Supplies:
* any object that can serve as a jewel
How to Play:
Divide the group into two teams, the Smugglers and the Coast Guard. Each team should begin from opposite sides of the room, or field, and may, if you choose, use an entire building (ie: church or youth center) as the playing field. One Smuggler is given the jewel, which must be kept in his/her hand, and the game starts. The Smugglers may pass the jewel off to other Smugglers in order to evade the Coast Guard, while the members of the Coast Guard chase the Smugglers in an attempt to tag them. When a Smuggler is tagged, he/she must open his hands to show that there is no jewel. When the Coast Guard gets the jewel, the teams switch sides and play again.
Strategy:
All the smugglers will need to pretend that they are the ones with the jewel, by keeping their hands closed, and running from the Coast Guard members in order for the game to run smoothly.
Showing posts with label tag games. Show all posts
Showing posts with label tag games. Show all posts
83) Dragon's Tail
Supplies:
*none
Goal:
To get everyone onto one team
How to play:
Start with teams of between 5 and 7 players on a team, with a minimum of 2 teams (no maximum).
Each team should form a line, holding the shoulders of the person ahead of them. Each line becomes a "dragon".
Have each dragon move around the room/field, with the first person (head) trying to tag the person in back (tail) of the other dragon(s). When a "tail" player is tagged, he/she goes to the front of the line of the dragon who tagged him/her, adding to the length of that line, and becomes the head of that dragon.
The goal of each dragon is to get everyone else onto their team. Once you become part of a different dragon, you become part of a new team. As with all New Games, no one is ever out, and no one ever loses.
*none
Goal:
To get everyone onto one team
How to play:
Start with teams of between 5 and 7 players on a team, with a minimum of 2 teams (no maximum).
Each team should form a line, holding the shoulders of the person ahead of them. Each line becomes a "dragon".
Have each dragon move around the room/field, with the first person (head) trying to tag the person in back (tail) of the other dragon(s). When a "tail" player is tagged, he/she goes to the front of the line of the dragon who tagged him/her, adding to the length of that line, and becomes the head of that dragon.
The goal of each dragon is to get everyone else onto their team. Once you become part of a different dragon, you become part of a new team. As with all New Games, no one is ever out, and no one ever loses.
80) Marco-Polo
Supplies
*swimming pool
How to Play
In a pool, choose one person to play it (Marco). The rest of the group must try not to be tagged. "Marco" must keep his/her eyes closed, while swimming/dog paddling around the pool, trying to tag anyone. Similar to echo-location, as used by dolphins to find each other, "Marco" may shout "Marco!" at anytime, and the rest of the participants must reply (audibly), "Polo!" The first person to be tagged becomes the new Marco, and the game continues.
Strategy
The participants will often try to whisper or murmur, "Polo." The rule is, there must be a reasonable chance for Marco to have heard it.
Participants will often shout "Polo," and quickly launch themselves in another direction.
*swimming pool
How to Play
In a pool, choose one person to play it (Marco). The rest of the group must try not to be tagged. "Marco" must keep his/her eyes closed, while swimming/dog paddling around the pool, trying to tag anyone. Similar to echo-location, as used by dolphins to find each other, "Marco" may shout "Marco!" at anytime, and the rest of the participants must reply (audibly), "Polo!" The first person to be tagged becomes the new Marco, and the game continues.
Strategy
The participants will often try to whisper or murmur, "Polo." The rule is, there must be a reasonable chance for Marco to have heard it.
Participants will often shout "Polo," and quickly launch themselves in another direction.
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.
*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.
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.
*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.
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.
* 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.
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
* 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
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
* 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
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.
* 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.
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
* 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
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
*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.
* 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.
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