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.
Little and Large
Equipment: Large and small ball
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.
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.
Land, Sea, Air
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.
Fill the Gap
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.
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.
Head It, Catch It
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.
Equipment: Ball, tennis ball
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
Equipment: Rolled up paper
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!
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.
Cat and Mouse
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
In The Pond
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.
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.
Catch the Stick
Equipment: Stave or broomstick
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.
Clap & Catch
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.
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.
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
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
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)
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.
Equipment: Bunch of keys or similar
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
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
Equipment: Length of string, ring
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.
Spin the Plate
Equipment: Plate, ball
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
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
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.
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.
Equipment: Bean Bag
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
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
Equipment: Hula Hoop
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
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