There are 13 games in this category. Children will learn locomotion, travelling, manipulation and stability skills by running, volleying, balancing, stretching and collecting items. Children will also learn inter-personal skills such as decision making and problem solving.

What’s Needed

  • 10 or more players, ages 6-12 years
  • 1 large ball (18-22 cm , 7 ½ inches)
  • A baseball diamond or a large open area

How to Play

  • Set up a baseball diamond (3 bases and 1 home plate). Divide the players into two teams: the “Batting Team” and the “Outfielders”.
  • All the Batting team players line up at home plate. The first Batter is “up” and kicks or throws the ball from home plate into the field. He/She then runs around the bases, followed by his/her team while the Outfielders run to get the ball.
  • The Outfielder, who gets the ball, stops and holds the ball over his/her head while his/her team mates line up behind him/her. The ball is then passed over the head of one player, and under the legs of the next.
  • When the ball reaches the end of the line, the Outfielders quickly sit down and yell “Stop!”
  • When the Batting team hears “Stop!”, they must stop running and count their score. They score one point for each player who crosses home plate.
  • The Batting team continues their turn at bat until every player has been “up”.
  • After every player on the Batting team has been “up”, the team changes positions with the Outfielders.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • How to throw or kick the ball.
  • Boundaries or where the bases are placed.
  • Need for partners.

What’s Needed

  • 16 or more players, ages 6-12 years
  • One medium to large soft ball (18-22 cm , 7 ½ inches)
  • Watch or timer
  • A large open area

How to Play

  • Choose a “Caller”. Divide the rest of the players into two teams. One team forms a large circle around the other team.
  • The Caller yells “Go!” and begins to time 2 minutes.
  • Players in the outer circle throw the ball and try to hit the players inside the circle. Players inside the circle try to avoid being hit.
  • A point is scored for every hit that lands below the waist. The Caller keeps score.
  • At the end of 2 minutes, the Caller yells “Stop!” and the teams change positions.
  • The team that scores the most points wins the game.

Variations

Basic Dodge Ball

  • No Caller is required. The two teams set up the same way.
  • When a player in the centre is hit, he/she joins the outer circle and becomes a thrower.
  • The last player in the centre is the winner.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Type of ball – a soft ball is safer.
  • Safe hitting areas.
  • Need for partners.

What’s Needed

  • 16 or more players, ages 9-12 years
  • Objects to mark boundaries for the centre line and jail. Use pylons or make your own bean bags.
  • 4-6 large balls (18-22 cm, 7 ½ inches)
  • A large open area

How to Play

  • Divide the players into two teams. Mark out a large rectangular playing area with a centre line and a “Jail” at each end. Have each team line up in their Jail at opposite ends of the playing area.
  • The game begins with the balls being thrown out into the centre of the playing area and the players from both teams racing to get the balls.
  • The goal of the game is to hit the players from the other team below the waist with a ball. When a player is hit, he/she goes to the Jail of the opposing team. From the Jail, players can pick up loose balls or catch balls thrown by their teammates and hit the opponents from the backside. When a player in Jail gets a ball and hits an opponent, he/she rejoins his/her team.
  • If a player catches a ball that is thrown at him/her by the opposite team, then the thrower goes to Jail.
  • The game ends when one team has no one left in their playing area.

Variations

  • Fewer players use fewer balls.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Type of ball – a large ball is easier to catch and a soft ball is safer.
  • Need for partners.
  • Safe hitting areas.

What’s Needed   

  • 10 or more players, ages 6-8 years
  • An open area

How to Play

  • Five or six of the players join hands to make a circle called the “Mousetrap”.
  • One player is the “Cat” and stands in the middle covering his/her eyes.
  • The other players are the “Mice” who must run in and out of the Mousetrap as the players forming the Mousetrap randomly raise and lower their arms.
  • In the meantime, the Cat counts silently to 20. On the count of 20 the Cat yells “Snap!” and opens his/her eyes. The players who make up the Mousetrap quickly lower their arms trapping some of the Mice inside the circle. These Mice then join hands with the players that make up the Mousetrap.
  • The game continues until there is one “Mouse” left. He/She is the winner and becomes the Cat.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Setting boundaries.
  • Need for a partner.
  • Pace of play.

What’s Needed

  • 20 or more players, ages 9-12 years
  • A large open area

How to Play

  • One player is the “Forest Ranger”, another is the “Bear” and another is the “Caller”.
  • The other players divide themselves into rows of four or more and stand arms length apart with joined hands.
  • When the players in rows face the Caller, they form “Paths”. When they turn to the side and join hands with the new players beside them, they form “Trails”.
  • The “Caller” yells out “Paths!” then “Trails!” several times to get the players used to turning quickly and grasping the hands of their new partners.
  • The game begins with the Bear facing the Path and the Ranger behind the rows. When the Caller shouts “Go!”,  the Ranger chases the Bear through the Paths. After ten to fifteen seconds the Caller shouts, “Trails!” causing the players to turn. The Ranger chases the Bear down the Trails.
  • The game ends when the Ranger tags the Bear.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Setting boundaries.
  • Time for changing direction and roles.
  • Safe tagging areas.

What’s Needed

  • 4 or more players, ages 6-8 years
  • An open area

How to Play

  • One person is the “Police Officer”. The other players line up on a starting line that is at least 25 giant steps away from the Police Officer.
  • The game begins when the Police Officer turns his/her back to the other players and calls out “Green Light!” On this command, players try
    to move as quickly as possible towards the Police Officer.
  • When the Police Officer hears the players approaching, he/she calls out “Red Light!” and quickly turns around to face the players. At this time, players must stand still.
  • If the Police Officer catches any player moving, he/she sends that player back to the starting line.
  • The Police Officer turns away and calls out “Green Light!” again.
  • The first player to reach the Police Officer wins and becomes the new Police Officer.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play e.g. the Police Officer can count to 5 before turning around.
  • Need for partners.

What’s Needed

  • 8 or more players, ages 8-12 years
  • A large open area

How to Play

  • All players learn the following symbols and their meanings:
    • Rock = a closed fist, rock breaks scissors, rock wins.
    • Paper = a hand held flat, paper covers rock, paper wins.
    • Scissors = two fingers, scissors cut paper, scissors win.
  • Divide the players into two teams. Each team huddles in their “safety zone” at opposite ends of the field and secretly decides on the symbol they will throw at the other team.
  • The teams then move to the middle of the field and stand facing each other across a centre line.
  • All players chant “Rock, Paper, Scissors” and then throw their team’s symbol at the same time. If both teams show the same symbol, teams need to re-huddle and decide on another symbol.
  • The team that throws the winning symbol chases the other team and tries to tag as many members as possible before they can reach their safety zone.
  • Players that are tagged change to the other team.
  • The game ends when all the players are on one team.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Setting boundaries.
  • Need for partners.
  • Safe tagging spots.

What’s  Needed

  • At least 10 players, ages 8-12 years
  • 1 soccer ball and 4 bases
  • A baseball diamond or large open area

How to Play

    • Set up a baseball diamond (3 bases and 1 home plate). Divide the players into two teams: the “Batting team” and the “Outfielders”.
    • The rules of the game are the same as baseball except that the players use a soccer ball, which is rolled by the “Pitcher” and kicked by the “Batter”.
    • The Pitcher rolls the ball towards the “Batter” who is standing at home plate. The Batter tries to kick the ball into the outfield within the boundaries
      of the first and third baselines.
    • After kicking the ball the Batter tries to run around as many bases as possible while the Outfielders get the ball and try to “get him/her out”.
    • A Batter is “safe” when he/she gets to the base, before the ball. A point is scored every time a “Batter” crosses home plate.
    • If the Batter misses kicking the ball or kicks it out of bounds, it is a “Strike”. After three “Strikes” the Batter is “out” and another Batter goes to bat.

A Batter” is also “out” if an Outfielder does one of the following:

    • Catches the kicked ball before it touches the ground.
    • Touches the Batter with the ball when the Batter is not touching a base.
    • Gets the ball to a base before the Batter gets there.
    • When 3 Batters are “out”, the teams change positions and the Outfielders go up to bat.
  • The team with the most points wins.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • How to kick the ball.
  • Boundaries or where the bases are placed.
  • Need for partners.
  • What is an out.
  • Scoring.

What’s Needed

  • 8 or more players, ages 6- 10 years
  • 1 large bouncy ball (18-22 cm, 7 ½ inches)
  • An open area

How to Play

  • Players form a circle and one player is selected to be “It”.  All the other players are given a number.
  • The player who is It stands in the middle of the circle and tosses the ball straight into the air while calling out a number.
  • The player whose number is called tries to catch the ball. All the other players (including It) run away from the ball. When the ball is caught the player yells “Stop!” and the other players must stand still.
  • The player with the ball takes three large steps and tries to hit one of the other players below the waist. The first time a player is hit he/she gets an “S”, the first letter of the word “Spud” If no player is hit then
    the thrower gets the letter “S”.
  • Each time a player is hit or a thrower misses, he/she earns another letter to spell S-P-U-D.
  • When a player gets a letter, he/she becomes It and all players return to the centre of the field. Play starts again.
  • Once a player has all the letters that spell out S-P-U-D they are out of the game.
  • The last player left is the winner.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Types of ball –large balls are easier to catch and soft balls are safer.
  • Need for partners.
  • Safe hitting areas.

What’s Needed

  • 10 or more players, ages 6-12 years
  • Objects to mark boundary lines. Use pylons or make your own bean bags.
  • A large open area

How to Play   

  • One player is the “Captain”.
  • Mark off four boundary lines approximately 6 metres (20 feet) away from the Captain: “Bow” is in front of the Captain; “Stern” is behind; “Starboard” is to the right; and “Port” is to the left.
  • To begin the game, all the players join the Captain in the middle of the
    playing area.
  • The Captain shouts out Bow, Stern, Starboard, or Port and all players run as fast as they can to the area that is called out. The last player to reach the area is out of the game.
  • The Captain then calls out another area and the game continues with one player being eliminated each time.
  • The Captain may call out the name of the area where the players are already standing. Anyone who starts to run is out.
  • The Captain may also shout “Planes overhead!” at which point, all the players must crouch down to the ground. The last person to crouch down is out.
  • The winner of the game is the last player remaining.

Variations

  • Make the game cooperative and find ways to bring back eliminated players.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • How players react to planes overhead.
  • Setting boundaries.
  • Pace of play.
  • Need for partners.

What’s Needed

  • 8 or more players, ages 6-12 years
  • Bean bags or other objects to mark the boundaries and goal lines. Learn to make your own bean bags.
  • A large open area

How to Play

  • Mark a large rectangular area with 2 goal lines approximately 10-20 metres (30-60 feet) apart.
  • One player is the “Caller”. The other players are divided into 2 teams: the “Sticks” and the “Stones”.
  • Teams line up and face each other a metre (3 feet) apart in the centre of the field.
  • The Caller yells “Sticks!” or “Stones!” using a “st-t-t-t-t” sound at the beginning of the word so neither team knows who is going to be called.
  • If “Sticks!” is called out, the Sticks chase the Stones. If “Stones!” is called out, the Stones chase the Sticks.
  • The players who are being chased must run past the opposing team and across the goal line at the opposite end of the field, without getting tagged. Once they cross the goal line, they are safe.
  • Anyone who is tagged must join the other team.
  • The game continues until all of the players are on one team.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Setting the boundaries.
  • Pace of play.
  • Need for partners.
  • Safe tagging spots.

What’s Needed

  • 4 or more players, ages 6-8 years
  • An open area

How to Play

  • One person is the “Wolf” and stands with thier back to the other players. The other players line up on a starting line that is at least 25 giant steps away from the Wolf.
  • The game begins when the players call out “What time is it Mr. Wolf?” and the Wolf yells back a time (e.g. “10 o’clock!”). For 10 o’clock the players take 10 steps towards the Wolf, then ask the time again. The Wolf responds with another time and the players take the corresponding number of steps.
  • This continues until the players get close to the Wolf.
  • At anytime, the Wolf may answer “Dinnertime!” and turn and chase after the players as they run back to the starting line.
  • If the Wolf tags one of the players, they change places and the game begins again.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Setting boundaries.
  • Safe tagging areas.
  • Pace of play.
  • Need for partners.

What’s Needed

  • 12 or more players, ages 9-12
  • 2 to 4 soft large balls (18-22 cm, 7 ½ inches)
  • 6 to 8 tennis balls
  • 6 to 8 pylons
  • 2 hula hoops or ropes
  • a large open area with boundary markers

How to Play

  • Divide the field in half. Divide the players into two teams, one team on each side of the field.
  • Place 3 to 4 pylons in a straight line at each end of the field. Rest a tennis ball on the top of each pylon.
  • Make a sacred circle (with a hula hoop or rope) in front of each row of pylons.
  • One player from each team is a “Wizard” and stands in their team’s sacred circle.
  • Place the large balls on the centre line of the playing field.
  • The game begins when a Wizard yells “Let the game begin!” Players race to get the balls and must stay on their side of the field.
  • Players then try to hit players on the other team and knock their tennis balls off the pylons.
  • If an opponent’s ball hits a player, he/she becomes “frozen” and must sit down. The player cannot participate until freed by his/her own Wizard.
  • A Wizard frees their frozen team players by leaving the sacred circle and tagging them. If the Wizard is hit by an opponent’s ball, while out of the sacred circle, he/she vanishes.
  • A team wins when the other team’s players are all frozen, all their tennis balls are knocked off the pylons or their Wizard has vanished.

Adaptation Suggestions

To adapt the game for different skill levels and abilities, decide before playing:

  • Pace of play.
  • Need for partners.
  • Safe hitting areas.