Classification of the games

The Traditional Scottish games used in this didactic unit can be grouped into different categories according to certain basic similarities, like the type of action. These categories are:

•  Chasing and catching games

•  Hiding, seeking and hunting games

•  Ball games

•  Racing and guessing games

•  Skipping games

•  Hopscotch

A part of the 9 lessons about traditional Scottish games, there are 3 lessons destined to games played using parachute.

Parachute games

Moreover, I have divided these categories in two groups: in the first one, called “games used in the lessons” where I only named the games that I have chosen in the lessons, because they are described in the corresponding lessons. In the other group “games not used in the lessons, but they could fit in perfectly” I have described other games in the same categories.

Chasing and catching games (also called tag and chase games).

Iona and Peter Opie (1969) define Chasing games as “ games in which a player tries to touch others who are running freedly in a prescribed area” . And Catching games as “games in which a player attempts to intercept other players who are obligued to move from one designated place to another (often from one side of a road to another), and who if caught either take the catcher's place or, more often, assist him”.

Children find it thrilling both to chase one another and to be chased. From simple circle games to blindfold games and intricate stalk-and-capture games, there is a tag game for children of almost every age and physical ability. In general, though, it's best if the players are relatively close in age, or at least running ability, to give both the taggers and the chasers a chance. Most of these games are best played outdoors, although all can be moved into a gym or similar large, empty room. Most of tag and chase games are the most fun when a large number of players participate.

Games used in the lessons

Tig (lesson 1)

Bar the door (lesson 5)

Mr. Wolf (lesson 8)

Hospital Tig (lesson 2)

British bulldogs (lesson 6)

Chain Tig (lesson 9)

Tunnel Tig (lesson 3)

Levoy (lesson 7)

 

Boatman (lesson 4)

Holst the flag (lesson 8)

 

Games not used in the lessons, though which could fit in perfectly.

Tag

Stoop tag

Stoop tag is played the same way as standard tag, except that anyone in the squatting position (crouched down with knees bent and backside close to the ground) is safe from capture and IT must stay at least 1.5 m . away. If a stooped player stays down for longer than the count of three, however, he/she is considered tagged and becomes the new IT.

Reverse tag

Reverse tag, best for kids at least 5 years old, is played like standard Tag, except that everyone, including IT, runs backward! To make the game even more challenging, each IT who follows the first IT can be required to keep one hand on the place on his/her body where he/she was tagged.

Tree tag

In the tree tag, a player is safe from being tagged if he/she is touching a tree. He/she may not touch a tree, however, if IT is 3 m or more away from him/her. In related versions, touch wood tag, players agree that anyone touching wood (or another material, like iron or stone) can not be tagged.

Freeze tag

In this version, a player who has been tagged must “freeze” in the position and spot he/she was in when tagged. He/she must stand perfectly still until another player sneaks up and tags him/her, setting his/her free. Since the only way IT can win is by freezing all the players, he/she has both to chase down and tag the unfrozen players and to guard the frozen ones.

Cross tag

In this cooperative version of tag, IT begins the game by calling out the name of another player and running after him/her. IT must continue chasing only that player until another player crosses in between the two of them. IT must then chase the crossing player. The players should work together to try to help each other stay safe from IT.

Carry tag

In carry tag, and object such as a ball, hat, or shoe is passed from player to player. IT may chase and tag only the player who is holding the object (which must always be in sight). The players, of course, are constantly trying to hand off the carried object to someone else; this they do simply by touching another player with the object. If a player is tagged while carrying the object, he/she passes the object to IT, and he/she becomes the new IT. The new IT must count to three, giving the old IT a chance to get away, before beginning the chase. Any player who drops the object automatically becomes IT.

Skip tag

Skip tag is played like standard tag, except that all the players must skip rather than run. Close cousins to this game are Hop Tag, in which players must hop on one foot, and Walk Tag, in which they must walk.

Floating Tag

Also called Hang Tag, Floating Tag must be played in an area where there are things to climb; it is best played with children 5 or older. In this version, a player is safe from being tagged if both his/her feet are off the ground. Players may climb trees, a jungle gym, fences, or anything else that enables them to “floar” in space and have their feet off the ground. A player may not float if IT is farther than 4.5 m away.

Red Rover

Two captains are elected and they each pick players turn about for their teams. A team size of about four to six players on each side is ideal, although it is possible to play with larger groups. One of the teams elects to go first. The teams assemble with hands joined to form two chains along opposite lines. The “starting” team go into a very serious whispered conversation about who they should choose, and this decided they chant, “Red Rover, Red Rover, we want Jill over”, normally choosing the weakest in the opposite team. Jill's team chants, “ Break it, break it, break it, BREAK IT !”, as Jill comes running over and charges at the opposite chain. Jill uses her speed and weight to try and break open one of the links in the chain by forcing their hands apart, and if she is successful in breaking through the chain, she goes back to re-join her own team, but if she fails she has to join the other team.

When it is Jill's team's turn again, they have two options: they can call as before, “Red Rover...” and challenge one of the players from the opposition, or if they would rather have Jill back, they can chant, “ Tick, tack, tick, tack, we want Jill back ”, to which the other team chants, “ Don't break it, don't break it, don't break it, DON'T BREAK IT ”. Jill has to try to get through her original chain without breaking it, perhaps with a sudden jouk under a gap in the chain. If she does get by she rejoins her original team.

The game is over when only one person is left at the other side or, if you are playing at school, the winning side is the one with the most players in their team when the bell goes.

Cat and mouse

To begin, all the players except two join hands and form a ring. One of the remaining players is the “mouse” and stands inside the circle. The other – the “cat” – remains just outside. The mouse starts the game by dashing under the linked hands of any two players in the ring and running round outside the ring, while trying to avoid being tagged by the cat. To escape the cat, the mouse may at any time dart into the circle, while the cat must always remain outside. But the mouse must never stop moving, and he/she may not stay in the circle for more than a few moments.

The players in the circle try to help the mouse escape the cat's paws. They may raise their arms so that the mouse can easily get back inside the circle to safety. And they may block any attempts by the cat to reach inside the circle to tag the mouse. (Reaching inside is a perfectly acceptable move for the cat, if he can manage it. The cat is not, however, allowed to put even one foot inside).

The game continues until the mouse is tagged. The mouse then becomes the cat, the cat joins the circle, and another player is chosen to be the mouse.

Rabbit

First, one player is chosen to be the “hunter” (or IT), and another is chosen to be the first “rabbit”. The rest of the players divide up into groups of three, two of whom join hands to form a “rabbit hutch”. The third player in each group becomes the rabbit hiding inside the hutch.

To begin, the hunter starts chasing the homeless rabbit. When that rabbit gets tired, he may trade places with one of the rabbits hiding in a hutch. The ousted rabbit now becomes the object of the chase, until she decides to take refuge in one of the hutches.

If a rabbit is caught, he/she becomes the hunter and the hunter turns into a rabbit. At this point, the rabbits hiding inside hutches should change places with players serving as part of a hutch; run and to rest. Then the hunt begins anew. The game continues for as long as the rabbits keep running.

Steal the bacon

In this team tag game, only one player from each side is actively competing at any given time.

Players count off and are assigned numbers but do not get involved until their numbers are called.

First, two boundary lines are drawn about 6 m apart, and the “bacon” (a hat, ball, handkerchief, or some other object) is placed in the middle of the space in between.

Next, players divide into two equal teams, with one person (teacher) left over to act as the referee. If there is an even number of players, the teacher (adult) supervising may serve as referee.

Team members line up along their team's boundary line, facing the other team. Next, each side counts off so that each player has a number. Each player should be standing directly across from the player with the same number on the opposing team.

The game begins when the referee calls out a number. The two players assigned that number must now dash into the middle and try to grab the bacon. The one who makes the grab must now make it back to her own boundary line without being tagged by the bacon less player.

A player who successfully brings home the bacon scores 1 point for his team. If the “thief” is tagged, no points are scored. The two stealers often duck and bluff to try to catch their opponent off guard before making a move to pick up the bacon.

The first team to score a predetermined number of points wins the game.

Hopping Bases

First, a playing field is marked off. Boundaries can be marked with stones, sticks, or chalk, depending on the playing surface. Next, a circle about 2 m in diameter is drawn in the middle of the field. The players divide into two equal teams, with one player left over as IT.

Both teams line up behind their boundary lines at opposite ends of the field. IT stands in the centre of the circle. When IT gives the signal to start, all the other players begin hopping on one foot from one end of the field to the other. As long as IT stays in the centre, he may stand on both feet. But when IT emerges from the circle, he/she must also hop. IT tries to tag as many players as possible as they attempt to cross the field. Tagged players are “out” and must leave the field.

Except for IT, any player who puts his/her other (non hopping) foot down is also out of the game and must join the spectators at the sidelines. If IT puts his other foot down, he /she must return to the centre before hopping out again to tag. Any player who reaches the opposing boundary line is safe and may stand on both feet. The team with the most players to make it safely to the other side is the winner of the game.

Red Lion

First, one player is chosen to be the “lions” (IT) and another to be the “keeper”. The lion chooses a “den”, a spot on which he stands. The keeper stays nearby.

To begin, all the other players stand around the den chanting, “Red Lion, Read Lion, come out of your den! Anybody you catch will be one of your men”. At the moment of her choice, the keeper abruptly shouts, “Loose!” 2 and the lion charge out of the den in pursuit of the other players.

The lion chases the players until he catches someone. The captive tries to escape the lion's grip, but if the lion can roar “Red Lion” three times before the prisoner pulls loose, the tagged player becomes a lion too. The two big cats then return to the den, and the game continues as before.

Once there are several lions in the den, the keeper can make the game more interesting by calling out special instructions immediately after letting the lion loose. If he/she yells, “Cow catcher!” players can be caught only if two lions join both hands and trap the captive between their linked arms. If the keeper calls “Tight!” all the lions have to join hands and try to surround someone. If the keeper calls, “Doubles!” the lions must link arms and hunt together in pairs, but they need not trap a captive between them, as with “Cow catcher!” The last player to avoid becoming a lion is the winner. The first two players captured become the lion and keeper in the next game.

Streets and alleys

At least 15 players are required to play Streets and Alleys.

To create the course, all the players except three divide up into three groups of equal size (or as nearly equal as possible). The members of each group join hands with arms outstretched to create three parallel rows. If there are 15 players total, for example, there will be 4 children in each row, with 3 others (for the moment) standing to the side. The players in each row face in the same direction with about 1.5m of space between the rows. These spaces are the “streets”.

The three remaining players are the runner, the chaser, and the caller. The runner starts at the end of one street; the chaser at first stands in front of the rows and then pursues the runner through the course. The caller, who also stands in front of the rows, gives the signal to begin. At the caller's signal, the runner tears off down the streets with the chaser in hot pursuit.

At any moment, the caller may shout, “alleys!” When this happens, the players in the rows immediately drop hands, turn to the right, and join hands with their new neighbours (in the 15-player game, there will now be four rows of 3 players each). The aisles between the new rows are the “alleys”. The runner and chaser must now quickly change directions and resume the chase.

Capture the flag

It is a team game in which players try to retrieve handkerchiefs (“flags”) from the opposing team's territory without being tagged.

First, a playing area at least 9 m in length is designated and a dividing line marked at the centre. Next, players divide into two equal teams. Each player lays a handkerchief just inside the far boundary of her territory. If possible, the handkerchiefs should be of two different colours, one for each team. Once the flags are laid down, players take a place behind their team's side of the dividing line and wait for the teacher/adult or older child to give the signal to begin.

The object of the game is for one team to capture all the other team's flags. The only way to capture a flag is to dash into enemy territory and snatch one before being tagged by a player on the opposing team. If a player manages to grab a flag, he/she may walk freely back into his/her own territory and place the stolen flag back behind his/her boundary line as booty.

If he/she gets tagged before grabbing a flag, however, he/she becomes a prisoner of war and must now stand behind the enemy's boundary line. The only way he/she can escape is if another player on his/her team runs back and tags him/her, without himself may free as many of his/her fellow team mates from captivity as he/she can tag without getting caught. But once he/she is freed prisoners, he/she may not go after the flag –he/she has to return to his own territory first. And he/she is fair game until he/she gets there. A freed prisoner may return to her own territory without risk of recapture, but he/she too has to wait until he/she gets there before turning around and setting off on any further flag-capturing ( or prisoner-rescuing) missions.

The first team to capture all of the opponents' flags is the winner. The game may also be played with a time limit. In this case, the team with the most flags at game's end wins.

Variation:

In this version, there is only one flag per team, which is set far back in that team's territory. Each team conspires to steal the other's flag (and protect its own). A flag guard is usually assigned to stay nearby at all times. In this game, it's not enough to reach the flag without being tagged; a player must pick it up and evade capture on his/her way back to his/her own territory too. If he/she succeeds, his/her team wins. If not, the flag is laid down on the spot where he/she was tagged, and the foiled flag stealer is hauled off to jail. A captive must stay at jail until rescued. Any would-be rescuer has to make it all the way to the jail itself to free his/her fellow team mates. If there are several captives, they may hold hands to form a human chain with one end touching the jail. Any rescuer need only touch the last figure in the chain to free them all. Like the flag, the jail should also have a full-time guard.

When one team successfully nabs the other team's flag and brings it “home”, victory is declared.

 

Hiding, Seeking and Hunting Games (also called hunt and hide-and-seek games).

Iona and Peter Opie (1969) affirm that Seeking games “ are games in which a player tries to find others, who obtain safety by remaining out of sight or by getting back to the starting place” . And Hunting games “ are games in which there are no boundaries, in which both pursuers and pursued generally operate in teams, and in which the pursued generally have to give some assistance to their pursuers”.

According to Kendric Ross (1996) “ The original game of hiding, seeking and hunting are many centuries old and form part of our natural development into adults. It is a basic instinct to learn hunting and seeking skills as we grow up. Hiding could save us from real danger, and we all have an instinctive need to hone these survival skills which could have protected us in the wild many centuries ago. In modern society we have progressed from hunting for food, to farming for food and now we live in an industrial nation in which people work to earn money with which they buy food. We do not need the same level of survival skills nowadays, but the instinct is still very strong, so we still like to practice them, much like a well-fed domestic cat will still hunt and kill mice or birds just for the sport ”.

It is fun to look for somebody that is hidden.

These games usually require no equipment and are best played outdoors, where there is room to run. In most of the versions of Hide-and-Seek described, a particular spot such as a lamp post or tree is used as the “block”, and doorway or circle marked on the ground can be the “den”. The block, or den, can also be called home. All of the games start with the seeker making a “count”. The count is up to whichever number in whatever manner that everyone agrees upon. For example, it could be “count up to 50 in ones”, or “up to 100 in tens”. Children from 6 years old to teens or more can play these games.

Maybe that in the school we don't have the appropriate space to play these games, I mean, it is possible that we don't have a space where children can hide. In this case, we can play other games instead of hiding, seeking and hunting games. Because it does not make any sense play that kind of games if children can not find a place where to hide. We can look for other games in the teachers' guide.

Games used in the lessons

Block – All Hide, one seek (lesson 1)

Kick the can (lesson 8)

Man Hunt- All seek, one hide (lesson 2)

Multiplication Touch (lesson 9)

Sardines (lesson 3)

 

Games not used in the lessons, though which could fit in perfectly.

Hide-and-seek

I spy

This version of Hide-and-Seek is played like the standard game, except that upon seeing a hider, IT runs back to home base and yells out the hider's name and location: “I spy________(the player's name) behind a tree!” for example. If IT is correct about both the name and the location, the hider is captured. To avoid this, a hider an try to run for home if he/she thinks he/she is been spotted. If he/she gets there before IT can say, “I spy…”he/she is home free. I Spy is especially challenging when played at dust.

Sheep and wolf

In this version of Hide-and-Seek, the hiders and seekers change roles: the “wolf” hides while the “sheep” close their eyes until the wolf howls. The sheep then took around for the wolf. When the wolf then chases the sheep and tries to tag one before the sheep reaches home. If a sheep gets caught, he/she becomes the next wolf. If, however, no sheep are caught before making it back home, the wolf remains the wolf for the next round.

Buzz Off – All Hide, Two Seek

The same rules as Block (see session 1) apply here, with one added rule that any outie still free is allowed to sneak up and rush into the den shouting “Buzz off” so that all of the prisoners in the den are freed again. (A den is used instead of a block), It can be very frustrating for the seeker to have to start all over again. If the others are agreeable, it is sometimes better to allow two seekers like in the chasing game of Levoy (see session 7); that way someone can guard the den

Hunt the Keg

Two teams are selected, one to be the “coastguards” and one to be the “smugglers”. The coastguards have to protect their den from infiltration by the smugglers. The “Keg”, which in olden days would have contained whisky for real adult smugglers, is any distinctive, a small object that can easily be held fully enclosed in someone's hand. It might be a coloured marble, rubber or pencil sharpener.

After the usual count, the smugglers run off into hiding, and then try to sneak the keg back home to the den to win the game. The smugglers can change who holds the keg during the course of the game, and it does not matter how many smugglers the coastguards catch and detain in the prison (the prison is a separate spot from the den for this game): so long as one smugglers win. If a coastguard catches a smuggler and shouts, “ Stand and deliver ”, and that smuggler opens his/her hand to reveal the keg, then the coastguards have won. The winning side becomes the smugglers in the next game.

Much guile is employed as some smugglers may deliberately show themselves as decoys, pretend to hold the keg, and pretend they are shocked at being caught, all in the hope that the real “kegger” can sneak home to the den; true teamwork indeed.

Cops and Robbers

First, players divide into two equal teams and decide who will be the “cops” and who will be the “robbers”. Next, a home base, or “jail”, is selected. The cops cluster around the home base, close their eyes, and count to 50 (or 100) while the robbers hide. The cops then set out to apprehend the criminals. Any robber a cop manages to find and tag is considered captured.

Captured robbers are brought back to jail, and there they must remain unless another robber stages a “jail break”. A jail break is set in motion when one of the uncaptured robbers sneaks up to the jail and tags it without being tagged by a cop. Immediately, all the jail inmates are freed, although they must sit out the rest of the game, until the cops have “arrested” all the robbers still at large.

At the end of a round, when all the robbers have been tagged, the players count the number of robbers still in jail. This could be the whole team of robbers if there were no successful jail breaks. Or it could be only one robber if there was a jail break right before the end of the round. Now the teams switch roles, with the robbers becoming cops and vice versa. Once the new cops have rounded up the new robbers, the jail population is again totalled. The team that captured the most criminals wins.

Ghost in the graveyard

Ghost in the graveyard takes advantage of the cover of growing darkness to create a special kind of run-and-chase contest.

Choose a nice, big area to set up the game. All that's needed is a tree, porch, or other large, stationary object to serve as home base. Since the game is played at dusk, make sure the playing area is safe and free of things.

First, one player is chosen to be the ghost. While all the other players close their eyes and count to 50 (or 100) at home base, the ghost hides.

Next, the players set out on a ghost-hunting mission. As they search for the ghost, the ghost tries to take them by surprise and to tag as many players as possible before they make it back home base. It is bad form to stay too close to home base, and the teacher or older children may want to make a rule that no one is allowed to stay within a certain distance of the base. Any player who spots the ghost yells to warn the others to dash home. Those tagged by the ghost are out until the end of the round, which comes when all the players are either tagged or have reached home safely.

At the end of each round, the players who have reached the base safely close their eyes and count to 50 (or 100) again. All the players who were tagged in previous rounds become ghost and team up with the original ghoul to chase down the remaining players. The last player to remain “alive” is the winner.

Ring-a-Levio

Rin-a-Levio is team hide-and-seek raised to a high level. Instead of just a home base, this game has a “den” and a “danger area”, which are marked out and patrolled by a guard. To play, kids need to understand the concept of imaginary borders and must be interested in cooperative play.

Before the game begins, participants divide into two equal teams. Next, a den is designated in the centre of the playing area. The den should be about 1.5 m square, with its corners marked with stones or sticks. Players then mark out a danger area, which should be a 9 m square, with the den at its centre this larger square should also be marked off with stones or sticks.

Each team chooses a “den warden”, or guard to watch over the den. All the members of one team stand inside the den with their eyes closed while the other team runs and hides. When everyone on the hiding team has found a hiding place, the hiders' den warden yells, “Ready!” At that signal, the players on the search team quickly fan out to try to capture their opponents. When a hider is found, he/she is brought back to the den and kept there as a prisoner.

The searchers' den warden stays near the den and guards the inmates, and he/she may not wander outside the danger area. The prisoners can escape only if one of their team mates sneaks past the den warden gets both feet inside the den, and shouts, “Ring-a-Levio!” As the inmates run out, the den warden can try to recapture them –but he/she may do so only within the danger area. If they make it past that border, they are free.

The game continues until all of the hiders have been captured –or until the players tire out. The hiders and the seekers switch roles for the next round of play.

 

Ball games

Because the number of games that can be played with a ball is limitless, the games have been chosen according to the age of the kids, in this case, from 8 to 12. So, most of them are throwing and catching games and also sports-related games. Many of the games are played with a “playground ball” – a large, soft rubber ball. Almost all are meant to be played outdoors, for the most part in an area safely objects, although most of them can be moved into a gym or similar large room. Games that involve kids throwing balls at one another should always be closely supervised by the teacher or an adult.

Games used in the lessons

Queenie (lesson 1)

Rounders (lesson 4)

Dodge ball (lesson 7)

Call Ball (lesson 2)

Four squares (lesson 5)

Wounded, dying, dead (lesson 8)

Catch the ball (lesson 3)

Over the Rainbow (lesson 6)

Oliver Twist (lesson 9)

Games not used in the lessons, though which could fit in perfectly

Centre Ball

Centre Ball can be played on either grass or pavement. To set up, all the players except one form a ring. They should be positioned far enough from one other so that when they stretch out their arms, their fingertips just touch those of their neighbours. The remaining player stands in the middle of the circle, holding the ball.

The game begins when the player in the centre throws the ball at any player and then runs past that player outside the circle. If the thrower's target catches the ball thrown at his/her, the catcher immediately rushes to the centre of the circle, puts the ball down on that spot, and takes off after the thrower before he/she can find a way back into the circle and touch the ball. If he/she can do so, he/she is stuck as the thrower again. If not, he/she becomes the thrower, and the thrower takes his/her place in the ring. If by chance the thrower's target failed to catch that original throw, there is no running and chasing: he/she simply takes his/her place in the centre of the circle immediately and becomes the thrower.

The game can go on for as long as participants wish to play.

Monkey in the middle

To begin, two players stand about 3m apart and the remaining player stands between them. The outside players start playing a game of catch, with the goal of keeping the ball away from the monkey. Meanwhile, the monkey tries to intercept the ball any way he/she can, including picking it up after one of the other players has dropped it. It is not unusual to see the monkey running, jumping, and scrambling all over the other players in an attempt to gain possession of the ball.

The player who has last touched the ball before the monkey snatches it becomes the next monkey. The game keeps going for as long as the participants with to play.

Keep away

This game operates on the same principle as Monkey in the Middle: the goal is to keep the ball away from the opponent. This game is played on a large playing field. Players divide into two loosely even teams. Because the two teams mix on the field, one team should wear something, such bibs or bands, to distinguish it from the other team.

One team starts with the ball and passes it from player to player, trying to keep it away from members of the other team. The other team tries to intercept the ball in any way possible –except that tripping, hitting, or other rough play is not allowed. There is no beginning or end; the game stops when the players are exhausted. The winning team may be judged as the one that kept possession the longest- although that's often a point of dispute.

Dodge Ball

The basic Dodge ball game is played on a court about 9 m square. The boundaries are marked off with sticks, stones, chalk, or the like; then the court is divided by a centre line. Players divide into two equal teams, which stand on opposite sides of the centre line.

The game begins when one player throws the ball at a player on the other team. A player who is hit by the ball is eliminated from the game. It the target manages to catch the ball, however, the thrower is out. If the ball bounces before it hits anyone, no one is out. Whether the ball hits someone or not, the player who retrieves it takes possession and immediately uses it to try to hit someone on the opposing team. If the ball rolls or bounces out of bounds, a player on the receiving team gets to bring it back into play.

The game continues with the ball being thrown back and forth and players catching or being hit by the ball. Any player who steps over the centre line or out of the court while trying to dodge the ball is out.

The first team to eliminate all the players on the opposing team is declared the winner.

Prison Dodge Ball

Prison Dodge Ball is played in the same way as basic Dodge Ball, except that players who are eliminated are not necessarily out for the entire game. Instead, a player who is hit by the ball or steps out of bounds is in “prison” and must stand in a line of players to the side of the court. If a player catches a ball, the thrower is sent to prison and the catcher's first team mate in prison rejoins the game. This goes on, with players decide to stop the game before one team is completely eliminated, the team with the most players left on the court is the winner. Prison dodge ball is best with 20 or ore players, and it may be played with several balls at once for a faster-moving game.

Greek Dodge Ball

This variation is similar to Prison Dodge Ball, except that the prisoners line up along the back boundary of the opposing team's side of the court, facing their own team. And they are very much active participants, even from prison. If a ball manages to bounce or roll through the enemy ranks back to them, or if one of their own team mates throws the ball up and over the enemy and back to them, the prisoners can use it to strike the enemy from behind. If a prisoner does hit an opposing layer, the prisoner is freed and the unlucky dodger is sent to the other prison.

Bombardment

Bombardment is played in much the same way as regular Dodge Ball, but when a player is hit by the ball, he/she must go and stand among the players on opposing team's side of the court. From there, the player tries to catch balls that are thrown by his/her team mates' throws before it touches the ground may rejoin his/her own team. Players try to rebuild their team by throwing the ball to team mates on the other side. But players must take care: any soft pass meant for a team mate may be easy to intercept.

Crossover Dodge Ball

This variation is like regular Dodge Ball, except that it is played with four balls for every ten players. The balls are divided equally between the teams at the beginning of the game and are played simultaneously. A player who is hit by a ball is not eliminated but instead crosses over to the other team. The game goes on until all the players end up on one side –or until everyone is exhausted.

Firing Squad Dodge Ball

Instead of being played on a two-sided court, Firing Squad Dodge Ball is played against a windowless wall. One team lines up along the wall, facing out. The “firing squad” lines up facing the enemy about 4.5 m in front of the wall. There should be about 60 or 90 cm in between each player in both lines.

Members of the firing squad team take turns throwing the ball at any player against the wall. The targeted players may dodge the throw, of course, but they must stay within 60 or 90 cm of the wall at all times. A player who is hit is out. If the ball is caught, the thrower is eliminated. The team with the last remaining player is the winner.

Circle Dodge Ball

First, players divide into two equal teams. One team forms a large, loose circle, and the members of the other team stand inside this circle.

The game begins when the players forming the circle throw the ball into the middle with the aim of hitting players from the opposing team. The players in the middle dodge the ball to avoid being hit. Anyone who is hit by the ball joins the circle and becomes a thrower. A hit does not count, however, if it bounces before making contact with a dodger. It also does not count if the dodger manages to catch the thrown ball. If more than one player is hit joins the outer circle. If the ball comes to a halt within the circle or if it is caught by a dodger, it is rolled back out to the players who form the ring.

The game continues until only one player is left in the middle –the Circle Dodge Bal champ. For the next round, the dodgers form the circle and the throwers are in the middle.

Dodge Ball for beginners

It should be noted that the name Dodge Ball is also commonly used for a much simpler game where a large circle is formed and the kids try to hit a class mate with the ball as he/she dodges about in the middle. When the person has been hit, whoever struck them becomes the so-called “middler”.

Dodge Ball between lines

Dodge ball can also be played with the players running between two lines, with IT in the middle. IT throws the ball, while the players run and dodge, to try to hit them. If they are hit they have to join IT as hitters. The players cannot be struck if they are behind the lines.

Hunter and Rabbits

As the name of the game suggest, a “hunter” tries to catch “rabbits” by hitting them with the ball. It should be played on a hard surface that allows for good ball bouncing.

Although Hunter and Rabbits is not played on a marked-out court, the boundaries of the playing area should be established so the rabbits do not run too far afield. One player is designated as the hunter and the rest are rabbits. The hunter has possession of the ball.

The hunter's goal is to hit as many rabbits as possible by throwing the ball (below the neck only!) at them. The hunter may chase the rabbits but may not carry the ball while running. Instead, the ball must be dribbled (continuously bounced up and down) any time the hunter moves with it. If the hunter hits a rabbit on the feet, legs, bottom, chest, or shoulders, that rabbit is caught. Heads, however, are strictly orr-limits. If the hunter hits a rabbit's hands or arms, it doesn't count, so rabbits may try to block a ball thrown at them. Whatever happens, the hunter has to fetch the ball after he's thrown it.

When a rabbit is caught, she becomes another hunter. The former rabbit joins the original hunter in trying to hit the remaining rabbits. When there is more than one hunter, the ball is no longer dribbled; instead, the hunters now pass the ball back and forth to each other as they try to get closer to the rabbits. A hunter may only move his/her feet when he is dribbling the ball.

The game goes on until there is only one rabbit left. The surviving rabbit becomes the hunter for the next round.

Battleball

Battleball is a team Dodge ball game, but players battle out the rounds in one-on-one competition. As a result, the game, while action-packed, is not particularly fast-moving. From the sidelines, the players who are not doing battle cheer their team mates on, and those in the ring know that the success of their respective teams rest on their shoulders – a lesson in team spirit for all.

Before play begins, a large square playing court is marked with chalk, stones, or sticks, depending on the playing surface. A 6 m square works well for ten players, but the court should be expanded for larger groups. The ball is placed precisely in the centre of the playing area. Next all the players except one divide into two equal teams. The remaining player serves as the referee. (If there is an even number of players, the supervising adult or teacher becomes the referee). Each team counts off from one, so each team member has a number. The teams then line up in order along opposite sides of the square, with each player facing the player on the other team who has the same number.

The game begins when the referee calls out a number. The two players with that number race onto the court and try to grab the ball. The first one to reach the ball picks it up and remains on that spot. His/her task is now to hit the other player with it. The other player, of course, wants to avoid being hit, so he/she scoots away from the thrower. He/she can't go far, though; he/she has to stay inside the square.

If the thrower manages to hit the dodger with the ball or if the dodger steps out side the square, the thrower's team scores a point and the turn is over. If the dodger manages to catch a thrown ball before it touches the ground, his/her team scores a point and the turn is over. If the thrower misses the dodger completely and the ball lands outside the square, no points are scored, and the turn is over.

If, however, the ball bounces inside the square before either hitting or being caught by the dodger, or before going outside the square, no points are scored –but the turn is not over. Instead, the dodger must toss the ball back to the thrower, who gests to keep trying.

Once the turn is over, the ball is put back in the centre, the referee calls a new number, and play progresses. The referee need not call out the numbers in order but should use up all the numbers before repeating any, so each person has a chance to play the game.

The first team to score 21 points is the winner.

Bounce Ball

Because a good bouncing surface is necessary for the game, Bounce Ball should be played on pavement.

Before play starts, a court is outlined with chalk. For four players, a 9 by 9 m square works well. The size of the court should be increased if more players participate. All the players must stand within the boundaries.

The game begins when one player throws the ball as high into the air as possible. Everyone tries to grab the ball on its way down. The player who manages to nab the ball immediately tries to hit an opponent by bouncing the ball off the pavement toward another player. The players are free to run, jump, and duck to avoid being hit; but they may not set foot outside the boundaries. If the ball hits someone after bouncing once, the hit player is eliminated and must leave the court. If no one is hit, or if the ball is caught on the bounce, everyone is safe for the moment. After two bounces, or whenever the ball goes out of bounds, it is fair game for anyone to grab and bring back into play. If the ball is thrown and hits another player before it bounces, both the thrower and the player who was hit are out. Before an eliminated player leaves the court, he/she restarts the game by throwing the ball into the air again. The game goes on, with players trying to avoid being hit by the bouncing ball, until only a single player is left; the Bounce Ball champion.

Racing and Guessing games

Following again to Iona and Peter Opie (1969) Racing games are “ races, and chases over set courses, in which fleetness of foot is not necessarily the decisive factor ”. And, guessing games “ are games in which guessing is a necessary prelude or climax to physical action”.

Debra Wise in her book called Great Big book of children's Games (1999) affirms that “ Nothing is quite as exhilarating as running a race – except possibly winning one. And besides, if the fact of winning involves guessing something, which means use your imagination and creativity”.

Most of the games described do not require any material or equipment and can be played both indoors and outdoors.

 

Games used in the lessons

Mother, May I? (lesson 2)

 

Polio (lesson 3)

 

Red Leeter (lesson 7)

 

Hesitation Starts – Eatables and Drinkables (lesson 3)

 

Mixed Relay (lesson 5)

 

Games not used in the lessons, though which could fit in perfectly

Drop Handkerchief

Version A

Version B

I sent a letter to my love,

To my love, to my love,

I sent a letter to my love,

And on the way I dropped it.

A tiskit, a taskit,

I had a little casket,

I took it to the shops one day,

And on the way I lost it.

A mixed group, of ten or more, needs to be formed. Someone is selected to be an “outie” and everyone else sits in a circle –usually cross-legged, or squatting. The “outie” – who is holding a hanky -skip-steps around the outside of the circle while everyone sings the rhyme.

On reaching the word “it” the “outie” drops the hanky discreetly behind someone's back. A race begins in which the person picks up the hanky, and runs as fast as possible in the opposite direction from the “outie” around the outside of the circle. The first one to arrive back at the empty place and sit down becomes part of the group and the loser is the “outie” for the next game. The circle needs to be a decent size so that those racing can wheich round at speed, and have a chance to beat the outie.

Variation

When there is an even number of boys and girls another slightly different game can be played. The girl/boy drops the hanky behind a boy/girl and they then race in the same direction back towards the empty place. If the one who have pick up the hanky grab the other, this last one will be out, if not he/she will be out.

Celebrities

A “caller” is chosen and he/she stands at one side while the others line up on the other side. The caller will shout out the initials of a well known film star, or celebrity, for example “B.S.”, and everybody in the group starts guessing names. As soon as someone guesses correctly and shouts “Britney Spires”, the caller races the person to the other line and back in opposite directions. Whoever is first there and back becomes the caller for the next game.

Variation:

When someone is trying to guess, they run over and back again the shout out the name. It is very amusing because if they are wrong, they have gone to a lot of effort for nothing! If they guessed correctly they become the new caller.

White Horse

Choose someone to be IT. The person who is IT stands facing towards a wall while the rest of the children move back to the starting line, about ten metres away. The object of the game is to be the first to touch the wall without the person who is IT turning around and seeing someone moving. IT counts under their breath either very fast or very slow, “ One, two, three, four, five”, then suddenly spins around and shouts, “ white horse ” (or “Stookies”, “Statues”, “Red Lights”). If any child is seen to be moving even a finger, never mind an arm or leg, their name is called out and they have to go back to the stating line. In some versions they only move back three steps. Some children charge to the wall, while others creep stealthily. Either way, the first person to touch the wall is the winner and becomes IT for the next game.

Big steps, baby steps

This playground game was originally played in a quiet street from one kerb to the other. It can be played between two lines in the playground.

Someone is chosen to be IT. The rest of the group stands on the opposite line facing IT, who will shout a command like, “Big step1” on which everyone takes a big step as possible towards IT.

Some favourites steps are:

Baby step – a little step

Scissors step - cross legs over as you move forwards

Hop – hop

Tick-tack - move one foot in front of the other, keeping heel touching.

Others moves can be invented, like giant step...

The first person to reach the opposite line becomes IT for the next game.

Dizzi Izzy

Dizzy Izzy lives up to its name –it's a race that players run only after spinning themselves around in circles. The discombobulated racers then complete to be the first to make it across the finish line. I Dizzi Izzy is played as an individual race, blindfolds may be added to make the contest even more difficult. If it's run as a relay, blindfolds are not used.

Before beginning, a starting and a finish line are marked off on the ground about 5 to 6 m apart. For the individual race, all the players line up along the starting line. Each player holds a “stick” – a bat, yardstick, or broom handle. If the participants are blindfolded, there should be several spotters on hand to steer players clear of obstacles.

When all the contestants are in position, the adult who's supervising calls out, “Ready, set, go!” and each player places the bottom end of his/her stick o the ground and grips the top end with both hands. He/she then places his/her forehead on top of his/her hands and proceeds to spin his/her whole body around the stick three times. The players then stand up straight, drop the stick, and race to the finish line. Needless to say, with all the prior spinning, there's a lot of stumbling and bumbling, swerving and curving going on. And if the players are blindfolded, the confusion grows and the fun increases as players try to get their bearings. The first player to cross the finish line wins.

If Dizzy Izzy is played as a relay race, two or more equal teams line up single file behind the starting line, with a turning line marked on the ground 5 to 6 m away. The first player on each team races to the turning line, where the sticks are around the stick and returns dizzily to next player. Each succeeding player repeats the action in turn. The first team to have all its runners complete the course is the winner.

Tunnel Relay

First, starting and finish lines are drawn on the ground about 9 to 15 m apart, and the players divide into two or more equal teams of at least five players each. One player on each team stands on the starting line facing the finish line with his/her legs spread apart. The rest of the team lines up behind that player in single file about 1 m apart. These players too should have their legs spread wide apart and should all be facing the finish line. The player at the front of each of the lines holds the ball.

When everyone is in position, the teacher/adult who's supervising the race signals, “Ready, set, go!” and the player with the ball rolls it through his/her own legs and back through the “tunnel” created by all the other players' legs. The other players are free to help the ball through the tunnel. When the ball reaches the last player in line, he/she snatches up the ball where the action starts over again. In this manner, the whole line moves slowly toward the finish line. If the ball escapes from the tunnel, it is retrieved and rolled again from the place it escaped.

The team that makes it over the finish line first is the winner.

 

Skipping

Kendric Ross in his book Classic Children's Games from Scotland (1996) says that “ Skipping is a game that has been enjoyed for as long as the rope has been invented. It is not only a part of our childhood; it has also become a part of our culture and language. Skipping is also known as “ropes” and is mostly enjoyed by girls, but professional sportsmen like boxers find that skipping is a useful way to increase their leg strength and for generally keeping fit”.

Jump rope incorporates rhythm, memory, cooperation, and creativity into one of the best conditioning exercises around. The endless variations of this game have made it one of the most popular sidewalk and playground games for hundred of years. Children all over the world jump rope, and the rhymes they chant while jumping mirror their cultures. The coordination and agility to jump rope are usually developed between the ages of about 6 and 8.

You can skip on your own using a short rope, either jumping with both feet together over the rope as it skims the ground, or skip as you run forward stepping one foot at a time through the rope. However, it is great to be sociable, an a lot more fun can be had when you are able to use a long rope and skip with your friends.

These games require a rope and need to be played on a hard, flat surface. Although they have historically been played on city sidewalks, they also can be played indoors.

 

Games used in the lessons

Rock the Boat (lesson 1)

Be my Guest (lesson 6)

 

Cowboy Joe (lesson 8)

 

Christopher Columbus (lesson 2)

 

All in together (lesson 7)

Teddy Bear (lesson 9)

 

Games not used in the lessons, though which could fit in perfectly.

Salt, mustard, vinegar, PEPPER

Very often, long rope games are concluded by what is jokingly called the Four Seasons . Everyone shouts “Salt, mustard, vinegar, PEPPER! And the turners caw the rope for a “their worth, as fast as they possibly can, so it becomes quite impossible to skip any more. It is sometimes called a “peppery” or a “hottie” when a game is ended in this manner.

Counting Rhymes

Chants and rhymes are a perfect accompaniment to the thump-thump-thump of jumping the rope, and players will enjoy making up their own rhymes as they go along. Some established rhymes end with counting.

Cookies, candy in the dish,

How many pieces do you wish?

One, two, three, four…

Down in the valley where the green grass grows,

There stands_____ ( jumper's name ), pretty ( or handsome ) as a rose.

Along comes____( jumper's sweet heart ) and kisses her (or him) on the cheek.

How many kisses did she ( or he ) get this week?

One, two, three, four…

Ice Cream Soda

Many Jump Rope rhymes are said to predict the name of a sweet heart. Here's an old favourite:

Ice cream soda, lemonade, punch,

Tell me the name of your honey bunch.

A, B, D, D…

The caller continues to go through the alphabet until the jumper misses. The letter he/she trips on is the first initial of the “honey bunch”. The rhyme is repeated to find out the last initial- then the players try to figure out who the sweetheart could be.

Visiting

This jump Rope game requires at least five players. The first player runs in and starts skipping. He/she then calls out for the other players to join in with a chant such as this:

I call in my very best friend,

And that is ____ (name of another player).

One, two, three!

At the count of “three”, the person called jumps I and joins the original jumper. The two friends may now invite yet another friend in for a visit.

A” My name is

This game requires the jumper to think quickly on his/her feet. The first jumper begins with a chant involving the letter A;

A, my name is ____ (name that begins with the letter A, like Amy),

My husband's (wife's) name is ____ (another name that begins with A, like Albert),

We come from ____ (place that begins with A, like Alabama ),

And we sell ____ (object that begins with A, like anchovies).

The player then runs out and the next jumper runs in. The second jumper must repeat the rhyme using the letter B. This goes on throughout the alphabet. If a player misses a jump or cannot think of a word to fill in the rhyme, his/her turn ends and another jumper gets a shot.

Follow the Leader

In Follow the Leader, one person runs into the turning rope, does a stunt while jumping, and runs out. The jumper, for example, might hop on one foot, clap hands, or spin completely around. All the subsequent jumpers must imitate the original action. Any player who fails to perform the stunt correctly becomes a turner.

To make this game even more challenging, each player can be required to add a stunt of his/her own to the original stunt. All later players must complete the whole stiring of stunts before adding a new one.

Double Dutch

This jump rope variation uses two ropes. Each turner holds one end of each rope in a different hand; the two ropes shouldn't cross. The rope in the left hand is swung clockwise while the rope in the right hand is swung counter clockwise so that the two ropes alternately skim the ground. It may take a few tries for the turners to find the rhythm of turning both ropes at once. Once they do, the prospective jumpers are in for a challenge. With two ropes passing underfoot, a jumper has to leave the ground twice as often. Skilled Double Dutchers hop back and forth from one foot to another to stay alive. Many variations of the single-rope game can be played in this two-rope version.

Away up North

In this game the skipper has to go down on his/her hunkers for the last five lines of the rhyme.

Away up North,

Away down South,

Away down Alabama ,

The sweetest girl I ever met,

Her name was Susie Annie.

I took her to the ball one night,

I sat her on the table,

The table fell, she fell too,

Stuck her nose in the butter,

The butter, the butter,

Yellow, yellow butter,

The table fell,

She fell too,

Stuck her nose in the butter.

 

Hopscotch

Hopscotch has been popular for hundred of years and is played in some form on almost every continent. As varied as the versions are, they all involve hopping through a grid without stepping on the lines. Playing Hopscotch helps kids develop balance, agility and good aim. Allowances – such as letting players hop the whole grid on both feet – can be made for younger children who want to participate.

Hopscotch requires a grid (aero plane bed) that can be drawn with chalk on the pavement or can be scratched with a stone. In some playgrounds, beds have been painted ready for play.

The game can be played either with or without the use of a flat stone or similar object, which in Scotland is most commonly called a “peever”. Any flat, easy-to-throw object that will stay put when it lands can be used as a marker (“peever”); old rubber shoe heels are probably best, but hockey pucks, flat stones, also work well. In a pinch, coins or bottle caps can be used too, though these tend to roll away very easily. Although it has historically been played on city sidewalks and playground blacktops, many can be adapted for indoor fun by drawing the playing area on a large sheet of paper or cardboard and taping it securely to the floor. Most can be played on some level by any school-age child, but they do demand some skill and a lot of concentration.

Games used in the lessons

TB Bed (lesson 1)

 

Kickie (lesson 6)

 

Pickie (lesson 5)

 

Advanced Peevers (lesson 7)

Games not used in the lessons, though which could fit in perfectly.

THE FOLLOWING GAMES ARE PLAYED WITHOUT A PEEVER.

Hoppy all the way

All the beds described can be used just for hopping, but some beds more specific to this game are illustrated bellow:

•  Square Beds

(See flashcard 13)

 

3

 

 

4

 

 

9

 

2

 

 

5

 

 

8

 

 

1

 

 

6

 

 

7

 

 

1

 

 

2

 

 

9

 

 

6

 

 

8

 

 

3

 

 

7

 

 

5

 

 

4

 

  •  The line Bed

  (See flashcard 12 )

  The simplest bed for Hoppy is the Line Bed which has the lines much closer together so that the person has to hop sideways up and down the grid. 

10

9

8

7

6

5

4

3

2

1

  •  The Totem Pole

(See flashcard 10)

  This bed can be used for Hoppy all the Way or sometimes hop, feet astride, hop, feet astride, etc. using the blank boxes as the rest boxes for “feet astride”.

 

8

 

9

 

 

 

7

 

6

 

10

 

 

 

5

 

4

 

11

 

 

 

3

 

2

 

12

 

 

 

1

 

 

Japanese Hopscotch

(See flashcard 14)

  Japanese Hopscotch, which should be played with two or three players, uses a board that is a snakelike trail or 19 blocks. Four 30 cm squares are drawn side by side; two more are drawn on top of the square at the far left; three more are drawn to the left of the top square, and so on in the same pattern until all 19 squares are drawn (see diagram). The squares are not numbered, and no marker is used. The first player starts at one end and hops through the grid on one foot. Once he/she reaches the other end, he/she writes his/her initials inside any square of his/her choice. The other players on their turns must then avoid jumping on the initialled square. On his/her own later turns, however, the player who initialled the square may land in it with both feet.

The game continues, with any player who makes it through initialling the square of his/her choice. A savvy (=cunning) player will initial two squares in a row, making a tough obstacle for opponents. The player who “owns” the most squares at the end of the game is the winner.

 

  THE FOLLOWING GAME IS PLAYED WITH A PEEVER.

  Window Hopscotch

  (See flashcard 15)

Window Hopscotch, a game for no more than three players, uses a rectangle that is 90 cm by 2 m and divided into 30 cm squares (see diagram). The squares are numbered from 1 to 21, beginning with the lower left square on the long side, moving up and down across the grid, and ending at the upper right square. Window Hopscotch is very similar to Japanese Hopscotch, except than in this game a marker, such as a flat stone or bottle cap, is used.

The first player throws his/her marker onto any square and hops on one foot through the numbers sequentially until he/she reaches that square. He/she then retrieves his/her marker and hops back to the beginning of the course. If the trip is successful, he/she initials the square into which he/she threw the marker. On later turns, the owner of the square may use this square as a rest stop, where he/she can put both feet down, but everyone else must jump over it. The player with the most initialled squares at the end of the game is the winner.

 

 

3

 

 

 

4

 

9

 

10

 

15

 

16

 

21

 

2

 

 

 

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8

 

11

 

14

 

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20

 

1

 

 

 

6

 

7

 

12

 

13

 

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19

Parachute games

Parachute games provide an opportunity for enjoyable, positive, sharing activities, ideal as a part of a team building programme. They stimulate the body's senses, offer different environments underneath or on top of the canopy, and teach new skills. Players have to co-operate to produce the desired result and all share in the success they achieve when they bring the parachute to life. The excitement, fun and team work shown through these activities ensure that parachute lessons are eagerly anticipated by all concerned.

There is a great variety of games; some are energetic, whilst others require concentration. All they can be adapted to suit the group that you are working with. The rules should be set down for the parachute and it should be made sure they are understood and abided by to create a safe and fun environment.

We need to take into account these specific rules for the parachute games:

PARACHUTE RULES

•  Do not hold onto or put hands through the black handles.

•  No body parts should go through the centre “air” hole.

•  If asked to go under the parachute, do so in a safe, appropriate manner.

•  If asked to go on top of the parachute, crawl onto it do not walk onto it, the same applies on the way off it.

•  Listen to your teacher at all times.

Games used in the lessons

Making waves (lesson 10)

Cat and mouse (lesson 10)

The washing machine (lesson 12)

Making a mushroom (lesson 10)

Sharks (lesson 11)

Guess who's in the tent (lesson 12)

Colours (lesson 11)

Whose shoes (lesson 11)

Popcorn (lesson 10)

Favourites (lesson 12)

Dragon in the cave (lesson 12)

Parachute tennis (lesson 11)

Games not used in the lessons, though which could fit in perfectly.

- Colours

The parachute is on the ground and all the children walk around it. When teacher name one of the four colours in the parachutes, pupils have to touch it with two hands.

Variations:

•  Pupils can jog, jump, hoop, etc. around the parachutes.

•  Pupils can touch the colour with one finger, with their toe, with the nose...

- Up and Down

All the children hold the parachutes with two hands, when the teacher says “up” they have to up the parachutes using two hands, when the teacher say “down” they should down the parachutes with two hands.

- Numbers

All the children hold the parachutes with two hands. All of them have a number, when teacher says a number all the children who have this number have to swap over positions.

- In the hole

All the children hold the parachutes with two hands. On the parachutes there is a ball and they have to avoid that the ball goes in the hole (situated in the middle of the parachutes). However, when the teacher says “In the hole” they have to try to put the ball in the hole without touching the ball with the hands, just moving the parachutes gently.