65) Joined

Supplies
* Pre-made lists, preferably in jumbo print (can use a flip-chart)
* optional: radio
* optional: index cards/ paper, 1 writing utensil for scorekeeping

Note
This game is similar to Mingle, but with a twist that makes it harder

How to Play
Have participants dance (or play Mingle). If score is kept, they should keep an index card/ small piece of paper with them. Facilitator should randomly stop the music, and call out directions, ie:
6 hands and 20 toes!
The players must quickly form groups, joining six hands and 20 fingers together.
This may be done using six players, each putting in a hand and three toes, with two players putting in four toes. Alternatively, a group of three may put in both hands, and six or seven toes. Any other combination that results in 6 hands and twenty toes may be used. Each player in the group, however, must use at least one body part, and each body part that is "in use" must be connected to those that are "in use" by the rest of the group.
When a group has met the requirements, they should shout out, "Joined!" The facilitator then will double-check, and if keeping score, each player in the group may get a point, which the facilitator may mark on their card.
The dancing will then begin again, until new directions are called out.

Try a few simple instructions, then make it harder:
6 hands, 8 fingers, 7 feet, 5 knees, or
5 ears, 22 fingers, 9 elbows
Obviously, 5 ears can't all touch, but if the group can rationalize a connection (both my ears are touching someone else's ears, and we're using both his ears, but only her left ear), then it can be accepted.
For these harder directions, it is best to have it written out in jumbo print for the groups to see, so that you do not have to continuously repeat yourself. Having it written will also keep you from forgetting what you just said.

64) Traditional Relays

I am combining a few traditional relays in the context of one game, because the basic rules are the same. These relays are so well known that just mentioning them is probably enough for most viewers, so giving them their own number doesn't seem justified.
Supplies
varied

How to Play
Create two or more teams of approximately equal size, and designate a Point A, and Point B. Players stand in single file lines (or with a partner), side-by-side with their opponents. At the facilitators command, the first player in each line moves to Point B in the designated fashion, and back to the team. Once back, the play taps the next person in line, enabling that person to follow the same routine. The first team to get everyone from Point A to Point B and back, wins (or if one team is short one player, the first person on that team must go twice).

Variations
*Three-legged Relay: Everyone has a partner. Tie the left leg of one, firmly, but not too tightly, to the right leg of the other.
*Wheel-Barrel Relay: everyone has a partner. One holds the feet of the other, as the other walks on their hands, at an angle. Be careful that the up-right player doesn't run the other players head/chin into the ground.
*Potato Sack Relay: each team is given a canvas-type sack to step into, and should hop to Point B, holding the sack up around their legs. I don't know about cloth potato sacks, but I have seen 20 lb cloth rice bags... or someone could make them.

63) Bomb the President

Supplies
* 1 or two balls that can be thrown to hit people (gator skin or rubber balls)

How to Play
Have group form a circle. Choose one player to be the President, and another to be the Secret Service Agent. These two stand in the center of the circle. Hand the ball to anyone else in the circle. At facilitator's command, the players try to strike the President with the ball (bomb), below the shoulders. They may do this by throwing directly at the President, or to each other to get a better shot. The Agent's job is to prevent the president from being hit. Both the President and the Agent may move around in the circle. The Agent may be hit, or may catch the "bomb" and throw it back. If the president is struck, however, he is out, and joins the circle. The Agent then becomes the new president, and a new Agent is chosen from the circle.

62) Melt the Ice Cube Relay

Supplies
* bag/bowl of ice Cubes for each team
* One container for each group. Each container should be the same size and shape, with a line drawn/taped onto each container at the same level (not too high, or you'll never finish).

How to Play
Split the group into two or more teams. Have them sit in a circle around a container, with the ice cubes next to it. At the same time, one person from each team should take an ice cube and pass it around the circle (do not skip players), while trying to melt it into the container. They may not put it in their mouths. You may have two or three players from each team take an ice cube at the same time, making it harder to keep passing. Once an ice cube is melted, another player may grab an ice cube. The first team to fill their container to the line with water (no ice) wins.

61) Lemonade

Supplies
*none

How to Play
Split group into two teams, and have them stand on either side of the playing area.
One team (Team A) begins, by quietly talking together, and coming up with an agreed-on occupation. When ready, they begin shouting the following:
Team A: Here we come!
Team B: Where you from?
Team A: New Orleans!
Team B: What's your trade?
Team A: Lemonade!
Team A then begins marching forward together, acting out the agreed-upon occupation, while Team B shouts out attempts to guess the trade. When they guess correctly, Team A must turn around, and race back to their starting point. If Team A makes it to the other side, they may choose a player to take back with them, and start again. Anyone who is tagged along the way becomes part of Team B. Then the groups switch roles.

Strategy
Team A will probably try to walk slowly, because the closer they get to the other side, the more likely they are to be tagged. Team B, on the other hand, may try to wait to guess the occupation if they feel certain that they are right, in order to improve their chances of tagging people. If they wait too long, however, and are wrong, they will have lost guessing time, so there is a give-and-take to this strategy.

60) Bomb Shelter*

Supplies
* something that can be thrown several feet, to get other players dirty/wet
(ie: water balloons, mud pies, fist-fulls of chocolate pudding)
* cardboard boxes, duct tape, and other building materials

How to Play
Step One: Split everyone into teams (3 or more). Give each team some building supplies, and 5 or 10 minutes to make a "bomb shelter," behind which the whole team should be able to hide.
Optional: teams may also make a giant slingshot out of sticks, rubber bands, and fabric
Step Two: At the facilitator's command, each team must try to knock down the shelters of the opposing teams, while protecting themselves from being struck (you may want to specify, "struck in the back," etc to make it harder) by the "bombs." Once a player is struck, he/she is out (in the hospital). The team with the last shelter standing, wins.

*(my invention)

59) Capture the Flag

Supplies
*2 brightly colored bandanas or really, any objects that can be concealed, to serve as flags

Goal
To be the first team to find the opponent's flag, and bring it back to base.

Preparation:
In a large area, preferably with a building or other structures mixed in (ie: around a church, school building, house, etc, determine a central base for each team. Also, choose one location as "jail." Bases should be near each other so that there is no conflict regarding who got to their base first. Choose one person to be the jailkeeper to prevent players from breaking out against the rules.

How to Play:
Split group into two teams. Give a "flag" to each team. The teams may determine one or two players as spies, and one or two as look-outs. Designate a time limit. They should then go off, searching for the perfect place to hide the flag. The spies may try and follow their opponents, but must remain out of site of the lookouts. If a lookout catches a spy, the spy must go to jail. To be freed from jail, a teammate must tag the prisoner when opponents aren't looking. If caught freeing a prisoner, that player goes to jail as well.
When the flag is hidden, the team returns to base. When both teams are back at base, they may set out again to find their opponent's flag, but at the same time, must avoid being tagged by an opponent. If tagged, the opponent may take the player to jail, where he/she must wait to be rescued by a teammate. The first team to find the flag, and bring it back to their base, wins.

Strategy
Often, players will keep the flag hidden among them, and "pretend" to hide it in several places before and after the actual location, to prevent the spies from knowing the real location.

58) Port and Starboard (aka:Hit the Deck)

Supplies:
* anything that can be used to mark playing area: tape, rope, chalk, rocks, etc

Set-up
Designate playing area, about the size of a tennis court, or a bit longer, as the ship. Mark off the front, back, and sides of this ship.

Preparation
Teach the group the following actions. Start off with perhaps 4-6. Later, you can interrupt the game to add more.
Individual:
Port: Run to the left side of the ship
Starboard: Run to the right side of the ship
Bow: Run to the front of the ship
Stern: Run to the back of the ship
To the Ship: Run to the captain's right (which may vary on where the captain is standing, and on whether he/she facing towards or away from the group)
To Land: Run to the captain's left
Hit the Deck: Lay down on your stomach
Attention on Deck: Stand up straight, feet together, salute, and say, "Aye, aye, Captain"
Scrub the Deck: Crouch down, pretending to scrub the ground
Captain's Quarters: Run toward the captain
Periscope: Lay on back, with one foot in the air
Turtle: Lay on back, with hands and feet waving in the air
Clear the deck: Sit with feet up off the ground
Interactive:
Crow's Nest: Find a partner and one carries the other on his/her back
Party Time: Grab a partner and dance
Man Overboard: Grab a partner. One lays on his/her stomach. The other stands with one foot lightly on his/her back
Row Your Boat: Grab a partner, and facing each other, hold hands and pretend to row, while singing, "Row, Row, Row Your Boat"


How to Play
Have group stand at the front (Bow) of the ship. The facilitator, "Captain," may call out any of the above commands, and the goal is to perform each as quickly as possible. The last to follow the captain's commands, or those who are left out in the interactive commands, are out.

Alternative
Instead of being out, my suggestion is that the players "Walk the Plank" (have a "plank" designated), and dramatically fall into the "water" outside the boat. From here, they can run around the boat, making noise, screaming for help, trying to distract the other players from the Captain's commands.

For a Small Group, instead of having one or more players get out each time, designate a letter to the slowest to follow each command, until a word (ie: "Starboard") is spelled, and that player is out.

57) Ah Soh Koh

Supplies:
*none

To Know:
Ah!= one arm over chest, other pointing at neighbor
Soh!= one arm in air, other pointing at neighbor
Koh!= both palms together, arms outstretched, pointing at anyone
No Koh!= arms crossed at wrists, in front of chest

How to Play:
Have players form a circle. One player starts, shouting in a funny voice (ie: karate yell), "Ah!" with one arm over his/her chest, and the other pointing at a neighbor. The neighbor who is pointed at must immediately then shout, "Soh!" with one arm in the air, and the other arm pointing at his or her neighbor (which may or may not be the person who just pointed at him/her. This next person then shouts, "Koh!", pointing with arms outstretched, both palms together, at anyone in the circle. If the player who is pointed at with the shout, "Koh!" reacts immediately, he/she may guard off the "Koh!" by crossing his/her wrists across his/her chest, and shouting, "No Koh!" If successful at stopping the "Koh!", then the person who said, "Koh!" must start over with "Ah!" Anytime someone hesitates, points in the wrong direction, responds without being pointed to, or says the wrong sound, that person must begin again with "Ah!"

56) Big Booty

Supplies
* none

How to Play
Have group form a circle. Each player is given a number to remember, with one person sitting just before number 1, being called, "Big Booty."
Everyone begins the game by clapping hands once, lap once, back-and-forth, in a 1-2-1-2 rythym. Once the rythym is solid around the circle, "Big Booty" begins a chant, still clapping, "Big Booty, Big Booty, Big Booty! Big Booty, number ____" The number that Big Booty calls (ie: #3), must then quickly respond, "Number '3', number_____" or "Number '3', Big Booty." Each player who's number is called, must respond quickly. If the player messes up, or doesn't respond, or if the wrong person responds, everyone raises their arms (wave style: arms forward, and up), and shouts, "Awwwwwwwww, Shucks!" Then the person who made the mistake, moves to the end of the circle, and the players who were behind that person have a new number, one less than before. When Big Booty messes up, he/she moves to the back, and Number 1 becomes the new Big Booty.

Note:
Speaking from the vantage point of someone who has a slow reaction time, this game can be frustrating when you never make it to the front. As a facilitator, you have the opportunity to notice these players, and manipulate the game so that they start at or near the front, or take turns. It's a fun-spirited game, especially when everyone eventually gets a chance. (Also, as with any game, if a player is dicouraged, I guarantee: if you keep trying, you will get better).

55) Blind Man's Bluff

Supplies
* optional: blindfold

How to Play
Choose one person to be the "blind man." If available, blindfold this person. Otherwise, he/she should keep eyes closed at all times. The rest of the group may move around the area, as silently as possible, to avoid being tagged. When the "blind man" tags someone, this person becomes the new "blind man."

Variations
In a more familiar group, when someone is tagged, the "blind man" must feel the face of the tagged player, and identify that player in order for him/her to become the new "blind man."
Alternatively, the "blind man" may be required to ask the tagged player a question, and determine his/her identity based on voice.

54) Zip-Bong

Supplies:
* none

How to Play:
Have group sit in a circle. One at a time, starting in a clockwise direction, each player says either, "Zip" or "Bong." These sounds must be made, "grandfather style," meaning that the players tuck their lips in, covering their teeth as they speak. Doing this confuses the players' concentration, making the game harder.
The first player starts by saying "zip," and each subsequent player continues, but anyone may at any time, say "bong," changing the direction. When the wrong person speaks, or the right person hesitates, he/she is out.

Variation:
Instead of being out on the first mistake, the player may be given the letter "z," for the first mistake, "i" for the second, and second, until they spell zipbong, and are out.

53) Evolution

Supplies
* none

Goal
To become Superman

How to Play
Explain to the group, that there are 4 types of characters: Chickens, Dinosaurs, Humans, and Superman.
Everyone starts off as a chicken, clucking, strutting around, bobbing their heads, holding their hands up to their arm-pits, and flapping. When they approach each other, they may play rock-paper-sissors to determine who can advance. The winner moves up to dinosaur; the loser remains a chicken.
Dinosaurs take giant steps, leaning slightly forward at the hips, arms raised in a curled forward position, and roar. From this point on, when they lose rock-paper-sissors, the will go down a level.
Humans walk around, swinging their arms casually.
Superman is the ideal status. Superman (or woman) "glides" around, arms stretched out. He/she is invincible, and does not lose status, but can bring others up (or down) by playing rock-paper-sissors until everyone else is Superman as well.
The game is over when everyone has obtained Superman status.

52) Group Memory*

Supplies
* 1 index card for each participant (extras for mistakes)
* at least 2 pens/pencils

How to Play
Split group into two teams (of at least 10, but preferably much more), each with an equal number of participants. Hand each team one index card for each participant (plus extras for anyone who makes a mistake), and at least one pen/pencil. The teams should move to another location so that they cannot see or hear each other, then choose pairs, but continue to work as a group within their teams. This is necessary to prevent repetition, and encourages group planning. Each participant should write his/her name on the un-lined side of his/her index card, in large print. If there is an odd number of people in each group, then there will be an "old maid" in the game. Each pair should find something in common with each other, making sure not to duplicate another pair in their team, and write it down on the other side of the card. The "old maid" may write any interesting fact about him/herself on the other side of his/her card, as large as possible. When the team is finished, they stack their cards together, and bring them back to the original location. A representative from each team mixes the cards, puts tape on the side with the facts, and tapes them to the wall, in short rows. Each team should use a different part of the wall; the teams do not mix their cards together. Now have the teams take turns, calling the names of two opponents. Flip over the two names, read out loud, the facts off the back, and if they match, hand them to the team. If they do not match, put them back on the wall. If there's at least 20 cards per team, then award a match with a second attempt. The teams take turns doing this until one team has all the cards from the opposing team.

*(my invention)

51) What is Different

Supplies
* none

How to Play
Have everyone get into pairs. Give them 20 seconds to look at each other and remember everything they can about the other person. Now, have them turn around, back to back, and make changes to themselves. They may unbutton a button, turn their hat around, roll their pant legs, etc. After about 30 seconds, they may turn back around, and each player has a chance to tell the other what they notice that is different. When they think they've got it all, they can tell the other what he/she missed. You may have them switch partners, and try again, with only 10 seconds to memorize what the other looks like.

Game of the Day: #50) Bumper Hockey*

Supplies
*rubber ball
*hockey sticks or brooms for each player (can tell everyone to bring an old one if they have it, from home)
*objects to stand at least a foot high, that won't slide when hit by ball, to serve as barriers (ie: trash cans, tires, weighted cones)

Goal
For the team to score the most goals.

Preparation
Set up playing area, with barriers at various positions throughout, and along the edges of the playing area. Have an area on either side, marked off as the goal.

How to Play
This is similar to regular field hockey, but with barriers set up around the field, for the ball to bounce off and add unpredictability.
Split group into two teams, and give each player a hockey stick or broom. Have the teams stand on opposite sides of the field. They're goal is to get the ball into the goal on the other side. Assign one person from each team, to be the goalie, guarding the goal behind them, from the opposing team. Set the ball in the middle of the playing area. At your command, they may begin, hitting the ball with their brooms/hockey sticks, toward their own goal, or to their own team mates, to get it into their goal. The team that scores the most goals, wins.

*(my invention)

49) Scavenger Hunt

Supplies
* lists of what to bring back
* bags for collecting items (1 or more per team)
* each team should have at least one watch among them

How to Play
Give each group a list of objects that they must find, with a different amount of points for each object, and a bag. Set a time to be back, with a penalty of "x" number of points for each minute late, and possibly extra points to the first team back. Make sure that each team has a watch, syncronized with the time on your own watch.

The objects may be:
specific: a blue pencil, finger-nail clippers, orange, white shoelace, etc.
unspecific: something tiny, something round, something heavy (give extra points to the team with the heaviest, tiniest, etc)
Natural: a stick, something living (bugs, etc), a rock, a leaf, a seed, etc.
All one color:ie: anything blue (this wouldn't require a list)
Or anything you can think of.

48) Video Scavenger Hunt

Supplies
* video camera (or digital camera) for each team
* method for showing video footage or pictures to the whole group afterwards
* vehicle with a driving leader for each team
* optional: "x" amount of cash per team

How to Play
A scavenger hunt, in it's original form, is for tangeable objects- things that can be collected. A video scavenger hunt takes record of non-tangeable objects/actions/sounds/etc.
Split group into teams. Give them a list of places to go, and things to record, with points assigned to each thing, as well as a time to be back. The first team back will receive bonus points, and the footage will be shown at a designated time.

Ideas:
* find a stranger at the mall, and interview them on camera, RESPECTFULLY asking about their hobbies, religion, career, etc. Make sure to ask for explainations.
* buy small fries (or find a restaurant to donate a small fries to your game), put them in your nose, and pretend to be a walrus (one point for each participant)
* make a commercial
* write a song and sing it
* find a way to get soaked
* do a dance
* ask a stranger for directions
* find someone who can say "I'm Crazy" in German (or Spanish, French...)
* find someone to demonstrate a "strange talent" (ie: foot in mouth, tongue in nose, etc)

from 1/6/07, 2:11pm

47) Hoop Pass

Supplies
* 2 hula-hoops, or 2 large rings made from ropes with the ends tied together

How to Play
Have the group form a circle, holding hands. No one may let go. Put on hoop around the arm of one of the players, and tell the group that they must pass it all the way around. Once they get the first hoop around, add a second hoop at the other side of the circle, and explain that they must pass both rings in opposite directions, so that they cross over at two points.

Note:
This is a cooperation game, and is good for beginning work on team dynamics. You can follow it up with a discussion. Start off with the questions, "What worked?" "What made it easier?" Get them to talk about working together.

46) It

Supplies
* two or more small objects (depending on number of stations) in mass quantity (ie: tickets (different colors), popsicle sticks,etc)
* one labled container for each team/cabin/class/etc.
* tape/chalk/rocks/etc to mark off stations
* optional: flashlights for each participant if playing at night (ie: in camp setting)

Goal
For the team to have the most points

Preparation
In a large playing field (or around a building), set up three or more destinations/stations. For the purpose of these instructions, we'll assume three. At two of these destinations, a trustworthy volunteer will dispense 1 ticket/popsicle stick/etc- one to each participant who comes by. The third station will have a volunteer to oversee the team containers. Each of these stations should have a 5-10 ft radius marked off as a safety zone.

How to Play
Have participants all stand behind the starting point. Choose one person (from the largest class/cabin/etc) to be it, who may run around the playing area, tagging anyone in site, outside of the safety zones. This person is not on a team, and may tag anyone, so make it someone who won't show favortism. Give clear instructions on where to go first, second, etc, and what they must get.
At the facilitator's command, each player must run to the first station, get a [ticket], run to the second station and trade the [ticket] for a [popsicle stick], run to the third station, and put the [popsicle stick] in his/her team container, then head back to the first station, starting over.
As this is going, "It" will run around, shouting, "It, it, it!" (or if it's dark, "It" can hold a flashlight upwards against his/her chin, lighting up his/her face). "It" will tag as many people from other teams as possible. When this happens, the player that is tagged becomes "It" also, and no longer collects tickets or popsicle sticks. When no one is left to collect tickets, when tickets or sticks run out, or when time runs out, the game is over, the popsicle sticks are counted, and the team with the most points, wins.

Note:
*It is hard to prevent players from pretending that they were not tagged. Emphasize how each role can help their team. The runners gather the points, but those who are "It" can tag players from the other team(s) to make them unable to gather points.
*If "It" does not indentify him/herself by yelling, "It" or using a flashlight, tagging someone doesn't count.
*Appoint counselors/youth leaders to move throughout the playing field to enforce the rules of the game.
*If classes/cabins are not close to even, have the winning team be the team with the most number of points per player.

from 1/6/07, 12:15pm

45) Buck-Buck

Note:
This game is for guys and girls who like to rough-house. It is tons of fun for wild youth groups, but no one should be required to participate if they'd rather watch. It can result in being kicked.

Supplies:
* none

Goal
To get as many people as possible on top of the opposing team

How to Play:
Form two equal teams of 7-10 players. Have one team (Team A) line up, grab the waist of the person in front of them, and lean forward so that their backs form a line parallel to the ground. They should hug snugly against the next person, tucking their heads in for safety.
The other team (Team B)should stand back, at least 15 feet away (or more for a good start). One person from this group starts by running forward, and jumps, landing in a straddling position on top of Team A, as close to the front as possible. When the player lands, he/she should lean forward, flat against the players below. Then a second player from Team B goes, and so-on, until Team A collapses. The teams switch sides, and play again. Whichever team gets the most players on top, wins.
Now you might want to ask for more volunteers from everyone who's watching, and play again.

Strategy
Let the teams figure out how best to line themselves up, with the exception that anyone prone to getting knocked down (ie:small kids) should be in the front.

44) Amoeba

Supplies
* rope/chalk/rocks/etc to mark off two lines

How to Play
Designate a specific area as the game area. Draw a line, or use rocks, etc as landmarks, on either side of this area. Have everyone form a line, standing side-by-side on one side behind one of these lines. Pick one person to be the amoeba; this person should stand half-way between the two lines. At the facilitator's command, the group must run to the other side. The amoeba should try to tag as many players as possible. When someone is tagged, he/she holds hands with the amoeba, becoming part of it and help to tag the runners. No one may let go, but they may use any part of their bodies to try and tag the runners. When the runners get to the other side, they are safe, and wait for the facilitator's command to run back. This continues until everyone has become part of the amoeba.

from 1/5/07, 5:48pm

43) Crows and Cranes

Supplies
* any cloth, including his own socks

How to Play
Split youth into two teams. These teams are called the "Crows" and the "Cranes." Each player should stick a piece of cloth in the back of their pants, hanging out to be grabbed. Designate one side of the playing field for each team as their home base. Have each team stand near the halfway point, on their own side of the "line," and call either, "Crows" or "Cranes." If you call "Crows," the Crows chase the "Cranes" back to the "Crane's" home base, and vise-verse. As the facilitator, you may call either team at any time, to change directions or to add confusion. While chased, anyone who has the cloth removed by an opponent, must join the other team (they may then put the cloth back in). The game should go back and forth, without an end, players moving back and forth between teams.

Variations
This game can also be played as a "tackle", rather than "tag/touch" game

42) Steal the Bacon

Supplies
*any object that can be handled by a multitude of reckless youth

Goal
To be the team with the most points

Preparation
Split the group into 2 equal teams. Have each group line up, side by side, on opposite side of the playing area (at least 30 feet between groups). Put the object at the halfway point between the groups, and have the players on each team count off from 1, remembering their numbers. There should be a # 1 on each team, # 2 on each team, and so on.

How to Play
A facilitator calls a number that matches up to a participant "at random," and the players from each team, with that number, run to grab the object, and return back to the group. Returning with the object scores a point for the team, and the facilitator calls a new number.

Variations
Depending on if you want a calm or wild game:
You may choose to score points to whoever grabbed the object, or allow them to wrestle for the object all the way back to the team.
You may make the object small, for one hand only, or bulky and hard to keep hold of.
You may make the object gross/slimey/dirty socks/etc.
You may call multiple numbers (if they can fight for it), even adding more numbers when they think they almost have it. This works great, say, if you call "5," and one "5" is extra small. Suddenly call out "8," knowing that "8's" size on the small "5's" team will compensate. It also takes the burden of always losing, off of the smaller participants.

41) Over-Under*

Supplies
* bucket of water
* 3 or 4 measuring cups/small containers approximately the same size PER team
* empty bucket (same size) per team

Set-up
Set a bucket of water in front of the relay area. Set an empty bucket with 3 or for small containers behind where you plan to have each team stand.

How to Play
Have players form teams of equal size (at least 8, preferrably at least 10). Have each team stand in line in front of their empty bucket, parallel to the other teams, and crouch down on hands and knees, holding the ankles of the people ahead of them. At the facilitator's command, the person in the back of each line should stradle his her way over the other players, to the front of the line, with a container in his/her hand, and run forward to the bucket of water, dip it in, and carefully race back to his/her line to crawl under the team, making sure to bring the water with him/her, to pour it in the team's bucket behind the line. As soon as the first player on the team reaches the bucket full of water at the front, the next player may begin the same process. This becomes tricky as one person is over, and another is under the team, since some of those who are on all fours will need to lift up to let someone under, and others will need to crouch to let someone over. Conceivably, there could be three or four players at a time, either under or over the rest.

Goal
The game can end with the first team to get the water level to a certain height, the first group to get all the players through, or when time runs out. In any case, the team with the most water (in the bucket, not their clothes) at the end wins.

*(my invention)

40) Mother May I

Supplies
* none

How to Play
Have players line up, side by side, behind a "starting point." Pick one person to be "Mother" (or "Pastor," "Teacher," etc). This person should stand at least 20 feet away, at a "finish line," facing away from the group in order to prevent favortism. Each participant takes turns, from one end of the line to the other, asking permission to advance towards the finish line, by requesting a number and type of move. For example, the first child may ask, "Mother may I take 3 giant steps forward?" Mother may answer with, "Yes you may," "No, you may not," or "No you may not, but you may______(take two sissor steps)." Each player must follow the decision of Mother. The first person to the finish line wins, and becomes the new mother.

Strategy
Often, though not always, Mother ends up judging between the requests, and is most likely to say yes to modest requests, while refusing the more bold requests. Some mothers even reward the meek requests by denying them and offering something better, while "punishing" the bold requests by denying and offering less.

Note
Sometimes, participants will suggest a move you haven't heard of. Mother will have to decide by the sound of it, whether to say yes or no.
Some examples of "steps" include:
Hops
Baby Steps
Giant Steps
Leaps
Summersaults
Skip
Gallop
Sissor Steps (large steps in which the right foot stretches out past the left foot, and then the left foot stretches out past the right; this is one complete sissor step)

from 1/1/07, 12:43am

39) Sardines

Supplies
* none

How to Play
This game is the reverse of hide 'n seek. In a building such as a church, community center, or school, send one or two people together to hide. Give them two or three minutes, passing the time with the rest of the group by telling stories, etc. Then send out the rest of the participants. The goal for each player is to try and find the hiders, and quietly join them, until everyone is together in the hiding place, or until time is up.

Strategy
The larger the hiding place, the easier it is to fit all the participants.

38) Land Bridge

Supplies
* any object that is small enough to grab

How to Play
Split the group into teams of at least five. Have each line up in a corner of the room, facing the center. Each player should get down on all fours, holding the ankles of the person ahead of him/her. Put an object in the center. At the facilitator's command, each team begins with the person in the back, stradling the rest of the team as he/she races to the front. At the front, he/she gets back down on all fours, and the person behind him/her grabs his/her ankles. Then the next person from the back does the same. This continues until the team has extended far enough to grab the object from the center of the room. The team to reach the object first, wins.

from 1/1/07, 12:08am