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    GENERAL CIRCLE GAMES

    1. The Prisoner: Group divides into two halves. All except one in each section from a ring by

    holding hands. The odd man then goes to the other ring and goes inside. Thus there are two circleseach containing a prisoner. When the whistle goes, the prisoners have to try and escape. They can

    do this in any way they choose: between leg, under arms, over the top, or by sheer pushing. First

    man out and back into the circle of his own team wins a point for his team. Change over and give

    others an opportunity of being the prisoners.

    2. Vocabulary Game: Group sits in a circle. Number one starts off by mentioning a word

    beginning with A e.g., Axe Number 2 has to give a word beginning with the last letter of the

    previous word, i.e., E He may say Edward. No.3 carries on with a word beginning with D

    and so on round the circle.

    3. Towns: Group stands in a circle and one is chosen to be in the centre with a ball. He must throw

    the ball at any player he chooses, at the same time catch the ball and before the thrower can countten, he must name a town beginning with that letter. If he cannot do so he must change place with

    the player in the centre.

    4. Hunt the Stork: Half the players make a circle, the other half, standing on one leg, are inside

    the circle. The players making the circle trying to hit one of the players inside on his leg and thus

    putting him out. Allow about five minutes; score the number still remaining in the circle and then

    change over.

    5. Friend or Foe?: The name of every player in the group is written in a separate slip of paper.

    These slips are then given out to the group, making sure that no player receives the slip with his

    own name on it. The object is then for each player to catch the person whose name he has been

    given, at the same him. The game should be played in a specified area, and players well scatteredbefore starting. Ten points are given for the first player to make a capture, nine points for the

    second and so on. A player cannot be captured while he is returning to the Leader with a prisoner.

    In giving out the slips, it must also be arranged that no two players have to catch each other. A

    time limit should be imposed.

    6. Horse and Rider: Group divides into two teams. First team forms a circle with plenty of space

    between each player. Other team takes up positions behind the first team and so couple-off. Ensure

    that the pairs are reasonably equal in weight height.

    Leader stands in the centre of the circle and when everyone is ready he gives the order to mount, at

    which the outer circle players jump on the backs as their partners. They then wait for the next

    order and when given the rider leaps down and creeps between the legs of his partner andremounts on his back. First rider re-mounted wins the game. Change over the rider and horse andrepeat as often as desired.

    7. Musical Questions : The whole group forms a circle seated. Music is played and a tin of sweets

    or nuts is passed round from hand to hand. The music stops suddenly and the player holding the tin

    of sweets is asked a commonsense general knowledge question by the leader. If he is right, he

    opens the tin and takes out one sweet or if wrong, does not open it. The game continues as before.

    Variations: this game could be played as a team Competition be the teams together in the common

    circle. The first player to answer wrong looses 10 points the 2nd 9 points. 3rd 8 points and so on.

    Assume that each continues as before.

    8. To obtain Partners: Beforehand prepared a number of small cards, one for each player. Selecta number of celebrated or well-known people. On one card the odd number letters of the name are

    printed, and on the other, the remaining even number letters. Thus the two cards together spell the

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    name, e.g., Napoleon: 1st card will be N-P-L-O. 2nd card will be A-O-E-N. Distribute the cards one

    to each player. On the signal to starts, players have to search for their partners. The two players

    with the cards making up one name join together.

    9. Stories: The players sit in a circle. The first in the circle starts to compose a story, but after

    saying something very exciting, suddenly breaks off and points to another in the circle to carry on.

    He adds one or two sentences and again breaks off and points to another who must carry on.

    Continue till all have given a contribution.

    10. The Library: Each player in the circle has to balance a book on his head. Then the circlemoves round to a musical march. Whenever the music stops, all players must kneel on the floor

    when the music again commences, they must stand up and resume walking round the circle. If any

    player allows his book to drop off, or raises his hands to protect it dropping off, he is out.11. Noahs Ark: The group is divided into two and each player has a partner in the other team.

    Partners take names of animals (no two pairs with the same name). At one end of the hall players

    stand in two circles, one inside the other. On the whistle the circles move in opposite directions.

    Suddenly the leader will shout RAIN, then each player must find his partner and holding hands,

    each making the noise of animal that they represent, they rush to the Ark to get out of the rain. The

    last pair to arrive is out and the game continues until the winning pair is found. Those out ate

    assumed to have drowned in the flood.Variation: In the above, the players know who their partners are. You can instead, give each

    player the name of an animal secretly and then when the time comes, by making their respective

    noises, each must find his partner and run to the Ark.12. Earth, Air, Water: Players sit round in a circle. One player stands in the centre and makes a

    movement representing the flat earth, water-waves and air flapping with the arms. The player

    whom the one in the centre points to must in the time that ten earth (or according to the indication

    given, in the sir or in the water). Whoever gives the name of an animal, which has already been

    named, or who cannot give an answer before ten is counted is out.

    Variation: the centre player can throw a ball to one in the circle, shouting out land or wateror

    air or if fire, the ball should not be caught. When he calls out either of the other three, theappropriate animal must be named before he can count ten.

    13. Fruit Basket: The players are seated in a circle and count off in fours. All the no. 1s are-

    apples. No. 2s are Oranges No. 3s are Mangoes. No.4s-plantains. One player is selected to be

    in the centre. Immediately all the fruits of these names have to change their seats. The centre

    player tries to get one of the vacant seats in the scramble and takes the name of the fruit of the

    player who is out; who goes to the center and carries on the game. When the center player calls

    Fruit Basket all must change seats.

    Variation: This game can also be played by using post office names and when the centre player

    calls General Post all change seats.

    14. Star Grab: Five or six players lie down on the floor, as in a star formation, feet almosttouching each other in the centre. In the centre circle thus formed, place small rubber ball. Whenthe whistle goes all sit up and lean forward and see who can get the ball first.

    15. Freeze: Players seated in a large circle. Two players compete at a time, one being the hunter

    and the other the animals being stalked. They both circle about the ring, each portraying his own

    part to the best of his ability, the hunter carefully stalking the game, and the animal warily moving

    away. At the word freeze from the leader, both stop immediately in whatever position they are

    then in, and remain in that position until one or the other sways, winks an eyelid

    16. Catch Me, if you can: There should be open space of at least 50 ft and at each end draw a line.

    All players should be at one end behind the line and one player in the centre. When the leader

    blows his whistle the players must run across the course to the opposition line and anyone caughtby the player in the centre has to join him and help to catch the others. This is repeated running

    backwards and forwards until all are caught in the centre.

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    17. Poor pussy: Players all seated on the floor in a circle. One player is the cat. He must kneel

    down before any player he chooses and Meow!! three times and after each Meow! That person

    must stroke the cats back and say, Poor Pussy audibly, but on no account must he smile and if

    he does so, he change place with the cat. The others must assit the cat in making the victim smile.

    18. The Flyer: Players stand in a circle with hands joined, leaving one pair out. This pair runs

    round the outside of the circle with hand joined. They touch one pair of joined hands in the circle

    and run round in the opposite way. The pair reaching the gap first gets into it and the pair left out

    carries on with the game.19. Squirrels: The players are arranged in-group of four. Three players join hands and thus form a

    circle (this represents the tree). The fourth player stands in the centre of the tree.. (He is the

    squirrel). Two additional players represent the dog and another squirrel. The dog chases the

    squirrel who for safety darts into a tree. The squirrel in that tree previously must get out and the

    dog chases him instead. He of course may dart into another tree and push out another squirrel. If

    the dog catches the squirrel outside a tree, then they change positions. After some time those

    forming the trees change with the squirrels.20. Blowing the Feather: Players seated on the floor in a circle fairly close together with their feet

    almost touching in the centre and with hands behind their backs. The leader standing outside the

    circle drops a feather near the centre. The players then have to try and blow the feather over eachothers heads. When it goes over the head of a player, that player is out and must withdraw from

    the circle, the remaining players close up the gap and the game continues till only one is left.

    21. Circle Pin Ball: Players round the edge of a clearly marked circle; in the centre of the circle

    there is an Indian club or something similar. Also one player to defend the club. The players

    outside have to try and knock the club over with a football, whilst the player in the centre has to try

    and defend it. No throwing from inside the circle. Player who knocks down the club, changes place

    with the player in the centre.

    22. Sweepers: Two players are seated in a circle. One player is sent outside. Meaning the other

    players select a leader, who remains in the circle. This leader starts some action, e, g., tapping the

    head. All others must copy him. The player outside then returns. The leader will change his actionas often as he can e.g., rubbing the stomach, scratching nose, rubbing an ear, etc. The victim has to

    walk round the circle and try and find out whom the others are copying. If correct another goes out

    and a new leader is appointed.

    23. The Giants Playground: Players divided into two teams, one at each end of the hall or field.

    In the centre mark off a circle, which should be about two-thirds of the breadth of the field of play.

    This is the Giants playground. One player is placed in this circle. When the whistle goes, each

    team have to cross over and changes bases with each other. Anyone stepping into the circle or

    going near enough to be caught by the Giant is out. The Giant cannot step out of his circle. Each

    time the whistle goes players must cross and re-cross the area. After about 10 or 15 minutes play

    the side with most players left is the winner.24. Tiddley Winks: Everyone is given a Tiddley Winks. Green-5 points. Red 10 points,Yellow-15 points, Blue- 20 points or give each a small square of postcard with the above values

    written on them. Each player holds the Tiddley Wink in his left hand, then goes up to anyone else

    and shakes hands, after which each shows the other his Tiddley Winks that you have in your left

    hand. Nobody drops out of this game, as if you shake hands with someone who has lost all his

    Tiddley Winks, then you have to hand him one being the smallest value that you have in your left

    hand. If you shake hands with another player who has lost his, you will have to hand it over to

    him. Allow about five minutes and then see who has the most points.

    25. Squatting: Players march round the hall or ground to music. When the music stops the leader

    will shout out a number or show saw with I his fingers raised. If he shouts out Five then all mustimmediately squat down in groups of five. Anyone not in a group of five is out. The same thing is

    repeated for any number, (No. 2s to 5 are preferable) until only two remain, who are the winners.

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    26. Passing the Coin: All players sit in a circle on the floor, hands on their knees. One player in

    the centre. The leader will place a coin in the hand of anyone in the circle and immediately he must

    pass it on to his neighbour and thus it is kept passing round the circle. Meantime the player in the

    centre can touch anybodys hand and he must open it at once. If the coin is in the touched hand,

    both coins can be in circulation and two players in the centre.27. All Birds Fly: All players seated in circle. The leader will stand in the centre and say the name

    of any bird that flies and at the same time flap his arms as if a bird was flying. All others must do

    likewise, e, g., the leader says Crows Fly and flaps his arms and all others do the same. Theleader will repeat the names of several birds that fly and the players flap their hands accordingly.

    But from time to time the leader will mention and animal like. Elephant saying Elephant flies

    and flap his arms, but anyone else doing so is out.28. Buzz: Players in a circle seated. No. 1 starts off by saying One. No. 2 then says Two and

    so on around the circle for many rounds till all are out. But nobody must mention the number 7

    or any number that is multiple of seven i.e. 7, 14, 17, 21, 27, 28, 35 etc., the player who gets such

    numbers must say Buzz and if he does not say so, he is out.

    When the Nos. occur like 70, 71 etc. the players must say, Buzz nought or Buzz One or for 77

    Buzz Buzz.

    Variation: this game can be made a little more complicated by adding that the No. 5 or anymultiple of five must not be mentioned, but the player must say whiz.

    29. Football Game: Large circle is chalked on floor and players sit with their feet right up to the

    circle. There are two teams divided by a line across the centre of the circle. Object is to kick the

    football from circle perimeter across the centre line onto opponents territory. Such a successful

    kick counts one point. Make the game 10 to 15 points.

    30. Balloon Volley Ball: Player sitting on chairs or benches with string stretched between as a net.

    Outside lines are indicated, as in volleyball. No player may rise from his seat; otherwise play as in

    regular volleyball. Object: to score points by knocking balloon in such a manner that it touches

    floor on opponents side inside line. Set a maximum total for the game.

    31. Poison: Make a large chalk circle on the floor, in which all taking part can stand inside withjoined hands. All with joined hands try to push each other out of the circle. If two players break

    hands, both players fall out. As the game proceeds, it may be necessary to make smaller circle.

    32. Variation of No.50: The players can be paired off and each will try to push the other out of the

    circle, but with many pairs contesting at the same time, a number of referees will be necessary.

    33. Variation of No.52: To make it more difficult for the submarines, a channel can be marked in

    chalk on the floor, along which they have to proceed. In this variation, the mines start from the

    outer walls before the submarines move, having first tried to memorise the being of the channels.

    34. Submarines and Mines: Two players represent submarines who have to travel from harbour

    to harbour i. e., from corner to corner of the hall. The rest of the players are blindfolded and

    position them around the hall to represent a mine- field. These mines can harbour and try to travelto the opposite harbour, without being touched by a mine.35. Surprise Parcel: Get a small object worthy of being a prize. Tie it up carefully in may

    covering of paper and string. Put it on a table in the centre of a large circle of chairs on which all

    the players sit. Also on the table are an old coat, hat, old spectacles, a fork and a spoon. A dice in a

    box circulates the players, each one shaking it and dropping the dice on the floor. Anyone who

    drops the dice with six spots uppermost, runs to the table, puts on the coat, hat and spectacles,

    then using only the fork and spoon tries to untie the parcel. Meanwhile the dice continues in

    circulation, player must exchange with the previous player at the prize retrieved

    36. Home: Each player makes a circle with the other at least two arms lengths apart. Then each

    player draws a circle in chalk on the floor of about two feet in diameter, in which he stands. Oneplayer stands in the group with a tennis or soft rubber ball.

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    Those in the small circles then try to change places without the centre player seeing them. If the

    centre player does see some one outside their circle, he throws the ball at the moving player. If the

    ball strikes the player before he reaches home (the next circle) this player must take his turn in

    the centre.

    37. Balloon Drop: This is similar to No.45 except instead of using a plate, the leader holds an

    inflated balloon as high as possible and on calling a number lets it fall and it must be caught be the

    player whose number is called, before it touches the ground.

    38. Let us go Shopping: Print in block letters on fairly large piece of paper, the names of differentkinds of shops, e.g., Provision Merchant Hardware store, Baker, Medical store, Cloth Shop, shoe

    Shop, etc. these label should be pinned up in different places in the hall as far apart as possible.

    Now make a list of things that you can buy at each of these shops.

    Get all the players in a group in the centre of the hall and then call out any on article from your list.

    All the players must run to the shop from where the article called out can be purchased. The

    players must queue in a single line in front of the shop. The last person each time to queue-up is

    dropped out of the game. Is many are playing; the last two or three can be dropped out each time.

    The last player remaining in the game is the winner.

    39. Get off the Mat: A wrestling mat is most suitable for this game, but is not available a portion

    of the floor or ground can be so marked to accommodate all the players crushed up together. Onthe signal to start, each must try and push the others off, till, only one remains, who is the winner.

    Any part of the body touching the floor out side the mat or marked area, counts as out.

    40. Circle Elimination: Players marching round in a circle to music. When the music stops, the

    leader will announce, e.g.: all who have a pen in their shirt pocket to drop out. When those in

    that category have left, the music continues for a few minutes nad then again, the leader may say:

    All those that were born in November drop out and so fir is continued, till only one is left.

    Further examples would be:

    If you are wearing anything brown on colour

    If you eyes are blue

    If you have a ring in your finger, etc.41. Stunts: All players seated in a circle. There should be two hats or boxes: in one hat, there will

    be the names of all the player on separate chits, in the other various things that have to be done by

    the players on chits, e.g.:

    1. Sing a song 6. Hop like a kangaroo

    2. Crow like a cock 7. Carry on a telephone conversation

    3. Tell a joke 8. How long one can whistle in one breath

    4. How like a wolf 9. Imitate a monkey

    5. Tell a nursery rhyme 10. Do a dance

    The leader then draws a chit from the hat with names in it and another from the other the other hat

    announces it and the player called must carry out the instruction accordingly. Thus the gamecontinues till all have had a chance.42. High Score: Each player should have a numbered tag pinned on the shirt. These numbers will

    only be of single digits. On the whistle, the entire group forms into circles of four players. As

    quickly as possible the four players arrange themselves so that the numbers on their tags form the

    greatest number possible, e.g., one circle may have a2, 5, 1 and a 3. The greatest number possible

    will be 5,321. Each player should have a scoring card and this number is quickly recorded and

    initialled by one of the others in that group. The circle then break up and all players again each

    player must find three different players to form a new combination of four. Repeat about ten times,

    to find who gets the highest score.

    43. Whirl Away: Each player writes his name clearly on a piece of paper and pins it on his back.Then the whirl, speed and run begins because on the signal to start, each player. With his paper

    and pencil, attempts to read and record the names of as many as he can read on the back of the

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    other players. He of course, is whirling and weaving on order to keep his own name from being

    read.

    44. Come Along Please!: Players stand in a shoulder-to-shoulder circle with one player as it on

    the outside. On the signal it runs around the outside circle and while passing extends his hand to

    someone saying come along. The player so commanded takes his hand and follows. The player

    who joined it selects another player, by the same process. This continues until six or more

    players are in the circling line. The leader will then blow his whistle and each player attempt to get

    a vacant place. The one left without a place in the circle becomes it for the next round. Thewhistle should be blown fairly frequently to keep the game moving.

    45. Unlucky shakes: Distributing two or three coins in a group of 25 to 30 players without letting

    it be known who has the coins. On the signal everybody circulates to shake hands with each other.

    Each time a player shakes hand with a coin holder, he receives the coin, but must pass it on

    whenever someone shakes hands with him. The coins must not be refused, but must be passed on

    as quickly as possible. When the whistle is given at intervals be the leader, the players holding the

    coins may be penalised by one point or given one point. It is better that the leader should mix up

    the give and take and so keep the group confused, as to whether to detain the coins or pass them

    on.

    46. Touch: The group mist listen to the instructions of the leader very carefully, who will say, e.g.,Touch something green, Touch a certain chair Touch a person with red socks, Touch a

    certain individual, etc. The first player to follow the command successfully is the winner and has

    the privilege of working with the leader to select the next Something to touch. Thus the game

    continues.

    47. Musical Chairs: Make a line of chairs down the centre of the hall, with each alternate chair

    than the number of players. The players march round the chairs to either hand clapping or music.

    When the music or clapping stops, each player had to rush t a chair and sit on it. The player failing

    to get a seat on a chair is then out and another chair is removed for the next round and thus it

    continues, till only one player is left.

    48. I say, Stoop: All players stand in a circle. The leader stands in the centre and gives suchinstructions as: I say stoop; I say sit down; I say stand up, etc. All players making a mistake

    must take one-step back wards, for each mistake. As most players will end up at a distance from

    the original circle, the winner will be the player nearest the leader.

    49. Fish Net: Five players are selected t represent the net. The remaining players who are all

    sent to the far end of the playing area are called fish. The players representing the net clasp

    hands and upon the signal Fish Run, the net attempts to surround as many of the fish bas it

    can. If the net is broken, all fish are allowed to escape. All players caught became part of the

    net and the play continues. The last five players to be caught serve as the net during the next

    round of the game. All players except the net must cross from one end of the playing area to the

    other.50. What is the time Mr. Fox?: One player is a Fox, another a Hen and all the others are littlechickens. The Fox stands at one end of the playing area. The hen arranges the chickens in a

    compact group and then leads them up close to the Foxs den and inquires What is the time

    Mr.Fox? if the fox replies any hour except midnight, they are safe and may play about. The hen

    lets the chickens play about a moment and then gets them together again and standing between

    them and the fox, asks the time again. When he replies midnight the hen and chickens run t

    safety at the any caught must return to the foxs den and thus the game continues.

    51. Cane Catch: All the players but one stand in a circle, which should be at least of a diameter of

    25 feet. The one player in the centre has a walking stick or cane, which he holds straight up, with

    only one finger on top. All the players are numbered. The centre player than calls a number andlets the cane fall. The player called must rush out and catch the cane before it reaches the floor. If

    the cane reaches the floor first the victim changes place with the centre player.

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    52. Squirrels in a Tree: From all players into groups of three. Two of each group join hands with

    the third player standing in the centre. These trees are scattered all over the playing area, with

    squirrels in the centre. One or two players are selected who are homeless squirrels. When the

    whistle goes all the squirrels in the trees must find new homes and at the same time the homeless

    also try for homes. Periodically the trees should be changed with the squirrels, so that all players

    have an opportunity to be squirrels.

    53. Moving Statues: All the players are lined-up at one end of the hall or field of play, with one

    person at the opposite end with his back to the player who is it. While it has his back to theother players, they may advance slowly towards him, the goal being a line about one foot from it

    has his back to the players he counts out from one to ten at any speed or changes of speed he

    wishes. As soon as he is finished he swings around in an attempt to spot anyone in motion.

    Anyone caught in motion must return to the starting line.

    54. This is my nose: The leader stands before the players and points to some portion of his body

    and calls it by the name of some other part and points to one of the players. This player must point

    to the part of his own body, but he must call it by the part, to which the leader pointed, e.g., the

    leader points to his foot and says, This is my ear. He then counts up to ten. The player must

    point to his ear and say, This is my foot before the count of ten is reached.

    55. Grab Ball: Players are assembled in a large circle not less than 25 feet in diameter andnumbered from 1 to the total number taking part. The leader tosses a ball into the air and calls a

    number. The player whose number was called has to catch the ball before it touches the ground. If

    he does so, the leader catties on with another number being called. Anyone failing to catch the ball

    in time changes places with the leader.

    56. Beast, Bird, Fish: Seat all the players in a circle with one player in the centre. This centre

    player points to anyone in the circle and demands that eh names a Beast or Bird or a Fish before a

    count of ten is reached. If he fails to do so, the two change places. This game can be varied by

    changing over to other things such as followers, trees, motorcars, etc.

    57. Shopping: Playing in a circle. One in the centre who walks around the circle and pointing toanyone says, I am going to Madras what can buy? before the count of ten is reached that players

    must name three things beginning with the letter M the first letter of the Town which is named.

    If the player names the objects in time, he changes peaces with the centre with players. If not the

    centre player carries on.

    58. Chair Leg Quoits: Turn a chair upside down and then each player is given three chances to

    toss a rope ring over the turned-up legs from a distance of 8 to 10ft. each leg should have a

    different score value.

    59. Ground Catch: Players in a circle. One player is selected to be It and stands in the centre of

    the circle. A groundnut is given t one of the players, who tosses it to another. The groundnut must

    be tossed back and forth around and across the circle of players in such a manner that it is notable t capture the groundnut. Should it catch the groundnut or tag a player with the groundnut inhis hand, he must change places with it.

    60. Musical groundnuts: Place one groundnut less than there are players, on a big table or centre

    of the floor. When the music starts the players have to march around the table or area. When the

    music stops each player dashes and grabs one Groundnut, the one failing to do so is out. The

    groundnuts are then replaced, with one less that previously and thus the game continues until all

    are out.

    61. My spirit has flown away: One member of the group sits solemnly in the center and allows

    his spirit to fly away. He then describes what he can see from where he has got to. The others

    then have to guess where he has got to? Thus if the center player had said I was seated at a desk,and from one door of the room, I could see buses passing about 200 feet away, and from another

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    window I can see boys playing games. The other players would probably deduce that the center

    player was at school.

    62. Who touched me?: Players are standing in a long line, and the Leader selects one, who steps

    forward about 20 feet and is blindfolded, with his back to the others. The leader then points to one

    of the others, who must touch the blindfolded player on the back and return to his place in the

    lines. As he returns to his place in the line, the Leader will bl9w his whistle when the blindfolded

    player will pull off the bandage and try to guess by the sound of the steps and als9 from a guilty

    look on the players face, as to who touched him. If successful the two change places.62. Breaking the Pyramid: Set up five empty tins one on top of another, the bottom tin if possible

    being on a post of about 2 or 3 feet from the ground level. Each team forms in a circle by turns,

    about 30 feet away from the tins. The tins should be marked in chalk, 1 for the top, 2 for the next,

    3 for the next, and so on. Then by throwing a tennis ball, the players attempt to knock them off.

    The number of points possible being 15. If perchance more than one tin is knocked off, at one

    throw, the score is only one for each of the fallen tins. Allow each team a fixed time. If they

    succeed in knocking off all the tins within the time limit, they may start again, but must sop when

    the whistle goes denoting the time limit.

    64. Plate Relay: Each team is given an old metal plate. Then each player in turn has to roll the

    plate up to the line at opposite end of the hall. If the player gets there successfully he may runback with the plate and pass it on to the next player, but if the plate falls, the player must return to

    the starting point and start again.

    65. Grab: Around the circle of about 12 feet in diameter, place the teams like spokes of a wheel,

    with this circle as the hub. In the center of the circle place such objects as a tennis Ball-5 points,

    piece of Rope-4 points, a small box-3 points, etc. One article for each team taking part- the

    smaller the article the greater the pints. Each member of the team is numbered from the center.

    When the Leader announces a number e.g. No. 2, all concerned members will leave their teams, by

    the right side and dash clockwise round the outside of the cart-wheel. They will dive down the left

    side of their team into the center of the wheel and try and grab one of the articles. Scoring points

    according to the size of the article, as previously announced.67. Dodge Team: Prepare a zig-zag course, with bottles turned upside dwon, or balls balanced on

    a small jar, or any objects which will fall over easily when touched. The objects should not be

    more than 8 inches apart. The players in each team by turn have to hop on one foot in and out

    amongst these articles until he completes the course. A point is scored against the team for each

    object knocked off. Team with fewest points lost at the end being the winner.68. Proverbs: Give each team a newspaper and within a given time they have to cut out letters or

    whole words to make up a certain proverb, which you have set for them. Each team being also

    given a little gum and sheet of paper to assemble the pieces on. Award points for speed, and take

    off points for careless cutting.

    69. Whisky Head: Players in relay formation. In front of each team about 25 feet away there willbe a bottle or a peg and beyond that, at a further 15 feet a chair or stool. Each boy in turn must runto the bottle, and keeping one finger on it run round the bottle ten times. Then dizzily he runs and

    sits on the chair.

    70. The Water Works: Teams in relay formation. At opposite end of the ground or hall, about 40

    to 50 feet away, there will be a bottle with narrow mouth or tin for each team (ensure that bottles

    are all of the same size). In front of each team there will be a bucket of water. Number one of

    each team is then given a spoon (tea-spoon or dessert-spoon, provided all are of the same size).

    When the whistle goes, number one scoops out a spoonful of water from the bucket, runs with it to

    the bottle, and pours what is left into the bottle. He then runs back and passes the spoon to the nest

    boy. This continues giving each two or three turns. Then within a given time limit the leaderblows his whistle, and measures with a stick or scale how much water is in each bottle and award

    points accordingly. Variation: This game could also be played in darkness or in a dark hall.

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    71. Musical Groundnuts: Place one groundnut less than there are players, on a big table, or center

    of the floor. When the music starts the players have to march around the table or area. When the

    music stops each player dashes and grabs one Groundnut, the one failing to do so is out. The

    groundnuts are then replaced, with one less than previously, and thus the game continues until all

    are out.72. Squeeze the Groundnuts: Provide each player with a spring clothespin, and divide the group

    into two large circles. Appoint a leader for each circle, and give him an unshelled groundnut,

    which he places in his clothespin. On signal, the groundnuts are passed around the circle fromclothespin to clothespin. See which circle gets it back to the original leader first. Only the

    clothespin must be used for the transfer of the groundnuts, not fingers. If a groundnut is dropped,

    it must be picked up again in the clothespin.

    73. Break the Bag: Place a quantity of Groundnuts and hard-boiled sweets in paper bag, and

    suspend same from the roof, in the center of the hall. Blindfold one player; give him a walking

    stick; turn him ROUND three times; and tell him that within a count of twenty he must locate and

    break the bag. Repeat the process till one player bursts the bag. Other players will scramble for

    the contents when the bag is broken. The player who broke the bag must be rewarded with two

    pieces from each of the players.74. Swinging Rope: Group forms a circle 12 to 15ft. in radius, center of which one player stands

    with a rope with a weighted end (stuffed old football case etc.) He swings the rope in a circular

    movement. Players must jump over the rope as it comes round. If feet touch the rope or the ball,

    that player is out. Continue till only one remains.

    75. Stride: Players in a circle feet a stride, knees straight. Two or three players in the center try to

    throw out a football between the legs of the rest, who may not move but may use their hands to

    stop the ball. One who lets the ball out exchange place with the thrower.

    76. Blind Tribe: Players in circle so that with their arms extended their fingers just touch, and

    blindfolded. Two other players are in the center tied as for a three-legged race, but not

    blindfolded. The center players have to try and get out of the circle, without being touched by theblind men, who may reach out but must not move from their original positions.

    77. Grand Mogul: Players in a circle, one player is the Grand Mogul, and he states that he has an

    aversion to anything that has the letter (say) D in it. He then asks each player in turn what he

    will give him for his dinner? And each player must answer the name of some food or drink which

    does not contain the letter D, Hesitators are counted out, by counting up to ten. Those

    mentioning a word with the letter D in it are also out.

    The letter, Grand Mogul and form of question should change frequently.

    78. Snow Balloon: Players select heir own positions and stand informally in the playing area.

    Include as many players as possible and still permit each to stretch his arms and swing in a circle

    without touching another player. After selecting positions the players are not permitted to movetheir feet.Balloons are tossed in the air about each player. Players must avoid being touched by a balloon, as

    a touch means elimination. To avoid being touched, the players may blow the balloons or bend

    their bodies without moving their feet, Balloons may be blown to touch another player. Continue

    tossing the balloons until only one player remains.79. Whales: All players in as big as a circle as possible. They cannot move from these positions,

    A ball made from old socks or similar materials is made, one player is the whale and can move

    about within the circle as he pleases, while the others have to try and hit him with the harpoon

    (sock ball). If hit the whale changes place with the harpooner.

    80. Ping and Pong: All players stand in a circle facing inwards. They are then given two or threeminutes to find out each others names. Explain to all players that each player on their right is

    Ping and the one on their left is Pong. There is one player in the middle of the circle, who

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    points to any player in the circle and calls out either Ping or Pong. If he says Ping the

    player to whom he has pointed gives the name of the person on his right, before the person in the

    middle can count up to three. If he fails to give the name of the person within this time, the person

    pointed to must change places with the person in the center. Players should from time to time

    make a general change of places.81. Jolly Gestures: The leader starts the game with a silly gesture, like patting himself one the

    back, or combing his hair, etc. The next person must repeat that gesture, and add one more. This

    procedure goes all round the group. Anyone forgetting a gesture, has to leave the game.82. Object Story: Group in a circle-in the center place 10 to 15 objects such as a ball, wooden log,

    match box, pot, etc. a story about camp is told by the Leader, and whenever a specific object is

    mentioned everyone makes a grab for it and the successful player gains a point. If the story is

    interesting enough you will always get some who are so enraptured by the story that they

    completely forget the purpose of the game, if the objects are slipped in craftily. The objects can be

    brought into the story any number of times.

    83. Do not Touch: Place a box or stool in center of playing area. Group form a circle holding

    hands and each player tries to force another player to touch the box or stool, while he tries to avoid

    it. If a player touches the box or stool with any part of his body, he is out. If the circle breaks,

    players at ends of the broken circle are out.84. Wastebasket Basketball: Players in a line. In center of playing area there is a waste paper

    basket or a bucket, with a shooting line about 8 ft. away. Each player is given three Ping-Pong

    Balls and has to shoot the balls into the basket in different ways: (a) With his back to the basket

    over his shoulder, (b) between his legs, (c) sitting down.

    85. Slap, Clap, Snap: Good training in alertness and self-control. The group all seated in a circle

    and numbered 1, 2, 3, etc. all take their time from the Leader and go through the following

    rhythmic motions (a) slap knee twice (slap, slap); (b) Clap hands twice (clap, clap); (c) snap

    fingers of both hands on right side of head (snap); (d) then on left side of head (snap). The Leader,

    as he snaps his fingers the first time, calls his own number One and on the second snap he calls

    any other number he pleases (say) Nine. The slap, clap, snap routine goes on continuously andthe next time round, Number Nine must call his own number on the first snap of the fingers, and

    any other number he likes on the second snap. Anyone who misses his turn is out of the game, but

    remains in the circle. Anyone who calls the number of a player who is out is declared out

    himself.

    86. Dodge Ball from chairs: Four Players are it and they stand on chairs in strategic places

    in the room or games area. The rest scatter whilst the four its try to hit them with a bootball.

    They can pass among themselves. But can only get off the chair to retrieve the football. The ball

    can only be thrown when they are standing on the chair.

    87. Chinese Wall: Two parallel lines are drawn down the center of the play area, about 3 ft. apart.

    One player stands between these lines. All the others on either side have to cross over this linerepeatedly until they are caught. When a player is caught he must stay within the lines and helpthe original player there. Last man in is the winner.

    88. Donkey: A large circle is made that will accommodate all the players standing on the

    circumference of it. A Football or Volley Ball is then handed to any player, who starts by

    throwing it to anyone at the circles edge. If a ball is dropped, the dropper is given the initial D,

    if he does it a second time O, a third time N and so on till the word DONKEY has been

    given, when that player must drop out. If a pass is deemed by the Leader as uncatchable the

    thrower spells a letter.

    89. Bounce Ball Tag: Boundaries have to be fixed according to the number of players. It has afootball and moves around within the fixed area within which all other players are, bouncing the

    bal as in Basket Ball. He must try and hit someone with the ball, and if he scores he changes

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    places with the player who was hit. There must be no running with the ball at all-it must be

    bounced.

    90. Alibis: Players sitting in a circle. The Leader will accuse any two players of being involved in

    a certain crime, at a certain time, at a certain place on a certain day. They go out of the room and

    make up an alibi-a story to prove that they were somewhere else at the time in question.

    The first person is then called in. he is questioned by everyone else for 3 minutes. And then the

    second person is called and asked the same questions in an attempt to break down the alibi. If the

    lasts three minutes, the pair are innocent, but is his answers conflict with those of the first person,the pair are guilty.

    91. Families: Previously make up cards or square pieces of thick paper, and on each of these cards

    write down one of a set of four things, e.g., (a) North, South, East, West (b) King, Queen, Jack,

    Ace, (c) Sun, Moon, Stars, Light, etc. stand all players in a circle and distribute a card to each

    player. While music is playing the players keep waling round in a circle, and at the same time

    constantly exchanging their card. When the music stops, the sets of families represented on the

    cards must get together. The first four to sit down correctly winning a point each, which may be

    signified by giving a button or a dread pea. After about ten minutes the winner can be found who

    has the most buttons or peas.

    92. Change horses: Players in pair, one becoming a horse and the other rider, and standmounted in a circle. The Leader then gives various commands such as (a) Change Horses-the rider

    now becomes the horse, and the horse the rider (b) through the horses legs-the rider dismounts,

    crawls through the horses legs, and remounts. (c) Round the circle-the rider dismounts and runs

    round the circle and then remounts. Many other similar orders can be devised.

    The last to carry out the order in each case is eliminated.

    93. Farmyard Frolics: Each player is handed a slip of paper bearing the name of a. domestic

    animal or bird. At a given signal each player begins to ACT the creature in dumb show, at the

    same time looking for others of the same species. When three or four or more have been collected

    together of the same species, they may begin to give tongue. The first herd, covey or flock in full

    chorus are declared the winners.94. Hold it-Toss it: Player is pairs toss back and forth a bean bag. The Leader gives commands

    that have to be obeyed in the reverse. If the Leaders says. Toss it thrower must refrain from

    throwing. If he says, Hold it it means that the thrower must toss it. Rapid commands will

    become confusing. Any mistake is made that pair are out.

    95. Musical race: A Variation of Musical Chairs, No. 77. The Chairs are arranged in a circle

    facing outwards. There must be one chair for each player. The players sit on the chairs, making

    careful note of the chair allocated to them. When the music starts all walk clockwise round the

    circle of chairs, but when the music stops all run for their own chair, the last person to sit down

    being eliminated. It is most important that no one allowed to run back to his chair, even although

    it has just been passed, but must go forward right round the circle again.96. Busy Bee: Each player selects a partner, and each pair spaces themselves out evenly over the

    playing area. One of the players without a partner is the Leader. He calls out various commands

    such as Stand side to side; stand back to back; Link elbows; Stand up, etc. But when the

    Leader calls out Busy Bee each player must find a new partner, and the Leader, also tries to bet a

    partner, the player left with no partner carrying on the game as Leader.97. Ducking for Apples :Place a large bath tub in the center of the play area filled to about 3 from

    the brim, with water. Hive about 12 apples or other fruits, which will naturally float in water,

    placed in the tub. Three or four players at a time should kneel down beside the tub, and with their

    hands behind their backs, duck their faces into the water to try and bite an apple and bring it out.

    98. Potato Passing: Players all seated on the ground in a circle. All except one in the circle willhave a potato each. When music is played the potatoes are passed quickly from player to player.

    When the music stops, the potato circulation also stops. The player without a potato is out.

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    Now one potato will be removed and the game continues, until only one player is left. As the

    number of players goes down the circle contracts accordingly.

    99. Birthday Party: All players seated in a circle on the ground or on chairs. In turn each

    announces that it is his birthday party, and he has received the gift of some toy or other article ,

    and then must imitate its actions, e.g., the first may say I received a Pen and thereafter he must

    continue movements as if he was writing. The 2nd may say I received a dog and he must

    continue barking, and thus goes around the circle, each one continuing his imitations until the last

    player has announced his.100. Stretching Time: All in a circle and seated. The Leader tells a story of his own imagination

    involving the phrases Get up, Sit down, Walking, etc. when such are mentioned in the story

    the players must act accordingly, e.g., this morning at 6 a.m. I got up from bed (everyone stands

    up) and then I walked to the dining room (everyone marks time with feet) and sat down for

    breakfast (everyone sits down). After breakfast I got up (everyone stands up) and went for a walk

    (everyone marks time with feet). This is continued for about five minutes.

    101. Breaking the Ice: Give each player 4 peas or beads. Everyone now moves around asking

    each other questions. The questions must be answered, but Yes and No must not be used in

    answering. If these are used, then the player that used same, must give up a pea to the person who

    asked the question. At the end of about ten minutes the player with the most peas is the winner.102. Bag Kims Game: Players assembled in a circle on the floor. Leader comes into the center

    with two bags one with 30 small articles inside, the other empty. The Leader then proceeds to lift

    articles one by one from one bag and holding the for all to see for three seconds, drops them into

    the other bag. When finished players are given ten minutes as before to record as many as they

    can remember.

    103. I went to Market: Place articles on a tray as in number one and allow examination for 2

    minutes. Then seat the group in a circle. Number one player then mentions one article, number

    two has to mention the first article and then adds another article. Number three repeats the articles

    mentioned by number one and two, and adds one more and so on round the circle until the articlesare exhausted. Anyone not adding a new article before the leader counts ten slowly is of course

    out.

    104. Whose hand is it? : Allow all the players to examine each others hands for a few minutes

    not telling them your purpose. On a table or bench allow one team, each member to place one

    hand on the table, above which there will be a screen so that the rest of the players cannot be seen.

    All the others will then come by turn and try and identify whose hands they are and record same

    on paper . The Leader will of course prepare a list in their correct order. Award points according

    to correctness.

    105. Sight Test: Players enter a room and study the furniture and contents of it for five minutes.

    They then leave the room and ten items are removed, after which the players return and within fiveminutes, they must make a list of the missing objects.(B) A variation can be made in the above by, after observing the room, the players go into another

    room and are asked a series of questions about what they saw in the previous room, such as

    number of books, colour of wall-paper. Describe a certain picture etc.

    106. Where are they?: Take a large sheet of brown paper, place it flat one the table and mark it

    out into about 25 or 30 squares, using white chalk. Number the spaces, then place 10 to 16 articles

    on the squares at random, and allow the players two minutes to look at them. Collect up or cover

    the articles, then give three minutes silence whilst the players make a list of the articles with the

    number of the squares in which they were placed.

    107. Torch Kim: The group assembled in a dark room. The leader will then shine his electrictorch on a number of objects in the room about 20 to 25 objects. Immediately he is finished the

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    group should adjourn to another room, and write down as many as they can remember, within five

    minutes.

    108. Challenge Kim: Each team lays cut a 20 article Kim, and builds a barricade round it so as

    that it can only be seen from above. Two minutes are allowed for inspection, then each team in

    turn may demand one article from any other team. If a nonexistent article is asked for, or the

    wrong team challenged the challengers lose a turn. The team with most articles inside their

    barricade the end of the fixed time (about twenty minutes) is the winner.

    No team should be allowed to a ask an article back immediately after it has been given, at least oneround should elapse.

    109. Christmas Card Kim: Take a set of old Christmas cards (about 3 times the number of

    players taking part) and cut each into two pieces, making two sets of half-cars, so that each half-

    card is one set with its counterpart in the other. Some of the cards should be cut so that the two

    halves are easy to spot as belonging to each other, and others should be made difficult to spot.

    Distribute one set of half-cards all over the premises. (All should be visible, but not necessarily

    obvious). Give one half-card from the other set to each player and keep the rest in your hand as a

    pool. On the word go all the players try to find the other half of the piece that you have given

    them and bring it to show you. Every player finding a pair which fit correctly, is given a fresh

    half-card from the pool until there are none felt. When all have finished, the Team with thelargest number of paired pieces wins.

    110. Alphabet Recording: Each player has a paper and pencil. You then announce a letter of the

    alphabet e.g. C. then all have to write down as many things as they can see which begin with the

    letter C. this is then repeated with various letter of the alphabet. Giving points to those with the

    largest lists each time.

    111. Printers Pie: From an old book or magazine cut out the lines of a paragraph of a line by

    line. Give each team some gum and a piece of paper and see which team can re-assemble the

    paragraph within a given time.

    112. Kims Rounders: This game is best played in the open, although it could be played in a large

    hall. Twenty-four articles and small are set out on the found as for Kims Game. All the groupobserve the articles for about two minutes; they then leave and sit down some distance away (at

    least 25 feet away). One player who is a policeman, and another a robber comes forward; the

    policeman stands with his back to the articles and the robber steals one of them. When the robber

    says Go he starts running around a circular course (as for rounders). On the word Go also the

    policeman turns round and when he can identify the name of the correct object stolen he can

    intercept and catch the robber. The score is obtained by the number of complete rounds the robber

    manages to make. There should be two teams, one the policeman and the other robbers, give each

    a turn, then change over.

    AGE GROUP: SIX

    113. NAME OF THE GAME: Pass the Marbles.THINGS REQUIRED: Marbles or wooden beads or beans.NUMBER OF PERSONS: 5 persons in a team, two are three teams.

    GENDER: Masculine and Feminine.

    Divide the children into two or three teams, with about 5 children in each. Make each team stand

    in a straight line, a short distance away from each other. Draw the starting line a little distance

    away from the first child and the finish line the same distance away from the last. At the starting

    line put a bottle full of marbles, wooden beads, rajma beans or any other similar objects. At the

    starting signal, the first child of the team races to the teams jar, picks our one of the objects and

    rushes back with it to the second, who passes it on to the next until the last number of the team

    drops it into an empty bottle lying at the finish line. As soon as the child has done it, s/he shoutsout to the first member who starts of the relay again by picking out another object and passing it

    on. The winners are the team members who have managed to empty the jar at the starting line and

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    fill up the one at the finishing post. If any object falls down during the race, it must be relayed

    back to the starting jar. This game generates a lot of excitement and calls for plenty of energy, so

    perhaps a more soothing game is in order next.

    114. NAME OF THE GAME: Oranges and Lemons.

    THINGS REQUIRED: None.NUMBER OF PERSONS:

    GENDER: Feminine.

    This is the traditional favorite that children grow into and as common as it may be, insist on itsinclusion into the party games menu. Two children stand holding hands up high, forming a kind of

    arch. The other children queue up and urn through the arch singing Oranges and Lemons; sold

    for a penny; all the school children are so many; the grass is green and the rose is red; remember

    me when I am dead, dead, dead. At the last dead the two children forming the arch clwe it down

    over the child who happens to be passing through it at that instant. She is caught and taken aside

    where the two ask her to choose between two names they tell her. These are chosen by themselves

    before the start of the game, one representing each of them. For example, they might decide on

    naming themselves two different flowers Lily and Rose. The child who has been caught chooses

    one of them on the basis of which she becomes a member of the team belonging to either lily or

    rose. She takes her place behind the correct team leader and the game continues till all thechildren have been divided into one or the other team. A tug-of -war between the two is then held

    with the stronger side being declared the winners.

    115. NAME OF THE GAME: Catch.THINGS REQUIRED: A large ball.

    NUMBER OF PERSONS: An adult and the boys.

    GENDER: Masculine.

    For this, you will need an adult and a largish ball. Make the boys stand in a circle around the

    adult. The adult throws the ball to a child who throws it back and the game continues. Any child

    who drops the ball twice (you can decide to make it thrice too) is eliminated. The winner is the

    last, or the last two, children left.116.NAME OF THE GAME: Musical balls.

    THINGS REQUIRED: Music and a ball.

    NUMBER OF PERSONS:

    GENDER: Masculine.

    Play the game the same way as above, but in accompaniment to music. The elimination doesnt

    depend, however, on who drops the ball but who is holding it when the music stops. The game is

    exciting and faster than the last, because each child is anxious to throw the ball away as quickly as

    possible.

    117.NAME OF THE GAME: The fox and the lamb

    NUMBER OF PERSONS: any number of children.GENDER: both.

    All the children hold hands to form a circle. One child is chosen as the fox and other as the lamb.

    The aim of the fox is to catch the lamb. The aim of the lamb is to avoid this fate for as long as

    possible. The rest of the children have obvious sympathies with the lamb. To star the game, stand

    the two chosen children on two opposite sides of the circle. When you shout go, the race begins.

    The fox starts to approach the lamb, who may also choose to hide in the circle. The children

    forming the circle obviously try to prevent the fox from getting in if the lamb is in or getting out if

    the lamb is out. This they do by closing u, holding hands through it all. The fox meanwhile tries

    to squirm under or jump over the fence of hands. I remember particularly wicked foxes in our

    days hacking away at the fence with both hands till it gave way. All in all, this game makes forsome fun-filled moments and lots of laughter. When one lamb has been caught, choose another

    until all children who wanted to, have had a turn. There are no winners and losers.

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    AGE GROUP: SEVEN

    118. NAME OF THE GAME: Marble Hunt.

    NUMBER OF PERSONS: 4 or 5 in a team.

    GENDER: Both

    THINGS REQUIRED: Different coloured marbles, with at least six of each colour.

    For this game, you will need different coloured marbles, with at least six of each colour. Before

    the party starts, hide the marbles in different places in your room or garden, keeping one of each

    colour with you. Divide the children into teams of 4-5 children each. Each team chooses its ownleader who is given one marble. The aim of the game is for each team to find its five hidden

    marbles. There is one condition, however, that they must observe only the leader is allowed to

    pick it up so if any of the tea-members finds a marble that belongs to their team, they must call the

    leader by making a pre-determined signal or calling him by some pre-determined name. The more

    hilarious version is to allot each team a particular animal sound, i.e. if a team is allotted the animal,

    horse, each member must neigh when they find a marble and the leader must listen for his own

    teams calls and rush to picj up the marble. Can you imagine the resulting bedlam? The winning

    team is naturally the one that beings you its six marbles first. You will need to enlist the help of

    other adults or grown-up children to referee this game.

    119. PASS THE POTATO RELAYThis is the popular favorite each child is given a largish spoon and a potato (of course, it could

    also be an orange, lemon, table-tennis ball). The aim of the race is to put the potato in the spoon,

    the handle of the spoon in your mouth and reach the finishing post first, and with the potato intact

    on the spoon. In short, a test of co-ordination, balance and speed.

    To give an amusing twist to this game, you can divide the children into this game; you can divide

    the children into teams of two each, and the race into a relay. The first child must reach his team-

    mate who has also been given a spoon but no potato. As soon as the first child reaches the second,

    she must transfer the potato onto her team-mates spoon. Sounds simple? It isnt because no

    hands are allowed and the spoon must be held in the mouth. For yet another variation, give the

    children something edible an orange, apple, a couple of biscuits. When they reach the finishline, they must stop, eat the fruit or biscuit as the case may be and run back to the starting line to

    be declared the winner. The excitement and running up and down may necessitate some thirst-aid

    so keep it handy.

    120.STRAIGHT AND TALL

    Another favorite with children of this age. Give them each an exercise book and some time to

    practice balancing it on their heads and walking as fast as possible. As soon as theyre ready to

    start, set them off to reach the finishing post. Obviously, children who drop the exercise book are

    eliminated. Instead of an exercise book, this can also be equally successfully tried with a plastic

    quarter plate. Older age-groups can be challenged to try balancing the plated as well as something

    else on it.

    121.THE THREE LEGGED RACE

    A game that you might remember having participated in your youth. Divide the children into

    teams of two each. Stand them next to each other and tie one leg of each to the other. Strips of

    torn sheeting are the most comfortable but you could find other equally comfortable alternatives.

    As soon as the children are all tied up, and race just three legs between two of them, let them keep

    themselves amused for at least ten minutes by practicing running along in harmony with their

    partners. The winning team is the one that reaches the finishing post first. Those who fall or get

    untied may pick themselves up or tie themselves up, as the case may be, and continue with the

    race.122.IN THE POND, OUT OF THE POND

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    Draw a circle on the ground. You can do this with the help of chalk powder. Alternately, use a

    small rug. On the rug is in the pond; off the rug is out of the pond. You can tell the children

    they are tadpoles learning to jump. An adult calls out either in the pond or out of the pond.

    Naturally the commands are all jumbled up. The children respond as fast as they can. The ones

    who dont do as commanded are eliminated until there are only two or one child left. The

    champion tadpole is given a prize.

    123.HOT, HOT, HOT!

    You may be familiar with the earlier version of this game. This one is hilarious. One child is sentout of the room. The other children quickly hide an object it could be a spoon, a small ball, a

    toy, a lemon etc. When theyre ready, they call the child whos been out, in. she must find the

    hidden object. The rest of the children help by shouting out freezing; if the child is very far from

    it, cold when she comes closer cool when she is nearer, and hot and boiling when shes

    really close. When the object is found, another child gets a chance to go out. You will find

    children begging you to let them be the one whos guessing.

    A person holding the object and moving away when the child is close, is a good teaser.AGE GROUP: EIGHT

    124.TREASURE HUNT

    This is a treasure hunt all right, though with the difference. It requires the players to not only findcertain objects but to be discreet about it too. divide the children into teams you can try putting

    two who dont know each other together in an effort to break the ice. Each team is given a list of

    objects that they have to find. They also get a pencil each. What they have to do is find the

    objects mentioned on the list but without letting other teams know about it. They in fact have to

    mote down the place where the mentioned object is lying on their list. The winners are the team

    which notes down correctly the hiding places of all the things. This naturally presupposes that the

    things are small but in full view of all the players without their having to upturn things to find

    them. Possible objects could be a reel of thread, matchbox, candle (you can have more than one in

    the room but specify a particular kind or colour), a particular flower, hairclips, pencils, rubbers,

    sharpeners (you can ask for more than one of each object to be found), and so on. This is anenjoyable game and what is best about it is that you can help it even if you are constrained for

    space.

    125. I WANT TO GO HOME

    Another race that is a good ice-breaker. Again, divide the children into teams of two each. You

    will need two adults to help you. Half the children are taken to what would be the starting line, the

    other half to the finishing post. Each child at the starting line is given the name of an animal. She

    doesnt know but the responsible adult pins on a piece of paper on her back which says what she

    is. Similarly, the other half of the children are the houses of the animals. When youre ready to

    start the race, the children stand in their respective lines facing each other. At the starting signal,

    the animals race to find their own homes. When they have, they run back to the starting line to bedeclared winners. Though you can consider telling the animals which ones they are, the race isgenerally more amusing if none of them knows and they have to ask each other to find out, and

    then find their missing partners. Possible animal and house pairs that you could use: dog and

    kennel; bee and hive; bear and cave; lion and lair; bird and nest; rabbit and hutch; horse and stable;

    pig and sty; and so on.

    You can also play this game with animals and their offspring, for example, lion and cub; pig and

    piglet; goose and gosling; dog and puppy; cat and kitten; hen and chick; duck and duckling; horse

    and calf; sheep and lamb , and so on. Similarly, you can pair animals and their favorite foods: just

    choose the game according to the age-group that will be playing. Make it just a little more

    difficult than the y can easily manage.126. ARE YOU COMING OR GOING?

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    A hilarious race in which none of the participants literally knows whether theyre coming or going

    until the very last minute. There is a starting and finishing line but no one knows which one the

    race will eventually finish at. Stand the children on one. Play some music. As it starts up, the

    children start to run. When it stops, they stop. When it starts up again, they run in the opposite

    direction and so on till you suddenly decide which the finishing line is and tell them to race for it.

    The first to reaching is the winner. This is a race which even those who are not such quick runners

    enjoy, since it has less to do with speed and more to do with luck with where you happen to be

    standing when the final moment comes.127. SACK RACE

    This is an old favorite which not all children these days are so familiar with. You need some sacks

    old pillow-cases should do. The children must step into the case, hold it up around themselves

    and run actually, its more like a hop and stumble to the finishing post. Let the children

    practice before the actual race it will keep them amused and busy for at least ten minutes. If you

    want to add to the fun and confusion you can make this race a combination of a sack race with the

    to-ing and fro-ing involved in the last one. Its bound to evoke a lot of laughter, especially if it is

    extended. If you cant muster up enough pillow-cases, good plastic bags with strong handles

    should work equally well. You could give prizes to the first three children who win.

    128. CAT AND MOUSEYou need an even number of children to play this game. Divide the children in half. Draw a small

    circle in the center and two lines on either side at equidistance. Dont make them too close. Let

    half the cats stand behind one line, the rest behind the other. In the center, in the circle will sit the

    mouse. This can be a toy one, or just a rolled up handkerchief. It is also amusing if you use a

    small ball a soft rubber one is best. All the cats have numbers one lot is numbered starting

    from left to right and the other from right to left. This means that the two number ones for

    instance will be standing diagonally opposite each other. When youre arranging the children,

    make sure you give two children, who are a fair match for each other, the same number. The two

    children who answer to it race to try and get t he mouse first. More likely than not, they will

    reach it together after which there is a considerable amount of crouching, circling and eyeing themouse before one manages to whisk it off and run back to her place in the line. Even after she has

    picked it up, the other cat may chase her and if she catches her and ,manages to pat her on the

    back, she wins the mouse, which is then placed back in the circle and the game continues. There

    are no winners and losers in this game, through if you like you could award small prizes to the

    team ( i.e., line) which, after the game is over, scores more wins than the other. Let a shy child

    participate by being the scorer.

    129. TIME TO EAT

    One child is chosen to be the wolf. the other children jump and dance around him, in time to

    music. when the music stops, they ask, "what's the time, Mr. Wolf?" the child who's wolf answers

    by calling out one of the things children normally do at parties, for example, "it's time to playgames", ot "it's time to give the gift", or "it's time to jump for balloons", etc. all is well until thewolf says, "It's time to eat!" At this signal, all the children try to run out of reach of the wolf, who

    in turn, tries to catch one of them. whichever child he catches is the next wolf.

    There is a variation to this game too based on the popular fairy tale, Red Riding Hood. In this

    version, all the children are Red Riding Hoods who ask the wolf, pretending to be Grandmother,

    the questions that the little girl in the story asks: "What long ears you have, Grandmother". The

    wolf replies, "All the better to hear you with, my dear". Similarly all the different parts of the

    body are asked about, i.e., what long eyes and nose are enquired about, and as in the last version,

    all is well till the children ask about Grandmother's teeth. The answer, as expected, is "All the

    better to eat you with, my dear", at which the Grandmother changes into a wolf and gets ready tomake a meal out of the first Red Riding Hood be can catch. The first victim becomes the next

    wolf and the game continues till the children tire of it. There are no winners and losers in this

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    game so it is a good idea to play it when you're waiting for all the children to arrive or at the end,

    when it won't matter even if some of them have to leave during it.

    130. WHAT IS IT?: This interesting game tests the child's sense of hearing and perception. You

    will need a sheet or tablecloth and two adults to help you. You stand hidden behind the sheet, held

    up by your two helpers, your back to the children and do various things. The children must guess

    from the sounds, what you did. Some examples: you can strike a match; burst a balloon; open a

    bottle of soda water and pour the liquid into a glass; drop marbles or coins into a steel bowl; click

    your fingers; drop a bunch of keys on the floor, stir the soda in the glass with a spoon, eat papad,and so on. You can think of some more interesting sounds. If you want to make the game

    competitive, give each child a piece of paper and pencil. After they hear each sound, the child

    must write down on her piece of paper, what she thought it represented. The most accurate

    answers win. Count on more than one prize. Reading out the answers provokes much laughter.

    131. ONWARD, LEFTIES!: Give each child a piece of paper and pencil call out a simple topic,

    which the children must draw- a house , an animal, s ship, a fruit tree etc. the best representation

    wins. Does it sound too elementary? It isnt because the children must draw and color not with

    their right (or usual) hand but with the others! Set a reasonable time-limit-say ten minutes- to

    allow the children to finish.

    132. IT'S PARTY TIME: This is another "thinking game" on each sheet of paper make thepuzzle grid as shown in the illustration. The names of ten things you see at a party are hidden in

    its streamers, balloons, cake , games, candles, gifts. chips, friends, hats, and fun. The words as

    you can see many read diagonally, backwards or forwards but are always in a straight line. When

    you are ready to start, give each child a puzzle sheet and a pencil, and let them find the hidden

    words. You may ask them to write them down separately or underline them on the grid itself. The

    first correctly completed answer wins. This game presupposes that you set a smell area where the

    children may sit and preferably have a surface to work out this puzzles.

    A suggestion: for a younger age-group, it might help if you mentioned beforehand at least some of

    the hidden words and just tell the children to do about locating them. For the older children,

    however, it is more fun if they so it all themselves.133. CATCH II: This is the slightly more complicated, and amusing version of the simple throw

    ball game you played a few years back.. it's an excellent idea for when youre waiting for all your

    guests to arrive or leave. Make an adult stand in the center of the circle of children. He or she has

    a largish ball which he throws to each child in turn, who throws it right back. If a child drops a

    the ball, she must stand on one leg and continue with the game. If she drops it a second time, she

    goes down on one knee. The third time she drops it. She is out. The last, or last kneeling or on

    one leg, are declared winners. You may also play this game with a plastic "Frisbee" - it looks like

    a plastic flying saucer- with perhaps even more amusing results, though of course you would need

    a larger area to play in.

    134. MAKE SENTENCE: This game is lots of fun. Its rather staid title is deceptive. Divide thechildren in to teams- five or six per team is more interesting. The teams form lines, each childstanding one behind the other. A distance ways, stuck on the wall, is a sheet of paper, one for

    each tem. You may give the team numbers or manes and writ the same on the papers to avoid

    confusion. At the starting signal, the first member of the team runs up to her team's paper and

    writes a word on it. She runs back and the next child runs up and writes the second word. The

    first team to write a complete sentences is the winner. No whispering or plotting is allowed. If

    you want to repeat the game more than once, you can modify it this way: since the children already

    know the aim of the game, they may decide on a sentence beforehand which would ruin the fun.

    To avoid this, from the second time around, you call out the topic which the sentence must center

    around. Some simple examples: school, the circus, the park, the zoo, etc. In later years, you canmake it even more complicated by specifying the subject, i.e., history, geography, physics, and so

    on.

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    135. SCRABBLE : This is a word game that's a take-off on the popular board game, scrabble.

    Give each child/team a pencil and paper. Call out a long word - some examples could be

    imagination; extraordinary; boisterous; elegantly; asphyxiation; autobiography; disturbing and so

    on. Children must make as many words as they can out of each for example, nation, gait, man,

    ion, main, gain, again, ton, etc., out of imagination. Considerable has been one of the most

    successful words - 85 new words have been made from it. No alphabet may be used more times in

    a word than it exists in the main word; for example, a and I may be used twice in this case, o only

    once and so on. You may decide to give the scores before you call out the next word or total themall at the end. The child/team with the highest score is the winner. Repeat this game even as the

    children grow older.

    136. IDENTITY CRISIS: The aim of the game is for each child to find out who or what they are.

    To organize this, make a list of, for example, famous personalities. You will need as many names

    as there are invitees who will be participating. The personalities should be from all walks of life -

    politics, theatre, the arts, sciences and the literary field. For example, you could include Indira

    Gandhi, Hema Malini, M.F.Husain, Amjad Ali Khan, Amitabh Bachchan, Kapil Dev, Khushwant

    Singh and so on. Write each name on a piece of paper and when you're ready to play, pin one on

    each child's back. The child does not know who she is but she must find out by asking others

    around hger questions like, "am I in the field of politics?", am I male or female?, am I verypopular?, do I have a lot of fans?, and so on, until she guesses her identity. She cannot ask directly

    and the children answering must also limit their answers to a Yes or No whenever possible. As

    soon as the child guesses her identity, she can come to you, tell you, and you remove the paper

    pinned on her back. The game goes on until all the children have resolved their identity crises and

    in the bargain, got to know each other. An alternative icebreaker is the game that follows.

    137. MADE FO R EACH OTHER: For this game, you need to think up some perfectly matched

    pairs. It could be simple objects like a cup and saucer, needle and thread, lace and shoe, etc.

    alternatively, you could think up some more imaginative ones, i.e. Laurel and Hardy, Romeo and

    Juliet, Laila and Majnoo, Mumtaz Mahal and Shah Jehan and so on. Write each name on a piece

    of paper and put all the slips into a paper bag, or a large envelop. When you're ready to play, leteach child pull out a slip. She must now go ahead and find her pair from amongst the other

    children. Though of course, children may go aground simply asking each other who they are till

    they feel they've found their mate, it is much more fun if they first guess each others' identities

    again by asking each other questions as in the last game. When two children feel they've found

    their other halves, they must go to the adulst organizing the game who can confirm it. You may

    give a prize to the first correctly matched pair or just use the game as a fun way of pairing children

    for the game to follow.

    138. DRESS AND RUN: Ask the girls of each team to take off their shoes and stand on the

    starting line. Also ask them to remove, for example, two bangles each, their necklaces, bindis,

    anklets, clips or any other similar accessories you can think of. Of course, this also presumes thatyou have to keep some extras handy for those who may not be wearing any of these things. Put allthe shoes in one spot and all the other smaller trinkets on a tray in another. Don't worry if they all

    get mixed up - it adds to the confusion and fun. At the starting signal, the boys rush to get their

    team-mates' shoes. While she puts them on, he rushes off to locate her bangles, followed by the

    other necessities. He is allowed to bring only one thing at a time, i.e. only earrings or bangles, etc.

    when his lady is fully dressed the team races to the finishing line to be declared the winners.

    139. Pass the Sound:

    Divide the group into 2 teams and line them up. Have the person in each line grab a handful of

    sand from a container. They must pass the sand to the next player, who passes it to the next and so

    on down the line. When the sand reaches the last player, he/she pours what is left of it on a plate.The team with the most sand wins the game. (You may have to weigh the sand on a food scale if

    its close.)

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    140. Poison:

    This is a game where there is one lucky person who is it. He stands between two bases (in our

    backyard we made the bases a fence at one end of the yard and a brick wall at the other end of

    the yard), and is allowed to move any where between those 2 bases. He is given a ball and hits

    goal is to try to hit at least one of the people while they are running from base. Obviously, once

    people are on the base they are safe. Once he hits someone else with the ball, that person

    becomes it. There is no actual winner of this game, but it is action packed and it can go on for

    hours until the players get tried.141. Scavenger Hunt: this is a game that is usually relative inexpensive and time-consuming

    (good for both kids and parents). Give the partygoers clues that take them from place to place.

    Perhaps this game could begin at the house of the party host/hostless and the final clue could lead

    to the party destination. The team that arrives at the final destination fisti wins! (or instead of a

    Scavenger hunt have kids solve a detective s case. Set out clues all over the yard and have kids

    collect them. Then the kids have to figure out what the clues mean. You might have them find

    clues to making a pizza building a scarecrow or solving a puzzle.)142. Duck Duck Goose- This is an old favourite! Gather the kids in a circle, and choose one

    child (usually the birthday boy or girl) to be the: ducker. The Ducker gets to walk around the

    circle, tapping (not hitting!) each child on the head, electing tom say Duck, or goose. If the duckersays duck than nothing happens. But if the sucker yells, Goose! Then the goosed child gets up and

    runs around in an effort to tag the ducker. If the child cannot catch the ducker then that child

    becomes the ducker. If the ducker is caught, then he or she has to sit in the soup (the middle of the

    circle until another ducker is caught.

    143. Balloon Bounce- Have a contest to see who can keep the balloon in the air the longest

    using only their head. The person who can keep it in the air longest without using anything but

    their head is the winner. (This game also is played in teams.)

    145. Musical Chairs- This is another childrens favourite, set up chairs in 2 rows back to back.

    Put tout one less chair than there are children. Start playing music and have kids around the chairs

    (not touching the chairs through) until the music stops. When the music stops, the kids must eachsit on a chair. The child without a chair is out. Then remove another chair. If there is ever a tie,

    the child with more tush on the chair wins. This is a great game when it played with hats too!

    Pullout every winter, baseball, cowboy, etc. Hat in your house. Have enough hates for every kid

    except one. As the music starts, have each kid put the hat on and pass it to the right. Each time

    music stops the kid without a hat is out.146. Hop potato- this game is an old favourite. Have all of the kids sit on in a circle, as one

    kid is chosen as the leader. Begin passing a potato (or other object) around the circle, while the

    leader turns his /her head with eyes closed. Everyone must accept the potato, and may not hold it

    longer than a second. At any point the leader can yell, hot potato, and whoever has the potato is

    out. Continue to play until there is only one person left, and he/she is the winner.

    147. Feather Blow- Give each of the kids a feather. When you say, go! the kid have to start

    blowing the feathers in the air. Whoever can keep the feather in the air the longest (using only

    his/her breath) is the winner. This game can also be played in teams (the team to keep the feather

    in the air longest using only breathe wins).148. Name That Animal- This is fun game for small children just beginning to learn their

    animals. Pass out animal stickers or small stuffed animals, and have the kid imitate the animal

    they received.

    149. Telephone- Have the kid sit in the circle on the floor. The first player begins by

    whi