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Objective: Hop through the hopscotch court avoiding the squares with the marker and be the first to finish. Game Type: Active. A lot of movement may be required. Players: 2 to 6 players Needed: Hopscotch court and a marker (often a rock) Rules: Players should draw the court on the ground, usually with chalk. See the drawing below for an example. Each player has a marker, usually a common stone. The first player tosses his marker into the first square. The marker must land completely within the designated square without touching a line or bouncing out. If not, or if the marker lands in the wrong square, the player forfeits his turn. If the marker toss is successful, the player hops through the court beginning at square one. Side by side squares are straddled, with the left foot landing in the left square and the right foot in the right square. Single squares must be hopped into on one foot. For the first single square, either foot may be used. Subsequent single squares must alternate feet. Squares marked "Safe" (or "Home"/"Neutral"/"Rest"/etc.) or "London" are neutral squares and may be hopped through in any manner without penalty. When the player reaches the end of the court, he turns around and hops back through the court, hopping through the squares in reverse order and stopping to pick up his marker on the way back. Upon successfully completing the sequence, the player continues his turn by tossing his marker into square two and continuing in a similar fashion. If, while hopping through the court in either direction, the player steps on a line, misses a square, or loses his balance and falls, his turn ends. He does not get credit for completing the current sequence and must start that sequence again on his next turn. First player to complete one course for every numbered square on the court wins. Variations: In one variation the square with the marker in it may not be used until the marker has been picked up on the return trip. In another variation, after each player has completed one sequence successfully, he throws his marker onto the court and initials whichever numbered square it lands in. That square becomes a neutral square for that player only and the other players must either avoid it or pay a forfeit. If the marker lands on a line, or an already initialed square, the player does not get to initial it and must complete another sequence before trying again. Each player may only initial one square per game.
Objective: A kids game where you send them on a hunt for the treasure chest and lots of prizes by following pictures. Game Type: Active. A lot of movement may be required. Players: 2 or more players Needed: Treasure chest (you can make this), prizes, trinkets, chocolate coins, candy etc Rules: Create a treasure chest using a box, aluminum foil and black construction paper. You'll also want to cover the lid and tape it to the box such that it will open like a chest. Fill the chest with candy, chocolate coins, small toys, bubble makers, squirt guns, and other assorted prizes. Next, gather a selection of objects in which you will hide clues. Eight items is usually a good number. These can be anything but should be associated with the theme of the party if possible. Draw pictures of each object on small pieces of paper. Next on one more piece of paper draw one more picture of the treasure chest with a map (X marks the spot) or verbal directions to where it can be found. Hide each picture in an object such that as each object is located, the paper inside tells the kids what to look for next. Finally, they should find the paper with the treasure chest and map and thus find the treasure. When the treasure is found, give each child a chance to reach inside and grab a handful of treasure.
RED LIGHT / GREEN LIGHT
Objective: A game where players try to sneak up on the caller without getting caught. Game Type: Active. A lot of movement may be required. Players: 3 or more players Rules: This game is best played outside or in a large room. The group should determine a start line and a finish line. One person is chosen as the "traffic cop". The rest of the players form a line at the start line about 15 to 20 feet away from the "cop" who is at the finished line and who has his back turned away from the group. The "cop" then says "green light" and the group slowly (or quickly) moves forward. At any time the cop can say "red light" and turn
around. If he sees anyone still moving, they are out and the game continues. It is important that the "cop" say "red light" BEFORE they turn around to give the players a second to react. The last player not spied moving gets to be the "cop". Or if one of the players reaches the traffic cop and touches them, they get to be the next traffic cop. Variation: Sometimes with little kids it is better to have them go back to the start line if they get caught instead of being out.
CRACK THE WHIP
Objective: Form a human whip and watch the player on the end go flying! Game Type: Active. A lot of movement may be required. Players: 6 or more players Rules: A players line up in a long line and hold hands. The player at the front of the line is the 'head' and the player at the end of the line is the 'tail'. The head can grab the next player with both hands if they choose. The game begins when the head begins to run wildly in any direction making sharp turns and quick double backs. The line must continue to hold each others hands as tightly as possible. The force created by the twists and turns will often send the tail of the whip flying. It may be best for the tail to hold on with both hands to keep from flying off the end. Sometimes, however, the tail will go flying no matter how hard they hold on (thanks to physics) and this is why it is best to play on the grass. Be prepared to get dirty if you play this game!
WHAT'S THE TIME MR. WOLF
Objective: A game where "Mother may I" meets Little Red Ridinghood. Game Type: Active. A lot of movement may be required. Players: 3 or more players Rules: Players must choose someone to be the 'wolf'. The wolf stands with their back turned to the others at a distance of 20 or 25 feet away. The others call out, "What's the time Mr. Wolf" and the wolf turns to face the others and shouts out a time, for example "10 o'clock!" The others would then take 10 steps toward the wolf. The group will take the same amount of steps toward the wolf as the amount of hours in the wolf's time. e.g. 3 o'clock = 3 steps, 7 o'clock = 7 steps etc. The wolf will then turn his back to the group again for them to yell "What's the time Mr. Wolf" (He looks at the group only when he shouts the time). When the group gets close to the wolf, the next time the group yells "What's the time Mr. Wolf" the wolf says "Dinner Time". Then the wolf runs after the group who run as quickly as possible back to the start line, and hopefully the wolf tags one of the group who will then be the wolf. If no one is tagged then the wolf has to do it all over again.