P
Pass the Ring! (circle/passive)
Players lie in a circle with their hands in the middle. One person is out of the circle. Players in the circle must pass the ring around the circle without the person guessing where it is.
Back to the games index
Peaches (circle / passive)The leader begins by saying, "repeat after me". Then the leader clears their throat and says: "peaches, peaches very fine peaches, the very best peaches in town." The leader tries to get the campers to repeat. The poem is not correct until the throat is cleared.
Back to the games index
Phantom (circle / passive)The leader begins by walking around a circle of campers saying "The phantom walks and walks and walks and walks..." The leader then stops behind a camper and says "Where's the Phantom?" The campers will guess whomever the leader is standing behind. This is the incorrect guess. Tell the campers who the Phantom really is. Repeat the above process. The correct location of the Phantom is behind the camper who speaks first. Keep the trick a secret. If the campers figure out, don't tell or change the secret.
Back to the games index
People to People (moderate)This is a good way to divide campers into groups in an interesting way. The campers should mingle while snapping and saying, "people to people". The leader will call out commands like, "back to back" or "knee to knee". The leader can also throw in group commands like, "a group that uses the same toothpaste" or "same colour eyes". Be creative!
Back to the games index
Pina (circle/passive)Everyone is in a circle. One person takes a deep breath and begins walking around the circle tapping everyone on the head and saying "Pina." The idea is to get back to your place before taking another breath. Your success in this game will depend as much on the size of the circle as it does on the size of the circle as it does on the size of your lungs.
Back to the games index
Pip, Squeek and Wilbur (active)Equipment: bean bags
Arrange the children in groups of three. One person in each group is Pip, one Wilbur, and one Squeek. These groups are arranged in one big circle. The leader calls out one of the three names; this person runs around the outside of this big circle until he gets back to his group. Then he runs under the arch that the other two have made and into the center of the circle and tries to grab one of the bean bags in the middle and return to his group. There should be two less bean bags than there are groups. If the runner gets a bean bag, his group scores a point. The group with the most points at the end of the game wins.
Back to the games index
Pirate's Treasure (circle/moderate-passive)see SMAUG's JEWELS
Back to the games index
Poison (moderate) **A pot or kettle is placed on the ground. Five or more players join hands, forming a circle around the pot. One player is the leader. He tries to push or pull the other players so that one of them knocks his foot against the pot. As soon as any player touches the pot, he is 'poison' and all the other players run away from him. The player who is poison chases them until he catches someone. The that player becomes the leader, and another game is started.
** EXTREME CAUTION MUST BE TAKEN WITH THIS GAME.
Back to the games index
Pompadour (cooperative/icebreaker)Equipment: Name tags
Players must find another player with at least four letters in their name that are the same. Join hands. Idea is for the entire group to be joined at the end of the game.
Back to the games index
Poor Kitty (circle/passive)The children are arranged in a circle, sitting down. The 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". If the child laughs, then he must become the kitty and try to make others laugh.
Back to the games index
Pop Goes the Weasel (active)Choose one child to be the weasel. Have the rest of the children divided into even groups. In each group number the children off 1,2,3, and so on. The weasel stands in the center as the groups dance around him in their own circles singing "pop goes the weasel". When a number is called all the children of that number and the weasel join in a circle in the middle dancing and singing "pop goes the weasel" while the other children remain in their own group's circle around the outside. When 'pop goes the weasel' is reached all those children run to find an empty circle, the other groups have formed on the outside. The remaining child is the weasel.
Back to the games index
Port and Starboard (active)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:
- Captain's coming - salute
- Stand at ease - hands behind back
- All hands on deck - kneeling position
- Hit the deck - lying flat on the floor
- Submarine - lying on back one leg up in the air
- Port - run to the left side
- Starboard - run to the right side
These are only a few examples of movements. Feel free to add your own. Children are eliminated from the game after each order given by the Captain. The last to obey are counted as out.
Back to the games index
Prisoner's Base (active)There are 2 teams, each with its own home base. Also mark out a prison - both teams will use it. The members of each team links hands, stretching out from their home bases. The last person in the chain (the one farthest from the base) breaks away and runs into the field. Then the last link on the opposite team's chain breaks away and chases them. While that chase goes on., the players continue to break from their team's chain and pair off with a member of the opposite team. In this way, each chaser has a particular player they must tag. When a player is tagged, they go to prison and their captor stands on guard. The prisoner can be released only if a member of their own team runs through the prison and tags any would-be rescuer. If several players of the same team are in prison, they may call out "ELECTRICITY!" and join hands, stretching a chain out and away from the prison boundaries. A teammate may touch the last person in the chain and release all the prisoners. The game is finished when all the members of the first team are captured.
OR
Each game began 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 were three lines drawn across the vacant lot: a center 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 endline. 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 center line to touch their team member's hand to free their captured team member, the opposing team would try to catch them. The center 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 center line, he/she also became a prisoner and was taken to the corner of the lot and put in prison. 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 center 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.
Contributed by Fred Reekie
Back to the games index
Pruie (moderate)Everyone walks around with their eyes closed in a small space. When you bump into someone say "pruie?" If they say "pruie?" back to you then they are not the person you are looking for and you continue looking amongst the crowd. The referee has whispered to one person, telling him that he is the "Pruie". The pruie does not have to close their eyes and if someone bumps into them and asks "pruie?" they do not respond. This is your clue to join onto their hand and open your eyes. The fun comes when there is only one person left to find the Pruie!
Back to the games index
Psychic Shake (moderate)Each player chooses a number (1,2, or 3). Each player seeks out fellow players by shaking hands right and left. The hand is squeezed the number of times which corresponds to the number the player has chosen. It is a secret code; all must be done in silence. The "spirits" should see to it that the group divides into three separate groups.
Back to the games index
Punch Ball (moderate/circle)See "Elephant Ball"
Back to the games index
Punctured Drum (cooperative)Equipment: bucket with holes, water, pot
The group must attempt to fill the drum to overflowing. Only portions of the participants' anatomies may be used to plug holes. The number of holes must necessarily vary with the size of the group. Puncture 120 holes (large nail size) in the bucket which duplicates the number of fingers in a 12 person group.
Back to the games index
H1>Q Quack (icebreaker)This game is played in the same formation as jamaquacks. The group forms a circle and about six players are chosen to go into the middle of the circle, where they bend over and grab their ankles, and walk around backwards. If they bump another player then they must introduce themselves by sticking their head between their legs and shaking the other player's hand.
Back to the games index
Quack Quack (moderate)One player is blind folded and is given a cane or stick. The other players march around him in a circle. As soon as he taps his cane loudly, everyone stops. The blindfolded player points his cane at someone and that person must say "quack quack". The blindfolded player tries to guess who it is. If he guesses correctly the first time, he trades places with that player. If the child does not guess correctly he just continues until he does guess right.
Back to the games index
Quaker Meeting (circle/passive)Nobody can keep a straight face in this game! Players sit in a circle, fairly close together. The leader solemnly taps the knee of the person to his right, and each player in turn does the same. When that action gets back around to the leader, he then taps the cheek of the player to his right. And so on, with the nose, ear, eye, mouth, or until a player dissolves into laughter.
Back to the games index
Queenie (moderate)Equipment: ball
One player is chosen to be Queenie and he stands with his back towards the other players. Queenie throws the ball over his head and one of the players catches it. Then the players stand with their hands behind their backs and Queenie turns around. The players say "Queenie, queenie, who's got the ball?" Then queenie has three guesses to decide who's got the ball. If he guesses incorrectly the player with the ball becomes queenie. Otherwise he remains.
Back to the games index
Quick Frozen Critters (active/nature)Equipment: tails, food, hoola-hoops
The players will be split into 2 teams. One team is rabbits and the other team is foxes. The object of the game is for the rabbits to cross the open playing field retrieve food and bring it back to their home. The rabbits can not be killed when they are frozen. The foxes are trying to take the rabbit's tail when they are moving. If this happens, the rabbit is dead. Both teams should get a change to be both animals.
Back to the games index
Quickity-Quick"What will I take, oh, what will I pick?
Guess it, then catch me, Quickity-Quick."The children all sit in a circle, one child is chosen to be Quickity-Quick. The leader shows all of the children three small objects. She then places the three objects behind three different children who are seated in the circle.
Quickity-Quick recites the verse above while walking behind the children. He pretends to take the different objects to fool the children, who must not look behind them. While he is pretending, he does actually take one object. Whenever one of the three children think their object has been taken, they immediately try to catch Quickity-Quick before he reaches a safety goal which has been previously established. If Quickity-Quick is caught with the obbject that was behind the child who chased him, they exchange places.
The game is then repeated with the new Quickity-Quick. However, if the child catches Quickity-Quick with an object that was not his object, he is disqualified. Quickity-Quick may try again. Also, if Quickity-Quick is not caught at all, he has another turn until he is caught.
Contributed by Colleen Murphy
Back to the games index
R
Equipment: One crate of tennis balls (approximately 30), an enclosed area (difficult to play on the grass)
Tennis balls are strewn around the room on the ground. The leader yells "RABID NUGGETS" and the object of the game is to keep the tennis balls moving. They may only use their feet. If the leader spots a tennis ball lying still, she/he shouts "DEAD NUGGET...3,...". If a player has not made the ball moving by the time that the leader says 1, the group has one strike against them. The leader may time how long the group keeps the nuggets moving before they get three strikes against them.
Back to the games index
Racoon Dinner Time (active)Equipment: clams, crayfish and paper
This is a game for a small group. The leader designates a stream area, then scatters clams and crayfish in the stream. The leader stays at the far end. The leader is a fox. The rest of the group are raccoons. When the fox calls "raccoons', the raccoons move up the stream slowly and pick up the food as they go. When the fox calls "dinnertime" the raccoons must freeze. If the fox calls "paws in the air" the raccoons must put their paws (hands) up in the air and they are not allowed to use their thumbs. The game ends when the raccoons reach the fox but the winner is the raccoon with the most clams and or crayfish. That person then becomes the fox.
Back to the games index
Races (very active)Cartwheel races - self explanatory
Consecutive Jumps - everyone jumps in predetermined fashion.
Newspaper Race - Two newspaper sheets required per player. Each player must race to the turning point and back, stepping only on his newspapers. He steps on one, lays the other in front of him steps on it, moves the first forward, and steps on it and so on.
No hand get up - Players run to turning point, stop, lie down on their backs, fold hands across chest and get up without moving their arms, and run back to finish line.
Skip and Through - Children stand in partners in a double circle. The partners skip around the circle. On signal, inside person stops, folds arms and puts legs apart. The outside person runs around the circle, goes through partner's tunnel and sits cross legged on the inside of the circle.
Spider Race - Team formation, Players #1 stand facing the goal. Player #2 stands beside him, with his back to the goal. The two players link elbows and on the signal, the pair run to the goal and back. One person runs backward each time. The rest of the players repeat the same action until every person has a turn.
Toe and heel (circle) - Runner advances by placing one foot in front of the other so that the heel of the advancing foot touches the toes of the hind foot. Great for small places
Wheel Barrow Race - Partners assume the Wheel barrow and pusher position and on the signal advance to the turning point where they change positions and return to the starting line.
Back to the games index
Rainmakers (circle/passive/coop)All of the participants need to sit in a circle. This activity will create a rainstorm at your camp without actual rain. Each action that is to be done will start with the leader. As the action comes to each player, they will join in. You can not start the action until it is your turn. The action sequence is; Rubbing hands together - Snapping - Clapping - Slap thighs - Stomp feet. Then reverse the whole process. This will sound like a rainstorm starting and then slowing down again.
Back to the games index
RattlesnakeFirst you find lots of kids. Then everyone hold hands one person on one end stands and holds onto something like a wall. The person on the other end will start the game by singing the song and going under the arm of the person that's on the wall after everyone is under the person should have their arms crossed. Then keep singing the song and repeat the motion going under the second persons arm. Keep doing this until everyone is twisted. Then the people at the ends hold hands finally everyone is joined and they jump up and down singing the song one more time.
Song: r-a-t-t-t-l-e-s-n-and-a-k-e spell rattlesnake limbo(repeat 'till over)
Contributed by B.J. Funnybunny
Back to the games index
Red Handed (passive/circle)Everyone forms a circle and one person is chosen as IT stands in the center of the circle. While IT closes their eyes, the other players pass a small object (like a marble or a stone) from person to person. The sneakiest method of passing is to hold the marble in one fist, palm down, and drop in into the palm-up hand of the next person. Then they pass it from one fist to the other and so on. With a little practice, you'll be able to accomplish a quick and sneaky pass without even looking. IT signals and opens their eyes. Who among all these innocent looking people has the marble? If they detect a suspicious look on someone's face, she walks up and taps one of his fists. If they are empty handed, she moves on. Meanwhile everyone has been passing the marble around, virtually under IT's nose. (Fake passes, as decoys, by people who don't have the marble are an integral part of the game.)
Back to the games index
Rattlers (active/cooperative/circle)Everyone forms a circle around two players. They are both blindfolded and given a rattle. One is trying to tag the other. The rattlers enter the snake pit, and the game begins. To get a fix on each other's positions, either rattler may shake his rattle at any time and the other must immediately respond by shaking hers. However, the pursuer is allowed to initiate only 5 shakes to locate his quarry while the pursued can rattle away as much as she dares. The rest of the people in the circle move around, changing the size and shape of the snake pit. Once the person has got the snake or the person has used 5 shakes, switch snakes.
Back to the games index
Red Light (active)Players stand in a straight line about 50 ft. from IT. IT turns his back and says "green light", counts to ten, and says "red light" and then turns around. Meanwhile the players have moved as far forward as possible. Whomever he sees moving must return to the starting place. The first person to pass IT wins.
Back to the games index
Red Lion (active)One lion and one gatekeeper need to be chosen at the beginning of this game. The lion should stand in a small marked off area. The lion keeper should have their arm out, keeping the lion inside the den. The rest of the players should be standing as close to the lion as possible and should chant, "RED LION, RED LION, COME OUT OF YOUR DEN...WHOEVER YOU CATCH WILL BE ONE OF YOUR MEN..." The players should continue to chant until the lion keeper lets the lion go. Anyone who is caught, becomes a lion. The game continues until everyone is caught.
Back to the games index
Red Rover ** (active)There are two teams both of which form lines and grasp hands together. One team starts by saying "Red Rover, Red Rover, will (name) come over". The name called can be anyone from the opposite team.. That person called runs over and tries to break through the line. If he does get through, then he can take someone back over to his own team with him. If he doesn't break through he stays with the opposite team.; Then the other team takes a turn at calling someone over. ** EXTREME CAUTION MUST BE TAKEN TO PREVENT INJURY WITH THIS GAME.
Back to the games index
RelaysAnimal Relay - The players form two lines with equal numbers on each team. The first animal on each team is an animal, the second a different animal. On the word "go", the first person acts like the animal they represent, run, hop or crawl to a given place and back. The next person then acts like their animals and so on until one team is finished and sitting down. Use animals such as kangaroos, bunnies, dogs, cats etc.
Bean Bag Relays - Walk/run/hop with bag on head/between knees/between feet.
Ball of String Relay- The players should be in two teams standing in two circles with a ball of string. The captain holds one end, while the ball is passed rapidly from hand to hand until it is unwound. It is then passed back and rewound.
Car Relay - Have teams line up and each person in the team has a certain action to do i.e. First person in each group is a flat tire and hops on one foot. Second person is a broken steering wheel and runs zig-zag. The third person is a rusty transmission and takes three steps forward and two backwards. Fourth person is stuck in reverse and runs backwards. Fifth and sixth people are a car with a trailer one runs behind the other grabbing on.
Corner Spry Relay - Teams arrange themselves in lines at the four corners of the playing space. Each team has a captain. The four captains stand in the center, facing their teams. Each team has one beanbag, ball, or even an apple. The Captain throws the bean bag to each player on a team in turn. The players toss it back. As the captain throws to the last he calls "corner spry" and runs to the head of the line. The last player in the line rushes to the center and begins to throw the bean bag. This continues until the captain is back in the center with the bean bag.
Jumpball Relay - Teams line up with team members behind their team captains in file formation. At a distance of about 10 yards are placed play balls. One for each one on another straight line. On the word GO, the first member of each team runs to his team's ball and places it between his ankles. The next person then runs back to the far line, places the ball between his feet and hops back. If the ball is dropped, the player must return to the line and start over. The first team finished and sitting down is the winner.
Leap Frog - Well... you know.
Obstacle Relay - Players run the course from the head of the team to the turning point and back to the head of the tam performing along the course of the run three or more stunts, with or without apparatus. The use of hoops, skipping ropes, Indian clubs, mats, low vaulting boxes, basketball hoops, or what-have-you offer an almost endless selection of obstacles.
Over and Under - Team assumes astride position and all bend over and place their hands on their knees. The rear man of the team is runner No. 1. He must leap frog the first man in front of him, crawl under the legs of the second, leap the third and so on to the front of the team.
Paul Revere Relay - Divide children into teams of 6 - 12. Place teams in column 20 feet or more apart, the back man being the latest and the most active on the team. On the word "go" he dashes forward and jumps pick-a-back on number 2, who dashes forward to #3 and the transfer of the light rider must be made. The rider must not touch the ground. First team to have their rider reach the beginning of the line wins.
Stunt Relay - In stunt relays, the runners advance to the turning point, stop, perform a stunt and return to tag the next runner on their team. There is no end to the number of stunts which can be performed.
Tunnel Relay - All members in the team stand astride. Runners must first crawl under the legs of all players in the team, run forward to the turning point and return to tag the next man of the team who does the same.
Wiggle Worm Relay - Form relay lines. Everyone in each line puts their left hand between their legs and the person behind, then signals to grab them from behind with their right hand. Then they run at a given signal to the other end of the playing area and back. The first team to return 'intact' wins!
Back to the games index
Rock Paper Scissors (moderate-active depending on how it is adapted)Two equal groups. Paper covers rock, scissors cut paper, rock breaks scissors. Groups that throws winning figure runs to tag other group before they get behind their safe line.
Back to the games index
Rocket Race to Mars (passive)Same principal as pin the tail on the donkey. Instead of a donkey, you make a map. All you need is a large piece of plain paper about a meter square. A double page from a newspaper will do in a pinch. Attach the paper to a tree with tape or lay it on the ground. The paper represents a space map of the universe. With a heavy red crayon draw a solid color disc about 3" in diameter on the space map. This red ball will be Mars. Next draw on several other planets. Each player gets to make a spaceship. Blindfold each player, spin him around and see if he can land his ship on mars. Make sure each ship has the child's name on it so you can tell who is the closest.
Back to the games index
Romeo and Juliet (active)First, everyone chooses a partner, If someone is left over he or she can be your partner. One member goes to an inside circle and the other stands beside that person on the outside circle. The circles rotate in opposite directions. The leader yells out either "Romeo and Juliet", "Wheelbarrow" or "Siamese Twins". The last couple to perform the action is out. The game continues until there is one remaining couple. The partners remain with the same partner throughout the entire game.
Romeo and Juliet - One partner sits on the other's knee. Wheelbarrow - One holds the other's legs upright. Siamese Twins - Back to Back and bent over, hands held between their legs.
Back to the games index
Roundabout (active)Players stand in a circle facing each other front to back. When the leader says "Go" everyone begins running around the circle. Always passing on the outside, each player tries to pass the person ahead. Players try and tag players as they pass. Tagged players are out. When the leader calls "Switch", the players must reverse direction. This turns the tables on the fast runner who is just about to overtake another player.
Back to the games index
Row Ball (active)Equipment: ball
The players should be split into 2 groups. Each team should sit with their legs extended in a row. The teams should be facing opposite directions and should be about a meter apart. The object of the game is to hit the ball out the end of the row in the direction that your team is facing. The players can only use their inside arm and the ball should be on the ground at all times.
Back to the games index
Run Sheep Run (active)Group is divided in half. One group is the sheep and the other group is the foxes. The sheep are the hiding group and the foxes are the hunting group. A home base and boundaries must be designated before the game begins. The sheep elect a group leader. The whole group then goes and hides, as a group, they must stay together. The foxes may not look while the sheep are hiding. The group leader from the sheep goes back to the foxes and tells them that the group is ready. The foxes then hunt for the sheep, as a group, they must stay together. The group leader from the sheep stays with the foxes and when the foxes are not near the sheep OR the home base, the leader shouts out "Run sheep Run!!" The object of the game is for the sheep to make it back to the home base before the foxes do. If they succeed then they get to be the sheep again.
Back to the games index
Running basesThere are two "bases" which could be anything including just two squares on the sidewalk. Three people minimum, probably 5 max but there could be more than one game going on at once... basically two people had mitts and are basemen they throw the ball back and forth and the "runner" runs back and forth daring the catchers to tag them out. This went on indefinitely until the runner got tagged out three times and had to become a thrower. The person who tagged the third time became the runner.
Contributed by Kristel
Back to the games index
Rutabaga Rutabaga! (circle/passive)Each player is given the name of a veggie. The main rule of this game is that you are not allowed to show your teeth at all. Your lips must always be covering them. You then must say the name of your vegetable and the name of another person's vegetable. That person then must say the same thing. If you make a mistake or show your teeth in any way at all then you are out.
Back to the games index