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Fun and Active Group Games!

Exciting gym and outdoor games


for physical education classes,
youth groups, camps, and clubs
Alanna Jones 2013
Rec Room Publishing
www.gamesforgroups.com
All Rights reserved. No part of this
publication may be reproduced or copied
without written permission from the author.
Table of Contents
1. Introduction
2. Island Ball
3. Cone Knock Over
4. Color Match
5. Run Rabbit Run
6. Doctor Ball
7. Flag Grab
8. Memory
9. One Lap Challenge
10. Mat Pull
11. Bench Ball
12. Snake Wrangler
13. Hula Hoop Toss
14. Line Tag
15. Sideline Ultimate Frisbee
16. Dungeon Ball
17. Ground Tag
18. Circle Race
19. Magic
20. Jail Break
21. The Answer Game
22. King Catcher
23. People Scavenger Hunt
24. Line Leader
25. Run the Gauntlet
26. Double Cone Knock Over
27. Shout Out
28. Protector
29. Pin Bombardment
30. Challenge Score Card
31. Bounce Out
32. Team Timed Tag
33. Dont Drop It!
34. Mingle Race
35. Obstacle Course Chase
36. Soccer Bump
37. Picture Run
38. Big Wind Blows
39. Spider Ball
40. Pull Up
41. Sticker Tag
42. Pin Knockout
43. Team Water Balloon Splash
44. Pass and Splash
45. Water Balloon Race
Introduction
Wherever I go, I am always the game leader from working summers at day camp, to
my time as a Recreational Therapist and Ropes Course facilitator, to my volunteer work
as a church youth group leader and soccer coach. The games found in this book are the
tried and true favorites from all my years of leading active group games with various
groups.
I have found that the best games have a competitive element. However, during the
course of playing these games, participants can easily return to active play if they get
out. Dodge Ball is always a favorite; yet, once you are out and standing in line, it can
take a very long time to return to the game. Unlike Dodge Ball, the games in this book
are designed to keep things moving and to keep everyone involved as much as possible.
Choosing Games
When first working with a group, you will often choose the games that you have the
space and equipment for. If you introduce the group to a variety of games, you will find
what works best, and it will become clear which games are the favorite of the group.
These games will be requested each time your group meets. Once a game becomes a
favorite, resist the urge to play it every time you meet. If you do keep using it, eventually
the group will tire of the game. I try to play a favorite game no more than every fourth
meeting time so it will still be exciting and fresh every time we play. Try out new games
regularly.
If a game doesnt work or the energy seems off, then try a completely different type
of game the next time you meet. Or even switch games after 10 minutes of play. I never
know what the group dynamics will be for the church youth group night when I show up.
Therefore I have a list of games to choose from and pick the best one based on who is
there that night.
Game Equipment
If you have a bag of foam balls, you can play a number of the games found in this
book. Some games require additional small items, such as paper rolled into wands, 3x5
cards, colored markers, jump ropes, cones or bandanas. But for the most part, a bag of
foam balls is the main ingredient needed.
The abilities and functioning level of your group determine which type of foam balls
will work best for your population. I personally have a bag of about 25 small foam balls
(4 inch size with a smooth coating) and two large foam balls (soccer ball size) to lead
games with my groups. I often have groups with 30 to 45 people, and it is best to have a
bunch of balls so everyone can be involved as much as possible. But a ball bag with 10 to
15 balls will work for most groups.
If you dont have all the equipment needed to play a game, you can often be creative
and substitute other items. I have used 2-liter soda bottles (with the lids on tight) which
had been filled with a couple inches of water, in place of cones. If a game calls for
bandanas but they are only used for the purpose of capturing them I have
occasionally substituted the small foam balls. By being creative, you can often find the
supplies needed.
For a few of the games, it will be helpful to be able to print out a list that goes with
the game. You will find these lists in PDF format free at our website
www.gamesforgroups.com.
Leading Games
When leading games, you should always act as if you are excited about playing the
game and explain it with enthusiasm. I have seen people introduce games in a boring
manner that doesnt lead to good energy when the game begins. As a result, it can take a
while for the game to get going.
Explain all the rules clearly and ask for questions to clarify rules. I sometimes will
forget a small detail that makes a big difference in the way the game will flow. But when
someone asks a really good question, this reminds me to add that detail. Never assume
everyone knows all the rules to a game. Always review them in case there is one new
member to the group who does not know how to play but is too embarrassed to say so.
Find the best way to talk to the group. When I am leading a group of 45 teenagers, I
have to ask them to sit down. That way, they can all see me, and I can make sure they are
listening. When I am leading a group of 15 third graders, I can explain it while they are
standing in front of me with no problem.
Healthy Competition
The games in this book are all competitive. There has been a movement over the
years to play games that are noncompetitive; however, the reality is that kids like to play
games with a winner. Striving to win is what makes the game fun, and this is what makes
everyone try harder. In the process, the kids get more exercise out of the game. Also,
learning how to deal with losing is an important life lesson that is taught through the
playing of competitive games. This lesson is lost sometimes in todays everyone is a
winner society. It is good to learn both how to lose and how to win graciously. When
entering the workforce, everyone has to be able to deal with this element of life, and
games are a great way to learn these lessons early on.
There are ways to promote healthy competition without making those who lost feel
like they are less valuable. First of all, dont make a big deal out of who won a game;
just move on to the next game after a game has finished. Many of the games in this book
can have several rounds if one team quickly wins. Sometimes I will adjust the teams or
completely mix up teams after a round when it is clearly lopsided. Sometimes a game
can go back and forth for a long time, and right when it is tied up is when I will call the
game over with a tie. (Cone Knock Over or Flag Grab are good examples of games that
this strategy works well with.)
Making sure everyone plays by the rules is a big part of promoting healthy
competition. I have played games with some younger youth group leaders who think it is
funny to cheat or do something crazy. This doesnt sit well with some players, and it
often causes chaos and leads to other players thinking it is funny to cheat. Find the best
ways you can to handle cheating as it occurs.
How to Handle Cheating
Hopefully you wont have to deal with cheating when you lead games. However, at
times during competitive games cheating can occur. Sometimes, it is people thinking
they are being funny or who are seeking attention; other times, it comes from super
competitive people who will do anything to win.
It is important for a leader to always be a part of the game. The leader can participate
or be on the sidelines watching to make sure everyone follows the rules. When I see
someone not following the rules, I give them a playful reminder of what the rules are
(sometimes they werent listening and didnt know, sometimes they didnt think anyone
was watching). Most often the person will go back to playing by the rules. In extreme
cases, I will call someone over to me and ask if they understand the rules. I do this to
make sure they understand I am watching and it is not OK to cheat. If cheating becomes
a big problem, I will stop a game and address the group as a whole. I explain that if I see
more cheating, we will have to change games. Sometimes I will hold a board game night
after a night with too much cheating in the gym. This is a good opportunity to have a
discussion about the importance of following the rules in everything they do in life and
not just while playing a game.
Picking Teams
I never select team captains who then pick teams by taking turns. I have many
creative ways to pick teams. I will often look over the group, and if I can find a
commonality that half of them have, I will use this to select teams (all those wearing
shorts on one team, all those wearing pants on the other). I often use birthdays to break
up the groups by naming months; if your birthday falls in those months, you are on one
team and the others are on the opposite team. You can use birthday days (if your birthday
falls on an odd-numbered day, you are on one team, and if on an even day, you are on the
other). I will count the group off to form teams in a 1-2-1-2 manner. But I have
discovered that when you count off, many people go with their friends and pretend they
are on the same team as them. To handle this, I say, If you have a friend you need to be
on the same team with, then link arms and stand with them on this side. If you can be on
a team with anyone, stand on this side. I then count off the groups in a 1-2-1-2
fashion (counting each pair as an individual unit) and then do the same for the
individuals. This has eliminated people going to whichever team they choose. Another
way to choose teams is to have grades stand up (all seventh graders stand up) and then
evenly divide the group of seventh graders, then do the same with all the grades.
As you can see, there are many ways to select teams. Be creative and have fun with it
but dont take too long.
Strength Differences with Ball Throwing Games
Ball throwing games are always popular, and sometimes you may find that you have
members of your group with much greater strength than others. If this is an issue, you
can make a rule for a specific group of players (e.g., all boys over the age of 16 have to
throw left-handed or from behind a certain line). Or name the specific players who have
to follow a special rule.
If I can divide up the teams in a way to balance out the strong players, I will do that
too (high school boys and middle school girls versus middle school boys and high school
girls, or leaders and girls versus boys). It will all depend on the make-up of your group,
and there is always a way to adjust the rules to solve an unfair advantage one group may
have over another.
Using softer balls is also a solution when you have strong groups of players.
Fitness through Fun
By playing games that involve moving, running, and ball throwing, participants can
get exercise without even realizing it. This is the beauty of physically active games.
Some of the games in this book I use for off-season conditioning with my high school
soccer team. We have one fun conditioning activity a week, and my team has their
favorite games to play. (Color Match and Picture Run are the team favorites.)
If you want to promote the use of exercise to help with mental well-being, then begin
each group activity by doing a check-in. Ask everyone how they are feeling physically
and mentally. Do another check-in after playing the game to help people recognize
how much better they usually feel after engaging in exercise.
I hope you find your favorite games and have as much fun leading and playing these
games as I have over the years.
Island Ball
Game Summary
Two players throw balls from an island in the center of the gym. They try to recruit
more throwers onto the island by hitting them with a ball.
Group Size
8 to 30 is ideal
Materials
Several foam balls (More is better)
Play Area
Gym or other large area with a circle in the middle
Time
Unlimited (20 to 30 minutes is ideal)
Description
Create an island in the middle of the gym. Most gyms will have a circle painted on
the floor that works great, or you can use a rope or cones to make a circle. Place all of
the balls you have in the island. Select two people to be the first throwers, and have them
go inside the circle.
Everyone else should line up in one corner of the gym. A leader stands at the front of
the line and sends one kid at a time to run around the outside of the gym. The runner tries
to make it back to the line without getting hit by a ball that is thrown. The leader should
send a new runner about every one to five seconds so the runners do not run over each
other. Any player who is hit immediately joins the throwers on the island (if a player is
hit by a ball that has hit the ground first, it does not count). Once a ball is thrown, anyone
on the island can retrieve it and bring it back to the island before throwing it again.
Once the first runner makes it back to the front of the line, stop the game and allow
everyone on the island to gather up all of the balls. That marks the end of the first round.
At the start of each round, announce a new way the runners must move around the
gym (skipping, spinning, walking backwards, etc.). When only two runners remain off
the island, start over with those two on the island and everyone else back in line.
Variation
If this game is played outside, you should mark the play area with cones so the runners
do not run too far away from the island.
Cone Knock Over
Game Summary
Two teams, on opposite sides of the gym, throw and roll balls back and forth to hit or
knock down cones on the opposite side. The goal is to capture all of the cones on the
other side and win.
Group Size
8 to 30 is ideal
Materials
Several foam balls
6 to 10 small plastic orange cones (Substituting for cones can be 2-liter bottles filled
with 2 inches of water; use with the cap on.)
Play Area
Gym or other large area
Time
Unlimited (20 to 30 minutes is ideal.)
Description
Divide the group into two teams. Assign each team to a different half of the gym.
Give each team an equal amount of cones (three to five cones is ideal) along with half of
the balls. If in a gym with a basketball court, use the key area (rectangle area under the
basket used for free throws that is marked off by lines) and have each team place their
cones somewhere inside their own key. If there is no key, set up a similar area using
smaller cones or other markers.
Each team must protect the cones on their side from being hit by a ball that is thrown
or rolled from the other side. During the game, players must stay on their own side of the
gym and cannot go into their own key unless they are retrieving a ball that has rolled into
the area. If at anytime someone throws a ball and it hits a cone on the opposite side (it
does not have to knock it over), they can go to the other side and collect that cone and
bring it back to their own side and place it in their own key. The winning team is the first
team to collect all of the cones.
This is a game that seems to never end since the cones go back and forth rather
quickly. When leading this game, the leader can wait till the cones are back to equal
numbers and declare it a tie before moving on to the next activity.
Color Match
Game Summary
Groups compete to find all the colored markers in a large area before the other groups
do.
Group Size
4 or more
Materials
2 sets of colored markers (It is best if one set is the washable type of marker.)
3x5 cards
Small poly cones
Play Area
Large open area is best
Time
20 minutes
Description
Prior to the activity, take one set of colored markers (use the washable ones if you
have a set) and place one distinct color under each cone somewhere in the play area. The
cones should be spread out as much as possible in the play area.
Divide the group into teams of two or more members each, and give each group a 3x5
card. The leader has a set of markers and marks a different color on each card. Each
group must go find that colored marker under a cone, and each person must put a mark
on her arm in that color and then place the marker back under the cone. After finding the
correct color, the group runs back to the leader for a different color to be marked on their
cards. Once a group has found all the colors, they can be declared the winner.
Variation
Each person signs their name on the card in the correct color, instead of marking on
their arm.
Run Rabbit Run
Game Summary
Runners try to make it from one side of the play area to the other, without being hit by a
ball that is thrown by one of two Throwers who are on the sides. If a player is hit by the
ball, he must sit down and can tag runners as they run across the gym.
Group Size
10 to 40 is ideal
Materials
Several foam balls
2 hula hoops (However, you may be able to play without these.)
Play Area
Gym or outside play area
Time
15 to 20 minutes is ideal
Description
Select two players to be the Throwers, and give them each a few foam balls. Send
the Throwers to the center of the gym or play area, and have one stand on the far right
side of the center line and one on the far left. These two spots can be marked with hula
hoops or other objects. The Throwers can only throw when standing inside this spot.
Everyone else lines up side-by-side on one end of the gym or play area. When the leader
says, Run rabbit run, everyone tries to cross the play area without being hit by a ball
that has been thrown by either one of the Throwers. If hit by a ball, the runner must sit in
the spot where he was hit and can now try to reach out and tag other runners as they run
by. Throwers can collect balls at any time and run back to their throwing spot to throw
again. After all the runners make it across to the other side, the leader can say, Run
rabbit run again or change the way the runners must get across the gym by saying, Hop
rabbit hop, etc. When there are two runners remaining who have not been tagged or hit
by a ball, they become the next two Throwers for a new game.
Variation
If someone who is sitting picks up a loose ball as it rolls by and gets someone out by
throwing it at them (they must throw from a sitting position), then they can stand up
and become a runner again.
Doctor Ball
Game Summary
A variation of Dodge Ball, where you can be saved by the Doctor who touches you with
her healing stick to get back into the game. However, dont let your Doctor get out or
your team will lose.
Group Size
12 to 40 is ideal
Materials
Several foam balls
One foam swim noodle cut into fourths (Or simply roll up paper to make a wand, or
use empty paper-towel rolls)
Two gym mats, or two hula hoops, or two ropes, yoga mats, or small cones to mark off
a small box at each end of the play area
Play Area
Gym or large play area
Time
Unlimited (20 to 30 minutes is ideal)
Description
Divide the group into two equal teams, and select one person from each team to be the
Team Doctor. Give each Doctor a healing wand (a piece of a foam noodle that is about
1 foot long, or see alternative materials above). Designate an area on each end of the
gym to be the Hospital by placing a gym mat in this spot or mark off the Hospital with
a rope, hula hoop, or small orange cones. The Doctor is safe when she is in the Hospital,
and she cannot get out, even if hit by a ball that has been thrown from the other team.
However, once the Doctor comes out of the Hospital, she can get out if hit by a ball.
Divide the balls evenly among the two teams. On the Go! signal, players must stay
on their own side of the gym but try to get members of the other team out by hitting
them with a ball that is thrown. If the ball is caught, then the thrower is the one who is
out. When a player is hit (or throws a ball that is caught), she must sit down in the spot
where she was hit. This player then waits to be healed by the Doctor, who must touch her
with the healing wand before the downed player can return to the game. The first team to
get the other teams Doctor out wins the game.
At the start of each new round, select two new Doctors.
Flag Grab
Game Summary
The first team to collect all of the flags before the other team does wins the game.
Group Size
20 to 40 is ideal
Materials
8 small cones to use as markers
Extra cones to make a center line and boundary if playing outside
8 bandanas (or other similar items) to use as flags
Play Area
Large play area or gym
Time
20 to 30 minutes is ideal
Description
Divide the group into two teams, with one team on each end of the gym. Use the
cones to make a box about 10 feet long and 10 feet across on each side, equal distance
from the center line (about 30 feet from the center line is good). Place four flags inside
each box. The object of the game is to capture all eight of the flags before the other team
does, using the following rules to play:
Once a player crosses the center line into the other teams territory, he can be
tagged.
When a player is tagged, he must sit down in that spot and cannot be freed until
his own teammate runs across the line and tags him.
Once a teammate has tagged and freed someone who is sitting, they both get free
returns to go back to their side, and they have to go back before trying to
capture one of the flags.
If a player makes it into the box where the opposing teams flags are, he is in a
safe zone, and cannot be tagged until he comes out of the box. The defending
team may not go into the box.
Any flag taken out of the other teams box and carried across the center line
without the person carrying it being tagged is successfully captured.
When a person who is carrying a flag is tagged, that flag goes back into the box.
Only one flag can be captured at a time.
All captured flags are placed inside the box of the team that captured it, and the
first team to capture all eight flags wins the game.
This is one of those games that can go back and forth for quite a while, and it can
easily be called as a tie if the leader waits until both teams are back to four flags a
piece.
Variations
Use six flags instead of eight.
Set up an exercise station with a list of exercises that participants can choose from.
When a player gets out, instead of sitting down he goes to the exercise station and
completes one of the exercises on the list in order to return to his side.
Memory
Game Summary
Groups run from station to station with a list of activities they must complete. They turn
over a card to see if there is an exercise listed on it that they havent done yet. If so, they
can do it and cross the exercise off their list. If they have done it, they turn the card back
over and go to the next station.
Group Size
4 or more
Materials
A list of exercises printed out on cards (See ideas below)
Play Area
Large play area or gym
Time
20 minutes
Description
Create a list of exercises (see list provided for ideas). Each exercise should be printed
out on a 3x5 card or other paper that cannot be seen through. Make three sets of cards.
Take each set of cards to a different area (station) with room to run between these areas.
Lay out the cards face down (cards should be laid out at each station in a different
arrangement).
Divide the group into two or three teams. Give each team a list with all the exercises
on it, and have each team start at a different station. On the Go! signal, each group
chooses one card to turn face up at their station, and they must complete the exercise.
After completing the exercise, they can mark it off on their list. (If you have enough
leaders, you can assign one leader to each station, and they can sign off when a group
completes an exercise, or have a leader participate with each group.) After signing off on
an exercise, the group turns the card face down and runs to the next station. At the next
station, they turn a card over. If it is a new exercise, they can do it and sign off on it. If it
is an exercise they have already done, they must turn it face down and move on to the
next station. The key is to remember which cards have already been turned over at each
station.
Variations
Have only two stations instead of three.
Create an easier list for younger kids and only have about six cards at each station.
Exercise List
(A printable PDF list can be found at www.gamesforgroups.com)
Run one lap around the outside of the field (or perimeter of the gym).
Lay with your back flat on the ground and hold your legs 6 inches off the ground for
20 seconds. (Legs must be straight without knees bent.)
Do 25 frog hops. (Jump up like a frog with hands touching the ground each time.)
Do 15 knee lifts. (Hold hands out in front at waist height and alternate lifting the
knees to touch the hands.)
Do 10 pushups.
Do 25 sit-ups
Do 100 running legs. (Lie on back and, with legs outstretched, move them back and
forth as if running in the air.)
Do 20 scissors. (Lay on your back with straight legs lifted 6 inches off the ground,
and cross them 20 times.)
Take 20-second mandatory water break.
Do 10 air chairs. (Hold a position like youre sitting in a chair for 3 seconds, and
then stand up and do it again.)
One Lap Challenge
Game Summary
Divide the group into two teams. One team must run one (or more) laps, while the other
team tries to earn as many points as possible by completing various exercises.
Group Size
4 or more
Materials (Optional)
Jump ropes
Paper and pen to keep score
Play Area
An outdoor track is ideal but this can be done in a gym or a large outdoor area.
Time
30 minutes
Description
Divide the group into two equal teams. Set up a course for the teams to run around (if
you have a track, it is ideal for the teams to run one lap around the track). Set up another
area as an exercise station. Challenge one team to complete as many exercise repetitions
(see list below for ideas) as they can before the players on other team can all complete
one lap. (For the runners, set up a cone they can start sprinting at about the last quarter of
the lap, and encourage them to run at a steady pace before this.) On the Go! signal, one
team starts running and the other team starts earning points; however, the team doing the
exercises must stop once the last runner reaches the finish line. After each lap, tally the
points and then have the two teams switch places.
Do several rounds of this, with a new exercise challenge each time. After completing
the final lap and exercise, tally the points to determine the winning team.
Variation
Instead of giving 1 point for each exercise repetition completed (1 point for every sit-
up, for example), give points for sets completed (1 point for every 10 sit-ups, etc.).
Challenge List
Sit-ups
Pushups
Leg lifts (Lie on your back and keep legs straight; lift the legs up and down, but
dont let your legs, heels or feet touch the ground.)
Jumps with a jump rope
Frog hops (Jump up and down, but touch hands to ground on each down jump.)
Jumping jacks
Jump ups (Hold hands out at waist level and jump up so knees touch your hands.)
Mat Pull
Game Summary
Two opposing teams attempt to rescue their own teammate on the opposite end of the
gym, who is sitting on a mat.
Group Size
20 to 40 is ideal
Materials
2 foam gym mats
Play Area
Gym
Time
Unlimited (20 to 30 minutes is ideal)
Description
Divide the group into two teams, and assign each team to one end of the gym. Place a
gym mat at both ends of the gym, inside a box (use existing lines on the gym floor or
mark off an area around the mat with cones or other markers). Select one person on each
team to lie on her belly on the mat that is on the opposite end of the gym from her team.
On the Go! signal, both teams try to rescue their own player by pulling the mat their
teammate is lying on across the center line in the gym while following these rules:
All players are safe when they are on their own end of the gym.
Once a player crosses the center line, they can be tagged by a member of the
opposite team and must sit down in the spot where they were tagged.
A sitting player can be rescued by one of her own teammates if the teammate comes
across the line and tags her, and then they both can freely go back across the line
and are safe from being tagged on the way back.
The area where the mat was first sitting (the box or other marked off area) is a free
zone. If a player from the opposite end makes it into that area, she is free from
being tagged until she steps out of that area.
If when pulling the mat across the floor the pulling player is tagged, she must
let go of the mat in that spot and wait to be rescued, and the mat stays where it is.
The winning team is the first team to get any part of their mat, with their teammate
lying on it, across the center line (or you can decide if the entire mat must make it
across the center line).
You can play several rounds of this game with new players on the mats for each
round.
Bench Ball
Game Summary
Everyone tries to tag everyone else with foam balls. Once someone is hit, they go out
until the person who hit them is out and then they can go back in.
Group Size
8 to 30 is ideal
Materials
Several foam balls
Play Area
Gym or other large area with boundaries
Time
Unlimited (15 to 30 minutes is ideal)
Description
To start this game, scatter several foam balls throughout the play area. Designate the
boundaries for the game, including an area on the side where everyone who is hit by a
ball must go when they are out. On the Go! signal, anyone can pick up any ball that
is in the area and may take no more than three steps before throwing it at another player.
When a player is hit with the ball, he should make sure to remember who got him out
and go stand on the sidelines. A player who throws a ball that is caught by another player
is also out and must go to the sideline and make note of who got him out. A player who
is out must watch the game carefully and can reenter the game when the person who got
him out goes out.
Its fun to encourage kids to cheer for others to get the person out who got them out.
When several people are cheering to get someone out, it means that person is a strong
player, and they will like hearing their name chanted by several kids who are out.
Variation
This can be played as a soccer or basketball drill. Everyone has a ball and must dribble
it around the area (soccer style with feet or basketball style with hands) while at
the same time trying to knock the ball out of bounds that someone else is dribbling. A
player may reenter the game when the person who got them out goes out.
Snake Wrangler
Game Summary
Try to get from one side of the gym to the other without being touched by the snake (a
large rope in the middle being wiggled by two people who are holding the ends). If you
touch the snake, you become one yourself.
Group Size
8 or more is ideal
Materials
One very large rope (A climbing rope works best or tie several jump ropes together.)
Play Area
Gym
Time
Unlimited (15 to 20 minutes is ideal)
Description
Spread a rope across the middle of the gym, and select two people to be the Snake
Wranglers (placing one of them at each end of the rope). The rest of the group is spread
out against the wall on one side of the gym. On the Go! signal, everyone along the wall
attempts to run from one side of the gym to the other without being touched by the
snake. The two people holding the rope can wiggle it wildly back and forth, but may not
lift the rope off of the ground. Anyone who touches the rope is turned into a snake and
must lie on their belly and try to tag the runners as they come across. Once everyone has
made it to the other side of the gym (or has been turned into a snake), give the Go!
signal again. Everyone who is not a snake (or a Snake Wrangler) tries to make it back to
the other side safely.
For added fun, you may want to change the manner in which the runners get across
the gym for each round (hop, skip, walk, in pairs, etc.). The two runners who last the
longest without being turned into snakes become the Snake Wranglers for the next round.
Hula Hoop Toss
Game Summary
Toss a hula hoop onto a cone. If your hoop makes it over the cone, your team tries for the
next furthest cone continuing until all the cones have been captured.
Group Size
2 or more
Materials
1 hula hoop for every team of 5 or less participants
4 orange cones for every team of 5 or less participants
Play Area
Gym or other open play area
Time
10 to 15 minutes
Description
Divide the group into teams of one to five players. Have each team line up in a single
file line. Set up four orange cones in a line in front of each team, with the first cone
about 5 feet away, the second cone 10 feet away, then 15 feet and finally 20 feet. This is
a relay race, and the first person in each line tries to toss their hula hoop over the first
cone. After each toss, the person who threw the hula hoop must retrieve their hoop and
give it to the next person in line (and set up any cones they accidentally knocked over). If
the hoop goes over the first cone, the thrower puts that cone on top of the second cone.
The relay continues in this manner until all of the cones are stacked on top of each other,
and a member of the team tosses the hoop over the stack. The first team to toss their hula
hoop over the final cone is declared the winner.
Variations
Change the distance of the cones based on the skill level of the group.
Instead of using hula hoops, use balls to try to hit the cones in order to capture them.
The balls can be rolled or thrown.
Line Tag
Game Summary
A game of Tag that is played in a gym, and players can only travel on the lines in the
gym.
Group Size
10 to 40 is ideal
Materials
2 soft balls or other small soft objects
Play Area
A gym with several lines painted on the floor
Time
Unlimited (10 to 15 minutes is ideal.)
Description
Everyone must find a line to stand on that is on the gym floor. Select two people to be
It, and give them each a small soft ball or object to hold (this object is just to show
everyone who is It and is not meant to be thrown). On the Go! signal, play a game of
Tag. During the course of the game, everyone must walk quickly (no running) on a line.
They cannot jump from one line to another and cannot pass another player who is on the
same line but they can move to a new line when it intersects with a different line. When
a new player becomes It, she must take the object and becomes a chaser. When a
player becomes it she cannot immediately tag the person who tagged her. End the
game after a specified time limit.
Sideline Ultimate Frisbee
Game Summary
Two teams compete in a game of Ultimate Frisbee but not everyone is on the playing
field at the same time. Teammates that are on the sidelines participate by helping the
players who are on the field score a point.
Group Size
20 to 30 is ideal, but could be played with as few as 12 and as many as 40
Materials
1 Frisbee
Cones to mark the playing field if played outside
Play Area
Gym or large open area
Time
20 to 30 minutes is ideal
Description
Set up the playing area by marking off a large rectangle-shaped area (the boundary
lines of a basketball court work well when played in a gym). Divide the group into two
equal teams, and have one team line up on one sideline and the other team on the
opposite sideline. Assign each person a number, starting with one and counting up; do
this for each team. If a team has one more player, assign a member of the opposite team
two numbers. To play the game, the leader calls out two or more numbers, and everyone
who has been assigned those numbers runs to the middle when the leader throws the
Frisbee and yells, Go!
Play a game of Sideline Ultimate Frisbee using the following rules:
Each team is trying to score on the opposite side of the field.
To score a point, one member of a team must throw the Frisbee to another
member of his own team who catches it across their teams end line
Only three steps can be taken by someone who is holding the Frisbee before they
must throw it.
The Frisbee can be blocked when it is in the air.
The Frisbee is turned over to the opposite team if it is not successfully caught by
a member of the throwing team.
The Frisbee may not be grabbed out of the hand of someone who is holding it.
The players who are on the field can throw the Frisbee to their own sideline, and
players on the sideline must catch the Frisbee when it is thrown to them or it is
turned over to the other team. The sideline players can throw it but may not take
any steps with the Frisbee. A point cannot be scored unless it is thrown from a
player on the field (a throw from the sideline cannot result in a score).
If at any time during the game the Frisbee falls to the ground, the team who was
in possession of it last must turn it over to the other team who throws it from
the spot where it hit the ground.
At any time during the game, the leader may call out additional numbers and more
players can join the game on the field. After each score, everyone goes back to their own
sideline, and the leader calls out new numbers for the next round.
Variation
Instead of giving each team numbers, simply call out characteristics (everyone who is
wearing blue, who is a girl, who has a birthday in July, etc.).
Dungeon Ball
Game Summary
Two teams are on opposite sides of the gym, and they try to hit each other with balls.
When a player gets hit, she goes to the Dungeon on the other side and stays there until
she catches a ball that is thrown by one of her own teammates.
Group Size
20 to 50 is ideal
Materials
Several foam balls
Play Area
Gym or large open area
Time
20 to 30 minutes is ideal
Description
Divide the group into two teams, with one team on one side of the gym and one team
on the other. When playing in a gym, designate the area behind the end line on each side
as a Dungeon. (If playing outside or in a gym without end lines, mark off an area with
cones to be the Dungeon, and make a center line to divide the two teams.) Toss out
several balls, and on the Go! signal, players must stay on their own side of the gym but
try to hit players on the other side by throwing the balls at them. When a player is hit,
she must cross over to the opposite side of the gym, and enter the Dungeon that is behind
the other team. (If a player on the opposing team catches a ball that is thrown, the
thrower is out and must go to the Dungeon.) A player in the Dungeon may be freed by
catching a ball that has been thrown by her own teammate, and she may carry the ball
back to her side and cannot be hit by a throw until she crosses the center line. The first
team to capture all of the players from the other team wins the game.
Variations
Players in the Dungeon can get a player from the opposite team out after picking up
any ball that rolls into the Dungeon. They must throw the ball from inside the
Dungeon and try to hit a player on the opposing team. You may or may not declare the
thrower as free if she hits the player with the ball.
If you throw a ball and it is caught by a member of the opposite team you are not out.
Ground Tag
Game Summary
The group plays a game of Tag, with one Chaser and one Runner who are not lying down.
When the Runner lies down next to a person who is lying down, that persons partner
must quickly stand up and becomes the person being chased.
Group Size
10 to 20 is ideal, but can easily be played with a larger group
Materials
None
Play Area
Gym or large open area
Time
5 to 15 minutes is ideal
Description
Divide the group into pairs. Select one person to be the Chaser, and his partner is
the person being chased and is the Runner. Everyone else must lie down on their belly,
side-by-side with their partner, and spread out from the other pairs. On the Go! signal,
the Chaser tries to tag the Runner. At any time, the Runner can lie down next to a pair,
and the person who is on the opposite side from the Runner must stand up and then
becomes the new Runner. Whenever the Chaser tags the Runner, they switch roles and
the Chaser becomes the new Runner.
Variations
If there is an uneven number of players, one group should have three members, and the
person who is on the opposite side of the person who lies down is the one who stands
up and runs.
With a larger group, you may have more than one Chaser and Runner going at the
same time. However, the Chaser can only chase his Runner and cannot tag the Runner
from another pair.
This can also be played as the game Elbow Tag, where partners link elbows instead
of lying down.
Circle Race
Game Summary
This is a quick and intense running game, where everyone runs around the outside of a
circle while trying to pass as many people as possible.
Group Size
8 or more
Materials
Cones to mark a large circle (Or use existing lines on the gym floor)
Play Area
Gym or large play area
Time
Less than 10 minutes
Description
Using cones, create a large circle about 15 yards in diameter. Everyone should spread
out around the outside of the circle. Then everyone runs around the outside of the circle
in the same direction when the leader says, Go! Every time one runner passes another
runner, she calls out the number of people she has passed. After one minute, the leader
says, Stop! and gathers the group together. Next, the leader asks everyone how many
people they were able to pass. The runner with the highest number wins that round.
Reverse direction for the next round.
Variation
This can be done while dribbling a basketball with the hands or a soccer ball with the
feet around the circle.
Magic
Game Summary
Two teams are on opposite sides of the gym. They throw balls at each other to try to get
each other out. When a player is out, he must sit down and wait for his teammate to
save him by touching him with a magic object.
Group Size
20 to 40 is ideal
Materials
Several foam balls
6 similar objects (little bean bags, small stuffed animals, rolled up paper, rolled up
socks, empty paper-towel rolls, etc.)
Play Area
Gym or large play area
Time
20 to 30 minutes is ideal
Description
Divide the group into two teams, and separate the two teams with one team on each
half of the gym. Give each team an equal number of the magic objects (I like to use three
rolled-up pieces of paper that are taped closed, per team). Each team must select three
different players to hold onto the magic objects. These objects are used to get players
back into the game who have gotten out.
The game is played by both teams throwing balls across the center line to try to hit
each other and get someone out. When hit by a ball, the player who is hit must sit down
in the spot where he was hit and wait for a person with a magic object to touch him and
get him back into the game. (If a ball is thrown and caught by a player from the opposite
team, the player who threw the ball is out and must sit down.) If a player who has a
magic object becomes out, he must give up his magic object, and it no longer has
magical powers. The first team to get the opposing team to give up all of their magical
objects wins the game.
Start the next round by selecting new people to hold the magical objects.
Variation
When a person holding the magical object gets out, he may give this object to another
member of his team, and it maintains its magical powers. A team only wins if they
can get everyone on the opposite team out.
Jail Break
Game Summary
Similar to Capture the Flag, only in this game the group must capture balls. If you get
tagged, you must go to Jail. However, you can be freed if someone from your team tosses
a ball and someone in the Jail catches it.
Group Size
20 to 40 is ideal
Materials
6 to 8 foam balls
Cones or rope to mark off a Jail area and Ball Zone
Play Area
Large play area or gym
Time
20 to 30 minutes
Description
Divide the group into two teams, with one team on one half of the gym and one on the
other. Each half of the gym needs to have a marked off square that is equal distance back
from the center line. The square should be about 3x3 yards. Inside each square, place
three or four balls (each square should have an equal amount). These two squares are the
teams Ball Zones. Each half of the gym also needs to have a designated Jail area. This
should be off to the side and equal distance from the center line. This should also be
about 3x3 yards.
On the Go! signal, each team tries to capture all the balls from the other teams Ball
Zone. Once a player crosses the center line, she can be tagged by a member of the
opposite team and then sent to Jail. If they make it to the Ball Zone, they are safe and can
stay there as long as they like (players cannot defend inside the Ball Zone). Once in a
Ball Zone, a player can pick up one ball and try to run with the ball across the center line
without being tagged. If they are tagged, they must go to Jail, and the ball goes back to
the Ball Zone. If they make it across the line, their ball goes into the Ball Zone for their
own team. (Each team is trying to capture all of the balls to their side.)
Players can be freed from Jail if a team member chooses to use a ball from her own
Ball Zone and throws it from her side of the gym to the Jail. If any person in the Jail can
catch the ball, then everyone in Jail is freed and can return to their side. However, the
ball must be sacrificed and placed in the other teams Ball Zone. Dropped balls must go
into the other teams Ball Zone as well.
Variations
When a ball is caught in jail, it is not sacrificed and can be returned to the team who
threw it.
Only the person who caught the ball is freed from Jail.
The Answer Game
Game Summary
Set up individual cones around the room, and put different numbers on each cone. The
person in the middle calls out a math problem, and everyone must get to the cone with
the answer on it before being tagged.
Group Size
10 to 30 is ideal
Materials
Several cones with numbers on them (Or simply put up pieces of paper on the wall
with different numbers on them.)
Play Area
Wide open area or gym
Time
10 to 20 minutes
Description
Set up different cones around the play area, and tape a large visible number on each
cone (single digit numbers are easiest). One person is in the middle of the area and
everyone else starts at the first cone. The person in the middle gives a simple math
problem with the answer being one of the other numbers posted on cones (or the leader
may call out the math problem). Everyone tries to safely get to that cone without being
tagged by the person in the middle. If a runner is tagged, they join the person in the
middle and try to tag other runners during the following rounds.
Variations
Everyone must dribble a soccer ball with their feet or a basketball with their hands
while trying to get from one cone to the other.
Spread everyone out by different cones and then say, If your number minus 3 equals
5, then run to number 5 or If your number is an even number, move to another even
number or something similar, so not everyone is running at once.
King Catcher
Game Summary
A variation of the popular game of Dodge Ball with King Catchers. When a King
Catcher catches the ball, everyone who is out returns to the game.
Group Size
20 to 40 is ideal
Materials
Several foam balls
10 bandanas (or strips of cloth)
Play Area
Large play area or gym with a center dividing line
Time
20 to 30 minutes is ideal
Description
Divide the group into two equal teams who are on opposite sides of the gym. Give
each team five bandanas to distribute to five team members who will be the designated
King Catchers. Those with bandanas should tie them around their forehead, arm, leg,
etc. so they are visible to the other team.
To play the game, place several foam balls in the middle. On the Go! signal, the
two teams play a game of Dodge Ball (see rules below); however if any of the King
Catchers catch a ball, then anyone who is out from his team may return to the game. If a
King Catcher gets out, he keeps his bandana and King Catcher status.
Select new people to be the King Catchers for each new game.
Dodge Ball Rules:
Everyone must stay on their own side of the line.
Anyone can pick up a ball that is on their side of the gym and throw it across the
line to try to get a member of the opposite team out.
If you are hit directly by a ball thrown by the opposite team, you are out, or if
you throw a ball that is caught by a member of the opposite team, you are out.
When you are out, you must go to the designated area for your team, and wait for
a member of your team to catch the ball before you can return to the game (the
first person out is the first person to return to the game, and so on). If anyone
who is not a King Catcher catches a ball, then only one person returns to the
game.
The winning team is the first team to get everyone on the opposite team out.
Variation
For smaller groups, select less King Catchers and more for larger groups.
People Scavenger Hunt
Game Summary
A fun competition where teams try to find people in their group who fit the
characteristics called out by the leader and who then try to beat the other teams in a race
to the leader.
Group Size
16 or more is ideal
Materials
None
Play Area
A space where groups can sit with their team and then run up to the leader when called
Time
10 to 20 minutes
Description
Divide the group into teams with eight or more people on each team (this could be
done with less if the list is adjusted for a smaller group). Have each team sit together on
the floor equal distance from the leader who is up front. The leader calls out different
characteristics of people in the group (see list below for ideas), and each group tries to
find people in their team who match the description. Then these people from the team
must get together and race to be the first teams group to make it to the leader. Award
one point to the team who arrives to the leader first, before asking everyone to return to
their own team and before calling out the next characteristic.
Scavenger Hunt idea list: (A printable PDF list can be found at
www.gamesforgroups.com)
2 people with the same middle name or first name
4 people wearing the same color shirt
4 people with the same color eyes
4 people whose shoe sizes add up to 30
2 people with a birthday in the same month
3 people with the same birth year
2 people who were born in the same state
3 people who havent come up yet skipping
4 people whose ages add up to 50
Anyone who has the same first name as a parent or grandparent
A group of people who ride the same bus to school
3 people who have photo ID with them
4 people in the same grade
2 people whose moms have the same name (cant be the same mom)
4 people with arms linked back to back (must travel this way)
3 people with money in their pockets
2 people who have traded shoes with each other
Variation
For each thing called, add an action that goes with it (skip, hop, walk backwards,
piggyback, etc.), and those who are selected from each team must do the action on the
way up to the leader.
Line Leader
Game Summary
This game is a combination of Follow the Leader and Simon Says. The leader
periodically stops and calls out a command. The last person to follow the direction must
go to the end of the line.
Group Size
6 to 20 is ideal
Materials
None
Play Area
An area with some open space for the group to walk around in
Time
10 to 15 minutes is ideal
Description
Everyone lines up in a single file line with the leader in the front of the line. The
leader starts walking around the area with everyone following in line behind. At any
given time, the leader will stop and call out a command (elbow to knee, hop on one foot,
sit down and stand back up, spin around five times, etc.). The leader carefully watches
the group, and the person who is the last to complete the action must go to the end of the
line.
You may switch leaders every so often, making the person who is in line right behind
the leader the new leader for the next round.
Variations
Instead of calling out the action, the leader simply does the action, and the last one to
complete it goes to the end of the line. It is helpful to have another leader, that is
watching the line from the side, determine who the last person was to complete the
action.
Instead of going to the end of the line, the last person to do the action must do five
jumping jacks (or other simple exercise).
Run the Gauntlet
Game Summary
Run from one side of the gym to the other, without being hit by a ball that is thrown from
the sideline. If hit by a ball, join the throwers on the sideline.
Group Size
10 to 40 is ideal
Materials
At least one soft foam ball per person
Play Area
Gym or other wide open space
Time
20 minutes
Description
Select two people to be It. Give each of the It players half of the balls, and have
them each stand on opposite sides of the center line of the gym. Everyone else is lined up
at one of the end-lines. On the Go! signal, everyone tries to run to the opposite end-
line without getting hit by a ball that is thrown by one of the throwers who are on each
side. Each person who is hit joins the two throwers on the sideline and helps gather up
balls before the group runs across the gym again to get to the other side.
After each round (run across the gym), those who are hit keep joining the throwers
until only two remain in the play area. These two become the first two throwers for the
next round.
Double Cone Knock Over
Game Summary
Two teams compete to try to knock over two different types of cones that are placed
around the play area.
Group Size
6 to 16 is ideal
Materials
8 plastic orange cones (Substituting for cones can be 2-liter bottles filled with 2 inches
of water; use with the cap on)
4 plastic orange disc cones (Or use two different colored cones for first item above.)
1 soccer ball
Play Area
Gym or large open field
Time
15 to 25 minutes
Description
Set up the eight cones around the play area, with as much space as possible between
each cone. On four of the cones, place an orange plastic disc to distinguish them from the
other cones. Divide the group into two teams, and assign each team to one of the types of
cones that they will be trying to knock over. Using a soccer ball and soccer rules (no
hands), each team tries to knock over the four cones assigned to their team before the
other team knocks over their four cones. Once a cone is knocked over, it stays down, and
the winning team is the first team to knock over all of their cones or the team with the
most cones knocked over when the leader calls time.
Variations
Make a rule about how close a defender can get to the cone when guarding it so they
are not standing right in front of it, making it impossible to knock over.
Use soft foam balls that players throw instead of kick, but only allow a person to take
three steps when they have the ball to encourage teamwork and passing of the ball.
Shout Out
Game Summary
Two teams compete to be the first to complete the shout out command before the other
team does.
Group Size
10 or more
Materials
2 balls that are similar
Play Area
Gym or large outside area
Time
20 minutes
Description
Prior to the game, think of four different tasks for a group to do together using a ball
(see below for ideas), and give each task a given command. Let the group know what the
four commands are. Before each round, let them know which task they will have to do to
earn points for that round. Each team stands in a large circle and must pass a ball around
until the leader yells, Shout out! When the teams hear Shout out! they have to
quickly complete the task. A team will earn a point if they complete the task before the
other team does.
Shout Out Idea List
(A printable PDF list can be found at www.gamesforgroups.com)
Tunnel
People in each group line up separately, single file with legs spread apart. The person in
the front of each line must roll the ball to the person in the back of their line though
everyones legs, and the last person must run to the group leader with the ball.
Over the Top
Teams line up single file. The person in front of each line must pass the ball back over
her head to the person behind her, who passes it to the next person. This continues all the
way down the line till the last person in the line runs the ball to the group leader.
Circle Out
Each group stands in a circle shoulder-to-shoulder, facing outward, and must pass the
ball around the outside of the circle. Everyone must touch the ball before the last person
runs the ball to the group leader.
Kick It
Each group passes the ball between its teammates by kicking it on the ground. The last
person who receives the ball on each team then runs it to the group leader.
Variations
Play music, and stop the music instead of yelling Shout out! At this point, the teams
have to complete the task.
Yell out the command for the task instead of yelling Shout out!
Have a hand signal for each task instead of yelling a command.
Protector
Game Summary
Two teams compete in two different circles, trying to get the four members of the
opposing team out that are inside their own circle before the other team does the same.
Group Size
20 to 40 is ideal
Materials
2 large (soccer ball size) soft foam type balls
Small cones, or tape, or rope to mark off two large circles
Play Area
Gym or other large open space
Time
20 to 30 minutes
Description
Mark off two large circles with cones, tape, rope, or other items. Each circle should
be 10 yards in diameter with about 10 yards distance between the two circles.
Divide the group into two equal teams, with one team standing on the outside edge of
one of the two circles and the opposing team on the outside of the other circle. Each team
must then select five members from their own team to go to the middle of the other
teams circle and designate one member of the group to be the Protector. Each team
has a ball, and on the Go! signal, they try to get the members of the opposing team out
by hitting them with the foam ball in the air. The Protector cannot get out, and this
person can block the ball to protect his team. If a Protector catches the ball, he must toss
it back to a member of the other team. Once a player is hit and they are out, they can
return to their own circle and help in getting players from the other team out. The first
team to get all four members of the opposing team out wins the round.
After each round, select a new group to go into the middle of the other teams circle.
Variation
For larger groups, you may wish to send more than five members to the opposing
teams circle.
Pin Bombardment
Game Summary
An old-fashion game of Dodge Ball with a twist knock over a pin and your whole team
can come back into the game.
Group Size
20 to 40 is ideal
Materials
Several foam balls
6 bowling pins, or 2-liter soda bottles filled with 1 inch of water and closed with cap
Play Area
Large playing area or gym with a center dividing line
Time
20 to 40 minutes is ideal
Description
Divide the group into two equal teams who go to opposite sides of the gym. Set up
three of the bowling pins on each side about 10 yards behind the center line (closer for
younger groups). On the Go! signal, the two teams use the foam balls to play a game of
Dodge Ball (see rules below). However, when a pin is knocked over, everyone who is
out, on the team of the person who threw the ball, can come back in. Continue playing
until one team gets everyone on the opposite team out or knocks over all of the pins
(whichever comes first).
Dodge Ball Rules:
Everyone must stay on their own side of the line.
Anyone can pick up a ball that is on their side of the gym and throw it across the
line to try to get a member of the opposite team out (or aim for a pin).
If you are hit directly by a ball thrown by the opposite team, you are out, or if you
throw a ball that is caught by a member of the opposite team, you are out.
When you are out, you must go to the designated area for your team, and wait for a
member of your team to catch the ball before you can return to the game (the first
person out is the first person to return to the game, and so on), or wait for a pin to
be knocked over.
The winning team is the first team to get everyone on the opposite team out or to
knock over all the pins.
Variation
Set up any knocked over pins to increase the chance of getting everyone back into the
game, and you can only win if you get everyone on the opposite team out.
Challenge Score Card
Game Summary
Smaller teams move from station to station trying to earn as many points as possible in
5-minutes increments.
Group Size
16 to 40 is ideal
Materials
Large jump rope
Basketball
Basketball hoop
Small orange cones (Or use empty 2-liter bottles)
Several foam balls
Volleyball (Or use a beach ball in place of volleyball)
Volleyball net with a sheet draped over it so the two sides cannot see each other (Or
use a partition wall if you have one available)
Play Area
Gym
Time
25 to 30 minutes
Description
Divide the group into four teams, and give each team a copy of the Challenge Score
Card found below. Each team starts at a different station and has 5 minutes to earn as
many points as possible before the 5 minutes are up. If possible, it is best to have a
leader at each station to keep track of points. Rotate to a different station every 5
minutes. At the end, gather the score cards and announce a winner for each station and an
overall winner. You may announce funny awards to teams who dont score a win at any
of the stations.
Variation
Come up with your own stations, based on the materials you have to work with.
CHALLENGE SCORE CARD!
(A printable PDF list can be found at www.gamesforgroups.com)
At each station, try to get as many points as you can in 5 minutes.
TEAM NAME____________________________________________________
BASKETBALL SHOOT
(Set-up: Basketball hoop with a line marked for the group to shoot behind vary
distance, depending on skill level of group)
Use one basketball, and your team gets 1 point for each basket made from behind the
designated line. After each person on your team has successfully made one basket, all
baskets made after that are worth 5 points. If everyone makes a 5-point basket, then all
baskets after that are worth 10 points.
Points __________________
CONE KNOCK OVER
(Set-up: Mark off a circle and spread out cones in the middle.)
Using the balls, you must try to knock over as many of the cones that are set up inside
the circle as you can before the time is up. You will get 1 point for each cone. At no time
may anyone enter the circle to retrieve a ball or for any other reason. You may reach into
the circle but you may not touch the ground of the circle. Once all balls are stuck in the
middle of the circle, your team may retrieve all the balls and continue the game. If you
knock over all the cones, you may set them all back up, and continue to earn points by
knocking over the cones.
Points __________________
GROUP JUMP ROPE
(Set-up: One long jump rope or several ropes tied together to make a long rope)
Your team gets 5 points for each person who is a part of a group that completes 5
consecutive jumps together. If every member of your group is able to complete 5 jumps
as a group, you can earn 1 bonus point for each jump you complete as a group after those
first 5 jumps.
Points ___________________
BLIND VOLLEYBALL
(Set-up: A volleyball net covered with a blanket or sheet or use a divider wall if one is
available)
Divide your group into two, with half of the group on one side of the wall (or net that is
covered by a sheet/blanket) and half on the other. Your team gets 1 point for each time
the ball goes over the net without the ball touching the ground (count your highest
number of consecutive hits as your final score). Your team can only hit the ball three
times on a side before returning it to the other side, and one person cannot hit it two
times in a row.
Points ____________________
TEAM TOTAL POINTS ______________
Bounce Out
Game Summary
Each team takes a turn standing inside a square. The members of the other teams try to
toss balls into the square, and they earn a point for each ball that hits the ground inside
the square.
Group Size
12 or more
Materials
Several foam balls
Cones or other markers that can be used to mark out a square
Play Area
Large play area or gym
Time
10 to 20 minutes
Description
Divide the group into teams of 6 to 12 members each. Using cones, set up two equally
sized squares that are large enough for team members to move freely around in. The
squares should be at least 10 yards apart (longer distances for older teams).
To start, divide the balls equally between the two teams. On the Go! signal, the
players try to make as many of the balls as they can hit the ground inside the square of
the other team and then bounce out before the other team stops it. If a ball is stopped
inside the square, then a point is prevented and the other team may throw it back. Any
balls that are not stopped in the square can be retrieved by the nearest team and taken
back to the teams own square to be thrown. A point is earned for each ball that bounces
on the ground inside the square of the opposing team and then rolls out before being
stopped.
Note: It is helpful to have scorekeepers watch each square to determine how many
balls hit the ground.
Variation
Adjust the size of the square and distance between the two squares for the age and size
of your group.
Team Timed Tag
Game Summary
Play Tag in two teams. The team with the most members who are It when the time
stops has to do an exercise, sing a silly song, or other task the leader assigns.
Group Size
8 or more
Materials
Several small foam balls (Or use another type of item that can be handed off, such as a
bean bag, rolled sock, etc.)
Play Area
Large play area or gym
Time
20 minutes
Description
Divide the group into two teams (it is easiest if you have a way to distinguish the
teams by dividing them up based on what they are wearing, etc.). Give three to five
members of each team a small foam ball (or other item that can be passed off, such as a
little bean bag). It is best to start off with an odd number of balls.
Set up a boundary, and on the Go! signal, those who have a ball try to tag members
of the other team who do not have a ball. The ball is not thrown but rather handed off to
someone when they are tagged so everyone knows who It is. A person who is tagged
has to wait 10 seconds before tagging back the person who tagged her; however, she can
go on to tag any other member of the opposite team immediately.
After a set period of time (2 or 3 minutes is good), yell, Freeze! and everyone who
has a ball gives 1 point to her team. The team with the most points (most people who are
It) has to do an exercise, sing a silly song, or complete whatever other task the leader
requires of them.
Do several rounds of this with a different task assigned to the losing team at the end
of each round.
Variation
Allow members to throw the balls to tag team members.
Dont Drop It!
Game Summary
Take two tennis balls, and put a slice in the side of each ball so a message can be placed
inside. Toss the balls around the room. If anyone drops a tennis ball at any time, then
everyone on his team must do whatever the message says.
Group Size
10 or more
Materials
2 tennis balls
Small strips of paper
Pen
Play Area
Large play area or gym
Time
10 to 20 minutes
Description
Prior to the activity, take two tennis balls and put a slice in the side of each so they
can be opened up when squeezed. Write down several different exercises (see list below
for ideas) onto small strips of paper. Some of the exercises can be fun and goofy, and
others may be tougher or require teamwork.
Randomly select two of the exercises, and put one into each ball. However, dont tell
the group what the exercises are. Divide the group into two teams who must spread out
around the gym. Once in a location, everyone must stay in their spot. Give the Go!
signal (you may play music for this signal), at which point both teams should start
tossing their tennis ball around the room. (The balls must make it though every group
member before starting back through the group.) If at any time the ball is dropped or hits
the ground, the team who dropped it has to open the ball, pull out the slip of paper, and
find out what they have to do before they can start passing the ball again. Once the group
has completed the task, place a different task inside the ball so that they can resume
tossing. Give points for each successful toss a team makes before the end of the game.
The team with the most tosses can select something from the remaining exercises for the
other team to do.
Exercise Ideas (A printable PDF list can be found at www.gamesforgroups.com)
1. Everyone must run one lap around the outer perimeter of the gym (or play area).
2. Everyone must give the leader/teacher a high 5.
3. Five group members have to do 10 pushups while the rest of their team counts out
loud.
4. Everyone must sit and pretend to row a boat while singing the song Row, Row, Row
Your Boat.
5. Five group members must spin around 20 times and then form a circle that the rest of
their team has to run around the outside of 10 times.
6. Everyone must do 20 jumping jacks.
7. Everyone must do 10 sit-ups.
8. Everyone must do 10 frog hops (crouch down on the ground like a frog, and then hop
up in the air with feet and hands leaving the ground).
9. Half the group must hop up and down on one foot while the other half completes 8
pushups.
10. Half the group must carry the other half of their group piggyback around the
perimeter of the play area.
Variations
Individuals have to do the exercise if they are the one who causes the ball to hit the
ground.
Give a point to a team if they can pass it to everyone on their team without dropping
the ball.
Make it a race. The first team to pass the ball successfully to each person on their team
wins, and the opposing team must do the exercise in their own ball.
Mingle Race
Game Summary
Group members jog around the perimeter of the gym (or around cones if outside). When
the leader calls a number, everyone races to a designated center area and gathers in
groups of that number. Those who dont get to a group in time have to do a simple
exercise.
Group Size
12 or more
Materials
Cones or other items to mark off an outer area (Or use the painted lines in a gym.)
Play Area
Large play area or gym
Time
10 to 20 minutes
Description
Designate an outer perimeter area for the group to jog around. This can be with cones
that are set up or the perimeter of the gym. Once the group is jogging, call out a number
(or hold up your hand with that number of fingers held up). Once a number is called out,
group members may enter the inner area. Each person must find a group of people to link
arms with and sit down with, where the number of people will equal the number called
out. (If you call out four, then everyone must get into a group of four no more and no
less.) If someone doesnt connect with a group in time or finds herself in a group of the
incorrect number, she has to do an exercise (this can always be the same exercise or a
different one each round that is announced by the leader).
Do several rounds of this and call out different numbers each time.
Variation
Call out different commands that correlate with a different grouping (piggyback,
where everyone must find a partner and one person must jump on the back of the
other; high 5, where everyone must get into a group of five and jump up as a group
to give each other a high 5; etc.).
Obstacle Course Chase
Game Summary
Set up an obstacle course (with obstacles and tasks along the route), and send players
individually into the course at timed intervals. Each person tries to catch up with the
person ahead of them.
Group Size
8 to 20 is ideal
Materials
Various supplies that can be used to create an obstacle course (cones, balls, chairs,
etc.)
Play Area
Large play area or gym
Time
20 minutes
Description
Create an obstacle course with various stations where the individuals have to jump
over something, interact with an item, throw a ball, do a task, etc. Have the group line up
in a single file line, and send one person at a time through the course. At a given time
interval, send the next person through, and challenge them to catch up to the person in
front of them. Do several rounds of this, but each time have those who have passed the
most people start in the back of the line. Give points for each person that each player can
catch up with.
Soccer Bump
Game Summary
A fun game that is a variation of the popular basketball game called Bump. However,
in this case, you are kicking a soccer ball into a goal instead of shooting a basketball into
a hoop.
Group Size
8 or more
Materials
Several soccer balls (Or use foam soccer balls)
A soccer goal or cones/markers to make a goal
Play Area
Large play area or gym with an area that can be used as a soccer goal (Or use a gym wall
that can be kicked at as the goal.)
Time
20 minutes
Description
Everyone needs a partner for this game. One set of partners starts in the goal as the
two goalies. The first pair in line uses one soccer ball, and one partner dribbles up to a
line (mark off a line) about 15 yards out and leaves the ball there for his partner to run up
and shoot the ball at the goal. After shooting the ball, the pair quickly gets into the goal
to become the next goalies. The pair that was in the goal runs to the end of the line to get
ready to shoot a ball. (You dont have to have one ball per pair but there does need to be
enough balls that the pair in front of the line always has one ready to go.) This is an
elimination game. A pair gets eliminated any time they do not score and then get in the
goal area as goalies and are scored on. Play until one team is remaining and declared
them the winner before starting another round.
Variation
Can be played as individuals instead of in partners.
Picture Run
Game Summary
Give the group a list of photos to take, and the first team to capture all the photos is
declared the winner. The photos require the group to run from place to place.
Group Size
6 or more
Materials
One digital camera per team (Or use a phone with picture-taking capabilities.)
Play Area
Large play area or gym
Time
20 minutes
Description
Create a list of things that the group must find or do, and then they take a picture of
themselves finding or doing each thing on the list. Each photo must contain every
member of the group (minus the one who took the photo). The first team to capture
pictures of all the things on the list and show their camera to the leader is declared the
winner. You can use the list below or create your own.
Variations
If you have a large area, think about the landmarks or significant items in that area.
Make a list of these things for the teams to find and take their picture in front of.
Use video cameras, and make a list of things the group must do (10 jumping jacks, 10
sit-ups, etc.).
Give the group a time frame, and if they complete the list in the time frame, they earn
a prize (not just the first team).
If you only have enough participants to make one team, then challenge them to
complete the list within a certain time frame.
List Ideas
The whole group jumping in the air and all feet must be off the ground in the photo
The group forming a pyramid
The group running in a circle
The group standing on a set of stairs
The group under a table
The group jumping up to give a group high 5
Big Wind Blows
Game Summary
There is one less spot in the circle than there are players. Everyone scrambles to find an
open spot so they arent left standing in the middle at the end of each round.
Group Size
8 or more is ideal
Materials
Cones (Or use Post-it Notes see Variations)
Optional: Soccer balls or basketballs (See Variations)
Play Area
Large play area or gym
Time
20 minutes is ideal
Description
Make a circle out of cones with enough space between each cone for one player to
stand. Make one less space than there are participants. One person should be standing
between each cone, with one player in the middle of the circle. The person in the middle
is It, and she says, The Big Wind Blows for Everyone who ______. The blank is
filled in with anything that is descriptive of the players in the group. It might say,
Everyone who is wearing blue, who is 10 years old, who had cereal for breakfast,
etc. Anyone who fits that description must leave her own spot and run through the
middle of the circle to find another spot, and this includes the player who was It. The
one person who does not find a new spot becomes It for the next round.
Variations
If you are in a gym, give each person a Post-it Note and have them place it on the floor
and stand on it while in the circle. The person in the middle wont have one. Players
try to run from one note to another.
Give each person a soccer ball or a basketball, and they must dribble across the circle
(soccer or basketball style) and get to a spot and stop.
Spider Ball
Game Summary
Toss a ball and hit someone, and they are out and must sit down. However, they can
return to the game if they snag a ball as it rolls by and get someone out who is
standing. Each person tries to be the last one standing.
Group Size
6 or more
Materials
2 to 6 foam balls (depending on the size of the group)
Play Area
Gym or other large area with boundaries
Time
20 to 30 minutes
Description
Toss two or more foam balls out (more if your group is big) and yell, Go! On the
Go! signal, anyone can pick up a ball and throw it at another player to try and hit them
in order to get them out. If you have a ball, you can only take three steps with it before
you have to throw it. If a player is hit by a ball, then he must sit down in the spot where
he was when he got hit. A player who is out may reenter the game by first grabbing a ball
as it rolls past; then, to reenter, he must throw it from a sitting position and get a
standing player out. If he throws it and misses, he remains seated. (If a ball goes out of
the boundary area, anyone who is standing can run to retrieve it and bring it back. Then
they get three steps with the ball once entering the area before they can throw it at
another player.) The last one standing is declared the winner, and everyone can stand up
and start another round.
Variations
Declare more than one winner when two or three people are the last ones standing.
If a player catches a ball that is thrown at him, then he is not out but the person who
threw it is out.
Divide the group into two teams. Whichever group has a team member standing at the
end is declared the winner. Teammates can help each other by giving balls to those
who are seated who are on their own team.
Pull Up
Game Summary
A game of guys versus girls, where a few members are standing in the middle of a circle
and they race to change places with those who are seated. When the leader says, Stop!
the team with the least members standing in the middle earns a point.
Group Size
20 or more
Materials (Optional)
Music player
Play Area
Large play area or gym
Time
10 minutes
Description
The group sits on the floor (or ground) in a large circle. Select three people to stand in
the middle of the circle (these three must be a mix of guys and girls). On the Go!
signal (or when you start the music), those who are standing run to someone of the
opposite gender and reach out their hand for the person who is sitting to grab. The person
in the center then pulls up the person who was seated and changes places with him or her.
This continues at a high speed pace until the leader says, Stop! (or stops the music). At
this point, count how many girls are standing in the center and how many guys are
standing there. If more girls are up, then the guys earn a point. If more guys are standing,
then the girls earn a point.
Play several rounds of this game, and when one team reaches a predetermined amount
of points, declare them the winner.
Variation
For larger groups, select five people to start in the center of the circle.
Sticker Tag
Game Summary
Everyone starts with one sticker on their own back and tries to prevent others from
grabbing this sticker. At the same time, they try to collect more stickers off of other
players backs.
Group Size
15 or more (More is better)
Materials
Small stickers (White label stickers cut in half work well measuring about 1x1 inch.)
Play Area
Large play area or gym
Time
10 minutes
Description
Place a small sticker on the back of each person who will be participating in the
game. On the Go! signal, each person tries to grab as many stickers as they can off of
the backs of the other players. Once someone gets a sticker, they place it on the front of
their shirt and it cannot be grabbed by another player.
There are two winners at the end of this fun game. The last person to have a sticker on
her back and the person who collected the most stickers can both be crowned Sticker
Tag Champions.
Variation
Play in teams, with each team trying to collect all the stickers from the other team
members first. Teams can be divided in an obvious manner (boys versus girls) or by
using different colored stickers.
Pin Knockout
Game Summary
Each player guards a pin (bowling pin, cone, or 2-liter bottle), while at the same time
trying to knock down the pins that are guarded by other players.
Group Size
4 or more
Materials
Soccer balls (Or use large foam balls that can be kicked)
Several pins (bowling pins, cones, or 2-liter soda bottles filled with a couple inches of
water and used with the lid on tight)
Play Area
Large play area or gym
Time
20 minutes
Description
Have the group line up in a specific manner (by height, age, birthday month, etc.).
Hand out all the pins you have to the players at the front of the line, and ask them to
place their pin anywhere in the gym or play area. Anyone who doesnt have a pin to
guard stands in a line on the side. Scatter the balls around the play area. On the Go!
signal, each person attempts to protect his own pin while trying to knock over any of the
pins that are being guarded by the others. Pins are knocked over by using the balls and
kicking them towards the pins. No hands are allowed in this game (as in regular soccer).
Once a pin is knocked down, the owner of the pin must go to the end of the line, and the
person in the front of the line enters the game and sets this cone up to guard. This game
continues to rotate until a designated end time.
Variation
If you have enough pins for each person to have one, then you can play elimination
style. In this variation, players are out once their own pin is knocked over.
Team Water Balloon Splash
Game Summary
One team stands in a square, while other teams take turns lobbing water balloons into the
square. Each balloon that splashes on the ground inside the square scores a point for the
team that threw it.
Group Size
12 or more is ideal
Materials
Lots of filled water balloons
Cones or other items that can mark off a square
Play Area
Large outdoor play area (on a warm day)
Time
10 to 20 minutes
Description
Divide the group into two to four different teams, with four or more members on each
team. Using the cones, mark off a square that is big enough for one team to stand in with
space for everyone to move around in. Mark off a line that is some distance away from
the square. It should be close enough that people can toss a water balloon into the square
but as far away as possible.
One team starts in the square, and the leader selects one of the other teams to stand
behind the line. Give everyone standing behind the line one water balloon. On the Go!
signal, they can toss their balloons into the air with the goal of making them break when
hitting the ground inside the square. Those who are inside the square can stop the
balloons from hitting the ground by blocking them and making them splash on their
bodies or by catching them before they break. The team tossing the balloons earns one
point for each balloon that splashes on the ground. Give the remaining teams a chance to
toss balloons before switching to a new team inside the square.
Variation
If you have two teams, you can make a square for each team to stand in, and have each
team take turns tossing a balloon into the opposite square.
Pass and Splash
Game Summary
Pass different colored water balloons around the perimeter of a circle. Then the leader
says, Freeze! At this point, you dont want to be holding onto the wrong colored
balloon or you could be the one to get wet (unless you choose to do an exercise or other
stunt the leader states).
Group Size
6 to 20 is ideal
Materials
Assorted colored water balloons
Optional: Music source (See Variations)
Play Area
Outdoors (on a warm day)
Time
10 minutes
Description
Gather the group into a circle, and give each person one water balloon. Make sure the
balloons are in a variety of colors. On the Go! signal, everyone must pass their balloon
to the person on their right while collecting one from the person on their left. The
passing of the balloons then continues in this manner. When the leader says, Freeze!
everyone should be holding one balloon. The leader then calls out a color (or randomly
pulls out a balloon from a bucket of extra balloons to select the color), and whoever is
holding this color can choose to do what the leaders says or get wet. The leader will state
an exercise, silly song to be sung, or other stunt, and those who are holding the wrong
color can choose to do this. Or they can choose to stand in the middle of the circle and
the others get to throw water balloons at them (this can be a popular choice on a really
hot day!).
Play several rounds of this activity.

Variations
Play music, and everyone passes balloons around until the music stops.
If you are holding the chosen color, you are safe, and everyone else can choose the
exercise or to stand in the center of the circle and get wet.
Water Balloon Race
Game Summary
Each team is set up in two lines facing each other, and teammates toss a water balloon
back and forth. After one toss, each player then runs to the end of the line they just
tossed to a moment ago. The team who completes a set number of tosses before the other
team does is declared the winner of that round.
Group Size
8 or more
Materials
Assorted colored water balloons
Play Area
Outdoors (on a warm day)
Time
15 minutes
Description
Divide the group into teams of four to ten members. Each team should divide in half
and line up in two single file lines facing each other, about 10 feet apart. Give a water
balloon to the person in the front of one of the lines on each team. On the Go! signal,
the person with the balloon tosses it to the person on her team who is in the front of the
line that is facing her (the other half of her team). The person who tosses the balloon
then runs to the end of the line that she just tossed to a moment ago. If the teammate
successfully catches the balloon, that player will then toss it to the person in the line
facing her and run to the end of that line. The balloon goes back and forth in this manner
until it breaks.
To make this activity a race, you can either give a point to the team who makes the
most tosses before the balloon breaks or designate a set number of tosses and the first
team to complete this earns a point. If the balloon breaks, the team must start their count
over.
Variation
Have teams more than 10 feet apart from each other to make it more challenging.
More Great Game Books
by Alanna Jones
If you enjoyed the games found in this book you may also enjoy Alannas other game
books. Free activities from all of these books can be found on her website
www.gamesforgroups.com.
104 Activities That Build: Self-Esteem, Teamwork, Communication, Anger
Management, Self-Discovery, and Coping Skills
Team-Building Activities for Every Group
More Team-Building Activities for Every Group
The wRECking Yard of Games and Activities
Fun Soccer Drills that Teach Soccer Skills to 5, 6, and 7 year olds
(Free soccer drills can be found at www.gamesforsoccer.com)

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