AWARENESS GAMES FOR KIDS


FORWARD

The genesis of this collection of games is a luncheon conversation that took place at the 1997 Avatar Wizards Course in Orlando. Wim van den Brink, Sapirah Sasson, Bella Zabarski, and I were eating together, and someone expressed that it would be nice to have a set of games that could be used to expose children to the kinds of expansive experiences that are part of the Avatar Resurfacing Workshop. Wim then mentioned that he plays such games with his grand kids and the idea was born.

Although the original concept was to produce a collection that could be sold, I now realize that that approach was over-ambitious and that the better way to proceed is to make the collection available at no cost. By doing so, all sorts of copyright issues are being avoided, and the games can be distributed to the ultimate recipients - kids - much sooner in time.

The games in the collection were selected with the intent that playing them would stimulate awareness, creativity, imagination, cooperation, and/or memory, and that they would be fun for children to play. The Age Group designations should be considered to be estimates and I fully encourage parents to experiment with the age groups to extend the range of the games to other kids. Also, some of the games could be placed in more than one category. For instance, most of the games for very young players are group games, and some of the group games would be suitable for playing by very young players.

Two games, the Clothespin Relay (44) and Tennis Ball Twins (58), should appear with the Relay and Race Games group instead of with the Group Games. However, I discovered their misplacement after the final draft was printed and I didn't feel that re-printing was worth the costs.

I hope that persons who receive copies of the collection will be willing to pass on another copy to anyone they know who might be interested to receive one. Also, if you're shopping around to purchase a book of kid's games, I hope you'll consider one or more from the list in the Acknowledgements section. Those books are the source of most of the games.  A few of the games were developed by Wim van den Brink, Karina Knight, and myself.

Finally, this printing will terminate my active participation in the Awareness Games for Kids project, as I don't see that there's much else to be done other than distribute the games. Anyone who would like to receive a copy can contact me with address information and I'll be happy to send one.
Hubert Winston
14 MAR 98

 


 
Age Group Type Age Group Type
1 Identity Imaging All I/G 51 Mismatches 7 and up G
2 Tell Me, Please 5to10 I 52 Number Parade 5 to 10 G
3 Being Observant All I/G 53 Double Pass 7 and up G
4 Being Sensitive All I 54 Coffeepot 10 and up G
5 Instant Artists 5to8 I 55 Blind Man's Bluff 7 to 11 G
6 Partner Pull-Ups 8 and up P 56 Team Ball 8 and up G
7 Aura All P/G 57 Spokes 5 and up G
8 ESP Testing 14 and up P 58 Tennis Bail Twins 10 and up R
9 Card Concentration 8 and up P 59 Slap Happy 10 and up G
10 Hot or Cold 4 to 10 P/G 60 Pass the Mask All G
11 Twenty Questions 9 and up P/G 61 Knots 7 and up G
12 Ultimate Memory 12 and up P/G 62 Roll the Balloon 8 and up G
13 Murals 5 to 12 I/G 63 ABCDFGH 10 and up G
14 Squiggle Game 5to10 P 64 Ghost 8 to12  G
15 Memory Hike 7 and up I/G 65 Ping-Pong toss 6 and up G
16 Woolcott Game 10 and up  P 66 Create a Song 10 and up G
17 Psychic Experiments 10 and up  P 67 Why? Because 8 and up G
18 Mirrors & Shadows 4to7 P 68 Dictionary Game 10 and up G
19 Lead On 4to7 P 69 Down the Hole 5 to 8 G
20 Dress Me 5to10 P 70 Tug of Peace 8 and up LG
21 Wring the Dishrag 5 and up P 71 Leaning Ring 8 and up LG
22 I See What You Don't 5 to 7 G 72 Lap Sit 8 and up LG
23 Simon Says All G 73 Catch the Dragon 12 and up LG
24 Telephone All G 74 Three Legged Soccer 12 and up LG
25 Not Seeing 5 to 7 G 75 Amoeba 8 and up LG
26 Finding Shapes 5to10 G 76 Skin the Snake 5 to 10 LG
27 Find the Leader 7 to 10 G 77 Streets and Alleys 5 to 10 LG
28 Flower Blossom 8 and up G 78 Three Legged Relay 8 and up R
29 What Am I 5to10 G 79 Three Person Walk 7 and up R
30 Fun with Non-Verbal 8 to 11 G 80 Wheelbarrow Race 10 and up R
31 Draw a Song 7 to 12 G 81 Back-to-Back Race 10 and up R
32 Birthday Line-up 7 and up G 82 Relay Ball 8 and up R
33 Group Pull-Ups 8 and up G 83 Snowshoe Race 5 to 10 R
34 Blob 8 and up G 84 Giant's Footsteps 8 and up R
35 Pin the Tail 5to10 G 85 Box to Back Relay 7 to 12 R
36 Coop Pin the Tail 5to10 G 86 William Tell Race 7 and up R
37 Grandmothers Trunk 5 and up G 87 Sugar and Spoons 10 and up R
38 Consequences  8 to 14 G 88 Couple Hobble Relay 8to12 R
39 Pass the Orange 10 and up  G 89 The Balloon Race 6 and up R
40 Follow the Leader 5to10 G 90 Train 3 to 6 VY
41 Cooperative Taie 4 and up G 91 Leap Frog 3 to 8 VY
42 Observation 7 and up G 92 Alphabet Ball 3 to 7 VY
43 Grin or Bear It 4 and up G 93 Yarn Figures 3 to 8 VY
44 Clothespin Relay 6 and up R 94 Animal Parade 3 to 6 VY
45 Heads, Bodies, Legs 6to10 G 95 Balloon Bop 3 to 8 VY
46 Outlines 6to10 G 96 Pat-a-Cake 3 to 6 VY
47 ISaw 5to10 G 97 Ring Around Rosies 3 to 6 VY
48 Detective 5to10 G 98 Farmer's in the Dell 3 to 6 VY
49 Group Juggling 10 and up  G 99 Push Piggy to Market 3 to 10 VY
50 Two Minute Walk 5 and up G 100 Balloon Goes Round 3 to 6 VY
Parachute Games All LG

 

ACKNOWLEDGEMENT

The books listed below are the source of most of the games in this collection. Please
consider these books if you're planning to purchase additional games resources.
Brain Games! Ready-to-Use Activities That Make Thinking Fun for Grades 6-12 Jack Urnstatter The Center tor Applied Research in Education, 1996 ISBN 0-87628-125-0

Children's Party Games Michael Johnstone Ward Lock Limited, 1987 ISBN 0-7063-6611-5

The Cooperative Sports & Game Book Terry Orlick Pantheon Books, 1978 ISBN 0-394-42215-5

The Second Cooperative Sports & Game Book Terry Orlick Pantheon Books, 1982 ISBN 0-394-51430-0

Elementary Teachers' Handbook of Indoor and Outdoor Games Arthur Kamiya Parker Publishing Company, 1985 ISBN 0-13-260845-6

everybody wins Jeffrey Sobel Walker Publications, 1984 ISBN 0-8027-0712-2
Everyone Wins! Cooperative Games and Activities Sambhava and Josette Luvmour New Society Publishers, 1990 ISBN 0-86571-190-9 

Family Games Lincoln David Stein Macmillon Publishing, 1979 ISBN 0-02-613750-X 

Games (and how to play them) Anne Rockwell Thomas Y. Crowell Company, 1973 ISBN 0-690-32159-7
 

Games for people of all ages Mary Hohenstein Bethany House Publishers, 1980 ISBN 0-87123-191-3 

Indoor Action Games for Elementary Children David Foster and James Overholt Parker Publishing Company, 1989 ISBN 0-13-459124-0 

Kids Games Phil Wiswell Doubleday ISBN 0-385-23405-8 

The New Games Book Edited by Andrew Fluegelman Dolphin Books, 1976  @-ISBN 0-385-12516-X 

The Official World Encyclopedia of Sports and Games The Diagram Group Paddington Press Ltd., 1979 ISBN 0-448-22202-7 

Perceptual Games and Activities Margaret E. Mulac Harper & Row, 1977 ISBN 0-06-013103-9 

Reader's Digest Book of 1000 Family Games Reader's Digest 

the world book of Children's Games Arnold Amold World Publishing, 1972 ISBN 0-529-00778-9 

The World's Best Party Games Sheila Anne Barry Sterling Publishing Company ISBN 0-8069-6482-0 

The World's Best Travel Games Sheila Anne Barry Sterling Publishing Company ISBN 0-8069-6550-9
 


 
GAMES FOR INDIVIDUAL PLAYERS OR FOR PARTNERS
1. Identity Imagining (Individual or Group Game)
Age Group: All
Description - For five minutes, pretend you're someone else. Think the way you believe that person thinks, see what they see, feel what they feel, and act the way you believe they act. Example people might be historical figures, people in the news and on television, movie characters, relatives and friends.
Group Version - When more than one participant is involved, each player assumes the identity of someone and the group acts out a dialogue between the characters. Alternatively, one person can assume an identity and the group guesses who the person is from what they say and do. 
2. Tell Me, Please (Individual Game)
Age Group -5 to 10
Description - We've often heard the expression. If it could talk, what stories it would tell! Well, here is your chance. If you really want to know what something would say if it could talk, ask it! Then listen hard to what it says and let your imagination run free. Wherever you are, in the classroom, in the woods, in a garden, on a playground, just anywhere, pick an object or a living creature as your subject. 'See' it as you've never seen it before. Ask it some questions. 'Listen' to the answers you imagine. If you get answers you don't understand, then it is up to you to find the answers. Maybe at first you won't get answers - and then again, maybe you will - but the questions you ask will start you thinking in ways you never thought before. Write down your questions and answers and share them with your friends.
A few examples here will get you started - then you are on your own.

Honeybee - Tell me, little bee buzzing in my garden, did you come far? Do my flowers please you? What is your favorite color and flavor? Where will you take the nectar you have collected today? Will I ever taste the honey you are helping to make?
(If you listened' to the answers, did you learn' where the nectar was taken, how it is stored, and in what? Did the bee tell you how the honey is stored, and in what? Did the bee tell you how the honey gets from the hive into the jar that you buy at the store?)

Mother Bird - Busy little mother, do you ever get tired searching for food for your hungry crying babies? What is the best food for them? Where do you find it? Does father bird ever help you? How do you prepare the food for your babies to eat?

Caterpillar - Hi there, Mr. Woolly Bear, where are you going? have you come far? Does your fur coat seem hot in the warm sunshine? What kind of moth will you be next time I see you?

Kite - Hey there.kite, did you have fun up there in the air? Why were you pulling so hard at the string? Did you hope I would let you go free? Did you enjoy having the wind

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pushing at your face? were you as frightened as I when you almost got caught in the tree? 

3. Being Observant (Individual or Group Game)
Age Group: All
Description - How observant are you of the things around you? To find out how many things you notice pick an experience you had recently and write down as many details of the scene as you can remember. Include people, the weather, objects, as well as things that were said and done.
Group Variation - Pick an experience where all or most of the players were present. After each player has recorded their observations, compare notes to see how accurately each person recalled the scene.

4. Being Sensitive to Your Surroundings (Individual Game)
Age Group: All
Description - Describe what you might see, smell, taste, touch and hear at the following places or at some other place that you choose. A beach, a football stadium, a restaurant, a birthday party, a doctor's office, a zoo. If you can, give at least five examples for each sense.

5. Instant Artists (Individual Game)
Age Group: 5 to 8
Description - Each child is given a magazine picture that has been cut in half. The object of this activity is for the children to use their imagination to finish the other part of their picture. To do so, they glue the half picture onto a sheet of paper and then draw the other side as they think, it might look.

6. Partner Pull-Ups (Partner Game)
Age Group: 8 and up
Description - Partners sit on the floor facing each other with knees bent and toes touching, keeping the soles of the feet flat on the floor. They reach forward, grasp hands, and pull each other up to a standing position before lowering themselves back down to a sitting position.
Variation - For added challenge, try Partner Pull-Ups with straight arms/bent legs, or straight legs/straight arms, or try pulling each other up by booking only index fingers rather than grasping each other's hands. 

7. Aura (Partner Game)
Age Group: All
Description - Partners stand facing each other and stretch their right arms out in front until the palms are touching. Both partners then close their eyes, trying to feel the energy

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between the hands. They drop their hands, take two giant steps backward, and turn in. ':;i!ace three times. Then, keeping their eyes closed, they try to reconnect the palms of their right hands. When trying to reconnect, they should keep the outstretched arm slightly bent so that it will "give" in case of collision.
Group Variation - Players form a circle, connect the palms of both hands with those on either side of them in the circle, close all eyes, take three steps backward, spin three times, and then try to reconnect. Part of the fun of this game is in watching others, so give players an opportunity to watch as well as play.

8. ESP Testing (Partner Game)
Age Group: 14 and up
Description - Clairvoyance is the ability to foretell a future event or perceive happenings at a distance, while telepathy is the ability to receive messages through impulses from others. This game tests for clairvoyant and telepathic abilities by using an ordinary deck of cards. The testing situation should be quiet and peaceful, with no distracting activity. The tester (ideally a person who has no preconceptions about BSP) and the subject to be tested are seated several yards from one another, facing in opposite directions. Each has a pad of paper and a pencil. The tester holds the shuffled deck of cards. To test for telepathy, the tester draws a card randomly from the deck. They look at it, concentrates on the suit, and writes the suit down on their pad. The subject concentrates on receiving the tester's thoughts, and when they think they know the suit of the card held by the tester, they write it down, and indicates the tester is to draw another card. This is repeated at least a dozen times. Then the tester's and subject's pads are compared.
 Since there are four suits, there's a one in four chance of the subject correctly guessing any suit randomly. So if twelve cards were drawn and guessed at, chances are that twenty-five percent, or three cards, will have been guessed correctly. Any significant departure from this of at least fifteen percentage points can be considered a tentative indication of telepathy. Further testing, of course, will tell more. Clairvoyance is tested for in a similar manner, but the tester does not look at the card thafs drawn until the subject has made a guess at the suit and written it down. Only after the subject makes a prediction does the tester glance at the card and record its suit.

9. Card Concentration (Partner Game)
Age Group: 8 and up
Description - Shuffle the deck and spread the cards out on a table or the floor face down, making sure that no two cards overlap, the more irregularly the cards are spread, the more difficult is the game. The first player turns over any two cards. If the cards form a pair (two Jacks, or two 6's), the player removes them from their positions and places the pair in their private collection. A player can take repeated turns as long as they turn up a pair each time. If the cards don't match, they must be turned back over in the same position, and the next player takes their turn. When all the cards have been collected, the layer who has the most cards wins. This game can also be played by more than two players.

Variation - Young children can play the game with perhaps a half deck (two suits removed) and with an assistant (parent or older child) instead of an opponent.

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Group Variation - This game can be played with more than two players.

10. Hot or Cold (Partner or Group Game)
Age Group: 4 to 10
Description - First, choose a layer to be "it" and, while "it" is out of the room the remaining players select an object and hide it somewhere in the room. After "it" is brought back into the room he or she searches for the object. The other players say either "hot" or "cold" as "it" moves either closer to, or away from, the object. After the object is found. another player becomes "it" and the game continues.
Variation - The game can. be played using "right" and "left," or "forward" and "back" as the guiding words. 

11. Twenty Questions (Partner or Group Game)
Age Group: 9 and up
Description - One player is chosen to be "it." "It" then selects an object, person, animal, or plant and provides a clue to the other players by announcing whether it is "animal," "vegetable," or "mineral." It must be one of these, but may not be a combination of two or more. For example, an automobile is made of materials that belong to at least two of the three; e.g., rubber tires (vegetable) and a metal frame, body, and engine (mineral). Every other player at their turn may then ask a single question that must be answerable by "it" with either Yes or No. If the other players are unable to guess what "it" thought of by the twentieth question, "It" wins and thinks of another object, person, animal, or mineral, after revealing what the winning item is. If any player guesses what "it" selected before the twentieth question,' "it" has lost and the player who guessed correctly becomes the new "it." 

12. The Ultimate Memory Game (Partner or Group Game)
Age Group: 12 and up
Description - This game seems like other memory games, but instead of simply stringing ideas together, this intriguing game gets you telling a story. The first player starts with a simple sentence@a sentence with no adjectives or phrase in it@something like, "I am an actor," or "I went to Alaska." The sentence should have a noun in it that starts with A. The second player repeats that sentence, but adds a phrase that contains the letter B. For example:
    Player #1: I am an actor...
    Player #2: I am an actor in Budapest....
    Player #3: I am an actor in Budapest, playing comedies...

And so on through the alphabet. Any player who cannot remember the story or continue it, drops out.

Variation - To use a different set of letters, start with some letter other than A. For example:

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Player #l: I have a dream...
Player #2: I have a dream of eternityÖ
Player #3: I have a dream of eternity and freedom...
 And so on. 

13. Murals (Individual or Group Game)
Age Group: 5 to 12
Description - The organizer cuts out large pieces of paper for drawing on. Each player in turn is blindfolded, given a crayon, and asked to draw a picture on a piece of paper pinned to the wall. The subject of the picture is chosen by the other players - good examples are a house, a person, or some kind of animal. The artist feels the edges of the paper and has one minute in which to draw the chosen subject. When everyone has had a turn, the drawings can be judged by an adult or by all the players together.

14. Squiggle Game (Partner Game)
Age Group: 5 to 10
Description - Each player should have a piece of paper, and a crayon or pencil different in color from the other player's. Each player scribbles very quickly on their piece of paper - the more abstract the squiggle the better. Players then exchange papers and set themselves a time limit of, for example, two minutes, in which they must use every bit of the squiggle to make a picture. Ingenuity is more important than artistry, and a third person could be asked to judge which of the players used the squiggle more inventively.

15, Memory Hike (Individual or Group Game)
Age Group: 7 and up
Description - This game is played after a hike in the woods or a trip to the zoo or botanical garden. During the outing, players are told to observe everything very carefully so that they can make a list of all they have seen. Just after the outing ends, the leader hands out paper and pencils and the players begins their lists. The player with the greatest number of correct observations wins. Large groups may be divided into teams, the members of which conferring on their lists.
Variation - Hear, Smell, See is played during a break in the hike. Each player is given pencil and paper and is asked to write down all the different sounds, smells and sights they notice. After 15 minutes, the lists are read; each player gets a point for items noticed by others, two points for a unique observation. 

16. The Woollcott Game (Partner Game)
Age Group: 10 and up
Description - Alexander Woollcott, the famous author and critic, has been credited with inventing this game. Your opponent keeps score and does the timing while you concentrate for 60 seconds. During that minute, you must think up all the words you can that start with

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a given letter. The time keeper says, "Start when I give you the letter---R," and then starts timing. As you call off words that begin with R (or whatever the letter happens to be), the timekeeper keeps count of them by marking them off in groups of five. When the minute is up, total up the score and then change roles. Give each other letters of similar ease or difficulty (see below). If you get a Z, you're entitled to give a Y, but an S deserves a C.
Order of frequency of starting letters: S-C-P-A-B-T-M-D-R-H-E-F-L-G-I-W-N-O-U-V-K-J-Q-Y-Z-X.

17. Psychic Experiments (Partner Game)
Age Group: 10 and up
Description - Select a magazine and open it to an illustration, but keep the picture hidden from your partner. Then ask a specific question about it, such as, "How many people (or animals, or houses, or windows) are in the picture I'm looking at?" Now concentrate as hard as you can on the picture while your partner tries to clear his or her mind and allow the picture to come through. The answer you get may be right or wrong, but in either case go on to another question. Don't make a guessing game out of it. If the answer is wrong, just say, "No, there are two people. Now I'm going to concentrate on what one of them is doing. Try to tell me what that is." And then go on to other questions. If you don't seem to be getting anywhere, change roles and let your partner choose the magazine and illustration, and "send" the picture out to you. Sometimes it works better one way than the other.

18. Mirrors and Shadows (Partner Game)
Age Group: 4 to 7
Description - Choose partners for Mirrors and decide that one will be the mirror and must copy everything his or her partner does. The players must face each other, but they can be standing still or moving around as long as they stay together in the "mirror" position. In Shadows, one player is behind his or her partner, following every move. 

19. Lead On (Partner Game)
Age Group: 4 to 7
Description - Set up obstacles in the play area-''mountains," etc. Have the players choose partners. Then they pretend that they are on a long journey and that one of the pair has been temporarily blinded and must be led to safety, over and under any obstacles. When the pair finally makes it to safety at the end of the play area, the blinded player can see again, but the sighted player is now blinded. So they switch places and go back again, until everyone is home and both players can see.
Variation - Try using some of the other players as obstacles to be avoided. 

20. Dress Me (Partner Game)
Age Group: 5 to 10
Description - One player wears an old shirt that is very big, and holds hands with a

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partner. They must continue to hold hands while two other players try to take the shirt c" the first person and put it on the second. They'll have to do this over the partners' heads and their connected hands and arms. The shirt will be turned inside out during this process, but that's all right. Continue this dressing and undressing until everyone has had a chance. 

21. Wring the Dishrag (Partner Game)
Age Group: 5 and up
Description - The players face their partner, holding both hands. Then one player brings one leg over the connected arms, and the other player does the same thing on the same side. The players are now back to back and still holding hands through their legs. Now they bring their other legs over and say "howdy" to each other-they are now once again in the starting position. They have "wrung the dishrag."

Variation - Facing their partner and holding one hand, the two partners try to turn around without letting go. If they can accomplish this, have them try it while holding both hands.

GAMES FOR GROUPS

22. I See What You Don't See (Group Game)
Age Group: 5 to 7
Description - One child picks an object and visualizes that object with his or her eyes closed. Typical objects might be something from inside the house, something outside the house, an animal, a person, or something far away. The other children in the group attempt to find out what the object is by asking the first child questions that can only be answered with "yes" or "no." The child who gives the correct answer picks the next object.

23. Simon Says (Group Game)
Age Group: All
Description - The group leader gives the group instructions such as: pat your head, stand up, shake your neighbor's hand, etc. The group members must follow only those instructions that are preceded by the phrase "Simon say," otherwise they ignore the instruction. The person making the fewest mistakes in any round becomes the next group leader.

24. Telephone (Group Game)
Age Group: All
Description - Just sit in a line, and choose a player at one end to make the first "telephone call." They think up a funny message, short or long, and whisper it to the player next to them. The next player, in turn, whispers the message to their neighbor, and so on, down the line. When the message reaches the last player in the line, they say it out loud. Somehow, the message always gets garbled along the way so that the player who made the call

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sometimes can't recognize the message. Retracing the message along its route to find out who heard what is another fun part of the game. 

25. Not Seeing is Believing (Group Game)
Age Group: 5 to 7
Description - By turns, each player names something that's invisible and tells at least one way that the thing can be detected even though ifs invisible. Examples are: the wind, and the way it blows leaves around; thoughts, people thinking them; gravity, and the way things fall to the ground when they're dropped; music, and the way it sounds when we hear it; time, and the way it passes; numbers, and how we use them to count; love, and the way people feel when they experience it. The player who names the greatest number of invisible things is the winner.
Variation - The group picks one invisible thing and by turns each player describes a way the thing can be detected. The player who names the greatest number of ways of detection wins the round and selects the next invisible thing.

26. Finding Shapes (Group Game)
Age Group: 5 to 10
Description - The group selects a shape to be found; for instance squares, triangles, rectangles or circles. By turns, each member of the group points out an object in the room that has that shape. Once an object has been pointed out, it can't be used again during that round. The player who finds the greatest number of objects selects the next shape. When older children are playing, each round is played for five minutes and each child makes a list of objects both from inside the room and from anywhere else they can remember.
Variations - Many variations of this game can be created by having the players select types of an object, for instance cars, trees, two-legged animals, etc. 

27. Find the Leader (Group Game)
Age Group: 7 to 10
Description - One player is selected to be the "Guesser" and leaves the room. The remaining players form a circle and select a "Leader." After the Guesser returns, the players forming the circle follow all the movements and gestures of the Leader.  For instance, if the leader puts her left hand on top of her head, all the other players try to duplicate that motion at the same time.

Standing in the middle of the circle, the Guesser has three chances to figure out which player is the Leader. Each player in the circle should try not to look directly at the Leader as this will give the guesser clues about who is the Leader. After the Guesser finds the Leader, or after three wrong Guesses, select a new Guesser and Leader.

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28. Flower Blossom (Group Game)
Age Group: 8 and up
Description - Select groups of five or six children. The object of this activity is to see if all players in the group can perform a group stand up from a sitting position. All the players form a small circle by sitting on the ground facing inward and holding each others' hands. On a signal, all the players attempt to stand up. To do so, they should bend their legs and slowly lift up with their arms. Once a group is standing up, they have to perform the second part of the activity. Each group tries to form the flower blossom by leaning backward and holding fast to the others' hands. This makes a beautiful group balancing act 

29. What Am I (Group Game)
Age Group: 5 to 10
Description - From the group select two or three actors. The actors then quietly select an animal to imitate in front of the group. After the group guesses the name of the animal, new actors are selected and the game continues. With older children, the actors can decide to imitate any object, animal, or person they like.

30. Fun with Nonverbal Communication (Group Game)
Age Group: 8 to II
Description - With this game, either the activity leader or the group chooses a type of communication that can be made nonverbally (a list of communication types follows the Description). Each member of the group then gives an example that illustrates the communication type. For instance, when "greetings" is the communication type, examples could include a hand wave, a nod of the head, a thrown kiss, or an eyewink. When no one can think of additional examples, a new communication type is selected and the game continues. Communication types might include: commands, approval, disapproval, absolutely no, yes, I don't know, calm down, hungry and thirsty, tired. I'm happy, and be quiet.

31. Draw a Song (Group Game)
Age Group: 7 to 12
Description - The group is given a large sheet of paper and a marking pen. A player then chooses one of several slips of paper on which the leader has written the titles of well-known songs. The leader then brings the paper back to the group and, without speaking, draws clues to the song on the paper. The remaining children try to guess the song title from the clues. When someone guesses the right song title, the entire group stands up, joins hands, and sings the song. A second person then chooses the title of another song. 

32. Nonverbal Birthday Line-up (Group Game)
Age Group: 7 and up
Description - The players are asked to line up according to the month and day of birth

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without talking. This should inspire some interesting means of communication toward a common goal. 

33. Group Pull-Ups (Group Game)
Age Group: 8 and up
Description - Players begin in a seated circle of four, facing outwards. Grasping hands or arms, they try pulling up to a stand as a unit. If successful, they can try a circle of six or eight people. The more people added, the more difficult the challenge becomes. Group members can experiment and discover workable ways to get up. Some possibilities include linking elbows with the people on either side or linking wrists with the people on the other side of one's immediate neighbor.
Partner Variation - This game can also be played with two or three players.

34. Blob (Group Game)
Age Group: 8 and up
Description - The Blob begins as an individual player playing a game of tag. As soon as they catch someone, the new member joins hands with the Blob. Now the Blob'has two players and they set-out hand-in-hand, in search of more players. Everyone the Blob catches (only the outside hand on each end of the Blob can tag other players) joins hands with it and becomes part of the lengthening chain, and thus the Blob keeps growing. The Blob continues chasing the other free players around the field (You'll have to agree on boundaries for this game) until everyone is a part of the Blob. You can have the last player caught start the Blob for the next game. 

35. Pin the Tail (Group Game)
Age Group: 5 to 10
Description - Tape an animal picture to the wall at about the players' eye level. Give a tail to each of the players, and have them line up to take turns. Each player in turn stands directly in front of the picture from 5 to 15 feet away. They're blindfolded, and perhaps spun once or twice to disorient them. They then do their best to walk toward the picture and touch the tail to wherever they think is the appropriate spot. The tail is taped or pinned at the spot that was selected. After all the players have had their turns, the player who pinned their tail the closest to the right place is the winner.

36. Cooperative Pin the Tail on the Donkey (Group Game)
Age Group: 5 to 10
Description - In the cooperative form of this game, all the players play together to direct the player who is blindfolded. The object is to get all the donkey's tails pinned onto the right place. The onlookers shout "A little higher!" "No, NO, the other way!" etc., and playing together, everybody wins

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37. Grandmother's Trunk (Group Game)
Age Group: 5 and up
Description - Decide on what order the players will take their turns. The first player thinks of an object - a teapot for example - and starts the game by saying, "I put a teapot in grandmother's trunk." (There is another version of this game called I Went On A Trip. The only difference is that the player says, "I went on a trip and took my teapot.") The next player repeats this statement, but adds another item: "I put a teapot and an elephant in grandmother's trunk." Each player in turn repeats the objects already in the trunk and adds still another to the growing list. When the list has finally grown so long that a player can't remember it all, or mixes up the sequence, the list is started over again by the next player.  A person who flubs three times is out, and the last person left in the game is the winner. 

38. Consequences (Group Game)
Age Group: 8 to 14
Description - Each player is provided with a pencil and a sheet of paper. The objective is to write as many stories as there are players, with each player contributing to each of the stories. Each story will be outlined as follows:

1. His name
2. Her name
3. Where they were
4. What they were doing
5. What he said
6. What she said
7. What the consequences were One player is chosen as the "caller" (this does not exclude them from taking part). To start, the caller states the first part of the story and each player writes down an appropriate name, phrase, or sentence, making it as humorous as possible. The players then fold over the top of their sheet of paper to hide what they wrote , and pass the paper to the player on the left. The caller then says the next part of the story, and the players write something on the paper they have just received from their neighbors. This procedure is repeated until the story is complete. When the story is complete, each player passes the piece of paper on which they wrote the last sentence to the left. The papers are unfolded and the stories read out one by one.
Variation - The caller can use any theme he or she chooses, instead of the previous outline. For instance, the example given below is well known and can be used for a starter.
 Example Story
      1) "A girl ......." (players write the name of someone known to them, or alternatively a famous personality or                  fictional character);
      2) "met a boy....." (again, the players may choose any name of their choice);
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3) "at....beside....in..." (the players may choose any location);
4) "he said.....";
5) "she said....";
6) "the consequence was....";
7) "and the world said....." 


39. Pass the Orange (Group Game)
Age Group: 10 and up
Description - Players divide into teams with the same number and each team forms a line. The first player in each line tucks an orange under their chin. To start, the orange is passed from one player's chin to the next without the use of hands. If the orange drops to the floor, or if a player uses their hands, the orange is returned to the leader to start again. The first team to successfully pass the orange down the line wins.

40. Follow the Leader (Group Game)
Age Group: 5 to 10
Description - Players line up, one behind the other, without touching or holding one another. The first in line is chosen by lot. All others are required to follow them wherever they go, doing exactly what they do and imitating their every gesture. If they hop, everyone hops, etc. Any player who fails to "follow the leader" is out of the game. It is best to play each "turn" of this .game for a predetermined time period, at the end of which a new leader is chosen. Those players win who remain in line at the end of each round. 

41. Cooperative Tale (Group Game)
Age Group: 4 and up
Description - The leader starts a story by telling a few sentences, e. g., "Once upon a time I went to the zoo...." Each following player, in turn, adds whatever they wish to the last player's sentence, e. g., 'The keeper had left a cage door open...." "And so, just as I got there; a bear walked out....." and so on. 

42. Observation (Group Game)
Age Group: 7 and up
Description - All players remain outside the room while the leader, chosen by lot, or a parent, places a number of objects on a table inside the room. The number and variety of the objects to be arranged depend on the ages and experience of the players. The players then return to the room for an agreed length of time, looking at the heaped objects on the table. The players then leave the room, or the objects are covered, and each player writes down a list of all the objects they remember having seen on the table. The player or players win who can accurately remember, name and describe the greatest number of objects on the

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table. For young players, it is sufficient that each player remember the objects only. 

43. Grin or Bear It (Group Game)
Age Group: 4 and up
Description - One player is chosen to be "it" for the first turn. The remaining players line up facing them. The object of "it" is to make any other player grin or laugh. The lined-up players try to keep their faces completely immobile and serious. The first player to smile or laugh at "ifs" antics becomes the next "it." Play continues until players tire of the game.

44. Clothespin Relay (Group Game)
Age Group: 6 and up
Description - Divide the group into one or more teams of three or more players each. All teams are seated on the floor or ground in straight, parallel lines. The players of each team are seated one behind the other, each an arm's length apart. The first player of each team takes four clothespins and places each between two fingers of the same hand. On the word "Start," the first team member passes the clothespins to the next team member, who must take the pins with either hand and hold them in exactly the manner the first player held them - one each between two fingers of the same hand. While transferring the clothespins, each player may use only the hand holding the pins and they must hold the other hand behind their back. Whenever a clothespin is dropped, or when a team member uses two hands, all clothespins of that team. must be handed back to the first player in the line and the game resumes as before. The team whose last player first receives and holds the four pins wins. If only one team is playing, the team tries to improve the time it takes to transfer the pins to every member. 

45. Heads, Bodies, and Legs (Group Game)
Age Group: 6 to 10
Description - Divide the players into groups of three. Each group receives a sheet of paper folded into three equal parts and a pencil or crayon. Without the other players seeing what they're doing, the first player of each group draws the face of a person or animal on the top third of the paper, carrying the lines of the neck a little past the first fold. They then fold back that third of the sheet so that it can't be seen by the next player. The second player receives the sheet and, without looking at the head drawn by the first player, adds torso and arms of any person or animal they choose, using the neck lines indicated by the first player as a guide. They stop a little below the next fold, fold the paper again so that neither the head nor the torso can be seen, and pass the sheet on to the third player. The last member of each group draws the legs of any person or animal they wish, starting with the lines left by the second player. When all players on the group have finished their drawings, the sheet is unfolded and the creature invented by all three is revealed. 

46. Outlines (Group Game)
Age Group: 6 to 10
Description - The group sits in a circle and each player starts with a sheet of paper and

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pencil or crayon. They draw a single curved line or squiggle without lifting the pencil of. the page and then pass their sheet to the player on the right. The next player then continues the line drawn by their neighbor and makes a drawing of a face, a person, an animal, or an object without lifting the pencil off the page. 

47. I Saw (Group Game)
Age Group; 5 to 10
Description - Have the players form a circle with one player in the center. The player in the center says something like, "At the zoo, I saw..." or "On vacation I saw...." or "While I was walking to school I saw...." and then imitates what they saw. The other players guess what was seen. The one guessing correctly goes to the center and the game continues in the same manner. If no one guesses, the one in the center tells what they were imitating and then selects someone else to take their place.

48. Detective (Group Game)
Age Group: 5 to 10
Description - Divide the group into two equal teams. Teams line up two to three feet apart, facing each other. One team is chosen to be the detective team and has sixty seconds to closely observe everything about their respective partners from the other team. After the time limit expires, the members of the detective team turn around and shut their eyes while the other players change one thing about their appearance (untie one shoe, move a piece of jewelry, untuck shirt, etc.). When everyone is ready, the detectives turn around, and one at a time try to identify what has been changed on their partner. The game can be played just for fun, or a score may be kept counting each correct response as a point. The teams reverse roles and the game continues.

49. Group Juggling (Group Game)
Age Group: 10 and up
Description - Have the players form circles with about ten players in each group. One player begins by tossing an object to someone else across the circle. They, in turn, toss it to someone else, and so on, until each person has received a toss. The last player tosses it back to the starter and thus a pattern has been established. The sequence is repeated and each player tosses to the same person each time. Then a new object is added (it chases the first object through the pattern) and the fun begins! Next a third object is introduced into the pattern, then another, until five or more objects are in flight at once. The activity takes concentration and lots of teamwork! 

50. Two Minute Walk (Group Game)
Age Group: 5 and up
Description - Players line up along one wall. On the word "Go," they set off across the room. Without using a watch or clock, each player tries to reach the other side of the room in exactly two minutes. The organizer times the players' walks. When all the players have finished, the player whose time was nearest two minutes wins.

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51- Mismatches (Group Game)
Age Group: 7 and up
Description - Players divide into two teams. One team leaves the room while the other makes its mismatches by altering things in the room. For example the team making the mismatches might change the position of objects - such as turning a vase upside down - or might change something about a person - such as putting a sweater on inside out. At the end of the time limit the other team returns and tries to spot the mismatches. At the end of another time limit, any mismatches that have not been noticed one point for the team that made them. The teams then change roles, and the winning team is the one that scores the most points. 

52. Number Parade (Group Game)
Age Group: 5 to 10
Description - Single digits from zero to nine are drawn on separate pieces of paper. The digits should be several inches high. There may be one or two cards for each player, and each team should have the same set of digits. In addition, a list of numbers using the digits available to each team is drawn up. The teams form two lines and each player is given either one or two of the cards. The organizer calls out a number - for example "469." Immediately, the players on each team with the digits 4, 6, and 9 rush to the front and line up holding their digits so that they read "469." The first team to parade the numbers correctly scores one point. Players return to their teams and another number is called.
Variation - To make the game more challenging, the organizer calls sums of numbers that each team must solve and parade. 

53. Double Pass (Group Game)
Age Group: 7 and up
Description - Identical piles of objects are collected, one for each team. Alternatively, a deck of cards may be divided between the teams. Players divide into teams and sit in a line to the left of their leaders. One pile of objects is placed beside the leader. On the word "Go," the leader starts passing the objects, one after the other, down the line. Only right hands are used until the object reaches the end of the line, then only left hands are used to return the objects behind the players' backs. As objects arrive back at the beginning again, the leader makes a pile of returned objects. The first team to return all the objects wins.

54. Coffeepot (Group Game)
Age Group: 10 and up
Description - One player is selected to be the guesser and leaves the room while the others choose a verb or participle describing any activity - for instance "laugh" and "eat" or "laughing" and "eating." The guesser then returns to the room and tries to guess the activity by asking questions in which the word "coffeepot" is substituted for the unknown word. In turn, each player is asked a question, something like, "Do you often coffeepot?"

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The players must answer truthfully, with either a straight "Yes" or "No," or with answers like "Only sometime" or "When it rains." If the guesser manages to guess the word, the player whose answer enabled them to do so becomes the next guesser.

55. Blind Man's Bluff (Group Garnel
Age Group: 7 to II
Description - Players are scattered around the playing area. One player is blindfolded and is turned around in place three times. The blindfolded player then goes searching for the other players, who are not allowed to move their feet, but may twist their bodies around to escape being touched. When the blindfolded player does find another player, they touch the player's face and clothing and tries to identify the player using one guess. If the player is identified correctly, that player takes the blindfold. If not, the blindfolded player must catch someone else and try again. 

56. Team Ball (Group Game)
Age Group: 8 and up
Description - The playing area resembles a football field. The object is for each team to move a large ball ball to the other team's end zone by passing it from teammate, to teammate, however, the player holding the ball cannot move. Only those without the ball can move and set themselves up for passes. The team without the ball plays defense, trying to intercept the passes and recapture the ball for their team.
Variation - Try the same thing with a Frisbee - this is Ultimate Frisbee.

57. Spokes (Group.Game)
Age Group: 5 and up
Description - All the players stand sideways in a circle, as close as possible to their neighbors and one behind the other. The circle should be small enough so that all the players can hold hands in the center. They reach into the circle with their inside hand, so that everyone's hand is touching. With their outside hand, the players point outward. Now all the spokes are set for a ride. Try to keep the wheel intact while moving in a circle. 

58. Tennis Ball Twins (Group Game)
Age Group: 10 and up
Description - The first and second player on each team hold hands and face each other. The host puts a tennis ball between their foreheads. They have to keep it there as they run to the far end of the room and back. If the ball drops, they have to go back and start again. When the first couple have successfully completed their run, the ball is put between the second pair's foreheads, and then the third, and so on. 

59. Slap Happy (Group Game)
Age Group: 10 and up

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Description - Players sit side-by-side. There should be a chair at either end ot each team. On the front chairs are ten coins. As soon as the starting signal is given, the player at the front picks up one of the coins and puts it in the upturned palm of their left hand. They then pass it to the next in line, by slapping it on the upturned right palm of the next player. The coin is slapped left-hand palm to right-hand palm down the line to the last player, who puts it on the chair beside him or her. As soon as the first coin is safely on the third-m-line's palm, the player at the front starts the second coin on its journey down the line. the winning team is the one thatís first to have all ten coins on the back chair. 

60. Pass the Mask (Group Game)
Age Group: All
Description - With everyone sitting in a circle, one player turns to the next, looks right into his or her eyes, and makes a funny face. The second player passes on the face to the third, and so on around the circle. At the same time, the first player has turned to the person o the other side and made a different funny face, which is passed around m the other direction. Continue until both "masks" have reached the first player again, or until laughter has stopped the game. 

61. Knots (Group Game)
Age Group: 7 and up
Description - At least five players stand in a small circle and place their right hands out in front of them, thumbs up. With the left hand, each grabs someone else's thumb, but not that of anyone next to him or her. The object of this activity is to untangle this knot by stepping over, crawling under, or turning around, anything is permitted except letting go. If the players really get into a dead-end situation, they can always apply "knot aid" - allowing one player to let go and untangle, after which they all join hands again. But don't let them give up too easily; most knots can be untangled with a little patience and plenty of togetherness. Don't let two players grab one another's hands, or all the two will do is to stand around and get in the way as everyone else tries to untangle the knot. The knotted players will usually be untangled into one large circle, or occasionally into two small ones. Once in a while the tangle will be irresolvable without breaking hands. 

62. Roll the Balloon (Group Game)
Age Group: 8 and up
Description - Pairs stand facing each other, a balloon squashed between them at waist level. On 'Go!' everyone has to turn around three times, keeping the balloon between them. If it falls to the floor or bursts in the frantic attempts to keep it in place, the couple responsible leaves the game. In the next round everyone turns around four times, then five, then six and so on, until there are only two couples left spinning round and round and one of them lets go or bursts the balloon. The couple with the last balloon still intact is the winner. 

63. ABCDFGH (Group Game)
Age Group: 10 and up

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Description - The first player recites the alphabet but leaves out one letter. The second player - the one next in the circle - goes through the alphabet again, leaving out the same letter and then omitting one of their own.  Anyone who includes a letter that was previously left out is out of the game, and the next player starts at the beginning again. 

64. Ghost (Group Game)
Age Group: 8 to 12
Description - Three or more players sit in a circle and one begins by saying any letter of the alphabet. The next adds a letter. Each player must add a letter but each tries not to complete a word. (Two-letter words don't count). Any player who completes a word becomes a half-ghost and no one may speak to them. Half-ghosts can go on playing, and they try to trick the others into speaking to them. Anyone who speaks to a half-ghost, or answers one, becomes a ghost. Any half-ghost who competes a second word becomes a whole ghost,  ghosts  are out of the game. The winner is the last player left. 

65. Ping-Pong Toss (Group Game)
Age Group: 6 and up
Description - The players toss a Ping-Pong ball back and forth, trying to catch it with the cardboard tube that held aluminum foil, waxed paper, or even toilet tissue. Itís harder that way, but also much fun.
Variation - Try tossing a ring back and forth from one player to another, catching it on a stick. 

66. Create a Song (Group Game)
Age Group: 10 and up
Description - The group is divided into two teams of equal size. More teams are formed if the group is large. Each team goes to a separate room, and together the team members contribute to composing an original melody and lyrics for their song. No musical instruments may be used. After a specified time limit, each team returns and sings their song for the others. Specific stipulations can be added, such as theme, length, or content. 

67. Why? Because! (Group Game)
Age Group: 8 and up
Description - Each player writes a designated number of "why" questions on slips of paper, with "because" answers on separate slips. All the "why" slips are placed in one container, and the "because" slips in another. Players pass the containers around the room, taking turns drawing on "why" slip and one "because" slip, then reading the two together to form a question with its "logical" answer. The person reading the questions and answer can change the pronouns, verb tenses, etc., to make the answer correspond to the question.

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68. The Dictionary Game (Group Game)
Age Group: 10 and up
Description - Paper and pencils are distributed to all. One player chooses a word from the dictionary they think no one knows. They ask if anyone knows what the word means; if not each player writes and imaginary definition for the word, then passes their paper to the player with the dictionary. The player with the dictionary writes an imaginary definition as well as copying the real definition onto a separate sheet of paper. The definitions are then mixed up and read aloud to the group by the player with the dictionary. The definitions are read aloud a second time and the other players vote for the definition they think is correct by raising their hands. When all have voted, the person with the dictionary reveals which definition is correct. The dictionary is passed to another player and the procedure is repeated.
Variation - If there is a large number of players, the group can be divided into teams and each team creates an imaginary definition for the words. Each team submitting the word scores one point every time a false definition it submitted receives a vote, and a team scores three points every time it selects a correct definition. At the end of play, the team with the most points wins.

69. Down the Hole (Group Game)
Age Group: 5 to 8
Description - Cut a small hole in the center of an old sheet or bedspread, just big enough for a ball to fall through. Players hold the edges of the sheet and try to get the ball to go through the hole.
Variation - Instead of trying to roll the ball to the hole, players try to roll the ball all around the edge of the sheet, first in one direction, then in the other.

GAMES FOR LARGE GROUPS 
70. Tug of Peace (Large Group Game)
Age Group: 8 and up
Description - A large group of players (ten or more) sit in a circle holding on to a thick rope placed inside the circle in front of their feet. The ends of the rope are tied together to make a huge loop. If everyone pulls at the same time, the entire group should be able to come up to a standing position.
Variation - Tug of Peace can also be played by stretching the rope out straight and having players sit on either side, facing each other in two lines. If both sides pull on the rope evenly, they can help each other up. 
71. Leaning Ring (Large Group Game)
Age Group: 8 and up
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Description - Players stand in a circle, join hands, and count off by twos all around the circle. Keeping their bodies as straight as possible, all the ones lean forward toward the center of the circle and all the twos lean backward away from the center. Each group is kept in balance by the counterbalancing action of the others. Once the leaning ring has been formed, the ones can alternate with the twos by slowly reversing the direction of their lean, the in-leaners becoming out-leaners and vice versa. The game is easier to play with an even number in the circle, although that's not absolutely necessary. Groups of eight or ten are more manageable than larger groups. Normally everyone's feet are kept stationary on the floor throughout the activity, but for added fun and challenge the entire leaning ring can try to move in a circle. 

72. Lap Sit (Large Group Game)
Age Group: 8 and up
Description - This game requires at least eight or ten players to work properly. A group of players form a tight circle by standing shoulder to shoulder, and then all turn to their right (or left). Each person grasps the waist of the one directly in front of them and takes one side step toward the center of the circle to tighten it. The players then attempt to sit on the knees (not the thighs) of the person behind them, creating a sitting circle. The real fun of the game begins after the sitting circle has been formed, through a variety of collective actions suggested and attempted by the players: having arms out to the side, clapping three times, touching the floor outside the circle, taking three steps forward, taking three steps backward, etc.

73. Catch the Dragon's Tail (Large Group Game)
Age Group: 12 and up
Description - You'll need a good sized area for this game. About eight to ten players line up, one behind the other. Now, everyone puts their arms around the waist of the person in front of them. The last person in line tucks a handkerchief in the back of their belt or back pocket. At the signal, the dragon begins chasing its own tail, the object being for the person at the head of the line to snatch the handkerchief. The tricky part of this game is that the players at the front and the players at the back are dearly competing, but the players in the middle aren't sure which way to go. When the head finally captures the tail, the head dons the handkerchief and becomes the new tail, while the second from the front becomes the new head,
Variation - If more than twelve players are available, form two or more dragons with each trying to catch the other's tail.

74. Three Legged-Soccer (Large Group Game)
Age Group: 12 and up
Description - Set up for a regular game of soccer: teams, goals boundaries, etc. You might want to make the field a bit smaller than usual, though, and have about twenty players on each team. The only modification on regular soccer rules is that the players on each team have to pair up and tie their ankles together in three-legged race fashion. You can kick the ball with either your free foot or the "big foot." The goalie might be comprised of two players tied back-to-back at the waist.

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75. Amoeba (Large Group Game)
Age Group: 8 and up
Description - An amoeba is a one-celled creature with no definite shape. It just flows along from place to place. It has a center-a nucleus; the rest is just a jellylike substance called protoplasm, surrounded by a thin cell wall. Choose one player to be the nucleus. Three or four others - the protoplasm - hoist this player on their shoulders. The rest of the players form a circle to be the cell wall. The nucleus gives directions, and the whole group has to move the way the nucleus tells them to. The faster the directions come, the more fun the game is. Be sure your players are large enough and old enough to be able to tote around the nucleus without mishap, or just play without a nucleus, 

76. Skin the Snake (Large Group Game)
Age Group: 12 and up
Description - This game can be played cooperatively with one team or as a competition between teams. Each team should have about 20 to 25 players, lined up one behind the other. Now reach between your legs with your left hand and grab the right hand of the player behind you. Meanwhile, the player in front of you is reaching back to grab your right hand. Once the chain is formed, you're set to go. At the starting signal, the last player in the line lies down on their back. The person in front of them backs up, straddling the first player, and lies down on their back right behind the first player (They're still holding hands, of course). This continues as the whole team waddles backwards down the growing line of prone bodies and slips into place. When the last player to lie down has touched their head to the ground, they get up and starts forward again, pulling everyone else up and along. What just got done gets quickly undone as everyone "Skins the Snake." When the last player is back on their feet and everyone is in the original chain, still holding hands, get set to run. The winner is the first team that gets all its members across the point where the head of the line started. If anyone breaks hands during any part of this process, you must stop, go back to that point, and reconnect before proceeding.
Hints - You'll be less likely to trip over your teammates if you all take off your shoes. When the line is backing up to lie down, bunch close together so you're all touching. Lie down as close to as you can to the person in front of you and put your feet close to their sides with your toes pointed in. The last person to lie down should touch their head to ground for just an instant, roll back up, and start pulling, being careful not to break the chain. The last person to get up has to be fast and agile and have a really good grip.

77. Streets and Alleys (Large Group Game)
Age Group: 5 to 10
Description Ė Letís assume we have twenty-seven players, although any number can play. Have all but two of the players form lines of five, holding the hand of the person next to them. The lines should be arm's length apart. The other two players are chaser and "chasee." (Of course, you will adjust the number of players in the lines according to how many are in your group, but try to form even lines if possible.) The "streets" are formed by the players' arms. Now the chaser chases the chasee. They run up and down the lines formed between the players' arms. When the leader (or, if you choose, the chaser) calls out

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"alleys," the players in line let go of their neighbors' hands, make a right turn, and again hold hands with their new neighbors, changing the "streets" to "alleys." At any time d'.:i-i;', the game, the word "streets" or "alleys" changes the position of the players in line. When the line is forming new streets or alleys, the players running simply freeze where they are until the leader shouts the word "go." The chaser cannot reach across the streets or alleys, but must catch up with the other runner. If this sounds complicated, don't let it deter you; the confusion is half the fun.

RELAY and RACE GAMES

78. Three Legged Relay Race (Race/Relay)
Age Group: 8 and up
Description - Divide the group into two or more teams. Each team needs a burlap sack or strong paper bag and is broken down into pairs. At the start of the race, the first pair places their inside legs in the sack. They then have to waLk around a designated turning point and return back to their team. The next pair on the team takes the sack and follows the race course until all the pairs have finished. The first group to complete the relay course wins.

79. Three Person Walk (Race/Relay)
Age Group: 7 and up
Description - Three players are selected to start the activity. While they're standing in a line shoulder-to-shoulder, gently tie the legs of the inside player to the adjacent leg of the player standing on-each side. Now the group attempts to walk until they can do so with ease. Select two additional players and tie their legs to the unbound legs of the outside players. The five person line now attempts to walk until they can do so with ease. Continue adding players to the line until the entire group can walk as a unit.
Variation - Divide players into teams and have the teams race to the designated finish line with their legs tied. For more fun, make the start and finish lines the same and have go out and back along the same path. This means the teams will have to figure out how to turn around at the half-way point.

80. Wheelbarrow Race (Race/Relay)
Age Group: 10 and up
Description - Set up the starting and goal lines about 30 feet apart. Players choose partners, and the pairs line up at the starting line. One is the wheelbarrow and must walk the race on their hands, while the other is the wheelbarrow driver, and holds their partner's two legs as though they were the wheelbarrow handles. On the signal GO!, the layers lumber forward, the "wheelbarrows" lurching along on their hands, the drivers holding on to their "handles." When the teams reach the goal line they switch positions, the driver becoming the wheelbarrow and vice versa. The first team to get back to the starting line wins.

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81. Back-to-Back Race (Race/Relay)
Age Group: 10 and up
Description - Set up the starting and goal lines about 30 feet apart. Players choose partners, and the pairs line up at the starting line. Each player must stand back-to back with their partner, their elbows interlocked, with one partner facing the goal. On the signal GO!, the partners race toward the goal, one partner moving forward, the other moving backward. On reaching the goal, the partners reverse direction, so that the one who was running backward is now running forward. Any pair breaking the elbow lock is disqualified. The first team to get back to the starting line wins. 

82. Relay Ball (Race/Relay)
Age Group: 8 and up
Description - Set up the start and goal lines at least 30 feet apart. The group is divided into equal size teams and each team is divided into partner pairs. One player in each team's first pair is given a ball. At the start signal, the first pair for each team races towards the goal line, tossing the ball one to the other. On reaching (touching with one foot or crossing) the goal line, both partners of each pair return to the starting line, continuing to pass the ball between them as before. The ball must be passed at least four times on each lap." When each pair returns to the starting line they give the ball to the next pair on their team, who continue the game as before. The team whose pairs complete the course first wins.
Variation - This game can be played so that the ball is kicked between players, but never touched by hand.

83. Snowshoe Race (Race/Relay)
Age Group: 5 to 10
Description - Form teams of six to ten players. The teams line up in a single-file line at one end of the room. Place one chair for each team at the other end of the room. At the signal, the first players put their feet on the "snowshoes" made from paper plates, box lids, or sheets of newspaper, and shuffle across the room to the chair, around it, and back. Then a teammate puts on the snowshoe and repeats the journey. The first team to finish is the winner.

84. Giantís  Footsteps (Race/Relay)
Age Group: 8 and up
Description - The first person on each team is given two sheets of paper, both just big enough to stand on. They have to go from one end of the room to the other and back again, putting one foot on the first sheet of paper, then placing the other sheet a step in front and standing on that in turn. Now they have to balance on one foot, turn, bend down to pick up the first sheet and put it down in front of the second, and so on. Anyone whose foot touches the floor has to start again. The sheets are passed to the next one in line and the fastest team with the fewest faults wins

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85. Box to Back Relay (Race/Relay)
Age Group: 7 to 12
Description - Divide the group into two or more teams with an even number of players, and set a starting line and a goal line about twenty feet apart. Behind the starting line, the first two players from each team balance a box by pressing it between the back of the front player and the stomach of the rear player. At the start signal, each pair must race to the goal line, change places, and race back to the starting line while keeping the box balanced between them. If the box falls, they must start over. When they finish, the box is handed to the next pair of teammates, and the procedure is repeated until all have had a turn. The team to finish first wins. 

86. William Tell Race (Race/Relay)
Age Group: 7 and up
Description - Divide the group into two or more teams with an even number of players, and set a starting line and a goal line about twenty feet apart. At the starting signal, the first player on each team balances an apple on top of their heads and walks to the goal line and back without touching the apple after they start. If the apple falls off, the player must return to the starting area to begin again. After each player traverses the course successfully, the apple is handed to the next member of the team and the game proceeds. The first team to have all its players finish the course wins. 

87. Sugar and Spoons (Race/Relay)
Age Group: 10 and up
Description - Players divide into teams and sit in a line next to their leaders. Every player is given a spoon, which is held in their mouths, and each leader is given a sugar cube. On the word "Go," the leaders place the sugar cubes in their spoons and then pass the cubes to the next player without using their hands. If a cube is dropped, it is returned to the leader to start again. The first team to transfer the sugar cube to each player successfully wins.

88. Couple Hobble Relay (Race/Relay)
Age Group: 8 to 12
Description - Teams line up in pairs behind the starting line. A turning line is marked thirty feet away. The lead players stand side by side. Each places an arm around the partner's waist and lifts the knee of their outside leg close to the back, gripping the foot with the outside hand. On signal, each lead pair hops toward the turning line and back. The lead pair is immediately followed by the second pair and so on until the cycle is finished. Any pair that touches the ground with an outside foot must return to the starting line. The team that finishes the cycle first wins. 

89. The Balloon Race (Race/Relay)
Age Group: 6 and up

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Description - Line up teams at one end of the room and give the person at the front of each team a balloon, which has to be held between the knees. 'Ready!Steady!Go!'@ and the leaders race each other to the other end of the room and back again. If any balloon falls to the floor, whoever let it go must return to base and start again, the balloon is given to the next player in turn..... Best to have some reserve balloons blown up, just in case!

GAMES FOR VERY YOUNG PLAYERS 

90. Train (Very Young/Group Game)
Age Group: 3 to 6
Description - All the players form a line with their arms on the shoulders or around the waist of the person in front of them. The first player in line is the engine, the one at the end is the caboose, and the others are the cars of the train. "Toot toot!'" and "Chugga, chugga!" are usual noises coming from this train. Now they move without letting go. 

91. Leapfrog (Very Young/Group Game)
Age Group: 3 to 8
Description - Several players stoop in a line in a squatting position, with their heads tucked down. Now the first in a line of leapers vaults over each frog, followed by the others. At the end of the line the leaper becomes a frog and when the last leaper has gone down the line, the end frog becomes a leaper. This continues until the frogs have turned into princes and princesses.

92. Alphabet Ball (Very Young/Group Game)
Age Group: 3 to 7
Description - Pass a ball around the circle. As each player passes it, he or she says a letter. Go through the alphabet this way.
Variations - 1. Pass any object. 2. Say the letters together as a group. 3. Cooperative Counting - Start counting with each player saying a number in turn or try to count in unison. Go as high as possible. 
93. Yarn Figures (Very Young/Group Game)

Age Group: 3 to 8
Description - Give each small group of players a supply of different pieces of yarn in various colors. The first player puts one piece down on the floor. The next player adds another to the picture. This continues until all the yarn is used up and there is a yarn picture.
Variation - Give one player a ball of yarn or a ball of string to unravel on the floor, making a design out of it. After a short time, the next player takes over, and this continues

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until the ball is used up and everyone has had an artistic hand in the masterpiece. 

94. Animal Parade (Very Young/Group Game)
Age Group: 3 to 6
Description - Have the children form a circle. Choose one person to be the leader. The leader calls the name of a child and names an animal. The child does an imitation, of the movements of the animal named. After everyone has had a chance to imitate an animal, all of the players form a line for an "Animal Parade" led by the leader. The group moves around the room imitating the animal he or she represents. 

95. Balloon Bop (Very Young/Group Game)
Age Group: 3 to 8
Description - Players may stand or sit to play this game. Form the group into a circle and toss an inflated balloon to one of the players. The object is to keep the balloon in the air for as long as possible by tapping or hitting the balloon, but without throwing or catching it.
Variations - Have the players count aloud the number of times the balloon is hit without touching the ground, or have players use their feet instead of their hands to keep the balloon in the air.
Group Variation - Divide the group into teams and have several teams compete at the same time. In this case, each time the balloon hits the ground, score one point against the team that failed to keep the balloon in the air. The team with the lowest score at the end of the given time period wins the game. 

96. Pat-A-Cake (Very Young/Partner Game)
Age Group: 3 to 6
Description - The game is played by two players, often a parent and young child, seated facing each other. The rhyme sung by both players as they clap their hands in rhythm goes like this:

Pat a cake, pat a cake,
Baker's man
Bake me a cake
As fast as you can
Roll it and pat it
And m ark it with a "B"
And put it in the oven
For baby and me. 
]The boldface letters in the song indicate the places where each player claps their own two hands together. Between each of these you will clap either one or both of your hands palms outward against those of your partner, synchronized precisely if you can manage it. There are four claps to the patterns you may devise on your own to use with the song:
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1. Clapping your own two hands together
2. Clapping your two hands against those of your partner
3. Clapping your right hand to that of your partner
4. Clapping your left hand to that of your partner
Begin with a one-two-one-two..... rhythm to establish singing and clapping at the same time. Then, as you become more coordinated, add the third and fourth claps to your rhythms. 

97. Ring Around the Rosies (Very Young/Group Game)
Age Group: 3 to 6
Description - The children join hands forming a circle, then begin dancing in one direction while singing the following verse:

Ring around the rosies,
A pocket full of posies,
Ashes, ashes,
We all fall down! 
Upon the word "down," all players drop down to a sitting position while continuing to hold hands. That's all there is to it, except for several other verses:
The king he sent his daughter
To fetch a pail of water,
Ashes, ashes,
We all fall down!

The wedding bells are ringing.
The boys and girls are singing.
Ashes, ashes,
We all fall down!

The bird is in the steeple.
He's singing to the people.
Ashes, ashes,
We all fall down!


Variation - Some children like to play this game such that the first time through the song, they fall down at the end of the first verse only. The second time through, they fall down at the end of the second verse only, and so forth, falling down at the end of the next verse each time they sing through the song. The point is for players to remember when to fall down and when to keep dancing.

98. The Farmer's in the Dell (Very Young/ Group Game)
Age Group: 3 to 6
Description - This game requires eight or more players, select one child to play the part of the farmer. The other players join hands forming a circle around the farmer, and begin dancing in one direction while singing the following song:

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The farmer's in the dell.
The fanner's in the dell.
Heigh-ho-a-dairy-o,
The farmer's in the dell.
During the last verse above, the farmer selects another player and points to them. Without breaking the rhythm of the singing or the motion of the dancing, the other player joins the farmer in the center of the circle.
The wife needs a child.
The wife needs a child.
Heigh-ho-a-dairy-o,
The wife needs a child.
During the above verse, the player chosen as the wife selects another player from the circle to be the child, who, at the end of the verse, lefs go of the hands and joins the farmer and the wife in the circle.
The child needs a nurse.
The child needs a nurse.
Heigh-ho-a-dairy-o,
The child needs a nurse. 
During the above verse, the child selects a nurse.
The nurse needs a dog.
The nurse needs a dog.
Heigh-ho-a-dairy-o,
The nurse needs a dog. 
During the above verse, the nurse selects a dog.
We all pat the dog.
We all pat the dog.
Heigh-ho-a-dairy-o,
We all pat the dog. 
During the above verse, the farmer, the wife, the child, and the nurse all pat the dog on the head. The dog is then the farmer for the next round and the game begins again.

99. Push Piggy to Market (Very Young/Group Game)
Age Group: 3 to 10
Description - This is a game with teams. There should be at least four players on each team. Mark the starting and finish lines with about ten or fifteen feet between them. Give each team an empty soda bottle or can and a yard stick or meter stick. Blow a whistle or say, "On your mark, get set, GO!" At this signal the first player in line on each team starts to roll the bottle, or "piggy" to the market line with the stick, holding one hand behind behind their back at all times. As soon as a player reaches the market line, they must turn around and push the piggy back to the starting line. They then give the stick to the next player on

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the team. The game is won when all the players on one of the teams have pushed their team's piggy to and from market. If a player makes the piggy hop, or removes their hand from behind the back, they must return to the starting line and begin all over again. 

100. The Ball Goes Round and Round (Very Young/Group Game)
Age Group: 3 to 6
Description - In the traditional form of this game, a ball is passed around the circle and this verse is sung by everyone:
The ball goes round and round
It stops at every town
And when it stops it stops at
Y-O-U! The whoever is holding the ball at the end is eliminated. But there's a better way. Just keep playing the game with no eliminations. Start with two equal circles fairly close together, and when the ball in each circle goes round and round, have the eliminated players join the opposite circle. This way play continues with no one forced to sit and watch; there is total participation.

PARACHUTE GAMES 

A parachute is a wonderful addition to your play equipment. The following games for large groups are based on having a parachute or sheet.
See-Saw Pull - While sitting down, have the players pull the chute back and forth in a see-sawing motion'.
Make Waves - Small ones and big ones, everyone moves their hands up and down while gripping the parachute.
Ball Bounce - Throw small plastic balls on the chute and make them bounce by making waves.
Ball Roll - Have the children roll all the balls into the hole at the center of the chute.
Edge Roll - Try to roll a four inch ball all around the edge of the chute, first in one direction, and then in another.
Merry-Go-Round March - Have the children hold the chute with two hands and walk (jump, skip, or march) to the left, like a merry-go-round. The have them change direction.
Parachute Tag - Holding the chute with two hands, have the children hold it high overhead. Call one child's name and have them run (twirl, skip, crawl, or hop) to the other side before the chute comes down.
Parachute Trampoline - Place a ballon a ball or teddy bear on the chute and let the children lift the chute together to make it fly in the air and land back on the chute