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Under no circumstances is it permissible to sell or distribute on a
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Copyright © 2011 Boys & Girls Clubs of America • 1889-11
All rights reserved. Printed in the United States of America. Except as
expressly provided above, no part of this book may be reproduced or
transmitted in any form or by any means, electronic or mechanical,
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Boys & Girls Clubs of America
1275 Peachtree St. NE
Atlanta, GA 30309-3506
(404) 487-5700
www.bgca.org
ACKNOWLEDGMENTS
Back Pocket Program Hints, Too would not have been
possible without the generous support of The Coca-
Cola Company and the WellPoint Foundation. Also,
Boys & Girls Clubs of America (BGCA) thanks the many
professionals who have shared successful programs and
activities from their Clubs for inclusion in this edition.
Special thanks goes to those Clubs who pilot tested many
of the activities in
Back Pocket Program Hints, Too
:
Boys & Girls Clubs of Metro Denver
Denver, Colo.
Boys & Girls Clubs of New Rochelle
New Rochelle, N.Y.
Boys & Girls Clubs of Northwest Tennessee
Union City, Tenn.
Boys & Girls Clubs of Thurston County
Olympia, Wash.
Boys & Girls Clubs of Venice
Venice, Calif.
Boys & Girls Clubs of Wichita Falls
Wichita Falls, Texas
Navy MWR Midatlantic Boys & Girls Club
Virginia Beach, Va.
The following BGCA staff members have been
instrumental in bringing the Triple Play initiative and its
sports and fitness components to fruition:
Judith J. Pickens Senior Vice President, Program &
Youth Development Services
Romero Brown Vice President, Program & Youth
Development Services
Wayne Moss Sr. Director, Program & Youth
Development Services
Lori Huggins McGary Director, Program & Youth
Development Services and
Project Manager
Lauren H. Taylor Director, Editorial Projects,
Program & Youth
Development Services
Ellen Westing Graphic Designer,
Creative Services
Katy Griggs contributed her considerable editing skills to
ensure this guide is one of the best resources available to
Boys & Girls Club professionals.
i
TABLE OF CONTENTS
1 Introduction
11 Ball Games
25 Balloon Games
29 Billiard Games
39 Card, Dice and Boards Games
45 Contests
53 Easy Magic
57 Icebreakers
69 Impromptu Games
83 Movement Games
93 Relay Races
101 Running and Jumping Games
113 Table Tennis
117 Emergency Numbers
118 Notes
ii
1
introduction
INTRODUCTION
As a youth development professional, you are well
positioned to play a critical role in shaping young lives.
By teaching young people the basics of healthy habits,
you can enable them to become physically active,
interact with others and engage in positive relationships.
One great method for putting youth on the path to a
healthy lifestyle is Triple Play, BGCA’s comprehensive
health and wellness initiative. Triple Play is comprised of
three components:
Mind: Helps young people acquire healthy habits,
such as making smart food choices, understanding
appropriate portion sizes and creating fun and
balanced meals.
Body: Promotes becoming more physically active
through fun daily fitness routines.
Soul: Strengthens interpersonal skills, positive
behavior and good character through social
recreation programs.
Back Pocket Program Hints, Too is designed to support the
Triple Play program. A sequel to the popular Back Pocket
Program Hints, it offers hundreds of activities that can be
played at a moment’s notice – and gets youth excited to
become more active. These activities can also help create
an environment for developing healthy relationships with
peers and adults.
2
introduction
Back Pocket Program Hints, Too also supports BGCA’s
Formula for Impact. The Formula for Impact is a research-
based theory of change that describes how individual
Clubs and the Movement as a whole will increase our
impact – exponentially – on the young people of America.
Our Formula begins with the young people in Clubs. It
calls for us to consistently provide the most powerful
Club Experience possible – by implementing the Five
Key Elements for Positive Youth Development, offering
high-yield activities, providing targeted programs and
encouraging regular attendance – all of which we know
help youth achieve priority outcomes. Then, because
attending the Club more frequently and over a greater
length of time makes young people even more likely to
achieve positive outcomes, we must also pursue strategies
to increase attendance, program participation and member
retention. In an outcome-driven organization, the entire
organization shares clear goals for youth, broken down
into age-specific milestones, and everyone is on board
with a clear plan to achieve them. While almost all
activities in this guide are designed to help members lead
healthy lifestyles, many of the activities are coordinated,
purposeful and designed to advance one or more of our
priority outcomes.
3
introduction
While almost all activites in this guide are designed to help
members lead healthy lifestyles, many of the activities are
considered “high-yield activities,” which is one of the critical
components of the Formula for Impact. High-yield activities
are designed to provide youth with fun experiences that are
hands-on and interactive; they intentionally develop critical
thinking or other skills. Often described as “fun with a
purpose,” they help members:
gain new knowledge and skills or reinforce those
learned in school;
experience new ways to apply knowledge already gained;
engage in creative expression; test their own
solutions to real-world issues; and/or
work in groups to achieve a goal.
Activities are labeled “high yield” because they extend
learning by providing opportunities to practice skills,
such as:
communication (reading, writing, verbal communication);
problem-solving (math, science, technology);
character and citizenship (the rights and responsibilities
of citizenship, civics, volunteerism); and
healthy living skills (integrating diet and exercise
into one’s life, avoidance of risky behaviors).
The possibilities are limitless – activities need only
be fun and purposeful. We know great programming
is critical for participation, retention and achieving
outcomes. That’s why high-yield activities are a key
part of a well-rounded program schedule. Even though
Back Pocket Program Hints, Too is an extension of the
social recreation program that is critical in any Club
Experience, there are activities contained in this guide
that drive outcomes in all three of BGCA’s priority youth
outcome areas – Academic Success, Good Character and
Citizenship, and Healthy Lifestyles.
4
introduction
How to Use This Guide
Rainy days. Canceled speakers or activities. An
unexpected change in attendance. Situations like these
happen often in Boys & Girls Clubs, and they call for a
backup plan.
This guide was developed to help Club staff navigate
through days like these, when having fun, healthy games
and activity ideas handy can make all the difference.
Sorted by activity type and then by age, each listing
includes what you’ll need, and simple, straightforward
instructions for conducting the activity.
To make it easier to find activities for a certain sized
group, listings also include the recommended number
of participants. Unless otherwise specified, the number
of players required for each activity is based on small,
medium or large group sizes:
Small: 12 and fewer participants
Medium: 13-25 participants
Large: More than 25 participants
In addition, many activities are marked with one or
more of the following symbols that indicate that it
is considered a high-yield activity. This means that
it is designed to drive one or more of BGCA’s priority
outcomes – Academic Success, Good Character and
Citizenship, and Healthy Lifestyles – and it is marked
with one of the following symbols:
5
introduction
Program Planning
The words “program” and “activities” are often used
interchangeably when describing what occurs in a Boys &
Girls Club. However, activities can either be stand-alone
occurrences, or components of a larger program. A strong
program has a set of objectives, target audience, specific
time period, is structured and typically has an assessment
at its conclusion. Keep these thoughts in mind when
planning your social recreation program:
The purpose of the Club is to develop youth.
Activities are the tools we use.
Set objectives and goals for program elements and
check periodically on the progress made.
Provide a wide range of activities.
Provide some free time with no scheduled activity.
Vary programs to take full advantage of seasonal
activities, holidays and special community or
neighborhood events.
Include activities that involve cooperation as well as
those that feature competition.
Develop progressive programs that build on particular
skills and culminate with a program “finale.”
Emphasize opportunities in which all youth can
participate, rather than always relying on the same
youth to participate in athletic activities.
Plan your work and work your plan.
6
introduction
Program Planning
The words “program” and “activities” are often used
interchangeably when describing what occurs in a Boys &
Girls Club. However, activities can either be stand-alone
occurrences, or components of a larger program. A strong
program has a set of objectives, target audience, specific
time period, is structured and typically has an assessment
at its conclusion. Keep these thoughts in mind when
planning your social recreation program:
The purpose of the Club is to develop youth.
Activities are the tools we use.
Set objectives and goals for program elements and
check periodically on the progress made.
Provide a wide range of activities.
Provide some free time with no scheduled activity.
Vary programs to take full advantage of seasonal
activities, holidays and special community or
neighborhood events.
Include activities that involve cooperation as well as
those that feature competition.
Develop progressive programs that build on particular
skills and culminate with a program “finale.”
Emphasize opportunities in which all youth can
participate, rather than always relying on the same
youth to participate in athletic activities.
Plan your work and work your plan.
Program Planning Tip:
Make sure that your program is FUN for all members! The
more fun numbers have, the more they will participate in
programs and activities, thus increasing your Club’s average
daily attendance and your impact on members’ lives.
7
introduction
Getting Ready to Play
Although many activities in this book are designed to be
played at a moment’s notice, being prepared can make a
tremendous difference in how games are implemented.
Here are some steps you can take to ensure all activities
are implemented properly:
Gather all of the materials you’ll need, and set up
the play area.
Assemble all participants.
Explain how to play the game. Modify the rules to fit
the group’s skill level.
If necessary, ask a volunteer from your audience to
help you demonstrate how it is played.
Ask participants if they have any questions.
Play the game.
Try to end it while interest in it is still high so they
will want to play it again in the future.
8
introduction
Toolbox
Having a ready-made toolbox filled with materials for
fun activities can be especially helpful on any given day.
Your toolbox can be a box, basket, gym bag – anything
that holds what you need and is easy to carry. Keep your
toolbox in a safe place to ensure that all of your materials
are kept together. Following are some suggested items:
Balloons
Bandanas
Baseballs
Basketballs
Beach balls
Blindfolds
Bowling pins
Brown paper bags
Buckets
Chalk
Checkerboard, checkers
Clothes pins
Cones
Cups
Deck of cards
Dodgeballs
Dry-erase or chalk board
Flags and belts
Flip chart
Football
Frisbees®
Hula-Hoops®
Jars
Jump ropes
Kickballs
Lined index cards
Markers
Masking tape
Milk crates
Music player
Paper
Parachute
Pens
Plastic bottles
Rope
Soccer ball
Stopwatch
String
Table tennis paddles and
balls
Tennis ball
Whistle
WIFFLE® ball and bat, bases
…. Most of all, don’t forget this booklet!
9
introduction
Maintaining Members’ Attention
If you think that you must have a whistle, clipboard,
megaphone and a striped shirt to prove you’re in
charge, then generally you’re not relying on your
natural playfulness, energy and personal power to
exert the authority needed to start a game. Through
several techniques, you can playfully get young
people’s attention. These techniques can also help make
explaining the game and safety rules seem more relaxed
and less forced. Here are some suggestions:
For younger members, use the “Freeze and Melt”
technique. Through Merlin-like wands or gestures,
direct members to practice wiggling and then
“freezing” various body parts, leading up to their
whole body, including their voice. Then have them
“melt” and sit down.
Hold up five fingers and ask the group to do the
same. Everyone counts down loudly from five, and at
one they all become silent.
Say, “1,2,3, eyes on me.” They say, “1, 2, eyes on you.”
Say, “When the hand goes up, the mouth is closed
and the ears are open.”
Ask the group to put their hands over their ears. It’s
amazing that when they can’t hear, they stop talking.
Tell the group to take a deep breath and raise both
hands over their heads. As they bring hands down in
front of them, they say, “Ssshhh.”
Say, “If you can hear me, clap once.” The few
students who are listening will clap once. Their clap
will get the attention of others. Then say in the
same tone, “If you can hear me, clap twice.” Then
members will clap twice. Keep this going, and soon
you will have all of the kids’ attention. It usually
works after about the third clap.
10
introduction
Chant, “Hands on top” while putting your hands on
your head. They respond, “Everybody STOP” while
putting their hands on their heads.
Say in a regular toned voice, “If you are listening,
touch your ear.” If not everyone is tuned in,
continue with “touch your nose.” If needed,
continue this exercise, switching to elbows, eyes and
knees, etc., until the group is with you.
Forming Teams
Being picked last or close to that can be a demoralizing
experience. Instead of having team captains choose
players, consider these alternatives for splitting groups
into teams:
Count off by number. All of the ones are one team,
the twos on the other.
Divide participants by months. January - March
birthdays can be team one, April - June birthdays
are team two, and so on.
Divide the group by articles of clothing. Players
wearing shirts with lettering on them go to one side,
those without, to the other.
Hand out different flavors of gum, colored hard candy
or names of animals. Have everyone join others with
the same flavor, color or name to form a group.
Take a look at how the teams are divided. Make sure
skill levels are balanced and fairly matched. Switch
players if necessary.
Now you’re ready to get started. Turn the page, and let’s
have some FUN!
11
ball games
BALL GAMES
Baby in the Air
Ages: 6-9
Equipment: 1 big ball, numbers on
paper, hat
Participants: Large group
Each player picks a number out of a hat. Then the oldest
child takes the ball and throws it in the air, crying out,
“Baby in the air number ___,” and then runs away. The
player whose number is called grabs the ball and yells,
“Freeze!” The person with the ball takes three steps
toward any other player and gently throws the ball at
him/her. If the person is hit, he/she gets a B. If missed
or if the ball is caught, the thrower gets a B. The first
person to get all four letters in the word “baby” is out.
Duck Duck Hoops
Ages: 6-9
Equipment: 2 basketballs or kickballs
Participants: Medium group
Direct all players to sit in a circle at the half-court line of
a basketball court, and then place two balls just outside
the circle. Designate one person to be “It.” It walks
around the circle, patting each person on the head and
saying, “Duck” with each pat. When It pats someone’s
head and says, “Hoops,” both of them run, grab a ball
and try to shoot a basket. The first player who makes
a basket successfully gets to sit down, and the other
person is now It.
Frogger
Ages: 6-9
Equipment: Cones, dodgeballs, Hula-Hoops®
Participants: Large group
Using markers, such as cones, identify start and finish
lines. Place Hula-Hoops® randomly throughout the court
12
ball games
or open field. Select two players to stand on opposite
sides of the field to throw balls, or “cars,” at the other
players. The rest of the participants, or “frogs,” stand at
the start line. At the whistle, the frogs try to hop toward
the finish line without getting hit by a car. If a frog gets
hit, she/he has to go back to the start line. Frogs can
stand in a Hula-Hoop® for safety. The first frog to make it
to the finish line wins.
Popcorn
Ages: 6-9
Equipment: 1 soft foam ball
Participants: Small to medium group
Participants stand in a circle and decide who goes first.
The first person throws the ball in the air, claps once and
then catches the ball without dropping it. All of the other
players do the same as the ball makes its way around the
circle. When the ball reaches the person who went first,
he/she throws the ball in the air, claps twice and catches
it. With each round, the number of claps increases. Players
who don’t clap the proper number of times or catch the
ball are out. The last person standing is the winner.
Catch Me if You Can
Ages: 6-12
Equipment: A ball, a stopwatch,
anything to establish boundaries
Participants: Medium to large group
This game can be played with one group or several teams.
If divided into teams, each team will have one person
play the rabbit, and everyone else will be foxes. (If
played with one large group, one person is the rabbit and
everyone else will be a fox.) Establish a perimeter before
starting the game.
Place one team and another team’s rabbit within the
perimeter. The time keeper tosses the ball to a fox in
the playing area and starts the clock. The rabbit runs
13
ball games
from the fox that has the ball. Any fox is free to move
anywhere within the perimeter as long as he or she
doesn’t have the ball. Once foxes receive the ball, they
have to freeze and are allowed to only move their arms
as they try to tag the rabbit. Foxes can pass the ball in
the air, on the ground or by whatever means possible to
get it to the closest fox to the rabbit. Once a fox tags the
rabbit with the ball, the clock stops and time is recorded.
After the rabbit is caught, a new team and another
team’s rabbit will enter the perimeter. The team’s rabbit
that lasts the longest without getting caught wins.
Dribble Pirates
Ages: 6-12
Equipment: Basketballs
Participants: Small to large group
Give each player a basketball. Once the start signal is
given, all players continuously dribble their balls. The
object of the game is to knock away other players’ balls
while staying in control of your own. The last player left
who has not lost control wins.
Protect the President
Ages: 6-12
Equipment: 1 soft dodgeball
Participants: Medium group
Players stand in a large circle with
two people in the middle. One person in the middle is
the president, and the other is the bodyguard. Those
standing in the circle try to hit the president with the
dodgeball. The bodyguard may do anything to block the
ball with his/her body: Jump, squat, dive, etc. If the ball
touches the president at any time, the person who threw
the ball (or the last person to touch it) then becomes
the bodyguard, the bodyguard becomes the president and
the president joins the circle. The moment the president
is hit, the new president is vulnerable because the
14
transition is instantaneous. The new bodyguard must be
fast at getting into the circle to defend him or her.
Zig-Zag Kickball
Ages: 6-12
Equipment: 6 bases (one is home plate)
and a large playground ball
Participants: Medium to large group
This game is based on kickball, with the following
differences:
1. There are five bases and a home plate, and kids run
from base to base in a zig-zag pattern. (See diagram
below.) This allows more kids to play at once, and
gives them more running time.
2. There can be any number of kids on a base at any time.
Like kickball, the team behind home plate tries to score
runs (points), and the team in the outfield tries to tag
runners out, or get the kicker out by getting the ball
to the pitcher before he/she reaches first base. Upon
getting three outs, the teams switch.
H
1
2
3
4
5
ball games
15
500
Ages: 6-15
Equipment: Football
or baseball
Participants: Large group
Select one person to be the thrower. All other players
place themselves within throwing distance. The thrower
then tosses the ball high in the air toward everyone else,
and announces a number between 50 and 500, such as,
“I’ve got 200 up for grabs.” The person who catches the
ball gets as many points as the announced number (in
this case, 200). A player who drops the ball loses the
same number of points (negative scores are possible).
The first person to get 500 points wins and becomes the
thrower for the next game.
Crate Toss
Ages: 6-15
Equipment: 12 milk crates (or boxes of
equal size), 10-15 tennis balls, 2 buckets
Participants: Medium group
Stack three sets of empty milk crates at different height
levels. Assign different points for each height level of the
crate (1 for lowest, 3 for middle, and 5 for highest level).
Divide players into two teams. Line up teams four feet
away from the crates, and place buckets of tennis balls at
the starting points. When the whistle blows, one player
from each team tries to throw one tennis ball into any
crate. After the first player’s turn, the next player has a
chance to shoot. For each ball that goes into the crate, the
team gets those points. The object is to get as many points
as possible within one minute (or your allotted time).
ball games
16
3-Pin Soccer
Ages: 10-12
Equipment: 6 bowling pins, 6 Hula-
Hoops®, 1 soccer ball
Participants: Small to medium group
This game is played like soccer, but instead of goals, each
team has three Hula-Hoops® that are scattered on their
respective sides of the field. Place one bowling pin inside
of each hoop. Divide players into two teams and have them
take positions like they would for a soccer game kickoff.
Each team defends their bowling pins while also trying to
knock down the other team’s pins with a soccer ball. Players
are not allowed to enter Hula-Hoops®. The first team to
knock down all three of the opposing team’s pins wins.
Bucket Ball
Ages: 10-12
Equipment: Tall bucket, ball
Participants: Small to medium group
Place a bucket somewhere in the room and line up
participants a few feet away from it. As you explain the
game, announce that only a certain number of players
may advance to the next round (i.e., 10). Starting with
the first player in line, each participant gets one try to
throw the ball into the bucket. The first 10 participants
who make a bucket advance to the second round. With
each round, the leader places the bucket in a more
challenging location, and successful players advance. The
game ends when one player is left.
Hit the Snake Dodgeball
Ages: 10-12
Equipment: Soft foam ball
Participants: Small to large group
Three people form a snake by linking arms and placing
hands on their waists, creating a head, middle section and
ball games
17
a tail. The remainder of the group forms a circle around the
snake. Then, using a soft foam ball, players in the circle try
to hit the tail of the snake. The snake must move around
quickly to prevent being hit. Circle players can pass the ball
to each other to outsmart the snake and get a shot at the
tail. The person who hits the tail becomes the snake’s head.
The tail player takes the thrower’s place in the circle.
Knock Down That Bottle!
Ages: 10-12
Equipment: Empty 2-liter bottles (one
for each player), at least 5 kickballs/
dodgeballs
Participants: Medium to large group
Divide participants into two teams, and assign each team
to one half of the court. Give all players a bottle to stand
up on their side of the court. Call out, “Hands off” so
they can no longer touch or move their bottles. Line up
balls on the center line. On “Go,” play ensues like regular
dodgeball except catching a ball doesn’t mean anything,
and players try to knock down opponents’ bottles with
balls. The game ends when a team knocks down the last
bottle on the other side.
Kickball Basketball
Ages: 10-15
Equipment: Soccer ball, basketball, basket-
ball hoops, cone or Hula-Hoop®, whistle
Participants: Large group
Separate participants into two teams, one for the field
and one to kick. Set up a cone or Hula-Hoop® about 10
feet away from home plate (the kicking spot). Line up the
kicking team behind home plate. Place the field players and
basketball over by the basketball net. At the sound of a
whistle, the first kicker kicks the ball, and then runs to the
cone and back to home plate as many times as possible until
someone in the field makes a basket. Kickers score a point
ball games
18
each time they touch home, and teams count points aloud
to keep track. Each field player only shoots once per turn. If
someone shoots and misses, he/she has to let everyone on
the team try before shooting again. Once a basket is made,
the field team yells, “Stop,” and the next batter is up. After
every batter has kicked, teams switch sides. The team with
the most points after three innings is the winner.
Hoop
or Cone
Run back
and forth
for points
Make
baskets
here
Home
Plate
50
Ages: 10-18
Equipment: Basketballs, basketball net
Participants: Medium group
Youth line up along the three-point line on a basketball court.
One person shoots the ball, and if he/she makes the basket, then
the following person must also make a basket, or he/she gets
10 points. Once 50 points are accumulated, that player is out. If
players shoot an airball, they get 20 points. The game goes on
until only one person remains (and wins).
Bowling Pin Dodgeball
Ages: 10-18
Equipment: 6-10 bowling pins, dodgeballs
Participants: Medium to large group
ball games
19
Members are separated into two teams. Each team has three
to five bowling pins set in any order on their side of the
room. Play commences as in the game dodgeball, except
the first team to knock all the opposing teams’ bowling
pins down is the winner. If players are hit by a dodgeball,
they are out, but can return to the game by doing various
workouts, such as 25 push-ups or 35 jumping jacks.
Dr. Dodgeball
Ages: 10-18
Equipment: Dodgeballs, whistle
Participants: Medium to large group
Separate participants into two equal teams. Each team
huddles up and secretly chooses one person to be the
doctor. Once this is done, they will line up on the wall and
wait for the coach to blow the whistle. Then they will play
regular dodgeball except when players get hit, they have
to sit down and wait for the doctor to come “heal” them
(lightly tap their shoulder) so they can return to the game.
If the doctor is out, everybody who gets hit will be out for
the rest of the game.
Gatorball
Ages: 10-18
Equipment: Soccer ball, 2 goals
Participants: Large group
Split the group into two teams, and assign each team
to a goal. Play starts with a kickoff similar to a soccer
game. A player may kick the ball to another teammate at
any time. Players may also carry the ball in their hands,
but only if caught out of the air, (no picking up the
ball from the ground) or they kick the ball in the air to
themselves. When players have the ball in their hands,
they may run with it until they are tagged or they score.
Once tagged, they must put the ball on the ground and
only play with their feet.
ball games
20
Scoring in Gator Ball goes as follows:
If the ball is thrown into the goal = 1 point
If the ball is kicked into the goal = 2 points
If players use head to score a goal = 3 points
Variations: Add more teams, have teams defend more than
one goal or have several balls played at once.
Human Foosball
Ages: 10-18
Equipment: 2 ropes, soccer ball, cones
Participants: Large group
Divide players into two teams. Next, line participants
up and have them hold onto a rope just like a row of
men on a foosball table (rope must be long enough for
a whole row). One soccer ball is put into play just as if
it were on a table. Teams try to kick the ball into the
opponent’s goal (marked by cones) by moving left to
right, but they cannot move forward or backwards.
Protect the Cone
Ages: 13-15
Equipment: 4 tall cones, 16 half cones,
4 jump ropes, 8 dodgeballs
Participants: Small to medium group
Place one tall cone in each corner of a square playing
area, six inches away from any wall. Place one jump rope
per corner diagonally so that the cone sits inside a right
triangle. Divide the playing area into four equal parts
using the half cones. Split participants into four teams.
Tell the group the object of the game is to knock down the
opposing team’s cones using the dodgeballs. Teams may
not stand inside the cone triangles. If players are hit by a
dodgeball, they are not out. A group is out when their cone
is knocked over by an opposing team. Once a team’s cone
is knocked over, it must perform a fitness task – such as 10
pushups or 15 jumping jacks – to get back in the game.
ball games
21
Choice Ball
Ages: All
Equipment: Kickball, WIFFLE® ball,
bat, bases
Participants: Medium group
This game, a combination of kickball and WIFFLE® ball,
is run like kickball, except when players approach home
plate, they decide whether to kick a pitched ball or pick
up a bat to hit a WIFFLE® ball.
Create a playing field with four bases arranged like a
baseball diamond. Determine how many innings you
are going to play. Divide players into teams and then
position one team in both the infield and outfield. Direct
the other team to line up behind home plate. Game play
goes as follows: If a player wants to kick, the kickball
is rolled toward home plate. If a player decides to pick
up the bat, the pitcher throws the WIFFLE® ball toward
home plate. If the ball is caught in the air after the
kick/hit, the kicker/hitter is out. Players are also out if
the ball hits them while running the bases and they are
not touching a base. If a thrown ball misses them, they
may only run to the next base. Once a team gets three
outs, the teams switch sides. A team gets one point each
time a runner makes it all the way around the bases.
Whichever team has the highest score at the end of the
game wins.
Green and Go Lock Up
Ages: All
Equipment: Soft foam ball, masking tape or chairs
Participants: Large group
Form two-person teams. Create a “time out” spot using
tape on the floor, chairs or tables. Designate boundaries.
To start the game, ask participants to scatter throughout
the play area. Teams do not need to stay together. Throw
the ball into the game area. Players must try to avoid
ball games
22
being hit by the ball. Once the ball hits the ground, a
player can pick it up, take five steps and throw the ball
at another player within five seconds of the fifth step. If
the targeted person catches the ball, the thrower is sent
to time out. If the ball hits a participant, he or she must
go directly to time out. Once in time out, players can
only be released by their partners tagging them on the
hand. Once both partners are in time out, they are out of
the game. Players may not grab the ball from each other
or double touch the ball once it is on the ground. The
last team or player standing wins.
Hit and Sit
Ages: All
Equipment: Minimum of 3 soft dodgeballs, increase the
number of balls depending on number of participants
Participants: Large group
Place the dodgeballs in the middle of the room. At the
referee’s signal, all players rush to pick up the balls and
throw them at each other. Players with balls in their
hands can only take three steps before throwing the
ball. Targeted players may dodge the balls by jumping,
rolling or other necessary means. If a player is hit below
the shoulders, then he/she has to sit down. If a player
catches the ball, the throwing player sits down. If a
player is hit above the shoulders, it does not count.
Variations: Sitting players can pick up balls and hit players
who are still in the game. Once they hit someone, they
can get back into the game, and the hit player sits down.
Sitting players cannot hold onto the ball for longer than
five seconds. If they do, their throws won’t count.
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23
Silent Ball
Ages: All
Equipment: 1-3 dodgeballs
Participants: Medium group
Players stand in a circle. They toss a ball to each other,
remaining quiet the whole time. If they talk or miss the
ball, then they are out. The last one standing wins.
Triple Play Trivia Ball
Ages: All
Equipment: Beach ball,
trivia questions
Participants: Large group
Prepare trivia questions. Divide the group into teams.
Instruct teams to keep a beach ball up in the air for
as many touches as possible without it landing on the
ground. The ball can only be touched twice in a row
by any one participant. Teams accumulate points by
correctly answering a trivia question (perhaps pertaining
to some Triple Play material, e.g., naming fruits and
vegetables) that must be answered correctly within 20
seconds while the group keeps the ball in the air.
ball games
24
ball games
25
BALLOON GAMES
Ages: 6-12
Equipment: 2 dozen balloons
Participants: For 2 or more teams
Separate the group into two teams. Place two dozen
slightly under-inflated balloons on the floor. Teams line
up at the starting line. At the signal, one player from
each team hops onto the floor on one foot, holding the
other foot up behind with one hand. Players try to hop
on balloons to pop them. As each player succeeds, he or
she runs back to the team so that the next teammate can
go. The first team to finish wins.
Balloon Portraits
Ages: 6-15
Equipment: Balloons, permanent markers
Participants: Small to medium group
Hand out permanent markers to all players. Divide
participants into pairs and have them draw a portrait
of their partner on an inflated balloon. Once finished,
players will sit in a circle and put their portrait balloons
in the middle. Then everyone tries to see if they can
match each person correctly to a balloon.
Variation: Have members draw important civic leaders
instead of their partner. Have members guess who the civic
leader is and what they have done to contribute
to society.
Balloons on the Wall
Ages: 6-15
Equipment: Balloons, whistle
Participants: Medium group
Put a large pile of inflated balloons in the center of the
room. Each player or team is allocated an area of wall.
At the whistle, players rush to grab balloons, rub them
balloon games
26
on themselves, and then try to stick them to their walls
using static electricity generated by the rubbing. If the
balloons stick, players add more to the walls. After five
minutes, the winner is the team/player with the most
suspended balloons.
Balloon Messages
Ages: 10-12
Equipment: Balloons, paper, pens
Participants: Small to medium group
Prepare balloons with action messages inside (e.g., sing
a song, bark like a dog, dance). All players sit in a circle,
and a balloon is passed around. Each player has to sit
on the balloon with all their weight for three seconds. If
someone breaks the balloon, they must do what it says
on the message. Note: Be aware of sensitivities about
weight, and experiment first with getting the right
amount of air in the balloons.
Variation: Have messages for the entire group to
do together.
Blow It Off
Ages: 10-12
Equipment: Balloons, 15 paper cups, waist-height
table, whistle
Participants: Small to medium group
Line 15 cups on a table, one inch apart. When the leader
blows the whistle, the participant has one minute to blow
up a balloon with as much air as possible and then blow
all the cups off the opposite side of the table using the
balloon air.
balloon games
27
Zombie
Ages: 10-12
Equipment: Balloons, string
Participants: Large group
Pick one person to be the zombie. Give all players except
the zombie one balloon with a piece of string to tie
around the waist. Once the balloon is tied on, players
must position the balloon to the middle of their back,
clearly exposed. Players are given a 45-second head start
to hide from the zombie. The zombie is released to create
more zombies by popping other participants’ balloons.
Once a player’s balloon is popped, (either accidentally
or by a zombie) he/she becomes a zombie and begins to
pop other players’ balloons. When the allotted time is
complete, any non-zombies will be given a treat.
Balloon Challenge
Ages: 10-18
Equipment: Balloons
Participants: Small to large group
Divide the group into pairs. Challenge teams to insert one
balloon inside another and inflate both. This is a good
problem-solving and teamwork exercise.
Balloon Globe Drawing
Ages: 10-18
Equipment: Balloons, permanent markers
Participants: Small to large group
Hand out permanent markers to all participants. Divide
players into pairs and ask them to draw a map of the
world on a balloon by memory as accurately as possible.
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28
balloon games
Balloon Juggle & Sort
Ages: 10-18
Equipment: 1 balloon for each participant
Participants: Small to medium group
Each person blows up a balloon. When the leader yells,
“Go,” all players toss their balloons in the air. The entire
group works together to keep the balloons in the air.
Once they’ve gotten the hang of it, ask them to keep
juggling the balloons, but sort them into colors. To make
it more challenging, place restrictions, such as keeping the
balloons up without using your hands.
Balloon Cacophony
Ages: All
Equipment: Balloons
Participants: Large group
Invite participants to create as much sound with inflated
balloons as possible without popping them. This will
result in all sorts of squeaking. Divide into small groups
and announce a noise-off competition to see who can
“out-noise” others.
Variation: Hand out uninflated balloons and invite another
cacophony by having participants blow up balloons and let
the air out slowly.
29
billiard games
BILLIARD GAMES
*Refer to descriptions on next page.
Kitchen Area
(Behind head string)
Head Rail Foot Rail
Rack Area
Head Spot Foot Spot
Side Rails
Side Rails
Foot String
Head String
30
billiard games
Brush Up On Your Pool Lingo
Apex Ball: Ball at the head or front of the rack, or
“apex,” of the triangle rack and is placed on the
foot spot.
Ball in Hand: Placing the cue ball anywhere on the
table for the next shot.
Call Shot: Before shooting, players must designate
the called ball and called pocket.
Foot Spot: The spot that is marked on the foot of
the table where the balls are racked.
Head String: A line that runs across the table from
the second diamond (from the head rail) on one long
rail to the corresponding second diamond on the other
long rail. In most pool games, the opening break shot
must be performed with the center (base) of the cue
ball behind the head string.
Opening Break: The opening break shot is taken
with cue ball in hand behind the head string. The
game is considered to have commenced once the cue
ball has been struck by the cue tip.
Racking Balls: When racking balls, a triangle must
be used, and the apex ball is to be placed on the
foot spot. All of the balls must be lined up behind
the apex ball and pressed together so that they all
have contact with each other.
Scratch: When a player pockets a cue ball.
Courtesy of Billiard Congress of America
*Refer to diagram on previous page.
31
billiard games
8-Ball
Ages: All
Equipment: Pool table, balls, cue
Participants: 2-4 players
The object of the game is to pocket a set of balls numbered
one through seven (solid colored) or nine through 15
(striped) before pocketing the 8-ball on a call shot. Rack
balls in the standard pool method, and direct the first
player to make an open break. If that player pockets any
balls, she/he is assigned the set (stripes or solids) of the
pocketed balls and may continue to shoot. If no balls are
pocketed, it’s the opponent’s turn. As players take turns,
they must try to hit one of the balls from their set first, or
their opponent gets a ball in hand. If a player hits the 8-ball
into the wrong pocket (different than the called pocket) or
on any stroke before his/her set is cleared, he/she loses.
Obstacle Course Pocket Billiards
Ages: 6-12
Equipment: Soft, blunt objects, pool table, balls and cues
Participants: 2 to 4 players
Play by any standard pool rules, except place soft, blunt
objects on the table for players to shoot around.
Pool Table Curling
Ages: 6-12
Equipment: Pool table, balls
Participants: Any number
Give each player three pool balls. Instruct them to roll
their balls as close to the opposite end of the table as
possible without touching the rails. Players alternate
rolls. A ball is out of play if it touches any rail on the
roll or if it is knocked into a rail by another ball. The
ball closest to the rail scores three points, second closest
earns two points, and third closest gets one point. If one
32
person knocks his/her opponent’s ball into a pocket, that
person subtracts one point. If a player knocks or rolls his
or her own ball into a pocket, they subtract two points.
Keep any balls that have hit a rail on the table, just keep
track of which ones have hit. Play to whatever score
wished, but recommendations are 15 or 21 points.
Fortune Cup Pocket Billiards
Ages: 6-15
Equipment: 5-6 paper cups, pool table, balls and cues
Participants: 2-4 players
Set up the table with standard racked balls and a cue
ball. On the inside seam of five to six paper cups, write
different messages, such as, “You win,” “Spot one
ball,” “Place cue ball anywhere,” “Pocket one of your
opponent’s balls,” “Pocket one of your balls” or “Win
a prize.” Be sure that there is always a “Game Over”
cup. Randomly place the paper cups face down on the
opposite side of the table from the racked balls. Play the
game as you would 8-Ball, except players can knock over
cups. Players can only knock over one cup at a time or
he/she loses. When a cup is knocked over, the message
must be obeyed. Players may just shoot at cups if desired.
Balloon Billiards
Ages: 10-15
Equipment: Balloon, pool table, balls and cues
Participants: Small group
Place on the center of the table an inflated balloon that
has been rubbed against the billiard table felt to make
it cling. Play the game as you would 8-Ball, except if a
player knocks the balloon completely off the table and
onto the floor with his/her object ball, he/she wins the
game. Players do not necessarily have to pocket the balls
to win. If the balloon is knocked off illegally, it is simply
placed back on the center of the table.
billiard games
33
Table Tennis Pocket Billiards
Ages: 10-15
Equipment: 15 broken table tennis balls, pool table, balls
and cues
Participants: Small group
Place approximately 15 broken table tennis balls on the
pool playing surface. Set up the table and play like you
would play 8-Ball, except if players knock in a table
tennis ball, they may pocket any two of their balls by
hand. However, the cue ball must touch one of their
object balls before a table tennis ball goes into a pocket.
The 8-ball cannot be pocketed by hand.
Pool Points
Ages: 10-15
Equipment: Cardboard or paper, masking
tape, pool table, balls and cues
Participants: Small to medium group
Create boxes using cardboard or paper and masking tape
and set them up, open end on the side, on a pool table.
Designate a different point number for each box. Set up
balls and cues on the table as in standard pool. Instruct
players to use the cues to shoot balls into the boxes.
Each player gets six shots. Add up the points based on
box point numbers and number of shots made. The player
with the highest score wins.
Good Character Pool
Ages: 10-15
Equipment: Pool table, balls, cues; 6
pieces of paper, tape
Participants: 2 participants at a time
As in standard pocket billiards, rack all 15 balls. Label
each pocket with one of the six Pillars of Good Character:
Trustworthiness, respect, responsibility, fairness, caring
and citizenship. The object of the game is to possess as
billiard games
34
many of the Pillars of Good Character as possible. Two
Club members play a regular game of pool. Every time
participants pocket the ball, they are able to “possess”
that pillar – if they can give an example of how they
have demonstrated it. At the end of the game, whoever
has the most pillars wins.
41 Pool
Ages: 10-18
Equipment: Pool table, balls, cues
Participants: 4-6 players
As in standard pocket billiards, all 15 balls are racked in a
triangle. Each player is secretly given a number from 1 to
15. The object is to pocket balls with a combined value of
41 when added to the secret number. For instance, a player
assigned to the number 10 could pocket the 3, 6, 9 and
13 balls which, when added to 10, totals 41. A player who
exceeds 41 must call out, “Burst,” and all balls pocketed by
that player are placed on the foot spot. That player gets a
new number and starts over. Any player who exceeds 41 and
does not declare burst before shooting again is eliminated. If
a player scratches a ball, the next player can place the cue
ball anywhere on the table. A player who commits a foul
after pocketing a ball has to return that ball to the foot spot.
The first player to score 41 points wins the game.
Add Up Pool
Ages: 10-18
Equipment: Pool table, balls, cues
Participants: Small group
Set a point goal for all players, such as 30 or 75. After
racking the balls on the table, instruct participants to
shoot at whichever balls they want using a cue and cue
ball. As they knock balls into pockets, they must add the
ball numbers to their total. Standard pool rules, such as
those concerning scratches and call pockets, are followed.
If you miss a shot, it’s the next player’s turn. The first
one to the point goal wins.
billiard games
35
Bobcat Pool
Ages: 10-18
Equipment: Pool table, balls, rack, cues
Participants: Small to medium group
Place a single ball in front of each pocket, and then place
the rack at the foot spot. To start the game, the first
player shoots any ball with a cue. After the first shot,
the leader determines the next ball to be pocketed. As
long as a ball is pocketed, the turn continues. Pocketing
two balls on one shot allows for a miss later in the
round. Any ball touching the rack ends the round. If
members hit all the balls in without touching the rack or
missing a pocket, they win (staff can put a prize in the
rack and for each member who achieves this).
Variation: Setup and play is the same, except one ball is
placed at each corner of the rack.
Count ’Em Pocket Billiards
Ages: 10-18
Equipment: Pool table, balls and cues
Participants: Small to medium group
Two balls are placed side by side in front of each of the
six pockets on the billiard table. The remaining three
balls are placed side by side in the middle of the table.
The first player must break by hitting the three balls in
the middle. If any balls are pocketed on the break, the
player continues to shoot at any balls, keeping track of
how many balls are pocketed. He/she continues to shoot
until no balls are pocketed. Count the number of balls
pocketed. However, if the player pockets all 15 balls,
the table is set up again, and he/she continues to play
until the ball misses. If a player pockets all the balls the
second time, his/her score is 24. The player with the
highest score wins.
billiard games
36
36 Pool
Ages: 13-18
Equipment: Pool table, balls, cue
Participants: Small group
The game begins with any three balls placed on the head,
foot and middle spots of the billiard table. Place the cue ball
behind the foot line. Using a cue to hit the cue ball, the first
player tries to hit the numbered balls. If the player doesn’t hit
any balls or scratches a ball, it’s the next player’s turn. The
cue ball remains in place for the next shot or player. Players
get one point for any pocketed ball. If a ball is pocketed,
it comes back out to the closest unoccupied spot. Players
earn three points for making the cue ball carom off any two
numbered balls, and nine points for making the cue ball carom
off all three numbered balls. Numbered balls hitting each other
do not count. The first player to score 36 points wins.
Variation: If a player scratches a ball, he/she will lose
the points scored on the turn.
Bank
Ages: 13-18
Equipment: Pool table, balls and cues
Participants: Small group
This game is played like 8-Ball, except every shot has
to be banked (hit a rail). To create a faster-paced game,
agree on a time limit. The player having the most
pocketed balls is the winner.
Golf Pool
Ages: 13-18
Equipment: Pool table, balls, cues
Participants: 1-4 players
Number each pool table pocket from one to six. Place a
numbered ball on the table’s head spot. Put the cue ball behind
the foot line. Using a cue, the first player shoots the cue ball
billiard games
37
toward the numbered ball, trying to land it into hole number
one in as few shots possible. After the first shot, the cue ball
remains in place for the next shot. The player shoots until the
ball is pocketed and the number of shots are recorded. Play
continues with a ball reset (as in the beginning of the game)
for the next hole. In the event of a scratch, add one stroke,
place the cue ball behind the foot line and start over on that
hole. The person with the lowest number of shots wins.
Variation: Four foursomes can compete tournament-style.
One-Pocket Pool
Ages: 13-18
Equipment: Pool table, balls and cues, coin
Participants: Up to 6 players
In this game, each player or team is assigned to one pocket
to sink all of their balls into. To set up, rack balls in the
standard triangle rack, and place the cue ball. The winner of
the coin toss breaks and calls one of the two corner pockets
nearest to the rack as the object pocket, with the opponent
being assigned the other one by default. The first player
must make a ball in his chosen pocket to continue shooting.
Players may sink balls legally only in their assigned pocket,
and balls sunk into any other hole are taken out and
spotted. Players may continue to shoot as long as balls go
into designated pockets and do not scratch. Balls that fall
into the opponent’s pocket are credited to the opponent,
except when the player scratches. In that case, the ball is
removed and spotted, and the player gives up the shot and
is penalized one ball. The first player to legally sink eight
balls in the assigned pocket is the winner.
Table Tennis Billiards
Ages: 13-18
Equipment: Chalk, pool table and balls
Participants: Small group
Block off all the table pockets. Draw a line with chalk
across the middle of the table’s width to represent the net.
billiard games
38
The cue ball represents the table tennis ball, and any two
balls may be used as paddles. To start play, place the two
colored balls on head spots on opposite sides of the table.
Place the cue ball approximately four inches in front of the
server’s colored ball. Using the colored ball, the server must
hit the cue ball over to the opponent’s side of the table
without letting the colored ball go over the chalk line.
Players have one shot to put the cue ball on the opponent’s
side. If it does, they get a point. Failure to do so results in
a loss of a point. Putting the cue or colored ball on the line
is also a point loss. The point winner always serves. The
first player to accumulate eight points is the winner.
Christmas Pool
Ages: All
Equipment: Pool table, balls, cues
Participants:
Rack the balls up to look like a Christmas Tree and play
regular pool. For other holidays, participants could play
by 9-Ball rules using red, white and blue balls for a 4th
of July pool, or orange and black balls for Halloween, etc.
Nail Pool or Screw Pool
Ages: All
Equipment: Flattop nail or screw, pool table, balls and cues
Participants: Small to medium group
Place three balls, all touching each other, in the center
of the table. Place a flat nail or screw head down in
the middle of the three balls, which are in a triangular
formation. Instruct players to use the cue and cue ball
to try to knock the nail over once the three balls are
hit with the cue ball. The Trick: If the screw is placed
directly in the middle, not touching any of the pool
balls, the objective is almost impossible. In order to
knock down the screw every time the screw must be
placed touching the head ball, the head ball being the
one that is at the top of the triangular formation.
billiard games
39
CARD, DICE AND BOARD GAMES
Run for It
Ages: 6-12
Equipment: 6 dice, paper and pencil
Participants: Small group
This is a simple game of sequences. Roll the dice and look
for sequences starting with one (one-two, one-two-three
and so on). Each dice that is part of a sequence scores
five points. There can be more than one sequence in a
roll. The first player to 100 points is the winner.
Beat That!
Ages: 6-15
Equipment: 2 dice (up to 7 dice for older
players), paper and pencil
Participants: Small group
Roll the dice and put them in order to make the highest
number possible. If you roll a four and a six, for example,
your best answer would be 64. Using three dice, a roll of
three, five and two should give you 532, and so on. Write
down your answer, pass the dice, and challenge the next
player to “Beat That!” Play in rounds and assign a winner to
each round. For a change, try making the smallest number
possible. This is a great game for reinforcing the concept of
place value. If you are playing with younger children, explain
your reasoning out loud and encourage them to do the same.
Diagonal Checkers
Ages: 6-15
Equipment: Checkerboard, checkers
Participants: 2 players
This game is played with the same rules as regular checkers,
except the game is set up with either nine or 12 checkers.
The board is positioned diagonally with a single playing
card, dice and board games
40
square at the base for the nine-piece game or a double corner
at the base for the 12-piece game. Pieces are placed on the
nearest three rows. Kings are achieved by reaching the three
or four squares nearest to the top and bottom corners (three
for the nine-piece game and four for the 12-piece game).
Giveaway
Ages: 6-15
Equipment: Checkerboard, checkers
Participants: 2 players
The rules are the same as in checkers, but the objective is
different. When playing Giveaway, the winner is the first
to lose all of his/her pieces or is unable to move.
Kings
Ages: 6-15
Equipment: Checkerboard, checkers
Participants: 2 players
Set up the checkerboard as usual and assign the power of kings
to all pieces. Play checkers with these more powerful pieces.
Balderdash
Ages: 10-12
Equipment: Dictionary, slips of paper or
index cards, pens or pencils
Participants: Medium to large group
Before you start, choose words from the dictionary with
which youth are unfamiliar, or use vocabulary words from
your members’ school. Write the correct definitions on slips
of paper or blank index cards. Supply participants with
blank paper slips or index cards that look identical to the
ones on which you have written the correct definitions.
Divide the group into teams, which will compete to
guess the correct meaning of the words. Announce one
of the words from the pile of index cards and ask each
card, dice and board games
41
card, dice and board games
team to write a definition of the word on a slip of paper.
Encourage youth to make their definitions sound as much
like a dictionary definition as possible. Instruct all teams
to give their slips of paper to you. Read the definitions
aloud one at a time, including the correct one that you
have prepared. As you read them through a second time,
ask each team to vote on the definition they believe is
correct. Teams score points when another team votes
for their made-up definition and when they vote for the
correct definition. The team with the most points wins.
Human Checkers
Ages: 10-12
Equipment: Chalk or tape, hats
Participants: Medium group
A large checkerboard is marked on the ground using chalk
or tape, with each square being at least one square foot
(a little larger is best). Divide participants into two teams,
Light and Dark, and designate captains for each team.
The game is played similarly to traditional checkers. As
captains state their moves, the “human checkers” move as
instructed. Jumps are made leapfrog fashion, and jumped
players leave the game board. When a participant reaches
the king row, they put on a hat or baseball cap.
Human Tic-Tac-Toe
Ages: 10-15
Equipment: 9 chairs, questions
Participants: Medium group
Make a list of trivia questions and answers. Set up nine
chairs into three rows and three columns. Divide the
group into two teams, X and Y. The first person from
each team comes to the front of the room and answers a
question posed by the leader. The first person to answer
the question correctly without any help sits in the chair
of their choosing. The game continues with the next
players. The first team to get all Xs or Ys in a row wins.
42
card, dice and board games
1,000
Ages: 10-18
Equipment: Paper, pencil and 5 dice
Participants: Small to medium group
Players sit in a circle. They each roll one of the dice, and the
highest roll goes first. The first player rolls all five dice, and
the game continues clockwise around the circle. Each member
rolls the dice one time during their turn. Scoring is kept as
follows: A one equals 100 points, a five equals 50 points and
three dice with the same number will equal the number on
the die times 100. For example, if players roll three twos,
they would have 200 points but if a player does not roll three
of one number or a 1 or 5, they do not score. If they stop
at that point, they keep the total for that turn. If they roll
again, they must add to the score, or they lose that turn’s
points. The first player to score 1,000 is the winner.
Hearts
Ages: 10-18
Equipment: Deck of cards (no Jokers),
pen or pencil, paper
Participants: 3 or 4 players
If there are four players, deal 13 cards to each player. For
three players, remove the two of the clubs and deal 17
cards to each player. Players assess their hands and pass
three cards to another player. Typically, cards are passed
to the left, but players can pass cards across the table, to
the right, or in whatever fashion the table agrees. Players
must accept the three cards they are given.
Play begins with the person to the left of the dealer. Each
player puts down one card. Players must follow the suit
of the lead card. If they have no cards of that suit, they
may get rid of whatever card they choose. The person who
plays the highest card of the lead suit takes the trick.
The game is called Hearts because the cards of that suit play
a critical role in determining the winner. Each heart taken
43
card, dice and board games
in a trick is worth a point. The goal is to end up with as few
points as possible. The only non-heart card that is worth
points is the Queen of Spades, which is worth 13 points.
During play, a heart can only be the lead card if the hearts
have been “broken,” which occurs when a heart is played in
a trick where another suit is “lead.” After each hand, tally
the number of points each player has accumulated and write
them down. If, after a hand is completed and the points are
tallied, a player has reached 100 points, the game is over.
The player with the fewest points is the winner.
Speed
Ages: 10-18
Equipment: 1 deck of cards
Participants: 2 players
Place two stacks of five cards face down. Put two single
cards, side by side and face down, between the two stacks
of five. Deal 20 cards face down to each player. Then
players pick the first five cards from their decks and look
at them. On the count of three, they turn up one of the
single face down cards from the center at the same time.
They try to get rid of their cards by playing them on the
turned up cards. A player can play a card either one below
or one above the value of the turned up card. For example,
if a king is turned up, a player can play either a queen or
an ace. If neither player can play on the turned up card,
they both flip the next card from the stacks of five. As
they get rid of cards, they draw one more from their stack.
They can only have five cards in their hand at one time.
The first player to play their entire stack of cards wins.
Spoons
Ages: 10-18
Equipment: 1 deck of cards, spoons (1 fewer than the
number of players)
Participants: At least 3 players
The object is to collect four cards of a kind (e.g., four
twos, four kings) and not to be the person left without a
44
spoon. Place the spoons at the center of the table within
grabbing reach of all players. The dealer gives each player
four cards and keeps the deck face down. To begin the
game, the dealer picks a card from the deck and decides
whether it works with anything in his/her hand. He/
she slides one card face down to the player on the left.
That player takes the card and does the same, moving
as quickly as possible. Four cards must be in hand at
all times. The player to the right of the dealer places
discarded cards in a pile for the dealer to draw from
when the original deck is used up. Play continues until
one player has four of a kind, at which time he/she takes
a spoon from the pile. The spoon may be grabbed secretly
while continuing to pass cards until someone else
notices. Or he/she may grab a spoon quickly, creating
a mad rush for spoons. The player left without a spoon
has lost the round. If keeping score, that player gets an
S. Once a player spells S-P-O-O-N-S, he/she is out. The
player left at the end is the winner.
Zapped
Ages: All
Equipment: Deck of cards
Participants: 12 or fewer players
Remove three aces from a deck of cards. Seat players in
a circle facing each other so that they can see everyone’s
eyes. A stack of cards, one for each player, sits face
down in the middle of the circle. One ace is among those
cards. Each player gets up to draw a card. The player
with the ace has the “zapper” card. She/he will try to
eliminate other players in the circle by winking at them
without being discovered by others. If a person is winked
at, he or she throws in their card and says, “I’ve been
zapped.” If players want to guess who has the zapper
card, they can name the person. If incorrect, the accuser
is eliminated from the game. When the zapper has been
discovered, the round is over.
card, dice and board games
45
contests
CONTESTS
Brown Bag Game
Ages: 6-12
Equipment: Paper bag, scissors
Participants: 4-30 Players
Give each contestant a small paper bag. Direct all
participants to put their bags on the floor open side up,
and then bend down to pick them up with their mouths,
keeping both feet on the ground and hands behind
their back. If successful, cut an inch off the paper bag.
Continue until there is one winner.
Variation: Arrange youth participants in a circle and place
only one paper bag in the middle. The object of the game
is for the kids to balance on one foot and be able to pick
the bag up by only using their mouth. Each member takes
a turn rotating clock wise and once the bag is successfully
picked up the player then can use their hands to rip off
the piece that was bit.
Flour Mound
Ages: 6-12
Equipment: Bowl, flour, chocolate (such as a Hershey’s
Kiss), knife
Participants: 6 or less
Fill a bowl with flour, and pack firmly. Empty the flour
mound onto a large plate or small tray, so that it retains
the shape of the bowl. Place an unwrapped chocolate on
the top. Players take turns using a knife to slice a part
of the mound and slide it away from the rest (1/2 an
inch is enough). Eventually, one person will do it and the
chocolate will fall into the pile of flour. The person must
retrieve the chocolate with his/her teeth.
46
contests
Guess the Number
of Gummy Worms
Ages: 6-12
Equipment: Jar, gummy worms
Participants: Any number
Put a large quantity of gummy worms in a jar, counting
them as you go along. Ask participants to guess how
many are in the jar. The person who guesses the closest
number wins.
Variation: Use any small object in place of gummy worms,
such as buttons, other candies, pennies, etc.
Clothes Pins
Ages: 6-15
Equipment: 2 clothes hangers, 40 clothespins
Participants: Small to medium group
Take two clothes hangers, and clamp 20 clothespins all
over each of them. Give two contestants the hangers.
When you say, “Go!” they must remove as many
clothespins as possible – with one hand and without
dropping or putting any of them down. Whenever
someone drops a clothespin, stop and count the total for
each. Whoever has the most in hand is the winner.
Cotton Ball Scoop
Ages: 6-15
Equipment: 2 large bowls filled with cotton, 2 empty
bowls, 2 blindfolds, 2 spoons
Participants: Medium group
Choose two participants, blindfold them, and give them 30
seconds to transfer as many cotton balls as possible into
their empty bowl using only the spoon (no help from their
other hand). It’s hilarious because they often are scooping
and transferring nothing at all on the spoon! The player who
transfers the most cotton balls wins.
47
contests
Ice Cube Breath
Ages: 6-15
Equipment: Ice cubes, buckets
Participants: Medium group
Divide contestants into teams. Place a bucket of ice by
each team line. Place empty buckets (one for each team)
on the other side of the room or field. At the whistle,
the first player on each team picks up a piece of ice, puts
it in his/her mouth, runs across the room and spits the
ice into the bucket. The first team to transfer their pile
of ice cubes into their bucket wins.
Ice Cube Meltdown
Ages: 6-15
Equipment: Two large blocks of ice, towel, stopwatch
Participants: Medium group
Assemble two teams and give each team a large block of
ice. Players line up behind their ice. At the sound of the
whistle, the first player of each team sits down on the
ice for one minute. Then teammates take turns doing
the same thing. Players rotate through as many times as
necessary. The first team to completely melt the ice wins.
This is a great game on a really hot day. Some members
may not like the idea of being wet, so you may want to
use a towel for them to sit on.
Fear Factor
Ages: 10-18
Equipment: Mats, balls, Hula-Hoops®, puzzles and
different foods
Participants: Large group
Essentially, this game is about challenging young people
to try a series of new things, such as physical activities,
thinking games and unusual food (make sure you don’t
bring foods to which participants may be allergic). First,
divide the group into teams. Then challenge each team
48
to complete an obstacle course using mats, bats and/
or Hula-Hoops® that you’ve set up. Next, they are to
complete puzzles as fast as they can. Finally, they will
try a new food, such as baby food, Spam or an unusual
vegetable. Time each team to see who can make it
through each event the fastest. The ones with the fastest
scores will move on to the next event, until there is one
winning team.
Minute to Win It
Ages: 10-18
Equipment: Table tennis balls, cups, M&M’s, straws,
balloons, tables, whistle
Participants: Medium group
Set up stations for the following games: Blow it Off, Take
It In and Wall Bounce (page 33, 66 and 67, respectively).
Starting with the sound of the whistle, participants have one
minute to compete in a game. When the minute is up, they
rotate to the next the station, and so on. Give participants
points for completion and making the effort to try new
games. Minute to Win It can be played on an individual or
team basis.
Needle in a Haystack
Ages: 10-18
Equipment: 2 bowls of dry rice, 40 paper clips, 2 blindfolds
Participants: Medium to large group
Disperse 20 paper clips in two bowls of dry rice. Divide
players into two teams. Blindfold a representative from
each team and give them 60 seconds to find as many
paper clips as possible in the rice bowls. Encourage teams
to cheer them on and count down with you as the time
gets down to the last 10 seconds. The team with the
most paper clips wins.
contests
49
Take It In
Ages: 10-18
Equipment: Pool or long table, 2 cups, M&M’s (or other
candies that are larger than the straw opening), straws,
whistle
Participants: Small to large group
Place two cups four to five feet apart on the table. Inside
one of the cups there are up to 30 plain M&M’s. The
participant stands in front of the M&M’s cup with one
straw in his/her hand. At the sound of the whistle, the
player starts trying to get 12 M&M’s inside the empty cup
in a minute by sucking them to the bottom of the straw
and carrying them from one end of the table to the other.
Variations: For a team format, use two sets of cups. Or use
spoons instead of straws.
Toilet Paper Mummies
Ages: 10-18
Equipment: Toilet paper roll
Participants: Large group
Divide players into teams of three, and give each team
a toilet paper roll. Upon hearing the start signal, two
teammates wrap the third one in toilet paper to make
him/her look like an Egyptian mummy within two
minutes. The winning team is the one that has the
neatest and most covered Mummy.
Wall Bounce
Ages: 10-18
Equipment: Table tennis balls, cups, water
Participants: Medium to large group
Set up a cup filled with 10-12 table tennis balls five
to six feet away from two cups filled with a quarter of
water and set three feet away from the wall. From the
spot with the table tennis balls, participants have one
contests
50
minute to bounce four balls into the two cups. They must
first bounce the ball against the floor and then the wall
before it goes into the cup.
Variation: To play this game using teams, just add another
cup with a quarter of water against the wall and have
another cup with 10-12 table tennis balls for participants.
Blindfold Pudding Eating Contest
Ages: All
Equipment: Pudding, spoons, blindfold
Participants: Medium to large group
Divide the group into pairs. One person is blindfolded
and given a spoon. The other has the pudding. The
blindfolded person feeds the pudding to the other
person. Whichever team feeds all of the pudding the
fastest with the least amount of mess wins.
Dollar Bill Grab
Ages: All
Equipment: Dollar bill
Participants: Any number
Players stand with their backs and heels against the wall.
The staff member puts a dollar bill underneath the toe
of one shoe on the ground. The object is to bend down
and pick up the dollar bill without losing balance while
having your heels staying in the same place (like a toe
touch against the wall without moving your feet).
Variation: Place a coin next to each player’s feet. At the
start signal, contestants try to pick up their coin without
moving their heels away from the wall. The first to pick
their coin up wins.
contests
51
Positive Reinforcement Cards
Ages: All
Equipment: 1 deck of cards
Participants: Large group
Whenever Club members arrive on time from breaks,
lunch, etc., give them one playing card. You can also
hand out cards to youth who volunteer for activities,
are helpful or answer a difficult question. At the end of
the day, play one hand of 21 with those who have cards.
Give a small prize to the person who goes closest to 21
without going over.
Variation: You could have them add up all the cards
at the end, and the person with the highest score wins.
Note that the more cards a person has, the better the
chance of winning.
Trash Scavenger Hunt
Ages: All
Equipment: Gloves, plastic bags
Participants: Any number
Divide participants into teams, and direct them to go
outside to gather trash. Each team weighs their trash
or counts how many bags they gathered. Teams with
the most win. Variation: Have the groups create a junk
sculpture from the trash they collected and put on an art
show of the pieces. Discuss with members the importance
of volunteering in the community and how by even just
helping pickup the garbage around the club can make a
difference. Ask them what other ways they can think of
to volunteer in the community
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52
53
easy magic
EASY MAGIC
Bottle and Straw
Ages: 6-15
Equipment: 1 bottle, 1 straw
Participants: Medium to large group
The magician offers to lift a bottle with a straw. The
straw is bent so as to make a short section, and it is
pushed into the bottle at the bend. The short section
then springs out, acting as a lever or catch by which the
bottle can be lifted when the straw is raised.
Egg Trick
Ages: 6-15
Equipment: Hard boiled eggs, salt
Participants: Any number
How to balance an egg on its end with no visible means
of support: Make a tiny pile of salt on a flat surface, and
balance the egg (with the larger end) on the pile. Then
carefully blow away the excess salt, leaving just the few
grains actually supporting the egg. (Obviously this needs
preparing in advance. If pressed to repeat the trick, place
the egg down hard enough to break the shell, which will
also enable it to balance.)
Magic Writing
Ages: 6-15
Equipment: 1 piece of paper, lemon juice, light bulb
Participants: Any number
Show what appears to be a blank piece of paper to
the audience. The paper may be passed around for
examination or even signed by one of the spectators.
Yet, upon holding the paper over a lightbulb, a message
mysteriously appears on it. (Note: This works best when
you pass the paper in front of a lamp with the shade
54
removed to expose the lightbulb.) Here’s how: Before
the program starts, you make “ink” out of lemon juice
and write any message desired on the paper with it. The
writing will be invisible until the heat of the light brings
it out and reveals the secret message.
Birthday Math
Ages: 10-18
Equipment: Pens, paper, calculator
Participants: Any number
Using this trick, you can tell your volunteer his/her birth
date and age (even if you don’t already know). Have your
volunteer write his/her birth date in numbers on a piece
of paper; the month is written as such: 1 for January, 2 for
February, 7 for July, and so on. Then ask him/her to write
the day of his/her birth in two digits. If the date is a single
digit, he/she should put a zero in front of it (i.e., 07 for 7).
This way, 1011 is October 11th and 703 is July 3rd. Then
ask the volunteer to do the following:
Multiply his/her birth date number by 2. Example:
1011 x 2 = 2022
Add 5. Example: 2,022 + 5 = 2,027
Take that answer and multiply it by 50. Example:
2027 x 50 = 101,350
Add his/her age to that number and then tell the
answer. Example: 101,350 + 10 = 101,360
You must subtract 250 from your volunteer’s answer.
Now you can tell what his/her birth date and age is. For
example: 101,360 - 250 = 101,110. The last two digits
are your volunteer’s age (10 means he or she is 10 years
old), and the first four digits, 1011, tells you that his/
her birth date is October 11th. Use a calculator to double
check the math.
easy magic
55
Column by Column
Ages: 10-18
Equipment: Deck of cards, table
Participants: Small to large group
Shuffle a deck of cards or turn them face down to mix
them up with your hands. Put three cards face up on the
table. Overlap three more cards on top of these face up, and
continue until you have three columns of seven cards each.
Put the rest of the deck aside. Ask someone to choose a
card (without touching or picking it up), but not tell you
which one it is. He/she tells you which column the card
is in. As you pick up the cards, you want the column with
that person’s card in it to be in the middle – not the first
column you pick up and not the last. Pick up the rows of
cards, sliding the cards in each column together so that
they stay in the same order. Turn the pile of cards face
down in your hands, and again make three columns with
the cards facing up. Ask the person which column his or her
card is in. Pick up the cards, again making sure the column
with his or her card in it is in the middle of the deck. Make
three columns for a third time and again ask which column
his or her card is in. Gather them up as you did before. Turn
the cards face down. Then turn them over one at a time. As
you get to the eleventh card, ask the person if that is his/
her card. He/she will be amazed that you picked the right
card. The chosen card is always the eleventh card.
Phone Number Math Trick
Ages: 10-18
Equipment: Calculators
Participants: Any number
Using a calculator, key in the first three digits of your
phone number (not the area code). Multiply by 80. Add
one. Multiply by 250. Add the last four digits of your
phone number. Add the last four digits of your phone
number again. Subtract 250. Divide the answer by two.
Recognize the answer?
easy magic
56
easy magic
The Jacks Tell All
Ages: All
Equipment: Deck of cards, table
Participants: Any number
Mondo the Magnificent (that’s you!) divides the deck of
cards into four piles. A participant looks at them and
remembers the top card in each pile, without showing
them to Mondo. Mondo gathers the cards up and picks
out the top cards. Magnificent! Here’s how it’s done:
Before you begin, place the four jacks on the top of
the deck. Only you know these cards are there. When
you perform, start making four piles by placing the top
four cards (the jacks) on the table. Build up the piles
by placing several cards on each pile until all the cards
have been used. Ask your friend to look at the top card
in each pile, but not to show them to you. Gather up the
cards by placing one pile on top of the next. This way,
a jack will be on top of the top card in each pile. Spread
the deck out in your hands. The top cards will be the
first card on the left (the top card in the first pile) and
the three cards to the right of the three jacks. Pull these
cards out of the deck, place them on the table, and bask
in the glow of your audience’s amazement.
The Unpoppable Balloon
Ages: All
Equipment: Balloons, pins
Participants: Any number
Blow up several balloons and give them to participants
along with a straight pin. Tell them that if they know
the right magic words, they can stick a pin in a balloon
without popping it. Have several try. Of course, all the
balloons will pop. Now stick a pin in your balloon. It
doesn’t pop. The secret to this trick is to put a small
piece of transparent tape on your balloon. When you
stick the pin through the tape – and don’t pull it out –
the balloon won’t pop.
57
icebreakers
ICEBREAKERS
Air-Water-Fire
Ages: 6-12
Equipment: Small ball or knotted
handkerchief
Participants: Small to medium group
All players except one sit in a circle. The extra player,
the thrower, stands inside the circle and throws a small
ball or knotted handkerchief at someone, while calling,
“air,” “water” or “fire,” then quickly counting to 10.
The player at whom the handkerchief was thrown must
mention an animal living in the named element, or if
fire is called, he/she must remain silent. If she/he fails
to correctly name an animal before 10 is counted, or
mentions an animal that another player has already
named, then she/he switches places with the thrower.
Animal Scramble
Ages: 6-12
Equipment: Paper, pens
Participants: Medium to large group
On a slip of paper, write the names of animals that make
an obvious noise. Create five to 10 slips for each animal.
Give each participant a slip of paper, instructing them to
keep their animal a secret. When the leader says, “Go,”
participants look for the rest of their kind while making
the animal’s noise (no talking allowed). Once two of the
same kind have found each other, they stay together to
find more. Continue until all of the like animals have
created one big group.
Variation: Plant a couple of dangerous animals (e.g., snake,
lion, tiger) that, if incorrectly approached, can take players
out of the game. Non-dangerous animals should try to
gather together to be safe in a pack; they can even fake
being a dangerous animal but cannot take out anyone. The
last survivor is the winner.
58
icebreakers
Follow the Leader
Ages: 6-12
Equipment: None
Participants: Small to large group
Assign one person to be the leader and everyone else to
be followers. Tell the leader to start doing something.
She/he can walk, run, dance, sing, talk or do any activity
or combination of activities she/he wants, in any order.
Instruct the rest of the players to follow the leader,
doing exactly what the leader does. Anyone who doesn’t
follow exactly is out of the game. Signal the end of the
game when only one person is left following the leader.
That person then becomes the leader of the next game.
At the end of the game, discuss the importance of being
a positive leader and what to do if someone is not being
a positive leader.
Numbers Change
Ages: 6-12
Equipment: None
Participants: Medium to large group
Designate someone to be “It.” Arrange players in a circle,
or two circles if there is a large crowd. Give each one a
number: 1, 2, 3, 4, etc. It is in the center and calls out
two numbers. Players with those numbers run to trade
places while It tries to get into one of those places. If It
is successful, the player who was supposed to claim that
spot becomes It.
Quarter in the Crowd
Ages: 6-15
Equipment: 1 quarter or several dimes
Participants: Large group
Secretly give one quarter or several dimes to random
members of the group. The others, of course, do not
know who holds them. The leader announces that
59
icebreakers
someone or some people will give a quarter to the tenth
person who shakes their hand. Everyone begins shaking
hands. The one who has the quarter puts it in his pocket,
keeps track of how many hands he shakes, and gives it
to the tenth person.
Yes or No
Ages: 6-15
Equipment: Beans, corn kernels, paper clips or other
small items
Participants: Large group
As each participant enters, she is given 10 small items.
Participants are then told to ask questions of each other,
collecting a bean from everyone who answers a question
with a “Yes” or “No.” A prize can be awarded to the
person with the greatest number of small items when the
time is called.
Catch Ball
Ages: 6-18
Equipment: Sponge ball or other soft ball
Participants: Small to medium group
This is a good exercise for introducing members of a group.
The leader throws a ball at one of the players, who then
introduces himself. That player throws the ball to someone
else. Challenge the group to complete the introductions
without throwing the ball to the same person twice.
Variation: Players ask questions as they throw the ball to others.
Huggy Bear or Cluster
Ages: 6-18
Equipment: None
Participants: Large group
Direct players to scatter about in an open area. One
person, the caller, yells out a number. Participants then
must create groups of that number by hugging each other
60
or huddling together. For example, if the caller yells,
“One,” everyone gives themselves a hug. But if the caller
says, “Three,” the group makes pods of threes. Anyone
leftover is out. Pods must scatter apart between numbers.
Keep playing until down to just three players. The last
two players are the winners.
Variation: Clusters can be formed according to the same
shoe size, sock or eye color, etc.
Paper Airplane Game
Ages: 6-18
Equipment: Paper, pens
Participants: Large group
Players make paper airplanes, and write their names
and something they like and dislike on them. On cue,
everyone throws their airplane around the room. Each
player finds an airplane, picks it up and keeps throwing it
for one or two minutes. When time is up, everyone must
have one paper airplane. Participants then must find the
airplane’s owner and introduce that person to the group.
Variation: Add additional questions for players to answer.
The Four C’s
Ages: 6-18
Equipment: None
Participants: Medium to large group
Ask participants to name a cartoon character, color, car or
cuisine that best describes their personality and why.
Alphabet Search
Ages: 10-12
Equipment: Buckets
Participants: Any number
Divide players into small groups. Ask participants to
search their pockets (or a specific area) for objects
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61
beginning with letters ranging from A to Z. Place items in
buckets. The group or person (if done individually) to get
all 26 letters wins.
Talking Behind Your Back
Ages: 10-12
Equipment: Piece of paper, washable
markers, tape, pencils
Participants: Small to large group
Each person writes his/her name lightly in pencil on a
piece of paper. Players help each other tape their own
pieces of paper to their backs, name side down. Using
washable markers, each person writes something positive
about everyone else on their respective backs. The leader
removes all the papers and displays them for everyone
to see. After reading the papers (with comment sides
up, name sides down), participants predict which one
they think may have been on their back. Then, everyone
turns the paper over and finds their own paper.
Hopefully they will keep their papers, feeling great
about what others had to say about them.
Either/Or
Ages: 10-15
Equipment: None
Participants: Large group
Players stand in the middle of a large space. The leader
instructs participants to answer an either/or question
by running to designated sides of the room or field.
For example, ask participants if they prefer a sweet or
savory treat. Those with a sweet tooth run to one end
of the room, and those who prefer savory go to the
opposite end. Ask another either/or question, but this
time ask the people to congregate at the sides of the
room so that everyone has to change position. Choose
a set of questions that are relevant to the event, and
let the exercise continue until participants look like
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62
they’re starting to get to know each other. Another
sample question: Ask players whether they have ever
volunteered in their community.
M&M Game
Ages: 10-15
Equipment: Bag of M&M’s, Skittles or any colored candy,
list of questions
Participants: Small to medium group
For each color of candy available, prepare a question for
the participants to answer. Seat participants in a circle.
Pass around a bag or bowl of candy and have players take
as many as they want. Next, choose a color and tell any
youth holding that color of candy to stand up. Then ask
the corresponding question and let each person answer
the question. Have everyone sit back down and repeat
until you’ve read all the questions.
Favorite Animal
Ages: 10-18
Equipment: Name cards, pens/markers
Participants: Large group
As participants arrive, ask them to tell you their favorite
animal and three adjectives to describe it. Write the three
adjectives on a name tag before their name, omitting
the animal name (i.e., loyal, cuddly, playful Sherrie.)
Tell them to mingle with the crowd, sharing why these
adjectives best describe their own personality. Ask
participants to guess which animal the words represent.
Five Card Draw
Ages: 10-18
Equipment: Deck(s) of cards
Participants: Any number
Take a deck of cards and give everyone a playing card.
If you have more than 52 people in your group, add
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63
another deck of cards. Tell them that they have three
minutes to find the other three (or seven) of their kind
and introduce themselves.
Variation: Instead of finding everyone who has their
“kind,” have players form groups with card numbers adding
up to 21 (with a minimum of three people in their group).
Group Juggling
Ages: 10-18
Equipment: 4 tennis balls
Participants: Small to medium group
Form the group into a circle and place four tennis balls in
the middle. One person begins the game by taking a ball
and throwing it to another person in the group. The person
who catches the ball throws it to another person, and it
continues until everyone catches and throws the ball. The
last person to catch the ball throws it back to the original
person. It is important to remember the throwing order
as it remains the same throughout the game. Repeat the
process without stopping. Once the cycle is established,
introduce another ball into play, and continue until all four
balls are in play at the same time. See how long the group
can keep the four balls in play without dropping them.
Variation: Add elements, such as saying the person’s name
before throwing, or trying it backwards, to keep the game fun.
Human Knot
Ages: 10-18
Equipment: None
Participants: Small to medium group
Players form a close circle, holding hands. Instruct
everyone to raise his/her right hand first and grab
another person’s right hand, then do the same with
the left hand. Mention that they cannot grab the same
person’s right and left hand, nor the person’s next to
them. Now, they must try to untangle the “knot” without
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letting go. They may have to climb over or crawl under
arms. It helps to be limber.
Variation: Form the same circle, with one player standing
outside the circle, facing away, who will be the “doctor.”
While holding hands, the circle people turn and twist,
and go under and over other players’ hands. Then the
group chants, “Doctor, Doctor, we need help.” The Doctor
untangles the circle without causing anyone to break
hands. Debrief with members the different leadership skills
the Doctor and other participants used in solving the knot.
Hum That Tune
Ages: 10-18
Equipment: Paper, pen
Participants: Large group
Write the names of nursery rhymes or other well-known
songs (e.g., “Row, Row, Row Your Boat,” “Rock-a-Bye
Baby”) on small pieces of paper. Note that the number
of songs must correspond to the number of groups to be
formed, and the number of slips of paper with the same
song must correspond to the number of participants in
each group. Give one song to each participant. Then
instruct them to all start humming their tune and find
everyone else who is singing the same song. Groups are
then formed, and they sit together.
Leadership Bingo
Ages: 10-18
Equipment: Blank Bingo cards, slips of
paper, pens, hat or box
Participants: Large group
Leadership Bingo is similar to regular Bingo except instead
of drawing letters or numbers, players draw leadership
traits. At the beginning of the game, participants
brainstorm to list the various characteristics of a good
leader. Players then choose which characteristics they think
are most important and write them on their Bingo cards.
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Write each characteristic on a slip of paper. Mix them up
in a hat or a box, draw them out one at a time and call
them out. If the called-out characteristic appears on a
player’s card, he/she writes “X” on the corresponding box.
The first person to have five boxes marked with an “X” out
in a row yells “Bingo” and wins.
Silent Identification
Ages: 10-18
Equipment: Paper, pens or markers, safety pins
Participants: Large group
Each participant is asked to either silently write words
or draw pictures that describe themselves. They pin
the paper onto their shirts and walk around the room.
Everyone looks at each other’s papers. Papers are removed
from the shirts and shuffled. Then each person is given
someone else’s paper and must find the owner.
Sort and Mingle
Ages: 10-18
Equipment: None
Participants: Medium to large group
There are two parts to this icebreaker. The first half is
“Sort,” which is similar to Either/Or. The moderator calls
out two contrasting choices, (i.e., “Do you prefer nature
or cities?”) and everyone must move to the east or west
sides of the room. Then the moderator shouts out two
more choices, and everyone moves north or south of the
room. Sorts that work well include: Dogs vs. cats, books
vs. movies and sweet vs. salty.
The second half of the icebreaker, “Mingle,” works as
follows: The moderator shouts out a general category, and
participants are asked to find others who have the same
answer, and they clump up to form a larger group. After
about thirty seconds to one minute, the moderator asks
each group call out their answer. If a person is unique
and is the only one with a particular answer, that’s okay.
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Examples of mingles include: your favorite place, your
favorite dessert and the kind of animal you like best.
Famous Characters
Ages: 13-18
Equipment: Paper, pins,
pens
Participants: Medium to
large group
Prepare beforehand slips of paper with names of famous
leaders in our society, both present day and historical.
Make sure they are people participants are familiar with.
As players enter the room, pin a slip on their backs
without them knowing what it says. Players observe each
other’s slips and then converse as if they were talking
with the person whose name is on the slip. As this goes
on, each person can ask questions and tries to guess who
he/she is supposed to be. The remarks should not be so
leading as to give away the identity too soon.
I, Me, My
Ages: 13-18
Equipment: Beans or other small items
such as paper clips, sunflower seeds or
rubber bands
Participants: Large group
Give 10 beans (or other small item) to each participant.
All players converse and mingle. If anybody says the
words “I, “Me” or “My,” they must give a bean to the
person with whom they’re talking. Whomever is able to
get others to open up about themselves and has the most
beans within five minutes is the winner.
Variation: Have members discuss questions related to how
they feel about certain topics, i.e., what characteristics
make a good leader, how they contribute to their
community.
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Name Six
Ages: 13-18
Equipment: None
Participants: Small group
Players sit in a circle with the leader in the middle. The
leader chooses one participant to name six places that
he/she has visited. The next team member also answers
the question, and the question is posed to players all
around the circle. The process is repeated with another
subject, but starting with the next player in the circle.
Continue the session with additional subjects. It’s best to
start with safe subjects. Other possible subjects could be
the following:
Jobs or roles that you have had
Things you are good at
Things that you find difficult
What embarrasses you
What you like
Things you dislike
What characteristics do you find important in a leader
Discuss the rights and responsibilities of being a
good citizen
Pairs Game
Ages: 13-18
Equipment: Lined index cards, pens
Participants: Any number, as long as there’s an
even number
Make up famous pairs or groups of people such as Mickey
and Minnie Mouse, or Barbie and Ken. Give each person
a card with the name of one member of the pair on
the lined side, and one member of another pair on the
plain side. Players must find the match to name of the
pair listed on the lined side first. When they find their
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matches, give them a topic to discuss, such as why is
it important to volunteer in one’s community. Then, on
cue, they turn their cards over to the plain side and find
their new match. They then discuss with their partner
the best volunteer experience they have ever participated
in and what made it good.
Three Questions Game
Ages: 13-18
Equipment: Paper, pens
Participants: Medium to large group
Everyone in the group writes down three thought-
provoking questions they would like to ask others in
the group. Questions could be something like, “Where is
the most interesting place you have ever traveled?” or
“Name a topic you feel absolutely passionate about.” If
you are focusing on certain issues in the Club, you may
also encourage members to write those questions down,
such as “Have you been bullied before and if so, how have
you dealt with that?” Give them time to mingle and to
ask three different people in the group one of their three
questions. Call the group back together, and have each
person stand and give their name. As they say their name,
ask the group to tell what they know about this person.
Two Truths and a Lie
Ages: 13-18
Equipment: None
Participants: Medium to large group
Ask participants to sit in a circle. Choose one to go first.
Have that person tell the other players three things
about him/herself. Two should be true and the other
one should be a lie (in no particular order). All three
statements should be believable, yet a bit off the wall to
make it harder to figure out. The rest of the players try
to guess which statement is the lie. Continue around the
circle at least once until each member has had a turn.
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impromptu games
IMPROMPTU GAMES
Cat in the Hat Bingo
Ages: 6-9
Equipment: Paper for Bingo cards,
crayons, chalk or dry erase markers, chalk
or dry erase board, index cards, Dr. Seuss
books, hand wipes
Participants: At least 5, small group
Select 25 words from Dr. Seuss books that you would like
members to learn. Create Bingo cards with 25 squares and
write one word in each square. Make sure you make several
versions of the Bingo card so that words are not in the same
squares on every card. Laminate the Bingo cards. Then write
all of the words (one on each card) on index cards.
Give each player a laminated Bingo card, crayon and
baby/hand wipe. Assign a volunteer or older member to
assist younger members. Draw the first index card out of
a hat, read the word out loud and write it on the chalk
or dry erase board. Players find the word on their cards
and mark it with a crayon. When a player has marked
five words in a row vertically, horizontally or diagonally
on her/his card, she/he calls out, “Seuss!” Play stops
while all winning cards are verified. All players are given
a prize for participating, with winning players receiving
an extra incentive for their achievement.
Musical Hula-Hoops
®
Ages: 6-9
Equipment: 5-10 Hula-Hoops®, depending on the number
of players
Participants: 5-10 players
Place Hula-Hoops® randomly throughout the room. There
should be one less Hula-Hoop® than there are players.
When the music is playing, kids run around the room,
and when the music stops, they have to find an open
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Hula-Hoop® to stand in (only one player can stand in a
Hula-Hoop®). If two kids get to one hoop at the same
time, they are asked some type of educational question.
The player who answers the question first and correctly
gets to stay in the Hula-Hoop®. Like musical chairs, one
Hula-Hoop® is removed at the end of every round. The
last person standing in a Hula-Hoop® wins.
Pumpkin in the Pumpkin Patch
Ages: 6-9
Equipment: None
Participants: Large group
Participants all lie down or sit in a designated area. A
staff member picks one person to be a pumpkin buyer and
another to be a pumpkin seller. The seller picks a person
to be his/her pumpkin, but doesn’t tell anybody. Then
the buyer asks the seller yes or no questions such as,
“Pumpkin seller, pumpkin seller, is your pumpkin wearing
red?” The buyer responds with “Yes” or “No.” After more
questions, the buyer guesses who the pumpkin is. If the
buyer is right, he/she becomes the seller and the pumpkin
becomes the buyer.
The Mighty Wind
Ages: 6-9
Equipment: None
Participants: Medium to large group
Ask youth to sit in a circle with one member in the
center. The member in the middle says a sentence
describing a quality or characteristic related to members
of the group. For example, he/she might say, “The
mighty wind blows for those who speak two languages.”
All members who speak two languages must stand and
find another seat (but not to the left or right of their
current seat) before all seats are taken. The one left
standing is now the member in the middle. Repeat the
above directions.
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Gators
Ages: 6-12
Equipment: None
Participants: Medium to large group
Line all of the participants up at one end of the gym.
Assign one person to be the Gator. The Gator must make
simple commands for every player to follow. For example,
“Gators, stand on a free throw line.” The players then run
to the free throw line. Whoever is last is out and sits out
until the end of the game. But if anybody moves when
the key word “gator” is not said, he/she is also out. Play
until there is only one participant left.
People Memory
Ages: 6-12
Equipment: None
Participants: Large group
First, two people, the guessers, leave the room. As soon
as they are gone, the other players find partners. To
prevent easy guessing, pairs should be formed of people
who don’t usually hang out with each other. Then each
of the pairs agree on something related to the chosen
theme, such as a color, animal or star. The partners split
up and mix with others, and the guessers return to the
room. The first guesser starts by tapping a player on the
shoulder. This player has to say their color, animal or
star. Then guesser number one has to find the partner.
If correct, the guesser starts again with a new pair, but
if wrong, it becomes guesser number two’s turn. Now the
pairs in the room are hunted out like a memory game.
The winner is the player who finds the most pairs.
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Circle Dash
Ages: 6-15
Equipment: None
Participants: Medium to large group
In this silent game, all participants except one form a
circle. The remaining person stands in the middle of the
circle. The object of the game is for any two people in
the circle to silently signal each other and switch places.
The person in the middle tries to get an open spot
before the switchers. The remaining person takes the
spot in the middle.
Fruit Salad Toss Up
Ages: 6-15
Equipment: 1 chair per participant
Participants: Medium group
The group sits in chairs in a circle. One person stands
in the middle of the circle and does not have a chair.
All players are assigned fruit names: apple, orange, pear
or plum. The middle person calls out one or more fruit
names. The called fruits must change chairs. The middle
player tries to sit in the empty chair before the fruits do.
The middle person may also call, “Fruit salad toss up,”
for which all players must change chairs. The player left
without a chair becomes the middle person.
Bumpity Bump Bump
Ages: 10-12
Equipment: None
Participants: Medium to large group
All players stand in a circle with someone in the center.
The center person, who is trying to eliminate all players,
points at someone in the circle and says, “Right, Bumpity
Bump Bump Bump” or “Left, Bumpity Bump Bump Bump.”
The pointed person has to say the name of the person to
her/his right or left before the phrase is finished. If the
pointed person fails to do this, she/he is out.
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Holidays A to Z
Ages: 10-12
Equipment: Flip chart, markers
Participants: Medium group
Write all of the letters from A to Z vertically on a flip
chart. Ask participants to fill in a holiday word or phrase
that starts with each letter. Here are examples for you to
use. Give bonus points for the letters Q, U, V, and Z. The
participant who comes up with the most is the winner.
A. Angels
B. Bells
C. Candy canes, candles, cranberries
D. Deck the Halls, doves
Spaghetti and
Marshmallow Towers
Ages: 10-15
Equipment: Dry spaghetti, marshmallows
Participants: Any number
Divide players into groups of four or five. Give each group
dry spaghetti and marshmallows. Announce that they have
15-30 minutes to build the highest structure in the room (or
the widest bridge or tallest arch). Afterwards, review with
the groups the issues they faced, such as team building,
motivation, time management, organization, planning,
communication and resources.
Iron Man
Ages: 10-18
Equipment: Cups, pool, air hockey, foosball and bumper
pool tables and equipment, stopwatch
Participants: Medium to large group
This activity incorporates many game tables, such as
pool, air hockey, foosball, bumper pool, carpetball and
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cupstacking. Set up an obstacle course. For example,
have the first player “up stack” a 3-6-3 cup stacking
arrangement to start the timer for the event. Then, the
member moves to the pool table, where he/she has to
shoot one ball into the far corner pocket. Next, he/she
moves to the air hockey table and has to make a puck
into the opposite goal. After that, the player moves to
the bumper pool, where he/she has to send the ball
through the “middles” before making it into the opposite
hole. Now, the member moves to the foosball table to
make a goal shot. Finally, the player returns to the 3-6-3
stack and now “down stacks” the cups to stop the timer.
Then the next player does the same course, and so on.
Record times so you can see who finishes the obstacle
course the fastest.
Minefield
Ages: 10-12
Equipment: None
Participants: Large group
Divide the participants into three groups. One group, the
mines, is stationary and scattered throughout the playing
area. The second group, the rowers, try to get across
the playing field while keeping their eyes closed. Group
three is the assistants, who shout out directions to the
rowers from the other side of the field. On “Go,” rowers
make their way across the field as fast as they can, and
if they bump into a mine, they “blow up.” Groups rotate
so that everyone gets to play each part. After everyone
has taken turns discuss how they felt during each role.
Discuss how important trust is in relationships with
friends and family, and that trustworthiness is a goal to
which to aspire.
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Ying-Yang-Yoo
Ages: 10-12
Equipment: None
Participants: Medium group
Everyone stands in a circle. The first person says, “Ying,”
and puts his/her hand on top of the head, pointing
left or right. The person in the direction pointed then
must respond, “Yang,” and put his/her hand under the
chin, pointing in another direction. The person who was
pointed at must say, “Yoo,” and point to anyone in the
circle. That person then starts again by saying “Ying,” and
follow the same Ying motion previously mentioned, and
so on. Ying Yang Yoo can only be spoken in that order.
Zip-Zap-Zop
Ages: 10-12
Equipment: None
Participants: Medium group
Everyone stands in a circle. Ask participants to repeat
the words, “Zip, Zap, Zop” simultaneously three to four
times. Then explain to them that they will be passing a
bolt of energy to each other, and as they do, they will
have to say, “Zip,” “Zap” or “Zop.” To start, send the
bolt out of your hands with a strong forward motion
to someone in the circle, (using your hands, body and
voice) saying, “Zip.” It is important to maintain eye
contact as the bolt is passed. The receiver must take the
energy with the whole body and pass it immediately to
someone else while saying, “Zap.” Then that person must
say, “Zop” to another player. And so the game continues,
“Zip, Zap, Zop.” Players who slow down the pace or say
the words out of order are out of the game. Play until
one contestant is left standing.
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Circle Story
Ages: 10-15
Equipment: None
Participants: Medium group
Everyone sits down in a circle. The first player begins
a story – just one or two sentences to get the story
started. He/she then points to the person sitting next
to them, who must continue the story. It can be fun if
players stop their part of the story at a critical point for
the next person to pick it up.
Mime Madness
Ages: 10-15
Equipment: None
Participants: Medium to large group
Designate several people to be mimes. Have a staff
member take them out of the room and then name
one person to come back into the room. After mime
number one returns, ask him/her to act something
out, such as changing the diapers of twins or bathing
an elephant. Before the first mime starts, call out for a
second mime (who doesn’t know what the act will be)
to join the group, and ask him/her to watch. When the
demonstration has been completed, the first mime sits
down, and the second gets up to do what the first mime
did. Again, before starting, ask the third mime to come
into the room to see the demonstration. The game ends
when the last mime has performed the act. Ask that
person what the act was supposed to be.
Spelling Objects
Ages: 10-15
Equipment: Paper, pen
Participants: Small to large group
Divide participants into groups of four to six, and give
each group a word of about 10 letters that is relevant to
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the day’s activities (e.g., leadership). The first group spells
out the given word using objects that they have with
them (or if they don’t have objects with them, make this
a scavenger hunt around the facility to find the objects).
The first letter of each object should be the same as one
of the letters in the given word. For example, a loop,
earring, apple, disk, etching, ring, snack, hat, ink and a
pen spell “leadership.” Once completed, the next group
has a turn. The game ends when all the groups have
spelled out their words. The group that guesses the most
words wins.
5 in 5
Ages: 10-18
Equipment: Stopwatch, digital wristwatch or a watch
with a second hand
Participants: Medium to large group
Ask participants to sit in a circle. Call on someone to
be a volunteer. Members are given five seconds to name
five things (e.g., cars, actors, countries, T.V. shows).
Don’t say what the topic will be until starting the clock.
If the volunteer successfully names five things in five
seconds, then you (the staff member) have to do a task,
such as five push-ups, 10 jumping jacks or sing a song.
However, if the volunteer doesn’t complete the task,
then he/she has to stand in front of the group and do
something, (an easy task that will not be a deterrent)
such as one push-up or two jumping jacks. Allow time
for multiple volunteers to participate.
Alphabet Brainstorm Race
Ages: 10-18
Equipment: Dry erase or chalk board,
markers or chalk
Participants: Small to medium group
On a board, write the alphabet vertically with spaces next
to the letters, one alphabet per team. Write a sentence
on the board, such as, “A beautiful child is a ________
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child.” On “Go,” the first player from each team fills in
the blank with a word beginning with the letter A and
then marks off the letter for his/her team. Then the
second player from each team does the same with the
letter B, and so forth. Teams go as fast as they can.
Team members may help each other decide which word
to write. The first team with the most words within a set
amount of time wins.
Detective
Ages: 10-18
Equipment: None
Participants: Medium to large group
Seat the group in a circle with their eyes closed. One
participant is designated “It” when he/she receives a tap on
the back. The staff member tells participants to open their
eyes. Players then stand up and walk around the room,
shaking hands. It eliminates people by squeezing their
palms (instead of just shaking their hands). The person
whose hand was squeezed counts to 10 before falling to the
ground dramatically. The rest of the group plays detective
and tries to guess who It is. If someone guesses wrong, he/
she falls to the ground dramatically. Once a player is on the
ground, he/she cannot be a detective.
Great Ice Cream Caper
Ages: 10-18
Equipment: Ingredients to make ice
cream sundaes
Participants: Large group
Have groups represent different cultures, each with its
own special ice cream product. Some groups will have a
surplus of ingredients, and others will not have enough,
so they must trade with each other to create the ultimate
ice cream sundae.
When the project is complete, bring participants together
to talk about how they felt doing a project to promote
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diversity, what they learned from the experience and
ways they can continue their work in the future.
The Last Word
Ages: 10-18
Equipment: None
Participants: Small to medium group
Participants stand in a circle. The first
participant walks over to stand in front of another. He/
she makes a statement, e.g., “It is such a lovely day.”
The person spoken to will go to another player and say
something starting with the last word in the statement,
e.g., “Day one of the course was very tiring.” Each
participant takes turns to ensure that everybody gets a
chance to participate.
Telephone Pictionary
Ages: 10-18
Equipment: Stacks of sticky notes
(5-6 sheets per player), pencils for
each participant
Participants: Small to medium group
Have all participants sit in a circle with a small stack of
sticky notes and a pen or pencil. Instruct participants
to think of a subject (e.g., a movie title) and write that
down in the first sticky note sheet. All participants then
pass their note stacks to the left, and the next person has
to draw a picture of what is written on the paper on the
next sticky note. After they draw pictures, they fold over
the top note that the first person wrote on, so only the
drawing is shown. Everyone passes the papers to the left.
Participants look at their pictures and try to guess what
they are, writing what they think it is on the third sticky
note in the stack. Then they fold the paper down, hiding
the picture and pass it to the person on the left. The next
participant draws a picture on the forth sticky note and
follows the above steps. The fifth person who receives the
paper writes down what they think it is on the last note.
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One at a time, participants unfold the paper, read the
original statement and their statement and see how close
they came.
Biggest Fan
Ages: 13-18
Equipment: None
Participants: Large group, even numbers
Divide the group into pairs. Each pair plays Rock, Paper,
Scissors in a two out of three format. The loser of the
match becomes the winner’s “Biggest Fan.” It’s the job of
the player who didn’t win to cheer the champion on as
he/she seeks out another opponent. Each time a player
wins, he gets all the “fans” the losing player had. The
game ends when one player has all the fans. This gets
loud, rowdy and is a ton of fun!
Comic Strip Chaos
Ages: 13-18
Equipment: Comic strips, cut into
individual frames, large container
Participants: Large group
Find comic strips that can be cut into individual frames.
The number of comic strips must equal the number of
groups that need to be created. The number of frames for
each strip must equal the number of participants for each
group. Participants take turns picking a comic frame out
of a container. After everyone has a frame, they search
for others with the same comic strip sequence. Once they
have found their group, players must arrange themselves
so that the frame sequence is in chronological order to
form the comic strip correctly. Upon completion of the
sequence, the newly formed group sits together. This is a
great game for forming smaller groups.
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Scavenger Hunt
Ages: All
Equipment: 10-20 buckets or pails,
items to hide
Participants: Large group
Place the buckets randomly, but in plain view, around a
park or field. Place the buckets upside down over the top of
the hunt items. Divide participants into teams of five to 10
players. Assign each team member to find a specific item.
All team members must stay together. Players will then run
from bucket to bucket, trying to find their item. When they
do, they return to the starting point. The first team to find
all of their items wins.
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movement games
MOVEMENT GAMES
Air Writing
Ages: 6-12
Equipment: None
Participants: Medium to large group
Ask participants to spread out and then start moving in
place (jumping, marching, hopping or twisting). Call out a
letter, number, word or shape. Players are to stop moving
and then draw the letter, number, word or shape in the
air using their hand, arm, leg, head, elbow, knee, bottom,
or any combination of body parts until the next activity is
called. This is a quick and easy game with no winner.
As If
Ages: 6-12
Equipment: None
Participants: Medium to large group
The leader reads the following sentences to participants,
who then act them out for 20-30 seconds each.
Jog in place as if a big scary bear is chasing you.
Walk forward as if you’re walking through chocolate
pudding.
Jump in place as if you are popcorn popping.
Reach up as if grabbing balloons out of the air.
March in place and play the drums as if you are in a
marching band.
Point as if the paintbrush is attached to your head.
Swim as if you are in a giant pool of JELL-O.
Students may create their own sentences for additional
activities.
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movement games
Garbage War
Ages: 6-12
Equipment: Tape, lots of newspaper, toilet paper and
other “dry garbage”
Participants: Medium to large group
Divide the room into four sections and mark it off with
tape. Evenly distribute all the garbage into the sections.
Split participants into four groups and assign each to a
section. Tell them that the object of the game is to get
all of the garbage out of their sections and into the other
teams’ sections. At “Go” they start scooping up the stuff
and throwing it into other sections.
Variations: Use a volleyball net as a divider or give
participants mops, brooms and pails to clean up their area.
Or instead of using garbage, use “soft” balls, bean bags, etc.
Scrambled Eggs
Ages: 6-12
Equipment: None
Participants: Large group
On a large field, tell the children they are all pretending
to be scrambled eggs in motion. One child chooses the
first ingredient to add to the scrambled eggs. The chosen
ingredient will be the signal to stop. For example, say
the ingredient is broccoli. The staff member says, “Run!”
and the children run around until the staff member yells,
“Broccoli!” All the kids stop. Then a new ingredient is
chosen, and the game is played again.
Variations:
• Memory:Childrenstopandrecallalltheingredients
named at any point in the game.
• Upperbodyexercise:Kidspretendtobestirring
(waving arms) each time they are stopped.
• Nutrition:Kidscategorizetheingredientsbyfood
groups at the end of play.
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movement games
• Languagearts:Playerscopyandalphabetizethe
ingredient names when games are over.
Windows and Doors
Ages: 6-12
Equipment: None
Participants: Medium to large group
Children stand in a large circle, just close enough to hold
hands. One child is chosen to be “It.” While holding hands,
players in the circle raise their arms high into the air to
create arches. It weaves in and out of the upraised arms. The
children in the group randomly lower their arms to try and
block It’s progress. If It is not able to get around the circle,
then she/he joins the circle and a new child is declared It.
Making Waves
Ages: 6-15
Equipment: Large parachute
Participants: Medium group
Seat all players around a parachute. Then ask them to
stand up, grab hold of the parachute and move it in an up/
down motion using only their wrists. Next, instruct them to
also use their elbows. Then tell them to use their shoulders,
too. As the activity goes on, the waves get larger.
Merry Go-Round
Ages: 6-15
Equipment: Large Parachute
Participants: Medium group
Spread the parachute out on the floor. Ask participants to sit
around the edge of the parachute. Then tell them to stand
up and pick up the parachute with only their right hand.
Instruct them to move in one direction. Have them change
their movements every few seconds, e.g., jog, walk, gallop,
jump and skip. When the right hand has practiced several
movements, ask participants to switch to the left hand.
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Obstacle Race
Ages: 6-15
Equipment: None
Participants: Medium to large group
Construct a number of obstacles that each player must
pass in the course of the race. In a gymnasium, for
example, they can be made to go over a “horse,” do a
forward and backward roll, etc. An outside variation
could include crawling through a sack with the bottom
cut open, running three times around a tree, or taking
off shoes and putting them on again. Divide players into
teams and conduct the obstacle course race.
Parachute Tag
Ages: 6-15
Equipment: Large parachute
Participants: Medium group
After spreading the parachute on the ground, seat the players
around it. Give each participant a number from one to four.
Ask them to lift the parachute up high overhead. When a
number is called, the kids with that number will run, hop,
skip, twirl or crawl to a spot where one of the other players
has left before the parachute comes down and tags them.
Slide Right
Ages: 6-15
Equipment: 1 chair for each player
Participants: Medium group
All players except one are seated in chairs in a close circle,
which contains one extra chair. The extra player, who is
“It,” stands in the center, then tries to take the vacant
seat, which is continually being taken by the person next
to it. It calls, “Slide right” or “Slide left,” controlling
the direction of the group’s motion. When It says, “Slide
right,” the person who finds the chair on his/her right
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is vacant quickly tries to slide into it. As soon as the
command, “Slide left,” is called, players are responsible for
the chair on their left. When It gets a chair, the person
who should have taken that chair becomes It.
Human Obstacle Race
Ages: 10-12
Equipment: None
Participants: Medium to large group
Form teams. Five participants take their places as “human
obstacles” in line with each team of runners. The first
obstacle stands erect, the second stoops in leapfrog position,
the third stands astraddle, and the fourth and fifth join
hands to make a bridge. At “Go,” one runner from each team
must run around the first obstacle, leap over the second,
crawl under the third and go between and around the fourth
and fifth. The runner must then hurry back to touch off the
next runner. The first player then takes his/her place at the
end of the line. The team that finishes first wins the race.
Math Shipwreck
Ages: 10-12
Equipment: Cones, tape or
rope, math problems
Participants: Any number
Prepare math problems (addition, subtraction, multiplication
and division) according to participants’ skill levels on a
piece of paper. Place five lines on the ground using rope,
tape or cones. Label each line with an answer to one of
the math problems. Line all players up on the half court
or middle lines. As soon as the leader calls out a math
problem, kids will run to the line that corresponds with the
answer. The last participant to the line is out. Call out more
math problems until there is only one player standing.
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Snowball Fight
Ages: 10-12
Equipment: Newspaper, masking tape, cups, 2 tables
Participants: Large group
On a day when only indoor games will do, post that you’re
having a “snowball fight” and leave it at that to draw a
lot of players to the game. Create “snowballs” by rolling
newspaper into balls and taping them down using masking
tape. Draw a line down the middle of the room with
masking tape. Set up two tables, one on each side of the
room, and stack cups in a pyramid style on them. Divide
players into two teams and place them by their respective
tables. On “Go,” throw the snowballs into the middle of
the room. Players will then run to pick up the snowballs
and throw them to knock down the other team’s cups.
Word Tag
Ages: 10-12
Equipment: Adhesive
labels, permanent marker
Participants: Large group
Based on the number of participants, write individual
letters on adhesive labels (excluding Q, X, and Z and
repeating the most used letters, such as R, S, T, L, N and
vowels). To designate who will be the chasers, ask who
thinks they are the fastest in the group. Pick the two
members who raise their hands first. Then ask who thinks
they are the smartest. Again, select the two who raise
their hands first. Divide the four members into two teams,
each with one “smartest” and “fastest,” then send each
pair to opposite sides of the gym/field. Randomly give
remaining members an adhesive label with a letter on it
to stick on the upper left of their shirt. Divide them into
two teams. These members must go to the center of the
gym/field, which is their home. When the leader blows
the whistle, the chasers begin trying to tag the members
in the middle. Once tagged, they must go to that chaser’s
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home side. After all members have been tagged, give the
chasers an allotted amount of time (one or two minutes)
to perform a certain task with the letters that they’ve
“captured” (e.g, make the biggest word, make the most
words). This can be repeated, picking new chasers, and you
can create your own point system for tasks.
Yes, Let’s
Ages: 10-12
Equipment: None
Participants: Medium to large group
Instruct players to take turns suggesting an activity for the
group to mime. The first player makes one suggestion, and
everyone simultaneously yells, “Yes, let’s,” and starts to do
the activity. Once the activity has been mimed for a while,
another one is yelled out and the group responds with,
“Yes, let’s all dig holes.” Every manner of hole digging will
begin, complete with sound effects. Then someone will
suggest a new activity, and the cycle continues.
Animated Words
Ages: 10-15
Equipment: Two packs of large
alphabet cards
Participants: Large group
Players are divided into two teams and stand facing each
other in lines 15 feet apart. Designate a spelling line
for each team. Select as many letters from each pack of
alphabet cards as there are players on a team and give
one to each player (both teams should have the same
letters). Try to have at least 24 on a side. The leader calls
a word, and players with the word’s letters run to the
spelling line, arrange themselves in the order in which
the letters appear in the word, and hold their letters up
in front. The team that first holds all the letters correctly
in plain sight receives one point. The leader picks the
winner, keeps score and announces the score after each
word. The first team to score 11 points wins.
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Elephant, Giraffe, Palm Tree
Ages: 10-18
Equipment: None
Participants: Medium to large group
Form a circle with one person in the middle. The middle person
will point to someone, who, along with players on each of
his/her side, will quickly form what was called out (elephant,
giraffe or palm tree). As soon as an object is formed, the
person in the middle of the circle has to point to someone else.
The faster the game is played, the more fun it is.
Elephant: The targeted person will form an elephant
trunk by putting arms straight in front at the wrists.
Players on each side will form the ears by bending toward
the targeted person, cupping around the mouth with
hands as if whispering.
Giraffe: The targeted person points raised arms above the
head, extended and with fingers closed. Side people will
grab his/her waist while bending over.
Palm tree: The targeted person raises his/her arms above
the head in Y formation, fingers open. Side people do the
same but lean away from the first person.
Ninja
Ages: 10-18
Equipment: None
Participants: Medium group
Gather everybody in a circle. Choose a person to start the
game and a direction that the game will go (clockwise/
counterclockwise). On the count of three, participants
strike a “ninja” pose and freeze. The person who starts
can take one step and one arm movement to “attack” any
other participant. The object is to hit somebody else’s
hand with your hand. If you are being attacked, you
are allowed to take one step or arm movement to avoid
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contact. As soon as one player attacks, the next person
can make their move. Once your hand gets hit, you leave
the circle. The last player standing wins.
Double Simon Says
Ages: All
Equipment: None
Participants: 2 leaders, 2 groups
This game is similar to Simon Says, except participants
continue to play instead of getting out. Divide the players
into two groups and put them on opposite ends of the field.
Pick one person from each team to play Simon, and have
them stand facing their group. Assign someone to keep
track of the time, and have him/her call the start of the
game. Simons will instruct players to do various moves, and
participants must perform the actions if “Simon says” is said.
If participants don’t do what Simon says, they will not be
out. Instead, they will run to the other team and play there.
No matter how many times they mess up, they keep playing.
Each game lasts 2-3 minutes. The team with the least number
of members wins. Simon commands can include smile, wave
hello, flex your biceps and turn around. One command not
allowed is, “Simon says everyone goes to the other team!”
Mirror Image
Ages: All
Equipment: None
Participants: Any number
This activity involves one person mirroring the actions
and movements of another person. Split the group into
pairs. To demonstrate, invite a volunteer to stand facing
you a couple of feet away. Initiate action, with the
other person following in “mirror image.” Make your
movements interesting and slow enough for the other
person to mime as if they were a full length mirror.
Include zany stretches/contortions to get a few laughs,
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especially facial gymnastics. Perform action sequences for
tasks like brushing your teeth. The demonstration helps
loosen up conceptions and inhibitions. Then have the
group play the game. Debrief as you see fit.
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relay races
RELAY RACES
Texas Hold ’Em Relay
Ages: 6-12
Equipment: Old deck
of playing cards, flip chart or whiteboard
and markers
Participants: Large group
To prepare, write “lose a turn” on all the face cards (Jack,
Queen and King). Divide the group into two teams. Draw a
line down the center of the white board or flip chart. Draw a
card and write that number in each team’s column. Explain
that the first player on Team 1 draws a card and writes that
number under the number you wrote. That player then adds
the two numbers together. If the answer is correct, the next
person on the team draws a card and continues until a “lose
a turn” card is played. If the answer is incorrect, the answer
and number are erased and the other team gets a turn. The
first team to reach 100 points is the winner.
Variations: For members who are learning their
multiplication tables, change the math operation from
addition to multiplication. For older members, assign each
card suit a math function (hearts = addition, spades =
subtraction, diamonds = multiplication, clubs = division).
All Boxed In
Ages: 6-15
Equipment: Strong, large cardboard
boxes, including some extras
Participants: Large group
Give each team a large cardboard box with the tops and
bottoms open. Assemble teams at the starting line and set
up a turnaround line. First contestants from each team
put both of their feet in a box, and on “Go,” they run to
the turnaround line and back while in the box. They tag
the next teammate, who also runs in the box, and so on.
The first team to make it to the finish line wins.
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relay races
Balloon Over and Under
Ages: 6-15
Equipment: Two inflated balloons
Participants: Medium to large group
Divide participants into equal teams. Each team must
stand in a single file line with about a foot between
them. Hand an inflated balloon to the first person in each
line. When the leader says, “Go,” the first players must
pass the balloon backwards over their heads to the team
members behind them. Those people then pass balloons
through their legs to the person behind them, and players
after them alternate over and under. The team to get the
balloon to the last person in line first wins.
Leaf Race
Ages: 6-15
Equipment: Dry leaves
Participants: Large group
Go outside and collect one dry leaf per participant. Assemble
everyone along one line and have them spread out one arm
length apart. Set up a finish line on the opposite end of the
room. Instruct the children that on the signal they are to blow
their leaves to the finish line without touching their leaves.
Do “blow offs” for winners if desired, or just keep going for
fun. Suggestions for the game:
Generally this is accomplished by crawling and
blowing. The lower on the ground, the better.
If they are not able to blow, participants may use a
fan, folded up newspaper or hand pump.
This may be done in teams or as a relay.
You may substitute leaves with lightweight paper
flowers, snowflakes or fish.
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relay races
Standing Broad Jump Relay
Ages: 6-15
Equipment: Tape, button, or penny
Participants: Medium to large group
Split up participants into teams. The first player on
each team lines his/her toes up at the starting line, and
when the leader says jump, they all jump as far as they
can and mark their spot with a piece of tape, a button
or a penny. The second player on each team lines his/
her toes with the mark made by their first teammate and
on signal, they all jump as far as possible. Repeat until
every player has jumped. The team that has jumped the
farthest wins.
Worm Relay
Ages: 6-15
Equipment: None
Participants: Medium to large group
Divide players into teams. Each team’s players sit in a
line on the floor, one behind the other. The first person
in each line grasps the ankles of the one behind him/
her, and he/she the next player’s ankles. On the leader’s
signal, each team moves forward as best as it can. The
first team to have its last player across the goal line wins.
Animal Relay
Ages: 10-12
Equipment: None
Participants: Large group
Divide players into groups of four. Two players from each
group stand facing each other at opposite ends of the
room. Demonstrate each of the following movements, and
ask participants to practice them all:
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Crabs: Squat down and move sideways.
Bunnies: Hop on two feet.
Elephants: Walk stiff-legged with hands on knees.
Storks: Hop on one foot with arms flapping in the air.
Assign one member from each team to be a different animal.
When they hear the leader shout, “Go,” the crabs will squat
down and move sideways to tag the bunnies at the other
end. Then the bunnies hop to the other side to tag the
elephants, and so on, until all animals have gone. The team
that finishes first wins. Hold a number of relays, changing
who is which animal after each relay.
Variations: Ask players to think of different animals they
could be and how they would move. Use these as the basis
for other relays.
Balloon Swat Relay
Ages: 10-12
Equipment: 2 balloons
Participants: Medium group
Divide players into two teams. Designate a start/
finish line and turnaround point. Give each team an
inflated balloon. At the start signal, players race to the
turnaround point and back while keeping the balloon in
the air and without catching it. If the balloon touches
the ground, the player must return to the starting line
and begin again. Once the first player races across the
finish line, the next player runs, and so forth. The first
team to complete the relay wins.
Box Car Races
Ages: 10-12
Equipment: Large, strong cardboard boxes
Participants: Large group
Divide contestants into teams of eight to 10. Each team
elects two or three players to push a cardboard box across
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the course, which must be on a rug or carpet. Designate
a turnaround point. Teams line up at the starting line.
At the whistle, the first player on each team climbs into
a box, and the pushers push the box to the turnaround
point and back. If the player falls out, he/she must
get back into the box. The race continues until all
participants except pushers have ridden in the boxes.
Draw From the Well
Ages: 10-12
Equipment: 1 table, 2 buckets, 2 clear cups or glasses, 2
spoons, water
Participants: Large group
Set up a table and place two clear cups or glasses (one
for each team) on it. Place buckets filled with water on
the other side of the room from the table. Divide players
into two teams. Ask teams to line up behind a bucket of
water, and give the first person in each line a spoon. On
“Go,” the first players fill their spoons with water from
the bucket and quickly transport it to the cup across the
room. Then they run back and hand off the spoon to the
next person in line. The first team to fill their cup wins.
Frisbee
®
Leak
Ages: 10-12
Equipment: 2 Frisbees®, 2 glasses or bottles of water
Participants: Large group
Split the group into two teams. Send half of each team
to one side of the room and half to the other. At the
whistle, the first players on each team must begin
walking across the room, balancing a Frisbee® filled with
water on their heads. Then they pass the Frisbee® to the
next teammate in line, and so on, until everyone has
gone. If any player drops the Frisbee® from their head
or spills out the water, they must fill it up again and
start over. First team to have all players cross the room
successfully is the winner.
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Go and Go Back
Ages: 10-12
Equipment: None
Participants: Medium to large group
Form teams of two to three and designate base and goal
lines. Players stand at the base line. When the whistle is
blown, one player from each team runs toward the goal
line until the whistle blows again. If the runner hasn’t
reached the goal, he/she must run back toward the base
line. Each time the whistle sounds, runners change their
direction. The race may end at the goal or base line. If
the race ends at the goal, the runner must dash back to
touch the next player in line so they can stay in the race.
Hoop Chain
Ages: 10-12
Equipment: 2 Hula-Hoops®
Participants: Large group
Form teams by lining participants up along opposite
walls, facing each other. Tell team members to hold
hands, creating two long chains. Give one Hula-Hoop®
to the first player on each team. On the start signal, the
first player must maneuver the Hula-Hoop® over to the
next person without letting go of hands. Teams must
wiggle and squirm their Hula-Hoops® over their arms,
shoulders and heads. The first team to get its Hula-Hoop®
over the last participant in line wins.
T.P. Over and Under
Ages: 10-12
Equipment: 2 rolls of toilet paper
Participants: Medium to large group
Divide the group into two teams and line them up, one in
front of the other. Give the first person in each line a roll
of toilet paper and instruct them to loosely unroll some
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and carefully pass it under their legs. The next players in
line unroll more toilet paper and hand it over their heads
to the next people in line. Players alternate under and
over all the way to the end of the line, and then back
again. The first team to do so wins.
Knobby Knees
Ages: 10-15
Equipment: 2 quarters and 2 jars
Participants: Medium to large group
Divide participants into two teams. Place two jars five
feet away from the lined up players. On “Go,” the first
players from each team put a quarter between their
knees, walk over to the jars and attempt to drop the
quarter into the jar. If they miss, players must put the
quarter back between their knees and keep trying until
they are successful. Once they drop the quarter into the
jar, they pick the quarters up, run it back to their team
and give it to the next player in line. The first team to
complete dropping the quarter into the jar wins.
Looney Ballooney Relay
Ages: All
Equipment: Balloons (1 per team), table tennis paddles
(1 per team)
Participants: Players divided into teams of 3-5
Each team is given one table tennis paddle and one
deflated balloon. The first person on each team must
blow up and tie the balloon. Then, using the paddle, he
or she must keep the balloon in the air all the way to the
designated line and back. Then she/he passes the paddle
to the next teammate without dropping the balloon to
the ground. The second person must do the same thing.
The race continues until all the people on the team have
gone. The team that finishes first wins.
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100
Nutra Time
Ages: All
Equipment: Any item related to
nutritional education, i.e., flash cards,
books, nutritional balls, worksheets
Participants: Large group
This game helps youth learn about teamwork and nutritional
facts. Players are divided into teams and then sit in the
center of the room. In each corner of the room, staff place 50
flash cards with any of the
MyPlate
groups on them: grains,
vegetables, fruits, oils, dairy and protein. All teams get six
sheets of paper, one for each food group. At the start of the
game, one member from each team runs to any corner, grabs
a flash card and brings it back to the group. Once the flash
card is in the team’s circle, the next member will get another
flash card while the rest of the team figures out to which
food group the flash card belongs. This continues until all
of the flash cards are taken into the teams’ circles. The team
that categorizes the cards the best wins.
Over-Under Ball Relay
Ages: All
Equipment: Balls
Participants: Medium to large group
Split the group up into teams. Have each team line up
behind a starting point, and give the first player on
each team a ball. At “Go,” a ball is passed between the
first person’s legs, over the head of the next, and so on,
alternating down the line. When the last person gets the
ball, he/she races to the front of the line. The first team to
have all players serve at the head of the line wins.
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running and jumping games
RUNNING AND JUMPING GAMES
Song Tag
Ages: 6-9
Equipment: None
Participants: Medium to large group
Pick a popular children’s song. Decide who will be “It.”
It has to sing the song while chasing the other players.
Once tagged, the player links arms with It, and together
they continue to sing while chasing other players. The
game continues until all players are linked arm-in-arm,
singing the song. The last person tagged becomes It.
Chicken Catchatorie
Ages: 6-9
Equipment: 2 rubber chickens
Participants: Medium to large group
Two players (or another number) are taggers and another
two are given rubber chickens. The taggers try to tag,
or freeze, the other participants. The members with the
rubber chickens run around to unfreeze the “frozen.”
After a few minutes, switch the taggers and the chickens.
Hula-Hoop
®
Freeze Tag
Ages: 6-9
Equipment: Hula-Hoops®
Participants: Medium to large group
Scatter several Hula-Hoops® around the floor. Assign
taggers to freeze the other players. Members inside a
Hula-Hoop® cannot be frozen, but they can only stay in
a hoop long enough to count to 10. Only one player per
Hula-Hoop® is allowed.
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running and jumping games
The Giants and the Trolls
Ages: 6-9
Equipment: 4 cone markers,
1 flag per player
Participants: Medium to large group
Mark two lines on opposite ends of the play area. Divide
the group into two teams: Giants and Trolls. Both teams
stand with their backs to each other on opposite lines.
Each player has a flag tucked into the back of his or her
shorts, with at least half of the flag hanging out. Upon
the leader’s silent signal, the Giants creep toward the
Trolls. When the Giants get close to the Trolls, the leader
shouts out, “The Giants are coming!” When the Trolls
hear this, they turn around and try to tag the Giants by
pulling their flags before they get back to their own line.
Once tagged, Giants join the Trolls.
Variations: Players move in other ways, such as walking,
skipping or hopping. Vary the starting positions. Have both
teams sit cross-legged with backs to each other on opposite
end lines.
Cat and Rat
Ages: 6-12
Equipment: None
Participants: Medium to large group
All players except two join hands in a circle. One person
is chosen to be the rat and stands inside the circle, and
the other, the cat, is outside. The cat tries to catch the
rat. The circle players favor the rat and allow him to run
in and out of the circle, but they try to prevent the cat
from following him by raising and lowering their arms.
When the rat is caught, the cat and rat choose two
other players to become the cat and rat and then join
the circle. To speed things up, a second cat may be sent
to help, or the circle may slowly count to 25 and then
demand that they select a new cat and rat.
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running and jumping games
Circle Tag
Ages: 6-12
Equipment: None
Participants: Medium to large group
Form a circle with players holding hands, then ask them to let
go and take one step backward to make the circle larger. Now
have them all turn to the right, and at the signal, they all
run in a circle, each person attempting to catch the person in
front of them while also avoiding being caught by the person
behind them. When the leader blows the whistle, everyone
reverses and chases the person who had been chasing them.
Clothespin Tag
Ages: 6-12
Equipment: Clothespins and rope
Participants: Medium to large group
Mark off a play area of at least 40 feet by 40 feet using rope.
All players pin five clothespins to the back of their shirts and
then spread out around the edge of the rope. At the start
signal, all players try to capture clothespins from each others’
backs without loosing their own. If you capture a clothespin,
you must get down on one knee while pinning it on your back.
No one can take your clothespins while you are down. If you
go out of bounds, you lose a clothespin. No pushing or pulling
clothes are allowed, and players may only touch clothespins.
Any violators will lose one clothespin to their victim. The
person with the most clothespins in the allotted time wins.
Variation: Play using teams. The team with the most pins wins.
Dragon Tails
Ages: 6-12
Equipment: 2 flags or bandanas
Participants: Large group
Choose two players to be the Dragons and give them
bandanas or flags to put into their back pockets. Ask
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the rest of the players to form a circle and then sit
down Indian style. As soon as the leader says, “Go,” the
Dragons try to grab each other’s bandanas, or tails. Those
sitting in the circle can also win the game by grabbing
the tails, but they must remain seated at all times.
Dragons may not guard their tails.
Variation: Ask the Dragons to choose a stage name and
then bow before the round starts.
Frogs In The Pond
Ages: 6-12
Equipment: None
Participants: Medium to large group
First, select one person to be Froggy. All other
participants gather around Froggy, placing one finger on
Froggy’s arms, legs, or back. On the leader’s signal, all
players become frogs and start jumping. Froggy jumps
around, trying to tag a frog. If tagged, frogs become
princes or princesses and have the power to tag other
frogs with a wand. Once all frogs have been tagged,
continue the game with a new Froggy.
Heads or Tails
Ages: 6-12
Equipment: Quarter, hoses, rope or tape
Participants: Small to large group
Divide players into two teams, the Heads and the Tails.
Using hoses, rope or tape, (depending on whether you
are outdoors or in) lay out two parallel center lines three
feet apart. Then set up two boundary lines about 20 feet
from the center lines for each team to cross for their safe
zone. To start, make teams stand at the center lines with
their backs to each other. Toss the coin into the air. Once
the coin has landed on the ground, call out whether it
is heads or tails. If it is tails, the Tails must run to their
safe zone. The Heads will turn around and try to tag the
Tails before they reach their safe zone. Tagged players
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105
are out of the game. After each toss and chase, players
are to return to the center line. The team that captures
everyone on the other team first wins.
Hoop Tag
Ages: 6-12
Equipment: Gym floor and Hula-Hoops®
Participants: Medium to large group
Select two to four players to be the rollers. Position them
across both sides of the play area or gym floor and give
them Hula-Hoops®. Line up the rest of the players across
the gym floor. When the instructor yells, “Go,” players
run from one end of the gym to the other to keep from
being tagged by the rolling Hula-Hoops® thrown by the
rollers on the play area sides. As players are tagged, they
will join the rollers on the sides, using additional Hula-
Hoops® to tag existing runners.
Jungle Gym Tag
Ages: 6-12
Equipment: Jungle Gym
Participants: 3-10 players
This is played like a standard tag game, except on a
jungle gym. The last person to get on the equipment is
“It.” Rules include:
The ground is off-limits
If you walk/jump on the ground, then you
become It
Older kids give one- to two-second leeway to
younger kids
It may not walk on the ground to get to another
player easier (a five-second penalty shall be enforced
in such situations)
There are no tag-backs for five seconds
running and jumping games
106
Mr. Wolf
Ages: 6-12
Equipment: Flat play area (gym floor or
parking lot)
Participants: Small to medium groups
Choose one player to be Mr. Wolf. Mr. Wolf will stand at
one end of the play area and all of the remaining players
will be at the opposite end. The other players will all say
at once, “What time is it, Mr. Wolf?” The wolf may answer
with a numeric time, such as 2:00. If he does, the players
will step closer and repeat, “What time is it, Mr. Wolf?” He
again answers with another time until he feels that they
are close enough to chase. Once Mr. Wolf thinks that they
are close enough, he will respond instead with, “Time
for dinner and to eat you!” Mr. Wolf will then chase the
players, and the first one who is tagged will become the
next Mr. Wolf.
Sharks and Jets
Ages: 6-12
Equipment: 1 football
Participants: 5-6 players
One person is chosen to be the Shark, and the rest of
the players are Jets. Jets line up on opposite sides of
a designated area. To start the game, the Shark throws
a football to one of the Jets. The catcher has to run to
the other side without the Shark tagging him/her. Once
tagged, players become Sharks and tag the other Jets.
However, the new Sharks are not allowed to move from
the spot where they were tagged.
running and jumping games
107
Amoeba or Blob Tag
Ages: 6-15
Equipment: None
Participants: Medium to large group
One person is “It,” or the “Amoeba.” Everyone tries not
to get tagged by the Amoeba. Once you are tagged,
you join hands with the Amoeba and chase the rest of
the participants. Only the end person can tag while the
others help trap the runners. The last person tagged wins
and becomes the Amoeba.
Animal Game
Ages: 6-15
Equipment: None
Participants: At least 10
Choose one player to be the caller. Everyone else must line
up in front of the caller, who whispers an animal name to
each player. Once all the names are given out, the caller gives
them 10 seconds to run around. Then the caller starts yelling
the animal names. The person who was given that animal
name has to run from everyone, and all the other players try
to tag him/her out. The caller doesn’t have to wait until the
person is out to call the next animal. This goes on until there
are only two players left. The remaining players must go to
a designated area with boundaries to play a sudden death
round. They do the same thing, but they are not allowed to
step out of the boundaries. If they step outside or are tagged,
they are out, and the last one standing is the winner. The
winner will be the caller in the next game.
running and jumping games
108
Buzz Tag
Ages: 6-15
Equipment: None
Participants: Medium to large group
Split up participants into teams and set up team
boundary lines. One person from any team tries to cross
the other team’s boundary line. Once across the line,
they have to make a buzzing sound the whole time – on
one breath. They try to tag as many players without
getting tagged or out of breath. The tagged players are
out of the game. If another player grabs the buzzing
player from behind and holds him/her until they run out
of breath, all those that were tagged are free, and that
player is out of the game.
Octopus Race
Ages: 6-15
Equipment: None
Participants: Large group
Choose one player to be the Octopus. Divide the players
into two large groups and place them at least 20 feet
apart. Ask the Octopus to stand between the two groups.
Then the Octopus yells out, “I’m hungry,” cueing the two
teams to run to the other side. The Octopus keeps all the
runners he/she tags, and the new octopi hold hands to
form a line. Then the Octopus yells, “I’m hungry” again.
This time, the captured runners get to help catch new
octopi while continuing to hold hands, but only the people
on the end can tag.
Sharks & Minnows
Ages: 6-15
Equipment: 6 cones, 2 sets of flags,
1 whistle
Participants: Medium to large group
running and jumping games
109
Give all players flags to tuck halfway into their back
pockets. On a basketball court, one team, the Minnows,
lines up along the baseline, while the other team, the
Sharks, lines up along half-court. At the sound of the
whistle, the Minnows run towards the opposite baseline.
The Sharks try to pull the Minnows’ flags. Once the
Minnows make it to the other baseline, the remaining
team members line up on half-court and become Sharks,
and the Sharks line up at the baseline and become
Minnows. The game is repeated. It ends when an entire
team is eliminated.
Army/Navy
Ages: 10-12
Equipment: None
Participants: Large group
This game is played in a gym. Divide all players except
one into two groups, the Army and the Navy. One side of
the gym is labeled Army and the other Navy. Designate
one person to be the caller, who calls out orders to the
Army and Navy players. If a player does not follow an
order correctly, she/he is out. In the case of “submarine”
and “man overboard” orders, participants are out if they
move before “all clear” is called. This is a great game to
practice running drills in a fun way, with members not
even realizing it. The winner is the last one standing.
The orders are:
Army: Run towards the Army side.
Navy: Run towards the Navy side.
Submarine: Members dive towards the ground.
Man overboard: Players must find a partner as
quickly as possible. One partner must lie on his/her
stomach while the other places a foot (gently) on
their partner’s back.
running and jumping games
110
Fox Hunt Squirrels
Ages: 10-12
Equipment: Cones
Participants: Large group
Set cones around a large play area. Designate which
players will be squirrels, foxes and trees based on how
many kids are playing. For example, for a group of 20,
you need two foxes, four trees, and the rest will be
squirrels. The staff member is the lumberjack. At the start
of the game, foxes begin to chase squirrels. Squirrels can
run to the trees (which are two players forming an arch
by joining hands up high and giving enough room for
people to pass under) for protection. The archways under
the trees are safe zones. Once squirrels are there, trees
count three seconds, and the squirrels have to leave.
When squirrels are tagged, they are out and get down on
one knee. The lumberjack eventually goes from tree to
tree, cutting them down. Cut down trees become squirrels.
Soon there are no trees and everyone is tagged.
Memory Tag
Ages: 10-12
Equipment: Cloth for blindfold
Participants: Medium group
Designate someone to be “It.” Players form a circle
around It, who has five to 10 seconds to study the group
before being blindfolded. It tags other players by naming
them in the order they were standing. The other players
may not move after It is blindfolded.
Variation: After It is blindfolded, allow two people to change
positions and see if It can identify who moved.
running and jumping games
111
Pizza Shop
Ages: 10-12
Equipment: None
Participants: Medium to large group
Two people, designated as Pizza Makers, stand in the
middle of the room, and the rest of the players stand
behind a line at one end of the room. The leader goes
down the line, informing participants which topping they
are, such as pepperoni, mushroom or ham. To start the
game, the Pizza Makers call out one topping, and those
who represent that topping run across the room, to the
safe line. The Pizza Makers try to tag the toppings. If
they’re tagged, they must stop where they are and sit
down. They also try to tag anyone that passes them during
the game. Keep playing the game until there are only two
players remaining. They become the new Pizza Makers.
Zookeeper
Ages: 10-12
Equipment: Playground or large area,
piece of foam or rubber
Participants: Small to medium group
Mark off two goal lines approximately 50 feet apart.
Between the lines, off to one side, designate a 10-foot
square space for the “zoo.” Choose one player to be the
Zookeeper, and have him/her stand in the center of
the play area. Secretly give the rest of the players an
animal name. More than one person can have the same
animal. From the center of the field, the Zookeeper calls
out an animal, one by one, until one emerges from the
group. Once a player’s animal is called, he/she runs to
the opposite goal line and back. The Zookeeper then runs
to the zoo, gets the “net” (something soft, such a piece
of foam or rubber) and returns to the center to tag the
running animal. Tagged animals are taken to the zoo,
where they will stay until all animals have been called.
running and jumping games
112
Elbow Tag
Ages: All
Equipment: None
Participants: 2 or more
Decide who “It” will be. All players must place and keep
their hands on their hips. It has to tag each player using
only his/her elbows. The last person tagged is the new It.
Thief
Ages: All
Equipment: 6 Hula-Hoops®, 6 sports
balls (any kind), flags for each player,
tape or cones
Participants: Large group
This game is similar to Capture the Flag, but instead
of flags, players capture balls. Evenly distribute Hula-
Hoops® and balls on the far side of each team’s area. Set
up a “time out” spot on each side using tape or cones,
and give all players flags that are attached to a belt or
that can be slightly tucked into pants. At the start of
the game, teams are to rush to their opponent’s side
to capture all of the balls without having their flags
pulled. Once a flag is pulled, the player must go to
the time out spot. To be freed from the time out spot,
a teammate must tag the player. When capturing the
other team’s balls, a player is safe standing in one of the
Hula-Hoops® for five seconds. Balls can be run down the
field or thrown to teammates. If a thrown ball hits the
ground, it returns to the last Hula-Hoop® it was in. The
game does not end until one team has all of the balls in
their Hula-Hoops®.
Variation: Add more objects to be captured.
running and jumping games
113
table tennis
TABLE TENNIS
Breeze Ball
Ages: 6-12
Equipment: Table tennis or pool table, table tennis ball
Participants: Small to medium group
Place a table tennis ball in the middle of the table. On
the signal, players try to blow the ball off the opponent’s
side of the table, or if using a pool table, into the
opponent’s pockets. No one is allowed to touch the ball.
If using a small table, players may only stay on their
side, but if a larger table is used, players may walk up
and down opposite sides of the table while blowing on
the ball.
Variation:Largetablescanbeusedtomakethisintoa
team game, with players stationed on sides of the table.
Pillar Pong
Ages: 6-12
Equipment: Table tennis table, paddle,
balls, 12 paper plates
Participants: Small group
On each side of the table, place six plates with each of
the Pillars of Good Character on them: Trustworthiness,
respect, responsibility, fairness, caring and citizenship.
Line players up on each side of the table. Have members
play a game of table tennis. Keep track of every time
the ball hits a plate. Once the ball stops being in play,
participants must give an example for every pillar the
ball hits on their side of the table. Whoever gives the
most examples gets a point. If each player answers the
same number of traits, they each get a point. Have
two new participants play. Rotate down the line until
someone reaches 10 points first.
114
table tennis
Around the World Table Tennis
Ages: 10-18
Equipment: Table tennis table, 2-4
paddles, balls
Participants: 2-4 players
Participants line up at each end of the table, paddle
in one hand. One player serves the ball, and all of the
participants run around the table to hit the ball before
it lands on the floor. If a person misses the ball or if
the ball does not bounce on the table after she/he hits
it, they get a strike. Once a participant receives three
strikes, he/she is out. The game will then resume with
the remaining players until one person is left standing.
Variation: Instead of lining up at each end of the table,
members line up around the table (like a circle), when
they are at the ends of the table, it is their turn to play.
Continue play the same as above.
Bottle Ball
Ages: 10-18
Equipment: Table tennis table, balls, paddles
Participants: 2-4 players
This game is played like singles or doubles table tennis
except a plastic bottle is placed on either side of the net.
Bottles must be at least one paddle’s length away from
the net. If a player knocks down an opponent’s bottle,
she/he gets two points and takes over the serve. If a
player knocks over his/her own bottle, the opponent
receives two points and the serve.
115
table tennis
Mini-Football
Ages: 10-18
Equipment: 2 table tennis tables, balls, paddles
Participants: 2 players
Put two table tennis tables end-to-end so that the length
is doubled, leaving the nets on the tables. Play like
regular table tennis, except the ball may bounce any
number of times in the middle of the tables between the
two nets, and then hit the opponent’s side – and still be
legal. Or, a player may hit the ball over the middle section
to hit only the opponent’s side. The winner of the last
point serves. Play this game up to 10 points. A player
does not have to win by two points to win the game.
Paddle Pong
Ages: 10-18
Equipment: Table tennis balls, paddles
Participants: Small to large group
The object is for participants to see how many times they
can hit a table tennis ball in the air to themselves in a
row. Before beginning play, explain the game and then
demonstrate it. Instruct participants to practice hitting
the ball in the air. Then, count the number of times each
individual hits the ball in a row. Players get one chance per
day or session. They can continue practicing after being
counted, because they have a chance to do better at the
next session (maybe the next week) than they did that
day. When everyone’s been counted, the session is over.
Variation: Play in teams. Partners stand opposite one
another about two feet apart to see how many times they
can hit the ball to each other in the air without the ball
touching the table, wall or ground.
116
table tennis
X Challenge
Ages: 13-15
Equipment: Masking tape, table tennis table and balls
Participants: Small group
Make multiple Xs using masking tape on one side of a
table tennis table. Assign a point value to each X, some
positive and others negative. From the opposite end
of the table, players take turns hitting the ball with a
paddle, trying to land it on one of the desired Xs on the
first bounce. Each participant gets five shots. The first
bounce is all that counts. The player with the highest
score wins.
Table Hockey
Ages: 13-18
Equipment: Pylons, cross bar, tape, table tennis table,
balls, paddles
Participants: 2 players
Set up goals at both ends of the table using pylons and
a cross bar or by taping off a goal on the wall behind
each player. Mark side boundaries. If the ball touches a
player’s playing side and then hits or goes through the
goal, the opponent scores one point. It is legal to hit the
ball before it hits the player’s side and to hit the ball if
it goes off the end of the table. It is also acceptable if
the ball hits the player’s side, lands on the floor and is
then successfully returned. The ball may hit the floor
twice before it is returned, but after three bounces the
ball is dead. If the ball hits out of bounds, it is dead.
Whoever gets the highest score wins.
117
emergency numbers
EMERGENCY NUMBERS
CLUB DOCTOR: _____________________________________
Address: ________________________________________
________________________________________
________________________________________
Phone: ________________________________________
LOCAL AMBULANCE SERVICE PHONE: __________________
________________________________________
EMERGENCY MEDICAL SERVICE PHONE: _________________
________________________________________
NEAREST HOSPITAL ________________________________
Address: ________________________________________
________________________________________
Phone: ________________________________________
POLICE DEPARTMENT PHONE: ________________________
FIRE DEPARTMENT PHONE: ___________________________
POISON CONTROL PHONE: ___________________________
DEPARTMENT OF SOCIAL SERVICES PHONE: _____________
________________________________________
HOTLINES: _______________________________________
_________________________________________
___________________________________
118
notes
NOTES
i
FiveKeyElementsforPositiveYouthDevelopment: BGCA worked with
the nationally recognized Search Institute to review relevant research
and study highly effective Clubs. Through Club visits and interviews
with managers, program staff, teens and community leaders, the five
key elements that determine the level of impact a Club makes on the
development of young people were identified. High-yield activities: The
research of Dr. Reginald Clark has demonstrated that high-achieving
students spend more time engaged in activities that reinforce the
skills and knowledge they learn in school. “Enhancing the Educational
Achievement of At-Risk Youth,” an evaluation of BGCA’s national
education strategy, Project Learn, confirms the effectiveness of using
such high-yield activities in Boys & Girls Clubs. Targeted programs: BGCA
offers many national programs that are designed to help young people
achieve our priority outcomes of Academic Success, Good Character
and Citizenship, and Healthy Lifestyles. Many of BGCA’s targeted
programs have been evaluated for their effectiveness. See the Proving
Impact section of bgca.net (bgca.net/DemonstratingImpact/Research_
evaluation.aspx) for a complete list of program evaluations. Some of
BGCA’s targeted programs have also been deemed “evidence based” by
the federal government.
ii
“Making Every Day Count: Boys & Girls Clubs’ Role in Promoting Positive
Outcomes for Teens.” Public/Private Ventures, 2009. This national,
longitudinal study links participation in the Club to young people’s
positive and healthy development in our three priority outcome areas.
119
notes
back pocket
program
hints,
too
© 2011 Boys & Girls Clubs of America • 1889-11
National Headquarters
Boys & Girls Clubs of America
1275 Peachtree St. NE
Atlanta, GA 30309
www.bgca.org
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National Headquarters
Boys & Girls Clubs of America
1275 Peachtree St. NE
Atlanta, GA 30309
www.bgca.org
CHIP BOARD