SEL Game Guide 1.11.19
SEL Game Guide 1.11.19
Emotional Learning
Table of Contents
About This Game Guide | 5
Games | 12
Indexes | 211
Indexes
By Social & Emotional Skills | 212
By Grade Level | 215
By Location (Indoor Games) | 219
By Time Available | 220
By Group Size | 222
Games
All Tangled Up 12 Castle Ball 32
Alligator Swamp Trail 13 Cat and Mouse 34
Animal Farm 14 Catch and Drop 36
Animal Tag 16 Chair Game 37
Ants On A Log 17 Charades Relay 38
Arena Flag Tag 18 Circle of Flags 39
Around the World 19 Clap and Move 41
Back-to-Back Get Up 20 Clean Your Room 42
Ball Toss 21 Color Tag 43
Band Aid Tag 23 Colors 44
Bird's Nest 25 Concentration Ball 45
Blob Tag 26 Cone Conquest 46
Bob the Bunny 28 Continuous Relays 47
Bridge Ball 29 Cookie Jar 49
Bubbles 30 Crazy Kickball 50
C'mon In and Sit Down 31 Crooked Circle 52
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Cut the Cake 53 Key Punch 102
Dance Freeze 54 Kickball 103
Detective Frog 55 Knock Down 105
Dog Chases Its Tail 56 Knockout 106
Don't Get Caught with the Cookie 57 Knots On A Rope 108
Dragon Tail 58 Land, Sea, Air 109
Drop the Cookie! 59 Lava Game 111
Elbow Tag 60 Leapfrog 112
Farmers 61 Line of Silence 113
Find a Place 63 Magic Tag 114
Find Somebody Who 64 Maze Tag 116
Flag Fake Out 65 Mountains and Valleys 117
Four Corners 66 Movement Name Game 118
Four Square 68 Multi-Ball 119
Fox and Rabbit 70 My DVD Player 120
Freeze Tag 71 Mystery Creature 121
Frog Catcher 72 Name Touch 122
Fruit Basket 74 Night at the Museum 123
Gaga Ball 75 One Fish, Two Fish, Red Fish,
Giants, Wizards and Elves 76 Blue Fish 124
Going on a Picnic 78 Over Under 126
Grocery Store 79 Pacman Tag 127
Group Count 80 Partner Introductions 128
Grump's Island 81 Partner Tag 129
Heads or Tails 83 Pizza Delivery 130
Helicopter 84 Pony Express 131
Hi, My Name Is 85 Poop Deck 132
Home Run Tag 86 Pulse 133
Hop'n Freeze 87 Push Catch 135
House, Tree, Neighbor 88 Rainbow Racers 137
Hula Ball 89 Rainbow Run 139
Hula Hoop Challenge 91 Red Light, Green Light 141
Hungry Fox 92 Ro-Sham-Bo (Rock, Paper,
I Love My Neighbor 94 Scissors) Relay 142
I See, I See! 95 Ro-Sham-Bo (Rock, Paper,
If You Really Knew Me 96 Scissors) Rockstar 144
Indoor Hopscotch 97 Run If... 145
Invent a Game 98 Running Through the Forest 146
Journey Around the World 99 Sardines 148
Jump the River 100 Secret Agent 149
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Sequence Touch 150
Shadow, Shadow 152 Whistle Mixer 201
Shape Shifter 153 Who Stole the Cookies? 203
Sharks and Minnows 154 Wide Goal Soccer 204
Shipwreck 156 Wink-Ums 206
Simon Says 158 Wolves and Bunnies 207
Sleepy Bunny 159 X-Square 208
Snake 160 Zero, 1, 2, 3 210
Spark 161
Sports Clubs 162
Sprout Ball 163
SPUD 165
Steal the Bacon 166
Superstar 168
Switch 170
Tally Ho! 171
Telephone 172
Tetherball 173
The Maze Game 174
Three Lines Basketball 176
Three Lines Hockey 178
Three Lines Soccer 180
Tomato 182
Tornado 183
Toxic Waste Dump 184
Transformer 185
Triangle Tag 187
Ultimate Ball 188
Ultimate Kickball 189
Under-Over Kickball 191
Up, Down, Stop, Go 192
Volleyball 193
Wall Ball 195
Watch Out! 196
Watch Your Back Tag 197
This work is licensed under the Creative Commons
Weather Vane 198 Attribution-NonCommercial- ShareAlike 4.0 International
License. To view a copy of this license, visit
Where Are You? 200 http://creativecommons.org/licenses/by-nc-sa/4.0/.
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About This Game Guide
At Playworks, we believe play is essential for social and emotional learning (SEL).
Games have always helped children practice the life skills they need to thrive. In this
game guide, the oldest game is more than 2,000 years old. The newest games,
invented at Playworks partner schools, are just a few years young.
The games in this guide can be played anywhere, but we have assembled them with
schools and youth-serving organizations in mind. In these settings, the challenge is not
just to introduce games kids will love, but also to ensure that dozens of children can
share space safely and with respect whether in a classroom, a gym, or outside.
Making playtime run smoothly often starts with game rules that prevent conflict and
unsafe behaviors, without making games any less fun. Shared norms for how to tag
safely, how to resolve small disagreements, and who can join in (everyone) also go a
long way. The games in this guide aim to keep as many kids playing as possible for as
long as possible. We have included some of our go-to facilitation tips below.
These games are indexed by the social and emotional skills they give kids the
opportunity to practice. The skills we chose are informed by both well-known SEL
frameworks and the on-the-ground impact we see at schools around the country.
Want more support for playtime at your school or organization? Let us know!
For more than 20 years, Playworks has helped schools and youth organizations through
on-site staffing, consultative support, staff training, and most recently, online learning.
We are a mission-driven nonprofit committed to the power of play, and we would be
honored to support your team as well.
Play on,
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Reinforcing SEL With Games
Group games and imaginative play help kids learn to manage their own emotions,
collaborate with others, and solve problems. Active play not only gets heart rates up but
can also be the outlet kids need to process stress throughout the day.
For years, Playworks has collaborated with social and emotional learning researchers
and with staff in schools to understand how activities on the playground impact SEL. To
categorize the games in this guide we drew on a number of different SEL frameworks.
Then, we looked at our own strategies to hone in on skills we see consistently
reinforced during play.
POSITIVE RELATIONSHIPS
To establish and maintain healthy and rewarding relationships with diverse individuals
and groups. Includes communicating clearly, listening actively, cooperating, negotiating
conflict constructively and seeking and offering help when needed.
Games that support positive relationships give players opportunities to practice building
social bonds, communicating effectively, group interaction, and using conflict resolution
strategies. Examples include games that use or teach “rock, paper, scissors” for conflict
resolution; cooperative games; or games that involve sharing information about
yourself.
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SOCIAL AWARENESS/EMPATHY
To take the perspective of and empathize with others from diverse backgrounds and to
understand social norms for behavior. Includes the ability to relate to others with
acceptance and understanding. Games that support empathy encourage students to
take the perspective of others or work collaboratively; include and accept everyone,
including peers who are different; or listen actively and pay attention to the behavior of
others.
DECISION MAKING
The ability to make constructive and respectful choices about personal behavior and
social interactions based on consideration of ethical standards, safety concerns, social
norms, the realistic evaluation of consequences of various actions, and the well-being of
self and others. Games that support responsible decision making help players practice
treating each other with respect and ensuring a safe environment for all. These include
games that utilize strategies for safe tagging or that reinforce supportive language like,
“good job, nice try.”
PROBLEM SOLVING
The ability to plan, strategize and implement complex tasks. Includes generating
alternative solutions, anticipating consequences, overcoming roadblocks with ease and
knowing when to ask for help. Games that support problem solving help players practice
how to develop a plan, think strategically, resolve conflicts, or reflect on the result of
their actions. Examples include games that involve trial and error, testing different
approaches to overcome a challenge, and organizing actions over time.
TEAMWORK
The ability to collaborate and coordinate actions with others. Includes building group
cohesion and trust. Games that require players to align their actions with others in a
coordinated effort support teamwork. Examples include core games such as kickball,
basketball, soccer or other games that focus on a common group goal. May also include
successful demonstrations of youth leadership.
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Game Facilitation Tips
Games are a great way to practice positive social and emotional skills, but they can also
be an opportunity to pick up habits that are less than ideal.
In schools or youth organizations, the strategies that adults use to introduce games or
to support students while they play can make a big difference. Below are a few of our
best practices for game facilitation in these settings.
Want more tips? Go to recesslab.org for a free deep dive on these strategies. Staff
trainings and online learning from Playworks can also help your team get on the same
page.
If you have a play space without clearly marked boundaries for games, we’ve found that
small, flexible marker cones can be used to mark corners, places to stand, or even
stand-in as flags in games like Capture the Flag.
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SAFE TAGGING: BUTTERFLY FINGERS
Tag is safer and more fun when kids tag each other safely. One way to reinforce safe
tagging is to teach players to use “Butterfly Fingers” (soft tags like a butterfly landing on
a flower) and that tags only “count” in safe zones (arms, shoulders, and back). Ask a
player to demonstrate butterfly tags when introducing a new tag game.
Tips for While You Play
POSITIVE LANGUAGE: “GOOD JOB, NICE TRY!”
Promote empathy and social awareness in any game by making positive language the
norm. Instead of saying, “You’re out!” kids can say, “Good job, nice try!” and give other
players high fives.
➔ Start with a warning. Check that kids understand the change they need to make.
➔ When a consequence is needed try something active, like telling them to come
back after a certain number of jumping jacks or sprints.
➔ If behavior does not change, tell the player to pick a different game for their break
that day (assuming multiple activities are open to everyone) and tell them why
without judgement.
REFLECTION QUESTIONS
When introducing a new game, consider integrating mid- or post- game questions so
players can reflect on what they practiced or when they might play the game next. Try
these or use your own:
EQUIPMENT
No Equipment Needed TIME
10 minutes
Set Up
No equipment needed.
Before You Start
• Players start by standing in a tight circle—not holding hands.
• The game works best with a group of 12–15.
• Divide large groups into two separate circles, if possible.
• The object is for players to untangle themselves without letting go of any hands. At the
end of the game, players should be standing once again in an open circle, without any
players left in the middle.
How to Play
• Each player grabs the hand of anyone in the circle who is not standing next to them.
• Then players take their other hand and grab the hand of a second person in the circle
who is not standing next to them.
• The object of the game is to get untangled without letting go of each other’s hands.
• Emphasize that getting untangled requires a lot of clear communication and
cooperation.
• Players may readjust their grip to be more comfortable while playing.
Variation(s)
• Add restrictions to the communication methods.
• Make it a timed activity.
EQUIPMENT
Painted line on playground or
TIME
5–10 minutes
jump rope
Set Up
Use existing lines in the yard or use jump ropes to create lines.
How to Play
• Tell students that you are now entering the alligator swamp. To stay safe they must
stay on the line, but if they step off, they could get their foot bitten by an alligator.
• Be dramatic to make it more fun.
• Have the players follow you around the swamp and tell them when you see an alligator
near them!
Variation(s)
Change the swamp into anything you can imagine (shark tank/volcano lava field).
EQUIPMENT
Cones or chalk for boundaries,
TIME
5 minutes
if needed
Set Up
Designate a play area with safe boundaries and room for the group to move. An area
about 20 x 20 feet should be big enough.
How to Play
• The Leader starts the game. by calling out “Animal Farm, go!” or another start phrase.
• Players shut their eyes and keep them shut.
• Players make their animal sounds, and walk slowly around the area, with their hands
up to act as a bumper to find their fellow matching animals.
• Once two animals are together, they stop moving and stay together. They continue to
make their animal sounds, until the rest of their group finds them.
• The game is over when everyone has found their group, or when the first group is
complete and together.
EQUIPMENT
No equipment Needed TIME
5–10 minutes
Set Up
Designate a large play area with clear boundaries and enough room for players to run
around safely.
How to Play
• The object of the game is to turn everyone into the same animal.
• Once the game begins, all players should be making animals noises and trying to
safely tag players who are a different animal.
• Once a player is tagged, they become the animal of the tagger.
• The game continues until all players are the same animal.
Variation(s)
• Create more animal groups
• Choose 1-3 players that cannot be changed from their original animal (to keep the
game going continuously)
• For players with hearing impairments, you could have players do animal movements
with the verbal cues.
EQUIPMENT
No Equipment Needed TIME
10–15 minutes
Set Up
Identify a line on the ground to play on.
How to Play
• Once everyone on the line is in a specific order, the object of the game is to get the
whole group to switch positions on the line without falling off the line.
• The order of the players should remain exactly how it was before, only in reverse:
left-to-right, 1–5 becomes left-to-right, 5–1.
• Players talk through the problem and make a plan.
• Encourage players to then act out the plan, one student at a time.
Variation(s)
• Split the players into two groups, with each group standing on a line facing the other
group. The object is to have the two groups switch places while staying in the same
order.
• Vary the width of the line with a wider line being easier or vary the distance of the
playing area from the ground to add a challenge.
EQUIPMENT
Flags, jerseys or bandanas TIME
10–20 minutes
Set Up
• Set-up an appropriate boundary.
• Flags for each player.
How to Play
• Everyone is "it" and moves within the boundaries trying to grab each others flags.
• If a player grabs a flag, they must place it on the ground.
• Once a flag is on the ground, it is considered off limits.
• When a player loses her or his flag, they must get down on the ground (sitting or
kneeling).
• In order to get back off the ground, a player who is kneeling may grab another player's
flag and place the flag in their own pocket.
Variation(s)
• Double Flag Tag which uses two flags per player. Both flags must be pulled before the
player goes down to the ground.
• Team Flag tag with teams of same colored flags working together. Depending on
supplies, there can be many different teams.
• Teammates can pick up a flag and give it to a player who has taken a knee.
EQUIPMENT
Basketball, Cones or Chalk TIME
5–15 minutes
Set Up
Place cones or chalk marks around the perimeter of the basketball key.
How to Play
• Line players up behind first cone/chalk mark.
• The first player shoots from the first spot. If they make the basket, they advance and
shoot from the next spot. The same player continues around the markers until a basket
is missed.
• After the the first player misses, they rebound the ball and pass it to the next player in
line.
• On each player's second, third, etc. turn, that player returns to the last place they
attempted a basket and continues as before from that spot.
• A player is finished when they have successfully made baskets all the way around the
court.
Variation(s)
• Once a player makes it all the way around, they may begin again from the first spot.
• Once a player makes it all the way around, they have to go backwards around the
circuit.
• Player can take a second "chance" shot if they miss the first shot. If they miss the
"chance" shot they go back to the first marker and start over.
EQUIPMENT
No Equipment Needed TIME
5–10 minutes
Set Up
Designate an appropriate space for the group to move comfortably.
How to Play
• Have partners cooperatively press their backs together and then have them try to sit
down slowly, without the use of their hands.
• Once pairs sit down, have them try to stand back up while still pressing their backs
together and moving their feet close to their bottoms.
Variation(s)
Increase the size of the group working together.
EQUIPMENT
1+ balls TIME
10 minutes
Set Up
Gather 1 or more standard size playground balls.
How to Play
• The leader begins by passing the ball to anyone while saying the person’s name out
loud. It is important for the leader to remember who got the ball first.
• Each player chooses someone else to pass the ball to. They pass the ball, while
saying the catcher’s name out loud and sit down once they have tossed the ball, to
make sure nobody gets it twice.
• Players keep passing the ball around the circle, and calling out the name of the
catcher, until everyone has received the ball one time. It is important for players to
remember who they passed to.
• When the last person gets the ball, they pass it back to you.
• Now without the ball, walk around the circle—following the ball’s path--and have the
players name who they passed the ball to.
• Once players feel confident that they remember who they passed to, try passing the
ball again in the same order and see how fast they can go.
Mid-Game Questions
• Any ideas how we could get the ball to everyone faster?
• What do you think about adding a second ball?
• Should we time ourselves and then try to beat our time?
Closing Questions
• What do you think this game teaches?
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• Is it fun?
• Can you think of anything that would make this game better?
Variation(s)
Catch and Throw Style, K-2 The leader passes the ball to each player in the circle.
When the player catches it, everyone in the class calls out the catcher’s name. Toss the
ball in consecutive order around the circle until everyone has a turn.
EQUIPMENT
Cones or chalk, to create
TIME
5
boundaries
Set Up
• Designate a clear playing area.
• Designate a Hospital outside of the play area.
How to Play
• Everyone is "it."
• If a player is tagged, they must take one hand and put it either directly on the spot
where they were tagged or across their body on their opposite shoulder. That hand is a
band aid.
• They can continue to run around trying to tag others and avoid being tagged, but they
must keep their band aid on. Now they only have one free hand for tagging.
• If they are tagged again, they must take the other hand and place it on the second
spot where they were tagged. They can still run around avoiding tags with both band
aids on but cannot tag others.
• If they are tagged a third time, the player has to go to the hospital and do ten jumping
jacks to get back in the game. The player has now healed and can again use both
hands for tagging.
EQUIPMENT
5 hula hoops, bean bags TIME
10 minutes
Set Up
• Arrange five hula hoops (birds' nests) about 25 feet apart in a square, with one hoop in
the center.
• Place the beanbags (the eggs) in the center hoop.
How to Play
• Each team’s goal is to get six bean bags in their hoops.
• When told to start, the first person on each team runs to the center to grab one bean
bag.
• Player returns to their line and places it in their hula hoop. Then the next player goes.
• Players keep taking bean bags from the center hoop until empty, at which point
players can take bean bags from each other’s hula hoops. Players cannot defend their
own hula hoop.
• The round ends when one team has six bean bags.
Variation(s)
• Allow one player to defend their hula hoop by tagging opponents. Once tagged, the
player must return to his or her line and the next player may go.
EQUIPMENT
Cones, if needed for
TIME
10–15 minutes
boundaries
Set Up
Establish game boundaries.
How to Play
• When play begins, The Blob moves together, keeping elbows linked, and tries to tag
the rest of the players.
• When someone is tagged, they link elbows with the tagger, becoming part of The Blob.
• When a fourth player is tagged, The Blob can then separate into two separate Blobs.
• Every time a Blob becomes four players it can split. Two players detach creating
separate Blobs.
• Play continues until all of the players become part of Blobs.
• If a player runs out of bounds while trying to avoid The Blob, they must then connect
with the nearest Blob and continue to play.
• The last two players left outside of The Blob become the first Blob for the next round.
Variation(s)
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• If everyone is playing safely, the 'The Blob' can stay connected and continue to grow
bigger and bigger until all the players are tagged. Challenge the group to stay together
when they move.
• If linking elbows is too challenging, consider linking hands.
EQUIPMENT
Small object or ball, preferably
TIME
5–10 minutes
a toy bunny
How to Play
• The player in the middle is trying to guess who on the outside of the circle is holding
the bunny.
• To begin, the player in the middle closes their eyes while the group begins chanting in
rhythm, “Bob the Bunny, Bob, Bob, the bunny!”
• As the players are chanting, start passing the bunny around the circle, keeping the
bunny behind everyone's backs.
• Once the bunny is in motion, the player in the middle opens their eyes. They get 3 tries
to guess who is holding the bunny. The group is still chanting and passing the bunny.
• If the player in the middle guesses correctly they change places with the player caught
holding the bunny.
• If the player in the middle does not guess correctly within 3 tries they become part of
the circle and a new player is chosen to go in the middle.
Variation(s)
• Player in the middle chooses how many times to chant, Bob the Bunny. keeping eyes
closed the whole time.
• Play with multiple bunnies.
EQUIPMENT
a dodgeball TIME
10 minutes
Set Up
• Players stand in a circle, facing in.
• Demonstrate and have players review open-hand hitting of a ball.
• Players adopt the game stance: legs a little more than shoulder-width apart, and the
sides of their feet touching those of the players on each side, creating a "bridge."
• In this foot-to-foot circle, there should be no space between players.
How to Play
• Players hit the ball underhand with the goal of having it go through the legs of another
player, while trying to prevent it from going through their own legs.
• Players may only hit the ball with an open palm. No throwing or catching.
• They may only catch the ball if it is head height. Then they must place the ball on the
ground and hit it back into play.
• If a ball goes outside the circle, the closest player may go and get it.
Variation(s)
• Put a player in the middle of the circle to keep the game moving faster.
• Players turn around and play backwards once the ball goes through their legs.
• Players have to take a hand away once the ball goes through their legs.
• Players get a letter in the word “bridge” when the ball goes through their legs. Once a
player or the group spells bridge, the game restarts or is over.
EQUIPMENT
Beach Ball TIME
10–20 minutes
Set Up
Designate an appropriate area where players can sit. An indoor gym works well if you
are playing with an entire class.
How to Play
• The object of the game is to keep the beach ball up as long as possible by hitting the
ball in the air.
• Players should call the ball by saying, "mine," "I got it," and so on.
• Players can only hit the ball one time in a row.
• Players must maintain one body part on the ground: sitting, kneeling, and sitting back
on heels are all acceptable postures for game play, but players should not stand up.
• Players can use any part of their bodies to hit the ball.
• For a challenge, talk about setting a school record and assign one player to keep time.
Variation(s)
• Add another beach ball.
• For more advanced groups, add challenges such as passing the ball in order around
the room, seeing how many hits they can get in one minute without dropping the ball, or
going out of order. Assign one or two players to sit out and count the hits.
EQUIPMENT
No Equipment Needed TIME
10 minutes
Set Up
None
How to Play
• On the count of three everyone should sit down on the knees of the person behind
them.
• If it is successful, everyone should be sitting comfortably on someone else's knees.
Variation(s)
• For older players, try walking together if the circle is tight. As the challenge gets easier,
add more people to the circle and ask the players if they have any ideas to make it more
difficult.
EQUIPMENT
12 Hula Hoops (6 per castle),
TIME
20 minutes or more
10-12 playground balls
Set Up
• Mark boundaries for play—create a large rectangle with a line down the middle. Use
cones to mark each corner or use existing lines like a basketball court.
• Split the group into two even teams.
• Demonstrate safe throws—underhand and low to the ground.
How to Play
• Use a signal word to begin the game.
• Players throw the dodgeballs to attempt to knock down the other team’s castle.
• Players work quickly to rebuild castles that are knocked down. The other team may not
throw at a castle while it is being rebuilt. Teams may need reminders that the goal is to
rebuild quickly.
• Players may not cross the middle line to retrieve a ball.
• Players should pass the ball to teammates to surprise the defenders and to make sure
everyone gets to throw the ball.
• In defending the castle, players should be alert, on the balls of their feet, and
Variation(s)
• If many hula hoops are available and teams are large, have each team maintain 2 or 3
castles.
• If a lot of space is available, have multiple games going with teams of three-on-three
or four-on-four.
• Let teams earn extra hula hoops to make more castles (video instructions here).
• Add additional balls.
EQUIPMENT
One long jump rope TIME
5–10 minutes
Set Up
Pick a space that will allow a large jump rope to spin safely, room for player to run
around the rope and a nearby line.
How to Play
• Players will travel in a figure eight, jumping into the rope one time, then around the
turner, back into the rope one time and around the other turner.
• The mouse starts the game.
• Once the mouse has jumped out of the rope around the first turner, the cat may jump.
• The object of the game is for the cat to tag the mouse.
• Everybody rotates if:
• If the cat tags the mouse.
• If the mouse misses a jump.
• If the cat misses a jump.
Variation(s)
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• Allow the cat and mouse to run through the rope instead of jumping once.
• Require the cat and mouse to jump two times (or more) before running out of the rope.
EQUIPMENT
Standard playground ball TIME
5+ minutes
Set Up
• Draw a Foursquare court: 10'x10' square, divided evenly into 4 squares of 5'x5'
• Clockwise, label the squares 1, 2, 3, 4.
How to Play
• The game begins when the player in square 1 serves the ball.
• To serve the ball, the player should bounce the ball into another player's square.
• The receiving player must let the ball bounce once before catching it and tossing it into
another player's square.
Play continues until the ball is:
• Bounced out of bounds
• Bounced twice before it is returned
• Is not allowed to bounce
• Bounced on a line
• When a player stops the play, they go to the end of the line and a new player enters
into square 4.
• When a square is left open, the person in the front advances to the next square and
the remaining players close the gap. For example, if square 1 is open the player in
square 2 would move to 1, square 3 would move to 2, etc.
Variation(s)
• Give the players the option to catch the ball or to hit it with flat underhand hits to
another player.
EQUIPMENT
Enough chairs for every player TIME
10–15 minutes
Set Up
Arrange chairs in a circle close together, with no gaps, facing inward.
How to Play
• Every player should start seated in a chair in the circle.
• The leader chooses one player to stand in the middle, so one chair is open.
• The goal of the person in the middle is to sit in the empty chair.
• All seated players must work together to stop the player in the middle from sitting in
the open chair.
• The player next to the empty seat tries to beat the player in the middle to it by shuffling
over, creating a new empty seat. The player next to the newly-opened seat scoots over
too, and so on.
• The game continues until the player in the middle makes it safely to the open seat.
The leader then picks someone new to go into the middle.
Variation(s)
• Instead of chairs, have players stand at cones. This can be played outdoors and in a
larger space.
EQUIPMENT
No Equipment Needed TIME
10–15 minutes
Set Up
• Divide group into 2 or more teams.
• Have everyone spread out so that they cannot overhear the surrounding teams.
How to Play
• This game is a charades race.
• Teams compete against each other to trying to be the first to guess all items on the
list.
• To start, ask one member from each team to come to you. Whisper the first word into
their ear and return them to their group to begin acting it out.
• Once a member of the group guesses the word correctly, someone new from that
team runs to the instructor for the next word. No one can come up twice until everyone
has acted out an item from the list.
• The game is over once a team completes the entire list.
EQUIPMENT
Two soft dodgeballs, 5
flags/jerseys, ruler, twine, and TIME
5–20 minutes
chalk
Set Up
• Make a circle approximately 30 feet across with chalk. Cut a piece of twine 15.5 feet
long. Tie one end to a ruler, and the other end to a large piece of sidewalk chalk. The
tying should take up about 6 inches of the twine, leaving 15 feet for the radius of the
circle. Have a player stand in the middle of the designated space, while you walk out the
full length of twine and draw a circle, keeping the twine taut.
• Draw evenly spaced X's all the way around the circle, one for each player.
How to Play
• Players stand on the X's and tag the players on the inside of the circle by throwing the
dodge balls.
• Each player in the middle holds a flag (use a bandana, cone, jersey, or whatever is
available).
• If a player on the inside is tagged from the waist down, they hand off the flag and trade
places with the player who tagged them.
• Players cannot leave the X to throw or reach in front of another player to retrieve a
ball.
Variation(s)
• Split the class into teams, one team on the inside of the circle. Once a player is hit,
they join the team on the outside of the circle (no one goes into the middle). Once
everyone is on the outside of the circle, teams change sides.
EQUIPMENT
Cones or chalk, if needed for
TIME
5–10 minutes
boundaries
Set Up
Set up a clearly designated rectangular play area with visible boundaries.
How to Play
• Players are listening for the signal of three claps in a row.
• When you clap three times they will run to the other side of the field without touching
anyone else.
• Once the players have done this successfully several times, you repeat the game with
a different method for them to get across the field (e.g. skipping, hopping or leaping).
Variation(s)
• Change the number of claps players are listening for.
• Change the rhythm of the claps so it is harder to hear the number of claps.
EQUIPMENT
• Dodgeballs or volleyballs
• Volleyball net, a line or a TIME
5–10 minutes
barrier as in a row of chairs
Set Up
Separate two sides of a play area with a line or net.
How to Play
• The goal of the game is to remove all the balls from your side of the court while getting
them into the others teams area.
• Once the start word is said, the players throw as many balls as they can over the net
or line into the other teams area.
• Game ends when the facilitator signals for it to stop.
• Reset the balls before the next round.
Variation(s)
• Can be used to teach different types of volleyball hits. Players can only bump, set or
serve the ball over.
• For more of a challenge, a player can toss a teammate a ball who then uses a
volleyball skill to get the ball over the line.
EQUIPMENT
Anything with different colors
(cones, hula hoops, bean bags, TIME
5–10 minutes
paper, etc)
Set Up
• Mark boundaries of a medium size space for all players to run.
• Evenly space the different colored items picked for the game on the outside of the
boundaries.
How to Play
• Everyone moves within the boundaries trying to avoid the taggers.
• Each time the tagger touches a player they must say a color for that player to go to.
• When a player is tagged, that player must run to the color designated by the tagger
and spell the color out loud while doing jumping jacks or designated action before
returning in to the tag area.
Variation(s)
Instead of colors, set up stations with numbers. Stations with X number of bean bags
and players must count the bags while doing jumping jacks.
EQUIPMENT
3–12 objects of different colors,
TIME
5–10 minutes
such as cones
Set Up
Place colored items throughout playing area
How to Play
• Call out a color. Every player must move to the object of that color and place one foot
on the object.
• Be sure that everyone found a cone or object and that there aren't too many players
on one color.
• Give players the chance to name other objects with that color. “The sun is yellow! So
are our pencils!”
• Start all over with a new color.
• Try different ways to get to destinations like walking, skipping, chicken walk or
galloping.
Variation(s)
• Instead of calling out a color, call out an object such as the grass. Players must run to
a cone of that object’s color (green).
• Indoor Modification: Modify movements so that they are safe for the area that you are
using.
EQUIPMENT
Dodgeball TIME
10 minutes
Set Up
Have players form a circle with a little bit of room between each player.
How to Play
• Pick a theme, such as animals.
• One player starts with the ball and says an animal then says the name of someone in
the circle and tosses them the ball.
• That person must say another animal and toss the ball to another person.
• Players may not repeat answers and you only have three seconds to say yours.
• If a players fails to do so, you may have them do jumping jacks or other short activity
of your choice before rejoining the circle.
• Once three people get stuck you switch themes. Some examples of themes include
sports, colors, fruits, singers, games and things to put in a sandwich.
Variation(s)
• For younger players you may go in a circle handing off the ball or you may try rolling it
instead.
EQUIPMENT
different color cones TIME
10–20 minutes
Set Up
Use a rectangular space with a centerline. Set up one zone on opposite sides of the
field, this zone will be where players who get tagged can wait. Place 6 cones of one
color on each side of the field.
How to Play
• Each team is trying to bring the opposing teams’ cones to their side while keeping their
own cones safe on their side.
• You can only carry one cone of a single color at a time (if cones are green and blue, a
player can only carry one green and one blue at a time).
• If tagged while on the opposite side, the player must return the cones in his or her
hands to where they came from and then go to the waiting zone on the opposite side of
the field from their team.
• Players can be released from the waiting zone by being tagged out by a teammate
and get a free walk back to their side.
• The game is over when one team has all of their cones plus the other team’s cones on
their side.
Variation(s)
Tagged players do not have to return the cones, they can leave the cones where they
were tagged.
EQUIPMENT
Cones, Bean Bags or Batons TIME
5–10 minutes
Set Up
• Place each pair of cones approximately 20 feet from each other, adjusting the distance
depending on age and ability.
• Keep two arms length between each set of cones.
• Designate one side of cones to start.
How to Play
• The first team member in the line runs to the other side while holding a bean bag,
baton, or other object.
• The first runner in each line hands off the baton to the first runner in line on the other
side and goes to the end of this line.
• This second team member runs back to the start cone and passes the baton off to the
third team member and goes to the end of the line while the third member continues the
pattern.
• Runners need to wait until it is their turn to go.
• Runners should run in a straight line between their team's cones.
• Team members continue in order until time is called.
Variation(s)
Playworks.org | Page 47
• Have players vary their motion: skip, crab walk, walk backwards.
• Have easy obstacles for the runners, such as placing hula hoops to jump through or
having runners do five jumping jacks before they hand off their baton.
EQUIPMENT
Cones, if needed for
TIME
5–10 minutes
boundaries
Set Up
Set up a rectangular play area with enough space in between for the group to run.
How to Play
• The players ask, “Cookie Monster, Cookie Monster, are you hungry?”
• If the reply is “no,” they must remain in place and ask again until the reply is “yes."
• If the reply is “yes,” they must try to run across the play area without getting tagged by
the Cookie Monster.
• If tagged, players become one of the Cookie Monster's helpers for future rounds.
• Once all players have reached the safety of the other side, the next round begins in
the same way.
Variation(s)
• Pick a couple of players to be the Cookie Monster.
• Modify for older kids who may not relate to cookie monster with “Boogie monster.”
EQUIPMENT
• kickballs, bases or cones, a
basket or hula hoop for balls for
playing TIME
20 minutes
• cones or chalk to mark fiedling
positions
Set Up
• Set up the field with all the balls at pitcher's mound.
• Mark the bases and fielding positions.
How to Play
• Divide the group into kicking and fielding teams and give each player on each team a
number. The numbers denote the kicking order and potentially their positions in the
field.
• Kickers come up one at a time. As leader, you pitch to them. Players kick the ball into
the field and run around the bases continuously for a homerun.
• While one kicker runs, the next kicker comes up to home plate and kicks the next
pitch. Since there are many balls, there can be many runners going around the bases at
the same time.
Variation(s)
• For older players who know the game of kickball, players can stop at any base and
wait for the next kick before continuing to run.
• More than one player can be on a base at a time.
• Players can be tagged between bases and be sent back to the line.
EQUIPMENT
No Equipment Needed TIME
5–10 minutes
Set Up
None.
How to Play
• The players hold hands and when you give the signal, the 1’s lean forward and the 2’s
lean backward.
• The challenge is to keep holding hands while maintaining balance.
• Once the group has managed to balance, bring them back to center and change roles.
• If the group has switched roles successfully, challenge them to do it with their eyes
shut.
• Discuss how trust played a role in the game.
Variation(s)
• Play it in a straight line with the ends standing straight.
• Put bean bags on their heads and challenge the team to not drop the beanbag as they
lean forwards or backwards.
EQUIPMENT
No equipment is needed TIME
5–10 minutes
Set Up
Set up appropriately sized play area.
How to Play
• Two players walk clockwise around the outside of the circle holding hands and decide
where they want to cut the cake. To do so, they use a slicing motion with their joined
arms to gently break the chosen connected hands with their arms.
• The two players whose hands were separated, step out of the circle, reconnect with
each other while letting go of the people on their other sides creating a second pair
outside the circle.
• The new pair runs counter-clockwise around the circle and tries to get back to the
open space before the first pair.
• The first pair back rejoins the circle.
• The second pair back begins a new round and gets to cut the cake. Any tie can be
solved with Rock, Paper, Scissors.
• Continue the game until everyone has had a turn.
Playworks.org | Page 53
Dance Freeze
➔ Supports Self-Management
EQUIPMENT
Audible music that can be
TIME
5+ minutes
paused
Set Up
• Designate an open area free of obstacles.
• Have the radio or music player ready with an appropriate station or music selection
How to Play
• Turn on the music.
• Everyone dances as the music plays.
• When the music stops, each player freezes immediately and holds that position until
the music begins again.
• If a player does not freeze immediately, they must perform an action before returning
to the game. For example: doing 5 jumping jacks, demonstrating a dance move for
everyone, giving 5 teammates High-5s.
Variation(s)
• Players move like an animal and then freeze in an animal pose: move like a tiger, like
a bird, like an elephant, like a monkey, and so on.
• Players with mobility constraints can do a sitting dance freeze by only moving their
upper body. Have the rest of the class do the same by sitting on the ground and playing
a Sitting Dance Freeze.
EQUIPMENT
No equipment needed TIME
5–15 minutes
Set Up
Gather the players into a circle.
How to Play
• The poison dart frog is going to try and put the rest of the frogs to sleep (everyone who
is not a detective or a poison dart frog.)
• This will be done by the poison dart frog sticking their tongue out at players.
When a frog is put to sleep they need to pretend to fall asleep.
• The detective gets three guesses to try and figure out which player is the poison frog.
• The round ends after 3 guesses, all of the frogs are put to sleep or the detective
guesses correctly.
• The former poison dart frog becomes the new detective and the former detective
secretly chooses the new poison dart frog.
EQUIPMENT
One Bandana TIME
5–10 minutes
Set Up
Set up a clearly designated play area.
How to Play
• When the leader tells the players to begin, the front of the line will chase the end of the
line, attempting to grab the bandana.
• Players in the middle can help or hinder the head or tail, depending on their whims, but
should attempt to stay connected at all times. If the line breaks, the players must rejoin
before the front can continue to chase the end.
Variation(s)
• Set up multiple lines of players, creating two dogs that can chase each other’s tails.
EQUIPMENT
10-15 bouncy balls TIME
5–10 minutes
Set Up
A safe area with boundaries.
How to Play
• Taggers are trying to tag all players who have possession of the ball (cookie)
• If you have the ball and get tagged, you must put the cookie back in the jar (a bag
outside the boundary area)
• If you are tagged, you must go to the sideline and cheer on your teammates.
• Players can pass the cookies to each other to avoid getting tagged with the ball.
Variation(s)
• Limit the movement of players who have possession of the ball: Players can only take
X number of steps or players must remain still
• Limit the way in which players can pass the ball: over-hand, under-hand or rolling.
EQUIPMENT
Cones or chalk, if needed for
TIME
10 minutes
boundaries
Set Up
Set up game boundaries.
How to Play
• Only one player, the Dragon, can tag other players.
• When a player is tagged, they become part of the Dragon’s tail by gently placing their
hands on the shoulders of the Dragon or the person at the end of the Dragon Tail and
follow them around the play area.
• The Dragon continues to tag players until everyone is part of the tail.
• It is important to play the first round walking, and work your way up to faster speeds
depending on players’ abilities at playing safely and the space available.
Variation(s)
• Allow the person at the end of the tail to tag players along with the Dragon.
• For advanced groups, let everyone start off as a Dragon. When a Dragon is tagged
they join the tail of the person who tagged them. Keep going until there is only one giant
Dragon.
EQUIPMENT
Cones TIME
5+ minutes
Set Up
Use a large play area with clear boundaries appropriate for the number of players.
How to Play
• Hand out cones to about one-third of the group.
• The players who do not have cones try to tag those who do.
• When a player tags another who is holding a cone, they yell, “Drop the cookie!”
• The player who is tagged must drop it and run away, becoming a tagger.
• The tagger picks up the cone and is now a runner.
Variation(s)
• Exchange the cones for pool noodles. Players then yell, “Drop the Linguine!”
• Have the cones represent another object, such as a ball or pizza.
• Have players yell other’s names, such as, “Hey (name), drop the cookie!” to reinforce
learning names.
EQUIPMENT
No Equipment Needed TIME
10 minutes
Set Up
Designate a playing area large enough to run in.
How to Play
• The player who is It must try to tag the Runner.
• The Runner must find a pair of players and link arms at the elbow with one of them.
• The player on the other side of that pair detaches and is now the new Runner being
chased by the It player.
• The new Runner must then find another pair with whom to attach, in turn detaching
another player.
• If the Runner gets tagged before they can find someone with whom to link elbows, the
Runner then becomes It and chases the other player.
• The Runner must link to another pair within 5 seconds.
Variation(s)
• The leader says “Switch” and the Runner becomes It.
• Let both the runner and the tagger link elbows, so both have a chance to change and
more people get to play.
EQUIPMENT
Cones or Chalk, if needed for
TIME
5–10 minutes
boundaries
Set Up
Designate a large playing area with clear, visible boundaries.
How to Play
• Have the Farmers (taggers) stand in the middle of the tag area.
• The other players line up on one side of the playing area and are each given the role
of one of three animals.
• The Farmers call out an animal and the respective players attempt to run to the other
side of the play area without being tagged.
• If a player gets tagged, they have to sit down. As they're sitting they can try to tag
another player as they run by.
• If a sitting player tags another player with the same animal as them, the tagged player
will sit and the tagging player will rejoin the game.
• The Farmers can also call out, “Barnyard!” for all the animals to run across the play
area.
Variation(s)
• An alternate way to get back in is to take another player's animal. For example, if you
were a horse and you were sitting down and tagged a sheep, you can stand back up,
EQUIPMENT
Cones, for boundaries if
TIME
5+ minutes
needed
Set Up
Set up a clearly designated play area (marked with cones if you are in a large open
space).
How to Play
• Have everyone find a place in the room. This will be their first place.
• Explain to the players they need to memorize where their first place in the room is.
• Players must be at least an arm’s length away from the closest person to them.
• Tell everyone to find a second place in the room; this will be their second place.
Remind them again to remember the first and second places they stood.
• Have everyone stand at their first place.
• On a signal, have players transition to their second place by: jumping, walking, fire
feet, hopping on one foot, karate kid style, walk like giants crushing buildings, penguin
walk, skipping, jumping like a frog or walking backwards.
• You may count down from ten or five seconds depending on the movement style you
chose and the age group (the one foot hop and the penguin walk take longer than just
walking or tip toes.
Variation(s)
•For the younger players two places would be just fine.
• Older players can play this game with up to about 4 or 5 places.
• Have everyone come up with their own ways of traveling from place to place.
EQUIPMENT
No Equipment Needed TIME
10–15 minutes
Set Up
None.
How to Play
• Facilitator tells the players to find somebody who______
• This could be anything that is relatable ("who is wearing blue" or "who has the same
number of siblings as you").
• Players then find one partner with that trait.
• The partners are given a question to ask each other, and both players get to share.
• After they are both done sharing the facilitator calls out a new person to find.
• The facilitator can choose how many times they find new partners.
Variation(s)
• Instead of giving questions for the partners to share, they can be given a small action
to perform, like a secret handshake, fist bump, or high 5.
EQUIPMENT
• Flags
• Cones or chalk, if needed for TIME
5–10 minutes
boundaries
Set Up
• Set up an appropriate, rectangular boundary.
• Distribute flags to each player
How to Play
• Each team sends only one player at a time.
• The object of the game is for the Faker to run to the other side of the
rectangle—crossing the other teams’ line—without getting their flags pulled.
• The Taggers’ team sends the first player out to try and pull the flag from the Faker
before they can reach the other side.
• When the Faker makes it to the other side or is tagged then the next player in each
line goes.
Variation(s)
• Each team sends out two players at a time.
• Modify the required movement: each player has to walk like a chicken, skip or leap.
EQUIPMENT
Cones TIME
5–20 minutes
Set Up
• Create an area with four corners. This can be in a classroom or outside using cones.
• Number the corners 1, 2, 3, and 4.
How to Play
• The object of the game is to last as long as possible by moving quickly and silently.
• The Counter closes their eyes and counts down slowly and loudly from 10 to 0.
• During the count, all players may either stay in their corners or move to a different
corner. The players’ goal is to be silent so as not to be heard by the counter.
• When the Counter gets to 0, all players must be in a corner—frozen.
• Before opening their eyes, the Counter points or calls out the corner of their choice:
"Corner number 2!" The Counter open their eyes to see whether anyone is in the
corner.
• Any players standing in that corner must take a seat out of bounds. And any player
who didn’t make it to a corner must also take a seat out of bounds.
• The Counter starts again.
• Play until there is one player left. That remaining player become the Counter for the
next round.
Mid-Game Questions
• What do you need to do to be successful in this game as a Counter?
• What do you need to do to be successful in this game as a Mover?
Playworks.org | Page 66
Closing Questions
• What do you think this game teaches?
• When would be a good time to play this game?
Variation(s)
• If the counter points or calls out an empty corner, all players who are sitting out may
re-enter the game.
• Put a time limit on for the counter.
• Adjust the movements you want the players to be doing: hopping, tip-toe, skipping,
and so on.
EQUIPMENT
1 rubber playground ball TIME
10 minutes
Set Up
• Draw a Four-Square court: 10-by-10 foot square, divided into 4 smaller squares of
5-by-5 foot each.
• Clockwise, label the squares with chalk: 1, 2, 3, 4.
How to Play
• The game begins when the player in square 1 serves the ball.
• To serve, the player bounces the ball, then hits it underhand into another player's
square.
• The receiver lets the ball bounce once before hitting it into another player's square.
• Play continues until the ball
bounces out of bounds;
bounces twice before it is returned;
is not allowed to bounce;
bounces on a line.
• The player who causes any of these goes to the end of the line, and a new player
enters into square 4.
• When a square is left open, the person in the front advances to the next square, and
the remaining players close the gap. For example, if square 1 is open, the player in
square 2 would move to 1, square 3 moves to 2, and so on. New players always enter
the game in square 4.
EQUIPMENT
Two different colored balls,
TIME
5–10 minutes
bean bags or stuff animals
Set Up
None.
How to Play
• The object of the game is for the fox to catch the rabbit and for the rabbit to escape the
fox.
• Both the fox and the rabbit move by being passed (not thrown) around the circle in any
direction.
• If a player is holding the fox, they should pass the ball to the person next to them,
whoever is closer to the rabbit.
• Those players holding the rabbit should pass in the direction farther away from the fox.
• When the fox catches the rabbit, start a new round.
• If the rabbit does not get caught by the fox after a few minutes, start a countdown from
10 to end the game or start a new round.
Variation(s)
Add an extra fox.
EQUIPMENT
No equipment needed. TIME
5–15 minutes
Set Up
Set up an appropriate boundary.
How to Play
• Taggers job is to try to freeze everyone else by tagging them.
• If a player gets tagged, they need to freeze where they are.
• In order to get unfrozen another player has to come up and double high five the frozen
player.
• When a player is un-freezing another player, they cannot be tagged.
Variation(s)
• In order to unfreeze a player, players crawl through the frozen players legs.
• In order to unfreeze a player, another player has to push down on their arm and flush
them like a toilet, with a flush sound effect.
EQUIPMENT
Hula Hoops and Bean bags TIME
10–15 minutes
Set Up
Small area with clearly marked boundaries.
How to Play
• The objective of this game is to avoid being tagged by the frog catcher.
• The leader starts as the frog catcher, waiting for the frogs to get off their lily pads.
• At your signal, have players hop to gather insects (bean bags) and have them leap
back to their lily pad.
• While players are leaping around to catch insects, pretend to try and catch (tag) them.
• If a frog is tagged, the frog must drop the “insects”, go to the shore banks (on the side
of the playspace) and perform a task (5 jumping jacks, sit-ups, "I'm Awesome" dances
to get back into the game.
• The frogs are safe and cannot be tagged while on their lily pads. However, a frog can
only stay on their lily pads for 5 seconds before the lily pad gets too heavy and starts to
sink.
Variation(s)
Playworks.org | Page 72
• Have players share some of their insects with a sick neighbor frog by taking them to
the other side of the pond (across the room).
• Have multiple frog catchers.
EQUIPMENT
No Equipment Needed TIME
10–15 minutes
Set Up
Designate a large rectangle play area, basketball court size (or larger).
How to Play
• The object is for players to safely cross the court without being tagged.
• The leader will call out any combination of fruit, like "Apples and Bananas!" Each team
must cross if their fruit is called.
• The leader may call out between 1-4 fruits at a time or call out FRUIT BASKET which
means all four groups must cross at the same time.
• If a player is tagged or makes contact with another fruit, they must turn into a Fruit
Tree, meaning they are planted into the ground, not allowed to move, but still able to tag
crossing fruits.
• Stepping outside of the boundaries to avoid a tag automatically makes that player a
Fruit Tree.
• The last 3 player who is not a Fruit Tree or tagger become the next round's taggers.
EQUIPMENT
Dodge balls TIME
5–15 minutes
Set Up
Define an appropriate play space with clear boundaries. You will need enough space for
players to move around trying to hit the ball or avoid a bouncing ball.
How to Play
• The object of the game is to be the last person left in the play area.
• All players start by standing on the boundary of the play area.
• One designated player walks to the center and throws the ball in the air.
• Players count three bounces before they run in and can try to hit the ball with their
paddle hands.
• If a player hits the ball, they cannot touch it again until the ball hits something
else--either another player hits it, the ball tags another player, or the ball touches a wall.
• If a player gets tagged by the ball below the knee, they become a part of the boundary
and help keep the ball in the area.
• The game is over when there is one player left or time runs out.
Variation(s)
• Use multiple balls.
• Put tables/desks on their side and create a hexagon or an octagon.
EQUIPMENT
Cones or chalk, if needed for
TIME
20 minutes or more
boundaries
Set Up
• Define the playing area with cones in a rectangular shape.
• Divide the group into two teams
How to Play
• Each team huddles up on their side and chooses a first and second character.
• Each team moves to the middle line, walking shoulder-to-shoulder.
• Ten the leader calls out, "One, two, three! What's it gonna be?"
• Teams flash their first choice.
• The team that flashes the dominant character chases the other team back line, trying
to tag as many players as possible before they get to their line
• Anyone tagged, becomes part of the opposite team.
• If both teams choose the same first choice, the teams wait for the leader to again call
out the signal, and the teams flash their second choice. If they choose the same second
Playworks.org | Page 76
choice, the teams regroup and pick two new choices.
• Play continues until all players are on the same team.
Variation(s)
• Use three different objects, movements and sounds. Possible options include: Lions,
Tigers, and Bears; or Rock, Paper, and Scissors.
EQUIPMENT
No Equipment Needed TIME
5 minutes
Set Up
Have the whole group sit in circle.
How to Play
• Each person is to bring a food that begins with the first letter of their first name.
• Ask for a volunteer to go first. They are to say their name and what they are bringing to
the picnic.
• The next person re-introduces the name and food of the person who went previously,
then introduces themselves and their food.
• The third person to go introduces the first two people and then themself, and so on
until everyone has gone.
Variation(s)
• Try a different category ("Going to the Zoo" where each person says the name of an
animal they are going to see at the zoo that begins with the same letter as their first
name).
• Some letters may be more challenging and the leader can help out or encourage the
use of middle or last names if needed.
EQUIPMENT
Cones TIME
5+ minutes
Set Up
• Identify a large play area with clear, visible boundaries.
• Set up 3-6 different colored sets of 4 cones, making 3-6 squares.
How to Play
• The leader starts as the Shopper. The Shopper will yell out, “I am going to the store to
buy some… grapes!”.
• Everyone must then run over to the box of purple cones (grapes) without being tagged
by the shopper.
• If they do get tagged, that player becomes a shopper and a tagger as well.
Variation(s)
• Instead of starting everyone in one box and yelling out different fruits, start them out as
workers in the grocery store and the leader as the manager. If you say, "I need the
floors swept", all the players must walk around the play area pretended to sweep the
floors until the leader yells, “The shopper needs grapes!”. Then they need to make it to
the purple cones without being tagged.
EQUIPMENT
No equipment needed TIME
5–10 minutes
Set Up
If playing in a classroom setting, students should close all books and clear their desks.
How to Play
• The group is trying to count to ten (or higher) collectively, but not chorally.
• The leader says 1 to get the game started.
• Any player then can say the next number, and so on, as the whole group makes
progress toward 100.
• If any number is repeated, the group starts back at 1.
• Try to see how long it takes over a couple of days, weeks, or months. Give high fives
around the group when finished.
Variation(s)
• Increase difficulty for older groups by skip-counting to a higher number. Skip-count by
5s, 10s, or 20s. For a greater challenge, skip count by 3s or 7s.
EQUIPMENT
Cones TIME
10+ minutes
Set Up
This game may be played outside or in a gym and most easily played on a basketball
court with end lines and a center circle. If basketball court is unavailable, use cones to
create boundaries.
How to Play
• The players must attempt to go across the ocean, but it is “too far to swim without a
break” so players must stop at the island on their way to the other shoreline.
• The island has a Grump on it who will try and tag the players as they step onto their
island.
• Players must put at least one foot onto the island before they can continue on their
way to the other shoreline.
• If players get tagged, they become Grumps with the initial grump..
• Grumps must keep both feet on the island at all times because "Grumps are too old to
swim."
• If players successfully put one foot on the island and get to the other side, they should
wait there until the next round when they will swim back.
• You may have to start counting down because players will take a long time trying to
get onto the island. If players do not successfully touch Grump's island before the
countdown is complete, they must become Grumps.
EQUIPMENT
A coin TIME
10 minutes
Set Up
Set up an area with two far boundaries and a dividing line directly in the middle.
How to Play
• Divide the group so that everyone has a partner.
• Line all of the players up on the middle line, so that they are back to back with their
partner.
• Designate one side as Heads and the other as Tails.
• Flip a coin, and announce to the players what side came up.
• If it comes up heads, all of the Heads players have to run back to their side before
they are tagged by their “Tails” partner.
• If Tails is called, the reverse happens.
• After each round, reset with partners back in the middle.
Variation(s)
To make the game more difficult, make the players run to the opposite side.
EQUIPMENT
A Long Jump Rope-(10’-15’) TIME
5–10 minutes
Set Up
• Make a boundary in the shape of a large circle, roughly a 20 foot diameter.
• Have players stand on the outside edge of the circle.
How to Play
• Players stand on the outside edge of the circle.
• The leader begins slowly turning the rope around the circle and says “Helicopter,
Helicopter under my shoe, I choose a color and the color is… (insert color).”
• The players with the mentioned color anywhere on their clothes or accessories will
take one step forward and attempt to jump over the rope.
• Play ends when a player stops the rope with his/her feet or ankle.
• The leader begins again with a new color.
Variation(s)
Play with a foam pool noodle.
EQUIPMENT
If playing in a classroom,
TIME
consider moving desks to the
side of the room in order to
5–10 minutes
create a space for this activity.
Set Up
Establish an appropriate boundary.
How to Play
• At the go word, the players face one person near them and act out this scripted
greeting.
• Player 1: Hi! My name is__________
• Player 2: Hi! My name is__________
• Player 1: Nice to meet you ________
• Player 2: Nice to meet you too _________
• Player 1: See you Later!
• Player 2: Bye!
• After the greeting is completed, students find new players to greet, trying to get to as
many as possible.
Variation(s)
• Instead of using English students can greet in any language, like sign language or
Spanish.
• Players can shake hands during the entire interaction.
EQUIPMENT
Cones or chalk, if needed for
TIME
5–15 min
boundaries
Set Up
Set up a Baseball Diamond with cones.
How to Play
• On the go word, the fielders will try to tag the batters inside the boundaries of the 4
bases of the baseball diamond.
• If a hitter is tagged, they need to go to home base and pretend to hit a home run.
• When a hitter hits a home run they jog around the diamond until they get back to home
base. They can now rejoin the tag game as a batter.
• End the round after a set period of time and have the players switch roles between
batters and fielders.
EQUIPMENT
Cones or chalk, if needed for
TIME
5–10 minutes
boundaries
Set Up
Use boundaries to create an appropriate size play area.
How to Play
• Everyone must stay inside the boundaries
• On the 1st signal, the players begin hopping.
• On the 2nd signal, everyone must freeze in a balanced position (on one foot, one foot
and one hand or however they landed).
• Repeat several times, adding new signals and action players must use such as
galloping, skipping or leaping.
Variation(s)
• Play the game while players balance a beanbag on their heads.
EQUIPMENT
No Equipment Needed TIME
10 minutes
Set Up
Form players into a circle.
How to Play
• The leader of the game will stand in the middle of the circle.
• At each round of play, the leader will point toward one player who is in the circle, and
say either “House,” “Tree,” or “Neighbor.”
• If the leader says “House,” the person at whom they are pointing has to crouch down,
and the players on either side of them has to turn toward each other and form a roof
over the house (the middle player) by giving each other a high-ten over the player’s
head.
• If the leader says “Tree,” that player must stand like a tree trunk, straight and with their
arms to their side. The two players on either side then form branches by facing away
from each other and form arches with their arms away from the trunk.
• If the leader says “Neighbor” to a player, that player must cross their arms and hands
in front of their body, reaching out their hands to the players on either side of them. The
players on the sides then quickly shake the middle player’s hands.
• The speed of the game can get faster as it goes on and as players get more familiar.
• If a player makes a mistake, they can do jumping jacks or a short activity of your
choice and get back into the circle, distract or cheer for the remaining players in the
circle, or if it is played as a transitional game, be eliminated and go back to their seats,
get a drink, wash their hands or whatever is next, one by one.
EQUIPMENT
Bouncy Balls and Hula Hoops TIME
5–10 minutes
Set Up
• Set up the three hula hoops to look like Mickey Mouse’s head in the play space.
• Make sure the hula hoops are touching each other.
• Put down cones or a marker to designate the game line where the waiting players will
line up.
How to Play
• The object of the game is to stay in for as long as possible without making a mistake,
as players try to bounce the ball into another person’s hula hoop.
• Each player hits the ball into an opposing player’s hoop, after bouncing it only once in
their hula hoop.
• If the ball lands on a hula hoop, or goes out of bounds before it bounces, the player
returns to the game line for another try.
• If the ball bounces twice in their hula hoop, the player returns to the waiting line.
If a player catches or holds the ball, that player returns to the waiting line.
• If the ball bounces more than once before it is hit into another hula hoop, that player
returns to the game line for another try.
• If the ball is returned before it is allowed to bounce, the player who returned the ball
early needs to return to the game line.
• When a player returns to the game line, the next player in line gets to play.
EQUIPMENT
1-2 Hula Hoops TIME
5–10 minutes
Set Up
• The group forms a circle, holding hands.
• Demonstrate how to get your body through the hula-hoop while staying connected in
the circle, still holding hands.
How to Play
• The object of the game is to get the hula-hoop all the way around the circle without
anyone letting go of their teammates' hands.
• Encourage the group to cheer each other on.
• Once the task is accomplished, have the group discuss successes and challenges and
try again if time permits.
Variation(s)
• Time the group, to see how quickly they can do the activity.
• Play with eyes shut.
• Divide the group in two circles and have them compete.
EQUIPMENT
Chalk, cones TIME
10 – 20
Set Up
Designate a large rectangular play area with clear boundaries and enough room for
children to skip, jog or run. On one end of the rectangle have a line of chalk or cones
that will be the designated safe zone.
How to Play
• The object of the game is to avoid being tagged by the Hungry Fox.
• Players stand shoulder to shoulder on the starting line in the safe zone.
• One player or the leader begins the game in the middle of the boundaries as the
Hungry Fox.
• Players ask, “Hungry Fox, Hungry Fox, what time is it?!”
• Whatever time (from 1 o'clock to 12 o'clock) the Hungry Fox says, is the number of
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steps players take out of the safe zone, towards the fox.
• If the Hungry Fox says “It’s lunchtime” players must run back to their safe zone without
getting tagged.
• Tagged players become one of Hungry Fox’s helpers and tag the other players.
• The last player untagged in the safe zone becomes the Hungry Fox for the next round!
Mid-Game Questions:
• Use this as an opportunity to re-teach safe tagging.
• Where do we tag our classmates?
• How are we tagging our classmates, using what kind of light fingers do we use?
Variation(s)
• Modify movement and speed of play, especially if a large group is playing. Hop like
bunnies, skip, zombie walk, tiptoe etc. Younger players often do better with hops than
steps.
• To increase safety, when the first person is tagged, they become the new Hungry Fox
for the next round.
EQUIPMENT
One less chair, cone or place
marker than the participants TIME
10 minutes
playing
Set Up
Position chairs, cones, or placemarkers to form a circle.
How to Play
• Players stand in a circle where the cone/place marker marks their spot. One player will
not have a cone. That person stands in the center of the circle.
• The player standing in the center begins the game by saying “I love my neighbor
who…” The player completes the sentence with a fact about themselves. For example,
"I love my neighbor who likes to play basketball!"; or "I love my neighbor who has
brothers and sisters!" The sentence can be anything that the player likes, but must be
true for that person.
• Then everyone on the circle who has that in common leaves their spot and runs to any
empty spot that is not right next to them.
• The last player who cannot find an open spot changes places with the person in the
center and begins a new round of the game by saying "I love my neighbor who..."
EQUIPMENT
No Equipment Needed TIME
5 minutes
Set Up
Designate an appropriate play area with clear boundaries.
How to Play
• Players begin walking around in the designated area (make the walk fun; have them
do a cool walk, slow-mo walk, zombie walk).
• When the leader says the words “I See, I See”, the players freeze.
• After the players freeze, they will ask the leader, “What do you see?”
• The leader will then say, “I See ______”.
• Whatever the leader says, the players act it out in the designated area.
• An example dialogue for the game:
• Leader: “I See, I See!!”
• Players: “What do you see?”
• Leader: “I see a superhero flying in the sky!”
• Players then act like superheroes flying in the sky.
• After the players have successfully acted, the leader will then repeat the phrase, “I
See, I See” and the game will continue with new actions.
EQUIPMENT
None TIME
10–15 minutes
Set Up
Arrange chairs so that partners can face each other.
How to Play
• Group players in pairs and designate Player A and Player B.
• Player A silently listens to Player B for one minute (or shorter for younger groups).
• Player B finishes the sentence, “If you really knew me, you would know that…”
• Players may share information about hobbies, favorites, or dislikes.
• Player B repeats this sentence opener, completing it with the new piece of
information they hear each time.
• After a minute, the roles are reversed and Player B listens while Player A shares.
Variation(s)
Other sentence stems can be used for those who might need specific direction: “On
Saturday morning, I like to…”; “The funniest thing that ever happened to me was…”; I
got really embarrassed once when…”; “The biggest holiday for my family is…”.
EQUIPMENT
Construction Paper TIME
10–15 min
Set Up
Using construction paper, cut out shapes (triangles, circles or squares) and draw letters
and/or numbers on them
How to Play
• Have the players begin at one end of the room and see if they can jump from shape to
shape.
• Before the player jumps on the next shape have them identify the letter or number
where they are planning to jump.
EQUIPMENT
A range of sports equipment -
hula hoops, balls, cones, ropes TIME
30
or whatever is available.
Set Up
Divide sports equipment up into piles based on the amount of groups playing.
How to Play
• Players can use all the equipment in their pile to make up their own game.
• They need to establish boundaries, rules, equipment use and any other specific
information for their game. They also need to consider how to stay safe while playing
the game.
• Players choose a name for their game and prepare to teach their game to the other
groups.
• The groups take turns teaching and playing each of their invented games.
Variation(s)
• Change the group size to increase the communication challenge.
• Limit the types of equipment to increase the creativity challenge.
EQUIPMENT
No Equipment Needed TIME
5+ minutes
Set Up
None.
How to Play
• Choose one player to pick the first destination (a city, country, anywhere) and then ask
another player to choose the mode of transportation you will use to get there. The
transportation modes are endless: swimming, flying, floating in a bubble.
• Have all the players act out the mode of transportation in place for a few seconds
before reaching your destination.
• Once you decide you have arrived, ask a few of the players what you can see or do
while there and act those out accordingly. You could see some Pandas in China, go to
the beach in Mexico, run away from cheetahs that are chasing you in Africa or hide from
mummies in the Great Pyramids.
• Make sure every player has an opportunity to provide some input into the journey and
let this be as player-driven as possible.
• Can be as short or as long as you have time for or they remain engaged.
EQUIPMENT
Random object to jump over.
You can use hula hoops or tape TIME
5–10 minutes
lines on the floor.
Set Up
Place an object, or two lines of tape, or jump rope on the ground.
How to Play
• Explain to the players that they are taking a walk in the woods and may need to cross
a stream or river. Players walk throughout the space and when they come to a river
(rope, hoop, or tape line on floor), they need to jump over the river without getting their
feet wet.
• Players work independently from the others in the group during this activity.
• The landing method is important. Players should land on two feet about shoulder width
apart so they have a wide base of support.
• Players should proceed to and jump over the next river. Emphasis should be placed
on landing on both feet at the same time without falling over.
Variation(s)
• Players draw or paint their own rivers on large sheets of butcher roll paper. If you
would like to add a science or art element to the lessons, have them draw fish, trees
and other objects in and alongside their river. Tape player's drawings to the floor and
pretend that the class is going on a trip. When players reach the different rivers
scattered throughout the room they must swing their arms and jump over the river,
landing on the other side without falling over.
EQUIPMENT
25 sequentially numbered
TIME
paper plates (or other number
markers), chalk or tape to mark
10–15 minutes
off the playing area.
Set Up
Make a 4×6 (approx.) rectangle with tape or chalk. Place the 25 numbered plates
randomly inside.
How to Play
• Divide group into teams (groups of 5-7 work best).
• Each group has to touch the plates in order from 1-25 as fast as they can. The coach
will keep track of the total time of each attempt.
• Five second penalties are given each time two people are inside of the rectangle at the
same time and when a plate is touched out of order.
• Have each team set a goal time. Time each attempt, alternating between teams, but
allow time to give each team 2-3 attempts. Allow shorter times to strategize between
each attempt.
• All teammates must be touch plates for the team to earn the points.
EQUIPMENT
Kickball, Bases/Cones TIME
15–20 minutes
Set Up
This game can be played on a regular kickball field or by using four cones for bases in a
large area.
How to Play
• The pitcher controls the play of the game. Play begins when the pitcher rolls the ball to
the kicker. Play stops when the pitcher has the ball.
• The kicker kicks from behind home plate.
• If the ball rolls out of bounds before going past first or third base, it is called a foul ball
and the kicker tries again.
• Kickers must run the bases in order and may stop at any base and wait to run again at
the next kick. There can be only one runner on a base, and they must remain in order.
No runner can pass the person in front of them.
• The kicking team scores when their runner touches all 4 bases, in order, without being
tagged.
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• A runner may advance one base if a fielding player overthrows the ball at a base.
• Teams switch sides after three people are tagged, or nine runs are scored.
• Tags (sometimes called outs) are granted when
the kicker kicks a fly ball, and it is caught before it touches the ground;
Note When a fly ball is in the air, other base runners must remain on their base until
after the ball is caught (called tag-up) before they can advance to the next base;
• the base player has control over the ball and a foot on the base before the
base-runner reaches the base;
• the base-runner is tagged on their body with the ball by a fielder before they arrive
at a base;
• one base-runner passes another;
Note If the base runner must advance because of another runner or kicker behind them,
it is called a force-out and the fielding team only has to tag the base to call an out. If
there is no runner or kicker behind, it is not a force-out and the fielder with the ball must
tag the base-runner;
• Four fouls by an individual kicker equal a tag.
• If a ball is touched by a member of the fielding team before it bounces, it is a fair ball.
• There is no sliding or throwing of the ball at a player.
• Winning team is determined by the number of runs by the end of play.
EQUIPMENT
Dodge Balls and Cones TIME
15–20 minutes
Set Up
• Create a large rectangular playing space with a center line using a painted line, chalk
or half cones.
• About five feet behind two opposite outside boundary lines, place a row of cones
evenly spaced apart.
How to Play
• The object of the game is to knock down all the opponents’ cones before they do the
same to your cones.
• Players may not cross the centerline while throwing or to retrieve a ball.
• Each team is allowed to have one person in front of each cone to protect it.
• They must, however, stay five feet away from the cone.
• If someone accidently knocks over their own cone, it remains down.
• Once all cones are knocked down on one side, the game is over.
Variation(s)
• Vary the game by changing the number of cones and dodgeballs.
• Add traditional dodgeball rules.
EQUIPMENT
2 basketballs, basketball hoop,
TIME
10–15 minutes
cone
Set Up
Place one cone a few feet behind the foul line, facing the basket
How to Play
• Players form one line at the cone.
• The first two players in line start with a ball.
• The object of the game is for the player who gets to the court second, to score before
the player who was already there.
• On the start signal, Player #1 proceeds to the foul line and takes their first shot.
• As soon as Player #1 attempts their first shot, Player #2 can shoot from the foul
line.
• If a player misses their first shot from the foul line, they can rebound and shoot from
anywhere on the court. Players continue to shoot until one of them makes a basket.
• Both players are trying to be the first to make a basket.
• If Player #2 makes a basket before Player #1, Player #1 is "knocked out".
• Both players pass their balls to the front of the line.
• Player #2 returns to the end of the line.
• Player #1 waits until the next game.
• If Player #1 makes a basket before Player #2, Player #2 continues to shoot.
• Player #1, passes the ball to the first person in line and goes to the end of the line.
• The next player, Player #3 shoots from the foul line, now trying to make a shot
before Player #2.
• This rotation continues until there is only one player left.
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• Once a player scores or is knocked out, they pass the ball to the next person in line as
quickly as possible. Passing quickly allows the next shooter the greatest chance of
eliminating another player.
• Players may not touch the other player's ball at any time.
EQUIPMENT
Jump ropes TIME
10–15 minutes
Set Up
Play in an open area.
How to Play
• The object of the game is to get the knots out of the rope, without ever moving or
taking the one hand off of the rope.
• Players cannot switch hands.
Variation(s)
• After a group has succeeded at the activity, give them a time limit, increase the
number of knots, or make the knots more complicated to untangle.
• Blindfold a few members of the group (to enhance verbal communication and
teamwork).
EQUIPMENT
A line or an imaginary line TIME
1–10 minutes
Set Up
Either mark a line on the floor, or just create a space where players can stand with
enough space between them so they don't knock into each other.
How to Play
• The leader calls out commands, such as “land,” “air,” “sea,” in no particular order.
• Players must do what the commands represent.
• When the leader calls “sea,” the players jump over the line into the sea.
• When the leader calls “air,” the players jump straight up and land back in the same
spot (not crossing over into the other area).
• When the leader calls a command that matches the players’ position, the players
remain standing on the ground—doing nothing. Example: Calling out “land” when the
players are all standing on land already.
• The leader’s goal is to confuse the players by mixing up all the commands in any
order the leader chooses.
• When a player makes a mistake, they do a fun task to get back into the game.
Examples: 5 seconds of dancing, telling yourself “I'm awesome” while fist-pumping up in
the air, getting a high-five from the leader, or anything else you want. Be creative!
Mid-Game Questions
• What do you need to do to last as long as possible in this game?
Closing Questions
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• What kind of skills are we practicing in this game?
• When would be a good time to play this game and why?
Variation(s)
• The leader speeds up the command delivery.
• The group plays until there is one player left, then the last one standing becomes the
leader of the next round.
• The leader can make up a variety of commands, based on the age and ability of the
players. Examples:
Bridge—one foot in the land, and one foot in the sea
Tornado—spin in a circle one time
Swimmer—jump into the sea and do a swimmer’s crawl arm movement
Farmer—jump onto land pretend to hoe
Bird—jump into air with arms outstretched like a bird
• The leader could use this game as a transition for moving students into the next
classroom activity: The players who make a wrong movement are then last to get a
drink, get a snack, start homework, and so on.
EQUIPMENT
Hula Hoops TIME
10–15 minutes
Set Up
Lay hula hoops in a line (either in a row or zigzag).
How to Play
• Create a scenario. Tell the players that they are in a volcano and the only way to get
out before it erupts is hopping on the stones (the hula hoops).
• One at a time, each players should run, hop, or jump through the hula hoops.
• Once a player has made it across safely have them line up at the end.
• If a player misses a hula hoop they go back to the end of the line a wait to try again.
• Game finishes once all players have made across the lava safely.
Variation(s)
• For older groups, have players go 2 or more at a time.
• Lay out the hula hoops further apart once players understand the game, making it
more difficult to cross the lava.
• When a player misses a hoop, they can only use 1 leg. If they miss again a hula hoop
is removed and they can use both legs again.
EQUIPMENT
No Equipment Needed TIME
5–10 minutes
Set Up
Create a start and finish line (if applicable).
How to Play
• The players are now frogs trying to cross a pond with their fellow frogs.
• To stay on the lily pads, they must hop in a straight line, one over the other.
• The frog at the back of the line will go first.
• They will hop over the frogs in front of them (who are crouched down to make it easier
for the jumping frog) until they reach the front, where they will stop.
• After the leaping frog has made it to the front of the line and is crouched down, the
next frog at the back of the line will begin to jump forward.
• Frogs jump to a finish line, or you can set a number of times each frog must jump.
EQUIPMENT
No equipment needed TIME
1–10 minutes
Set Up
All players stand and move toward the area where they will form a line during the game.
How to Play
• Verbally instruct players to silently line up in a particular order. Examples include:
according to height (tallest to shortest); date of birth (from January 1 to December 31);
t-shirt color (darkest to lightest); hair, eye, or shoe color (rainbow order); most to least
siblings, or any other category that fits your age group.
• Players line up in silence, communicating nonverbally with the other players.
• Play as many rounds as you like.
Mid-Game Questions
• What do you need to do to be successful?
• What is the best way to communicate with each other without talking?
• How else can we line up?
Closing Questions
• What do you think this game teaches?
• When would be a good time to play this game?
• What was challenging about that?
EQUIPMENT
Cones, and 2-3 pinnies, or 2-3
TIME
10 – 20 minutes
plain t-shirts
Set Up
• Designate a large play area with clear boundaries so players can run.
• Optional Give pinnies, or plain t-shirts, to the players who will be the magicians—the
taggers.
How to Play
• The object of the game is to not get tagged by the magicians, who are turning
everyone into magic wands.
• Magicians use butterfly tags. If a player gets tagged, they turn into a magic wand and
freeze.
• Players stay frozen until two players join hands in a circle around the player and say
“Abracadabra!”
• If players are not tagged, they're avoiding the magicians and undoing the spell for the
magic wands.
• Rotate the magicians so that everyone has a chance to be the magician.
Mid-Game Questions
• How can the magicians work together?
• What can the players do to be successful in this game?
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Closing Questions
• How does this promote teamwork?
• How does this promote inclusion?
Variation(s)
• Change the speed for players. For example, they can skip, hop, heel-toe walk, speed
walk, sticky walk, and so on.
EQUIPMENT
Enough cones for all but 2
TIME
10–15 minutes
players
Set Up
Set up all the cones in a grid formation, in a square or rectangle with cones an equal
distance away from each other.
How to Play
• Have all players other than the tagger and runner stand by a cone in the maze.
• On the leader’s signal, the tagger starts trying to tag the runner.
• To become part of the maze and avoid being tagged, the runner taps the shoulder of a
player in the maze, and takes their place by the cone.
• That player now becomes the runner, until they tap another player's shoulder.
• If a player gets tagged before getting into the maze, they are now the tagger.
Variation(s)
• If the group is more advanced, eliminate the cones and have players hold their space
in the maze without a visual aid.
• When the leader calls “Switch”, the runner and tagger change rolls; the tagger
becomes the runner and the runner is now the tagger.
EQUIPMENT
20-30 Cones TIME
5–10 minutes
Set Up
Place cones randomly inside the boundaries of the game. Some cones should be right
side up. Some cones should be upside down, or on their side.
How to Play
• Divide players into two teams, the Mountains and the Valleys.
• The Mountain Team turns cones into mountains by turning them right side up.
• The Valley Team turns cones into valleys by turning them upside down.
• Cones must be moved gently with hands only. Feet should never touch the cones.
• Play continues for about one minute, and then the leader blows their whistle.
• Count how many cones are Mountains and how many are Valleys.
• After a few rounds, teams switch roles.
Variation(s)
• When playing inside, have players place the cones on top of desks, chairs and tables.
EQUIPMENT
No Equipment Needed TIME
5+ minutes
Set Up
Have the whole group stand in a circle.
How to Play
• The first player begins the circle rotation by loudly saying their name while at the same
time doing a movement.
• The whole group repeats back the name and movement.
• The next player says their name and does a movement of their own.
• Again whole group repeats back their name and movement.
• This call and response continues around the circle until everyone has gotten a turn.
Variation(s)
• When playing inside, place the cones on top of desks, chairs, and tables.
EQUIPMENT
Kickball, Football, Frisbee
TIME
(and/or other random
equipment), cones or bases and
20 minutes
field positions
Set Up
• On a traditional kickball field, place a kickball, football, and frisbee at home-base.
• Mark the outfield with cones or chalk enough for for half of the group.
How to Play
• Kickers come up to home plate one at a time.
• Kickers kick the kickball, punt the football and throw the frisbee into the field.
• The kicker then runs around the bases continuously, more than once around if able.
• The fielders retrieve the pieces of equipment, pass them infield and return them to the
Pitcher's mound.
• The runner gets a point for their team for each base that they tag before all items are
returned.
Variation(s)
• Add more equipment choices.
EQUIPMENT
Cones or chalk, if needed for
TIME
10 minutes
boundaries
Set Up
Use boundaries to create an appropriate size play area.
How to Play
• The goal is to make it all the way across the rectangle to the finish line.
• Players must react to the commands called.
• When a player makes a mistake they do 10 jumping jacks or another short activity in
order to re-enter the game.
• The person calling the game may call any command found on a remote control.
• Play: Players begin walking towards finish line.
• Fast Forward: Players run to finish line.
• Rewind: Players move backwards.
• Pause: Players freeze.
• Slow Motion: Players move super slowly.
• Power off: Players crouch down like an egg.
• Power on: Players stand up.
Variation(s)
• For younger grades start with just two or three commands and add new ones as they
master the original commands.
• Players who make a mistake remain in the game but must go back to the starting line.
EQUIPMENT
Small pieces of paper for each
player (post-its work great), pen TIME
5–15 minutes
or pencil and tape.
Set Up
Write the names of several different animals on the small sheets of paper.
How to Play
• Stick an animal to the forehead of one player, not allowing them to see what’s written.
• The player then asks yes or no questions to try and guess the animal that’s been
assigned, such as “Am I big?”, “Do I have scales?”, “Am I a mammal?“
• This player continues until they answer correctly, then pick a new person to go.
Variation(s)
• Play in small groups or pairs.
• The opposite way. One person gets to look at the card, while everyone else asks yes
or no questions, trying to determine what’s on the card.
• Write cards with a different theme, such as Presidents of the United States or sports.
EQUIPMENT
No equipment needed TIME
10 minutes
Set Up
None.
How to Play
• The leader begins the game by loudly saying another player's name in the circle, that
player is now "it".
• The player in the middle tries to tag the person who is "it."
• The player who is "it" can say another player's name before they are tagged. The
middle person needs to then try to tag the newest "it" player. The "it" player can
continue to change until someone who is "it" eventually gets tagged.
• When a player get tagged before they can say a name, they will switch places with the
person in the middle of the circle.
• The player who just came out of the middle will start the next round by saying the first
name.
Variation(s)
• Players in the circle close their eyes while the round is being played.
EQUIPMENT
Cones TIME
10–15 minutes
Set Up
Clear the play space of obstacles and mark clear boundaries.
How to Play
• The object of the game is to move without letting the night guard see you. On the start
word, everyone becomes a statue and can’t let the night guard catch them moving.
• The night guard will move slowly around the room, pointing their flashlight at the
statues. If the night guard shines the flashlight on a player and that player moves or
laughs, they become a night guard.
• If playing this indoors/in a classroom, encourage players to be sneaky when they're
moving around. You do not want the night guard to hear you moving!
Variation(s)
• For older players, this game can be combined with other games, such as silent ball, for
an added challenge.
EQUIPMENT
Small object like a stuffed
TIME
10–15 minutes
animal fish
Set Up
Visible starting line
How to Play
• The object of the game is for the players to work as a team to get the object back to
the starting line without the leader guessing who has it.
• The leader stands behind the object facing the players.
• The leader turns with their back to the players and says, "One Fish, Two Fish, Red
Fish, Blue Fish."
• Players move while the leader is saying the phrase.
• When the leader finishes "…Blue Fish," the leader turns around and all the players
freeze.
• If anyone is still moving when the leader turns around, the whole group must go back
to the starting line.
• If no players are caught moving, the leader turns around again and says "One Fish,
Two Fish, Red Fish, Blue Fish", and the players can move closer to the object.
• Once the players get close enough for one of them to take the object, all players
pretend they have it, with their hands behind their backs.
• Players still may only move during the phrase—now going backwards—but once the
object has been taken, the leader takes 3 guesses during each freeze, trying to find out
who has it.
• If the leader guesses correctly, the object is returned, and the players start over back
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at the starting line.
• If the leader guesses incorrectly, they turn around, say the phrase, and the players
keep moving toward the finish line.
• This play rotation continues until either the object holder is correctly identified, or the
group gets the object back to the safety line and a new round begins.
Variation(s)
• Set a minimum number of players who must touch the object before it crosses the line.
• Require that all students touch the object at least once before it crosses the line.
• Increase the distance between the object and the starting line.
EQUIPMENT
One ball per team (teams of
TIME
10
8-10 players)
Set Up
Designate a start and finish line.
How to Play
• The object of the game is for the group to pass back the ball either over their head or
under their legs, alternating methods with each person.
• When the last person in line gets the ball, they go to the front of the line and starts
passing the ball back again.
• The line should be moving forward with each person going to the front of the line.
• Play until the players reach a finishing point or until a specific number of turns.
Variation(s)
• Have players shut their eyes while they are passing and receiving.
• Play with a basketball where the players must take a shot at a basket before returning
to the front of the line.
• Add dribbling challenges such as left or right hand only or pivoting before passing.
• Play with a soccer ball with similar challenges.
• Vary the way players move from the back to the front of the line.
EQUIPMENT
No equipment needed TIME
10+ minutes
Set Up
None.
How to Play
• Depending on group size, pick one or two players to be your Pacman taggers.
• The object is to avoid being tagged by a Pacman.
• All players are ONLY allowed to move by walking/running on the lines of the court.
• When tagged, the player must sit down on the line and become a roadblock. Runners
are not allowed to pass a roadblock, but a Pacman can pass.
• Players cannot jump from one line to another line.
• The game continues until there is only one or two players left, or until all others have
been tagged.
Variation(s)
• Modify how they can move along the lines, such as tip toeing.
• Allow players sitting to be additional sitting taggers and switch places with a running
player if they tag them while sitting.
• Have tagged people become taggers and play until everyone is a Pacman.
• Add additional Pacman people to make the game more difficult.
EQUIPMENT
No Equipment Needed TIME
5 minutes
Set Up
None.
How to Play
• Group players into pairs and let them decide who is A and B.
• Side A silently listens to side B for one minute (or shorter for younger groups) while
side B introduces themself, sharing anything they want to share about themself.
• Reverse roles so side A has introduced themself to side B.
• Gather the whole group in a circle.
• Everyone takes a turn introducing their partner, by name, to the group, sharing the
information they have just collected about their partner.
• If needed, give players suggestions about what types of things to share about
themselves: likes, dislikes, siblings, favorites, activities or talents.
Variation(s)
Run it like an interview session and give teams sheets of paper with different questions
to ask each other.
EQUIPMENT
Cones or chalk, if needed for
TIME
10 minutes
boundaries
Set Up
Set up an appropriate boundary.
How to Play
• Everyone is "it."
• When a player gets tagged by someone, they take a knee.
• To get back into the game, the player's partner must come and unfreeze them by
giving them a high-5.
• The goal of this game is to keep you and your partner in the game as long as possible.
• If too many people a kneeling, the leader stops the round and restarts with new
partners.
Variation(s)
• Instead of partners, have groups of 3 or 4 on a team.
EQUIPMENT
Bean Bags TIME
10–15 minutes
Set Up
Designate a starting line and a delivery spot.
How to Play
• The object is to deliver all the bean bags (pizzas) to the delivery spot.
• One player begins as the “pizza,” by standing in the middle of the hula hoop with a
bean bag.
• The other players begin as runners and hold onto the outside of the hula hoop.
• The team runs the pizza to the delivery spot and places the bean bag on the ground
before going back to the starting line.
• Once they return from the first trip, the team switches the player that is the pizza, and
makes another delivery run.
• This continues until all players have had a chance to be the pizza or until all the bean
bags have been delivered.
Variation(s)
• Have players speed-walk backwards.
• Make the pizza player balance the bean bag on their head during any forward
movement.
• Have the pizza player blindfolded so that the runners have to communicate to the
pizza where they should be going.
EQUIPMENT
Boundary Markings. TIME
5–15 minutes
Set Up
Set up an appropriately sized boundary with 4 corners.
How to Play
• The first person in line from each team will take off running clockwise around the outer
edge of the boundary when the start word is given.
• If one player catches up with the other, they can tag the runner.
• If a player tags someone, the round resets and both runners go to the end of their lines
and a new player steps up and waits for the start word.
• When a team member makes it all the way back to their team without being tagged,
they high five the next person in line and the new player begins to run.
Variation(s)
• Give the teams different methods of running (like a chicken, like a ninja, like a horse,
backwards).
EQUIPMENT
Chalk TIME
5–10 minutes
Set Up
• Create a large rectangle split into 3 equal sections using chalk or cones.
• Designate or label the sections: Poop Deck, Quarter Deck and Main Deck.
How to Play
• Players line up with their toes behind the sideline.
• The Caller stands at the end-line and shouts either "Poop Deck!" "Quarter Deck!" or
"Main Deck!"
• All players run to the called area.
• The last player to cross over the line sings the Awesome Song and gets back into the
game.
• The Caller judges whether a player did not make it.
Variation(s)
• The last player to cross over the line becomes a Caller’s assistant, calling together
until the next round.
• The last player in becomes the new Caller for the next round before rejoining the other
players.
• Create new commands, incorporating other skills like walking, skipping, hopping.
EQUIPMENT
Coin (for heads and tails),
TIME
5–15 minutes
bean bag or small ball
Set Up
Place a beanbag or small object on top of a chair.
How to Play
• The objective is for a team to grab the small object before the other does by passing
the squeeze "current" down one person at a time.
• The leader will flips a coin. If the coin lands tails, no reaction should occur and after a
few seconds the judge should flip the coin again. In the event a team grabs the ball on a
tails coin flip, that team will have a point subtracted from their total.
• If the coin lands heads, the players at the front of the line may start the current by
gently squeezing the hand of the person next to them. The squeeze should get passed
down the line to the final person. This final person opens their eyes and attempts to
grab the ball. The team who grabs the ball first gets a point.
• After the round, the person at the front of the line will move to the end of the line and
everyone will move one spot up. Everyone should have an opportunity to be the grabber
as well as the initiator, depending on group size.
• Play a few rounds or until time is up.
EQUIPMENT
1 ball (playground or
TIME
5–10 minutes
basketball)
Set Up
Have players stand in a circle.
How to Play
• The player standing in the middle of the circle begins with the ball as the thrower.
• Explain that the thrower in the middle will go around the circle tossing the ball to each
person saying “Push” or “Catch.”
• If the thrower says “Push,” the person receiving the ball needs to catch it. The player
then tosses it back to the thrower in the middle.
• If the thrower says “Catch,” the person receiving the ball needs to push it back to the
thrower.
• If they do the opposite motion of the word, they remain in the game. If they do same
motion as the word, they sit down until the next round.
• Example: If the thrower says "push" and the receiving player catches it, they remain in
the game. If the thrower says "push" and the receiving player pushes it, they must sit
down.
• Play continues until only one player is remaining.
EQUIPMENT TIME
Rounds are ~30 seconds
Six balls and six cones in the
colors of the rainbow.
long. Play as many rounds
as you like!
Set Up
Set up the cones and balls together in rainbow order.
How to Play
• The first person in each line picks up the ball of their color.
When the leader blows their whistle, the players throw their balls as far as possible
away from the cones and lines.
Each player must then retrieve a ball of a different color, return it to the line of that new
color and go the the end of that line.
• For example, the first player in the purple line throws the ball as far as they can
while the players of the other colors do the same. The purple player retrieves the green
ball (blue, yellow, orange, and red are also options), returns it to the first person in the
green line and then goes to the end of the green line.
• The next round starts when the leader signals again.
Variation(s)
Recess Racers Relay Race:
• For this variation, six cones of each color are needed.
• Players are now on teams and instead of remaining in the new line when returning
balls to the line of the corresponding color, a player who retrieves a ball of a different
color collects a cone of that color and brings it back to their own team. For example, the
EQUIPMENT
Hula Hoops TIME
10 minutes
Set Up
Designate a large playing area with clear, visible boundaries.
Set up hula hoops in random arrangement around playing area. Do not place hula
hoops directly together.
How to Play
• The players will form a line at a designated starting point.
• One player is chosen to be Simon. Simon is in charge of determining the pattern the
runners will run by calling out colors in an order of their choosing
• For example, Simon can call “red, green and blue!” and the runner would have to
run to those color hoops in that order.
• Colors may be repeated. Simon can call “yellow, green, blue, yellow” or “green,
blue, green, red."
• The length of the pattern can be changed at any point by the leader. This means you
can start the game with a three color pattern and increase it to five.
• Runners run one at a time.
• After the runner completes the pattern, they become the new Simon, while the
previous Simon joins the runner line.
Variation(s)
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• Add a time limit for the players to finish the pattern in.
• For older players, you can add in multiple hoops of the same color, and they have to
figure out the fastest way to complete a given pattern.
• Keep adding colors to the pattern and see how long a pattern the group can complete
in the allotted time.
• Small groups of runners can run the course at the same time.
EQUIPMENT
Chalk, if needed for lines TIME
10 minutes
Set Up
Clearly define the playing area with a designated starting line and finish line.
How to Play
• Play begins with everyone on the starting line.
• The object of the game is to reach the finish line first and become the next leader.
• The leader calls out either “Red light!” or “Green light!”
• Players move quickly to make up as much ground toward the leader as possible,
before the leader calls out “Red light!”
• When the leader calls “Red light!”, they turn around to try to catch players moving.
• Start a new round when the first player crosses the finish line.
Variation(s)
• Introduce new colored lights, with variations in movement towards the finish line: run
on green; walk heel-to-toe for yellow light; hop, skip, tip-toe, or gallop for purple light.
• Instead of a physical finish line, players try to pass the leader. For an extra challenge,
the leader can move up to 3 times, taking up to 3 big steps each time they move.
• For players with hearing impairments, the leaders can turn around facing away from
the group for red light and turn around to face the group for green light.
EQUIPMENT
Cones, or other markers TIME
10
Set Up
• Set out a semi-circle (U-shaped) path using cones or other markers.
• You can also use half of a basketball court.
How to Play
• The object of the game is for a player to make it to the start of the other team’s line
and earn a point for their team.
• The game begins on a signal from the leader.
• The first players in each line begin walking on the path towards each other.
• When the first two players from opposite teams meet each other on the path, they play
a round of Rock, Paper, Scissors. If players tie, they do it again, until one of them wins.
• The winner continues walking in the same direction, while the other player goes to the
back of their line, and the next person on that side starts walking on the path.
• Again, when the players meet on the line, they challenge each other with Rock, Paper,
Scissors, until one player wins.
• The game continues, teams earning a point each time a player makes it all the way
around the path to the other team’s side.
Variation(s)
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• Give players a different way to walk (heel-toe, tiptoes, and so on).
• Give players a theme and have them call out something from that theme as they meet
on the path. For example, each side has to yell out the name of a fruit or a vegetable, or
a state and capitol before they Rock, Paper, Scissors. This variation is great for
teachers who want to reinforce class learning in an active way.
EQUIPMENT
No equipment needed TIME
5–10 minutes
Set Up
Define the boundaries of the play space.
How to Play
• Divide players into pairs.
• Players introduce themselves to each other.
• Partners play a round of Rock, Paper, Scissors (or enough rounds to break a tie).
• The unsuccessful partner becomes the winner’s fan.
• The fan follows the winning partner, cheering and supporting the partner.
• The winner moves on to play another winning player, with the fans behind the winners,
cheering them on.
• Each round, the winner advances to play again, collecting fans.
• The game continues until the last round of two players, each with a group of fans.
• The winner of this last round is the Ro-Sham-Bo Rockstar.
EQUIPMENT
Cones or Chalk, if needed for
TIME
5 minutes
boundaries
Set Up
Designate a large play area with clear, visible boundaries.
How to Play
• The leader calls out, “Run if…" followed by an identifier like “you have on shoes with
laces.”
• All players for whom this is true will run to the other line and wait there.
• Continue to call out identifiers. “Run if you have Velcro shoes!", “Run if you have on
sandals!" Calling out until all players have run to the other line.
• Turn-around and continue game with new identifiers back to the first line.
Notes: Be aware of what identifiers you use. Be inclusive. Avoid identifiers based on
race, class, religion and gender. Easy identifiers include: food likes and dislikes,
hobbies, favorite colors, what players are wearing, movies seen or birthday months.
Variation(s)
• Instead of having players run, give different movements such as hop, skip or walk like
a chicken.
• When indoors, have players run, walk, hop, dance or be a chicken in place.
EQUIPMENT
No Equipment Needed TIME
5+ minutes
Set Up
None.
How to Play
• Tell the players to imagine that they are in a forest.
• Explain that the group is going to be explorers going on a walk through the forest using
their imaginations.
• Have all the players walk in place while you describe the trip the group is taking
through the woods. Occasionally have the players duck under branches and jump over
fallen trees.
• Slowly begin to speed up the pace for the players. Maybe you hear something coming
and you speed up so it doesn't catch the group. Soon the group is jogging in place
instead of walking.
• Suddenly yell that there is a bear or some kind of predator chasing them and speed
the jog to a run.
• Add in the branches and the fallen trees so that the players are warming up their other
muscles as well by jumping and ducking.
• After the players are winded, slow them down again.
• Next you can pretend to swim across a river or climb tree or a cliff.
• Any other variation that requires movement at different speeds and loosens the body
is great.
• The activity can carry on for however long and however silly as necessary.
EQUIPMENT
No Equipment Needed TIME
10 minutes
Set Up
Designate a large playing area that has places to hide.
How to Play
• One player goes off to hide.
• The rest of the group counts (the leader can decide to what number to count). They
then split up and go looking for the player who is hiding.
• When a player finds the hidden player, they join the hidden player in the same hiding
place.
• The game is over once everyone is crammed in the same hiding place.
• The first player to find the hidden player becomes the hider in the next round.
Variation(s)
Where Did it Go Style:
• One player is designated as "it" and hides away from the group.
• The rest of the players stay at the designated “base” and sing, “Tell me where to go,
tell me where to go…” for 30 seconds.
• The players then search for the hidden player.
• Whoever finds the hidden player yells, “It went over here!” All players must run back
to base before being tagged by the hidden player.
• Whoever found the hidden player becomes the next "it."
• Whoever was tagged performs a specific action before returning to base for the next
round (as in spinning around 5 times, 5 push ups, 10 jumping jacks).
EQUIPMENT
A cone TIME
5–10 minutes
Set Up
Designate a large playing area with clear, visible boundaries.
How to Play
• Designate one player as the secret agent. They should start standing 50 feet or more
away from the other players, The Spies.
• The Secret Agent has their back towards the Spies.
• Behind the Secret Agent is a cone.
• To start each round, the Secret Agent yells, “access agent” and the Spies advance
toward the Secret Agent’s cone to try to capture it.
• At any moment the Secret Agent can turn around and shout, “Abort!” at which point the
Spies must freeze.
• Any Spy caught moving must sit down where they are and wait till the next round.
• The first Spy to reach the Secret Agent cone becomes Secret Agent in the next round.
Variation(s)
• Instead of sitting when caught, spies go back to the start line and continue playing.
• Use hand signals instead of words, to keep the noise down.
• If there are too many players for the room, divide into groups. Use multiple rounds.
• Indoors: Adjust how the players move; skip, hop, backwards, or heel-to-toe.
EQUIPMENT
Optional cones, chalk, line TIME
1 – 5 minutes
Set Up
Create a home base using cones, chalk or an imaginary space where players will
always start and finish each task.
How to Play
• The object of the game is for players to remember and tag all of the objects that are
listed as quickly as they can and return to the designated area (home base).
• When the leader says the start word, everyone must go tag the objects before
returning to the same spot within 10 seconds. Objects will be based upon whatever is
available in the location.
• Helpful Tip Have players repeat the instructions back to you before you say the start
word.
Variation(s)
• Use as a Transition Activity: chose a style of moving appropriate for your space
(walking, tiptoeing) and change the final destination (“your desk with your math book
out”).
EQUIPMENT
No Equipment Needed TIME
5–10 minutes
Set Up
None.
How to Play
• The leader picks any movement they would like to do, their shadow has to follow
exactly what they do.
• When the facilitator says switch, the leader becomes the shadow and the shadow
becomes the leader.
• Each pair is moving around the playing area simultaneously.
EQUIPMENT
No Equipment Needed TIME
5 minutes
Set Up
Identify a space with safe boundaries that fits the entire group while standing in a circle.
The group to morph into different shapes throughout game.
How to Play
• The leader will identify a shape and the group will create that shape within a set time
frame.
• Players stand straight-up, side-by-side to form the shape.
• After each round, make sure the shape has the right amount of sides and the angles
are approximately accurate.
• Repeat and form different shapes.
Variation(s)
• Players form the shape without speaking.
• Players skip, hop, or move like their favorite animal while forming the shape.
• Younger players may find it easier to hold hands in order to stay in a group.
EQUIPMENT
Cones or chalk for boundaries TIME
10 – 20 minutes
Set Up
Set up a clearly designated rectangular play area with visible boundaries. The play area
is divided into a large, central area with safe zones on either side.
How to Play
• Depending on your group size, pick a few players to be sharks and everyone else to
be minnows.
• The sharks stand in the middle of the play area and say “Fishy, fishy, come out and
play.” Minnows begin slowly walking towards the sharks, with a goal of getting past
them to the safe zone.
• At any time, sharks can call out “Shark attack!” and run to tag the minnows using
butterfly tags.
• Minnows who make it to the safe zone wait until sharks say the start signal words
again. Then minnows begin to walk slowly to the opposite safe zone again.
• When minnows get tagged, they become a shark and help tag the rest of the minnows.
• The last few minnows become the sharks in the next game.
Variation(s)
• Minnows who get tagged by the shark turn into seaweed. Seaweed plant their feet to
the ground and can try to tag minnows who come too close. This is a great way to keep
a large group engaged.
• Change your speed limits and have players skip, speed walk, walk heel-to-toe, and so
EQUIPMENT
Cones or chalk, if needed for
TIME
5+ minutes
boundaries
Set Up
• Designate an appropriate play area with clear boundaries: outside, in a gym, or in a
classroom.
How to Play
• The captain calls out commands, and the crew must obey or be thrown in the brig.
• Roll call: The crew lines up at the midline of the playing area, feet together, toes
on the line, salute and say "Aye-aye, Captain!" The crew holds the salute until the
captain salutes and says "At ease."
• Crow's nest: Players act as if they're climbing up a ladder to the crow's nest, at the
top of the main mast, to lookout.
• Swab the deck: Players act like they're mopping the deck while chanting, "Swab,
swab, swab the deck!"
• Shark attack: The Captain becomes a shark and tries to tag the crew. Those
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tagged go to the brig.
• Break time: Active crew members run to the brig and tag as many people as
possible. Those who are tagged come back in and play. Make sure everyone gets let
out of the brig during break time.
• Sailor overboard: Crew members get into groups of three. Two crew grab hands
forming a life raft and the third gets into the middle while acting like they're using a
spyglass to find the sailor in the water.
• Drop anchor: Crew lies on their backs with legs up and acts like an anchor.
• Pirate Crew: closes one eye, puts up a hook finger, hobbles around like they have
a peg leg and say "Aaargh!".
• Row to shore: Crew makes lines of 4. Players act as if they are rowing, while
singing "Row, Row, Row Your Boat."
• Chow time: Five crew members make a small circle. All of them bend slightly
toward the center, then mime eating handfuls of food while saying, "Um num num num
num!!!"
• Players will inevitably be without a group on different rounds. You can either send
them to the brig to perform a designated exercise (jumping jacks, push ups, star jumps),
have them become swimmers who swim around the room until they hear the next
direction, or wait until break time when another player will rescue them with a high-five.
Variation(s)
• Create and add new rules, especially ones that require players to form groups of 2, 3,
4, 5 and more!
• For newer players, pick two or three rules on which to focus.
EQUIPMENT
No Equipment Needed TIME
5+ minutes
Set Up
Gather your group.
How to Play
• Players will stand on lines or in a circle near Simon.
• Simon will say to do an action like "Simon says touch your head."
• All the players must do the action if it is preceded by "Simon Says".
• If the action is not preceded by "Simon says" then the players should not do the action.
• If a player does the wrong action or does an action when Simon did not say, "Simon
says," then they need to step back and do a short activity to get back into the game.
• Short activities could include jumping jacks, I'm Awesome dances or 3 high fives.
Variation(s)
• Instead of doing a short activity to get back in the game, they can sit down, and the
last person standing is the next Simon.
• Simon can touch different parts of their body than they say.
• "Simon says touch your ears!" but Simon actually touches their nose trying to trick
the players into touching their noses.
EQUIPMENT
No Equipment Needed TIME
5–10 min
Set Up
Set up an appropriate boundary.
How to Play
• The facilitator gives the group an animal to become.
• When the facilitator says, "Wake up sleepy _______ !", the players all get up and start
acting like the animal.
• When the facilitator says, "Sleepy _______!", the players all pretend to go to sleep.
• The facilitator after a few seconds will tell them to wake up as a different animal.
Variation(s)
Have them wake up as something other than animals.
EQUIPMENT
Several Jump Ropes TIME
5 –10 minutes
Set Up
None.
How to Play
• Divide players into small groups
• Give each group a rope, have two players be the turners. Everyone else will be
jumpers
• The two turners will kneel or sit on the ground and move the jump rope back and forth
on the ground
• The challenge is to try and jump over the rope with our touching it
• After you have jumped, take the rope from the turners - so everyone gets a chance to
jump
Variation(s)
• Start off slow, once players understand the concepts the turners can start moving the
rope faster.
EQUIPMENT
one disc cone or similar object
TIME
10–20 minutes
for every two players
Set Up
Designate an open space, indoors or outdoors.
How to Play
• When the adult gives the start word, each pair creates a rhythm clap without talking.
• Give the pairs of players about a minute to find a rhythm and practice their claps.
• When the adult says “Spark!,” the players stop clapping and try to be the first person to
touch with one hand the cone that's in between them and their partner (if both players
touch the cone at the same time, they can Rock, Paper, Scissors).
• The player who touches the cone first picks up the cone.
• The player who are holding cones walk around the space to find new partners who are
not holding cones (partners who are not holding cones can stay where they are).
• The cone is placed on the floor/ground between the new partners, and the adult gives
the start word for a new round.
• The new partners invent their own patterned clap.
• Game continues until each player has had at least a few different invent-a-clap
partners.
Variation(s)
• Play music: when the music starts, the players start clapping. When the music stops,
players stop clapping and reach for their cones.
EQUIPMENT
No Equipment Needed TIME
5 minutes
Set Up
None.
How to Play
• Call out a game and model the action, all players will “play” that game by acting it out.
• Give signal to freeze.
• Repeat with different games.
Variation(s)
• Think of sports/games they'll be playing on the playground, or of sports/games they
have recently learned. This is a great opportunity to remind them of games they can
play at recess!
EQUIPMENT
Soft playground balls TIME
5–15 minutes
Set Up
Set up an appropriate boundary for the play area.
How to Play
• The players start at the edges of the boundaries in their own space.
• The object of the game is to be the last player standing.
• The ball is thrown into the air and bounces three times. On the third bounce the
players can leave their spot and try to pick up the ball.
• Once a player grabs the ball, they can only take 3 steps and can only hold onto the
ball for 5 seconds.
• The player with the ball throws at any player, trying to tag them from the waist down.
• If the other player is tagged, they become a “seed” by crouching down or taking a
knee. Students with limited mobility can put hands on knees or use another adaptation.
• If the player is not tagged but catches the ball, the player who threw the ball becomes
a seed instead.
• Seeds should point at the player who tagged them and keep an eye on them.
• Seeds can “sprout” up and keep playing when the person who tagged them is tagged.
• The game is over when all of the players have been tagged by the same player, or
time runs out.
Variation(s)
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• Use multiple balls. Or, play “Sprout Tag” without any balls.
• Once a player has been tagged and is sitting down, if a ball comes close enough to
grab they can try to free themselves by throwing the ball at standing players.
EQUIPMENT
Dodge Ball TIME
5–15 minutes
Set Up
Set clear and appropriate boundaries.
How to Play
• The game starts with all of the players circled up around the ball.
• The facilitator calls out a number as they throw the ball in the air.
• The player whose number is called needs to catch/get the ball.
• Everyone else whose number is not called runs away from the ball.
• When the ball is caught, the player yells, "SPUD!" and everyone else freezes.
• The player with the ball can take 3 steps towards any of the frozen players and
attempt to tag them with the ball from the waist down.
• If a player gets tagged, they need to step out and do the "I'm awesome" dance and
then step back in.
• After the ball is thrown, the facilitator chooses a new number and starts over.
Variation(s)
• When a player gets tagged they take a knee until the player that tagged them gets
tagged.
• Instead of numbers use the players names which is easier for younger players.
• Give the players equations where the answer equals their number; players use math
to figure out who catches the ball.
EQUIPMENT
Bean bags TIME
10–15 minutes
Set Up
• Designate a play area with clear boundaries and a goal line for each team.
• Play area can be indoors or outdoors such as a basketball court, field, or other large
rectangular area.
How to Play
• Divide participants into 2–4 teams, depending on group size.
• Give each player a number, say 1-5; assign the same numbers, 1-5, to the other team.
• Place the bacon (bean bag or other small item) in the middle of the playing area.
• The leader calls out a number, and each player with that number runs to pick up the
bacon.
• The player who gets the bacon first, runs back to their goal line, while the opposing
player tries to tag them before they bring home the bacon.
• The round ends once a player with the bacon is tagged or reaches the goal line.
• At the end of the round, each player gives the other player a high five and returns back
to their teams.
Variation(s)
• Use addition/subtraction, multiplication/division to call out the numbers, such as the
players with the number that is equal to two plus three.
EQUIPMENT
None TIME
10–15
Set Up
None.
How to Play
• Each group will have 1-2 minutes to find out how many things they have in common
that:
• They didn’t already know, and
• Are not visible
• When the time is up have players get into a circle, standing next to their partner.
• One by one, each pair will share one thing they have in common.
• After sharing their commonality, if others in the group also share that commonality they
all will put their hands in the air, lunge forward, and yell “SUPERSTAR!”
• The next pair then shares their commonality and the process continues until all pairs
have shared.
Variation(s)
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• Have players switch partners and do a round where they have to find out what they
have in common around a specific topic (sports, school and so on).
• Have players do a round where they can’t speak and can only act out ideas.
EQUIPMENT
5 Cones TIME
10 minutes
Set Up
Create a square with four cones on each corner and one in the middle of the square.
You can also use a foursquare court, pointing out the four corners and the center
intersection.
How to Play
• Players line up close to the playing area.
• The first five players in line each stand at a cone (at each corner and in the middle).
• Play begins when the player in the middle yells "Switch."
• All five players, including the player in the middle, walk quickly to find a new corner
cone to occupy. Players may not stay at their cone or return to the same cone.
• If two players come to a cone at the same time, they use Rock, Paper, Scissors to
determine who will stay at the cone.
• If a player does not get to a corner cone, they return to the game line.
• The next player in the line goes to the middle cone and begins the next round.
Variation(s)
• Add cones—say halfway between the corners—to make a bigger play area for more
than five players.
• Use four different color hula hoops. Have the player in the middle call out a color, the
caller runs to that color hula hoop. All other players have to switch hula hoops but
cannot run to the color that was called out.
• Have players pick a different way to move each round (tip toes, bunny hop, etc).
EQUIPMENT
No Equipment Needed TIME
10–15 minutes
Set Up
None.
How to Play
• Each group creates a line, standing shoulder to shoulder. Players need to remember
the order of their line.
• Each line becomes a side of the boat, making a square.
• The leader stands in the middle of the boat.
• The line that the leader is facing becomes the front of the boat The line behind the
leader becomes the back. The same goes for the right and left sides.
• These designations stay permanent throughout the game.
• Once the boat is formed the leader can turn to their right or left.
• The groups reform their lines and the boat based on the leader's new orientation.
• Once groups reassemble players grab hands, lift them in the air, and yell “Tally Ho!”
• The leader changes orientation again, and the sides of the boat must realign.
Variation(s)
• Players close their eyes and the leader moves completely out of the boat to other
spots in the playing area. Players then open their eyes and reconfigure to their original
positions based on the leader's new orientation.
• The leader can roll up one sleeve to help younger players differentiate between right
and left sides.
EQUIPMENT
No Equipment Needed TIME
5–15 min
Set Up
None.
How to Play
• Choose a player to come up with an appropriate message.
• That player will whisper the message to player on their right.
• The message will be whispered from player to player around the circle.
• The message cannot be repeated. Pass on what you've heard.
• The last player to receive the message will relay the message that they heard to the
first player.
• Choose a new player to create a message and play again.
Variation(s)
• Have last player write the message on whiteboard.
• Instead of a message it can be a phrase or list of items.
EQUIPMENT
Tetherball TIME
5–15 minutes
Set Up
• Secure tetherball on the pole.
• Mark line up, serve and receiving areas.
How to Play
• The server starts by hitting the ball in the direction of their choice.
• The ball must be hit by receiving player before server can hit the ball again.
• The player needs to go back into the line for another turn if:
• the player touches or grabs rope at any time,
• the player catches the ball or throws it,
• the player enters opposing player's area.
• or the rope becomes wrapped tightly around pole by opposing player.
Variation(s)
• Team Tetherball: Play with two people on each side.
EQUIPMENT
Hula hoops, tape, or chalk TIME
10+ minutes
Set Up
• Create a 5x5 (or larger) grid for the maze with designated start and end spots. On a
small piece of paper, create a map of the correct path the group must travel that only
the leader will be able to see.
How to Play
• As a group, their goal is to find the secret path and get everyone from the start point to
end.
• Players take turns in line order and they each get a chance to guess where the path is.
• When it is their turn, a player will step into the maze at the start and begin to choose
an adjacent square - either forward, to the side or diagonal to their current position.
• The player may look to their classmates for help.
• The others may signal silently, such as: signal yes by giving a thumbs up, signal
maybe by giving thumbs in the middle, and signal no by giving a thumbs down.
• If the square the player entered is on the path, let them know by saying “Yes.” If it is a
square that is not on the path, tell them “No.”
• Players continue their turn if they are correct.
• Once they step into an incorrect square, the player returns to the end of the line and it
is the next player’s turn.
• Once they have uncovered the secret path each person needs to go through from start
to end, while everyone continues to remain silent.
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Variation(s)
• Squares can be repeated in the course of the path.
• Let players make up their own silent signals instead of using the thumb method.
• Challenge players by not letting them use facial expressions or signals.
EQUIPMENT
Basketball, cones for lines TIME
10–15 minutes
Set Up
Place three cones on the centerline of a basketball court.
How to Play
• Players stand in three single-file lines, one behind each cone.
• The first player in each line steps onto the court to form a team of three (starting as
defense).
• The second player in each line steps onto the other side of the court to form another
team of three (starting as offense).
• The two teams play a round of half-court basketball, each trying to score a basket
before the other team.
• When a point is scored, the scoring team stays on the court as the defenders and the
next three in line step on the court as a team. This oncoming team plays offense.
• The team that did not score returns to the end of the lines.
• If a point is not scored after a set time, players waiting in line count down from ten.
• If neither team has scored a point by the end of the countdown, both teams leave the
court and join their respective lines; two new teams step onto the court.
• If a team wins three times in a row, they earn three claps and return to the end of the
line.
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Variation(s)
• Players cannot dribble. In order to move the ball, they must pass.
• When players on defense rebound the ball, they must pass it one time before they can
shoot the ball.
• Each player on a team must touch the ball a certain number of times before a team
can shoot.
EQUIPMENT
• 6 Hockey Sticks
• Tennis or Wiffle ball TIME
15–20 minutes
• Cones or Chalk for boundaries
Set Up
• Place three cones along one sideline of the play area
• Mark boundaries and create goals with cones on either end.
How to Play
• Have everyone stand in three single-file lines behind the 3 cones.
• The first player in each line steps onto the field to form a team of three.
• The second player in each line steps onto the other side of the field to form another
team of three.
• One player from each team will Rock, Paper, Scissors to determine who starts with the
ball.
• The two teams will play a round of hockey, trying to shoot the ball into the opposing
team's goal.
• When a point is scored, the scoring team stays on the field and the next three in line
step on the field as a team. This oncoming team gets possession of the ball.
• The team that did not score returns to the end of the lines.
• If a point is not scored after a set time, have players waiting in line count down from
ten.
• If neither team has scored by the end of the countdown, both teams leave the field and
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rejoin the lines. Two new teams step onto the field and Rock, Paper, Scissors for
possession.
• If a team wins three times in a row they have earned three claps and return to the end
of the line.
• Encourage the other players in line awaiting their turn to cheer on the playing teams.
Variation(s)
Alternative to the countdown from ten: players waiting in line can begin a countdown
from 60 at the start of the round.
EQUIPMENT
Soccer Ball, cones for
TIME
15–20 minutes
boundaries and goals
Set Up
• Place three cones along one sideline of a field.
• Create soccer goals with cones on either end of the field or play area.
• It is helpful to use different colored cones for the different purposes.
How to Play
• Have everyone stand in three single-file lines, one behind each sideline cone.
• The first player in each line steps onto the field to form a team of three.
• The second player in each line steps onto the other side of the field to form another
team of three.
• One player from each team plays a game of Rock, Paper, Scissors to determine who
will kick off.
• The two teams play a round of soccer, trying to shoot the ball into the opposing team's
goal.
• When a point is scored, the scoring team stays on the field and the non-scoring team
returns to the end of the lines.
• The next three in line step on the field as a team. This oncoming team gets to kick off.
• If a point is not scored after a set time, have players waiting in line count down from
ten.
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• If neither team has scored by the end of the countdown, both teams leave the field and
join their respective lines.
• Two new teams step onto the field, and Rock, Paper, Scissors to decide who will kick
off.
• If a team wins three times in a row, they have earned three claps and return to the end
of the lines.
• Other players in line cheer on their teammates while waiting to play.
Variation(s)
• Players must pass the ball to every teammate before they score.
• Play with just one goal.
• Alternative to the countdown from 10: players waiting in line can begin a countdown
from 60 right after kickoff (to encourage a self-managed game).
EQUIPMENT
No equipment needed TIME
10–15 minutes
Set Up
None.
How to Play
• One player begins as the Answerer.
• Everyone in the circle takes turns asking appropriate questions. The Answerer must
answer every question with the word “tomato.”
• If the Answerer laughs or says something other than “tomato,” the player asking the
question becomes the new Answerer.
Variation(s)
Change the word.
EQUIPMENT
ball TIME
5–10 minutes
Set Up
Players make one big circle.
How to Play
• A single player begins in the middle of the circle as the Tornado.
• Players passes the ball around the circle while the Tornado in the middle spins around
10 times.
• When the Tornado stops, whoever has the ball becomes the next Tornado.
Variation(s)
• Allow players to alter the direction of the ball
• Have more than one ball going at the same time.
• Alter the number of spins.
EQUIPMENT
cardboard, jump rope, paper,
TIME
carpet squares or anything that
players can easily stand on and
10 minutes or more
carry
Set Up
• A clearly marked start and finish line.
• All materials set out and ready for use.
How to Play
• The object of the game is to get all players from one side of the playing area to the
other side without touching the floor.
• Players can only be in the toxic sludge if they are standing on an item provided.
• If players step off and into the sludge, they must return to the other side of town.
• If an item is placed into the toxic sludge without being constantly touched by a player,
it is lost and the whole team must return back to the other side of town.
Variation(s)
• Everyone works together to race against a clock.
• Split the group into teams and see which team can complete the task first.
• Choose the amount of items based on the experience level of the group.
• Players figure out their plan before they start then remain silent during the game.
• Randomly blindfold or silence a few members of the group.
EQUIPMENT
No equipment needed TIME
10–15 minutes
Set Up
For younger ages, it's helpful to have the different stages of transformation posted.
How to Play
• Everyone starts as an egg.
• The leader uses start signal and the game begins.
• Players pair up and play Rock, Paper, Scissors.
• The person who is more successful will transform into the next step, the person who is
less successful stays in their same form.
• Players continue to pair up and play Rock, Paper, Scissors but only with someone who
is in the same form as them.
• When a player transforms into a superhero they can fly around the play space and
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play anyone they want.
• Game ends when time is up or when everyone is a superhero.
Mid-Game Questions
• Does everyone know what an egg transforms into?
• Who can a superhero play against?
Closing Questions
• Can we use Rock, Paper, Scissors to help us solve problems? How so?
Variation(s)
• Players who lose Rock, Paper, Scissors go down a stage in their transformation. For
example, a dinosaur who loses transforms into a chicken. This increases the length of
the game.
EQUIPMENT
none TIME
5
Set Up
Designate a clear playing area.
How to Play
• The player outside the circle is the Tagger, trying to tag the Runner.
• The other two players holding hands in the triangle will help to protect the designated
Runner by moving in different directions.
• The tagger cannot go inside, over or under the triangle and cannot lean on the arms of
the players holding hands.
• Once the Tagger has tagged the Runner or time runs out, the positions change.
• Keep an eye on the play and make sure groups are changing positions.
EQUIPMENT
One playground ball TIME
10–15 minutes
Set Up
Set up a large rectangle boundary, like a basketball court or small soccer field.
How to Play
• Players work together to score a goal by getting the ball past the baseline on the
opposite side of the court.
• Teams play Rock, Paper, Scissors to see who starts with the ball.
• Play begins on the baseline. The team on offense throws the ball down court to other
players on their team.
• The person with the ball cannot move with the ball. They can pivot or pass the ball.
• The defense tries to block passes, and if the ball is blocked, intercepted, or touches
the ground, the play of the game is switched and the other team now is trying to get the
ball to their goal.
• If the ball crosses the baseline, game play stops and a new round begins.
EQUIPMENT
Kickball, Bases/Cones TIME
15–20 minutes
Set Up
• This game can be played on a regular kickball field or by using four cones for bases in
a large area.
• Bases should be large enough to fit multiple players.
How to Play
• Divide the group into two teams, a kicking team and a fielding team.
• The pitcher controls play of the game. Play begins when the ball is rolled to the kicker,
and play stops when the pitcher has the ball.
• The pitcher will roll the ball to home base and the kicker.
• The kicker will kick the ball and run the bases in order. One point is scored for each
runner that rounds all bases and reaches home base safely.
• There are no foul balls.
• Players can kick the ball backwards only if there is a backstop or wall behind home
plate.
• There can be more than one runner on a base at any time.
• Runners may choose to stay on one base if it is unsafe to run.
• Runners can pass each other at any time.
• Runners must return to the previous base if the pitcher has the ball before they are
halfway to the next base.
• Runners cannot continue running the bases and should return to thir team
• if their fly ball is caught before it bounces or
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• if they are tagged while not on a base.
• Teams switch after everyone on kicking team has kicked once.
Variation(s)
Notes: This version of kickball works well because it allows the advanced players to run
fast through the bases and it allows beginners to take their time and learn the game.
EQUIPMENT
Bases, Playground Ball TIME
15–30 minutes
Set Up
Set up bases like a traditional kickball field.
How to Play
• When the ball is pitched, the first player kicks the ball and runs the bases.
• The runner goes continuously, trying to get around the bases as many times as
possible.
• The team in the field retrieves the ball. Once a fielder gains possession of the ball, the
team quickly lines up single file behind the player with the ball
• The ball is then handed over the player's head to the next player in line (over).
• The second player hands the ball through their legs (under) to the next person in
line, who follows the pattern and hands the ball over their head (over).
• The players pass the ball over and under until the last person in line has
possession of the ball and yells, "Stop!"
• The Runner then freezes where they are at and announces how many bases they
have tagged.
• Have everyone on the kicking team kick then the teams switch roles.
EQUIPMENT
No equipment needed TIME
5–10 minutes
Set Up
None.
How to Play
• Call out the commands Up, Down, Stop, or Go one at a time.
• For the first few minutes, watch the group and stop when players do the wrong
movement. Prompt them to complete the designated task (high five) before continuing
play.
• Once well into the game, call out the commands but don’t stop for those who make a
mistake. They should just quickly do the task and get back in the game.
Variation(s)
Have Players do the opposite of the words: On "Up," players squat down. On "down,"
players stand up.
EQUIPMENT
Volleyball, Volleyball Net TIME
15–20 minutes
Set Up
• A standard volleyball court is 60' x 30', divided by a net standing 8' high and has lines
(or cones) marking the boundaries.
• The court size can be modified to match the players' size, strength and ability.
How to Play
• Play begins with the server serving the ball over the net.
• After the ball is served:
• A maximum of three hits is allowed to get the ball back over the net.
• Each player can only hit the ball one time in a row.
• The serving team can score a point if:
• the receiving team fails to return the ball in three or fewer hits or lets the ball drop
within or on their boundaries
• a returned ball lands, without being touched, outside the serving team's
boundaries.
• The serve changes to the other team if:
• the serving team fails to return the ball in three or fewer hits or lets the ball drop
within or on their boundaries.
• the serving team hits or returns a ball that lands, without being touched, outside the
receiving team's boundaries.
• This change of serving is called a "Side Out."
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• A team rotates positions every time they regain the serve.
• If the ball hits any part of a player's body and can still be knocked over the net in three
or less hits, the ball is still in play.
• A game is completed when one team reaches 15 points and is ahead of the other
team by at least two points.
• Serving and rallies continue until both the point score and the two point difference is
met.
• After one game is played, teams switch sides and exchange High-5's.
Variation(s)
• Automatic Side Outs can be granted after a server scores 5 points in a row.
EQUIPMENT
One 4-square ball TIME
5–15 minutes
Set Up
Find an appropriate play area with a smooth, wide wall and mark the game boundaries.
How to Play
• The game begins when Player 1 serves the ball by hitting the ball towards the wall.
• The ball must bounce one time on the ground before it reaches the wall.
• Player 2 must let the ball hit the wall and bounce once before returning it.
• Player 2 can then return the ball by hitting it towards the wall, letting it bounce once.
• A player returns to the game line if the ball
• bounces on a boundary line or outside of the boundaries,
• hits the wall without bouncing on the ground first or never hits the wall,
• bounces twice before it hits the wall or before it is returned,
• or is not allowed to bounce before it is returned.
• When a player is returned to the line, a new player enters the game.
• The remaining player is the server and begins the next round.
Variation(s)
• For younger or newer players, allow them to catch and return the ball.
• After play has advanced past this basic game, players can add special rules.
• Instead of requiring a bounce, a player could allow returns without.
• Add moves between bounces: 3 claps, spinning around, or a jumping jack.
EQUIPMENT
Dodge Balls TIME
10–15 minutes
Set Up
Large rectangle with boundary lines.
How to Play
• Two taggers begin in the middle of the space with four balls and shout a start word to
signal players can run to the other side.
• Players then try to move across the play space to the opposite line without being
tagged by a ball.
• If a player is hit with a ball while attempting to cross, they become helpers on the side
boundaries and return balls to the taggers.
• Play continues until there are two players left, and the next round begins with those
two in the middle.
Variation(s)
• More or fewer players can begin in the middle.
• More or fewer balls can be used depending on the desired length of time for the game.
EQUIPMENT
Cones or chalk for boundaries TIME
10 –15 minutes
Set Up
Designate a large play area with clear, visible boundaries.
How to Play
• Everyone playing is "it."
• If tagged, the player goes down on one knee and should watch the player who tagged
them.
• The tagged player returns to the game once the person who tagged them gets tagged
and takes a knee.
• If two players tag each other at the same time, they should use Rock, Paper, Scissors
to determine who will go down.
Mid-Game Questions
• Are you remembering who tagged you?
• What can you do if you don't know who’s tagged you?
Variation(s)
• You can make the play area smaller to make it more difficult.
• You can change the speed limit to a skip, hop, walk like a zombie, and so on.
EQUIPMENT
No Equipment Needed TIME
5 minutes
Set Up
Designate an appropriate play area with clear, visible boundaries.
How to Play
• The leader will call out a compass direction and players have to jump in place making
the necessary turn in the air to face the direction called.
• Make sure that all players are rotating in the same direction.
• If a player is already facing the compass direction that is called, they may jump or
stand still without changing directions.
• If a player is facing in the wrong direction or jumping when not supposed to, have them
step out and do an short activity like, jumping jacks or the I'm Awesome dance, after
which they may rejoin the game.
Variation(s)
• Can be used as jump rope game with a large jump rope or small jump ropes.
EQUIPMENT
No Equipment Needed TIME
5–10 minutes
Set Up
Gather the players in a group.
How to Play
• Everyone closes their eyes.
• One player is chosen to open their eyes, and chooses something in the nearby area
for the rest of the players to point at.
• Without opening their eyes, the other players try and remember where the object is,
and then attempt to point at it.
• When everyone is pointing, the choosing player calls for the rest of the players to open
their eyes. One of the successful people becomes the next person to keep their eyes
open.
Variation(s)
Instead of having them point, ask what color certain objects are.
EQUIPMENT
• Cones or chalk, if needed for
boundaries TIME
5 minutes
• Whistle
Set Up
Designate a play area with clear, visible boundaries.
How to Play
• The leader will blow a whistle a different number of times.
• When the leader blows the whistle, the players must form groups with the same
number of players as whistle blows. So if the leader blows the whistle four times, the
players must group themselves in groups of four.
• Players can be directed to hold hands or perform a number of physical movements
once they form their group.
• Have players who were not able to form with a group step out and do an short activity
like, jumping jacks or the "I'm Awesome" dance, after which they may rejoin the game.
• For the next round, groups should spread out before regrouping so the same players
are not near to each other again.
Variation(s)
• Pre-K: When the leader blows the whistle, players must find a partner as quickly as
possible. Remind players to let go of their partner’s hand before blowing the whistle
again. Repeat, asking them to find a new partner each time.
EQUIPMENT
a ball TIME
5 minutes
Set Up
None.
How to Play
• The Song:
• Group: Who stole the cookies from the cookie jar? [insert Leader's name] stole the
cookies from the cookie jar!
• Leader: Who me?
• Group: Yes you!
• Leader: Couldn’t be!
• Group: Then who?
• The leader will then roll the ball to a player in the circle (saying their name) and sit
down.
• After the leader has said the player's name, the group repeats the same song but with
the new player responding.
• Continue to roll the ball to everyone in the group and repeat the song for each player.
• The game is over when all the players have had a turn and are sitting in the circle.
EQUIPMENT
Soccer Ball, Cones TIME
10–20 minutes
Set Up
• Create one large rectangular area using cones.
• Divide end zones with cones equal distance apart to create several "goals" directly
next to each other.
How to Play
• Divide players into two teams. Then designate the appropriate number of goalies on
each team based on the size of the goals.
• Have each goalie stand in front of a different goal on their side of the field. The goalie's
job is to defend their goal for the team.
• Have two players play Rock, Paper, Scissors to see which team starts with the ball.
• The game begins with a forward pass from the center of the play area.
• The teams try to kick the ball across the opposite team's goal line and the other team
and their goalies try to stop the goals.
• Only goalies can use their hands. Goalies kick or throw the balls from saved goals
back into the field.
• After a goal is scored, the ball comes back to the center of the field and possession is
granted to the non-scoring team.
• When the ball goes out of bounds, a player from the opposite team throws it into play.
• Fouls (illegal use of hands, pushing, tripping) result in a free kick from the point of foul.
• Have players switch positions (fielding or goal tending) either after a goal is scored,
when a designated time limit is up, or when you give a signal.
EQUIPMENT
Chairs (enough for 1/2 number
TIME
10–15 minutes
of players plus one extra)
Set Up
Make a circle with the chairs.
How to Play
• Divide the group in half. Have one group sit in the chairs and the other group stand
behind the chairs.
• There should be one chair with no one sitting in it but has a player standing behind it,
they are the “winker.”
• The players standing behind the chairs should have their head down and hands
behind their back.
• The players sitting should look at the winker and sit all the way back in their chair.
• If the winker winks at a sitting player they need to try and sneak away from their chair
and make it to the empty chair without being tagged by the player behind them.
• If tagged, players switch positions (sitting player stands behind their original chair and
standing player takes a seat) and the same winker tries again. If not tagged, the player
standing behind the new empty chair becomes the winker.
EQUIPMENT
1 ball (playground, dodgeball,
TIME
10 minutes
football, etc.)
Set Up
Set up boundaries. Space should be large enough to accommodate the group with
space to move.
How to Play
• The object of the game is for the wolves to tag all of the bunnies.
• Wolves can only tag bunnies with butterfly tags, not by throwing the ball.
• Bunnies can move all around the play area.
• Wolves can also move all around the play area as long as they do not have the ball in
their hand.
• If the wolf has the ball, they cannot take any steps; they can only pivot on one foot.
• However, wolves can only tag bunnies if they have the ball in their hand.
• Wolves without the ball should strategically move around the play space trying to get
closer to the bunnies so that a wolf with the ball can throw it to them when they are
close enough to tag the bunnies.
• When a bunny is tagged, they immediately turn into a wolf.
• Play continues until there are only a small amount of bunnies left.
• Remaining bunnies will turn into the first set of wolves for the next round.
Variation(s)
• Use different examples of predator and prey.
• Add extra balls or balls of different sizes.
EQUIPMENT
Two 4-square balls TIME
15–20 minutes
Set Up
Requires a foursquare court: a squared divided into 4 smaller squares labelled 1, 2, 3
and 4 or A, B, C and D.
How to Play
• Play begins when the player in Square 1 serves the ball to the player in Square 3 while
Square 2 also serves to Square 4.
• The ball must bounce and can only bounce once in the diagonally opposite square.
• The receiving players hit and return the balls back to their respective server.
• Play continues until a ball:
• lands outside the square or in an incorrect square,
• bounces twice before being returned,
• is carried or held,
• or of the two balls each other.
• The player who stopped the play returns to the end of the game line and the next
player enters that square, avoiding the playing squares.
• When play is stopped for one pair, play continues and does not stop for the other pair.
• The player who stays in the playing area remains in his/her square and does not
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rotate. Players who remain in the playing area will serve the ball to the new player.
• During game play, if both balls hit each other, then play is stopped for all squares. The
four players return to the game line and the next four players in the waiting line enter the
open squares.
Variation(s)
• Play with either one hand or two hands.
• Two players can cover one square, working as a team.
EQUIPMENT
Jump Ropes TIME
Under 10 minutes
Set Up
Large area with room for multiple jump ropes.
How to Play
• Divide everyone into groups of four to ten, depending on the number of available ropes
and skill level. Younger players may need smaller groups while older jumpers are
challenged by larger groups.
• Each group gets one rope.
• The leader assigns two turners in each group and the rest form a line.
• The two turners begin by turning the rope.
• One by one, the players enter and exit the rope.
• On their first turn, jumpers run under the rope without jumping or touching it.
• After each jumper’s attempt, they return to the back of the line.
• On their second turn, they jump once and exit. On the third turn, jump twice, etc.
• If a jumper misses on their turn, they go back in line and continue to try the same
number of jumps on their next turn, until they successfully jump and exit.
• Be sure to rotate those who are turning the rope.
Variation(s)
For more skillful and advanced jumpers, change from just jumping and exiting to doing
tricks while jumping. (turning around while jumping, touching the ground while jumping,
criss-crossing the feet or jumping on one foot).
Sharks and Minnows 154 Positive Relationships Movement Name Game 118
Sleepy Bunny 159 Back-to-Back Get Up 20 One Fish, Two Fish, Red 124
Fish, Blue Fish
Spark 161 Ball Toss 21
Over Under 126
Sprout Ball 163 Bird's Nest 25
Partner Introductions 128
SPUD 165 Blob Tag 26
Partner Tag 129
Superstar 168 Castle Ball 32
Pizza Delivery 130
Switch 170 Catch and Drop 36
Pulse 133
Tetherball 173 Charades Relay 38
Rainbow Racers 137
The Maze Game 174 Cut the Cake 53
Ro-Sham-Bo Relay 142
Three Lines Basketball 176 Don't get caught with the 57
Roshambo Rockstar 144
cookie
Three Lines Hockey 178 Drop the Cookie! 59 Shadow, Shadow 152
Three Lines Soccer 180 Find Somebody Who 64 Superstar 168
Tomato 182 Four Square 68 Tally Ho! 171
Tornado 183 Fox and Rabbit 70 Telephone 172
Triangle Tag 187 Giants, Wizards and 76 The Maze Game 174
Ultimate Ball 188 Elves
Tomato 182
Going on a Picnic 78
Up, Down, Stop, Go 192 Toxic Waste Dump 184
Group Count 80
Volleyball 193 Transformer 185
Hi, My Name Is 85
Wall Ball 195 Triangle Tag 187
Hula Hoop Challenge 91
Watch Out! 196 Ultimate Kickball 189
I Love My Neighbor 94
Watch Your Back Tag 197 Who Stole the Cookies? 203
If You Really Knew Me 96
Weather Vane 198 Wolves and Bunnies 207
Invent a Game 98
Wide Goal Soccer 204 X-Square 208
Key Punch 102
Wink-Ums 206
Kickball 103
X-Square 208
Knots On A Rope 108
Zero, 1, 2, 3 210
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Social Awareness/
Running Through the 146 Color Tag 43
Empathy Forest
Colors 44
Shadow, Shadow 152
All Tangled Up 12
Cone Conquest 46
Shipwreck 156
Alligator Swamp Trail 13
Continuous Relays 47
Simon Says 158
Animal Farm 14
Cookie Jar 49
Sleepy Bunny 159
Ball Toss 21
Crazy Kickball 50
Sports Clubs 162
Band Aid Tag 23
Cut the Cake 53
Sprout Ball 163
C'mon In and Sit Down 31
Detective Frog 55
Superstar 168
Crazy Kickball 50
Dragon Tail 58
Telephone 172
Crooked Circle 52
Drop the Cookie! 59
Tomato 182
Detective Frog 55
Elbow Tag 60
Toxic Waste Dump 184
Dog Chases Its Tail 56
Farmers 61
Transformer 185
Find a Place 63
Four Corners 66
Triangle Tag 187
Find Somebody Who 64
Frog Catcher 72
Weather Vane 198
Fox and Rabbit 70
Fruit Basket 74
Where Are You? 200
Freeze Tag 71
Gaga Ball 75
Whistle Mixer 201
Gaga Ball 75
Grocery Store 79
Who Stole the Cookies? 203
Hi, My Name Is 85
Grump's Island 81
House, Tree, Neighbor 88
Heads or Tails 83
Decision Making
I Love My Neighbor 94
Helicopter 84
Arena Flag Tag 18
If You Really Knew Me 96
Hula Ball 89
Band Aid Tag 23
Journey Around the World 99
Hungry Fox 92
Blob Tag 26
Mountains and Valleys 117
If You Really Knew Me 96
Bob the Bunny 28
Movement Name Game 118
Indoor Hopscotch 97
Bridge Ball 29
Over Under 126
Invent a Game 98
Bubbles 30
Partner Introductions 128
Jump the River 100
Cat and Mouse 34
Pulse 133
Kickball 103
Chair Game 37
Ro-Sham-Bo Relay 142
Land, Sea, Air 109
Circle of Flags 39
Run If... 145
Lava Game 111
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Leapfrog 112 Wink-Ums 206 Mystery Creature 121
Magic Tag 114 X-Square 208 One Fish, Two Fish, Red 124
Fish, Blue Fish
Maze Tag 116 Zero, 1, 2, 3 210
Over Under 126
Mountains and Valleys 117
Pizza Delivery 130
Multi-Ball 119 Problem Solving
Poop Deck 132
Night at the Museum 123 Ants On A Log 17
Rainbow Racers 137
Over Under 126 Around the World 19
Rainbow Run 139
Pacman Tag 127 Back-to-Back Get Up 20
Shape Shifter 153
Push Catch 135 Band Aid Tag 23
Snake 160
Ro-Sham-Bo Relay 142 Bird's Nest 25
Tetherball 173
Sardines 148 Bob the Bunny 28
The Maze Game 174
Sharks and Minnows 154 Castle Ball 32
Toxic Waste Dump 184
SPUD 165 Charades Relay 38
Triangle Tag 187
Steal the Bacon 166 Clean Your Room 42
Ultimate Ball 188
Tetherball 173 Colors 44
Wolves and Bunnies 207
Three Lines Basketball 176 Concentration Ball 45
X-Square 208
Three Lines Hockey 178 Detective Frog 55
Three Lines Soccer 180 Don't get caught with the 57 Teamwork
cookie
Tornado 183
Four Square 68 All Tangled Up 12
Triangle Tag 187
Giants, Wizards and 76 Alligator Swamp Trail 13
Ultimate Ball 188 Elves
Animal Tag 16
Ultimate Kickball 189 Group Count 80
Ants On A Log 17
Under-Over Kickball 191 Hula Hoop Challenge 91
Back-to-Back Get Up 20
Up, Down, Stop, Go 192 Indoor Hopscotch 97
Ball Toss 21
Volleyball 193 Invent a Game 98
Blob Tag 26
Wall Ball 195 Key Punch 102
Bubbles 30
Watch Out! 196 Knock Down 105
C'mon In and Sit Down 31
Watch Your Back Tag 197 Knots On A Rope 108
Castle Ball 32
Wide Goal Soccer 204 Line of Silence 113
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Chair Game 37 Mountains and Valleys 117 Alligator Swamp Trail 13
(K–2nd)
Charades Relay 38 Multi-Ball 119
Animal Farm (K–3rd) 14
Clean Your Room 42 One Fish, Two Fish, Red 124
Animal Tag (K–2nd) 16
Fish, Blue Fish
Cone Conquest 46
Partner Tag 129 Ball Toss (PreK–6th) 21
Continuous Relays 47
Pizza Delivery 130 Band Aid Tag (K–5th) 23
Crazy Kickball 50
Pony Express 131 Bob the Bunny (K–2nd) 28
Crooked Circle 52
Pulse 133 Bridge Ball (PreK–6th) 29
Cut the Cake 53
Rainbow Racers 137 Bubbles (K–3rd) 30
Dog Chases Its Tail 56
Ro-Sham-Bo Relay 142
Catch and Drop (PreK– 36
Don't get caught with the 57 2nd)
cookie Shape Shifter 153
Clap and Move (PreK– 41
Dragon Tail 58 Steal the Bacon 166 K)
Clean Your Room 42
Find Somebody Who 64 Superstar 168
(PreK–3rd)
Four Corners 66 Tally Ho! 171 Colors (PreK–2nd) 44
Giants, Wizards and 76 Three Lines Basketball 176 Cut the Cake (K–3rd) 53
Elves
Three Lines Hockey 178 Dance Freeze (PreK– 54
Group Count 80
1st)
Three Lines Soccer 180
Grump's Island 81 Detective Frog (PreK– 55
Toxic Waste Dump 184 4th)
Home Run Tag 86
Don't get caught with 57
Triangle Tag 187
House, Tree, Neighbor 88 the cookie (K–2nd)
Ultimate Ball 188 Dragon Tail (PreK–2nd) 58
Hula Hoop Challenge 91
Ultimate Kickball 189 Find a Place (PreK– 63
Hungry Fox 92 2nd)
Under-Over Kickball 191
Invent a Game 98 Find Somebody Who 64
Volleyball 193 (PreK+)
Key Punch 102 Fox and Rabbit (PreK– 70
Wide Goal Soccer 204 2nd)
Kickball 103
Wolves and Bunnies 207 Freeze Tag (K–6th) 71
Knock Down 105
Frog Catcher (K–2nd) 72
Knots On A Rope 108
Going on a Picnic (K– 78
Line of Silence 113 By Grade 2nd)
Playworks.org | Page 21 6
Helicopter (PreK–6th) 84 (PreK–2nd) Animal Tag (K–2nd) 16
Hi, My Name Is (PreK– 85 Ro-Sham-Bo Relay (K– 142 Ants On A Log (1st– 17
2nd) 5th) 2nd)
Home Run Tag (K–3rd) 86 Run If... (PreK–1st) 145 Arena Flag Tag (1st–6th) 18
Hop'n Freeze (PreK–K) 87 Running Through the 146 Around the World (2nd– 19
Forest (PreK–K) 6th)
Hungry Fox (K–2nd) 92
Sequence Touch (K– 150 Ball Toss (PreK–6th) 21
5th)
I Love My Neighbor (K– 94
Band Aid Tag (K–5th) 23
5th) Shadow, Shadow 152
(PreK–6th)
I See, I See! (PreK– 95 Bird's Nest (1st–6th) 25
2nd) Shape Shifter (PreK– 153
2nd) Blob Tag (1st–6th) 26
If You Really Knew Me 96
(K–5th) Sharks and Minnows 154
(K–6th) Bob the Bunny (K–2nd) 28
Indoor Hopscotch (K– 97
2nd) Shipwreck (PreK–6th) 156 Bridge Ball (PreK–6th) 29
Journey Around the 99
Simon Says (PreK–3rd) 158 Bubbles (K–3rd) 30
World (PreK–K)
Jump the River (K–1st) 100 Sleepy Bunny (PreK– 159 C'mon In and Sit Down 31
1st) (1st–2nd)
Land, Sea, Air (K–6th) 109
Snake (Pre K–2nd) 160 Catch and Drop (PreK– 36
Line of Silence (K–5th) 113 2nd)
Sports Clubs (PreK– 162
1st) Circle of Flags (1st–5th) 39
Magic Tag (K–3rd) 114
Switch (PreK–5th) 170 Clean Your Room 42
Mountains and Valleys 117 (PreK–3rd)
(K–5th) Tornado (K–2nd) 183
Color Tag (1st–3rd) 43
Movement Name Game 118
Up, Down, Stop, Go (K– 192
(PreK–2nd) Colors (PreK–2nd) 44
2nd)
My DVD Player (PreK– 120
Watch Out! (PreK–3rd) 196 Concentration Ball (2nd– 45
2nd)
6th)
Night at the Museum 123 Where Are You? (K– 200
(K–6th) 4th) Continuous Relays (1st– 47
6th)
Partner Introductions 128 Whistle Mixer (PreK– 201
(PreK–6th) 6th) Cookie Jar (K–2nd) 49
Pony Express (K–6th) 131 Who Stole the Cookies? 203 Crazy Kickball (1st–3rd) 50
(PreK–1st)
Poop Deck (K–2nd) 132 Crooked Circle (1st– 52
2nd)
Push Catch (K+) 135 Works for Lower Cut the Cake (K–3rd) 53
Rainbow Racers (K– 137 Grades (1st–2rd)
6th) Dance Freeze (PreK– 54
Alligator Swamp Trail 13 1st)
Rainbow Run (PreK–K) 139 (K–2nd)
Detective Frog (PreK– 55
Animal Farm (K–3rd) 14 4th)
Red Light, Green Light 141
Playworks.org | Page 21 7
Dog Chases Its Tail 56 5th) Poop Deck (K–2nd) 132
(1st–5th)
I See, I See! (PreK–2nd) 95 Pulse (1st–6th) 133
Don't get caught with the 57
cookie (K–2nd)
If You Really Knew Me 96 Push Catch (K+) 135
Dragon Tail (PreK–2nd) 58 (K–5th)
Rainbow Racers (K–6th) 137
Indoor Hopscotch (K– 97
Drop the Cookie! (1st– 59
2nd)
3rd) Red Light, Green Light 141
Jump the River (K–1st) 100 (PreK–2nd)
Farmers (1st–5th) 61
Ro-Sham-Bo Relay (K– 142
Kickball (2nd–6th) 103
Find a Place (PreK–2nd) 63 5th)
Knock Down (1st–3rd) 105 Roshambo Rockstar 144
Find Somebody Who 64
(2nd–6th)
(PreK+)
Land, Sea, Air (K–6th) 109
Run If... (PreK–1st) 145
Four Corners (1st–5th) 66
Lava Game (1st–2nd) 111
Secret Agent (1st–2nd) 149
Four Square (1st–6th) 68
Leapfrog (2nd–6th) 112 Sequence Touch (K–5th) 150
Fox and Rabbit (PreK– 70
2nd) Line of Silence (K–5th) 113 Shadow, Shadow (PreK– 152
Freeze Tag (K–6th) 71 6th)
Magic Tag (K–3rd) 114
Shape Shifter (PreK– 153
Frog Catcher (K–2nd) 72
Maze Tag (1st–3rd) 116 2nd)
Fruit Basket (2nd–6th) 74 Sharks and Minnows (K– 154
Mountains and Valleys 117 6th)
Gaga Ball (2nd–6th) 75 (K–5th)
Shipwreck (PreK–6th) 156
Movement Name Game 118
Going on a Picnic (K– 78 (PreK–2nd) Simon Says (PreK–3rd) 158
2nd)
Multi-Ball (1st–6th) 119
Grocery Store (K–2nd) 79 Sleepy Bunny (PreK– 159
My DVD Player (PreK– 120 1st)
Group Count (1st–6th) 80 2nd) Snake (Pre K–2nd) 160
Grump's Island (2nd+) 81 Mystery Creature (1st– 121
3rd) Spark (2nd–6th) 161
Heads or Tails (1st–6th) 83 Night at the Museum (K– 123 Sports Clubs (PreK–1st) 162
6th)
Helicopter (PreK–6th) 84 One Fish, Two Fish, Red 124 Sprout Ball (2nd–6th) 163
Fish, Blue Fish (1st–6th)
Hi, My Name Is (PreK– 85
Over Under (2nd–5th) 126 Superstar (2nd+) 168
2nd)
Home Run Tag (K–3rd) 86 Pacman Tag (2nd+) 127 Switch (PreK–5th) 170
Playworks.org | Page 21 8
Three Lines Hockey 178 (3rd–6th) Grump's Island (2nd+) 81
(2nd–6th)
Ball Toss (PreK–6th) 21 Heads or Tails (1st–6th) 83
Three Lines Soccer (1st– 180
6th)
Band Aid Tag (K–5th) 23 Helicopter (PreK–6th) 84
Tomato (2nd–6th) 182
Bird's Nest (1st–6th) 25 House, Tree, Neighbor 88
Tornado (K–2nd) 183 (3rd–6th)
Blob Tag (1st–6th) 26
Hula Hoop Challenge 91
Transformer (1st–5th) 185
(2nd–6th)
Bridge Ball (PreK–6th) 29
Triangle Tag (2nd–5th) 187 I Love My Neighbor (K– 94
Castle Ball (3rd–6th) 32 5th)
Ultimate Kickball (1st– 189
If You Really Knew Me 96
4th) Cat and Mouse (3rd–6th) 34 (K–5th)
Under-Over Kickball 191
Chair Game (3rd–6th) 37 Invent a Game (3rd+) 98
(1st–6th)
Up, Down, Stop, Go (K– 192 Charades Relay (3rd– 38 Key Punch (3rd–5th) 102
2nd) 6th)
Kickball (2nd–6th) 103
Wall Ball (1st–6th) 195 Circle of Flags (1st–5th) 39
Knockout (3rd–6th) 106
Watch Out! (PreK–3rd) 196 Concentration Ball (2nd– 45
6th) Knots On A Rope (3rd– 108
Watch Your Back Tag 197
Cone Conquest (3rd– 46 5th)
(2nd–5th)
6th) Land, Sea, Air (K–6th) 109
Weather Vane (1st–3rd) 198
Continuous Relays (1st– 47
6th) Leapfrog (2nd–6th) 112
Where Are You? (K– 200
4th) Detective Frog (PreK– 55 Line of Silence (K–5th) 113
Whistle Mixer (PreK–6th) 201 4th)
Dog Chases Its Tail 56 Mountains and Valleys 117
Who Stole the Cookies? 203 (1st–5th) (K–5th)
(PreK–1st)
Elbow Tag (3rd–6th) 60 Multi-Ball (1st–6th) 119
Wide Goal Soccer (1st– 204
6th) Farmers (1st–5th) 61 Name Touch (3rd–6th) 122
X-Square (2nd–6th) 208
Flag Fake Out (3rd–6th) 65 Night at the Museum (K– 123
Zero, 1, 2, 3 (1st–2nd) 210 6th)
Four Corners (1st–5th) 66 One Fish, Two Fish, Red 124
Fish, Blue Fish (1st–6th)
Four Square (1st–6th) 68
Over Under (2nd–5th) 126
Works for Upper
Freeze Tag (K–6th) 71
Grades (3th–6th) Pacman Tag (2nd+) 127
All Tangled Up (3rd–5th) 12 Fruit Basket (2nd–6th) 74
Partner Introductions 128
Arena Flag Tag (1st–6th) 18 Gaga Ball (2nd–6th) 75 (PreK–6th)
Partner Tag (2nd–6th) 129
Around the World (2nd– 19 Giants, Wizards and 76
6th) Elves (3rd–6th) Pizza Delivery (3rd–5th) 130
Back-to-Back Get Up 20 Group Count (1st–6th) 80
Playworks.org | Page 21 9
Pony Express (K–6th) 131 Triangle Tag (2nd–5th) 187 Dog Chases Its Tail 56
(1st–5th)
Pulse (1st–6th) 133 Ultimate Ball (3rd–6th) 188
61
Farmers (1st–5th)
Rainbow Racers (K–6th) 137 Ultimate Kickball (1st– 189
Find Somebody Who 64
4th)
(PreK+)
Ro-Sham-Bo Relay (K– 142
Under-Over Kickball 191
5th) 66
(1st–6th) Four Corners (1st–5th)
Roshambo Rockstar 144
Volleyball (3rd–6th) 193 68
(2nd–6th) Four Square (1st–6th)
Sardines (3rd–6th) 148 Wall Ball (1st–6th) 195 71
Freeze Tag (K–6th)
Sequence Touch (K–5th) 150 Watch Out! (PreK–3rd) 196 80
Group Count (1st–6th)
Shadow, Shadow (PreK– 152 Watch Your Back Tag 197 83
Heads or Tails (1st–6th)
6th) (2nd–5th)
84
Sharks and Minnows (K– 154 Where Are You? (K–4th) 200 Helicopter (PreK–6th)
6th)
Whistle Mixer (PreK–6th) 201 I Love My Neighbor (K– 94
Shipwreck (PreK–6th) 156 5th)
Wide Goal Soccer (1st– 204 If You Really Knew Me 96
Spark (2nd–6th) 161
6th) (K–5th)
Sprout Ball (2nd–6th) 163 Wink-Ums (3rd–6th) 206 109
Land, Sea, Air (K–6th)
SPUD (3rd–6th) 165 Wolves and Bunnies 207 113
(3rd+) Line of Silence (K–5th)
Steal the Bacon (3rd– 166 Mountains and Valleys 117
X-Square (2nd–6th) 208
6th) (K–5th)
Superstar (2nd+) 168 Zero, 1, 2, 3 (1st–2nd) 210 119
Multi-Ball (1st–6th)
Switch (PreK–5th) 170 Night at the Museum (K– 123
6th)
Telephone (2nd–6th) 172 Works for Most Ages One Fish, Two Fish, Red 124
(1th–5th) Fish, Blue Fish (1st–6th)
Tetherball (2nd–6th) 173
18 Partner Introductions 128
Arena Flag Tag (1st–6th) (PreK–6th)
The Maze Game (1st– 174
6th) 21 131
Ball Toss (PreK–6th) Pony Express (K–6th)
Three Lines Basketball 176
(3rd–6th) 23 133
Band Aid Tag (K–5th) Pulse (1st–6th)
Three Lines Hockey 178 25 137
(2nd–6th) Bird's Nest (1st–6th) Rainbow Racers (K–6th)
Three Lines Soccer (1st– 180 26 Ro-Sham-Bo Relay (K– 142
Blob Tag (1st–6th)
6th) 5th)
29
Tomato (2nd–6th) 182 Bridge Ball (PreK–6th) 150
Sequence Touch (K–5th)
39
Toxic Waste Dump (3rd– 184 Circle of Flags (1st–5th) Shadow, Shadow (PreK– 152
6th) Continuous Relays (1st– 47 6th)
Transformer (1st–5th) 185 6th) Sharks and Minnows (K– 154
6th)
Heads or Tails (8–20) 83 Simon Says (5+) 158 C'mon In and Sit Down 31
(10+)
Hungry Fox (7–30) 92 Sleepy Bunny (5+) 159
Castle Ball (10–30) 32
I Love My Neighbor (5+) 94 Sports Clubs (5+) 162
Charades Relay (10– 38
30)
I See, I See! (5+) 95 Sprout Ball (5–30) 163
Color Tag (10+) 43
Journey Around the 99 SPUD (5+) 165
World (5+) Cone Conquest (10+) 46
Jump the River (5+) 100 Superstar (6–30) 168
Cookie Jar (10+) 49
Switch (5–30) 170
Knockout (5–15) 106 Crazy Kickball (10+) 50
Up, Down, Stop, Go 192
Knots On A Rope (5+) 108 Crooked Circle (10+) 52
(5+)
Lava Game (5+) 111 Volleyball (8+) 193
Cut the Cake (10+) 53
Leapfrog (5+) 112 Weather Vane (5+) 198
Don't get caught with 57
the cookie (10+)
Movement Name Game 118 Where Are You? (5+) 200
(5+) Dragon Tail (10+) 58
Whistle Mixer (5+) 201
Mystery Creature (5+) 121
Elbow Tag (20–30) 60
Who Stole the Cookies? 203
Name Touch (5–30) 122
(5+) Fox and Rabbit (10–30) 70
Night at the Museum 123 X-Square (5–15) 208
Frog Catcher (10+) 72
(5+)
Pizza Delivery (6–20) 130 Fruit Basket (10+) 74
Secret Agent (5+) 149 Blob Tag (10+) 26 Kickball (10+) 103
Sequence Touch (5–60) 150 Bob the Bunny (10+) 28 Knock Down (10+) 105
Shape Shifter (5+) 153 Bridge Ball (10–30) 29 Magic Tag (10–30) 114
Mountains and Valleys 117 Ultimate Kickball (10+) 189 Triangle Tag (5) 187
(10–30)
Under-Over Kickball 191 Weather Vane (5 min) 198
Multi-Ball (10+) 119
(10–40)
Whistle Mixer (5 min) 201
My DVD Player (10+) 120 Watch Out! (10+) 196
Who Stole the Cookies? 203
One Fish, Two Fish, 124 Watch Your Back Tag 197
(5 min)
Red Fish, Blue Fish (10–60)
(10–35)
Wide Goal Soccer 204
Over Under (10–30) 126 (10+)
Wink-Ums (10+) 206 If You Have 10
Pacman Tag (10+) 127 minutes or Fewer
Wolves and Bunnies 207
Partner Tag (10–40) 129 All Tangled Up (10 min) 12
(10–50)
Pony Express (10+) 131 Alligator Swamp Trail (5– 13
10 min)
Poop Deck (10+) 132
By Time Animal Tag (5–10 min) 16
Pulse (10+)
Roshambo Rockstar
133
144
Available Around the World (5–15
min)
19
Charades Relay (10–15 38 The Maze Game (10+ 174 X-Square (15–20 min) 208
min) min)
Cone Conquest (10–20 46 Three Lines Basketball 176
min) (10–15 min)
Find Somebody Who 64 Tomato (10–15 min) 182
(10–15 min)
Toxic Waste Dump (10 184
Frog Catcher (10–15 72
min or more)
min)
Transformer (10–15 min) 185
Fruit Basket (10–15 min) 74
Ultimate Ball (10–15 min) 188
Grump's Island (10+ min) 81
Watch Out! (10–15 min) 196
Hungry Fox (10 – 20) 92
Watch Your Back Tag 197
If You Really Knew Me 96
(10 –15 min)
(10–15 min)
Wide Goal Soccer (10– 204
Indoor Hopscotch (10–15 97
20 min)
min)
Wink-Ums (10–15 min) 206
Key Punch (10–15 min) 102