Kids F.U.N. Place



Games


J    K    L




J

Jamaquack (active/circle)

Jamaquacks are rare birds from Australia. Being from down under, they always stand bent over, with their hands grasping their calves or ankles and shuffle along backward. They are nocturnal by preference, and when they are out in daylight, they always try to wander off somewhere, only a third of the players can be jamaquacks at a time. The rest must form a jamaquack pen by holding hands in a circle facing the center.  Two players create a hole in the pen by dropping their hands. The jamaquacks gather in the middle of the pen, heads together and begin quacking and moving backward with their eyes closed, trying to find the way out. While the birds are trying to escape, those forming the circle do their best to jam the quacks back inside the pen by GENTLY knee-bumping them. Once outside the circle the jamaquacks can finally stand upright and open their eyes but they should keep quacking to let their species mated locate the hole.

Back to the games index

Jelly Roll (icebreaker)

This game is ideal for groups that either don't feel completely comfortable with one another, or are difficult to assemble quickly.

Divide the large group into smaller groups by means of color of clothing, birthdays or counting to group them together. Have them get into these groups, hold hands in one long line and then roll from one end to the other into a "jelly roll" and sit down.

This can be used when you need to explain something , break them into groups quickly etc. All you need to do is yell "jelly roll".

Back to the games index

Jeepers Creepers (active)

Equipment: 3 rolls of crepe paper.

Divide the group into teams of three. Each team receives a roll of crepe paper. Mark two parallel boundary lines about 10 yards apart. Each team lines up behind on of the boundaries. When the leader says "Go" , two players on each team get down on their hands and knees, one behind the other. The rear player places his or her hands on the ankles of the front player. The third team member becomes the connector and connects the two players by wrapping the crepe paper around the wrists and ankles of the players. After the players have been connected, they begin to creep toward the opposite boundary. If the crepe paper tears, the two crawlers must stop while the third player repairs the connection. Once the two crawlers reach the boundary they switch so that everyone gets a chance to be the connector. The first team to cross the boundary line after all three team members have been crawlers and connectors is the winner.

Back to the games index

Jon Cam Pon (active)

See "Rock Paper Scissors"

Back to the games index

Juggling (Group) (cooperative/circle/moderate)

Players stand in a circle; hands in the air. The leader throws the ball to a player on the other side of the circle. The player throws the ball to a third and so on. When a player has caught the ball once, he puts his arms down. The last player to catch the ball throws it back to the leader and the game starts over again only faster. A 2nd, 3rd, and 4th ball is added.

Back to the games index

K

  Keep it up (cooperative/circle/moderate)

See "Juggling (group)"

Back to the games index

Kick it Up (cooperative/circle)

Equipment: ball

Players start in a circle with their feet towards the middle. A ball is put in the center and the players have to keep the ball up in the air with their feet. If the ball is dropped, it is a point against themselves.

Back to the games index

Killer

Someone is chosen to be the picker all the other kids line up facing the wall and should close his or her eyes. The picker goes by and taps each of the kids. He taps each of them once but whomever he picks as the killer he is to tap twice. Once everyone is tapped they all turn around. (Sometimes the killer is given away here because of smiling :)

Everyone begins shaking hands with one another one at a time in a normal shaking manner. If you are the killer when you shake hands with people you bend your index finger in and sort of poke the palm of the person's hand your shaking. If you feel this when you shake someone's hand then you go and shake two more hands (normal shake) and then silently fall to the ground. Eventually the killer gets everyone and then the game's over and a new killer gets picked.
Contributed by Julianne Brewer
[See also "Murder Wink"]

Back to the games index

Kitty Wanna Cracker (moderate)

Campers sit in a circle with one person in the middle of the circle. The person in the middle goes up to different people and says "Kitty Wanna Cracker?". The players in the circle say "No, thank you". While this is going on, the people who the kitty has her/his back to try to catch each other's eye and change places. The kitty tries to steal the empty spots. If you are left without a spot then you become the kitty.

Back to the games index

Knights, Horses and Cavaliers (active/circle)

This game is similar to musical chairs in that when the rhythm stops an action must be performed. In this game 2 equal circles are formed, with one inside the other. The people of the inside circle will pair up with someone on the outside circle and remain with that partner for the rest of the game. the inside circle will walk clockwise clapping their hands and the outside circle, also clapping, will walk in the opposite direction. When the leader calls out Horses, the individuals stop clapping and run to find their partner. Once together, one partner will go on all fours, like a horse, and the other partner will straddle their back. The last partner group to form that position will be asked to act out a simple situation of their choice that makes use of a rider and a horse. Once this game continues in the same fashion as before. If Knights is called, 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. If Cavaliers is called, then one of the partners will lift their partner up into their arms. However, one leg lifted by their partner is allowed.

Back to the games index

Knights of the Round Table (active/circle)

Equipment: hoola hoop and sword

The players should be in a circle with one knight in the canter with the sword. The knight tries to touch a person in the circle with the sword, run to the middle, put the sword on the table (hoola hoop) and get to their spot in the circle without being touched by the sword. The person touched has to chase the knight, get the sword from the table and touch them with it before they get to the spot or they are the new knight. If for some reason the sword does not land on the table, the rest of the players must yell, "THE SWORD IS NOT ON THE TABLE!" This means the play is cancelled and the knight must try again.

Back to the games index

Knots (moderate/circle/cooperative)

Groups of eight stand in a circle facing into the center. Shake hands with person directly across from you, then join left hands with a different person in the group. Must untangle the human knot without letting go of hands.

Back to the games index

L

Ladders (active)

Two lines are formed, facing each other. Sit down, legs straight out, feet just touching. Each pair is numbered or given a name. When a name or number is called, the two jump up, run over the legs of the other pairs in one direction, then run outside until they get to the opposite end of the line and then continue to run over the legs of the other pairs until they get back to their original place in line. The first person back to their original position gets a point for their team.

Back to the games index

Last Detail (passive)

Choose a partner and sit in front of them. Take 3 minutes to study how your partner is dressed. Turn around. Now your partner will change 5 things on his clothes. Again the partners face each other and the first partner tries to determine what is different.

Back to the games index

Lap Sit (cooperative/circle)

Form a circle, shoulders close to people beside you. Everyone turn 90 degrees to the left. Put hands on person's hips. Everyone sits down on knees of person behind them. Try to sit, stand up, turn around and sit down again. Then try to walk while in lap sit.

Back to the games index

Leader (circle)

The children all sit in a large circle. A person is picked to be it. He leaves the room or sits with his back to the circle. The group then decides on a leader who is to start a motion in which all the children copy. The motion can be anything at all, and the person who is it, comes in to find the leader of the motion. The leader changes the motion from time to time and the person who is it has three guesses to determine who the leader is. If 'it' guesses correctly then the leader becomes 'it'. If 'it' does not guess correctly a new game is started by choosing a new 'it'.

Back to the games index

Lemonade (active/drama)

The group is divided into two teams. Team A: Actors, Team B: Guessers. Actors decide on a geographical location and a related occupation. Dialogue between A and B:

A: Here we come. B: Where from? A: From New Airlines. B: What's your name? A: Lemonade. B: What's your trade? A: Goes like this.

At this point group A acts out their occupation. Group B is given 3 tries to guess. If the guess is correct, group A must run to a safety line without being touched by a group B player. If all 3 guesses are wrong group B must run to a safety line without being touched. Any player touched must switch teams.

Back to the games index

Lions and Tigers (circle/passive)

Players sit in a circle. Two children on the opposite sides of the circle, hold small objects, (stone ball etc.). One is called a lion, and the other a tiger. On a signal the players pass the objects to the right as quickly as they can. The fun is in trying to get one animal to overtake the other. (see Beat the Bunny)

Back to the games index

Lip and Card Relay (cooperative/active)

Equipment: Card

The group is divided into 2 lines, boy-girl-boy-girl if possible. A card is then given to the first person in the line. He puts the card between his lip and his nose and passes it down the line. The first line to pass the card down first wins.

Back to the games index

Lonely Little Ghost

"A lonely ghost would love some company. He wants to make a ghost friend.
His ghost friend won't be me."

One child is chosen to be the lonely little ghost. He sits on a chair in the haunted house. Indicate a certain area for that purpose. The other children speak the verse and sneak into the haunted house. They tease the ghost. Any child he catches or tags within the boundaries of his haunted house becomes a ghost and joins him to try to catch the remaining children, who return again and again to tease and try to avoid being caught by the ghosts. The last child caught is the winner and may be the lonely little ghost the next time the game is played.
Contributed by Colleen Murphy

Back to the games index

Loose Caboose (active)

Select a player to be the Loose Caboose. Divide the rest of the group into trains of three. Each player is a train car and holds the waist of the person in front. The first player in a train is the engine. The object is for the loose caboose the try to attach to a train. When all are aboard, the trains chug around the train yard (sound effects should be encouraged) Trying to dodge and turn to keep away form the Caboose. When the Caboose attaches to a train, the engine of that train becomes the new loose caboose.

Back to the games index

Lumberjack (active)

Two lumberjacks per team, - the rest are trees (people). The lumberjack must fill the trees transport them to the lumber yard (carry the people on his team), stack the lumber (pile the people on top of their team) and replant new trees (carry the same people back and leave them standing upright).

Back to the games index




Send e-mail to kids@theFUNplace.com
Line
Back to the kids index

Back to
The F.U.N. Place

line
Copyright © 1997 The F.U.N. Place. All rights reserved