Traditional “Old Time” Kids Games from Kid Fun
Kids Party Games- Kids Group Activities – Old Time Games
Cat and Mouse
One child is designated to play the role of the cat, another that of the mouse. The mouse can escape the cat by sitting in the seat with some other child. Then that child becomes the mouse. Should the cat tag a mouse before it sits in a seat, the mouse becomes the cat and the cat becomes the mouse, and the latter must get into a seat to avoid being tagged.
The children sit or stand in a circle with their hands in front of them, palms together. The one who has been selected to be “It” takes a position in the center of the circle, with his hands in a similar position. A button is held between his hands.
He goes around the circle and places his hand over those of various individuals, dropping the button into the hands of one. He continues about the circle, still making the motions of dropping the button in the hands of others, so as to deceive those making up the ring. After he has taken his place in the center of the circle, those in the ring endeavor to guess into whose hands he has dropped the button, the one succeeding in doing this takes the button and continues the game.
Some object is determined upon for hiding, such as a coin, a button, a book, etc. A child is sent from the room. During his absence the object is hidden. Upon his return t,he children buzz vigorously 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 his classmates the color of the object he’s thinking of. For example, if he sees a red apple he says, “I see red.” Then the other children try to guess what red object in the room he is thinking of. The first 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. All of the children are sent from the room. One of them is selected to hide the clock. The others, upon coming 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 is selected 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,” can tag them. If he succeeds in tagging one, that one takes his place in the circle and the game continues.
The children of each aisle constitute a team. All bend their heads forward, placing their faces in the palms of their hands on the top of the desk. At the signal to go, given by the teacher, the one in the last seat in each aisle sits up, claps his hands and taps the back of the student in front of him, which is the signal for that student to sit up, clap, and tap the student in front of him. In this manner, the tap is passed until it reaches the student in the front seat of the aisle, who, upon being tapped, stands up, clapping his hands above his head. The first to stand and clap their hands above their head wins the 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 the signal to go, the last boy in each aisle runs forward to the right of his desk and links his left arm in the 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. The last boy in the aisle to spin around ends the race when he has returned to a sitting position in his seat.
A child who is “It” is sent to the board. He writes the name (initials can be substituted instead) of some other child in the room. That child is to try to tag “It” before he can return to his seat. If successful, he becomes “It” and continues the game by writing someone else’s initial on the board.
Hunt the Rattler
All of the players in the room are blindfolded, except one, who is given a tin can in which is placed a loose pebble. He is known as the “rattler.” The blindfolded players attempt to locate and tag the rattler by the rattle. The first child to tag the rattler takes the place of the rattler.
The children in the room are divided into four equal teams. Each team is assigned to a different corner. A leader stands in front of each team with a bean bag, cap, or ball. At the signal to start, the leader tosses to and receives from each member of his team, in turn, the bean bag.
Having received the bag from the last one in his line, he takes his place at the foot of the line, and the one at the head of the line becomes the 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.
The children of each aisle constitute a team. Flags are given to the children in each front seat. On the signal to go, each child holding a flag steps out on the right hand side of the seat, runs around the front of his own aisle, back on the left hand side, around the rear seat, returning to his own seat up the 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 of returning to his seat, runs forward and holds the flag above his head in front of his aisle. The one first 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 children bumping into each other in their attempt to race through the aisles. In this way the various winners can race against each other, making an interesting contest.
This game stimulates quick thinking. A student is selected by the teacher to start the game, and then gives some word to which the first child in the aisle must give a rhyming word before the former can count ten. Failing to do this, the leader continues and gives a word to the second one in the aisle. The rhyming words are to be given before the leader has completed his count of ten. Then the one succeeding in giving the word replaces the leader.
A child is selected by the teacher to clap the rhythm of a familiar song. The rest of the children in the room try to guess the name of the song being clapped. The first child to guess correctly will be the next clapper!
The children of each aisle constitute a team. They are numbered, beginning with the one in the first seat. 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 to his seat wins a point for his team, the aisle gaining the largest number of points wins the game.
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.”Then the front child in that aisle is subject to being tagged by “It” and leaves his seat. All the other children in that aisle advance one seat and the first man chased sits down in the last seat in the aisle.
“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 of some aisle and say “The last man.”(Caution: Should any child appear fatigued when “It,” substitute another child in his place).
This is a good relaxation game. The teacher says, “Change seats left.” Then all the children shift to the seats to their left. The children who are in the last aisle on the left must run around the room and occupy the vacant seats on the right-hand side. Should the teacher say, “Change seats right,” 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 seats must 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 signal to go, steps out in the right hand aisle, runs forward around the front of his row of seats, back on the left hand side, circling the rear seat, and sits down, touching off the next child in front of him, who repeats the performance. The aisle first accomplishing the run, wins.
One child is selected to be “It”. He stands with his back to the group and counts five, at the end of which he turns rapidly around. If he sees any of the group moving, that one seen must go back to the starting line. While the one “It” is counting, it is the object of the group to progress toward him as rapidly as possible.
The players stand behind a line. Each, in turn, must cover the space between said line and another line twenty yards distant by a manner of progress different from that used by any of the previous players. For example, the first one called upon to cover the intervening space between the lines walks, the second one runs, the third hops, the fourth crawls, the fifth walks backward, etc., and so on until all of the players have reached the far line. This game taxes the ingenuity of the last players to be called upon, as they have to initiate new methods of progress.
This game is similar to ordinary tag, with the exception that the child who is “It” must touch or step on the shadow of one of the players to get them! Succeeding in doing this, the player whose shadow is tagged becomes “It”.
A player is selected to be “It”. A knotted handkerchief is given to the rest of the players. “It” can only tag the player holding the handkerchief in his hands. The players endeavor to get rid of the handkerchief 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!
One player is selected to be “It” and chases the rest. In order to avoid being tagged, a player may lie upon his back with both feet and hands off the ground.
A group is divided into two teams, A and B. The game is played around a small building, such as a small schoolhouse or woodshed, around which there is free running space. To team A, is given a softball, such as a tennis or yarn ball. The ball is thrown over the building to team B. If it is caught by one of the players of team B, the whole team slips around the building, all going in the same direction, and trying to hit with the ball someone on team A before they can get around to the opposite side of the building.
Team A tries to escape being hit by dodging and running around the building to the opposite side. If a player is hit, he goes to B side. The teams keep their new places and B throws the ball over to A. If the ball is not caught, it is thrown back and forth over the building until caught. The team which first hits all of its opponents wins, or a time limit may be agreed upon and the team having the greatest number of players at the end of that time, wins.
The group forms a circle and is counted off in 2’s. The Number 1’s are given a ball or some other object easily tossed, at one side of the circle and the Number 2’s alike object on the other side of the circle. Then 1 competes against 2 by passing the object around the circle, to have it overtake that passed by the other team. When the object passed by one team has overtaken and passed that of the other, it counts one point and the game starts over, with the objects on opposite sides of the circle.
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 beanbag either backward or forward between their legs. The one in the center tries to capture the ball or bag. If he succeeds, the one last touching it must take his place in the center of the circle. Everyone must touch the ball or bag when it passes by them, either forward or backward.
Dodge Ball (‘Soak Em’)
Soak a large Nerf ball to be used in this game. A circle is drawn upon the ground. The group is divided into two teams. One team takes its place in the center of the circle, the other lines up around the circumference.
Those on the outside of the ring endeavor, without stepping over the line, to throw and hit those within. Succeeding, the one hit must lie upon the ground within the ring. The others endeavor to avoid being hit by dodging here and there. When everyone in the first team in the ring has been hit, they take their position outside of the ring and throw at their opponents. The team succeeding in hitting all of the opponents in the quickest time wins.
The one who is “It” is armed with a softball. He attempts to tag another by means of hitting him with the ball. The one who is hit becomes “It”.
Similar to ordinary tag, except that the group is arranged in couples. Couples must lock arms. The couple 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”.
This is a quiet, entertaining and instructive game. One member of the family is given the privilege of thinking of some specific object anywhere in the universe. The others endeavor to guess what that object is and are only allowed to ask twenty questions in doing so. The one who thinks of the object to be guessed, only answers the questions asked by yes or no. It is exceptional when the object is not guessed, no matter how difficult it may be before the twenty questions have been asked.
Example,—the King of Belgium is selected by the player. The first question asked by another player 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 a historical character?”Answer: “Yes. “Fifth question: “Is he an American?” Answer: “No.” And so the questions and answers continue. Anyone has the privilege of asking a question at any time. 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 be guessed.
You Know Me
One of the group is given the privilege of starting the game by assuming he is some well-known character and makes the statement, “I am the man who invented the lightning rod”. The others of the group endeavor to guess who he is. The one first guessing Benjamin Franklin is given the opportunity 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. The others 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 that they are near, “cold” that they are not seeking in the right place.
Tit Tat Too or Tic Tac Toe
A diagram is drawn on a sheet of paper. Two players only can participate. The first player marks a cross in any of the spaces between the lines; the next player makes a circle in any other space. The object of the game is to have one of the players succeed in placing three of his marks in a straight line, vertically, horizontally, or diagonally, upon the diagram. If neither succeeds, a new diagram is drawn and the game continues. The player making the crosses has won the game as he has three crosses in a line.
Three piles of matches (blunt/rounded toothpicks may be substituted instead) are placed upon the table. Each pile can contain anywhere from ten to twenty matches. The object of the game is to make your opponent pick up the last match, two players playing. Playing proceeds by each player taking up from anyone pile as many matches as he wishes. He may take all in the pile if he so desires. Each takes matches in turn, endeavoring to make it so that the opponent has to take the last match 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 stick through the hole in the center. Four concentric circles are drawn upon a sheet of paper which should be 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 inches greater, 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 within the center circle, a score of 20 is made. Should it fall outside of the last circle, no score is made. The player first gaining 100 points wins the game.
This game is a very adaptable one and can be run in a great number of different ways. It can be as simple or as complex as any leader may desire. A mysterious letter may be read to the group or a letter in the code posted where the group can see it. The contents of this letter will direct anyone to a place where he will find detailed information as to the exact location of a buried treasure.
By following instructions or working out the code, they will discover a second letter in hiding, or a time limit may be allowed to find letter number 3. At the end of that time the information contained in the second letter may be given to the entire group, so that all may hunt for letter number 3.
This method keeps everybody in the game. As many letters may be hidden as desired, using the treasure as the last. This game can be used to teach observation, trailing, and tracking. Letters using identification of trees, flowers, marks on trees, birds’ nests, etc., may be used.
Map and chart reading make the game more difficult. Letters may be written in Morse and Continental codes, or easy codes may be made. The hidden treasure is well, anything you wish it to be. Suggestions include candy, a small toy or some other special treat.
Hide and Seek
One child is chosen to be “IT.” He/She blinds his eyes while the others hide. He counts 100 by 5’s, then says, “Ready or not, you must be caught.” He then endeavors to find the hidden players. Succeeding he must tag the goal and call the name of the player observed.
Should he, in seeking a player, pass the spot where one is hidden, that player can race into 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 one first discovered or caught by “It” must blind his eyes for the next game. One who succeeds in getting “In free” is not subject to being “It” in the next hide.
This is a good game to play around a barn or in a grove where there are low limbs. A player is selected to be “It.” He may tag any player who is not hanging with feet clear of the ground. The player tagged immediately becomes “It” and may tag back the one who tagged him after that individual has taken five steps.
Fox in Hole
Any number of players may participate in this game. The playing area should not be too large. A four foot circle is marked upon the ground as a base. One player is selected to be the Fox. While the fox is on the base he may stand on two feet, but when he leaves the base to catch any of the other players he must hop on one foot.
Should a player become tagged, he becomes the fox, and the other players 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 in doing this, but no player can block his path to the base.
This is a simple active game which can be played where there is a low fence or bar, over which the players may easily climb or vault. A player is selected to be “It”. He takes his place on the opposite side of the fence from the other players and must climb or vault over and endeavor to tag someone who fails to get over the fence in time. “It” cannot tag anyone whose feet are off the ground, in an effort to get over the fence. Neither can he tag anyone who is standing on the other side of the fence from him. This is a very active game, as it keeps the players leaping back and forth over the fence in an effort to avoid being tagged. A player tagged immediately becomes “It”. He can not tag back the one who tagged him, until after that one has a fair chance to get on the other side of the fence.
One of the players in the group hides, while the other players seek to find him. Should a player succeed, he endeavors to get into the hiding place unobserved by the others and hides with the first player. As the game continues, and other players succeed in finding the hiding place, the number of hiding players continues to increase until they are packed in like sardines, hence the name.
It is difficult for them, crowded together, in this way, to keep from disclosing the hiding place to the remaining players. The game continues until the last player has discovered the hiding place. The first one to make the discovery hides in the next round. This is a good game to be played around a farmhouse 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 be played on the road, using the opposite curb stones as goal lines (as permitted by parents.) A player is selected to be “It” and takes his place between the goal lines. He starts the game by saying, “One step off and all the way across”. Thereupon, all the players who may be behind either goal line,up on stepping over the goal line, must run across the space between the goal lines towards the opposite goal. “It” endeavors to tag the players as they run between the goal lines. Each player tagged helps “It” in tagging the others. After the game starts, the players may run back and forth between the goal lines at will. The game continues until all the players are tagged. The first player tagged becomes “It” for the next game.
This is a game enjoyed by boys. It is necessary to have half a dozen soft yarn balls or indoor baseballs or bean bags for this game. A large number of players can participate. A playing space is marked off on the ground with a line drawn through the center. The group is divided into two equal teams.
The teams take positions on opposite sides of the center line. The balls are divided equally between the two teams. At the signal to start the balls are thrown at such opponents as may hold one of the balls. The players may move around in their playing space but are not allowed to step over the center line. Each time a player is hit by an opponent, he drops out of the game. The team first retiring all of the opponents wins.