for physical education classes, youth groups, camps, and clubs Alanna Jones 2013 Rec Room Publishing www.gamesforgroups.com All Rights reserved. No part of this publication may be reproduced or copied without written permission from the author. Table of Contents 1. Introduction 2. Island Ball 3. Cone Knock Over 4. Color Match 5. Run Rabbit Run 6. Doctor Ball 7. Flag Grab 8. Memory 9. One Lap Challenge 10. Mat Pull 11. Bench Ball 12. Snake Wrangler 13. Hula Hoop Toss 14. Line Tag 15. Sideline Ultimate Frisbee 16. Dungeon Ball 17. Ground Tag 18. Circle Race 19. Magic 20. Jail Break 21. The Answer Game 22. King Catcher 23. People Scavenger Hunt 24. Line Leader 25. Run the Gauntlet 26. Double Cone Knock Over 27. Shout Out 28. Protector 29. Pin Bombardment 30. Challenge Score Card 31. Bounce Out 32. Team Timed Tag 33. Dont Drop It! 34. Mingle Race 35. Obstacle Course Chase 36. Soccer Bump 37. Picture Run 38. Big Wind Blows 39. Spider Ball 40. Pull Up 41. Sticker Tag 42. Pin Knockout 43. Team Water Balloon Splash 44. Pass and Splash 45. Water Balloon Race Introduction Wherever I go, I am always the game leader from working summers at day camp, to my time as a Recreational Therapist and Ropes Course facilitator, to my volunteer work as a church youth group leader and soccer coach. The games found in this book are the tried and true favorites from all my years of leading active group games with various groups. I have found that the best games have a competitive element. However, during the course of playing these games, participants can easily return to active play if they get out. Dodge Ball is always a favorite; yet, once you are out and standing in line, it can take a very long time to return to the game. Unlike Dodge Ball, the games in this book are designed to keep things moving and to keep everyone involved as much as possible. Choosing Games When first working with a group, you will often choose the games that you have the space and equipment for. If you introduce the group to a variety of games, you will find what works best, and it will become clear which games are the favorite of the group. These games will be requested each time your group meets. Once a game becomes a favorite, resist the urge to play it every time you meet. If you do keep using it, eventually the group will tire of the game. I try to play a favorite game no more than every fourth meeting time so it will still be exciting and fresh every time we play. Try out new games regularly. If a game doesnt work or the energy seems off, then try a completely different type of game the next time you meet. Or even switch games after 10 minutes of play. I never know what the group dynamics will be for the church youth group night when I show up. Therefore I have a list of games to choose from and pick the best one based on who is there that night. Game Equipment If you have a bag of foam balls, you can play a number of the games found in this book. Some games require additional small items, such as paper rolled into wands, 3x5 cards, colored markers, jump ropes, cones or bandanas. But for the most part, a bag of foam balls is the main ingredient needed. The abilities and functioning level of your group determine which type of foam balls will work best for your population. I personally have a bag of about 25 small foam balls (4 inch size with a smooth coating) and two large foam balls (soccer ball size) to lead games with my groups. I often have groups with 30 to 45 people, and it is best to have a bunch of balls so everyone can be involved as much as possible. But a ball bag with 10 to 15 balls will work for most groups. If you dont have all the equipment needed to play a game, you can often be creative and substitute other items. I have used 2-liter soda bottles (with the lids on tight) which had been filled with a couple inches of water, in place of cones. If a game calls for bandanas but they are only used for the purpose of capturing them I have occasionally substituted the small foam balls. By being creative, you can often find the supplies needed. For a few of the games, it will be helpful to be able to print out a list that goes with the game. You will find these lists in PDF format free at our website www.gamesforgroups.com. Leading Games When leading games, you should always act as if you are excited about playing the game and explain it with enthusiasm. I have seen people introduce games in a boring manner that doesnt lead to good energy when the game begins. As a result, it can take a while for the game to get going. Explain all the rules clearly and ask for questions to clarify rules. I sometimes will forget a small detail that makes a big difference in the way the game will flow. But when someone asks a really good question, this reminds me to add that detail. Never assume everyone knows all the rules to a game. Always review them in case there is one new member to the group who does not know how to play but is too embarrassed to say so. Find the best way to talk to the group. When I am leading a group of 45 teenagers, I have to ask them to sit down. That way, they can all see me, and I can make sure they are listening. When I am leading a group of 15 third graders, I can explain it while they are standing in front of me with no problem. Healthy Competition The games in this book are all competitive. There has been a movement over the years to play games that are noncompetitive; however, the reality is that kids like to play games with a winner. Striving to win is what makes the game fun, and this is what makes everyone try harder. In the process, the kids get more exercise out of the game. Also, learning how to deal with losing is an important life lesson that is taught through the playing of competitive games. This lesson is lost sometimes in todays everyone is a winner society. It is good to learn both how to lose and how to win graciously. When entering the workforce, everyone has to be able to deal with this element of life, and games are a great way to learn these lessons early on. There are ways to promote healthy competition without making those who lost feel like they are less valuable. First of all, dont make a big deal out of who won a game; just move on to the next game after a game has finished. Many of the games in this book can have several rounds if one team quickly wins. Sometimes I will adjust the teams or completely mix up teams after a round when it is clearly lopsided. Sometimes a game can go back and forth for a long time, and right when it is tied up is when I will call the game over with a tie. (Cone Knock Over or Flag Grab are good examples of games that this strategy works well with.) Making sure everyone plays by the rules is a big part of promoting healthy competition. I have played games with some younger youth group leaders who think it is funny to cheat or do something crazy. This doesnt sit well with some players, and it often causes chaos and leads to other players thinking it is funny to cheat. Find the best ways you can to handle cheating as it occurs. How to Handle Cheating Hopefully you wont have to deal with cheating when you lead games. However, at times during competitive games cheating can occur. Sometimes, it is people thinking they are being funny or who are seeking attention; other times, it comes from super competitive people who will do anything to win. It is important for a leader to always be a part of the game. The leader can participate or be on the sidelines watching to make sure everyone follows the rules. When I see someone not following the rules, I give them a playful reminder of what the rules are (sometimes they werent listening and didnt know, sometimes they didnt think anyone was watching). Most often the person will go back to playing by the rules. In extreme cases, I will call someone over to me and ask if they understand the rules. I do this to make sure they understand I am watching and it is not OK to cheat. If cheating becomes a big problem, I will stop a game and address the group as a whole. I explain that if I see more cheating, we will have to change games. Sometimes I will hold a board game night after a night with too much cheating in the gym. This is a good opportunity to have a discussion about the importance of following the rules in everything they do in life and not just while playing a game. Picking Teams I never select team captains who then pick teams by taking turns. I have many creative ways to pick teams. I will often look over the group, and if I can find a commonality that half of them have, I will use this to select teams (all those wearing shorts on one team, all those wearing pants on the other). I often use birthdays to break up the groups by naming months; if your birthday falls in those months, you are on one team and the others are on the opposite team. You can use birthday days (if your birthday falls on an odd-numbered day, you are on one team, and if on an even day, you are on the other). I will count the group off to form teams in a 1-2-1-2 manner. But I have discovered that when you count off, many people go with their friends and pretend they are on the same team as them. To handle this, I say, If you have a friend you need to be on the same team with, then link arms and stand with them on this side. If you can be on a team with anyone, stand on this side. I then count off the groups in a 1-2-1-2 fashion (counting each pair as an individual unit) and then do the same for the individuals. This has eliminated people going to whichever team they choose. Another way to choose teams is to have grades stand up (all seventh graders stand up) and then evenly divide the group of seventh graders, then do the same with all the grades. As you can see, there are many ways to select teams. Be creative and have fun with it but dont take too long. Strength Differences with Ball Throwing Games Ball throwing games are always popular, and sometimes you may find that you have members of your group with much greater strength than others. If this is an issue, you can make a rule for a specific group of players (e.g., all boys over the age of 16 have to throw left-handed or from behind a certain line). Or name the specific players who have to follow a special rule. If I can divide up the teams in a way to balance out the strong players, I will do that too (high school boys and middle school girls versus middle school boys and high school girls, or leaders and girls versus boys). It will all depend on the make-up of your group, and there is always a way to adjust the rules to solve an unfair advantage one group may have over another. Using softer balls is also a solution when you have strong groups of players. Fitness through Fun By playing games that involve moving, running, and ball throwing, participants can get exercise without even realizing it. This is the beauty of physically active games. Some of the games in this book I use for off-season conditioning with my high school soccer team. We have one fun conditioning activity a week, and my team has their favorite games to play. (Color Match and Picture Run are the team favorites.) If you want to promote the use of exercise to help with mental well-being, then begin each group activity by doing a check-in. Ask everyone how they are feeling physically and mentally. Do another check-in after playing the game to help people recognize how much better they usually feel after engaging in exercise. I hope you find your favorite games and have as much fun leading and playing these games as I have over the years. Island Ball Game Summary Two players throw balls from an island in the center of the gym. They try to recruit more throwers onto the island by hitting them with a ball. Group Size 8 to 30 is ideal Materials Several foam balls (More is better) Play Area Gym or other large area with a circle in the middle Time Unlimited (20 to 30 minutes is ideal) Description Create an island in the middle of the gym. Most gyms will have a circle painted on the floor that works great, or you can use a rope or cones to make a circle. Place all of the balls you have in the island. Select two people to be the first throwers, and have them go inside the circle. Everyone else should line up in one corner of the gym. A leader stands at the front of the line and sends one kid at a time to run around the outside of the gym. The runner tries to make it back to the line without getting hit by a ball that is thrown. The leader should send a new runner about every one to five seconds so the runners do not run over each other. Any player who is hit immediately joins the throwers on the island (if a player is hit by a ball that has hit the ground first, it does not count). Once a ball is thrown, anyone on the island can retrieve it and bring it back to the island before throwing it again. Once the first runner makes it back to the front of the line, stop the game and allow everyone on the island to gather up all of the balls. That marks the end of the first round. At the start of each round, announce a new way the runners must move around the gym (skipping, spinning, walking backwards, etc.). When only two runners remain off the island, start over with those two on the island and everyone else back in line. Variation If this game is played outside, you should mark the play area with cones so the runners do not run too far away from the island. Cone Knock Over Game Summary Two teams, on opposite sides of the gym, throw and roll balls back and forth to hit or knock down cones on the opposite side. The goal is to capture all of the cones on the other side and win. Group Size 8 to 30 is ideal Materials Several foam balls 6 to 10 small plastic orange cones (Substituting for cones can be 2-liter bottles filled with 2 inches of water; use with the cap on.) Play Area Gym or other large area Time Unlimited (20 to 30 minutes is ideal.) Description Divide the group into two teams. Assign each team to a different half of the gym. Give each team an equal amount of cones (three to five cones is ideal) along with half of the balls. If in a gym with a basketball court, use the key area (rectangle area under the basket used for free throws that is marked off by lines) and have each team place their cones somewhere inside their own key. If there is no key, set up a similar area using smaller cones or other markers. Each team must protect the cones on their side from being hit by a ball that is thrown or rolled from the other side. During the game, players must stay on their own side of the gym and cannot go into their own key unless they are retrieving a ball that has rolled into the area. If at anytime someone throws a ball and it hits a cone on the opposite side (it does not have to knock it over), they can go to the other side and collect that cone and bring it back to their own side and place it in their own key. The winning team is the first team to collect all of the cones. This is a game that seems to never end since the cones go back and forth rather quickly. When leading this game, the leader can wait till the cones are back to equal numbers and declare it a tie before moving on to the next activity. Color Match Game Summary Groups compete to find all the colored markers in a large area before the other groups do. Group Size 4 or more Materials 2 sets of colored markers (It is best if one set is the washable type of marker.) 3x5 cards Small poly cones Play Area Large open area is best Time 20 minutes Description Prior to the activity, take one set of colored markers (use the washable ones if you have a set) and place one distinct color under each cone somewhere in the play area. The cones should be spread out as much as possible in the play area. Divide the group into teams of two or more members each, and give each group a 3x5 card. The leader has a set of markers and marks a different color on each card. Each group must go find that colored marker under a cone, and each person must put a mark on her arm in that color and then place the marker back under the cone. After finding the correct color, the group runs back to the leader for a different color to be marked on their cards. Once a group has found all the colors, they can be declared the winner. Variation Each person signs their name on the card in the correct color, instead of marking on their arm. Run Rabbit Run Game Summary Runners try to make it from one side of the play area to the other, without being hit by a ball that is thrown by one of two Throwers who are on the sides. If a player is hit by the ball, he must sit down and can tag runners as they run across the gym. Group Size 10 to 40 is ideal Materials Several foam balls 2 hula hoops (However, you may be able to play without these.) Play Area Gym or outside play area Time 15 to 20 minutes is ideal Description Select two players to be the Throwers, and give them each a few foam balls. Send the Throwers to the center of the gym or play area, and have one stand on the far right side of the center line and one on the far left. These two spots can be marked with hula hoops or other objects. The Throwers can only throw when standing inside this spot. Everyone else lines up side-by-side on one end of the gym or play area. When the leader says, Run rabbit run, everyone tries to cross the play area without being hit by a ball that has been thrown by either one of the Throwers. If hit by a ball, the runner must sit in the spot where he was hit and can now try to reach out and tag other runners as they run by. Throwers can collect balls at any time and run back to their throwing spot to throw again. After all the runners make it across to the other side, the leader can say, Run rabbit run again or change the way the runners must get across the gym by saying, Hop rabbit hop, etc. When there are two runners remaining who have not been tagged or hit by a ball, they become the next two Throwers for a new game. Variation If someone who is sitting picks up a loose ball as it rolls by and gets someone out by throwing it at them (they must throw from a sitting position), then they can stand up and become a runner again. Doctor Ball Game Summary A variation of Dodge Ball, where you can be saved by the Doctor who touches you with her healing stick to get back into the game. However, dont let your Doctor get out or your team will lose. Group Size 12 to 40 is ideal Materials Several foam balls One foam swim noodle cut into fourths (Or simply roll up paper to make a wand, or use empty paper-towel rolls) Two gym mats, or two hula hoops, or two ropes, yoga mats, or small cones to mark off a small box at each end of the play area Play Area Gym or large play area Time Unlimited (20 to 30 minutes is ideal) Description Divide the group into two equal teams, and select one person from each team to be the Team Doctor. Give each Doctor a healing wand (a piece of a foam noodle that is about 1 foot long, or see alternative materials above). Designate an area on each end of the gym to be the Hospital by placing a gym mat in this spot or mark off the Hospital with a rope, hula hoop, or small orange cones. The Doctor is safe when she is in the Hospital, and she cannot get out, even if hit by a ball that has been thrown from the other team. However, once the Doctor comes out of the Hospital, she can get out if hit by a ball. Divide the balls evenly among the two teams. On the Go! signal, players must stay on their own side of the gym but try to get members of the other team out by hitting them with a ball that is thrown. If the ball is caught, then the thrower is the one who is out. When a player is hit (or throws a ball that is caught), she must sit down in the spot where she was hit. This player then waits to be healed by the Doctor, who must touch her with the healing wand before the downed player can return to the game. The first team to get the other teams Doctor out wins the game. At the start of each new round, select two new Doctors. Flag Grab Game Summary The first team to collect all of the flags before the other team does wins the game. Group Size 20 to 40 is ideal Materials 8 small cones to use as markers Extra cones to make a center line and boundary if playing outside 8 bandanas (or other similar items) to use as flags Play Area Large play area or gym Time 20 to 30 minutes is ideal Description Divide the group into two teams, with one team on each end of the gym. Use the cones to make a box about 10 feet long and 10 feet across on each side, equal distance from the center line (about 30 feet from the center line is good). Place four flags inside each box. The object of the game is to capture all eight of the flags before the other team does, using the following rules to play: Once a player crosses the center line into the other teams territory, he can be tagged. When a player is tagged, he must sit down in that spot and cannot be freed until his own teammate runs across the line and tags him. Once a teammate has tagged and freed someone who is sitting, they both get free returns to go back to their side, and they have to go back before trying to capture one of the flags. If a player makes it into the box where the opposing teams flags are, he is in a safe zone, and cannot be tagged until he comes out of the box. The defending team may not go into the box. Any flag taken out of the other teams box and carried across the center line without the person carrying it being tagged is successfully captured. When a person who is carrying a flag is tagged, that flag goes back into the box. Only one flag can be captured at a time. All captured flags are placed inside the box of the team that captured it, and the first team to capture all eight flags wins the game. This is one of those games that can go back and forth for quite a while, and it can easily be called as a tie if the leader waits until both teams are back to four flags a piece. Variations Use six flags instead of eight. Set up an exercise station with a list of exercises that participants can choose from. When a player gets out, instead of sitting down he goes to the exercise station and completes one of the exercises on the list in order to return to his side. Memory Game Summary Groups run from station to station with a list of activities they must complete. They turn over a card to see if there is an exercise listed on it that they havent done yet. If so, they can do it and cross the exercise off their list. If they have done it, they turn the card back over and go to the next station. Group Size 4 or more Materials A list of exercises printed out on cards (See ideas below) Play Area Large play area or gym Time 20 minutes Description Create a list of exercises (see list provided for ideas). Each exercise should be printed out on a 3x5 card or other paper that cannot be seen through. Make three sets of cards. Take each set of cards to a different area (station) with room to run between these areas. Lay out the cards face down (cards should be laid out at each station in a different arrangement). Divide the group into two or three teams. Give each team a list with all the exercises on it, and have each team start at a different station. On the Go! signal, each group chooses one card to turn face up at their station, and they must complete the exercise. After completing the exercise, they can mark it off on their list. (If you have enough leaders, you can assign one leader to each station, and they can sign off when a group completes an exercise, or have a leader participate with each group.) After signing off on an exercise, the group turns the card face down and runs to the next station. At the next station, they turn a card over. If it is a new exercise, they can do it and sign off on it. If it is an exercise they have already done, they must turn it face down and move on to the next station. The key is to remember which cards have already been turned over at each station. Variations Have only two stations instead of three. Create an easier list for younger kids and only have about six cards at each station. Exercise List (A printable PDF list can be found at www.gamesforgroups.com) Run one lap around the outside of the field (or perimeter of the gym). Lay with your back flat on the ground and hold your legs 6 inches off the ground for 20 seconds. (Legs must be straight without knees bent.) Do 25 frog hops. (Jump up like a frog with hands touching the ground each time.) Do 15 knee lifts. (Hold hands out in front at waist height and alternate lifting the knees to touch the hands.) Do 10 pushups. Do 25 sit-ups Do 100 running legs. (Lie on back and, with legs outstretched, move them back and forth as if running in the air.) Do 20 scissors. (Lay on your back with straight legs lifted 6 inches off the ground, and cross them 20 times.) Take 20-second mandatory water break. Do 10 air chairs. (Hold a position like youre sitting in a chair for 3 seconds, and then stand up and do it again.) One Lap Challenge Game Summary Divide the group into two teams. One team must run one (or more) laps, while the other team tries to earn as many points as possible by completing various exercises. Group Size 4 or more Materials (Optional) Jump ropes Paper and pen to keep score Play Area An outdoor track is ideal but this can be done in a gym or a large outdoor area. Time 30 minutes Description Divide the group into two equal teams. Set up a course for the teams to run around (if you have a track, it is ideal for the teams to run one lap around the track). Set up another area as an exercise station. Challenge one team to complete as many exercise repetitions (see list below for ideas) as they can before the players on other team can all complete one lap. (For the runners, set up a cone they can start sprinting at about the last quarter of the lap, and encourage them to run at a steady pace before this.) On the Go! signal, one team starts running and the other team starts earning points; however, the team doing the exercises must stop once the last runner reaches the finish line. After each lap, tally the points and then have the two teams switch places. Do several rounds of this, with a new exercise challenge each time. After completing the final lap and exercise, tally the points to determine the winning team. Variation Instead of giving 1 point for each exercise repetition completed (1 point for every sit- up, for example), give points for sets completed (1 point for every 10 sit-ups, etc.). Challenge List Sit-ups Pushups Leg lifts (Lie on your back and keep legs straight; lift the legs up and down, but dont let your legs, heels or feet touch the ground.) Jumps with a jump rope Frog hops (Jump up and down, but touch hands to ground on each down jump.) Jumping jacks Jump ups (Hold hands out at waist level and jump up so knees touch your hands.) Mat Pull Game Summary Two opposing teams attempt to rescue their own teammate on the opposite end of the gym, who is sitting on a mat. Group Size 20 to 40 is ideal Materials 2 foam gym mats Play Area Gym Time Unlimited (20 to 30 minutes is ideal) Description Divide the group into two teams, and assign each team to one end of the gym. Place a gym mat at both ends of the gym, inside a box (use existing lines on the gym floor or mark off an area around the mat with cones or other markers). Select one person on each team to lie on her belly on the mat that is on the opposite end of the gym from her team. On the Go! signal, both teams try to rescue their own player by pulling the mat their teammate is lying on across the center line in the gym while following these rules: All players are safe when they are on their own end of the gym. Once a player crosses the center line, they can be tagged by a member of the opposite team and must sit down in the spot where they were tagged. A sitting player can be rescued by one of her own teammates if the teammate comes across the line and tags her, and then they both can freely go back across the line and are safe from being tagged on the way back. The area where the mat was first sitting (the box or other marked off area) is a free zone. If a player from the opposite end makes it into that area, she is free from being tagged until she steps out of that area. If when pulling the mat across the floor the pulling player is tagged, she must let go of the mat in that spot and wait to be rescued, and the mat stays where it is. The winning team is the first team to get any part of their mat, with their teammate lying on it, across the center line (or you can decide if the entire mat must make it across the center line). You can play several rounds of this game with new players on the mats for each round. Bench Ball Game Summary Everyone tries to tag everyone else with foam balls. Once someone is hit, they go out until the person who hit them is out and then they can go back in. Group Size 8 to 30 is ideal Materials Several foam balls Play Area Gym or other large area with boundaries Time Unlimited (15 to 30 minutes is ideal) Description To start this game, scatter several foam balls throughout the play area. Designate the boundaries for the game, including an area on the side where everyone who is hit by a ball must go when they are out. On the Go! signal, anyone can pick up any ball that is in the area and may take no more than three steps before throwing it at another player. When a player is hit with the ball, he should make sure to remember who got him out and go stand on the sidelines. A player who throws a ball that is caught by another player is also out and must go to the sideline and make note of who got him out. A player who is out must watch the game carefully and can reenter the game when the person who got him out goes out. Its fun to encourage kids to cheer for others to get the person out who got them out. When several people are cheering to get someone out, it means that person is a strong player, and they will like hearing their name chanted by several kids who are out. Variation This can be played as a soccer or basketball drill. Everyone has a ball and must dribble it around the area (soccer style with feet or basketball style with hands) while at the same time trying to knock the ball out of bounds that someone else is dribbling. A player may reenter the game when the person who got them out goes out. Snake Wrangler Game Summary Try to get from one side of the gym to the other without being touched by the snake (a large rope in the middle being wiggled by two people who are holding the ends). If you touch the snake, you become one yourself. Group Size 8 or more is ideal Materials One very large rope (A climbing rope works best or tie several jump ropes together.) Play Area Gym Time Unlimited (15 to 20 minutes is ideal) Description Spread a rope across the middle of the gym, and select two people to be the Snake Wranglers (placing one of them at each end of the rope). The rest of the group is spread out against the wall on one side of the gym. On the Go! signal, everyone along the wall attempts to run from one side of the gym to the other without being touched by the snake. The two people holding the rope can wiggle it wildly back and forth, but may not lift the rope off of the ground. Anyone who touches the rope is turned into a snake and must lie on their belly and try to tag the runners as they come across. Once everyone has made it to the other side of the gym (or has been turned into a snake), give the Go! signal again. Everyone who is not a snake (or a Snake Wrangler) tries to make it back to the other side safely. For added fun, you may want to change the manner in which the runners get across the gym for each round (hop, skip, walk, in pairs, etc.). The two runners who last the longest without being turned into snakes become the Snake Wranglers for the next round. Hula Hoop Toss Game Summary Toss a hula hoop onto a cone. If your hoop makes it over the cone, your team tries for the next furthest cone continuing until all the cones have been captured. Group Size 2 or more Materials 1 hula hoop for every team of 5 or less participants 4 orange cones for every team of 5 or less participants Play Area Gym or other open play area Time 10 to 15 minutes Description Divide the group into teams of one to five players. Have each team line up in a single file line. Set up four orange cones in a line in front of each team, with the first cone about 5 feet away, the second cone 10 feet away, then 15 feet and finally 20 feet. This is a relay race, and the first person in each line tries to toss their hula hoop over the first cone. After each toss, the person who threw the hula hoop must retrieve their hoop and give it to the next person in line (and set up any cones they accidentally knocked over). If the hoop goes over the first cone, the thrower puts that cone on top of the second cone. The relay continues in this manner until all of the cones are stacked on top of each other, and a member of the team tosses the hoop over the stack. The first team to toss their hula hoop over the final cone is declared the winner. Variations Change the distance of the cones based on the skill level of the group. Instead of using hula hoops, use balls to try to hit the cones in order to capture them. The balls can be rolled or thrown. Line Tag Game Summary A game of Tag that is played in a gym, and players can only travel on the lines in the gym. Group Size 10 to 40 is ideal Materials 2 soft balls or other small soft objects Play Area A gym with several lines painted on the floor Time Unlimited (10 to 15 minutes is ideal.) Description Everyone must find a line to stand on that is on the gym floor. Select two people to be It, and give them each a small soft ball or object to hold (this object is just to show everyone who is It and is not meant to be thrown). On the Go! signal, play a game of Tag. During the course of the game, everyone must walk quickly (no running) on a line. They cannot jump from one line to another and cannot pass another player who is on the same line but they can move to a new line when it intersects with a different line. When a new player becomes It, she must take the object and becomes a chaser. When a player becomes it she cannot immediately tag the person who tagged her. End the game after a specified time limit. Sideline Ultimate Frisbee Game Summary Two teams compete in a game of Ultimate Frisbee but not everyone is on the playing field at the same time. Teammates that are on the sidelines participate by helping the players who are on the field score a point. Group Size 20 to 30 is ideal, but could be played with as few as 12 and as many as 40 Materials 1 Frisbee Cones to mark the playing field if played outside Play Area Gym or large open area Time 20 to 30 minutes is ideal Description Set up the playing area by marking off a large rectangle-shaped area (the boundary lines of a basketball court work well when played in a gym). Divide the group into two equal teams, and have one team line up on one sideline and the other team on the opposite sideline. Assign each person a number, starting with one and counting up; do this for each team. If a team has one more player, assign a member of the opposite team two numbers. To play the game, the leader calls out two or more numbers, and everyone who has been assigned those numbers runs to the middle when the leader throws the Frisbee and yells, Go! Play a game of Sideline Ultimate Frisbee using the following rules: Each team is trying to score on the opposite side of the field. To score a point, one member of a team must throw the Frisbee to another member of his own team who catches it across their teams end line Only three steps can be taken by someone who is holding the Frisbee before they must throw it. The Frisbee can be blocked when it is in the air. The Frisbee is turned over to the opposite team if it is not successfully caught by a member of the throwing team. The Frisbee may not be grabbed out of the hand of someone who is holding it. The players who are on the field can throw the Frisbee to their own sideline, and players on the sideline must catch the Frisbee when it is thrown to them or it is turned over to the other team. The sideline players can throw it but may not take any steps with the Frisbee. A point cannot be scored unless it is thrown from a player on the field (a throw from the sideline cannot result in a score). If at any time during the game the Frisbee falls to the ground, the team who was in possession of it last must turn it over to the other team who throws it from the spot where it hit the ground. At any time during the game, the leader may call out additional numbers and more players can join the game on the field. After each score, everyone goes back to their own sideline, and the leader calls out new numbers for the next round. Variation Instead of giving each team numbers, simply call out characteristics (everyone who is wearing blue, who is a girl, who has a birthday in July, etc.). Dungeon Ball Game Summary Two teams are on opposite sides of the gym, and they try to hit each other with balls. When a player gets hit, she goes to the Dungeon on the other side and stays there until she catches a ball that is thrown by one of her own teammates. Group Size 20 to 50 is ideal Materials Several foam balls Play Area Gym or large open area Time 20 to 30 minutes is ideal Description Divide the group into two teams, with one team on one side of the gym and one team on the other. When playing in a gym, designate the area behind the end line on each side as a Dungeon. (If playing outside or in a gym without end lines, mark off an area with cones to be the Dungeon, and make a center line to divide the two teams.) Toss out several balls, and on the Go! signal, players must stay on their own side of the gym but try to hit players on the other side by throwing the balls at them. When a player is hit, she must cross over to the opposite side of the gym, and enter the Dungeon that is behind the other team. (If a player on the opposing team catches a ball that is thrown, the thrower is out and must go to the Dungeon.) A player in the Dungeon may be freed by catching a ball that has been thrown by her own teammate, and she may carry the ball back to her side and cannot be hit by a throw until she crosses the center line. The first team to capture all of the players from the other team wins the game. Variations Players in the Dungeon can get a player from the opposite team out after picking up any ball that rolls into the Dungeon. They must throw the ball from inside the Dungeon and try to hit a player on the opposing team. You may or may not declare the thrower as free if she hits the player with the ball. If you throw a ball and it is caught by a member of the opposite team you are not out. Ground Tag Game Summary The group plays a game of Tag, with one Chaser and one Runner who are not lying down. When the Runner lies down next to a person who is lying down, that persons partner must quickly stand up and becomes the person being chased. Group Size 10 to 20 is ideal, but can easily be played with a larger group Materials None Play Area Gym or large open area Time 5 to 15 minutes is ideal Description Divide the group into pairs. Select one person to be the Chaser, and his partner is the person being chased and is the Runner. Everyone else must lie down on their belly, side-by-side with their partner, and spread out from the other pairs. On the Go! signal, the Chaser tries to tag the Runner. At any time, the Runner can lie down next to a pair, and the person who is on the opposite side from the Runner must stand up and then becomes the new Runner. Whenever the Chaser tags the Runner, they switch roles and the Chaser becomes the new Runner. Variations If there is an uneven number of players, one group should have three members, and the person who is on the opposite side of the person who lies down is the one who stands up and runs. With a larger group, you may have more than one Chaser and Runner going at the same time. However, the Chaser can only chase his Runner and cannot tag the Runner from another pair. This can also be played as the game Elbow Tag, where partners link elbows instead of lying down. Circle Race Game Summary This is a quick and intense running game, where everyone runs around the outside of a circle while trying to pass as many people as possible. Group Size 8 or more Materials Cones to mark a large circle (Or use existing lines on the gym floor) Play Area Gym or large play area Time Less than 10 minutes Description Using cones, create a large circle about 15 yards in diameter. Everyone should spread out around the outside of the circle. Then everyone runs around the outside of the circle in the same direction when the leader says, Go! Every time one runner passes another runner, she calls out the number of people she has passed. After one minute, the leader says, Stop! and gathers the group together. Next, the leader asks everyone how many people they were able to pass. The runner with the highest number wins that round. Reverse direction for the next round. Variation This can be done while dribbling a basketball with the hands or a soccer ball with the feet around the circle. Magic Game Summary Two teams are on opposite sides of the gym. They throw balls at each other to try to get each other out. When a player is out, he must sit down and wait for his teammate to save him by touching him with a magic object. Group Size 20 to 40 is ideal Materials Several foam balls 6 similar objects (little bean bags, small stuffed animals, rolled up paper, rolled up socks, empty paper-towel rolls, etc.) Play Area Gym or large play area Time 20 to 30 minutes is ideal Description Divide the group into two teams, and separate the two teams with one team on each half of the gym. Give each team an equal number of the magic objects (I like to use three rolled-up pieces of paper that are taped closed, per team). Each team must select three different players to hold onto the magic objects. These objects are used to get players back into the game who have gotten out. The game is played by both teams throwing balls across the center line to try to hit each other and get someone out. When hit by a ball, the player who is hit must sit down in the spot where he was hit and wait for a person with a magic object to touch him and get him back into the game. (If a ball is thrown and caught by a player from the opposite team, the player who threw the ball is out and must sit down.) If a player who has a magic object becomes out, he must give up his magic object, and it no longer has magical powers. The first team to get the opposing team to give up all of their magical objects wins the game. Start the next round by selecting new people to hold the magical objects. Variation When a person holding the magical object gets out, he may give this object to another member of his team, and it maintains its magical powers. A team only wins if they can get everyone on the opposite team out. Jail Break Game Summary Similar to Capture the Flag, only in this game the group must capture balls. If you get tagged, you must go to Jail. However, you can be freed if someone from your team tosses a ball and someone in the Jail catches it. Group Size 20 to 40 is ideal Materials 6 to 8 foam balls Cones or rope to mark off a Jail area and Ball Zone Play Area Large play area or gym Time 20 to 30 minutes Description Divide the group into two teams, with one team on one half of the gym and one on the other. Each half of the gym needs to have a marked off square that is equal distance back from the center line. The square should be about 3x3 yards. Inside each square, place three or four balls (each square should have an equal amount). These two squares are the teams Ball Zones. Each half of the gym also needs to have a designated Jail area. This should be off to the side and equal distance from the center line. This should also be about 3x3 yards. On the Go! signal, each team tries to capture all the balls from the other teams Ball Zone. Once a player crosses the center line, she can be tagged by a member of the opposite team and then sent to Jail. If they make it to the Ball Zone, they are safe and can stay there as long as they like (players cannot defend inside the Ball Zone). Once in a Ball Zone, a player can pick up one ball and try to run with the ball across the center line without being tagged. If they are tagged, they must go to Jail, and the ball goes back to the Ball Zone. If they make it across the line, their ball goes into the Ball Zone for their own team. (Each team is trying to capture all of the balls to their side.) Players can be freed from Jail if a team member chooses to use a ball from her own Ball Zone and throws it from her side of the gym to the Jail. If any person in the Jail can catch the ball, then everyone in Jail is freed and can return to their side. However, the ball must be sacrificed and placed in the other teams Ball Zone. Dropped balls must go into the other teams Ball Zone as well. Variations When a ball is caught in jail, it is not sacrificed and can be returned to the team who threw it. Only the person who caught the ball is freed from Jail. The Answer Game Game Summary Set up individual cones around the room, and put different numbers on each cone. The person in the middle calls out a math problem, and everyone must get to the cone with the answer on it before being tagged. Group Size 10 to 30 is ideal Materials Several cones with numbers on them (Or simply put up pieces of paper on the wall with different numbers on them.) Play Area Wide open area or gym Time 10 to 20 minutes Description Set up different cones around the play area, and tape a large visible number on each cone (single digit numbers are easiest). One person is in the middle of the area and everyone else starts at the first cone. The person in the middle gives a simple math problem with the answer being one of the other numbers posted on cones (or the leader may call out the math problem). Everyone tries to safely get to that cone without being tagged by the person in the middle. If a runner is tagged, they join the person in the middle and try to tag other runners during the following rounds. Variations Everyone must dribble a soccer ball with their feet or a basketball with their hands while trying to get from one cone to the other. Spread everyone out by different cones and then say, If your number minus 3 equals 5, then run to number 5 or If your number is an even number, move to another even number or something similar, so not everyone is running at once. King Catcher Game Summary A variation of the popular game of Dodge Ball with King Catchers. When a King Catcher catches the ball, everyone who is out returns to the game. Group Size 20 to 40 is ideal Materials Several foam balls 10 bandanas (or strips of cloth) Play Area Large play area or gym with a center dividing line Time 20 to 30 minutes is ideal Description Divide the group into two equal teams who are on opposite sides of the gym. Give each team five bandanas to distribute to five team members who will be the designated King Catchers. Those with bandanas should tie them around their forehead, arm, leg, etc. so they are visible to the other team. To play the game, place several foam balls in the middle. On the Go! signal, the two teams play a game of Dodge Ball (see rules below); however if any of the King Catchers catch a ball, then anyone who is out from his team may return to the game. If a King Catcher gets out, he keeps his bandana and King Catcher status. Select new people to be the King Catchers for each new game. Dodge Ball Rules: Everyone must stay on their own side of the line. Anyone can pick up a ball that is on their side of the gym and throw it across the line to try to get a member of the opposite team out. If you are hit directly by a ball thrown by the opposite team, you are out, or if you throw a ball that is caught by a member of the opposite team, you are out. When you are out, you must go to the designated area for your team, and wait for a member of your team to catch the ball before you can return to the game (the first person out is the first person to return to the game, and so on). If anyone who is not a King Catcher catches a ball, then only one person returns to the game. The winning team is the first team to get everyone on the opposite team out. Variation For smaller groups, select less King Catchers and more for larger groups. People Scavenger Hunt Game Summary A fun competition where teams try to find people in their group who fit the characteristics called out by the leader and who then try to beat the other teams in a race to the leader. Group Size 16 or more is ideal Materials None Play Area A space where groups can sit with their team and then run up to the leader when called Time 10 to 20 minutes Description Divide the group into teams with eight or more people on each team (this could be done with less if the list is adjusted for a smaller group). Have each team sit together on the floor equal distance from the leader who is up front. The leader calls out different characteristics of people in the group (see list below for ideas), and each group tries to find people in their team who match the description. Then these people from the team must get together and race to be the first teams group to make it to the leader. Award one point to the team who arrives to the leader first, before asking everyone to return to their own team and before calling out the next characteristic. Scavenger Hunt idea list: (A printable PDF list can be found at www.gamesforgroups.com) 2 people with the same middle name or first name 4 people wearing the same color shirt 4 people with the same color eyes 4 people whose shoe sizes add up to 30 2 people with a birthday in the same month 3 people with the same birth year 2 people who were born in the same state 3 people who havent come up yet skipping 4 people whose ages add up to 50 Anyone who has the same first name as a parent or grandparent A group of people who ride the same bus to school 3 people who have photo ID with them 4 people in the same grade 2 people whose moms have the same name (cant be the same mom) 4 people with arms linked back to back (must travel this way) 3 people with money in their pockets 2 people who have traded shoes with each other Variation For each thing called, add an action that goes with it (skip, hop, walk backwards, piggyback, etc.), and those who are selected from each team must do the action on the way up to the leader. Line Leader Game Summary This game is a combination of Follow the Leader and Simon Says. The leader periodically stops and calls out a command. The last person to follow the direction must go to the end of the line. Group Size 6 to 20 is ideal Materials None Play Area An area with some open space for the group to walk around in Time 10 to 15 minutes is ideal Description Everyone lines up in a single file line with the leader in the front of the line. The leader starts walking around the area with everyone following in line behind. At any given time, the leader will stop and call out a command (elbow to knee, hop on one foot, sit down and stand back up, spin around five times, etc.). The leader carefully watches the group, and the person who is the last to complete the action must go to the end of the line. You may switch leaders every so often, making the person who is in line right behind the leader the new leader for the next round. Variations Instead of calling out the action, the leader simply does the action, and the last one to complete it goes to the end of the line. It is helpful to have another leader, that is watching the line from the side, determine who the last person was to complete the action. Instead of going to the end of the line, the last person to do the action must do five jumping jacks (or other simple exercise). Run the Gauntlet Game Summary Run from one side of the gym to the other, without being hit by a ball that is thrown from the sideline. If hit by a ball, join the throwers on the sideline. Group Size 10 to 40 is ideal Materials At least one soft foam ball per person Play Area Gym or other wide open space Time 20 minutes Description Select two people to be It. Give each of the It players half of the balls, and have them each stand on opposite sides of the center line of the gym. Everyone else is lined up at one of the end-lines. On the Go! signal, everyone tries to run to the opposite end- line without getting hit by a ball that is thrown by one of the throwers who are on each side. Each person who is hit joins the two throwers on the sideline and helps gather up balls before the group runs across the gym again to get to the other side. After each round (run across the gym), those who are hit keep joining the throwers until only two remain in the play area. These two become the first two throwers for the next round. Double Cone Knock Over Game Summary Two teams compete to try to knock over two different types of cones that are placed around the play area. Group Size 6 to 16 is ideal Materials 8 plastic orange cones (Substituting for cones can be 2-liter bottles filled with 2 inches of water; use with the cap on) 4 plastic orange disc cones (Or use two different colored cones for first item above.) 1 soccer ball Play Area Gym or large open field Time 15 to 25 minutes Description Set up the eight cones around the play area, with as much space as possible between each cone. On four of the cones, place an orange plastic disc to distinguish them from the other cones. Divide the group into two teams, and assign each team to one of the types of cones that they will be trying to knock over. Using a soccer ball and soccer rules (no hands), each team tries to knock over the four cones assigned to their team before the other team knocks over their four cones. Once a cone is knocked over, it stays down, and the winning team is the first team to knock over all of their cones or the team with the most cones knocked over when the leader calls time. Variations Make a rule about how close a defender can get to the cone when guarding it so they are not standing right in front of it, making it impossible to knock over. Use soft foam balls that players throw instead of kick, but only allow a person to take three steps when they have the ball to encourage teamwork and passing of the ball. Shout Out Game Summary Two teams compete to be the first to complete the shout out command before the other team does. Group Size 10 or more Materials 2 balls that are similar Play Area Gym or large outside area Time 20 minutes Description Prior to the game, think of four different tasks for a group to do together using a ball (see below for ideas), and give each task a given command. Let the group know what the four commands are. Before each round, let them know which task they will have to do to earn points for that round. Each team stands in a large circle and must pass a ball around until the leader yells, Shout out! When the teams hear Shout out! they have to quickly complete the task. A team will earn a point if they complete the task before the other team does. Shout Out Idea List (A printable PDF list can be found at www.gamesforgroups.com) Tunnel People in each group line up separately, single file with legs spread apart. The person in the front of each line must roll the ball to the person in the back of their line though everyones legs, and the last person must run to the group leader with the ball. Over the Top Teams line up single file. The person in front of each line must pass the ball back over her head to the person behind her, who passes it to the next person. This continues all the way down the line till the last person in the line runs the ball to the group leader. Circle Out Each group stands in a circle shoulder-to-shoulder, facing outward, and must pass the ball around the outside of the circle. Everyone must touch the ball before the last person runs the ball to the group leader. Kick It Each group passes the ball between its teammates by kicking it on the ground. The last person who receives the ball on each team then runs it to the group leader. Variations Play music, and stop the music instead of yelling Shout out! At this point, the teams have to complete the task. Yell out the command for the task instead of yelling Shout out! Have a hand signal for each task instead of yelling a command. Protector Game Summary Two teams compete in two different circles, trying to get the four members of the opposing team out that are inside their own circle before the other team does the same. Group Size 20 to 40 is ideal Materials 2 large (soccer ball size) soft foam type balls Small cones, or tape, or rope to mark off two large circles Play Area Gym or other large open space Time 20 to 30 minutes Description Mark off two large circles with cones, tape, rope, or other items. Each circle should be 10 yards in diameter with about 10 yards distance between the two circles. Divide the group into two equal teams, with one team standing on the outside edge of one of the two circles and the opposing team on the outside of the other circle. Each team must then select five members from their own team to go to the middle of the other teams circle and designate one member of the group to be the Protector. Each team has a ball, and on the Go! signal, they try to get the members of the opposing team out by hitting them with the foam ball in the air. The Protector cannot get out, and this person can block the ball to protect his team. If a Protector catches the ball, he must toss it back to a member of the other team. Once a player is hit and they are out, they can return to their own circle and help in getting players from the other team out. The first team to get all four members of the opposing team out wins the round. After each round, select a new group to go into the middle of the other teams circle. Variation For larger groups, you may wish to send more than five members to the opposing teams circle. Pin Bombardment Game Summary An old-fashion game of Dodge Ball with a twist knock over a pin and your whole team can come back into the game. Group Size 20 to 40 is ideal Materials Several foam balls 6 bowling pins, or 2-liter soda bottles filled with 1 inch of water and closed with cap Play Area Large playing area or gym with a center dividing line Time 20 to 40 minutes is ideal Description Divide the group into two equal teams who go to opposite sides of the gym. Set up three of the bowling pins on each side about 10 yards behind the center line (closer for younger groups). On the Go! signal, the two teams use the foam balls to play a game of Dodge Ball (see rules below). However, when a pin is knocked over, everyone who is out, on the team of the person who threw the ball, can come back in. Continue playing until one team gets everyone on the opposite team out or knocks over all of the pins (whichever comes first). Dodge Ball Rules: Everyone must stay on their own side of the line. Anyone can pick up a ball that is on their side of the gym and throw it across the line to try to get a member of the opposite team out (or aim for a pin). If you are hit directly by a ball thrown by the opposite team, you are out, or if you throw a ball that is caught by a member of the opposite team, you are out. When you are out, you must go to the designated area for your team, and wait for a member of your team to catch the ball before you can return to the game (the first person out is the first person to return to the game, and so on), or wait for a pin to be knocked over. The winning team is the first team to get everyone on the opposite team out or to knock over all the pins. Variation Set up any knocked over pins to increase the chance of getting everyone back into the game, and you can only win if you get everyone on the opposite team out. Challenge Score Card Game Summary Smaller teams move from station to station trying to earn as many points as possible in 5-minutes increments. Group Size 16 to 40 is ideal Materials Large jump rope Basketball Basketball hoop Small orange cones (Or use empty 2-liter bottles) Several foam balls Volleyball (Or use a beach ball in place of volleyball) Volleyball net with a sheet draped over it so the two sides cannot see each other (Or use a partition wall if you have one available) Play Area Gym Time 25 to 30 minutes Description Divide the group into four teams, and give each team a copy of the Challenge Score Card found below. Each team starts at a different station and has 5 minutes to earn as many points as possible before the 5 minutes are up. If possible, it is best to have a leader at each station to keep track of points. Rotate to a different station every 5 minutes. At the end, gather the score cards and announce a winner for each station and an overall winner. You may announce funny awards to teams who dont score a win at any of the stations. Variation Come up with your own stations, based on the materials you have to work with. CHALLENGE SCORE CARD! (A printable PDF list can be found at www.gamesforgroups.com) At each station, try to get as many points as you can in 5 minutes. TEAM NAME____________________________________________________ BASKETBALL SHOOT (Set-up: Basketball hoop with a line marked for the group to shoot behind vary distance, depending on skill level of group) Use one basketball, and your team gets 1 point for each basket made from behind the designated line. After each person on your team has successfully made one basket, all baskets made after that are worth 5 points. If everyone makes a 5-point basket, then all baskets after that are worth 10 points. Points __________________ CONE KNOCK OVER (Set-up: Mark off a circle and spread out cones in the middle.) Using the balls, you must try to knock over as many of the cones that are set up inside the circle as you can before the time is up. You will get 1 point for each cone. At no time may anyone enter the circle to retrieve a ball or for any other reason. You may reach into the circle but you may not touch the ground of the circle. Once all balls are stuck in the middle of the circle, your team may retrieve all the balls and continue the game. If you knock over all the cones, you may set them all back up, and continue to earn points by knocking over the cones. Points __________________ GROUP JUMP ROPE (Set-up: One long jump rope or several ropes tied together to make a long rope) Your team gets 5 points for each person who is a part of a group that completes 5 consecutive jumps together. If every member of your group is able to complete 5 jumps as a group, you can earn 1 bonus point for each jump you complete as a group after those first 5 jumps. Points ___________________ BLIND VOLLEYBALL (Set-up: A volleyball net covered with a blanket or sheet or use a divider wall if one is available) Divide your group into two, with half of the group on one side of the wall (or net that is covered by a sheet/blanket) and half on the other. Your team gets 1 point for each time the ball goes over the net without the ball touching the ground (count your highest number of consecutive hits as your final score). Your team can only hit the ball three times on a side before returning it to the other side, and one person cannot hit it two times in a row. Points ____________________ TEAM TOTAL POINTS ______________ Bounce Out Game Summary Each team takes a turn standing inside a square. The members of the other teams try to toss balls into the square, and they earn a point for each ball that hits the ground inside the square. Group Size 12 or more Materials Several foam balls Cones or other markers that can be used to mark out a square Play Area Large play area or gym Time 10 to 20 minutes Description Divide the group into teams of 6 to 12 members each. Using cones, set up two equally sized squares that are large enough for team members to move freely around in. The squares should be at least 10 yards apart (longer distances for older teams). To start, divide the balls equally between the two teams. On the Go! signal, the players try to make as many of the balls as they can hit the ground inside the square of the other team and then bounce out before the other team stops it. If a ball is stopped inside the square, then a point is prevented and the other team may throw it back. Any balls that are not stopped in the square can be retrieved by the nearest team and taken back to the teams own square to be thrown. A point is earned for each ball that bounces on the ground inside the square of the opposing team and then rolls out before being stopped. Note: It is helpful to have scorekeepers watch each square to determine how many balls hit the ground. Variation Adjust the size of the square and distance between the two squares for the age and size of your group. Team Timed Tag Game Summary Play Tag in two teams. The team with the most members who are It when the time stops has to do an exercise, sing a silly song, or other task the leader assigns. Group Size 8 or more Materials Several small foam balls (Or use another type of item that can be handed off, such as a bean bag, rolled sock, etc.) Play Area Large play area or gym Time 20 minutes Description Divide the group into two teams (it is easiest if you have a way to distinguish the teams by dividing them up based on what they are wearing, etc.). Give three to five members of each team a small foam ball (or other item that can be passed off, such as a little bean bag). It is best to start off with an odd number of balls. Set up a boundary, and on the Go! signal, those who have a ball try to tag members of the other team who do not have a ball. The ball is not thrown but rather handed off to someone when they are tagged so everyone knows who It is. A person who is tagged has to wait 10 seconds before tagging back the person who tagged her; however, she can go on to tag any other member of the opposite team immediately. After a set period of time (2 or 3 minutes is good), yell, Freeze! and everyone who has a ball gives 1 point to her team. The team with the most points (most people who are It) has to do an exercise, sing a silly song, or complete whatever other task the leader requires of them. Do several rounds of this with a different task assigned to the losing team at the end of each round. Variation Allow members to throw the balls to tag team members. Dont Drop It! Game Summary Take two tennis balls, and put a slice in the side of each ball so a message can be placed inside. Toss the balls around the room. If anyone drops a tennis ball at any time, then everyone on his team must do whatever the message says. Group Size 10 or more Materials 2 tennis balls Small strips of paper Pen Play Area Large play area or gym Time 10 to 20 minutes Description Prior to the activity, take two tennis balls and put a slice in the side of each so they can be opened up when squeezed. Write down several different exercises (see list below for ideas) onto small strips of paper. Some of the exercises can be fun and goofy, and others may be tougher or require teamwork. Randomly select two of the exercises, and put one into each ball. However, dont tell the group what the exercises are. Divide the group into two teams who must spread out around the gym. Once in a location, everyone must stay in their spot. Give the Go! signal (you may play music for this signal), at which point both teams should start tossing their tennis ball around the room. (The balls must make it though every group member before starting back through the group.) If at any time the ball is dropped or hits the ground, the team who dropped it has to open the ball, pull out the slip of paper, and find out what they have to do before they can start passing the ball again. Once the group has completed the task, place a different task inside the ball so that they can resume tossing. Give points for each successful toss a team makes before the end of the game. The team with the most tosses can select something from the remaining exercises for the other team to do. Exercise Ideas (A printable PDF list can be found at www.gamesforgroups.com) 1. Everyone must run one lap around the outer perimeter of the gym (or play area). 2. Everyone must give the leader/teacher a high 5. 3. Five group members have to do 10 pushups while the rest of their team counts out loud. 4. Everyone must sit and pretend to row a boat while singing the song Row, Row, Row Your Boat. 5. Five group members must spin around 20 times and then form a circle that the rest of their team has to run around the outside of 10 times. 6. Everyone must do 20 jumping jacks. 7. Everyone must do 10 sit-ups. 8. Everyone must do 10 frog hops (crouch down on the ground like a frog, and then hop up in the air with feet and hands leaving the ground). 9. Half the group must hop up and down on one foot while the other half completes 8 pushups. 10. Half the group must carry the other half of their group piggyback around the perimeter of the play area. Variations Individuals have to do the exercise if they are the one who causes the ball to hit the ground. Give a point to a team if they can pass it to everyone on their team without dropping the ball. Make it a race. The first team to pass the ball successfully to each person on their team wins, and the opposing team must do the exercise in their own ball. Mingle Race Game Summary Group members jog around the perimeter of the gym (or around cones if outside). When the leader calls a number, everyone races to a designated center area and gathers in groups of that number. Those who dont get to a group in time have to do a simple exercise. Group Size 12 or more Materials Cones or other items to mark off an outer area (Or use the painted lines in a gym.) Play Area Large play area or gym Time 10 to 20 minutes Description Designate an outer perimeter area for the group to jog around. This can be with cones that are set up or the perimeter of the gym. Once the group is jogging, call out a number (or hold up your hand with that number of fingers held up). Once a number is called out, group members may enter the inner area. Each person must find a group of people to link arms with and sit down with, where the number of people will equal the number called out. (If you call out four, then everyone must get into a group of four no more and no less.) If someone doesnt connect with a group in time or finds herself in a group of the incorrect number, she has to do an exercise (this can always be the same exercise or a different one each round that is announced by the leader). Do several rounds of this and call out different numbers each time. Variation Call out different commands that correlate with a different grouping (piggyback, where everyone must find a partner and one person must jump on the back of the other; high 5, where everyone must get into a group of five and jump up as a group to give each other a high 5; etc.). Obstacle Course Chase Game Summary Set up an obstacle course (with obstacles and tasks along the route), and send players individually into the course at timed intervals. Each person tries to catch up with the person ahead of them. Group Size 8 to 20 is ideal Materials Various supplies that can be used to create an obstacle course (cones, balls, chairs, etc.) Play Area Large play area or gym Time 20 minutes Description Create an obstacle course with various stations where the individuals have to jump over something, interact with an item, throw a ball, do a task, etc. Have the group line up in a single file line, and send one person at a time through the course. At a given time interval, send the next person through, and challenge them to catch up to the person in front of them. Do several rounds of this, but each time have those who have passed the most people start in the back of the line. Give points for each person that each player can catch up with. Soccer Bump Game Summary A fun game that is a variation of the popular basketball game called Bump. However, in this case, you are kicking a soccer ball into a goal instead of shooting a basketball into a hoop. Group Size 8 or more Materials Several soccer balls (Or use foam soccer balls) A soccer goal or cones/markers to make a goal Play Area Large play area or gym with an area that can be used as a soccer goal (Or use a gym wall that can be kicked at as the goal.) Time 20 minutes Description Everyone needs a partner for this game. One set of partners starts in the goal as the two goalies. The first pair in line uses one soccer ball, and one partner dribbles up to a line (mark off a line) about 15 yards out and leaves the ball there for his partner to run up and shoot the ball at the goal. After shooting the ball, the pair quickly gets into the goal to become the next goalies. The pair that was in the goal runs to the end of the line to get ready to shoot a ball. (You dont have to have one ball per pair but there does need to be enough balls that the pair in front of the line always has one ready to go.) This is an elimination game. A pair gets eliminated any time they do not score and then get in the goal area as goalies and are scored on. Play until one team is remaining and declared them the winner before starting another round. Variation Can be played as individuals instead of in partners. Picture Run Game Summary Give the group a list of photos to take, and the first team to capture all the photos is declared the winner. The photos require the group to run from place to place. Group Size 6 or more Materials One digital camera per team (Or use a phone with picture-taking capabilities.) Play Area Large play area or gym Time 20 minutes Description Create a list of things that the group must find or do, and then they take a picture of themselves finding or doing each thing on the list. Each photo must contain every member of the group (minus the one who took the photo). The first team to capture pictures of all the things on the list and show their camera to the leader is declared the winner. You can use the list below or create your own. Variations If you have a large area, think about the landmarks or significant items in that area. Make a list of these things for the teams to find and take their picture in front of. Use video cameras, and make a list of things the group must do (10 jumping jacks, 10 sit-ups, etc.). Give the group a time frame, and if they complete the list in the time frame, they earn a prize (not just the first team). If you only have enough participants to make one team, then challenge them to complete the list within a certain time frame. List Ideas The whole group jumping in the air and all feet must be off the ground in the photo The group forming a pyramid The group running in a circle The group standing on a set of stairs The group under a table The group jumping up to give a group high 5 Big Wind Blows Game Summary There is one less spot in the circle than there are players. Everyone scrambles to find an open spot so they arent left standing in the middle at the end of each round. Group Size 8 or more is ideal Materials Cones (Or use Post-it Notes see Variations) Optional: Soccer balls or basketballs (See Variations) Play Area Large play area or gym Time 20 minutes is ideal Description Make a circle out of cones with enough space between each cone for one player to stand. Make one less space than there are participants. One person should be standing between each cone, with one player in the middle of the circle. The person in the middle is It, and she says, The Big Wind Blows for Everyone who ______. The blank is filled in with anything that is descriptive of the players in the group. It might say, Everyone who is wearing blue, who is 10 years old, who had cereal for breakfast, etc. Anyone who fits that description must leave her own spot and run through the middle of the circle to find another spot, and this includes the player who was It. The one person who does not find a new spot becomes It for the next round. Variations If you are in a gym, give each person a Post-it Note and have them place it on the floor and stand on it while in the circle. The person in the middle wont have one. Players try to run from one note to another. Give each person a soccer ball or a basketball, and they must dribble across the circle (soccer or basketball style) and get to a spot and stop. Spider Ball Game Summary Toss a ball and hit someone, and they are out and must sit down. However, they can return to the game if they snag a ball as it rolls by and get someone out who is standing. Each person tries to be the last one standing. Group Size 6 or more Materials 2 to 6 foam balls (depending on the size of the group) Play Area Gym or other large area with boundaries Time 20 to 30 minutes Description Toss two or more foam balls out (more if your group is big) and yell, Go! On the Go! signal, anyone can pick up a ball and throw it at another player to try and hit them in order to get them out. If you have a ball, you can only take three steps with it before you have to throw it. If a player is hit by a ball, then he must sit down in the spot where he was when he got hit. A player who is out may reenter the game by first grabbing a ball as it rolls past; then, to reenter, he must throw it from a sitting position and get a standing player out. If he throws it and misses, he remains seated. (If a ball goes out of the boundary area, anyone who is standing can run to retrieve it and bring it back. Then they get three steps with the ball once entering the area before they can throw it at another player.) The last one standing is declared the winner, and everyone can stand up and start another round. Variations Declare more than one winner when two or three people are the last ones standing. If a player catches a ball that is thrown at him, then he is not out but the person who threw it is out. Divide the group into two teams. Whichever group has a team member standing at the end is declared the winner. Teammates can help each other by giving balls to those who are seated who are on their own team. Pull Up Game Summary A game of guys versus girls, where a few members are standing in the middle of a circle and they race to change places with those who are seated. When the leader says, Stop! the team with the least members standing in the middle earns a point. Group Size 20 or more Materials (Optional) Music player Play Area Large play area or gym Time 10 minutes Description The group sits on the floor (or ground) in a large circle. Select three people to stand in the middle of the circle (these three must be a mix of guys and girls). On the Go! signal (or when you start the music), those who are standing run to someone of the opposite gender and reach out their hand for the person who is sitting to grab. The person in the center then pulls up the person who was seated and changes places with him or her. This continues at a high speed pace until the leader says, Stop! (or stops the music). At this point, count how many girls are standing in the center and how many guys are standing there. If more girls are up, then the guys earn a point. If more guys are standing, then the girls earn a point. Play several rounds of this game, and when one team reaches a predetermined amount of points, declare them the winner. Variation For larger groups, select five people to start in the center of the circle. Sticker Tag Game Summary Everyone starts with one sticker on their own back and tries to prevent others from grabbing this sticker. At the same time, they try to collect more stickers off of other players backs. Group Size 15 or more (More is better) Materials Small stickers (White label stickers cut in half work well measuring about 1x1 inch.) Play Area Large play area or gym Time 10 minutes Description Place a small sticker on the back of each person who will be participating in the game. On the Go! signal, each person tries to grab as many stickers as they can off of the backs of the other players. Once someone gets a sticker, they place it on the front of their shirt and it cannot be grabbed by another player. There are two winners at the end of this fun game. The last person to have a sticker on her back and the person who collected the most stickers can both be crowned Sticker Tag Champions. Variation Play in teams, with each team trying to collect all the stickers from the other team members first. Teams can be divided in an obvious manner (boys versus girls) or by using different colored stickers. Pin Knockout Game Summary Each player guards a pin (bowling pin, cone, or 2-liter bottle), while at the same time trying to knock down the pins that are guarded by other players. Group Size 4 or more Materials Soccer balls (Or use large foam balls that can be kicked) Several pins (bowling pins, cones, or 2-liter soda bottles filled with a couple inches of water and used with the lid on tight) Play Area Large play area or gym Time 20 minutes Description Have the group line up in a specific manner (by height, age, birthday month, etc.). Hand out all the pins you have to the players at the front of the line, and ask them to place their pin anywhere in the gym or play area. Anyone who doesnt have a pin to guard stands in a line on the side. Scatter the balls around the play area. On the Go! signal, each person attempts to protect his own pin while trying to knock over any of the pins that are being guarded by the others. Pins are knocked over by using the balls and kicking them towards the pins. No hands are allowed in this game (as in regular soccer). Once a pin is knocked down, the owner of the pin must go to the end of the line, and the person in the front of the line enters the game and sets this cone up to guard. This game continues to rotate until a designated end time. Variation If you have enough pins for each person to have one, then you can play elimination style. In this variation, players are out once their own pin is knocked over. Team Water Balloon Splash Game Summary One team stands in a square, while other teams take turns lobbing water balloons into the square. Each balloon that splashes on the ground inside the square scores a point for the team that threw it. Group Size 12 or more is ideal Materials Lots of filled water balloons Cones or other items that can mark off a square Play Area Large outdoor play area (on a warm day) Time 10 to 20 minutes Description Divide the group into two to four different teams, with four or more members on each team. Using the cones, mark off a square that is big enough for one team to stand in with space for everyone to move around in. Mark off a line that is some distance away from the square. It should be close enough that people can toss a water balloon into the square but as far away as possible. One team starts in the square, and the leader selects one of the other teams to stand behind the line. Give everyone standing behind the line one water balloon. On the Go! signal, they can toss their balloons into the air with the goal of making them break when hitting the ground inside the square. Those who are inside the square can stop the balloons from hitting the ground by blocking them and making them splash on their bodies or by catching them before they break. The team tossing the balloons earns one point for each balloon that splashes on the ground. Give the remaining teams a chance to toss balloons before switching to a new team inside the square. Variation If you have two teams, you can make a square for each team to stand in, and have each team take turns tossing a balloon into the opposite square. Pass and Splash Game Summary Pass different colored water balloons around the perimeter of a circle. Then the leader says, Freeze! At this point, you dont want to be holding onto the wrong colored balloon or you could be the one to get wet (unless you choose to do an exercise or other stunt the leader states). Group Size 6 to 20 is ideal Materials Assorted colored water balloons Optional: Music source (See Variations) Play Area Outdoors (on a warm day) Time 10 minutes Description Gather the group into a circle, and give each person one water balloon. Make sure the balloons are in a variety of colors. On the Go! signal, everyone must pass their balloon to the person on their right while collecting one from the person on their left. The passing of the balloons then continues in this manner. When the leader says, Freeze! everyone should be holding one balloon. The leader then calls out a color (or randomly pulls out a balloon from a bucket of extra balloons to select the color), and whoever is holding this color can choose to do what the leaders says or get wet. The leader will state an exercise, silly song to be sung, or other stunt, and those who are holding the wrong color can choose to do this. Or they can choose to stand in the middle of the circle and the others get to throw water balloons at them (this can be a popular choice on a really hot day!). Play several rounds of this activity.
Variations Play music, and everyone passes balloons around until the music stops. If you are holding the chosen color, you are safe, and everyone else can choose the exercise or to stand in the center of the circle and get wet. Water Balloon Race Game Summary Each team is set up in two lines facing each other, and teammates toss a water balloon back and forth. After one toss, each player then runs to the end of the line they just tossed to a moment ago. The team who completes a set number of tosses before the other team does is declared the winner of that round. Group Size 8 or more Materials Assorted colored water balloons Play Area Outdoors (on a warm day) Time 15 minutes Description Divide the group into teams of four to ten members. Each team should divide in half and line up in two single file lines facing each other, about 10 feet apart. Give a water balloon to the person in the front of one of the lines on each team. On the Go! signal, the person with the balloon tosses it to the person on her team who is in the front of the line that is facing her (the other half of her team). The person who tosses the balloon then runs to the end of the line that she just tossed to a moment ago. If the teammate successfully catches the balloon, that player will then toss it to the person in the line facing her and run to the end of that line. The balloon goes back and forth in this manner until it breaks. To make this activity a race, you can either give a point to the team who makes the most tosses before the balloon breaks or designate a set number of tosses and the first team to complete this earns a point. If the balloon breaks, the team must start their count over. Variation Have teams more than 10 feet apart from each other to make it more challenging. More Great Game Books by Alanna Jones If you enjoyed the games found in this book you may also enjoy Alannas other game books. Free activities from all of these books can be found on her website www.gamesforgroups.com. 104 Activities That Build: Self-Esteem, Teamwork, Communication, Anger Management, Self-Discovery, and Coping Skills Team-Building Activities for Every Group More Team-Building Activities for Every Group The wRECking Yard of Games and Activities Fun Soccer Drills that Teach Soccer Skills to 5, 6, and 7 year olds (Free soccer drills can be found at www.gamesforsoccer.com)