Angel/Devil -Time: 5 Minutes Equipment: Boundary Marker Category: Group initiative Group Size: 8 to 100 Activity- Set up a very small boundary marker that the group can fit into without too much extra room. Have each member of the group select another participant, with their mind so to not revel to anyone else, someone to represent their angel. Then have each member of the group chose a different individual to represent their devil in the same manner. Explain to them that in movies the angels stand on someone’s right shoulder telling them the right thing to do and the devil stands on their left shoulder giving then bad advice. We are going to attempt to do the same, within the boundary marker on the command “Go”. Each member of the group is going to attempt to keep the person they chose as their angel on the right hand side of them at all times and the person they chose as their devil on the left hand side of them at all time. After the prompt to start, have the group freeze after about 60 second. Have them each raise their right hand up and place it on their angels shoulders if they can, followed by the left hand up on their devils shoulders.
Caution- Ensure before the start of the activity that no participant could be singled out in the role of the devil.
Variation- Superhero/Nemesis- Keep your superhero between you and your nemesis at all times.
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.
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.
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 center 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.
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.
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.
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 center. 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 center and another number is called. Team members may help but not score.
Duck Duck Goose or Drip Drip Drop – (active/circle) The children form a small circle and all sit down. One person is it and he walks around the outside of the circle, touching the other children’s heads saying “duck, duck, duck,” and when he comes to the person whom he wants to chase him, he calls “goose”. The goose chases the it around the circle and the one who reaches the space first sits down and the other one is it.
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.
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!)
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.
FFEACH – (active) This might be one of the best games of all times! FFEACH is a charades race and the categories are Fast Foods, Electrical Appliances, and Cartoon Heroes. Teams compete against each other to complete a predetermined list of items. We use the term “compete” loosely, as it is a charades race, afterall… Divide the group into 2 or more teams. Have the group spread out so that they can’t overhear the next team’s answers.
Ask one member from each team to come to the you. Whisper the first word into the ears of the volunteers, and release them to their groups at the same time. Once a member of the group guesses the word correctly, someone new runs to the instructor for the next word. Advise the group when you are giving instructions that no one can come up for a word twice until everyone has gone up once. This helps ensure that everyone participates.
The team members must tell the instructor what word their team just guessed, and the instructor tells the new volunteer the next word on the list.
The object of the game is to complete the entire list without cheating. Here is a sample list – you can change the list as you see fit, based on participant age, interests, etc. FFEACH LIST 1. Superman 2. Curly Fries 3. Spongebob Square Pants 4. Curling Iron 5. Remote Control 6. Pepperoni Pizza 7. Incredible Hulk 8. Dishwasher 9. Microwave 10. McNuggets 11. Fruit Juicer 12. Scooby Doo 13. Batman 14. Portable CD Player 15. Bacon Double Cheeseburger 16. Defibrillator 17. Pappa Smurf 18. Blender 19. Wonder Woman 20. Onion Rings
Fish In A Pond – (active) Divide children into groups of two. Give each group a name of a fish. Then have one member of each pair form a circle (Pond) at one end of the playing area by holding hands, while the other partners do the same at the opposite end. Select one person to stand in the space between the circles. This person calls the name of the fish and the two people who represent this fish rush to their partner’s circle to switch places. The person in the space attempts to catch one of the partners. If caught this “fish” calls a different name and their position is taken by the person originally in that space. Position are marked by gaps in holding hands.
Flying Dutchman – (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.
Fruitbowl – (circle/active) 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 undefined” 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 children into two large groups. One group will take the names of vegetables, the other fruit. In each large group, two or three children take the same name of a fruit or vegetable. The children mix themselves up and form a seated circle. It, the leader to start, sits in the center. 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.
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.
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
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.
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.
Loose Caboose – (active) Select a player to be the Loose Caboose. Divide the rest of the group into trains of three. Each player is in a train car and holds the waist of the person in front. The first player in a train is the engine. The object is for the loose caboose the try to attach to a train. When all are aboard, the trains chug around the train yard (sound effects should be encouraged) Trying to dodge and turn to keep away form the Caboose. When the Caboose attaches to a train, the engine of that train becomes the new loose caboose.
Lumberjack – (active) Two lumberjacks per team, – the rest are trees (people). The lumberjack must fill the trees transport them to the lumber yard (carry the people on his team), stack the lumber (pile the people on top of their team) and replant new trees ( carry the same people back and leave them standing upright).
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.
Mousetrap – Time: 15-30 Minutes Equipment: Spot Markers or Carpet Squares and boundary markers Category: Game Group Size: 15 to 50
Activity: Create an activity space with your boundary markers large enough to accommodate plenty of fast paced movement with the group size you have. Share with the group that fact that at their current location, there has recently been a rapid growing rodent problem which is becoming an epidemic. With the problem spinning out of control, a group member (to be named) took it upon themselves to concoct a solution in their basement lab which may help alleviate the problem at hand. They have created a potion, which once drank, gives them the ability to instantaneously turn a mouse into a mousetrap upon physical contact (tagging them). Give each player, except the scientist with the potion, a spot marker or carpet square and point out the boundary markers. Tell the group that they will be playing the role of the mice in the activity space to help test out the newly brewed potion. If the scientist tags them, they must place their spot marker down where they were tagged, have both feet on it at all times, becoming a mousetrap. Their responsibility now changes and they can “catch” any mice they can reach without stepping off their marker (do not let them get into the prone, or push-up position for safety reasons). The game will go until all mice are caught or the scientist runs out of energy.
Numbers Change – (moderate/circle) The players are numbered 1,2,3,4 etc. The leader calls out two numbers. These players must change seats quickly, while the leader tries to secure a seat. He continues until he succeeds. The one left out becomes the leader.
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
Old Mother Witch – (active) One child chosen as the witch walks along in front of the other players who poke, pull, and tease her in every way possible. As they follow after her they call, “Old mother witch, fell in the ditch, picked up a penny, and thought she was rich!” The witch turns around and yells, “Whose children are you?” any name may be given and the witch carries on, but when they say ” yours ” the witch chases them. The first child caught takes her place.
Pip, Squeak and Wilbur – (active) Equipment: bean bags or stuffed animals Arrange the children in groups of three. One person in each group is Pip, one Wilbur, and one Squeak. 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 center of the circle and tries to grab one of the beanbags in the middle and return to his group. There should be two less beanbags 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.
Poison – (moderate) A pot or kettle is placed on the ground. Five or more players join hands, forming a circle around the pot. One player is the leader. He tries to push or pull the other players so that one of them knocks his foot against the pot. As soon as any player touches the pot, he is ‘poison’ and all the other players run away from him. The player who is poison chases them until he catches someone. Then that player becomes the leader. And another game is started. ** EXTREME CAUTION MUST BE TAKEN WITH THIS GAME.
Pop Goes the Weasel – (active) Choose one child to be the weasel. Have the rest of the children divided into even groups. In each group number the children off 1,2,3, and so on The weasel stands in the center as the groups dance around him in their own circles singing “pop goes the weasel”. When a number is called all the children of that number and the weasel join in a circle in the middle dancing and singing “pop goes the weasel” while the other children remain in their own group’s circle around the outside. When ‘pop goes the weasel’ is reached all those children run to find an empty circle, the other groups have formed on the outside. The remaining child is the weasel.
Port and Starboard (Captain’s Coming) – (active) The children imagine themselves on a ship. The Captain gives out orders to his mates on board. The mates respond with physical actions as follows: 1. Captain’s coming – salute 2. Stand at ease – hands behind back 3. All hands on deck – kneeling position 4. Hit the deck – lying flat on the floor 5. Submarine – lying on back one leg up in the air. 6. Port – run to the left side 7. Starboard – run to the right side. These are only a few examples of movements. Feel free to add your own. Children are eliminated from the game after each order given by the Captain. The last to obey are counted as out.
Prisoner’s Base – (active) There are 2 teams, each with its own home base. Also mark out a prison – both teams will use it. The members of each team links hands, stretching out from their home bases. The last person in the chain (the one farthest from the base) breaks away and runs into the field. Then the last link on the opposite team’s chain breaks away and chases them. While that chase goes on., the players continue to break from their team’s chain and pair off with a member of the opposite team. In this way, each chaser has a particular player they must tag. When a player is tagged, they go to prison and their captor stands on guard. The prisoner can be released only if a member of their own team runs through the prison and tags any would-be rescuer. If several players of the same team are in prison, they may call out “ELECTRICITY!” and join hands, stretching a chain out and away from the prison boundaries. A teammate may touch the last person in the chain and release all the prisoners. The game is finished when all the members of the first team are captured.
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 center 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 end line. 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 center line to touch their team member’s hand to free their captured team member, the opposing team would try to catch them. The center 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 center 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 center 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.
Races – (very active) 1.Cartwheel races – self explanatory. 2.Consecutive Jumps – everyone jumps in predetermined fashion. 3.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. 4.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. 5.Skip and Through – Children stand in partners in 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. 6.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. 7.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. 8.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.
Red Light – (active) Players stand in a straight line about 50 ft. from IT. IT turns his back and says “green light”, counts to ten, and says “red light” and then turns around. Meanwhile the players have moved as far forward as possible. Whomever he sees moving must return to the starting place. The first person to pass IT wins.
Red Lion – (active) One lion and one gate keeper need to be chosen at the beginning of this game. The lion should stand in a small marked off area. The lion keeper should have their arm out, keeping the lion inside the den. The rest of the players should be standing as close to the lion as possible and should chant, “RED LION, RED LION, COME OUT OF YOUR DEN…WHOEVER YOU CATCH WILL BE ONE OF YOUR MEN…..” The players should continue to chant until the lion keeper lets the lion go. Anyone who is caught, becomes a lion. The game continues until everyone is caught.
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.
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.
Running bases – (active) There are two “bases” which could be anything including just two squares on the sidewalk. Three people minimum, probably 5 max but there could be more than one game going on at once…. basically two people had mitts and are basemen they throw the ball back and forth and the “runner” runs back and forth daring the catchers to tag them out. This went on indefinitely until the runner got tagged out three times and had to become a thrower. The person who tagged the third time became the runner.
Snow-blind – (active) Equipment: pool noodle. Establish boundaries and choose one person as the snowman. He arms himself with a pool noodle 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 snow-blind, the snowman tries to tag one of the players with the bopper. When he succeeds, the tagged player becomes snow-blind, 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 center 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.
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.
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.
TAG – (active) 1.Arch Tag The children are in a circle. One couple forms an arch. Circle rotates through the arch. On signal, circle stops and arch traps someone. The person trapped goes in the center and waits for another person to be caught. Then they form a second arch. The last person caught is the winner. 2.Ball Tag. 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. 3.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. 4.Color Tag. Scatter – Leader calls a color. If you are wearing that color you are It and proceed to tag other children. If a child is tagged he must walk in a crab walk until a new color is called. 5.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”. 6.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. 7.Frozen Tag. Children scatter in a designated area of the park. Two children are IT. When the others are touched by IT, they freeze. A frozen person may become unfrozen by one of the other children crawling through his legs. The object is to try to unfreeze people as fast as they are frozen. If you are frozen 3 times then you also become an IT. 8.Follow Tag. Ask all players to find a partner. One person in each pair is the “leader” and the other is the “follower”. The follower must follow as closely as possible (without Touching) the leader. The instructor may control the form of locomotion by asking them to skip, walk, run, hop, etc. or the leader may be given the option of choosing or changing the form of locomotion he chooses with the follower being obligated to do the same as the leader. The leader tries to make it difficult for the follower to follow. And its always fun to stop abruptly! 9.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!” 10. Hug Tag
A player is safe from being tagged only when they are hugging another player. For more hugging, propose that only three children hugging are safe, then four, then five….. 11.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. 12. 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. 13.Jump The Shot. One person in the centerswings 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. 14.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. 15. 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. 16.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. 17.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. 18.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 between the players, when a player has the ball, they are safe from IT. 19. 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. 20. Piggyback Tag.Play is same as simple tag but players are in pairs with one mounted on the others back. 21.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. 22.Rhythm Tag. While the music plays (or the leader sings), campers walk around the area. When the music stops, the players should stop moving. Without taking a step, the players must try to tag another player. Two people can not tag each other, therefore the first tag counts. All the players that were tagged must make another movement when the music starts again. (hopping, crawling etc) Each time the music stops, those previously tagged try to tag those who have not been tagged. Walkers may also try to tag each other. The winner is the last walker remaining un-tagged.
True and False – (active) The players are divided into 2 equal teams standing on either side of a center 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 centrer 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.
Uncle Sam – (active) The person who is IT is situated in the middle of the playground and the others are lined up in a long line at the side. The object of the game is to get across to the other side of the playground without being caught. The children at the side call out “Uncle Sam, Uncle Sam, may we cross your river dam?” The leader answers “Yes you may, yes you may, if you’re wearing green today!” Those who are in green attempt to cross to the other side without being caught. If you are caught you must help catch the others when new colors are called.
What Time is it Mr. Wolf – (active) The children line up at one end with Mr. Wolf at the opposite end of the playing area with his back to the rest of the group. The children advance together asking ” What time is it Mr. Wolf?”. The wolf responds with any time (for each hour the children take one step forward. i.e. 2 O’clock is 2 steps forward) but when he calls “Dinnertime”, the children must run back to the starting line without getting caught by the wolf. If the wolf catches someone then that person also becomes a wolf. The last person left wins.
Ying Yang Yoo – (passive) This game should only be played by older campers. Each word has a separate action. Ying: hand on top of head, pointing in one (either left or right) direction. Yang: hand under chin pointing in one direction. Yoo: Regular pointing action. These three words may only be spoken in the correct order, it always must be Ying Yang Yoo. The first person starts and says Ying, doing the motion. If they point to the left then the person to the left must respond Yang, also doing the motion. The person that was pointed at must say Yoo and point to anyone in the circle. That person then starts again by saying Ying.