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S

Samurai Warrior (active/circle)

Equipment: Sword

Warriors are in a circle with Samurai in the middle. Samurai salutes in his own way. Samurai then goes around inside the circle. If the Samurai passes the sword over the heads of the warriors they must duck if he passes the sword near the ground they must jump. Any sounds made by the players should be encouraged. (i.e. war scream for warrior etc...)

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Sardines (active) ***Note: need 100% supervision to play

One player hides, all the rest of the players count to 100. Then they set out to find the hidden player. When one of the players finds the hidden player he secretly joins him, hiding from the rest of the group. This continues until al the players are hidden like a pack of little sardines. When the last hunter discovers the spot the game is over.

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Sculpture (passive)

Equipment: Blindfolds.

Three people are required with one person blindfolded and another person takes some shape and stays like that. The person who is blindfolded must feel the person who is a shape, and must sculpture the third person into that shape. Scavenger Hunt

Equipment: pencils, lists, paper bags

This is a great activity. Make sure to send campers in groups. You might want them holding onto a rope to ensure that they stay together and everyone is participating. Make your hunt challenging. Ask for a mouthful of water, something fuzzy - BE CREATIVE !!!

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Sensory Overload (passive/circle)

Spilt campers into 2 circles.

Laying on their backs and heads toward the center. An object will be passed in one direction and then the other in both circles. No more than 3 objects but other instructions can be called, ie: calling names out in order or clapping hands. Neutral game leader calls instructions for 2-5 minutes. Each drop or mistake costs the circle a point. Circle with the least amount of points wins.

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Shadow Tracks (passive)

Equipment: A box of chalk and a clock.

Players must become private eyes as they follow the mysterious movements of the "Shadow." The shadow has been accused of slowly travelling up and down the sides of the buildings and creeping across playgrounds and yards. Collectiing substantial evidence requires an all-day stakeout and should be planned as a supplement to other investigations. For this project you will need the sun, a shadow to trace - such as that of a tree, flagpole, or building - and a paved surface on which to draw with chalk. Give each player a piece of chalk. Start the investigation first thing in the morning. At first, shadows will be stretched out and long. Have players trace whatever shadow is cast on the pavement. Allegedly, shadows get shorter because the sun gets higher in the sky. Private eyes will have to check this out every hour by tracing the shadow and checking the sun's position. As detectives keep tabs on the sun's route, they might notice the shadows shrinking to almost nothing by midday and the reversing their position to grow again.

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Silly Sally (passive)

Have the campers in a circle. The leader explains that Silly Sally has a really cool club. The only way that the campers can join is if they can figure out what Sally likes and doesn't like. Sally only likes things that have double letters in them. Sally likes soccer but she doesn't like golf. Sally likes bananas but she doesn't like beans etc.

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Smaug's Jewels (passive/circle)

One person is chosen as Smaug stands guard over their jewel's (a beanbag, handkerchief etc). Everyone else forms a circle around him and tries to steal the treasure without being tagged. If you are touched by the Smaug, you are instantly frozen in place until the end of the game. The snatcher becomes the Smaug.

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Shoe Twister (cooperative/circle/moderate)

Everyone takes off one shoe and puts it in the center of the circle. Everyone joins hands. On "Go", everyone gets a shoe from center and finds the person who owns it, and puts it back on that person without letting go of hands of people beside them.

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Shoes (active)

The group is split up into four teams and each tam lines up behind a mat. On a signal one member from each team runs to get one shoe and put it on his mat at which the text team member may go to get another shoe. The object is to get 3 shoes on the team mat. Shoes may be taken from other team mats and those teams may not resist. When a team has 3 shoes they yell "SHOES!"

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Shoe Wrestling (active/circle)

The players should be sitting in a circle. The leader should choose 2 players to shoe wrestle. These players should be of similar age and size. The object of the game is to take off the shoes of your opponent. The first one to do so is the winner. Players should stay on the ground, NO STANDING. Be careful!

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Siamese Soccer (active/coop)

Set up for a regular game of soccer. The only modification is that two people are tied together by the ankles. For more variety add two balls so everyone is active.

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Sign Your Name if You Can (passive)

Fasten a sheet of paper to a wall. Players take turns. With a pencil in hand, standing in front of the paper, he starts to swing his left leg in a circle. Doing this, he tries to write his name on the paper. And tries and tries...

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Silent Statue

A group of ten or more boys starts by running of to an arranged point to see who will be the silent statue. The rest will form a tight corridor on which the silent statue is supposed to pass. When the statue goes in he must say out loud:
"I am the silent statue and I'm coming in...
I don't want any teeth, I don't want any moves."
Everybody must keep as quiet and still as possible and never show their teeth, but when the statue is not looking they can hit them in the shoulders or the back.
The game ends when the statue finds out that someone is smiling or has moved...
Contributed by Lums Espada (from Portugal)

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Simon Says (moderate)

Players form a line facing the leader, who performs any action saying Simon says do this. If he doesn't say " Simon says" before an action then anyone who imitates the action is out of the game. Continue until one person is left.

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Skin the Snake (cooperative)

The group is in a straight line. Each player puts their right hand forward as if they were shaking a person's hand. Put left hand through own legs behind to shake hands with person behind you. Last person in the line lies down, everyone else backs up to be able to lie down also. When whole group is lying down, first person stands up, and walks forward over all the other people until "Snake" has skinned itself.

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Smugglers (active)

The players should be split into 2 teams. One team is the "ins" and the other is the "outs". The Ins have a den while the Outs plan their strategy in the field. One member of the Outs has the "jewel" (stone etc). The identity of the player who carries the jewel must remain a closely guarded secret among teammates. The Ins count to 50 while the Outs move farther and farther away. After the count is finished, the Ins yell, "SMUGGLERS!" , and the chase is on. As each member of the Out team is tagged, he must open his hands to show whether or not he has the jewel. Of course, the jewel should be passed around among teammates as quickly and as inconspicuously as possible. There are lots of opportunities for playing the decoy in this game. When the holder of the jewel is tagged, the game is over and the sides change.

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Snake in the Grass (active)

One person is the snake, who lies on the ground on his stomach. Everyone else gathers fearlessly around to touch him. When the referee shouts "snake-in-the-grass" everyone runs, staying within the bounds of the snake area, while the snake, moving on his belly, tries to tag as many as he can. Those touched become snakes. The last person caught is the snake starter in the next game. Make the safe area fairly small.

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Snowblind (active)

Equipment: boffer

Establish boundaries and choose one person as the snowman. He arms himself with a boffer and must keep his eyes closed. The rest of the players crouch on the ground, eyes open, and wait for the snowman to start the action by chanting: "Snowman, snowman, all in white, blinding everyone in sight!" While they chant, the other players run around in the predetermined boundaries; but must return to a stationary crouching position by the time the chant ends. Now the snowman moves around while the other players remain in their positions. Still snowblind, the snowman tries to tag one of the players with the boffer. When he succeeds, the tagged player becomes snowblind, too, and he/she must join forces with the snowman, who gives the boffer to her/him and stands behind her/him with their hands on his/her hips. They both close their eyes and say the chant while the rest run for safety again. The game continues until the last person is tagged.

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Sounds Good To Me (passive/circle)

The person who is "it" sits in the middle of the circle and is blindfolded. When the leader points to someone in the circle, that person makes a noise. If "it" guesses right, the person who made the noise is now it. *Keep all noises different*

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Spirals (circle)

Everyone joins hands in a circle.  Then one person releases the hand of their neighbor and pulling the giant human rope behind, begins to walk around the outside of the circle. The other people who broke hands remains in position on the end person. The chain of people spirals around and around the stationary person, drawing people tighter and tighter in a coil until all the people - still holding hands are wrapped around each other. The best way to unfold the spiral is from the center. Still holding hands, the person in the middle ducks down, and the rope of people follows.

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Spokes (active)

The group needs to divide into at least 4 equal groups. Each group needs to sit in a single file facing the center of the circle. (The lines should look like spokes on a wheel) The leader can start by walking on the outside of the spokes. The leader will touch the head of the last person in that line. That whole line would have to get up and run around. The last person to sit down is "it" and then must walk around and pick a new group.

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Spud (active)

Equipment: Ball

Throw the ball up in the air and call a number. Ask number 1 is called, if he catches the ball he calls another number. (Each player has been given his own number.) If he doesn't catch the ball he calls "FREEZE" and takes three giant steps and tries to hit a person with the ball below the waist. If he hits the person then they get a point against them and get to call a new number. If the player misses the person he is trying to hit then he gets a point against him and has to throw the ball up.

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Stand in a line (moderate)

Players are divided into teams. They close their eyes or cannot speak. They form lines according to height, dates of birth, or alphabetically according to their first names.

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Stay Sober (moderate)

Children form 2 teams and stand facing each other. The children on the first team are given one minute to make anyone on the other team laugh. They make faces, gestures, funny or teasing remarks, but they cannot touch the other players. Then the action is reversed, and members of the second team try to make the other team laugh. Any child that does laugh must leave the line. The team with the most remaining players after several times is the winner.

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Streets and Alleys

This game is played with a lot of children At the center end of each side, five or more sticks are placed in a pile. A prison is marked off about 4 feet square in one corner. The players are in two teams, each scattered over its own side. The object of the game is to steal the opponents sticks without being caught. As soon as the player crosses the center line he may be caught and put in prison. A player may be release from prison if one of his teammates can touch his hand. He may then come back to his own side without being tagged. The team that gets all the opponent's sticks and has all its members safely out of prison wins the game.

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Stickup also known as Sticky Fingers (active)

Select one player to be Sticky fingers. Start the game by saying "This is a stick up!" as players scatter around the playground. When Sticky fingers tags a player, the tagged player must place a hand on the place touched while still continuing to run. As more and more players become stuck on themselves, sticky fingers has a better chance to totally immobilize one player. Usually when both hands of a player are stuck, the third touch stick him or her with being the next Sticky Fingers.

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Sticky Popcorn (active)

The children begin by "popping" around the gym as pieces of sticky popcorn, searching for other pieces of popcorn. When two pieces of popcorn meet, they stick together. Once stuck together, they continue to pop around together, sticking to even more pieces, until they end up in a big popcorn ball.

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Stomp the Snake (active)

Equipment: ropes

Four people should be chosen to be snakes (this can be adjusted according to the size of the group). These snakes will get a piece of rope. When the leader says "go", the snakes will run holding the rope with 2 fingers behind them as they run. The rest of the players try to stomp on the snake by jumping on the piece of rope. If someone gets the rope from the snake, they are the new snake and get to run.

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Stormy Sea (active)

Players get into groups of 2 and are given names of fish (eg. perch, cat, salmon). One team is called the "whales". The whales run around the "safe area". The whales yell the names of the fish at random. When a team's name is called, they run after the whales. When the whales yell "stormy sea" the teams must dash for the "safe area". The team left out becomes the whales.

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Streets and Alleys

One child is the mouse and one is the cat. The rest of the group line up in rows with arms joined and all facing the same way.. The cat chases the mouse up and down the streets until the leader yells alleys. Then all the streets change direction. When the cat catches the mouse the game is over, or pick a new mouse and cat.

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Squirrel Tails (active)

Equipment: tails

Players are divided into 2 or more teams. Each player has a strip of cloth tucked in his belt. When the signal is given, all players rush to a central point where there is a treasure (eg. peanuts). Players try to get some the treasure and return to their home base. A player may be killed by another by treasure and return to their home base. A player may be killed by another by having their tail pulled off. This puts the player out of the game and voids any treasure they have captured on that particular raid. At the end of the game, each peanut counts as 1 point and each tail counts as 5 points.; The team with the most points wins.

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Swat (active/circle)

Equipment: Frisbee, sword

Players form a circle. In the center of the circle a sword is placed on top of a Frisbee. Player A grabs the sword and swats a player from the circle. "A" replaces the sword on top of the Frisbee. "B" runs behind "A" to pick up the sword after it has been placed upon the Frisbee. He tries to hit "A" before he goes back to his own place in the circle. If he doesn't make it he (B) becomes the new "hitter".

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T

Taffy Pull (active)

The players are divided evenly into 2 teams, the taffy team and the taffy pulling machine team. The taffy's all sit down and link hands, arms and legs in a tangled mass of sweet humanity. They might want to decide what flavor they are and chant an appropriate confectionery cheer, like "Butterscotch, Butterscotch..." The taffy pulling machine team tries to pull the taffy mass into human sized bits. Firmly (but gently) tug at the pieces until they come lose. Be VERY careful with this game. If you have violent campers, do not play this game. TAG (active)

Arch Tag - The children are in a circle. One couple forms an arch. Circle rotates through the arch. On signal, circle stops and arch traps someone. The person trapped goes in center and waits for another person to be caught. Then they form a second arch. The last person caught is the winner.

Ball Tag - Equipment: Ball
Like simple tag, but you run with ball, and must throw it at the person and hit them below the waist to tag them. If a person is hit then he becomes IT.

Catch one Catch all - One player is chosen as IT. When IT tags another player that other player also becomes IT. ITS must keep an arm raised overhead so that they may be identified.

Color Tag - Scatter - Leader calls a color. If you are wearing that color you are It and proceed to tag other children. If a child is tagged he must walk in a crab walk until a new color is called.

Elbow Tag - (circle) Partners stand scattered over play area, inside arms linked, outside hand on hip. Runner reaches safety by hooking on to an arm, thus securing a partner. The other partner must drop off to be chased. If caught before reaching safety, then the runner becomes IT. If the runner is constantly evading the chaser, the supervisor can call "Switch!" which means that now the runner is the chaser.
This game can also be played in a more confined circular area with a very large group. The IT is in the middle of the circle along with the person being chased. In order for the person to avoid being caught he may link elbows with someone forming the circle. The runner is now on the other side of the person with whom the old runner linked elbows

Follow Tag - Ask all players to find a partner. One person in each pair is the "leader" and the other is the "follower". The follower must follow as closely as possible (without touching) the leader. The instructor may control the form of locomotion by asking them to skip, walk, run, hop, etc. or the leader may be given the option of choosing or changing the form of locomotion as he chooses with the follower being obligated to do the same as the leader. The leader tries to make it difficult for the follower to follow. And it's always fun to stop abruptly.

Frozen Tag - Children scatter in a designated area of the park. Two children are IT. When the others are touched by IT, they freeze. A frozen person may become unfrozen by one of the other children crawling through his legs. The object is to try to unfreeze people as fast as they are frozen. If you are frozen 3 times then you also become an IT.

Hip - One player is IT. Any player that IT tags becomes IT's helper. The Helpers must try to catch those not yet caught and hold them until IT can come to tag them. They signal to IT that they are holding someone by calling "HIP! HIP!"

Hug Tag - A player is safe from being tagged only when they are hugging another player. For more hugging, propose that only three children hugging are safe, then four, then five...

Imitation Tag - Simple tag but with the manner of locomotion set by the chaser. The chaser may change his manner of running to hopping, skipping, crawling, crab walking etc. and all players must imitate his style.

Immunity Tag - There is a number of variations of this game, however the general structure is as follows: Play is the same as simple tag except that those that are being chased can make themselves immune by doing some predetermined activity which gives them immunity. Beginner gymnasts for example may be able to make themselves immune by balancing on one foot. For more advanced gymnasts it may be doing a handstand. IT is not permitted to guard the immune person, for example waiting until the person comes down from the handstand. You can only be immune 3 times then you are IT.

Jump The Shot - One person in the center swings a long rope in a circle while holding it low, this person may vary the speed he swings it. Everyone must jump over it to stay in the game. When touched by the rope that person must drop out of the circle.

Line Tag - This is played on a gym floor or similar area on which lines are marked. The game continues as simple tag with the restriction that chaser and chased must run on the lines. To go off the line means you become an IT.

Mount Tag - A man to be safe must be mounted on the back of another player. Then both horse and rider are safe.

Partner Tag - Divide the group into pairs. Partners decide who will be it and who will be the runner. When the leader says "Go", partners begin to run around, then its trying to tag the runners. When a partner tags the other, they switch roles.

Serpent Tag - Four players link their arms together forming a chain, these people are the serpent. The serpent runs around and tries to catch as many players at one time as it can by forming a circle around them. As soon as one or more of the players is circled by the serpent, they must link arms with the others in the serpent and help capture the remaining players.

Shadow Tag - One player is chosen to be it. The object of the game is for the person who is it to try and tag another player by stepping on his or her shadow. Define boundaries. When the person who is it steps on someone's shadow, he or she shouts "Sun Tag!". The player whose shadow was tagged becomes the next person to be IT, but that player must stand still for three counts before chasing the shadows.

Spoke Tag - A bicycle wheel picture is drawn or taped to the floor, the players are not allowed to move off of the spokes, and the IT must also move on the spokes. When a player is tagged, they become IT. There is also a ball that may be thrown around amongst the players, when a player has the ball, they are safe from IT.

Triangle Tag - The group needs to be split into groups of four. Three people hold hands. One player in the triangle is chosen to be chased. The person who is not in the circle is "it" and chases the person. The other two people are the chased person's shield. Keep changing roles.

Piggyback Tag - Play is same as simple tag but players are in pairs with one mounted on the other's back.

Simple Tag - Players are free to run anywhere they wish. One player (or more if desired) chases the other players. If he succeeds in tagging a player the tagged player becomes the chaser and the game continues without interruption.

Rhythm Tag - While the music plays (or the leader sings), campers walk around the area. When the music stops, the players should stop moving. Without taking a step, the players must try to tag another player. Two people can not tag each other, therefore the first tag counts. All the players that were tagged must make another movement when the music starts again. (hopping, crawling etc.) Each time the music stops, those previously tagged try to tag those who have not been tagged. Walkers may also try to tag each other. The winner is the last walker remaining untagged.

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Tent Erection (cooperative)

Equipment: tents, blindfolds
Object: To erect a tent within a given time period to house all members of the group.
Rules: All members but two are blindfolded. Seeing people may not move, nor may they call people by their proper names.
Considerations: Tent must be large enough to house all members of the group. Different types of tents within the same bag makes for added confusion and laughs.
Setting: "A new type of bomb has been dropped blinding all the people in the world except for 2 - you and you - unfortunately these 2 people are paralyzed. You can all regain your sight and movement by getting into these super special tents within a short time. Once inside don't touch the walls! Time is short and of essence! Go!!

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The Thicket Game (active)

You obviously need a thicket or a forest for this game. Blindfold one person to be the predator. The predator counts to 15 slowly while the others hide. The hiding players must be able to see the predator at all times. The predator can not move location but can swat and turn. The object of the game is for the players to try and get as close to the predator as possible without being seen.

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Things (passive/backpocket)

Decide on 4 letters of the alphabet, then divide the group into 4 groups and they must write down, all the objects in the room starting with that letter.

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Things Aren't What They Seem (passive)

Equipment: Several household articles - cutlery, hair pins, plastic jewelry etc.

Each child must choose an object, study and make up a story about it. The story must not be typical of the object, but must be a new and different use for it. Example, (Hairbrush) this may look like a hairbrush but what it really is a toothbrush for a giant. Since there are no giants left in the world and haven't been for some time, there are very few of these toothbrushes remaining.

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Thrill of a Lifetime (cooperative/passive)

This is a fantasy game that makes the whole group work together to achieve a common role. Each person is asked to write down their "thrill of a lifetime" on a piece of paper and place it in a bowl or a hat. Draw one or more of these papers (depending on time) and challenge the group to create this "thrill of a lifetime" within a certain time limit. This activity also uses the creative time limit.

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Thumper (circle/passive)

The players sit in a circle. The leader instructs everyone to select a different Indian sign. Examples: Rain in the face (hand held above brow, fingers twiddling) - Bow and arrow ( arms extended as if holding bow and shooting arrow) - Drums (hands tapping on an imaginary drum) - How! (hand upheld, palm forward) - Teepee ( formed with hands, fingertips touching) - Feathers (two fingers held up behind head) - Swimming ( swimming motion) etc. One player starts by telling what he is and suits the action to the words. For instance, "I'm drums" and pretends to beat. Going around the circle each player tells what he is. Then all start clapping hands on knees in a rhythmic beat. Leader (in rhythm): "What's the name of the game?" Players: "Thumper!" Leader: "How do you play it?" Players: "You thump!" The leader gives his own signal and follows it with someone else's sign. Each successive person does his own and then another one action.

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Tiddly - Button Golf (moderate)

Equipment: 9 small cat food/tuna fish cans. Take the label off the can and put a number on it from one to nine. Large button and a small button for each player. Buttons must be flat. Set out the cans like the 9 holes of a golf course. Keep 2 or 3 feet between the cans. Try to shoot the small button into the cans by pressing on the edge of it with the larger button. Start from the tee off spot and shoot for can number one. After you get the button in this can, take it out, put it next to the can and try for can number two. Count one point for each shot it takes to get the button in a can. The player with the lowest score wins.

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Toe Fencing (active)

Players are divided into pairs. Players face their opponent holding hands. They then try to tap the tops of each other's toes with their own. When one player scores three hits, it's time to switch to a new partner.

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Toeies (cooperative)

Partners lie stretched out on the floor, feet to feet, or big toe to big toe, and try to roll across the floor with their toes touching all the time.

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Togeth-air Ball (cooperative)

See "group Juggling"

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Toma Hawk Snatch (active)

The children form two straight lines, six feet apart, with a bean bag, or tomahawk, etc. in the middle. Number the children from opposite ends so that the highest number of one team is opposite the lowest number of the other team. Leader calls a number and the two players of that number run forward, try to snatch the tomahawk and return to their place without being touched by their opponent. If he succeeds he scores a point. If the opponent tags him, then that team gets a point.

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Touch Blue (cooperative/circle)

The game begins with everyone in a circle. The leader will call out, "Touch Blue" and everyone must touch something that is blue. (someone's shorts, piece of a shirt) Colours can be added on and different body parts can be specified. True and False (active)

The players are divided into 2 equal teams standing on either side of a center line. One of these is the "True" team and the other is the "False" team. Each team has a goal on either side of the center line. When the leader gives a true statement, such as "Grass is Green", the true players run for their goal, chased by the false team. If tagged, the members of the true team become members of the false team and run for their goal. The team that has the most players at the end of the playing time is the winner.

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Trust Fall (cooperative)

Group forms tight circle around person who stands straight and stiff as a log. The group moves that stiff person around taking care to be gentle. The Purpose is for the individual to gain trust. Once comfortable, the person in the center closes their eyes. Everyone in the group should try this. The next step is to have 3 people of the same relative size match up. Two people stand behind the other and act as catchers. The 'Faller' is to remain stiff as a log and fall backwards. The catchers first stop the fall after a drop of a foot or so and then straighten the individual up. The faller falls again and the catcher let him fall a little further than before. Continue several times and rotate positions.

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Tunnel Race (active/circle)

Two circles of equal numbers of players are formed, and one circle stands outside the other. Inside circle turns around so that they are facing the outside circle and each member of the circles takes the person opposite them as their partner. Each pair in the circle has formed into a tunnel, IT walks through the tunnel and tags any pair, then sits in their position. The pair runs through the tunnel in opposite directions until they return to their home position. The last person to return home is IT for the next game.

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Twelve feet off the Ground (cooperative)

Object is to get the whole group 12 feet off the ground. Timed event, easy solution is to lift 12 feet off the ground.

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U

Ultimate Frisbee (active)

This game is a modification of football. There are two teams and instead of a football a Frisbee is used. The object of the game is to get the Frisbee across the end zone. Players may not run with the Frisbee. The only way to get a turnover is to drop the Frisbee or to intercept. This is a non-contact game.

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Ultimate Foxtail (active)

The same as ultimate Frisbee but a foxtail is used. You can easily make a foxtail by putting a tennis ball inside a nylon. For older campers, make sure you use the rule that you may only catch the foxtail by its tail and not the ball. Younger campers may catch it by the ball.

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Uncle Sam (active)

The person who is IT is situated in the middle of the playground and the others are lined up in a long line at the side. The object of the game is to get across to the other side of the playground without being caught. The children at the side call out "Uncle Sam, Uncle Sam, may we cross your river dam?" The leader answers "Yes you may, yes you may, if you're wearing green today!" Those who are in green attempt to cross to the other side without being caught. If you are caught you must help catch the others when new colors are called.

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V

Vampire (active)

To start, everyone closes their eyes (vampires roam only at night) and begins to mill around. You can trust the referee to keep you from colliding with anything but warm living flesh. However, you can't trust them to protect you from the consequences, for he is going to surreptitiously notify one of you that you are the vampire. Like everyone else, the vampire keeps their eyes closed, but when they bump into someone else, there's a difference. She snatches him and lets out a blood - curdling scream. He, no doubt, does the same. If you are a victim of the vampire, you become a vampire as well. When two vampires feast on each other, they transform themselves back into mortals.

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Viking (circle/passive)

All of the players sit in a circle. One person starts as the Viking by putting their fingers at their side of their head like horns on their hat. This Viking passes the role of being a Viking by pointing their horns at someone. If you are pointed at, you become a Viking (horns and all) and the person on the right has to start paddling to the right and the person on the left has to start paddling on the left. The last person of the threesome to assume their position is out. The rest of the players slap their legs during the game in a constant rhythm.

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