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Traditional "Old Time" Kids Games - Active
Kids Party Games- Kids Group Activities
Cat
and Mouse
One
child is designated to play the role of cat, another that of mouse. The
mouse
can escape thecat
by sitting in the seat with some other child. Thereupon that child
becomes
mouse. Should the cattag
a mouse before it sits in a seat, the mouse becomes cat and the cat
becomes
mouse, and the lattermust
get into a seat to avoid being tagged.
Button,
Button
The
children sit or stand in a circle with their hands in front of them,
palms
together. The one whohas
been selected to be "It" takes a position in the center of the
circle, with his hands in a similarposition.
A button is held between his hands. He goes around the circle and
places his
hand overthose
of various individuals, dropping the button into the hands of one. He
continues
about thecircle,
still making the motions of dropping the button in the hands of others,
so as
to deceive thosemaking
up the ring. After he has taken his place in the center of the circle,
those in
the ringendeavor
to guess into whose hands he has dropped the button, the one succeeding
in
doing thistakes
the button and continues the game.
Bee
Some
object is determined upon for hiding, such as a coin, a button, a book,
etc. A
child is sentfrom
the room. During his absence the object is hidden. Upon his return the
children
buzzvigorously
when he is near to the object sought and very faintly when he is some
distance
away.The
object is located by the intensity of the buzzing.
I
See Red
One
child, “the thinker” is given the privilege of
thinking of some object in the
room. He tells hisclassmates
the color of the object he’s thinking of. For example, if he
sees a red apple
he says, "Isee
red." Thereupon the other children try to guess what red object in the
room
he is thinking of. Thefirst
child to guess correctly is the next “thinker”.
Hide
the Clock
This
is a good quiet game for the schoolroom. A loud ticking clock is
necessary for
the game. Allof
the children are sent from the room. One of them is selected to hide the
clock.
The others, uponcoming
back, try to locate it by its ticking. The child that finds the clock
gets to
hide it next.
Charlie
over the Water
(Editor’s
Note: Kind of like Ring Around The Rosies with a twist!)
This
is an old game and is always popular. The children form a ring, joining
hands.
One isselected
to be "It" and takes his place in the center. Those in the ring then
dance around, singing,"Charlie,
over the water, Charlie, over the sea, Charlie, catch a blackbird, But
can't
catch me."Having
completed these lines, they all assume a stooping position before
"Charlie," who is "It," cantag
them. If he succeeds in tagging one, that one takes his place in the
circle and
the gamecontinues.
Tap
Relay
The
children of each aisle constitute a team. All bend their heads forward,
placing
their faces in thepalms
of their hands on the top of the desk. At the signal to go, given by
the
teacher, the one in thelast
seat in each aisle sits up, claps his hands and taps the back of the
student in
front of him, whichis
the signal for that student to sit up, clap, and tap the student in
front of
him. In this manner, thetap
is passed until it reaches the student in the front seat of the aisle,
who,
upon being tapped, standsup,
clapping his hands above his head. The first to stand and clap their
hands
above their head winsthe
race.
Spin
Around Race
A
boy is selected from each aisle to take his place at least six feet in
front of
the aisle. Upon thesignal
to go, the last boy in each aisle runs forward to the right of his desk
and
links his left arm inthe
right arm of the boy standing in front of his aisle, and in this
position spins
around twice,returning
to his seat, and tagging off the boy next in front of him, who repeats
the
performance. Thelast
boy in the aisle to spin around ends the race when he has returned to a
sitting
position in hisseat.
Name
Tag
A
child who is "It" is sent to the board. He writes thereupon the name
(initials can be substitutedinstead)
of some other child in the room. That child is to try to tag "It"
before he can return to hisseat.
If successful, he becomes "It" and continues the game by writing some
one else's initial on theboard.
Hunt
the Rattler
All
of the players in the room are blindfolded, except one, who is given a
tin can
in which isplaced
a loose pebble. He is known as the "rattler." The blindfolded players
attempt to locate andtag
the rattler by the rattle. The first child to tag the rattler takes the
place
of the rattler.
Corner
Spry
The
children in the room are divided into four equal teams. Each team is
assigned to
a differentcorner.
A leader stands in front of each team with a bean bag, cap, or ball. At
the
signal to start, theleader
tosses to and receives from each member of his team in turn the bean
bag.
Having receivedthe
bag from the last one in his line, he takes his place at the foot of
the line,
and the one at the headof
the line becomes leader and proceeds to toss the ball to each member as
did the
preceding leader.The
group, in which all have served as leaders and which successfully
completes the
game first,wins.
Flag
Race
The
children of each aisle constitute a team. Flags are given to the children
in each
front seat. On thesignal
to go, each child holding a flag steps out on the right hand side of
the seat,
runs around thefront
of his own aisle, back on the left hand side, around the rear seat,
returning
to his own seat upthe
right hand aisle, and hands the flag on to the one next behind him, who
continues the race.When
all the children in the aisle have circled their row of seats with the
flag, the
last one, instead ofreturning
to his seat, runs forward and holds the flag above his head in front of
his
aisle. The onefirst
succeeding in reaching the front, wins the race.
In
this race it is often better to run two aisles at a time and thus avoid
the
possibility of childrenbumping
into each other in their attempt to race through the aisles. In this
way the
various winnerscan
race against each other, making an interesting contest.
Rhymes
This
game stimulates quick thinking. A student is selected by the teacher to
start
the game, andthereupon
gives some word to which the first child in the aisle must give a
rhyming word
before theformer
can count ten. Failing to do this, the leader continues and gives a
word to the
second one inthe
aisle. The rhyming words are to be given before the leader has
completed his
count of ten. Thenthe
one succeeding in giving the word replaces the leader.
Clapping
Song
A
child is selected by the teacher to clap the rhythm of a familiar song.
The
rest of the children inthe
room try to guess the name of the song being clapped. The first child
to guess
correctly will bethe
next clapper!
Number
Relay
The
children of each aisle constitute a team. They are numbered, beginning
with the
one in the firstseat.
The teacher describes some mathematical problem she desires done and
calls
certain numbers.All
the children having those numbers rush to the board and compute the
problem. The
first back tohis
seat wins a point for his team, the aisle gaining the largest number of
points
wins the game.
Last
Man
This
is an active game thoroughly enjoyed by the children. The teacher
selects one
child to be"It,"
and another to be chased. The one chased can stand at the rear of any
aisle and
say, "Last man."Thereupon
the front child in that aisle is subject to being tagged by "It" and
leaves his seat. All theother
children in that aisle advance one seat and the first man chased sits
down in the
last seat in theaisle.
"It" tries to tag the man who left the front seat before he can go to
the rear of any of the aisles.Should
he succeed in doing so, he can immediately be tagged back if he does
not hurry
to the rear ofsome
aisle and say "Last man."(Caution:
Should any child appear fatigued when "It," substitute another child
in his place).
Change
Seats
This
is a good relaxation game. The teacher says, "Change seats left."
Thereupon all the childrenshift
to the seats to their left. The children who are in the last aisle on
the left
must run around theroom
and occupy the vacant seats on the right hand side. Should the teacher
say,
"Change seatsright,"
the reverse of the proceeding is necessary. The teacher can also say,
"Change seats front," or"Change
seats rear," and the children are expected to obey the commands. Those
left
without seatsmust
run to the other end of the room and take any seat found vacant there.
Relay
Run Around
The
children of each aisle constitute a team. The child in the last seat in
each row,
upon the signalto
go, steps out in the right hand aisle, runs forward around the front of
his row
of seats, back on theleft
hand side, circling the rear seat, and sits down, touching off the next
child
in front of him, whorepeats
the performance. The aisle first accomplishing the run, wins.
Steps
One
child is selected to be "It". He stands with his back to the group
and counts five, at the end ofwhich
he turns rapidly around. If he sees any of the group moving, that one
seen must
go back tothe
starting line. While the one "It" is counting, it is the object of
the group to progress toward himas
rapidly as possible.
Progression
The
players stand behind a line. Each in turn must cover the space between
said
line and anotherline
twenty yards distant by a manner of progress different from that used
by any of
the previousplayers.
For example, the first one called upon to cover the intervening space
between
the lineswalks,
the second one runs, the third hops, the fourth crawls, the fifth walks
backward, etc., and soon
until all of the players have reached the far line. This game taxes the
ingenuity of the last playersto
be called upon, as they have to initiate new methods of progress.
Shadow
Tag
This
game is similar to ordinary tag, with the exception that the child who
is
"It" must touch orstep
on the shadow of one of the players to get them! Succeeding in doing
this, the
player whoseshadow
is tagged becomes "It".
Handkerchief
Tag
A
player is selected to be "It". A knotted handkerchief is given to the
rest of the players. "It" canonly
tag the player holding the handkerchief in his hands. The players
endeavor to
get rid of thehandkerchief
by throwing it from one to another. Should the handkerchief fall upon
the
ground,there
is no one for "It" to tag until it has been picked up by one of the
players.
Back
to Back
This
is a tag game in which "It" may tag anyone who is not back to back
with one other player.Players
may not remain back-to-back for more than 30 seconds!
Turtle
Tag
One
player is selected to be "It" and chases the rest. In order to avoid
being tagged, a player maylie
upon his back with both feet and hands off the ground.
Antony
Over
A
group is divided into two teams, A and B. The game is played around a
small
building, such asa
small school house or wood shed, around which there is free running
space. To
team A is given asoft
ball, such as a tennis or yarn ball. The ball is thrown over the
building to
team B. If it is caughtby
one of the players of team B, the whole team slips around the building,
all
going in the samedirection,
and trying to hit with the ball some one on team A before they can get
around
to theopposite
side of the building. Team A tries to escape being hit by dodging and
running
around thebuilding
to the opposite side. If a player is hit, he goes to B side. The teams
keep
their new placesand
B throws the ball over to A. If the ball is not caught, it is thrown
back and
forth over thebuilding
until caught. The team which first hits all of its opponents wins, or a
time
limit may beagreed
upon and the team having the greatest number of players at the end of
that
time, wins.
Pass
Ball
The
group forms a circle and is counted off in 2's. The Number 1's are
given a ball
or some otherobject
easily tossed, at one side of the circle and the Number 2's a like
object on
the other side of thecircle.
Then 1 competes against 2 by passing the object around the circle, to
have it
overtake thatpassed
by the other team. When the object passed by one team has overtaken and
passed
that of theother,
it counts one point and the game starts over, with the objects on
opposite
sides of the circle.
Channel
Tag
The
group forms a circle, faces to the right and assumes a stride position.
The one
selected to be"It"
takes his place in the center of the circle. The others pass a ball or
bean bag
either backward orforward
between their legs. The one in the center tries to capture the ball or
bag. If
he succeeds, theone
last touching it must take his place in the center of the circle.
Everyone must
touch the ball orbag
when it passes by them, either forward or backward.
Dodge
Ball (‘Soak Em’)
A
sock stuffed with straw (you can substitute the straw with cotton
balls) is
used in this game. Acircle
is drawn upon the ground. The group is divided into two teams. One team
takes
its place inthe
center of the circle, the other lines up around the circumference.
Those on the
outside of the ringendeavor,
without stepping over the line, to throw and hit those within.
Succeeding, the
one hit mustlie
upon the ground within the ring. The others endeavor to avoid being hit
by dodging
here andthere.
When everyone in the first team in the ring has been hit, they take
their
position outside of thering
and throw at their opponents. The team succeeding in hitting all of the
opponents in the
quickest
time, wins.
Ball
Tag
The
one who is "It" is armed with a soft ball. He attempts to tag another
by means of hitting himwith
the ball. The one who is hit becomes "It".
Couple
Tag
Similar
to ordinary tag, except that the group is arranged in couples. Couples
must
lock arms. Thecouple
which is "It" endeavors to tag some other couple. If either of the
men making up the "It"couple
succeeds in tagging either man of another couple, that group is "It".
Twenty
Questions
This
is a quiet, entertaining and instructive game. One member of the family
is
given theprivilege
of thinking of some specific object anywhere in the universe. The
others
endeavor to guesswhat
that object is and are only allowed to ask twenty questions in doing
so. The
one who thinks ofthe
object to be guessed, only answers the questions asked by yes or no. It
is
exceptional when theobject
is not guessed, no matter how difficult it may be, before the twenty
questions
have beenasked.
Example,—the
King of Belgium is selected by the player. The first question asked by
anotherplayer
is, "Is it in the animal kingdom?" This question is answered by
"Yes".Second
question: "Is it in a menagerie?"Answer:
"No."Third
question: "Is it a man?"Answer:
"Yes."Fourth
question: "Is it an historical character?"Answer:
"Yes."Fifth
question: "Is he an American?"Answer:
"No."And
so the questions and answers continue. Any one has the privilege of
asking a
question at anytime.
The one who is thinking of the subject keeps a record of the number of
questions asked. If anyone
has guessed within twenty questions, he has the opportunity of thinking
of the
new object to beguessed.
You
Know Me
One
of the group is given the privilege of starting the game by assuming he
is some
well knowncharacter,
and makes the statement, "I am the man who invented the lightning
rod". The others ofthe
group endeavor to guess who he is. The one first guessing Benjamin
Franklin is
given theopportunity
of continuing the game by assuming he is some other prominent character.
Hide
the Thimble OR ‘Warm or Cold’
All
of the group leave the room, except one, who hides somewhere about the
room a
thimble. Theothers
are then called back and endeavor to find it. If the thimble is hidden
in a
very difficult place,the
one who hid it can inform the searchers if they are "warm" or
"cold"; "warm" indicating thatthey
are near, "cold" that they are not seeking in the right place.
Tit
Tat Too or Tic Tac Toe
A
diagram similar to the illustration (Fig. 1) is drawn on a sheet of
paper. Two
players only canparticipate.
The first player marks a cross in any of the spaces between the lines;
the next
playermakes
a circle in any other space. The object of the game is to have one of
the
players succeed inplacing
three of his marks in a straight line, vertically, horizontally, or
diagonally,
upon thediagram.
If neither succeeds, a new diagram is drawn and the game continues. The
player
makingthe
crosses has won the game in (Fig. 2) as he has three crosses in a line.
Last
Match
Three
piles of matches (blunt/rounded toothpicks may be substituted instead)
are
placed upon thetable.
Each pile can contain anywhere from ten to twenty matches. The object
of the
game is tomake
your opponent pick up the last match, two players playing. Playing
proceeds by
each playertaking
up from any one pile as many matches as he wishes. He may take all in
the pile
if he sodesires.
Each takes matches in turn, endeavoring to make it so that the opponent
has to
take the lastmatch
left on the board.
Spinning
for 20
A
wooden top is made by sawing off the end of a large spool and sticking
a match
or small stickthrough
the hole in the centre. Four concentric circles are drawn upon a sheet
of paper
which shouldbe
about twelve inches square. Inside of the smallest circle, which should
have a
diameter of 2inches,
the number 20 is placed. The next circle outside of this one, having a
diameter
2 inchesgreater,
should be numbered 15, the next circle numbered 10, and the next 5.
The
players spin the top in turn. Should it cease spinning so that the
point of the
pin lies withinthe
centre circle, a score of 20 is made. Should it fall outside of the
last
circle, no score is made. Theplayer
first gaining 100 points wins the game.
Treasure
Hunt
This
game is a very adaptable one and can be run in a great number of
different
ways. It can be assimple
or as complex as any leader may desire.A
mysterious letter may be read to the group or a letter in code posted
where the
group can see it.The
contents of this letter will direct any one to a place where he will
find
detailed information as tothe
exact location of a buried treasure. By following instructions or
working out
the code, a boy willdiscover
a second letter in hiding, or a time limit may be allowed to find
letter number
3. At the endof
that time the information contained in the second letter may be given
to the
entire group, so thatall
may hunt for letter number 3. This method keeps everybody in the game.
As many
letters may behidden
as desired, using the treasure as the last. This game can be used to
teach
observation, trailingand
tracking. Letters using identification of trees, flowers, marks on
trees,
birds' nests, etc., may beused.
Map and chart reading make the game more difficult. Letters may be
written in
Morse andContinental
codes, or easy codes may be made. The hidden treasure is well, anything
you
wish it tobe.
Suggestions include candy, a small toy or some other special treat.
Hide
and Seek
One
boy is chosen to be "IT." He blinds his eyes while the others hide.
He counts 100 by 5's, thensays,
"Ready or not, you must be caught." He then endeavors to find the
hidden players. Succeedinghe
must tag the goal and call the name of the player observed. Should he,
in
seeking a player, passthe
spot where one is hidden, that player can race in to the goal and say,
"In
free." The one who is"It,"
however, can tag that player or the goal. When all the players have
been
discovered, the onefirst
discovered or caught by "It" must blind his eyes for the next game.
One who succeeds ingetting
"In free" is not subject to being "It" in the next hide.
Hang
Tag
This
is a good game to play around a barn or in a grove where there are low
limbs. A
player isselected
to be "It." He may tag any player who is not hanging with feet clear
of the ground. Theplayer
tagged immediately becomes "It" and may tag back the one who tagged
him after thatindividual
has taken five steps.
Fox
in Hole
Any
number of players may participate in this game. The playing area should
not be
too large. Afour
foot circle is marked upon the ground as a base. One player is selected
to be
the Fox. While thefox
is on the base he may stand on two feet, but when he leaves the base to
catch
any of the otherplayers
he must hop on one foot. Should a player become tagged, he becomes the
fox, and
the otherplayers
may slap him on the back until he is safe on the base. Should the fox
put the
other foot down,
he must return to the base, and every player may slap him on the back
until he
succeeds indoing
this, but no player can block his path to the base.
Fence
Tag
This
is a simple active game which can be played where there is a low fence
or bar,
over whichthe
players may easily climb or vault. A player is selected to be "It".
He takes his place on theopposite
side of the fence from the other players and must climb or vault over
and
endeavor to tagsomeone
who fails to get over the fence in time. "It" cannot tag anyone whose
feet are off theground,
in an effort to get over the fence. Neither can he tag anyone who is
standing
on the otherside
of the fence from him. This is a very active game, as it keeps the
players
leaping back and forthover
the fence in an effort to avoid being tagged. A player tagged
immediately
becomes "It". Hecannot
tag back the one who tagged him, until after that one has a fair chance
to get
on the otherside
of the fence.
Sardines
One
of the players in the group hides, while the other players seek to find
him.
Should a playersucceed,
he endeavors to get into the hiding place unobserved by the others and
hides
with the firstplayer.
As the game continues, and other players succeed in finding the hiding
place,
the number ofhiding
players continues to increase until they are packed in like sardines,
hence the
name. It isdifficult
for them, crowded together, in this way, to keep from disclosing the
hiding
place to theremaining
players. The game continues until the last player has discovered the
hiding
place. Thefirst
one to make the discovery hides in the next round.This
is a good game to be played around a farm house where there are a
number of
hiding places,or
in the woods where there are trees, boulders and ravines.
One
Step Off and All the Way Across
Two
goal lines about fifteen yards apart are marked upon the playing space.
This
game can beplayed
on the road, using the opposite curb stones as goal lines (as permitted
by
parents.) A playeris
selected to be "It" and takes his place between the goal lines. He
starts the game by saying, "Onestep
off and all the way across". Thereupon, all the players who may be
behind
either goal line,upon
stepping over the goal line, must run across the space between the goal
lines
towards theopposite
goal. "It" endeavors to tag the players as they run between the goal
lines. Each playertagged,
helps "It" in tagging the others. After the game starts, the players
may run back and forthbetween
the goal lines at will. The game continues until all the players are
tagged.
The first playertagged
becomes "It" for the next game.
Dodge
Ball
This
is a game enjoyed by boys. It is necessary to have half a dozen soft
yarn balls
or indoorbaseballs
or bean bags for this game. A large number of players can participate.
A
playing space ismarked
off on the ground with a line drawn through the centre. The group is
divided
into two equalteams.
The teams take positions on opposite sides of the center line. The
balls are
divided equallybetween
the two teams. At the signal to start the balls are thrown at such
opponents as
may hold oneof
the balls. The players may move around in their playing space, but are
not
allowed to step overthe
centre line. Each time a player is hit by an opponent, he drops out of
the
game. The team firstretiring
all of the opponents wins.
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