Group sits in a circle and chants Ali baba and the 40 thieves, while doing an action. The group leader on the next beat changes the action and then on the next beat the person beside him/her does that action. The action follows its way around the circle and the whole time the group is repeating the phrase. The group leader must change the action after every beat, so that every person in the circle eventually ends up doing a different action. (This may be compared to singing a song in a round).
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.
The Ambush Game (coop)
The group splits up into two sub-groups which we will call A and B. Group A leaves 5 to 10 minutes before group B and must leave clues behind ( footprints, marks, arrows, codes, pieces of paper, etc....). They must then camouflage and set up an ambush for group B. Group B leaves and follows the footprints and clues left by group A and tries to discover the ambush site. During the ambush the groups face each other in mock combat (stealing of scarves, indian wrestling, etc...). The meeting of the two groups could also result in the yelling of, "AMBUSH" and a race back to home base again.
Auto Trip (circle/passive)
Players sit in a circle and are assigned the names of auto parts. (ie. hood, wheel, door, etc.) The storyteller tells a story of an auto trip. As the player tells the story, the parts mentioned get up and follow him/her. When the storyteller yells "Blowout" each player scramblers for a seat. The one left out becomes the next storyteller.
A What? (passive/circle)
Equipment: 2 objects The leader of the game starts by passing the first object to the person on their right and saying, "This is a whit." The reply is, "A What?" The leader would then clarify, "A whit." This question sequence continues around the circle but the question "A what?" is passed all the way back to the beginning and back again. This game can be confused by adding an additional object called a Watt in the opposite direction.
VARIATION:
In this version, you have a circle of however many people, and the same number of monosyllabic items. One person, the leader, starts by choosing one oblect, let's say it is a spoon. He/she hands this object to the person on his right, and says: This is a spoon. The person replies:
"A What?"
Leader: "A Spoon."
Person: "Oh, A spoon!"
the person then takes the spoon and hands it to the person on their right, now becoming the leader. At the same time, the original leader has picked up a new object, and has passed it on. The second person now must carry on two conversations at the same time, looking from one to the other. I have included a diagram of what I mean:
Leader: Person #1 Person#2 Person #3
This is a spoon.
<A What?
A Spoon
<A What?
A Spoon
<Oh! A Spoon
This is a knife This is a spoon>
<A What? <A What?
A knife! A Spoon>
<A What? <A What?
A Knife! A Spoon!>
<Oh, a knife! <Oh, a spoon!
This is a Fork This is a knife> This is a spoon>
<A What? <A What? <A What?
A Fork! A Knife> A spoon!
<A What? <A What? <A What?
A Fork! A knife! A spoon!
<Oh, a fork! <Oh, a knife! <Oh, a spoon!
This game is really fun, and it tends to get louder and louder as the more people play the game. we did this with a group of about 35 once, and it is so much fun. It can be really frustrating to learn, but it really is a blast!
Contributed by Mark Stephens
B
Back to Back (active/back pocket game)
Players stand about by pairs, except one player who is it. When it calls, "Back to back!" the players must back up to a partner. When it calls "Face to Face!" these partners must face each other and shake hands. On the next call "Back to back!" and each time here after, all players must change partners. It tries to get a partner during the change. The player left out becomes it.
Backlash (cooperative/active)
Equipment: 4 round balloons Divide the group into two teams, then divide each team into pairs. This is a relay race, and the racecourse can extend across a large field or around a building. Mark a start and finish line. Teams of pairs space themselves equally from one end of the racecourse to the other. Pairs stand back to back with elbows linked. Blow up 4 large balloons and give two each to the first pair from each team. One balloon is held in each hand of each player. When the leader says "Go", the first two pairs make their way to the next pair of linked players. The first pair transfers its balloons to the next pair. The first team to cross the finish line wins.
Balloon Battle (active)
Equipment: Balloons, string Inflated balloons and string for each team member. Have two teams - tie balloons to ankle and teams try to burst the others first. Team with the last balloons wins. As your balloon is burst you withdraw from the game.
Balloon Buns (circle/passive)
Equipment: balloon with message inside The players sit in a circle. A balloon is passed around the circle. Each player has to sit on the balloon with all their weight for 3 seconds. If someone breaks the balloon, they must do what it says on the message. (ex, sing a song, bark like a dog, dance)
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. Bandit (circle/passive)
"It" stands in the middle of the circle. When he points at one of the players in the circle and says "Bandit!", that person must put both hands over his ears. The person to the bandit's right must put the hand nearest to the bandit over his own left ear, while the person on the bandit's left puts his nearest hand over his own right ear. If any one of the three make a mistake by covering the wrong ear, or by using two hands when only one is to be used, or failing to react at all before the person who is "IT" counts to ten, he becomes "IT".
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.
Big Wind Blows (circle/passive)
The group forms a large circle sitting at an arm's length apart. One person is chosen to be the "wind", and stands in the centre of the circle. The game begins when the person in the middle acts like the wind ( by turning in a circle and waving their arms) and says "THE BIG WIND BLOWS" At this point they must specifically state what the wind blows, a statement which must be true about themselves. ie "The Big Wind Blows everyone who has blue eyes." All of the kids who have blue eyes including the wind must stand up and run through the circle to a position that is now empty on the other side. Upon reaching this spot, they sit down. One person will be left over, they are now the wind and the game continues. There is no winner or loser, just a lot of fun.
Birds Have Feathers (moderate)
One player is leader. He and all the others flap their arms like birds. He calls out names of something with feathers. If a player flaps his wings on a calling that doesn't have feathers he's out. The leader flaps his wings on almost all things to confuse the group and calls as rapidly as possible. "Birds have feathers, bats have feathers, babies have feathers, etc."
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 waterballoon All players should be standing around the blanket holding an edge. The leader of the game will launch (by catapult or throwing) waterballoons into the air. The object of the game is to catch the waterballoons in the blanket.
Blind Beach Volley-ball (active)
Equipment: Blanket and beach ball A blanket should be draped over a volley-ball net. The game goes as usual except you can not see when the ball is coming. Scary!!
Blind Cow (circle)
Equipment: bell and blindfolds All players sit in a circle facing the centre. One person is blindfolded and is the "Blind Cow." The "blind cow" should be spun around and then brought to the centre of the circle. The bell should then be passed around the circle and rung. The "blind cow" will then follow the sound of the bell. The game leader points at the person who should stop the bell. The "blind cow" now has to guess who is holding the bell (by pointing). If the person is right, the chosen person becomes the cow in the next round. If they are wrong, he has to go again (until he guesses right).
Blindman's Bluff (active)
Equipment: blindfold Blindfold one player and spin them around 3 times. The blindfolded player tries to tag one of the other players, who may crouch low, sneak up behind the "blindman" and yell "Boo", or stand still and keep very quiet. Eventually though, someone will get careless and be tagged. That player is then blindfolded for the nest game.
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 yasaklı kelime of the line gets to try her surfing skills.
Boiler Burst (active)
The goal is a line thirty feet long. The players form a semi-circle forty feet from the goal with their backs to it and facing in. IT stands at the centre of the circle and begins to tell a story, either making it up or an old familiar one. At any point he chooses, the storyteller says "and the boiler burst" upon which all the players run for the goal. IT runs after them attempting to touch one. The runners are safe when they reach the goal; the first player tagged before reaching safety is IT.
Bola (active)
To make a Bola, stuff a rubber softball into a long sock and tie a knot in the sock just above the ball. Now tie a rope to the sock. Lie down on your back and start spinning the Bola, slowly letting out the rope. When you've got it rotating at a full radius, everyone can begin jumping into the circle. You may increase the speed, or have two people join hands, and jump in partners. If you're nicked by the Bola, you may continue or sit out.
Bombardment Pins (active)
At either end of the playing space, set up in a row as many tenpins, or popbottles as there are players. Make a dividing line across the centre of the playing space. Divide players into two teams. Each team takes one side of the field and must not step over into the other side. One team starts the game by throwing a volleyball or playball, trying to knock down the pins on the other side. The opponents protect their pins by catching or blocking the ball with their hands and bodies. If the ball hits outside the field and knocks a pin down on the rebound it still counts. Play for fifteen minutes with the ball shooting back and forth rapidly. With a large number two balls can be used. The winner is the team that knocks down all the other teams pins.
Bop Bop (active/circle)
The players start sitting in a circle. The leader stands up and "bops" or dances around the inside of the circle. The players can help out by making their own music. The leader then taps selected people on the yasaklı kelime and says, "start bopping right now." These tapped people will join the leader in the middle. These boppers keep dancing and tapping until they hear, "Bop Bop Over!" The players will then stop dancing and run back to their spots. The last one there is the new leader.
Box the Leader (active)
The group should be split into 4 groups. Each group should form one side of the box that should be surrounding the game leader. Each side has a name. These are: - NORTH ("North is Aaaaa Oooookay!!!) - SOUTH ("South, Wooh!) - EAST ("East is the beast to beat") - WEST ("West is the best") The object of the game is to be the first team to be in the appropriate order in a straight line in the right relation to the leader. Once your whole team has arrived, you should yell your team's chant (they are listed above)
British Bulldog (active)
The players are at the ends of the field, with 3 bulldogs standing in the middle. Whenever they are ready they will call: "British Bulldog". The players must then run to the opposite side of the field without being touched.
Bump and Scoot (active/cooperative)
Equipment: Volleyball net, ball Using a volleyball net, have the girls on one side and the boys on the other. Whenever a boy or girl hits the ball over the net, they "scoot" to the other side. the idea of the game is to completely switch the teams to the other side, but they all must work to together to succeed.
Bumpety Bump Bump (circle/active)
All players stand in a circle with someone in the centre. The person in the centre will choose someone in the circle to point at and will say, "Right, Bumpety Bump Bump Bump" or "Left, Bumptey Bump Bump Bump." The person who is pointed at has to say the name of the person to their right or left (depending upon what is asked by the person in the centre) before the phrase is finished. If they fail to do this, they are out. The centre person is trying to eliminate all players.
Buzz (circle/passive/backpocket)
The players start counting substituting buzz for the number seven and multiples of seven. If a player makes a mistake he must drop out or the whole group must start again.
C
Cat and Mouse (active/circle)
The players should stand in a circle. Two people are chosen, one to be the cat and the other to be the mouse. The object of the game is for the mouse to catch the cat on the inside of the circle. This can achieved because when the mouse runs in between two people, they will join hands and the cat can not pass through. This game can be repeated with a new cat and mouse.
Catching the Dragon's Tail (active/cooperative)
A dragon is formed by grouping the players into a long line each with their hands on the shoulders of the one in front of him. The first in the row is the dragon's yasaklı kelime. The last in the row is the dragon's tail, eager to lash to the right and left in order to escape the yasaklı kelime. 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 yasaklı kelime runs around toward the tail and tries to catch it. The whole body must move with the yasaklı kelime and remain unbroken. If the yasaklı kelime succeeds in touching the tail, they may continue to be the yasaklı kelime. If the body breaks before he catches the tail the yasaklı kelime becomes the tail and the next in line is the yasaklı kelime and so on until each has a chance to be the yasaklı kelime and the tail.
Capture the Flag (active)
See "Stealing Sticks"
Catch Don't Catch (circle/active)
This is similar to "flinch". The players should be standing in a circle with their arms crossed. The person in the centre will throw the ball to someone in the circle. They will either say, "Catch" or "Don't Catch". If they say "Catch", the player should not catch the ball and cannot flinch (move their arms). If they say "Don't Catch" , the player should catch the ball. If a player does the wrong thing or misses the ball, they are out. Caterpillar (active) The players must lie face down, side by side and very close to each other. Alternate small players and older players. Player at one end must get to the other end by rolling on this corduroy road. When this player reaches the other end, the rest player starts rolling on the carpet.
Chicken Picks (passive)
Equipment: rubber chicken
Players sit in a circle and one player goes into the middle. A topic is chosen and the rubber chicken starts at one person and is passed around the circle. The person in the middle must list as many things as they can from the topic, but they only have however long that the chicken makes it around the circle once. When the chicken gets back to the starting point, the person must stop talking. A designated counter should be in the group to count how many objects they are able to list. The person that is able to list the most objects is the winner. Topic example: Chocolate Bars (ie) hershey, crispy crunch, aero etc. etc. etc.
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.
Circle Stride Ball (circle/moderate)
Equipment: Volley ball A circle is formed, feet apart and touching neighbours. 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 centre.
Collective-Score Blanket/Towel Ball (cooperative)
Equipment: Ball, blanket or towels or both. This game is basically group juggling with blankets and towels.
Colored Eggs
One player is chosen to be the Fox. One player is chosen to be the Hen. All the rest of the players are the colored eggs. The fox must stand far enough away from the hen and her eggs that he can't hear them. The hen assigns a color to each egg by whispering the color in their ear. The eggs line up facing the hen. The fox comes up behind the hen and acts like he is knocking on a door. The hen responds, "Who is it?" The fox replys, "It's the fox." The hen says, "What do you want?" The fox says, "Colored eggs." The hen says, "I haven't got any." At this point all the players who are eggs laugh loudly. The fox says, "I hear them laughing." "O.K." says the hen. "What color do you want." The fox begins to guess colors. When he guesses a color that is assigned to an egg the egg begins to run. If the fox catches the egg a new fox and a new hen are picked. If the fox doesn't catch the egg before it gets back to the hen he must guess another color and try to catch the next egg. However,before the fox can make his/her guess the fox must knock on the door each time and the conversation between fox and hen must be repeated each time.
Contributed by Bizzie Vunderink
Colours (back pocket)
Chose a colour. You must stop someone and touch part of their clothing which is of the chosen colour.
Crab Grab (active)
The players are split into 2 teams and the classic crab position is assumed. This position is maintained supported by at least 3 extremities, while each player tries to make the team members of the opposite team touch their rear to the ground, at which point they win.
Crab Walk Soccer (active)
Two teams sit on lines a short distance apart. Team members are numbered. Soccer ball sits in the centre. Official calls number. The member of that number from each team crab walk and attempts to get the ball over the opponents goal line. When a point is scored, the ball is returned to the centre and another number is called. Team members may help but not score.
Crows and Cranes (active)
Divide the children into two equal teams. Name one of the teams crows and the other cranes. Line the two teams up four or five feet apart facing each other. Flip a coin, and if it comes up heads call crows. Upon calling crows, the crows must turn in flight with the cranes after them. If any of the cranes makes it to the safety zone he is free. If he is touched he switches teams.
D
Dancing Bear (active)
Equipment: rope Tie the rope to a tree. One person should be chosen to be the bear. They should hold the rope in one hand. The rest of the players need to run around in touching distance. With their free hand, the bear tries to touch the other players. If touched, the player would hold hands with the bear and help catch people.
Dancing Statues (active)
Equipment: Yogurt cups (or something else, be creative) Each player is given an empty yogurt cup and they put it on their yasaklı kelime. All of the players must start dancing. Whoever keeps the cup on their yasaklı kelime the longest, wins
Dho-Dho-Dho (active)
You need a soft area that is divided into 2 equal parts with a centre line. The players should be in two teams on either side of the centre line leaving a no-mans land in between them. One team chooses a player to go across the line, tag one or more players on the other side, and return safely home. Clearly that could require agility-but breath control? That's where the "dho-dho-dho" comes in. Before crossing the centre line, the player who is IT takes a deep breath. Not only must he complete his mission in one breath, but he must use that breath to repeat aloud in a steady flow, "Dho-Dho-Dho-Dho-Dho...." If members of the opposite team can catch and hold him in their territory until they run out of breath, they've acquired a new team member. If he makes it back across the line with any part of their body , even a fingertip, all those he has tagged join their team.
Dice Count (circle/moderate)
Equipment: 1 die, a pair of oven mits, 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 mits. Once the oven mits 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 mits and hat. The game continues until the chocolate bar is eaten.
Dodge Ball (active/circle)
Divide the group evenly into two teams. Team A forms a circle around team B. Team A is given a large rubber ball. At signal team A players throw ball at team B, attempting to hit them below the waist. Team B players may avoid being hit by moving or running aside or ducking. A player must leave the circle when hit OR a player who is hit may join team A. Leader may time the eliminating process to determine which team eliminated its opponents fastest
Donkey Dodgeball (circle/active)
Equipment: ball This game is played with the same objectives as in all dodgeball games. In this game a circle is formed and 4 people are chosen to go into the middle. The 4 people hold on to each other at the waist, forming a chain. The front and middle protect the back of the donkey by using their bodies as a block. The players who form the circle try to hit the back end of the donkey, below the waist with the ball. If someone does hit the last person of the donkey, then the thrower will join the front of the donkey and the person who was hit, joins the circle.
Do This, Do That (active)
see simon says
Dracula (active)
One player is chosen (secretly) by the leader to be dracula. When the game starts, everyone starts to mingle with their eyes closed. (Make sure that their are people watching to make sure no one gets hurt.) Dracula keeps their eyes open. Dracula picks their victim, goes up to them and screams. This caught person, opens their eyes and becomes a Dracula as well. The game continues and the Draculas move around together. The game is over when all of the Draculas surround the last human. Watch the ears!
Duck Duck Goose or Drip Drip Drop (active/circle)
The 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.
Ducks that Fly (active)
When the leader says, "Ducks fly", and flaps his/her arms, all the players must flap their arms. The leader goes on to say, "Cats Meow", with appropriate sounds or gestures, which must be imitated as above. He/she may continue, "hens cluck", "horses trot", and so on with appropriate gestures and sounds. When he/she chooses, he/she may substitute a false statement and motion, such as, "cows bark", "elephants fly", and so on. If the player imitates the false motion, he/she is penalized. If any player makes a false motion or sound at any time, he/she's out (can be given three chances).
Drop the Handkerchief (active/circle)
The players form a circle. One player is chosen to be IT. He walks around outside the circle with a handkerchief in his hand. He drops it quietly behind one player and keeps walking trying to get around the circle before the player discovers the handkerchief. If IT gets all the way around the player becomes a dead fish and stands in the middle of the circle. If the player discovers it he chases IT and catches him, they are not IT. If he doesn't catch IT, he becomes IT. A dead fish can rescue himself in two ways. He may snatch the handkerchief from behind some other player before that player sees it, or a player behind whom the handkerchief has been dropped may toss it into the circle behind a dead fish. The dead fish then picks up the handkerchief and chases IT.
E
Eco-Ball (active)
Participants split up into as many teams as you want or feel are necessary. The entire tournament site (including play, rest, food, and sanitation areas) is divided into a like number of parts. The boundaries should be clearly described but not marked. Each team is given one portion of the field.
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 neighbour. 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. Elephant ball (moderate/circle)
All the players are in a circle with their legs spread apart and their feet touching the next person's feet. The ball must be punched around the circle until it goes through someone's legs. That person is then out. This continues until there is one person left, who would be the winner.
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 yasaklı kelime, arms extended fingers closed. Side people will grab middle ones waist bending over. PALM TREE- Middle person raise arms above yasaklı kelime in "Y" formation, fingers open. Side people do the same but lean toward outside, away from the middle person. The object of the game is to try to keep changing all the time. The game has to be played quickly. As soon as an object is formed, the person in the middle of the circle has to point to someone else.
Elves, Giants, Wizards (active)
This game is based on the same concept as rock, paper, scissors. In this game; Elves beat Wizards (they can run through their legs) Giants beat Elves (they stomp on their heads) Wizards beat Giants (because they are smarter) The group needs to be split into 2 groups. Each group needs to choose one of these signs. The two teams come face to face in parallel lines about 2 meters apart. Both groups will yell, "Elves, Giants, Wizards,.........."(chosen sign goes here). The side that won chases the other team back to their home and tries to tag them. The players that are touched must join the other team. The object is to get everyone on your team. The actions are; ELVES- swat low to the ground and put one finger to either side of your yasaklı kelime like little pointed ears. GIANTS- stand up on your tip toes and stretch your arms high over your yasaklı kelime WIZARDS- turn body 90o to the left. Stretch right arm out in front and put left hand by left shoulder. Wiggle your fingers like you are casting a spell. If both teams do the same sign, it is a tie. (go pick again!)
Escape From the Planet Of "What" (active)
The game begins by giving each team a clue that will lead them to their spaceship. These can be anywhere. Once at their spaceship, the team finds a message for them either in a tape recorder or on a piece of paper explaining that their spaceship has malfunctioned and they have crashed on the Planet of "What". They have 40 minutes to follow the clues that will lead them to a new spaceship so that they will only be able to say "who", "what" and "where". Clues lead them from station to station where they have to perform a task (such as making up a national anthem for the planet, or crawling through a laser field). The final task is to build a spaceship out of any equipment available.
Escape From the Monsters (circle/active)
Equipment: bean bags, blindfolds, ropes and keys Four monsters are chosen and they are blindfolded and sat in the middle of a circle that is formed by the rest of the players. In front of these Monsters sits their treasure(keys). They have bean bags for ammunition. The leaders chose one person to go through the circle and get the treasure. This person gets 3 monster de- activators.(ropes tied into a circle) These will de-activate the monster if it is put over their yasaklı kelime. 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.
F
Farmer and the Crow (active)
Equipment: six objects such as paper plates, beanbags, small boxes Divide the children into teams of equal number, each team behind a starting line, facing a wall or finish line about twenty feet away. The first player on each team is a farmer, the second player is a crow, the third a farmer, the fourth a crow, and so on. At a signal, the first farmer on each team takes the seeds (six beanbags) and places them at equal intervals from the starting line to the finish line. He runs back and touches the second player, a crow. The crow must hop over each of the beanbags, touch the finish line, change to the other foot, hop back, pick up each seed as he comes to it. He hands them to player number 3, a farmer, who goes out to plant them again, and so on. The team finishing first wins. Play again letting each crow be a farmer.
Feeding Time (active)
Equipment: small pieces of paper, peanuts or candies. The group needs to be split into small groups of at least 4 people. Each group needs to be a different animal and decide on the sound they will make. A leader needs to be chosen for every group. The object of the game is for each group to try and collect the most food. On the word "go", the players can start looking around the playing area for food. The only people that can actually pick up the food are the group leaders but they can not pick up any food they want. The rest of the team members look for the food and when they find it, they stand on it or beside it and make their animal noise until their leader comes. Once the food is taken by the leader, the player would go and look for food again. The team that collects the most wins.
Fight for My Attention (drama/passive)
Two people are challenged to come up to the front of the room and the audience then chooses a topic. The two people must talk about that topic for one minute in front of the crowd, BUT they are both talking about the topic AT THE SAME TIME! The audience must then vote on which person held their attention for longer.
Fire (cooperative/active)
'Victims' must remain motionless and not aid the rescuers until the victims are healthy again. Rescuers cannot look at signs until victims are removed to safe area. All the group except 3 people are unconscious in that burning building. The rescuers know that the building will explode in 4 minutes. Save as many people as you can. Go!!
Fish In A Pond
Divide 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.
Flinch (circle/active)
Equipment: ball The players stand in a circle with their arms crossed. One person should be in the centre. The person in the centre is trying to get everyone in the centre out. The person in the centre will throw the ball at the people in the circle. If they miss the ball, they are out. The person in the centre can also pretend to throw the ball. If the people in the circle "flinch" (move their arms from the crossed position), they are out.
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 Duchman (circle/active)
The players stand in a circle with their hands joined. The player who is it runs around the outside of the circle and slaps any two joining hands, the owners of which become flying dutchmen. They run in opposite directions around the outside of the circle . The player who was it steps into the circle. The last player back to the place in the circle is it.
Foghorn Leghorn (active)
Equipment: rubber chicken Groups are divided in half (no, not each of them in case you were wondering!). One group lines up in a line with the rubber chicken at the front of the line. The other group forms a tight bunch, as close in as possible, and elects a runner. The leader says "Go Foghorn!" The group in the line then passes the rubber chicken Under-Over style down the whole line. While this is going on, the runner runs around the bunch and keeps track of the number of times they make it around. When the rubber chicken makes it to the end of the line then the last person throws it as far as possible and shouts "Go". The group that was in the bunch then runs to where the chicken landed and lines up behind it. They then do the Under-Over thing. The other group forms a bunch and counts how many times the runner makes it around. This keeps on going and the count of runs is a cumulative count, so at the end of an allotted time period the group with the most runs around is the winner.
Footloose (active/cooperative) ** For older campers
The object of this game is to transport everyone from one end of the playground to the other. To heighten the challenge and make the game more fun, suggest that players are fleeing a dreaded disease and can only escape if they are carried by other players. The players may be carried by as many players as necessary. When the carried player is delivered to the other side of the playground the others must go back and carry each other. This continues until the last player is carried by a single person. The last player, who was not carried gets carried back triumphantly on the shoulders of the entire group.
Fool Your Family (active/icebreaker)
Equipment: One slip of paper for every player. Papers should be in groups of five, and each group represents a family, for example, the Smiths. So the first Smith paper would be Mr. Smith, the second Mrs. Smith, the third Brother Smith and so on. Each family should have a different last name but the same characters (ie) one mom and one dad. Each player is given one slip of paper and they must walk around trading papers with everyone else on the room. They should try to make as many exchanges as possible, and they should not be looking at which papers they are receiving. The leader then calls out "Find your family". The players must find the other members in their family. When they have found them, they must sit in order from dad to baby in a line on the floor. The last family to sit down may be eliminated if you choose to do so. The leader may also give out specific instructions, for example "Find your family without talking".
Frozen Beanbag (Help Your Friend) (active/cooperative)
Equipment: bean bags Players should be balancing beanbags on their heads. On a signal, players move around the area at their own pace. To change the pace or action, the leader can ask the campers to hop or skip. If the bean bag falls off a camper's yasaklı kelime, that child is frozen. If the bean bag falls off a camper's yasaklı kelime, that child is frozen. Another camper (the friend) must pick up the beanbag and replace it on the first person's yasaklı kelime without losing his or her own bean bag. When the game is over, ask the players how many times they helped their friends, or how many times their friends helped them.
Fruitbowl
You have a minimum of 5 players one person sits in the middle of a circle then each person picks a fruit name(short ones work best, Kiwi, pear, etc.) You then pick one person to start the game(excluding the middle player) s/he then calls their fruit name and someone elses, the person in the middle then tries to tag the second person before they call out their name and someone elses. For example if I was Kiwi and it was my turn I might say "Kiwi Grape" - the person who was Grape would need to say "Grape ---" Before the middle person tagged that Grape person. You go like that until someone on the outside gets tagged by the middle person, then they switch places. You do this until you get bored of it. I hope you use and like this game.
Contributed by Keri
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 centre. It call out "Peas and apples change places". While they are doing so, it tries to get to one of the vacant seats. If he succeeds the ousted one becomes it.
Flying Fish (active)
Equipment: Construction paper cut outs of fish
Each team is given a folded magazine or newspaper. Players line up in a straight line. A plate is placed on the finish line. At the word "go" each player places their fish on the ground and fans it with the newspaper towards the plate. As soon as they have done this, they would race back to their team and hands the newspaper to the next player in the line.
Fox and the Rabbit (active)
The players are divided into groups of threes and are scattered into groups around the playground. Two of the three form a 'home' by facing each other and joining hands. The third one will be the rabbit and will simply stand in this house. In addition the these groups of three, there should be two extra players, a homeless rabbit and a fox. The fox starts the game by chasing the homeless rabbit around and around in and out of the groups. When the rabbit has grown tired, he may go into one of the homes and at once the rabbit who was already there must leave, and this rabbit is chased by the fox. When the fox catches the rabbit the two change places.
G
Gates, Bridges and Tunnels (active/circle)
Equipment: Rubber chicken Players get into groups of three and form a circle so that they are standing beside the people in their group. One person is the gate person, one is the bridge person and one person is the tunnel person. The leader should be standing in the middle holding the rubber chicken. When Gates is called, the gate people leave their spot in the circle and run around the outside of the circle. The two people from the group then form a gate by putting their arms together. When the gates person gets all the way around they then run through their gate into the middle of the circle and try to grab the rubber chicken. The same thing happens for the tunnel and the bridge people except their partners form tunnels and bridges. The first person to grab the rubber chicken is the winner. (name your chicken, it is Fun, Fun, Fun!!!)
George
"George" can entertain groups for a while. To play this game everyone sits in a circle. Every one goes around the group and says their name. This allows everyone to learn everyones name, in case they didn't already know. After the names are said the name stays with that seat/spot. George is "it". He can starts it by saying a name of one person. Amy do you want to leave? Amy answers: no. George says, then who? Amy will take over and repeat it with another or the same name. Scott do you want to leave? Scott says: no. Amy says: then who? It continues until someone messes up. When some one messes up the person to the right of George gets up and the one who messed up goes in his place (the last postion) and everyone rotates up to where the person who messed up was sitting. Remember when everyone moves there name stays at that seat. It can get confusing to remember whose name goes with what seat.
A good way to memorize everyone in the groups name.
Contributed by Amy Roberts
Ghost (passive)
Three or four players are chosen to be the ghosts. The rest of the group needs to scatter across the playing space and choose a spot to stand in. All players need to close their eyes. The ghosts will roam about the playing space. They will try to kill the people by standing close behind the players for 10 seconds without them knowing. If this happens, the ghost will tap them on their yasaklı kelime and they will sit down quietly. If a person suspects a person behind them, they would ask, "Is there a ghost behind me?" If they are right then they become a ghost. If they are wrong they are out and should sit down. This is a great game is you want to quiet your camp down.
Good Morning Captain (passive)
The captain sits slightly apart from the group and is blindfolded. The leader indicates a player who says "Good Morning Captain!" The captain tries to name the speaker. If he responds "I said good morning captain!" If the captain correctly identifies the speaker he retains his position. If not the player becomes the new captain. Players should try to disguise their voices.
Go Tag (active)
Everyone squats in a line, alternate players facing opposite directions. The person at one end of the line will be the first runner. They may run around the line in either direction. The person at the other end will be the first chaser. They may start running either clockwise or counter-clockwise, but they may not switch directions once they start. The object of the game is for the chaser to tag the runner. The chased person may change place with anyone in line. The chaser can only push out a new runner who is facing the appropriate direction. When the chaser catches the chased, the person who tagged them becomes the starting chaser for the next game
Guard the Pin (active)
Equipment: ball and pin
Everyone stands in the circle facing in. A pin is placed in the centre of the circle. A guard is chosen. The guard stands in the centre of the circle and guards the pin. The object of the game is for the players in the circle to try and knock down the pin with the ball. All throws should be thrown underhand. The person who knocks down the pin gets to be the new guard.
Guess Who (moderate/icebreaker)
Equipment: pieces of paper with names on them, tape Each player needs a name taped to their back. The object of the game is to figure out who you are. Everyone goes around and asks the other players questions. The players can only answer yes or no. This game is great when a theme is incorporated. (ex. cartoon characters, book characters )
H
Ha Ha Ha (passive/cooperative)
This is a contagious laughing game. Player #1 lies on their back and places their yasaklı kelime on the belly of player #2 . Player #2 then places Their yasaklı kelime on the belly of player #3, and so on. Players should end up lying in a zig zag formation. Now the first person shouts "ha!" and the next person answers with "ha ha!".... etc. Soon everyone loses control and starts laughing hysterically.
Hand Wave (circle/moderate)
Everyone starts in a circle, on their stomachs, with their heads towards the centre and their arms forward. The players should have their right hand over their neighbour to the right's hand and their left hand under the hand of their neighbour to the left. Arms should cross at the wrist. The object of the game is to pass the slap. The person who starts slaps the ground and the next hand slaps (not the next person). Once you have the hang of it, add the option of a double slap. This skips the next hand. When a hand is turned on it's side, start slapping the opposite way.
Hazoo (passive)
Choose someone to be it and divide the group into 2 parallel lines. The person who is it has to walk down the column without laughing or smiling. The rest of the people, try to make the person laugh without touching them. This game can also be done in a circle and the person in the centre can be put in the hot seat. Specific questions can be asked and if successful they become the Grand Pooba.
Hit the Bat (no gloves required)
This is played in the street (quiet and a not so busy street) and requires having some what of a hill, not much though. One person is picked to be up (the hitter), stands at the bottom of the hill. The others stand scattered towards the hill. The person that is up, hits a tennis ball (can be a grounder or fly ball) somewhere towards the top the hill. Whoever gets to the ball has a chance to run as close as they can to the hitter, the way the hitter controls how close that person gets, is by putting the bat down whenever they choose. The person who has the ball then rolls it towards the bat. The ball ususally bounces up when hits the bat. The hitter must catch the ball after it hits the bat in order to remain the hitter, if not, the "catcher" now becomes the hitter. This is usually best played with at least 5 or more people.
Contributed by Tanya Callen
Hodge Podge (circle/cooperative/moderate)
See "Knots".
Horse and Rider Ball (moderate)
Equipment: ball Half of the children are horses and half are riders. The riders mount and they are given a ball to pass between them. If they miss, either of the following are done: 1) The rider that missed the ball runs and gets the ball and when he gets it he hollers stop which means that horses who have displaced their riders and have been running come to a stand, and if the rider throws and hits one of the horsed, the riders ride again, and if he misses the horses become riders. 2) Every time the rider missed a ball, all the riders immediately become horses and the horses riders, and every time the ball is missed all change.
Hot and Cold (passive)
One person is it and leaves the group. The rest choose an object in the room and when "it" returns they help him find the object by singing a song and increasing the volume as he nears the object and decreasing when he becomes colder.
Hot Potato (circle/passive)
Equipment: Ball or something to pass The potato is passed from person to person until the leader gives a signal. The person left holding the potato is eliminated.
How do you Do? (active/circle)
Players form a circle. The hostess walks around the outside of the circle and taps one player on the shoulder. She shakes her hand and asks: "How do you do?" the reply is: "Very well thank you". Repeat three times. On the third "Very well thank you" hostess and player leave in opposite directions. The player who is last to reach an available space becomes the hostess.
How do you Feel? (circle/passive)
Fill a few bags with varying items. (ie. chunk of bread, a piece of soap, a candle, a stick of gum, a sock, kleenex, wet paper....). Be sure to have things that are difficult to distinguish. Then, sit the group in a circle. Give the bags out and ask the person to pick out an object without looking in the bag. If they pick out the wrong objects they must put it back. Then the bags are passed on to let someone else have a turn.
How many Thumbs??? (circle/passive)
Group should be divided so that they are in small groups of about five or six people. The group lies on their stomach and puts hands in the middle of the circle with fists closed. On the count of three, everyone either sticks one thumb up or two or none, while at the same time they are saying a number. The object of the game is to predict how many thumbs are up!
Human Pinball (circle)
Equipment: Ball
All players except one stand in a circle, facing outwards. Spread your legs as wide as comfortable until your feet are touching your neighbours on either side. Everyone bend down and swing your arms between your legs. (flippers) The one person left over enters the circle as the moveable target. The flippers try to hit him by knocking a ball back and forth across the circle. If the target is hit, the person who hit him goes in the circle and becomes the new target.
Human Tramp (cooperative)
Two parallel lines are formed and told to face each other. Each person joins hands with those of the person opposite him. One person dives onto the arms of the two rows, and is passed down the line by being thrown up in the air. It's a good idea to have a safety spotter at the opposite end of the line.
Humming Game (passive)
You make a task for a person who has been asked to leave the room. When the person returns everyone hums. When the person returns everyone hums, when the person gets closer to the area where the task is to be accomplished the humming becomes more intense and if she goes away humming becomes quieter.
I
I Am The Captain (circle/moderate)
Equipment: ball The players are numbered in a circle with the captain standing in the centre. The captain says, "I am the Captain and I have lost my hat, and I think that number ? has it." The captain then throws the ball to that person. As soon as the ball has been caught, they must say, "who sir/maam, not me sir/maam", before the Captain says, "Back to the end of the line." If the player does not say their line, then the player must go to the end of the number order and everyone gets bumped up a number. If the player does say "Who sir/maam, not me sir/maam" , before the captain can say their line, then the captain will continue the conversation saying, "yes, you sir/maam." The player replies, "Oh not I sir/maam." The captain asks, " If not you sir/maam then who maam?" The player answers, "Number ? sir/maam" and throws the ball to that player. This game could be simplified by using names instead of numbers.
Indy 500 (circle/active)
The group should be sitting in a circle and numbered 1-4. Give each number a name of a car. (ex. 1's are Porches, 2's are Ferrari's... etc) The game leader calls a car name and those cars have to get up and run around the circle. The first person back to their spot wins. There is a twist to this game. The cars can have things wrong with them as the leader chooses. Some ideas are; FLAT TIRE (Hop around on one foot), RUN OUT OF GAS (Crab Walk), TURBO BOOST (run around), NO MUFFLER (noisy!)...etc.
Islands (active)
Equipment: hoops or small designated areas Several "islands" are placed on the ground. When the music stops or the leader stops singing, everyone must be standing on a island without touching anyone else in the group. As the game continues, remove islands until only one is left.
I Spy (backpocket)
One person says " I spy with my little eye, something that is ....(colour)". Then others try to guess what the object is and the one who guesses it takes the next turn.
In the River, On the Shore (active)
All of the players should be standing on side of a line on the ground. The leader will call out, "on the shore" and "in the river". The players follow the commands by jumping on the side of the line that applies. The players get out if they are not listening. The leader could call out, "in the shore" and "on the river". The players move, they are out.
J
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.
Jelly Roll (icebreaker)
This game is ideal for groups that either don't feel completely comfortable with one another, or are difficult to assemble quickly.
Divide the large group into smaller groups by means of colour of clothing, birthdays or counting to group them together. Have them get into these groups, hold hands in one long line and then roll from one end to the other into a "jelly roll" and sit down.
This can be used when you need to explain something , break them into groups quickly etc. All you need to do is yell "jelly roll".
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.
Jon Cam Pon (active)
See "Rock Paper Scissors"
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.
K
Keep it up (cooperative/circle/moderate)
See "Juggling (group) 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.
Killer
Someone is chosen to be the picker all the other kids line up facing the wall and should close their eyes.
The picker goes by and taps each of the kids. He taps each of them once but whomever he picks as the killer he is to tap twice. Once everyone is tapped they all turn around. (Sometimes the killer is given away here because of
smiling
Everyone begins shaking hands with one another one at a time in a normal shaking manner. If you are the killer when you shake hands with people you bend your index finger in and sort of poke the palm of the person's hand your shaking. If you feel this when you shake someone's hand then you go and shake two more hands (normal shake) and then silently fall to the ground. Eventually the killer gets everyone and then the games over and a new killer gets picked.
Contributed by Julianne Brewer
[See also "Murder Wink"]
Kitty Wanna Cracker (moderate)
Campers sit in a circle with one person in the middle of the circle. The person in the middle goes up to different people and says "Kitty Wanna Cracker?". The players in the circle say "No, thankyou". While this is going on, the people who the kitty has her/his back to try to catch each other's eye and change places. The kitty tries to steal the empty spots. If you are left without a spot then you become the kitty.
Knights, Horses and Cavaliers (active/circle)
This game is similar to musical chairs in that when the rhythm stops an action must be performed. In this game 2 equal circles are formed, with one inside the other. The people of the inside circle will pair up with someone on the outside circle and remain with that partner for the rest of the game. the inside circle will walk clockwise clapping their hands and the outside circle, also clapping, will walk in the opposite direction. When the leader calls out Horses, the individuals stop clapping and run to find their partner. Once together, one partner will go on all fours, like a horse, and the other partner will straddle their back. The last partner group to form that position will be asked to act out a simple situation of their choice that makes use of a rider and a horse. Once this game continues in the same fashion as before. If Knights is called, one partner will sit on the other partner's knee. The partner therefore has one knee up to be sat on and the other on the ground for support. If Cavaliers is called, then one of the partners will lift their partner up into their arms. However, one leg lifted by their partner is allowed.
Knights of the Round Table (active/circle)
Equipment: hoola hoop and sword The players should be in a circle with one knight in the canter with the sword. The knight tries to touch a person in the circle with the sword, run to the middle, put the sword on the table (hoola hoop) and get to their spot in the circle without being touched by the sword. The person touched has to chase the knight, get the sword from the table and touch them with it before they get to the spot or they are the new knight. If for some reason the sword does not land on the yasaklı kelime the rest of the players must yell, "THE SWORD IS NOT ON THE TABLE!" This means the play is cancelled and the knight must try again.
Knots (moderate/circle/cooperative)
Groups of eight stand in
En üstün sadaka, bir müslümanın ilim öğrenmesi ve öğrettiği ilmi kardeşlerine öğretmesidir.Hz. Muhammed (S.A.V)
Bana bir harf öğretenin kırk yıl kölesi olurum.Hz. Ali (R.A)