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)