Breakaway Games Book

Breakaway Games Book
Breakaway
Camp Games
Book
Breakaway Kids Camps – Games Book – www.breakawaycamp.org.au
Table of Contents
BREAKAWAY CAMP GAMES BOOK..........................................................................................6
BREAKAWAY KIDS CAMPS ............................................................................................................6
INTRODUCTION ..........................................................................................................................6
OUTDOOR TEAM GAMES .............................................................................................................8
FLY BALL............................................................................................................................................. 8
CRAZY SOCCER .................................................................................................................................... 8
ZULU BASEBALL ................................................................................................................................... 8
KICK CRICKET....................................................................................................................................... 9
ROMPER STOMPER............................................................................................................................... 9
TUG O WAR...................................................................................................................................... 10
NEWCOMBE BALL .............................................................................................................................. 10
NIGHT TIME VOLLEYBALL .................................................................................................................... 10
OCTOPUS.......................................................................................................................................... 10
SARDINES ......................................................................................................................................... 10
ULTIMATE FRISBEE ............................................................................................................................. 10
PARTNER TAG.................................................................................................................................... 11
HOSPITAL TAG ................................................................................................................................... 11
BLOB TAG ......................................................................................................................................... 11
OCTOPUS.......................................................................................................................................... 11
LINK-TAG.......................................................................................................................................... 11
GIANT VOLLEYBALL GAME ................................................................................................................... 12
ANIMAL WAR .................................................................................................................................... 12
GIANT SOCCER GAME ......................................................................................................................... 12
3 LEGGED RACE .............................................................................................................................. 12
WET SPONGE RELAY ........................................................................................................................... 12
S.P.U.D. .......................................................................................................................................... 13
INDOOR TEAM GAMES .............................................................................................................. 14
TOWER BUILDING .............................................................................................................................. 14
BOAT OR CAR RALLY ........................................................................................................................... 14
HALO ............................................................................................................................................... 14
HAND FOOTBALL................................................................................................................................ 14
BOUNCE HANDBALL ........................................................................................................................... 15
SKITTLE BALL ..................................................................................................................................... 15
PIN KNOCKOUT.................................................................................................................................. 15
ROLL BALL ........................................................................................................................................ 16
DROP THE TIN ................................................................................................................................... 16
POISON BALL..................................................................................................................................... 16
KING BALL ........................................................................................................................................ 16
BLIND VOLLEYBALL ............................................................................................................................. 16
DUSTER HOCKEY ................................................................................................................................ 17
TWISTED DUCK-DUCK GOOSE .............................................................................................................. 17
THE CHOCOLATE GAME ...................................................................................................................... 17
SKIN THE SNAKE ................................................................................................................................. 17
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CAT AND MOUSE ............................................................................................................................... 17
KING CARACTACUS HAS LOST HIS CONSIDERING CAP ............................................................................... 18
DODGE BALL ..................................................................................................................................... 19
RELAY RACE (1) ................................................................................................................................. 19
RELAY RACE (2) ................................................................................................................................. 19
POP-THE-BALLOON ............................................................................................................................ 19
SHOCKWAVE/PULSE ........................................................................................................................... 20
STEAL THE BACON.............................................................................................................................. 20
CARD GAMES .......................................................................................................................... 21
SPOONS ........................................................................................................................................... 21
GO FISH ........................................................................................................................................... 21
ANIMAL SNAP ................................................................................................................................... 21
SLAVES AND MASTERS ........................................................................................................................ 22
SNAP ............................................................................................................................................... 23
QUIET GAMES ......................................................................................................................... 24
DEAD SOLDIERS ................................................................................................................................. 24
HUMAN NOUGHTS AND CROSSES ......................................................................................................... 24
HEADS DOWN – THUMBS UP............................................................................................................... 24
MATTHEW, MARK, LUKE, JOHN ........................................................................................................... 24
TRAIN STATIONS ................................................................................................................................ 25
CHINESE WHISPERS ............................................................................................................................ 25
WINK MURDER ................................................................................................................................. 25
CHARADES ........................................................................................................................................ 25
PASS THE SLAP................................................................................................................................... 25
WINK ............................................................................................................................................... 26
KILLER FILLERS ......................................................................................................................... 27
AMOEBA’S ........................................................................................................................................ 27
MACHINES ........................................................................................................................................ 27
DEATH IN A MINUTE ........................................................................................................................... 27
PROPS .............................................................................................................................................. 28
FASTEST GAME IN THE WORLD ............................................................................................................. 28
HEADS AND TAILS .............................................................................................................................. 28
GIANTS, WIZARDS, ELVES .................................................................................................................... 28
IN THE RIVER, ON THE SHORE ............................................................................................................... 29
KNIGHTS, CAVALIERS, HORSES ............................................................................................................. 29
KNOTS ............................................................................................................................................. 29
CAPTAINS COMING!! .......................................................................................................................... 29
POOR KITTY ...................................................................................................................................... 30
HONEY, IF YOU LOVE ME, SMILE ............................................................................................................ 30
DUCK-DUCK-GOOSE........................................................................................................................... 30
CHINESE WHISPERS ............................................................................................................................ 30
LOW ROPES GAMES.................................................................................................................. 31
THE ELECTRIC FENCE .......................................................................................................................... 31
TRUST FALL ....................................................................................................................................... 31
TRUST FALL #2 .................................................................................................................................. 31
CARNIVAL NIGHT ..................................................................................................................... 32
APPLE BOBBING ................................................................................................................................. 32
DROP THE COIN INTO THE CUP IN THE BOTTOM OF THE BUCKET OF WATER................................................. 32
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EXTINGUISH ...................................................................................................................................... 32
FLOUR HEAD ..................................................................................................................................... 32
BOWLING ......................................................................................................................................... 32
STOCKING HEAD ................................................................................................................................ 32
MAZE .............................................................................................................................................. 32
MASSAGE STAND ............................................................................................................................... 32
PING PONG BLOW ............................................................................................................................. 32
SUMO WRESTLING ............................................................................................................................. 32
PILLOW FIGHT ................................................................................................................................... 32
SOCK WRESTLING .............................................................................................................................. 32
GYMNASTICS ON THE ROOF BEAM ........................................................................................................ 32
SLAM-DUNK ..................................................................................................................................... 33
SPIN THE BROOMSTICK ....................................................................................................................... 33
SKATEBOARD SKILLS ........................................................................................................................... 33
MINTIE GAMES.................................................................................................................................. 33
CHICANE........................................................................................................................................... 33
STRAW JAVELIN ................................................................................................................................. 33
DIABLO BOUNCE ................................................................................................................................ 33
FERAL GAMES ......................................................................................................................... 34
EGG FORCINGS .................................................................................................................................. 34
OX TONGUE VOLLEYBALL .................................................................................................................... 34
EGG BLOWER .................................................................................................................................... 34
SHAVING CREAM TARGET .................................................................................................................... 34
COKE AND SHERBET ............................................................................................................................ 34
WATER PISTOL AIM............................................................................................................................ 34
TOILET SEAT ...................................................................................................................................... 35
STOCKING HEAD ................................................................................................................................ 35
WATER OLYMPICS .................................................................................................................... 36
CANOE RACES ................................................................................................................................... 36
FILL THE TUBE ................................................................................................................................... 36
BOMBING COMPETITION ..................................................................................................................... 36
DIVING COMPETITION......................................................................................................................... 36
SYNCHRONISED SWIMMING ................................................................................................................. 36
BELLY FLOP COMPETITION ................................................................................................................... 36
TOKEN HUNT .................................................................................................................................... 36
TANKS .............................................................................................................................................. 37
WIDE GAMES .......................................................................................................................... 38
GLOW STICKS .................................................................................................................................... 38
PRISONER’S BASE ............................................................................................................................... 38
CAPTURE THE FLAG ............................................................................................................................ 39
FRESH .............................................................................................................................................. 39
SPOTLIGHT ........................................................................................................................................ 40
FIGHT FOR THE BANNER ...................................................................................................................... 40
LEADER HUNT ................................................................................................................................... 41
MAD PROFESSORS ............................................................................................................................. 41
SAFARI ............................................................................................................................................. 41
FIRE FROM ICE ................................................................................................................................... 42
BEACH AND BENDEELA GAMES .................................................................................................... 44
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SAND SCULPTING ............................................................................................................................... 44
COKE TASTE TEST ............................................................................................................................... 44
BEACH FRISBEE .................................................................................................................................. 44
BEACH VOLLEYBALL ............................................................................................................................ 44
BEACH TOUCH FOOTBALL .................................................................................................................... 44
FORCINGS ......................................................................................................................................... 44
CINNAMON DOUGHNUTS .................................................................................................................... 44
SAFARI EQUIPMENT .................................................................................................................. 45
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Breakaway Camp Games Book
Breakaway Kids Camps
Our mission is to provide a fun environment where relationships are built and the gospel is
shared so that lives are changed eternally.
Breakaway Kids Camps are Interdenominational Christian Holiday Camps for Kids located 2
hours south of Sydney, NSW. Australia.
The camps are held at Fitzroy Falls Conference Centre – 71 Ryans Lane Fitzroy Falls, NSW
Australia, during the January School Holidays. There is a Junior Camp for Primary Schoolers
(Years 3-6) and a Senior Camp for High Schoolers (Years 7-12). There are also Summer and
Winter Camps for Underprivileged Children. We aim to provide opportunities for young people
to develop mentally, physically, socially and spiritually in a healthy natural environment.
The camp team consist of Christian men and women who relate well to young people and who
care for their well-being. They give their time on a voluntary basis
Introduction
Welcome to the Breakaway Kids Camps Games Book. This Manual has been put together so that
you can be better prepared for Breakaway Camps and more aware of your roles and
responsibilities. It has lots of ideas for what to do and how to do it.
Games are for the enjoyment of all. Therefore "involvement" of all is vital for the success of a
game.
Games are best when there is no winner or loser - Only competitors having fun.
As a team leader, it is important to hype up your team even if they are coming last. Your team is
the best No matter what. While team unity and enthusiasm is important, do not put down
individuals in opposing teams. Encourage those who are not athletic. And give the quiet
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members of your team positions of importance in the games. Share the captaincy or
goalkeepers position around.
Some games result in team points resulting in winners and losers. This serves to engender
competitiveness but may also serve negatively for some children. Some children may consider
themselves "losers." Do not allow this attitude to foster. Give such a child an achievable activity
to win.
It’s always best if the person leading the game is running a game they know well or enjoy. This
way their enthusiasm and energy passes onto the kids who are playing. Never be afraid to ask
for help from other leaders who may know the game better or have more experience than you.
Jeremy Reurich gave some of these games to us. Jeremy was once a director at Junior
Breakaway Camp. He now is the Intern Director at Urban Promise Canada. If you are wondering
what you would like to do in your “GAP” year between High School and University, consider
working with the Urban Underprivileged Kids in Toronto Canada. Jeremy would be very happy to
hear from you. You can contact him through: http://www.urbanpromise.com/
But of course, our web page, full of great camp resources is: http://www.breakawaycamp.org.au
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Outdoor Team Games
These games can be used for team
competitions. They are outdoor games and
require good weather.
Crazy Soccer
Some games require a fair bit of
preparation and others do not. Have Fun…
8 Witches Hats
Fly Ball
2 Whistles
Materials:
Rules:
4 bases
Four Teams.
Football
Two games of soccer going on at the same
time.
Soccer ball
Frisbee
Milk Crate
Set Up:
Bases are placed in a diamond shape (the
same as baseball). Football, Soccer ball, and
Frisbee are placed in the milk crate near
first base.
Materials:
2 Soccer Balls
Team one must get a ball into goal three,
team two into goal four, team three into
goal one, team four into goal two.
You can use either ball, and may tackle any
team.
If you score in the wrong goal, it goes to the
team that was meant to score in that goal
(like an own-goal).
Rules:
Only the keepers can use their hands.
Two Teams (Fielding and Batting).
No throw-ins. If the ball goes out, it is the
keeper's ball.
A batter picks up one object at a time and
throws / kicks it out into the field of play.
Batter then runs around the bases after he
has thrown the third object. He continues
to run touching every base until all three
objects are placed back into the milk crate.
He then retires. Each base he touches is
worth one run.
Fielders are not allowed to move out of
their position until the third object has been
thrown. They are then allowed to retrieve
the objects and get them back as quick as
possible. If the object comes toward you,
you may catch it, but it is not out. Place it at
your feet until the third object is thrown.
After all the batters have batted, swap over.
Winner is the team with the most runs.
Zulu Baseball
Materials:
4 bases
Tee Ball Stand (optional)
Tennis Ball
Baseball Bat
Set Up:
Bases are placed in a diamond shape (the
same as baseball). The Tee Ball stand is
placed near home base with a tennis ball on
top. You can play this without a Tee Ball
Stand and just bowl (underarm) the ball to
the batter.
Rules:
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Two Teams (Fielding and Batting).
Batter hits ball off the tee and runs to first
base.
Fielders have to collect the ball and place it
back on the tee (or bring it back to the
bowler)
Batter is safe if they reach the base before
the ball is placed on the tee. Batter is out if
they are still running between bases when
the ball is placed on the tee.
May be caught out.
Can have as many people on a base as you
like.
Each time a player makes it to a home base
it's counted as a run. But the player stays in
and keeps running around the bases until
they are out or the whole team has batted.
Kick Cricket
Materials:
Soccer Ball
1 Wicket
2 Witches Hats
Set Up:
One wicket with the two witches hats
making a right angle triangle (witches hats
are approximately 15 paces away from the
wicket)
Rules:
Two Teams (Batting and Fielding).
Bowler stands behind one of the witches
hats and bowls the soccer ball under arm
towards the wicket where the batter is
standing.
Batter attempts to kick the ball.
Once the batter kicks the ball he must run
around the other witches hat and back to
his wicket (this is one run).
It is continuous; as soon as the bowler
receives the ball he bowls it at the wicket,
no matter if the batter is back or not.
To get out you must be bowled or caught.
The wicket keeper cannot stump you.
Romper Stomper
Materials:
Tennis Ball
1 Romper Stomper
1 Tennis Racquet
Set Up:
The Romper Stomper is set up at one end of
an oval with the tennis ball placed on it. An
imaginary line is decided upon to be the
safe area at the other end of the oval.
Rules:
Two Teams (Batting and Fielding).
Batter stomps on the Romper Stomper
thereby delivering the ball. He hits it with
the racquet.
As soon as the ball has been hit, the batter
must run (touch and run) to the safe area at
the other end of the oval.
The batter gets three strikes. On the third
strike he must run.
A batter may get out by getting caught or by
getting branded by the ball.
A run is awarded when the batter has run to
the safe area at other end of the field and
back again.
Batters can stay in the safe area as long as
they like but they can only run back after
another batter has begun running.
After every member of the team has batted,
batters and fielders swap.
Fielders get the batters out by branding
them or by catching them out.
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When a fielder has the ball, he may not
move his feet but must throw the ball.
Fielders may pass the ball amongst
themselves to get the runner out.
Tug O War
Materials:
One Long Rope
2 Markers
Set Up:
The Markers are set up approximately three
metres apart.
None
Rules:
Players (fish) are at one end of the oval,
inside defined limits. The octopus lives in
the ocean inside the limits.
The octopus tells the fish that the can cross
the ocean by saying "Fish, fish come swim in
the ocean". At this signal the fish try to
cross over to the other side.
Players who are touched by the octopus
must stop moving and become tentacles of
the octopus.
Rules:
Sardines
Two Teams.
Materials:
First team to pull the other team across the
opposite marker. Duh
None
Newcombe Ball
One player hides, all the rest of the players
count to 100. Then they set out to find the
hidden player.
Materials:
Volleyball Court
Volleyball or water balloons
Rules:
Two Teams.
This game is played in the same way as
volleyball With the same rules, except that
that the ball is caught and thrown.
Night Time Volleyball
Rules:
When one of the players finds the hidden
player he secretly joins him, hiding from the
rest of the group. This continues until all the
players are hidden like a pack of little
sardines.
When the last hunter discovers the spot the
game is over.
To play again, the first player to find the
hidden person hides and the game begins
again.
Materials:
Volleyball Court
Ultimate Frisbee
Volleyball
Materials:
Rules:
Frisbee
The rules are the same as volleyball or
Newcombe Ball except it is played at
nighttime with the lights on.
Clearly Marked End Zone
Octopus
Rules:
This game is a modification of football.
There are two teams and instead of a
football a frisbee is used.
Materials:
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The object of the game is to get the frisbee
across the end zone.
Players may not run with the frisbee.
Blob Tag
Materials:
None
The only way to get a turnover is to drop
the frisbee or to intercept. This is a noncontact game.
Partner Tag
Rules:
Four players link their arms together
forming a chain, these people are the blob.
The blob runs around and tries to catch as
many players at one time as it can. People
in the blob may not let go of each others
hands.
Materials:
None
Rules:
Partners stand scattered over the play area,
inside arms linked, outside hand on hip.
Runner reaches safety by hooking on to an
arm, thus securing a partner. The other
partner must drop off to be chased.
As soon as one or more of the players is
tagged by the blob, they must link arms
with the others in the blob and help capture
the remaining players.
Octopus
If caught before reaching safety, then the
runner becomes IT.
Materials:
If the runner is constantly evading the
chaser, the supervisor can call "Switch!"
which means that now the runner is the
chaser.
Rules:
None required
Appoint an “Octopus” to stand in the
middle of the field or room
Line the kids up against the wall
Hospital Tag
The object of the game is for the kids to get
to the other side of the field or area,
without being touched by the Octopus
Materials:
None
If caught, the child must sit in the area
where they were touched and try to touch
other kids
Rules:
Select one player to be IT.
Other players
playground.
scatter
around
the
When IT tags a player, the tagged player
must place a hand on the place touched
while still continuing to run.
As more and more players become stuck on
themselves, IT has a better chance to totally
immobilise one player.
Usually when both hands of a player are
stuck, the third touch means that they are
out.
When everyone is caught, the game is over
Link-Tag
Materials:
None required
Rules:
Appoint a person to be “it”
The person who is “it” has to try and catch
whoever they can
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If caught, they are required to “link” arms
to the person who is “it”, making them one
Once everyone is linked together, the game
over
Giant Volleyball Game
Materials:
Large beach ball
Rules:
Split the children into two teams
The object of the game is to try and get the
ball over the net into the opponent’s end
If the ball hits the ground in the designated
inbounds area, then it counts for one point
Large beach ball or large dodge ball
Rules:
Split the kids into two different teams
The object of the game is to try and score
on the other teams’ net
No hands are allowed, except for the
goalkeeper
The end of the game can be determined by
either time limitation, or a designated score
(i.e. first team to score 7 goals wins)
3 LEGGED RACE
Materials:
Rope
Before the ball can go over the net, it can
be hit no more than three times
Garbage Bags
Animal War
Rules:
Materials:
Pair the children off into teams
None needed
Make two separate teams, made up of pairs
Rules:
Line them up one behind the other, with
the opposing team about 2 feet beside
them
Separate the players into two teams
Line up each team facing each other about
1 metre apart
Tape (optional)
Designate a safety area behind each team
Have the kids tie their feet together; one
would have to tie their right foot and the
other their left
Each round, each team will decide to be one
of three animals:
When the game has begun, the teams must
run to a point, and then back to their line
At the same time, both teams will show
what animal they are (with actions)
The next pair cannot go until their teammates have come back
The winning team chases the losing team to
the losing team’s safety zone - whoever
from the losing team gets tagged before
reaching the safety zone joins the winning
team
Whichever team goes through their line of
pairs first wins
Continue until all the players end up on one
team
Wet Sponge Relay
Materials:
4 buckets of water
2 large sponges
Giant Soccer Game
Rules:
Materials:
Split the kids up into two teams
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Line them up one behind the other
Place a bucket of water in front of both
lines, and an empty one at the back
When the game begins, the front runner for
each team takes a sponge and dips it in the
bucket of water
Then the sponge is passed back from teammate to team-mate, until it reaches the last
person in line who squeezes the water into
the empty bucket
Whichever team fills their empty bucket
first, wins
S.P.U.D.
Materials:
A ball
Rules:
Number everyone off
Appoint a person to start and give him/her
the ball
This person has to toss the ball into the air
and call out a number
The person whose number has been called
has to catch the ball; everyone else runs
away in any direction
After retrieving the ball the person may
take up to three steps towards the nearest
person
The person with the ball tries to hit the
other person by throwing the ball: if they
miss, nothing happens; if they hit then the
person who is hit gets a letter (first person
to spell out “SPUD” loses)
Whoever’s number was last called tosses
the ball again and calls another number
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Indoor Team Games
These games can be used for team
competitions. They are indoor games and
can be played in good or bad weather.
Some games require a fair bit of
preparation others do not.
See also the Killer Fillers section. These are
also great indoor games.
Have Fun…
Tower Building
Materials for each team:
1 Big Plastic Bowl
1 Roll Masking Tape
Newspaper
1 Balloon
Obstacle Course
Aim:
To see which team can make the best boat
that doesn't fall apart when racing in the
obstacle course, avoids all obstacles, and is
the fastest.
Rules:
Build a boat (or car) out of all of the
materials. Must fit every team member in it.
Halo
Materials:
2 Chairs
2 Sticks
Square bit of foil
1 Hoop or Quoit (depending on the age of
the children)
Coloured paper
Rules:
Scissors
At each end of the allocated playing field is
a chair on which stands a member of the
team playing towards that goal. He has a
stick in his hand.
Aim:
To work as a team to see who can build the
highest, strongest (most stable), most
beautiful tower.
Time:
The aim is to throw the hoop over the stick.
The one who catches it must not lose his
balance in so doing and fall off his chair.
5 minutes preparation Group pep talk (work
out each persons task, involve everyone)
One point is given for each successful
attempt.
Rules:
You can run with the hoop, but a pass must
be made when a player is touched.
Must use all materials. Can't be attached
from the roof
Boat or Car Rally
Rough play is not allowed, any rough play
will be penalised.
Cardboard Boxes
To start the game and in any dispute throw
up the hoop between two players, who on
catching it, pass it to one of their own side
Masking Tape
Hand Football
Balloons
Materials:
Coloured Paper
1 Round Ball or Football
Materials for each team:
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4 Witches Hats
Rules:
Two teams and two goals marked with the
witch's hats.
The object of the game is to score goals.
The ball is propelled or knocked by the open
hand or fist along the ground and must
always be kept below knee height. The ball
must pass through the goal at below knee
height.
Bounce Handball
Materials:
1 Round Ball or Football
4 Witches Hats
Rules:
Two teams and two goals marked with the
witch's hats.
The object of the game is to score goals.
The ball must be bounced from player to
player.
The ball may be caught but it must not be
held for more than two seconds.
A player may run with the ball, but must
bounce it continuously whilst so doing.
If a player is in possession of the ball and is
tagged he must pass immediately.
No goal can be scored after a player is
touched.
Only the goalkeeper of each team is
allowed within this circle. A penalty circle is
also placed at the centre of the playing
field. The game begins within this circle.
Rules:
This game is suitable for indoor or outdoor.
The object of the game is to throw the ball
and to knock down the opponent's skittle.
The ball must be passed by hand.
It may not be carried for more than two
paces nor held for more than two seconds.
It may be dribbled by bouncing, or by
volleying with the hands.
No tackling or rough play of any kind is
permitted.
The goalkeeper must remain inside the
circle.
Attackers must never step into the circle.
A skittle knocked down by the attacker
scores 2 points. If knocked down by the
defending goalkeeper one point is scored by
the opposition.
For any infringements of rules, a penalty
throw from the centre of the playing space
at an unguarded skittle is awarded. If the
skittle is knocked down from a penalty
throw, three points are awarded.
Pin Knockout
Materials:
1 Skittle
Skittle Ball
Materials:
1 Ball
2 Skittles
2 Balls placed in a box at an equal distance
from the skittle and in the centre of 2 teams
who stand on either side of the hall.
Rules:
Set Up:
Players in both teams are allocated a
number.
The two skittles are placed at either end of
the playing field. A 2m circle is placed
around each skittle.
When their number is called, the players
run to their ball, stand behind the box, then
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throw until one of them knocks down the
pin.
Points are scored for the team.
The game continues until the kids become
restless.
Poison Ball
Roll Ball
Materials:
Materials:
One Large Basketball / Soccer Ball
One Ball
Rules:
Rules:
Two teams.
Two teams line up facing each other, about
2m apart. Each players legs are astride, with
the feet touching the team member next in
line.
One team forms a circle around the other
team.
The aim of the game is to roll the ball
through the legs of an opponent. This has to
be done quickly, as the opponent tries to
stop it with his hands and throw it back.
The ball must be rolled underarm, and the
feet of the shooter must be kept on the
ground.
The winning team is the one with the
greatest number of 'goals' within a given
time.
Throw the ball along the ground.
Aim is to hit the people in the middle with
the ball below the knees. Once hit, you are
out.
King Ball
Materials:
One Large Basketball / Soccer Ball
One King
Rules:
Two teams facing each other in a line.
Drop the Tin
Materials:
The aim is to hit your opponents with the
ball below the knees.
One Large Empty Tin
Once hit, you are out.
Rules:
When everyone is out on one team the King
enters and plays the game for his team. He
has three lives.
Everybody sits on the floor in a circle.
A player is given the tin.
He / she must choose another from the
circle from the opposite sex. They hold
hands and continue around the circle. The
person at the end now chooses another of
the opposite sex and so on.
When the lead player is ready, they drop
the tin. When this happens, everybody in
the line races back to their spot in the circle.
The last person to sit becomes the new
leader with the tin.
Blind Volleyball
Materials:
Two Teams
One Large Tarp
One Volleyball
Rules:
The tarp is raised between the two teams
so that they cannot see each other.
The normal rules for
Newcombe ball apply.
Volleyball
or
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Duster Hockey
People sit in a circle.
Materials:
Everybody throws the die.
Two Teams
When a six is thrown, they go to the middle
where there is a block of chocolate. They
put on a hat or other items of clothing, use
a knife and fork and cut a piece of the
chocolate.
Two Rolled Up Newspapers – taped.
One small object to serve as a ball
Two goals – they could be chairs or tables.
Rules:
Each member of the team is allocated a
number. There will be an equivalent
number on the opposite team.
When your number is called, you run into
the middle of the room – pick up your
rolled-up newspaper and try to hit the ball
into the goal.
If they successfully do this before someone
else throws a six, they get to eat the
chocolate. They continue until someone
else throws the six or until the chocolate is
consumed…
Skin the Snake
Materials:
Nothing
Twisted Duck-Duck Goose
Aim:
Materials:
To be the first team to skin and then dress
the snake.
One Rolled Up Newspaper.
Rules:
People sit in a circle.
The leader goes around the circle and puts
the newspaper in one person’s hand.
That person then starts hitting the person
to their (right / left) and is allowed to
continue hitting them until the other person
has raced around the entire circle and sat
down in their original place.
Rules:
Divide the groups into teams.
The group is in a straight line.
Each player puts their right hand forward as
if they were shaking a person's hand. Put
left hand through own legs behind to shake
hands with person behind you.
Last person in the line lies down, everyone
else backs up to be able to lie down also.
Later during the game swap the order so
that they chase the person to the other side
– thus those who had been hit, can now get
the hitter back.
When whole group is lying down, first
person stands up, and walks forward over
all the other people until "Snake" has
skinned itself.
The Chocolate Game
Cat and Mouse
Materials:
Materials:
A Large Block of Chocolate
Nothing
Old Clothing
Aim:
One Dice (Die)
The object of the game is for the cat to
catch the mouse.
Rules:
Rules:
Page 17 of 47
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The players should stand in a circle holding
hands.
Two people are chosen, one to be the cat
and the other to be the mouse.
The cat chases the mouse to try to catch it.
The other players try to stop this
happening. To do this when the mouse runs
in between two people who’s arms are
raised they will lower their arms and the cat
can not pass through.
This game can be repeated with a new cat
and mouse.
The row must all stand up at the same time
and reply “Number …, sir.” Then sit down
again. Etc.
If the players do not say their line, or do not
stand up, or are not together, then they
must go to the end of the number order
and everyone gets bumped up a number.
The game continues until kids are bored.
I just found the lyrics to the King Caractacus
song: KING CARACTACUS
(Rolf Harris)
King Caractacus
Considering Cap
Has
Lost
His
Oh, the ladies of the harem of the court of
King Caractacus
Materials:
Were just passssssssing by.
None
Oh, the ladies of the harem of the court of
King Caractacus
Aim:
To be the number one team.
Were just passssssssing by.
Rules:
The players are in teams who are sitting in
even rows facing the front. King Caractacus
stands at the front.
Oh, the noses on the faces of the ladies of
the harem of the court of King
Caractacus
King Caractacus says, " King Caractacus has
lost his considering cap, some say this and
some say that but I say number..."
Were just passssssssing by.
The row with the corresponding number
must all stand up together and say together
"Not I sir.” Then they must all sit down
again (at the same time).
Caractacus
The King replies, “Then who?”
Oh, the boys who powdered the noses on
the faces of the ladies of the harem of the
court of King Caractacus
The row must all stand up at the same time
and reply “Number …, sir.” Then sit down
again.
The row with the corresponding number
must all stand up together and say together
"Not I sir.” Then they must all sit down
again (at the same time).
The King replies, “Then who?”
Oh, the noses on the faces of the ladies of
the harem of the court of King
Were just passssssssing by.
Were just passssssssing by.
Oh, the boys who powdered the noses on
the faces of the ladies of the harem of the
court of King Caractacus
Were just passssssssing by.
Page 18 of 47
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Oh, the fascinating witches who put the
scintillating stitches on the britches of the
boys who powdered the noses on the faces
of the ladies of the harem of the court of
King Caractacus
Tooth picks
Were just passssssssing by.
Line them up one behind the other
Oh, the fascinating witches who put the
scintillating stitches on the britches of the
boys who powdered the noses on the faces
of the ladies of the harem of the court of
King Caractacus
Once the game has begun, the person in the
front of the line takes the tooth pick in their
mouth, with a Lifesaver candy through it,
and passes it down the line
Were just passssssssing by.
And if you want to see the fascinating
witches who put the scintillating stitches on
the britches of the boys who powdered the
noses on the faces of the ladies of the
harem of the court of King Caractacus
YOU CAN'T!
They just passed by.
Dodge Ball
Materials:
A “soft” ball
Rules:
Split children into two teams
The object of the game is to eliminate
everyone on the opposite team...
By using the ball and hitting them below the
waste
If an opponent throws the ball, and it is
caught in the air, then whoever threw it is
out
If one attempts to catch the ball and fails,
then they are out
The game is over when one team is
completely eliminated
Relay Race (1)
Materials:
LifeSavers candy
Rules:
Split the children into groups of 2 teams
Whichever team is first to pass the Lifesaver
to the back of the line, and then back to the
front, wins
Relay Race (2)
Materials:
2 Old dresses or any other form of old
clothing
Rules:
Split the children into groups of two teams
Line them up one behind the other, with
the opposition lined up beside them
When the game begins, the kids have to run
to a location where the clothes are
They then get dressed and run back to their
respective groups, where they will undress
and a team mate will repeat the task and
run back to the previous spot
Whichever team completes the task of
dressing and undressing first, wins
Pop-The-Balloon
Materials:
Balloons
Small ball of string
Rules:
Give children a balloon, and have them
blow it up
Then, have them tie the blown up balloon
to their ankle
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The point of the game is for the children to
try and pop each others’ balloon
The last person to have their balloon
popped is the winner
Shockwave/Pulse
Materials:
None
Rules:
Have children form two lines, sitting on the
floor side by side
Everyone face forward with their left hand
holding onto the right hand of the person in
front of him or her
On each team, number off each player (so
that each team has a number 1, number 2,
etc.)
Form a circle around the beanbag so those
players with the same number are across
the circle from each other
When a random number is called those
players who are assigned that number must
try to retrieve the bean bag and return to
their place in the circle: if the player is
successful his/her team gets a point; if
he/she is tagged after first making contact
with the bean bag before returning to
his/her place, the other team gets a point
The last person of the line is the only one
who is allow to turn around and look at the
counsellor who will toss a coin
If the coin shows heads then that person
will right away squeeze the hand of the
person in front of him and that person will
squeeze the hand of the person in front of
him and so forth
The team that pass along the “pulse” (or
squeeze of hand) to the first person of their
team will run to pick up an item at the front
The person who grabs the item will win the
round
Then he or she will go to the back of the line
and repeat the steps above
Note: If the coin shows tails, then nothing
happens, (i.e. no squeezing needed)
The game ends when everyone has a
chance to be the last person in the row
Steal The Bacon
Materials:
Small Bean bag
Rules:
Separate into two teams
Page 20 of 47
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Card Games
Spoons
Materials:
Pack of playing cards
The dealer deals 5 cards to each player (7
each for 2 players). The remaining cards are
placed face down to form a stock.
Shuffle the cards, deal out all the cards one
at a time to each player.
The player to dealer's left starts. A turn
consists of asking a specific player for a
specific rank. For example, if it is my turn I
might say: 'Mary, please give me your jack'.
The player who asks must already hold at
least one card of the requested rank, so I
must hold at least one jack to say this. If the
player who was asked (Mary) has a card of
the named rank (jacks in this case), she
must give her card of this rank to the player
who asked for them. That player then gets
another turn and may again ask any player
for any rank already held by the asker.
Each player discards a card to the player on
the left by placing it face down next to
them. The player on the left picks it up. If
the card matches any card held in the hand
that player may choose to keep this card. If
not, they may discard it to the player on
their left. Everyone does this continually at
the same time throughout the game.
If the person asked does not have any cards
of the named rank, they say 'Go fish!'. The
asker must then draw the top card of the
undealt stock. If the drawn card is the rank
asked for, the asker shows it and gets
another turn. If the drawn card is not the
rank asked for, the asker keeps it, but the
turn now passes to the player on the left.
Game play continues in this manner until
one player matches all his/her cards, then
he/she picks up the nearest spoon.
As soon as a player collects a pair of cards
this must be shown and discarded face
down.
Everyone else also grabs a spoon. The
person who misses out looses the first
letter of an agreed word such as “Spoons.”
The game continues until either someone
has no cards left in their hand or the stock
runs out. The winner is the player who then
has the most books laid out in front of
them.
Spoons enough for all but one player of the
game
Aim:
To be the first player with a complete set of
matching cards and grab a spoon. Matching
cards are four of a kind. Thus four 4’s are a
matching set or four Q’s.
Rules:
The player who looses all letters of the
agreed word first loses the game.
Go Fish
Materials:
One pack of playing cards.
Aim:
To get as many pairs of playing cards as
possible.
Rules:
Animal Snap
Materials:
Pack of Playing Cards
Important Note:
No more than groups of ten playing.
Aim:
To collect all the cards from the other
players.
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Rules:
Deal everyone even amounts of cards.
Cards should remain face down in front of
each player.
Turn cards over on a pile in front of
themselves, round the circle.
Previous to playing the game everyone
should have picked an animal sound and
action. When a matching card is turned
over you (the person who has the matching
card in front of them) must make the sound
of the player who just turned over the card
that matches and they must make your
sound.
The first person to make the sound gets the
other persons pile of cards.
The winner then gets to go first again.
Play continues in the same manner until
one player has all the cards in their hand.
Slaves and Masters
Materials:
One pack of playing cards
Important Note:
The suits are irrelevant and the cards rank,
from high to low: -
A single card is beaten by any higher single
card. A set of cards can only be beaten by a
higher set of cards containing the same
number of cards. So for example if the
previous player played two sixes you can
beat this with two kings, or two sevens, but
not with a single king, and not with three
sevens.
It is not necessary to beat the previous play
just because you can. Passing is always
allowed.
The play continues as many times around
the table as necessary until someone makes
a play where everyone else passes. All the
cards played are then turned face down and
put to one side, and the player who played
last (and highest) to the previous "trick"
starts again by leading any card or set of
equal cards.
When a player whose turn it is to play has
no more cards left, the turn passes to the
next player in rotation.
The first player who is out of cards is
awarded the highest social rank – for
example First Master
The next is Second Master, and so on down.
The last player to be left with any cards is
known as the Slave.
Aim:
For the next hand the players move seats.
The First Master selects the most
comfortable chair
The aim is to get rid of all your cards as
soon as possible. The last player left with
cards is called the Slave. The first player is
the Master
The Second Master sits to the First Masters
left, and so on around to the Slave who sits
to the First Masters right, probably on a
crate or packing case.
Rules:
The Slave is responsible for getting the
drinks, shuffling, dealing and clearing away
the cards when necessary.
2 A K Q J 10 9 8 7 6 5 4 3.
The player to dealer's left starts by leading
(face up) any single card or any set of cards
of equal rank (for example three fives).
Each player in turn must then either pass
(i.e. not play any cards), or play face up a
card or set of cards which beats the
previous play.
As the players are now seated clockwise in
order of rank, the first card is dealt to the
First Master, the second to the Second
Master, and so on down.
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When the deal is complete, the Slave must
give his best three cards to the First Master,
and the First Master gives back in exchange
any three cards, which he does not want.
The Second Master gives away two cards to
the Second Slave and so on.
The First Master then leads any card or set
of cards and the game continues as before.
Snap
Materials:
Pack of playing cards
Rules:
Shuffle the cards, deal out all the cards one
at a time to each player.
Each player keeps his/her cards face down
in front of them in a pile.
Each time the player’s turn comes up the
player turns a card from his/her pile face up
and forms a new pile in front of the others.
When two cards of the same kind are
turned up, the first player who is owner of
either card that calls "Snap" wins the
matched pair. The winner places the cards
won under his/her main face down pile.
If both players call "Snap" at the same time
both cards are placed into a pool in the
middle of the table. The next player who
turns up a card matching those in the pool
may call "Snap" and win the cards in the
pool.
Anyone calling "Snap" in error places
his/her face up cards in the pool. When a
player loses all his/her cards they are out of
the game. The player who ends up with all
the cards wins
Page 23 of 47
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Quiet Games
Dead Soldiers
Materials:
None
Rules:
In this game, all of the children (except one
or two) lie down on the floor in sleeping
positions.
Rules:
Pick a certain number of people to be in.
The rest of the campers put their heads
down and their thumbs up.
The people who are in circle around and
squeeze the thumbs of one other person
each.
Once they are settled, they are not allowed
to move.
Once everyone has chosen someone, they
all come back to the front and the leader
says “Heads Up, Stand Up.”
The two children walk through the room
and try to make the dead soldiers move by
making them laugh, telling them jokes, and
so on.
The people who were picked all stand up
and one at a time guess who it was that
picked them.
They are not allowed to touch the soldiers.
Once the soldiers have moved, they get up
and join the tormentors.
Human Noughts and Crosses
Once everyone has guessed the people who
did the picking tell who it was they picked.
Anyone who guessed correctly swaps with
the person out the front and the game
begins again.
Materials:
Matthew, Mark, Luke, John
Nine chairs Two teams of people
Materials:
Aim:
None
To get three of your team in a row along the
chairs.
Aim:
Rules:
Rules:
Set the chairs up in rows of three.
Everyone sits in a circle.
Teams take it in turns sitting on the chairs
trying to form a row of three.
From a selected starting point, each person
is given an name or number in the following
order
The nought team sits with their hands in a
circle above their head and the cross team
sits with their arms folded on their chest.
Play best of five rounds.
Heads Down – Thumbs Up
Materials:
None
To become ‘Matthew’
“Matthew, Mark, Luke, John, 1, 2, 3…etc.”
Game commences with a clapping rhythm
in the following pattern – Thighs, Clap, Left
Hand Click,
Right Hand Click, Repeat.
On the clicks Matthew begins by saying
“Matthew, (Insert name or number)”
Aim:
Page 24 of 47
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The player of the appropriate name or
number must then reply on the next set of
clicks “(My name or number), (someone
else’s name or number).”
If you send the message back to the person
who just sent it to you, miss a beat or don’t
respond then you are out and must go to
the end of the circle.
They then whisper the message to the next
member in the circle, who whispers it to the
next member and so on.
The message can only be whispered once to
each person.
Once the message has made it around the
circle the last person must say aloud the
message they received.
Everyone else must move up into your spot
and assume a new ‘identity.’
Wink Murder
Game continues until kids get bored.
Materials:
Train Stations
Materials:
None
Rules:
None
Rules:
Everyone sits in a circle.
One is the killer.
The group sits in a circle holding hands
while someone sits in the centre.
The killer winks at his victim. The victim
waits 5 seconds and then falls. The victim
chooses his own way of falling.
The game commences with one person
starting the train on its journey. To do this
they proceed to squeeze the hand of their
neighbour.
If a player thinks he can identify the killer,
he points and says, "I accuse you". If he is
wrong, both players are dead.
Two people are designated as stations.
When the train passes through they say
“Toot, toot.” The stations may also change
the direction of the train as it passes.
The person in the middle tries to figure out
where the train is. If successful, he
exchanges places with the immediate
sender of the train.
Chinese Whispers
Materials:
None
Aim:
To get a whispered message the whole way
around the circle without it changing.
Rules:
Everyone sits in a circle.
Charades
Materials:
Cards with things for people to mime
written on them.
Rules:
In teams, one player gets a card.
They must then mime what is written on
that card to their team.
The team must try to guess what is being
mimed to them.
The first team to guess scores one point.
Pass the Slap
Materials:
None
Rules:
One person is chosen to think of a message.
Page 25 of 47
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Everyone starts in a circle, on their
stomachs, with their heads towards the
centre and their arms forward.
The players should have their right hand
over their neighbour to the right's hand and
their left hand under the hand of their
neighbour to the left. Arms should cross at
the wrist.
The object of the game is to pass the slap.
The person who starts slaps the ground and
the next hand slaps (not the next person).
Once you have the hang of it, add the
option of a double slap. This skips the next
hand.
When a hand is turned on it's side, start
slapping the opposite way.
Wink
Materials:
Chairs for half the players
Rules:
Players are arranged in partners, one sitting
on the chair and one standing behind the
chair.
One person is it. He has no one on the chair
in front of him.
He winks as unobtrusively as possible at one
of the seated persons who try to get to the
spare chair before his partner can prevent
them by placing his hands on the person's
shoulders.
Guards must keep their hands by their sides
except when they wink at their partners.
Page 26 of 47
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Killer Fillers
These games require no set up or materials.
They can be played during those “inbetween” times when you need something
to fill in the time while the next thing is
being prepared.
Amoeba’s
Materials:
None
Aim:
To get to be the highest character at the
time.
Rules:
All the kids begin as amoebas.
An amoeba needs to find another amoeba.
They play scissors, paper, rock. The winner
progresses to the next character (Frog). The
loser regresses to the character below.
Start the game with just three characters –
Amoeba’s, Frogs and Handsome Princes.
When a short period of time is over, bring
the kids together – Amoeba’s in one line,
Frogs in another and Handsome Princes in
another.
Explain the story has become greater and
now the handsome princes can become
elves then wizards etc. Tip the game upside
down and get all the Handsome Princes to
become Amoeba’s and the amoeba’s to
become Handsome Princes. Start the game
again with the new characters.
The progression of characters and their
actions are: AMOEBA’S: - Hands together above your
head. Sound = Bubble Bubble
FROG’S: - The kids know what a frog looks
like. Sound = The kids know a the noise a
frog makes
HANDSOME PRINCES: - Draw your sword.
Sound = Tah – Daah
ELVES: - Squat low to the ground and put
one finger to either side of your head like
little pointed ears. Sound = High Pitched
“Tiddle Tiddle”
WIZARDS: - Turn body 90o to the left,
stretch right arm out in front and put left
hand by left shoulder. Wiggle your fingers
like you are casting a spell. Sound =
Shazaam
OGRES: - Stand up on your tip toes and
stretch your arms high over your head.
Sound = Roar
DRAGONS: - Throw fireballs out of your
mouth. Sound = Sound of a raging fire
MUM: - Hands on hips with a frown. Sound
= Ahem?
Machines
Cardboard Idea:
Name of a machine eg. Lawn mower
Rules:
Groups of 6-10 must create a moving
machine by miming it all together, (each
person is a part of the machine).
No talking or noise is allowed.
Death in a Minute
Cardboard Idea:
Location, Quote, Weapon
Rules:
Within 60 seconds someone in the group
must die in the given location, with the
given weapon and someone in the group
must say the quote.
Page 27 of 47
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Props
Giants, Wizards, Elves
Cardboard Idea:
Materials:
Statue position
None
Rules:
Aim:
2 team members must mould the rest of
their team into the statue position given.
No preparation time is needed.
To get everyone onto your team.
Fastest Game in the World
Materials:
None
Rules:
This game is based on the same concept as
rock, paper, and scissors. In this game: Elves beat Wizards (they can run through
their legs)
Rules:
Giants beat Elves (they stomp on their
heads)
Everybody spreads out in the room at a
distance from everyone else.
Wizards beat Giants (because they are
smarter)
When the leader shouts "GO!" everyone is
"in" and tries to catch everyone else out.
The group needs to be split into 2 groups.
The last one standing is the winner.
Heads and Tails
Materials:
None
Aim:
To get everyone onto your team.
Rules:
Divide the children into two equal teams.
Name one of the team’s heads and the
other tails.
Line the two teams up four or five feet
apart facing each other.
Flip a coin, and if it comes up heads, the
heads must turn in flight with the tails after
them. If any of the heads makes it to the
safety zone they are free. If they are
touched they switch teams.
Flip a coin, and if it comes up tails, the tails
must turn in flight with the heads after
them. If any of the tails makes it to the
safety zone they are free. If they are
touched they switch teams.
Each group needs to choose one of these
signs. The two teams come face to face in
parallel lines about 2 meters apart. Both
groups
will
yell,
"Elves,
Giants,
Wizards,.........."(chosen sign goes here) and
then perform one of the actions listed
below.
The side that won chases the other team
back to their home and tries to tag them.
The players that are touched must join the
other team.
The actions are: ELVES: - Squat low to the ground and put
one finger to either side of your head like
little pointed ears
GIANTS: - Stand up on your tip toes and
stretch your arms high over your head
WIZARDS: - Turn body 90o to the left,
stretch right arm out in front and put left
hand by left shoulder. Wiggle your fingers
like you are casting a spell.
If both teams do the same sign, it is a tie.
Then they must place both hands on their
stomachs and say “ho, ho, ho, ho” and then
try again!
Page 28 of 47
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In the River, on the Shore
Knots
Materials:
Materials:
None
None
Aim:
Aim:
To be the last person left in the game.
Be the first team to untangle the knot
Rules:
Rules:
All of the players should be standing on side
of a line on the ground.
Groups of eight stand in a circle facing into
the centre.
The leader will call out, "on the shore" and
"in the river". The players follow the
commands by jumping on the side of the
line that applies.
Shake hands with person directly across
from you, then join left hands with a
different person in the group.
The players get out if they are not listening.
The leader could call out, "in the shore" and
"on the river". The players move, they are
out.
Knights, Cavaliers, Horses
Materials:
None
Aim:
To be the last pair left in the game.
Rules:
A Leader calls out Knights, Cavaliers or
Horses. The last couple to perform the
action is out
The actions are: HORSES: - One partner will go on all fours,
like a horse, and the other partner will
straddle their back.
Must untangle the human knot without
letting go of hands.
Captains Coming!!
Materials:
None
Rules:
The children imagine themselves on a ship.
The Captain gives out orders to his mates
on board.
The mates respond with physical actions as
follows:
Port - Run to the left side
Starboard - Run to the right side
Bow – Run to the Front
Stern – Run to the Back
Captain's coming – salute
Captain’s Gone – Blow a Raspberry
KNIGHTS: - One partner will sit on the other
partner's knee. The partner therefore has
one knee up to be sat on and the other on
the ground for support.
Captain’s Daughter – Whistle
CAVALIER’S: - One partner will lift the other
partner into their arms. However, one leg
lifted by their partner can be allowed if they
are too heavy.
Hit the deck - Lie flat on the floor
Stand at Ease - Hands behind back
Scrub the deck - Kneeling position
Submarine - Lie on your back with one leg
up in the air
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Children are eliminated from the game after
each order given by the Captain. The last to
obey are counted as out.
Poor Kitty
Materials:
None
Rules:
The children are arranged in a circle, sitting
down.
One child is the "poor kitty" and he goes up
to another child purring and meowing. The
person approached must pat the kitty on
the head and say, "Poor, poor kitty".
Appoint one person to be “it”
The person who is “it” will walk around the
outside of the circle (clockwise) tapping
each person on the head saying “duck duck
duck etc... goose”
When someone is labelled the “goose”,
he/she runs around the circle counter
clockwise back to his/her seat while the
person who is “it” runs around the circle
clockwise to that seat - first person to get to
the seat wins, the other person becomes
“it”
Chinese Whispers
Materials:
If the child laughs, then he must become
the kitty and try to make others laugh.
None needed
Honey, if you love me, smile
Seat the kids in a line
Materials:
A message is whispered from the first kid to
the next down the line
None
Rules:
Players form a circle with one player in the
middle (it).
The middle person must approach players
in the circle and ask, "Honey, if you love me,
smile."
Rules:
The last kid repeats what he/she hears
(probably nowhere near what the original
message was)
First kid goes to the back of the line etc.
until every kid has had a chance to be at the
front
The person being questioned must answer,
"Honey, I love you but I just can't smile." If
s/he does smile or laugh, s/he becomes "it"
and the previous middle person joins the
circle.
Players are allowed limited touching (sitting
on lap, tickling neck, etc).
Duck-Duck-Goose
Materials:
None required
Rules:
Seat the kids in a circle
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Low Ropes Games
These are some games, which are good to
play with the equipment down at the low
ropes course. Some of these trust games
are good warm up activities.
Trust fall #2
Materials:
None
The Electric Fence
Rules:
Materials:
Have 3 people of the same relative size
match up.
Big Wooden Wall at Low Ropes Course
Aim:
To transport a group over an "electrified"
fence using only themselves
Rules:
If a participant touches the fence he is
"dead" and must attempt the crossing
again.
Any person touching the individual as he
touches the fence must also return for
another crossing.
Two people stand behind the other and act
as catchers. The 'Faller' is to remain stiff as
a log and fall backwards.
The catchers first stop the fall after a drop
of a foot or so and then straighten the
individual up.
The faller falls again and the catcher let him
fall a little further than before. Continue
several times and rotate positions.
Caution: Be careful not to let the more
enthusiastic people literally throw other
participants 5-6 metres in the air over the
fence.
Trust fall
Materials:
None
Aim:
The Purpose is for the individual to gain
trust.
Rules:
Group forms tight circle around person who
stands straight and stiff as a log.
The group gently moves that stiff person
around taking care to be gentle.
Once comfortable, the person in the centre
closes their eyes.
Everyone in the group should try this.
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Carnival Night
Carnival Night is a series of games provided
by the leaders. The leaders man the stalls
and have the games pre-organised. Play
money (or tokens) is given to the kids and
they spend these among the different stalls.
Each stall has the possibility of loosing
money, keeping their money, or winning
more money (just like at a real Carnival).
Some of the stalls have included: -
Apple Bobbing
You know how this works. But make sure
you change the water regularly to observe a
bit of hygiene.
Maze
Beds, Tables, Mattresses, Blankets, Pillows
are all seconded toward building the biggest
maze ever. Usually created in the dining
hall. If it is dark enough, parts of the maze
can turn into a ghost ride if a scary leader is
hidden in the maze.
Massage Stand
Leaders give back rubs, hot chocolate and
cookies.
Ping Pong Blow
Drop the Coin into the Cup in the
Bottom of the Bucket of Water
Using a straw, blow the ping-pong ball
around a small obstacle course.
Put a cup in the bottom of a full bucket of
water. When dropped, a coin does not take
a direct path.
Sumo Wrestling
Extinguish
Pillows are attached to the kids. They stand
on a mattress and try to bump each other
over using only the pillows attached to their
chests.
Water Pistol on Candle
Pillow Fight
Flour Head
A cup of flour is balanced above the head of
a leader. The kids try to hit the cup, thus
spilling the flour onto the head of the
leader.
Kids are put on a narrow beam. They then
go for it with the pillows. The one knocked
off the beam first looses. Ensure there is
plenty of padding around the floor
Sock Wrestling
Bowling
With whatever material you can find.
Bounce the ball off the wall before knocking
the pins over.
Stocking Head
Tennis balls are placed at the foot of a pair
of stockings. The stockings are put on your
head and you swing the stockings around.
The aim is to knock your opponent first.
Each kid only has one sock. The aim is to
take off your opponent’s sock without
loosing your own sock. Provide a small
wrestling mat (or draw one with chalk). 60second rounds.
Gymnastics on the Roof Beam
The aim is to crawl as far as possible along
the roof beam – from one side to the other.
Extra supervision is required for this one.
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Slam-Dunk
Number of successful
basketball ring.
baskets
in
a
Spin the Broomstick
Holding the broomstick high, and looking at
the top of it, spin around 15 times and run
across the room and back. It can be more
fun if you put a number of chairs in the way.
Skateboard Skills
Using skateboards provided, show off all
your skills. More points for better tricks.
Mintie Games
Without using your hands, unwrap the
minties hanging from a string from the roof
and eat it. OR without using your hands and
without letting your feet touch the floor,
get the minties stuck to the bottom of your
chair.
Chicane
Use Ping-Pong Balls and a straw to
manoeuvre around the witches hats.
Straw Javelin
How far can you throw the Javelin?
Diablo Bounce
How many times can you successfully
bounce the Diablo on the string?
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Feral Games
These games are messy. The participants
need to be forewarned that they should
wear old clothes.
Have Fun…
If they redirect the egg, then a penalty is
incurred such as a free egg on the head.
Shaving Cream Target
Materials:
Egg Forcings
Materials:
A Lot of Eggs (uncooked)
Rules:
Shaving Cream
Popcorn or other small lollies.
Rules:
Choose a partner.
The shaving cream is put all over one
volunteers head.
Throw the egg to your partner – take one
step back. Etc.
From a set distance, the rest of his team
throws the popcorn at his head.
The winning pair is the pair that are the
furthest distance apart with an intact egg.
Points are awarded for each popcorn that
sticks to his head.
Ox Tongue Volleyball
Coke and Sherbet
Materials:
Materials:
An Ox Tongue
A Lot of Sherbet
A Tarpaulin
A Lot of Coke
Rules:
Repetitive Music with a beat and a
repetitive phrase
Two teams sit on either side of the tarp. You
cannot see the other team.
Rules:
The Ox Tongue is thrown from one side to
the other.
When the music sings a phrase, take a swig
of Coke.
Points are won when the other team lets
the Ox Tongue fall to the ground.
When the singer sings a different phrase,
take a mouthful of Sherbet.
Egg Blower
The winner is the last one left.
Materials:
Water Pistol Aim
A 1.5m transparent tube
Materials:
Raw Eggs (Beaten)
Water Pistol
Rules:
Cup
Two Players.
Rules:
On the count of three, BLOW.
The Cup is positioned in your partners lap.
The looser is the one who cops the egg in
their mouth.
The aim is to fill the cup with the water
pistol from a distance
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Toilet seat
Materials:
Clean Toilet Bowl
Picnic Chocolate Bars
Litres of Mountain Dew
Rules:
The Toilet bowl is filled with Mountain Dew
and the Picnic Bars are put inside.
The competitor must dunk for the Picnic
Bars without using their hands.
Stocking Head
Materials:
Stockings
Flour
Rules:
Balls of flour are placed at the foot of a pair
of stockings.
The stockings are put on your head and you
swing the stockings around.
The aim is to mark your opponent the most
within an allocated period of time.
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Water Olympics
These games can be used for team
competitions. They are games centred
around the pool and water.
Rules for this competition are at the
discretion of the people running the
activity.
They are good for rainy days or sweltering
hot days. Some games require a fair bit of
preparation others do not. Have Fun…
Make sure no one else is in the pool!
Canoe Races
Materials:
Waterproof gear for kids to build canoes
with.
Rules:
Each team is given a pile of gear with which
to build a canoe.
A time limit should be given to the actual
building of the canoe.
When the canoes are built, a race is held to
see whose canoe is the fastest.
Diving Competition
Materials:
None
Rules:
Rules for this competition are at the
discretion of the people running the
activity.
Make sure no one else is in the pool!
Synchronised Swimming
Materials:
None
Rules:
Fill the Tube
Materials:
Pipes of the same length with holes in them
(enough for each team)
Cups, jugs or buckets (one for each team)
Aim:
Teams must try to fill their holey pipe.
Rules:
In relay one person from each team must
run to the water source fill up their cup, jug
or bucket and run back to fill the pipe.
They then tag the next player who does the
same, and so on until the pipe is full.
Divide the people in the pool into teams.
Give them a set time to make up a routine
for synchronised swimming.
Judge each team on whatever criteria you
choose.
Belly Flop Competition
Materials:
None
Rules:
Rules for this competition are at the
discretion of the people running the
activity.
Make sure no one else is in the pool!
Bombing competition
Materials:
None
Rules:
Token Hunt
Materials:
Waterproof tokens
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Rules:
Drop the tokens in the pool.
Everyone finds them when "GO" is called.
Tanks
Materials:
Water bombs
Rules:
One team member is Blindfolded and
armed with Water bombs.
Another team member directs them toward
their opponent and tells them when to
throw – how far – in what direction – and
when to duck.
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Wide Games
These games involve the whole campsite
and all the kids at camp. They are best
conducted around dusk. The darkness
enhances the mystery of the games.
The most important key to success with
these games is the story you place behind
the aim of the game. For example, “your
team must collect the entire bomb making
pieces in order to create the world’s most
lethal weapon and therefore you team will
win world domination…”
Have Fun…
Glow sticks
Materials:
4 different coloured glow sticks (3 of each
colour)
Aim:
The object of the game is to steal the
opponent’s sticks without being caught.
Rules:
The field is divided into four parts by welldefined boundaries.
Each team is given their coloured glow
sticks and must hide them somewhere in
their quadrant.
The prison is in a central location.
The players are in four teams, each
scattered over its own quadrant.
As soon as the player crosses into the other
team’s quadrant he may be caught and put
in prison.
A player may be released from prison if one
of his teammates run into the prison and
tag his hand.
He may then come back to his own side
without being tagged.
The team that gets all the opponent's sticks
and has all its members safely out of prison
wins the game.
Prisoner’s Base
Materials:
None
Rules:
There are 2 teams, each with its own home
base.
Each game begins with one person, usually
the youngest and smallest player from each
team, being a prisoner.
The object was for each team to free its
captured members.
There are three lines drawn across the
vacant lot: a centre line and each team's
end line.
The "prisons" were on opposite corners of
the lot. Team A's prison line was in the
south east corner of the lot; Team B's prison
line was in the north west corner of the lot.
The prisoner had to have one foot on the
opposing team's end line. He/she would
stand at right angles to the captor's prison
line with his/her legs spread apart and arm
extended.
As the team members ran across the centre
line to touch their team member's hand to
free their captured team member, the
opposing team would try to catch them.
The centre line was the safety line. You
were safe only if you were on your side of
the vacant lot.
If a player was tagged by a member of the
opposite team while he/she was across the
centre line, he/she also became a prisoner
and was taken to the corner of the lot and
put in prison.
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The most recently captured team member
had to go to the back of the prisoner line
with his/her foot on the captors' end line
and the previously captured prisoners
would move up closer to the centre line.
A player could only free one prisoner at a
time.
After a prisoner was freed, the liberator and
the freed prisoner had to run all the way to
the other end of the vacant lot, without
being re-captured, and cross the end line
before they could go and free a new
prisoner.
The game is finished when all the members
of the first team are captured.
Capture the Flag
Materials:
Two ‘flags’
Rules:
There are two teams and the oval was split
between the two teams. The teams were
given a time period, like 5 minutes, to hide
their flag in their part of the oval.
When the flag was hidden each team calls
out that they were finished. Then you
simply try to get the other teams flag.
If you get caught and tagged by an
opponent on their territory you must go to
gaol and can only be freed by a team-mate
who grabs you when your opponent isn't
looking.
The first team to capture the flag and bring
it back to their own side wins.
Fresh
Materials:
None
Rules:
A medium-sized group of children (around
30 or so) are divided into two equal teams.
Older kids and adults can play with younger
kids, but the two sides should be divided
about equally in terms of their ability to run
fast.
The game is played across an open field.
Each team draws a line at opposite sides of
the field. Behind the line is "safe". Between
the two lines, in the middle of the field, is a
sort of no-man's-land.
The trick is, the last one to leave his or her
respective safe line can tag the one who
came out from the other side sooner. That
is, the last one to leave their line is more
“Fresh” than the other. In other words, if I
am on the opposite team from you, and I
see you leave your line, I can come out from
my line and tag you. Meanwhile, however,
others can come out from their side and tag
me.
If I am a fast runner, I may come out from
behind my safe line, and edge closer and
closer to your safe line, to see if I can dare
someone more FRESH on your team into
chasing me back toward my own side of the
field. If I can run fast enough, people from
my own team can come from my line and
save me by tagging you when you get close
enough, since they would come out from
their line after you came out from yours.
Once a person gets tagged, the person who
tagged that person is safe until he returns
to his own safe line and comes back out.
If you get caught you then go to gaol
(located on the opposite teams back line)
and must wait until a fresh person from
your team tags you.
This game can give rise to all sorts of
interesting mayhem. It is fairly common for
two kids to both run back toward their
home lines when they get close to each
other in the middle of the field, since
neither child is sure if he came from his line
last. It is also common for two kids from
opposite sides to run directly together in
the middle, both convinced they came from
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their respective sides last, and both
claiming the other person should be tagged.
Another common scenario is for a fast
runner to draw two or three people off the
opposite line, who then chase him pel-mel
toward his own side, but cannot catch him
in time to avoid being caught themselves.
This game has simple rules, but is great fun.
Spotlight
Materials:
Torch
Rules:
Played at night, this game mixes the
popular games, hide and seek with tag.
The person who is "it" waits at the "gaol"
counting to a high number while everyone
else hides. Then, armed with a flashlight,
this person searches for the others who
may be switching hiding spots. The
flashlight must remain on at all times and
may not be covered.
When "it " spots someone, s/he must use
the flashlight to get a close enough look at
the person to identify him/her and call out
his/her name.
What happens when a person gets caught,
gives rise to variations of this exciting game.
One variation is to pass the flashlight to the
caught person, so s/he becomes "it."
Another version is to send each caught
person to "gaol" to wait until everyone is
caught. The first person caught then
becomes "it." Another variation is to have
more than one person (or a team) be "it."
With this configuration, people who are not
"it" can tag other people (or team
members) free from "gaol." One of the "its"
may stay near to guard the "gaol."
Players will find new and interesting ways
to improve their play. One such strategy is
to watch where "it(s)" have already
searched, and then switch to that hiding
spot. One might also find success by
following "it(s)."
For added challenge, players may
camouflage themselves with dark clothing
and face paint.
This game is excellent for developing great
strategies of guerrilla warfare in young
minds.
Fight for the Banner
Materials:
Banner for the leader of each team.
Rules:
A small hill or a heap of sand is "a fortress".
The players are divided into 2 equal parties.
One party occupies the fortress. The players
of this party stand around the hill with their
backs to each other. The leader of this party
stands on the top of the hill with the banner
in his hands.
Not far from the fortress there drawn a line.
It is "a trench" of the enemy party.
At the signal of their leader, the attacking
party begins the assault of the fortress.
The assault consists in that the attacking
party tries to pull off the defenders of the
fortress over the trench line.
The player who is pulled off the fortress and
is over the trench line is considered to be a
prisoner and cannot take part in the game
anymore.
The defenders of the fortress try in their
turn to pull their enemies into their
territory.
The players of the attacking party who are
pulled into the territory of the fortress are
the prisoners.
The game is over when one of the parties is
so weakened that cannot continue fighting.
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Once all the parts are collected they must
take the container and all the parts to their
mad professor who is running rampant
around the campsite.
Leader Hunt
Materials:
Score Chart
The professor must then put the machine
together and take it to the leader in charge.
Rules:
Every leader finds a place to hide.
Each leader is given a value in points. For
example, one leader may be worth 500
points, another 50 points.
Campers find leaders and must then catch
them and bring them back to the base
camp.
For every leader brought back to the base
by a camper the campers score win the
leaders allocated points.
Leaders should try to return to the base
with out being caught.
The first team to do so wins.
Safari
Safari is a big-game adventure where
hunters (the kids) track down the animals
(the leaders). This game can be even more
exciting if the leaders are comedians. The
leaders play the part of the animals in the
jungle, making loud cries and unpredictable
attacks! The more the animals ham it up,
the better the game.
Materials:
For every leader who makes it back without
being caught the leaders score their
allocated points.

The winning team is the team who scores
the most points.

Stocking partly filled with flour for
snakes

Water guns for elephants

Sprinkler or roped off watering hole
area for Hippos
4 machine parts, which are the same only in
two different colours.

Tails for Lions
Two
different
coloured
(matching the above colours).

Biff for Head-hunters

Wound tokens for each animal (print and
Mad Professors
Materials:
containers
Rules:
Divide the camp into two teams.
Safari Hunters Card for each hunter
(print and cut out the last two pages of this
manual)
cut out the last two pages of this manual)
Set Up:
Each team must have a leader disguised as
a mad professor.
Safari consists of teams of hunters (or
sports teams) against one another in a big
game hunt.
Hide all the machine parts around the
campsite.
There should be a ratio of four to five
hunters to every animal.
Each team must find all of their
corresponding coloured machine parts and
bring them to their container in their home
base.
The game organiser plus assistants act as
safari suppliers and game wardens
stationed at a central location, called the
Safari Supply Station.
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Animals are identified by wearing different
coloured T-shirts.
Rules:
Each hunter is given a safari hunter’s card,
this not only is a guide to remind them how
to wound an animal it is also their gun and
life!
If a hunter gets wounded by an animal, the
animal rips one corner off their card. Once
all corners are ripped off they must return
to the station to get a new life. Each time
they die they lose 50 points for their team.
If an animal gets wounded, it must give the
hunter a wound token, the hunter takes the
wound token back to the station to receive
points. If the animal has no wound tokens
left then the last hunter is the killer and
takes the animal back to the station to
receive bonus points.
For a hunter to wound an animal he must
use his gun to tag (unless he is after a lion)
and count to 3.
SNAKE: a snake has successfully bitten
when its stocking makes contact with a
hunter leaving a flour mark.
Snake Kill = 200 points
ELEPHANT: An elephant uses water guns to
fend off hunters (these cannot wound the
hunter), elephants are unable to wound the
hunter in any way.
Elephant Kill = 50 points
HIPPOS: Are safer from attack when they
are in contact with water. 4 hunters must
tag him if in water. Out of water only one
hunter needs to tag him with a gun.
Hippo Kill = 150 points
LION: To be wounded, a hunter must pull
the lions tail. All lions must travel within
50m of each other for protection. (There
must be two lions present to wound a
hunter).
Lion Kill = 300 points
MONKEYS: Are completely safe and unable
to be wounded once they are off the
ground. Must travel within 50m of each
other for protection. (There must be two
monkeys to wound a hunter).
Monkey Kill = 250 points
HEADHUNTER: Tags hunters by using a biff
and shrinks their heads, must take hunter
back to station to get head enlarged. Avoid
at all times, a hunter cannot wound him.
Head-hunter cannot be killed.
Fire from Ice
Each team has four members.
Each member assumes one of these roles:
Blind (must keep eyes closed the entire
game)
Mute (cannot talk at all)
Lame (cannot move around by their own
power – if they want to move they must be
carried, dragged whatever)
Feeble (cannot carry any object other than
the lame)
This is a race! The aim is to light the candle.
The winning team is the first to do so. As
long as the following rules are obeyed tasks
can be completed in whatever manner you
can come up with.
Only the lame can read these instructions –
no one else may even look at them
The candle must only be lit on stage in the
sanctuary
The blind must light the candle
The Lame must be holding the candle when
it is lit
Only the mute can carry the ice
To take the ice the mute must replace it
with a cup of water
Only the blind can collect the cup and fill it
with water
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The matches are hidden in the gym
Only the mute can touch the match box
with their hands
Only one pack per team!
The cup while empty can only be held by
the lame
Only the feeble has the ability to open or
shut any doors, cupboards etc
Before the candle can be lit every team
member must be seated on their own chair
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Beach and Bendeela Games
These games can be organised on a trip to
the beach. Many of them can also be
translated to the Bendeela setting. They can
involve as many or as few youth as want to
be involved. Involvement is always best.
Have Fun…
Sand sculpting
In teams build sculptures out of sand within
a given time limit.
Winners can be judged on any pre-decided
criteria.
Beach Volleyball
Volleyball played on the beach!
Beach Touch Football
Touch football played on the beach!
Forcings
Force the other team back when you throw
the ball or Frisbee further than they.
Cinnamon Doughnuts
Coke Taste Test
Play paper, scissors, rock.
Fill four water pistols up with four different
varieties of cola.
The losers of each round must run into the
water and then come back and roll
themselves in sand.
Spray the water pistol into the mouths of
volunteers who must try to guess the brand
of the drink they are drinking.
The cleanest person at the end of the
allocated time is declared the winner.
Beach Frisbee
Frisbee played on the beach!
Page 44 of 47
Breakaway Kids Camps – Games Book – www.breakawaycamp.org.au
Safari Equipment
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
SNAKE = 200 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
ELEPHANT = 50 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
Page 45 of 47
Breakaway Kids Camps – Games Book – www.breakawaycamp.org.au
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
HIPPO = 150 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
LION = 300 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
MONKEYS = 250 pts.
Page 46 of 47
Breakaway Kids Camps – Games Book – www.breakawaycamp.org.au
Breakaway Safari
Safari—Hunter
Card
is a big-game adventure where
hunters (the kids) track down the animals (the
Breakaway Safari
Safari—Hunter
Card
is a big-game adventure where
hunters (the kids) track down the animals (the
leaders).
leaders).
This is your Hunter Card. If you get wounded by an animal, a
corner will be ripped from your card. If you lose all 4 corners,
return to the Safari Supply Station to get a new life and lose
50 points for your team
This is your Hunter Card. If you get wounded by an animal, a
corner will be ripped from your card. If you lose all 4 corners,
return to the Safari Supply Station to get a new life and lose
50 points for your team
Elephant Kill = 50 points
The Elephant cannot wound you but you can get wet
Hippo Kill = 150 points
Hippos are safe in water—requires 4 hunters to kill 1 Hippo Hippo Kill = 150 points
Snake Kill = 200 points
Monkey Kill = 250 points
Snakes wound you with their venomous stockings
Elephant Kill = 50 points
Snake Kill = 200 points
Monkey Kill = 250 points
Lion Kill = 300 points
Monkeys are safe off the ground. Only 2 Monkeys together
Lion Kill = 300 points
can wound you
Head-hunter cannot be
killed
Only 2 Lions together can wound you
The Head-hunter can kill you with 1 biff.
Breakaway Safari
Safari—Hunter
Card
is a big-game adventure where
hunters (the kids) track down the animals (the
Head-hunter cannot be
killed
The Head-hunter can kill you with 1 biff.
This is your Hunter Card. If you get wounded by an animal, a
corner will be ripped from your card. If you lose all 4 corners,
return to the Safari Supply Station to get a new life and lose
50 points for your team
Snakes wound you with their venomous stockings
Elephant Kill = 50 points
Snake Kill = 200 points
Monkey Kill = 250 points
Lion Kill = 300 points
Monkeys are safe off the ground. Only 2 Monkeys together
Lion Kill = 300 points
can wound you
Head-hunter cannot be
killed
Only 2 Lions together can wound you
The Head-hunter can kill you with 1 biff.
Breakaway Safari
Safari—Hunter
Card
is a big-game adventure where
hunters (the kids) track down the animals (the
Head-hunter cannot be
killed
The Elephant cannot wound you but you can get wet
Hippos are safe in water—requires 4 hunters to kill 1 Hippo
Snakes wound you with their venomous stockings
Monkeys are safe off the ground. Only 2 Monkeys together
can wound you
Only 2 Lions together can wound you
The Head-hunter can kill you with 1 biff.
Breakaway Safari
Safari—Hunter
Card
is a big-game adventure where
hunters (the kids) track down the animals (the
leaders).
leaders).
This is your Hunter Card. If you get wounded by an animal, a
corner will be ripped from your card. If you lose all 4 corners,
return to the Safari Supply Station to get a new life and lose
50 points for your team
This is your Hunter Card. If you get wounded by an animal, a
corner will be ripped from your card. If you lose all 4 corners,
return to the Safari Supply Station to get a new life and lose
50 points for your team
Elephant Kill = 50 points
The Elephant cannot wound you but you can get wet
Hippo Kill = 150 points
Hippos are safe in water—requires 4 hunters to kill 1 Hippo Hippo Kill = 150 points
Snake Kill = 200 points
Elephant Kill = 50 points
Snakes wound you with their venomous stockings
Monkey Kill = 250 points
Lion Kill = 300 points
Monkeys are safe off the ground. Only 2 Monkeys together
Lion Kill = 300 points
can wound you
Head-hunter cannot be
killed
Only 2 Lions together can wound you
The Head-hunter can kill you with 1 biff.
Breakaway Safari
Safari—Hunter
Card
is a big-game adventure where
hunters (the kids) track down the animals (the
Head-hunter cannot be
killed
The Elephant cannot wound you but you can get wet
Hippos are safe in water—requires 4 hunters to kill 1 Hippo
Snakes wound you with their venomous stockings
Monkeys are safe off the ground. Only 2 Monkeys together
can wound you
Only 2 Lions together can wound you
The Head-hunter can kill you with 1 biff.
Breakaway Safari
Safari—Hunter
Card
is a big-game adventure where
hunters (the kids) track down the animals (the
leaders).
leaders).
This is your Hunter Card. If you get wounded by an animal, a
corner will be ripped from your card. If you lose all 4 corners,
return to the Safari Supply Station to get a new life and lose
50 points for your team
This is your Hunter Card. If you get wounded by an animal, a
corner will be ripped from your card. If you lose all 4 corners,
return to the Safari Supply Station to get a new life and lose
50 points for your team
Elephant Kill = 50 points
The Elephant cannot wound you but you can get wet
Hippo Kill = 150 points
Hippos are safe in water—requires 4 hunters to kill 1 Hippo Hippo Kill = 150 points
Snake Kill = 200 points
Snake Kill = 200 points
Monkey Kill = 250 points
Only 2 Lions together can wound you
This is your Hunter Card. If you get wounded by an animal, a
corner will be ripped from your card. If you lose all 4 corners,
return to the Safari Supply Station to get a new life and lose
50 points for your team
Hippos are safe in water—requires 4 hunters to kill 1 Hippo Hippo Kill = 150 points
Monkey Kill = 250 points
Monkeys are safe off the ground. Only 2 Monkeys together
can wound you
leaders).
The Elephant cannot wound you but you can get wet
Snake Kill = 200 points
Snakes wound you with their venomous stockings
Breakaway Safari
Safari—Hunter
Card
is a big-game adventure where
hunters (the kids) track down the animals (the
Hippo Kill = 150 points
Monkey Kill = 250 points
Hippos are safe in water—requires 4 hunters to kill 1 Hippo
leaders).
Elephant Kill = 50 points
Snake Kill = 200 points
The Elephant cannot wound you but you can get wet
Snakes wound you with their venomous stockings
Elephant Kill = 50 points
Monkey Kill = 250 points
Lion Kill = 300 points
Monkeys are safe off the ground. Only 2 Monkeys together
Lion Kill = 300 points
can wound you
Head-hunter cannot be
killed
Only 2 Lions together can wound you
The Head-hunter can kill you with 1 biff.
Head-hunter cannot be
killed
The Elephant cannot wound you but you can get wet
Hippos are safe in water—requires 4 hunters to kill 1 Hippo
Snakes wound you with their venomous stockings
Monkeys are safe off the ground. Only 2 Monkeys together
can wound you
Only 2 Lions together can wound you
The Head-hunter can kill you with 1 biff.
Page 47 of 47
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