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High Energy Games

ACE BASEBALL: Materials needed: Baseball bat and nerf ball (or larger ball). Baseball...without any of the rules of baseball! You can implement any rules you like....Divide into two teams. Tell the teams your rules. For instance, the way you score points is to run around your teammates. You have two chances to hit the ball. If you do not hit the ball the second time, the ball is still in play. The “fielding team” needs to get the ball. Once a team member has gotten the ball, the team needs to run toward each other so they can pass the ball between their legs. The ball must pass through each person’s legs (and back to the front if the teams are small). Once they are finished, they must shout, “Done!” The person who hit (or did not hit) the ball runs around teammates until the other team completes the ball passing and shouts. Play continues for as many rounds as you like. Hint: The name of the game is “Ace Baseball”.....the group probably will not catch on, and do not tell them until the end, but the object of the game is to get the lowest amount of runs - closest the ACE (like a deck of cards). Hee hee!

ARCH BALL: Players (10-30) are divided into two equal teams. Each team forms a line, one in front of the other, about arms distance apart. The ball starts in the front and must be passed over the head to the back of the line. When the last person receives the ball, he/she must run with it to the front of the line and continue passing the ball. The first team to return the ball to the original lineup wins.

BACON AND EGGS: In a sitting position in a circle, designate one person to be “it.” Go around the circle and tap each person on the head and say “bacon” each time. When “it” says, “eggs,” that person that got tapped must run the opposite way. When they meet together, they must stop, shake hands and say, “Good morning. How are you?” Both continue around the circle and sit down in the empty spot before the other. The one that is left standing is “it” next.

BALLOON TAG: Tie strings to balloons and then tie one balloon to each person’s ankle. It is every man/woman for him/herself in this one! The object of the game is to pop everyone else’s balloons while making sure that your’s does not get popped. Once your balloon is popped, you are out of the game.

BALLOONS OVER AND UNDER: A single line is formed with one person behind another. Four or five balloons filled with water are placed in front of the first person. One by one, the first person takes each balloon and passes it over their head to the person behind them. That individual passes it under their legs to the next person, the next passes it over their head, and so on. When the balloons get to the last person, they run to the front of the line and pass it over their head. Adventurous groups can choose to toss the balloon over their head and hike it (toss it) between their legs. Play continues until group reaches the destination line. Note: When playing water balloon games in hot places, balloons will burst all by themselves if left in the hot sun. Put them in a bucket of water to keep them in better shape.

BANANA RELAY: This activity is very similar to the “Neck Race.” However, in this game, a banana is placed between the knees of the first person, and it must be placed between the next person’s knees - without using any hands. If the banana drops, it starts with the first person in line. First team to finish successfully, wins.

BIRD HUNTER: One player is the “hunter” and the others are “birds.” The hunter throws a ball at the birds, who may run freely about within the boundaries determined by the players before the start of the game. When the birds are hit with the ball, they become dogs and help the hunter by recovering and throwing the ball to him. The hunter is the only one that may hit the birds. The last bird to be hit becomes the hunter for the next game. Hint: To distinguish between dogs and birds, have dogs get down on all fours and crawl; make birds flap wings.

BLOB TAG: This is a great dame to play with other groups. First establish the boundaries and pick one person who wants to be “it.” This person is the beginning the “blob.” That person now chases people and everyone that he/she tags grabs onto the person that is “it” (grad their hand or shirt). As more and more people are tagged, the blob will get bigger and bigger as you can split it into smaller “blobs” if you wish. Obviously, the last person to be tagged is the winner.

CAPTURE THE FLAG: The playing area is divided in half; at each right-hand rear corner is a rectangle that is known as the jail or prison (you could also use a goal if on a soccer field). The group is divided into two teams. Each team should decide where to place their flag (a towel, shirt, or whatever) on their side of the field. The object of the game is to get the other team’s flag. Once the game is started, anyone who steps over the center line into the opponent’s half is eligible to be caught and taken to prison. A player must get through the enemy’s lines without getting tagged. Prisoners may be rescued by teammates who get through enemy lines without being tagged and can touch the prisoner’s hand. (The prisoners can line themselves up by holding hands and stretching toward the center line as long as one person is still holding the goal or in the jail area.) If rescued, both the prisoner(s) and the rescuer must walk back to their own side with their arms up. To win the game, a player must get the flag back across the mid-line of the playing area. If a player has the flag and gets tagged, the flag can either go back to where it was, or be dropped where the person got tagged. That player goes to jail. Teams may have only have one person protecting the flag.

CAT AND MOUSE: Before the game begins, designate one player as the “cat” and another as a “mouse.” The rest of the players should join hands and form a circle around the mouse, while the cat remains outside the circle. The mouse starts the game by darting outside the circle and around the players. The cat must try to tag the mouse, while staying on the outside of the circle. The players may lift their arms over the mouse’s head in order to help him/her, since they usually sympathize with the mouse. Likewise, they will try to block the cat. When the cat finally tags the mouse, the mouse becomes the new cat, the cat joins the circle, and another player becomes the mouse.

CATCHING THE SNAKE’S TAIL: A fish is formed with all of the students holding hands in a line. One end is the head and the other is the tail. The head tries to catch the tail while the tail tries to escape. Let participants know that they should not break their grip (if possible). Variations: Have more than one group and have the heads of the groups chasing the tails of the other groups.

CLAM FREE: Start by defining the boundaries of the playing field. One person volunteers to be the “nuclear reactor” and activates him/herself with a frisbee or nerf ball, preferably day-glo. The rest of the participants are clams and signify that by being as happy as possible. The object of the game is for the nuclear reactor to contaminate all of the clams by tagging them with the day-glo device. One contaminated, the clams become frozen in place. As the reactor chases and tags the clams, it wood appear that doomsday is just around the corner - at least for the no-longer-so-very-happy clams that are getting zapped one after another. There is hope, however. A frozen clam can be defrosted if two mobile clams manage to link hands around him/her in a clamshell alliance and shout “Clam free!” Even better yet, if seven clams can manage to link up in a circle and count to ten, then the nuclear reactor is shut down forever. 

CLOTHES PIN TAG: Give each player four clothespins. Each player tries to get rid of their pins by attaching them to the other players’ clothing. A player’s four pins must end up on four separate players.

CROWS AND CRANES: Players are divided into two teams. Mark two safety lines not more than 40 feet from center. Midway between the safety lines, form players in two teams facing the leader. The lines of players are about 5 feet apart. One line is “crows,” the other is “cranes.” When the leader calls “Crows,” the crows run for their safety line, attempting to reach it before the cranes can tag them. If the leader calls “crawfish,” no one runs. The leader should use deception and precede his call with a “crr” sound, so players will not know what is going on. Each team receives a point for every member of the opposite team tagged before that team reaches safety. Each team loses a point for every one of its people running in the wrong direction or running on the call “crawfish.”

DIZZY IZZY: Split the group into two teams (or however many you would like). Have them line up so they are about forty feet form the bat which is lying on the ground. There should be one bat and one spotter for each team. When the game begins, the first person in each line must run to the bat, pick it up, place one end on the ground, bend over so their head is near (or on) the bat, and spin around between five to ten times (depending on your preference). They must then run back toward their group and tag the next person’s hand in line. The entire group must complete the task. The first team done, wins.

ELBOW TAG: Everyone gets a partner and hooks elbows. The pairs spread out around the designated playing area. Two individuals are chosen to be it. One will be the chaser, the other being chased. The person being chased may hook elbows with any pair at any time. The member of the pair at the opposite end of where the chasees hook, is now being chased. If the chaser catches the chasee, the chasee spins around three times and becomes the new chaser. The previous chaser now becomes the chasee. Note: A time restraint may be needed to prevent limited participation from the rest of the group.

EVERYBODY’S IT: Just as the name says...everybody’s it! The object is to tag without being tagged. Once someone has been tagged, they squat down and they are temporarily out of the game. The “tagged” can resume play when the person that tagged them squats down from being tagged. Note: If two simultaneous tags occur between two players, both players squat and they count to 60 before they can continue to play. Honesty is key.

EVOLUTION: It is essential that every group member knows how to play “Rock, Paper, Scissors.” Everyone starts out as an egg, and waddles around going “Whobble, Whobble!” When an egg finds another egg, they play “Rock, Paper, Scissors.” The winner will evolve to a chicken, and hop around making chicken noises until they find another chicken to play “Rock, Paper, Scissors.” The loser will become an egg again; an egg is the lowest species one can be. The winner of the chickens will become a dinosaur. The dinosaurs walk around like dinosaurs repeating, “Auh, Auh!” The winner of the dinosaur match becomes a ultimate being. Ultimate beings walk around with their arms in the air repeating, “Ultimate being, Ultimate being!” The loser of the dinosaur match becomes a chicken again. Once an ultimate being has won his/her final match up, they are out of the game, or may continue to try their luck.

FREEZE TAG: This is played just like tag except that once you have been tagged, you are frozen. The only way to get unfrozen is to have someone go under your legs. To make the game harder, have more than one person be “it.”

FROG RACES: Split the group into two teams. Each person should jump towards the finish line as a frog would and jump back. The next person does the same. First team done, wins.

GIANTS, WIZARDS, AND ELVES: The group is split up into two equal groups. Each of the two groups will huddle up away from the other group. As a group, they will decide to be a giant, wizard, or elf. Once the groups have decided on a group identity, the two groups will line up parallel to one another in the middle of a squared off area. On the leader’s count of three, the two groups will show the other group their chosen identity. A “giant” stands nice and tall with their arms over their heads and growls. A “wizard” slightly bends at the knees with their arms out in front saying, “ZAP, ZAP, ZAP!” An elf bends totally at the knees, and with their hands they make pointed ears and elf noises (your choice). A giant beats an elf; a wizard beats a giant; and an elf beats a wizard (similar to Rock, Paper, Scissors). The team with the more powerful identity will chase the other group. Anyone tagged before crossing the coned line will join the other team. Anyone not tagged will remain on the same side. In the event of a tie, the groups will decide on a new identity. Note: To save time in the event of a tie, it is a good idea to have the groups think of an alternative identity.

GUARD THE BONE: This game is played in groups of four. One person is the dog and sits on his/her hands and knees. The dog must protect a towel or shirt which is placed underneath him. The other people, also on their hands and knees, must try to get the towel. If they do, they become the dog. If the dog tags them before they get the towel, they are “out” until the next game.

HILL DILL: The person who is “it” stands in the center of the play area while the other players stand behind one of the goal lines marked across the ends of the play area. Half of the players stand on one side of the play area and the other half stands on the other side. The person who is “it” calls out “Hill Dill, come over the hill!” On this signal, the players run across the center to the opposite side. The person who is “it” tries to tag them. The players who are tagged go to the center and help tag the remaining players. The game is played until one person is left. Hint: Place the goal lines 40' apart.

ICE CUBES: Divide the players into two equal teams. At a starting signal, each team picks up an ice cube and tries to melt it as quickly as possible. Players can rub it between their hands or against their clothes, but they may NOT put it in their mouths. While they are trying to melt the ice cube, it should be passed around the team frequently - no player should keep it for more than a few seconds at a time. Players should keep it off the ground too. The first team to melt its ice cube, wins. On a really hot day, you may want to play more than one round of this one!

I’M SENDING A LETTER: The group starts by sitting in a large circle. There should be some room between each person, but not in abundance. One person will stand in the middle. The person in the middle will say, “I’m sending a letter to anyone.....................” The middle person will fill in the blank with any characteristic or trait they wish (i.e. anyone with blue eyes). If the trait or characteristic applies to any group member, that group member must get up and move to an open spot more than three spaces away from their original spot. If the trait does not apply to a group member, they stay were they are. The last person to find a spot is the new middle person. Note: Remind the group to keep it clean!

JOLLY GREEN GIANT: This game is very similar to Sharks and Minnows. Two lines need to be established about forty yards apart. Everyone starts from behind one of the lines. Two groups members are chosen to be giants. The giants stand between the lines. When the giants say, “Jolly Green Giant,” the rest of the group runs to the other line trying to avoid being tagged. If a group member gets tagged, they become sprouts. Sprouts go down on their knees, and they can tag others with their hands, but they cannot move from their permanent position. The giants continue repeating “Jolly Green Giant,” when the remaining are at the appropriate end. The last two to avoid being tagged become the giants in the next game. 

KABADDI: Any playing area can be used with boundaries set and a center line created. Two teams are created. Each team is on one half of the playing area. The game is started by one player from only one team running across the mid-court line trying to tag as many players on the opposite team as possible while yelling the word “kabaddi” (cubbedy) repeatedly in one breath. All those tagged now belong to the other team. Once the player looses his/her breath though, he may be tagged. If this happens, the player then is on the opposite team and all those tagged remain on the same team. Players take turns running to the other side.

LEMONADE: Divide the players into two teams. Have the teams line up at opposite sides of a playing area, which is clearly defined before play begins. One team is selected to go first. The members huddle and secretly choose two things: a place to be from (any city, state, or country) and some action to perform (washing dishes, playing basketball, painting a picture, etc.). The “acting” team moves to the center of the playing area, saying, “Here we come!” The other team asks, “Where from?” The first team replies with the place they have chosen. The second team then asks, “What’s your trade?” and the first team replies, “Lemonade!” After the first team says, “Lemonade,” they begin to perform the action chosen earlier. The other team tries to identify the activity, yelling out its guesses. When someone on the second team calls out a correct guess, a game of TAG begins, the first team turns and runs back to their starting line as the second team tries to catch them. After both sides have had the chance to act out their trade, the team that has tagged the most players can be declared the winning team.

LIFE SAVOR RELAY: This activity is similar to the “Banana Relay” and the “Neck Race.” In this game, each team member receives a tooth pick to place between their teeth. The first person in line is given a lifesaver by the leader. When the leader says, “GO!” the lifesaver must be passed to the next person without using any hands. If the lifesaver drops, a new lifesaver will be given to the first person in line.

LINE PUSH TAG: One person is “it” and one is “not it.” The rest of the group lines up in a straight line shoulder to shoulder. The chaser tries to tag the chasee. If the chasee does not want to be chased any longer, he/she can change places with a person in the line by coming from behind and GENTLY pushing that person forward out of the line. That person becomes the new chasee. If the chaser tags the chasee, they switch roles. Participants may not cut through the line at any time during the game.

LINE RELAY: Divide the group into two equal teams. Designate a starting line and end line. On the signal, the first person in each line lays down (parallel to line) with arms spread out to side. The next person in line jumps over the first person and lays down, spreading their arms. Fingers must be touching. This continues until the whole team is over the end line. Once a team member is over the end line, they are allowed to stand up and cheer for the remaining teammates.

LOG ROLL: Have the entire group lie down on their stomachs, shoulder to shoulder, forming a straight line. Then the person on the end rolls over everyone’s back until they reach the end. Everyone continues to do this until the entire group has rolled over. The team done first, wins.

LOOSE CABOOSE: Groups (trains of 3 or 4) depending upon the size of the group are made up with the individuals lining up behind each other forming a train. The game is a tag game. Two people are designated as “it” and two are the “loose caboose.” The object of the game is for those who are “it” to tag the players who are the loose caboose. The loose caboose, however, can avoid being tagged by hooking on to the end of the train. Once a player hooks on to the end, the first player in the train then becomes the loose caboose. The train can also try to avoid being hooked onto. Once a player has been tagged, they then become the “it,” and the “it” becomes the loose caboose.

MAN OVERBOARD: First the Captain of the ship must explain the directions of the ship to it’s passengers. Starboard means the right side; Port means the left side; Bow means the front; and Stern means the back of the boat. After the Captain has tested the group on the different directions, the Captain yells, “Attention on the deck!” and everyone comes back to middle of ship so the Captain may add a few commands. Such commands include: “Man a ______ person lifeboat,” (fill in with certain number of people). The exact number of passengers get in a straight line, sitting down, straddling the person in front of their legs, and begin rowing. Other commands include “Man Overboard,” in which one person grabs a partner, and acts as if they are rescuing a drowning victim. “Man your cannon” means everybody grabs a partner; one partner is in the wheelbarrow position making cannon noises, while the other gets the legs. “Scrub the deck” means everyone gets down to scrub the deck. “Mop the deck” means everyone stands and mops the deck. “Everyone man the periscope” means everyone lies on their back and lifts their legs in the air. “Ride the dolphin” means everyone grabs a partner; one partner rides on the back of the other. “____ person prom” means that number of people start dancing in a circle repeating over and over, “promenade, promenade, promenade, etc...” “Pirates are coming” means everyone gets out the binoculars and begins looking for the pirates. “Hail the coastguard” means one person gets down on hands and knees and other puts on foot on their back, one hand on hip, and does a “rodeo” motion with other hand and shouts “Whew, whew, whew!” Finally, “The Captain is coming” means everyone stands at attention for the Captain. Note: Usually, the last few people to perform a command are given demerits. Once they receive three, they are eliminated from the game. It is a judgement the Captain must make. Do not eliminate anyone immediately, and gradually add in the commands. Be creative!

NECK RACES: Split the group into two teams. Have them line up male-female, if possible. Give the person in the front of the line a rounded object (i.e. orange, tennis ball, etc.). The object should be placed under the chin of the first person, and it must be placed under the chin of the next person in line - without using any hands! This pattern continues until the object reaches the end of the line. If the object is dropped, it must be returned to the beginning, to start again. The first team to finish successfully, wins.

PARTNER TAG: The game is started by each group member getting a partner. Between the two partners one will decide to be “IT.” The leaders should establish boundaries (small ones may be better). The person who is “IT” will give his/her partner a five second head start before the chasing begins. The chasing is done in the form of walking. Once the partner has been tagged, they become the new “IT” among the pairs. Before the new “IT” can start chasing his/her partner, they must spin around three times. This pattern will continue until “peak fun” is reached. Note: Remember, NO RUNNING.

PEOPLE TO PEOPLE: An odd number of people is necessary for the activity to work. To begin, everyone grabs a partner. The partners should stand side by side forming a circle with the other partners. The person without a partner stands in the middle and begins establishing rhythm by snapping their fingers, and chanting, “People to People, People to People, etc.” The rest of the group follows the person in the middle. Once a rhythm has been established, the leader will should out two body parts that must touch between partners (i.e. knee to ear). The leader will go through the chant twice and then shout, “People to People!” At this time, everyone runs into the middle of the circle, grabs a new partner, and runs to the outside of the circle. The last person without a partner is the new leader. Note: Try to keep it clean.

PIRATES’ GOLD: Split the group in half and make one team the “Pirates” and the other “Coast Guards.” One person within the Pirates has the jewelry, and the object is to get that Pirate across the floor to the other side without getting caught by the Coast Guard. The Coast Guard has to run into the oncoming Pirates and ask them to show what they have in their hands. The Pirates have to show the Coast Guard what they have in their hands. If the Pirate that has the jewelry gets across the floor without getting caught, the Pirate gets one point. If the Coast Guard finds the Pirate with the jewelry, then they get the point. After they go through the game once, both teams switch roles and continue the game.

RAID: The leader begins by choosing two “exterminators.” Everyone else is an ant. The “exterminators” will be doing the chasing. Once an ant has been tagged by an exterminator, the ant falls on their back and puts all four limbs facing upward. Four other ants may pick up their hurt buddy by their limbs, and place them on a designated hot spot (i.e. bases or rubber mats). The once dead ant has been resurrected and may continue playing. Note: Any time a live ant is helping a dead ant, they can not be tagged by the exterminators.

RED ROVER: Divide the participants into two equal teams. Team members hold hands and face each other with about twenty feet between them. The team that begins will yell, “Red Rover, Red Rover, send ______________ (name of player) right over!” The person whose name has been called must leave his/her team and attempt to run THROUGH the other team by breaking through two peoples’ hands. If the person is successful, he/she is allowed to go back to join his/her team. If the person was not able to break through, then he/she becomes a member of the opposing team and joins hands with that side. The game ends when time is called. The team with the most players is the winner.

ROLLING DOWN THE HILL RACE: Split the group into two teams and have them stand at the top of the hill. When the game begins, the first person on each team begins rolling down the hill. When they reach the bottom, they must get up and run back up to the top of the hill.

SEWING UP THE GAP: The object of this game is to tag the chasee before he/she can “sew up the gap.” (All of the gaps between players.) The group stands in circle leaving room in between each other. The chasee sews up the gaps by weaving in and out among players. When the chasee (“it”) sews up a gap, those two players join hands and “it” no longer can run through it. The chasee wants to sew up all of the gaps, before getting tagged, with him/her on the inside of the circle, and the chaser on the outside. If the chaser tags the chasee, the roles are reversed.

SPEAR THE SWEETS: This is a relay activity. All players place a toothpick in their mouths and line up in a line (front to back). The object of this game is to get the lifesaver from the beginning of the line to the end of the line before the other team. However, there is a catch! No one may use their hands to move the lifesaver. The first person places the lifesaver on the toothpick on the “GO!” command. The first group to get the lifesaver to the end of the line and sit down, wins the game. 

SPEED RABBIT: Group stands in a circle leaving room in the middle for a person to be the caller. (Best with groups of 20 or more.) One person starts as caller and teaches group a motion. For example, “speed rabbit,” “milking the cow,” “elephant,” “hear no evil, see no evil, speak no evil,” “amoeba,” “palm tree,” “fire hydrant,” etc. (All motions are done in groups of three.) The caller teaches one motion first, and adds more difficult ones as the group is ready. The caller spins around the circle and stops with finger pointing to one person, calling out a motion to that person. The person pointed at becomes the center person in the group of three. If any of the group of three is not quick in responding with the right motion, they become the caller. This is a fast paced, heart pumping game - and lots of fun!

SPOON GAME: Split the group into two teams. Have them line up and, at about 30-40 feet away, place a cup. The first person in each line should tie a string around their waist. This string has a spoon tied to one end. When the game begins, each person, with the string around their neck, runs down, squats over the cup, and tries to get the spoon into the cup without using his/her hands. Once they get it in, they run back to the line and help tie the string around the next person’s waist. The game continues until you have a winner.

SPUD: One person is picked to be it. All of the other participants are given numbers. The person who is it will throw the ball into the air and call a number. The person whose number was just called scrambles to retrieve the ball, while the others scatter about. As soon as the person whose number was called retrieves the ball, he/she shouts, “Stop!” Everyone must freeze in their places while the person with the ball is allowed to take three steps and throw the ball at whomever they think they can hit. The person who is hit by the ball is then it, and gets a letter (S-P-U-D). The whole cycle starts over again. If one person gets all four letters (S-P-U-D), that person is eliminated from the game.

STEEL THE BACON: Divide the group into two teams. Everybody on Team 1 gets a number and everybody on team two gets a number. Both teams face each other about 15-20 yards apart. The leader calls the number and both of these people have to race out and grab the cone and run back past their line without getting tagged. If they get past the line, they are awarded a point.

TRIANGLE TAG: This is a tag game for four people. Three of the group members hold hands in a circle and one of them is designated to be caught. The chaser remains of the outside of the circle and tries to tag the designated person. There is no breaking through the triangle!

TUNNEL RELAY: Each team stands in a single line (players one yard behind each other with feet apart). At the signal, the first player of each team rolls the ball between their legs so that it passes through the legs of the other players on their team and is caught by the player at the end of the line. Player then runs with the ball to the front of the line, and repeats the procedure. The game ends when the first player of one team has again reached the top of the line. If the ball rolls out on one side of the tunnel, it must be brought back to the same place, and rolled to the end. NOTE: You can vary the game by having players run to front of line with ball between their legs, or by pushing the ball with their head, on their hands and knees.

ULTIMATE DECK TENNIS: Get players used to throwing and catching rings. Rings must be caught by letting it fall over their hand and onto their arm. Participants may not grasp the ring. Split groups up into two teams. To score a goal, the ring must be passed to another player who is behind the end-of-the-field goal line. The ring must be “speared” correctly, or there is no goal. To qualify for a goal attempt, the team must have completed seven passes - NOT back and forth between two people. If the ring is missed or dropped, it automatically goes to the other team. A player can run as far as they want with the ring, but once they stop, they must remain stopped until they have passed the ring.

ULTIMATE FRISBEE: Divide the group into two teams. Now set up two areas where points can be scored. Usually this is endzones, but to make it interesting, set up circle goals or use a number of different goals. The object of the game is for the team to pass their frisbee into their goal area. Stress the more passes, the better. If the frisbee hits the ground, possession switches to the other team. When it hits the ground, it stays right where it is and the other team starts there.

WIZARDS AND GELFLINGS: The leader will begin by choosing two “Wizards.” The wizards will be doing the chasing. The gelflings will be running from the wizards. Once a gelfling has been tagged by a wizard, the gelfling must freeze, and begin sending out a distress signal. The distress signal is performed by making a fist with the thumb sticking up and pounding on the palm of the other hand. At the same, the frozen gelflings will yell in a high pitch voice, “HELP ME! HELP ME!....” At this time, two unfrozen gelflings will run to their frozen buddy’s side and make a bridge with their hands. Once their hands are locked, they will keep their hands locked and bring their locked hands from above the frozen gelfling’s head to the side of the frozen gelfling. At the same time, they will say, “Go free little gelfling, go free little gelfling, go free little gelfling (say three times).” The once frozen gelfling can continue playing. Note: When any gelfling is helping free another, they cannot be tagged.


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