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Name of Activity: Bubble Blowing Contest
Benefits of Activity: Increase interaction, fun.
Equipment Needed: Jars of bubble soap with wands, hula hoop or other large ring, string, masking tape and pen.
Age Recommendation: 10 years and up.
Group Organization: Group will be lined up.
Location: Indoors.
Description of Rules: Using the wand to blow bubbles, players take turns to see how far from the hoop they can stand, and still blow bubbles through the Hula-Hoop opening. Mark each persons best effort on the floor with a piece of masking tape. Label the tape with the contestants name. The person furthest from the hoop wins a bottle of bubbles.
Objective/Purpose of Activity: To have fun, to see how far away you can be from the hula hoop and still get the bubbles to go through.
Safety Concerns: Be careful that no one slips on the soap residue on the floor from the bubbles.
Variations or Adaptations of Activity: Divide the group into different teams.
References: The Game Finder A Leaders Guide to Great Activities, Annette C. Moore
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Name of Activity: Pet Peeve Pass
Benefits of Activity: Increase interaction, have fun, learn something new about each other.
Equipment Needed: A tennis ball or foam ball.
Age Recommendation: 10 years and up.
Group Organization: Have the group sit in a tight circle.
Location: Indoors/ Outdoors
Description of Rules: A player says his/her name, then shares with the group one of their pet peeves (something that really bothers them).
Objective/Purpose of Activity: To get to know each other in the group better.
Safety Concerns: Be careful not to throw the ball at peoples heads.
Variations or Adaptations of Activity: You can use different size balls.
References: The Game Finder A Leaders Guide to Great Activities, Annette C. Moore
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Name of Activity: Fact or Fiction
Benefits of Activity: Ice Breaker, fun, get to know each other.
Equipment Needed: Pencils and paper.
Age Recommendation: 15 years and up.
Group Organization: Group sits in a circle.
Location: Indoors.
Description of Rules: Ask everyone to write on a piece of paper three things about each other which may not be known to others in the group. Two are true and one is not. Taking turns, they read out loud the three facts about themselves and the rest of the group votes which is true and which is false.
Objective/Purpose of Activity: This activity is fun and helps the group get to know each other.
Safety Concerns: None
Variations or Adaptations of Activity: None
References: www.insight.typepad.co.uk
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Name of Activity: Toilet Paper Game
Benefits of Activity: Simple way to get to know each other
Equipment Needed: Roll of toilet paper
Age Recommendation: 10 years and up
Group Organization: Group sits in a circle
Location: Indoors
Description of Rules: Pass around a roll of toilet paper to the group and ask them to take as much as they want. No further explanation needed. When done, tell the group that as they go around the room each person must tell a fact or something about themselves for each square of TP that they took.
Objective/Purpose of Activity: Helps the group get to know each other
Safety Concerns: None
Variations or Adaptations of Activity: You could use other items to pass around such as candy
References: www.training-games.com
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Name of Activity: Human Knot
Benefits of Activity: Promotes teamwork
Equipment Needed: Humans
Age Recommendation: 10 years and up
Group Organization: Groups divided into 6-10 people
Location: Indoors or outdoors
Description of Rules: Divide into groups of 6-10 people. Each group forms a tight circle standing and facing each other. Everyone extends their hands into the circle and by intermingling their arms, grasps hands with other members of the group. Instruct people to be sure that the two hands you are holding does not belong to the same person. The groups goal is to untie the knot of arms which results. Members of the group physically climb over/ under/ through each others arms to untie the knot of bodies. Note: Its RARE, but it is possible, for a knot to be unsolvable or end in two separate circles.
Objective/Purpose of Activity: To untie the knot completely without letting go of each others hands
Safety Concerns: Be careful not to strain or pull any muscles
Variations or Adaptations of Activity: None
References: www.training-games.com
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Name of Activity: Three of a Kind
Benefits of Activity: Group interaction
Equipment Needed: Piece of paper and pen/pencil
Age Recommendation: 15 years and up
Group Organization: Break the group into 3s
Location: Indoors
Description of Rules: Break the group into 3s. Their objective is for each group to find 3 things they have in common. Do not consider the normal things like age, sex or hair color. It must be three uncommon things. After letting the groups converse for 10 - 15 minutes, they (as a group) must tell the rest of the groups the 3 things they have in common.
Objective/Purpose of Activity: Participants can find what they have in common with each other
Safety Concerns: None
Variations or Adaptations of Activity: Add more people the groups. Find more than 3 things in common.
References: www.training-games.com
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Name of Activity: Birthday Game
Benefits of Activity: Fun, interaction
Equipment Needed: None
Age Recommendation: 10 years and up
Group Organization: Have group stand up and form a straight line
Location: Indoors or outdoors
Description of Rules: After they are in line, tell them to re-arrange the line so that they are in line by their birthday. January 1 on one end and December 31 at the other end. To make it more challenging, do all this without talking or writing anything down.
Objective/Purpose of Activity: Use of non-verbal communication
Safety Concerns: None
Variations or Adaptations of Activity: Use different categories, such as height, shoe size
References: www.training-games.com
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Name of Activity: Screamer
Benefits of Activity: Fun and doesnt require a lot of thinking
Equipment Needed: People
Age Recommendation: 10 years and up
Group Organization: Have the group stand or sit in a circle
Location: Indoors or outdoors
Description of Rules: Have the group stand or sit in a circle (for a large group, break them into two groups). One person becomes the speaker and tells them to put their heads down. When the speaker says Heads Up everybody looks up at the same time. If two people are looking at each other, they scream and step out of the circle. Everybody then tightens up the circle and repeat the steps until you only have two people left.
Objective/Purpose of Activity: To be the last one left in the game
Benefits of Activity: A good way to get people thinking about goals they have in their life, what goals they have already accomplished, and people who may have inspired them to reach those goals, while also having fun and getting to know each other!
Equipment Needed: A bag of M&Ms
Age Recommendation: 10 years and up
Group Organization: Have group sit in a circle
Location: Indoors or outdoors
Description of Rules: Each player takes as many M&Ms as they want but no more than 6. Each color M&M has a different fact that goes with it that each person must tell about themselves. If they get more than one of a color then they must tell that many facts about themselves of that topic. The facts and colors are below: Red: A future goal you have Orange: An accomplishment you have made in your life Green: Someone you look up to Blue: A certain change you want to see in the world Brown: Random fact Yellow: One thing you do to keep yourself healthy
Objective/Purpose of Activity: A fun way of getting to know each other
Safety Concerns: Be aware of chocolate and peanut allergies.
Variations or Adaptations of Activity: You could use other facts for each M&M color
Benefits of Activity: Fun activity that helps break the tension in the group
Equipment Needed: Hula Hoop
Age Recommendation: 10 years and up
Group Organization: Group is in a circle holding hands
Location: Indoors
Description of Rules: Have the group hold hands with the hula-hoop hooked inside. Now pass the hula-hoop around the small group without breaking the circle.
Objective/Purpose of Activity: To get the hula hoop completely around the circle without breaking the circle.
Safety Concerns: Be careful of the way people twist to get in and out of hula hoop
Benefits of Activity: Promotes teamwork, relationships, and trust
Equipment Needed: Large open area, balls, bowling pins, cones, etc. will be used as mines
Age Recommendation: 14 years and up
Group Organization: Teams of two
Location: Indoors
Description of Rules: One team member will be blindfolded and cannot talk and the other can see and talk, but cannot enter the field or touch their blindfolded teammate. The challenge requires each blind-folded person to walk from one side of the field to the other, avoiding the mines by listening to the verbal instructions of their partners.
Objective/Purpose of Activity: To make it all the way across without stepping on a mine.
Safety Concerns: The partner that is blindfolded could potentially trip over a mine or step on it the wrong way.
Variations or Adaptations of Activity: Penalties can be put in place for each time a blindfolded person hits a mine.
References: www.huddle.com
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Name of Activity: Group Jump Rope
Benefits of Activity: Sense of teamwork and team accomplishment
Equipment Needed: 50 feet of rope
Age Recommendation: 10 years and up
Group Organization: Lay the jump rope on the ground in a straight line. Have everyone line up on one side of the rope, facing one end.
Location: Indoors or outdoors
Description of Rules: With the bulk of the rope resting on the ground, have the rest of the group line up. When everyone is ready, have the turners put the rope in motion. You may find it helpful to have one of the turners yell Jump! when the rope is coming down.
Objective/Purpose of Activity: To get everyone to jump at the same time.
Safety Concerns: Be careful that no one gets tangled in the rope or hit in the face with it.
Variations or Adaptations of Activity: Either 50 feet of rope or several jump ropes tied together to get the length.
References: The Game Finder A Leaders Guide to Great Activities, Annette C. Moore
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Name of Activity: Team Challenge Obstacle Course
Benefits of Activity: Teamwork
Equipment Needed: Props to use as obstacles such as tubes, boxes, old tires, benches, hula- hoops.
Age Recommendation: 10 years and up
Group Organization: Team forms a line and holds hands.
Location: Indoors or outdoors.
Description of Rules: Introduce the group to the course by having a volunteer demonstrate what is to be done. Ask the group to form a line and hold hands. Without letting go of each others hands they may now attempt the obstacle course.
Objective/Purpose of Activity: To get through the obstacle course as a team without breaking the chain.
Safety Concerns: Be cautious of people tripping and falling.
Variations or Adaptations of Activity: Place spotters at stations which could be dangerous.
References: The Game Finder A Leaders Guide to Great Activities, Annette C. Moore
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Name of Activity: Teetering Team
Benefits of Activity: Promotes Teamwork
Equipment Needed: A sturdy teeter-totter
Age Recommendation: 15 years and up
Group Organization: A team of people evenly distributed on both sides of the teeter-totter.
Location: Outdoors
Description of Rules: Everyone is included in the challenge. No ones hands or feet may touch the ground. The teeter should be perfectly balanced and still.
Objective/Purpose of Activity: To get the teeter to balance perfectly with everyone on it.
Safety Concerns: People falling off, twisting ankles, getting hit by the teeter-totter.
Variations or Adaptations of Activity: None
References: The Game Finder A Leaders Guide to Great Activities, Annette C. Moore
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Name of Activity: Through the Hoop
Benefits of Activity: Simple teamwork activity
Equipment Needed: Hula-hoop and stack of newspapers
Age Recommendation: 10 years and up
Group Organization: Lined up, single file, shoulder to shoulder, arms length apart
Location: Indoors
Description of Rules: Roll the Hula-Hoop in front of the line of players. As it passes, the players throw a crumpled wad of newspaper at it, attempting to get one through the hoop. Score a point for each shot that goes through.
Objective/Purpose of Activity: To get the newspaper through the moving Hula-Hoop.
Safety Concerns: None
Variations or Adaptations of Activity: None
References: The Game Finder A Leaders Guide to Great Activities, Annette C. Moore
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Name of Activity: Blob Tag
Benefits of Activity: Gets people moving around and energized
Equipment Needed: Large open space
Age Recommendation: 10 years and up
Group Organization: One person is to be It. It has to tag the others.
Location: Indoors or outdoors
Description of Rules: One person is designated as "It" and begins a game of tag. Once someone is tagged, they become "It" as well and must become part of the blob by linking arms with the other people that are It. The blob continues to grow until it has swallowed all the participants.
Objective/Purpose of Activity: To swallow all the participants into the blob.
Safety Concerns: Encourage the blob to move at a speed safe for all participants. This can be fun to watch; a well thought out blob can slowly separate other players and surround them.
Variations or Adaptations of Activity: Allow the blob to break into smaller groups once a certain number of participants have been tagged. For example, when the blob has 10 people, it is allowed to break into 2 groups of 5, which will then be able to break once they have 10 people. This encourages teamwork and strategy as the groups now work together to hunt the remaining free players.
Name of Activity: Giants. Wizards, Elves Benefits of Activity: Teamwork, gets group active Equipment Needed: None Age Recommendation: 10 years and up Group Organization: Split into 2 teams Location: Indoors or outdoors Description of Rules: Each team huddles and picks a character for the round, choosing from giants, wizards, or elves. The team must agree on a character and everyone on the team must act out the same character for that round. Each character has an action: o Giants put their hands up over their heads (to make them look taller), and make a roaring sound. o Wizards put their hands out straight in front of them wiggling their fingers (as if they are casting a spell) and make a buzzing sound. o Elfves take hands and push their ears out and make an elfish sound like wickie, wickie, woo. And each character beats one other character: o Giants beat Elves o Elves beat Wizards o Wizards beat Giants. o If both teams pick the same character, the round becomes a draw. Once each team has decided what character they will be for that round, the teams come up to the center and line up face to face. * On the count of 3, everyone does the action of their team character. The team whose characters win that round chase the other team, trying to tag as many members on the other team as possible before they reach the safety zone. Example: if team one picks giants and team 2 picks elves, team one chases team 2 and tries to tag as many of the elves as they can before they reach the safety zone. Members from the team that are tagged become part of the winning team, so one group grows and the other group shrinks. Repeat the process, giving the new teams a minute to decide what character they want to be, and then call them back to the middle to begin again. The game ends when one team has completely absorbed the other team, or when time runs out. Objective/Purpose of Activity: To completely absorb the other team, so one team exists. Safety Concerns: None Variations or Adaptations of Activity: Rock, paper, scissors References: http://www.teampedia.net
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Name of Activity: Group Push Up
Benefits of Activity: Teamwork, communication
Equipment Needed: None
Age Recommendation: 15 years and up
Group Organization: Groups of 3 or 4
Location: Indoors
Description of Rules: Their goal is to raise the whole group off of the ground with their hands being the only things with contact to the ground. (Give a time limit to be off the ground to sway them from trying to do simultaneous handstands). They may use each other (if you want to limit trial and error further and your group can be split into groups of 3 or 4 as those work best for the push-up) but may not use any other props. This has been accomplished 2 ways, the first is a group (4 works best) where each persons feet are on the lower back/thighs of another person and in the box formation they are able to do a push-up. The second way the group starts sitting in a circle (groups of 3 or 4 work best for this) and crosses their ankles, putting them on the shoulder of the person next to them and then their hands are used to lift.
Objective/Purpose of Activity: To lift your group off the ground
Safety Concerns: Be careful not to hurt each others backs
Equipment Needed: Different types of small size balls
Age Recommendation: 15 years and up
Group Organization: Form a circle with everyone standing up facing the inside of the circle.
Location: Indoors or outdoors
Description of Rules: The leader of the group will begin with one object in hand (i.e. a small ball). The leader will ask one group member to repeat their name, and then the leader will gently toss the object to that group member. The group member will reply "Thank you, (the leader's name)!" The leader will reply by saying, "Your welcome, (the individual's name)! The object will continue around the circle in the same manner, making sure everyone has received the object, until the object ends up in the hands of the original leader. NOTE: During the first round, once a group member has tossed the object, have them cross their arms to prevent repetition. The same pattern will start again with the leader adding more objects. Once an object has been dropped, the pattern starts all over with the first object. NOTE: the leader should mix up sizes and shapes of objects (i.e. a rubber chicken, toilet paper, etc.)
Objective/Purpose of Activity: To get all the items around the circle without dropping them.
Safety Concerns: Be careful no one gets hit with any of the objects.
Variations or Adaptations of Activity: Use items other than balls.
Group Organization: The group will start standing in a circle, shoulder to shoulder.
Location: Indoors
Description of Rules: Everyone turns to the right and puts their hands on the shoulders of the person in front of you. The group will need to work together to communicate. At the count of 1- 2-3 everyone is instructed to sit on the knees/lap of the person behind him or her. If this is done too quickly, group members will fall over. Once this has been completed, the group may wish to try to walk in this formation. This is a dynamic activity - and one that will make the group feel a great sense of accomplishment when successfully completed!
Objective/Purpose of Activity: To get the group sitting on each others laps and then walk.
Safety Concerns: Falling down; hurting heads, backs, or knees
Group Organization: Three or four players are chosen to be the ghosts. The rest of the group needs to scatter across the playing space and choose a spot in which to stand.
Location: Indoors or outdoors
Description of Rules: All players need to close their eyes. The ghosts will roam about the playing space. They will try to kill the people by standing close behind the players for 10 seconds without them knowing. If this happens, the ghost will tap them on their head and they will sit down quietly. If a person suspects a person behind them, they would ask, "Is there a ghost behind me?" If they are right, they become a ghost. If they are wrong, they are out and should sit down. This is a great game if you want to quiet your camp down.
Objective/Purpose of Activity: To kill all of the participants.
Safety Concerns: None
Variations or Adaptations of Activity: None
References: www.projectnatureed.com
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Name of Activity: Hazoo
Benefits of Activity: Trying to create laughter.
Equipment Needed: None
Age Recommendation: 10 years and up
Group Organization: Divide the group into 2 parallel lines
Location: Indoors or outdoors
Description of Rules: Choose someone to be It and divide the group into 2 parallel lines. The person who is It has to walk down the row without laughing or smiling. The rest of the people, try to make the person laugh without touching them. This game can also be done in a circle and the person in the center can be put in the hot seat. Specific questions can be asked and if successful they become the Grand Hooza.
Objective/Purpose of Activity: To make people laugh.
Safety Concerns: None
Variations or Adaptations of Activity: You can form a circle instead of two parallel lines.
References: www.projectnatureed.com
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Name of Activity: Smaugs Jewels
Benefits of Activity: Fun, passive game
Equipment Needed: Beanbag or handkerchief, or something that can be used for jewels.
Age Recommendation: 10 years and up
Group Organization: Group is in a circle
Location: Indoors or outdoors
Description of Rules: One person is chosen as Smaug standing guard over their jewels (a beanbag, handkerchief, etc). Everyone else forms a circle around him and tries to steal the treasure without being tagged. If a player is touched by the Smaug, they are instantly frozen in place until the end of the game. The snatcher becomes the Smaug.
Objective/Purpose of Activity: To steal the jewels without getting tagged.
Safety Concerns: None
Variations or Adaptations of Activity: None
References: www.projectnatureed.com
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Name of Activity: Will You Buy My Donkey?
Benefits of Activity: Fun, passive game
Equipment Needed: None
Age Recommendation: 7 years and up
Group Organization: Group sits or stands in a circle
Location: Indoors or outdoors
Description of Rules: The players should be sitting in a circle. One donkey and one donkey seller should be in the center of the circle. The donkey seller will try to sell their donkey to those in the circle. The donkey seller will choose one person and ask them, "Will you buy my donkey?" The players in the circle have to answer "no thank you" with a straight face. Then the seller will say, "My donkey can do cool things like..." The donkey has to try and do the things that its seller says it can do (example tap dance, do a somersault, sing a song...etc.) The players in the circle have to say "no thank you" without laughing. If the person laughs, they become the donkey, the donkey becomes the seller and the seller gets to join the circle.
Objective/Purpose of Activity: To make it through the game without laughing.
Safety Concerns: None
Variations or Adaptations of Activity: None
References: www.projectnatureed.com
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Name of Activity: Yankee Doodle Cracker
Benefits of Activity: Fun and different, doesnt require a lot of thought.
Equipment Needed: Crackers
Age Recommendation: 10 years and up
Group Organization: Two teams of four
Location: Indoors or outdoors
Description of Rules: This is a game for two teams of at least four players on each team, and a referee. The referee gives everyone a cracker. As soon as he blows a whistle, or "calls on your mark, get set go!" The first person on each team eats his cracker and tries to whistle "Yankee Doodle Went to Town." As soon as he has succeeded the next person does the same. The first team to finish wins.
Objective/Purpose of Activity: To be the first team to finish.
Safety Concerns: Be careful no one chokes or is allergic to crackers used.
Variations or Adaptations of Activity: Whistle a different tune.
References: www.projectnatureed.com
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Name of Activity: Seven Up
Benefits of Activity: Calm, fun game that does not require a lot of thinking.
Equipment Needed: None. At least 14 people are needed to play.
Age Recommendation: 6 years and up
Group Organization: Seven people at the front of the room, seven people seated with their heads down
Location: Indoors
Description of Rules: Seven people are selected to come to the front of the room. One of them is named the Announcer, and says, "Heads down, thumbs up!" and the ones who are still seated must put their heads down, close their eyes, and stick up one thumb. The selected seven circulate through the room, and each one picks a seated player to turn his or her thumb down. Once all seven people have been picked, the Announcer says, "Heads up, seven up!" The seven whose thumbs were turned down then stand up and try to guess who picked them. If someone guesses correctly, he or she takes the place of the person who picked him or her.
Seated players are to keep their eyes closed for the entire game, so they would not be able to see the shoes of the person who picked them. The selected seven must only choose one person each to turn a thumb down.
Objective/Purpose of Activity: To correctly guess who has selected you.
Benefits of Activity: Passive, does not require a lot of thinking or energy.
Equipment Needed: None
Age Recommendation: 7 years and up
Group Organization: Group sits in a circle
Location: Indoors or outdoors
Description of Rules: The group sits in a circle holding hands while someone sits in the center. The game commences with one person proclaiming that they are going to send a charge to the person beside them and proceeds to squeeze the hand of their neighbor. The person in the middle tries to figure out where the current is. If successful, he exchanges places with the immediate sender of the charge.
Objective/Purpose of Activity: To correctly guess from where the electricity is coming.
Safety Concerns: None
Variations or Adaptations of Activity: None
References: www.projectnatureed.com
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Name of Activity: Fight For My Attention
Benefits of Activity: Passive, different, funny
Equipment Needed: None
Age Recommendation: 15 years and up
Group Organization: Two people at the front of the room
Location: Indoors or outdoors
Description of Rules: Two people are challenged to come up to the front of the room and the audience then chooses a topic. The two people must talk about that topic for one minute in front of the crowd, BUT they are both talking about the topic AT THE SAME TIME! The audience must then vote on which person held their attention for longer.
Objective/Purpose of Activity: To keep the groups attention the longest.
Safety Concerns: None
Variations or Adaptations of Activity: None
References: www.projectnatureed.com
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Name of Activity: Hot Potato
Benefits of Activity: Easy, fun way to get groups attention.
Equipment Needed: A ball or something that can be passed around easily.
Age Recommendation: 5 years and up
Group Organization: Group sits or stands in a circle
Location: Indoors or outdoors
Description of Rules: The potato is passed from person to person until the leader gives a signal. The person left holding the potato is eliminated. Great quick game to get people motivated again after lunch.
Objective/Purpose of Activity: Dont get caught holding the hot potato.
Safety Concerns: None
Variations or Adaptations of Activity: None
References: www.projectnatureed.com
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Name of Activity: Missing Person
Benefits of Activity: Fun, requires concentration, good way to learn faces and names.
Equipment Needed: Blindfold
Age Recommendation: 6 years and up
Group Organization: Group stands in a circle or in a line.
Location: Indoors
Description of Rules: One player stands blindfolded in the center of the room. Have the other people stand in a circle or a line. Have the participants switch places in the circle and take one person out of the room. Then un-blindfold the person in the center, and give them one minute to name the missing player. Blindfold the person who was removed.
Objective/Purpose of Activity: To guess the missing player.
Safety Concerns: None
Variations or Adaptations of Activity: This could be done with partners also, and figure out what your partner has changed about themselves while youre not looking.
References: www.projectnatureed.com
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Name of Activity: Bronco Tag
Benefits of Activity: Active, fun, teamwork.
Equipment Needed: None
Age Recommendation: 10 years and up
Group Organization: Groups divided into teams.
Location: Indoors or outdoors
Description of Rules: Divide everyone up into teams, with one person left over. There should be three to four people on a team. You can have as many teams as possible with your number of people. (Seven people - three on each of two teams, one person left over. Eight people - three on one team, four on the other, one left over. Ten people - three on each of three teams, one person left over.) The teams are Broncos. Line up each team and have them hold the waist of the person in front of them. The person left over is IT. IT's job is to catch one of the broncos. To catch a bronco, IT must grab the waist of the person in back of the bronco. The broncos must try to avoid IT. They must work together for this to work. When IT catches a bronco, the player at the front of that bronco becomes the new IT.
Objective/Purpose of Activity: Grab onto the tail of the Bronco to avoid being IT.
Safety Concerns: None
Variations or Adaptations of Activity: None
References: The Game Finder A Leaders Guide to Great Activities, Annette C. Moore
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Name of Activity: 12 Minute Kickball
Benefits of Activity: Active game that is a different spin on kickball.
Equipment Needed: 4 bases, kickball, pencil and paper to keep score, stopwatch
Age Recommendation: 10 years and up
Group Organization: Split group into two teams
Location: Indoors or outdoors
Description of Rules: 12 Minute Kickball consists of three timed innings: the first, 3 minutes long; the second, 2 minutes; and the third, 1 minute. Players must move quickly to allow as many players to have a turn to kick. The offensive team scores one point for each base a player reaches. If someone kicks a fly ball that is caught, the team gets an out. After 3 outs, the bases are cleared, but the team remains at bat until time is called. When time is called, the teams change positions on the field, and the clock begins ticking again.
Objective/Purpose of Activity: To score the most points
Safety Concerns: Be careful not to kick anyone or hit anyone with the ball.
Variations or Adaptations of Activity: Regular kickball
References: The Game Finder A Leaders Guide to Great Activities, Annette C. Moore
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Name of Activity: Defend De Fruit
Benefits of Activity: Promotes skill, strategy, and balance.
Equipment Needed: 2 large spoons per person, 1 lemon per person
Age Recommendation: 7 years and up
Group Organization: Split group into partners
Location: Indoors
Description of Rules: Each player receives 2 spoons: one empty one, and one with a lemon resting in its bowl. On Go, each player tries to use his empty spoon to knock his opponents lemon to the ground, while trying to keep his own safely cradled in his other spoon. Challenge your partner to best 2 out of 3, then move on to a new partner.
Objective/Purpose of Activity: To knock your opponents lemon to the ground while keeping your lemon safe.
Safety Concerns: Do not poke anyones eye out.
Variations or Adaptations of Activity: None
References: The Game Finder A Leaders Guide to Great Activities, Annette C. Moore
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Name of Activity: Sharks and Minnows
Benefits of Activity: Simple game and keeps everyone active and involved.
Equipment Needed: None
Age Recommendation: 6 years and up
Group Organization: Pick a few people to be the sharks and the rest of the group are minnows.
Location: Indoors or outdoors
Description of Rules: In the gym, use the baseline and mid court line of the basketball court. The boundaries are from sideline to sideline. If outside, draw or tape lines about 30-40ft apart. Have the group all stand on one of the lines (they will be the minnows). Pick one kid to stand on the opposite line (they will be the shark). On your word, the minnows will try to run to the other line and avoid being tagged by the shark. The sharks try to tag as many minnows as they can. If a minnow is tagged, they turn into a shark for the next round. This game is simple, but keeps the kids active and all involved. No one gets out and has to sit on the sidelines. If there is one minnow left at the end, they become the shark for the next game.
Objective/Purpose of Activity: To run from one side to the other without being tagged by the shark.
Description of Rules: Ultimate is played between two teams of seven players on a large rectangular pitch. A line drawn across the pitch at either end creates two "end zones" (like in American Football). These are the goal-scoring areas. A goal is scored when a team completes a pass to a player standing (or more likely running) in the end zone they are attacking. Players cannot run with the disc. When you get the disc, you must come to a stop and try to throw it to another player (a bit like netball). By passing from player to player, the offense attempts to work the disc up the pitch towards the end zone they are attacking. If the disc hits the ground or is intercepted or knocked down by the other team, then the opposition takes possession (a change of possession is called a "turnover", like American Football). Possession also changes if a receiver is outside the playing area when he or she catches it. The defending team attempts to stop the team with the disc from making progress up field by marking them (as in soccer or basketball). The theory is that the offense will not want to pass to a player who is being marked closely, as it's likely to result in an interception. So it boils down to the offensive players trying to get free of their markers to receive a pass, while the defense makes every effort to stay with them in the hope of forcing a turnover.
Objective/Purpose of Activity: To get the Frisbee in the opposing teams end zone.
Safety Concerns: Allow enough space between participants; do not dive after an opponent or the Frisbee; do not grab, push, or tackle an opponent.
Benefits of Activity: Fun, less risk of getting injured than with baseball or softball.
Equipment Needed: Wiffle bat, Wiffle ball.
Age Recommendation: 10 years and up
Group Organization: Divided into two equal teams.
Location: Indoors or outdoors
Description of Rules: Divide the players into 2 equal teams. 9 players a team is the traditional standard, but it can be played effectively with fewer. Decide which team will take the offensive first. The offensive team will be batting and running the bases, while the defensive team will be pitching and trying to tag the offense with the ball. Once the batter hits the wiffle ball, you'll want to try to tag them with the ball to get an "out." When you get 3 outs, switch to offense. Bat the ball pitched to you if you're on offense. You want to advance around the bases without being tagged by the ball. Switch places every 3 outs. Play for 9 innings where an inning equates to each team being at bat once. Score by completing a lap around all 4 bases while on offense. This gives your team 1 point and is referred to as a "run." The team with the most runs at the end of the game will be considered the winner.
Objective/Purpose of Activity: To score the most runs.
Safety Concerns: Do not hit any players with the bat or ball.
Variations or Adaptations of Activity: Baseball, softball
Group Organization: Single file line at the free throw line
Location: Basketball court
Description of Rules: Players line up single file at the free throw line. The first two players in line each get a basketball. The first player shoots. If he makes it, he throws the ball to the next person standing in line and goes to the back of the line. If he misses it, he rebounds the ball and attempts to score a basket as quickly as possible. The second player shoots the ball after the first player makes the shot or his ball hits the rim. If he sinks the basket before the first player, he throws the ball to the next person in line and goes to the back of the line. At that point, the first player has been knocked out and is no longer part of the game. The object of Knockout is to knock out the player in front of you and continue until you are the last player standing.
Objective/Purpose of Activity: To knockout the player in front of you until you are the last player still standing.
Safety Concerns: Do not throw the basketball at anyones head.
Variations or Adaptations of Activity: Can be played anywhere on the basketball court as long as you have a designated area.
Benefits of Activity: Active, running, good exercise.
Equipment Needed: Football, 2 flags of equal length worn around the belt of each player.
Age Recommendation: 15 years and up
Group Organization: Split into 2 teams of eight players
Location: Indoors or outdoors
Description of Rules: Each team must have eight players on the field at a time, according to the United States Flag Football Association. Some intramural teams play with seven or nine players on the field at a time. The kickoff consists of a place kick or drop kick from the 20-yard line on a four-zone field or from the 40-yard line on a five-zone field. Four of eight offensive players must be on the line of scrimmage at the time of each snap. The offensive team must advance the ball to the next zone within four downs, or attempts, or else the other team gains possession of the ball. If a defensive player removes the ball carrier's flag, the ball becomes dead. The ball also becomes dead when it hits the ground after a fumble. If a ball carrier loses a flag accidentally, the ball becomes dead at that spot. The ball carrier cannot deliberately run into a defensive player or guard the flags. Defensive players cannot tackle the ball carrier.
Objective/Purpose of Activity: To get the most touchdowns (points)
Safety Concerns: Do not tackle, push, shove other players.
Equipment Needed: A large playing field divided into 3 sections and a flag.
Age Recommendation: 6 years and up
Group Organization: Group divided into two equally numbered teams.
Location: Outdoors
Description of Rules: Each team has its own flag and must hide it somewhere in its home base. The objective is to capture the opposing team's flag and bring it safely to its own home base without being tagged. When players are in enemy territory, they can be tagged by the opposing team. Depending on the variation of the game, tagged players can be out of the game, be forced to join the opposing team, or be placed in "jail" for a specified amount of time.
Objective/Purpose of Activity: Bring the opposing team's flag to home base without being tagged.
Safety Concerns: No pushing, shoving, tackling, or tripping other players.
Benefits of Activity: Fun game and no one is ever out.
Equipment Needed: None
Age Recommendation: 5 years and up
Group Organization: Two teams of equal size form opposing arm in arm lines.
Location: Outdoors
Description of Rules: Two teams line up opposite each other, no more than 30 feet apart. The first team agrees to call one player from the opposite team, and chants, "Red Rover, Red Rover, send (player's name) on over!" The person called runs to the other line and attempts to break the chain (formed by the linking of hands). If the person called fails to break the chain, this player joins the team that called Red Rover. But, if the player successfully breaks the chain, he may capture either of the two players whose link was broken by the dash, and bring them back to his original team. Teams take turns calling out Red Rover and challenging a player on the opposing team.
Objective/Purpose of Activity: The objective of the game is to end with the most players on your team by maintaining the integrity of your chain. The game ends when all the players end up on one side.
Safety Concerns: Players holding on too tightly might cause injury to players in the chain-links or to the runner.