EGG TOSS



EGG TOSS

ACTIVE GAMES

AG–081

4–up

Up to 32, in pairs

5–10 minutes

EGG TOSS is active; played outdoors; competitive or noncompetitive; using existing skills.

Eggs, or water balloons, one for every pair of participants.

The players line up in two lines, partners facing, a few feet apart. At a signal, all the players on one side throw their eggs to the other side, to their partners. If the egg (or water balloon) breaks, the pair is eliminated. Have the partners who still remain step farther apart each time they throw their eggs (which should only be at the leader's signal). Continue until everyone has been eliminated.

6/07/89

SNAKE IN THE GRASS

ACTIVE GAMES

AG–082

5–up

6 players and up

15–20 minutes

Active, competitive/cooperative; best played outdoors, existing skills.

None.

This game works as well on a carpeted floor as on grass. Define a limited area, outside of which the players cannot go. One player is "it" and crawls around hissing like a snake, trying to touch the others running around in the "snake pit" (playing area). When a player is tagged by the snake, that player becomes a snake as well and must try to tag the others. Eventually everyone is crawling and hissing on the ground as snakes. As a variation, have half the group start as snakes, half as humans. Each time a player is tagged by a snake, they switch places (people to snakes, snakes to people), thus the game can go on even longer.

6/07/89

WHO IS KNOCKING AT MY DOOR?

ACTIVE GAMES

AG–083

All ages

DING DONG; DUCK, DUCK, GOOSE

"

"

6 players and up

20–30 minutes

A blindfold and a chair

Children sit in a semicircle except for "It" who sits in a chair, blindfolded. The children take turns going up to the person who is it and knocks on the chair. "it' asks "who is knocking on my door?". The other child disguising his voice, saying, "It's me" or answers by barking, meowing, crowing, etc. "It" tries to guess who the person is. If she guesses correctly the turn passes to someone else. If she guesses incorrectly, you repeat the process. Continue the game until everyone has has at least one turn.

Teacher's Handbook of Children's Games

6/07/89

OCTOPUS

ACTIVE GAMES

AG–084

6–12

BRITISH BULLDOG, TAG GAMES

BRITISH BULLDOG, BLOB TAG

BRITISH BULLDOG, MANHUNT, CAPTURE THE FLAG

BRITISH BULLDOG, CAPTURE THE FLAG, DODGEBALL

Up to 32 players

5–15 minutes

Octopus is active, competitive/cooperative, outdoor game using existing skills.

Boundary markers, or designated area.

An enclosed field or court is used, so that out–of–bounds can be established. Play is conducted as in British Bulldog (see #AG–013), only those players tagged by original tagger do not move to tag other players. Instead, they are frozen where they stand, and use only their "tentacles" to help catch other players. You may need to make play field more narrow than usual.

6/03/90

JAMAQUACK

ACTIVE GAMES

AG–085

6–up

BULL IN THE RING; PRUI

"

"

"

In groups, no more than 60 in a group.

5–10 minutes.

Semi–active game, played indoors or outdoors, requiring group cooperation.

Blindfolds for half the group.

Half the players are chosen to be jamaquacks. A jamaquack is an Australian bird that stands bent over, holding its ankles, walking backward. These players must walk in that way, while at the same time blindfolded. Other players form a circle (facing outward), with a break in it, large enough to pass through. Object is to get out of circle. People making up the circle should "shoo" jamaquacks away from them if they are bumped, but two people standing on either side of break should remain quiet. As jamaquacks step out, remove blindfolds. Switch places.

6/04/90

SKIN THE SNAKE

ACTIVE GAMES

AG–086

6–up

CAPTURE THE DRAGON'S TAIL; LADDER GAME

"

"

"

Any number of players, teams of no more than 20.

SKIN THE SNAKE is an active relay–type game, played indoors or out, although a good deal of space is needed. It is both competitive/cooperative.

None

Players are divided into teams, which form single file, facing front. EVERY player crouches slightly, reaches their left hand back between their legs, and reaches their right hand forward (taking the left hand of the person in front of them). Now, the last person in line sits down, and the rest of the line slowly begins to walk backward. As each person can progress no further, they will also sit (lay) down (last person, then second to last, and so on). Players must take care to step carefully over others on ground. Once everyone is seated, person who was first stands again, and begins to walk back. Note that all this time, all hands are still locked. After practicing, try as a race.

6/04/90

LADDER GAME

ACTIVE GAMES

AG–087

6–up

SKIN THE SNAKE; RELAYS; STEAL THE BACON; BROOM HOCKEY

"

"

"

Any number

15–30 minutes

THE LADDER GAME is an active, competitive/cooperative game, played indoors or out, which utilizes a large space, no equipment; good for large rainy day act.

None

Players are divided into two teams. These two teams form lines, players facing one another. Players from opposite teams are then paired, having them lay on backs, bottoms of feet together. Next pair of players is placed parallel to this pair, about 1–2 feet away, and so on, until all players are laying on floor, forming one large ladder. Each pair is then given a number. When their number is called, this pair stands, runs down through ladder (stepping between legs), out bottom, around sides, back through top, and into original spaces. Player there first scores a point for their side. Takes time to set up, but worth it.

Keith Schoch

6/04/90

WALL OF CHINA

ACTIVE GAMES

AG–088

9–up

RELAY GAMES; LADDER GAME; TAG GAMES

"

" ;CAPTURE THE FLAG

"

Up to 40 players

WALL OF CHINA is a cooperative/competitive game to be played indoor or out, but requiring a fairly large area. Utilizes existing athletic skills, builds team skills.

None, although boundary markers may be desired.

Line all players up, shoulder to shoulder, facing one direction. Now, you the leader alternate the direction of every other player (face them the opposite way). This is the wall. The Chaser and Chasee will start on one side of the wall. The Chasee can run around the wall, but the Chaser cannot. So if the Chasee goes around the wall, the Chaser does not follow, but rather tags a person in the wall who is facing that direction, who then leaves the wall and becomes the new Chaser. The old Chaser takes his/her place in wall after tagging. Just remember, no Chaser can go around the wall. Once Chaser catches Chasee, they switch roles, and begin game all over again.

6/04/90

HUMAN MIXMASTER

ACTIVE GAMES

AG–089

AGES 6–up

FOGHORN (QG–009); INDIAN SNEAK (QG–010)

"

"

Up to 60.

10–15 minutes.

Semi–active, stressing group cooperation, interaction.

None.

1. Instruct everyone to stand in a circle. The object of the game is simple; simultaneously all players must walk directly across the diameter of the circle and reform into a circle. The circle should be exactly the same as before, but with players facing the opposite direction.

2. After players have done this once or twice, have them keep their hands at their sides and not bump into anyone as they walk. Strategies will start to emerge. Some people will walk slowly while others will walk quickly to get across.

3. If a player does accidentally bump into someone else, he/she must say "beep!" There will probably be quite a few "beeps" as people cross.

4. Finally, everyone must execute the move across the circle with eyes closed.

(Gregson, Bob, The Incredible Indoor Game Book)

6/04/90

GUMBALL MACHINE

ACTIVE GAMES

AG–090

6–up

UPSET THE FRUIT BASKET (AG–091); MUSHROOM; JAWS

"

"

"

25–40, depending upon size of parachute.

5–10 minutes

GUMBALL MACHINE is a parachute game which allows kids to become familiar with way in which parachute moves; helps develop skills for other games.

Parachute; 4–6 light balls, such as kickballs or playballs.

A good get–started game, gets everyone in a cooperative, happy mood. Picking the parachute off the ground, participants begin waving it rapidly up and down, causing waves and ripples. As they do this, the leader throws in a number of different shaped and colored balls, the objective simply being to get them bouncing high, without bouncing out or going down the hole in the middle. Final objective would be to get them all down the "chute," or hole.

Keith Schoch

9/09/89

UPSET THE FRUIT BASKET (PARACHUTE)

ACTIVE GAMES

AG–091

6–up

GUMBALL MACHINE; MUSHROOM; JAWS

"

"

"

25–40 players, depending upon size of parachute.

10–20 minutes

Active game, cooperative, to be used as an introductory or simple play activity for the parachute.

Parachute.

Leader has all participants stand still, holding parachute tautly, at about belly–button level. He/she then begins walking around outside circle, assigning names of fruits to each player, after emphasizing to them that they must remember these names. He/she says, "Apple, cherry, banana, grape," touching each player as they are assigned. The objective is for the group to lift the chute as high as possible, at which time the leader calls out the name of a fruit (or fruits). These people must run under the chute, exchanging places with one another, before the chute falls. Emphasize that the object is not to catch anyone underneath, but to let them change places. If leader says "Upset the Fruit Basket" or "Fruit Salad," all players must change places. Other categories can also be used, such as persons' names, cabin numbers, etc.

Keith Schoch

9/09/89

MUSHROOM (PARACHUTE)

ACTIVE GAMES

AG–092

6–up

GUMBALL MACHINE; UPSET THE FRUIT BASKET; JAWS

"

"

"

25–40 players, depending upon size of parachute.

10–15 minutes.

Semi–active, cooperative game, which makes good use of imagination, while at same time developing skills with parachute.

Parachute.

A cooperative exercise. Leader tells participants that on a hot day, one of the coolest places to be is not in the pool or in the shade of a tree, but in a mushroom. "It's just a little known secret, because people have always been too big to fit in there. But now, we can find out just how it feels!" Procedure is for participants to lift the chute as high as possible, and then pull it down behind them, sitting on its edge as they do. Done effectively, this will trap air in the chute, and create a big bubble. Sit under it for awhile, and talk. Best to practice the lifting–real–high part a couple times. Keep in mind that there must be sufficient slack in middle before lifting (have everyone step in a little).

Keith Schoch

9/09/89

JAWS (PARACHUTE)

ACTIVE GAMES

AG–093

6–up

GUMBALL MACHINE; UPSET THE FRUIT BASKET; MUSHROOM

"

"

"

25–40.

5–10 minutes.

Cooperative game, to be used at close, but not with a group that exhibits little self–control.

Parachute

A great closer. With dead seriousness, announce that it is time for Jaws. All participants are told to hold the parachute at chest level, and step backward until it is tight. No one can look under it! The leader places his open hand, fingers together, on his head, pointing it upward like a fin. This fin will be seen as it moves under the water (parachute). "I am the shark, " the leader announces, "and if I get you!...then you're a shark, too!" the leader begins moving under the chute, and as he grabs an unsuspecting victim in the tummy, he should make as loud and bloodcurdling a sound as he can. Game ends once everyone has been transformed into a shark (at which point the parachute is usually a twisted mess anyway).

Keith Schoch

9/09/89

TRAFFIC PATTERNS

ACTIVE GAMES

AG–094

6–up

TAG

"

"

"

Up to 30 players, in pairs.

10–15 minutes

Indoor or outdoor game, uses existing skills, uses both competitive/cooperative play.

None

Players are put in pairs, one the car and the other the driver. Cars hold hands out in front (as bumpers) and close their eyes. Drivers keep their eyes open and steer cars by standing in back and placing their hands on their partners' shoulders. One pair is chosen to be it. Person who is it tries to tag another, but in this game, cars only tag cars. Drivers carefully maneuver around other cars, trying to avoid being tagged. No speeding. When the car that is It tags another, the car that was tagged becomes the new It. Cars and drivers switch roles and game continues.

Gregson, Indoor Games Book

5/18/91

BRIDGING THE GAP

ACTIVE GAMES

AG–095

8–up

Up to 20.

10–15 minutes

Semi–active, requiring creativity; best played indoors but can be played out.

None.

Object of the game is to build a human bridge from one end of the room to the other. Divide the room into two territories with an imaginary valley in between. Explain that everyone must get over valley in order to escape terrible ogre who will turn everyone to stone forever. Unfortunately, there is no bridge to get across. The human bridge is a sort of obstacle course made by everyone in the group. One by one, each person adds to the bridge, standing or crouching in position. Each person must climb over or crawl under the players who are already part of the bridge. For example, the first person might stand with his/her legs apart. The second person crawls under the first person and then crouches into a ball. The third person crawls under first, over second, and ends up as a tunnel on all fours. Players will end up in all sorts of positions. When last player is added, first player can now crawl all the way through to other end. This continues until entire group has moved to the other side and is safely away from the terrible ogre.

Gregson, Indoor Games Book

5/18/91

POPCORN TAG

ACTIVE GAMES

AG–096

6–up

TAG, TRAFFIC PATTERNS

" , "

" , "

" , "

Up to 30

10–15 minutes

Active, noisy, requiring both cooperation and individual effort; indoor or out.

Boundary markers

All players hop up and down on both feet. When person who is It tags a player, the two immediately join hands. The two hopping Its set out to tag other helpless hoppers. When other players are tagged they join the chain until there is only one hopper left.

Gregson, Indoor Game Book

5/21/91

CIRCLE THE CIRCLE

ACTIVE GAMES

AG–097

7–up

Any number, in groups of up to 20.

5–10 minutes

Active, cooperative, involving much teamwork; indoors or out.

Two hula hoops, 1 slightly larger than the other.

Ask the group to form a hand–in–hand circle. Place two large hula–hoops together between two people (resting on their grasped hands). See how quickly the participants can cause the hoops to travel around the circle (over people) in opposite directions, through each other (hoop through hoop) and back to the originating point. Use fairly large hoops for this activity, but be sure that one will fit through the other. It's interesting to see what the group's response is when you ask, "Who won?" after both hoops have circled the circle. It takes some thought to realize that the entire group was working as a team. No losers. No winners.

Rohnke, Karl, Silver Bullets

5/21/91

GUARDIAN

ACTIVE GAMES

AG–098

6–up

CIRCLE DODGEBALL, BUSY BEE, BOMBARDMENT

"

"

"

Any number, in groups of no more than 20.

A fun, active throwing game, played indoors or outdoors, involving both cooperation and competition.

Two to three playground balls, a plastic bowling pin or Indian club.

One player, chosen to be it, stands in the center of a circle, guarding a bowling pin. The other players, forming a loose circle around him (no one should be closer than eight feet), attempt to knock the bowling pin over by hitting it with a ball. Players can pass the ball across the circle to other players. The player who hits the pin, or causes the Guardian to kick it over, changes places with him/here. Begin by using only one ball, and increase the number to make it more difficult.

Keith Schoch

5/21/91

SHAKE THE SNAKE

ACTIVE GAMES

AG–099

8–up

BALLOON STOMP

"

"

"

Any number, up to 100.

5–10 minutes

An active, silly indoor or outdoor game, to be used as a warming up activity.

One 8' long rope or knotted rag for every two players.

Divide players into two groups: shakers and stompers. The shakers each hold the end of an 8' rope between their thumb and first finger and squiggle the rope, so that the end of it drags on the floor. Shakers must be running around the room while shaking the rope. The stompers try to step on the rope, thereby pulling the rope form the shakers' fingers. Once a stomper has stepped on a rope, he/she becomes a shaker, and the shaker who lost the rope becomes a stomper. If necessary, there can be more stompers than shakers.

Orlick, The Cooperative Sports and Games Book

5/21/91

DEVIL

ACTIVE GAMES

AG–100

7–up

TAG RELATED

"

"

"

Up to 30.

10–15 minutes

An active tag game, played outdoors, involving both cooperation and competition.

A piece of chalk, used for marking asphalt, which is the playing surface.

An outline of a lake with its varied and irregular coastline (including peninsulas, necks of land) is made on the asphalt. One player is chosen to be the Devil (It) and the others are Frogs. The Frogs must stay in the lake, and cannot jump out. The Devil cannot jump in. The Devil must tag Frogs by chasing them around the lake, and stampeding and tricking them in any way in order to get them within arm's reach. Tagged players can either sit out, or become Devils themselves.

Traditional Japanese

5/21/91

CATCH ME IF YOU CAN

ACTIVE GAMES

AG–101

6–up

DODGE BALL TYPE GAMES, SPUD, TAG GAMES

"

"

"

Any number,

15–20 minutes

A game utilizing catching and throwing skills; can either teach or reinforce either of these; outdoor; active; competitive but without winners and losers.

A playground ball, boundaried area, hula hoop.

Object is to not be tagged with ball. Leader throws ball into the air, and a player catches it. All other players freeze as soon as this happens. Player with ball attempts to hit another player; if hit, that player goes to the "out area," which is marked out of bounds by a hula hoop. The player who had the ball now throws it up, and play continues. Every time a new person is hit and sent to the hula hoop "out area," the person who was there returns to the game.

Morris, Changing Kids' Games

5/21/91

SNIPE/SNORP

ACTIVE GAMES

AG–102

7–up

CROWS AND CRANES, TAG GAMES

"

"

"

Any number up to 40, divided into two teams.

10–20 minutes

An active tag game, requiring quick reflexes; outdoor; competitive, but without winners/losers.

Boundary markers

The two teams lie on the ground. Players of the same team are shoulder to shoulder in a line; heads of players on opposing team are about three feet from theirs (so that the feet of either team are facing toward the two safe areas at either end of the field). One group is known as Snipe, and the other Snorp. When the leader calls "Snipe!", all the Snipe players are it, and the Snorp players get to their feet and run as quickly as possible to their safe areas. The Snipe players jump up and chase the Snorps. If players are tagged, they become Snipes and the players who tagged them become Snorps. If the leader called "Snorp," then the procedure would reverse.

Morris, Changing Kids' Games

5/21/91

TAKE IT BACK

ACTIVE GAMES

AG–103

6–up

RELAYS, SNATCH THE BACON

"

"

"

Any number, divide into two to six teams.

5–10 minutes

An active, relay type game, played indoors or out; can be used to pick up equipment at end of play session, or as simply a great game, perhaps one for station or Olympic type competitions.

Balls, towels tied into knots, jump ropes, hoops, cones, etc.

The object for this relay is for players to get as many objects as they can from the center area back to their team (or another, predetermined place). Players line up by team, facing the center (like the spokes of a wheel). On the start signal, one player at a time from each team runs out to the objects, picks one up, and returns. After tagging returning player';s hand, the next player goes. Play continues until all objects are gone. Team with the most is the winner. This is a good game to get kids to help put materials away.

Morris, Changing Kids' Games

5/21/91

BUSY BEE

ACTIVE GAMES

AG–104

6–up

CIRCLE DODGEBALL, SNOWBALL FIGHT, GUARDIAN

"

"

"

Any number, in groups of up to 20.

10–15 minutes

An active reception and propulsion game, with no real winners or losers; played indoors or out.

Bean bags, rope.

Form rope into a circle about 10' in diameter. Object is for player in circle to keep bean bags out of circle. Upon a start signal, player with all the bean bags in middle of circle begins throwing them out. All the other players try to catch the

the bags and immediately return them to the circle. Play continues for designated period of time. Player inside must be instructed not to hurl the beanbags too far away.

Morris, Changing Kids' Games

5/21/91

ONE BEHIND

ACTIVE GAMES

AG–105

7–up

SIMON SAYS

"

"

"

Any number.

10–15 minutes.

An active, memory game utilizing all locomotor and nonlocomotor movements; indoor or out; noncompetitive.

None.

The object of game is for players to copy movements of the leader. However, players must always remain one movement behind the leader. For example, the leader performs movement A (hands on hips), and players memorize it, and when leader performs movement B (hands on shoulders), the players perform movement A. Thus players always remain one movement behind leader. Play continues in this fashion.

Morris, Changing Kids' Games

5/26/91

CROSS THE BROOK

ACTIVE GAMES

AG–106

6–up

JUMPING GAMES

"

"

"

Any number, in groups up to 20.

5–10 minutes.

An active, jumping type game, played outdoors. Utilizes/builds jumping skills, and is an independently competitive activity.

Chalk or string.

Draw two lines for the banks of the brook, wider in some places than in others. The players form in line and take a running jump across the brook. Those who step in the brook must try again over the same spot. Those who are successful in their jump continue to jump over each time at a wider space than their previous jump. When some players have jumped all the wide spots, have them jump the narrow sections with a standing broad jump.

Donnelly, Active Games and Contests

5/27/91

BADGER PULL

ACTIVE GAMES

AG–107

7–up

PUSH ME OUT, TUG O' WAR

"

" ; LOG FIGHT

" "

Any number, competing in pairs.

10–15 minutes.

An active, highly competitive activity which can be used easily in a series of competitions for an Olympic or stunt program; indoor or outdoor.

Two or three towels, tied securely together into a loop.

Draw a line on the ground about three feet long. The opponents kneel on either side of the line, facing each other. The collar is placed over their shoulders (around their backs, with arms laying above it), and they back up until the collar is stretched tight and they are equidistant from the line. On signal they attempt to pull each other entirely over the line. A player loses if he is pulled entirely over, or if he allows the collar to slip over him.

Donnelly, Active Games and Contests

5/27/91

FRIS BALL

ACTIVE GAMES

AG–108

KICKBALL

"

" ; SOFTBALL

" ; "

Any number, divided into two equal teams.

15–30 minutes

An active, traditionally based competitive team game.

frisbee, markers to be used as bases

FRISBALL is played like softball, but a frisbee is used instead of a bat and ball. Also, each team gets six outs instead of three. The frisbee must go at least thirty feet on a fly or it is foul. The offensive team does not have to wait until the defensive team is ready before sending the batter to the plate, which keeps the normal slowdowns to a minimum. Players field and cover bases as in softball.

Rice; Yaconelli, Play It

1/2/92

POOP DECK

ACTIVE GAMES

AG–109

8–up

Any number, up to sixty.

10–15 minutes

A super–active game played outdoors, in a large indoor room; utilizes jumping and running skills; awareness skills.

Floor or ground area divided into three sections as shown below.

Clearly mark floor into three sections; one is Poop Deck, one Main Deck, one Quarter Deck. Begin with everyone standing on Poop Deck. Call name of deck (even if they are standing on it) and all players must run to that deck. Last person to move gets a letter (P,O,O,P). If anyone jumps the gun, or jumps off a deck which they should remain on, also receives a letter. Players are eliminated after receiving all four letters (players are rarely eliminated). Purposely point to wrong deck when giving directions to further confuse participants.

??????????????????????????????????????????????????????????

? Poop Deck ? Main Deck ? Quarter Deck ?

? ? ? ?

??????????????????????????????????????????????????????????

Rice; Yaconelli, Play It

1/2/92

RUN THE GAUNTLET

ACTIVE GAMES

AG–110

10–up

Up to sixty, mixed guys and girls.

5–15 minutes.

An active outdoor game which is great for coed groups; good for morale, exhausting energy.

One balloon for every guy and girl, enough rolled–up newspaper bats for half the group.

The girls are given newspaper bats and form two separate parallel single file lines, facing each other, with approx. 3–4' between them. The boys tie the blown–up balloons to their bottoms, and attempt to "run the gauntlet" between the two lines of girls. The girls attempt to pop the balloons by hitting them with the newspapers. Once a boy's balloon is popped, he is out. Last one left is winner. Girls can then switch places with the boys.

Rice, Yaconelli; Play It

1/2/92

WATER BUCKET BRIGADE

ACTIVE GAMES

AG–111

7–up

RELAYS

"

"

"

Any number, in teams lined up single file.

5–10 minutes.

Large containers of equal size, two per group, and one cup per team member.

An active, outdoor relay game; requires teamwork and existing skills.

Each time lines up single file, with a bucket of water on one end and an empty bucket on the other (soda bottles also work well). Each team member has a paper cup. The object of the game is to transfer the water from one bucket to the other by pouring the water from cup to cup down the line. The first team to transfer all the water is the winner.

Rice; Yaconelli, Play It

1/2/92

CENTIPEDE RACE

ACTIVE GAMES

AG–112

6–up

RELAYS, LINEAR RACES

"

"

"

Any number, in teams of equal size, approx. 4–8 per team.

5 minutes

A competitive, racing game, requiring teamwork; bets played outdoors.

A backless bench of equal size for each group.

Seat as many participants on each bench as possible; this will be the number of players per team. Have all players straddle the bench like a horse. When the race starts, players stand up, bend over, pick up the bench, holding it between their legs. They then run like a centipede. The finish line should be forty–fifty feet away.

Rice; Yaconelli, Play It

1/2/92

ANIMAL, BIRD, OR FISH

ACTIVE GAMES

AG–113

6–up

Any number, divided into two or three teams.

10–15 minutes.

ANIMAL, BIRD, OR FISH is not quiet, but can be an excellent game to use indoors on rainy days. It is active, crazy, and requires that everyone gets into the act.

None.

Divide players into two to three teams. Teams position themselves in corners opposite one another. Leader stands in the middle, equal distance from the teams. Each team sends one player to the leader. Leader whispers the name of an animal (for ex., monkey) to the players. The players must then run back to their group, acting like a monkey in pantomime. When a team member guesses monkey, the pantomiming player runs back and tags the leader, saying "Monkey!" First player back is winner. New players are chosen to go up.

Gregson, Indoor Game Book

5/09/91

ANIMALISMS

ACTIVE GAMES

AG–114

7–up

Group up to 20.

10–15 minutes

ANIMALISMS should be used with a group in which members are fairly well known to each; game requires identification by voice and name. Quiet, passive, indoor game using listening skills.

Blindfold.

Everyone stands in a circle. One player, chosen to be It, is blindfolded in center. When It says "Go," players begin moving around in circle. When It says "Stop," players freeze. It points in any direction. Player who is pointed to leaves the circle and stands a foot from It. It asks that person to make an animal noise: bark like a dog, moo like a cow, and so forth. It must try to identify the player from his/her noise. If It succeeds, they change places. If It fails, game continues by It choosing another player (circle does not move again).

Gregson, Indoor Game Book

5/09/91

FOX AND BIRD

ACTIVE GAMES

AG–115

6–up

Up to 20 per group.

10–15 minutes.

FOX AND BIRD is a guessing game which utilizes existing skills; employs observation and guessing skills; involves cooperation among players.

A small rock or ball.

Players form a circle facing inward; they are trees, and stand with both hands behind backs. One player, the fox, stands in center of circle; another player, the bird, stands outside of circle. The bird walks around outside of circle, and attempts to hide the "egg" in a "tree" (player's hands). The fox watches, and attempts to guess which tree has the egg. If fox is right, fox becomes bird, bird becomes tree, and tree becomes fox. If wrong, fox stays in and bird gets another turn. After three successful turns, the bird retires and picks new fox and bird.

Keith Schoch

5/28/91

SARDINES

ACTIVE GAMES

AG–116

6–up

HIDE AND GO SEEK GAMES

"

"

"

Any number, up to twenty.

15–25 minutes

An active

None

This game is actually hide–and–seek in reverse. Boundaries should be set up ahead of time when playing outdoors. The group chooses one person to be it. That person goes to hide while the rest count. Now the group sets out (individually) to find the hidden person. Small groups of two or three can look together. When a person finds IT, he/she hides with IT instead of telling the rest of the group. The hiding place should not be changed during the game. The last person to find IT is the IT for the next game.

Rice; Yaconelli, Play It

1/2/92

TUG OF WAR IN THE ROUND

ACTIVE GAMES

AG–117

8–up

STEAL THE BACON

"

"

"

Any number, up to 60, divided into 4 equal teams (or three or four individual players).

10–15 minutes

An active, team–oriented but individually competitive game, utilizing existing skills.

Large rope, twenty–four feet in length.

Tie two ends of rope together, making one round rope. Four teams line up on four sides of a square. In the center of the square, the rope is placed open out into a circle. The teams should be equal, and team members should count off. Leader calls a number, and those four players (one from each team) grab one side of the rope and try to get it back across their team's line. As soon as the player crosses the line, he is declared winner. Give all players a chance.

Rice; Yaconelli, Play It

1/2/92

CLOTHESPINNING

ACTIVE GAMES

AG–118

9–up

Any number

5 minutes

An wildly active game, using existing skills in a challenging, yet non–competitive way.

4–6 clothespins for each player.

Each player is given clothespins, which he/she must attempt to pin on 4 (or 6) different players, while avoiding the pins of other players. Once a player has used all of his/her clothespins, he/she remains in the game, attempting to avoid being "pinned." At the end, player with the least amount of pins is the winner. Another way to play is in pairs, with the winner being chosen for each pair in the same way.

Rice; Yaconelli, Play It

1/3/92

GRAPE TOSS

ACTIVE GAMES

AG–119

9–up

Any number, divided into groups of 8–10

5–10 minutes

A semi–active game for groups, requiring teamwork.

Bag of grapes, marshmallows, popcorn or shelled peanuts for each group

Each team gets into a circle and selects one member of the group to be the tosser. He gets a bag of grapes (or whatever), and, standing in the center of circle, at signal begins to toss the food into the first player's mouth (a piece at a time). When the first player has caught the food, he/she becomes next tosser, and tosses to the next player. (The first tosser should be last one to catch food in mouth). The first team to toss all the way around the circle is the winner.

Rice; Yaconelli, Play It

1/3/92

KING OF THE CIRCLE

ACTIVE GAMES

AG–120

6–up

BULL IN THE RING; COWS

"

Any number, up to thirty.

10–15 minutes

A very active, very physical game, most often played by boys alone; requires aggressiveness and existing skills.

A large circle or square drawn on the floor

Draw a circle on the floor, and have all players get inside. On the signal, the object is to throw everyone else outside the circle, and remain inside yourself. Once a bodypart touches outside the circle, a player is out. Referees will be needed to insure safety and to watch for players who touch outside of circle.

Rice; Yaconelli, Play It

1/3/92

GARBAGE BALL

ACTIVE GAMES

AG–121

6–up

EARTHBALL TYPE GAMES

"

"

"

Any number, divided into two separate groups.

10–15 minutes

An active, team competition, with no losers; utilizes striking skills.

A garbage bag stuffed tightly with inflated balloons, and sealed with duct tape.

Have one third of players form a pinwheel (circular) formation by laying on the floor, heads toward center of circle, feet on outside. Have rest of players kneel 3–4 feet away from the prone players. Using the Garbage Ball, inside players attempt to kick or hit it over the outside players' heads. If an outside player misses, he/she and the inside player who successfully struck the ball switch places. Outer circle tries to keep the ball in play.

Rice; Yaconelli, Play It

1/3/92

PINCH ME

ACTIVE GAMES

AG–122

10–up

GROUPING GAMES

"

"

"

Any number, to be grouped by game's end equally.

5 minutes

An active, grouping game to be used before other group–type activities.

Slips of paper

Everyone is to remain silent. Each person receives a slip of paper that he is to keep secret. The papers read: Pinch Me, Slap Me, Tickle Me, Pull My Ear, Step on My Toes, Rub My Tummy, Scratch My Back, and so on. When signal is given, players must find each other. Pinch Me, for example, must go around pinching others until he finds the other "pinchers" in his group. They stick together finding pinchers, until they can find everyone in their group. Leader calls time after 3–5 minutes, and team that has done best job getting together wins.

Rice; Yaconelli, Play It

1/2/92

SQUATTERS SMASH

ACTIVE GAMES

AG–123

7–up

ELIMINATION GAMES; KING OF THE CIRCLE

"

"

"

Any number

10–15 minutes

A very physical, elimination type game, usually played by boys alone.

None

Players squat down on their heels and fold their arms. They must stay in that position the entire game. The object is to walk around and knock the other players off balance. A player is out of the game if he falls over. Anything is legal, so long as players stay in the squatting, arms–crossed position.

Rice; Yaconelli, Play It

1/3/92

DUNCE BOMBERS

ACTIVE GAMES

AG–124

8–up

BOMBARDMENT; DODGEBALL GAMES

"

"

Any number, divided into two separate teams.

10–15 minutes

A semi–active, indoor game, using existing throwing skills; good for one in a series of rainy day games.

Chair for each player, plus lots of newspaper (a stack 4–6' high)

Two teams are seated on opposite sides of the room, the two front rows no more than ten feet apart from each. Each team has a dunce, who sits with a styrofoam cup balanced on his head, somewhere in the rear of the group. All players must remain seated. The object is to knock the hat (cup) off of the other team's dunce. Any sort of paper projectiles can be made, and players can bat them down, as long as the players remain seated. A point is scored each time a team knocks the hat off.

Rice; Yaconelli, Play It

1/4/92

HOT TOWEL

ACTIVE GAMES

AG–125

8–up

HOT POTATO

"

"

"

Any number, playing in groups of up to twenty.

10–15 minutes

An active indoor game; good to use in a series of group comp/cooperative games.

Chair for each participant (optional), towel for each group.

Everyone sits in circle, person in center is IT. IT tosses a towel to person in circle, who can then pass it in any direction in the circle. The object is for IT to tag the person holding the towel, or to catch the towel in mid–air. The person who is tagged, or the person who threw the towel before it was caught, is the next IT.

Rice; Yaconelli, Play It

1/4/92

PAPER SHOOT

ACTIVE GAMES

AG–126

7–up

Two teams of 4–8 players.

@8 minutes

An semi–active, indoor game, to be used in a series of games.

Newspaper (to be rolled into bats and crumpled into balls, and a small garbage can.

Set up a garbage can in middle of room, and have one team lie on backs around it, heads toward the can (like the spokes of a wheel). The opposing team is seated around them in a larger (concentric) circle, and these players are armed with newspaper balls. The team laying down attempts to keep the balls from being thrown into the can by batting them away with newspaper bats. The throwing team is given two minutes, after which the balls are counted. Teams switch places. After both teams have had a chance, the team with the most baskets scored wins.

Rice; Yaconelli, Play It

1/4/92

TRUE–FALSE SCRAMBLE

ACTIVE GAMES

AG–127

7–up

CROWS AND CRANES

"

"

"

Any number, divided into two separate teams.

10–15 minutes

An active game, which serves as a practical review for material which might have been taught to campers, students, or staff.

Chair for each player, plus two others.

Compile a list of questions that can be answered true or false. Divide players into two teams seated across from each other in parallel rows, with an extra chair placed at each end, in the gaps between the two lines (see diagram). Players on each team number off(Players with same numbers should sit directly opposite each other. Leader reads a question. Leader then calls a number; the two players with that number jump up and race to the appropriate chair. First player to occupy correct seat scores a point for his/her team.

TEAM A ????? ????? ????? ????? ?????

true???? ??1?? ??2?? ??3?? ??4?? ??5?? ??false

????? ????? ????? ????? ????? ????? ?????

TEAM B ??1?? ??2?? ??3?? ??4?? ??5??

Rice; Yaconelli, Play It

1/4/92

SING SONG SORTING

ACTIVE GAMES

AG–128

10–up

GROUPING GAMES

"

"

"

Any number, to be grouped by game's end equally.

5 minutes

An active, grouping game to be used before other group–type activities.

Slips of paper with different songs written on them

Everyone is to remain silent until signal is given. Each person receives a slip of paper that he is to keep secret. The papers contain the names of songs, such as Row, Row, Row Your Boat, Old McDonald, Happy Birthday, etc. When signal is given, players must find each other. Singing the song written on their slip, players must sing and search until they find the other "singers" in their group. They stick together and search, until after a period of time leader stops game. The team that has done best job getting together wins.

Rice; Yaconelli, Play It

1/2/92

BALLOON MIXER

ACTIVE GAMES

AG–129

6–up

GROUPING GAMES

"

"

"

Any number, to be sorted into pairs by game's end.

5 minutes

An active, grouping game to be used to establish pairs for other introduction–type games.

One balloon for each person.

Each person writes their name on a slip of paper and fold it to the size of a fortune–cookie fortune. They place this inside a balloon, which they blow up and tie. All balloons are then mixed together, and each player then chooses a different balloon than their own (a different color guarantees that they won't get their own name). Each player then breaks the balloon, and finds the player whom it names to be their partner. Balloons can be used for other games prior to their breaking.

Rice; Yaconelli, Play It

1/4/92

BOTTOMS UP RELAY

ACTIVE GAMES

AG–130

8–up

RELAYS

"

"

"

Teams of up to sixteen.

5–10 minutes

An active, relay type game to be part of a series; played outdoors.

One plastic 2 liter soda bottle per team, one large container per team (bucket), water

Each team lines up behind first player. At signal, last player fills soda bottle with water, sticks his thumb in bottle, turns it upside down, and passes it to next player. Bottle must be passed down the line upside down. When it reaches end, first player dumps it into large container, and runs it back down to last player, who refills the bottle and starts over. First team to fill their large container wins.

Rice; Yaconelli, Play It

1/4/92

BROOM JUMP RELAY

ACTIVE GAMES

AG–131

7–up

RELAYS

"

"

"

Any number, divided into teams of up to 16 (players should have partners)

5–10 minutes

An active relay game, played indoors or out.

One broom per team

Each team lines up behind first player. At signal, first two players grab ends of the broom and run back through their team, holding broom just above floor. Team members must jump over broom. When couple reaches end of line, team members pass broom back to front, where the next couple goes. The first team to have original couple holding broom again wins.

Rice; Yaconelli, Play It

1/4/92

GRAB BAG RELAY

ACTIVE GAMES

AG–132

6–up

RELAYS

"

"

"

Any number, divided up into teams of 6–12

5–10 minutes

A relay game to be played indoors or out; works well as a station game.

Similar bags filled with similar food items, one bag per team (equal numbers of items in each bag)

Teams line up single file, and bags are placed on opposite end of room. At signal, players run up one at a time and, without looking, reach into bag and grab item which they eat as quickly as possible. Judge okays that it is thoroughly eaten, and team member runs back. First team to finish all items wins.

Keith Schoch

1/4/92

HANDSFUL RELAY

ACTIVE GAMES

AG–133

8–up

RELAYS

"

"

"

Equal teams, up to 16 per team.

5–10 minutes

A relay game played indoors or out.

An identical set of items (toilet paper, brooms, balls, skillets, ladders, etc.) per team

Set items in piles at one end of room; line up teams in single file at other. On signal, first player goes and picks up one item, and returns. Second player accepts this item, and goes and gets another. Second player returns with both items, which third player accepts, and so on. Game continues in this way. After first player goes, it is his/her job to pick up fallen items. Fallen items are returned to pile, where they must be picked up again by person who dropped them. Once last player has finished (returned with all items), team is done. First team done is winner.

Rice; Yaconelli, Play It

1/4/92

MATTRESS RELAY

ACTIVE GAMES

AG–134

7–up

RELAYS

" ; PEOPLE MOVER

"

"

Any number, up to 30 per group.

10–20 minutes

An active cooperation game, which can be played competitively, but is inadvisable in that way, due to safety; players should take their time

One camper mattress per group

Campers lay on floor, side by side, in alternating pattern, so that they are head to foot, foot to head. Holding arms straight up in the air (bench press position), a mattress, with a camper laying on it, is passed from hand to hand, all the way down the line. Several practice runs with an empty mattress should be done. Once mattress reaches end, leaders should remove the participant, who then lays at the end of the line. Mattress is carried back to front of line, where next person goes.

Rice; Yaconelli, Play It

1/4/92

SACK RACE

ACTIVE GAMES

AG–135

6–up

RELAYS

"

"

"

Any number, competing in teams of 10 or less.

5–10 minutes

A very traditional, yet often ignored game, which kids still love; independently competitive.

One sack per team (nylon feed sacks, an improvement over the old burlap, can be obtained from farmers or feed stores.

Players form single file line. First player steps into sack, and on signal hops to the line located opposite the team lines. Player then hops back, and second player takes turn. First team to have all players finish is winner.

Keith Schoch

1/4/92

DESPERATION

ACTIVE GAMES

AG–136

7–up

STEAL THE BACON

"

"

"

Two teams, with no more than 16 on each side.

10–15 minutes

An fun indoor or outdoor game, played in teams, but participants compete individually.

Blindfolds, water, one squirt gun or bottle per team (well–cleaned liquid detergent bottles or shampoo bottles make good squirters for this game)

Two teams get on opposite sides of room. For each round, one person from each side is blindfolded; two squirt bottles are placed randomly between them after they've been blindfolded. On "Go," blindfolded players attempt to walk to the middle and pick up the squirt bottles. First contestant to squirt the other wins. Players on the sidelines can yell directions to their blindfolded teammates. Squirt bottles are more fun than guns!

Schoch, variat. Rice; Yaconelli, Play It

1/4/92

CRAZY CANOE

ACTIVE GAMES

AG–137

9–up

Two players per canoe

5–10 minutes

A active water game, which pits one player against another.

One canoe, two paddles per pair of participants.

Two people, each with a paddle, sit in a canoe facing each other. One paddles one direction; one paddles the other. The winner is the one who crosses the finish point located about twenty feet away.

Rice; Yaconelli, Play It

1/4/92

ICEBERG RELAY

ACTIVE GAMES

AG–138

7–up

Any number, divided into two teams.

10–15 minutes

An active water game, based upon the old "greased watermelon" idea

A large block of ice (can be made by filling large empty cardboard ice cream barrels, or large plastic bag).

Players push or pull a 25 pound block of ice to the opposite end of a swimming pool. Players can compete all at once, or it can be a relay done with players going once at a time. Winner is first team to finish, or last team left with ice before it melts!

Rice; Yaconelli, Play It

1/4/92

TURTLE RELAY

ACTIVE GAMES

AG–139

6–up

RELAYS

"

"

"

Any number, divided up into teams of 6–8.

10–15 minutes

An active cooperative relay game to be played outdoors or in; especially good for one in a series of relays for younger children.

a mattress or large floor mat or piece of cardboard for each group

Six to eight players are grouped for each team. The object is for players to form a turtle by placing a mattress or similar item on their backs (all at once), and to move through a simple linear race without losing their shell. The race can be made more difficult by using an obstacle course–type set–up, or by placing obstacles in the way which the turtle must climb over. It is important that team members move together and not lose their shell.

Orlick, The Cooperative Sports and Games Book

1/11/92

TOESIES

ACTIVE GAMES

AG–140

6–up

RELAY GAMES

"

"

"

Any number, working in pairs.

5–10 minutes

An active, cooperative indoor or outdoor game, to be used as an introduction in working together; uses existing skills and stresses teamwork.

None

Partners simply lie stretched out on the floor, feet to feet (or big toe to big toe), and attempt to roll across the floor, keeping their toes touching throughout. Harder than it sounds, and good for lots of giggles!

Orlick, The Cooperative Sports and Games Book

5/21/91

FROZEN BEAN BAGS

ACTIVE GAMES

AG–141

6–8

FREEZE TAG

"

"

"

Any number, participating individually but working together.

10–15 minutes

A cooperative indoor or outdoor game, using existing skills but especially those of balance and teamwork.

One bean bag per player

This is a cooperative activity in which each player moves about the room at his/her own pace, attempting to balance a beanbag on the head. Leader should encourage children (by example) to hop, skip, jump, walk backwards, etc. If a player loses the beanbag, they are frozen until another player can come over to replace the beanbag, without losing theirs in the process. Great to play with the little ones on a rainy day, especially with music.

Keith Schoch

5/21/91

INDIAN RUNNING

ACTIVE GAMES

AG–142

6–up

GHOST GAME (QG–043); CLAPPING CLUES (QG–039)

Any number up to 30, in groups of 6–8.

10–15 minutes

An active, cooperative/competitive game, which can be played indoors on rainy days.

None

Five or six players are chosen to leave the room. The players arrange themselves in any order, return to the room, and run around once. The players then exit the room quickly. They return and the other participants must name the correct order that the runners were in. The child who is most successful can choose another five to play again, or a second group can simply be sent out for the next game.

Star Lake Rainy Day Games

4/21/92

BANG

ACTIVE GAMES

AG–143

6–up

MUSICAL CHAIRS; PEOPLE TO PEOPLE; UPSET THE FRUIT BASKET

"

"

"

Any number, up to 30.

10–15 minutes

An active, competitive game which can be played indoors.

None

The children sit on chairs, beds, or other assigned places. There should be one less seat than number of children playing. One child chosen to be It walks around and taps another child; that child gets up and follows It. It continues to tap players, until 5 or 6 players are following. Any time he/she wants to, It yells, "BANG!" and all players must try to get to a seat. The one who does not get a seat is it for the next game.

Star Lake Rainy Day Games

5/21/91

LINE PULL

ACTIVE GAMES

AG–144

7–up

PUSH ME OUT, TUG O' WAR

"

" ; LOG FIGHT; BADGER PULL

" " "

Any number, competing in teams from 4–12 players to start.

5–10 minutes.

An active, highly competitive activity which can be used easily in a series of competitions for an Olympic or stunt program; indoor or outdoor.

Line marked on floor between teams; two parallel lines marked, one behind each team, approx. 3 feet from center line.

Draw center line on the ground. The opponents face each other on either side of the line. On signal they attempt to pull each other over the line. A player does not lose if he is pulled over, but joins the opposite team. Once on that team, he tries to pull his former team mates over. After a certain amount of time, a signal is given, and team with most players wins.

Rice; Yaconelli, Play It

1/3/92

CARRY ON

ACTIVE GAMES

AG–145

8–up

RELAY GAMES

"

"

"

Any number, working in pairs or groups (see below).

5–10 minutes

An active, cooperative indoor or outdoor game, to be used as an introduction in working together; uses existing skills and stresses teamwork.

Several balls of varying sizes.

Four players and one beach ball start at each base. The total number of bases depends upon the total number of players. Two players from each base attempt to move their beach ball to the next base with their bodies without the use of their hands or feet (hip to hip, stomach to back, etc.). They then pass the ball to the set of partners waiting at the next base (without using hands), await the delivery of another ball from their partners behind them, and continue around the bases. A variation is to carry people instead of using a ball.

Orlick, The Cooperative Sports and Games Book

4/28/92

BUMP AND SCOOT VOLLEYBALL

ACTIVE GAMES

AG–146

10–up

VOLLEYBALL; BALLOON VOLLEYBALL; BLANKET VOLLEYBALL

"

"

"

Any number up to 20.

15–20 minutes

An active, cooperative outdoor game, uses existing volleyball skills and stresses teamwork.

court, ball, net

Play as in traditional volleyball, except that after a player hits the ball, he/she must scoot under the net and join the other team. You can attempt to play with sides scoring points, or play for a collective score (the total number of consecutive hits).

Keith B. Schoch

4/21/92

STEALING BASES

ACTIVE GAMES

AG–147

8–up

TAG GAMES; KEEP AWAY

"

"

"

Groups up to 20.

10–20 minutes

An active, competitive/cooperative outdoor game, involving much running and catching; uses existing skills and stresses timing and agility.

One or several balls

Two bases or boundary lines are established, at least ten yards apart (too far apart discourages the players quickly). One or two players guard each base or boundary line; they can use softball gloves or hands alone, depending upon ball (younger kids can use play or kickballs). The other players attempt to run back and forth from one base to the other, avoiding being tagged. Guarding players should throw the ball or balls back and forth frequently, so that runners will have a chance to safely leave base. A runner tagged is out; last two or four runners become new catchers.

Keith B. Schoch

5/21/91

JUNGLE NOISE

ACTIVE GAMES

AG–148

6–up

ANIMAL SOUNDS

"

"

"

Any number of players, divided into two or more groups.

5–10 minutes

A noisy, active game which relies upon competitive teamwork and silliness; can be done indoors or out.

Many small food objects such as peanuts, Hersheys kisses, etc.

In advance, hide the food or small objects over a large area. Divide the group into smaller, equal groups. One player per group is chosen to be leader. Each group is assigned the name of an animal with a distinct sound (cats, dogs, cows, sheep, ducks, etc.). On the start signal, team members run about area attempting to locate objects. When they find one, they cannot pick it up, but must make their animal noise until the leader runs over and picks it up. Animals cannot touch objects!! A leader cannot pick up an object unless an animal from his group is beside it; it is possible that an animal from every group wiull be surrounding one single object! When time is called, team with most objects wins; if sanitary, groups can divide and eat what they have found.

Keith Schoch

5/29/91

MAZE TAG

ACTIVE GAMES

AG–149

6–up

TAG GAMES

"

"

"

Up to any number in group.

10–15 minutes

An active, competitive/cooperative game played indoors or out.

A loud whistle, boundary markers optional.

Players stand in equal parallel lines with hands clasped along the lines. (it is best to have as many lines as there are players in each line). Two extra players, a chaser and a chasee, stand ready to run. The chaser chases the chasee up and down the spaces between the lines. When the chase becomes close, the whistle is blown, and the players in line turn right face and clasp hands to make rows at right angles to the first rows. The chase must proceed in new direction. Neither runner can break lines. Practice the line switching several times before starting the game.

Keith Schoch

5/19/92

BUCKET BRIGADE

QUIET GAMES

AG–150

8–up

RELAYS

"

"

"

Players divided into relay teams.

5–10 minutes

A relay variation which can be added to many existing relay games; stresses cooperation.

Several articles for passing.

Each player grasps his partner's right wrist, and articles are passed down the line in that position. If an article is dropped, the entire line must stoop down to pick it up without loosening hands.

Handy Series, Kit H

5/19/92

MEXICAN COCKFIGHT

ACTIVE GAMES

AG–151

8–up

CHALLENGE GAMES

"

"

"

Any number, working in pairs.

3–5 minutes

An active, competitive indoor or outdoor game; uses existing skills and individual initiative.

labels and tape

Pin a number or word in large lettering on the backs of any two people who are opponents. Each is told to learn his opponent's number without revealing his own. Each player should hold his hands behind his back. Several two–person games can be started at once, although it's as much fun to watch this as it is to play.

Keith B. Schoch

5/21/91

FORT

ACTIVE GAMES

AG–152

8–up

PUSH ME OUT, TUG O' WAR; BADGER PULL

"

" ; LOG FIGHT

" "

Up to 30, in two teams.

10–15 minutes.

An active, rough, highly competitive activity which can be used easily in a series of competitions for a challenge program; best played outdoors on soft grass, dirt, or sand.

A circle drawn on ground, (draw it large enough to fit both teams).

Draw circle on the ground. One team is situated inside the circle; other is free to roam around outside circle. On signal outside players attempt to pull inside players out, so that both feet leave circle. Inside players do opposite, pulling outside players in so that both feet are in circle. Players pulled over can become prisoners, or can become players on the side of the team which has pulled them over. Stop the game before it gets too rough.

Handy Series, Kit J

5/17/92

TRIANGLE CHASE

ACTIVE GAMES

AG–153

9–up

TAG GAMES

"

"

"

3 players at a time.

5–10 minutes

An active, competitive/cooperative outdoor game; uses existing skills and stresses teamwork, strategy and speed.

A large equilateral triangle drawn on ground; sides 20 feet long, divided into 3 equal triangles by drawing lines from three corners to common point in center.

Mark playing field. There are three players, two chasing, one running. They start on points A, B, and C. Point D is the center point, and is unoccupied at start of game. The chasers begin to run at a signal. Their purpose is for either on e to overtake the runner from behind, or to block him from front and rear. Players must follow the lines and take no short cuts. No reverse is permitted, by either chasers or runner.

Handy Series, Kit J

5/21/92

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