All on One Side – (cooperative) Your whole team starts on one side of a volleyball net with no one on the other side. The object is to get your team to the other side of the net and back as many times as possible. Using a balloon for a ball, each player volleys the balloon to another player and then scoots under the net to the other side. The last player to touch the balloon taps it over the net and scoots under. The receiving players try to keep the balloon in play and repeat the process.
Backlash – (cooperative/active) Equipment: 4 round balloons. Divide the group into two teams, then divide each team into pairs. This is a relay race, and the racecourse can extend across a large field or around a building. Mark a start and finish line. Teams of pairs space themselves equally from one end of the racecourse to the other. Pairs stand back to back with elbows linked. Blow up 4 large balloons and give two each to the first pair from each team. One balloon is held in each hand of each player. When the leader says “Go”, the first two pairs make their way to the next pair of linked players. The first pair transfers its balloons to the next pair. The first team to cross the finish line wins.
Banana – (circle/passive) Equipment: A rag or sock or a real banana. Form a circle with all players sitting on the floor. It is important for the players to sit close together with their knees up and their hands tucked under their legs. The person in the middle has to figure out where the banana is as the people in the circle are passing the “banana” under their legs secretly.
Barnyard – (cooperative/active) Each child is given the name of an animal with three children having the same name. No one is allowed to tell another which animal he is. At the signal each child makes the noise of the animal that he has been given. The first group of three animals to find each other and sit down are the winners.
Baseball – (petrified) (active) Divide into two teams. The rules are similar to regular baseball except that the fielding team may not move their feet. The hitting team hits the volleyball with their hand, and crawls around the bases. To score a point, the batter must crawl all around the bases back to home before the fielding team gets the ball to the catcher at home. If the fielding team gets the ball ahead of the batter, he is out. After three people are out, the teams trade places.
Basket-Soccer Ball – (active/cooperative) Equipment: balls. Two teams are needed. The object of the game is to get both teams up and down the court as many times as possible in 15 minutes. Eg. Team ‘A’ and Team ‘B’ when at one end of the court, work together to pass the ball around pylons, then kick or lift the ball up into the hands of one of the team members, who then shoots at the basket. If the ball goes in, they can then go to the other end of the court and shoot for that hoop. Note: Only Team “A” can shoot at “A” basket and “B” shoots at “B” basket.
Beat the Bunny – (circle/passive) Equipment: Two balls of different size. The bunny (small ball) is started first and is passed from child to child around the circle. When the bunny is about half way around, the farmer (large ball) is started in the same direction. Note: The farmer can change directions to try and catch the bunny, but the bunny can only go one way.
Blanket Stand – (cooperative) Equipment: Blanket. Spread out blanket; whole group must get on it so that no appendages are touching the ground off the blanket. If the group completes the stand, have them get off and fold blanket in half. Repeat the above process for as long as possible.
Blanket Toss – (active/cooperative) Equipment: Blanket and water balloon. All players should be standing around the blanket holding an edge. The leader of the game will launch (by catapult or throwing) water balloons into the air. The object of the game is to catch the water balloons in the blanket.
Body Surfing – (cooperative) All the players lie face down, side by side, spaced about a body’s width apart to form a long human breaker. A player kneels at one end of the line of bodies and launches himself onto the surface, belly down with his/her arms outstretched. The wave action now begins. Those at the beginning of the line start rolling over continuously in the same direction. As the surfer moves onto new players, they roll as well. When the surfer reaches the beach at the other end of the line he lies down and becomes part of the wave and the person at the head of the line gets to try her surfing skills.
Bombardment Pins – (active) At either end of the playing space, set up in a row as many tenpins, or pop bottles as there are players. Make a dividing line across the center of the playing space. Divide players into two teams. Each team takes one side of the field and must not step over into the other side. One team starts the game by throwing a volleyball or play-ball, trying to knock down the pins on the other side. The opponents protect their pins by catching or blocking the ball with their hands and bodies. If the ball hits outside the field and knocks a pin down on the rebound it still counts. Play for fifteen minutes with the ball shooting back and forth rapidly. With a large number two balls can be used. The winner is the team that knocks down all the other teams pins.
Bump and Scoot – (active/cooperative) Equipment: Volleyball net, ball. Using a volleyball net, have the girls on one side and the boys on the other. Whenever a boy or girl hits the ball over the net, they “scoot” to the other side. the idea of the game is to completely switch the teams to the other side, but they all must work to together to succeed.
Catching the Dragon’s Tail – (active/cooperative) A dragon is formed by grouping the players into a long line each with their hands on the shoulders of the one in front of him. The first in the row is the dragon’s head. The last in the row is the dragon’s tail, eager to lash to the right and left in order to escape the head. Until the signal GO is given, the dragon must be a straight line. Someone in the group counts “One, two, three, go!” On the signal GO the head runs around toward the tail and tries to catch it. The whole body must move with the head and remain unbroken. If the head succeeds in touching the tail, they may continue to be the head. If the body breaks before he catches the tail the head becomes the tail and the next in line is the head and so on until each has a chance to be the head and the tail.
Circle Stride Ball – (circle/moderate) Equipment: Volley ball. A circle is formed, feet apart and touching neighbors. The player inside the circle with the ball tries to throw the ball out the circle between the players’ legs. Players try to stop it by using their hands. If the ball goes through, then that person goes in the center.
Collective-Score Blanket/Towel Ball – (cooperative) Equipment: Ball, blanket or towels or both. This game is basically group juggling with blankets and towels.
Dancing Bear- (active) Equipment: rope. Tie the rope to a tree. One person should be chosen to be the bear. They should hold the rope in one hand. The rest of the players need to run around in touching distance. With their free hand, the bear tries to touch the other players. If touched, the player would hold hands with the bear and help catch people.
Detective – Time: 15-30 Minutes Equipment: Blindfold, Object to Pass Category: Initiative, Night Activity Group Size: 8 to 40 Activity: Have the group stand in a circle shoulder to shoulder and ask for a volunteer to step into the middle of the circle to play the role of detective. The group will try to conceal a precious object by passing behind their backs around the circle. They cannot hold the object for more than 10 seconds at a time and can chance the directions of the passes any time they chose. The detective will be temporarily blindfolded, while the object is give to a member of the group to start passing. Once the passing has began, the detective will have 60 second or three guesses (which ever comes first) to find the object. The detective must remain in the middle of the circle and cannot roam around. Once the detective accuses a group member, they must turn their hands into the middle of the circle and revel them open to all. The larger the object, the more challenging for the group. Variations- Have the group seated with their knees bent up and pass through the tunnel made with the legs. Have the group seated at a table passing a large coin. Once the detective gives the all up command, everyone must slap their hands face down on the table and the detective can guess from there. Have the group leader make a sound and motion that the rest of the group must follow. The motion and sound must change every 10 seconds. Have the detective try to pick out the leader.
Dice Count – (circle/moderate) Equipment: 1 die, a pair of oven mitts, a chocolate bar or other wrapped up treat, and a hat. A chocolate bar is wrapped up in 5-6 layers of paper and placed in front of one of the players who are sitting in a circle. The person directly to the left of the person who has the chocolate bar starts rolling the die while the person with the chocolate bar starts to put on the hat and oven mitts. Once the oven mitts and hat are on the player starts to unwrap the chocolate bar. The unwrapping continues until the roller rolls a 6. When that happens, everything is passed to the left, and a new person starts to roll the die, and the old roller starts to put on the mitts and hat. The game continues until the chocolate bar is eaten.
The Electric Fence – (cooperative) Equipment: Sturdy 8′ pole, “wire” Object: To transport a group over an “electrified” wire or fence using only themselves and a conductive beam. Rules: If a participant touches the fence (rope) he is “dead” and must attempt the crossing again. Any person touching the individual as he touches the wire must also return for another crossing. If the conductive beam touches the wire all those in contact with that beam are dead and must attempt another crossing. An electric field extends from the wire to the ground and cannot be penetrated. The trees or other supports which hold up the “wire” cannot be safely touched and so cannot be of assistance in the problem. Caution: Be careful not to let the more enthusiastic people literally throw other participants 7′- 8′ in the air over the rope.
Electricity – (circle/passive) The group sits in a circle holding hands while someone sits in the center. The game commences with one person proclaiming that they are going to send a charge to the person beside them and proceeds to squeeze the hand of their neighbor. The person in the middle tries to figure out where the current is. If successful, he exchanges places with the immediate sender of the charge.
Escape From the Monsters – (circle/active) Equipment: bean bags, blindfolds, ropes and keys. Four monsters are chosen and they are blindfolded and sat in the middle of a circle that is formed by the rest of the players. In front of these Monsters sits their treasure(keys). They have bean bags for ammunition. The leaders chose one person to go through the circle and get the treasure. This person gets 3 monster de-activators.(ropes tied into a circle) These will de-activate the monster if it is put over their head. The monster can stop trespasser by hitting them with a bean bag. The players in the circle can help the monsters by telling them where the trespasser is.
Escape From the Planet Of “What” – (active) The game begins by giving each team a clue that will lead them to their spaceship. These can be anywhere. Once at their spaceship, the team finds a message for them either in a tape recorder or on a piece of paper explaining that their spaceship has malfunctioned and they have crashed on the Planet of “What”. They have 40 minutes to follow the clues that will lead them to a new spaceship so that they will only be able to say “who”, “what” and “where”. Clues lead them from station to station where they have to perform a task (such as making up a national anthem for the planet, or crawling through a laser field). The final task is to build a spaceship out of any equipment available.
Fire – (cooperative/active) ‘Victims’ must remain motionless and not aid the rescuers until the victims are healthy again. Rescuers cannot look at signs until victims are removed to safe area. All the group except 3 people are unconscious in that burning building. The rescuers know that the building will explode in 4 minutes. Save as many people as you can. Go!!
Flipper Flopper – (moderate) Equipment: One penny per pair of campers, rubber chicken. Players form a circle and stand beside their partners. The rubber chicken is in the middle of the circle. One player is the flipper (with the penny) and the other is the flopper. When the leader says go, the flipper must flip the penny on the ground. If it is heads then the flopper takes two steps forward and if it is tails then the flopper takes one step backward. The first flopper to reach the chicken wins!!
Flying Fish – (active) Equipment: Construction paper cut outs of fish. Each team is given a folded magazine or newspaper. Players line up in a straight line. A plate is placed on the finish line. At the word “go” each player places their fish on the ground and fans it with the newspaper towards the plate. As soon as they have done this, they would race back to their team and hands the newspaper to the next player in the line.
Fool Your Family – (active/icebreaker) Equipment: One slip of paper for every player. Papers should be in groups of five, and each group represents a family, for example, the Smiths. So the first Smith paper would be Mr. Smith, the second Mrs. Smith, the third Brother Smith and so on. Each family should have a different last name but the same characters (ie) one mom and one dad. Each player is given one slip of paper and they must walk around trading papers with everyone else on the room. They should try to make as many exchanges as possible, and they should not be looking at which papers they are receiving. The leader then calls out “Find your family”. The players must find the other members in their family. When they have found them, they must sit in order from dad to baby in a line on the floor. The last family to sit down may be eliminated if you choose to do so. The leader may also give out specific instructions, for example “Find your family without talking”.
Foghorn Leghorn – (active) Equipment: rubber chicken. Groups are divided in half. One group lines up in a line with the rubber chicken at the front of the line. The other group forms a tight bunch, as close in as possible, and elects a runner. The leader says “Go Foghorn!” The group in the line then passes the rubber chicken Under-Over style down the whole line. While this is going on, the runner runs around the bunch and keeps track of the number of times they make it around. When the rubber chicken makes it to the end of the line then the last person throws it as far as possible and shouts “Go”. The group that was in the bunch then runs to where the chicken landed and lines up behind it. They then do the Under-Over thing. The other group forms a bunch and counts how many times the runner makes it around. This keeps on going and the count of runs is a cumulative count, so at the end of an allotted time period the group with the most runs around is the winner.
Footloose – (active/cooperative) ** For older campers. The object of this game is to transport everyone from one end of the playground to the other. To heighten the challenge and make the game more fun, suggest that players are fleeing a dreaded disease and can only escape if they are carried by other players. The players may be carried by as many players as necessary. When the carried player is delivered to the other side of the playground the others must go back and carry each other. This continues until the last player is carried by a single person. The last player, who was not carried gets carried back triumphantly on the shoulders of the entire group.
Frozen Beanbag – (Help Your Friend) (active/cooperative) Equipment: beanbags. Players should be balancing beanbags on their heads. On a signal, players move around the area at their own pace. To change the pace or action, the leader can ask the campers to hop or skip. If the beanbag falls off a camper’s head, that child is frozen. If the beanbag falls off a camper’s head, that child is frozen. Another camper (the friend) must pick up the beanbag and replace it on the first person’s head without losing his or her own bean bag. When the game is over, ask the players how many times they helped their friends, or how many times their friends helped them.
Gates, Bridges and Tunnels – (active/circle) Equipment: Rubber chicken. Players get into groups of three and form a circle so that they are standing beside the people in their group. One person is the gate person, one is the bridge person and one person is the tunnel person. The leader should be standing in the middle holding the rubber chicken. When Gates is called, the gate people leave their spot in the circle and run around the outside of the circle. The two people from the group then form a gate by putting their arms together. When the gates person gets all the way around they then run through their gate into the middle of the circle and try to grab the rubber chicken. The same thing happens for the tunnel and the bridge people except their partners form tunnels and bridges. The first person to grab the rubber chicken is the winner. (name your chicken, it is Fun, Fun, Fun!!!)
Guardian Angel – Time: 20-40 Minutes Equipment: Soft throw-able Category: Game Group Size: 10 to 30 Activity: Have the group for a circle about half arms length apart for one another. Ask for a volunteer to step into the middle of the circle. Introduce the throw-able to the group explaining to them that it represents all of the negative influences found in daily life that drag individuals down. Tell them that they are their job will be to try to tag (hit) the individual in the middle of the circle with the sphere of negative influence. The individual in the middle of the circle cannot leave the circle and the participants on the outside must hold their pace, unless retrieving the throw-able for outside of the circle boundaries. Once the target is tagged, ask them how difficult this was (usually pretty easy). Now introduce the concept of the guardian angel, or protective force trying to shield negative influences for an individual. The guardian angel in this activity will be another participant chosen by the target person in the middle of the circle. The guardian angels job is to protect the target from the sphere of negative influences. They may catch the sphere (but return it to the outside of the group), block the sphere with their body, or deflect the sphere. The group will now have 60 seconds to try to tag their target with the negative influence sphere or the round is over. Chose a new target each round.
Human Camera – Time: 30-45 Minutes Equipment: None Category: Group initiative Group Size: 8 to 30 Activity- The group pairs up and becomes photo journalists. One members of the group represents the camera the other the photo journalist. The photo journalist is challenge with taking 5 pictures that tell a story or share a common theme. Once they have had a chance to think through their project, the camera then shuts their eyes and is let through the activity area by their partner who has a hand on each shoulder and is walking behind them. Keep close attention to safety and ensure movement is slow. When the photo journalist is ready to take a picture, they position the camera (move the head if necessary, then gently tug on the earlobe to “open the shutter”. The camera opens their eyes for 3 seconds, takes the picture, closes their eyes and continues on until all 5 pictures have been taken. Do not share the themes or discuss until the group is back in a circle. When groups are done, have them sit together in a circle and take turns having them cameras develop the film (share some of the pictures) and guess the story or theme. Switch roles and repeat.
Islands – (active) Equipment: hoops or small designated areas. Several “islands” are placed on the ground. When the music stops or the leader stops singing, everyone must be standing on a island without touching anyone else in the group. As the game continues, remove islands until only one is left.
Jackie Chan’s Doughnut Shop – Time: 15-30 Minutes Equipment: Pool Noodle, Deck Ring, and Boundary Ropes Category: Game Group Size: 10 to 30
Activity: Create a boundary with a rope ring about 20 to 30 feet in diameter. Within this boundary, create a smaller boundary with another smaller rope about 4 feet in diameter in the middle of the outer circle. Place a deck ring in the center of the inner circle. Tell the group the story about Jackie Chan’s experiences growing up in the 50’s in Hong Kong. The story usually goes a little something like this: When Jackie Chan was growing up in Hong Kong, his family owned a doughnut shop. During this period of times, gangs were abundant throughout the are and about once a month, Jackie Chan’s family doughnut shop would be robbed by the gang members. Jackie grew more and more frustrated about the reoccurring incidents and decided at the age of 14 that he was going to go away and learn the martial arts in order to help protect the family business from the theft. Two years later when he returned home, he went back to the shop to protect it from continued robberies. After the first few attempts, and the unfortunate fates of the attempted robbers, word got around within the city, and especially among the gangs not to mess with this Jackie Chan’s Doughnut shop. The robberies ceased after his return and eventually when an American movie producer was in Hong Kong and hear of the legend of Jackie Chan, he was brought to America to make moves. The rest is history. Tell the group that they are going to re-create a piece of Jackie Chan’s past and the rope boundary set up will represent the doughnut shop. Ask for a volunteer to be the guest Jackie Chan, and give them a pool noodle to assist with protecting the shop (since they are most likely not as proficient in the martial arts as Jackie Chan is). The rest of the group will play the role of the gang members or thieves from Hong Kong in the 50’s. Jackie Chan will not be allowed to step outside of the shop, and additionally will not be allowed to step inside of the inner boundary marker holding the doughnut (the 4 foot diameter rope in the middle. The thieves will try to steal the doughnut without being tagged by Jackie Chan’s sword (noodle). Thieves can enter the shop at any time and must carry the doughnut out of the shop for a successful steal. It may not be thrown tossed or kicked out. Additionally, they may never touch Jackie Chan or his sword. If they are tagged, they must immediately leave the premises and wait off to the side until the next round. Although Jackie Chan cannot step outside of the shop boundaries, he can still tag thieves that are outside of the shop within his reach. Each round will last until the doughnut is successfully stolen of 2 minutes has elapsed. Modifications- Making the size of the boundary markers bigger or smaller can make the activity more of less challenging.
Jamaquack – (active/circle) Jamaquacks are rare birds from Australia. Being from down under, they always stand bent over, with their hands grasping their calves or ankles and shuffle along backward. They are nocturnal by preference, and when they are out in daylight, they always try to wander off somewhere, only a third of the players can be jamaquacks at a time. The rest must form a jamaquack pen by holding hands in a circle facing the center. Two players create a hole in the pen by dropping their hands. The jamaquacks gather in the middle of the pen, heads together and begin quacking and moving backward with their eyes closed, trying to find the way out. While the birds are trying to escape, those forming the circle do their best to jam the quacks back inside the pen by GENTLY knee-bumping them. Once outside the circle the jamaquacks can finally stand upright and open their eyes but they should keep quacking to let their species mated locate the hole.
Jeepers Creepers – (active) Equipment: A roll of crepe paper. Divide the group into teams of three. Each team receives a roll of crepe paper. Mark two parallel boundary lines about 10 yards apart. Each team lines up behind on of the boundaries. When the leader says “Go” , two player on each team get down on their hands and knees, one behind the other. The rear player places his or her hands on the ankles of the front player. The third team member becomes the connector and connects the two players by wrapping the crepe paper around the wrists and ankles of the players. After the players have been connected, they begin to creep toward the opposite boundary. If the crepe paper tears, the two crawlers must stop while the third player repairs the connection. Once the two crawlers reach the boundary they switch so that everyone gets a chance to be the connector. The first team to cross the boundary line after all three team members have been crawlers and connectors is the winner.
Juggling – (Group) (cooperative/circle/moderate) Players stand in a circle, hands in the air. The leader throws the ball to a player on the other side of the circle. The player throws the ball to a third and so on. When a player has caught the ball once, he puts his arms down. The last player to catch the ball throws it back to the leader and the game starts over again only faster. A 2nd, 3rd, and 4th ball is added.
Kick it Up – (cooperative/circle) Equipment: ball. Players start in a circle with their feet towards the middle. A ball is put in the canter and the players have to keep the ball up in the air with their feet. If the ball is dropped, it is a point against themselves.
Knots – (moderate/circle/cooperative) Groups of eight stand in a circle facing into the canter. Shake hands with person directly across from you, then join left hands with a different person in the group. Must untangle the human knot without letting go of hands.
Laser Tag – Time: 20 Minutes Equipment: Laser Pointer, Mirrors for all players Category: Game Group Size: 6 to 20 Activity- Break the group into two equal teams. Each team will have one member start with the laser pointer, one member be the target, and the other members holding small pocket mirrors. The groups challenge will be to tag, with the reflected laser, the other teams target person, before theirs gets tagged. Each group member must stay at least 4 feet away from all other members. The target member cannot move once the round has began. The only valid tag will be after the laser is reflected off of all the group members mirrors, hitting the target from the last mirror in the order. If the target is hit, they join the group that hit them and the next round will begin.
Let Me In – Time: 15-30 Minutes Equipment: None Category: Group initiative Group Size: 12 to 30 Activity- Have the group form a tight circle facing outwards with a volunteer on the outside. The participant on the outside of the circle, loud enough for the group to overhear, that their task is to try to get inside of the circle safely. Debrief- Was the group resistant? Why? How does this represent other situations where you have and “outsider” looking to get in.
Lip and Card Relay – (cooperative/active) Equipment: Card. The group is divided into 2 lines. A card is then given to the first person in the line. He puts the card between his lip and his nose and passes it down the line. The first line to pass the card down first wins.
Machines – (cooperative/drama) Groups of 6-10 must create a moving machine by miming it all together, (each person is a part of the machine). Others must try to guess what the machine is. No talking or noises are allowed.
Minefield – (active/cooperative) Split the group into 3 (not each of them). One group will be the mines. They will be stationary in the playing area. One group will be the rowers trying to get across the playing field. The trick is, they will have their eyes closed. The third group will be the assistants. They will be located on the other side of the playing field and will direct the rowers safely across. If a rower bumps into a mine, they blow up. The groups should rotate so everyone gets to be everything.
Musical Roper/Hoops – (active) Equipment: music. This game is similar to musical chairs, but does not eliminate anybody. Scatter a number of hoops and ropes around the area in which you are playing the game The number of ropes or hoops will vary with the number of people playing. Play music loud enough for everyone to hear and instruct them to move around (hop, skip, backwards, run etc.) When the music is stopped, the group must be holding onto one of the ropes or hoops. Each time the music stops you remove one hoop or rope until everyone is holding onto or standing inside one.
Objectification – (drama) Give them the names of objects that they must act out. Each person in the group must be a part of the object and they cannot act as a person. So for example, if the object was a lawn mower. 2 people might work together to be the mower and those left over could be the grass. No one would be a person pushing the lawn mower. The groups then present them and the other groups must guess what the objects are.
Ooh-Ahh- (circle/passive) Start with everyone in a circle holding hands. Now one of you gives a quick squeeze to the hand of the person on the right. This gets passed along to the next person and around the circle. Once the squeeze is being passed smoothly, speed up and add sound. Say “Ooh” while going to the right and “Aah” when going to the left. A player gets zapped when they squeeze the wrong hand. Both sounds can travel in opposite directions and you can play tag.
Order out of Chaos – (cooperative) The group is blindfolded. Each member is assigned a number. Once the members are distributed in a defined area, the members must line up in a proper numerical order without verbal communication. Another task would be to assign each member the name of an animal. Non-verbally, the members arrange themselves in order of size, form largest to smallest.
Punctured Drum – (cooperative) Equipment: bucket with holes, water, pot Object: The group must attempt to fill the drum to overflowing. Rules: Only portions of the participants’ anatomies may be used to plug holes. Considerations: The number of holes must necessarily vary with the size of the group. Puncture 120 holes (large nail size) in the bucket which duplicates the number of fingers in a 12 man group.
Rabid Nuggets – (active) Equipment: One crate of tennis balls (approximately 30) An enclosed area ( difficult to play on the grass) Tennis balls are strewn around the room on the ground. The leader yells “RAPID NUGGETS” and the object of the game is to keep the tennis balls moving. They may only use their feet. If the leader spots a tennis ball lying still, she/he shouts “DEAD NUGGET…3,2……”,. If a player has not made the ball moving by the time that the leader says 1, the group has one strike against them. The leader may time how long the group keeps the nuggets moving before they get three strikes against them.
Red Handed – (passive/circle) Everyone forms a circle and one person is chosen as IT stands in the center of the circle. While IT closes their eyes, the other players pass a small object (like a marble or a stone) from person to person. The sneakiest method of passing is to hold the marble in one fist, palm down, and drop in into the palm-up hand of the next person. Then they pass it from one fist to the other and on. With a little practice, you’ll be able to accomplish a quick and sneaky pass without even looking. IT signals and opens their eyes. Who among all these innocent looking people has the marble? If they detect a suspicious look on someone’s face, she walks up and taps one of his fists. If they are empty handed, she moves on. Meanwhile everyone has been passing the marble around, virtually under IT’s nose. (Fake passes, as decoys, by people who don’t have the marble are an integral part of the game.)
Relays- 1. Animal Relay – The players form two lines with equal numbers on each team. The first animal on each team is an animal, the second a different animal. On the word “go”, the first person acts like the animal they represent, run, hop or crawl to a given place and back. The next person then acts like their animals and so on until one team is finished and sitting down. Use animals such as kangaroos, bunnies, dogs, cats etc… 2.Bean Bag Relays – Walk/run/hop with bag on head/between knees/between feet. 3.Ball of String Relay- The players should be in two teams standing in two circles with a ball of string. The captain holds one end, while the ball is passed rapidly from hand to hand until it is unwound. It is then passed back and rewound. 4.Car Relay – Have teams line up and each person in the team has a certain action to do i.e. First person in each group is a flat tire and hops on one foot. Second person is a broken steering wheel and runs zigzag. The third person is a rusty transmission and takes three steps forward and two backwards. Fourth person is stuck in reverse and runs backwards. Fifth and sixth people are a car with a trailer one runs behind the other grabbing on. 5.Corner Spry Relay – Teams arrange themselves in lines at the four corners of the playing space. Each team has a captain. The four captains stand in the center, facing their teams. Each team has one beanbag, ball, or even an apple. The Captain throws the bean bag to each player on is team in turn. The players toss it back. As the captain throws to the last he calls “corner spry” and runs to the head of the line. The last player in the line rushes to the center and begins to throw the bean bag. This continues until the captain is back in the center with the bean bag. 6.Jump ball Relay – Teams line up with team members behind their team captains in file formation. At a distance of about 10 yards are placed play balls. One for each one on another straight line. On the word GO, the first member of each team runs to his team’s ball and places it between his ankles. The next person then runs back to the far line, places the ball between his feet and hops back. If the ball is dropped, the player must return to the line and start over. the first team finished and sitting down is the winner. 7.Leap Frog – Well…… You know. 8.Obstacle Relay – Players run the course from the head of the team to the turning point and back to the head of the tam performing along the course of the run three or more stunts, with or without apparatus. The use of hoops, skipping ropes, Indian clubs, mats, low vaulting boxes, basketball hoops, or what-have-you offer an almost endless selection of obstacles. 9.Over and Under – Team assumes astride position and all bend over and place their hands on their knees. The rear man of the team is runner No. 1. He must leap frog the first man in front of him, crawl under the legs of the second, leap the third and so on the front of the team. 10.Paul Revere Relay – Divide children into teams of 6 -12. Place teams in column 20 feet or more apart, the back man being the latest and the most active on the team. On the work “go” he dashes forward and jumps pick-a-back on number 2, who dashes forward to #3 and the transfer of the light rider must be made. The rider must not touch the ground. First team to have their rider reach the beginning of the line wins.
11. Stunt Relay – In stunt relays, the runners advance to the turning point, stop, perform a stunt and return to tag the next runner on their team. There is hardly and end to the number of stunts which can be performed. 12.Tunnel Relay – All members in the team stand astride. Runners must first crawl under the legs of all players in the team, run forward to the turning point and return to tag the next man of the team who does the same. 13. Wiggle Worm Relay- Form relay lines. Everyone in each line puts their left hand between their legs and the person behind, then signals to grab them from behind with their right hand. Then they run at a given signal to the other end of the playing area and back. The first team to return ‘intact’ wins!
Row Ball – (active) Equipment: ball. The players should be split into 2 groups. Each team should sit with their legs extended in a row. The teams should be facing opposite directions and should be about a meter apart. The object of the game is to hit the ball out the end of the row in the direction that your team is facing. The players can only use their inside arm and the ball should be on the ground at all times.
Run Sheep Run – (active) Group is divided in half (no not each of them). One group is the sheep and the other group is the foxes. The sheep are the hiding group and the foxes are the hunting group. A home base and boundaries must be designated before the game begins. The sheep elect a group leader. The whole group then goes and hides, as a group, they must stay together. The foxes may not look while the sheep are hiding. The group leader from the sheep goes back to the foxes and tells them that the group is ready. The foxes then hunt for the sheep, as a group, they must stay together. The group leader from the sheep stays with the foxes and when the foxes are not near the sheep OR the home base, the leader shouts out “Run sheep Run!!” The object of the game is for the sheep to make it back to the home base before the foxes do. If they succeed then they get to be the sheep again.
Sensory Overload – (passive/circle) Spilt campers into 2 circles. Laying on their backs and heads toward the center. An object will be passed in one direction and then the other in both circles. No more than 3 objects but other instructions can be called, ie: calling names out in order or clapping hands. Neutral game leader calls instructions for 2-5 minutes. Each drop or mistake costs the circle a point. Circle with the least amount of points wins.
Smaug’s Jewels – (passive/circle) One person is chosen as Smaug stands guard over their jewel’s (a beanbag, handkerchief etc). Everyone else forms a circle around him and tries to steal the treasure without being tagged. If you are touched by the Smaug, you are instantly frozen in place until the end of the game. The snatcher becomes the Smaug.
Shoe Twister – (cooperative/circle/moderate) Everyone takes off one shoe and puts it in the center of the circle. Everyone joins hands. On “Go”, everyone gets a shoe from center and finds the person who owns it, and puts it back on that person without letting go of hands of people beside them.
Shoes – (active) The group is split up into four teams and each tam lines up behind a mat. On a signal one member from each team runs to get one shoe and put it on his mat at which the text team member may go to get another shoe. The object is to get 3 shoes on the team mat. Shoes may be taken from other team mats and those teams may not resist. When a team has 3 shoes they yell “SHOES!”
Siamese Soccer – (active/coop) Set up for a regular game of soccer. The only modification is that two people are tied together by the ankles. For more variety add two balls so everyone is active.
Skin the Snake – (cooperative) The group is in a straight line. Each player puts their right hand forward as if they were shaking a person’s hand. Put left hand through own legs behind to shake hands with person behind you. Last person in the line lies down, everyone else backs up to be able to lie down also. When whole group is lying down, first person stands up, and walks forward over all the other people until “Snake” has skinned itself.
Smugglers – (active) The players should be split into 2 teams. One team is the “ins” and the other is the “outs”. The Ins have a den while the Outs plan their strategy in the field. One member of the Outs has the “jewel” (stone etc). The identity of the player who carries the jewel must remain a closely guarded secret among teammates. The Ins count to 50 while the Outs move farther and farther away. After the count is finished, the Ins yell, “SMUGGLERS!” , and the chase is on. As each member of the Out team is tagged, he must open his hands to show whether or not he has the jewel. Of course, the jewel should be passed around among teammates as quickly and as inconspicuously as possible. There are lots of opportunities for playing the decoy in this game. When the holder of the jewel is tagged, the game is over and the sides change.
Stealing Sticks – (active) Equipment: sticks: could be paint brushes. The field is divided into two parts by a well defined line. At the center end of each side, five or more sticks are placed in a pile. A prison is marked off about 4 feet square in one corner. The players are in two teams, each scattered over its own side. The object of the game is to steal the opponents sticks without being caught. As soon as the player crosses the center line he may be caught and put in prison. A player may be release from prison if one of his teammates can touch his hand. He may then come back to his own side without being tagged. The team that gets all the opponent’s sticks and has all its members safely out of prison wins the game.
Streets and Alleys -(active) This game is played with a lot of children. One child is the mouse and one is the cat. The rest of the group line up in rows with arms joined and all facing the same way.. The cat chases the mouse up and down the streets until the leader yells alleys. Then all the streets change direction. When the cat catches the mouse the game is over, or pick a new mouse, cat and leader.
Squirrel Tails – (active) Equipment: tails. Players are divided into 2 or more teams. Each player has a strip of cloth tucked in his belt. When the signal is given, all players rush to a central point where there is a treasure (eg. peanuts). Players try to get some the treasure and return to their home base. A player may be killed by another by treasure and return to their home base. A player may be killed by another by having their tail pulled off. This puts the player out of the game and voids any treasure they have captured on that particular raid. At the end of the game, each peanut counts as 1 point and each tail counts as 5 points. The team with the most points wins.
Taffy Pull – (active) The players are divided evenly into 2 teams, the taffy team and the taffy pulling machine team. The taffy’s all sit down and link hands, arms and legs in a tangled mass of sweet humanity. They might want to decide what flavor they are and chant an appropriate confectionery cheer, like “Butterscotch, Butterscotch…” The taffy pulling machine team tries to pull the taffy mass into human sized bits. Firmly (but gently) tug at the pieces until they come lose. Be VERY careful with this game. If you have violent campers, do not play this game.
Tent Erection – (cooperative) Equipment: tents, blindfolds. Object: To erect a tent within a given time period to house all members of the group.
Rules: All members but two are blindfolded. Seeing people may not move, nor may they call people by their proper names. Considerations: Tent must be large enough to house all members of the group. Different types of tents within the same bag makes for added confusion and laughs. Setting: “A new type of bomb has been dropped blinding all the people in the world except for 2 – you and you – unfortunately these 2 people are paralyzed. You can all regain your sight and movement by getting into these super special tents within a short time. Once inside don’t touch the walls! Time is short and of essence! Go!!
Thrill of a Lifetime – (cooperative/passive) This is a fantasy game that makes the whole group work together to achieve a common role. Each person is asked to write down their “thrill of a lifetime” on a piece of paper and place it in a bowl or a hat. Draw one or more of these papers (depending on time) and challenge the group to create this “thrill of a lifetime” within a certain time limit. This activity also uses the creative time limit.
Toeies – (cooperative) Partners lie stretched out on the floor, feet to feet, or big toe to big toe, and try to roll across the floor with their toes touching all the time.
Tomahawk Snatch- (active) The children form two straight lines, six feet apart, with a bean bag, or tomahawk, etc. in the middle. Number the children from opposite ends so that the highest number of one team is opposite the lowest number of the other team. Leader calls a number and the who players of that number run forward, try to snatch the tomahawk and return to their place without being touched by their opponent. If he succeeds he scores a point. If the opponent tags him, then that team gets a point.
Twelve feet off the Ground – (cooperative) Object is to get the whole group 12 feet off the ground. Timed event, easy solution is to lift 12 feet off the ground.
Wacky Walkers – (active) Equipment: A Frisbee or a paper plate for each pair of players. Divide group into pairs. Give each pair a Frisbee or a paper plate. Mark a start and finish line. Pairs line up at the start line. Partners hold their plate or Frisbee between them. The object of the game is to race to the finish line as fast as possible while steeping over the Frisbee or paper plate, one foot at a time, without letting go of it. When the leader says “Go”, partners twist and turn each taking a turn to step. Although this is not difficult to do, it can be confusing so players should start off slowly. Players that let go of their Frisbee must go back to the line and start again.