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120 games manual 10.

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msvry Rrtion r Shoul
now T RS TRS
S 985- rt ollt y: ris
ssim l-oui Written &
Edited by Idris Jassim Al-Oboudi David Justin
Ibarra:
2. TABLE OF CONTENTS 2-3 2
3. Philosophy and suggestion for conducting
games 4 -5A few ways to create a positive win-
win atmosphere 5-6When and How to Change
Games 7Suggestions for leading fun activities 7
8Simple rules to remember when working with
children 8Recognizing children with special needs
9Characteristics of age groups 10 - 11Ten easy
steps for any verbal exchange 11Things to
remember as a game referee 12Program ideas-
family/intergenerational play ideas 13 14 TAG
GAMES 15Line Tag/Uncle Sam 16Elbow tag/Hug
tag 17Dragons Tail/Blob Tag 18Steal the Bacon
19Chill out/hospital tag 20Midnight/ball tag
21Rock, Paper Scissors Tag/ Dry, Dry, Wet 22Fox
Tils/ithm 3lshlight Tg/ r light grn
light 4vryoys t/lok tg 5i game/
bumper car tag 26 PARACHUTE GAMES 27
Jaws/ Mushroom 28 Popcorn/Hot air Balloon 29
Cat and Mouse/Pass Thru 30 Wave/Volcano 31
Rainbow/Lifeguard 32 ACTIVE GAMES 33Dodge
Ball 34Double Dodge 35Socco 36Rocks 37Kick
the Can/Soft War-British Bulldog 38Pony Express
39Jedi Master 40Exploding Enchiladas 41Knock
the Blocks/Snow Fight 42Jail Break 43Peg
ball/SDP ball 44Capture the Flag 45Rabbit Hunter
46Octopus/Monarch 47Rock, Paper Scissors,
under legs/Gladiator assault 48Quidditch/ Hidden
leader 49 3
4. Jedi Jousting/GA-GA-GA 50DEDUCTION
GAMES 51Pass the Penny/Spook Ball 52Dream
Master/Hidden winker 53Run, Shout, Knock
Yourself out 54Four Corners 55Aah, Sa, Go!
/Balloon Stomp 56Cowboys and Indians/Spud
57Run, Rabbit, Run/run until you drop 58BUS
GAMES 59Famous/Out of State License Plate
60Flashlight Game 61Alphabet/I spy 62SPORTS
GAMES 63Football Golf/Sumo wrestling 64Turkey
Bowling/Ice Block Bowling 65Alaskan
Baseball/Frisbee 300 66Ultimate Frisbee 67Slip-
N-slide kickball/NO BASE BASEBALL 68Boom
BalL/Clothes Pinning 69Kick Ball-Basket Ball
70TEAMBUILDING GAMES 71Swamp Relay/
Magic Carpet 72Hit and Run/ Human Knot
73Group Juggling Quick Line Up 74Lanyard
Hunt/Get This, Get That 75Mind Field/ Hula Hoop
Pass 76Stand off 77Coin Football 78Pass Attack
79ABOUT THE AUTHOR AND EDITOR 80-83
PHILOSOPHY AND SUGGESTIONS FOR
CONDUCTING GAMES 4
5. Games are part of the fun and relaxation
needed by everyone - adults and children. When
a game program is tobe conducted, the games
should be planned and varied in type, formation,
and grouping of the players, activeand quiet.
Games that satisfy the needs of some do not
always satisfy the needs of others in the same
age group,just as games and activities for one
age do not satisfy another age group. Therefore, it
is good for each leader tobuild up a repertoire of
games that they can recall when some of the
games scheduled are not working with
thegroup.PURPOSEThere might be many
reasons for playing games and these reasons, in
turn, will determine the games to beplayed. For
instance, if the group has been sitting a long time
or has been doing something boring, it is good
tobring in a game that can revitalize the group and
give it a renewed interest in the planned meeting.
Again, theremight be a need, if the group has too
much energy, to give an active vigorous game
that will re-channel thatenergy. Maybe, if the
game is to terminate the meeting, the game
planned should be one that is quick toorganize
and is always fun, so that the group leaves in a
positive mood. Or, the purpose might be to have
ameeting or party made up of only games and,
maybe, refreshments.AIMSThe leaders
responsibility, first of all, is to know exactly what
they wish to accomplish, what are the hoped
foreffects resulting from their choice of games.
Games might be chosen, in addition to their fun
quality, to developgood sportsmanship, to
improve physical or mental abilities, alertness,
and/or social abilities. I have included anew game
list to help you remember all of the games we
played today and help you with your leadership
skills.GAME SELECTIONConducting games is an
important responsibility of a Recreation Leader. It
is very important that you payattention to these
factors. Games selected should be equal to the
abilities of the group. If there is a widevariation of
ages, it is better to choose games equal to or
slightly below the average age level rather than
above.Games familiar to the group should be
included, but it is always well to introduce some
new games. The leaderneeds to be prepared to
use more games than he/she will be able to play.
Games that appeal at one time are notalways
equally appealing to the same group at another
time.The list of activities to be played should
include games, puzzles, stunts or contests to be
done by the earlycomers requiring little direction
or supervision by the leader. The organized
period itself should begin withmixers or
icebreakers to get the group acquainted or, if
already acquainted, to get them relaxed and in a
moodfor fun. The program following should have
games contrasting in formation (individual, team,
circle, relay,couple, line), equipment (bean bags,
variety of balls, ropes, something unusual, no
equipment), active or quiet.Quiet games are those
that need little movement, usually sitting or
standing, or a small amount of walking
orrunning.The Leader must first determine their
goals. Does he/she wish to accomplish something
in addition to planningthat the group has fun?The
leader must be enthusiastic. Enthusiasm brings
about enthusiasm. If playing the game isnt fun,
the purposeof the session has been defeated.The
leader must know the rules and not have to refer
to a book or file card. It is helpful to the Leader,
whenteaching a new game, if they have had an
opportunity to previously try it out on a small
group. 5
6. A very vital responsibility is to choose the game
location, one that is safe and has few danger
factors. On theoutside area look for holes,
irregularities of the ground, concrete edges, posts
and poles, overhanging branches,building
corners, fences, and/or traffic patterns. Inside
areas are examined for doors, windows, posts,
furniture,protruding cupboards, and polished or
slippery surfaces. After the Leader has
determined what the hazards are,choose games
that minimize the risks.Whether the play period is
long or short, the playing space should be
prepared: starting, turning, and stoppinglines
should be laid out with tape, chalk, masking tape,
or anchored paper plates; team lines should be
indicated.Rather than use a fence or wall for a
goal or turning point, select or place a marker
about six feet before thefence or wall is
reachedThe Leader should be prepared to start
the games on time, keep the activities moving,
and finish on time. CONDUCTING GAMESTry to
tie the games to the theme or the time of year.
Sometimes, only a name change is needed.
Change thename of the game to fit the occasion
and coordinating the name of the equipment or
action with the name of thegame.Insist that the
group be quiet when giving directions. Everyone
should listen. Sometimes a handclap, whistle,
orarm signal is used, but usually with older
groups, just standing quietly until the talking
subsides is sufficient.The Leader should stand
where everyone can see and hear, usually on one
side of a circle or in front of thegroup. If
explanation or demonstration will be long, the
group can sit or squat instead of stand.In teaching
new games, get the groups playing as soon as
possible. If it is a game needing much
instruction,pick a small group to demonstrate,
while the rest watch; have the group ask
questions before beginning play. Ifminimal
instruction will be sufficient, give the few directions
needed, get the game going, and
makesuggestions as it is being played.Encourage
the timid and less skilled player. The more
capable a person is, the more he will enjoy the
activity.It is usually better to award points to the
other team or have the player perform a forfeit or
penalty action ratherthan be eliminated.Beware of
using any nicknames or making comments that
can wound the feelings of a sensitive child or
adult.Have the equipment needed for the games
that are planned quickly accessible for the
Leader, but out of sight orreach of the players.It
cannot be stressed too much that the Leader
must be organized and prepared so they can
have a good time andbe enthusiastic with the
group Thir nthusism will ring up th groups
enthusiasm.When a stunt or game is being played
by a few and watched by the rest of the group, be
sure that it is as muchfun to watch as it is to play
or do. Relax and have fun. 6
7. A FEW OTHER WAYS TO CREATE A
POSITIVE WIN-WIN ATMOSPHEREIdeas for
Creating Teams1. Birthdays2. Nails3. Stand on
one foot4. Ducks and cows5. Cards6. Psychic
shk7 ount off y 4s (or fruits nimls t)8
Find a partner/say goodbye9. Folding arms10.
Letters of alphabet11. Vowels12. Mingle (be in
groups this big)13. Data processing14.
Others?Purpose: Quickly/Arbitrarily/Fairly and no
one is picked last. 7
8. WHEN AND HOW TO CHANGE GAMES1. Tag
(mor it hlprs) nipping (i only tg
with one arm; change the way folks move; shrink
boundaries; add more balls, etc.)3. In guessing
games, teach creative hint giving; changing the
position of the guessers, make movements more
ovious t y hv mor thn on t
May use more than one ball or beanbag (consider
if an element of danger has been introduced).c.
Have a circle within a circle.d. Have several small
circles rather than one large one.e. Change a
relay to a shuttle relay, if there are too many
players or to an individual competition, if there are
too few.f. Have a team in line formation competing
against another team in line formation, rather than
one individual competing against another
individual. SUGGESTIONS FOR LEADING FUN
ACTIVITIES1. Be Well Prepared:a. The game
leader should know the material well enough so
that all of his attention can be devoted to the spirit
and fun of the game.b. Use terms of explanation
that are as simple and concise as possible.c. Use
small reference cards, held in the hand (almost
out of sight), for giving instructions and rules until
you are sure of them.2. Like People and Fun:a.
Leaders should always be friendly and
unrstning rmmring vryons si
need for recognition.b. Never force people to
ntiipt rful of th shy ons Th
Leader should identify himself with the group,
rfrring to th group n himslf s w 8
9. d. Directions and instructions should be given
in a kind, tactful manner.e. Show an interest in
people, praising attempts as well as success.f.
Forget yourself. Remember that the important
thing is to get your ideas across.g. The games
should not be serious. Keep in mind that fun,
laughter and sociability are the goals. SIMPLE
RULES TO REMEMBER WHEN WORKING
WITH CHILDRENMinors are not to be left
unattended at any time. Appropriate judgment
must be used while supervising minorparticipants.
We are responsible for participants entrusted to
our care!If a minor participant is ill while attending
an activity, the parent/guardian should be
contacted immediately andappropriate action
taken. If the participant is an adult, appropriate
judgment should be used. The health andwelfare
of the larger group is of prime importance.Staff
should arrive no less than fifteen minutes prior to
the beginning of the program and be prepared to
stayafterwards for evaluative purposes.Upon
arrival to an area, the site must be inspected for
safety purposes. Any hazard must be corrected,
removedif possible, or reported directly to the
Supervisor.If you arrive to an area and it has been
broken into, there is vandalism or theft, call your
supervisorimmediately.Staff is expected to dress
appropriately. Uniforms must always be
worn.Activities should be age-appropriate and
normalizing in nature.Monthly calendars are to be
planned by all staff assigned to a given program.
Participant input should beconsidered. The
calendars are due to the Supervisor the second to
the last week of each month. Calendars forthe
coming month are to be distributed the last week
of each month.Staff must be prepared for all
scheduled activities. It is the duty of each staff
member to know what is expectedand to follow
through accordingly. Participants should be
involved with the cleanup process for each
activity. 9
10. RECOGNIZING CHILDREN WITH SPECIAL
NEEDSSeveral million children suffer from a little-
understood problem called learning disabilities. It
is stimt thtfrom 3% to 5% of th ntions
school aged children are affected. Boys
outnumber girls by five to one. InCalifornia, they
r rfrr to s utionlly hnipp or
lrning isl Th hilrn hv nll
laxly, undisciplined, underachievers, daydreamers
and even falsely labeled as mentally retarded
oremotionally disturbed.Ted, nearly seven years
old, memorized whole stories by hearing others
read them, yt oul not rogniz ny wors
from sing thm onfus lttrs tht look
lik iffiulty sriing popl n
surrounings no onpt of lft n
rightMargaret, a lively outgoing seven year old,
was a whiz at doing puzzles and copying
rwings ut iffiulty sying wht sh
mnt oul not rpt sris of thr
numrs urtly ll mnnr pmml
n tpot ktot troul rlling wht
she was toldCarl, ten years old, read well but had
not learned to subtract us h oulnt grsp
the concept that onenumber was more or less
than another. Mike, eight years old and obviously
bright, had the vocabulary of aneleven-year-old
n oul tll vry imgintiv storis yt
Downed around, became unruly and disrupted the
lss y pushing n punhing vryon
vrything istrt him; his ttntion ws short
Sm unl to o ny shoolwork Thought
h ws stupi or um us h oulnt
achieve what his parents and teachers expected
of himA LEARNING DISABILITY IS A
YSTYN NP Whil th hilrns
intellectual potential isusually near average,
average or above average, they function at a
lower level. The children are from alleconomic
levels and racial backgrounds. Their hearing and
sight are usually normal and, although
somefrequently display inappropriate behavior,
they are not primarily emotionally disturbed. They
are oftenattractive children with no obvious
physical handicap.Causes of learning disabilities
are not known and there are many theories:
genetic patterns, maturational ordevelopmental
lag chemical imbalance, metabolic malfunction,
poor nutrition, birth injury, high fevers,accident,
neurological irregularities, and allergies. Whatever
the cause, parents should not blame themselves.
Inmost cases the causes will not be discovered
but the children can be helped. With skilled
handling by allprofessionals and understanding
parents, most of these children can become well-
adjusted, self-sufficient,productive
adults.Compiled by Diane Frost (Revised:
1980)Copyright 1975 CANHC, Contra Costa West
Chapter 10
11. CHARACTERISTICS OF AGE GROUPSThe
following information was taken from a book
ll Rrtion rs ui y yrtl
Edwards andbriefly describes some of the most
distinct characteristics of children.Three to Five
Age Group:During the early stages of this
preschool period, most are self-centered
individualists and only gradually acceptthe ideas
of group participation. Their attention span is short
and their coordination is limited. It is difficult
forthem to share their attention and toys. They
grab, attack each other, boss, wriggle around,
show off, seek praise,tell fanciful tales, cry easily,
sulk, have temper tantrums, and destroy what
belongs to others. They may refuseto do what is
expected of them. They frequently fail to finish
what they start. As they progress toward the end
ofthe preschool period, however, they develop a
greater sense of balance, both physical and
emotional. They thenadjust to group activities
more easily and attain better motor control. They
are able to manipulate scissors, largecrayons,
and large paint brushes. They like to imitate and
dramatize.Five through Seven Age Group:During
this stage, children usually enjoy group activities.
They are imitative, eager for attention and able
tofinish what they start if it is within their scope of
ability. They like to show off and hold the center of
the stage.They may be jealous and bossy, but are
usually eager to help. They like active games and
can follow simpledirections. They seek praise and
show their displeasure by temper tantrums,
pushing and hitting.Eight through Twelve Age
Group:During this stage, children have a desire to
excel, and this desire can be utilized to teach
them to appreciate theefforts of others. They are
very active physically, mentally, and creatively,
and their desire for adventure iskeen. They enjoy
dramatic games, formal and informal play, and
pantomime. Story telling and story readinghold
their interest. They are eager to prove their
superiority and are not reluctant to argue, push,
and fight.Sports, competitive games, and
tournaments are excellent deterrents, but fair play
and rules of good conductmust be strictly
nfor This is lso th hro worship stg
when children admire leaders and role
models.Thirteen and Over Age Group:During the
early teens, both boys and girls are very gang or
team conscious. It is most important to them to
beaccepted by the crowd. Their manner of dress,
hairstyle, and even their vocabulary must follow
the pattern setby the group. Boys usually prefer
the company of other boys, but the girls are
intrst in oys n will rilypt oys
activities. However, a boy will shy away from
nything h onsirs sissyWhil th girls
growth is almost completed at age 13, the oys
development is still undergoing rapid
change.Patience and understanding are needed
on the part of the leader, since this is also the
period of developmentduring which the boys feel
a great need to show off. It is most important to
set consistent standards of behaviorfor this age
group, develop good leadership traits and insist
on respect for the rights of others.
Discipline,however, must be carefully handled,
since these young people must never lose face
with the crowd. Co-recreational activities - ones
not of th roughhous vrity - should be
introduced as well as competitiveactivities that
afford opportunity for group participation.The older
teens are much more individualistic in their
conduct and choice of activities. Their span of
interestmakes it possible to include all types of
personal skill games and team sports, dancing,
social activities, music, 11
12. and drama. The boys like a body building
progrm whil th girls lik th hrm shool
variety of activity.Almost any co-recreational
program is well received. At this age most young
people are quite sure they knowall the answers.
Thus, the leader must use tact and be considerate
of their personal interests. They like to
feelimportant, and when given responsibilities of
leadership and planning, they can become
valuable assets to theprogram. 10 EASY STEPS
R NY VR XN ont gt
angry; express your feelings.2. Surface hidden
hostility by talking about and attempting to
understand causes.3. Avoid the silent treatment;
stay engaged.4. Avoid bringing up past
misbehaviors and negatives that have nothing to
do with the current situation.5. Deal with behavior,
not personality.6. Strive for a win-win situation.7.
Encourage and make positive statements.8.
Listen and restate in your own words what you
perceive the other person is saying.9. Accept
honest feedback.10. Speak clearly and distinctly,
calling the person in conflict by their name. 12
13. THINGS TO REMEMBER AS A GAME
REFEREE1. All referees support each other,
equality among referees, respect each other.2.
Notice participants needs3. Referees should have
a good time, too!4. You are an active,
participating referee.5. If you have a good
attitude, it makes people want to play.6. Be aware
of equipment-if it is distracting or dominates the
game, keep it out of sight.7. Be aware of your
population-what games can everyone play as
equals8. Be sure to focus on safety.9. Make sure
vryon rs out vryon lss sfty
Remember the 3 basics-safety, teamwork,
enthusiasm11. Keep high energy under
ontrolPunishmnt s onsqun Th
concept of punishment as a consequence gets
bad press, but anyone who denies its existence or
occasional necessity is simply out of touch with
rlity Punishmnt is usully sussful in
curbing undesired behavior, but very effective in
prouing sir hvior ults n to lrify
for thmslvs th purpos of th punishmnt
Punishing consequences should always happen
in a contact of love with training that follows.For
Creative Consequences for Kis: onvin kis
that their behavior is unbelievable and teach them
how to o it ttr Rvltion of slf-by
sturtion of inpproprit hvior o th
unexpected-write notes, mirror behaviors, elicit
groups to hlp othrs Pr ounsling-kids who
have been successful in solving problems assist
those who Experience the same problems. ALL
PATTERNS OF BEHAVIOR WORK FOR
INDIVIDUALS OR WORK AGAINST THEM. ALL
BEHAVIOR, GOOD OR BAD, IS MAINTAINED
BY ITS CONSEQUENCES. 13
14. PROGRAM IDEAS-
FAMILY/INTERGENERATIONAL PLAY IDEAS:
By Bill Michaelis, S.F.S.U.1. Great American Fun
Campaign-Family Coupons i.e. 2 hours of
undivided attention, an Afternoon of baking, 1
VCR movie and popcorn2. Family Activity of the
Month i.e. Flying Trash Bags3. Family and Small
Group Games(YMCA/ Michaelis Workshop)4.
Family Leisure Education i.e. Barriers, Kids
Vlus Pix hp n r Pls to o5 Y-
Family Fun Days and Nights i.e. edible Vegetable
Sculptures, Family Swim.6. Y-Kids of Single
Parents Support Group7. Stroller Derby and Little
Peoples Walk and Fair8. Boys-Girls Club Mixed
Media and Family Fun and Food Night9.
S.P.A.R.C. of Life Adapted Family Leisure
Education Process10. Family Play share11.
Pleasant Hill: Leisure-ts mily ffir; Trips
Sports Card Expo, Breakfast With Santa, Mini
Indy Traffic Town, Silly Frilly Family Olympics,
Father and Kids Dinner and Magic Show, Career
Day, and Paper Boat Races, etc.12.
Intergenerational Service and Education Groups
i.e. T.L.C., New Age, Grand Teens Letters to
Santa13. Some more Intergenerational
Ideas(cleaning seniors yards/houses, tutoring
kids, Concerts for the seniors, the immigrant
experience, Tale Spinners, working at elderly
Homes, Growing Together: a Multi-age
Multimedia Arts Program, Lunch Bunch
Roundtable for seniors and teens, Modified street
games of yesteryear like stickball, box ball,
stoopball14. Picture It (Photography for Teens
and Older Adults15. Leisure State (Older adults
and preschoolers)16. Family Sports Programs like
bowling, tennis, walking, swimming t7
Family Tournament Nights18. Spring Fitness
Festival19. Do Something Different i.e. Giant
Bowling with Earth balls, Couch Potato
Olympics20. Outdoor/Indoor Family Adventure
Risks ont Worry ppy(oy rrin
Creativity Playshop)22. T.V. Alternatives and
Games23. End of Summer Family Nights on the
Playground24. Family Hikes and Bikes25.
Parent/Child Participation26. Family Carnivals27.
Family Field Trips, Snow Trips28. Family
Treasure Hunt29. Ice Cream/Pizza Taste-off or
Dessert Potluck30. Frisbee Tournament31. Board
Games and Popcorn night32. Indoor Picnic and
Indoor Croquet33. Solstice Teepee Campfire,
Songs, Skits, Stories34. Clay Day; Can You Dig
It, make it, fire it, etc.35. Host a Murder36. Have a
mily St Stupis Pr on pril ools y 4
15. 37. Family Sunday With Themes or Various
Offerings like kitefests, birds of the world38.
Winter Wonderland (crushed or blown ice on a
hillside for sledding and family picnics)39. Parent
Child Tea40. Family Day Camp B.B.Q. and
Show41. Stuffed Animal Exchange42. Family
Balloon Night43. Building an intergenerational
playground44. Back Yard Camping45. Block
Parties with Mobile Equipment Vans or Picnic
Races46. Car Rallies, Bike Rallies, and
Maintenance47. YMCA(Green Sheet) Sharing
Family Culture and Customs, Holiday
Celebrations48. Winnepeg Program-Orienteering,
Fishing Clinic, Pets Are Family Too, Beginning
Birding49. Pot Luck Earth Day50. Low income
access to nature programs and the zoo (ticket
distribution and subsidy)51. Etc.-Backwards Walk,
Dog for a day, Adult Tricycle Races, Can
Flattening contest52. YMCA Family Huddle
Program 15
16. TAGGAMES 16
17. Line TagNumber of players: 10 or
moreEquipment: Basketball CourtHow to play:
Pik on prson to T n on prson to
th otor Whenthe game begins, everyone
must be standing on a line on the court which is
the onlyway to move around in this game. The
plyr who is it will try to tg vryon; ifyou r
tagged, you are now a road block and must put
your hand out to your side.As a road block, no
one can pass you. The only way you can be freed
from ing ro lok is if th otor tgs you
This game continues until everybody istagged as
wll s th otorNot: This gm n go on for
long tim so its whn nUnle
SamNumber of players: 10 or moreEquipment:
Cones for boundary linesHow to play: Line up all
players on one side of the field and then choose
oneperson to become Uncle Sam. Uncle Sam
must stand in the middle of the field andstand
facing the players; the plyrs Sing Unl Sm
my w ross your rivrm? Unl Sm
rspons y sying nly if you r wring r
Thoseplayers who have red on must run to the
goal line without getting tagged. If taggedbefore
reaching the goal line, the player tagged must
now help Uncle Sam tagplayers who try to run by.
After all have run across to the other side, the
gamecontinues and all those that have been
tgg r now hlprs to Unl Sm Thgm
continues until all players are tagged and the last
person tagged becomes thenew Uncle Sam for
the next game. 17
18. ELBOW TAGNumber of players: 12 or
moreEquipment: Cones for boundary linesHow to
play: Everyone pairs up and joins elbows. One
pair will decide to be thechaser and the chasee.
The chaser runs after the chasee and tries to tag
him/her. Tobe safe, the chasee joins elbows with
one of the pairs and since there can only betwo to
a pair, the person on the other side of the pair
becomes the chasee. If thechaser tags the
chasee, then the chasee becomes the chaser and
vice versa.Variation: Choo-Choo: 3Three people
stand together, one behind the other and, to get
sf you hook on thk n sy hoo-hoo
to let the first person know to run.HUG
TAGNumber of players: 10 or moreEquipment:
Cones for a boundary linesHow to play: This is
played like elbow tag except that the way to be
safe is to hugsomeone. In other words, someone
is it n h runs roun trying to tg othrst
can only tag people who are not hugging;
however players may only hug forfive seconds at
a time. Then players must find a new person and
continue. Ifsomeone gets tagged, he/she is now
it n runs ftr th rst of th groupVritions:
Have the hug group be three or more people or
have more than oneperson be it. 18
19. DRAGON TAILNumber of players: 12 or
moreEquipment: Cones for boundary lines and
two flagsHow to play: Divide the group into two
groups and have each group line up andlink
hands; hang a flag out of the pants of the person
at the end to be a tail. (Theother end of the line is
the drgons h) Now hv th two rgons
chase eachother and try to get the tail of the other
dragon. The dragon must stay intact at alltimes.
s soon s on rgons til is ught th til
becomes the head of the otherdragon and the
game continues.BLOB TAGNumber of players: 10
or moreEquipment: Cones for boundary linesHow
to ply: n prson is it n vryon ls
vois him/hr so thy ontgt tgg This is
like any other tag game except that when
someone is tagged, he/she joins hands with the
person tht is it n oms prt of th lo
This blobgoes around with the ends being the
only part of the blob being able to tag
someone.The last person starts the new blob. 19
20. STEAL THE BACONNumber of players: 10 or
moreEquipment: Rubber pig or any soft item
available. Cones for boundary linesHow to play:
Divide players into two teams. The organizer is
the caller. Eachplayer on the team is given a
number. When the caller yells out a number,
playerson both teams with the corresponding
number run to the middle and try to steal
thebacon, pig, fish, chicken, etc. That player must
run back to their side without gettingtagged. If the
player successfully steals the bacon without
getting tagged, that teamgets a point. However, if
he gets tagged, the opposing team gets the point.
Note:The caller is able to call more than one
number to add excitement to the game. See
diagram #19 20
21. CHILL OUT TAGNumber of players: Six or
moreEquipment: Large open space.How to play:
Two popl r it n vryon ls is on their
own Thprtiipnts who r it try to tg th
participants and, if successful, the participantmust
sit down. In order to get freed, two people that are
not it must stand over thetagged individual, slap
oth hns in high mnnr n sy hill
out Thnth plyr is fr n n run wy or
help other frozen players. The last twopeople that
have not been tagged are the new taggers or they
hoos th nw poplwho r itSPT
TAGNumber Of Players: Six or moreEquipment:
Cones for a boundary linesHow to play: This is an
vry mn for himslf gm in whih th plyrs
try totag everybody. Players have two arms, two
legs, body and head in that order. Oncea body
part is tagged, it is now dead and not in use. If
both hands are tagged, theplayer must tag each
other by using his feet or if one leg is tagged, the
player musthop. If both legs are tagged, then the
players must use arms or what ever they haveleft.
The player must sit down and try to touch
someone next to him. The lastperson with a body
part is the winner.Variation: You can have a
doctor with a healing touch if you choose but they
mustcrawl. 21
22. MIDNIGHTNumber of players: Six or
moreEquipment: Cones for boundary linesHow to
play: Line up all players on one side of the field
and then choose oneperson to become Mr. Clock.
Mr. Clock must stand in the middle of the field
fingth plyrs Th group thn sings r
lok r lok wht tim is it? Thnr lok
can say one - lvn olok; plyrs thn mov
forward the number ofsteps Mr. Clock said. If the
lok sys inight or twlv olok
everyonemust run to the goal line without getting
tagged. If tagged, those players join theclock
ing it Th lst prson tgg oms th
new clock for the next game.BALL TAGNumber of
players: Six or moreEquipment: Cones for
boundary lines. BallsHow to play: Two or more
popl n it for this gm h prson tht
isit gts - lls to us s tggrs Th it
players then count to 10 from adesignated safe
spot to allow the other players to run and hide.
The object of thegame is to get to the base
without being tagged by a ball. If one gets tagged
by aball, you are now it and must help the taggers
get the rest of the players before theyget to the
designated safe spot. 22
23. ROCK/PAPER/SCISSORS TAGNumber of
players: Six or moreEquipment: Cones for
boundary linesHow to play: Two groups line up
facing each other on the opposite sides of thefield
after they have chosen whether they want to be a
rock, paper or scissors as ateam. The two groups
stn fing h othr; thy sy Rok ppr
sissors! s tm n thy flsh sign - using
the fist as a rock, the flat hand as paper, and
twofingers as scissors. If they have the same
sign, they do it over but if they havedifferent signs,
the winner runs after the loser and tags as many
as he can to join hisside. Rock wins over scissors,
scissors win over paper and paper wins over
rock.Variation: Man, tiger, gun (taser) and giant,
trolls, fairiesDry, Dry, WetNumber of players: Six
or moreEquipment: Bucket and waterHow to play:
This game is just like Duck, Duck, Goose. Players
sit in a circle.One player is chosen to go around
th group sying ry ry Wt! Whn hsys
Wt! h pours th ukt of wtr on tht
person sitting in the circle. Theperson who gets
wet must stand up and tag the person who got
them wet; beforethat he can run and sit in wet
persons spot. Note: This is a great summer game.
23
4 XS TNumr of plyrs: or
moreEquipment: Cones, for boundary lines.
FlagHow to play: Pick one person to become the
fox; the fox will have a flag in theirshorts. Then
line up the rest of the group on one side of the
field. The organizerwill blow the whistle once and
the fox runs; on the second whistle, the rest of
thegroup runs and tries to take the tail from the
fox. Once the flag is taken, the gamestops and
the person who took the flag is the new fox. Then
continue the patternagain. The person who is the
fox after five minutes is the
winnrTNumr of plyrs: Six or
moreEquipment: Cones for boundary lines.How to
ply: t stns t th signt gol n ounts
to 5 whil th othrplyrs run n hi t thn
calls out that he is coming and goes out to look
forvryon Th first foun oms it for th
next game. He then continues tosearch until all
the players are found. As an additional element, a
hider may savehimself by reaching and tagging
th gol for it os n this s th first
onfoun n ught oms th nw
itNotUs whistl or similr signal to call
players in who would not have been found ifthe
game begins to drag. Know your play area so that
you will be able to clearlyexplain and forbid the
use of undesirable hiding places. 24
25. FLASHLIGHT TAGNumber of players: Six or
moreEquipment: Cones for boundary lines and a
flashlightHow to play: This game of tag is played
in th rk Th prson who is it hs flshlight
/sh who is it must tg th nxt prson y
shining the flashlighton them. Once someone is
ught with th light tht plyr oms it n
theflashlight is passed onto him/her until he/she
shines the flashlight on another player,and so
on.RED LIGHT,GREEN LIGHTNumber of players:
Six or moreEquipment: Cones for boundary
lines.How to play: Line up all players on one side
of the field and then choose oneperson to become
the traffic light. The traffic light must stand in the
middle of thefield and stands facing the players.
When the traffic light is standing facing
theparticipants, everybody must remain frozen,
when the traffic light in facing theother way, the
group will walk, run etc, and try to tag the traffic
light. The trafficlight may move slow or move fast;
anyone spotted moving when the traffic light
isfacing the group must go back 10 feet. The
person who tags the traffic light withoutgetting
tagged wins. 25
6 VRYYS TNumr of plyrs: Six or
moreEquipment: Cones for boundary lines.How to
play: This is a warm up game. Every player on the
fil is it n whnth gm gins h plyr
tries to tag any other player. It is a game to get
theplayers warmed up and ready for the rest of
the games for the day. Typically thisgame is
played with younger children because it does not
involve a lot of rules orequipment.BLOCK
TAGNumber of players: 10 or moreEquipment:
Cones for boundary lines and one block colored
with two colors.How to play: Divide the group into
two equal teams, red team and green team.Bring
the group together so they are facing each other.
The leader of the group willthrow a block into the
air. When the block lands, a color will show; if red
shows,the green team must run to the other side
of the field to be safe. If green shows, thered team
must run to the other side of the field to be safe.
Whn th tms olorshows tht tm is to tg
as many people possible, while the other team
runs tosafety. Anyone tagged by the opposite
team must now switch teams. Gamecontinues
until one team is left standing. 26
27. DICE GAMENumber of players: 10 or
moreEquipment: Cones for boundary lines, one
block colored with two colors.How to play: Four
cones are placed, one in each corner of a
rectangular base.Split players into two teams: one
will be odds and the other will be evens. The
twoteams will face each other in the middle of the
rectangular field. One team will rollthe two dice. If
the roll is even, the even team will try to tag the
odd team before theodd team runs through the
ons on thir (th o tms) si; n vi
versa: ifthe roll is odd, then the odd team will try to
tag the even team before the even teamruns
through th ons on thir (th vn tms) si
If the roll is even and theeven team tags members
of the odd team before the odd team runs through
theircones, then those on the odd team that were
tagged become members of the eventeam and
vice versa (ie: the roll is even. The even team
runs after the odd team andtwo are tagged before
they reach their cones. Then those two odd team
memberswho were tagged become members of
the even team.) Then both teams withpossible
new members meet in the middle again and roll.
The objective is to haveall players on your
side.BUMPER CAR TAGNumber of players: 10 or
moreEquipment: NoneHow to play: On the field or
in a basketball court, have all of the players
spreadout away from each other. Now have the
players close their eyes and fold their armsacross
their chest. Their arms should act as a bumper.
n lrs ount thplyrs gin to W
around the play area and try not to run into each
other.The players may make car sounds or
honking noises to try to avoid a collision
withanother player. If two players bump into each
other, then they both sit down and actas traffic
cones tagging the other players as they walk by
but all players must havetheir eyes closed for the
entire game. Last car standing wins. 27
28. PARACHUTE GAMES 28
29. JAWS Number of players: 10 or
moreEquipment: One parachuteHow to play:
Everyone stands around the parachute and
makes waves. They thenstart chanting the theme
from jws - Dun t un t t Thn
someonebecomes jaws and moves under the
parachute like a shark. If the shark grabs you,you
scream and become part of the
jaw.MUSHROOMNumber of players: 10 or
moreEquipment: One parachuteHow to play: Start
out like balloon, but when the parachute is up,
everyone stepforward and, pulling the parachute
behind them, sit down on a piece of it. Everyoneis
now sitting inside the parachute. 29
30. POPCORNNumber of players: 10 or
moreEquipment: One Parachute and five
ballsHow to play: Have the group sit in a circle
around the parachute and lift it up anddown to
make waves. Have someone toss a couple of
balls on the parachute - thisbecomes popcorn.
The object is to keep the popcorn (balls) on the
parachute, sowhen one flies towards your side,
you lift up the parachute to push the ball back
tothe other side.HOT AIRBALLOONNumber of
players: 10 or moreEquipment: One
parachuteHow to play: Everyone stands around
the parachute and lifts it up and takes itdown in
unison. When they lift up the parachute, they all
move in towards themiddle; this looks like a
balloon. 30
31. CAT & MOUSENumber of players: 10 or
moreEquipment: One parachuteHow to play:
Everyone is standing around the parachute
making waves. Oneperson goes under the
parachute to be the mouse and one person crawls
on top ofthe parachute to be the cat. You have to
hold the parachute low enough for the catto be on
top, but high enough to give the mouse room. The
cat crawls around thetop of the parachute in
search of the mouse who is crawling around
underneathtrying not to be caught. The people
holding the parachute work to protect themouse
by hiding it with waves. Once the cat catches the
mouse by grabbing hold ofit when he/she finds it,
new people can play.PASS THRUNumber of
players: 10 or moreEquipment: One
parachuteHow to play: Everyone stands around
the parachute and lifts it up and down inunison.
When the parachute is up, the caller calls out
somthing lik vryonwring whit my pss
thru Ths popl run to th othr si for
theparachute is brought all the way down. Make
sur popl ont ring th prhutown too
hard. Also, if a lot of people are playing, you can
have them hop on onefoot to the other side so
thy ont go so fst 3
32. WAVENumber of players: 10 or
moreEquipment: One parachuteHow to play:
Having everyone holding on to the parachute at a
low level, start bylifting the parachute up one by
one in a circular fashion. This should create a
wave.Make sure that everyone picks up and then
pulls down the parachute quickly to geta current
of air under the chute. As you lift your section up,
the person next to youstarts lifting it up and then
on down the row. To create more excitement, you
canput the ball on the parachute and try to keep it
going in a circle by being pushed bythe
wave.VOLCANONumber of players: 10 or
moreEquipment: One parachute and one gator
ballHow to play: The group leader places a ball in
the middle of the parachute. Therest of the group
grabs the parachute and keeps it on the ground.
The group leaderwill then ask the group to pick up
the parachute in unison; when the parachute is
upovr vryoys h th group lr will
shout NW; thn th group mustsnp th
parachute down to the ground. Then the ball will
launch in the air like avolcano. 32
33. RAINBOWNumber of players: 10 or
moreEquipment: One parachuteHow to play:
Everyone stands around the parachute and lifts it
up and takes itdown in unison then puts the
parachute behind them and sits on it. The
groupleader will then yell out colors. If a
participant is sitting on that color, they mustrun to
another side and sit on the same color; this
continues several times. If thegroup leader calls
out rinow th whol group must r to fin
another coloracross from their original
spot.LIFEGUARDNumber of players: 10 or
moreEquipment: One parachuteHow to play: Two
people are chosen as lifeguards and one person
is a shark.Everyone sits in the round with the
parachute on their lap. The shark goes under
theparachute. The shark will begin to pull people
under the parachute. The peoplemust first call for
lifgurs hlp Th lifgur thn gos to sv
the personfrom going under the parachute and
becoming another shark.Note: this game must be
played on a soft surface like grass. 33
34. ACTIVEGAMES 34
35. DODGE BALLNumber of players: 10 or
moreEquipment: Cones for boundary lines; 10-15
gator ballsHow to play: Form a large circle and
divide players into two even teams, placingone
inside the circle and the other outside. The object
of the game is for the outsideplayers to hit the
inside players with the ball. The center players
may dodge theballs by jumping, ducking or
nything ls s long s thy ont lv th
circle.Any player hit on any part of his body must
join the outside players. The last playerto remain
in the center is considered the winner. The
original groups then switchplaces and start over.
35
36. DOUBLE DODGENumber of players: 10 or
moreEquipment: Cones for boundary lines and
10-15 gator ballsHow to play: Split the participants
into two equal teams and designate their
sides.The object is to hit the players below the
waist or shoulders in order to send them tothe
signt out r Thr must
signt out r just outsi thounris
for people who are hit below the waist. Once in
the out area, each teamforms a line to get back in.
In order to get one player back in, their team must
catchthe ball in the air. Once ALL the players on
one team are out, the game is over.Hints: If a
participant tries to catch the ball in the air and
fails, they are out; if theball hits them after it
bounces, they are safe. You can make a special
ball if needed.to make more people come in after
they get out. Example, yellow ball is worth
3people in, instead of one person. 36
37. SOCCO (Nation Ball)Number of players: 10 or
moreEquipment: Cones for boundary lines and
three gator ballsHow to play: (Similar to Double
Dodge) Split the participants into two equalteams
and designate their sides. The object is to hit the
players below the waist orshoulders in order to
sn thm to th signt out r Thr
must signt out r just outsi th
boundaries for people who are hit below thewaist.
When a player is out, they must go to the opposite
side of the team they areplaying against. Now the
game is lik piklth plyrs tht r out n
theplayer that is still in the game can now double
team. Once a player is out, they maynot go back
into the game. Once ALL the players on one team
are out, the game isover. Hints: If a participant
tries to catch the ball in the air and fails, they are
out;if the ball hits them after it bounces, they are
safe. You can make a special ball ifneeded to
make more people come in after they get out.
Example, yellow ball isworth three people in,
instead of one person. See diagram #34 37
38. ROCKSNumber of players: 10 or
moreEquipment: Cones for boundary lines and 12
rissow to ply: Split th prtiipnts into
two equal teams and designate their sides.The
object is to cross the center line, get into the hula
hoop located at th n of thopponnts si n
bring back all Frisbees or possessions to your
side withoutgetting tagged and you win. Hints:
You r sf on your si; if you r tggon
the opponents side you must sit down and ** if
tagged with a possession, youmust return it and
sit down where you were tagged. In order to get
free, a teammatemust cross the boundaries and
tg you fr (on tgg oth plyrs gt
frwlk k whih mns thy nnot
tagged until they start running again); andyou can
have one foot over the center line and still be
safe. 38
39. KICK THE CANNumber of players: 10 or
moreEquipment: Cones for boundary lines and
one metal bucket and one hula hoop.How to play:
Create a circle 10 feet wide in diameter. The hula
hoop is placed inthe middle of the circle. One
person is chosen to protect the can. The can is
placedin the middle of the hula hoop; the person
who is protecting it may not step into thehula hoop
or touch the can whatsoever. Everybody else
must spread out on theoutside of the circle. Their
job is to throw a ball and knock the can down,
stayingbehind the line. If the can is knocked over,
the person who threw the ball is nowthe guardian
of the can. This game has time limits; i.e. after
seven minutes, theperson guarding the can
wins.SOFT WAR BRITISH BULL DOGNumber
of players: 10 or moreEquipment: Cones for
boundary lines, one coffee can and one hula
hoop.How to play: About 1/10 of the players go
the center of the field and the others tothe two
n zons Whn th popl in th middle call
out ritish ullog-2-3 th othr plyrs try to
run past them to the opposite ends of the
fieldwithout getting caught. The catch is that the
people in the middle have to lift therunners off the
ground and hold them up long enough to shout
out the victory cry -ritish ullog -2-3! nyon
who is hoisted joins the players in the middle as
acatcher. The catchers need to work carefully
together so as not to hurt anyone.Remember, the
runner they catch becomes their teammate. The
game ends whenthrs no on lft to th 39
40. PONYEXPRESSNumber of players: 10 or
moreEquipment: Whistle, scratch paper, a pen
and participant flags.How to play: This game is
best with an open field area, forest space, or park
ingeneral. Formation can vary depending upon
space availability; most idealsituation is an entire
park space. Prior to the game the leader(s) must
write outseveral different pieces of paper that
have various different items and on them, suchas:
gold - $100; rare coins - $75; a new horse - $50,
etc. To start the game theleader(s) separate the
participants into two teams - th nitos or th
ponyxprss Th nitos r snt off into th
playing area which is out of site whilethe pony
xprss r givn th pis of ppr or mil
that are to be delivered tothe postmaster at the
post office. The post office is an unknown place
that is run bythe postmaster (whoever is chosen)
and it is located in a place that is unknown toboth
teams. The pony express distributes the mail
amongst themselves andconceals it in their
hands. The object is to deliver all of the mail to the
postmstrwithout ing hl up or gtting thir
flag pulled by the banditos. If the banditospull the
flg(s)/hol up of th pony xprss thy must
turn over all mail, but only th prtiipnt hl
up hs ny mil f mil is turn ovr th
banditos mustalso deliver the mail to the
postmaster who will take possession of it
immediately.Once all of the mail is delivered to the
postmstr or if th pony xprss r llheld
up th postmstr rings oth sis togthr
and counts up the mail todetermine who has won
that round.Once the score is tallied, the teams
switch roles and the next round is played. At
theend of the switch, everything is totaled and a
winner is determined. Hints: Ponyexpress can
hand off the mail to other teammates if they are
being chased and runout of energy; be sure that a
majority of the pony express receive mail, but it is
notnecessary that everyone have mail. 40
41. JEDI MASTERNumber of players: 10 or
moreEquipment: Large open field, 10-15 gator
balls and 2 hula hoopsHow to play: Split the
participants into two equal teams and designate
their sides.Then choose a Jedi master for each
team. The Jedi master person must stand in thein
the hula hoop. When the game begins, the Jedi
master is safe as long as they arestanding in the
hula hoop. The object is for the players to throw
balls at theopposing team below the waist or
shoulders in order to get them out. If a playergets
hit, the Jedi Master is the only person that may
free his team by tagging themone by one. The
team must try to protect the Jedi because when
they get hit theycan no longer free their
teammates. The game continues until the entire
team andJedi are out. If players catch a ball,
nothing happens; all other dodge ball rulesapply
to the game.EXPLODING 41
42. EXPLODINGENCHILADASNumber of
players: 10 or moreEquipment: Cones for
boundary lines, 10-15 gator ballsHow to play:
vry prson for thmslvs gm hilrn
must stay within theboundaries and avoid getting
hit with a ball. The leader throws all balls into the
air.Once a player catches the ball, they may take
three steps and throw the ball at theother players.
If the ball hits a player below the waist or shoulder
WITHOUTbouncing, the player must sit down.
Once the player is down, they can crawlaround on
their knees to try to tag the active players. If the
person tags someone,they stand and the tagged
player goes down to crawl. The last player
standing is thewinner. Hints: If the ball is caught in
the air at anytime, the person who threw itmust sit
down, but if it is caught by someone sitting, they
can stand up again; ballsmust be thrown within 10
seconds of catching; each player gets three steps
whenholding a ball; if a player runs out of bounds,
they must sit down. 42
43. KNOCK THEBLOCKSNumber of players: 12
or moreEquipment: 7 wood blocks and 1 ball,
Cones for a boundary linesHow to play: Divide the
players into two equal teams. One team plays on
thefield while the other plays near the circle. The
team on the field lines up and rolls aball at the
stacked blocks in the hula hoop, one at a time. If a
player misses theblocks, another player tries until
one or all of the blocks are knocked down.
Oncethe block(s) are knocked down, the team
must scatter and try to stack up the blockswithout
getting hit by a ball thrown by the other team. The
players in the field tryto tag those players from the
opposite team when they are trying to stack up
theblocks. However, players must stand outside
the hula hoop when trying to tagplayers with the
ball. Teams rotate playing the field and near the
circle. The teamthat successfully stacks all of the
blocks up without getting tagged earns a
point.The team with the most points wins the
game.SNOW FIGHTNumber of players: 10 or
moreEquipment: Newspaper, cones for boundary
lines.How to play: All players split into two teams.
Each team builds a fort with thesurrounding
materials available to them. Each team hides
behind their respectedforts. They take newspaper
and crumple it up into several paper balls (snow
balls).When the game begins, each team throws
the paper balls at the other team. Theonly rule is
that players cannot strike another player in the
face with a paper ball. 43
44. JAIL BREAKNumber of players: 10 or
moreEquipment: Volleyball court with net,
volleyball (any soft ball will do)How to play: The
players split into two teams, Team A and Team B,
one on eachside of the net. When the game
begins, a player on Team A will say the name of
aplayer on Team B, then Tm s plyr will
throw th ll onto Tm s si ofth nt f
Team B does not catch the ball, then the player
whose name was shoutedwill be out. If Team B
catches the ball, then the player whose name was
calledstays in the game. Then a player on Team
B yells the name of a player on Team Aand then
throws th ll to Tm s si Th sm rul
applies. If Team A doesnot catch the ball, the
player is out and if it is caught, then the player is
safe. If theplayer throws the ball out of bounds,
then the player is out.After a few players from one
team, say Team A, are out, a player on Team A
nyll il rk inst of nm n throw
th ll to Tm s si f Tm os not
catch the ball, then all players on Team A that are
out, can come back intothe game. If Team B
catches the ball, then the player on Team A who
shout ilrk is out Th ojt of th gm
is to eliminate all players on the other team. 44
45. PEG BALLNumber of players: 10 or
moreEquipment: 10-15 yarn balls, four material
cones for boundary lines,How to play: All players
split into two teams. Each team builds a fort with
thesurrounding materials available to them. Each
team hides behind their respectedforts. When the
game begins, each team throws yarn balls at the
other team. Theonly rule is that players cannot
strike another player in the face with a yarn
ball.SDP BALL(SAND DUNE PARK
BALL)Number of players: 6 or moreEquipment:
Gator balls, 1 for each personHow to play:
Everyone for themselves Dodegball. When a
player gets hit orsomon ths plyrs ll
the player must sit until that same person who
gotyou out is out.Variation: Exploding Enchiladas
(see page 41) 45
46. CAPTURETHE FLAGNumber of players: 10
or moreEquipment: Cones for boundary lines, 2
hula hoops and 2 flagsHow to play: Split the
participants into two equal teams and designate
their sides.The object is to cross the center line,
get into the hula hoop located at the remoteedge
of the opponents side and bring back the flag from
the opposing team withoutgetting tagged; and you
winints: You r sf on your si; if you r
tagged on the opponents side, youmust sit down
and ** if tagged with a possession, you must
return it and sit downwhere you were tagged. In
order to get free, a teammate must cross the
boundariesand tag you free (once tagged both
plyrs gt fr wlk k whih mns
theycannot be tagged until they start running
again); and you can have one foot over thecenter
line and still be safe. Note: you can also use a jail
for players who gettagged. 46
47. RABBIT HUNTERNumber of players: 10 or
moreEquipment: Cones for boundary lines, 6
gator balls, 2 hula hoops.How to play: The
prtiipnts or rits lin up on th n lin
whil th huntrs stn in th hul hoops with
the 3 balls. On ommn hunting sson
isopn rits try to run through th fil to th
other side without being hit by aball. If a rabbit is
hit below the waist, they must sit down and act as
huntrshlprs who try to tg th othr rits s
they run by. The rabbits that cross thefield safely
to the other end line will be commanded to
prtiipt in huntingsson gin until thr r
only two rabbits left. 47
48. OCTOPUSNumber of players: 6 or
moreEquipment: NoneHow to play: Have the
group line up on the outside of the boundary
line.Someone is chosen to be the octopus and
stands in the middle with a ball. Theplayers on the
outsi will ll fish Th otopus thn lls
o fish go!Th plyrs run to th opposit si
of the boundary. Whoever is hit by the ballthrown
by the octopus becomes a tentacle, stops where
he/she is hit and kneelsdown. The next time the
otopus ylls o fish go! th tntl n try to
tagthem, without moving. Anyone either hit by the
ball or tagged by a tentacle alsobecomes a
tentacle. This continues until only one person is
left standing and theybecome the new
octopus.MONARCHNumber of players: 6 or
moreEquipment: One or more ballsHow to play:
This game starts out like octopus - everyone lines
up outside theboundary line and when the person
in th mil ylls ! thy run to th
otherside. But, in this game the person in the
middle is a monarch and so is anyone hitwith the
ll tht th monrh throws Th monrh nt
move, so to get someonefar away from him, the
monarch with the ball throws it to another
monarch closer tothe target. This continues until
vryon ut on is hit with th monrhs ll
andbecomes a monarch. The last person is then
the first monarch. You can also playwith more
than one monarch having a ball. 48
49. ROCK, PAPER,SCISSORS, UNDER
LEGSNumber of players: 6 or moreEquipment:
NoneHow to play: Pair up the participants in
groups of two. Have them link up liketrains. Then
have pairs battle one another as they play rock,
paper, scissors. Thelosing pair or team must now
rwl unr th winnrs lgs n link up with
themnow. This continues until all players are on
one train and one team is declared
thewinner.GLADIATORASSAULTNumber of
players: 3 or moreEquipment: Tennis ball
machine, 6 tables, 1 chair, 1 helmet and water
balloons.How to Play: Six tables are set up as
shields with two water balloons behind eachtable.
There is one recreation leader, leader A,
operating the tennis ball machine infront of the
tables and another recreation leader, leader B,
sitting in a chair besideleader A. A player, wearing
a helmet, runs from table to table using each as
ashield as leader A tries to hit the player with a
tennis ball. Behind each table thereare two water
balloons. The player has two chances at each
table to try and hitleader B with a water balloon
before leader A hits them with a tennis ball. If
theplayer hits leader B with a water balloon
without getting hit with a tennis ball, theplayer
wins. If they get hit with a tennis ball before they
hit leader B with a waterballoon, the player loses.
If the player does not get hit with a tennis ball
after all sixtables and does not hit the leader B
with a water balloon, then there is a tie. 49
50. QUIDDITCHNumber of players: 12 or
moreEquipment: Cones for boundary lines, 2 hula
hoops for goals or more as needed.How to Play:
Make two even teams, then put them both on a
different side of thefield just like soccer. But in this
gm you hv to pik up th ll lik its footll
and you are supposed to run down the field;
however, you may only takethree steps at a time
and then you must pass it to a teammate who can
take threesteps at a time. The object of the game
is to continue passing the ball betweenteammates
only taking three steps at a time down the field
and then to roll itthrough the opposing teams goal.
If the ball touches the ground at any time
duringpassing it between teammates, the ball
automatically goes to the other team. Theball may
only touch the ground if it is rolled into the other
tms gol n tmsors goal, they go
k on fns n its th othr tms turn to
try to maketheir way down the field taking three
steps at a time to score a goal. You can playtwo
15 minute halves and the team with the most
goals in the end wins.HIDDEN LEADERNumber
of players: 6 or moreEquipment: NoneHow to
play: Gather children into a big circle; choose one
person to go outside ofthe circle to become the
guesser. While that person steps out of the circle,
designateanother person to be the leader. When
the game starts, the group copies the motionof
the group leader, the object of the game is to
stump the guesser. The guesser gets3 tries to find
the leader. The leader must be as creative as
possible. The groupmust also copy the leader with
out staring at the leader directly. When the
guesserruns out of guesses, the leader wins and
then that person goes outside of the circleand the
guesser chooses a new leader. 50
51. JEDI JOUSTINGNumber of players: 2 or
moreEquipment: Foam noodles cut in halfHow to
play: Each Jedi gets a half of a noodle which is
now known as a lightsaber. The Jedi has five
oy prts tht n gt ut off two rms two
lgs n h Th is loss ths oy prts
whnvr thy r hit y nothr is
lightsaber. However, the head is to be the last
part ut off on th i hs lost thrst of his
body parts.GA-GA-GANumber of players: 2 or
moreEquipment: 8 or more tables, 1
dodgeballHow to play: Set the tables up in a
circle. Take the tables and now flip them ontheir
side and have each table touching nothr tls
edge, creating an enclosuremade by the tables so
the ball cannot get out of the circle. Make one
opening in thetables to let the players into the
ring. A referee will hold onto the dodgeball and
getready to start the game. To start the game,
each player must have one hand touchingthe
edge of a table. Now the referee tosses the ball
into the ring but the playerscannot move until the
ball bounces three times. Each time the ball
ouns thplyrs sy -Ga- n thn th
game begins. If a plyrs hn lvs thtl
for th lst thy r out Plyrs must
swat the ball at each otherusing only one hand
and aiming for the other players below the knees.
If the ballhits another player below the knees, they
are out. If it hits them higher than theknee, they
are in. If the ball goes out of the ring, the last
player who touched the ballis now out. Players
may use the table to their advantage because
they are onlyallowed one touch on the ball unless
it hits a player or the table; if a player hits theball
twice, they are out. The winner is the last player
standing in the ring. 51
52. DEDUCTION GAMES 52
53. PASS THE PENNYNumber of players: 6 or
moreEquipment: 2 or more pennies as
neededHow to play: Have the players form a
small circle. Have 1 player exit the circle.The
group leader will then pass out 1, 2, 3 or more
pennies to participants. Theplayers in the circle
pass it around without letting the person in the
middle find thepenny; the players in the circle can
fk tht thyr pssing th pnny Whn
thepennies are being passed, the player on the
outside comes back in. The player inthe middle is
trying to guess which players have the penny. The
guesser only getsthree chances to guess.SPOOK
BALLNumber of players: 6 or moreEquipment: 1
or more soft ballsHow to play: Gather participants
into a circle; they must be arms length away
withtheir hands behind their backs. The group
leader will stand in the middle of thecircle and
om th spookr Th spookrs jo is to
make the participants flinch;this is done by the
spooker pretending to throw a ball or by throwing
the ball. If thespooker throws a ball at a player,
that player must catch the ball and not drop it.
Ifthe spooker pretends to throw the ball, the player
may not flinch. If the playerflinches, they are out
and must sit down. Game continues until the
spooker getseveryone out and the last person in
the game is the new spooker. 53
54. DREAM MASTERNumber of players: 10 or
moreEquipment: NoneHow to play: Have the
participants line up shoulder to shoulder with their
eyesclosed; the group leader will go behind the
group and touch somebody on the back.Once the
group leader says begin, everybody begins to
shake hands. The object ofthe game is for the
rm mstr (prson who ws touh on th
back) to shakehands with the entire group. As the
game goes on, they must gently scratch
prtiipnts hn; s prticipants get scratched,
they must count to 5 in their headand go to sleep.
f prtiipnt thinks thy know who th rm
mstr is thysy stop! thn sy it out lou f
they are right, the game is over and they pick
thnw rm mstr; if thy re wrong, they
instantly go to sleep and the
gamecontinues.HIDDEN WINKERNumber of
players: 6 or moreEquipment: NoneHow to play:
Players need to form a circle around the leader.
Have them sit downand send one person out of
the circle. The leader assigns one player to be
thewinker. The winker will wink at players, which
will knock them out. The winkermust not let the
player in the middle see them winking at players.
The player in themiddle has 3 chances to guess
who the winker is. If the player is correct, then
thewinker goes out and becomes the guesser and
the player who is the guesser picksthe new
winker. 54
55. RUN, SHOUT, KNOCKYOURSELF
OUTNumber of players: 10 or moreEquipment:
NoneHow to play: Line up the entire group of
participants on one side of a large field.The object
of the game is for all of the participants to take
one deep breath and thenrun across the field.
They will run and scream until they are out of
breath. Theparticipant who runs the furthest wins.
Note: this is a great game to get a lot ofenergy out
of participants before a quiet activity. 55
56. 4 CORNERSNumber of players: 10 or
moreEquipment: 4 cones/basesHow to play: Put
out 4 cones or bases and number them 1, 2, 3, 4.
The groupleader will start the game. They will sit
in a chair in the middle of the playing area.The
object of the game is for the participants to run
base to base without gettingspotted. When the
game begins, the person in the middle must shut
thir ys nsy s th prtiipnts r
running base to base. The group leader must
thnsy Pik ornr! Thn th prtiipnts
must pick a base and stay there. Theleader then
calls out a number and whoever is on that base is
eliminated and thegame begins again, until 1
person is left standing; then they are the new
leader. 56
57. AAH SA GONumber of players: 4 or
moreEquipment: NoneHow to play: Have players
sit in a circle and use three hand gestures as
S or th plyr uss thir
hands as pointers, pointing to the player ontheir
right or left, across their abdomen or chest. The
plyr pik ftr isnow S S lso
uses their hands as pointers, either right or left,
over theirhead again pointing to a different player.
Th plyr pik ftr S is now
has the freedom to point at anyone in the circle
mking thm This rhythm ontinus until
one player uses the incorrect gestures and/or
phrases ortakes too long to figure out which is
next. This gets them placed outside of thecircle
but not out of the game. The players outside of
the cirl r llow to shoutout S
in order to confuse the other players that are still
in.BALLOON STOMPNumber of players: 6 or
moreEquipment: Balloons and string (yarn)How to
play: Blow the balloons up and tie one balloon to
an ankle of each player.The players then begin
moving around trying to protect their balloon from
otherplayers. The object of this game is to pop
vry othr plyrs lloon ut sv yourown
Once your balloon is popped, you are out of the
game. The player with the lastballoon standing
wins. 57
58. COWBOYS &INDIANSNumber of players: 10
or moreEquipment: Cones for boundaries, Flag
football belts with minimum of twoflagsHow to
play: Hand a set of flags to each player to put
around their waist. Split theplayers into two
teams, the red team (Indians) and the yellow team
(Cowboys). Linethe teams up at opposite ends of
the boundary lines shoulder to shoulder. The
leaderthen gives a command which sends the
players running towards each other trying tosteal
th opposing tms flgs Plyers may only run
forward and side to side,NOT backwards (any
player caught moving backwards will lose one
flag). Once aplayer loses their flags, they are out
for the rest of that game. Play until one team isleft
standing.SPUDNumber of players: 5 or
moreEquipment: 1 ballHow to play: One person
must be the organizer/leader); the ball is thrown in
theair and before it hits the ground, the leader
lls out prtiipnts nm Thhosn prson
whose name was called must run to the ball, pick
it up n yllRZ! ll othr plyrs must
freeze and remain frozen. The player with theball
may take 3 steps in any direction in order to tag
someone with the ball. If aplayer get hit by the
ball, that person gets a letter of S-for (SPUD); if
the playermoves while the ball is in motion, that
person automatically gets a letter. If theperson
misses and does not hit anyone, the person who
threw the ball gets a letter.This game continues
until a player(s) gets out by spelling out S-P-U-D.
Note: youcan spell dog, cat, monkey or anything
you want to make the game go quick orlong. 58
59. RUN RABBIT RUNNumber of players: 8 or
moreEquipment: Baseball BasesHow to Play:
One player must stand on each base and the
remaining 4+ playersmust stand inbetween each
base (i.e. at least one between first and second,
at leastone between second and third, etc.) When
the game begins, all players run in acounter-
clockwise direction around the bases. Each player
must tag the person infront of them (i.e. the
person on first is trying to tag the person between
first andsecond, the person between first and
second is trying to tag the person on second,etc).
Once a person is tagged, he/she is out of the
game. Once the tagged player isout, the game
continues in the same fashion (i.e. if the player
who was on secondbase gets tagged, he/she is
out of the game. The person between first and
secondnow must tag the person between second
and third.) The tagging continues untilone player
remains. This player will have never been tagged
n will thwinnrRUNUNTILYOU
DROPNumber of players: UnlimitedEquipment:
NoneHow to play: Open field area in which
participants can move and run freely.Children are
instructed to run freely in the grass area until
there is only one personleft running; that person is
declared the winner. Hints: Be sure that children
ontovro it; thos who stop running shoul
keep walking; this is a great game to playbefore a
movie, indoor activity, etc. 59
60. BUS GAMES 60
61. FAMOUS GAMENumber of players: 2 or
moreEquipment: NoneHow to Play: The first
player says the name of a famous person. The
nxt plyrmust sy nothr fmous prsons
name that starts with the last letter of the
firstfmous prsons lst nm (x: Th first
plyr sys r Pitt thn th nxtplyr woul
name a famous person whose first name started
with T /Shwoul sy Tom nks Thn th
nxt plyr sys Snr ullok us
hername starts with an S.) Famous people can
include movie stars, musicians, athletes,historical
figures, etc. A name cannot be repeated. Game
continues until a name isrepeated or a person is
stumped.LICENSE PLATEGAMENumber of
players: 2 or moreEquipment: NoneHow to Play:
Find the most out-of-state license plates in an
allotted time. Once oneplayer spots an out-of-
state license plate, that plate is off limits to the
other players. 61
62. FLASHLIGHT GAMENumber of players: 2 or
moreEquipment: NoneHow to Play: One player
asks questions to another player. He/she asks,
f_________ is flshlight n _________ is
flashlight, then is _________ flshlight? h
________ is an object the player can point to (i.e.
st kpk prson prsons rm
steering wheel, a window, etc.). If the questioner
sksth othr plyr r you listning? for
asking whether something is aflashlight or not, the
answer is Yes. If the questioner just asks if
something is aflashlight without asking if the
player is listening, then the answer is No.
Thefollowing is an example,Questioner: If the
chair is a flashlight and the backpack is a
flashlight then are you aflashlight? The answer
woul NoQustionr: r you
listening?Player: YesQuestioner: Okay, if your
sweatshirt is a flashlight and that shoe is a
flashlight thenis the steering wheel a flashlight?In
this case, the answer would be yes, because the
questioner asked the player if he/she was
listening.This questioning continues, with the
questioner asking whether the player islistening
for som flshlight qustions n not for
others. Again, if thequestioner asks if the player is
listening for sking th flshlight qustion
thenthe answer is Yes. If not, then the answer is
No.At the beginning of the game, the player who
is being asked has no idea whensomething is a
flashlight and when it is not. The object is to get
the player to realizehow to tell whether something
is a flashlight or not. 62
63. ALPHABET GAMENumber of players: 2 or
moreEquipment: NoneHow to Play: The game
starts with the letter A. Each player then tries to
findsomething in his/her surroundings which starts
with an A. These include words ona billboard,
type of car, animal, etc. Each player must have a
different objectstarting with A. Once a player finds
a distinct object starting with A, then he/shecan
move onto the letter B and the same rules apply
(ex: One player says Acuraand the other says
Advil (from a billboard). Then they both move onto
n thyoth sy us t osnt ount us
they both said it, so they must come upwith two
other B objects.) The object of the game is to be
the first player that goesthrough the entire
alphabet without having the same object as
another player.I SPYNumber of players: 10 or
moreEquipment: NoneHow to Play: The group
lr piks plyr s th spy Th spy now
sys spy with my littl y n thn th othr
players must raise their hands in orderto guess
what the spy is spying on. The spy picks the
players one at a time to letthem guess; if they are
wrong, the spy picks another player to guess until
one gets itright. The person who guesses right is
now the new spy and the game goes on. 63
64. SPORTS GAMES 64
65. FOOTBALL GOLFNumber of players: 2 or
moreEquipment: 1 football per playerHow to Play:
This is a modification of the regular game of golf.
Each player, i.e.player A and player B, has his/her
own football. Together the players choose
theirtarget (at least 20 ft away). Targets include:
trash cans, trees, poles, etc. Afterchoosing a
target, the game begins. Player A throws his/her
football towards thetarget. Then player B throws
his/her football towards the target. Then both
playerswalk to where their footballs landed and
proceed to throw again towards the target.This
continues until both players hit the target with the
football. The player who hitthe target using the
least amount of throws wins. This game can
continue by thenchoosing another target and
starting the game again.SUMO
WRESTLINGNumber of players: 2 or
moreEquipment: 2 inner-tubes, rope (for wrestling
ring)How to Play: Use rope to construct a
wrestling ring. Two players wrestle at atime. Each
player wears an inner tube. The objective is to
either bump youropponent to the ground or out-of-
bounds. The players may only use their inner
tubeto do this. The match is judged best out of
three. The winner of the match is theplayer who
wins best out of three (ex: knocks down their
opponent twice, pusheshim/her out of bounds
twice, etc.) The winner of that match goes onto
the nextmatch playing a new opponent. 65
66. TURKEY BOWLINGNumber of players:
UnlimitedEquipment: Frozen turkey, trash bags,
gloves, duct tape, Ten 2-liter bottles filledwith
waterHow to Play: Tape the trash bags to the
ground, creating a makeshift bowling lane.Place
the bottles in a triangle formation at one end of
the trash bags as these will beyour pins. Hand out
gloves to each bowler before handling the turkey.
One at a timebowlers will slide the turkey down
th ln trying to knok ovr s mny pinss
possible.ICE BLOCKBOWLINGNumber of
players: UnlimitedEquipment: Blocks of ice,
Towels/Rags, Inflatable life size pins, Grass
downhillslopeHow to Play: Blow the pins up and
set them in a triangle formation at the bottom
ofthe slope. Take the blocks of ice to the top of
the hill and have the participant lineup behind the
starting point. Place a towel or rag on top of the
block and have abowler sit on the ice. Now send
them on their way down the slope and into the
pins.Bring the block back up to the starting line
and do it all over again. Note: One kidper block at
a time. 66
67. ALASKAN BASEBALLNumber of players: 2 -
100Equipment: 100 tennis ballsHow to play: This
game needs to be played on a baseball or softball
field. Youneed to have two teams and one team is
spread out in the field like they are
playingbaseball and the other team stands around
home plate with two balls for each personon the
team. When the leader tells them, the team that is
around home plate throwsall of the balls that they
have any where in fair territory on the field. The
playersthat just threw the balls all run around the
bases as many times as they can until theteam in
the field collects all the balls and put them into the
ox tht is lot on thpithrs moun Th
team that throws, scores as many times as they
can get aroundthe bases. Once the balls are all in
the box, all runners must stop and the inning
isover. The team that was in the field now
becomes the throwing team and the teamthat just
threw is now on the field. The score is kept for
nine innings and the teamwith the most runs at
the end of those nine innings is the
winner.FRISBEE 300Number of players: 5-
100Equipment: Frisbees, Open fieldHow to Play:
The leader begins by throwing the Frisbee to the
others whoscramble and position themselves in
order to catch the Frisbee(s). Points forretrieval of
the Frisbee goes as follows: 100 points caught on
the fly - 75 if caughton a skip or off the hands of
another participant - 50 if picked up while rolling -
25 if it is at a dead stop. The first person to score
300 points becomes the newthrower and all
participants begin at 0. Hints: Thrower may throw
several Frisbeesto make things more exciting;
thrower should try to throw to participants with
fewor no points. 67
68. ULTIMATE FRISBEENumber of players: 10 or
moreEquipment: Frisbee, either cones for a goal
line or an object for a goal i.e.: hulahoopHow to
Play: Split the players up into two teams. The
object is to pass the Frisbeebetween teammates
to score either through a hula hoop or in an end
zone. After aplayer catches the Frisbee, they may
only take three steps in any direction beforethey
must pass it to another teammate. Opposing
players may not touch each otherbut may attempt
to block the pass by standing in front of them
(make a 1 to 2 footcushion between passer and
blockers). 68
69. SLIP-N-SLIDEKICK BALLNumber of players:
10 or moreEquipment: Kick ball, baseball field,
four slip-n-slidesHow to Play: A slip-n-slide is
placed between home plate and first, first
andsecond, second and third, and third and home
plate. The same rules for regular kickball apply.
The only difference is that instead of running to
each base, the playermust slide on a slip-n-slide
to each base. Even if the player kicks a homerun,
theplay must slide to first, then stand up and slide
to second, etc, until the player getsto home plate.
NO BASE BASEBALLNumber of players: 10 or
moreEquipment: 1 ballHow to Play: Split the
players up into two teams. One team is up to bat
and theother team is in the outfield. The team up
to bat will get into a tight circle, as tightas
possible. They will then pick one person to bat.
The batter then throws the ballsomewhere into the
outfield and proceeds to run around the circle,
scoring a pointeach time they hit their original
position from throwing the ball. The outfielders
tryto catch the ball and then form a straight line
and the person who caught or grabbedthe ball
gets to the front of the line and passes it over their
head to the next person;the next person proceeds
to pass it through their legs to the person behind
them.This over-under pattern goes until the last
person in line receives the ball then runsto the
front of the line n srms UT n out is
yelled, the runner fromthe other team stops the
running and ends the score count. Now the
person with theball throws it at the other team and
the game goes on until the leaders say stop. 69
70. BOOM BALLNumber of players: 14 or
moreEquipment: Baseball bat, large ball i.e.:
volleyball, bases, or 5 gallon jugHow to Play: Split
players into two teams; similar to baseball but the
pitcher maybounce or roll the ball towards the
batter. The three strike rule applies. The onlyother
way to get a player out is if a fly ball is caught or if
the runner is hit by theball while moving between
bases, even if it is not thrown at them. Think of it
asdodgeball baseball. Or use 5 gallon jug as
bat.CLOTHES PINNINGNumber of players: 2 or
moreEquipment: Large bucket of clothes pinsHow
to Play: Each player starts off with five clothes
pins and the remaining pinsare in a community
bucket in the middle of the playing field. When the
game starts,each player runs around trying to
pin ny n vry plyer he/she can. If theplayer
runs out of pins, he/she can run to the community
bucket and grab as manypins as possible. When
the time is up (say approximately 3 minutes), the
playerswith the most clothes pins attached to
them are eliminated. All pins are placed backinto
the community bucket and the game restarts with
the players who were noteliminated. The game
continues for another 3 minutes and then players
areeliminated in the same fashion. The object of
the game is to be the last playerremaining. 70
71. KICKBALLBASKETBALLNumber of players:
14 or moreEquipment: Kickball/Soccer ball, 4
bases, basketball hoopHow to Play: Divide
players into two teams. This game is a
combination ofkickball and basketball. It has the
same rules as kickball but there are only twoways
of getting a kicker out, either a caught fly ball or
shooting the ball through adesignated basketball
hoop before the kicker makes it around the bases
to home;also, the three strike rule applies. The
kicker runs around the bases scoring eachtime
they hit home until they are declared out. After the
entire team has kicked, theteams switches from
kickers to outfielders and vice versa. 71
72. TEAMBUILDING GAMES 72
73. SWAMP RELAYNumber of players: 3 or
moreEquipment: 5 or more foam padsHow to
Play: All players are on one side of a room and
have five pads. Whilecrossing to the other side,
each player must be standing on a foam pad. If a
playertouches the ground, that team must start
over. The foam pads must be touched by atleast
one player at all times. If a foam pad is dropped or
loses contact with a player,that pad is taken away
from the team. The object of the game is to be the
first teamto cross a designated area using the
foam pads without touching the ground.MAGIC
CARPETNumber of players: 6 or moreEquipment:
TarpHow to play: Pick a tarp depending on the
size of the group. All players stand onthe tarp and
imagine it is a magic carpet. The object is to flip
the tarp over withoutany player stepping off of the
tarp. If a player steps off the tarp, then the
gamerestarts. 73
74. HIT AND RUNNumber of players: 6 or
moreEquipment: NoneHow to play: Everyone
pairs up with one person being the car and the
other beingthe driver. The driver stands behind
his car with a hand on each shoulder; the carhas
his eyes closed. The driver then leads the car
around without bumping him intoanything. You
can have races or have cars running in opposite
directions of eachother, trying to get through
without crashing. Then have everyone reverse
rules.Note: arms should be crossed over chest to
protect players.HUMAN KNOTNumber of players:
5 or moreEquipment: NoneHow to play: The
group forms a circle and then everyone moves in
close enoughthat everyone can join hands; but
the rule is that each person must grab twodifferent
hands and it can not be a hand that is of a person
that is next to you. Whenall hands are grabbed, it
should look like a large knot that is made out of
humans.Now the point of the game is to get
untangled as a group but the catch is that at
notime can any of the members of the group let
go of ny of th othr mmrs of thgroups
hands. 74
75. GROUP JUGGLINGNumber of players: 10 or
moreEquipment: BallsHow to play: Form a circle.
There should be a Leader who has several balls
nearhim. He takes one of the balls and throws it to
someone else in the circle, whothrows it to
someone else. This continues until everyone has
received the ball once.QUICK LINE UPNumber Of
Players: 12 or moreEquipment: NoneHow to Play:
All players split into four equal teams, Team A,
Team B, Team C, andTeam D. There is one
person, not on a team, who is the main leader.
The leader standsin the middle of the room. Each
team has a specific position dependent on the
leader.Team A faces the front of the leader, Team
B faces the right side of the leader, Team Cfaces
the left side of the leader, and Team D faces the
back side of the leader. Each teammust line up
left to right, shortest to tallest, shoulder to
shoulder (ex: all players on TeamA line up facing
the front of the leader, shortest to tallest with the
shortest person on theleft and the tallest person
on the right.) This creates a square around the
leader. When the game begins, the leader quickly
changes his/her position, facingwhichever way
he/she wants. When the leader changes his/her
direction, h/sh yllsQuik in-up n h
team must line up facing the side of the leader
they were in thebeginning and line-up left to right,
shortest to tallest, shoulder to shoulder. This
meansall players on Team A must be facing the
front of the leader, Team B facing the right ofthe
leader, Team C facing the left of the leader, and
Team D facing the back of the leader.The team
that lines up correctly the fastest gets a point. The
object of the game is to bethe team with the most
points at the end of the game. 75
76. LANYARD HUNTNumber of players: 2 or
moreEquipment: 20 ft lanyard string (2+
colors)How to Play: Players are split into 2+
teams. Each team has a specific color
whichcorrelates to a color of lanyard string. Each
20 foot lanyard string is cut into several2-5 inch
pieces. Then all pieces, of different colors are
thrown over a small area.When the game begins,
each team gathers all of the pieces of lanyard
string of theircolor and then proceeds to tie all the
pieces of their color together into one longpiece.
When time is up (approx 5 minutes), the team
who hs th longst titogthr string
wins.GET THIS, GET THATNumber of players: 10
or moreEquipment: Use what players are
wearingHow to play: The groups are divided into
two teams. A player from each groupcomes up to
the middle of the field where the leader is. The
leader will tell eachplayer what they must bring
back or make the team do. The first team to
completethe complete task gets a point. 76
77. MINE FIELDNumber of players: 2 or
moreEquipment: 4 cones, random objects, blind-
foldHow to Play: The four cones are used to mark
off th ounris of th minfil ll plyrs
rnomly sttr ojts within th min fil
(objectsinclude: footballs, tennis balls, pillows,
cushions, rubber animals, etc.) to serve asmines.
One player is blind-folded and the other is his/her
leader. The leader usingonly his/her voice without
touching his/her partner must guide him/her
through thmin fil without touhing ny of th
objects on the floor. The blind-foldedplayer starts
at one end of the field and must travel to the other
side listening to thedirections of his/her partner.
Examples of vocal directions: left step, large
stepforward, small step with right foot, etc. If the
blind-fol plyr touhs mintht tm
must start over. If the team is successful, the
partners switch and repeat.HULA HOOP
PASSNumber of players: 2 or moreEquipment: 1
or more hula hoopsHow to Play: All participants
stand in a circle holding each others hands.
Oneplayer breaks the circle in order to put a hula
hoop around their arm and thenreconnects the
circle. You pass the hula hoop around the circle
without releasinghands. The hula hoop should
travel all the way around to its original start
point.Putting more hula hoops makes it more
challenging and making more than onecircle is a
good competition. 77
78. STAND OFFNumber of players: 2 or
moreEquipment: NoneHow to Play: Two players,
player A and player B, stand approximately six
inchesaway from each other (six inches from toe
to toe.) Each player takes a turn intrying to push
th othr plyrs hns Plyr tris to push
plyr s hnsPlyr n ithr mov his/hr
hands or try to take the push and keep
his/hrln f plyr pushs plyr s hn
and player B loses his/her balance andsteps
forwards or backwards, then player A gets a point.
If player A attempts topush player B and for some
reason loses his/her balance, then player B gets a
point.The turns alternate. The first player to get 5
points wins.TELEPHONENumber of players: 10 or
moreEquipment: NoneHow to play: Get all of the
players to sit down in a line. The person in the
front ofthe line makes up a sentence and
whispers it to the second person in line. The
secondperson now relays the message to the
third person and so on until it gets to the
lastperson. The last person then says the
message that they received out loud to see if
itmatches the original sentence by the first
person. 78
79. COIN FOOTBALLNumber of players: 10 or
moreEquipment: 1 quarter, flags, 4 conesHow to
Play: The 4 cones are placed in the four corners
of a rectangular base. Allplayers split up into two
teams, Team A and Team B (each team is
wearing flagscolored respectively). The teams
meet at one end of the playing field. Let Team
Abe on offense and Team B on defense. Since
Team A is on offense, they have thequarter.
Team A huddles up and gives the quarter to one
member on the team,without letting Team B know
who has the quarter (all members on Team A
shouldhold their hands in a fist, to better hide who
has the quarter). Both teams then lineup facing
each other. When the game begins, Team B
proceeds to pull all the flagsof the members on
Team A. When a flag is pulled from a member,
that player mustopen his hands and show
whether or not he/she holds the quarter; if not,
then he/sheis allowed to continue running down
the field. If the player is holding the quarter,the
play stops and Team A re-huddles up and picks
someone to hold the quarter thesecond time. After
two plays, Team A will either have scored or not
made it to theother side of the field. It is then
Tm s turn to on offns Th ojt of
thegame is that each team has two chances to
get their player holding the quarter to theother end
of the field without the other team pulling his/her
flag off. The gamecontinues, each team having
two chances to score, until one team scores 7
points. 79
80. PASS ATTACKNumber of players: 10 ore
moreEquipment: 5 or more footballsHow to Play:
All players are split up into two teams, Team A
and Team B,wearing flags colored according to
their respective teams. Team A lines up in a
lineon one side of the field, at the boundary of the
playing field. Team B is scattered onthe other side
of the field. Each player on Team A is holding a
football. When thegame begins, all players on
Team A simultaneously throw their footballs to
TeamB. Team A then counts to three alligators.
As soon as the footballs are thrown, allplayers on
Team B run to get the footballs and then proceed
to run down the fieldtowards the boundary that
Team A is standing on. After counting to three,
Team Amust run and try to pull off all flags on the
members of Team B. Team B will try toget as
many players across the boundary line without
having their flags pulled offby Team A. Team B
gains a point for every player they have cross the
boundaryline. The game then switched and Team
B throws the footballs and Team A runsfor the
boundary line. The object of the game is to gain
as many points by gettingplayers across the
boundary line. The game continues alternating
throwing andreceiving until one team scores 15
points. 80
8 ris ssim l-oui
would like to dedicate this work to my loving
parents, my six brothers and one sister, my wife
Thanaaand four children, Ziad, Laith, Jenahn, and
Jassim who have inspired me to grow, and learn
throughoutmy life. I have found kindness, joy,
wonderment, adventure, and fulfillment in my
journey from my belovedBaghdad into the
wonderful world. I know now more than ever that
Play is Childs Work and what the child isworking
on is their character. The Child is through play
uiling thir hrtr n slf stmuiling
theirhuman knowledge, Skill and most of all their
world view. I know now more than ever that all
intelligent lifeplays... That Play is a rehearsal of
things to come... Play excites imagination and
opens up the window to thesoul, bringing in
Positive Personal and Social Knowledge, Skill,
Joy, Excitement, Creativity,
Exploration,Happiness, Empathy. In Short Play is
the manifestation of our Humanity. I am most
blessed, privileged &honored to be of service to a
profession that is directly linked to positively
impacting all creation on this planetand the
human condition. I know that Parks and
Recreation make life better, I know this every day,
and becauseof this I know I am re-charged and
dedicated to it. I learned a long time ago that one
of the true fulfillments of alife is when two people
get together and something good happens to a
third person that might not even be there.Parks
and Recreation is just that for me; it cares in a
proactive manner about every thing that I care
about. Parksand Recreation cares for all creation,
it cares about the air that we breathe, the water
that we drink, the earth thatgives us in
abundance, and most of all the self purpose of all
creation and the condition of our souls. To
allRecreation leaders I say that Vision is a vividly
perceived idea born out of imaginative insight and
resulting in aproactive foresight and wisdom in
planning. Imagination is the igniter of creating and
the light of creation in allof us. How we use our
imagination, and to what end is a reflection of our
humanity. Leaders, there are two verypowerful
mind muscles, one is memory, and the other is
imagination. Memory informs our
knowledge;imagination inspires our
soulvrom fr of filur n ngtiv
memories by imaginations of success.Fear in
many ways is imagined things appearing real.
Memory is finite, imagination is abundance.
Leaders,use your imagination not only to uplift
yourself but to inspire change in the human
condition. Leadership isabout ACTION not
POSITION & TITLE, leadership is using your
imagination to provide Vision,
Direction,Empowerment, Understanding and
Support, but most of all leadership is about being
Proactive in managingChange. Leaders, to lead is
to srvTo givTo hiv togthr To
Serve Humanity and Creation is theHighest
Honor. Leaders remember that Honesty,
Responsibility an mpthy r or Prinipls
tht unit llumnity Prtiing thm is
rfltion on our umnity ris ssim l-
oui Sptmr 5 9
81
82. Mr. Idris Jassim Al-OboudiBiographical
informationAs of February 14, 2011Idris Jassim
Al-Oboudi, a nationally recognized Recreation
and Parks professional and public speaker.
AHighly motivated, energetic, passionate leader
with vision and a pragmatic approach to
recreation issues andneeds has been working in
the field of Recreation for the Past 28 years. He is
currently the Manager of Parksand Recreation for
the City of Manhattan Beach California. Idris is the
recipient of numerous prestigiousawards and
State / National and International notoriety and
acclaim.In March, 2011 received the
CALIFORNIA ASSOCIATION OF PARKS AND
RECREATIONCOMMISSIONERS AND BOARD
MEMBERS (CAPRCBM) Outstanding Parks &
RecreationProfessional AwardIn February, 2008
Idris, received the Professional Distinguished
Service Award. This is the highest
awardbestowed by the NRPA Pacific Southwest
Regional Council. It recognizes professionals in
the Regionwho have consistently given
outstanding service to the park, recreation and
conservation movement onthe State, National and
in the case of Mr. Al-Oboudi the international
lvl lso riv th 7NRPs Progrm
Excellence Award for Special Event.In February,
2008 Idris, received Los Angeles County Special
Commendation Award form forth
DistrictSupervisor Mr. Don Knabe. This
Commendation is in recognition of dedicated
service to the affairs of thecommunity and for the
civic pride demonstrated by numerous
contributions for the benefit of all thecitizens of
Los Angeles County California.In March- 2006
Idris received The California Park & Recreation
Soitys (PRS vr 4000 inMembership)
highest Award and Citation that recognizes
outstanding contributions to CPRS and theparks,
recreation, and/or human serves profession. This
award also recognizes his contributions
thatsignificantly affect the parks & recreation
profession on a regional, sectional, state &
national level. Idriswas honored for his
contributions to the profession and commitment to
the Creating Community VIPAction Plan. Both in
2005 and 2006 Idris received the California Parks
n Rrtion SoitysPrsints wr for
outstanding Leadership and dedicated service to
the parks and recreationprofession in California.In
2004 Al-Oboudi was the first Chair of California
Prks n Rrtion Soitys Youth Sports n
FitnessTask Force (Initiative) in charge of
providing modality, revamping and re-directing the
youth sportsexperience in California municipalities
and organizations. This Plan was rolled out in fall
2005 and is beingimplemented state and nation
wide starting in spring 2006. Mr. Al-Oboudi was in
the lead as a creator andorganizer of the Rally in
support of Youth Sports and Fitness at the
California State Capital on March-8-2007during
the CPRS annual Conference.Mr. Al-Oboudi is a
24 year member of the CPRS & a long time
member of the NRPA. He has served theCPRS
membership in many areas, he is the current
Education Program Chair of the 2008,
CPRSConference, and served in the same
capacity in 2004. He has been and Advisor for the
CPRS Director ofEducation for the CPRS CONF
2003-2005& 2006. He was elected as Southern
CA CPRS AdministratorsSection representative in
2003 to 2005. 82
83. Mr. Al-Oboudi is a frequent contributor to
leadership workshops and meetings on recreation
issues in LocalCollages, Universities, and
California Cities, community organizations, CPRS,
NRPA and nation wideorganizations. Mr. Al-
Oboudi Developed a proto type frame work for
Vision Insight Planning andProgramming
(Purpose Driven Programming). This tool was
further developed and adopted in Programmingfor
Community and youth recreation, cultural and
social activities (Purpose Driven Programming) for
theIslamic Community in the USA and the World.
This is the First Vision Insight Planning
programming tooldeveloped for Muslim
Organizations world wide. This ground braking
work is a prelude to a comprehensiveInitiative Mr.
Al-Oboudi is Envisioning, Espousing and
Creating, for the Muslim Community in the USA.A
6 yr rsint of th lifornis south y
Born in Baghdad Iraq, as a gifted child Idris
wasselected to attend a distinguished Soviet /
Russian School for music and Ballet. He was
selected as an Artsscholarship student to study in
the Soviet Union. In his youth and as a young
Adult Idris was involvedwith premier and ground
braking international Dance, theatrical and cinema
productions.Idris is a world Traveler/ Adventurer /
Poet / Writer / Artist / Educator / Civil Servant /
Public Speaker /Entrepreneur / Human rights and
peace activist. Idris is the sixth son of an Iraqi
father and AmericanMother. His father is the
Renowned Diplomat Professor Jassim Al-Oboudi
(1925-1989) , Founder /Pioneer / and noted as
being the Pillar of the Iraqi and Arab Theater
(Professor Jassim Al-Oboudi in1948 was The First
Arab and Muslim to Receive with distinction the
Highest degrees in theater arts fromthe west).
ris othr is rgrt nn l-Oboudi a highly
respected theater arts instructor, humanrights and
peace activist.Idris is the younger Brother of Mr.
Waleed Jassim Al-Oboudi, the internationally
acclaimed instructorand innovator in the area of
rehabilitation and occupational therapy. Idris is
also the younger brother ofMr. Nabil Al-Oboudi
Middle east expert political scientist, human rights
and peace activist, Jameil Al-Oboudi, Painter,
Film artist/ Actor / Director/ and, human rights and
peace activist, Mr. Fareed Al-Oboudi award
winning documentary Film artist/ theater Professor
/ Actor / Director/ and , human rightsand peace
activist, Basil Al-Oboudi human rights and peace
activist, and older brother to his SisterMarium Al-
Oboudi acclaimed innovator in the area of
rehabilitation and Speech pathology human
rightsand peace activist, and younger brother,
nil ssim l-oui Rrtion
professional, singer,song writer, musician, human
rights and peace activist.Idris brings a unique
Multi Cultural world view to his visionary,
imaginative and exciting writings
andpresentations.Be prepared to turn your
passion into practice and his challenge to LIVE,
LEARN, LOVE and LEAVE aLEGACYB.S in
Recreation Administration & Minor in Future
Studies / Western Michigan University 1984.
PLEASE SEE IDRIS AL-OBOUDI PR
INFORMATION ON THE WEB & YOUTUBE 83
84. David IbarraIn 1986 when David was 6 years
old he began the youth program. In 1992 he
became a volunteer.During his time as a
volunteer has accumulated over 6000 hours. In
1998 at 18yrs old Davidbecame a recreation
leader. In 2002 years later he became the
program supervisor. In 2010, hissupervisor Idris
Al-Oboudi decided to create a manual that is a
real tool that any recreationprofessional, teacher,
coach or even a parent could pick up and
implement. Over the years Davidhas worked with
thousand of children and during the past 25 years
has learned and helped developgames that are
100% pure fun and entertainment.This manual is
tiled 120 Games Every Recreation Leader Should
Know because these are some ofthe most tried,
true ad tested games Idris & David have played
the last 25 years. When games getboring we
adjust and put a spin it. The key to this manual is
the person facilitating the activates,you the leader
of th gm UT PY N NVR
STOP PLAYING David Ibarra 84
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