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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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