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1.

Shoebox Relays
Split the kids into two teams. Each team gets two shoeboxes. Tape the lids onto the shoe boxes
and cut an "I" shape into the top of the box, with a four-inch slit and two one-inch slits. Have the
first player from each team slip her feet into the shoeboxes. When you say "go" the players
wearing the shoeboxes have to run from the starting line to a designated spot, then back again.
Players pass the shoeboxes to their waiting teammates, and the relay continues until all the
players have participated and a winning team is crowned.
2. Hole in the Bucket
Fill up a large trashcan with water and place two empty trashcans about 40 feet away. Split kids
into two teams and give each team an empty milk carton with 10 to 12 holes in the bottom. When
you say "go," the first player from each team fills her carton with water, then places it on her
head while she walks or runs to her team's empty trashcan. She empties the remaining water into
the trashcan, then runs back, passing the carton to the next player. The first team to fill its
trashcan with water wins the game.
3. Jump Rope Challenge
Give each player a plastic cup filled with water. Start spinning a large jump rope. One at a time,
each child must attempt to enter the rope and jump three times, all while spilling as little water as
possible. The child with the most water left in his cup wins the game.

4. Capture the Flag


Equipment Needed

You'll need two improvised flags and flagpoles. Bandannas or fabric scraps on sticks will
do.

Where to Play

You'll need a large area that's not too open.

How to Play

Players are divided into two teams. Each team has its own territory with a boundary
designated between the two. Each team must also designate a spot to serve as a jail. This
need not be anything more than a particular rock or tree that a prisoner has to touch.
Another decision that must be made is how large the designated safety zone around the
flag should be. When the game begins, each team must decide where to place its flag.

Once placed, it cannot be moved, although it can be guarded. Those guarding their own
flag may not enter the safety zone around the flag unless in pursuit of an opposing team
member.

Once the flag is placed, team members are assigned to guard their own flag or to enter
enemy territory to try to capture the other teams flag. Any player in enemy territory can
be caught and put in jail. The classic Boy Scout rules say that the capture is made by
holding the other player long enough to say Caught three times. Some play that tagging
the other player is sufficient. Prisoners can be released by being tagged by a teammate,
but only one prisoner can be rescued at a time.

A team wins the game by capturing the other teams flag and bearing it back to their
home territory. If a flag is seized but is recaptured before reaching the opponents'
territory, the flag is set up where it was recaptured. If a game must be ended before a flag
is captured, the team with the most prisoners wins.

5. Simon Says: This game can be played anywhere, even in a car or other small space. One
person is Simon and starts by saying, Simon says, <insert action here>. Everyone
must then do the action. However, if Simon makes an action request without saying,
Simon says to begin the request, anyone who does that action is out. The last person
still playing in the end will be Simon for the next round.
Number of Players: A small group.

6. PRISONER OF WAR
Children are divided into teams.
They each select one child from each team to be the prisoner of the other team and the
two prisoners are placed in jail. This can be a designated area or a chalk box if playing
outside.
The teams each line up and the object of the game is to free the prisoner from the other
team.
The teams must get to the prison by going to the other teams side to free the prisoner.
If tagged, that child then becomes a prisoner too and must go to jail.
If a child makes it to jail, however, he or she is safe as long as he is inside the prison.
The rescuer can only rescue one person at a time and can choose the right time to break
for it.
7. TARGET THROWING
Paint a target on the sheet and tie or sew bells to it; hang the sheet in a safe place. Have children
throw balls or safe beanbags at the target. Encourage children to make the bells ring. If there is a
visually impaired child, have one child give verbal directions in throwing. Allow a child with
poor motor control to get very close to the target.

SOCCER RELAY
1. Need three or four balls and cones...
2. Partners are placed in file formation.
3. Place cones at the end of the play area.
4. The first two partners have a soccer ball.
5. On signal, they must run, PASSING THE BALL FROM ONE TO THE OTHER... up to.. and
around... the cone.
6. They return passing the ball the same way ..and give the ball to the next two in their team.
7. Relay play continues in same manner.

8. BALLOON BOP
Need several pre-blown balloons.

Players may stand or sit.

Each team is given a balloon to keep in the air for as long as possible. They can only bat
or tap the balloon to keep it afloatno throwing or catching is allowed.

Each time the balloon hits the ground- a point is scored AGAINST that team. (Some one
needs to keep score.)

The team with the lowest score is the winner.

9. Watch Your Step


Players have a balloon tied to each of their ankles and everyone runs around the yard trying to
pop other players balloons using their feetwhoever keeps their balloons intact the longest is
the winner.
10.Blind Mans Bluf: A favorite game in Tudor and Victorian England, this
game is yet another variation on tag. The person who is it wears a blindfold
and tries to tag the other players. Be sure to play this in an area safe from
obstructions and other hazards.
Number of Players: A small group.
Equipment: A blindfold.

11. Red Rover: Divide everyone into two teams, each forming a long line,
holding hands, facing the other team. The two teams should be around 20 or
so feet apart. The teams take turn calling out, Red Rover, Red Rover, let
<insert childs name> come over! That child leaves their teams line, runs
as fast as they can toward the other line and tries to break through the held
hands. If they break through, they get to take someone back to their team. If

they dont, they join the new team. When a team only has one person left,
that person tries to break through the other team. If they do not, then their
team loses. If they do, they gain a player and play continues.
Number of Players: Any decent size group.
Equipment: None.

12. Telephone: This game is one in which most people end up laughing quite a
bit, so if youre in the mood for silliness, give it a go. Players sit in a circle.
One person thinks up a sentence or phrase and whispers it to the next
person. That person repeats it to the person on their other side. This
continues around the circle. When it finally reaches the last person, that
person says the sentence out loud. Hilarity ensues. The ending sentence is
usually quite changed from the beginning sentence, since errors tend to
compound as they go around the circle.
Number of Players: A small group.
Equipment: None.

13. Football
14. Volleyball
15. Basketball
16. Baseball
17. American football

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