NAME: TAG AREA: ACTIVE GAMES # AG–001

AGES: 6–8 VAR (6–8): T.V. TAG; FREEZE TAG; ; DUCK, DUCK, GOOSE; VAR (8–10): T.V. TAG; SWAT; BLOB TAG; CAPTURE THE DRAGON'S TAIL; and BRITISH BULLDOG VAR (10–12): (all the above); SWAT; STEAL THE BACON; ; MANHUNT; VAR (TEEN): SWAT; DODGEBALL; NIGHT MANHUNT; CAPTURE THE FLAG

PARTICIPANTS: 5–30 players

TIME: 5–10 minutes, to be used in a set of games

ACTIVITY TYPE: TAG is an active, competitive, outdoor game. It is simple, short in duration, and utilizes existing skills.

EQUIPMENT: Boundary markers (orange cones if nothing else is available)

DESCRIPTION: Using rocks, trees, etc. as boundaries, a large playing field is marked off. One player is chosen, or volunteers, to be "it." This player chases other players, attempting to tag one of them. Players can run, but no one can go outside of marked boundaries. The player who was tagged first now becomes "it," and game continues in this manner. Only one player is it at any given time. Game should be ended before interest ends.

SUBMITTED BY: Keith Schoch/Program Staff DATE: 3/13/89

NAME: DUCK, DUCK, GOOSE AREA: ACTIVE GAMES # AG–002

AGES: 6–10 VAR (6–8): TAG VAR (8–10): SWAT; FLYING DUTCHMAN; BLOB TAG; BRITISH BULLDOG VAR (10–12): SWAT; FLYING DUTCHMAN VAR (TEEN): SWAT

PARTICIPANTS: 6 or more, no more than 16. TIME: 10 minutes (used as time filler or in set of games).

ACTIVITY TYPE: DUCK, DUCK is active, loud; played indoors or outdoors; competitive; using existing skills.

EQUIPMENT: None

DESCRIPTION: All players but one sit in circle on floor, facing inward. Player on outside of circle is the "Goose." Goose begins walking around the circle, tapping each of the players lightly on the head, saying, "Duck" each time. When he/she taps a player and says, "Goose," however, the player tapped must chase the old Goose and tag him, before he reaches the vacant spot in the ring. If the old Goose is not tagged, then new Goose must walk around ring, tapping other players. Game continues in this way.

SUBMITTED BY: Keith Schoch/Program DATE: 3/13/89

NAME: HIDE AND SEEK AREA: ACTIVE GAMES # AG–003

AGES: 6–8 VAR (6–8): SCAVENGER HUNTS; COUNSELOR HUNTS VAR (8–10): SCAVENGER HUNTS; COUNSELOR HUNTS VAR (10–12): COUNSELOR HUNTS; MANHUNT VAR (TEEN): COUNSELOR HUNTS; MANHUNT; NIGHT MANHUNT

PARTICIPANTS: 6 players and up

TIME: 15–40 minutes (depends upon sustained camper interest)

ACTIVITY TYPE: Active, cooperative, utilizes existing skills.

EQUIPMENT: None.

DESCRIPTION: "Home base" and boundaries are determined. One player (or two, or a team) volunteers to be "it." Other players hide, remaining inside boundaries. After a certain time, the player who is "it" goes off and searches for other players. "It" must either find just one player, or all, and another option allows the players that are found to also be "it," and help with the search. After a certain time if all players have not been found, the person who was it yells , "In come free," to signify that the game is over, and the other players should come in. First person found is always "It."

SUBMITTED BY: Traditional DATE: 3/15/89

NAME: FOUR LETTER WORDS AREA: ACTIVE GAMES # AG–004

AGES: 7–up VAR (6–8): HUG TAG VAR (8–10): HUG TAG; MEL VAR (10–12): CROSSWORDS; HUG TAG; MEL VAR (TEEN): CROSSWORDS; HUG TAG; MEL

PARTICIPANTS: At least 12, but up to 1000

TIME: 15–20 minutes (depending upon variations

ACTIVITY TYPE: Very active, requiring quick thinking, can get noisy.

EQUIPMENT: A large card with a letter of the alphabet on it for each participant (will need to repeat some vowels and consonants). (Program Office)

DESCRIPTION: Everyone is given a card with a letter of the alphabet on it. The object of the game is at the word "Four!" to find three other people whose letters, combined with yours, spell a four–letter word. Allow one minute to form, try to sort out who is left, and quickly have groups announce their word. Play again, forming groups of three, five, and six. (See Crosswords also).

SUBMITTED BY: Keith Schoch/Program DATE: 3/14/89

NAME: CROSSWORDS AREA: ACTIVE GAMES # AG–005 AGES: 12–up VAR (6–8): FOUR LETTER WORDS VAR (8–10): FOUR LETTER WORDS VAR (10–12): FOUR LETTER WORDS VAR (TEEN): FOUR LETTER WORDS

PARTICIPANTS: At least 12, up to 1000.

TIME: 15–20 minutes, depending upon number of variations.

ACTIVITY TYPE: Active, loud, requiring quick thinking and teamwork.

EQUIPMENT: A large card with the letter of the alphabet on it for each player (some consonants and vowels will need to be repeated). (Program Office)

DESCRIPTION: Every player is given a card, and upon the word "Three!" must form with other players to spell words with three letters (no more, no less). Players can, however, use a letter from another word as one of the letters of their word (like a crossword puzzle). Try to get everyone connected, and then see what words have been formed. Play again, using four, five, six letter combinations.

SUBMITTED BY: Keith Schoch/Program DATE: 3/15/89

NAME: FLYING DUTCHMAN AREA: ACTIVE GAMES # AG–006

AGES: 8–TEEN VAR (6–8): DUCK, DUCK, GOOSE; TAG VAR (8–10): SWAT; BLOB TAG; BRITISH BULLDOG VAR (10–12): SWAT; BRITISH BULLDOG VAR (TEEN): SWAT;

PARTICIPANTS: 6 or more, no more than 30, participate in pairs.

TIME: 10 minutes (as time filler, or in a set of games). ACTIVITY TYPE: FLYING DUTCHMAN is active, loud; played indoors or outdoors; competitive; using existing skills.

EQUIPMENT: None

DESCRIPTION: All players but a pair sit in circle on floor, facing inward. Partners hold hands. Players on outside of circle are the "Dutchman." Dutchman begins walking around the circle, one of the pair tapping other pairs lightly on the head, saying, "Flying" each time. When he/she taps a player and says, "Dutchman," however, the pair tapped must chase the Dutchman pair and tag one of them before they reach the vacant spot in the ring. If the old Dutchman is not tagged, then new Dutchman pair must walk around ring, tapping other players. Game continues in this way.

SUBMITTED BY: Keith Schoch/Program DATE: 3/13/89

NAME: MUSICAL CHAIRS AREA: ACTIVE GAMES # AG–007

AGES: 6–up VAR (6–8): TRAIN WRECK; UPSET THE FRUIT BASKET; DUCK,DUCK,GOOSE VAR (8–10): TRAIN WRECK; UPSET THE FRUIT BASKET; FLYING DUTCHMAN VAR (10–12): TRAIN WRECK; UPSET THE FRUIT BASKET VAR (TEEN): TRAIN WRECK; UPSET THE FRUIT BASKET

PARTICIPANTS: Any number, start with groups no larger than 32.

TIME: 10 minutes each round.

ACTIVITY TYPE: Elimination, active, indoor or outdoor, loud.

EQUIPMENT: Source of music (optional).

DESCRIPTION: Chairs are placed in a circle or line, with enough chairs for every participant minus one. Leader begins playing music (or singing, or clapping), and participants walk around or by the chairs, continually moving as music plays. Once leader stops the music, participants attempt to get a seat. Person without a seat is eliminated. Another chair is then removed, music starts again, and participants begin walking again. This continues until only one or two people are left, and declared winners. (Also played by teams). SUBMITTED BY: Keith Schoch/Program DATE: 3/23/89

NAME: TRAIN WRECK AREA: ACTIVE GAMES # AG–008

AGES: 8–up VAR (6–8): UPSET THE FRUIT BASKET; MUSICAL CHAIRS; DUCK, DUCK, GOOSE VAR (8–10): UPSET THE FRUIT BASKET VAR (10–12): UPSET THE FRUIT BASKET VAR (TEEN): UPSET THE FRUIT BASKET

PARTICIPANTS: At least 6, up to 60 (different trains).

TIME: 10–15 minutes

ACTIVITY TYPE: TRAIN WRECK is loud, active, played indoors or out, involves a lot of confusion, some competition.

EQUIPMENT: Chairs (enough for every player, minus one).

DESCRIPTION: Row of chairs, one chair behind another. Players sit and count off (players keep these numbers throughout game). Everyone sits except for one player, the "Conductor." He/she stands in front of chairs and calls out a series of numbers (at least two), and yells "Train Wreck!" That phrase is the cue for people whose numbers were called to change chairs (all others remain seated). At same time, conductor attempts to take a seat. Remaining person is now the conductor. Play again in same manner. If Conductor calls out "Train Derail!," then all players must change seats.(Larger groups can form several lines, but players cannot change rows).

SUBMITTED BY: Keith Schoch/Program DATE: 3/14/89

NAME: UPSET THE FRUIT BASKET AREA: ACTIVE GAMES # AG–009 AGES: 6–up VAR (6–8): TRAIN WRECK; PEOPLE TO PEOPLE; MUSICAL CHAIRS; DUCK, DUCK, GOOSE VAR (8–10): TRAIN WRECK; PEOPLE TO PEOPLE VAR (10–12): TRAIN WRECK; PEOPLE TO PEOPLE VAR (TEEN): TRAIN WRECK; PEOPLE TO PEOPLE

PARTICIPANTS: At least 12, up to 100.

TIME: 10–15 minutes (as time filler or in a set of games).

ACTIVITY TYPE: UPSET THE FRUIT BASKET is loud, active, played indoors or out, involves a lot of confusion and some competition.

EQUIPMENT: Chairs (enough for every player, minus one).

DESCRIPTION: Circle chairs, facing inward. Players sit and are counted off, one to four. Each number is then assigned a fruit (ones are apples, twos are grapes, etc.) and players keep these names throughout game. Everyone sits except for one player (he/she will start as the leader). He/she stands in the middle of chairs and calls out the name of a fruit. That phrase is the cue for people who are that fruit to change chairs (all others remain seated). At same time, leader attempts to take a seat. Remaining person is now the leader. HOWEVER, if leader says, "Upset the Fruit Basket!," then all players must change seats. Play again in same manner. (Instead of fruit names, fast food names such as hamburger, hot dog, french fries, can also be used, with "fast food!" being equal to "upset the fruit basket!"). (A great variation is to play this with a parachute, running underneath as it is lifted).

SUBMITTED BY: Keith Schoch/Program DATE: 3/14/89

NAME: BLOB TAG AREA: ACTIVE GAMES # AG–010

AGES: 6–teen VAR (6–8): DUCK, DUCK, GOOSE; T.V. TAG; VAR (8–10): CAPTURE THE DRAGON'S TAIL; BRITISH BULLDOG; T.V. TAG VAR (10–12): DODGEBALL; MANHUNT; CAPTURE THE FLAG VAR (TEEN): DODGEBALL; CAPTURE THE FLAG

PARTICIPANTS: 8–80 players

TIME: 10 –15 minutes ACTIVITY TYPE: BLOB TAG is an active, competitive, outdoor game which utilizes existing skills.

EQUIPMENT: Boundary markers

DESCRIPTION: Using rocks, trees, etc. as boundaries, a large playing field is marked off. One player is chosen, or volunteers, to be "it." This player chases other players, attempting to tag one of them. Players can run, but no one can go outside of marked boundaries. Once a player is tagged, he joins hands with the person who tagged him. After each succeeding person is tagged, they also join hands with the existing "blob". When everyone is eaten by the "blob", the game is over. (Do not make play area too large, or "blob" will become too exhausted. Better too small than too large!).

SUBMITTED BY: Scott Rustad/Athletics DATE: 3/17/89

NAME: CAPTURE THE DRAGON'S TAIL AREA: ACTIVE GAMES # AG–011

AGES: 8–TEEN VAR (6–8): DUCK, DUCK, GOOSE; T,V, TAG VAR (8–10): BLOB TAG VAR (10–12): CAPTURE THE FLAG VAR (TEEN): BLOB TAG

PARTICIPANTS: 10–70 PLAYERS

TIME: 10–15 MINUTES

ACTIVITY TYPE: CAPTURE THE DRAGON'S TAIL is an active, competitive (and cooperative), outdoor game which utilizes existing skills.

EQUIPMENT: BOUNDARY MARKERS AND CLOTH STRIPS

DESCRIPTION: Players are separated into teams of equal amount ranging in number from five to ten, depending on the size of the entire group. Each team forms a line and each player puts his arms around the waist of the player in front of him. The last person on each team puts a cloth strip in their back pocket. This forms the "dragon's tail". The dragons chase each other around a boundaried off area, (be sure area is not excessively large!), attempting to grab the other dragons' tails. If a dragon's tail is grabbed, that dragon is out of the game. Dragons must stay together in order for the game to work. SUBMITTED BY: Scott Rustad/Atheltics DATE: 3/17/89

NAME: FREEZE TAG AREA: ACTIVE GAMES # AG–012

AGES: 6–10 VAR (6–8): DUCK, DUCK, GOOSE; T.V. TAG VAR (8–10): BLOB TAG; CAPTURE THE DRAGON'S TAIL; BRITISH BULLDOG; T.V. TAG VAR (10–12): DODGEBALL; MANHUNT; CAPTURE THE FLAG VAR (TEEN): DODGEBALL; NIGHT MANHUNT; CAPTURE THE FLAG

PARTICIPANTS: 4–32 PLAYERS

TIME: 15–20 minutes or until excitement begins to die

ACTIVITY TYPE: FREEZE TAG is an active, competitive, outdoor game. It is simple and utilizes existing skills.

EQUIPMENT: Boundary markers

DESCRIPTION: Using trees, rocks or any other available item as boundaries, a field is marked off. One player is chosen or volunteers to be "it". This player chases other players, attempting to tag them. Once a player is tagged, he is "frozen". While "frozen" a player cannot move. When all players are frozen, a new person is chosen to be "it". However, a player who is not frozen can "unfreeze" a frozen player by tagging them. Therefore, a person can be it for quite some time and this often leads to frustration. If this occurs, two or even three people can be "it" at a time. Play only three or four rounds, or interest and stamina will dissipate.

SUBMITTED BY: Scott Rustad/Athletic Director DATE: 3/16/89

NAME: BRITISH BULLDOG AREA: ACTIVE GAMES # AG–013

AGES: 6–12 VAR (6–8): FREEZE TAG; T.V. TAG; DUCK, DUCK, GOOSE VAR (8–10): FREEZE TAG; BLOB TAG; CAPTURE THE DRAGON'S TAIL; T.V. TAG VAR (10–12): MANHUNT; CAPTURE THE FLAG VAR (TEEN): DODGEBALL; CAPTURE THE FLAG

PARTICIPANTS: 6–60 players

TIME: 15–20 minutes

ACTIVITY TYPE: BRITISH BULLDOG is an active, competitive, outdoor game. It utilizes existing skills and is relatively simple.

EQUIPMENT: Boundary Markers

DESCRIPTION: An enclosed field such as the basketball court is ideal, but any properly marked field can work. One player is chosen to be "it". That person stands on one side of the field, players stand on other. The object for the group of players is to get to the other side of the field without being tagged by the person who is "it". If a person is tagged, they stop running and wait for the rest of the players to either make it to the other side safely, or be tagged. Then, the players who were tagged join the person who was originally "it." The group of people who are now "it" call for the others to try to again make it to the other side. Eventually, everyone is caught. Players who go out of bounds are considered caught. Stress the fact that players are on their honor to be honest about whether or not they were tagged. It's virtually impossible for counselors to keep an eye on everyone.

SUBMITTED BY: SCOTT RUSTAD/Athletic Director DATE: 3/16/89

NAME: DODGEBALL AREA: ACTIVE GAMES # AG–014

AGES: 10–TEEN VAR (6–8): BASE DODGEBALL; CIRCLE DODGEBALL; DEER AND THE HUNTER; FIRING SQUAD VAR (8–10): BASE; CIRCLE; FIRING SQUAD; SPUD; FREE DODGEBALL VAR (10–12): BASE; CIRCLE; SPUD; FREE DODGEBALL VAR (TEEN): BASE; CIRCLE; FIRING SQUAD; FREE DODGEBALL; KEY

PARTICIPANTS: 8–50 players

TIME: 25–30 minutes ACTIVITY TYPE: Dodgeball is an active, competitive, outdoor game which utilizes existing skills focusing on throwing and catching.

EQUIPMENT: A variety of balls (, volleyballs). A marked off playing field, preferably enclosed such as a tennis or basketball court.

DESCRIPTION: Players are divided into two teams and lined up on opposing sides of field. Field is divided with line in center which neither team can cross. Balls are placed in the middle of the field (start with two balls, adding one every game or two). On the shout of "go" all players run to get the balls. Object is to hit opposing players with the balls. A player is out if he is hit by a ball before it hits the ground. Once a ball touches the ground it is "dead" and can be touched. A player is also allowed to catch a ball thrown at him. If he catches the ball, the player who threw the ball is out. Team with last remaining player wins. (Variation would have each team with a target, which other team would attempt to hit or knock over in order to win: see BOMBARDMENT, AG–069).

SUBMITTED BY: Scott Rustad/Athletics DATE: 3/20/89

NAME: MANHUNT AREA: ACTIVE GAMES # AG–015

AGES: 10–12 VAR (6–8): HIDE AND SEEK; SCAVENGER HUNTS; COUNSELOR HUNTS VAR (8–10): HIDE AND SEEK; SCAVENGER HUNTS; COUNSELOR HUNTS VAR (10–12): COUNSELOR HUNTS VAR (TEEN): COUNSELOR HUNTS; NIGHT MANHUNT

PARTICIPANTS: 10 players and up

TIME: 20–40 minutes (depends upon sustained camper interest)

ACTIVITY TYPE: Active, cooperative/competitive, utilizes existing skills.

EQUIPMENT: None.

DESCRIPTION: "Home base" and boundaries are determined. One team (half the players) volunteers to be "the Hunters" first. Other players hide, (they are "the Hunted"), remaining inside boundaries. After 3–5 minutes, the Hunters go off and search for other players. Hunters, upon tagging a Hunted player, must take them to the Home Base, which also acts as prison. The Hunted cannot leave prison unless a Hunted player who is still at large comes within reach and tags them, thus freeing them. (It is therefore advisable to have guards posted at the prison). If after half the available time all Hunted players have not been found, the Hunters yell, "Amnesty!," to signify that the game is over, and the other players should come in. Hunters and Hunted then change parts, and game is played in same way again.

SUBMITTED BY: Keith Schoch/Program DATE: 3/15/89

NAME: CAPTURE THE FLAG AREA: ACTIVE GAMES # AG–016

AGES: 8–up VAR (6–8): TAG GAMES VAR (8–10): TAG GAMES; BRITISH BULLDOG VAR (10–12): DODGEBALL; MANHUNT VAR (TEEN): DODGEBALL; MANHUNT; NIGHT MANHUNT

PARTICIPANTS: 20 or more players

TIME: 20–40 minutes

ACTIVITY TYPE: Active, competitive/cooperative, uses existing skills, develops teamwork skills.

EQUIPMENT: Boundary markers, center line, individual flags for participants (socks, or strips of cloth, that are dark and light), two large flags (dark and light).

DESCRIPTION: Team 1 is on one side of the field, Team 2 is on the other (center line divides field exactly in half. The idea of the game is to capture the flag, located in the other team's territory, without getting your own personal flag (stuck in back pocket or waistband) snatched. Once you cross over the center line your flag can be taken, and you will be sent to jail, which is set up by each team behind their flag. If you are in jail, one of your teammates can free you, and you both get a free walk back to your own side. Each team gets one Goalie who watches flag from about 10 feet away, and one Jailer. The idea is to work out some strategy with your teammates to rush the flag, or in some other way capture it. Play in an area which offers interesting ground and obstacles.

SUBMITTED BY: Keith Schoch/Program DATE: 3/25/89

NAME: GROUP JUMP ROPE AREA: ACTIVE GAMES # AG–017 AGES: 6–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Any number, groups larger than 6, smaller than 100 (30–50 is good).

TIME: 5–10 minutes (as time filler or in a set of games).

ACTIVITY TYPE: Active, funny, outdoor or in, cooperative (no losers!).

EQUIPMENT: None.

DESCRIPTION: Have entire group stand in one circle. Ask participants to place their arms around shoulders of people on either side of them. Now see if everyone, at the count of "1,2,3, Jump!," can jump up into the air at the same time. Object is to get all feet off the ground at the same time. After mastering that, have leader stand in center of circle and point his arm toward people in the circle. Tell participants to imagine that there is a jump rope in that hand, and that they need to jump when it is pointed in their direction. The leader then begins to turn clockwise, and everyone jumps one by one, getting faster as leader speeds up. Continue until leader or participants die of exhaustion. (This is superior over using a rope and weighted object, as it eliminates snags and some embarrassment by late–jumpers).

SUBMITTED BY: Keith Schoch/Program DATE: 3/23/89

NAME: BALLOON VOLLEYBALL AREA: ACTIVE GAMES # AG–018

AGES: 8–up VAR (6–8): VAR (8–10): VAR (10–12): VOLLEYBALL VAR (TEEN): VOLLEYBALL

PARTICIPANTS: At least 16, up to 100.

TIME: 10–15 minutes. ACTIVITY TYPE: Active, indoor, loud, cooperative/competitive, existing skills.

EQUIPMENT: Chair for each participant, several balloons.

DESCRIPTION: Line up at least four single file rows of chairs (always even # or rows). Each row should alternate directions, so that rows face another (but rows on either end should face in). Teams are made up of participants who are facing in the same direction. Object of game is to hit a balloon in direction you are facing, over the last row of players on the other team. It is illegal to stand. Have spotters keep score, put balloons back into play, and begin to add balloons as points are scored. (Have ample supply already blown up).

SUBMITTED BY: Keith Schoch/Program DATE: 3/23/89

NAME: PEOPLE TO PEOPLE AREA: ACTIVE GAMES # AG–019

AGES: 6–up VAR (6–8): TRAIN WRECK; UPSET THE FRUIT BASKET; MUSICAL CHAIRS VAR (8–10): TRAIN WRECK; UPSET THE FRUIT BASKET VAR (10–12): TRAIN WRECK; UPSET THE FRUIT BASKET VAR (TEEN): TRAIN WRECK; UPSET THE FRUIT BASKET

PARTICIPANTS: At least 12, up to 100.

TIME: 10–15 minutes (as time filler or in a set of games).

ACTIVITY TYPE: Loud, active, played indoors or out, involves a lot of confusion; competitive and cooperative.

EQUIPMENT: None.

DESCRIPTION: Players form circle, facing inward. Players choose a partner, or use pre–existing partners. Leader stands in the middle of circle and calls out a combination of body parts, such as "Toe to Toe," or "Elbow to chin." That is the cue for people to place their toes against their partner's, or for partners to place one elbow against the other's chin. Partners hold this stance, while leader calls out another combination (this could continue happening, several times). HOWEVER, if leader says, "People to People!," then all players must change partners, and leader at same time will attempt to get a partner. Person left without a partner is the new leader, and begins to call out body part combinations again. Continue to play in same manner.

SUBMITTED BY: Keith Schoch/Program DATE: 3/14/89

NAME: MEL AREA: ACTIVE GAMES # AG–020

AGES: 8–up. VAR (6–8): HUG TAG; FOUR LETTER WORDS; TAG GAMES VAR (8–10): HUG TAG; FOUR LETTER WORDS VAR (10–12): HUG TAG; FOUR LETTER WORDS; CROSSWORDS VAR (TEEN): HUG TAG; FOUR LETTER WORDS; CROSSWORDS

PARTICIPANTS: Any number (but over 16), the more the merrier.

TIME: 10–15 minutes (time filler, or in a set of games).

ACTIVITY TYPE: Active, funny, indoors or out (best in), mostly cooperative.

EQUIPMENT: None.

DESCRIPTION: All participants mill about the room, repeating the word "Mel" over and over again. The leader then calls out a number, and all participants must instantly form a group of that number. Whoever is not in a group of that number is eliminated, and must sit out. The leader tells group to "Mel" again, and once he/she feels that everyone is sufficiently mingled, calls out another number, and participants must again form groups of the correct number. Continue to play, but stop before it grows tiresome. (This is a great way to get kids and adults to interact with one another, especially if the participants are fairly new to each other. HUG TAG, however, is a superior form of this game, since there is no elimination).

SUBMITTED BY: Keith Schoch/Program DATE: 3/23/89

NAME: HUG TAG AREA: ACTIVE GAMES # AG–021 AGES: 6–up. VAR (6–8): FOUR LETTER WORDS; TAG GAMES VAR (8–10): FOUR LETTER WORDS; MEL VAR (10–12): FOUR LETTER WORDS; CROSSWORDS; MEL VAR (TEEN): FOUR LETTER WORDS; CROSSWORDS; MEL

PARTICIPANTS: Any number (but over 16), the more the merrier.

TIME: 10–15 minutes (time filler, or in a set of games).

ACTIVITY TYPE: Active, funny, indoors or out (best in), mostly cooperative.

EQUIPMENT: None.

DESCRIPTION: One person volunteers to be "it," and will try to tag others as in traditional tag. Before beginning, however, he/she calls out a number, and the only time a person cannot be tagged is when he or she is hugging in a group of that number. Whoever is not hugging in a group of that number can be tagged, and is now it. This "it" calls out another number, and people must change partners, again forming "hug groups" of the correct number. Continue to play, but stop before it grows tiresome. (This is a great way to get kids and adults to interact with one another, especially if the participants are fairly new to each other. There is also no elimination, which is the problem with MEL).

SUBMITTED BY: Keith Schoch/Program DATE: 3/23/89

NAME: SWAT AREA: ACTIVE GAMES # AG–022

AGES: 8–up VAR (6–8): TAG GAMES; DUCK,DUCK,GOOSE VAR (8–10): TAG GAMES; VAR (10–12): VAR (TEEN):

PARTICIPANTS: Any number players, groups no larger than 32 players. TIME: 10–15 minutes (as filler, or in a set of games).

ACTIVITY TYPE: SWAT is an active, crazy, indoor game.

EQUIPMENT: A rolled–up newspaper bat.

DESCRIPTION: All players sit in circle, with exactly enough chairs in circle for each person. Leader stands in middle, by empty chair. Leader walks around inside of circle, and swats someone (lightly). After doing this, he runs and places newspaper bat on empty chair in center (must pick it up if it falls off), and then runs to get chair vacated by person he hit. That person, meanwhile, runs and picks up bat off of chair, and tries to hit leader before he sits down. If leader safely sits down, the new person must do the swatting. If leader is swatted before seated, he must continue as leader, and swat someone else. Continue in this way.

SUBMITTED BY: Keith Schoch/Program DATE: 3/25/89

NAME: COWS AREA: ACTIVE GAMES # AG–023

AGES: 12–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: 30 or more, guys and girls mixed.

TIME: 5–10 minutes

ACTIVITY TYPE: Active, wild, loud, indoor.

EQUIPMENT: None.

DESCRIPTION: Move all chairs out of the way. Make 2, 3, or 4 teams of girls, and give each a border an equal distance from the center of the room. All the guys clump together in the middle of the room, holding on to each other the best that they can. Get the guys to start "mooing," and when you say "Go!," the girls should try to drag as many guys as they can to their border. (Decide if girls are allowed to tickle in their attempts). Once a guy is over the border he may not go back to the center of the room. The winner is the team of girls that pulls the most guys to their part of the room. SUBMITTED BY: Keith Schoch/Program DATE: 3/25/89

NAME: LAP SITTING GAME AREA: ACTIVE GAMES # AG–024

AGES: 6–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Any number, best if over 30 in the group.

TIME: 5–10 minutes (in a series of games).

ACTIVITY TYPE: Semi–active, indoor, great for getting relatively unknown participants in physical contact with each other.

EQUIPMENT: A list of "qualifiers".

DESCRIPTION: Form chairs into circle, one for everyone. Players are seated and leader stands in center. Leader reads a "qualifier" from a list (of your own design), and if anyone meets the specification, they must move accordingly. For example, the Leader says, "If you wear contact lenses, move two seats to the right." Those people must stand and move, and will typically end up on someone's lap. Leader reads another qualifier, and people move again. Leader should explain, "If there are players on your lap and you need to move, then they go with you." Continue reading from list (perhaps adapting as you go along, if you see someone who has not moved yet), having players move both left and right, a different number of seats each time. Go through about 30 qualifiers, and be sure to keep it moving!

SUBMITTED BY: Keith Schoch/Program DATE: 3/25/89

NAME: WINK AREA: ACTIVE GAMES # AG–025

AGES: 8–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Any number, best if over 20, under 50.

TIME: 5–15 minutes.

ACTIVITY TYPE: Active, indoor, cooperative/competitive. Requires concentration and speed.

EQUIPMENT: None.

DESCRIPTION: Form 1/2 as many chairs as there are people into a circle, and divide group into two teams. One team sits, and the other stands, one person behind each chair. There should be one empty chair with a person behind it (Leader may have to be that person). (RULES: People in chairs sit with backs to backs of chair. People behind chairs watch that person in the chair. People behind chairs also keep their hands behind their backs). The person with an empty chair in front of him looks around group and winks at one person sitting in circle. That person should move from their chair to empty chair before person behind them can tag them. If they are successful, new person with empty chair must do the winking. If they are not, person who winked at them must wink at someone else. After a while, change the teams' positions.

SUBMITTED BY: Keith Schoch/Program DATE: 3/25/89

NAME: ZIP, ZAP, ZOOM AREA: ACTIVE GAMES # AG–026

AGES: 6–up VAR (6–8): STICK–UP VAR (8–10): STICK–UP VAR (10–12): STICK–UP; ELEPHANT,ELEPHANT VAR (TEEN): STICK–UP; ELEPHANT,ELEPHANT

PARTICIPANTS: Any number, best with more than 10, less than 40.

TIME: 5–10 minutes. ACTIVITY TYPE: A good get–acquainted game; requires knowledge of group members' names, quick thinking; active, funny, indoor.

EQUIPMENT: None.

DESCRIPTION: Circle of chairs facing inward, enough for every player minus one. Leader stands in center, and points at any player, saying, "zip," "zap," or "zoom." Leader then counts rapidly to ten. If Leader says "zip," person pointed to must state name of player of right; "zap" he must state name of player on left. If Leader gets to ten before correct name is said, the player pointed to must take Leader's place. If Leader says, "zoom," everyone must change seats before leader counts to ten. Object of game is to outsmart leader.

SUBMITTED BY: Keith Schoch/Program DATE: 3/25/89

NAME: STEAL THE BACON AREA: ACTIVE GAMES # AG–027

AGES: 6–10 VAR (6–8): BROOM HOCKEY VAR (8–10): " VAR (10–12): " ; (See below) VAR (TEEN): " ; (See below)

PARTICIPANTS: 8–32

TIME: 15 minutes (or until interest begins to fade)

ACTIVITY TYPE: Active, competitive, outdoors or indoors (large space).

EQUIPMENT: Some object (the bacon), such as a rag, a ball, Indian club.

DESCRIPTION: Divide players equally into two teams. Give every camper on each team a number (so that there are matching numbers on each team). Have teams form two lines, facing each other, 40 feet apart. Place "bacon" in center of field. Leader calls number (or numbers), and campers with corresponding numbers run out and attempt to grab the bacon and return to their line without being tagged. Points are given only if team gets bacon to the line (no points for tagging). (A great variation is played with the Earthball as the bacon, but only for older kids). SUBMITTED BY: Scott Rustad/Athletics DATE: 3/16/89

NAME: CIRCLE DODGEBALL AREA: ACTIVE GAMES # AG–028

AGES: 6–up VAR (6–8): BASE DODGEBALL; CIRCLE DODGEBALL; DEER AND THE HUNTER; FIRING SQUAD VAR (8–10): BASE; CIRCLE; FIRING SQUAD; SPUD; FREE DODGEBALL; VAR (10–12): BASE; CIRCLE; SPUD; FREE DODGEBALL VAR (TEEN): BASE; CIRCLE; FIRING SQUAD; FREE DODGEBALL; KEY

PARTICIPANTS: 12–40 players.

TIME: 10–15 minutes

ACTIVITY TYPE: Active, competitive/cooperative, indoor or outdoor; utilizes existing skills.

EQUIPMENT: Playground ball, or softer rubber ball for smaller kids.

DESCRIPTION: All players form a circle facing inward, with approximately 3–4 feet between players. One or two volunteers (could be as many as three or four, if using more than one ball) stand in the center of the circle. The object is for those participants composing the circle to hit the two players in the center with a ball, as in traditional Dodgeball. Straight overhand throws can be used, or underhand or bounce–throws with younger kids. The participant who throws a ball and hits a player in the middle takes his/her place. End game before excitement dies. Use more than one ball or balls of different sizes for more action.

SUBMITTED BY: Scott Rustad/Athletics DATE: 3/20/89

NAME: CIRCLE SOCCER AREA: ACTIVE GAMES # AG–029 AGES: 7–up. VAR (6–8): VAR (8–10): SOCCER; CIRCLE DODGEBALL VAR (10–12): " ; " VAR (TEEN): " ; "

PARTICIPANTS: Any number, but best if more than 12, less than 40.

TIME: 30–40 minutes.

ACTIVITY TYPE: Active, outdoor; helps to develop soccer skills rather than relying heavily upon existing ones; much action and chance for teamwork.

EQUIPMENT: Soccer ball.

DESCRIPTION: Two equal teams are formed, and these teams form one circle (one team on each side). Participants stand an arm's length from one another, and the circle is divided with a center line. Each team has one player in middle, who stands behind center line. This player is the only one who can score goals, and it is the aim of the team to set him/her up to do this. Players should be warned about kicking ball too high, and should be shown the fruitlessness of trying longer kicks. After each goal, or after certain time periods, switch players in the middle. Players on outside of circle should prevent goals by blocking with feet, legs, and knees only.

SUBMITTED BY: Cagle, Youth Ministry Camping DATE: 5/12/89

NAME: SPUD AREA: ACTIVE GAMES # AG–030

AGES: 6–up. VAR (6–8): DODGEBALL GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Any number, up to 30.

TIME: 10–20 minutes. ACTIVITY TYPE: Very active, outdoor, focusing on throwing skills; requires a lot of running.

EQUIPMENT: Playground ball, or soft volleyball.

DESCRIPTION: Every player (including leader) is given a number. Leader then throws ball into the air, and yells out a number. Player with that number catches the ball as others begin to run away. As soon as player catches the ball he yells "Freeze!" and all other players must stop immediately in whatever position they were in. Player with ball gets 3 "big steps" (or 5), and then can throw the ball at whoever he chooses. The victim can move his body, but cannot lift or move his feet at all. If thrower hits that person, that person has a letter (the letters are S–P–U–D). The person who was hit gets to throw the ball in the air and call out the next number, or, if no one was hit, the thrower gets a letter, and then gets to throw the ball in the air. Anyone who gets SPUD is out (you rarely play long enough that anyone gets eliminated totally. Better yet, you can play that there is no elimination; that is, no spelling out of the word SPUD). Players cannot call out their own number.

SUBMITTED BY: Keith Schoch/Program DATE: 4/18/89

NAME: FIRING SQUAD AREA: ACTIVE GAMES # AG–031

AGES: 8–10 VAR (6–8): BASE DODGEBALL; CIRCLE DODGEBALL; DEER AND THE HUNTER; DODGEBALL VAR (8–10): BASE; CIRCLE; SPUD; FREE DODGEBALL VAR (10–12): BASE; CIRCLE; SPUD; FREE DODGEBALL VAR (TEEN): BASE; CIRCLE; FREE DODGEBALL; KEY

PARTICIPANTS: 6–32 players

TIME: 10–15 minutes

ACTIVITY TYPE: FIRING SQUAD is also know as WALL DODGEBALL; active, competitive, outdoors.

EQUIPMENT: A variety of different sized playground balls.

DESCRIPTION: Players are divided into two teams, one team of which lines up against a wall. The other team forms behind a line marked parallel to the wall, about 10–20 yards from it. On the shout of "go" all players behind this line begin to throw balls at the players standing against the wall. The object is to hit the players against the wall with the balls. A player is out if he is hit by a ball before it hits the ground. However, if a player against the wall catches the ball thrown at him, the player who threw it is now on that team. The team with last remaining players wins. The original teams then switch places.

SUBMITTED BY: Scott Rustad/Athletics DATE: 3/20/89

NAME: HOW MANY WAYS? AREA: ACTIVE GAMES # AG–032

AGES: 4–up. VAR (6–8): ANIMAL MOVEMENTS (N–004) VAR (8–10): " VAR (10–12): VAR (TEEN):

PARTICIPANTS: Any number.

TIME: 10–20 minutes.

ACTIVITY TYPE: Active; requiring imagination and energy; can be used as a warm–up to any game, or to drama activities.

EQUIPMENT: None.

DESCRIPTION: Get group into a big circle. Now say, "Let's all walk in one big circle..Now mill around..Now walk like you're on a railroad track...in an airport and late for a train (see how many people ask why you're in an airport if you're trying to catch a train)...in a cow pasture...on ice...on hot coals..." Ask for some other ways. Then move onto variations. Say, "Now for 45 seconds we're going to see how many ways we can make three–point contact with the ground (so that three parts of our bodies touch the ground at once). Keep count! Ready? Go!" Then finally, "How many ways can you make four–point contact with the ground with another person? Get a partner and find out. You have one minute. Keep count of the number of ways you discover. Ready? Go!" Think up other variations. Cagle, Youth Ministry Camping

SUBMITTED BY: 5/14/89 DATE:

NAME: HANKER FIGHT AREA: ACTIVE GAMES # AG–033 AGES: 9–up VAR (6–8): CAPTURE THE FLAG VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Any number, no teams unless so designated.

TIME: 10–20 minutes.

ACTIVITY TYPE: Active, competitive, exhaustive.

EQUIPMENT: One sock, handkerchief, or cloth strip for each player.

DESCRIPTION: Each player insert handkerchief (hanker) in hip pocket or waistband of pants, so that it extends out about three inches. At signal, each attempts to pull out other's handkerchief and protect his own. All tactics are fair except unnecessary roughness. Losers must retire to sideline. Player or team with most "scalps" wins.

SUBMITTED BY: Keith Schoch/Program DATE: 5/5/89

NAME: BROOM HOCKEY AREA: ACTIVE GAMES # AG–034

AGES: 6–10 VAR (6–8): STEAL THE BACON VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: 8–32

TIME: 15 minutes (or until interest begins to fade)

ACTIVITY TYPE: Active, competitive, outdoors or indoors (large space). EQUIPMENT: Some object, such as a large knotted rag, or a ball, plus 2 – 6 old brooms.

DESCRIPTION: Divide players equally into two teams. Give every camper on each team a number (so that there are matching numbers on each team). Have teams form two lines, facing each other, 40 feet apart. Place rag or ball in center of field. Leader calls number (or numbers), and campers with corresponding numbers run out, pick up brooms which lie 1/2 way between their line and center of field, and attempt to work the object back to their line. If two players become deadlocked, leader can call out another number, so that there are two players from each team. Points are given only if team gets object to the line. (DO NOT use the Earthball as the object! It could be damaged too easily by the brooms!).

SUBMITTED BY: Scott Rustad/Athletics DATE: 3/16/89

NAME: KANGAROO RELAY AREA: ACTIVE GAMES # AG–035

AGES: 6–up VAR (6–8): THREE–LEGGED RACE VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Any number, divided into teams of no more than 20.

TIME: 5–10 minutes.

ACTIVITY TYPE: Silly, active, requiring team effort.

EQUIPMENT: A ball and basket for each team.

DESCRIPTION: Teams line up in single file. Each player must kneel down and pick up a ball between their knees, and hop to a basket and drop it in. Player then removes it with hand, and returns to line, placing it on ground in front of next "kangaroo." Players must always hop, even when returning from basket.

SUBMITTED BY: Keith Schoch/Program DATE: 3/25/89 NAME: CAT AND RAT AREA: ACTIVE GAMES # AG–036

AGES: 7–up VAR (6–8): TAG GAMES; BAT AND MOTH (N–009) VAR (8–10): " ; " VAR (10–12): " ; " VAR (TEEN): " ; "

PARTICIPANTS: No more than 20 players in a group.

TIME: 10–15 minutes.

ACTIVITY TYPE: Active, competitive/cooperative/ utilizes existing skills.

EQUIPMENT: None.

DESCRIPTION: Rat is inside circle and says, "I am the Rat." Cat is outside circle (use two Cats if you want) and says, "I am the Cat and I will catch you." "If you can," says the Rat. Players help the Rat by letting him pass freely under their arches as he runs around, but they try to hinder Cat or Cats. When Cat catches Rat, others take their places.

SUBMITTED BY: Keith Schoch/Program DATE: 5/3/89

NAME: NUMBER CALL AREA: ACTIVE GAMES # AG–037

AGES: 6–up. VAR (6–8): INDIAN SNEAK (P–001) VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: 12–40.

TIME: 10–15 minutes.

ACTIVITY TYPE: Quiet, competitive/cooperative; utilizes existing skills.

EQUIPMENT: Blindfolds, chairs for every player minus one.

DESCRIPTION: All players are given a number consecutively (including volunteer). Players sit in circle facing inward. Volunteer is blindfolded and stands in center of circle. He/she calls from two to four numbers, and players with corresponding numbers must change seats (or positions) by sneaking past "It" without being tagged, dodging when tagged at. Person who is tagged is the new "It."

SUBMITTED BY: Keith Schoch/Program DATE: 4/12/89

NAME: BASE DODGEBALL AREA: ACTIVE GAMES # AG–038

AGES: 9–TEEN VAR (6–8): CIRCLE DODGEBALL; DEER AND THE HUNTER; FIRING SQUAD VAR (8–10): CIRCLE; FIRING SQUAD; SPUD; FREE DODGEBALL VAR (10–12): CIRCLE; SPUD; FREE DODGEBALL VAR (TEEN): CIRCLE; FIRING SQUAD; FREE DODGEBALL; KEY

PARTICIPANTS: 8–50 players

TIME: 25–30 minutes

ACTIVITY TYPE: Base Dodgeball is an active, competitive, outdoor game which utilizes existing skills focusing on throwing and catching. EQUIPMENT: A variety of balls, bases.

DESCRIPTION: All players are standing on bases, which are scattered randomly on field. Players signal to each other and try to exchange bases, while the one player who is "It" tries to hit them with the ball when they run between bases. He can also steal a base if it is vacated. The player who is hit or who ends up without a base is now "It."

SUBMITTED BY: Scott Rustad/Athletics DATE: 3/20/89

NAME: BIRD LOFTING AREA: ACTIVE GAMES # AG–039

AGES: 10–up VAR (6–8): VAR (8–10): COOKIE MACHINE VAR (10–12): COOKIE MACHINE; PEOPLE MOVER VAR (TEEN): COOKIE MACHINE; PEOPLE MOVER

PARTICIPANTS: At least five, in groups of no more than ten per group.

TIME: 10–15 minutes

ACTIVITY TYPE: BIRD LOFTING is an experiential exercise, allowing participants to feel what it might be like to fly. Quiet, indoor or outdoor, (but outdoor is best!), utilizing existing skills, developing new awarenesses.

EQUIPMENT: None.

DESCRIPTION: The group (no more than ten) forms a tight circle, shoulder to shoulder. Someone is chosen to be the bird, and that person goes to the middle of circle, and asked what type of bird they'd like to be (cardinal, hawk, etc.). That person is also asked what characteristics the bird has (i.e., red, big, large feathers, etc.). The person in the middle stands erect, arms to sides, eyes closed, as stiff as possible. The "bird" then falls back and the group lifts the person over their heads. The group then starts moving the "bird" back and forth with a swaying motion. As they do this, they let the person down very slowly, swaying back and forth, until the bird touches the ground. The group of "bird lofters" should be very quiet. Choose a new bird. SUBMITTED BY: Keith Schoch/Program DATE: 3/22/89

NAME: COOKIE MACHINE AREA: ACTIVE GAMES # AG–040

AGES: 8–up VAR (6–8): VAR (8–10): BIRD LOFTING VAR (10–12): BIRD LOFTING; PEOPLE MOVER VAR (TEEN): BIRD LOFTING; PEOPLE MOVER

PARTICIPANTS: At least 12, to include a spotter and the individual "cookie"

TIME: 15 minutes

ACTIVITY TYPE: Semi–active, experiential, cooperative, funny, to be used indoors or out.

EQUIPMENT: None.

DESCRIPTION: Group forms two lines facing each other (much like an assembly line). The group now holds out hands, palms up, interwoven (do not lock arms). Now group is told that they are the cookie oven. They bend together at knees and return to standing position. On the down position they say "cook," and on the top position they say "ee." A volunteer stands at the end of the oven. Volunteer is asked what kind of cookie they want to be, and oven decides when to flip them. The oven starts going up and down, saying "cook, ee" each time. Cookie dives onto outstretched palms, and oven passes (bounces) the cookie down the line, turning cookie at point decided. Cookie is let down easily at other end, to be sure he/she doesn't break.

SUBMITTED BY: Keith Schoch/Program DATE: 3/22/89

NAME: JUNGLE WALK AREA: ACTIVE GAMES # AG–041

AGES: 6–up VAR (6–8): FOGHORN VAR (8–10): FOGHORN VAR (10–12): FOGHORN VAR (TEEN): FOGHORN PARTICIPANTS: Any number, with groups no larger than 20.

TIME: 15–20 minutes.

ACTIVITY TYPE: Cooperative, experiential, outdoor, using existing skills. Develops sensory awareness.

EQUIPMENT: None.

DESCRIPTION: Have the group form two straight lines facing each other. Choose a volunteer to make the jungle walk. The group has five minutes to become a jungle. THey can be animals, trees, fallen logs, etc., creating a maze for the participant to crawl through. While they are making this maze, the volunteer closes his/her eyes and waits. After maze is complete, volunteer must crawl, climb, walk through maze with eyes closed. Jungle people should make jungle sounds (animal, water sounds, etc.). When participant gets to end they become part of the jungle and another volunteer does the walk. (You may want to give time after each person to change jungle. Jungle music indoors is a great added effect).

SUBMITTED BY: Keith Schoch/Program DATE: 3/23/89

NAME: PICTIONARY AREA: ACTIVE GAMES # AG–042

AGES: 10–up. VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: At least 2 groups, with at least four in each group, maximum ten.

TIME: 20–30 minutes

ACTIVITY TYPE: Active, loud, requiring quick thinking.

EQUIPMENT: 1 large newsprint pad, one marker or black crayon, and one stand or tripod (to hold pad) for each team. DESCRIPTION: An activity very similar to "Win, Lose, or Draw." Each team sends one person to the leader who provides a name or title to be drawn (these could be camp related, Bible related, television, literary, personality, whatever). Each runner must return to his or her team, and on the word "go!" must draw the title or name, without using any numbers or letters as clues. First team to guess correctly wins ten points (have that artist show all groups the drawing). Groups choose a new artist (be sure everyone gets a chance) and game continues. Specific categories could be decided beforehand, and then put on slips of paper to be drawn from a hat. Decide also if you will allow groups to see each other's pads (if not, then place pads in circle facing outward, and arrange groups life the spokes of a wheel).

SUBMITTED BY: Keith Schoch/Program DATE: 3/23/89

NAME: HANDS DOWN AREA: ACTIVE GAMES # AG–043

AGES: 10–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Groups larger than four, smaller than eight.

TIME: 10–15 minutes.

ACTIVITY TYPE: Cooperative/competitive, active, semi–loud, indoor/outdoor.

EQUIPMENT: None.

DESCRIPTION: Group members stand in circle, facing center. Each person places both hands into circle. Next, participants stack their hands on top of each other, basketball style. On "go" the person whose hand was on the bottom brings their hand to the top of the circle. The next person brings his or her hand up from the bottom and places it on top of the first person's hand. This repositioning continues until all hands are in original order. Play for three laps and five lap races, having person with hand originally on top calling out the number of laps.

SUBMITTED BY: Keith Schoch/Program DATE: 3/22/89 NAME: UP JENKINS AREA: ACTIVE GAMES # AG–044

AGES: 8–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Up to 16, (no less than 6).

TIME: 5–15 minutes (good as time filler).

ACTIVITY TYPE: Semi–quiet, competitive/cooperative, requiring guessing skills.

EQUIPMENT: Nickel or quarter.

DESCRIPTION: Two teams sit at a table facing each other. A quarter is given to the starting team. With hands under the table, team members begin passing quarter up and down the line (bluffing is good strategy). When the team captain calls "Up Jenkins!" (or Hands Up) all team members lift their closed fists above table. Then team captain says "Down Jenkins" (or Hands Down) and all of the hands slap down on the table, palms down (one of the hands is hiding quarter). Members of other team discuss and decide which hand has quarter under it. Scoring is kept by how many hands it takes to find quarter. Team with lowest score (after equal number of turns) wins.

SUBMITTED BY: Ben Foster/Camp Elephant Rock DATE: 3/25/89

NAME: SNOWBALL FIGHT AREA: ACTIVE GAMES # AG–045

AGES: 6–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: 6 or more, two or four teams. TIME: 10–15 minutes.

ACTIVITY TYPE: Active, noisy, indoor or outdoor, competitive/cooperative.

EQUIPMENT: Newspaper.

DESCRIPTION: Sides are chosen opposite each other and each person is given a full sheet of newspaper. At a signal, each player uses just one hand and tries to crumple paper into smallest wad possible. These paper balls become snowballs. Both (or all four) sides then start throwing snowballs at each other, and when signal is given to quit, each team counts up snowballs on its side. Team with fewest wins. Be sure that ending signal is given abruptly, to prevent one team from saving up snowballs, and then "dumping."

SUBMITTED BY: Keith Schoch DATE: 3/16/89

NAME: KNOTS AREA: ACTIVE GAMES # AG–046

AGES: 10–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Groups of at least ten, up to thirty.

TIME: 5–10 minutes.

ACTIVITY TYPE: Semi–active, cooperative, team–building.

EQUIPMENT: None.

DESCRIPTION: Have group stand in a circle, shoulders touching. They should raise their right hands over their heads and grab the right hand of the person directly across the circle from them. Now with their left hands they should grab the hands off any other person in the circle. Without letting go, the group must unravel so that they are again standing in a circle. (Another method is to have a ring of people join hands with those on either side of them, and then have one person begin weaving in and out of circle, taking all other participants with him. He can go over and under other player's arms. Try to untie, starting with same first player).

SUBMITTED BY: Keith Schoch/Program DATE: 4/7/89

NAME: ALPHABET RELAY AREA: ACTIVE GAMES # AG–047

AGES: 7–up VAR (6–8): NUMBERS RACKET VAR (8–10): NUMBERS RACKET VAR (10–12): NUMBERS RACKET; FOUR LETTER WORDS; CROSSWORDS VAR (TEEN): NUMBERS RACKET; FOUR LETTER WORDS; CROSSWORDS

PARTICIPANTS: Any number, in groups.

TIME: 15–20 minutes.

ACTIVITY TYPE: Very active, requiring quick thinking, teamwork; both competitive and cooperative.

EQUIPMENT: Set of "letter cards" for each group (all in alphabet).

DESCRIPTION: Teams are grouped equal distances from spelling area. Each player has one or more cards. Words are called out by leader, and players with appropriate letters dash into spelling area to form the word. Doubles of any letter are created by flipping card to the empty spot. A better variation has the leader providing affinities with last part left out, such as "Bread and ...(Butter)" Team must first guess the partner word, and then spell it out. Other affinities could include Adam and Eve; Alpha and Omega; Half and Half; Assault and Battery; Peter, Paul, and Mary; etc. Be creative!

SUBMITTED BY: Keith Schoch/Program DATE: 4/10/89 NAME: NUMBERS RACKET AREA: ACTIVE GAMES # AG–048

AGES: 10–up VAR (6–8): VAR (8–10): VAR (10–12): FOUR LETTER WORDS; CROSSWORDS; ALPHABET RELAY VAR (TEEN): " ; " ; "

PARTICIPANTS: Any number, in groups.

TIME: 15 minutes.

ACTIVITY TYPE: Active, cooperative/competitive, requiring quick thinking and teamwork.

EQUIPMENT: Cards with numbers up to 25, (or up to 10 with smaller groups, or younger children).

DESCRIPTION: Each team is given cards with identical numbers (1 of each number). Leader calls out a number, and first team to send up persons with cards totaling that number wins point (there must always be at least two cards used in the total; to ensure that, leader should call higher numbers). First team with right answer scores a point; if team has wrong total, subtract two points.

SUBMITTED BY: From Omnibus of Fun, Eisenberg DATE: 4/10/89

NAME: THREE DEEP AREA: ACTIVE GAMES # AG–049

AGES: 10–up VAR (6–8): TAG GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Groups no smaller than 16, no larger than 30. TIME: 10–15 minutes.

ACTIVITY TYPE: Very active, competitive/cooperative, requiring alertness.

EQUIPMENT: None.

DESCRIPTION: Players stand in double (concentric) circles, with one player standing directly behind player in inner circle (people in the circle should be about two feet apart from one another). Chaser is on inside of circle, Runner is outside. Chaser attempts to tag Runner. Both players can run around and through the circles. If Runner is tagged, these players exchange roles. However, Runner may get someone else to be the Runner by getting into circle without being tagged, and standing in front of any players who are two deep. Runner then says, "Three deep Runner!" and person on outside of circle is then the new Runner. Chaser can do the same thing, by getting into center and saying, "Three deep Chaser!" Action continues in this way. (To make it easier for younger players, or less players, go only Two Deep).

SUBMITTED BY: Keith Schoch/Program DATE: 5/4/89

NAME: BULL IN THE RING AREA: ACTIVE GAMES # AG–050

AGES: 8–up VAR (6–8): CAT AND RAT VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Groups of no more than 16.

TIME: 10–15 minutes.

ACTIVITY TYPE: Very active, aggressive, a favorite of the younger guys; good for releasing energy. Requires no detailed rules or instructions.

EQUIPMENT: None.

DESCRIPTION: Players form a circle. A player in the middle is the "Bull," and he tries to escape through the circle by lunging, rushing, or pulling, but cannot duck under. If he escapes, players chase him, and first player to tag him becomes the new Bull. (A variation has the person who let him escape become the new Bull. Not highly suggested for cabin groups that get into fights easily, or have an uneven distribution of ages or sizes).

SUBMITTED BY: Keith Schoch/Program DATE: 5/03/89

NAME: PASS FAST AREA: ACTIVE GAMES # AG–051

AGES: 6–up VAR (6–8): MUSICAL CHAIRS VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: 10–20, divided into two teams.

TIME: 10–15 minutes (a good time filler).

ACTIVITY TYPE: Quick, requiring fast reflexes; develops catching abilities, coordination; competitive/cooperative.

EQUIPMENT: Ball (easily gripped, such as a sponge ball) or beanbag.

DESCRIPTION: The two teams line up facing one another, as parallel as possible. Ball or beanbag is passed back and forth between one team and the other, working from one end to the other and back. Music is played during passing. If music stops while one team holds article, other team scores point. Play until a pre–determined number of points is reached.

SUBMITTED BY: Keith Schoch/Program DATE: 5/06/89 NAME: TEAM BROAD JUMP AREA: ACTIVE GAMES # AG–052

AGES: 6–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: No more than 10 per team, any number of teams.

TIME: 10 minutes (as time filler, or possible event in a series of competitions).

ACTIVITY TYPE: Active, competitive/cooperative; demands full team effort.

EQUIPMENT: Starting line for both teams, and movable markers.

DESCRIPTION: This activity is the same as the traditional broad jump, but is a cumulative team effort. Teams of equal players begin at the same starting point, and have their players begin jumping. Each player's distance is marked, and the next teammate jumps from that point. The team which has gotten the longest distance from the starting point wins.

SUBMITTED BY: Lisa Thomas/Counselling Staff DATE: 4/20/89

NAME: BOUNDARY BALL AREA: ACTIVE GAMES # AG–053

AGES: 6–up. VAR (6–8): DODGEBALL GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: 6–30 players. TIME: 15–20 minutes.

ACTIVITY TYPE: Active, competitive, cooperative, utilizes throwing and dodging skills; almost as much fun to lose as to win.

EQUIPMENT: Outside perpendicular wall with space in front of it, a bouncy soccer– size ball, a rope and a referee.

DESCRIPTION: Use rope to mark off large square boundary, with wall serving as one side. All players stand inside boundary and begin throwing ball against the wall. Players must avoid being hit by rebounding ball before it bounces. PLayers who are hit are out and must become part of boundary by standing on the rope. The boundary people catch and return the ball, just as the wall does, and if the rebounding ball hits a person before it bounces, that person is also out, and must join the boundary. Referee may periodically shout, "Boundary take one step in," which decreases the available running are, and makes it more difficult for players. One remaining player is the winner.

SUBMITTED BY: TRY THIS ONE, Group Magazine DATE: 4/20/89

NAME: TOUCH AREA: ACTIVE GAMES # AG–054

AGES: 6–up VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Any number, divided into teams of fifteen or less.

TIME: 10–15 minutes (good as one in a series of games, or as a time filler).

ACTIVITY TYPE: TOUCH is an activity which can be played indoors or out, requires both teamwork, and involves some competition. Basically a quiet game, but can become very active.

EQUIPMENT: None.

DESCRIPTION: Divide group into two or more teams, standing shoulder to shoulder in straight lines facing each other in middle of play area. The leader calls, "Touch...a door!" (any object in playing area). Instantly all players from each team dash to touch a door and then rush to get back in line. First team all in line wins that round (be sure that all players touched the object). Leader maintains suspense by hesitating before naming the object to be touched (door, wall, post, window, curtain, table, chair, floor, a certain person passing by, and so on). It's likely to be energetic, so don't name anything delicate!).

SUBMITTED BY: Keith Schoch/Program DATE: 5/10/89

NAME: PEOPLE MOVER AREA: ACTIVE GAMES # AG–055

AGES: 10–up VAR (6–8): VAR (8–10): BIRD LOFTING; COOKIE MACHINE VAR (10–12): BIRD LOFTING; COOKIE MACHINE VAR (TEEN): SHARING BURDENS (ST–011); BIRD LOFTING; COOKIE MACHINE

PARTICIPANTS: At least 16 (includes spotter and participant).

TIME: 15 minutes.

ACTIVITY TYPE: Active, cooperative; trust and group building.

EQUIPMENT: None.

DESCRIPTION: All participants except spotter and volunteer lay on floor, ear to ear in a row, bodies alternating directions. They should be as close to each other as possible. All participants then put hands straight up in the air, palms up. Volunteer then sits on first set of hands, and spotter helps him/her to lay back on other sets of hands. Volunteer stays stiff, and holds arms out crucifix–style for balance. Participants then proceed to pass volunteer down the line. It works very well, but only if people on floor all help to carry the load. Spotter helps person off the end of the line.

SUBMITTED BY: Keith Schoch/Program DATE: 4/6/89 NAME: THREAD THE NEEDLE AREA: ACTIVE GAMES # AG–056

AGES: 10–up. VAR (6–8): RELAYS VAR (8–10): RELAYS VAR (10–12): RELAYS VAR (TEEN): RELAYS

PARTICIPANTS: Any number of players, divided into teams of around fifteen.

TIME: 5–10 minutes.

ACTIVITY TYPE: Active, silly, sometimes embarrassing, allows participants to let down their guard; more cooperative than competitive; done indoors or out.

EQUIPMENT: Metal spoon and kite string or yarn (ball of about 40 feet to 50 feet) for each team.

DESCRIPTION: Players are divided into relay teams. Spoons are tied to ends of balls of string. On word "go" the first person drops spoon into clothing until it comes out bottom of pants or dress, unwinding string as he/she goes. Next person takes spoon and continues in same manner, until every person in the relay line has successfully threaded the spoon through their clothes. Last person lets spoon drop to floor. He/she then picks it up, and begins the unthreading process. First person must have spoon in hand and string wound up again for team to win. Good game to stress teamwork, and allow campers to laugh at themselves.

SUBMITTED BY: Keith Schoch/Program DATE: 5/02/89

NAME: MASTER OF THE RING AREA: ACTIVE GAMES # AG–057

AGES: 8–up. VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Up to 20 at one time. TIME: 10–15 minutes.

ACTIVITY TYPE: A rough and energetic game, in the tradition of "King of the Mountain"; uses existing skills, involves much competition; not suggested for groups which fight easily.

EQUIPMENT: None, except fairly soft ground.

DESCRIPTION: All players group themselves together. The leader draws a ring on the ground (with a stick in dirt, with flour or sawdust on grass) one yard outside the group. Each player folds his arms and hops on one leg and endeavors to shoulder the other players out of the circle. Any person unfolding his arms or putting down a foot is out of the game. The master of the ring is the one that stays in the longest. (Played in the tradition of Japanese Sumo and American Indian wrestling).

SUBMITTED BY: Keith Schoch/Program DATE: 5/02/89

NAME: NORTH WINDS, SOUTH WINDS AREA: ACTIVE GAMES # AG–058

AGES: 6–up. VAR (6–8): TAG GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Any number of players, up to 30.

TIME: 10–15 minutes.

ACTIVITY TYPE: Essentially a tag game, involving much running; contains elements of both competitiveness and cooperation; especially good for younger kids.

EQUIPMENT: Three ribbons or strips of cloth, two of one color, the third of another.

DESCRIPTION: This is a tag game which includes the welcome addition of a player who can free those who have been tagged. This eliminates players being sent out of the game, or players feeling great frustration if they are tagged (some players even let themselves be tagged, if they know that someone can free them). First choose two players to be the North Winds (identified with two pieces of colored cloth around arms). These players will tag the others, "freezing" them until they can be freed by the "South Wind" (only one player). North Winds cannot tag the South Wind. Decide upon a set time, and declare something to the effect of, "If there are less than four people frozen, the South Wind wins." Use an area that is marked with boundaries. It is much better to have it too small than too large. After one round, ask for different players to be the Winds.

SUBMITTED BY: Physical Education, Kirchner DATE: 5/6/89

NAME: ANIMAL TAG AREA: ACTIVE GAMES # AG–059

AGES: 6–up. VAR (6–8): TAG GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: No more than 20, divided into two groups.

TIME: 10–15 minutes.

ACTIVITY TYPE: A tag game involving some acting/pantomiming ability; younger kids especially like the idea of the charades being included.

EQUIPMENT: Two lines drawn on ground, about thirty to forty feet away from each other.

DESCRIPTION: Place one team behind each line. First team decides on an animal, and whispers the name of that animal to the leader. This group then gets to within five feet of the other line, and begins acting out the animal. Once the leader hears the correct name called out, he/she says "Chase!" and the guessing group crosses their line, chasing the animal group. If half the chased group is tagged, the guessing group gets the point. Switch roles (and animals), and continue until each group has acted out four or five animals.

SUBMITTED BY: Physical Education, Kirchner DATE: 5/6/89 NAME: RED ROVER AREA: ACTIVE GAMES # AG–060

AGES: 6–up. VAR (6–8): CAT AND RAT VAR (8–10): CAT AND RAT VAR (10–12): BULL IN THE RING; CAT AND RAT VAR (TEEN): BULL IN THE RING; CAT AND RAT

PARTICIPANTS: Any number up to 30, divided into two equal teams.

TIME: 15 minutes.

ACTIVITY TYPE: Active, slightly rough, a favorite of 9–10 year–old boys, and younger girls.

EQUIPMENT: None.

DESCRIPTION: Divide players into two equal teams. Teams form lines facing each other, about thirty to forty feet apart, with team members holding hands. One team begins by first agreeing which member of the opposite team they will ask to come over. They the say together, "Red Rover, Red Rover, let (name of other team member) come over." That person must then run from the other line, and attempt to break through the first team's line, by breaking the hold that team members have on each other's hands. If the person breaks through, he/she returns to team. If person does not, then he/she is a part of that team now. Other team then calls over a player, and so it continues until one team has all of the players, or interest begins to fade, at which point the players on either side can be counted to determine a winning team.

SUBMITTED BY: Keith B. Schoch/Program DATE: /5/16/89

NAME: BACK TO BACK TAG AREA: ACTIVE GAMES # AG–061

AGES: 6–up. VAR (6–8): TAG GAMES; MEL VAR (8–10): " ; " VAR (10–12): " ; " VAR (TEEN): " ; " PARTICIPANTS: Any number (for larger numbers, have more than one person be it).

TIME: 15 minutes.

ACTIVITY TYPE: BACK TO BACK TAG is an active, competitive/cooperative version of the favorite old standby.

EQUIPMENT: None, apart from a boundaried area (better too small than too large).

DESCRIPTION: This game is played the same way as simple tag except that when two players stand back to back, they are safe. As soon as back–to–back players feel that they are safe, they separate to find new partners. Any player tagged becomes "it" and game continues without pausing.

SUBMITTED BY: Physical Education, Kirchner DATE: 5/18/89

NAME: RED LIGHT AREA: ACTIVE GAMES # AG–062

AGES: 6–10. VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Any number up to 20.

TIME: 10–15 minutes (good as time filler or one of a group of games).

ACTIVITY TYPE: Semi–active, utilizing running and stopping skills; gives children opportunity to assume position of leader.

EQUIPMENT: Two lines drawn across the ends of the playing area (optional).

DESCRIPTION: One player is chosen to be "it" and stands on one line with back to the other line. All other players stand on line opposite from him. As leader or "it" begins to count to 10 all players begin to run toward his line. At any time before 10 leader may call out "Red Light!" and turn around. If leader sees anyone moving, he/she sends them back to starting line. The game continues until first player crosses line. That player becomes new leader and game starts over.

SUBMITTED BY: Traditional DATE: 4/20/89

NAME: CROWS AND CRANES AREA: ACTIVE GAMES # AG–063

AGES: 6–up. VAR (6–8): TAG GAMES VAR (8–10): TAG GAMES; BRITISH BULLDOG VAR (10–12): TAG GAMES; BLOB TAG VAR (TEEN): TAG GAMES

PARTICIPANTS: Any number, divided into two equal teams.

TIME: 10–20 minutes.

ACTIVITY TYPE: Active, competitive, outdoor, requiring much running, tagging.

EQUIPMENT: Two parallel lines in center of playing field about three feet apart, plus one line at either end of playing field (about forty to fifty feet from lines in middle).

DESCRIPTION: Group is divided in half, with one half called "Crows," the other half called "Cranes." Each team lines up on the center line, facing the other. When leader calls "Crrr...ows," the crows turn and road toward their goal line and the cranes try to tag them before they cross it. If a player is tagged, he joins opposite team. Team with all players at the end is the winner. (Leader should add the suspense by drawing out the "Crr...," occasionally saying unrelated words such as "crackers," "crayons" and "Crunch Berries."

SUBMITTED BY: Physical Education, Kirchner DATE: 5/18/89 NAME: TWO SQUARE AREA: ACTIVE GAMES # AG–064

AGES: 8–up. VAR (6–8): VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: 2 at a time.

TIME: 5 minutes and beyond (new players constantly rotate in).

ACTIVITY TYPE: Mildly competitive, requiring fairly sharp motor skills, plus quick thinking and quick reflexes.

EQUIPMENT: 2 five–foot squares, drawn on the ground side by side.

DESCRIPTION: One player stands in each square while remaining players stands outside the squares. Player in one square bounce–serves or tosses ball into other square. After the ball bounces in the opposing player's square, that player returns it by batting it upward with one or both hands into the server's square. Continue play until: 1) Ball lands out of the square (liners are good), or 2) Ball is hit with fist, or 3) Player holds the ball, or 4) The ball is hit downward. If violation occurs, player committing it leaves game, remaining player becomes server, and new player rotates in. (Rules can be altered for older participants).

SUBMITTED BY: Physical Education, Kirchner DATE: 5/18/89

NAME: LOOSE CABOOSE AREA: ACTIVE GAMES # AG–065

AGES: 8–up. VAR (6–8): TAG GAMES VAR (8–10): " ; CAPTURE THE DRAGON'S TAIL VAR (10–12): " ; " VAR (TEEN): " ; "

PARTICIPANTS: Any number, divided up into groups of three. TIME: 10–15 minutes.

ACTIVITY TYPE: Active, cooperative, best played outdoors or in large area; can become rough with younger boys.

EQUIPMENT: Boundary markers.

DESCRIPTION: Arrange participants into groups of three (have two or three players not in groups). The three players form a line, holding onto the waist of the player in front. THe first player is the engine, the second is a box car, and the third is the caboose. The players without groups are the "loose cabooses." On the word "Go!" each train tries to prevent a loose caboose from attaching onto its own caboose. If a loose caboose attaches, then the engine becomes a loose caboose, and every player in the train moves up one place. If a train pulls apart trying to avoid a loose caboose, this constitutes being caught. Cease play as participants are almost ready to drop from exhaustion.

SUBMITTED BY: Physical Education, Kirchner DATE: 5/18/89

NAME: KEEP AWAY AREA: ACTIVE GAMES # AG–066

AGES: 6–up. VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Any number, divided into two equal teams.

TIME: 10–20 minutes (also a good time filler).

ACTIVITY TYPE: Competitive (also cooperative, if played by teams), involving much running, throwing; best played outdoors, or in large indoor space.

EQUIPMENT: A large soft ball, frisbee, any type of Nerf, or standard football.

DESCRIPTION: KEEP AWAY is best played with teams, the object of the game being to "keep away" an object from the opposing team. Rules can be made on the spot concerning whether players can step or run before throwing, and boundaries may be needed if there is the possibility that game will become too spread out. Team members basically pass an object back and forth, with no scoring really occurring, although goals can be added (the whole keep away concept is used heavily in lacrosse, hockey, basketball, and soccer). Also good sport to play in the water.

SUBMITTED BY: Keith Schoch/Program DATE: 5/19/89

NAME: PROGRESSIVE DODGEBALL AREA: ACTIVE GAMES # AG–067

AGES: 8–up. VAR (6–8): DODGEBALL GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Three teams of 4–10 players each.

TIME: 15–20 minutes.

ACTIVITY TYPE: PROGRESSIVE DODGEBALL utilizes the same skills and tactics of traditional dodgeball, without the disappointment of elimination; cooperative/competitive; outdoors.

EQUIPMENT: Ball, (or several), three parallel 20 ft. squares designated as A, B, and C.

DESCRIPTION: The game is played in three periods of three to six minutes each. Teams rotate playing areas after each period. On the signal, any player in a section attempts to hit players in any of the other sections. No player is ever eliminated if hit, so he or she should try to get the ball as soon as possible and throw it at another opponent. Leaders keep score of how many hits each team makes. (Or, if using more than one ball, keep track of how many times each team is hit, since it will be confusing to keep track of the throwers). After the three periods, the team with highest score of hits (or lowest number of times hit) wins. Leaders should be the ones to get balls that are out of bounds.

SUBMITTED BY: Physical Education, Kirchner DATE: 5/18/89 NAME: BAT BALL AREA: ACTIVE GAMES # AG–068

AGES: 8–up. VAR (6–8): SOFTBALL VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Two teams, with 6 –12 players on each team.

TIME: 20–40 minutes.

ACTIVITY TYPE: Competitive/cooperative, develops and uses softball–related skills, without much of the infield–related skills which are harder to master, and delay the game.

EQUIPMENT: Softball, bat, and two bases.

DESCRIPTION: One team is in the field and the other is at bat. PLayers on the team at bat try to hit the ball into the field and run to first and back to home, all in one trip. The batter may not stop on base. If he makes a complete trip without being put out, the team scores a run. A batter is out if 1) fielder catches fly ball, or 2) fielder touches runner with ball before he reaches home. When team at bat has two outs, it switches position with the team in the field. Team with most runs after set amount of time wins. (Leaders should alternate pitchers and catchers).

SUBMITTED BY: Physical Education, Kirchner DATE: 5/18/89

NAME: BOMBARDMENT AREA: ACTIVE GAMES # AG–069

AGES: 7–up. VAR (6–8): DODGEBALL GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Any number, divided into two equal teams. TIME: 20–40 minutes.

ACTIVITY TYPE: Competitive/cooperative; utilizes much throwing and running; aim in throwing is emphasized.

EQUIPMENT: Playground balls, Indian clubs or plastic bowling pins filled with sand.

DESCRIPTION: Divide play area in half and draw a four foot restraining line next to each team's end line. Place equal numbers of Indian clubs or filled bowling pins in these four foot sections. Each team starts with same number of balls and tries to knock over pins in other team's area. Players may use hands or legs to prevent pins from being knocked over, but cannot cross restraining lines. All players must stay in their own half. First team that knocks over all (or more) of the opposing team's clubs wins.

SUBMITTED BY: Physical Education, Kirchner DATE: 5/18/89

NAME: CIRCLE TUG OF WAR AREA: ACTIVE GAMES # AG–070

AGES: 9–up. VAR (6–8): TUG–O–WAR VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: No more than 20 in a group.

TIME: 5–15 minutes (good in a set of games, or as an individual event).

ACTIVITY TYPE: Competitive, requiring balance and agility; a group contest different from traditional games, and therefore interesting to kids.

EQUIPMENT: Several Indian clubs, or plastic bowling pins filled with sand.

DESCRIPTION: Randomly stand the Indian clubs inside the circle reasonably close together. All players join hands. On the signal, each player pushes or pull and tries to make the other players knock down the clubs. Any player who knocks down a club is eliminated from the game. And, when two circle players break or lose their grip, both are eliminated. (Players who are eliminated can act as judges, and also set up clubs when knocked down).

SUBMITTED BY: Physical Education, Kirchner DATE: 5/19/89

NAME: FOUR SQUARE AREA: ACTIVE GAMES # AG–071

AGES: 7–up. VAR (6–8): TWO SQUARE VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: 4 at a time, with additional players rotating in.

TIME: 10 minutes and beyond (good time filer, playground activity).

ACTIVITY TYPE: Active, competitive; emphasizes striking and aiming skills.

EQUIPMENT: 16 foot square divided into 4 four–foot squares, playground ball.

DESCRIPTION: One player stands in each square. Player D starts the game by bounce serving the ball to any one of the other squares. The player who receives the ball must hit it after one bounce to one of the any other squares. The game proceeds until one player fails to return the ball properly or afoul is committed. When this happens, the offending player is eliminated and goes to the end of the waiting line. All players move one square toward D; the waiting player always moves into square A. (A ball must arc before landing, cannot be struck downward; serve is always from D; player may go anywhere to return a ball hit into his square, even out of bounds; the ball may not be held. A foul occurs if ball hits any line, a ball is struck with a fist, or ball hits player who is standing in his own square).

SUBMITTED BY: Traditional DATE: 5/19/89

NAME: KILLER AREA: ACTIVE GAMES # AG–072

AGES: 9–up. VAR (6–8): VAR (8–10): VAR (10–12): PRUI VAR (TEEN): PRUI

PARTICIPANTS: Any number.

TIME: 10–15 minutes.

ACTIVITY TYPE: Semi–active, requiring concentration; allows participants to be silly and dramatic; also allows everyone to be killed, and be a good sport at the same time.

EQUIPMENT: None.

DESCRIPTION: Leader asks all players to close their eyes, and he picks killer by walking briskly around room, tapping one person on the head. That person is to kill off other players by winking at them, one by one, as they mill about room. Players should take 15–20 seconds to die after being winked at, and should make the death as dramatic and chilling as possible. If a player thinks he knows who the killer is, he shouts, "I accuse!" and must be seconded by another player in 10 seconds, who shouts the same thing. If not seconded, leader kills the accuser. If seconded, leader asks both accusers on the count of three to point at the killer. If they are wrong, or point at different players, they are both dead. If both point at the same person, and it is indeed the killer, then the game is over. Game continues until killer is caught, or all other players have been eliminated, a great feat indeed.

SUBMITTED BY: From Rohnke, Silver Bullets DATE: 5/28/89

NAME: TOE STEPPING AREA: ACTIVE GAMES # AG–073

AGES: 8–up. VAR (6–8): PAIRED GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Any number, in pairs. TIME: 3–5 minutes (great time filler, or for passing time while in a line).

ACTIVITY TYPE: Silly, very active; designed to have people interact with one another in a very physical and aggressive way; great for participants who do not really know one another; a super "warm–up" exercise.

EQUIPMENT: None.

DESCRIPTION: To play, partners face one another, holding hands. (Divide into pairs by having people look for that person who has a birthday closest to their own). The object of the game is to attempt to touch the toes of your partner, while keeping him or her from touching your own. The object is not to stomp their feet, but to lightly tap their toes. Once you have scored three hits, or been tapped three times, switch partners. Honest self–refereeing is a must.

SUBMITTED BY: Keith Schoch/Program DATE: 5/7/89

NAME: ALARM AREA: ACTIVE GAMES # AG–074

AGES: 6–up. VAR (6–8): TAG GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Any number of players, divided into two equal teams.

TIME: 20–35 minutes.

ACTIVITY TYPE: Active, competitive/cooperative, requiring quick reflexes; best played outdoors; individual talents highly stressed, therefore not good if participants are varying greatly in skills.

EQUIPMENT: Stopwatch or watch with second hand, field with boundaries and center dividing line, pencil and paper to keep score.

DESCRIPTION: Divide players into two equal teams. A player from side one enters side two's area, and has exactly 30 seconds to tag as many players as he can, scoring one point for each one tagged. Player calls out number of opponents he has tagged every time he tags one. No one can be tagged twice in a row, but all can be tagged as many times as possible. Once the 30 seconds are up, leader calls out "ALARM!" and player must make it back to center line without being tagged. If he makes it, his team scores a point for every opponent that was tagged. If he doesn't make it, the opposing team scores half that many points. A player from side two now enters one's side, and so the game continues until every player has gone, or time is up. Total up points for both sides to determine winner.

SUBMITTED BY: Keith Schoch/Program DATE: 5/22/89

NAME: MOTHER HEN AREA: ACTIVE GAMES # AG–075

AGES: 6–up. VAR (6–8): TAG GAMES VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: 5–20.

TIME: 10–20 minutes (good in a series, or to fill time).

ACTIVITY TYPE: MOTHER HEN is basically a tag game, played indoors or out; active, requiring both competition and cooperation. Better than standard TAG, particularly since it has a story element (foxes and hens).

EQUIPMENT: 4–6 small balls, such as tennis balls, or rocks, to be used as eggs.

DESCRIPTION: One player ("It") is the Mother Hen, and must guard her eggs from the foxes. The eggs (4–6 stones or small balls) are placed in a pile, or nest, which the Mother Hen stands guard over. The foxes try to steal the eggs without being tagged. If a fox is tagged, he/she becomes the Mother Hen. If all of the eggs are stolen from a Mother Hen, that Mother Hen must start with a new nest of eggs. Game should end before interest. (Always have at least two less eggs than players. There are no boundaries for the Mother Hen).

SUBMITTED BY: Keith Schoch/Program DATE: 5/22/89 NAME: PRISONER AREA: ACTIVE GAMES # AG–076

AGES: 6–up. VAR (6–8): BOMBARDMENT VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: 4–16 players.

TIME: 10–15 minutes.

ACTIVITY TYPE: PRISONER is a less active game, focusing on throwing accuracy and TAG related skills. Similar to "Duck on the Rock," from which many games originated.

EQUIPMENT: A can, plastic bowling pin, or Indian club, plus one stone for every player.

DESCRIPTION: Each player has a large stone and stands behind a throwing line. The Prisoner stands about 10–20 feet away, in front of the object to be thrown at (can). All players line up on throwing line and take turns throwing their rocks one at a time. If a player misses, he retrieves his own stone. If a player hits the can, he must run and retrieve his stone, and then return over the throwing line before being tagged. The Prisoner must set the can back up, and then tagged the player before he returns over the line. If player is tagged, he becomes the new prisoner. If not, Prisoner remains the same. (Can be played with tennis balls instead of rocks, so that Prisoner can defend the can).

SUBMITTED BY: Traditional Japanese Game DATE: 5/23/89

NAME: TOWEL SOCCER AREA: ACTIVE GAMES # AG–077

AGES: 10–up. VAR (6–8): VAR (8–10): VAR (10–12): SOCCER; BLIND VOLLEYBALL VAR (TEEN): " "

PARTICIPANTS: Any number, paired. TIME: 20–40 minutes.

ACTIVITY TYPE: Active, requiring more cooperation than competition; emphasizes teamwork.

EQUIPMENT: One towel for every two players, plus a bouncy soccer–size ball.

DESCRIPTION: Set up field as you would for soccer, with goal at each end (better too small than too large). Divide players into two equal teams, with players paired off, one towel per pair (should be a pair in each goal, also). Players must hold towels between them by corners, and pass ball in the towel only. They can pass to team members or shoot into goal. Players are only allowed three steps after catching ball in towel. Ball is thrown into play by referee. If ball at any time falls to ground, possession is taken by other team (closest pair, as decided by referee). Play for agreed upon time period, scoring as you would for regular soccer.

SUBMITTED BY: TRY THIS ONE, Group Magazine DATE: 5/22/89

NAME: TOADS AND FROGS AREA: ACTIVE GAMES # AG–078

AGES: 11–up. VAR (6–8): VAR (8–10): VAR (10–12): VAR (TEEN):

PARTICIPANTS: Any number, divided into two equal teams.

TIME: 15–20 minutes.

ACTIVITY TYPE: Active, requiring much teamwork; not recommended at all for players younger than indicated; be sure to stress safety over winning.

EQUIPMENT: One candle for every player.

DESCRIPTION: Play in open field. Divide into two teams, labelling one the Frogs and the other the Toads. Have each team get candles and go to opposite sides of field. The challenge is for team members to get to the other side of the field with all candles lit. Along the way its okay to blow out opponents' candles. If a player's candle is blown out, he must stop, and not attempt to blow out any other candles. Stationary members must yell "Toad" or "Frog," depending upon which team they're on; only team members can relight their candles. First team to make it to other side with all candles burning is the winner.

SUBMITTED BY: TRY THIS ONE, Group Magazine DATE: 5/22/89

NAME: PRUI AREA: ACTIVE GAMES # AG–079

AGES: 10–up. VAR (6–8): KILLER (AG–072) VAR (8–10): " VAR (10–12): " VAR (TEEN): "

PARTICIPANTS: Any number of players, up to 100, (given that there is sufficient room). TIME: 10 minutes.

ACTIVITY TYPE: PRUI is a fun activity that gets people intermingling; it has little practical purpose, and is more for fun than anything else.

EQUIPMENT: One blindfold for each player.

DESCRIPTION: All participants place blindfolds over their eyes (leader can help the last couple people. Leader then walks through crowd. THe one person that the leader places his hand upon (on the head) is "Prui." That person then removes his/her blindfold. (Leader can then put on a blindfold). Participants start milling about once leader says "Prui?". Shaking another's hand, a participant asks, "Prui?" If the other person answers with "Prui?" both persons continue to fumble blindly about. However, if you shake a hand and ask, "Prui?" and there is no answer, then you have discovered Prui, and can remove the blindfold. Participants, as they remove blindfolds, hold hands, and continue through crowd, picking up others. Game ends once everyone has found Prui.

SUBMITTED BY: Keith Schoch/Program DATE: 5/14/89 NAME: DING DONG AREA: ACTIVE GAMES # AG–080

AGES: 7–up. VAR (6–8): UPSET THE FRUIT BASKET; TRAIN WRECK VAR (8–10): " ; " VAR (10–12): " ; " VAR (TEEN): " ; "

PARTICIPANTS: 8–40 players.

TIME: 10–15 minutes.

ACTIVITY TYPE: An active tag game, using element of "selective chaos," making it similar to UPSET THE FRUIT BASKET.

EQUIPMENT: Chair for every participant, minus one.

DESCRIPTION: All players sit facing inward, with first leader standing in center of circle. All players say "Ding Dong," and leader approaches player of his choice and asks, "Who's there?" Player can then answer either Your Neighbor, Post Man, Milk Man, Fire Man, or Sales Man. On Your Neighbor, the two players on either side of that participant must change seats, without giving up a seat to person in middle. Post Man requires that all guys change seats, Milk Man that all girls change seats, and Fire Man that everyone change seats. No one changes seats on Sales Man (if someone stands, they are automatically in the enter). Object is to keep leader from getting a seat. Last person standing each time is new leader, at which time all seated say, "Ding Dong."

SUBMITTED BY: Keith Schoch/Program DATE: 6/5/89