37) Name Tag

Supplies
* none

How to Play
Have group form a circle, with one person in the center as "It." It must try to tag any player, to switch places. To prevent being tagged as It approaches, the player may say the name of any person in the circle.

Variations
There are two variations to this game. In the first, It must attempt to tag the person who's name is mentioned. This puts the greater challenge on It, as It must know who each name belongs to.
Alternatively, the player who is at risk must point to the person who's name they call, and It may attempt to tag any player in the circle at any time, putting the greater challenge on the group, who must be able to know who each name belongs to, and quickly because It may choose to move back and forth between two people standing next to each other.

36) "Sumo" Wrestling

Supplies
* tape/chalk/etc to form a ring, about 10 feet in diameter

How to Play
Have two volunteers from your group stand in the center of the circle, shake hands or bow to each other, and grab their own ankles. They cannot leave this position without forfeiting. Their goal is to knock their opponent out of the circle, while in this position. The winner of the match may then challenge anyone else in the crowd, or two new volunteers may be picked to compete.

35) Kickball

Supplies
* handball of approximately 10 in. diameter
* 4 objects to mark off bases

Set-up
Set up four bases, in the shape of a square, with at least 40 or 50 feet between each base. One of these bases is the starting point, and is called "home." The other three, counter-clockwise, are 1st, 2nd, and 3rd base.

How to Play
This game plays like baseball. Two equal teams are formed. One team lines up at "home," and the other spreads out among and beyond the bases. The team that is at Home is "up," and each of these players takes turns standing on home base, to try and kick the ball. A "pitcher" from the opposing team, stands about 15 feet in front of home base, on the inside of the square formed by the bases, and rolls the ball to the player who is up. The ball must come close enough to kick, or it is considered a "ball." The player who is up has three tries to kick the ball through the area formed by the bases, past the pitcher. When successful, the player may run around the bases, from home, to first, to second, third, and home again- as far as he/she wants to risk (but at least one base), before someone grabs the ball and tries to tag him/her out. If unsuccessful after three tries (each miss is a "strike"), the team has an "out," and the player goes to the back of the line. If the pitcher pitches four balls, the player gets to walk to first base without being tagged out. If the player kicks the ball along the outer sides of the boundary created by the bases, it is a "foul," and four fouls equals one out. Three outs for a team means that the teams switch sides.
Assuming that a player kicks the ball and approaches first base, the players on the opposing team may try to catch the ball if it goes in the air, and if successful, the kicker is out. Alternatively, they may grab the ball, and throw it to anyone else, in an attempt to tag the kicker before he/she reaches base, and thus get him/her out. In most cases, a kicker will stop at first base, and wait for the next kicker to kick the ball, before heading for second base, and so on. If the kicker chooses, however, he/she can risk running for the next base. When the next kicker successfully kicks the ball within the boundaries, each player on a base must run at least to the next base. If the ball is caught in the air, however, the player must run back to the bases they were just at, before being tagged. The current kicker is then out, along with anyone who is tagged before getting back to base.

12/31/06, 9:02pm

34) Vampire Bats

Supplies
* none

How to Play
Everyone must close their eyes, while the facilitator chooses one person to be a vamire bat (alternatively, players can draw slips of paper, with one marked, "bat"). Everyone else is human. The players begin to move around silently with their eyes closed. When players bump into each other, they must say, "excuse me" if they are human, and make a squeeking noise if they are a bat. When a human bumps another human, they both say "excuse me," and move on, but when a human bumps into a bat, the human will become a bat as well. When a bat bumps into another bat, both bats will become human. This continues until everyone is a bat, or everyone is human.

33) To Sit or Not to Sit

Supplies
* one chair for each player.

Set-up
Set the chairs in a tight circle, facing inward

How to Play
Have players sit in the chairs, with one player standing in the center. One chair should be empty. When ready, the player in the center will try to sit in the empty chair, while the rest of the group attempts to prevent him/her from sitting, by moving into the seat first. Anyone may move at any time, to sit in the open chair, leaving another chair open. The group will need to move quickly, causing the open chair to change rapidly as the player in the center attempts to sit in whichever chair happens to be open. When the player succeeds, an new round begins.

from 12/31/06, 8:19pm

32) Mafia

Supplies
* pieces of paper, labeled, Townspeople, Mafia, and Doctor
There should be about 3-5 mafia, normally, and one doctor. Everyone else is a townsperson.

How to Play
Have everyone sit in a circle and draw a piece of paper. No one should reveal his/her identity. A facilitator begins by saying, "Everyone go to sleep." Everyone in the circle should close their eyes. When eyes are closed, the facilitator says, "Mafia wake up." The mafia may open their eyes and look around. Between them, they pick one person (ie: Sonja) in the circle, to "kill." All must nodd agreement, for it to be official. When a person is chosen, the facilitator says, "Mafia go to sleep." The mafia close their eyes, and the facilitator says, "Doctor wake up." Assuming that the doctor has not been killed, the doctor opens his/her eyes, and may point to one person to "save." The facitator then says, "Doctor go to sleep." When the doctor closes his/her eyes, the facilitator says, "Everyone wake up. Everyone may open their eyes. The facilitator will then give a scenario (ie: "Well, unfortunately, Sonja snuck out last night, and was attacked by a group of renegades. The doctor could not save her.) "Sonja" then knows that she was "killed," and may "die" a dramatic death [In the event that Sonja was saved, the facilitator will say this, and no one will "die" in this round. If Sonja was the doctor, then the facilitator will add this fact to the dramatized story]. The rest of the group is then left to try and guess a member of the mafia. The mafia can participate in this to try and throw everyone off. Any person may guess, and must give a reason (realistic or dramatic). Another person must second it. The facilitator takes a vote, and if the majority agree, the person is executed. This person may dramatically reveal his/her identity, and "die." A new round begins, and this continues until either the mafia, or the townspeople plus doctor are "killed."

31) Wink

Supplies
* chairs (optional)

How to play
Have participants form a circle, with or without chairs, so that one chair/person sits sideways, the next inward, the third sideways, and so-on, around the circle. Everyone sitting, facing inward, looks inward, and is a runner. Everyone sitting sideways, looks sideways at the person in front of him/her, and is a catcher. One person stands in the middle, and may wink at any of the runners. When a runner is winked at, he/she must jump up, and run around the circle, back to his/her seat, while the catcher that is watching him/her must jump up and try to catch the runner. The person in the center may wink at one person, and wait for that person to go around, or speed things up, making two or three pairs (or more) run at a time.
When someone is tagged, that person switches with the person in the center. When multiple players are up and running, an individual may only be in the center for a couple seconds, and not even have a chance to wink, before being replaced, if more than one runner is caught at around the same time. The transition will slow everything back down.

Note:
This is not the original version, but my adaptation in regards to what happens when someone is tagged. I could not remember the original version, so if you know it, please comment. Thanks

30) Assassin

Supplies
* a small piece of paper for every player, folded in half, with an x on only one

How to Play
Have players form a circle, and draw a piece of paper from a hat/bowl/etc. Whoever draws the x is the assassin, but should give no signs that he/she is it. The game begins, and everyone must look around the circle, for any sign of who might be the assassin. The assassin may "assassinate" anyone in the circle by winking at them. When someone is winked at, he/she may wait one or two seconds, then dramatically "die." By waiting, it is less obvious who the assassin might be. While alive, anyone may guess the identity of the assassin by saying, "I suspect ______". If the guesser is right, he/she wins. If the guesser is wrong, he/she gets to die a dramatic death, and the game continues. If the assassin gets all but one person out, the assassin wins.

Variation
In one variation, it takes two people to make an accusation. The first person says, "I suspect____", and the second says, "I second suspect_____"
In another variation, two or three people- or for a finale, everyone can draw an x. Of course, an assassin cannot kill an assassin, so if you are one, you do not need to die when you are winked at.

from 12/31/06, 4:58pm

29) Dolphin*

Supplies
*swimming pool with diving board

How to Play
This game has the same concept as Horse, only instead of basketball, it involves diving. Make sure you set any rules before hand, regarding what kind of diving/jumping you will allow or not allow. Have participants line up to dive/jump, around the perimeter of the pool so that they can watch the divers. The first person to go may jump/dive however they choose, within the rules. The next participant then attempts to do the same jump/dive as the first person. If successful, the third person then does the same, and so on. If the entire group does the same move, then the person who was first does so one more time, and the person who was second, starts off with the jump/dive of his her choice. When someone misses, however, whether because he/she didn't want to try it, messed up, or didn't see the dive, he/she obtains the first letter of the word, "Dolphin," or, "D," and goes to the back of the line. Each time this person misses on the attempted dive, he/she obtains the next letter in the word, until he/she has spelled "Dolphin," and is out. Any time someone misses on a dive/jump, the next person is free to start a new dive/jump.

Note
Some participants may be afraid to do much more than a pencil dive or jump. If they don't want to try the fancier dives, that is okay. Let them jump however they wish. They will get the D-O-L..., and may be out after seven jumps, but they have participated, and this will encourage them to try again next time.

Jumps can involve arms raised, arms down, "jumping jack style," holding toes, or anything else you can think of.

*(my invention)

28) Elbow Tag

Supplies
*none

How to play
Have everyone split into pairs and link arms. Have the pairs then form a circle, with a few feet (3-5 ft) between each pair. Pick one pair to enter the circle. Choose one to be "It," and one to be the "runner." It attempts to tag the runner, who must try to get to safety by linking elbows with one of the other pairs.
When the runner links elbows with a player, the other player within the pair becomes the new runner, and must seek safety from another pair, not including the pairs on either side of him/her. When It tags a runner, positions switch. It becomes the runner, and the runner becomes It.
This game is fast-paced. It may start of slowly, but once the players catch on, it is hilarious.

from 12/31/06, 2:32pm

27) Elves, Giants, Wizards

Supplies
* none

Preparation
Split the group into two equal teams. This game is similar to "Rock, Paper, Sissors," with a twist. The game has three positions, "elves," "giants," and "wizards. The "elves" stand with their thumbs in their ears, fingers upright. The "giants" stand with their arms raised in the air. The "wizards" put their thumbs on their noses and wiggle their fingers. In these positions, the giants stomp the elves, the elves trick the wizards, and the wizards put spells on the giants. Have the teams each form a line, facing each other, with about 30-50 feet between them, and explain the positions.

How to Play
Each team groups together, choosing a position for the whole team. When ready, they line back up, and walk forward to meet the other team at the half-way point between them. At the facilitators command, everyone jumps into the position that their team decided on. The team that gets stomped/tricked/or had a spell put on them, then turns and runs back to the starting point, while the other team chases them. Anyone who is tagged while running home, joins the team that won the round. The groups then regroup and choose a new position. This continues until everyone is on the same team, or time runs out.

This is a New Game, a game in which no participant is ever out, and if teams are even in abilities, the game itself doesn't end, and therefore, has no winners and losers.

26) Prisoner

Supplies:
* 2 to 4 handballs, or similar-sized balls that aren't too hard
* volleyball net (optional)

Set-up:
In a field or gym, set up a volleyball net with several yards of space on either side (or use tape, chalk, rope, etc to make a line on the ground). Have an area set up off to each side, to be designated as prison. One side is used for each team.

How to play:
Split the group into two teams, one on each side of the net/line. The teams start with an equal number of balls, and begin throwing the balls over the net or across the line in an attempt to strike an opponent and get him/her out. When an opponent is hit, he/she is out, and must wait in "prison" until he/she is "released." When a player catches the ball, however, the person who threw it is out. An individual can be "released" when a player from his/her team throws the ball, calling his/her name, and the ball hits the ground on the other side. When an entire team is in prison, the other team wins.

Variations
In one version, the player who throws the ball is not out when it is caught, unless that person had called the name of a prisoner. This makes it risky to try to rescue a prisoner.
Sometimes, a "jail break," which releases all the prisoners at once, is the only case in which a caught ball gets the thrower out. This makes it easy to try and rescue one prisoner at at time, but courageous to try and release everyone.
*In my favorite version, a player can only release all the prisoners at once, by running into the prison, shouting "jail break!", and running out without being hit.

25) Orienteering/Compass Treasure Hunt

Supplies:
*compasses (no less than one for each group of 3-5, depending on the variation)
*pre-made written directions, explained below
*"treasure"

Options
Assuming that the group does not know how to use a compass, the first time this is done will be with guidance from the leader/leaders.
You may choose to either send one knowledgeable leader with each group (up to 6 youth, with a minimum of one compass per 3)
OR
You may take the whole group together (also with one compass per 3 youth), and have the leaders (who may also be unexperienced) disperse among the group to help anyone who needs it. This method is also the simplest, because it only requires one set of directions.

Preparation:
Choose a starting point, and make sure that it is either a spot that can be recognized as a landmark (ie: bush, front door of building, etc), or that you mark it off, such as with red tape. Stand at this location, and scan for a second landmark. (for younger kids, you may only choose direct, "north", "south", "east", "west", or include "northeast", and "southwest". For older kids, you can use degrees (30 degrees, etc) Take your compass, and find the direction of the landmark (instructions on how to use a compass are at the bottom). Then walk, counting each step, to that location. [As you walk, consider the stride that you are taking. If the youth are much smaller than you, try to step with strides that fit their size. This is going to be imperfect. What you walk in 50 steps, may be 60 for some of them. If you make sure that the landmark is prominent, they will figure it out. If you want to be more accurate, send the group shorter distances.] When you get to the second destination, take a piece of paper, and mark it as "Point A". Write down the direction you went, and how many steps it took.
From this location, repeat the process, for points "B", "C", etc. You may plan any number of destinations, with the final destination having a special "treasure". Now go back and place the directions at their respective locations. Hold them down with rocks, so that they don't blow away, but make sure they can still be seen, and place the treasure at the end.
If you are sending out multiple groups, make a different set of directions for each group, marking them as Group A, B, etc. You may wish to use all the same destinations, but have them arrive at these destinations in a different order, and have the tresures be at separate locations, marked with their own group's name.

How to Play
If the whole group goes together, take the lead. Explain how to use the compass, and have them practice by finding and pointing in the direction that you call out. Have any leaders help out with anyone who's having trouble. When it appears that everyone has it figured out, have someone read the directions for "Point A" out loud. When the group points in the right direction, walk with them, the number of steps required, encouraging them to call out with you, the number of each step. Let the group find the next set of directions. Continue in this manner, watching for anyone who is not really participating, and encouraging them by calling them over to help from the front.
For future games, once the group knows how to use a compass accurately, you can send everyone out in groups of 5, with one compass between them. Everyone could have a responsibility. Responsibilities can include reading the directions, finding the direction on the compass, and leading the pacing. They can then switch roles at each destination. You may also tell them that the first group back wins, so that they focus on the game if they may otherwise get distracted.

How To Use A Compass
Hold the compass face up, with the arrow and N, facing away from you. There is a rotating dial in the compass, which will turn as you turn your body, locking your arm so that the compass remains with the N facing away from you. Do not move the compass; only your body. Turn until the red arrow on the dial, lines up with the N. You are now facing North. From this position, you can read the direction of any point in site. Directly to your right is east, or 90 degrees. Behind you is south, or 180 degrees, to your left is west, or 270 degrees. You can also recognize points at 35 degrees, 200 degrees, etc. If you want to see to the south, you may turn the compass and your body, so that the N faces toward you, with the red arrow lining up with the N. Now you will be facing south, directly. Once you are familiar with this you may move the compass and your body more freely, but in order to read the direction accurately, you must keep the red arrow lined up with the N.

24) Blind Cow

Supplies
* bell (cow bell is ideal)
* blindfold

How to play
Have group form a circle. Choose one person to be the cow in the center. Blindfold the "cow", and hand the bell to one of the other players. The players then pass the bell around, allowing it to ring. The faster it is passed, the louder it will ring. The bell may be passed back and forth in either direction, and the "cow" must attempt to tag the person holding the bell. When the "cow" finds the bell, the bell-holder becomes the new "cow."

Variation
If the players are not bold enough to move freely around the circle, blindfolded, an alternative would be to have a facilitator call out "stop," at which time, the players stop passing the bell, and the "cow" must point to the person holding the bell. If the "cow" points to the wrong person, the round continues, with the bell being passed once more. If the "cow" does point to the bell holder, then this person becomes the new "cow."

23) Dutch Auction

Supplies
* trash bags or something to carry objects in (in camp, sleeping bags work well)
* pre-made list of objects found within the playing area (with points accorded to each object.)
* anything that can be used for scoring points

Goal
To be the first team to reach a set number of points, or to be the team that gets the most points within the time frame (facilitator's discretion)

Set-up
have a central location as a meeting place, within a larger area for finding objects (ie: a room within a church, or the lodge within a camp)

How to play
Split group into multiple teams, and give each team a trash bag. Tell them to fill it with as many different objects as they can find, or give them a specific category of things to bring back (ie: natural objects, things from home, etc). The group must return to the meeting place within a certain time, with the bags full.
Once everyone is back, have the groups spread the objects out in front of them. They should choose one person from their group to be their runner. The facilitator then calls out an object from the list, (ie: "For 5 points, the first to bring a red flashlight. 2 points for anyone else.") The groups then quickly look for the object in their pile, and send the runner forward with the object, to the facilitator. Whichever team has the most points at the end, or reaches the goal for points first, wins.

Strategy
smaller objects are better because then they have more opportunities to have what is called. also, the groups might want to choose lighter objects so that they can carry the bag more easily. Facilitator can give points for larger objects, however, in case the teams do fill their bags with such objects. This game can easily be rigged to ensure a 5-way tie, by straying from the list, if you wish to use it as a large group event in which everyone goes away excited.

22) War Ball

Supplies
* 5 - 10 balls such as handballs, soft enough to be hit with
* chalk/tape/or something to mark off a line

Set-up
Set-up a playing area, about the size of a tennis or volleyball court.
Mark off a line in the center. Place balls along the line.

How to Play
Split the group into two teams, one team on either side of the line. Have them stand at the far ends of the playing area. When you say go, everyone may run forward to try and grab a ball, then throw the balls to try and pegged a player from the other team, below the neck. Any balls that the players can reach from their side of the line, may be used to throw at the opposing team. No one may step over the line. When someone is hit below the neck. by a ball by someone on the opposing team, he/she is out. If the player catches the ball, however, the thrower is out. Also, if someone is hit in the head, the thrower is out. The game is played until an entire team is out, and then starts over.

Strategy
The game goes quickly because there are so many balls being thrown at the same time, making it harder to avoid being hit. This is beneficial because it keeps players from being out for long periods of time.

Variation
This game can also be played similar to Prisoner. A "prison" can be set up on each side of the playing area, and players who get hit, can be sent to their prison. The players can then throw the ball, and call a name of someone in prison. If the ball hits the ground on the opposite side, then the prisoner that was called, is released, and rejoins his/her team. This version, if the teams are fairly equal in abilities, should be able to go on until time runs out.

21) Chief

Supplies
* none

Goal
To figure out who the chief is

How to Play
Have group form a circle, and send one person, "It," out of the room or otherwise, out of sight. Choose another person from the circle, to be the "chief." The chief begins by starting a continuous motion (ie: clapping, stomping, rubbing his/her head repetitively). The rest of the group does the same motion at the same time. At any time, the chief can change the motion, and any motion should not last longer than 20 or 30 seconds. The rest of the group must be alert to switching over to the new motion as quickly as possible.
When the group begins, they can shout for "It" to come back and stand in the middle of the circle. From the center, this person must attempt to identify the chief, within three tries. If he/she identifies the chief, the chief becomes "It." Otherwise, the chief can identify him/herself, and a new "It" can be chosen from the group.

Strategy
The chief is usually most successful if he/she changes the motion while "It's" back is turned, but if this happens every time, "It" will realize the general vicinity of the chief, so some variation is good. Also, if everyone is watching the chief, his/her identity will be obvious, so everyone should try and be careful to look around or in some way, be discrete.

20) Back to Back

Supplies
* an odd number of participants

Basics
Choose one person to be "It," and have everyone else pair off. Tell them to each stand, back to back with their partners, arms crossed. This is the "Back-to-Back" position. Have everyone then turn around, and shake hands. This is the "Face-to-Face" position. Then have everyone stand next to their partners, in a side hug. This is the "Side-to-Side" position.

How to Play
Call out a position, "Back-to-Back," "Face-to-Face," or "Side-to-Side." Everyone should assume this position with his/her partner. Call out another position. Everyone must rush to another person to assume this position. They cannot stay with the same person. While they are rushing to find a new partner, "It" attempts to pair up with someone, and if successful, the last person without a partner becomes "It." Each time a position is called, a new partner should be sought out. If the participants keep switching back and forth between two people, you might instate a rule that no one can pair up with the last two people.

19) Red Light, Green Light

Supplies
* none

Goal
To be the first to reach the facilitator.

How to Play
Have group line up, side-by-side, at least several yards from a facilitator. The facilitator starts off by calling, "red light," "yellow light," or "green light." Red light means stop. Yellow light means walk only. And Green light means run/go. The participants must follow these rules. If anyone runs when the facilitator calls out, "red light" or "yellow light," or if he/she walks on "red light," he/she must go back to the beginning. The first person to reach the facilitator can become the new facilitator.

Strategy
To trick participants, and make more go back to the beginning, call out the colors quickly, or the same color multiple times.

18) Bedlam

Supplies
* chalk/ tape/ or anything that can mark the spot

Set-up
Designate four points to form a square, several yards apart. Mark these points with chalk/tape/etc.

Goal
As a team, to get the most points for being first to their destination

How to Play
Split the group into four teams. Have each team gather around a different point. Tell them to look ahead and point to the point across from them. This is their group's destination- once you say go. Thus, in a square labeled, A-B-C-D, group A tries to get to point C, and group B tries to get to point D, and vice-versa.
Explain that each time, you will give everyone different instructions on how to get to their destination. If anyone in their group does not comply, the group forfeits their points for that round. You might want to start off easy, and get harder, or you might want to give different instructions at random.

Choices for instructions that you may use are:
* walk
* run
* skip
* hop
* gallop
* crawling
* crab walk (crawling with stomach up, and back arched)
* wheel-barrel style (in units of two, one person holding the legs of the other person walking on hands)
* two-headed (each person keeps one foot up, and clings to another person as they move)
* helping to carry one person as a group
* etc.

17) Acid River

Supplies:
* 3 coffee cans
* 2 boards, about 5 feet long

Set-up
Place the cans on the ground, about 5 feet apart (the board should be able to cover about half. They do not need to be in a line.

Goal
To get the group safely to the other side of the acid river

How to Play
Tell the group that they are a team, and that the area on either side of the cans is an acid river (or lava lake, etc). They must get their whole team to the other side of the river, safely. Hand them the boards, and let them negotiate the rest. To make it harder, have 4 cans and three boards, or tell them that they are a mute society from another planet, and therefore, cannot talk.

16) Electricity

Supplies:
* tub/ tray of water (to make it harder, make it icy water)
* bar of soap
* table
* coin

Set-up:
Set up a tray of water, and put a bar of soap in it. Set it on a table with enough space in front of it, for everyone to form two lines. Split the group into two teams. Have each team form a line, with the players holding hands, in front of the table. The first person in each line should be close enough to reach the bar of soap in the tub.

Goal:
To be the first team to have all it's participants grab the bar of soap out of the water

How to Play:
Instruct the players that no one is allowed to talk, and only the player in the back of the line may watch. Everyone else should look forward, while holding hands with the people in front of and behind them. The facilitator will stand behind the two teams and flip a coin. When the facilitator flips heads, the player in the back of the line squeezes the hand of the person in front of him/her, and each player passes the squeeze up to the front as quickly as possible. When the person in front feels the squeeze, he/she must grab the bar of soap and hold it up. When a team grabs the soap after the facilitator flips heads, the player in the back of that line moves up to the front. If the team grabs the soap, without the facilitator having flipped heads, however, the person in the front of the line, must move to the back. This continues until an entire team has moved from the back, to the front, and the person in back is the same person that was there at the beginning. Alternatively, the game can be played until time runs out, and whichever team moves the most people to the front, wins.

from 12/12/06, 5:19pm

15) Red Rover

Supplies:
* none

How to Play:
Split the group into two teams. Have each team stand in a line, 25-30 feet apart, while facing each other. Tell each team to link hands. At all times, they should try not to let go. One team begins by choosing a person from the other team, and shouting together, "Red Rover Red Rover, send__________ right over!" At that time, the person they call must run towards them, and attempt to push through the hands of any two people on the team. If the person succeeds, he/she may go back to his/her group. If not, he/she becomes a part of this team. Each team takes turns calling someone over, trying to build their own team. When one team is down to one person, the game can begin again. Since the teams continuously change members, there is no true winning team.

This is a New Game, a game created to ensure that everyone participates and that no individual can be a loser. Ideally in new games, there are no winning teams either.

14) Ducky Wucky

Supplies:
* none

Goal:
To make the person you pick, laugh/crack a smile.

How to Play:
Have group sit in a circle, and ask for one courageous soul to volunteer first. That person will begin by going up to any person in the circle, and asking, "Will you be my ducky-wucky?" They can do this in whatever fashion they want. The volunteer's goal is to make the person laugh, or at least smile. The person who is confronted must then try not to smile, while responding with, "No, I will not be your ducky-wucky." If the person smiles, he/she chooses someone to approach and ask. If not, the volunteer must choose someone else and try again.

Strategy:
Any technique can be used to try to get someone to laugh: whether by being silly, serious, laughing, acting something out... but they must ask the question, "Will you be my ducky-wucky?" Let the players come up with their own techniques.

from 12/10/06; 4:52pm

13) Escape

Supplies:
* pieces of paper with various injuries and problems written on them:
(ie: amputated or broken legs or arms, blindness, deafness, being pinned down by some heavy object, seisures, vomiting, non-responsiveness, delusions/ hallucinations, etc). It is more fun if the group doesn't know the range of injuries until they figure it out for themselves. Specify on the papers, that those who are non-responsive, delusional, or having seisures, should not be saying what is wrong with them. Someone who is blind would yell, "I can't see!" naturally. But someone who is delusional would not know to say so."

How to Play:
Facilitate by telling the group that you are going to tell a story, and they are to act it out as you are telling it. With the best dramatic flair that you've got explain that they are all close friends, hanging out at a party, the mall, etc. Suddenly, you hear air raid sirens, and the bomber planes are coming. The planes get closer, and closer, and then suddenly they are under attack, with bombs falling, and they are hit!
With everyone sprawled out on the ground, hand out the slips of paper to each player, telling them not to state their injury yet. No one should state their injury, except as they would in a real-life situation.
Now tell them that they need to get to safety as soon as possible. More planes may come any time. Set a time limit, and tell them that they must get themselves and all their friends to safety (in a location that you designate) in that time.

from 12/9/06, 4:52pm

12) Ping-Pong Baseball

Supplies:
* Ping-pong paddle
* Ping-pong ball (have a few, in case any get lost)

Set-up:
Set up a small version of a baseball field, with 4 bases forming a square

How to Play:
Play similar to baseball. Have two teams. One team waits to hit the ball, the other team spreads out among the bases, preparing to catch the ball and tag someone out. Have a pitcher from the same team as the hitter, toss the ping-pong ball to the hitter. The hitter gets 3 tries to hit the ball. If the hitter hits the ball, he/she then runs around the bases, stopping at a base when continuing to run would risk getting tagged. Those in the field try to catch the ball, and then must run to tag the hitter with the ball, or throw the ball to another player who can then tag the hitter in order to get the person out. It may be easier to run with the ball, than to throw it and expect someone else to catch it in time. When a hitter is tagged, he/she is out, and goes back with the group. When a hitter makes it around the bases, back to home, the team gets a point.

11) Sock War

Supplies:
* socks- the more, the better
(you can have each participant add their own dirty socks to the stack to make the game more grossly entertaining).

Set-up:
Mark off a line on the ground, and spread the socks around, on both sides of the line

How to Play:
Split the group into two teams- one team on each side of the line. When you say go, each team tries to throw all the socks that are on their side, to the side of the opposing team. When there are no socks left in their area, the corresponding team wins the round. This is a quick game, so you might want to keep score, to see which team gets 5 wins first.

10) Musical Chairs

Supplies:
* one chair for each person in the group, minus one
* music

Goal:
To be the last one sitting

Set-up:
Set up chairs in a line, back to back; or in a circle, facing outward

How to Play:
Have everyone stand around the outside of the chairs, and walk clockwise, around the chairs to the music. A facilitator turns off the music randomly, and the participants scramble to sit in a chair. Since there is one chair less than the number of participants, the person who is left over is out. The first person out can then be put in charge of the music. A chair is removed, and the game continues until there is one person left.

9) Poison

Supplies:
* any object that can be bumped into/ fallen on safely, designated "poison"
(I've seen this done using an empty trash can, but smaller objects also work)

Goal:
To be the last one standing

How to play:
Have group form a circle around the "Poison," holding hands. No one may let go at any time; if anyone lets go, both people involved are out. The group circles the poison, trying to pull everyone else towards it, while themselves, trying to stay away. When anyone touches the poison, he/she is out until the next round.

Strategy:
As the game continues, participants tend to team up in pulling the opposite side, or one person, towards the object, but they are not a true team, as they tend to switch loyalties continuously, working to pull whoever seems easiest to them (or sometimes to gang up on someone who always wins), while only working to keep themselves safe.

7) Trench

Note:
This is a "New Game", a game created to allow everyone to participate until it is over. No individual is ever "out," so no one should feel left out of the game (and no one can purposefully get out because they don't want to play). The game itself can go on for a long time, so there may need to be a time limit.

Supplies:
* two to four handballs or other similar-sized balls- not too hard
* volleyball net (optional)

Set-up:
In a field or gym, set up a court with a volleyball net in the center. If a net is unavailable, you can improvise by drawing a line on the ground. On either side of the net, there should be several yards (about the distance of a normal volleyball court) of space for the players. This area is the battlefield. Behind this space for each team, draw another line. This line on either side marks the trench.
Given teams "A" and "B", the court is labeled:

Trench "A" . l . Battlefield "B" . l .Net. l .Battlefield "A". l .Trench "B"

How to play:
Each team spreads out in their own battlefield. Each team begins by throwing the balls over the net in an attempt to hit an opponent. If a player from team "B" is hit by an opponent, he/she must move to trench "B" (and vice-versa). From this space, the player from team "B" can still participate. When a ball makes it into the trench, he/she can throw it and try to peg anyone from team "A" to send that person to trench "A". When someone from a trench hits an opponent in the battlefied, he/she can go back to his/her own battlefield. If a player in the battlefield catches the ball, as opposed to being hit, the person who threw the ball must go to his/her own trench. The game goes on until an entire team is in it's trench.

6) Spuds

Supplies:
* handball (or similar sized ball)

How to play:
Give everyone in the group a number to remember, starting with 1, on up. This is their number for the game. One person starts off as "It," and has the ball in his/her posession. The rest of the players crowd around. "It" throws the ball into the air, as high as possible, and calls out a number. The person with that number runs (in this case, we'll say "number 7") towards the ball, while everyone else, including "It" runs away. When "number 7" catches the ball, he/she yells "SPUDS!" Everyone must freeze where they are. "Number 7" then takes 5 steps in any direction, and attempts to strike the player of his/her choice below the chest with the ball. The person who is at risk of being hit, may move any part of his/her body, except for his/her feet. If "Number 7" misses, he/she is "It," and now has the designation, "S." If "Number 7" hits another player, that person is then "It," and has the designation, "S." The next round begins, and if someone with an "S" is hit, or misses in throwing to hit someone else, he/she is designated, "S.P." This goes on until someone has "S.P.U.D.S, at which time, that person is out. Everyone else keeps playing until there is one person left.

5) Pass the Can

Supplies:
* 2 coffee cans or similar containers (keep one hidden)
* water (keep this hidden 'til later)

How to play:
Have group form a circle, sitting on the ground. Explain to the group that they must pass a can around the circle without dropping it. The can must get to each person. Everyone can help, but their butts must remain in the same spot.Then explain that they must only use their feet. Let the group try this until they perfect it. Then add a second can, headed the opposite direction, so that at some point, they must cross over. Tell them it has to cross over twice. This keeps the whole group engaged. After this is is perfected, take one can back, and put a little water- enough that no one would want it to spill, in the remaining can. For the final step, have the group pass both cans with some water (not enough to make it heavy).

Strategy:
Usually, the first round becomes easy when one person proudly comes up with the "brilliant" idea of sticking his or her foot in the can and passing it upside down. But when the water is added, they suddenly realize that the "perfect solution" won't work anymore. From here on out, it takes full concentration- and often several attempts before the cans of water make it all the way around. The way to success most often occurs when people on either side of the one passing and the one receiving, use their feet to help guide the can. Do not offer this solution, however. It may take ten tries, but they'll get it.

Purpose:
Group/Team Dynamics. This game challenges everyone to think of solutions to a seemingly impossible task, and when they figure it out on their own, it helps them to recognize their own ability to seek and find solutions, if they persist, as they work together.

4) Streets and Alleys

Supplies:
* None

How to play:
Have youth form at least two lines with approximately equal numbers. Each line should have at least 6, preferrably at least 8 players, and each person should be about an arms length from the people beside, in front of, and behind him/her. Standing one person behind the next, the group is in "Streets" mode. If they turn sideways, standing side-by-side in their lines, they are in "Alleys" mode.
Two players are chosen; one as "it", and one as the runner. Starting in "Streets" mode, "It" attempts to tag the runner. A facilitator can at any time, call out, "Alleys," and the lines must switch to the "Alleys" position. This blocks the runner from going straight, and forces him to wind in and out of the "Alleys" created by the arms of the players. Until "It" catches the runner, or until a set time-limit is up, the facilitator calls out, "Streets" or "Alleys" to have the players switch positions. Then two more players are chosen.

3) Completely Chaotic Baseball*

Supplies:
* baseball
* bat
* bases

Set-up:
Set up as any other baseball game, with 4 (or more) bases forming a square (or any shape you choose).

How to play:
Instead of having a general rule in which each batter who hits the ball gets to run counter clockwise around the bases, have the "umpire" call out the direction or base to which to run when the player hits the ball, or even as the player makes it to each base, making the players run back and forth. If you call out, for instance, "2nd base", then the players on first through forth base all have to run to second, and anyone tagged in the confusion of deciding which way to run is out.

*(my invention)

from-12/5/06

2) Backwards Baseball

Supplies:
* baseball
* bat
* 4 "bases"

Set-up:
Set up as any baseball game, with 4 bases forming a square, with several yards between each base.

How to play:
Play baseball. Each person starts at "home" base. A pitcher throws a ball from several feet away, and the batter attempts to hit the ball with the bat. Each player gets three tries to hit the ball. When the player hits the ball, he/she run around the bases, back to home. The difference is, everyone runs clockwise around the bases.

Purpose:
When some players are much less experienced than others, this helps to even things out. The more experienced will feel slightly out of place, and may even run in the wrong direction when they start.

Variations:
4 bases doesn't have to be the rule. You can have as many bases as you want. Why keep it a square? You could make the bases wind around, snake-like. Or you could have everyone run from home to first, to third, to second, to forth, and home, etc.

1) Ring of Fire

Supplies:
* Tire
* Rope
* Tree or similar object

Set-up:
Secure tire to tree, tightly. For safety, it is better secured on either side (ie: two sturdy poles) so that it does not sway.

How to play:
Tell group that they are all friends, stuck on one side of the tire, that there is a fire on their side, and they must all escape to the other side. In front of them is a solid wall. The tire is the only opening through which to escape.
The group must find a way to make it through without touching the tire, which is "on fire." For safety purposes, do not allow acrobatics.

Strategy:
Allow the group to come up with their own solutions. Often, the first few attempts fail because they take turns without a plan. The larger kids may be picked to lift everyone else through, but when their own turn comes, they find that they are stuck. As the group works together, they find that if some go back through to help, putting themselves back in "danger," and if they plan for the last people before they start- considering the whole group instead of just getting themselves to safety, they are more likely to make it.

Variations:
As can be done in many team games, it can be beneficial to add restrictions. Perhaps no one can talk, or only one or two (the less talkative). This allows for everyone to participate and rely on each other. Also, blind-folding one person in the group may encourage everyone to consider the concept of needing to provide extra protection as they work together to get that person through.

More Coming Up Soon

Paper Airplane target contest
Baseball
Jeopardy
Television
Port and Starboard, Trench Style*
Whose Got the Bone
Beach Ball Volleyball
Concentration
Spoons
Sculpture
Rythym
Horse
Color tag
Mimic (charade game)
Frisbee Golf
Twenty Questions
Water Balloon Toss
Human Dominoes *
10,000 Points
I Never
Name That Tune
Definitions (BS)
Mummy Making Contest
Sponge Relay
Dress-up Relay
Buzz-Fizz
Cat and Mouse
Frisbee Tag*
Trust Falls (line, one on one, circle)
Neck-to-Neck
Joust
Assault
3 Truths and a Lie
Story-telling Charades *
Fact or Fiction *
Spider Web
Ball Web
Don't Drop the Ball
Hot Potato Remix
Seed-spitting Contest
Bubble-blowing Contest
Shot-Put
Tagged *
Freeze Tag
TV Tag
Sweet and Sour *
Double Sour *
Heads Up Seven Up
Water Polo
Cup Pass
Move Right If
Minefield (blindfolded w/apples)
Minefield (maze-team game)
Soccer
Blind-Man's Drawing Interpretations
Chaos
Life-Size Board Game
Human Knot
What's My Psychosis
Dodge Ball
Dragon Dodge Ball
Around the World
Gym/Field Hockey
Mingle
Avoid-Approach
Win-Lose-or-Draw
Charades
Guess Who (blanket game)
Lacrosse
Sticky Wall game