Pippety Pop
Equipment: None
Description: The players site in a
circle and one turns to the person next to them and says
"Pippety Pop". This player then turns to the player
next to them and says "Poppety Pip". The third
player then turns to the fourth player and says "Pippety
Pop" and so on around the circle. If a player says
the wrong words they lose a life.
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Little and
Large
Equipment: Large and small ball
Description: Players stand in a large
circle around the leader. The small ball is passed around
the circle from player to player. The leader passes the
the large ball to a player at random who must return it
to the leader. If any player drops either ball or passes
the wrong one they are out and sit down. Play continues
until only one player is left.
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Orchestra
Equipment: None
Description: Players sit in a circle
and one player leaves the room. One players is chosen to
be the Leader and then the other player returns. The leader
starts to mime playing an instrument and the other members
of the Orchestra copy them. The leader changes their instrument
from time to time. The player in the middle must try to
guess who the leader is.
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Land, Sea, Air
Equipment: Ball
Description: Players stand in a circle
with the leader in the middle. The leader throws the ball
to a player and calls out either 'Land', 'Sea' or 'Air'
and counts to five. The player must name a type of animal,
fish or bird as appropriate and return the ball before the
leader counts to five otherwise they are out.
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Fill the Gap
Equipment: None
Description: The players stand in a
large circle. One playerwalks around the outside of the
circle and touches a player on the shoulder. Then both of
these players must run around the circle in opposite directions
until they reach the gap in the circle. The last player
to reach the gap must walk around the outside of the circle
and touch someone else.
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Electric Circuit
Equipment: none
Description: The players stand in a
large circle. One player leaves the room. One of the players
in the circle is chosen to be the generator. Three or four
other players around the circle are chosen to be electrical
goods (toaster, radio etc). All the players hold hands and
the player returns from outside and stands in the middle.
The generator starts passing the current round the circuit
by squeezing the hand of the player on their right. When
the current passes through one of the electrical items they
make the noise of that item. The current goes round the
circuit until it reaches the generator who then passes it
back the other way. The player in the middle must guess
who the generator is.
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Copycat
Equipment: None
Description: The players sit in a large
circle. One player starts the game by doing something to
the person on their right. This must be done without any
laughter, giggling or smiling. They then pass the action
on to the next player and so on. Anyone who giggles, laughs
or smiles is out.
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Clappers
Equipment: None
Description: The players sit in a circle.
One player starts by clapping and then the person on their
left must clap and so on all the way round the circle. The
idea of the game is to see how fast you can send the clap
around the circle. Once this is mastered try reversing the
clap each time it reaches a certain player or sending more
than one clap around.
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Circle Cricket
Equipment: Ball
Description: The players form two teams.
One team stands in a large circle and the other team stands
in a line. When the game starts the team in the circle pass
the ball to each other around the circle. The other team
have to run, one player at a time relay style, between two
fixed markers. Each 'run' is noted. Once the ball has been
passed around the circle a set amount of times (depends
on the number of players) then play stops The two teams
swap round and repeat. The team with the highest score wins.
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Centre Catch
Equipment: Ball
Description: The players stand in a
large circle. One player stands in the middle of the circle.
The ball is passed between the players in the circle (by
passing and throwing). If the person in the middle touches
the ball then he takes his place in the circle and a different
player goes into the middle (normally the one who had just
passed the ball).
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Buzz
Equipment: none
Description: The players sit in a large
circle. One players starts the count by saying "1"
and the next player along says "2" and so on around
the circle. Any number with a 3 in it or divisible by 3
must be replaced with the word "Buzz". When someone
gets it wrong play starts again from 1.
Variations: You can have a league system
whereby the player closest to the leaders right hand side
is in the top position. Anyone that makes a mistake gets
up and goes to the back of the 'queue' while everyone else
shuffles round to fill the gap.
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Loot!
Equipment: Bunch of keys or similar
Description: The players stand in a
large circle and the loot (keys) are put in the middle.
One player is the Burglar and leaves the room while the
remaining players choose someone to be a detective. The
burglar comes back in the room and must try to go in the
circle, grab the lot and leave the circle through the same
point which they entered. As soon as the burglar touches
the loot the detective can try to grab the burglar.
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All Those
Equipment: Chairs
Description: The players sit in a circle
and one player stands in the middle. The player in the middle
calls out something like "All thos wearing blue socks".
Everyone who is wearing blue socks must get up off their
chair and change places with another player. The player
in the middle tries to sit on one of the seats before the
others fill it. It they manage to sit on the seat the player
who is left without a seat takes their turn in the middle.
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Moving Ring
Equipment: Length of string, ring.
Description: The players stand in a
large circle and place both their hands on the length of
string. A ring is threaded onto the length of string and
hidden within one of the players hands. One player leaves
the room while the ring is passed round the string and hidden.
When they return they must guess who is holding the ring.
Players may move, or pretend to move, the ring around the
circle.
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Spin the Plate
Equipment: Plate, ball
Description: The players sit in a large
circle and a plate is spun in the middle. The players have
to pass the ball to the person on their left. The player
holding the ball when the plate stops spinning is out and
may spin the plate for the next go.
Notes: If the ball is dropped the player
(or players) at fault sit out.
Trains
Equipment: Ball
Description: The players stand in a
large circle. A cetain number of players (depending upon
how many you have) form a train by holding on to the person
in front. When the game starts the train runs around the
circle. The players in the circle pass the ball around the
circle from player to player. Once the ball has gone round
the circle twice the train stops and the number of laps
they managed is counted. Play then switches over to a new
train and repeated. The train with the highest score wins.
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Musician
Equipment: Music
Description: The players sit in a large
circle and one player leaves the room. A player is chosen
to be the band leader and is called the musician. The player
re-enters the room and everyone begins singing to the music.
Every player in the circle copies the actions of the musician
who pretends to be playing some instrument. The player in
the centre has three tries to guess who is leading the band.
The musician must change instruments every now and then.
If they are succesful they may choose the next player to
leave the room.
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Chair Dodge
Equipment: Chair
Description: The players form a circle
and hold hands. A chair is placed in the centre of the circle.
The idea of the game is to force the other players to hit
the chair. If any player hits the chair they are out.. If
the circle breaks both players at the break are out of the
game. The last player left is the winner.
Variations: Place chairs outside the circle as well
as one inside.
Notes: Take care not to let the game get out of
hand. No twisting of other players arms is allowed.
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Circle Football
Equipment: Bean bag
Description: The players form a circle
and hold hands. A bean bag is placed in the centre of the
circle. The idea of the game is to force the bean bag outside
the circle. The two players that the bag passes between
or under are out of the game. Players are allowed to pull
a player over the bean bag or to kick it. If the circle
breaks both players at the break are out of the game. The
last player left is the winner.
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Group Juggling
Equipment: Balls
Description: The players form a circle. The leader
gives each member a number. Consecutively numbered people
should not be near each other, but across the circle from
each other. The players must then toss a ball starting with
person #1, in number order, up to the last numbered person
who returns the ball to person #1. As the players get used
to the pattern with one ball, add another, and another,
etc. Play continues for a set period of time
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Hoop Circle
Equipment: Hula-Hoop
Description: The players forma circle and join hands.
The leader has a hula- hoop resting on his arm (and is holding
hands with those beside him/her). Without breaking hands,
the leader must pass the hoop to the next person and it
continues around the circle with each player stepping into
the hoop and then over his/her head and on to the next person.
Play continues for a set time
Notes: Once this concept is learned, see if you
can get two players through the hoop together, then three
and so on
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Timber!
Equipment: Staves
Description: The players form a circle facing inwards
and are given a stave each to hold upright in front of them.
The leader will call a direction and a number (e.g. 2 to
your left). Each player must let go of their stave (they
must not push it, simply let it go in an upright position)
and move to grab the appropriate stave (e.g. the second
one on their left) before it hits the ground. If the stave
hits the ground first they are out. The circle closes up
any gaps and continues play. Play continues until only one
player is left
Notes: Players must not push their staves, only
let them go gently | The players form a circle facing inwards
and are given a stave each to hold up
Variations: To make a more challenging game, call
the directions faster and further
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In the Pond
Equipment: Chalk
Description: The players stand in a large circle
just outside the chalk circle. The leader stands in the
centre and may say the following commands
"In the Pond!" - all the players jump into the
circle
"On the Bank!" - all the players jump out
If a command is given when all the players are already
in or out of the Pond it should be ignored. Any other wording
should also be ignored (e.g. In the Bank). Any player who
makes a mistake is out and sits down. The last player is
the winner.
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Come Along
Equipment: None
Description: All the players stand in a circle with
their right arm stretched out. One player stands outside
and runs around the circle grabbing the arm of one of the
other players. This player must now follow the first player
round and so it continues until there are about 6 running
around. Then the first runner calls out 'Home' and they
all dash to get in the circle. The player who is last in
is now the runner.
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Catch the Stick
Equipment: Stave (or broomstick)
Description: The players form a large circle facing
inwards. Each player is given a number. One player stands
in the centre keeping the stick upright by resting the palm
of his hand on the top. The player in the centre calls out
a number and removes his hand. The player whose number is
called tries to catch the stick before it hits the ground.
If that player manages to catch it they take their place
in the centre otherwise the original player stays in the
centre.
Note: The stick should only be balanced upright
and hot held. They must just remove their hand and not push
the stick in any way.
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Clap & Catch
Equipment: Football
Description: The players stand in a large circle
and the leader stands in the middle. The leader throws the
ball to a player who must clap before they catch it. If
they fail to clap or do not catch the ball they must lose
a 'life' and stand on one leg. When they lose another life
they must kneel down, and then a further life lost causes
them to sit out.
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Head it,
Catch it
Equipment: Football
Description: The players stand in a large circle
with the leader in the middle. The leader throws the ball
to a player calling 'Heads!' or 'Catch!' The player must
respond accordingly, if they fail they sit down.
Variations: Make the game harder by having the players
do the opposite to the called command.
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French Cricket
Equipment: Ball, Tennis Ball
Description: All players form a circle
and the batter stands in the centre of the circle facing
the player who has the ball first. The player with the ball
can bowl under arm at the batters legs or pass the ball
to another player around the circle to bowl. The object
of the game is to hit the batters legs. The batter must
stay facing the player who first had the ball, but is allowed
to move the bat around to protect the legs. When the batters
legs are hit, the batter swaps places with the player who
bowled the ball. Play continues for a set time
"Take That!"
Equipment: Rolled up paper
Description: The players stand in a circle facing
inwards. They must all keep silent, close their eyes, and
place their hands behind their backs. A leader walks round
and gently places the paper in one of the players hands.
When the leader then designates a direction and starts the
game (e.g. “person to your left, go!”). The player with
the paper then attempts to hit the correct person on the
bum with the paper. The person being hit must run all around
the circle and back to their position before they are safe.
Play continues until everyone has had a chance with the
paper or until a time limit
Notes: Make it clear only hits on the bum are allowed,
not anywhere else!
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Murder
Equipment: None
Description: The players sit in a circle facing
inwards. One player, the detective is taken away where he
can not see or hear the others. One of the players in the
circle is designated as the murderer. The players are told
a secret signal (e.g. a hand signal). The detective is then
returned to the circle where he must guess the identity
of the murderer before he kills everyone. If any of the
players notes the signal coming from the murderer he must
‘die’ in some dramatic fashion. The detective only has a
limited number of guesses in which to guess the identity
of the murderer (by pointing at them). If the detective
fails to guess in time, the murderer takes his place and
play continues anew.
Notes: 3 Guesses is a sensible number for most groups.
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Cat and Mouse
Equipment: None
Description: The players form a circle (or a lattice)
by holding hands. One player is the mouse, the other the
cat. The mouse must try to evade the cat. The players attempt
to help the mouse by raising their arms to let him pass,
and lowering them to keep the cat out. The cat must attempt
to catch the mouse by touching him. Neither the cat nor
mouse may cross any lowered arms, only raised ones. Play
continues until a set time limit, or until the mouse is
caught. A new cat and mouse are then designated and play
starts again
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