Wednesday, April 23, 2008

Four Team Volleyball

OBJECT - Win a game of volleyball against three other teams.

GAME TYPE - Four team game.

WHO'S IT FOR - Group Three. You need at least three players per team.

WHAT YOU NEED - Two movable volleyball nets, an extra pole or two, and a volleyball.

HOW TO PLAY:

  1. Set up the court. Put a pole in the middle. Set up the nets so the middle is tied to the pole, and the ends make a ninety degree angle to each other, creating four equal quadrants. Alternately, you can have two poles in the middle and wrap the nets behind them.
  2. Each team goes to a quadrant.
  3. The serving team must serve the ball into the quadrant that is directly across diagonally. After that, the ball can go anywhere.
  4. After the serve, each team has three tries to get the ball over the net. One player cannot hit the ball twice in a row.
  5. If the ball hits the ground, or if a player commits a foul such as hitting the ball twice in a row, their team gets a point.
  6. If the ball goes out of bounds, the team that hit it out of bounds gets a point.
  7. The serving team keeps serving until they get a point, at which point the next team to the left serves. Alternately, you can set a five serve limit before they must pass.
  8. Players rotate the serve whenever it is their team's turn to serve.
  9. Once a team reaches 15 points, the game is over. The team with the lowest point total is the winner.

This game requires a lot of focus becauser the ball could be coming from anywhere. Players will learn how to fake each other out, so make sure everyone is paying attention.

THIS WORKS ON - Athletic ability (volleyball skills), competition (playing against three other teams), observational skills (paying attention to the ball), teamwork (playing as a team)

Tuesday, April 22, 2008

Bedlam

OBJECT - Make it from corner to corner.

GAME TYPE - Racing game and/or elimination game.

WHO'S IT FOR - Group Two. You need at least four, but really, the optimal number would be twelve or more to make it true bedlam.

WHAT YOU NEED - A large square or rectangular space with clearly defined border. Also, a stopwatch or timer of some sort.

HOW TO PLAY:
  1. Have the players stand in different corners of the playing area. There should be an equal number, or close to it, in each corner.
  2. On the word "GO", all players have ten seconds to race from one corner to the opposite corner, meaning all players will meet in the middle and create bedlam.
  3. Everyone who makes it to their corner within the time period gets one point.
  4. On the next run, give them nine seconds. Then eight, then seven, etc. You can go as low as you want.
  5. When you reach a point where no one can make the opposite corner in the time period, the game is over. Add up the points to determine the winner.

For an alternate, more competitive game, put two flags on each person's waist. Give a ten second time limit for all rounds. Players still cross the square and must end up in the opposite corner. They can grab other player's flags in the middle, but must be in the correct corner within the time limit. Any player who loses both flags or does not make it to their corner in time is out. Redistribute the players so the number in each corner is close to equal. The last one standing wins.

THIS WORKS ON - Competition (racing against others), time management (getting to corner in time), spatial awareness (knowing where you are, the space you have to get to, and obstacles that must be avoided).

Monday, April 21, 2008

Bucket Brigade

OBJECT - Fill the bucket.

GAME TYPE - Racing game, passing game.

WHO'S IT FOR - Group One. You should have at least five people in a line, and if you have enough players, you can have several lines going at once.

WHAT YOU NEED - A bucket full of water, an empty bucket, and a lot of plastic cups.

HOW TO PLAY:
  1. Line the players up. At one end of the line, place the full bucket. At the other, place the empty bucket.
  2. On the word "GO", the player next to the full bucket fills a plastic cup and passes it to the next player. The cup makes its way down the line to the other end, where the last player dumps it in the bucket.
  3. The first player keeps passing full cups down the line, one after the other, until the bucket at the other end is either full, or full to a predesignated level.
  4. If you only have one line, try to record the fastest time. If more than one, have a race.

This can make the floor pretty wet, especially if the cups are full when passed. Be careful

THIS WORKS ON - Eye-hand coordination (passing the cup, receiving the cup, not spilling), teamwork (passing quickly without spilling)

Friday, April 18, 2008

Table Baseball

OBJECT - Score the most runs.

GAME TYPE - Two team game.

WHO'S IT FOR - Group Three. There should be at least three people per team, but as in real baseball, no more than nine per team.

WHAT YOU NEED - A ping pong ball, a scorecard, and a marked square table. The markings are described below.

HOW TO PLAY:

  1. First, set up the table. At the center of one side, mark a home base. From there, mark diagonal foul lines to one third the distance of the sides. These are your foul lines. At the other end of the table, draw three lines parallel to the end. The area closest to home plate is a single, the next area is a double, and the third area is a triple. There should be some room between the foul lines and the single line.
  2. Place the ping pong ball on home base.
  3. One player from the batting team kneels so his mouth is right behind the ball. This is the batter.
  4. Three players from the other team make up the outfield, and kneel on the opposite side of the table.
  5. When ready, the "batter" blows the ball. He may only blow it once. He is trying to blow it over the edge where the "outfielders" are.
  6. The outfielders also blow the ball. Their object is to blow it off the edge of the table before it scores either a run or a hit.
  7. If the ball goes off the edge of the table in foul territory, the batter may try again. However, they only get three total chances. If it fouls on the third try, they're out.
  8. If the ball goes off the edge of the table between the foul line and the single line, they batter is out.
  9. If the ball goes off the edge of the table in the single zone, the batter goes to first base (mark this on your scorecard). If a double, they go to second base. If a triple, they go to third base. If it goes off the edge of the table where the outfielders are, it's a home run.
  10. Keep track of which base each batter is on. They may only advance on force moves. If a batter is on second with no one on first, and the next batter gets a single, the batter on second does not move. If a batter is on second with no one on first, and the next batter hits a double, the batter on second may only move to third. Of course, a home run scores everyone.
  11. Each team gets three outs or five runs per inning. This means that if a team gets their three outs before getting five runs, the next team is up. If the team gets five runs before it gets three outs, the next team is up.
  12. Keep playing for a predetermined number of innings. The winner is the team with the most runs scored.

Be sure to rotate players - have a lineup, or order, for the batters, and if you have more than three players per team, make sure everyone gets a chance to be in the outfield.

THIS WORKS ON - Competition (playing a baseball game), oral motor (blowing the ball), strategy (knowing where you should aim the ball for the batter and outfielders).

Bottle Ball

OBJECT - Knock down the bottles!

GAME TYPE - Two team game, dodge game.

WHO'S IT FOR - Group Two. You should have at least three per side, but no more than eight.

WHAT YOU NEED - Twelve to twenty 2-liter plastic soda bottles, some empty, some filled with water. You'll also need two or three playground balls and a marked off space for the playing area.

HOW TO PLAY:
  1. Divide the group into two teams. The two teams go to opposite sides of a playing area, separated by a line.
  2. Set up the plastic bottles at the back of the playing area, with space between them.
  3. Place the three playground balls at the center. All players line up in front of their plastic bottles.
  4. On the word "GO", players race to try and get the balls. No player may cross the center line.
  5. The object of the game is to knock down all of the other team's bottles. The full ones should be harder to knock down than the empty ones.
  6. This game also adds elements of dodge ball, in that if you hit another player with your throw (unless the ball touches the ground first), they are out. However, as soon as a bottle gets knocked over, all out players on the team whose bottle went down may reenter the game.
  7. If a player catches a throw, they may return one player from their own team to the game. Nothing happens to the thrower.
  8. If a ball goes out of bounds, one of the players from the team on the side where it went out of bounds may retrieve it. They may not throw the ball until they have come back in bounds.
  9. Once all the bottles of one team have been knocked down, the game is over.

For a variation, give one point for each empty bottle knocked over, three for each full bottle knocked over, and set a time limit.

THIS WORKS ON - Athletic ability (throwing, running), competition (playing against another team), eye-hand coordination (aiming at targets), teamwork (playing as a team).

Tuesday, April 8, 2008

Balloon Sweep

OBJECT - Be the first to sweep your balloon over the finish line.

GAME TYPE - Racing game.

WHO'S IT FOR - Group One. You need at least two to play this one, more to make it a relay.

WHAT YOU NEED - Several blown up balloons (in case one pops), and two brooms (or more, depending on how many teams/racers you have).

HOW TO PLAY:
  1. Divide the players into teams.
  2. Give the first runner on each team a broom and place a balloon on the floor.
  3. On the word "GO", players sweep the balloon towards the turn-around point, which can be a line, a chair, a wall, whatever.
  4. At that point, they turn around and head back to the start.
  5. When they cross the start line, they give the broom to the next player who now sweeps the balloon toward the turn around.
  6. The winners are the first ones to have everyone cross the finish line.

The balloons will go all over the place, so definitely have more ready in case one pops. Also, you can have every player race individually rather than in teams, keeping track of the fastest time.

THIS WORKS ON - Eye-hand coordination (using the broom to sweep the balloon), competition (racing)

Friday, April 4, 2008

Red Handed

OBJECT - Find the object.

GAME TYPE - Observation game.

WHO'S IT FOR - Group Three. You should have enough people to make it hard for IT.

WHAT YOU NEED - Some sort of small object, such as a beanbag or a marble.

HOW TO PLAY:
  1. Have everyone stand in a circle.
  2. Choose one person to be IT.
  3. IT must close his eyes and count to ten slowly.
  4. While IT is counting to ten, the people in the circle start passing around the chosen object behind their backs.
  5. When IT reaches ten, he can look and try to figure out where the object is.
  6. The members of the circle must keep[ passing the object, but to make it confusing, they are allowed to fake it (pretend to pass when they don't have it).
  7. IT may make three guesses. If they get it correct in those three guesses, they win. If they can't figure out where the object is, the group wins.

This is not a competitive game in that no points are awarded, but the group does need to work together in order to keep IT from finding the object.

THIS WORKS ON - Strategy (distracting IT from the proper location), observational skills (looking to figure out where the object is), teamwork (working together to defeat IT)

Tuesday, April 1, 2008

Threeball

OBJECT - Score the most points and win the game.

GAME TYPE - Individual game.

WHO'S IT FOR - Group Two. You'll need eight or so players to play this game.

WHAT YOU NEED - Three kickable balls, a box, and a large field to play in.

HOW TO PLAY:
  1. Set up the field, with three bases and a home plate. They don't have to be as far apart as in standard baseball, but there should be some distance between them.
  2. Set up the box in the middle, where the pitcher's mound would be.
  3. Everyone plays defense and should go in the field, except for one player who is the first kicker.
  4. The kicker stands at home plate with three balls on the ground in front of them.
  5. The kicker kicks all three of the balls in different directions, and starts to run the bases.
  6. The kicker scores a point every time they cross a base. If a player crosses home plate, they can keep running, and each base is worth two points.
  7. The defense must corral the balls and put them in the box.
  8. Once all three balls are in the box, the kicker is out. Add up the number of bases they crossed before being out for their score.
  9. A new kicker comes up, while the old one goes to the field.
  10. The winner is the one, at the end of the game, who scored the most points.

With enough players, you can even have two teams, with all players kicking before taking the field.

THIS WORKS ON - Competition (trying to score/prevent scoring), following directions (rules of the game)

Rooms

OBJECT - Switch rooms quickly, or be eliminated.

GAME TYPE - Elimination game.

WHO'S IT FOR - Group One. It doesn't matter how many people you have to play this game.

WHAT YOU NEED - An area, inside or outside, sectioned off into at least four squares. The squares can be in a box shape, or in a line. The squares also need to be labeled with the name of a different room - living room, bathroom, bedroom, kitchen.

HOW TO PLAY:
  1. Set up the playing area as described above.
  2. Have all players stand in one room.
  3. You call out a room. All players must move to that room.
  4. The last player to make it to the room is eliminated.
  5. If you call out a room where everyone already is, they must stay there. Anyone who moves to another room is eliminated.
  6. The last person standing is the winner.

As a variation, you can set a time limit for moving into the enxt room, like five seconds. Anyone who doesn't make it in that time is out.

THIS WORKS ON - Following directions (going to specific room), attending (to what room is being called)

Monday, March 31, 2008

Calvinball

OBJECT - Make up your own game.

GAME TYPE - Creative game.

WHO'S IT FOR - All groups can play. You can have as many or as few as you want playing.

WHAT YOU NEED - It depends on the rules you decide. You may want to have some options ready when making the rules, then you can figure it out from there. You will need a chart for the rules and masks for everyone.

HOW TO PLAY:
Calvinball is a game played in the comic strip Calvin and Hobbes. As Calvin says in one strip, the only permanent rule in Calvinball is that you can't play the same way twice. Therefore, you'll have to make up this game as you go. You may want to take two sessions with this game, at least at first. In the first session, set the rules. In the second session, play the game.
  • SESSION ONE: Set the rules. Each group will be different in the way the rules get set. For Group One, for example, you may want to have more limited choices (what type of ball should we use...a basketball, a soccer ball, or a football?), while Group Three can have a broader choice (what type of ball should we use?) In the comic, Calvinball seems to be a cross between croquet and Capture The Flag, but you can play it however you want. Encourage creativity in the choices (seventeen bases, shoot a football into a basketball hoop, can only carry the ball between your knees, etc). You'll need to establish how to score, roles of the players, number of players per team, number of teams, penalties for breaking rules, and any other things you can think of. This will take a while, which is why I recommend taking an entire session.
  • SESSION TWO: Play the game. When playing the game, make sure everyone is following the rules they came up with. However, in the spirit of true Calvinball, players can make up more rules as they go, as long as they don't conflict with the original rules (if an original rule was to hop on one foot when scoring a point, a new rule cannot be to run in a circle when scoring a point). New rules must be stated alound and added to the rule chart. Also, the official uniform of Calvinball is a bandit mask over the eyes.

This game is more about inventing the rules than winning. Encourage lots of creativity.

THIS WORKS ON - Creativity (making up the rules), following directions (following the rules), competition (playing the game).

Monday, March 24, 2008

Greedy

OBJECT - Make the most baskets.

GAME TYPE - Elimination game.

WHO'S IT FOR - Group Three. You should have no more than ten people playing this game at once.

WHAT YOU NEED - A basketball hoop and enough basketballs so each player can have one. The basketballs should be unique enough that players can tell them apart. This can be a marking on the ball, or an entirely different style of ball. You should also have a scorecard.

HOW TO PLAY:
  1. Have each player line up outside the three point line, and give each a basketball.
  2. On the word "GO", every player shoots their basketballs to try to make a basket.
  3. When a player misses, they must get the rebopund (and make sure it is their ball), and shoot from where they got the rebound. They may not move closer to the basket. If a ball goes out of bounds, the player may bring the ball back in bounds before shooting again.
  4. Once a player makes a shot, they yell "POINT" and run back to the three point line to start shooting again.
  5. Keep track of the points. When a player scores five baskets, they can stop and move off the court.
  6. The last player shooting (who doesn't make five points) is eleiminated.
  7. Players start again from behiond the three point line. In the next round, you only need four points. The next round, and all rounds after that, need only three points.
  8. Players can use their basketballs to block other shots, throwing their balls in the air to knock another one off its flight path. The danger in this, however, is that you have to shoot from where your ball goes, which will probably be somewhere in the wrong direction.
  9. Keep eleiminating until one player is left standing. This player wins.

This game can get pretty chaotic, so make sure everyone knows exactly which ball is theirs.

THIS WORKS ON - Competition (trying to score the most baskets while everyone else is shooting), athletic ability (basketball skills)

Costume Relay

OBJECT - Win the race.

GAME TYPE - Racing game.

WHO'S IT FOR - Group Two. You need at least four people for this race, but the more the merrier.

WHAT YOU NEED - Lots of old clothes, including hats, scarves, shirts, pants, skirts, gloves, shoes, sunglasses, masks, etc. Be creative.

HOW TO PLAY:
  1. Divide the players into at least two teams, more if you have enough.
  2. Have the players stand at one end of the race track, with a box of clothes at the opposite end.
  3. Before starting the race, let each team know what they must have in order to win. For example, they should have a hat, pants, a shirt, a scarf, a belt, shoes, and one other item they can decide on. The players may decide which article of clothing to grab when they reach the box of clothes, or you can designate each player to get something.
  4. On the word "GO", the first two players race to the box and grab one of the clothing items from their list (or the article of clothing they have been assigned). They must put it on and race back to the start.
  5. When the players reach the start, they take off the clothing piece they grabbed (such as a hat) and put it on the next player. The next player then runs to the box, grabs another article of clothing, puts it on, and runs back.
  6. Whenever a player reaches the start, they must take off everything they've gotten from the box and put it on the next player.
  7. When a runner puts on the last article of clothing they needed from the box, they run back to start and put the entire costume on the next player. That player must run back to the box, put everything back, and run back. The first team to finish the race wins.

You don't have to have the last player put everything back. If you want, you can end the race when they've completed the costume, then take votes on who has the best outfit.

THIS WORKS ON - Athletic ability (running the race), teamwork (dressing your teammates), creativity (deciding what the best outfit would look like), functional skills (dressing, identifying articles of clothing)

Eyes and Feet

OBJECT - Guess who's behind the sheet.

GAME TYPE - Observation game.

WHO'S IT FOR - Group One. Three or more people can play this game, but it's more fun and much harder if there's more.

WHAT YOU NEED - A sheet with a hole for the eyes cut out. The hole shouldn't be too high on the sheet, but high enough so the shortest player can look through them.

HOW TO PLAY:
  1. Hang your prepared sheet up in a doorway. Make sure you can't see around it.
  2. Choose one player to be IT. All other players go to the other side of the sheet.
  3. One at a time, a player comes up to the sheet and puts their eyes to the eye hole.
  4. IT must decide who the eyes in the eyehole belong to.
  5. Have every player look through the eyehole, and have IT decide who belongs to each pair.
  6. Once IT has seen all the eyes, choose another IT. They go through the same process.
  7. The winner is the player who identified the most eyes correctly.

As a variation, and the reason this game is called Eyes and Feet, you can raise the sheet high enough so only the player's feet are visible, and have IT identify them that way.

THIS WORKS ON - Observational skills (noticing attributes that belong to others), matching (matching eyes or feet to other players)

Friday, March 14, 2008

Paper Football Tournament

OBJECT - Win the paper football tournament!

GAME TYPE - Individual game.

WHO'S IT FOR - Groups Two and Three. You need two people for a game, and more for a tournament.

WHAT YOU NEED - A table and a paper football for each game. Find instructions on how to make a paper football here.

HOW TO PLAY:

  1. You can set up the tournament in a couple of different ways. You can do a single elimination tournament, bracket style like the NCAA tournament. You could also have all players play everyone else and keep track of wins and losses, with the top two players meeting for the championship at the end. You can also come up with your own format.
  2. To play paper football, seat two players across from each other at a table. There shouldn't be too much space between them.
  3. Have players flick the football to the other end of the table. The goal is to get part of the football hanging over the edge of the table. You can check this by running your finger across the edge of the table. If the football moves, it's a goal.
  4. If the football goes over the edge and falls to the floor, it doesn't count.
  5. If the football does not score a goal, the opposing player must flick it from the place it stopped. The only way a player may move the football is if the football goes over the edge.
  6. Whoever scores five points first is the winner.

Play as many games as you want, but try to keep it competitive and fun.

THIS WORKS ON - Fine motor (flicking the football), eye-hand coordination (aiming, trying to get the shot just right), competition (trying to score more goals than the other player)

Pass The Present

OBJECT - Open the present!

GAME TYPE - Passing game.

WHO'S IT FOR - Group One. You need enough people to make a circle.

WHAT YOU NEED - Music, and several prewrapped presents. The presents should be wrapped with several layers of paper.

HOW TO PLAY:
  1. Players sit in a circle.
  2. When the music starts, players pass a present from person to person.
  3. Whenever the music stops, whoever is holding the present gets to unwrap one layer of wrapping paper.
  4. The music starts again and the present gets passed.
  5. Keep going until someone unwraps the last layer of paper. Whoever unwraps the last layer gets to keep the present.
  6. Repeat with another present.

This is a great Christmas game, but can be used for other occasions as well. When you wrap the presents, try to make it very difficult to unwrap more than one layer at once. Also, make sure everyone gets something.

THIS WORKS ON - Sharing (passing the present), fine motor (unwrapping presents), attending (listening to the music), following directions (only unwrapping one layer)

Tuesday, March 11, 2008

Spoons

OBJECT - Make four of a kind, and don't be the last one to grab a spoon.

GAME TYPE - Elimination game.

WHO'S IT FOR - Group Three. This should ideally be played with a group of no more than seven or eight.

WHAT YOU NEED - A full deck of playing cards and one spoon for each player, minus one.

HOW TO PLAY:
  1. Have all players sit in a circle with spoons in the middle. There should be enough spoons in the middle so every player except one can grab a spoon.
  2. Have one player shuffle and deal the cards (help if you need to). Four cards get dealt to each player. All extra cards are placed in front of the dealer.
  3. The object is to make four of a kind in your hand. This means you want to have all four 3s or all four Kings, etc.
  4. On the word "GO", the dealer takes a card from the extra card deck. The dealer must then discard one card and pass it to the player on his/her left. While the next player decides if he/she wants to use that card, the dealer draws another one.
  5. Play continues like this, with each player discarding and passing. You may only have four cards in your hand at a time, and you may only pick up one card at a time.
  6. When the last player discards, instead of passing the card to the dealer, they make a discard pile. Should you run out of cards without someone getting four of a kind, the dealer may shuffle those cards and use them as a new deck.
  7. When someone makes four of a kind in their hand, they must grab a spoon. However, they want to do this in such a way that no one else notices.
  8. If anyone notices that a spoon has been taken, they can grab a spoon as well, even if they don't have four of a kind in their hand.
  9. Whoever does not get a spoon in the round is out.
  10. Remove a spoon and play again.
  11. Keep playing until only one remains. They are the winner.

Sneakiness is encouraged when grabbing a spoon. When someone does notice, it usually turns chaotic quickly.

THIS WORKS ON - Observational skills (knowing when someone takes a spoon), matching (making four of a kind), competition (playing a game with peers)

Magazine Scavenger Hunt

OBJECT - Find the most items on your list.

GAME TYPE - Scavenger hunt.

WHO'S IT FOR - Group Two. Have as many people as you want. If there are less than four, everyone will work individually. If there are four or more players, teams will be made of two or three, depending on whether there's an odd or even number.

WHAT YOU NEED - Lots of magazines, scissors, glue, and a list of the items you want the players to search for. You can either have a list with a box for each item, or just a list with a separate piece of paper for a collage.

HOW TO PLAY:

  1. Divide the players into teams of two or three.
  2. Give everyone a list that you've made previously. As mentioned before, the list can be simply a list of items, or it can have a box for each item.
  3. Have each team search through the magazines, looking for each item mentioned and cutting them out.
  4. At the end of a set time limit, the searching is done. The players can now glue the pictures either to their list or make a collage by gluing them onto a separate piece of paper.
  5. The team that found the most items, or that were the most creative, wins.

If you want to try a variation, have the players come up with the list they need to search for.

Some suggestions for items to search for:

  • A car
  • A boat
  • A hat
  • A shoe
  • Something red
  • Something tiny
  • Letters that spell the names of everyone in your team
  • Something to eat
  • Something shiny
  • A celebrity

THIS WORKS ON - Creativity (coming up with items for what is listed), artistic ability (cutting and pasting), finding items (finding what's listed)

Octopus Tag

OBJECT - Don't get tagged by the octopus or any tentacles!

GAME TYPE - Tag game.

WHO'S IT FOR - Group One. You can have as many people as you want to play this game, but at least six.

WHAT YOU NEED - A rectangular space to run with clearly defined borders.

HOW TO PLAY:
  1. Set the borders of your area, which should be rectangular. The ends of the area are the safe zones.
  2. Designate one person to be the octopus.
  3. The octopus stands in the middle of the area, while all other players go to one of the safe zones (everyone in the same place).
  4. When the octopus says "GO!", all other players must run from their safe zone to the other, trying to avoid the tag of the octopus. Players may not cross over the edges of the area.
  5. If someone gets tagged by the octopus, they become a tentacle. Rather than attaching to the octopus, however, they must stay in the same place they were when they were tagged.
  6. Once all players who have not been tagged, the octopus returns to the center of the area and says "GO!" again. Players race back to the other safe zone, this time trying to avoid the tag of the octopus AND any tentacles.
  7. Tentacles may not move from their spot, they are rooted to the ground. However, they may take one step as long as their other foot is firmly planted.
  8. Anyone who gets tagged by a tentacle becomes another tentacle and must stay in place to try and tag people the next time.
  9. The last person who can avoid all tentacles and the octopus is the winner, and becomes the new octopus.

If any tentacle needs help staying put, you can use a carpet square, or draw a big circle where they need to stand using chalk, or tape.

THIS WORKS ON - Competition (trying to avoid the tag), following directions (staying inside the borders, staying in place as a tentacle)

Friday, March 7, 2008

Around The World

OBJECT - Score all the shots first!

GAME TYPE - Individual game.

WHO'S IT FOR - Groups Two and Three. You need at least two for this game, and probably no more than 8.

WHAT YOU NEED - A basketball, a basketball court (or half-court), and some means of marking spots (chalk, tape, carpet squares).

HOW TO PLAY:
  1. Mark ten spots around the basketball court, with shots increasing in difficulty. For example, spot #1 might be right by the basket (lay up) while shot #10 is behind the basket.
  2. On their turn, each player will start at spot #1 and try to work their way up to spot #10.
  3. If a player makes a shot, they move ahead and shoot again.
  4. If a player misses a shot, their turn is over and the next player tries.
  5. Each player starts their turn from the last place they missed.
  6. The first person to make all ten shots is the winner.

Know your group's abilities, and don't make the shots impossible, but do make them challenging. If your group can barely get the ball to the hoop from the free throw line, don't make them shoot from midcourt.

THIS WORKS ON - Competition (trying to make all the baskets before anyone else), athletic ability (basketball skills), eye-hand coordination (making shots).

Jingle Tag

OBJECT - Catch the jingler.

GAME TYPE - Tag game.

WHO'S IT FOR - Group One. You'll need four to ten people for this game.

WHAT YOU NEED - For variation one, jingle bells for everyone and one blindfold. For variation two, blindfolds for everyone and one set of jingle bells. For both groups, have an area with clearly defined borders.

HOW TO PLAY (Variation One):
  1. Choose one person to be IT and blindfold them.
  2. Give everyone else a set of jingle bells.
  3. At the word "GO", IT tries to find someone else by listening for their jingle bells.
  4. The jinglers must jingle their bells if they are moving. They also may not leave the defined area.
  5. Adults can scatter around the area to help IT stay inside the borders.
  6. When IT tags someone, they become the new IT.

HOW TO PLAY (Variation Two):

  1. Choose one person to be IT, and blindfold everyone else.
  2. Give IT a set of jingle bells.
  3. At the word "GO", everyone tries to find IT by listening for the jingle bells.
  4. IT must jingle the bells when moving. IT may not leave the defined area.
  5. Adults can scatter around the area to help the blindfolded people stay in the area.
  6. When someone catches IT, they become the new IT.

Watch out for the safety of anyone who is blindfolded. They shouldn't move too fast, and be sure the area is cleared of anything they might trip on.

THIS WORKS ON - Sensory (using ears instead of eyes), competition (trying to tag/not be tagged).

Wednesday, March 5, 2008

Pig

OBJECT - Score 101 points before anyone else.

GAME TYPE - Individual game.

WHO'S IT FOR - Group Three. This game is ideally played with 2-6 players.

WHAT YOU NEED - Two dice and a scorepad.

HOW YOU PLAY:
  1. Decide who goes first by rolling the dice. High roll wins.
  2. The first player rolls the dice and adds up the total. They may keep rolling until they bust, or roll a one, or until they choose to stop.
  3. If, on any roll, one of the dice is a one, that player's turn is over and they collect no points for the turn, but may keep all points accumulated in previous turns.
  4. If a player rolls double ones, their turn is over, and they lose all points accumulated in the game to that point. This is a bust.
  5. If a player rolls doubles (not ones), they must roll again. They have no choice. If they roll doubles three times in a row, they lose all points accumulated to that point. This is also a bust.
  6. If a player chooses to stop before busting or rolling a one, they may keep any points accumulated in that turn and add them to their total.
  7. The first player to score 101 points or more is the winner. However, if any player scores exactly 100, they bust and lose all points accumulated in the game.

Confused? Here's a sample:

  • Player A rolls 3-6. He chooses to keep rolling. He rolls a 2-3. He chooses to stop with 14 points.
  • Player B rolls 4-4. He must roll again. He rolls a 6-6. He must roll again. He rolls 2-3. He chooses to stop with 25 points.
  • Player C rolls 5-6. She rolls again. She rolls 1-3. She ends her turn with zero.
  • Player D rolls 3-4. She chooses to stop with 7 points.
  • Player A rolls 1-1. He loses the 14 points he earned on his first turn and now has zero.
  • Player B rolls 2-2. He must roll again. He rolls 5-5. He must roll again. He rolls 3-3. He busts and loses the 25 points from the first turn, and now has zero.
  • Player C keeps rolling for several turns, amazingly not rolling a single one. However, at 95 points, she rolls 2-3 bringing her total to 100. She loses all her points and is back to zero.
  • Player D rolls a 6-6 and must roll again. She rolls 5-6 and chooses to stop with 23 points in this round added to her 7 from the previous round for 30 total.

THIS WORKS ON - Competition (rolling for higher points than your peers), strategy (knowing when to quit rolling), math (adding numbers).

Shadow Tag

OBJECT - Tag the shadows!

GAME TYPE - Tag game.

WHO'S IT FOR - Group Two. You can have at least four for this game, or as many as you want.

WHAT YOU NEED - A sunny day.

HOW TO PLAY:
  1. One person is designated as IT.
  2. At the word "GO", IT attempts to tag the other players. The catch is, IT must tag their shadow by stepping on it.
  3. If someone's shadow is tagged, they become the new IT.
  4. Play as long as you like.

Play late in the day for easier tags (longer shadows). Play at midday for a more difficult game.

THIS WORKS ON - Competition (trying not to get out), following directions (tagging shadow and not person).

Grid Game

OBJECT - Collect the most grid boxes.

GAME TYPE - Individual game.

WHO'S IT FOR - Group One. You need at least three people, and up to ten.

WHAT YOU NEED - Sidewalk chalk and an area outside. In drawing the grid, make five rows and five columns of boxes for 25 total. If there are more than five playing, add another column for each player. Also, you'll need one beanbag for each player.

HOW TO PLAY:
  1. Draw the grid (as described above).
  2. Each player takes turn throwing one beanbag at the grid.
  3. If a beanbag lands in an unoccupied box (a box that has not already been claimed), the player that threw it may claim the box. They can sign their initials, or color it in with a unique color, or draw a picture, or whatever tehy want to do to claim it.
  4. If the beanbag lands in a box that has already been claimed, they can have one more chance to try and get a free box. If they don't, they pass their turn.
  5. Keep playing until all boxes are claimed. The player who claimed the most boxes is the winner.

Due to the set-up, this is not a game that repeats easily. Either plan on this being the only thing in your session, or have another game ready for after this one ends.

THIS WORKS ON - Eye-hand coordination (aiming a beanbag and throwing), competition (trying to earn the most boxes), writing (signing your box).

Tuesday, March 4, 2008

Hungry Hippos

OBJECT - Feed the hippos!

GAME TYPE - Four team game.

WHO'S IT FOUR - Group Two and Group Three. You need at least four players to play, but probably no more than 12.

WHAT YOU NEED - Four boxes or laundry baskets, several playground balls, and a fairly large area.

HOW TO PLAY:
  1. Divide the players into four teams. There should be one to three players on each team.
  2. Assign each team to one goal. This is a hippo, and this is where they will try to score.
  3. Everyone must try to score a goal in their own hippo while trying to block goals in other hippos. It may be helpful for teams to divide themselves into offense and defense.
  4. If there are only four players, the playing area will be much smaller than if there are twelve.
  5. If a ball is kicked into a hippo, that hippo's team scores one point. The ball goes back into play.
  6. Players may only kick the ball.
  7. At the end of a set time limit, whichever team has the most points wins.

All four teams must cooperate to prevent other teams from scoring while trying to score themselves. This can make the game pretty chaotic, so watch for frustration.

THIS WORKS ON - Competition (trying to score goals against other teams), eye-foot coordination (trying to aim kicks), interteam cooperation (working with other teams to try and defend).

Color Bingo

OBJECT - Get Bingo using colors.

GAME TYPE - Individual game.

WHO'S IT FOR - Group One. You can have as many or as few as you want to play this game, depending on how much preparation you do.

WHAT YOU NEED - This game needs quite a bit of preparation. First, take two standard six-sided dice. Cover all faces of one die with different colored paper, such as blue, green, yellow, red, black, and white. It doesn't matter which color goes where. Leave the other die alone. You'll also need enough bingo cards for all of your players. The Bingo cards should have six rows and six boxes for a total of 36 boxes. Number each column 1-6. Each column should have four of the six colors represented and placed randomly throughout the column. You'll also need a lot of tokens or other types of markers to mark the board during the game.

HOW TO PLAY:
  1. Pass out the cards to the players.
  2. Have a player roll both dice, the normal one and the colored one.
  3. When the roll is done, have the player call out what the number and color is (e.g. "Three blue").
  4. When the number/color combination is called, players look on their in the number column to see if they have that color represented. If there are one or more blues in the third column, players should mark only one with one of their tokens.
  5. If a number/color combination is rolled, and the player has already marked it, they don't get to mark it again.
  6. If a number/color combination is rolled, and the player doesn't have it, they don't get to mark anything.
  7. All players should get a turn to roll the dice and call out the number/color combination.
  8. Keep track of what has been called.
  9. When someone gets six in a row (horizontally, vertically, or diagonally), they call out "BINGO!" Check to make sure they got it. If they did, they win. If not, play continues.
  10. Once someone has won, clear the cards, switch them around, and play again.

This game is mostly based on luck, so try to encourage the players not to get frustrated if they don't win.

THIS WORKS ON - Color recognition (trying to identify colors on the bingo card), fine motor (placing markers on the card), competition (playing a friendly game with peers), tracking (finding the right color in the right column)

Monday, March 3, 2008

Paper Airplane Race

OBJECT - Build the best paper airplane and win the race.

GAME TYPE - Racing game.

WHO'S IT FOR - Group Three. You need at least two people to make it a race, but you can have as many as you want.

WHAT YOU NEED - Paper for the airplanes, and a number of different designs to experiment with.

HOW TO PLAY:
  1. Step One is the making of the paper airplanes. Each player can make several, using different designs if they want.
  2. Next comes the testing of the airplanes. They can throw them around, checking to see if they work properly.
  3. Now is the time for the race. Players pick their best paper airplane.
  4. On the word "GO", players throw their airplanes as far as they'll go towards the finish line.
  5. If the airplanes fall short, players must pick them up from where they landed and try again.
  6. The first airplane to cross the finish line is the winner. If two airplanes cross at the same time, the one that went the farthest was the winner.
  7. Try again with a different plane if you want.

Some players may need extra help making the airplanes. Be willing to give it.

THIS WORKS ON - Sequencing (following steps to make a paper airplane), competition (it's a race), artistic ability (being creative with designs)

Circle Kickball

OBJECT - Don't knock over any objects.

GAME TYPE - One team game.

WHO'S IT FOR - Groups One and Two. You need at least six people for this game.

WHAT YOU NEED - A kickball and several items for the center of the circle that can be knocked down.

HOW TO PLAY:
  1. Put everyone into a large circle, with at least an arm's length between them.
  2. First, have the players jsut practice kicking the ball to someone else in the circle. Don't kick it too hard, or the other player won't be able to get it.
  3. After everyone has kicked the ball to someone else a few times, put an object, such as an empty soda bottle, in the middle of the circle. Now the object of the game is to kick the ball across the circle without knocking over the object.
  4. If the object gets knocked over, set it back up. See how many times the ball can be kicked across the circle before the object gets knocked over.
  5. As the game progresses, make it more difficult by adding more objects to the circle. If one object gets knocked down, leave it as an obstacle. Only when everything gets knocked down do you set them up again.

This game is not a competition. People don't get eliminated for knocking down the object, though if someone refuses to follow directions and keeps aiming for the object, they may need to be removed.

THIS WORKS ON - Teamwork (everyone working together to keep the objects standing), eye-foot coordination (being able to aim kicks so the objects don't get hit), following directions (kicking to friends and not trying to hit center object).

Friday, February 29, 2008

Human Foosball

OBJECT - Protect the goal, but don't stray from your line.

GAME TYPE - Two team game.

WHO'S IT FOR - Group Three. This is a big game, and you need at least seven players per side, plus two ball chasers.

WHAT YOU NEED - A big space (such as a basketball court), sidewalk chalk, a kickable ball, and two goals.

HOW TO PLAY:
  1. First, make the court. Draw three or four lines on each side of the court and set up a goal at either end.
  2. After dividing the players into teams, set them on their lines. As in regular foosball, they should alternate. There should be a line of Team A in front of their goals, then a line of Team B facing them. Then Team A, Team B, Team A, and Team B in front of the goal they are protecting. Players can decide how many people they want on each line, but once the decision is made, that's it.
  3. The big rule of this game is that no one may leave their line. They can move on the line wherever they want, but they may not go around another team member as that would involve leaving the line.
  4. Start the ball in the middle. The team can kick it to their teammates or to the goal.
  5. If the ball goes in the goal, the kicking team earns a point, and the other team gets the ball.
  6. Players may use any part of their body to block, but may only pass with their feet.
  7. If the ball gets stuck between the lines, the ball chasers (who otherwise stay off the court) may tip the ball in either direction. It will probably be a good idea to assign them to teams, and whoever gets there first can tip it.
  8. Also, the ball chasers are responsible for getting any balls that go out of bounds. The ball chasers, however, may not try to score.
  9. The winning team is the one with the most points at the end.

Have fun, but be very strict about the no leaving the lines rule. You can make the lines wide for a little more mobility, but they must stay there.

THIS WORKS ON - Athletic ability (kicking the ball and blocking), following directions (staying on the lines), competition (trying to score points against each other), teamwork (passing to each other).

Face Maker

OBJECT - Make a face using magazine pictures.

GAME TYPE - Art game.

WHO'S IT FOR - Group One and Group Two. You'll need enough people to cover the parts of the face, as listed below. If you have too many people, they can work in pairs or teams.

WHAT YOU NEED - Lots of old magazines, scissors, glue, and 10 sheets of paper.

HOW TO PLAY:
  1. Assign a facial feature to each player or team of players (eyes, ears, nose, mouth, hair, head, possibly neck, facial hair, or jewelry).
  2. Have each player or team flip through the magazines look through their magazines to find their facial feature.
  3. When they find it, they cut it out. (NOTE - Heads should be large, close up photos. The facial features on the head will be covered)
  4. The players should find ten of their assigned facial feature.
  5. Once all the facial features have been cut out, the players glue one onto each sheet of paper. Start with the head, then add the different facial features in any order after that. Facial features do not have to match.
  6. Once all the faces are complete, have the players vote on which one they like the best.

This is not a competition. Everyone is working together to create faces.

THIS WORKS ON - Teamwork (working together to build a face), body concept (recognizing each facial feature and where it goes), artistic ability (being able to cut and paste), fine motor (operating the scissors).

Wednesday, February 27, 2008

Spam

OBJECT - Get the other team out using paper ammo.

GAME TYPE - Dodge game.

WHO'S IT FOR - Group Three. You should have a good number of players for this, preferably at least five per side.

WHAT YOU NEED - A large space to play in, and lots of old magazines or newspapers.

HOW TO PLAY:
  1. Divide up into two teams.
  2. Teams take sides of a playing area. In the middle of the playing area, there is a neutral zone that holds a table and the magazines and newspapers.
  3. On the word "GO", both teams have exactly one minute to go to the table and make as many paper balls as they can. Rip out magazine pages, tear up newspaper, whatever they have to do. Crumple the paper up to make your team's ammunition.
  4. At the end of the minute, everyone must leave the neutral zone and not return.
  5. When the minute is up, players may start firing ammunition at their opponents.
  6. If a paper ball hits a player, that player is out. They must sit out of the game until the next round.
  7. Players may use any ammunition that is on their side of the playing area. If the ammunition falls into the neutral zone around the table, it is out of play because no one may enter the neutral zone after that first minute.
  8. The team that gets the other team completely out is the winner.
  9. For the next game, they may make more ammunition, or you can jsut use what was already made.

This is better than dodge ball, especially for Group Three, since they can throw the paper balls as hard as they want and not hurt anyone. This game makes a mess, so make sure everyone cleans up afterwards.

THIS WORKS ON - Competition (trying to get the other team out), eye-hand coordination (aiming and throwing to hit a target).

Fox and Geese

OBJECT - As the fox, catch the geese. As the geese, avoid the fox.

GAME TYPE - Tag game.

WHO'S IT FOR - Group Two. You don't want to have too many people playing this game, probably make six the limit.

WHAT YOU NEED - Sidewalk chalk and a big enough concrete area to use.

HOW TO PLAY:
  1. Draw a large circle on the concrete. Next, divide it into eight sections, creating pie wedges.
  2. Select one player to be the fox. The rest are geese.
  3. The fox is going to try to catch the geese. The catch of this game is that the fox and the geese may only run on the lines of the circle and that divide the circle.
  4. Without leaving the chalk line, players must run around the circle. The fox tries to tag the geese. If a goose is tagged, they're out.
  5. Because no one can leave the lines, playetrs must be very aware of where everyone else is to avoid collisions. Because everyone is on the lines, no one can pass anyone else.
  6. The last goose to avoid being tagged becomes the fox in the next round.

Everyone really needs to be careful with this game. Be sure you draw the circle very large to give everyone room to run, and make sure everyone is watching where they're going.

THIS WORKS ON - Competition (trying to avoid the tag, or trying to tag other players), following directions (staying on the chalk line), spatial awareness (knowing where everyone is in the space provided)

Hunter and Rabbits

OBJECT - As the hunter, try to catch the rabbits. As the rabbits, try to avoid the hunters!

GAME TYPE - Dodge game.

WHO'S IT FOR - Group One. You should have at least five players for this game.

WHAT YOU NEED - A large space to run around in, and a soft playground ball.

HOW TO PLAY:
  1. Select one player to be the hunter, and have all the rest as rabbits.
  2. On the word "GO", the rabbits start to run, trying to avoid being hit with the ball.
  3. The hunter must chase the rabbits, and throw the ball at them to try to hit them.
  4. If the hunter hits a rabbit, that rabbit also becomes a hunter. The hunters then work together to catch more rabbits.
  5. Each rabbit that gets caught becomes another hunter. The last rabbit remaining is the winner, and becomes the hunter for the next round.

This game should only be played with one ball, though you may add more if the players are really getting the hang of the game.

THIS WORKS ON - Competition (trying to get other players out, and trying to avoid getting out), teamwork (hunters working together to catch rabbits)

Tuesday, February 26, 2008

Human Knot

OBJECT - Create a human knot and untangle yourselves.

GAME TYPE - One team games.

WHO'S IT FOR - Group Three. You need at least five people to make this work, but the more people you have, the more complicated and fun it becomes.

WHAT YOU NEED - A sense of humor. Otherwise, this can be really frustrating.

HOW TO PLAY:
  1. All players stand in a circle.
  2. Everyone reaches into the circle with their right hand and grabs someone else's hand.
  3. Everyone reaches into the circle with their left hand and grabs someone else's hand, taking care not to grab a hand belonging to the person they're holding with their right hand.
  4. The goal of this game is, without letting go of hands, to untangle the human knot into a full circle with no twists. Some people may be facing backwards, and that's OK.
  5. There is a possibility that the knot will turn out to be two separate circles. That's OK too, as long as both get untangled successfully.

There are no winners or losers in this game. Everyone is working together to a common goal. Therefore, encourage everyone to come up with strategies, suggestions, and work together.

THIS WORKS ON - Teamwork (working together to untangle the knot), strategy (figuring out the best moves to get the knot untangled), dexterity (being able to move through all spaces).

Marco Polo

OBJECT - Don't get tagged.

GAME TYPE - Tag games.

WHO'S IT FOR - Group Two. You need at least four people for this game, and probably no more than ten.

WHAT YOU NEED - Normally, you need a pool for this game. However, in this dry version, you'll need a large clearly defined space and a blindfold. You may want to have some musical instruments as well.

HOW TO PLAY:
  1. First, set up your area. A roped off section will work, or a chalk marking with adults on the outside making sure no one leaves.
  2. Select one player as IT. IT gets blindfolded.
  3. All other players must avoid being caught by IT. However, since IT cannot see, he/she tries to find the other players by shouting "MARCO!"
  4. When the other players hear "MARCO!", they must respond by shouting "POLO!" Failure to do so will result in being taken out of the game.
  5. IT listens for the "POLO!" and moves towards the sound. The other players must sneak away as best they can.
  6. No player may leave the marked off area. If IT does (accidentally), they get redirected back to the area. If another player leaves, they are out of the game.
  7. If IT catches another player and tags them, they become the new IT.

It is possible within your setting that some of the children will be non-verbal. If this is the case, use musical instruments instead of the words "MARCO POLO". For example, IT may shake a tambourine in place of "MARCO", and all other players shake maracas in place of "POLO".

THIS WORKS ON - Competition (trying not to be tagged), following directions (saying the appropriate thing at the appropriate time, not leaving the area), sensory (using sense of sound rather than sight)

Pyramid

OBJECT - Don't knock the pyramid over!

GAME TYPE - Elimination games.

WHO'S IT FOR - Group One. You can have about two to six players for this game. If you have more, it gets a little long.

WHAT YOU NEED - Plastic, paper or styrofoam cups, probably about ten to twenty for each player. Also, a table or other flat surface to play on.

HOW TO PLAY:
  1. Pass out cups to each player. Each player sits around the playing surface. Play goes to the left.
  2. The first player puts a cup, upside down, on the table.
  3. The next player puts a cup right next to the first cup.
  4. The next player puts a cup on top of the first two cups, making a two level pyramid.
  5. The next player adds another cup to the bottom row.
  6. The next player adds a cup to the second row, so it balances on two cups.
  7. The next player puts a cup at the top, making a three level pyramid.
  8. Keep adding in this manner, building up the pyramid until it topples over.
  9. Whoever added the cup that knocked down the pyramid is out.
  10. Pick up the cups, and start over with the remaining players.
  11. When it gets down to two players, the one who doesn't knock over the pyramid is the winner.

Players should be very careful not to jostle the table or playing surface at all, otherwise the pyramid will come tumbling down prematurely.

THIS WORKS ON - Eye-hand coordination (being able to balance cups on top of other cups), Desxterity (being able to move around the existing pyramid so as not to knock it over), competition (trying not to be the one to knock down the pyramid)

Monday, February 25, 2008

Dragon's Jewels

OBJECT - Steal the dragon's jewels!

GAME TYPE - Tag games.

WHO'S IT FOR - Group Two or Group Three. You should have at least five people to play this game.

WHAT YOU NEED - About ten to twenty small objects to double as jewels. I like to use beanbags, but you can use just about anything.

HOW TO PLAY:

  1. Choose one player to be the dragon.
  2. Place the dragon's jewels in the center of the floor.
  3. The dragon must protect the jewels, but may not touch them. The dragon can stand over them, crouch, and protect them in anyway, but no touching.
  4. All other players try to steal the jewels. They can work together, trying to distract the dragon while others steal jewels.
  5. If the dragon tags a player, that player is out of the game.
  6. If the player gets away from the dragon with jewels and without being tagged, the jewels are successfully stolen.
  7. If the player steals jewels, but gets tagged in the getaway, the jewels go back to the nest.
  8. The round is over when either all jewels have been stolen, or all players have been tagged.
  9. Everyone should get a chance to be the dragon. The winner will be the dragon who has successfully defended the most treasure.

Since the jewels do not belong to an individual, but rather to the whole team, be sure to stress team cooperation. The team can't steal much treasure unless they work together.

THIS WORKS ON - Teamwork (working together to steal jewels), strategy (figuring out the best way to stymie the dragon).

Dragon's Tail

OBJECT - Be a dragon, and don't let the head catch the tail!

GAME TYPE - One team games.

WHO'S IT FOR - Group One. You need at least five people to make a good sized dragon.

WHAT YOU NEED - Space to move around, and some kind of flag for a tail.

HOW TO PLAY:
  1. Everyone lines up, one behind another, and puts their hands on the shoulders or waist of the person in front of them.
  2. Attach a tail to the person in the back. It can be a flag, a handkerchief, or some other loose cloth or paper attached loosely in the back o the waist. It must be easily removed.
  3. The person in front of the line is the head of the dragon. He/she must try to grab the tail from the back of the dragon and pull it off.
  4. Everyone else is the body of the dragon. They must hold on and not lose contact with each other for the entire game. However, in following the head, they must try to keep it from catching the tail.
  5. The tail must try to evade the head for as long as it can.
  6. When the tail is removed, the person who was in the back of the line moves to the front and becomes the new head.

Make sure everyone gets a chance to be both head and tail throughout the game.

THIS WORKS ON - Teamwork (having to move as one entity), strategy (trying to keep the head from the tail)

Friday, February 22, 2008

Athlon

OBJECT - Compete in an athlon to earn points. An athlon is an event with multiple stages where players earn points, add them up, and declare a winner. A triathlon would be a three stage event, a decathlon would be a ten stage event.

GAME TYPE - Individual games.

WHO'S IT FOR - This is our first all groups game! The number of events should propably vary from group to group based on tolerance and time to spend. There should be at least three people competing in each event, but no more than ten.

WHAT YOU NEED - It depends on what events you're going to use. This requires planning and preparation.

HOW TO PLAY:
  1. First, choose how many stages you're going to have in your athlon. In sporting events, athlons can be held over several days, so feel free to have yours last over several sessions. A suggestion would be to have Group One hold a triathlon (three stage event), Group Two compete in a pentathlon (five stage event), and Group Three participate in a decathlon (ten stage event).
  2. Once you've determined how many stages your athlon will have, decide on the events. Suggestions can be found below.
  3. Now it's time to compete. Have the children participate in the events and keep score for each event. First place scores as many points as you have players, then each subsequent placement scores one less. With five players, first place gets five points, second gets four, third gets three, fourth gets two, and fifth gets one. With ten players, first gets ten points, second gets nine, and so on.
  4. Keep track of the individual scores for each event. After all stages are completed, add up the scores from each round to find your athlon champion!

Following are ten suggestions for stages in your athlon. Feel free to come up with your own events based on the likes and dislikes of your particular groups.

  • Animal Race - Have players imitate animals in a race. You can have them all race as one animal, or have several legs where they change animals. Possible ways to race are as horses (galloping), crabs (walking on backs), kangaroos (hopping), snakes (crawling on bellies), penguins (waddling with legs together), and cheetahs (running). The game is discussed in detail in an article published 2/21/08. Have them race, and the fastest student wins the stage. Last place gets one point.
  • Ball Draw - Put several plastic balls in a sack. There sould be about five of one type for every one of a different type (i.e. five green to one red). On their turn, each player should reach into the bag and pull a ball out. If it is green, they're still in the game. If it's red, they're out. The first one to go out gets one point, and the last one standing wins the stage. If you don't have plastic balls to use, find some other object to use, but make sure the objects are similar enough that they can't be discriminated by touch.
  • Discus Throw - Using a Frisbee, each student gets three tries to throw the discus as far as they can. Only one of their throws will count, so it should be the one that went the farthest out of their three. The one who gets the discus the farthest wins the stage, and the one who threw it the shortest distance gets one point.
  • Ecar - Have the students race a predetermined distance, but have them run backwards. The first one to cross the finish line (or the fastest, if you want to run them individually) wins the stage, and the last one (or slowest) gets one point.
  • Jump Rope - Using a long jump rope, have two adults (or one adult and a stationary object you can tie one end of the rope to) twirl a rope for each student in turn. Each student gets three tries to jump as many times as they can, and all three tries are added together. The winner of the stage is the one with the most combined jumps, and last place gets one point.
  • Memory - Lay out a deck of playing cards face down. In turn, each player turns over two cards. If they match (same number and same color, such as the two of clubs and the two of spades), the player gets to keep the pair and go again. If they don't match, the player turns them back to facedown and the next player goes. At the end, the player with the most matches wins the stage. The player with the least gets one point.
  • Musical Chairs - Have enough chairs for everyone to be sated, and cluster them together. Start the music, and everyone gets up to walk around the chairs. Take one chair away, then stop the music. Whoever does not get a chair gets one point. Keep going until there's only one chair left. The student who takes it is the winner of the stage.
  • Rock Paper Scissors - Each player competes against an adult, one at a time. On the count of three, both competitors throw either a rock (closed fist), paper (flat hand), or scissors (two extended fingers). Rock breaks scissors, scissors cut paper, paper covers rock. Play a best of five series. If the player wins three, they are still in the game. If the adult wins three, the player is out. The first player out gets on point, and the last player to not get eliminated wins the stage.
  • Target Throw - Use some sidewalk chalk to draw a target on concrete outside. Draw five rings, with the inner ring being worth 5 points, and the outer ring being worth one. Everyone gets to throw five beanbags at the target, trying to score as many points as possible. The one with the highest score wins the stage, and the on with the lowest gets one point.
  • Tug Of War - Rather than have two teams trying to pull each other over a line, this version pits everyone against everyone. Players stand around a large mat or other clearly marked area and hold hands. On the word "GO", everyone tries to pull each other onto the mat without stepping on themselves. The first person to step on the mat gets one point. The last one standing wins the stage.

In case of a tie for placement in a stage, both players get the same number of points, but each player afterwards gets the same number of points they would have had the players not tied. For example, if two players tie for second in a five player game, they both get four points, and whoever comes next in points would get two, as if they had come in fourth place.

Also, if there's a tie for first place after the athlon is finished, choose a sudden death event and have the players who tied compete for the win.

THIS WORKS ON - Competition (competing against peers in physical and non-physical activities), sequencing (doing a series of tasks to accumulate points). There are also individual goals for each activity.

Thursday, February 21, 2008

Paranoid

OBJECT - Protect your flag!

GAME TYPE - Elimination games.

WHO'S IT FOR - Group Three. There should be at least three people playing at a time, but it's more fun with more.

WHAT YOU NEED - Some type of flag for each player, and each player should have two. Flags should be loosely attached at the belt line so it can be easily pulled off. Also, you should have a boundaried area to play in, not too big, but big enough so people can move around. A circle is preferable.

HOW TO PLAY:
  1. Attach flags to player's waists. They should be easy to pull off. Each player gets two flags.
  2. This is an everyone for themselves game, so players will be trying to capture other people's flags while protecting their own.
  3. Once both a player's flags have been taken, they are out and must leave the area immediately.
  4. Players may not stray out of the boundaries you have established. If a player does go outside the area, they are penalized one flag.

The game is called Paranoid because you're trying to keep everyone in your sight to keep your own flag safe. Players will find it difficult to keep their eyes everywhere at once. You may want to play smaller games with at least three people before working up to an all out game with everyone.

THIS WORKS ON - Strategy (trying to outthink your opponents), competition (trying to be the last one standing).

Animal Races

OBJECT - Run like an animal to win the race!

GAME TYPE - Racing games.

WHO'S IT FOR - Groups One and Two. There need to be at least two people for it to actually be a race, but it's better to have more competition.

WHAT YOU NEED - Cards that represent the various animals, and an area where the kids can run.

HOW TO PLAY:
  1. The first thing to do is have the kids practice the various animal racing movements (see below the rules for a list of suggestions).
  2. Once practiced, have heats for each movement. Have each student run a certain distance in one of the animal styles one at a time. Crown a champion of each animal class by who can finish each leg the fastest.
  3. After all heats are done, do a big animal race. Have everyone start as one animal. When they reach a certain point, they switch to another animal. Keep switching as much as you want (use the animal cards to let them know when to switch), and the first one to reach the finish line is the winner.
  4. You also may want to do the final animal race one at a time to keep things fair. Just keep track of the time, and the winner is the one who finishes the fastest.

These are good animal moves to use for the race:

  • Cheetah Run - Run as fast as you can.
  • Crab Walk - Walk on all fours with your back to the ground.
  • Horse Trot - Gallop forward with one foot staying in front of the other.
  • Kangaroo Hop - Jump forward with your feet together.
  • Penguin Waddle - Walk with your legs pressed together.
  • Snake Slither - Crawl forward with your belly staying on the ground.

THIS WORKS ON - Competition (racing against your peers), athletic ability (running, doing other animal moves quickly), sequencing (able to follow the moves and change when they need to)

Wednesday, February 20, 2008

Team Rock-Paper-Scissors

OBJECT - Get all players on one team by playing Rock-Paper-Scissors.

GAME TYPE - Two team games.

WHO'S IT FOR - Group Three. You should have at least six people to play this game, but more is preferable.

WHAT YOU NEED - A large space with home bases for each team.

HOW TO PLAY:
  1. Divide the group into two teams.
  2. Each team decides among themselves whether to throw rock (closed fist), paper (open palm), or scissors (two fingers extended).
  3. Once decided the teams come together in the center of the area.
  4. On the count of three, both teams throw the sign they decided on. Everyone on a team must throw the same sign.
  5. A winner is determined. Rock breaks scissors, scissors cut paper, paper covers rock.
  6. If there is a tie (i.e. both teams throw paper), the teams go off and decide on a new sign.
  7. If there is a winner (i.e. one team throws rock and the other throws paper), the losing team must run back to their home base. The winning team must try to tag the members of the other team before they get away.
  8. Anyone who gets tagged before reaching home base switches teams.
  9. The process is repeated until everyone is on the same team, at which point the game is over.

Make sure everyone understands exactly when they're supposed to throw their sign. Decide beforehand whether to do it right on three, or to count 1-2-3, then throw the sign.

WHAT IT WORKS ON - Strategy (to try to decide what the other team will throw), teamwork (doing the exact same thing as the rest of your team at the same time), competition (no real winner declared, so it's just fun)

Scavenger Chairs

OBJECT - Like musical chairs, but here, you have to find stuff to not be eliminated.

GAME TYPE - Elimination games.

WHO'S IT FOR - Group Two, although it may be good for other groups as well. You need at least five people for this game.

WHAT YOU NEED - Chairs, a space with many objects around, and a list of easy to find objects within that space.

HOW TO PLAY:
  1. Have all players sit in chairs in a line. Their backs should be to a wall or to the outside of the area so they can clearly see all around the area.
  2. Name the first item. When you say "GO!", all players must dash off to find that item.
  3. Once the players have found the item, they run back to their chairs. However, one chair has been removed, so the last person to get back with the correct item is out.
  4. Some players may come back with the wrong item. If they do, send them back to try again.
  5. Keep removing chairs until only one person is able to get a seat. This person is the winner.

Make the objects more difficult to find as the game goes on, particularly in future rounds.

THIS WORKS ON - Competition (trying to find objects before the other players), following directions (finding the object told to you)

Brooklyn Bridge

OBJECT - Get a ball through the legs of your opponents.

GAME TYPE - Two team games.

WHO'S IT FOR - Group One. The group should have an even number of people. However, if there's an odd number, an adult can join one of the teams to make it even.

WHAT YOU NEED - A playground ball and a big space.

HOW TO PLAY:
  1. The players divide into two teams. It doesn't matter how the teams are chosen.
  2. Each team lines up with their feet approximately shoulder width apart. Also, their feet must be touching the feet of the player or players next to them.
  3. One team takes a ball and attempts to roll it through the legs of the other team.
  4. The team defending may try to block the ball, but they may not use their hands or move their feet, only their legs.
  5. If the ball rolls through, the rolling team gets a point.
  6. The defenders are now the rollers. Make sure everyone gets a chance to roll and defend.
  7. The winning team is the one with the most points after a certain time limit.

As the game goes on, you may want to add more balls to the mix to make things interesting.

THIS WORKS ON - Eye hand coordination (aiming, rolling), strategy (figuring out where to roll the ball and how to block it), competition (trying to score points off the other team).

Tuesday, February 19, 2008

SPUD

OBJECT - Get everyone else to spell out SPUD by hitting them with the ball.

GAME TYPE - Dodge games.

WHO'S IT FOR - Group Two or Group Three. There should be at least three players for this game.

WHAT YOU NEED - A soft playground ball and plenty of space to run.

HOW TO PLAY:
  1. Gather all players in a circle and assign one player to be IT.
  2. IT throws the ball as high as they can in the air, and all other players take off running.
  3. IT catches the thrown ball and yells "FREEZE!" The running players must stop exactly where they are and not move.
  4. IT must then try to hit one of the runners with the ball. IT may take up to three giant steps in their direction, then throw. The runner may not dodge.
  5. If IT succeeds in hitting a runner, the runner gets a letter. The runner becomes the new IT.
  6. If IT misses the runner, IT gets a letter. Choose a new IT in any way you like.
  7. Everytime a runner gets hit, or IT misses, they get a letter. The first time, it's S. The second, P. The third, U. The fourth, D. If a player gets to D, they are out of the game.

Make sure no one is trying to hurt each other with their throws. Also, be very strict about the three step rule.

THIS WORKS ON - Eye-hand coordination (aiming the ball), following directions (three step rule, freeze), competition (trying to get other players out, being a good sport).

Seated Volleyball

OBJECT - Don't let the ball touch the ground!

GAME TYPE - One team games.

WHO'S IT FOR - Group One. You need at least six people to make the game work well.

WHAT YOU NEED - Either a beach ball or a balloon, and chairs

HOW TO PLAY:
  1. All players sit in chairs in a circle.
  2. One player hits the beach ball or balloon up in the air.
  3. Another player hits the ball when it comes down.
  4. Repeat this as long as possible. Don't let the ball touch the ground!
  5. No player may hit the ball twice in a row.
  6. No player may leave their seat to hit the ball.
  7. No spikes are allowed (hitting the ball very hard).
  8. Score one point for the team every time the ball is hit successfully. If the ball hits the ground, start the scoring over.
  9. Try to get the highest score possible!

You can also play a more individual version, where players get points if they hit the ball and someone else can hit it before it touches the ground.

THIS WORKS ON - Teamwork (working together to achieve the highest score possible), eye-hand coordination (being able to see the ball and hit it so others can hit it), following directions (being able to follow the rules), attending (paying attention to when the ball comes to you).

Monday, February 18, 2008

Catch the Leader

OBJECT - For IT, discover the leader from the group. For everyone else, keep that from happening.

GAME TYPE - Observation game

WHO'S IT FOR - Group Three. You should have at least six people to play this game, but the more the merrier.

WHAT YOU NEED - One chair per person (except for IT), or everyone can just sit on the floor.

HOW TO PLAY:

  1. All players sit in a circle.
  2. One person is chosen as IT and leaves the room.
  3. Once IT is gone, another player is chosen to be the leader.
  4. The leader begins a simple, repetitive movement that can be easily imitated by all other players. This could be clapping hands, nodding head, tapping feet, etc.
  5. Once the movement has started, IT returns to the room.
  6. IT must try to figure out who the leader is.
  7. The leader must change the movement every once in a while. If you want, you can set a thirty second time limit before the leader MUST change the movement. Otherwise, the leader will never change, and IT has no chance.
  8. All other players must imitate whatever the leader is doing, which means they have to pay attention to the leader. However, they can't give the leader away, so they shouldn't look directly at the leader.
  9. IT has three guesses to catch the leader. If IT is successful, the leader becomes the new IT. If IT is unsuccessful, you can make him/her go again, or you can choose a new IT.
It is very important that the group protect the leader. They must pay close attention so the movement changes can be imitated immediately.

THIS GAME WORKS ON - Teamwork (group working together to fool IT), competition (everyone against IT), attending (paying attention to when the movements change), imitation (imitating what the movement is), logic (IT must work out who the leader is).

Bronco Tag

OBJECT - Grab onto the tail of the bronco!

GAME TYPE - Tag game

WHO'S IT FOR - Group Two. You should have at least seven children for this game.

WHAT YOU NEED - A big space to play in.

HOW TO PLAY:
  1. Divide everyone up into teams, with one person left over. There should be three to four people on a team. You can have as many teams as possible with your number of children. (Seven people - three on each of two teams, one person left over. Eight people - three on one team, four on the other, one left over. Ten people - three on each of three teams, one person left over.)
  2. The teams are broncos. Line each team up and have them hold the waist of the person in front of them.
  3. The person left over is IT. IT's job is to catch one of the broncos. To catch a bronco, IT must grab the waist of the person in back of the bronco.
  4. The broncos must try to avoid IT. They must work together for this to work.
  5. When IT catches a bronco, the player at the front of that bronco becomes the new IT.
It may take awhile for the broncos to get the hang of moving together, but keep working at it. Also, encourage a competitive spirit, but make sure everyone gets a chance to be IT.

THIS GAME WORKS ON - Teamwork (since the broncos have to move together to avoid being caught), competition (trying to avoid being IT).

Apples to Oranges

OBJECT - Don't get caught with the wrong fruit when the music stops, or be out of the game!

GAME TYPE - Elimination Game

WHO'S IT FOR -
Group One. There should be about six to ten students for this game.

WHAT YOU NEED - Music, chairs, an apple, an orange, and cards to represent the fruit. The fruit can be real or plastic...plastic fruit will most likely last longer as it can't be eaten. As the game progresses, you may want to use other fruit. Be creative.

HOW TO PLAY:

  1. All players sit in a circle.
  2. For the first round, only use the apple. No cards are needed in this first round.
  3. When the music starts, pass the apple from person to person.
  4. When the music stops, whoever is caught holding the apple is out.
  5. The last person remaining in the circle is the winner!
  6. After the first round, have all players sit in a circle again.
  7. This time, use an apple and an orange. You will need an apple card and an orange card.
  8. When the music starts, players pass the fruit around the circle one at a time (no player should be holding both the apple and orange at once).
  9. When the music stops, draw a card at random. Whoever is holding the fruit that is on the card is out.
  10. At the end of the round, the last two players will each be passing the fruit back and forth to each other. Whoever is left holding the fruit not on the card that is drawn is the winner!
In subsequent rounds, if the students are getting it, feel free to add more fruit, such as a banana, a lemon, or a peach.

THIS GAME WORKS ON - Social interaction (by passing the fruits to their peers), attending (paying attention to when the music stops), following directions (by following rules and passing when they're supposed to).

The Bloglish Game Zone

Welcome to the Bloglish Game Zone. This blog is intended to put together games for groups of kids. My focus, however, is on special education rather than typically developing children. Why I try to find group games that are aimed at the groups in the school where I work, I don't find a lot that is specifically aimed at our population. Most just aren't appropriate for our needs. Many of them also seem like they're no fun. So, I'm going to see if I can get together a set of games that are appropriate specifically for special education groups, and could probably used with groups of typically developing children.

Your group is really only as advanced as its weakest member. In this respect, you really need to know a group and be willing to make changes for everyone. For purposes of this list, I'll try to group games into three group levels. Of course, each game could probably be adapted for every group, this is mostly just a template.
  • GROUP ONE - This is our lowest functioning group. The group dynamic is good for them to develop social skills that are not quite where they should be for the age level. This group requires a lot of prompting, and games should be very simple. Concepts such as social skills, sharing, teamwork, cooperation, sequencing, and following directions are very important for this group.
  • GROUP TWO - This group is higher functioning, but not to the point where they are completely independent. This group is more competitive, but still need to work on their social skills. Games should be less about winning, and more about achievement. Some prompting is still necessary, and rules can be more challenging, but not too complicated.
  • GROUP THREE - This is our highest functioning group. The students are generally independent, and very good at following directions. Rules can be more complex, and competition can be emphasized. Other things to work on are teamwork, strategy, and cooperation to achieve a common goal.
You'll know your children better than I will, but this is the basic setup of the groups at the school where I work. Variations that you can think of are appreciated. Thanks, and I hope you enjoy.
-Dr. Worm, Gamemaster