When leading a group I found it useful to have a summary of the best
games in my pocket as an aide memoir my poor memory. I developed the game
summaries on this site from a small booklet I made for myself to give me
the minimum information which would trigger my brain cells back into activity.
Information is available on downloading a
zipped file formatted for WordPerfect for Windows v6 suitable for making
up such a booklet and how to recreate this page on your computer without
having to download the information each time.
This site contains summaries of excellent games that work. I have tried
to give enough information for you to figure out the games if you are not
already familiar with them. I have kept it short by using abbreviations
shown below. I have drawn these games from many sources including playing
all of them with the Woodcraft Folk and at New Games meetings. They exist
with many different names and many given different names are in fact just
variations on the same theme. The names used here are those given in the
Woodcaft
Folk Games book where possible (available from 13 Ritherdon Road, London
SW17 8QE). This book describes many more games than are on this site in
much more detail. Other books are The Co-operative games book by Terry
Orlick or Sharing Nature with Children by J B Cornell. These books give
a paragraph at least to each game - I give a couple of sentences.
Abbreviations are used for some of the actions which occur frequently
in different games.
-
OneLRm: One person leaves room while those left decide something;
usually the person comes back and has to do something or find something.
OneLRm is used to describe both the action of going out and the person
who goes out.
SCfloor: Get into a Seated Circle on the floor;
SCchairs: Get into a Seated Circle sitting in chairs;
Cstanding-hands: Get into a Circle standing up and holding hands;
Cstanding: Get into a Circle Standing up;
Tigger is the person who is "It" or "On";
Tagged is the person who is being chased by tigger.
"A" indicates a chosen person or sometimes a team called "A"
composed of
"a" team people; ditto for "B".
ACW - CW anticlockwise or clockwise
Summaries of Cooperative Games
1 Circle Games
(return to Summary List or check abbreviations)
A What?: SCfloor. Pass objects round in both directions. "A"
says "This is a dog","B": "A what", "A": "A dog". Increase number of objects
to breaking point.
Follow my leader: OneLRm, Cstanding. Initiator of actions in
circle is chosen who starts actions like rubbing nose, pulling ear etc
which are copied by members of circle. OneLRm tries to find who is starting
the actions.
Fox & Squirrel: SCfloor. 2 cushions (foxes) passed hand
to hand round circle but not thrown must try to catch a squirrel - a ball(s)
which can be thrown across or passed round.
General Post: Same as Washing Line but numbered circle. Call
out numbers. If General is called everyone crosses.
How Green are You: OneLRm, Cstanding. Hide item on "A". All
help OneLRmto locate item hidden on "A" by singing louder or softer "How
green are you" sung to "Auld Lang Syne": hi=close, lo=far.
How's yours: OneLRm. Decide body part. To find it OneLRm asks
people "how'syours". Reply is "Short", "Hairy" etc.
Keeper of the keys: OneLRm, SCfloor, keys in centre. Choose
2 key Keepers who stay seated in circle. OneLRm can enter circle to take
keys but must leave circle at entry point. Once OneLRm has keys he can
be tigged by Keepers. (Pretend to pick up keys tofind keepers).
Masks: SCfloor. Copy funny face of partner then pass new face
on.
Nuts x3: SCfloor. Give different names of fruit/animals etc
to everyone. Centre tells story. When name is mentioned 3 times person
so-named must interrupt before 3rd name or they become Centre - "A": "I
bought some nuts, nuts" "B" must shout "NUTS".
Paper: Cstanding. Each person stands on A3 paper or newspaper
on floor. Then only stepping on paper get into order - by alphabet, height,
age etc.
Pass the keys: OneLRm SCfloor, hands behind back. OneLRm in
centre guesses who has keys while they are passed around circle behind
backs. Those without keys pretend to have them.
Rainstorm: Cstanding. Conductor (centre) starts action, points
to circle person to repeat action. Turns round pointing so action travels
round circle. When all doing it change to build up sounds then reduce:
rub hands, tapor snap fingers, clap, thighs, stamp feet.
Ring on String: SCchairs. Centre finds washers on string passed
round circle (3guesses).
Sausages: SCfloor. Centre answers "Sausages" to questions posed
by Circle without smiling.
Shunting: SCchairs with a vacant seat in circle. Caller in centre
of circle calls "Shunt left/right" "All change". People move to next seat
in circle or all change while Caller tries to find seat. Next caller has
not found a seat.
Singing Syllable: OneLRm. Pick word with 3+ syllables e.g. po-lu-tion.
Circle members together sing a different syllable to their neighbour to
a tune they know. OneLRm finds word.
Statues: Cstanding. Centre instructs "hop", "pull face" etc.
After "freeze" triesto get people to laugh & unfreeze to go in centre.
Washing Line: SCchairs. Caller in centre of circle calls "The
wind blows all wearing-trainers", "wearing blue" "liking custard" etc.All
wearing, liking or being it cross circle. Caller tries to find seat. Next
caller has not found a seat.
When I go to camp: SCfloor. "A" says "When I go to camp I will
take (tent)". Neighbour "B" repeats & add an item. Then "C"... Can
also pass round movements (nod, clap).
Zoom: SCfloor. "A" swizzles head to neighbour saying "zoooom".
Neighbour receives it and passes it on so zoom wizzes round circle. "Eek"
reverses "zoom".1 "eek"/person/game.
2 Drama
(return to Summary List or check abbreviations)
Chain Story: SCfloor Make up incredible story. Each person in
circle adds in turn the next episode.
Chain Mime: Two teams "A" & "B" each decide secretly an
action. Team "A" leaves room all but 1st"a" who is told "B"'s action. 2nd
"a" returns, 1st "a" mimes it in font of 2nd "a" & team "B". Repeat
for all "a"'s. Last "a" guesses what he thinks he is miming i.e. "B"'s
original action. Then repeat for team "B". Can be done by describing a
photo or picture.
Magic Drum: One person with drum says "My magic drum can make
you (walk excitedly-creepily etc, hop, robot, run)". When drum stops all
freeze.
Musical Action: Put cards describing actions e.g. putting on
spacesuit, getting in spaceship on chairs. Divide into groups, 1 for each
chair. Dance in groups until music stops, rush to chair and group together
mimes actions on card.
Musical Statues: Dance around until music stops. Call out command
to freeze to: ice skater, cat at fireside, chimney sweep. Also give
commands while moving to music e.g. hop, lazily, sadly.
Pass the Buck: SCfloor 1st states & mimes what imaginary
object they are holding e.g. jelly, elephant, mouse. Pass it to neighbour
who also mimes. Object can be changed as it is passed to the neighbour.
Quality: OneLRm. Group decide on a quality e.g. lazy, OneLR
returns and tells group members an action to perform e.g. washing. They
mime the action using the quality e.g. lazily washing. OneLR tries to guess
the quality e.g. walk the dog - happily.
Waxworks: Groups of 4. "A" moulds "B" into a statue-like shape
or some action etc. "C" (blindfolded) feels "B" to find shape and attempts
to recreate it on "D".
What are you doing:SCfloor Centre mimes something e.g. playing
piano. Someone from circle goes up and asks mimer "What are you doing".
Mimer invents something else e.g. painting a giraffe which is then mimed
by newcomer.
3 Lively
(return to Summary List or check abbreviations)
Animal Farm: Choose to be one of 3 animals. Practise making
the right animal noises. Then all close eyes, make noises and try to get
into groups, still with eyes shut, of your fellow species.
Bad eggs: Throw ball in air calling name of tigger & disperse.
When tigger has ball he shouts "Freeze". Tigger can move 3 paces &
throws ball to tig people below knees. Tagged throws ball in air (and so
on).
Balance: Facing couples try to push each other off balance but
can only touchwith palms & cant move feet.
Ball Circle : All in Cstanding except
one in centre. Circle faces outwards, feet touching. Bend down and throw
ball through legs to tig person in centre below knees with ball. If successful
go in centre.
Camp Relay: Chose storyteller. 2 teams sit in facing lines with
legs straight out touching feet of person opposite. Storyteller gives each
couple a shared name. The story teller tells a story including the given
names; when a couples name is mentioned they run down the line over the
legs, round the circle, over the legs and back to place trying to be first.
(storyteller can include more than one name at once - or all names!)
Catch it-Drop it : Cstanding.
Centre person tosses ball to someone in circle while calling a command
"Catch-it/Drop-it" Person must do opposite of command i.e. drop if told
catch. If wrong goes in centre.
Dodge ball : Half form Cstanding, remainder
inside circle. Circle folk tig people in centre below knees with ball.
Tagged join circle.
Dragons Tails: End players of 2 "conga" (hands on hips of person
in front) lines have scarf tails behind round waist. 1st person in line
tries to get tail off other team.
Duck - Goose: All in SCfloor except Duck who circles the circle
saying "Duck, duck...." until she/he says "Goose"and touches someone who
gets up and both race for the place round the circle in opposite directions.
Fish Gobbler: Caller calls port, starboard, bow, stern. Last
to run to corner isF-G. F-G's can tig people so they convert to F-G'sOther
calls: freeze & F-G (all lie on floor touching someone, all must be
linked. Last to get in position is a F-G.
Giants, elves, wizards: 2 teams decide secretly to be either
G's, E's or W's. Teams line up facing each other 5 paces apart. Leader
calls out "change" and each team gets into pose of their chosen character.
If they are victims they run for the wall if they are tiggers they run
for the victims. If tigged they change teams. Order of priority: E's take
W's take G's take E's. Poses: E's crouch wiggling fingers nr ears, G's
stand tall arms up, W's arms out making spells. Similar to Rocks breaks
Scissors cuts paper.
Hot Rice: Everyone runs around. Tigger holds ball and tigs by
hitting below knees with it. Tigger may be forbidden from running while
holding the ball (my opinion: best if tigger can run with ball). Tagged
help tigger but must freeze when holding and throwing the ball. Ball can
deflected with fists or picked up and punched with fists but you can be
tigged if holding ball.
How do you do: Everyone SCfloor except one who walks round circle
and taps two neighbours on the back. They stand, shake hands, say "How
d'you do" 3 times, run round the circle in opposite. directions. They stop
as they pass, shake hands and say "Good morning, good afternoon, good evening",
continue round trying to get the 1 free place. Last on chooses next pair.
Letter : All in SCfloor except "a" walking
round outside of circle with handkerchief (or other). All chant repeatedly
"I sent a letter to my friend & on the way 1 dropped it. One of you
has picked it up & put it in your pocket" "a" walks round circle chanting
"It wasn't you, it wasn't you" until dropping handkerchief behind chosen
"b". The chant stops, "b" chases "a" round the circle back to their place
and if not first there becomes "a" and so on.
Mousetails: Tuck strings in back of shoes. Everyone tries to
tread on string tails in others shoes. When tails are lost rest a moment
before putting strings back and continuing.
Musical Chairs: As normal but people sit on laps as chairs are
removed.
Numbers: 2 teams "A" and "B" make 2 lines facing each other
in middle of room 5 paces apart. Team "A" decide on a number 1-10 secretly.
"b"'s take turns to shout a number. If it is that chosen by "A" "a"'s try
to catch "b"'s who run for the wall to safety. If tagged they join team
"A". Vice versa.
Octopus : All at one end of hall except
tigger incentre who shouts "swim". All run across to opposite end. If tigged:
stand still, arms out and try to tig people passing on next "swim".ALSO
group calls "Froggie froggie: may I cross your coloured water" Tigger:"Only
ifyou're wearing green and puce" Those wearing it go across without hindrance,
everyone else can be tigged. ALSO Group shouts "Multinational let
me be, don't chop me down the world needs me". Tigger shows a leaf for
identification. Those getting it right go across. Then tigger says "I'm
chopping" for all to run across. ALSO Tigger shows 4-5 different Leaves
of trees labelled with numbers and calls out name of one without saying
which leaf it is. Those who identify the leaf by shouting out the right
number go across.
Own goal: Cstanding legs apart all feet touching their neighbours.
Knock ball with hands through goals opposite. Ball must roll not be thrown.
Peoples Ball : Hall divided along
width into 4 areas with prisons for prisoners at each end. A centre line
divides "A" team from "B" team. "a"'s tig "b"'s by throwing a ball into
the "B" area to hit "b"'s below the knees. They cant move while they have
the ball but can pass it amongst themselves. They cannot enter their prison
to get the ball unless their are no prisoners. Tigged "b"'s go to prison
at the "A" end. They escape by catching a ball thrown at them by their
own team over the heads of "A" or by retrieving a ball which rolls into
prison and tigging an "a" from prison. Same for "B" end.
Place Chase: All except tigger get into 2 concentric circles
all facing centre so each "a" in outer circle "A" has a partner "b" in
front of them. Tigger walks round outside circle and stops behind a couple.
"a" runs CW, "b" runs ACW round circle back to tigger. First back crawls
through legs of tigger making a new couple. Last one is new tigger.
Queenie: Queen (or Peoples Rep) faces wall, rest stand behind
without moving. Queen throws ball behind. If ball is caught - Queen is
out. Ball is recovered and secretly hidden behind back of someone. When
ready group calls "Queenie queenie who's got the ball". Queenie turns &
guesses who.
Rafts: Put newspapers (or rings) on floor as dens for all. Fish
stay in dens until the Shark (the tigger) calls "Swim" when fish have to
find a different den while tigger tries to tig them and turn them into
more sharks. Dens can be removed to speed things up.
Rainbow: SCchairs, keys in centre. Give 3 colour names to all
in circle. Call colour. Colours run round to place then through chairs
to reach key. 1st there calls next colour. Caller can shout "Rainbow" anytime
for all to run.
Rats, Rabbits - Rooks, Ravens: 2 teams in facing lines are Rooks
and Ravens, or Rats & Rabbits. When caller shouts Ravens, Ravens chase
Rooks to wall & vice versa. Tagged join opposite team. If Rice is called
all freeze: if anyone moves they change teams. (Roll rrrrr's for suspense)
Spokes: Sit in 4-spoked circle facing middle of circle. Tigger
runs round outside of circle and sometimes touches the end of a spoke saying
"Follow" or "Go" then sits down in that spoke. Spoke-members run round
circle back to place. Last one is new tigger.
Touch Blue : All dance around. On call
of "touch red (blue, hair, shoelaces)" touch red(etc) on someone else.
Wizards: All close eyes while a wizard is chosen in secret.
Open eyes and all move around or dance. Wizard tries to tig without being
discovered by running hand down backs. Tigged freeze but can be untigged
by a hug from the untigged..
4 Nature
(return to Summary List or check abbreviations)
Animal Consequences: SCfloor, each person has a sheet of paper
divided widthways in 4. Each person chooses an animal and draws heads on
the top quarter. Fold to cover head, pass sheet to neighbour then draw
body, legs, feet. Name drawn animals.
Camouflage: Hide objects in nature. Each person makes a list
of those observed without telling others (say how many objects there are
to find at start).
Fox-Rabbit-Leaf: One third in Cstanding-hands (foxes); one third
with tails (scarves) hanging from waist inside circle (rabbits); one third
stationary (leaves) outside circle. Rabbits try to get to leaves without
losing tails to foxes. Foxes must stay forming a circle. Fox can only catch
one rabbit each round. If it fails to catch a rabbit it dies. Rabbits are
safe when crouching but then cant move or tig leaves. Rabbits become foxes
if caught by foxes and leaves if they don't catch a leaf. Leaves become
rabbits if caught by rabbits.
Happy Families: Make sets of 3 or 4 cards linked by subject
e.g. tree, leaf, fruit;name,country, food, job; tool, material, article,
animal, food, habitat. Mix up cards, hand out a cardfor each person. Ask
people to find others with cards of their group and get into those groups.
If too difficult place a copy of the cards in correct groupings on tables
in different parts of the room for people to go and compare with.
Identify Tree : Blindfolded "a"
is led to a treeby "b" and allowed to feel, smell and listen to it. Then
he is led back to start, blindfold taken off & "a" has to find the
tree. (best done in a wood). Repeat for "b".
Pyramid: Choose to be plants or animals, split into groups of
meat eaters, vegetable eaters & vegetables. Make an eating or be eaten
pyramid
Relativity: Numbered related objects or cards with names of
related things areput around room at random. Go round room writing down
which ones are related to each other e.g. ozone, skin cancer, carbon dioxide,
greenhouse effect could be 2 groups; cats, dogs, robin, swallow another
2 groups.
Snack Track: Each has badge of something eaten by one of the
other badges. Try to tig your dinner without being dined on. When tigged
freeze. Unfreeze by any of usual methods.
Wood Relay: Make three similar sets of blocks of different woods
including mahogany. Stick identification labels on one set. Put this set
between two teams at each end of room each team with its own unmarked set.
At sign both teams run to centre with a block and by comparing it to those
in the centre, identify their block then run back to base to check with
a leader if identification is right. If not re-match. Then next person
matches till team have finished. First team made Protector of Rain Forest.
Can do this with leaves, tree pictures, birds, matching leaves to trees
etc.
5 Other
(return to Summary List or check abbreviations)
Bodysnatcher:
All wander round eyes closed except B/S (eyes open) who chooses a victim
and screams in their ear to capture them. All (but 2) eyes should remain
closed. Victim joins hands with B/S & they find new victims to encircle
till everyone is converted.
Elephant-Palm Tree-Monkey: Cstanding one in centre. Practise
these poses each one made 3 people: Elephant, central person uses two arms
to make a trunk, neighbours form ears with arms looped; Palm all stretch
arms up in air to make leaves; Monkey, each one cover their eyes or ears
or mouth. Centre chooses someone in circle to start one of 3 poses. Last
one among "A" and neighbours to get into the right pose is new centre.
Start off with one pose only.
Grannies footsteps: "a" faces wall, everyone else is at the
far end of the room. They try to creep up to tig "a" who turns periodically.
Anyone seen moving goes back & restarts.
Lap Ball: SCfloor facing in legs straight. Roll ball around
circle by raising laps above neighbours. Feet cant move.
Murder: OneLRm, SCfloor. All close eyes so nobody knows who
murderer is, M, chosen by leader. OneLRm tries to discover who M is. All
wander around. M winks to kill. Victims die immediately and noisily. Also:
All close eyes, murderer, M, chosen. All wander about trying to find M,
who winks to kill. Victims count to 5 after being winked at then die noisily
and fall to floor. When 2 people suspecting M's identity have raised their
hands they point together to the suspect: if wrong they die.
Noisiest game: 3 callers on chairs at one end of room choose
a saying, proverb and try to communicate (shout, mime) it to 3 listeners/receivers
at the other end. Others in between try to stop communication by distractions,
creating a din.
Prueey: All wander around with eyes closed except the Prueey
who has eyes open but cannot move. When people bump into each other they
must say "Prueey". Only the Prueey is silent. On meeting the Prueey they
join hands or work along to the end of the Prueey and take a free hand
and open eyes. (the area to wander should not be too great).
Rope: "A" swings a long rope with ball on end, everyone else
hops over it.
Shoes :1 All in SCfloor. Take off one shoe.
Practice the movements well before moving shoes so everyone is making all
movements together while chanting. Movements: Holding shoe in right hand
tap
it to the left, tap it to the right then put it down on the
left, pick up your neighbours shoe on the right. Chant: "tap (L),
tap (R), put (L), pick (R)" at 2 taps/sec. Thus shoes will go round the
circle. End when shoes do get back to owners or (more fun) 2 When
shoes are half way round stop and put (or throw) all shoes in pile in centre
then crawl forward eyes closed and get any shoe. Put it on and find your
new neighbours with shoes to match yours and make a circle.
Snowman: Choose Snowman who has eyes closed and holds baton
(e.g. central heating foam insulation) and chants "Snowman, snowman all
in white blinding everyone in sight". Everyone moves round until S/M stops
chanting: everyone freezes. They crouch still & take up the chant.
Snowman locates them, touches them with the baton and they become new snowmen
making line in front of original and take the baton.
Swap-knot: 6 players hold ends of 3 strips of cloth 1m long
crossing in the centre to make a star. They then circle neighbours going
in opposite directions like a maypole dance knotting the strips. Each group
tries to untangle another groups knot.
Vampires: All eyes shut including vampires. All wander round.
The vampire turns people bumped into to vampires by tapping them on the
shoulder and squealing except 2 vampires bumping cancel out.
6 Name Games
(return to Summary List or check abbreviations)
Action: Cstanding. Each takes turn to say "I'm ...(say your
name) and I like (mime action of something you like)". Others in circle
guess what the action is.
Action Name : SCfloor. Take turns
to mime an action starting with the same letter as your name (sliding Susan,
cycling Chris)
Ball Roll: SCfloor. Roll ball towards "a" saying "I'm b and
I like a"
Bumpity Bump: SCfloor. Centre twirls round then points to "a"
saying "Left/right, bumpity bump bump bump". "a" has to name the people
on their L/R before last bump.
Getting to know you: Make a list of tasks e.g. find: 5 people
with a parent's name same as yours, 5 recyclists, 3 people with same hero/liking
same singer, 3 people not born in Oxford. 10 people mind Neighbours is
rubbish. Everyone wanders round interviewing each other to find people
fitting list.
I sit in the wood : SCchairs.
All but one chair is occupied. Both people either side of empty chair try
to sit on it. The successful one says "I sit", the next person along moves
into the newly empty chair saying "In the wood", next one moves and says
"and I like" and says the name of someone sitting opposite who comes over
to sit in the vacant chair creating a new space for a repeat.
Left-Right Name: Cstanding. Centre-person runs round circle,
stops and asks for the name of neighbour on L or R.
Lies: SCfloor or standing. People go round circle in order or
anyone who offers stand and says three things about themselves, one of
which is not true. Group decides which one is wrong.
Name Train: Cstanding. Train "a" in centre of circle chugs up
to "b" in circle & says "Hello I'm a train, Whats your name?", reply:
"I'm b". "a" says "This is b, Hello b". "b" becomes new engine in front
of "a" & chugs off to someone else: "Hello I'm a train, Whats your
name?", reply: "I'm c". "b" says "This is c". Everyone now in the train
shouts "Hello c".
Name Blanket: Hold up a blanket to hide 2 teams from each other.
The teams make a line behind the blanket. When the blanket is dropped the
people at the heads of 2 lines shout out name of opposite head. Last one
to call changes side.
Notable Names: SCfloor. Name yourself with an epithet you like
"I'm cool Kenneth" and repeat everyone preceding: (I'm trite ted, that's
jocular jack, that's crumpled...)
Speed Naming: SCfloor. "a" in the centre crawls to "b" in the
circle who has name somebody else "c" in the circle before "a" gets to
them. If "b" does so "a" tries again with "c". If "b" does not do so "b"
goes in centre.
True or False: In circle or in small groups, each person in
turn gives 3 personal details about themselves one of which is false. Consensus
to identify which is false.
(return to Summary List
8 Parachute
(return to Summary List or check abbreviations).
Mushroom
means all in circle holding edge of parachute move forward a pace then
back while pulling tight then forward again to make parachute billow up
in the air. Best to take off shoes for some games.
Birthday Present: Wrap players in para. Everyone sings Happy
Birthday while they try to escape before the song is finished.
Cat and Mouse : Choose several cats
who are on top of para and several mice underneath. Those around edge shake
para to make it billow up above mice so they are not visible to cats. Cats
try to catch mice. When caught they come out.
Climb Mountain: Mushroom, pull edges to ground, choose two to
climb bubble on top of the air bubble.
Hot dog: Give everyone one of 3 names (e.g. hot dog, relish,
mustard). Call out one name. They run round para. Call Mushroom and an
action e.g. shake hands, hop to place and they must run under para performing
action back to their places.
Mushroom :Call out carrots, peas, b.sprouts,
etc. On word mushroom make para. mushroom. While para is in the air take
turns to call out categories (e.g. all those with white socks, who hate
tea, with two ears) of people to run across to the opposite side before
the para comes down on them.
Sea Storm: Two lie down at centre of para, rest shake edges
to make ripples.
Sharks : All but the shark sit around the
para holding it to their waist with legs under parachute. The shark under
the para crawls around and pulls screaming people by the legs under the
para. Once under they become sharks.
Tent: Mushroom, raise arms round back to sit on para as it comes
down making tent. Sing and chat inside (until it gets too hot).
Treasure: Put articles from people or oddments into a treasure
box under para. Make waves as in Sea Storm. Send divers to retrieve named
items one by one from box.
9 Mind Games
(return to Summary List or check abbreviations)
Alibi: 3 to 5 people leave room and decide on a common alibi
i.e. something they did together to cover up being somewhere else e.g.
all at the cinema, shopping, doing homework. Each one of group comes back
individually and is questioned to expose differences in their stories.
Clapping: SCfloor. Clap passes round circle. Double clap changes
direction.
Electric Current: OneLRm. SCfloor, all holding hands behind
backs so not visible from centre. Choose an Electricity Generator &
some people to be Appliances (phone, washer, vacuum, fridge, fan, clock,
TV). which function i.e. make noises and mime actions when current passes.
OneLR goes in centre of circle. Current is started by generator in one
direction by squeezing one neighbours hand who passes it on in same way.
As current reaches appliance they function for a moment. When current gets
back to Generator its direction is reversed.. OneLRm in centre has to guess
who is Generator.
Fizz - Buzz: SCfloor. People count off in sequence around the
circle but replace certain numbers with buzz or fizz: multiples of 3 numbers
ending in 3 = buzz, ditto for 5=fizz, both 3 & 5 e.g. 15 = buzz-fizz
or change direction of rotation round circle.
Interview room: OneLRm. All decide on a job. When OneLR returns
all interview her/him for the job. She/he tries to guess what the job is.
e.g. for cook: "Do you like beating". "Do you like rolling"
Missing person: SCfloor. OneLR One person hides, OneLR returns
& guesses who is missing from the circle. also One person changes
clothes while OneLR is out. OneLR comes back and tries to find who has
swopped clothes.
Stalking: SCfloor. 1 person blindfolded on chair in centre of
circle, keys under chair. A chosen person in the circle tries to creep
up and get the keys without blindfolded person pointing directly at them.
If they succeed they are blindfolded if not someone else tries.
"Who stole the cookies Start rythmn together of clap-slap thigh
-clap-slap thigh. When everyone is in sync one chants to rythmn "Who stole
the cookie from the cookie jar, [name of someone] stole the cookies from
the cookie jar. Named person replies without losing the rythmn "Who me"
reply "Yes you" "Couldn't be" "Then who". Named person then takes up the
chant naming someone else.
Word Clap: SCfloor. Each in circle thinks of what they had for
breakfast e.g. "toast & marmalade". First in circle claps out the rythmn
of the words. Neighbour joins in until everyone is clapping with their
own rythmn. Then stop one by one.
10 Tig
(return to Summary List or check abbreviations)
3-step: Blindfolded tigger wanders among stationary untigged
who can crouch, lean, move 3 steps/game to avoid tigger.
Archway Tig: All hold hands in pairs. Tigger is also a pair.
Tigged pairs make an arch. They can be untigged by others going under the
arch. If the tigger pair break hands all are untigged. Any other pair breaking
hands becomes tigged.
Budge: Boxes or mats or newspapers scattered around are safe
dens; only one person on a den at a time. People can only be tigged running
between dens. Those on dens must leave when new person arrives shouting
"budge".
Cat & Mouse 1: Cstanding-hands.
Stop catoutside circle from tigging mouse inside. Cat can only dive under
hands to get in circle, not break links by force; 2: Form a line
grid e.g. 4 lines of 4 each line holding hands. A cat starts at one corner
running after a mouse at the other. During play the grid can be changed
by calling "change" when each person in the grid turns 90 degrees holding
hands with their new partners to form a similar grid at right angles to
the first and blocking avenues for the cat.;
3: 2 concentric circles
facing in to centre. Cat chases mouse around circle. The cat can rest at
any time by standing in front of or behind a couple in the circle &
shouting "Cat". The person in the back circle (if the cat stands in front)
or from the front circle (if the cat stands at the back) becomes the new
cat. The mouse can rest in the same way. When caught the mouse becomes
the cat.
Challenge: Form lines "A" & "B" along opposite. walls standing
with arms outstretched. One of "A" team goes up to "B" end. "a" touches
3 hands in "B" line in turn. The third "b" when touched chases "a" back
to base. If "a" is tigged she/he is prisoner. If "a" is not tigged then
not only is "b" imprisoned but an "a" prisoner is released.
Chain: When tagged join hands with the tigger. Tigger will thus
grow into a long chain. Best to limit the length to 5 and start new ones
or it can get dangerous.
Clam-Trap: When tigged you stop running and wave your arms shouting
help- help. Untigged release the tigged by two untigged people circling
the tigged with their arms.
Elbow: 1 tigger chases "a". All others are in stationary pairs
with hands on hips arms linked, or stationary singles with hands on hips.
"a" can rest by choosing a replacement "b" by putting 1 arm through one
of static people. If a pair the one opposite is released.
Everyone's It: Everyone chases everyone else. When tigged you
freeze but can be released by an untigged crawling through your legs. You
can promptly tig them.
Golden River: Tigger in centre of room. All others at one end
of room chant "May we cross your golden river in your golden boat" - Tigger
replies "Only if you're wearing velcro/blue, glasses etc" The latter cross
safely, others must dash for it. If tigged they become tiggers.
Hospital Tig: When tigged hold on to part being tigged while
running. When tigged 3 times become tigger.
Kings, Queens, Jacks: Tigger in centre of room, all others at
one end. All move across room when Tigger shouts - If tigger shouts "Kings"
all run, if "Queens" all hop, if "Jacks" all freeze. Anybody who moves
when Jacks is called, and the tagged, join tigger.
Poison: All hold lightly one of the fingers of the outstretched
hand of the storyteller "a" who tells a story with many words beginning
with "P". On saying "poison" in the story everyone runs and "a" tigs the
new storyteller.
Reverse: Everybody is a tigger except "a". First to tig "A"
is new quarry.
Sharks: Groups of three and one tigger (shark). 2 people form
an arch with one (fish) under each arch. When Shark calls food fish must
find new arches. Tigged fish becomes new shark.
Squat Tig:One line with each sitter or squatter alternately
facing opposite walls. One person "a" tries to escape being tigged. "a"
can run around both sides of the line. The tigger is chosen from the line
and can only run on the side of the line they were facing when seated.
If "a" runs round to the side the tigger cannot run along the tigger can
choose a new tigger on the opposite side and then sit down. If caught "a"
is replaced by the tigger. also played in a circle with players
facing alternately in and out.
Stuck in the mud: When tigged stand with legs apart. Tigged
are released by untigged going under legs or hugging.
Triangle: Tigger tries to tig "a" who is one of a triangle of
3 holding hands.
11 Cooperation
(return to Summary List or check abbreviations)
All Change: SCfloor. Circle numbers off in 1's & 2's or eggs
and bacon. When called on a group has to move carefully on hands &
knees slowly across the circle to other side without damaging anyone else.
If ambitious call both groups at once. Can divide into 3 groups. Centre
needs care.
Amoebas: Circle of 5 facing outward, arms linked try to move
as one round obstacles.
Caterpillar Walk: CSt, face your neighbours back. Slowly sit
on the lap of person behind you.
Co-op Letters: In groups of 2-3 make shapes of letters from
bodies. Then words.
Guided key walk: On pair is blindfolded and two legs tied together.
One person shouts instructions to them to direct them to some keys at the
far end of the room. Other people stand around as stationary obstacles
to be avoided like a maze. Get the pair through the maze of still people
to keys on floor without touching anyone.
Huggy Bear : All dance around. When
music stops call out instructions: Get in hug-groups of: e.g. a number,
everyone with same hair colour etc. On the shout of Huggy Bear everyone
crowds into a big hug.
Knots: Circle, eyes shut, both arms outstretched to centre so
all hands overlap. Mix up hands. Take hold of two hands. Untangle the resultant
circle.
Log Roll : Lie on floor alongside each
other on mats. Practise all rolling together. Then load people on top so
when all roll they are propelled along.
Motor-cycle : 1 One person makes handle
bars with their hands on hips, closes eyes, makes engine noises. Driver
stands behind driving them around head down avoiding collision. Drive by
pressing buttons on left or right shoulders, press head=forward, bum=back..
2
Same but as Robot
Musical Islands: Dance until music stops when all must find
a place on a den (a newspaper on the floor or similar). Remove the papers
gradually so it is more and more crowded in the dens. Finish when dens
are at maximum capacity.
Partner Balances: Couples: sit back to back, elbows interlinked.
Each pushes with feet until they stand. also Sit facing, feet touching,
holding hands. Pull to stand.
also Stand facing, hold left legs,
try to hop & sit. also Lie on back, facing, feet touching. Cycle
together.
People to people: Dance round to music. When it stops form pairs.
Caller says body parts the partners have to touch together e.g. nose to
elbow, ear to knee.
Shake the snake - Biscuit Machine: Form 2 lines facing each
other with arms bent at elbows, elbows at waist, hands close to facing
partners elbows, shoulders close together. Load people onto conveyer belt
carefully so load is distributed and shake them down the line by gently
moving arms up and down in time. Chant the name of their favourite biscuit
at the same time.
Skin the snake: Make line with each right hand passed back through
legs to take left hand of person behind. Left hand goes forward to person
in front. Back person kneels down, last but one goes back over them, kneels
in turn and so on until front person is at back of line.
Spirals - Catherine Wheel: All hold hands
in a line. Walk around then one end of line circles into a ball and others
spiral round into a swiss roll. Then person in centre of spiral climbs
over and under arms to lead line out of the spiral.
Tangles: Cstanding-hands, "A" & "B" outside circle. People
in circle get in a tangle by climbing over and neighbours arms. "A" &
"B" untangle circle.
Yut Circle: Alternates in Cstanding-hands lean in or out and
should balance.
Comments and new games Mail to
oxfordtours@ntlworld.com
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Last updated: Sept 2000