PLAY PLA Play Manual

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1 PLAY Play Manual 76

2 What s the time Mr. Wolf? Nominate one person to be Mr. Wolf (Mr. Wolf) Stand at one end of the play area (Other players) Stand at the other end of the play area (Players) Say: What s the time Mr. Wolf? (Mr. Wolf) Answer in numeric time e.g. 2 o clock (Players) Take steps forward according to the time given by Mr. Wolf (Players) Say: What s the time Mr. Wolf? (Mr. Wolf) Answer in numeric time (Players) Continue to step forward Continue until the Wolf feels that the players are close enough to chase (Mr. Wolf) Once you feel the players are close enough to chase respond instead with: Time for dinner and to eat you (Mr. Wolf) Chase the players. The first one to be tagged will become Mr. Wolf brrrrr brrrrr diner time!! players

3 Hide and Seek Players start the game in a central location Nominate one player to be IT ( IT ) Close your eyes and count out loud for a predetermined number of seconds whilst the other players hide (Other players) Locate a place to hide ( IT ) Announce the start of the seeking by shouting a phrase such as Ready or not, here I come ( IT ) Begin a search for the hiding players Hiding Players can attempt to dash for the home base the central location where IT was counting Players are considered safe if they can touch the home base prior to being tagged by IT When all players have been found or caught the next games IT is usually the first player to be found or tagged attempting to reach home base safely 6+ players large space hiding places 4

4 Chinese Whispers Players sit in a large circle Nominate one person to start (Nominated player) Whisper a sentence into the ear of the person next to them Pass the whisper on until it reaches the last player Last player says the message out loud The message will have completely changed players

5 In & Out the Dusty Bluebells Gather a large group of people Stand in a big circle and raise your arms to make a series of arches Nominate one person to skip in and out of the arches The rest of the circle sing: In and out of the dusty bluebells, In and out of the dusty bluebells, In and out of the dusty bluebells, I am your master (Person on) Stop behind a person of your choice within the circle and tap them on the shoulder The rest of the circle sing: Give a little pit-a-pat on their shoulder, Give a little pit-a-pat on their shoulder, Give a little pit-a-pat on their shoulder, I am your master (The person nominated) Stand behind your master and put your hands round their waist Skip in and out of the arches, whilst the rest of the circle continue to sing the song Continue to do so until the chain gets too long and the circle is broken 15+ players 6

6 The Farmer s in his Den Gather ten or more people Holding hands, make a big circle Choose someone to be on (the Farmer) (Farmer) Stand in the middle of the circle Everyone sing whilst walking round in a circle: The Farmer s in his den, The Farmer s in his den, E I de addy oh, The Farmer s in his den The Farmer wants a wife, The Farmer wants a wife, EI de addy oh, The Farmer wants a wife (Farmer s wife) Choose a child from the remaining circle (Farmer, wife and child) Hold hands and step round in a circle whilst everyone sings: The child wants a nurse, The child wants a nurse, E I de addy oh,the child wants a nurse (Child) Choose a nurse who joins the inner circle as before Everyone sings: The nurse wants a dog, The nurse wants a dog, E I de addy oh, The nurse wants a dog (Nurse) choose a dog who again joins the inner circle (Everyone) Break up the circle and pat the dog whilst singing: We all pat the dog, We all pat the dog, E I de addy oh, We all pat the dog The game starts again and the dog becomes the farmer players

7 Hopscotch 8 10 Using chalk draw a hopscotch pattern on the ground Create a diagram with 8 sections and number them Each player take a marker such as a stone, beanbag, bottle cap, shell, button etc (Player 1) Stand behind the starting line to toss the marker in square (Player 1) Hop over square 1 to square 2 and then continue hopping to square 8, turn around, and hop back again (Player 1) Pause (Player 1) In square 2 to pick up the marker, hop in square 1, and out (Player 1) Continue by tossing the stone in square 2 (All hopping is done on one foot unless the hopscotch design is such that two squares are side-by-side. Then two feet can be placed down with one in each square A player must always hop over any square where a marker has been placed) You are out if: The marker fails to land in the proper square - The hopper steps on a line - The hopper loses balance When bending over to pick up the marker and puts a second hand or foot down - The hopper goes into a square where a marker is - The player puts two feet down in a single box The player puts the marker in the square where he or she will resume playing on the next turn, and the next player begins players a marker chalk 8

8 I sent a letter Players form a circle, sitting or standing Players all hold hands Nominate one person to stand outside the ring holding a beanbag (Nominated person) Skip outside the circle Everyone sings: I sent a letter to my love And on the way I dropped it Someone must have picked it up And put it in their pocket The verse is repeated until the nominated person quietly drops the item behind another player The player must race around the circle in the opposite direction to the other person The player who reaches the open space first takes the place The person left standing becomes the skipper players a beanbag

9 Simon says A nominated player calls out instructions and demonstrates the actions The remaining players have to follow the instructions Each time an action changes, players say Simon says Players who do not change their action are out If the leader calls out and demonstrates a new action without saying Simon says, players must not change (any that do are out) No equipment needed 10

10 French skipping & Jumprope Nominate two people to be the enders (Enders) Stand inside the loop of elastic (Enders) Stretch the elastic into a rectangle shape by standing with feet slightly apart To start with the elastic should be at ankle height (Jumper) Perform different hops and jumps in and out of the elastic Jumps can be done whilst chanting skipping rhymes If the person jumping is successful in completing the rhyme and jumps the height of the elastic is raised to the knees and the game continues Each time the Jumper is successful the elastic is raised in height, from the ankle to the knees, thighs then finally the waist Jumprope Adjust the rope by holding the handles and stepping on the rope Jumpers should put their hands down beside and slightly out from their bodies Don t have your hands by your shoulders Shorten the rope so the handles reach your armpits Arms need to be fairly straight and relaxed See how many times the jumper can consecutively jump without missing Focus on concentration while performing the jumping skills players a large stretchy skipping rope large space a skipping rhyme

11 Jump the Snake & Rhymes Rope turners crouch or kneel and wiggle the rope from side to side (no more than 12 inches) Jumpers take off and land as they did with a stationary rope The goal is to avoid touching the rope (person jumps out) Out went the nurse (person jumps out) Out went the lady with the alligator purse (person jumps out) Skipping Rhymes I had a little puppy His name was Tiny Tim I put him in the bathtub, to see if he could swim He drank all the water, he ate a bar of soap The next thing you know he had a bubble in his throat In came the doctor, (person jumps in) In came the nurse, (person jumps in) In came the lady with the alligator purse (person jumps in) Out went the doctor Continues over the page 12

12 Skipping Rhymes Teddy Bear, Teddy Bear, turn around, Teddy Bear, Teddy Bear, touch the ground, Teddy Bear, Teddy Bear, show your shoe Teddy Bear, Teddy Bear, that will do! Teddy Bear, Teddy Bear, go upstairs Teddy Bear, Teddy Bear, say your prayers Teddy Bear, Teddy Bear, turn out the lights Teddy Bear, Teddy Bear, say goodnight! The skipper jumps the rope whilst singing this rhyme; he/she acts out the actions as the words come up in the rhyme I like coffee, I like tea, I like (person s name) to jump with me. (That person joins the first person so that two are now jumping) One, two, three, change places, seven, eight, nine, change places, etc (until the pair missed. The two change from right to left each time they said change places and all would keep track of who got the highest number before missing) Had a little bumper car, number 48, went around the corner (skipper jumps out and runs around the twirler and run back in the rope Keep saying corner until the skipper jumps back in and slams on the brakes Policeman came and put me in jail How many days did he put me in jail? (Count until the player messes up Apples, peaches, pears & plums Tell me when your birthday comes, The rope is then turned very fast whilst saying the months of the year (Jan, Feb, Mar etc.) The skipper should end on his or her birthday 13

13 Skipping Rhymes Down by the river, down by the sea, Johnny broke a bottle and blamed it on me I told ma, ma told pa, Johnny got a spanking so ha ha ha How many spankings did Johnny get? 1, 2, 3 Keep counting until the jumper trips up This is a double-dutch jump rope song Jack be nimble Jack be quick Jack jumped over the candle stick. Mumble, kick, sizzler, split, pop-ups 10 to 1 & hit it Jack Jumped Over & the jumper jumps up very high with both feet leaving the ground at the sametime Mumble & by putting both feet together making very small hops; Kick & repeatedly kicking one foot outward and back again; Sizzler & crossing and uncrossing feet and legs; Split & opening and closing legs about 5 feet apart; Pop & jumping high in the rope with both feet coming off the ground together The rhyme starts with the rope being swung back and forth, not over Blue bells, cockle shell Easy ivy over Swing rope over head on over and continue in normal rope swing Oh no, here comes Miss Blackwell with her big black stick Now its time for arithmetic One plus one is? (Jumper responds) Two Two plus two is? (Jumper responds) Four Four plus four is? (Jumper responds) Eight Eight plus eight is? (Jumper responds) Sixteen Now its time for spelling Spell cat (Jumper responds) C-A-T Spell dog (Jumper responds) D-O-G Spell hot (Jumper responds) H-O-T When the jumper finishes spelling HOT swing the rope as fast as possible until they trip up 14

14 Bouncing Balls Players each take a corner of the parachute Hold the parachute out at chest height Place a number of soft balls onto the parachute Nominate four players to stand under the parachute Players underneath the parachute try to knock the balls off the parachute Players holding the parachute try to keep the balls on The game ends when the balls have all been removed from the parachute Players a number of soft balls

15 Para Swap All players have a number that corresponds to another player around the parachute Players raise the parachute into the air and let it fall On the 3rd lift, a number is called and these players have to swap places with another player of the same number Swap places by running under the parachute and emerging in a different space before the parachute falls to the ground 12+ players a parachute 16

16 Ball Surfing Place a large ball on top of the parachute and roll it around the edge Players should lift the parachute just after the ball passes by Timing is critical The smaller the ball the greater the challenge 10+ players different size balls a parachute 17

17 Cat and Mouse Cats chase mice To protect themselves the mice hide under the parachute Everyone holds the parachute loosely at waist level Nominate 1 player to be the cat and 1 player to be the mouse The cat closes its eyes while everyone begins making waves to help hide the mouse The mouse stays low and scurries underneath the parachute to avoid the cat The cat, who is on all four paws, opens its eyes and tries to catch the mouse The cat has a time limit with everyone counting in unison to 20 The cat and mouse then choose someone who hast gone before to play the next round 12+ players a parachute 18

18 Spin Out Nominate 3 players to sit down together in the middle of The parachute with their backs together facing out Players may want to interlock arms Players sit very still whilst the remaining players slowly walk around in a circle, wrapping the three up in the parachute When the players are wrapped up to chest level give the spin-out signal Everyone quickly steps straight back at the same time while pulling on the parachute 10+ players a parachute (play indoors for maximum effect and less wear on the parachute) 19

19 Parachute Volleyball Each team has a parachute The idea is to get the ball over to the other parachute It takes a lot of teamwork to not send the ball flying out of control 12+ players 2 parachutes large ball large open space 20

20 Alligator All players sit with their legs underneath the parachute Nominate 1 person to be the alligator The player chosen to be the alligator crawls under the parachute to enter the swamp Alligators can grab hold of someone s leg and drag them under the parachute Alligators create new alligators by biting waders and remain alligators until the end The game is over when the swamp is full of alligators and no players are left to munch players a parachute large space

21 Interlocking Gears Place the two parachutes side-by-side so that they are almost touching Both groups walk in a circle When players reach the point that the two parachutes meet, grab hold of the other parachute Let go of the other one they are holding and join the other circle Players walk in a GIANT figure 8 pattern (one circle rotates clockwise and the other anti-clockwise) It takes timing and co-ordination by two groups but eventually goes like clockwork After a while players reverse direction players 2 parachutes large space 8 22

22 Parashuffle Each player holds a corner of the parachute Simply pass the parachute round within the circle Change direction of both the rotation and the players players a parachute

23 Shoe Shuffle Players are numbered around the circle All even numbers remove a shoe and throw it under the parachute On the count of three the parachute is lifted high to form a canopy The players rush to retrieve their missing footwear 10+ players a parachute 24

24 Fox and Rabbit The game is best played on grass as it relies on one player hearing another s movements All players stand in a circle Each player stands at arms length away from each other Everyone must keep quiet during each round Nominate one player to be the fox and one to be the rabbit Bring both the fox and rabbit to the centre of the circle and blindfold them Explain: the fox is hunting at night and is listening to his prey, the rabbit The rabbit must try to avoid the fox (Players) are trees that will guide the rabbit or fox gently back into the circle hen either wanders off the playing area Turn the rabbit and fox around several times to slightly disorient them, then let the hunt begin Allow time for this game as every player will want a turn at being the fox and rabbit players 2 blindfolds

25 Sleeping Lions Gather a large group of people Nominate one or two people to be the hunters Everyone, (apart from the hunters) must lie down on the floor in sleeping positions Once you are settled, you are not allowed to move (Hunters) Walk through the room and try to make the sleeping lions move To make them laugh, tell jokes, pull faces etc (Hunters) You are not allowed to touch the sleeping lions (Lions) Once you have moved, get up and join the hunters 6+ players 26

26 Red Light/Green Light One person plays the stop light and the rest try to touch him/her Form a line about 15 feet away from the stop light Stop light faces away from the line of kids and says green light At this point everyone is allowed to move towards the stoplight At any point, the stop light may say red light! and turn around. If anyone is caught moving after this has occurred, they are out Play resumes when the stop light turns back around and says green light The stop light wins if everyone is out before anyone is able to touch him/her Otherwise, the first player to touch the stop light wins the game and earns the right to be stop light for the next game players

27 Ladders Players pair up and each pair is given a number Each pair sit down facing each other with legs outstretched and feet touching, so that players legs form the rungs of a ladder When their number is called out each pair has to get up, run down the ladder without treading on any legs Run back around the outside and then back up the ladder to their original position The player that gets back first and sitting in position wins 10+ players 28

28 Peep behind the window A nominated player stands around 10 metres in front of the other players with their back to the group The objective is for the other players to advance towards the leader without being seen The other players must advance towards the leader without being seen The leader calls out Peep behind the window fast or slowly before turning around Players must freeze once the leader has turned to face them, only moving when the leader has their back turned On turning around any player seen moving or freezing late must go back to the start The player who taps the leader on their shoulder without being seen, wins What What you you will will need need 6+ players 29

29 Beans Nominate a leader for calling out the game commands Each command requires the other players to perform an action Players who perform the incorrect action or are late in responding are out Leader Commands: Runner Beans: running on the spot Jumping Beans: jumping on the spot French Beans: players call out Ooh LA LAH Beans on Toast: players lie flat on the floor Baked beans: players curl up in a ball Game continues until a winner remains The winner becomes the leader of the next game Leaders can change commands quickly and call out one command whilst doing the wrong action in order to confuse other players jumping bean jumping bean 10+ players 30

30 Mother may I Nominate one player to be Mother Mother stands at one end of the play area and closes their eyes Remaining players line up at the other end of the play area (players must be within hearing distance) Each player asks in turn ( Mother may I?) if they can take a specified number of steps Steps include: Baby steps = tiny steps Turtle steps = slightly larger steps Monster steps = strides Rabbit steps = bunny hops Tornado steps = spinning steps Mother then answers yes or no deciding whether or not that player can advance forward The game ends when a player reaches Mother players

31 Pirates Nominate one person to be Captain The remaining players are the crew of the ship Players move around the ship as pirates but must obey the commands of the captain Commands include: Pirates = Aye aye captain Cheeky monkeys = move around as monkeys Fly = buzz around hall as fly Dying fly = lie on back making buzzing noise Scrub the decks = hand and knees cleaning floor action Shark = players run to designated area 10+ players 32

32 Flush Toilet, Flush Gather ten or more people Hold hands to make a big circle Sit down with your legs crossed Choose someone to be on (The person who is on) Go around the circle patting each person on the head saying the word Toilet each time When you choose to say Flush the person sitting down will stand up and quickly run round the outer circle, chasing the person who is on If the person who is on gets tagged then it is their turn to be on again However, if the person who is on gets back to the open space first then the new person is on players

33 Stuck in the mud Gather a large group of people To play the game nominate one person to be On (Person on ) Chase the other players and tag them (Players tagged) Freeze on the spot and remain there until an untagged player comes to rescue, setting them free by crawling through their legs The last untagged person becomes the next one to be on 10+ players large space 34

34 Find the Leader Players form a circle sitting down One player leaves the room Players nominate a leader The leader begins to carry out actions which the remaining players follow The player who has left the room re-enters the circle and tries to guess who the leader is The player is given 3 attempts to guess who the leader is players

35 Black Magic Everyone sits down with their hands out in front of them Whoever is on has to tip everyone s hands and say Black, Black, Black Magic (They can say black as often as they like) Once the on personí has said Magic they have to run away as fast as they can The person who was touched when the word magic was said, has to shout Stop, stand up, they then count the letters in their 1st and last name and take that many little steps towards the on person If they reach the person who is on, the same person is on again If he/she doesn t reach him/her then he/she is on and the person who was on has to go and join the row of people sat down 5+ players large space 36

36 Zoo Keeper The coach marks out the boundaries within the play area, which represents the zoo The coach is the zookeeper and the players are the animals Zookeeper calls out different animals whilst walking around the zoo Players must act out the animals behaviour Zookeeper = all animals to sit down quietly Bear = big steps, big arm movements, Grrrr sounds Mouse = small steps, small arm movements, eeeek sounds Snake = slither movements, Sssssss sounds Monkey = hitting chest, swinging arms, ughhh ahh haaa sounds Penguin = walk with legs straight wobbling from side to side players open space

37 North-South-East-West Players travel in various ways according to the instructions of their coach Coach calls out a different direction each time Players must follow the coaches instructions Players become aware of others and are able to change direction N W E S 12+ players large space 38

38 T P Mummy Select one player to be the mummy Mummy stand with arms folded over chest Players are given a time limit of 60 seconds During this time players wrap the Mummy up with toilet roll What What you you will will need need players lots of toilet roll

39 Heffalumps Players get into pairs and form a circle so that one member of the pair is standing in front of the other Players all face the centre of the circle On the command ready the player behind carefully jumps onto their partner piggy back style On the command Heffalumps the player behind jumps off, runs around the circle and then jumps back on again The last pair to do this in each round is out 14+ players 40

40 Killer Wombats Nominate 1-2 players to be the killer wombats Killer Wombats try to catch the other players by tapping them All players move around on their hands and feet Once players are caught they play dead by rolling over onto their backs with their hands and feet in the air players markers to distinguish the playing zone

41 Blankets Players walk/dance as music plays When music stops players must crouch down in a ball and cover their eyes Leader covers one player with a blanket Instruct the other players to stand up Players have to guess who is under the blanket 10+ players CD player a blanket 42

42 Beanbag Challenge Throw a beanbag in the air, turn around, and catch it again Throw the beanbag up and backwards over your head and try to catch it behind your back Throw the beanbag in the air, clap your hands once, and catch it, Now try clapping your hands twice, then three times, and so on How high can you go? Throw the beanbag in the air and clap your hands under your right leg before catching it, now try with your left leg, now clap behind your back, invent some more challenges Throw the beanbag up, jump, and try to catch it Jump twice, Jump three times! Throw it up, kneel down and try to catch it Throw and catch with just your right hand, then with just your left Try throwing it up & catching it with your eyes closed! Balance the beanbag on your right foot, then throw it up and catch it from there, can you do it with your left foot too? Can you throw the beanbag up and catch it on your left foot? Can you run with a beanbag balanced on your head? Can you jump? Can you twist around? 10+ players large space 1+ beanbag 43

43 Can you kneel down and stand up again, or sit down? Can you climb the stairs? Can you do any of these things with two beanbags balanced on your head? Or three? Try balancing a beanbag on each shoulder while you walk, run, jump etc Sing one of your favourite songs or rhymes while you throw the beanbag up and catch it, or pass it round a circle of children Set up a variety of hoops, containers and targets and have some throwing practice How far can you throw the beanbag? Does it make a difference if you throw over-arm or underarm? 44

44 Chuckie Chuck Gather five players Draw a large square on the floor, alternatively you may use cones Four people stand; one on each corner and the fifth person is on and stands in the middle of the square He/she shouts chuckie chuckie and everyone runs to a different corner The person who is on also tries to get in a corner The person without a corner is now on The on person now stands in the middle and shouts etc, etc 45 5 players chalk

45 Dodge Ball Players stand in a circle Nominate one player to stand in the centre of the circle Nominated player must dodge the ball that is being thrown at them by the players within the circle The ball can only be thrown below the knee The nominated player must dodge the ball by using skills such as: quick feet, jump, body twists and awareness Once the nominated player has been tagged by the ball, a new player is nominated 10+ players large soft ball 46

46 Four Square Four square is played on concrete which has a square painted on it The square is sub-divided into 4 equal squares A player stands in each square and a large ball is used The ball is bounced sort of like ping-pong without the bats The player who serves bounces the ball in his square and then bounces it into another playerís square The object is to prevent the ball bouncing twice in your own square before you are able to return it It is possible to hit the ball before it strikes the ground The ball canít be caught with the hands or held at any time except when serving It can go in any square, if a player misses a return, lets the ball bounce twice or hits the ball out of bounds, then they are out and another player joins the game to take their place players chalk a ball

47 Thread the Needle Gather a large group of players Split the players into two teams Each team must join hands in a circle, with a hula hoop hanging from one person s arm When play begins the person with the hoop, step through it and pass it to the next person without letting go of your team-mate s hand Next player then does the same thing The team that gets the hoop back to the starting player first wins 12+ players 2 hoops 48

48 Space Shuttle Relay First and second players run together inside the hoop and go around a turning cone After they have turned around, they return to the team First player drops out and joins the end of the line Second player picks up the third player and runs together to the turning cone Proceed around, and back Second player drops out and the third and fourth players run together around the cone and pick up the next player Game continues until everyone on that team has had a chance to be in a cone twice, working with a partner Game teaches sequencing and hand-eye co-ordination What you youwill will need players markers hoops

49 Hooping and Hopping To play the game children must have the balance and co-ordination to hop on one foot for relatively long periods of time IT hops on one foot, and tries to tap each player by hopping towards them The players are chased by the tagger and can only be safe when they are inside a hula-hoop If they are tagged, they become IT 10+ players 5+ hoops (distributed randomly inside the play area) 50

50 Hoopster Establish a course & a straight line to a goal and back Alternatively you can create a trail around obstacles Players take a hula hoop and roll their hoop around the obstacles This exercise helps teach co-ordination and agility players markers (to create obstacles) hoops

51 Puzzle in a Puzzle Players form a circle or two smaller ones Players hold hands to close the circle Hoops are placed on the floor during intervals and two separate players each place a foot within the hoop Other hoops are placed around the arms of players during intervals Players must ensure that the hoop completes one full circuit of the circle without breaking the joint However, players must also ensure that there is always 2 separate players feet placed within the hoops on the floor 10+ players hoops 52

52 Bomb! Gather five or more players Form a circle Nominate someone to hold the tennis ball (bomb) The person with the ball throws it to someone (but not themselves) Everyone starts counting going 1, 2, 3, 4, 5 etc until they get to 10 The player left holding the ball throws it to someone else They keep doing that until you reach the number 10 and whoever has the ball is then out because the bomb has exploded If it s in mid air the person who threw it is out. The ball has to be aimed for the chest. Players have to catch the ball The game continues until there is one person left who hasn t been blown up 5+ players a tennis ball 53

53 Queenie, Queenie Nominate one player to be the queenie (Queenie) Turn your back to the other players (Queenie) then throws the ball over his/her shoulder One of the other players needs to catch the ball or pick it up Everyone, except the queenie, puts their hands behind their backs so that the queenie doesn t know who has the ball (Queenie) then turns around and everyone shouts Queenie, Queenie who s got the ball? Are they short, or are they tall? Are they hairy, or are they bald? You don t know because you don t have the ball! (Queenie) You have to guess who has the ball through the process of elimination If the person with the ball is the last one to be picked, that person becomes the new queenie 10+ players a ball 54

54 Parachute Drop Each player is given a number Each player stands in a circle around a chair Nominate one player to stand on the chair The nominated player drops the balloon from the chair calling out a number The player with that number has to try and catch the balloon before it reaches the ground players a balloon a chair

55 Hot Potato Players form a circle Introduce a ball to the circle Players pass the ball to another in the circle (but not the person either side of them) If a player drops a ball that is thrown to them, circle shout Hot Potato Players are given points to begin with and lose a point each time they fail to catch the ball The player with the most points wins 6+ players a ball 56

56 Sock Wrestling Create a ring by drawing a large circle on the floor or by putting several gym mats together to create a soft surface Each player takes off their shoes and sits around the ring Each player stands inside the ring and tries to remove a sock from their opponent The game can be played one-on-one or with several players in the ring at one time Players who lose their sock must leave the ring The player left with their socks on, wins 6+ players chalk gym mats 57

57 Bouncy Balls Players move round the designated area One player instructs the remaining players by calling out: Red = Stop Amber = Get ready (bounce ball on the spot) Green = Go (Bounce ball whilst moving) A ball 58

58 Waterfight Organise players into teams of three and give each team a chosen colour Team players can be identified by a coloured sash band Each team has a refill station where they can collect water balloons from Arm each team with water balloons of their colour Players are given a countdown from ten to run and find hiding places etc Each team has 12 balloons each Once the balloons have been exhausted the driest team wins What you What willyou needwill need 59 Coloured sash bands a variety of coloured balloons large space with obstacles to hide hoops (refill stations)

59 Cats in the corner Mark off square play area The ball thrower will be in the centre of the square There are safe zones at each of the corners where all the players called Cats will be When the thrower calls: Cats In the Corner The Cats have to run from one corner to another without getting hit by the ball They can go any direction including diagonal as long as they do not get hit Any player hit by the ball is out If you have a large group you can have several balls and a couple throwers 10+ players 2 balls cones 60

60 Squirrel Run Place markers to create four corners of the designated play area The markers become trees where the squirrels live Each team of squirrels must collect nuts (balls) from the centre of the forest Only one squirrel from each team can collect one nut at a time Players may be instructed to travel in different ways, i.e walk, hop, jump, skip etc Team with the most nuts wins players 20 small balls 4 markers

61 Criss-Cross Divide players into four groups Send each team to a corner of the playing area The object of the game is to see which team can get to the opposite corner the quickest using the method the leader calls out If the leader calls out hopping then the group must hop to the opposite corner of the playing area Keep sources of the team that win each crossing The first team to reach 5 points wins Good crossing methods include hopping, wheel barrow, crab walk, sprint, walking sideward, on all fours, skipping, crawling, eyes closed etc 16+ players large open space cones to create boundaries 62

62 Domes and dishes Divide players into two teams labelled A and B Spread markers randomly around playing area Team A try to turn the markers over to resemble domes Team B to turn the markers over to resemble dishes After a minute has elapsed stop the game The number of dishes and domes are counted to determine the winner Progression can include using feet only, only move via hopping/jumping, place balls on domes which must be put into dishes etc players 20 markers 20 small balls

63 Frisbee Football Split players into two teams To kick off is either by players from opposing teams trying to catch the Frisbee thrown in by referee/leader or on the toss of a coin Players in possession of the Frisbee cannot move Tackles/interception are by tag at which point the player holding the Frisbee must drop it Goals are scored by a player catching the Frisbee whilst standing in the goal area of the opposing team Goals may not be scored by players picking up a Frisbee that has landed in the goal following a tag After any goal scored, the scoring team retire to their own half of the pitch, whilst the defending team starts from their goal area The team scoring the most goals after a set time wins 10+ players markers (to identify the goals and pitch limits) beanbag or frisbee large space 64

64 Scavenger Hunt Divide players into 3-4 groups Nominate a leader Leader calls out different items or activities for the group to produce The first group to come to the front with the item is awarded a point The group with the most points when all the items are found, wins 15+ players large outdoor space 15+ players suggested items: shoelace, shoe, pen with a chewed cap, coin with a certain date, paper clip, comb, and guy wearing lipstick! Two people with their shoelaces tied together, gum in wrapper, store receipt etc 65

65 Stow the Cargo Split players into two teams, labelled A and B Team A goal is placed behind Team B and Team B goal behind Team A Each team chooses a backstop (GA and GB) for their goal, whilst the rest of the team stand in the central area Dividing the beanbags equally between both teams in the central areas who then try to score by throwing beanbags which miss are thrown back to the opposing team by the backstops Each team may use only those bags which land in their area or which they have intercepted The game ends when the beanbags have been exhausted The team scoring the most, wins 10+ players large open space 2 boxes hoops to act as goals 66

66 Head Catch Gather a large group of people A chosen player goes to the front of the line with a ball Then he or she either shouts Head or Catch! while throwing the ball Whatever the person calls, the first has to do just the opposite; if the thrower calls Head!, the first person has to catch the ball, and if the thrower calls Catch! the first person has to head the ball If the first person either misses the ball or does the wrong thing, he/she is out and the play continues If the person does the right thing, he/she is still in, and the play still continues Whoever is in last, wins players large space a ball

67 Dog and Bone Split players into equal teams Place the beanbag into the middle of the playing area Teams can either sit in a Big circle around it or in two lines down the edges of the playing area Give the players in each team a number so that they have a partner with the same number in the opposing team When their number is called out, the objective is to grab the bag and get back to their goal without being tagged by the opposing teams player If tagged you must drop the beanbag and the opposing player can retrieve it and get the beanbag back to their goal (again without being tagged) Team with the most beanbags/goals wins 10+ players beanbags 68

68 Hoops Players walk around various coloured hoops within the designated play area When the whistle blows the leader shouts a colour Players must run to the selected hoop and stand inside You may wish to instruct players to move in different ways, i.e. skip, jump, hop etc What What you you will will need need 6+ players different coloured hoops 69

69 Team Flags Split players into teams of four/five Give a theme to each team, e.g animals, sport etc Using their theme teams must create a flag using the available resources 8+ players fabric glitter glue coloured paper tissue paper etc. 70

70 God s Eyes Tie two sticks together in a cross shape Interweave smaller branches around the sticks This gives the illusion of God s Eyes The eye originates from an American Indian ritual, made to warn off evil spirits 71 Lots of branches/sticks

71 Shipwreck Distribute hoops randomly across the playing area (number of hoops depends on the number of players present) Players must travel around the hoops according to the instructions given by the leader, i.e skip, hop, jump etc When the whistle is blown players must immediately swim to safety by standing in one of the hoops A maximum of two players are allowed in each hoop at any one time After each whistle is blown, one hoop is removed Game continues until there is only 2 players left standing in the hoop 10+ players 5+ hoops 72

72 Skipping Hoops Each player is given a hoop Each player must try and reach the finish line first Players must skip through the hoop to reach the finish line You may use obstacles within the race to make it harder The game/race can be done individually or as part of a team 6+ players 6+ hoops obstacles 73

73 Scarecrow Divide players into two teams One player from each team stands at opposite areas of the playing area with both arms outstretched Taking one hoop at each time players roll and catch the hoop The hoop cannot leave the ground apart from when a player has caught it The hoop must travel from player to player along the ground The opposing team must try to defend as well as attack The team with the most hoops hanging on the scarecrow wins 12+ players 6 hoops 74

74

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