Games Book - Playground Activity Leaders in

Games Book - Playground Activity Leaders in
GAMES BOOK
For the
Program
i
Introduction & Acknowledgements
P.A.L.S. is a peer-led program in which children are trained to be P.A.L.S. Student Leaders to plan
and lead fun and safe activities on the playground at recess. It was created by the Region of Peel
Public Health Department, and later adapted by Halton Region’s School Years Program.
The objectives of the P.A.L.S. program are:
1. To increase physical activity in the playground.
2. To decrease conflict and reduce the incidence of playground bullying.
3. To provide leadership opportunities and build Developmental Assets® for students.
This games book contains an assortment of activities as selected by school staff at Halton
District School Board. It is intended to be used as a supplement to the original P.A.L.S. program
Games Book for facilitating the P.A.L.S. program.
It was developed in collaboration with:
Jan Bays
Brenda Soper Manning
April Redor
Rebecca Richardson
Tatijana Kulis Sousa
Milena Trojanovic
Kaitlyn Visser
Marnie Watt
Tanya Woods
Health and Physical Education Teacher (Tecumseh P.S.)
Public Health Nurse, Halton Region School Years Program
Public Health Nurse, Halton Region School Years Program
Curriculum Consultant, Halton District School Board
Temporary Program Assistant, Halton Region Health
Department
Health and Physical Education Teacher (C.H. Norton P.S.)
Public Health Nurse, Halton Region School Years Program
Health and Physical Education Teacher (C.R. Beaudoin P.S.)
Curriculum Consultant, Halton District School Board
ii
Table of Contents
Introduction
Intro & Acknowledgements……………i
Table of Contents……………………………ii
Safety on the Playground……….…….iv
Ball Games
Alaskan Baseball………………………………1
Alphabet Sequence………………………...2
Are You Coming Out, Sir?...............3
Ball’s Eye……………………………………………4
Beat the Leader………………………….…..5
Catch ‘Em All…………………………………….6
Circle The Ball………………………………...7
Elephant…………………………………..……….8
Four Square……………………………………..9
Hamburger Haven………………………….11
Add Your Own Game…………………….12
One Wall Handball………………………..13
Ordinary Dictionary……………………..14
Sevens……………………..………………….....15
SPUD……………………..…………………….....16
Team Ball’s Eye…………………………......17
Towers……………………………………..………18
Triangles……………………..…………….......19
Add Your Game...…………………..………20
Add Your Game...……………………..……21
Add Your Game...……………..……………22
Tag Games
Knights of the Round Table…….….23
Steal the Banana………………..…….....24
Tall Chase……………………………….……...25
Add Your Game..……………..………….…26
Skipping Games
Acka Backa, Soda Cracker………….27
All in Together………….…………………..28
Alphabet Rhyme………….………………..29
Apples, Peaches, Pears, and
Plums……………..………….……..….………….30
Double Dutch………….………….………….31
Engine, Engine………….……………………32
Ropes………….………….………….…………….33
Sports Car………….………….………….…..34
Teddy Bear, Teddy Bear……………..35
Two Little Hummingbirds…………...36
Add Your Game…………..…………………37
Add Your Game..……………………………38
iii
Table of Contents (continued)
Elastics & Hopscotch Games
Chinese Jump Rope Intro………....39
Basic Chinese Jump Rope……………40
Variations of Chinese
Jump Rope…………………………………….41
Other Chinese Jump Rope
Patterns……………………………….……….42
Hopscotch…………………………………….43
Marble Games
Basic Shooting Techniques…………45
Basic Marble Terms...…………………..46
Boss-Out…………………………………………47
Add Your Game………...…………….…….48
Bunhole……………………………………………49
Hundreds……………………………………..…50
Poison……………………………………………...51
Ringer...………………………………………..…53
Skelly………………………………………………55
Add Your Game...………………………..…56
Indoor Games
Baseball Roundup…………………….……57
Circle Delight…………………………….…58
Classroom Paper Ball………………..…59
Dance Fever…………………………………..60
Electric Shock………………………….……61
Add Your Game…………..…………………62
Winter Games
Fox and Goose……………………………... 63
Snowy Ball…….…………………………..…..64
Snow Scooper…..……………………………65
Add Your Game...…………..………………66
Clapping Games
Miss Mary Mack………………………….…67
See See My Playmate………………..…68
Stella Ella Olla………………………………69
Add Your Game...…………………….….…70
Add Your Game…..………………..…….…71
Add Your Game……….....…………………72
Rock, Paper, Scissors (RPS) Games
Alligator……………………………………….…73
Ya Baby…………………………………………..74
Sources
Sources……………………………………………75
iv
Safety on the Playground
1. You must provide a safe physical space. Check your activity area for possible
hazards. Report any problems to teachers or playground supervisors.
2. Ensure your activity area is supervised.
3. If an injury occurs no matter how small:
•
one person stays with the injured student;
•
one person is sent to find a teacher on duty or go to the office;
•
STAY CALM!
•
If the injured person cannot move an extremity, or if it hurts too much, keep
it as still as possible.
4. Other things to keep in mind are: asthma, diabetes, allergies (school
policy/procedures), bee stings (school EpiPen procedure), seizures, and concussion
protocols.*
Safety on the Playground (continued)
5. Give explanations when they are needed to make sure
everyone understands the rules and expectations. Gentle
reminders about expected behaviour and cooperation may
be needed from time to time.
• Make sure everyone understands the rules.
•
Make sure equipment is safe and in good condition.
•
Routine safety checks of your activity area.
6. Listen for thunder; remind participants of sunscreen and
hats when it is warm and hats and mittens when the weather
is cold.
“If you hear it, clear it. If you see it, flee it!”
*Teacher supervisors should be aware of HDSB Safety Guidelines. Review generic section of curricular guidelines
for specific details pertaining to the above.
Adapted from: PROPS: An implementation guide to an active playground
1
Alaskan Baseball




2 teams of 5-10 players each
1 large ball
4 pylons for bases & home plate

Outfield team:
How to Play:



Set up the pylons for the 3 bases and
home plate.
Just like baseball, 1 team is at bat and
the other team is in the outfield.
Infield team:


When the outfield team yells “STOP,” the
team adds up the number of runs.
The team lines up again behind home plate.
The first player at bat kicks/throws
the ball to the outfield.
The team runs around the bases
counting each run until the outfield
team yells “STOP.”




All players on the team chase the ball
after the infield team throws/kicks it.
The first player to reach the ball holds it
over his/her head. The rest of the team
lines up behind that player.
The first player passes the ball over
his/her head to the second player who
passes it between his/her legs to the next
player. Repeat until the ball gets to the
last person.
When the ball gets to the last person the
team sits down and yells “STOP.”
Teams trade places after three “at bats.”
BALL GAMES
Alphabet Sequence
2
What’s Needed:


15-30 players
1 large bouncy ball
How to Play:

Players form a large circle.

The first person with the ball says “A” and
says a word that starts with the letter A.

The player tosses the ball to another player.
This player says “B” and a word that begins
with the letter B.

The game continues until the letter Z is
reached.
Variation:

Choose topics such as food,
animals, places etc.
BALL GAMES
What’s Needed:
Are You Coming Out, Sir?



1 player
A ball in a nylon stocking
A wall
•
How to Play:



The player stands with his/her back against
the wall. Swing nylon, bouncing ball from
side to side.
Players recite the poem. On each sir, the
player lifts his/her right leg and bounces
ball under it.
Players may create their own patterns
including bouncing the ball under left leg,
under arms or overhead and between legs.
Ensure a softer ball is used and
participants do not intentionally hit
other players as ball bounces off the
wall.
Rhyme:
Hello, hello, hello, sir,
Are you coming out, sir?
No, sir. Why, sir?
Because I’ve got a cold, sir,
Where’d you get the cold, sir?
At the North Pole, sir,
BALL GAMES
Other Consideration:
What’s Needed:
3
What were you doing there, sir?
Catching polar bears, sir
How many did you catch, sir?
One, sir, two, sir, three, sir,
That’s enough for me, sir.
Ball’s Eye
BALL GAMES
What’s Needed:



How to Play:


Choose a large wall without windows.

Draw a bull’s-eye on the wall with chalk.
Start with three big circles and add more
as you get better.

Write a number in each circle. This is the

number of points a player wins for hitting
that circle with the ball.

Draw a line five giant steps away from the
wall. This is your shooter line.

4
1 or more players
1 ball
Chalk
Throw the ball at the wall. Remember what
circle it hits. The ball must bounce once
before you catch it. If you catch it after
one bounce, you get the number of points
written in the circle you hit.
If the ball bounces 2 or more times before
you catch it, you don’t get any points.
The player to earn 50 points first wins.
5
Beat the Leader


Tennis balls
1 large plastic container
How to Play:

Place a lot of tennis balls inside a large
plastic container.

The leader in the middle is ‘it’ and must try
to empty the container by throwing out all
the balls one by one.

The rest of the players try to make sure the
tennis balls get back inside the container
before the container empties.
Variations:

Increase or decrease the
number of balls.

Add equipment such as gator
balls, Frisbees, or bean bags.
BALL GAMES
What’s Needed:
BALL GAMES
Catch ‘Em All
6
What’s Needed:


50 tennis balls
5-6 towels or blankets
How to Play:

Players work in groups of 2-8 with a towel, a
blanket or a tarp. Each player holds on to
part of the blanket.

Put 10 – 15 tennis balls on the blanket.
Players toss the balls at least 2 metres in
the air and then try to catch as many as
possible.
Variations:

Toss balls to each other and
try to catch the balls from
the other group.

Start with one ball each and
build as many as possible.
7
Circle the Ball


Unlimited players
1 ball
Variation:

How to Play:


For small groups with an even number of
players, each player throws the ball to a

player across from them in the circle until
the ball goes around seven times.

With large groups, you may split the
group into circles of four or five
players.
Each circle needs a team name and
each player has a number.
A player in the first circle will call out
“Number three in (Team Name),” and
toss the ball toward that group.
The correct player catches the ball,
calls a number and group name and
throws it there.
BALL GAMES
What’s Needed:
BALL GAMES
Elephant
8
What’s Needed:

8 or more players
1 large ball
The players in the circle block the ball
with their “trunks.”

If the ball goes through someone’s legs,
that person goes into the middle.


How to Play:

Players form a circle standing with feet
shoulder width apart with feet touching
their neighbour’s feet.

Select someone to be in the middle.

All players clasp their arms together in
front of them, as though their arms are
an elephant’s trunk (or like a volley ball
serve).

The player in the middle uses her “trunk”
to hit the ball out of the circle through
the other player’s legs.
Other Considerations:

Play without a person in the middle if the
game is becoming boisterous and the
player in the middle is at risk for being
hit or hurt.

Players in the circle use their “trunks” to
punch the ball through other players’
legs.

If the ball goes through someone’s legs,
that person must run around the circle
before the game continues.
9
Four Square


4 players
Chalk


1 rubber ball
Each player starts with 10 points.
Players who lose all of their points
are out. Players lose a point if:
•
How to Play:

Draw a square 6 feet long on each side. Divide it
into 4 smaller squares. Number the squares 1 – 4.

Draw a start line outside the square # 4.

Each player picks a square and stands with feet
straddling the outside corner.

One player bounces the ball into another player’s
square. This player hits the ball into one of the
other player’s squares after one bounce using a
flat, open hand (front or back of the hand). Any
other player can hit the ball, even before it
bounces once.
•
•
•
•
they close their hand when hitting
the ball or grab the ball
the ball bounces twice before the
player hits it
the ball lands in the player’s own
square
the ball goes out of the game
board without first bouncing it
into another player’s square
the ball is returned into the
square of a player who is already
out of the game
(Continued on following page)...
10
Variation:

With more than 4 players, extra
players line up behind the starting line.

Players do not have points but move to
the end of the line for the same
reasons they would lose points.

The first person in the line moves into
square #4. If there is a player in # 4,
he/she moves to # 3 and so on.

The goal is to get to #1 square
without being eliminated.

Play goes on until everyone in line has a
chance to join the game.
START
BALL GAMES
Four Square (continued)
1
2
4
3
BALL GAMES
What’s Needed:
11
Hamburger Haven
What’s Needed:
2 or more teams of 3 or more players each
1 small ball and 1 flying disc (Frisbee) for each team
Hula hoops (optional)
How to Play:

Select two boundary lines.

Have each team line up behind one line.

Place “hamburger” (ball) on “tray” (flying disc).

The first person in each team carries the “tray” to
the second boundary line. If the “hamburger” falls
off the tray, that person does 3 jumping jacks
before continuing.

When the player gets to the boundary, he/she turns
around and returns with the “tray” to his/her team.

The next player in line repeats the pattern until
everyone has gone.
Variation:

Place “hamburgers” around
the playing area and give each
player a flying disc.

Place hula hoops at intervals
around the playing area.

Players must find/get
“hamburgers” and take them
to their “restaurant” (hula
hoop).

The player with the most
“hamburgers” wins.
BALL GAMES



Add Your Game:_____________
What’s Needed:
BALL GAMES

12


____________________________
____________________________
____________________________
How to Play:




____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
One Wall Handball


Tennis ball or sponge rubber ball
2 or more players
How to Play:

The server may stand anywhere between the wall and the serving line (see diagram).

On the serve, the ball may hit anywhere on the front wall then back over the serving line.

The receiver must wait until the ball has bounced once then hit back to the wall.

If the receiver fails to return the ball, the server gets one point. He/she continues
serving until he/she faults or misses the ball.

Any player may go outside the court to return a ball.

The game may be played to 11, 15, or 21 points.

All players must hit the ball with their hand. Players may not catch the ball then hit it.
Two hands are not permitted.
BALL GAMES
What’s Needed:
13
Ordinary Dictionary
What’s Needed:
BALL GAMES


14
1 or more players
1 ball
 A wall
How to Play:

Players do the actions while bouncing the ball
against a windowless wall.

If a player misses, he/she must start over at
the beginning.

To make it harder, have players use only one
hand or stand on one foot.
Ordinary (throw ball against wall and catch)
Dictionary (throw ball, put hands on hips and
catch)
Stationary (throw ball, be still and catch)
Front Clap (throw ball, clap hands at front
and catch)
Back Clap (throw ball, clap hands at back
and catch)
One Hand (throw ball with one hand and
catch with same hand)
Other Hand (throw ball with the other
hand and catch with same hand)
One Foot (throw ball standing on one foot
and catch)
Other Foot (throw ball standing on the
other foot and catch)
Frontwards (throw ball, twirl hands
forwards and catch)
Backwards (throw ball, twirl hands
backwards and catch)
Curtsey (throw ball, curtsey and catch)
Around the World (throw ball, turn around
and catch)
15
Sevens
What’s Needed:


1 player
High wall (no windows)
 Rubber ball or tennis
ball
Sevensies: Throw the ball against the
wall, clap your hands once in front and
once in back, before catching the ball.
Repeat this six times.
How to Play:

Draw a line about 5 feet from the wall and stand
behind it. Begin with “onesies.”
Onesies: Throw the ball against the wall and catch it.
Twosies: Throw the ball against the wall, let it bounce
once in front of the line and catch it. Repeat.
Threesies: Throw the ball against the wall and clap
before you catch it. Repeat this two more times.
Foursies: Throw the ball against the wall, spin around
and catch it after the first bounce. Repeat this
three times, changing the direction of your spin each
time.
Fivesies: Throw the ball against the wall, clap twice
behind your back and catch it. Repeat this four times.

Earn one point for each step and
repetition.

A perfect score (no mistakes) is 25
points.
Other Considerations:

Ensure ball is a softer tennis ball or
“wall ball” (not lacrosse ball).

Players need to watch for others who
may be retrieving balls to ensure no
one gets hit with an incoming ball.
BALL GAMES
Sixies: Throw the ball against the wall,
get down in a push-up position, then jump
up and catch the ball after the first
bounce. Repeat five times.
SPUD
BALL GAMES
What’s Needed:
16



If the ball makes contact: the target player
receives an “S” (or the following letter in the
word SPUD). This player throws the ball in the
air and calls a number for the next round.

If the ball misses the player or is caught: then
the person who threw the ball receives an “S” (or
the following letter in the word SPUD). This
player throws the ball in the air again and calls
another number.

When a player has all the letters to spell SPUD,
he/she is out of the game. The last player wins.
4 or more players
1 large bouncy ball
How to Play:

Assign each player a different number.

One player tosses the ball into the air and
yells a number. That player catches the
ball and all the other players run away.

Once the ball is caught, the player yells
“SPUD”. All players must stop.

The player with the ball picks a target

and tosses the ball at the player,
attempting to tag him/her. The target
must keep his/her feet on the ground, but

he/she may twist, duck or try to catch
the ball.
Variations:
The person with the ball can take three large
steps towards their target before they toss the
ball.
Soccer – the player gently kicks the ball at
his/her target’s feet instead of tossing it.
Team Ball’s Eye



An even number of players
1 or 2 balls
Chalk
How to Play:

Draw a bull’s eye on the pavement with chalk.
Start with three large circles and add more
as you need to.

Write a number in each circle. This is the
number of points a player wins for hitting
that circle with the ball.

From the outside circle, take at least three
giant steps. Draw one more circle around the
bull’s eye. This will be the shooter circle.

Divide into pairs.

Partners stand facing each other on
the shooter line on opposite sides of
the bull’s-eye.

One player tosses the ball onto the
bull’s-eye. The partner must catch the
ball before it bounces again and may
go anywhere to make the catch. If
the ball bounces more than once or is
dropped, there is no score. The team
gets the number of points marked on
the circle the ball hit.

The first team to reach 50 points
wins.
BALL GAMES
What’s Needed:
17
BALL GAMES
Towers
18
What’s Needed:



10 or more players
1 medium ball
2 buckets
How to Play:

Players form a circle standing arm’s length away from each other.

Place the two buckets in the circle – about 1.5 metres apart. Players should be about
3 metres from any bucket.

One player is “It.”

Players in the circle try to toss the ball in one of the buckets (without stepping inside
the circle) while “It” tries to block the ball using his hands, feet, or body.

Players can pass the ball amongst themselves to try and get a clearer shot at a
bucket.

The player that gets a ball in a bucket becomes the new “It”.
19
Triangles




3 or more players
1 rubber ball
3 markers (e.g. beanbags) for triangle points
or chalk
A large playing surface
Variations:
How to Play:

Players mark out a large triangle on the
ground with chalk or markers.

If a player misses twice, all
three players are replaced.

Players stand at each of the corners and
throw the ball to each other clockwise, very
quickly.


If a player misses twice, he/she changes
places with the person in line behind
him/her.
If only playing with three
people, each start with 10
points. For every miss, the
player loses a point.

The person with the most points
at the end of the game wins.
BALL GAMES
What’s Needed:
BALL GAMES
Add Your Game:_____________
What’s Needed:



How to Play:




20
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
Add Your Game:_____________



____________________________
____________________________
____________________________
How to Play:




____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
BALL GAMES
What’s Needed:
21
BALL GAMES
Add Your Game:_____________
What’s Needed:



How to Play:




22
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
Knights of the Round Table



Hula hoop for each player
1 metre pool noodle
1 chair
How to Play:

Players stand in hula hoops in a large circle
around the playing area.

One player is selected to be ‘it’ and this
player stands in the middle of the circle with
the pool noodle. The ‘it’ moves around the
circle and selects one player to hit, on the
legs, with the noodle.


The player who was hit tries to get
the noodle and re-hit the hitter
before he/she takes possession of
the hoop.

If the first hitter makes it back to
the hoop safely there is a new
hitter. It’s very likely that players
will be hitting each other
frequently as they try for
ownership of the hoop.
Variation:
Add another noodle and have two
games at one time.

After that player is hit, the hitter races to
the chair in the middle of the circle and
places the noodle on the chair.
TAG GAMES
Steal the Banana
24
What’s Needed:



Place the “banana” (stick, ball or
bandana) in the centre between
the two lines.

To start the game, the leader calls
out a number.

The players who share that number
race to grab the “banana” and get
back to their place in line without
being tagged by the opponent. If
the player makes it home without
being tagged, the team gets a
point. If the player is tagged, no
point is awarded.

Keep calling numbers out of order
until all numbers are called.

The team with the most points
wins.
2 teams of 4 or more players
1 stick, ball or bandana
How to Play:

Pairs of thieves try to steal the
“banana” and make it “home” without
being tagged.

Teams line up facing each other,
about 3 metres apart (players in line
should be about 1 metre apart).

Start at the right end of each line.
Players count off down their line so
players with the same numbers are
diagonally across from each other.
TAG GAMES
What’s Needed:
23
25
Tail Chase


Marked off safe area for play
Scarves, ropes or cloth for ‘tails’
Variation:

Six-tail chase: Six players play
in an approximately 4 metre
wide square area. Each player
has a tail.

At the start signal, players try
to snatch each other’s tails
without losing their own.

Players who lose their tail may
continue playing, but must try
to find another tail to replace
the one they lost.

Play for 2 minutes and see who
has the most tails.
How to Play:

Players stuff a small part of their ‘tail’
(cloth, scarf, rope) in the back of their
shorts.

On leader signal, each player tries to grab
his/her partner’s tail without having
his/her own tail taken.

When tail is removed, the player puts it
back again and tries again.

Count how many times a tail can be removed
in time given.

No body contact.
TAG GAMES
What’s Needed:
TAG GAMES
Add Your Game:_____________
What’s Needed:



How to Play:




26
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
27
What’s Needed:

1 skipping rope(s)
How to Play:
Two players turn the rope (one at each
end).

Each player chants this rhyme while
jumping (see next column).

When one player jumps out of the
turning rope, another jumper comes in
and does the same.
SKIPPING GAMES

28
Rhyme:
My mother and your mother,
Live across the way.
Every night they have a walk,
And this is what they say.
Acka backa soda cracker,
Acka backa backa boo.
Acka backa soda cracker,
Out goes you!
SKIPPING GAMES
Acka Backa, Soda Cracker
All in Together
What’s Needed:

1 skipping rope(s)
How to Play:

Two players turn the rope (one at each end).

The players recite the rhyme while jumping
and follow the directions in the rhyme.

The players run in from the side and try to
keep skipping during the rhyme.
Rhyme:
All in together, girls
Never mind the weather, boys
Hark! Hark!
I hear the teacher tapping on the
window.
January, February, March . . . (run
out on birthday month)
One, two, three, four, five . . . (run
out on birthday date)
Monday, Tuesday, Wednesday . . .
(run out on day of birth)
One, two, three, four, five . . . (run
out on age)
29
What’s Needed:

1 skipping rope(s)
How to Play:
Two players turn the rope (one at each end).

Recite this rhyme while jumping (see next
column).

Continue through the alphabet.

When the jumper makes the rope stop, the
next person takes a turn.
SKIPPING GAMES

30
Rhyme:
My name is Alice, and my
Friend’s name is Allen.
And we came from Alberta
With a carload of Apples.
My name is Barbara, and my
Friend’s name is Betty.
And we came from Barrie
With a carload of Beans.
SKIPPING GAMES
Alphabet Rhyme
Apples, Peaches, Pears & Plums
What’s Needed:

1 skipping rope(s)
How to Play:

Two players turn the rope (one at each end).

Players run in on their birthday month and
run out on the day of their birthday.

Recite this rhyme while jumping (see next
column).
Rhyme:
Apples, peaches, pears and plums,
Tell me when your birthday comes,
January, February, March . . .
1, 2, 3, 4 . . .
31
What’s Needed:

1 or 2 skipping ropes
How to Play:

With one long rope: one player wraps rope behind his/her back, over forearms, and
through his/her hands while another player holds the two ends.

With two ropes: two players hold the ends of the two ropes.

In Double Dutch, turn the ropes so they don’t “kiss” (slap together).

Another player jumps into the ropes (without stopping the rope) and continues to
jump rope. If the player is a good jumper, turn the ropes faster.

When the jumping player makes the ropes stop, the next person takes a turn.
Variations:
Count the number of successful jumps.

Add rhymes.
SKIPPING GAMES

32
Engine, Engine
What’s Needed:

1 skipping rope(s)
How to Play:

Two players turn the rope (one at each end).

Recite this rhyme while jumping (see below).

When a player stops the rope, the next
person takes a turn.
Rhyme:
Engine, engine,
Going down the
See it sparkle,
Engine, engine,
number Nine,
Chicago line.
see it shine,
number Nine
SKIPPING GAMES
Double Dutch
33
What’s Needed:

1 skipping rope(s)
Variations:
How to Play:

2 players turn the skipping rope (one
at each end).

Count the number of
successful jumps.

Another player jumps into the rope
without stopping the rope and
continues to jump rope.

Add rhymes

When the jumping player makes the
rope stop, the next person takes a
turn.
SKIPPING GAMES
Sports Car
34
What’s Needed:

1 skipping rope(s)
How to Play:

Two players turn the rope (one at each end).

Recite this rhyme while jumping (see next
column).

Turn the rope very quickly while saying the
numbers.
Rhyme:
Sports car, sports car,
A 1968,
Turn around the corner,
Slammed on the brakes,
Bumped into a lady,
Bumped into a man,
Bumped into a policeman,
And man, Oh man!
Policeman caught me,
And put me in jail.
All I had to drink was gingerale.
How many bottles did I drink?
10, 20, 30 . . . (count until
jumper misses)
SKIPPING GAMES
Ropes
35
What’s Needed:



3 or more players
An open area
Long skipping rope (14-20 feet)
SKIPPING GAMES
How to Play:
36

Two players turn the rope (one at
each end).

Recite this rhyme while jumping
(see next column).

The player follows the direction of
the rhyme.

When the jumper makes the rope
stop, the next person takes a turn.
Rhyme:
Teddy Bear, Teddy Bear,
Turn Around.
Teddy Bear, Teddy Bear,
Touch the ground.
Teddy Bear, Teddy Bear,
Show your shoe.
Teddy Bear, Teddy Bear,
How old are you?
One, two, three, four . .
.
Two Little Hummingbirds
What’s Needed:

1 skipping rope(s)
How to Play:

Decide what names (i.e., Peter and Paul) you
will use and which player will have which
name.

The rope must always be turning. No one is
skipping at this point.

Say the rhyme in the next column to start
one player or two players skipping.
Variation:

Make different rhymes by using different
names of children in the group.
Rhyme:
Two little humming birds sitting in
a tree,
(No-one skips, just the rope
turns)
One called Peter and one called
Paul,
(One child comes in and then the
other)
Fly away Peter, Fly away Paul,
(One child skips out and then the
other)
Come back Peter, Come back Paul.
(One child returns and then the
other)
SKIPPING GAMES
Teddy Bear, Teddy Bear
37
What’s Needed:



____________________________
____________________________
____________________________
How to Play:



SKIPPING GAMES

____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
Add Your Game:_____________
What’s Needed:



____________________________
____________________________
____________________________
How to Play:




38
Other Considerations:
SKIPPING GAMES
Add Your Game:_____________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
39
Chinese Jump Rope is a rope skipping game
that is popular around the globe. Central
European children call it gummitwist, while
kids in Great Britain and New Zealand call
the game “Elastics.”.
What’s Needed:


ELASTICS & HOPSCOTCH
40
A third player, called the “jumper,”
must then complete a specific
pattern of jumps without making
any mistakes. See the following
pages for a variety of jumping
patterns and chants.

If the jumper completes the moves
without any missteps, pauses, or
interruptions, the rope is moved
further up the body (ankles, midshin, knees, mid-thigh, hips).

If the jumper fails to complete the
pattern, she or he is out. The
players rotate their positions and
the next player becomes the
jumper.
3 or more players
A 3 metre piece of rope, elastic string
or cord, tied in a loop.
How to Play:


Two players, referred to as “holders”
or “enders,” place the circle of rope
around their ankles and spread their
feet far enough apart so that the rope
is taut and doesn’t touch the ground.
ELASTICS & HOPSCOTCH
Chinese Jump Rope Introduction
GamesGamesBasicInstructions
About:
Basic Chinese Jump Rope
What’s Needed:


3 or more players
A 3 metre piece of rope, elastic string or
cord, tied in a loop
How to Play:

See page 39 for basic instructions.

The jumper jumps so both feet land inside the rope, then with both feet straddling
outside the ropes on either side.

The jumper alternately straddles the single rope on each side, then places both feet
back inside the rope, and then straddles the rope again.

The jumper jumps so that the left foot lands on the left rope and the right foot on the
right rope.
Chant:
"in-out-side-side-in-out-on"
41


3 or more players
A 3 metre piece of rope, elastic
string or cord, tied in a loop
How to Play:
See page 39 and 40 for basic
instructions.
ELASTICS & HOPSCOTCH

42

Skinnies: holders hold the rope with only
one foot so there’s little jumping space
between the ropes.

Wides: holders spread their feet as wide
as they can so the ropes are far apart.

Diamonds: holders hold the rope with just
one foot while the jumper moves the feet
to form a diamond pattern.

Scissors 1: jumper starts with both feet
straddling the rope, and then crosses her
legs while dragging the ropes so they form
a scissor shape.

Scissors 2: the strings are criss-crossed
in an X pattern, and jumpers move their
feet into various parts of the X.
Other Chinese Jump Rope Patterns
What’sGamesGamesBasicInstructions
Needed:
How to Play:


3 or more players
A 3 metre piece of rope, elastic string or cord,
tied in a loop

See page 39 and 40 for basic
instructions.
ELASTICS & HOPSCOTCH
Variations of Chinese Jump Rope
What’sGamesGamesBasicInstructions
Needed:
Variations:
43
What’s Needed:



Chalked out hopscotch lines or painted
blacktop hopscotch lines
Puck; beanbags; buttons; beans; or other
small objects
6 to 8 players on each side
How to Play:



Arrange teams in a line with player number
one facing square number one.
Player number one stands on one foot
outside area one and holds a “puck” in
his/her hand.
Player number one tosses the “puck” into
area one then hops over this area and lands
with left foot in area two and right foot in
area three (spread eagle position).

Hop and land on one foot in area four.

Hop and land with left foot in area five
and right foot in area six.

Continue pattern, hopping and landing
with one foot in single spaces and two
feet in adjacent areas.
ELASTICS & HOPSCOTCH
Hopscotch
(Continued on following page)...
ELASTICS & HOPSCOTCH
Hopscotch (continued)
44
How to Play:

Two hops are permitted in area ten in
order to turn and be in a ready position
for the return movements.

Upon landing in areas two and three, lean
forward, pick up “puck” and hop out.

Player number one now tosses the “puck”
into area two and repeats the pattern.
The player may not land in area two.

On the return movement, player one must
land on one foot in area three, pick up
“puck”, hop over to area two, then to area
one and out.

Player one continues pattern through
area ten and back.

A player is out if he/she steps on a line,
tosses the “puck” on a line or in the
wrong area, changes feet on single
hops, or touches hand or other foot
during any hopping or retrieving
movement.

When a player commits an error,
he/she goes to the back of the line.
Basic Shooting Techniques
Think of a bowling ball. Gently cup the marble in your hand
and let it roll down the runway.
The Flick
Put the marble on the ground. Your thumbnail should be
touching the ground. Flick the marble with your index (first)
finger.
The Nudge
Put the marble on the ground. Crook your index (first) finger
and give the marble a push or nudge.
Footsies
Stand tall. Put the marble beside the instep of your shoe.
Gently shove the marble ahead with the toe of your other
shoe.
The Knuckle Down
Put the marble in the crook of your index (first) finger. Rest
your knuckles on the ground. Flick your thumb against the
marble.
MARBLE GAMES
The Roll
45
Basic Marble Terms
MARBLE GAMES
Marble Names:
46
Aggie (Agate):
Cat’s Eye:
Dib:
Rainbow:
Crystal:
Biggy or Boulder:
Ball Bearing or Steely:
Glass is cloudy or white, hard to see through
Look inside the marble. Do you see a cat’s eye?
A plain marble, use it for practice
A multi-coloured swirl in the middle of the marble
Clear, coloured glass marble
A big marble, keep it safe
A large steel ball
Terms to know:
Keepsies (keep-zeez):
Funsies (fun-zeez):
Sharesies (share-zeez):
Trysies (try-zeez):
The Shooter:
Shooter Line:
When you play for keepsies, you can lose marble to the winner.
No harm done. Win or lose, you get your marbles back at the end of
the game.
Divide marbles to share with other players. All marbles are returned
at the end of the game.
Practice round, owners get all their marbles back.
Is it your turn? If so, you’re the shooter
Use chalk to draw a line on hard top, or use a stick for a line on soft
top. Players must stand, sit or crouch behind the line when playing.
1
47
MARBLE GAMES
What’s Needed:


Marbles
Players
How to Play:

The first player shoots one marble onto the
playing field, which can be any area.

The second player tries to hit the first
player's marble. If they hit it, they collect
both marbles.

If the two marbles are close enough, he/she
can attempt to 'span' them. He/she places
his/her thumb on his/her own marble and
his/her index finger on his/her opponent's
marble. He/she then draws his/her hand up
while bringing his/her fingers together.

If the two marbles hit, he/she
collects both marbles. If he/she
misses, the first player may shoot
at either marble on the field.

If a player collects the last
marble on the field, he/she must
shoot a marble for the next
player to shoot at.
Other Consideration:

Players should also agree in
advance whether they are playing
'for fair' (all marbles returned to
owner) or 'for keeps' (winners
keep, losers weep).
MARBLE GAMES
Boss-Out
MARBLE GAMES
Add Your Game:_____________
What’s Needed:



How to Play:




48
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
49
Bunhole


Marbles
Players
How to Play:

Dig a 30cm wide hole in the center of the playing field.

Players attempt to get a marble as close as possible to the hole without going in.

The player who rolls their marble closest without going in wins a marble from each
player.

Knocking in your opponent's marble is permitted - if you can knock the closest marble
into the hole and "stick" your shooter, you can win the game (unless the next player
succeeds in doing the same to you ... in this game, you want to be the last to shoot!).
MARBLE GAMES
What’s Needed:
MARBLE GAMES
Hundreds
50
What’s Needed:


If he/she hits it, he/she earns ten
points and another chance to shoot
his/her marble into the hole for ten
points.

If he/she misses his/her opponent's
marble, the second player tries to hit
the first player's marble for ten points.
If they hit it then they can also try
shooting his/her marble into the hole
for ten extra points.

Whenever a marble goes into the hole,
both players start over from the
starting line, otherwise all shots are
made from wherever the marble
stopped rolling.

First player to reach one hundred
points wins.
Marbles
Players
How to Play:

Both players try to shoot their
marbles into a 30 cm hole.

If both marbles go in, players start
over. If one player's marble goes in
and the other player's marble doesn't,
the player whose marble went in
scores ten points.


If neither player's marble goes in, the
first player now tries to hit the
second player's marble.
51
Poison


Marbles
2 or more players, alone or in teams
How to Play:

Dig a small hole 3-5 cm across in the middle of the playing field, and mark a starting line
on one end.

The playing order is determined by a practice shot from the line towards the hole.
Whoever is closest or makes it into the hole is first.

One at a time, each player shoots their marble toward the hole. The first shot is from
the line. All other shots are taken from where the marble lands.

The goal is to get it into the hole so the player that makes it in can become "Poisoned”.
Only one player (or team) can be Poisoned at a time.
MARBLE GAMES
What’s Needed:
(Continued on following page)...
MARBLE GAMES
Poison (continued)
52
How to Play:

The Poisoned player gets another turn and tries to hit other player's marbles. If
he/she hits someone, they are out and he/she shoots again until he/she misses. If
someone else gets a marble in the hole, they become the new Poisoned player.

Other players may hit each other as a part of their strategy. If a player hits another
player’s marble, he/she shoots again (but no one is out).

If somehow their marble hits the other marble two times (if it hits and rolls up a hill
and hits the same marble while going down), it's called "Double Shots" and the player
gets to shoot the marble two more times.

If a non-poisoned player hits the poisoned marble, he/she is out.

The last marble (or team) in play is the winner. They get to keep all the marbles that
were in play from the beginning.
53
Ringer
MARBLE GAMES
What’s Needed:



13 Marbles
2 to 6 Players
Chalk
How to Play:

To determine which player goes first,
draw a line on the ground. The players
shoot at the line from 3 metres away.
The player closest to the line goes first.

Draw a ring (a large circle – usually about
1-3 metres) and put 13 marbles in it. The
marbles should be in a cross and spaced 78 cm apart. The size of the circle is
often determined by the skill of the
players. The bigger the circle, the more
skill is required.
(Continued on following page)...
MARBLE GAMES
Ringer (continued)
54

Each player shoots in turn from outside the circle (knuckling down at the edge of the
circle and flicking their shooter), trying to hit a marble out of the ring while keeping
his/her shooter inside the ring.

If the shooter has a miss, his/her turn is over and he/she picks up the shooter.

If the shooter has a hit, but the shooter also rolls out of the ring, he/she keeps the
marbles that rolled out and his/her turn is over.

If the shooter has a hit and the shooter stays in the ring, then the player shoots again
from the place where the shooter stayed.

On each new turn a player shoots from anywhere outside the ring.

The person who collects the most marbles is the winner.
Variations:

Every player contributes 4 marbles that are placed randomly inside the circle.

If playing indoors, use tape, string or a hula hoop instead of chalk.

If playing indoors, use small indoor balls instead of marbles.
55
Skelly


Marbles
Players
How to Play:

Draw a square 30 cm across. Mark a starting line outside of the square.

Each player randomly places a few targets (marbles) inside the square.

The playing order is determined by a practice shot from the line towards the square.

The one closest, shoots first and plays until he/she misses one of the targets.

Players can shoot from elevated positions and can shoot at any of the marbles.

For a marble to be counted and kept, it has to go out of the square on the fly, without
rolling.
MARBLE GAMES
What’s Needed:
Other Consideration:

This game works best when dense aggies (or steelies, if all players agree to it) are used
to hit lighter target marbles.
MARBLE GAMES
Add Your Game:_____________
What’s Needed:



How to Play:




56
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
Baseball Roundup


5 or more players
1 ball for each player
How to Play:

Players form a circle.

Start with one ball. The player holding the
ball tosses it to the player two people to
his/her right (e.g. Player One has the ball and
passes it to Player Three).

When the ball gets back to the first person,
add another ball.

Keep adding balls until everyone has one.

In the dry weather, play with a larger ball
and roll it or kick it between players.
INDOOR GAMES
Circle Delight
58
What’s Needed:

2 small objects (e.g., 2 different coloured balls, rubber animals, flying discs)
How to Play:

Players stand in a tight circle, shoulder-to-shoulder.

Select two players standing beside each other to be the starters.

On the ‘go’ they pass their ball to the second player to their left or right, one
ball is going in one direction and the second ball in the other direction.

The team with the ball back to the start first wins. After each round players
take a step back.

When the circle gets quite large add more balls. Players are not allowed to
interfere with another team’s balls.
INDOOR GAMES
What’s Needed:
57
Classroom Paper Ball



2 empty baskets or waste bins
2 Hula hoops
Paper
How to Play:

In the classroom place two empty baskets or
waste bins at the ends/sides of the room.

Around the baskets place hula hoops, or create a
zone where no player is allowed to enter.

Divide the class into two equal teams and scrunch
recycled or Good-On-One-Side (G.O.O.S.) paper to
make paper balls.

Players may only take up to three steps, or
whatever is safe in your environment, pass to a
teammate and try to throw the paper into the
basket.
Variation:

Players must be seated.
INDOOR GAMES
What’s Needed:
59
INDOOR GAMES
Dance Fever
60
What’s Needed:


Music (CD or electronic playlist)
CD player or computer
How to Play:


Select some fun music – consider modern
hits, “oldies,” or music from other cultures.
Make sure it is teacher-approved.
Play the music and invite students to dance
along.
Variations:

Learn a new dance routine together.
Learn a dance and teach it to the
group.

Create a dance circle. Players take
turns leading the group in a dance
move.

Bust a move. Players write dance or
fitness moves on paper ballots. Take
turns drawing ballots and performing
the move individually or as a group
while the music plays. Variation: All
players draw a ballot to start. When
the music pauses, each player
exchanges ballots with another player,
and performs the new dance move until
the next exchange.
61
Electric Shock



Players can also be asked to work with
their partner to complete a task
before returning to the front of the
line. Points can be awarded for team
work.

Once task is completed, the student
runs to the front of the line where
the electric shock is sent again
through an agreed upon number on the
dice.
10 to 40 players
Numbered cube
How to Play:

Divide teams equally sitting holding hands back
to back.

The electric shock starts with the roll of a dice.
When the number agreed upon by the leader
and the first participant in each row appears,
the shock is spread by squeezing hands.



As the shock progresses down the line and
reaches the last participant, the last
participant must perform some task before
racing to the front of the line.
The task can be as simple as jumping jacks,
running a relay, searching for an object or
drawing a picture etc.
The game is done when every player
has completed the task and the teams
are sitting in their original order.
Other Consideration:

INDOOR GAMES
What’s Needed:
Keep task age appropriate to ensure
participants are safe and actively
engaged.
INDOOR GAMES
Add Your Game:_____________
62
What’s Needed:



____________________________
____________________________
____________________________
How to Play:




____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
___________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
Fox and Goose


The Fox chases the geese by following
the lines. The geese must stay on the
lines too. When a fox tags a goose
they are it and can either be
eliminated or become foxes.

The game ends when all the geese
have been caught.
8 to 12 or more players
How to Play:


Using as many participants as possible, form
a large circle in the fresh snow.
Everyone shuffles their feet as they make a
large pie shaped circle in the snow. The
group then proceeds to divide the pie into
eight sections, again using their feet. In the
centre is a hub where all sections intersect.

Spray the lines with water mixed with food
colouring from a used Windex bottle.

Choose one or two to be the foxes and the
rest are the geese.
Variations:

The fox must be on the same line as a
goose in order for a tag to count.

No jumping from one line to another.
All players must change lines only at
the intersections.

Make two Fox and Goose games where
they are joined at the wheel like a
pair of glasses.
WINTER GAMES
Snowy Ball
64
What’s Needed:




High jump standards
Rope
Ball
6 to 9 players
How to Play:

Mark out a volleyball court using your feet
and spray the lines with water mixed with
food colouring from a used Windex bottle.

Set up two high jump standards with a rope
hung across as a net.

Play a version of volleyball where players
catch and pass the ball rather than volley
and bump it.

The ball is tossed over the net to
start and the receiving team must
catch it, make three passes, and
throw it back over the net.
WINTER GAMES
What’s Needed:
63
65
Snow Scooper



Scoop
Pylon
Pail for each team
How to Play:

Divide participants into evenly distributed
teams. Each team will need a scoop, a pylon,
and a fairly large pail.

Place the pylon 10 metres away from the
team and keep the pail where the pail is
located.

Players take turns running to the pylon,
carrying the scoop with them.

Players fill their scoop with snow
at the pylon and quickly return to
deposit the snow into the pail.

Object is to be the first team to
fill the pail.
Other Consideration:

Be cautious of icy areas on the
field.
WINTER GAMES
What’s Needed:
WINTER GAMES
Add Your Game:_____________
66
What’s Needed:



____________________________
____________________________
____________________________
How to Play:




____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Other Considerations:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
67
What’s Needed:


2 or more players in pairs
How to Play:
Partners start by facing each other.

Each person begins by clapping their own
hands together, at the same time as their
partner.

Next, each person claps their hands against
their thighs, at the same time as their
partner.

Next, each person claps their own hands
again.

Partners clap hands three times when saying
the repeated words.
CLAPPING GAMES

68
Recite this rhyme while clapping:
Miss Mary Mack, Mack, Mack.
All dressed in black, black, black.
With silver button, buttons, buttons,
All down her back, back, back.
She asked her mother, mother, mother,
For fifty cents, cents, cents,
To see the elephant, elephant, elephant,
Jump the fence, fence, fence.
He jumped so high, high, high.
He reached the sky, sky, sky.
And he never came back, back, back,
Till the end of July, ‘ly, ly.
CLAPPING GAMES
Miss Mary Mack
See See My Playmate
What’s Needed:


For “more, more, more” - clap your
partner’s hands once for each time you
say “more”.

Recite this rhyme while clapping:
2 or more players in pairs
How to Play:
1. Each person begins by facing their partner and
holding hands. Swing hands back and forth two
times (two beats).
2. Each person claps their right hand against their
partner’s right hand. Repeat with left hand.
3. Next, each person claps their own hands
together two times.
4. Partners clap the back of their hands together
(like backwards “high ten”).
5. Each person claps front hands together (like a
high ten).
6. Repeat from step 2.
See, see my playmate,
Come out and play with me,
And bring your dollies three,
Climb up my apple tree
Slide down my rain barrel,
Into my cellar door,
And we’ll be jolly friends,
Forever more, more, more!
See, see oh playmate,
I cannot play with you.
My dolly has the flu,
Boo hoo, hoo, hoo, hoo, hoo,
Ain’t got no rain barrel,
Ain’t got no cellar door,
But we’ll be jolly friends,
Forever more, more, more.
69
What’s Needed:


Stella Ella Olla
Clap, clap, clap
Say es chico chico
Chico chico chop
Say es chico chico
Velo, velo, velo, velo, velo
Say 1, 2, 3, 4, 5! (may go up to 10)
2 or more players in pairs
How to Play:

Players stand in a circle with their right hand over
the left hand of the person on their right.

One person starts the game by clapping her right
hand against the person’s left hand. This pattern
works so everyone is clapping the person next to
his/her left hand.
Variations:

When the rhyme gets to 5 (or 10), the person

clapping tries to clap the hand of the person next
to them. The other person tries to move their hand
out of the way.

If the person clapping touches the person’s hand
beside them, the person touched is out. If he/she
moves their hand in time, the clapper is out.
CLAPPING GAMES

70
Recite this rhyme while clapping:
With larger groups, those who are
out can start new, smaller games.
With 2 players, players hold right
hands while facing each other. They
bend their elbows and put their left
hands out. Instead of clapping, they
rock their right hands back and
forth, touching the outstretched
left hand.
CLAPPING GAMES
Stella Ella Olla
Add Your Game:_____________
What’s Needed:



____________________________
____________________________
____________________________
How to Play:




____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Rhyme:







____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
What’s Needed:



____________________________
____________________________
____________________________


____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
CLAPPING GAMES

72



How to Play:

Rhyme:




____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
CLAPPING GAMES
Add Your Game:_____________
71
Add Your Game:_____________
What’s Needed:



____________________________
____________________________
____________________________
How to Play:




____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Rhyme:







____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
73
What’s Needed:


Hoops or pylons as “stations”
Fitness ideas for variation
How to Play:

Arrange the playing area in a rectangle with an
‘alligator’ (the leader) in the middle. Use hula
hoops or pylons to identify the stations.

All the players begin at the entrance to the
game.

Players randomly challenge other players to a
game of Rock-Paper-Scissors (RPS), entering
the game and moving forward as they win.
ROCK, PAPER, SCISSORS

74

However, if they lose to the
alligator they must go back to the
start and begin again.

The first player to the end of the
playing area wins.
Variation:

Place fitness challenges at each
station and players must complete
the fitness challenge before they
play RPS.
When a player loses a game of RPS, they race
to the centre and play the alligator. If they
win that RPS challenge, they go back to the
spot they left.
X X X X
Start
ALLIGATOR
Finish
X
ROCK, PAPER, SCISSORS
Alligator
X X X X
Ya Baby
What’s Needed:

3 or more players
How to Play:
•
Choose one player to be the leader. The
leader stands at “home base” or at the
wall.
•
Players are lined up along the centre of
the playing area (10 to 15 feet behind the
leader). All players have their ‘throw’
hands behind their back.
•
On the “go”, players throw a Rock, Paper
or Scissors.
•
If a player beats the leader, he/she
takes one step forward. If he/she
ties, he/she stays still. However, if
they lose to the leader, they have to
run to the back wall and return to
the centre line.
•
All players that don’t run must shout
out together, “YA BABY”.
•
Play until someone reaches the
leader.
75
Sources
Byl, John. (2003). Why paper and scissors rock. Hamilton, ON: Canadian Intramural Recreation Association of
Ontario CIRA Ontario.
Games from this source: Ya Baby; Alligator
Byl, J., Baldauf, H., Doyle, P., Raithby, A., & Stephen, M. (2003). 50 games with 50 tennis balls. Hamilton, ON:
Canadian Intramural Recreation Association of Ontario (CIRA Ontario).
Games from this source: Catch ‘Em All; Beat the Leader
CIRA Ontario. (n.d.). Great Games by Great Kids. Hamilton, ON: Canadian Intramural Recreation Association of
Ontario (CIRA Ontario).
Games from this source: Classroom Paper Ball
Doyle, Pat. (2009). Winter Play. Hamilton, ON: Canadian Intramural Recreation Association of Ontario (CIRA
Ontario).
Games from this source: Snow Scooper; Snowy Ball; Fox and Goose
Durham Region. (n.d.). PROPS.
Games from this source: One Wall Handball; Ordinary Dictionary; Chinese Jump Rope; Hopscotch;
Hamburger Haven
Land of Marbles (2014). Retrieved from http://www.landofmarbles.com/marbles-play.html
Games from this source: Boss-Out; Skelly; Hundreds; Bunhole; Poison; Ringer
Ophea. (2014). PlaySport.
Games from this source: Tail Chase; Electric
Raithy, Andy. (2010). A round of circle games. Ancaster, ON: Canadian Intramural Recreation Association of
Ontario (CIRA Ontario).
Games from this source: Knights of the Round Table; Circle Delight
Region of Peel. (2012). Playground Activity Leaders in Schools.
Games from this source: Sevens; Are You Coming Out Sir?; Ordinary Dictionary; 4 Squares; Ball’s Eye;
Team Ball’s Eye; Alphabet Sequence; SPUD; Circle Ball; Alaskan Baseball; Elephant; Towers; Triangles;
Steal The Bacon (originally Steal the Bacon); Teddy Bear, Teddy Bear; Ropes; Double Dutch; Two Little
Hummingbirds; Acka Backa, Soda Cracker; Alphabet Rhyme; All In Together; Engine, Engine; Apples,
Peaches, Pears and Plums; Sports Car; Basic Shooting Techniques; Marble Names; Stella Ella Olla; Miss
Mary Mack; See See My Playmate; Baseball Roundup
Rules for Ringer (A Marbles Game). (2012). Retrieved from: http://scoutermom.com/6449/rules-ringer-marblesgame/
Games from this source: Ringer
(Halton Region, Original Source, August 2014).
Games from this source: Dance Fever
For the
Program
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertising