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100 Short and Active Games

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Some of the key takeaways from the document are that it describes various outdoor games that can be played in groups, many of which encourage cooperation, activity, and fun for both children and adults.

Some examples of cooperative games described include Backlash, where teams work together to pass balloons down a line, and Basket-Soccer Ball, where two teams cooperate to pass and shoot a ball into baskets at both ends of the court.

Some examples of active games described include Baseball (petrified), where teams play baseball but cannot move their feet, Blind Beach Volley-ball, where a blanket is placed over the net so players cannot see the ball, and Boiler Burst, where players run for a goal line while one player chases them.

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.
Barnyard (cooperative/active)
Each person is given the name of an animal with three people having the same name. No one is
allowed to tell another which animal he is. At the signal each person 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.

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!!
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.
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.

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.
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.
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 people 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.

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.
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.

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 people form a small circle and all sit down. One person is it and he walks around the outside of the
circle, touching the other people'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.
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.
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.
Farmer and the Crow (active)
Equipment: six objects such as paper plates, beanbags, small boxes Divide the people 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.
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 people 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.

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 person is frozen. If the bean bag falls off a
camper's head, that person 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.
Fruits and Vegetables (active/circle)

Divide the people into two large groups. One group will take the names of vegetables, the other fruit. In
each large group, two or three people take the same name of a fruit or vegetable. The people 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.
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.

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.
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.

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.

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.
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.

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.

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.
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.
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.

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.
Loose Caboose (active)

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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).
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.
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.
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

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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 person 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 people are you?" any
name may be given and the witch carries on, but when they say " yours " the witch chases them. The
first person caught takes her place.
Pip, Squeek and Wilbur (active)
Equipment: bean bags
Arrange the people 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.

Pop Goes the Weasel (active)


Choose one person to be the weasel. Have the rest of the people divided into even groups. In each
group number the people 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 people
of that number and the weasel join in a circle in the middle dancing and singing "pop goes the weasel"
while the other people remain in their own group's circle around the outside. When 'pop goes the
weasel' is reached all those people run to find an empty circle, the other groups have formed on the
outside. The remaining person is the weasel.
Port and Starboard (active)
The people 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. People 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

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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

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 people all sit in a circle, one person is chosen to be Quickity-Quick. The leader shows all of the
people three small objects. She then places the three objects behind three different people who are
seated in the circle.
Quickity-Quick recites the verse above while walking behind the people. He pretends to take the
different objects to fool the people, who must not look behing them. While he is pretending, he does
actually take one object. Whenever one of the three people 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 person who chased him,
they exchange places.
The game is then repeated with the new Quickity-Quick. However, if the person catches QuickityQuick 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
Rabid 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

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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 - People 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.
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)

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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 zigzag. 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 whathave-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.

15

Paul Revere Relay - Divide people 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.
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.

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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.
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!"
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.
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.

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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.
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 people 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 people. One person 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.

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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".
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 people 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 people. If a person 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. Epidemic Tag See "Sticky Fingers"
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 People scatter in a designated area of the park. Two people are IT. When the others are
touched by IT, they freeze. A frozen person may become unfrozen by one of the other people 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

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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 people 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

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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.
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.
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.
Toma Hawk Snatch (active)
The people form two straight lines, six feet apart, with a bean bag, or tomahawk, etc. in the middle.
Number the people 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.
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.
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.
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 people at the side call out "Uncle Sam, Uncle Sam, may we cross your river dam?" The

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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.
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.
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 Time is it Mr. Wolf (active)
The people 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 people advance together asking " What time is it Mr. Wolf?". The wolf responds
with any time (for each hour the people take one step forward. ie. 2 O'clock is 2 steps forward) but
when he calls "Dinnertime", the people 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.

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