described but not marked. Each team is given one portion of the field.
The Electric Fence (cooperative)
Equipment: Sturdy 8' pole, "wire"
Object: To transport a group over an "electrified" wire or fence using only
themselves and a conductive beam.
Rules: If a participant touches the fence (rope) he is "dead" and must
attempt the crossing again. Any person touching the individual as he touches
the wire must also return for another crossing. If the conductive beam touches
the wire all those in contact with that beam are dead and must attempt another
crossing. An electric field extends from the wire to the ground and cannot be
penetrated. The trees or other supports which hold up the "wire" cannot be
safely touched and so cannot be of assistance in the problem.
Caution: Be careful not to let the more enthusiastic people literally throw
other participants 7'- 8' in the air over the rope.
Electricity (circle/passive)
The group sits in a circle holding hands while someone sits in the center.
The game commences with one person proclaiming that they are going to send
a charge to the person beside them and proceeds to squeeze the hand of their
neighbour. The person in the middle tries to figure out where the current is. If
successful, he exchanges places with the immediate sender of the
charge.
Elephant ball (moderate/circle)
All the players are in a circle with their legs spread apart and their feet
touching the next person's feet. The ball must be punched around the circle
until it goes through someone's legs. That person is then out. This continues
until there is one person left, who would be the winner.
Elephant, Giraffe, Palm Tree (active/circle)
Form a circle with one person in the middle. The middle person will point
to an individual and the person pointed to along with the persons on each side
will have to form what was called out. ELEPHANT- Middle person (one
pointed to) will form an elephant trunk by putting arms straight in front of you
crossed at the wrists. Persons on each side will form the ears of the elephant
by bending toward middle person, cupping around the mouth with hands as if
whispering to the middle person. GIRAFFE- Person pointed to raise arms
above head, arms extended fingers closed. Side people will grab middle ones
waist bending over. PALM TREE- Middle person raise arms above head in
"Y" formation, fingers open. Side people do the same but lean toward outside,
away from the middle person. The object of the game is to try to keep
changing all the time. The game has to be played quickly. As soon as an
object is formed, the person in the middle of the circle has to point to someone
else.
Elves, Giants, Wizards (active)
This game is based on the same concept as rock, paper, scissors. In this
game; Elves beat Wizards (they can run through their legs) Giants beat Elves
(they stomp on their heads) Wizards beat Giants (because they are smarter)
The group needs to be split into 2 groups. Each group needs to choose one of
these signs. The two teams come face to face in parallel lines about 2 meters
apart. Both groups will yell, "Elves, Giants, Wizards,.........."(chosen sign goes
here). The side that won chases the other team back to their home and tries to
tag them. The players that are touched must join the other team. The object is
to get everyone on your team. The actions are; ELVES- swat low to the
ground and put one finger to either side of your head like little pointed
ears. GIANTS- stand up on your tip toes and stretch your arms high over your
head WIZARDS- turn body 90o to the left. Stretch right arm out in front and
put left hand by left shoulder. Wiggle your fingers like you are
casting a spell. If both teams do the same sign, it is a tie. (go pick again!)
Escape From the Planet Of "What" (active)
The game begins by giving each team a clue that will lead them to their
spaceship. These can be anywhere. Once at their spaceship, the team finds a
message for them either in a tape recorder or on a piece of paper explaining
that their spaceship has malfunctioned and they have crashed on the Planet of
"What". They have 40 minutes to follow the clues that will lead them to a new
spaceship so that they will only be able to say "who", "what" and "where".
Clues lead them from station to station where they have to perform a task (such
as making up a national anthem for the planet, or crawling through a laser
field). The final task is to build a spaceship out of any equipment available.
Escape From the Monsters (circle/active)
Equipment: bean bags, blindfolds, ropes and keys------Four monsters are
chosen and they are blindfolded and sat in the middle of a circle that is formed
by the rest of the players. In front of these Monsters sits their treasure(keys).
They have bean bags for ammunition. The leaders chose one person to go
through the circle and get the treasure. This person gets 3 monster de-
activators.(ropes tied into a circle) These will de-activate the monster if it is put
over their head. The monster can stop trespasser by hitting them with a bean
bag. The players in the circle can help the monsters by telling them where the
trespasser is.
"F"
Farmer and the Crow (active)
Equipment: six objects such as paper plates, beanbags, small boxes------Divide
the children into teams of equal number, each team behind a starting line, facing
a wall or finish line about twenty feet away. The first player on each team is a
farmer, the second player is a crow, the third a farmer, the fourth a crow, and
so on. At a signal, the first farmer on each team takes the seeds (six beanbags)
and places them at equal intervals from the starting line to the finish line. He
runs back and touches the second player, a crow. The crow must hop over
each of the beanbags, touch the finish line, change to the other foot, hop back,
pick up each seed as he comes to it. He hands them to player number 3, a
farmer, who goes out to plant them again, and so on. The team finishing first
wins. Play again letting each crow be a farmer.
Feeding Time (active)
Equipment: small pieces of paper, peanuts or candies.--------The group needs to
be split into small groups of at least 4 people. Each group needs to be a
different animal and decide on the sound they will make. A leader needs to be
chosen for every group. The object of the game is for each group to try and
collect the most food. On the word "go", the players can start looking around
the playing area for food. The only people that can actually pick up the food
are the group leaders but they can not pick up any food they want. The rest of
the team members look for the food and when they find it, they stand on it or
beside it and make their animal noise until their leader comes. Once the food is
taken by the leader, the player would go and look for food again. The team
that collects the most wins.
Fight for My Attention (drama/passive)
Two people are challenged to come up to the front of the room and the
audience then chooses a topic. The two people must talk about that topic for
one minute in front of the crowd, BUT they are both talking about the topic AT
THE SAME TIME! The audience must then vote on which person held their
attention for longer.
Fire (cooperative/active)
'Victims' must remain motionless and not aid the rescuers until the victims
are healthy again. Rescuers cannot look at signs until victims are removed to
safe area. All the group except 3 people are unconscious in that burning
building. The rescuers know that the building will explode in 4 minutes. Save
as many people as you can. Go!!
Fish In A Pond
Divide children into groups of two. Give each group a name of a fish. Then
have one member of each pair form a circle (Pond) at one end of the playing
area by holding hands, while the other partners do the same at the opposite
end. Select one person to stand in the space between the circles. This person
calls the name of the fish and the two people who represent this fish rush to
their partner's circle to switch places. The person in the space attempts to
catch one of the partners. If caught this "fish" calls a different name and their
position is taken by the person originally in that space. Position are marked by
gaps in holding hands.
Flinch (circle/active)
Equipment: ball-------The players stand in a circle with their arms crossed. One
person should be in the centre. The person in the centre is trying to get
everyone in the centre out. The person in the centre will throw the ball at the
people in the circle. If they miss the ball, they are out. The person in the centre
can also pretend to throw the ball. If the people in the circle "flinch" (move their
arms from the crossed position), they are out.
Flipper Flopper (moderate)
Equipment: One penny per pair of campers, rubber chicken Players form a
circle and stand beside their partners. The rubber chicken is in the middle of
the circle. One player is the flipper (with the penny) and the other is the
flopper. When the leader says go, the flipper must flip the penny on the
ground. If it is heads then the flopper takes two steps forward and if it is tails
then the flopper takes one step backward. The first flopper to reach the
chicken wins!!
Flying Duchman (circle/active)
The players stand in a circle with their hands joined. The player who is it
runs around the outside of the circle and slaps any two joining hands, the
owners of which become flying dutchmen. They run in opposite directions
around the outside of the circle . The player who was it steps into the circle.
The last player back to the place in the circle is it.
Foghorn Leghorn (active)
Equipment: rubber chicken--------Groups are divided in half (no, not each of
them in case you were wondering!). One group lines up in a line with the
rubber chicken at the front of the line. The other group forms a tight bunch, as
close in as possible, and elects a runner. The leader says "Go Foghorn!" The
group in the line then passes the rubber chicken Under-Over style down the
whole line. While this is going on, the runner runs around the bunch and keeps
track of the number of times they make it around. When the rubber chicken
makes it to the end of the line then the last person throws it as far as possible
and shouts "Go". The group that was in the bunch then runs to where the
chicken landed and lines up behind it. They then do the Under-Over thing.
The other group forms a bunch and counts how many times the runner makes it
around. This keeps on going and the count of runs is a cumulative count, so at
the end of an allotted time period the group with the most runs around is the
winner.
Footloose (active/cooperative) ** For older campers
The object of this game is to transport everyone from one end of the
playground to the other. To heighten the challenge and make the game more
fun, suggest that players are fleeing a dreaded disease and can only escape if
they are carried by other players. The players may be carried by as many
players as necessary. When the carried player is delivered to the other side of
the playground the others must go back and carry each other. This continues
until the last player is carried by a single person. The last player, who was not
carried gets carried back triumphantly on the shoulders of the entire group.
Fool Your Family (active/icebreaker)
Equipment: One slip of paper for every player----------Papers should be in groups of
five, and each group represents a family, for example, the Smiths. So the first
Smith paper would be Mr. Smith, the second Mrs. Smith, the third Brother
Smith and so on. Each family should have a different last name but the same
characters (ie) one mom and one dad. Each player is given one slip of
paper and they must walk around trading papers with everyone else on the
room. They should try to make as many exchanges as possible, and they
should not be looking at which papers they are receiving. The leader then calls
out "Find your family". The players must find the other members in their
family. When they have found them, they must sit in order from dad to baby in
a line on the floor. The last family to sit down may be eliminated if you choose
to do so. The leader may also give out specific instructions, for example "Find
your family without talking".
Frozen Beanbag (Help Your Friend) (active/cooperative)
Equipment: bean bags------Players should be balancing beanbags on their
heads. On a signal, players move around the area at their own pace. To
change the pace or action, the leader can ask the campers to hop or skip. If
the bean bag falls off a camper's head, that child is frozen. If the bean bag falls
off a camper's head, that child is frozen. Another camper (the friend) must pick
up the beanbag and replace it on the first person's head without losing his or
her own bean bag. When the game is over, ask the players how many times
they helped their friends, or how many times their friends helped them.
Fruitbowl
You have a minimum of 5 players one person sits in the middle of a circle then
each person picks a fruit name(short ones work best, Kiwi, pear, etc.) You
then pick one person to start the game(excluding the middle player) s/he then
calls their fruit name and someone elses, the person in the middle then tries to
tag the second person before they call out their name and someone elses. For
example if I was Kiwi and it was my turn I might say "Kiwi Grape" - the person
who was Grape would need to say "Grape ---" Before the middle person
tagged that Grape person. You go like that until someone on the outside gets
tagged by the middle person, then they switch places. You do this until you get
bored of it. I hope you use and like this game.
Contributed by Keri
Fruits and Vegetables (active/circle)
Divide the children into two large groups. One group will take the names of
vegetables, the other fruit. In each large group, two or three children take the
same name of a fruit or vegetable. The children mix themselves up and form a
seated circle. It, the leader to start, sits in the centre. It call out "Peas and
apples change places". While they are doing so, it tries to get to one of the
vacant seats. If he succeeds the ousted one becomes it.
Flying Fish (active)
Equipment: Construction paper cut outs of fish
Each team is given a folded magazine or newspaper. Players line up in a
straight line. A plate is placed on the finish line. At the word "go" each player
places their fish on the ground and fans it with the newspaper towards the
plate. As soon as they have done this, they would race back to their team and
hands the newspaper to the next player in the line.
Fox and the Rabbit (active)
The players are divided into groups of threes and are scattered into groups
around the playground. Two of the three form a 'home' by facing each other
and joining hands. The third one will be the rabbit and will simply stand in this
house. In addition the these groups of three, there should be two extra players,
a homeless rabbit and a fox. The fox starts the game by chasing the homeless
rabbit around and around in and out of the groups. When the rabbit has grown
tired, he may go into one of the homes and at once the rabbit who was already
there must leave, and this rabbit is chased by the fox. When the fox catches
the rabbit the two change places.
"G"
Gates, Bridges and Tunnels (active/circle)
Equipment: Rubber chicken-----Players get into groups of three and form a
circle so that they are standing beside the people in their group. One person is
the gate person, one is the bridge person and one person is the tunnel person.
The leader should be standing in the middle holding the rubber chicken. When
Gates is called, the gate people leave their spot in the circle and run around the
outside of the circle. The two people from the group then form a gate by
putting their arms together. When the gates person gets all the way around
they then run through their gate into the middle of the circle and try to grab the
rubber chicken. The same thing happens for the tunnel and the bridge people
except their partners form tunnels and bridges. The first person to grab the
rubber chicken is the winner. (name your chicken, it is Fun, Fun, Fun!!!)
George
"George" can entertain groups for a while. To play this game everyone sits
in a circle. Every one goes around the group and says their name. This allows
everyone to learn everyones name, in case they didn't already know. After the
names are said the name stays with that seat/spot. George is "it". He can starts
it by saying a name of one person. Amy do you want to leave? Amy answers:
no. George says, then who? Amy will take over and repeat it with another or
the same name. Scott do you want to leave? Scott says: no. Amy says: then
who? It continues until someone messes up. When some one messes up the
person to the right of George gets up and the one who messed up goes in his
place (the last postion) and everyone rotates up to where the person who
messed up was sitting. Remember when everyone moves there name stays at
that seat. It can get confusing to remember whose name goes with what seat.
A good way to memorize everyone in the groups name.
Contributed by Amy Roberts
Ghost (passive)
Three or four players are chosen to be the ghosts. The rest of the group
needs to scatter across the playing space and choose a spot to stand in. All
players need to close their eyes. The ghosts will roam about the playing
space. They will try to kill the people by standing close behind the players for
10 seconds without them knowing. If this happens, the ghost will tap them on
their head and they will sit down quietly. If a person suspects a person behind
them, they would ask, "Is there a ghost behind me?" If they are right then they
become a ghost. If they are wrong they are out and should sit down. This is a
great game is you want to quiet your camp down.
Good Morning Captain (passive)
The captain sits slightly apart from the group and is blindfolded. The leader
indicates a player who says "Good Morning Captain!" The captain tries to
name the speaker. If he responds "I said good morning captain!" If the captain
correctly identifies the speaker he retains his position. If not the player
becomes the new captain. Players should try to disguise their voices.
Go Tag (active)
Everyone squats in a line, alternate players facing opposite directions. The
person at one end of the line will be the first runner. They may run around the
line in either direction. The person at the other end will be the first chaser.
They may start running either clockwise or counter-clockwise, but they may
not switch directions once they start. The object of the game is for the chaser
to tag the runner. The chased person may change place with anyone in line.
The chaser can only push out a new runner who is facing the appropriate
direction. When the chaser catches the chased, the person who tagged them
becomes the starting chaser for the next game
Guard the Pin (active)
Equipment: ball and pin
Everyone stands in the circle facing in. A pin is placed in the centre of the
circle. A guard is chosen. The guard stands in the centre of the circle and
guards the pin. The object of the game is for the players in the circle to try and
knock down the pin with the ball. All throws should be thrown underhand.
The person who knocks down the pin gets to be the new guard.
Guess Who (moderate/icebreaker)
Equipment: pieces of paper with names on them, tape Each player needs a
name taped to their back. The object of the game is to figure out who you
are. Everyone goes around and asks the other players questions. The players
can only answer yes or no. This game is great when a theme is incorporated.
(ex. cartoon characters, book characters)
"H"
Ha Ha Ha (passive/cooperative)
This is a contagious laughing game. Player #1 lies on their back and places
their head on the belly of player #2 . Player #2 then places Their head on the
belly of player #3, and so on. Players should end up lying in a zig zag
formation. Now the first person shouts "ha!" and the next person answers with
"ha ha!".... etc. Soon everyone loses control and starts laughing hysterically.
Hand Wave (circle/moderate)
Everyone starts in a circle, on their stomachs, with their heads towards the
centre and their arms forward. The players should have their right hand over
their neighbour to the right's hand and their left hand under the hand of their
neighbour to the left. Arms should cross at the wrist. The object of the game
is to pass the slap. The person who starts slaps the ground and the next hand
slaps (not the next person). Once you have the hang of it, add the option of a
double slap. This skips the next hand. When a hand is turned on it's side, start
slapping the opposite way.
Hazoo (passive)
Choose someone to be it and divide the group into 2 parallel lines. The
person who is it has to walk down the column without laughing or smiling. The
rest of the people, try to make the person laugh without touching them. This
game can also be done in a circle and the person in the centre can be put in the
hot seat. Specific questions can be asked and if successful they become the
Grand Pooba.
Hit the Bat (no gloves required)
This is played in the street (quiet and a not so busy street) and requires
having some what of a hill, not much though. One person is picked to be up
(the hitter), stands at the bottom of the hill. The others stand scattered towards
the hill. The person that is up, hits a tennis ball (can be a grounder or fly ball)
somewhere towards the top the hill. Whoever gets to the ball has a chance to
run as close as they can to the hitter, the way the hitter controls how close that
person gets, is by putting the bat down whenever they choose. The person
who has the ball then rolls it towards the bat. The ball ususally bounces up
when hits the bat. The hitter must catch the ball after it hits the bat in order to
remain the hitter, if not, the "catcher" now becomes the hitter. This is usually
best played with at least 5 or more people.
Contributed by Tanya Callen
Horse and Rider Ball (moderate)
Equipment: ball-------Half of the children are horses and half are riders. The
riders mount and they are given a ball to pass between them. If they miss,
either of the following are done: 1) The rider that missed the ball runs and gets
the ball and when he gets it he hollers stop which means that horses who have
displaced their riders and have been running come to a stand, and if the rider
throws and hits one of the horsed, the riders ride again, and if he misses the
horses become riders. 2) Every time the rider missed a ball, all the riders
immediately become horses and the horses riders, and every time the ball is
missed all change.
Hot and Cold (passive)
One person is it and leaves the group. The rest choose an object in the
room and when "it" returns they help him find the object by singing a song and
increasing the volume as he nears the object and decreasing when he becomes
colder.
Hot Potato (circle/passive)
Equipment: Ball or something to pass------The potato is passed from person to
person until the leader gives a signal. The person left holding the potato is
eliminated.
How do you Do? (active/circle)
Players form a circle. The hostess walks around the outside of the circle and
taps one player on the shoulder. She shakes her hand and asks: "How do you
do?" the reply is: "Very well thank you". Repeat three times. On the third
"Very well thank you" hostess and player leave in opposite directions. The
player who is last to reach an available space becomes the hostess.
How do you Feel? (circle/passive)
Fill a few bags with varying items. (ie. chunk of bread, a piece of soap, a
candle, a stick of gum, a sock, kleenex, wet paper....). Be sure to have things
that are difficult to distinguish. Then, sit the group in a circle. Give the bags out
and ask the person to pick out an object without looking in the bag. If they
pick out the wrong objects they must put it back. Then the bags are passed on
to let someone else have a turn.
How many Thumbs??? (circle/passive)
Group should be divided so that they are in small groups of about five or six
people. The group lies on their stomach and puts hands in the middle of the
circle with fists closed. On the count of three, everyone either sticks one thumb
up or two or none, while at the same time they are saying a number. The
object of the game is to predict how many thumbs are up!
Human Pinball (circle)
Equipment: Ball----------All players except one stand in a circle, facing outwards. Spread your legs
as wide as comfortable until your feet are touching your neighbours on either
side. Everyone bend down and swing your arms between your legs. (flippers)
The one person left over enters the circle as the moveable target. The flippers
try to hit him by knocking a ball back and forth across the circle. If the target is
hit, the person who hit him goes in the circle and becomes the new target.
Human Tramp (cooperative)
Two parallel lines are formed and told to face each other. Each person
joins hands with those of the person opposite him. One person dives onto the
arms of the two rows, and is passed down the line by being thrown up in the
air. It's a good idea to have a safety spotter at the opposite end of the line.
Humming Game (passive)
You make a task for a person who has been asked to leave the room.
When the person returns everyone hums. When the person returns everyone
hums, when the person gets closer to the area where the task is to be
accomplished the humming becomes more intense and if she goes away
humming becomes quieter.
"I"
I Am The Captain (circle/moderate)
Equipment: ball------The players are numbered in a circle with the captain
standing in the centre. The captain says, "I am the Captain and I have lost my
hat, and I think that number ? has it." The captain then throws the ball
to that person. As soon as the ball has been caught, they must say, "who
sir/maam, not me sir/maam", before the Captain says, "Back to the end of the
line." If the player does not say their line, then the player must go to the end of
the number order and everyone gets bumped up a number. If the player does
say "Who sir/maam, not me sir/maam" , before the captain can say their line,
then the captain will continue the conversation saying, "yes, you sir/maam." The
player replies, "Oh not I sir/maam." The captain asks, " If not you sir/maam
then who maam?" The player answers, "Number ? sir/maam" and throws
the ball to that player. This game could be simplified by using names instead of
numbers.
Indy 500 (circle/active)
The group should be sitting in a circle and numbered 1-4. Give each
number a name of a car. (ex. 1's are Porches, 2's are Ferrari's... etc) The
game leader calls a car name and those cars have to get up and run around the
circle. The first person back to their spot wins. There is a twist to this game.
The cars can have things wrong with them as the leader chooses. Some ideas
are; FLAT TIRE (Hop around on one foot), RUN OUT OF GAS (Crab
Walk), TURBO BOOST (run around), NO MUFFLER (noisy!)...etc.
Islands (active)
Equipment: hoops or small designated areas-------Several "islands" are placed on
the ground. When the music stops or the leader stops singing, everyone must
be standing on a island without touching anyone else in the group. As the game
continues, remove islands until only one is left.
I Spy (backpocket)
One person says " I spy with my little eye, something that is ....(colour)".
Then others try to guess what the object is and the one who guesses it takes
the next turn.
In the River, On the Shore (active)
All of the players should be standing on side of a line on the ground. The
leader will call out, "on the shore" and "in the river". The players follow the
commands by jumping on the side of the line that applies. The players get out if
they are not listening. The leader could call out, "in the shore" and "on the
river". The players move, they are out.
"J"
Jamaquack (active/circle)
Jamaquacks are rare birds from Australia. Being from down under, they
always stand bent over, with their hands grasping their calves or ankles and
shuffle along backward. They are nocturnal by preference, and when they are
out in daylight, they always try to wander off somewhere, only a third of the
players can be jamaquacks at a time. The rest must form a jamaquack pen by
holding hands in a circle facing the center. Two players create a hole in the pen
by dropping their hands. The jamaquacks gather in the middle of the pen,
heads together and begin quacking and moving backward with their eyes
closed, trying to find the way out. While the birds are trying to escape, those
forming the circle do their best to jam the quacks back inside the pen by
GENTLY knee-bumping them. Once outside the circle the jamaquacks can
finally stand upright and open their eyes but they should keep quacking to let
their species mated locate the hole.
Jelly Roll (icebreaker)
This game is ideal for groups that either don't feel completely comfortable
with one another, or are difficult to assemble quickly.
Divide the large group into smaller groups by means of colour of clothing,
birthdays or counting to group them together. Have them get into these groups,
hold hands in one long line and then roll from one end to the other into a "jelly
roll" and sit down.
This can be used when you need to explain something , break them into groups
quickly etc. All you need to do is yell "jelly roll".
Jeepers Creepers (active)
Equipment: A roll of crepe paper.-------Divide the group into teams of three.
Each team receives a roll of crepe paper. Mark two parallel boundary lines
about 10 yards apart. Each team lines up behind on of the boundaries. When
the leader says "Go" , two player on each team get down on their hands and
knees, one behind the other. The rear player places his or her hands on the
ankles of the front player. The third team member becomes the connector and
connects the two players by wrapping the crepe paper around the wrists and
ankles of the players. After the players have been connected, they begin to
creep toward the opposite boundary. If the crepe paper tears, the two
crawlers must stop while the third player repairs the connection. Once the two
crawlers reach the boundary they switch so that everyone gets a chance to be
the connector. The first team to cross the boundary line after all three team
members have been crawlers and connectors is the winner.
Juggling (Group) (cooperative/circle/moderate)
Players stand in a circle, hands in the air. The leader throws the ball to a
player on the other side of the circle. The player throws the ball to a third and
so on. When a player has caught the ball once, he puts his arms down. The
last player to catch the ball throws it back to the leader and the game starts
over again only faster. A 2nd, 3rd, and 4th ball is added.
"K"
Kick it Up (cooperative/circle)
Equipment: ball------Players start in a circle with their feet towards the middle.
A ball is put in the canter and the players have to keep the ball up in the air with
their feet. If the ball is dropped, it is a point against themselves.
Kitty Wanna Cracker (moderate)
Campers sit in a circle with one person in the middle of the circle. The
person in the middle goes up to different people and says "Kitty Wanna
Cracker?". The players in the circle say "No, thankyou". While this is going
on, the people who the kitty has her/his back to try to catch each other's eye
and change places. The kitty tries to steal the empty spots. If you are left
without a spot then you become the kitty.
Knights, Horses and Cavaliers (active/circle)
This game is similar to musical chairs in that when the rhythm stops an action
must be performed. In this game 2 equal circles are formed, with one inside
the other. The people of the inside circle will pair up with someone on the
outside circle and remain with that partner for the rest of the game. the inside
circle will walk clockwise clapping their hands and the outside circle, also
clapping, will walk in the opposite direction. When the leader calls out Horses,
the individuals stop clapping and run to find their partner. Once together, one
partner will go on all fours, like a horse, and the other partner will straddle their
back. The last partner group to form that position will be asked to act out a
simple situation of their choice that makes use of a rider and a horse. Once this game continues in the same fashion as before. If Knights is called, one partner will sit on the other partner's knee. The partner therefore has one knee up to be sat on and the other on the ground for support. If Cavaliers is called, then one of the partners will lift their partner up into their arms. However, one leg lifted by their partner is allowed.
Knights of the Round Table (active/circle)
Equipment: hoola hoop and sword------The players should be in a circle with
one knight in the canter with the sword. The knight tries to touch a person in
the circle with the sword, run to the middle, put the sword on the table (hoola
hoop) and get to their spot in the circle without being touched by the sword.
The person touched has to chase the knight, get the sword from the table and
touch them with it before they get to the spot or they are the new knight. If for
some reason the sword does not land on the table, the rest of the players must
yell, "THE SWORD IS NOT ON THE TABLE!" This means the play is
cancelled and the knight must try again.
Knots (moderate/circle/cooperative)
Groups of eight stand in a circle facing into the canter. Shake hands with
person directly across from you, then join left hands with a different person in
the group. Must untangle the human knot without letting go of hands.
"L"
Ladders (active)
Two lines are formed, facing each other. Sit down, legs straight out, feet
just touching. Each pair is numbered or given a name. When a name or
number is called, the two jump up, run over the legs of the other pairs in one
direction, then run outside until they get to the opposite end of the line and then
continue to run over the legs of the other pairs until they get back to their
original place in line. The first person back to their original position gets a point
for their team.
Last Detail (passive)
Choose a partner and sit in front of them. Take 3 minutes to study how
your partner is dressed. Turn around. Now your partner will change 5 things
on his clothes. Again the partners face each other and the first partner tries to determine what is different.
Lap Sit (cooperative/circle)
Form a circle, shoulders close to people beside you. Everyone turn 90
degrees to the left. Put hands on person's hips. Everyone sits down on knees
of person behind them. Try to sit, stand up, turn around and sit down again.
Then try to walk while in lap sit.
Leader (circle)
The children all sit in a large circle. A person is picked to be it. He leaves
the room or sits with his back to the circle. The group then decides on a leader
who is to start a motion in which all the children copy. The motion can be
anything at all, and the person who is it, comes in to find the leader of the
motion. The leader changes the motion from time to time and the person who
is it has three guesses to determine who the leader is. If 'it' guesses correctly
then the leader becomes 'it'. If 'it' does not guess correctly a new games is
started by choosing a new 'it'.
Lemonade (active/drama)
The group is divided into two teams. Team A: Actors, Team B: Guessers.
Actors decide on a geographical location and a related occupation. Dialogue
between A and B:
A: Here we come. B: Where from? A: From New Airlines. B: What's your
name? A: Lemonade. B: What's your trade? A: Goes like this.
At this point group A acts out their occupation. Group B is given 3 tries to
guess. If the guess is correct, group A must run to a safety line without being
touched by a group B player. If all 3 guesses are wrong group B must run to a
safety line without being touched. Any player touched must switch teams.
Lions and Tigers (circle/passive)
Players sit in a circle. Two children on the opposite sides of the circle, hold
small objects, (stone ball etc.). One is called a lion, and the other a tiger. On a
signal the players pass the objects to the right as quickly as they can. The fun is
in trying to get one animal to overtake the other. (see Beat the Bunny)
Lip and Card Relay (cooperative/active)
Equipment: Card--------The group is divided into 2 lines, boy-girl-boy-girl if
possible. A card is then given to the first person in the line. He puts the card
between his lip and his nose and passes it down the line. The first line to pass
the card down first wins.
Lonely Little Ghost
A lonely ghost would love some company. He wants to make a ghost friend.
His ghost friend won't be me.
One child is chosen to be the lonely little ghost. He sits on a chair in the
haunted house. Indicate a certain area for that purpose. The other children
speak the verse and sneak into the haunted house. They tease the ghost. Any
child he catches or tags within the boundries of his haunted house becomes a
ghost and joins him to try to catch the remaining children, who return again and
again to tease and try to avoid being caught by the ghosts. The last child
caught is the winner and may be the lonely little ghost the next time the game is
played.
Contributed by Colleen Murphy
Loose Caboose (active)
Select a player to be the Loose Caboose. Divide the rest of the group into
trains of three. Each player is in a train car and holds the waist of the person in
front. The first player in a train is the engine. The object is for the loose
caboose the try to attach to a train. When all are aboard, the trains chug
around the train yard (sound effects should be encouraged) Trying to dodge
and turn to keep away form the Caboose. When the Caboose attaches to a
train, the engine of that train becomes the new loose caboose.
Lumberjack (active)
Two lumberjacks per team, - the rest are trees (people). The lumberjack
must fill the trees transport them to the lumber yard (carry the people on his
team), stack the lumber (pile the people on top of their team) and replant new
trees ( carry the same people back and leave them standing upright).
"M"
Machines (cooperative/drama)
Groups of 6-10 must create a moving machine by miming it all together,
(each person is a part of the machine). Others must try to guess what the
machine is. No talking or noises are allowed.
Match my Feet (circle/moderate)
Form a circle of players. You stand in the middle. Start the group off with
a slow clapping rhythm, such as 2 slow claps followed by 3 quick claps.
Repeat this over and over. Walk around the inside of the circle to the clapping
rhythm and stop in front of someone. Do a simple step with your feet in time to
the beat. the person you're standing in front of must try to repeat your step. If
he doesn't, move around the circle and stop in front of someone else. If he
does, you take his place in the circle, and he becomes the leader. He may
change the rhythm and try to "outstep" another player.
Minefield (active/cooperative)
Split the group into 3 (not each of them). One group will be the mines.
They will be stationary in the playing area. One group will be the rowers trying
to get across the playing field. The trick is, they will have their eyes closed.
The third group will be the assistants. They will be located on the other side of
the playing field and will direct the rowers safely across. If a rower bumps into
a mine, they blow up. The groups should rotate so everyone gets to be
everything.
Missing Child (passive)
One player stands blindfolded in the centre of the room. Have the other
children stand in a circle or a line. Have the children switch places in the circle
and take one person out of the room. Then unblindfold the child in the centre,
and give him one minute to name the missing player. Let the person who was
removed now be blindfolded.
Monkey Ball (active)
Equipment: ball
Two teams should be standing in lines side to side, arms linked and
numbered 1 and up. The ball will be placed in the centre of the playing space.
The game leader will call out one number. The player from each team that has
that number will run to the centre to get the ball. The rest of the team will act
as the moving goalie. The players in the middle attempt to hit the ball with their
hand on the ground past the opposing team's goalie line. The goalie lines can
only move side to side and must stay attached. The play is over if the ball goes
out of bounds and when a shot is made.
Mount / Dismount (active)
The players should be split into 2 groups. One group will form a circle and
be the horses,. The second group will be the runners or the riders. There
should be more riders than horses. The horses run around the outside of the
circle until the game leader calls out "Mount!". The riders then need to find a
horse to mount. If a rider is horseless, they are out. When the leader calls out,
"Dismount" the riders jump off their horse go under their legs and run around
the circle again ready to remount. Both teams should get a chance to be the
riders.
Mouse Trap (circle/active)
The group needs to be split into 2 groups. One group is the trap and the
other are mice. The trap stands in a circle holding hands in the air. The leader
should not be facing the group. The mice have to run through the trap. When
the leader yells, "MOUSE TRAP", the trap lowers their arms. Whoever is
inside the trap at this point is caught and becomes a part of the trap. The last
mouse left is the winner. At this point the 2 groups should switch roles.
Mr. Greenjean (passive) **for older campers
This game starts with a leader and a camper in one room or area of the
playground and another leader with the rest of the campers in another room or
area. Every camper is given a name ie. mama greenjean, baby greenjean, tall
greenjean, short greenjean, green greenjean etc... One camper at a time comes
into the room that originally had only a leader and one camper and introduces
himself. Everyone who is in the room repeats all of the actions of the new
person for a few seconds up to a few minutes. The amount of time is very
dependent on how the camper responds to this type of attention. Some
campers will do the funniest things when they know everyone is going to repeat
it.
Musical Roper/Hoops
Equipment: music
This game is similar to musical chairs, but does not
eliminate anybody. Scatter a number of hoops and ropes around the area in
which you are playing the game The number of ropes or hoops will vary with
the number of people playing. Play music loud enough for everyone to hear
and instruct them to move around (hop, skip, backwards, run etc.) When the
music is stopped, the group must be holding onto one of the ropes or hoops.
Each time the music stops you remove one hoop or rope until everyone is
holding onto or standing inside one.
"N"
Name Train (moderate/circle/icebreaker)
The players form one circle. The leader begins to meet people by shuffling
like a train across the circle, stopping when he or she comes face to face with a
player. The leader will say to the player for example, "Hi, my name is Al". The
person facing the leader returns with, "Hi Al, my name is John." The leader
raises one arm and then the other saying "John,...John,...John, John, John,
John, John." The leader turns and John now holds on to the back of Al and
both shuffle out across the circle. Keep repeating until everyone has joined the
circle.
Black Magic (circle / passive)
The leader needs a helper who understands how the trick works. The helper
leaves the circle. While they are gone, the group decides on an object. The
helper then comes back to the group, their task is to guess what the object is.
The leader asks questions like, "Is it the swings?" or "Is it the bench". The
helper replies no. The trick is that the object will be the first one after a black
object.
Magic Sticks (circle / passive)
The leader starts with 2 sticks. They hold the sticks crossed or uncrossed and
says "These sticks are crossed" or "these sticks are uncrossed". The leader
then passes the sticks around and each camper tries to figure it out. The trick
is that the sticks are crossed if their legs are crossed and if they aren't crossed
either are the sticks.
Numbers (circle / passive)
The leader has a bunch of sticks. The leader then throws down the sticks and
asks, "How many sticks are there?" This number depends on the number of
fingers the leader shows not the number of sticks.
Peaches (circle / passive)
The leader begins by saying, "repeat after me". Then the leader clears their
throat and says: "peaches, peaches very fine peaches, the very best peaches in
town." The leader tries to get the campers to repeat. The poem is not correct
until the throat is cleared. Phantom (circle / passive) The leader
begins by walking around a circle of campers saying "The phantom walks and
walks and walks and walks..... The leader then stops behind a camper and
says "Where's the Phantom?" The campers will guess whoever the leader is
standing behind. This is the incorrect guess. Tell the campers who the
Phantom really is. Repeat the above process. The correct location of the
Phantom is behind the camper who speaks first. Keep the trick a secret. If the
campers figure out, don't tell or change the secret.
Silly Sally (passive)
Have the campers in a circle. The leader explains that Silly Sally has a really
cool club. The only way that the campers can join is if they can figure out what
Sally likes and doesn't like. Sally only likes things that have double letters in
them. Sally likes soccer but she doesn't like golf. Sally likes bananas but she
doesn't like beans. etc
No See Em's (icebreaker)
Equipment: tarp and blanket Group is divided in half (no, not each of
them!). Leaders hold up a tarp so that the two groups are unable to see each
other (hence the name no see em's). One person from each group crawls up to
the tarp and puts their nose up to it. The leaders drop the tarp and the two
people must shout out the other person's name. The person who says the
correct name first takes the other person to their team.
Numbers Change (moderate/circle)
The players are numbered 1,2,3,4 etc. The leader calls out two numbers.
These players must change seats quickly, while the leader tries to secure a
seat. He continues until he succeeds. The one left out becomes the leader.
"O"
Objectification (drama)
Give them the names of objects that they must act out. Each person in the
group must be a part of the object and they cannot act as a person. So for
example, if the object was a lawn mower. 2 people might work together to be
the mower and those left over could be the grass. No one would be a person
pushing the lawn mower. The groups then present them and the other groups
must guess what the objects are.
Octopus (active)
Players (fish) are at one end of the hall, inside defined limits. The octopus
lives in the ocean inside the limits. The octopus tells the fish that the can cross
the ocean by saying "Fish , fish come swim in the ocean". At this signal the fish
try to cross over to the other side. Players who try to cross over to the other
limit. Player who are touched by the octopus must stop moving and become
tentacles of the octopus
Oh Deer (active/nature)
A game where a herd of deer seeks food, water and shelter to survive. The
group should be spilt into 2 even groups and they should be at either end of the
playing space facing opposite directions. One group will be the environment
and the other will be the deer. The environment and the deer will pick one of
three signs; WATER (hand over mouth), FOOD (hands on stomach) or
SHELTER (hands in a peak over head). On the go signal from the leader,
both groups will turn around and make their symbol. The deer will run towards
the environment that is the same as their sign. If they get an environment, both
players become deer. If the deer can not find the appropriate symbol, they will
die and become part of the environment. Fluctuations in the deer population
due to different causes can be shown in different rounds.
Old Mother Witch (active)
One child chosen as the witch walks along in front of the other players who
poke, pull, and tease her in every way possible. As they follow after her they
call, "Old mother witch, fell in the ditch, picked up a penny, and thought she
was rich!" The witch turns around and yells, "Whose children are you?" any
name may be given and the witch carries on, but when they say " yours " the
witch chases them. The first child caught takes her place.
Ooh-Ahh (circle/passive)
Start with everyone in a circle holding hands. Now one of you gives a
quick squeeze to the hand of the person on the right. This gets passed along to
the next person and around the circle. Once the squeeze is being passed
smoothly, speed up and add sound. Say "Ooh" while going to the right and
"Aah" when going to the left. A player gets zapped when they squeeze the
wrong hand. Both sounds can travel in opposite directions and you can play
tag.
Order out of Chaos (cooperative)
The group is blindfolded. Each member is assigned a number. Once the
members are distributed in a defined area, the members must line up in a
proper numerical order without verbal communication. Another task would be
to assign each member the name of an animal. Nonverbally, the members
arrange themselves in order of size, form largest to smallest.
"P"
Pass the Ring! (circle/passive)
Players lie in a circle with their hands in the middle. One person is out of
the circle. Players in the circle must pass the ring around the circle without the
person guessing where it is.
People to People (moderate)
This is a good way to divide campers into groups in an interesting way. The
campers should mingle while snapping and saying, "people to people". The
leader will call out commands like, "back to back" or "knee to knee". The
leader can also throw in group commands like, "a group that uses the same
toothpaste" or "same colour eyes". Be creative!
Pina (circle/passive)
Everyone is in a circle. One person takes a deep breath and begins walking
around the circle tapping everyone on the head and saying "Pina." The idea is
to get back to your place before taking another breath. Your success in this
game will depend as much on the size of the circle as it does on the size of the
circle as it does on the size of your lungs.
Pip, Squeek and Wilbur (active)
Equipment: bean bags
Arrange the children in groups of three. One person in each group is Pip,
one Wilbur, and one Squeek. These groups are arranged in one big circle.
The leader calls out one of the three names; this person runs around the outside
of this big circle until he gets back to his group. Then he runs under the arch
that the other two have made and into the centre of the circle and tries to grab
one of the bean bags in the middle and return to his group. There should be
two less bean bags than there is groups. If the runner gets a bean bag, his
group scores a point. The group with the most points at the end of the game
wins.
Pompadour (cooperative/icebreaker)
Equipment: Name tags Players must find another player with at least four
letters in their name that are the same. Join hands. Idea is for the entire group
to be joined at the end of the game.
Poor Kitty (circle/passive)
The children are arranged in a circle, sitting down. The one child is the
"poor kitty" and he goes up to another child purring and meowing. The person
approached must pat the kitty on the head and say, "Poor Poor kitty". If the
child laughs, then he must become the kitty and try to make others laugh.
Pop Goes the Weasel (active)
Choose one child to be the weasel. Have the rest of the children divided
into even groups. In each group number the children off 1,2,3, and so on The
weasel stands in the centre as the groups dance around him in their own circles
singing "pop goes the weasel". When a number is called all the children of that
number and the weasel join in a circle in the middle dancing and singing "pop
goes the weasel" while the other children remain in their own group's circle
around the outside. When 'pop goes the weasel' is reached all those children
run to find an empty circle, the other groups have formed on the outside. The
remaining child is the weasel.
Port and Starboard (active)
The children imagine themselves on a ship. The Captain gives out orders to
his mates on board. The mates respond with physical actions as follows:
1. Captain's coming - salute 2. Stand at ease - hands behind back 3. All hands
on deck - kneeling position 4. Hit the deck - lying flat on the floor 5.
Submarine - lying on back one leg up in the air. 6. Port - run to the left side 7.
Starboard - run to the right side
These are only a few examples of movements. Feel free to add your own.
Children are eliminated from the game after each order given by the Captain.
The last to obey are counted as out.
Prisoner's Base (active)
There are 2 teams, each with its own home base. Also mark out a prison -
both teams will use it. The members of each team links hands, stretching out
from their home bases. The last person in the chain (the one farthest from the
base) breaks away and runs into the field. Then the last link on the opposite
team's chain breaks away and chases them. While that chase goes on., the
players continue to break from their team's chain and pair off with a member of
the opposite team. In this way, each chaser has a particular player they must
tag. When a player is tagged, they go to prison and their captor stands on
guard. The prisoner can be released only if a member of their own team runs
through the prison and tags any would-be rescuer. If several players of the
same team are in prison, they may call out "ELECTRICITY!" and join hands,
stretching a chain out and away from the prison boundaries. A teammate may
touch the last person in the chain and release all the prisoners. The game is
finished when all the members of the first team are captured.
OR
Each game began with one person, usually the youngest and smallest player
from each team, being a prisoner. The object was for each team to free its
captured members. There were three lines drawn across the vacant lot: a
centre line and each team's end line. The "prisons" were on opposite corners
of the lot. Team A's prison line was in the south east corner of the lot; Team
B's prison line was in the north west corner of the lot. The prisoner had to
have one foot on the opposing team's endline. He/she would stand at right
angles to the captor's prison line with his/her legs spread apart and arm
extended. As the team members ran across the centre line to touch their team
member's hand to free their captured team member, the opposing team would
try to catch them. The centre line was the safety line. You were safe only if
you were on your side of the vacant lot. If a player was tagged by a member
of the opposite team while he/she was across the centre line, he/she also
became a prisoner and was taken to the corner of the lot and put in prison.
The most recently captured team member had to go to the back of the prisoner
line with his/her foot on the captors' end line and the previously captured
prisoners would move up closer to the centre line. A player could only free
one prisoner at a time. After a prisoner was freed, the liberator and the freed
prisoner had to run all the way to the other end of the vacant lot, without being
re-captured, and cross the end line before they could go and free a new
prisoner.
Contributed by Fred Reekie
Pruie (moderate)
Everyone walks around with their eyes closed in a small space. When you
bump into someone say "pruie?" If they say "pruie?" back to you then they are
not the person you are looking for and you continue looking amongst the
crowd. The referee has whispered to one person, telling him that he is the
"Pruie". The pruie does not have to close their eyes and if someone bumps into
them and asks "pruie?" they do not respond. This is your clue to join onto their
hand and open your eyes. The fun comes when there is only one person left to
find the Pruie!
Psychic Shake (moderate)
Each player chooses a number (1,2,or 3). Each player seeks out fellow
players by shaking hands right and left. The hand is squeezed the number of
times which corresponds to the number the player has chosen. It is a secret
code; all must be done in silence. The "spirits" should see to it that the group
divides into three separate groups.
Punctured Drum (cooperative)
Equipment: bucket with holes, water, pot Object: The group must attempt
to fill the drum to overflowing. Rules: Only portions of the participants'
anatomies may be used to plug holes. Considerations: The number of holes
must necessarily vary with the size of the group. Puncture 120 holes (large nail
size) in the bucket which duplicates the number of fingers in a 12 man group.
"Q"
Quack (icebreaker)
This game is played in the same formation as jamaquacks. The group forms
a circle and about six players are chosen to go into the middle of the circle,
where they bend over and grab their ankles, and walk around backwards. If
they bump another player then they must introduce themselves by sticking their
head between their legs and shaking the other player's hand.
Quack Quack (moderate)
One player is blind folded and is given a cane or stick. The other players
march around him in a circle. As soon as he taps his cane loudly, everyone
stops. The blindfolded player points his cane at someone and that person must
say "quack quack" . The blindfolded player tries to guess who it is. If he
guesses correctly the first time, he trades places with that player. If the child
does not guess correctly he just continues until he does guess right.
Quaker Meeting (circle/passive)
Nobody can keep a straight face in this game! Players sit in a circle, fairly
close together. the leader solemnly taps the knee of the person to his right, and
each player in turn does the same. When that action gets back around to the
leader, he then taps the cheek of the player to his right. And so on, with the
nose, ear, eye, mouth, or until a player dissolves into laughter.
Queenie (moderate)
Equipment:ball One player is chosen to be queenie and he stands with his
back towards the other players. Queenie throws the ball over his head and
one of the players catches it. Then the players stand with their hands behind
their backs and Queenie turns around. The players say "Queenie, queenie,
who's hot the ball?" Then queenie has three guesses to decide who's got the
ball. If he guesses incorrectly the player with the ball becomes queenie.
Otherwise he remains.
Quick Frozen Critters (active/nature)
Equipment: tails, food, hoola-hoops The players will be split into 2 teams.
One team are rabbits and the other team are foxes. The object of the game is
for the rabbits to cross the open playing field retrieve food and bring it back to
their home. The rabbits can not be killed when they are frozen. The foxes are
trying to take the rabbit's tail when they are moving. If this happens, the rabbit
is dead. Both teams should get a change to be both animals.
Quickity-Quick
What will I take, oh, what will I pick?
Guess it, then catch me, Quickity-Quick.
The children all sit in a circle, one child is chosen to be Quickity-Quick. The
leader shows all of the children three small objects. She then places the three
objects behind three different children who are seated in the circle.
Quickity-Quick recites the verse above while walking behind the children. He
pretends to take the different objects to fool the children, who must not look
behing them. While he is pretending, he does actually take one object.
Whenever one of the three children think their object has been taken, they
immediately try to catch Quickity-Quick before he reaches a safety goal which
has been previously established. If Quickity-Quick is caught with the obbject
that was behind the child who chased him, they exchange places.
The game is then repeated with the new Quickity-Quick. However, if the child
catches Quickity-Quick with an object that was not his object, he is
disqualified. Quickity-Quick may try again. Also, if Quickity-Quick is not
caught at all, he has another turn until he is caught.
Contributed by Colleen Murphy
"R"
Rapid Nuggets (active)
Equipment: One crate of tennis balls (approximately 30) An enclosed area (
difficult to play on the grass)
Tennis balls are strewn around the room on the ground. The leader yells
"RAPID NUGGETS" and the object of the game is to keep the tennis balls
moving. They may only use their feet. If the leader spots a tennis ball lying still,
she/he shouts "DEAD NUGGET...3,2......",. If a player has not made the ball
moving by the time that the leader says 1, the group has one strike against
them. The leader may time how long the group keeps the nuggets moving
before they get three strikes against them.
Racoon Dinner Time (active)
Equipment: clams, crayfish and paper
This is a game for a small group. The leader designates a stream area, then
scatters clams and crayfish in the stream. The leader stay at the far end. The
leader is a fox. The rest of the group are raccoons. When the fox calls
"raccoons', the raccoons move up the stream slowly and pick up the food as
they go. When the fox calls "dinnertime" the raccoons must freeze. If the fox
calls "paws in the air" the raccoons must put up their paws (hands) up in the air
and they are not allowed to use their thumbs. The game ends when the
raccoons reach the fox but the winner is the racoon with the most clams and /
or crayfish. That person then becomes the fox.
Races (very active)
Cartwheel races - self explanatory
Consecutive Jumps - everyone jumps in predetermined fashion.
Newspaper Race - Two newspaper sheets required per player. Each
player must race to the turning point and back, stepping only on his
newspapers. He steps on one, lays the other in front of him steps on it, moves
the first forward, and steps on it and so on.
No hand get up - Players run to turning point, stop, lie down on their backs,
fold hands across chest and get up without moving their arms, and run back to
finish line.
Skip and Through - Children stand in partners i a double circle. The
partners skip around the circle. On signal, inside person stops, folds arms and
puts legs apart. The outside person runs around the circle, goes through
partner's tunnel and sits cross-legged on the inside of the circle.
Spider Race - Team formation, Players #1 stand facing the goal. Player #2
stands beside him, with his back to the goal. The two players link elbows and
on the signal, the pair run to the goal and back. One person runs backward
each time. The rest of the players repeat the same action until every person has
a turn.
Toe and heel (circle) - Runner advances by placing one foot in front of the
other so that the heel of the advancing foot touches the toes of the hind foot.
Great for small places
Wheel Barrow Race - Partners assume the Wheel barrow and pusher
position and on the signal advance to the turning point where they change
positions and return to the starting line.
Rainmakers (circle/passive/coop)
All of the participants need to sit in a circle. This activity will create a rain
storm at your camp without actual rain. Each action that is to be done will start
with the leader. As the action comes to each player, they will join in. You can
not start the action until it is your turn. The action sequence is; - Rubbing hands
together - Snapping - Clapping - Slap thighs - Stomp feet Then reverse the
whole process. This will sound like a rain storm starting and then slowing
down again.
Rattlesnake
First you find lots of kids. Then everyone hold hands one person on one end
stands and holds onto something like a wall. The person on the other end will
start the game by singing the song and going under the arm of the person that's
on the wall after everyone is under the person should have their arms crossed.
Then keep singing the song and repeat the motion going under the second
persons arm. Keep doing this until everyone is twisted. Then the people at the
ends hold hands finally everyone is joined and they jump up and down singing
the song one more time.
Song: r-a-t-t-t-l-e-e-s-and--a-k- spell rattlesnake limbo(repeat 'till over)
Contributed by B.J. Funnybunny
Red Handed (passive/circle)
Everyone forms a circle and one person is chosen as IT stands in the centre
of the circle. While IT closes their eyes, the other players pass a small object
(like a marble or a stone) from person to person. The sneakiest method of
passing is to hold the marble in one fist, palm down, and drop in into the
palm-up hand of the next person. Then they pass it from one fist to the other
and on. With a little practice, you'll be able to accomplish a quick and sneaky
pass without even looking. IT signals and opens their eyes. Who among all
these innocent looking people has the marble? If they detect a suspicious look
on someone's face, she walks up and taps one of his fists. If they are empty
handed, she moves on. Meanwhile everyone has been passing the marble
around, virtually under IT's nose. (Fake passes, as decoys, by people who
don't have the marble are an integral part of the game.)
Rattlers (active/cooperative/circle)
Everyone forms a circle around two players. They are both blindfolded and
given a rattle. One is trying to tag the other. The rattlers enter the snake pit,
and the game begins. To get a fix on each others positions, either rattler may
shake his rattle at anytime and the other must immediately respond by shaking
hers. However, the pursuer is allowed to initiate only 5 shakes to locate his
quarry while the pursued can rattle away as much as she dares. The rest of the
people in the circle move around, changing the size and shape of the snake pit.
Once the person has got the snake or the person has used 5 shakes, switch
snakes.
Red Light (active)
Players stand in a straight line about 50 ft. from IT. IT turns his back and
says "green light", counts to ten, and says "red light" and then turns around.
Meanwhile the players have moved as far forward as possible. Whomever he
sees moving must return to the starting place. The first person to pass IT wins.
Red Lion (active)
One lion and one gate keeper need to be chosen at the beginning of this
game. The lion should stand in a small marked off area. The lion keeper
should have their arm out, keeping the lion inside the den. The rest of the
players should be standing as close to the lion as possible and should chant,
"RED LION, RED LION, COME OUT OF YOUR DEN...WHOEVER
YOU CATCH WILL BE ONE OF YOUR MEN....." The players should
continue to chant until the lion keeper lets the lion go. Anyone who is caught,
becomes a lion. The game continues until everyone is caught.
Red Rover (active)
There are two teams both of which form lines and grasp hands together.
One team starts by saying "Red Rover, Red Rover, will come over". The
name called can be anyone from the opposite team.. That person called runs
over and tries to break through the line. If he does get through, then he can
take someone back over to his own team with him. If he doesn't break through
he stays with the opposite team. Then the other team takes a turn at calling
someone over. ** N.B. EXTREME CAUTION MUST BE TAKEN TO
PREVENT INJURY WITH THIS GAME.
Relays
Animal Relay - The players form two lines with equal numbers on each
team. The first animal on each team is an animal, the second a different animal.
On the word"go", the first person acts like the animal they represent, run, hop
or crawl to a given place and back. The next person then acts like their
animals and so on until one team is finished and sitting down. Use animals such
as kangaroos, bunnies, dogs, cats etc...
Bean Bag Relays - Walk/run/hop with bag on head/between
knees/between feet.
Ball of String Relay- The players should be in two teams standing in two
circles with a ball of string. The captain holds one end, while the ball is passed
rapidly from hand to hand until it is unwound. It is then passed back and
rewound.
Car Relay - Have teams line up and each person in the team has a certain
action to do ie. First person in each group is a flat tire and hops on one foot.
Second person is a broken steering wheel and runs zig-zag. The third person
is a rusty transmission and takes three steps forward and two backwards.
Fourth person is stuck in reverse and runs backwards. Fifth and sixth people
are a car with a trailer one runs behind the other grabbing on.
Corner Spry Relay - Teams arrange themselves in lines at the four corners
of the playing space. Each team has a captain. The four captains stand in the
centre, facing their teams. Each team has one beanbag, ball, or even an apple.
The Captain throws the bean bag to each player on is team in turn. The
players toss it back. As the captain throws to the last he calls "corner spry"
and runs to the head of the line. The last player in the line rushes to the centre
and begins to throw the bean bag. This continues until the captain is back in
the centre with the bean bag.
Jumpball Relay - Teams line up with team members behind their team
captains in file formation. At a distance of about 10 yards are placed play
balls. One for each one on another straight line. On the word GO, the first
member of each team runs to his team's ball and places it between his ankles.
The next person then runs back to the far line, places the ball between his feet
and hops back. If the ball is dropped, the player must return to the line and
start over. the first team finished and sitting down is the winner.
Leap Frog - Well...... You know.
Obstacle Relay - Players run the course from the head of the team to the
turning point and back to the head of the tam performing along the course of
the run three or more stunts, with or without apparatus. The use of hoops,
skipping ropes, Indian clubs, mats, low vaulting boxes, basketball hoops, or
what-have-you offer an almost endless selection of obstacles.
Over and Under - Team assumes astride position and all bend over and
place their hands on their knees. The rear man of the team is runner No. 1.
He must leap frog the first man in front of him, crawl under the legs of the
second, leap the third and so on the front of the team.
Paul Revere Relay - Divide children into teams of 6 -12. Place teams in
column 20 feet or more apart, the back man being the latest and the most
active on the team. On the work "go" he dashes forward and jumps
pick-a-back on number 2, who dashes forward to #3 and the transfer of the
light rider must be made. The rider must not touch the ground. First team to
have their rider reach the beginning of the line wins.
Stunt Relay - In stunt relays, the runners advance to the turning point,
stop, perform a stunt and return to tag the next runner on their team. There is
hardly and end to the number of stunts which can be performed .
Tunnel Relay - All members in the team stand astride. Runners must first
crawl under the legs of all players in the team, run forward to the turning point
and return to tag the next man of the team who does the same. Wiggle Worm Relay- Form relay lines. Everyone in each line puts their
left hand between their legs and the person behind, then signals to grab them
from behind with their right hand. Then they run at a given signal to the other
end of the playing area and back. The first team to return 'intact' wins!
Rock Paper Scissors (moderate-active depending on how it is adapted)
Two equal groups. Paper covers rock, scissors cut paper, rock breaks
scissors. Groups that throws winning figure runs to tag other group before they
get behind their safe line.
Rocket Race to Mars (passive)
Same principal as pin the tail on the donkey. Instead of a donkey, you
make a map. All you need is a large piece of plain paper about a metre
square. A double page from a newspaper will do in a pinch. Attach the paper
to a tree with tape or lay it on the ground. The paper represents a space map
of the universe. The with a heavy red crayon draw a solid colour disc about 3"
in diameter on the space map. This red ball will be Mars. Next draw on
several other planets. Each player gets to make a spaceship. Blindfold each
player, spin him around and see if he can land his ship on mars. Make sure
each ship has the child's name on it so you can tell who is the closest.
Romeo and Juliet (active)
First, everyone chooses a partner, If someone is left over he or she can be
your partner. One member goes to an inside circle and the other stands beside
that person on the outside circle. The circles rotate in opposite directions. The
leader yells out either "Romeo and Juliet", "Wheelbarrow" or "Siamese Twins".
The last couple to perform the action is out. The game continues until there is
one remaining couple. The partners remain with the same partner throughout
the entire game.
Romeo and Juliet - One partner sits on the other's knee Wheelbarrow - One
holds the other's legs upright Siamese Twins - Back to Back and bent over,
hands held between their legs.
Roundabout (active)
Players stand in a circle facing each other front to back. When the leader
says "Go" everyone begins running around the circle. Always passing on the
outside, each player tries to pass the person ahead. Players try and tag players
as they pass. Tagged players are out. When the leader calls "Switch", the
players must reverse direction. This turns the tables on the fast runner who is
just about to overtake another player.
Row Ball (active)
Equipment: ball The players should be split into 2 groups. Each team
should sit with their legs extended in a row. The teams should be facing
opposite directions and should be about a meter apart. The object of the game
is to hit the ball out the end of the row in the direction that your team is facing.
The players can only use their inside arm and the ball should be on the ground
at all times.
Run Sheep Run (active)
Group is divided in half (no not each of them). One group is the sheep and
the other group is the foxes. The sheep are the hiding group and the foxes are
the hunting group. A home base and boundaries must be designated before the
game begins. The sheep elect a group leader. The whole group then goes and
hides, as a group, they must stay together. The foxes may not look while the
sheep are hiding. The group leader from the sheep goes back to the foxes and
tells them that the group is ready. The foxes then hunt for the sheep, as a
group, they must stay together. The group leader from the sheep stays with the
foxes and when the foxes are not near the sheep OR the home base, the leader
shouts out "Run sheep Run!!" The object of the game is for the sheep to make
it back to the home base before the foxes do. If they succeed then they get to
be the sheep again.
Running bases
There are two "bases" which could be anything including just two squares on
the sidewalk. Three people minimum, probably 5 max but there could be more
than one game going on at once....basically two people had mits and are
basemen they throw the ball back and forth and the "runner" runs back and
forth daring the catchers to tag them out. This went on indefinitely until the
runner got tagged out three times and had to become a thrower. The person
who tagged the third time became the runner.
Contributed by Kristel
Rutabaga Rutabaga! (circle/passive)
Each player is given the name of a veggie. The main rule of this game is that
you are not allowed to show your teeth at all. Your gums must always be
covering them. You then must say the name of your vegetable and the name
of another person's vegetable. That person then must say the same thing. If
you make a mistake or show your teeth in any way at all then you are out.
"S"
Samurai Warrior (active/circle)
Equipment: Sword Warriors are in a circle with Samurai in the middle.
Samurai salutes in his own way. Samurai then goes around inside the circle. If
the Samurai passes the sword over the heads of the warriors they must duck if
he passes the sword near the ground they must jump. Any sounds made by the
players should be encouraged. (ie. war scream for warrior etc...)
Sardines (active)***Note: need 100% supervision to play
One player hides, all the rest of the players count to 100. Then they set out
to find the hidden player. When one of the players finds the hidden player he
secretly joins him, hiding from the rest of the group. This continues until al the
players are hidden like a pack of little sardines. When the last hunter discovers
the spot the game is over.
Sculpture (passive)
Equipment: Blindfolds.
Three people are required with one person
blindfolded and another person takes some shape and stays like that. The
person who is blindfolded must feel the person who is a shape, and must
sculpture the third person into that shape.
Scavenger Hunt
Equipment: pencils, lists, paper bags
This is a great activity. Make sure to send campers in groups. You might
want them holding onto a rope to ensure that they stay together and everyone is
participating. Make your hunt challenging. Ask for a mouthful of water,
something fuzzy - BE CREATIVE !!!
Sensory Overload (passive/circle)
Spilt campers into 2 circles. Laying on their backs and heads toward the
centre. An object will be passed in one direction and then the other in both
circles. No more than 3 objects but other instructions can be called, ie: calling
names out in order or clapping hands. Neutral game leader calls instructions
for 2-5 minutes. Each drop or mistake costs the circle a point. Circle with the
least amount of points wins.
Shadow Tracks (passive)
Equipment: A box of chalk and a clock. Players must become private eyes
as they follow the mysterious movements of the "Shadow." The shadow has
been accused of slowly travelling up and down the sides of the buildings and
creeping across playgrounds and yards. Collection substantial evidence
requires an all-day stakeout and should be planned as a supplement to other
investigations. For this project you will need the sun, a shadow to trace - such
as that of a tree, flagpole, or building- and a paved surface on which to draw
with chalk. Give each play a piece of chalk. Start the investigation first thing in
the morning. At first, shadows will be stretched out and long. Have players
trace whatever shadow is cast on the pavement. Allegedly, shadows get
shorter because the sun gets higher in the sky. Private eyes will have to check
this out every hour by tracing the shadow and checking the sun's position. As
detectives keep tabs on the sun's route, they might notice the shadows
shrinking to almost nothing by midday and the reversing their position to grow
again.
Smaug's Jewels (passive/circle)
One person is chosen as Smaug stands guard over their jewel's (a beanbag,
handkerchief etc). Everyone else forms a circle around him and tries to steal
the treasure without being tagged. If you are touched by the Smaug, you are
instantly frozen in place until the end of the game. The snatcher becomes the
Smaug.
Shoe Twister (cooperative/circle/moderate)
Everyone takes off one shoe and puts it in the centre of the circle. Everyone
joins hands. On "Go", everyone gets a shoe from centre and finds the person
who owns it, and puts it back on that person without letting go of hands of
people beside them.
Shoes(active)
The group is split up into four teams and each tam lines up behind a mat.
On a signal one member from each team runs to get one shoe and put it on his
mat at which the text team member may go to get another shoe. The object is
to get 3 shoes on the team mat. Shoes may be taken from other team mats and
those teams may not resist. When a team has 3 shoes they yell "SHOES!"
Shoe Wrestling (active/circle)
The players should be sitting in a circle. The leader should choose 2 players
to shoe wrestle. These players should be of similar age and size. The object of
the game is to take off the shoes of your opponent. The first one to do so is
the winner. Players should stay on the ground, NO STANDING. Be careful!
Siamese Soccer (active/coop)
Set up for a regular game of soccer. The only modification is that two
people are tied together by the ankles. For more variety add two balls so
everyone is active.
Sign Your Name if You Can(passive)
Fasten a sheet of paper to a wall. Players take turns. With a pencil in
hand, standing in front of the paper, he starts to swing his left leg in a circle.
Doing this, he tries to write his name on the paper. And tries and tries ...
Silent Statue
A group of ten or more boys starts by running of to an arranged point to see
who will be the silent statue.The rest will form a tight corridor on which the
silent statue is supposed to pass. When the statue goes in he must say out loud:
I am the silent statue and I'm coming in...
I don't want any teeth, I don't want any moves.
Everybody must keep as quiet and still as possible and never show their teeth,
but when the statue is not looking they can hit them in the shoulders or the
back.
The game ends when the statue finds out that someone is smiling or has
moved...
Contributed by Lums Espada (from Portugal)
Simon Says (moderate)
Players form a line facing the leader, who performs any action saying Simon
says do this. If He doesn't say " Simon says" before an action then anyone
who imitates the action is out of the game. Continue until one person is left.
Skin the Snake (cooperative)
The group is in a straight line. Each player puts their right hand forward as if
they were shaking a person's hand. Put left hand through own legs behind to
shake hands with person behind you. Last person in the line lies down,
everyone else backs up to be able to lie down also. When whole group is lying
down, first person stands up, and walks forward over all the other people until
"Snake" has skinned itself.
Smugglers (active)
The players should be split into 2 teams. One team is the "ins" and the other
is the "outs". The Ins have a den while the Outs plan their strategy in the field.
One member of the Outs has the "jewel" (stone etc). The identity of the player
who carries the jewel must remain a closely guarded secret among teammates.
The Ins count to 50 while the Outs move farther and farther away. After the
count is finished, the Ins yell, "SMUGGLERS!" , and the chase is on. As each
member of the Out team is tagged, he must open his hands to show whether or
not he has the jewel. Of course, the jewel should be passed around among
teammates as quickly and as inconspicuously as possible. There are lots of
opportunities for playing the decoy in this game. When the holder of the jewel
is tagged, the game is over and the sides change.
Snake in the Grass(active)
One person is the snake, who lies on the ground on his stomach. Everyone
else gathers fearlessly around to touch him. When the referee shouts
"snake-in-the- grass" everyone runs, staying within the bounds of the snake
area, while the snake, moving on his belly, tries to tag as many as he can.
Those touched become snakes. The last person caught is the snake starter in
the next game. Make the safe area fairly small.
Snowblind (active)
Equipment: boffer Establish boundaries and choose one person as the
snowman. He arms himself with a boffer and must keep his eyes closed. The
rest of the players crouch on the ground, eyes open, and wait for the snowman
to start the action by chanting: "Snowman, snowman, all in white, blinding
everyone in sight!" While they chant, the other players run around in the
predetermined boundaries; but must return to a stationary crouching position by
the time the chant ends. Now the snowman moves around while the other
players remain in their positions. Still snowblind, the snowman tries to tag one
of the players with the bopper. When he succeeds, the tagged player becomes
snowblind, too, and he/she must join forces with the snowman, who gives the
bopper to her/him and stands behind her/him with their hands on his/her hips.
They both close their eyes and say the chant while the rest run for safety again.
The game continues until the last person is tagged.
Sounds Good To Me (passive/circle)
The person who is "it" sits in the middle of the circle and is blindfolded.
When the leader points to someone in the circle, that person makes a noise. If
"it" guesses right, the person who made the noise is now it. *Keep all noises
different*
Spirals (circle)
Everyone joins hands in a circle. Then one person releases the hand of their
neighbour and pulling the giant human rope behind, begins to walk around the
outside of the circle. The other people who broke hands remains in position on
the end person. The chain of people spirals around and around the stationary
person, drawing people tighter and tighter in a coil until all the people - still
holding hands are wrapped around each other. The best way to unfold the
spiral is from the centre. Still holding hands, the person in the middle ducks
down, and the rope of people follows.
Spokes (active)
The group needs to divide into at least 4 equal groups. Each group needs
to sit in a single file facing the centre of the circle. (The lines should look like
spokes on a wheel) The leader can start by walking on the outside of the
spokes. The leader will touch the head of the last person in that line. That
whole line would have to get up and run around. The last person to sit down is
"it" and then must walk around and pick a new group.
Spud (active)
Equipment: Ball Throw the ball up in the air and call a number. Ask number
1 is called, if he catches the ball he calls another number. (Each player has been
given his own number.) If he doesn't catch the ball he calls "FREEZE" and
takes three giant steps and tries to hit a person with the ball below the waist. If
he hits the person then they get a point against them and get to call a new
number. If the player misses the person he is trying to hit then he gets a point
against him and has to throw the ball up.
Stand in a line (moderate)
Players are divided into teams. They close their eyes or cannot speak.
They form lines according to height, dates of birth, or alphabetically according
to their first names.
Stealing Sticks (active)
Equipment: sticks: could be paint brushes.
The field is divided into two parts by a well defined line. At the centre end
of each side, five or more sticks are placed in a pile. A prison is marked off
about 4 feet square in one corner. The players are in two teams, each
scattered over its own side. The object of the game is to steal the opponents
sticks without being caught. As soon as the player crosses the centre line he
may be caught and put in prison. A player may be release from prison if one of
his teammates can touch his hand. He may then come back to his own side
without being tagged. The team that gets all the opponent's sticks and has all
its members safely out of prison wins the game.
Stickup also known as Sticky Fingers (active)
Select one player to be Sticky fingers. Start the game by saying " This is a
stick up!" as players scatter around the playground. When Sticky fingers tags
a player, the tagged player must place a hand on the place touched while still
continuing to run. As more and more players become stuck on themselves,
sticky fingers has a better chance to totally immobilize one player. Usually
when both hands of a player are stuck, the third touch stick him or her with
being the next Sticky Fingers.
Sticky Popcorn (active) The children begin by " popping " around the
gym as pieces of sticky popcorn, searching for other pieces of popcorn. When
two pieces of popcorn meet, they stick together. Once stuck together, they
continue to pop around together, sticking to even more pieces, until they end
up in a big popcorn ball.
Stomp the Snake (active)
Equipment: ropes
Four people should be chosen to be snakes ( this can be
adjusted according to the size of the group). These snakes will get a piece of
rope. When the leader says "go", the snakes will run holding the rope with 2
fingers behind them as they run. The rest of the players try to stomp on the
snake by jumping on the piece of rope. If someone gets the rope from the
snake, they are the new snake and get to run.
Stormy Sea (active)
Players get into groups of 2 and are given names of fish (eg. perch, cat,
salmon) One team is called the "whales". The whales run around the "safe
area". The whales yell the names of the fish at random. When a team's name is
called, they run after the whales. When the whales yell "stormy sea" the teams
must dash for the "safe area". The team left out becomes the whales.
Streets and Alleys (active)
This game is played with a lot of children. One child is the mouse and one
is the cat. The rest of the group line up in rows with arms joined and all facing
the same way.. The cat chases the mouse up and down the streets until the
leader yells alleys. Then all the streets change direction. When the cat catches
the mouse the game is over, or pick a new mouse and cat.
Squirrel Tails (active)
Equipment: tails
Players are divided into 2 or more teams. Each player has
a strip of cloth tucked in his belt. When the signal is given, all players rush to a
central point where there is a treasure (eg. peanuts). Players try to get some
the treasure and return to their home base. A player may be killed by another
by treasure and return to their home base. A player may be killed by another
by having their tail pulled off. This puts the player out of the game and voids
any treasure they have captured on that particular raid. At the end of the
game, each peanut counts as 1 point and each tail counts as 5 points. The
team with the most points wins.
Swat (active/circle)
Equipment: frisbee, sword.
Players form a circle. In the centre of the circle
a sword is placed on top of a frisbee. Player A grabs the sword and swats a
player from the circle. "A" replaces the sword on top of the frisbee. "B" runs
behind "A" to pick up the sword after it has been placed upon the frisbee. He
tries to hit "A" before he goes back to his own place in the circle. If he doesn't
make it he (B) becomes the new "hitter".
"T"
Taffy Pull (active)
The players are divided evenly into 2 teams, the taffy team and the taffy
pulling machine team. The taffy's all sit down and link hands, arms and legs in a
tangled mass of sweet humanity. They might want to decide what flavour they
are and chant an appropriate confectionary cheer, like "Butterscotch,
Butterscotch..." The taffy pulling machine team tries to pull the taffy mass into
human sized bits. Firmly (but gently) tug at the pieces until they come lose. Be
VERY careful with this game. If you have violent campers, do not play this
game.
TAG (active)
Arch Tag The children are in a circle. One couple forms an arch. Circle
rotates through the arch. On signal, circle stops and arch traps someone. The
person trapped goes in centre and waits for another person to be caught. Then
they form a second arch. The last person caught is the winner.
Ball Tag Equipment: Ball
Like simple tag, but you run with ball, and
must throw it at the person and hit them below the waist to tag them. If a
person is hit then he becomes IT.
Catch one Catch all
One player is chosen as IT. When IT tags another
player that other player also becomes IT. ITS must keep an arm raised
overhead so that they may be identified.
Colour Tag Scatter - Leader calls a colour. If you are wearing that
colour you are It and proceed to tag other children. If a child is tagged he must
walk in a crab walk until a new colour is called.
Elbow Tag (circle)
Partners stand scattered over play area, inside arms
linked, outside hand on hip. Runner reaches safety by hooking on to an arm,
thus securing a partner. The other partner must drop off to be chased. If
caught before reaching safety, then the runner becomes IT. If the runner is
constantly evading the chaser, the supervisor can call "Switch!" which means
that now the runner is the chaser.
This game can also be played in a more confined circular area with a very
large group. The IT is in the middle of the circle along with the person being
chased. In order for the person to avoid being caught he may link elbows with
someone forming the circle. The runner is now on the other side of the person
with whom the old runner linked elbows.
Follow Tag
Ask all players to find a partner. One person in each pair is
the "leader" and the other is the "follower". The follower must follow as
closely as possible (without touching) the leader. The instructor may control
the form of locomotion by asking them to skip, walk, run, hop, etc. or the
leader may be given the option of choosing or changing the form of locomotion
as he chooses with the follower being obligated to do the same as the leader.
The leader tries to make it difficult for the follower to follow. And it's always
fun to stop abruptly.
Frozen Tag
Children scatter in a designated area of the park. Two
children are IT. When the others are touched by IT, they freeze. A frozen
person may become unfrozen by one of the other children crawling through his
legs. The object is to try to unfreeze people as fast as they are frozen. If you
are frozen 3 times then you also become an IT.
Follow Tag Ask all players to find a partner. One person in each pair is
the "leader" and the other is the "follower". The follower must follow as closely
as possible (without Touching) the leader. The instructor may control the form
of locomotion by asking them to skip, walk, run, hop, etc. or the leader may be
given the option of choosing or changing the form of locomotion he chooses
with the follower being obligated to do the same as the leader. The leader tries
to make it difficult for the follower to follow. And its always fun to stop
abruptly!
Hip
One player is IT. Any player that IT tags becomes IT's helper. The
Helpers must try to catch those not yet caught and hold them until IT can come
to tag them. They signal to IT that they are holding someone by calling "HIP!
HIP!"
Hug Tag
A player is safe from being tagged only when they are hugging
another player. For more hugging, propose that only three children hugging are
safe, then four, then five.....
Imitation Tag
Simple tag but with the manner of locomotion set by the
chaser. The chaser may change his manner of running to hopping, skipping,
crawling, crab walking etc. and all players must imitate his style.
Immunity Tag
There is a number of variations of this game, however the
general structure is as follows: Play is the same as simple tag except that those
that are being chased can make themselves immune by doing some
predetermined activity which gives them immunity. Beginner gymnasts for
example may be able to make themselves immune by balancing on one foot.
For more advanced gymnasts it may be doing a handstand. IT is not permitted
to guard the immune person , for example waiting until the person comes down
from the handstand. NB. you can only be immune 3 times then you are IT.
Jump The Shot
One person in the centre swings a long rope in a circle
while holding it low, this person may vary the speed he swings it. Everyone
must jump over it to stay in the game. When touched by the rope that person
must drop out of the circle.
Line Tag
This is played on a gym floor or similar area on which lines are
marked. The game continues as simple tag with the restriction that chaser and
chased must run on the lines. To go off the line means you become an IT.
Mount Tag
A man to be safe must be mounted on the back of another
player. Then both horse and rider are safe.
Partner Tag Divide the
group into pairs. Partners decide who will be it and who will be the runner.
When the leader says "Go", partners begin to run around, then its trying to tag
the runners. When a partner tags the other, they switch roles.
Serpent Tag Four players link their arms together forming a chain, these people are the
serpent. The serpent runs around and tries to catch as many players at one
time as it can by forming a circle around them. As soon as one or more of the
players is circled by the serpent, they must link arms with the others in the
serpent and help capture the remaining players.
Shadow Tag
One player is chosen to be it. The object of the game is for the person who
is it to try and tag another player by stepping on his or her shadow. Define
boundaries. When the person who is it steps on someone's shadow, he or she
shouts "Sun Tag!". The player whose shadow was tagged becomes the next
person to be IT, but that player must stand still for three counts before chasing
the shadows.
Spoke Tag
A bicycle wheel picture is drawn or taped to the floor, the players are not
allowed to move off of the spokes, and the IT must also move on the spokes.
When a player is tagged, they become IT. There is also a ball that may be
thrown around amongst the players, when a player has the ball, they are safe
from IT.
Triangle Tag
The group needs to be split into groups of
four. Three people hold hands. One player in the triangle is chosen to be
chased. The person who is not in the circle is "it" and chases the person. The
other two people are the chased person's shield. Keep changing roles.
Piggyback Tag
Play is same as simple tag but players are in pairs with
one mounted on the other's back.
Simple Tag
Players are free to run anywhere they wish. One player (or
more if desired) chases the other players. If he succeeds in tagging a player the
tagged player becomes the chaser and the game continues without
interruption.
Rhythm Tag While the music plays (or the leader sings),
campers walk around the area. When the music stops, the players should stop
moving. Without taking a step, the players must try to tag another player. Two
people can not tag each other, therefore the first tag counts. All the players
that were tagged must make another movement when the music starts again.
(hopping, crawling etc) Each time the music stops, those previously tagged try
to tag those who have not been tagged. Walkers may also try to tag each
other. The winner is the last walker remaining untagged.
Tent Erection (cooperative)
Equipment: tents, blindfolds Object: To erect a tent within a given time
period to house all members of the group. Rules: All members but two are
blindfolded. Seeing people may not move, nor may they call people by their
proper names. Considerations: Tent must be large enough to house all
members of the group. Different types of tents within the same bag makes for
added confusion and laughs. Setting: "A new type of bomb has been
dropped blinding all the people in the world except for 2 - you and you -
unfortunately these 2 people are paralyzed. You can all regain your sight and
movement by getting into these super special tents within a short time. Once
inside don't touch the walls! Time is short and of essence! Go!!
The Thicket Game (active)
You obviously need a thicket or a forest for this game. Blindfold one
person to be the predator. The predator counts to 15 slowly while the others
hide. The hiding players must be able to see the predator at all times. The
predator can not move location but can swat and turn. The object of the game
is for the players to try and get as close to the predator as possible without
being seen.
Things (passive/backpocket)
Decide on 4 letters of the alphabet, then divide the group into 4 groups and
they must write down, all the objects in the room starting with that letter.
Things Aren't What They Seem (passive)
Equipment: Several household articles - cutlery, hair pins, plastic jewellery
etc.
Each child must choose an object, study and make up a story about it.
The story must not be typical of the object, but must be a new and different use
for it. Example, (Hairbrush) this may look like a hairbrush but what it really is a
toothbrush for a giant. Since there are no giants left in the world and haven't
been for some time, there are very few of these toothbrushes remaining.
Thrill of a Lifetime (cooperative/passive)
This is a fantasy game that makes the whole group work together to achieve
a common role. Each person is asked to write down their "thrill of a lifetime"
on a piece of paper and place it in a bowl or a hat. Draw one or more of these
papers (depending on time) and challenge the group to create this "thrill of a
lifetime" within a certain time limit. This activity also uses the creative time limit.
Thumper (circle/passive)
The players sit in a circle. The leader instructs everyone to select a different
Indian sign. Examples: - Rain in the face (hand held above brow, fingers
twiddling) - Bow and arrow ( arms extended as if holding bow and shooting
arrow) - Drums (hands tapping on an imaginary drum) -How! (hand upheld,
palm forward) - Teepee ( formed with hands, fingertips touching) - Feathers
(two fingers held up behind head) - Swimming ( swimming motion) etc.....
One player starts by telling what he is and suits the action to the words. For
instance, "I'm drums" and pretends to beat. Going around the circle each
player tells what he is. Then all start clapping hands on knees in a rhythmic
beat. Leader (in rhythm): What's the name of the game? Players:
Thumper! Leader: How do you play it? Players: You thump! The leader
gives his own signal and follows it with someone else's sign. Each successive
person does his own and then another one action.
Tiddly - Button Golf (moderate)
Equipment:9 small cat food/tuna fish cans.
Take the label off the can and put
a number on it from one to nine. Large button and a small button for each
player. Buttons must be flat. Set out the cans like the 9 holes of a golf
course. Keep 2 or 3 feet between the cans. Try to shoot the small button into
the cans by pressing on the edge of it with the larger button. Start from the tee
off spot and shoot for can number one. After you get the button in this can,
take it out, put it next to the can and try for can number two. Count one point
for each shot it takes to get the button in a can. The player with the lowest
score wins.
Toe Fencing (active)
Players are divided into pairs. Players face their opponent holding hands.
They then try to tap the tops of each other's toes with their own. When one
player scores three hits, it's time to switch to a new partner.
Toeies (cooperative)
Partners lie stretched out on the floor, feet to feet, or big toe to big toe, and try
to roll across the floor with their toes touching all the time.
Toma Hawk Snatch (active)
The children form two straight lines, six feet apart, with a bean bag, or
tomahawk, etc. in the middle. Number the children from opposite ends so that
the highest number of one team is opposite the lowest number of the other
team. Leader calls a number and the who players of that number run forward,
try to snatch the tomahawk and return to their place without being touched by
their opponent. If he succeeds he scores a point. If the opponent tags him,
then that team gets a point.
Touch Blue (cooperative/circle)
The game begins with everyone in a circle. The leader will call out, "Touch
Blue" and everyone must touch something that is blue. (someone's shorts, piece
of a shirt) Colours can be added on and different body parts can be specified.
True and False (active)
The player are divided into 2 equal teams standing on either side of a centre
line. One of these is the "True" team and the other is the "False" team. Each
team has a goal on either side of the centre line. When the leader gives a true
statement, such as "Grass is Green", the true players run for their goal, chased
by the false team. If tagged, the members of the true team become members of
the false team run for their goal. The team that has the most players at the end
of the playing time is the winner.
Trust Fall (cooperative)
Group forms tight circle around person who stands straight and stiff as a
log. The group gently moves that stiff person around taking care to be gentle.
The Purpose is for the individual to gain trust. Once comfortable, the person in
the centre closes their eyes. Everyone in the group should try this. The next
step is to have 3 people of the same relative size match up. Two people stand
behind the other and act as catchers. The 'Faller' is to remain stiff as a log and
fall backwards. The catchers first stop the fall after a drop of a foot or so and
then straighten the individual up. The faller falls again and the catcher let him
fall a little further than before. Continue several times and rotate positions.
Tunnel Race (active/circle)
Two circles of equal numbers of players are formed, and one circle stands
outside the other. Inside circle turns around so that they are facing the outside
circle and each member of the circles takes the person opposite them as their
partner. Each pair in the circle has formed into a tunnel, IT walks through the
tunnel and tags any pair, then sits in their position. The pair runs through the
tunnel in opposite directions until they return to their home position. The last
person to return home is IT for the next game.
Twelve feet off the Ground (cooperative)
Object is to get the whole group 12 feet off the ground. Timed event, easy
solution is to lift 12 feet off the ground.
"U"
Ultimate Frisbee(active)
This game is a modification of football. There
are two teams and instead of a football a frisbee is used. The object of the
game is to get the frisbee across the end zone. Players may not run with the
frisbee. The only way to get a turnover is to drop the frisbee or to intercept.
This is a non contact game.
Ultimate Foxtail (active)
The same as ultimate frisbee but a foxtail is used. You can easily make a
foxtail by putting a tennis ball inside a nylon. For older campers, make sure
you use the rule that you may only catch the foxtail by its tail and not the ball.
Younger campers may catch it by the ball.
Uncle Sam (active)
The person who is IT is situated in the middle of the playground and the
others are lined up in a long line at the side. The object of the game is to get
across to the other side of the playground without being caught. The children
at the side call out "Uncle Sam, Uncle Sam, may we cross your river dam?"
The leader answers "Yes you may, yes you may, if you're wearing green
today!" Those who are in green attempt to cross to the other side without
being caught. If you are caught you must help catch the others when new
colours are called.
"V"
Vampire (active)
To start, everyone closes their eyes ( vampires roam only at night) and
begins to mill around. You can trust the referee to keep you from colliding with
anything but warm living flesh. However, you can't trust them to protect you
from the consequences, for he is going to surreptitiously notify one of you that
you are the vampire. Like everyone else, the vampire keeps their eyes closed,
but when they bump into someone else, there's a difference. She snatches him
and lets out a blood- curdling scream. He, no doubt, does the same. If you
are a victim of the vampire you are a victim of the vampire, you become a
vampire as well. When two vampires feast on each other, they transform
themselves back into mortals.
Viking (circle/passive)
All of the players sit in a circle. One person starts as the viking by putting
their fingers at their side of their head like horns on their hat. This viking passes
the role of being a viking by pointing their horns at someone. If you are pointed
at, you become a viking (horns and all) and the person on the right has to start
paddling to the right and the person on the left has to start paddling on the left.
The last person of the threesome to assume their position is out. The rest of the
players slap their legs during the game in a constant rhythm.
"W"
Wacky Walkers (active)
Equipment: A frisbee or a paper plate for each pair of players. Divide
group into pairs. Give each pair a frisbee or a paper plate. Mark a start and
finish line. Pairs line up at the start line. Partners hold their plate or frisbee
between them. The object of the game is to race to the finish line as fast as
possible while steeping over the frisbee or paper plate, one foot at a time,
without letting go of it. When the leader says "Go", partners twist and turn
each taking a turn to step. Although this is not difficult to do, it can be
confusing so players should start off slowly. Players that let go of their frisbee
must go back to the line and start again.
What's Missing? (passive)
Have a tray with a number of different objects (ie. pens, crayons, scissors
etc...). Have the children study it for 30 seconds, then cover it up and remove
one article. Rearrange the objects, and show it to the children again. The first
child to guess what is missing gets to organize the tray for the next time.
What Time is it Mr. Wolf (active)
The children line up at one end with Mr. Wolf at the opposite end of the
playing area with his back to the rest of the group. The children advance
together asking " What time is it Mr. Wolf?". The wolf responds with any time
(for each hour the children take one step forward. ie. 2 O'clock is 2 steps
forward) but when he calls "Dinnertime", the children must run back to the
starting line without getting caught by the wolf. If the wolf catches someone
then that person also becomes a wolf. The last person left wins.
Who am I? (moderate/icebreaker)
Each person has pinned on his back a picture or name of a famous person.
By asking questions to the other people that can be only answered "yes" or
"no", he must figure out who is on his back.
Will You Buy My Donkey? (circle/passive)
The players should be sitting in a circle. One donkey and one donkey seller
should be in the centre of the circle. The donkey seller will try to sell their
donkey to those in the circle. The donkey seller will choose one person and
ask them, "Will you buy my donkey?" The players in the circle have to answer
"no thank you" with a straight face. Then the seller will say,"My monkey
can do cool things like..." The donkey has to try and do the things that it's seller
says it can do. (ex. tap dance, do a somersault, sing a song...etc.) The players
in the circle have to say "no thank you" without laughing. If the person laughs,
they become the donkey, the donkey becomes the seller and the seller gets to
join the circle.
Wink (passive)
Players are arranged in partners, one squatting and one kneeling behind the
circle. One person is it. He winks as unobtrusively as possible at one of the
seated persons who try to get to it before his partner can prevent it by placing
his hands on the person's shoulders. Guards must keep their hands by their
sides except when they wink at their partners.
Witch
You need a witch, a mother, a babysitter and at least two children. The mother
says to the babysitter:
"I'm going downtown to smoke my pipe, and I won't be back until Saturday
night. And don't let that witch take any of my children!"
Then as she walks around the ouside of the house (or yard) the witch comes to
the door to "borrow" a cup of sugar. While the babysitter is getting it, the witch
"bribes" a child to come with her and they leave for the witch's house. The
mother comes home and gets mad at the babysitter, but this doesn't stop her
from going out again. Repeat the same game until all children have been
"kidnapped". The babysitter follows the witch with the last child but also gets
kidnapped. The witch then gives each child a new name which will be a
category (IE colours, fruits, cereal, etc). The mother comes to the witch's
house and has to guess the new names of her children before they can go
home!
Contributed by Barb Enright
"Y"
Yankee Doodle Cracker (passive)
This is a game for two teams of at least four players on each team, and a
referee. The referee gives everyone a cracker. As soon as he blows a whistle,
or, "calls on your mark, get set go!" the first person on each team eats his
cracker and tries to whistle "Yankee Doodle Went to Town". As soon as he
has succeeded the next person does the same. The first team to finish wins.
Ying Yang Yoo (passive)
This game should only be played by older campers. Each word has a
separate action. Ying:hand on top of head, pointing in one (either left or right)
direction. Yang: hand under chin pointing in one direction. Yoo: Regular
pointing action. These three words may only be spoken in the correct order, it
always must be Ying Yang Yoo. The first person starts and says Ying, doing
the motion. If they point to the left then the person to the left must respond
Yang, also doing the motion. The person that was pointed at must say Yoo
and point to anyone in the circle. That person then starts again by saying Ying.
"Z"
Zip Zap(passive)
It points to a person in the circle repeating the word
"zip" or "zap" and counting to five. If they say "zip" the person must reply with the name of the person on his right, "zap" he must reply with the name on his left. If he is wrong then he goes into the centre of the circle.
Zoom Schwartz Pifigliano (passive) ***for older campers
Players sit in a circle on the ground. The first person starts by looking at
someone and saying Zoom. That person may then look at someone else and
say Zoom. Whenever you say Zoom, you look at the person who you are
Zooming. If you want to send the Zoom back to the same person , you must
say Schwartz, but you may not look at the person. That person then has the
option of Zooming it to a new player. However, if the player wants to get the
same person back again then they must say Pifigliano. It is a pure
concentration game and a lot of fun, but do not expect campers to get it the
first time they play it.
Contributed (in it's impressive entirety) by Darren Gerson
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