Active Games

 

Toss Up

 

Age

     5 and up

Group Size

     2 or more

Equipment

  • 1 ball

  • 2 pylons (or something to define a line)

Playing Area

     large playing field or entire gym/arena floor
Description/Rules
  • number the participants
  • have all the campers stand behind the line made by the l\pylons, while you stand in front of it
  • toss the ball in the air and call out one of the campers' number
  • that camper is to try to catch the ball
  • if the ball is caught, the camper gets a point (to change the level of the game you can make different point values based on when the ball is retrieved, for example catch=5 points, one bounce=4 points, two bounces...etc)
  • the game can end when ever you feel like it

Comments
 

Stop

 

Age

     5 and up

Group Size

     3 or more

Equipment

  • 1 ball

Playing Area

     any safe area
Description/Rules
  • at the start of the game one camper stands in the middle of a circle formed by the remaining campers
  • the ball is placed at the feet of the camper in the middle of the circle
  • when the person in the middle motions to pick up the ball the remaining campers turn and run as far away as they can
  • after picking up the ball the camper in the middle yells "STOP JOHN" (naming one of the other campers)
  • all campers freeze on this command
  • the camper in the middle now takes three steps towards the camper who they named, and attempts to throw the ball and hit this camper in the legs with the ball
  • if they hit the camper, the two trade places, if not the camper from the middle remains in the middle
  • the game is repeated
  • a variation is to place the ball in the middle, with all campers forming the circle, you then yell out a name and that camper has to run in and grab the ball while others run away
  • there is defined end to this game

Comments      To make this game more appropriate for different age groups the rules can be changed as far as, original size of the circle and the number of steps allotted.  Also you may change the game so that the ball may be thrown at any camper, not just the camper named.  Make sure to stress that you may only throw the ball to hit people below the waist.
 

Kick the Ball

 

Age

     6 through 10 (it may work on other ages, but younger kids get tired too fast, and older

     kids are too smart, and realize the complete lack of point to the game)

Group Size

     2 or more

Equipment

  • 1 ball

Playing Area

     any large safe area with no other people around
Description/Rules
  • this game starts with no explanation, simply make sure the kids are paying some attention to you, pick up a ball and kick it as hard and as far away as you can
  • be sure to kick it to an empty field, not a crowded area
  • this is when you need your enthusiasm for the game to work, make a big deal about who will get the ball first
  • at this some of the campers will get up and run after the ball
  • when the camper gets the ball tell them to bring it back and award them a point
  • kick the ball again and they will go running off again, this time award the camper two points for some random made up bonus, for example "faster running" and "perfect grab of the ball" anything to make them think more effort matters
  • now you tell the campers that they have to get the ball back to you without being tagged by the other campers
  • give it a kick and watch for the tags, stop them if a tag occurs, get the ball back, award points for anything you feel like
  • after a while make partners and tell them they can pass to a partner to prevent from being tagged, then give it another big kick
  • note that you are still standing in one spot, and the only possible thing that can be tired is your leg, meanwhile the kids have run sprints for the past few minutes
  • end the game when the campers start to get tired, and enjoy the peace while it lasts

Comments      I know this doesn't sound like much, but believe me this is a gem.  You will put very minimal effort into this, and yet after 5 minutes all of your campers will be panting, and begging to sit down.  Also, with an enthusiastic voice on your part, this game is surprisingly fun for the simplicity of it.  Great game to play before lunch, before a craft, or before getting on the bus...or when you are frustrated and want to take out some aggression by punting a ball across a huge open field.
 

Fill the Basket

 

Age

     5 and up

Group Size

     any number

Equipment

  • 1 bucket or box (or any container)

  • as many balls as possible

Playing Area

     a safe area
Description/Rules
  • the object of this game for the campers is to get all the balls in the bucket
  • the object of this game for you, the counsellor, is to keep the bucket empty
  • when the game starts all the balls are in the bucket
  • start the game by picking up the balls, one at a time, and throwing them as far away as you can
  • the campers then chase down the balls and put them back in the bucket
  • if the campers can get all the balls back in the bucket, they win
  • the campers may carry as many balls as they wish

Comments      This is a great game to tire the campers out before getting on the bus, or sitting down for lunch.  You put minimal effort in, and they put maximum effort out.
 

Fetch

 

Age

     5 and up

Group Size

     6 or more

Equipment

  • 1 ball or and medium to large sized object

Playing Area

     a large area cleared from obstructions
Description/Rules
  • place two backpacks on either end of the playing area to form two lines (like you would set up for nets in soccer)
  • divide the campers into two groups
  • both groups take separate sides of the playing area and stand in a line between the backpacks
  • number the players on both teams, so that both teams have the same numbers, if you have an odd number of campers give one camper two numbers (be sure to set up the numbers such that matching numbers from either side are given to evenly matched campers)
  • place the ball in the middle of the field
  • you, the leader, call out a number, the corresponding campers then race out to try to grab the ball
  • if a camper gets the ball, they are to try to run back to their line without being tagged by the opposing player, so if the camper does not get the ball they chase the opposing player (with the ball) and try to tag them
  • if a player is tagged while holding the ball the turn is over (you can choose to interpret this as you will, i.e. if a player is going to be tagged they may put the ball down, meaning it is not in their hands, so the tag is irrelevant)
  • a point is given if the ball is carried through the line made by the bags
  •  to change the level of this game there are many adjustments that can be made:
    • after calling the number, wait until the campers have started running, then kick the ball to make them have to change running directions
    • change the length of the play area
    • call more then 1 number, this allows the campers to pass the ball, when they about to be tagged they can throw the ball to their partner (start with 1 number to get them familiar, then go to 2, then 3 and eventually "whole team")
  • the game can end at a set score, or at any time limit

Comments      If the campers are smart and catch on to just dropping the ball before being tagged you may have to enforce a time limit for each turn.
 

Jungle Bungle

 

Age

     5 and up

Group Size

     8 or more  (this is great as a large group game, with 20 or more)

Equipment

     none

Playing Area

     a large safe area
Description/Rules
  • set up lines on either end of the playing area using backpacks
  • campers choose partners, and are sent to opposite sides of the playing area
  • the leader then yells "Jungle Bungle, [body part] to [body part]" (example, "Jungle Bungle, foot to hand")
  • the campers then race to the centre to meet their partner and they quickly make contact between the two body parts mentioned (example, one camper will lift their foot and their partner will grab it with their hand, "foot to hand")
  • the last team to complete the task is eliminated, or receives a strike, the last pair remaining or the pair with the least strikes wins
  • make sure to switch the body parts that must be touching, and ensure that they are safe and appropriate actions

Comments     
 

KIDACA Wind Blows

 

Age

     6 and up

Group Size

     8 or more (any big number is fine)

Equipment

     none

Playing Area

     the area needed depends on the size of the group
Description/Rules
  • the campers all stand in a large circle
  • each of the campers takes off their shoes and places them in front of them, marking a "spot" in the circle (there is now a circle of shoes)
  • remove one pair of shoes, and this camper then has to go the middle of the circle
  • the camper in the middle now says "The Kidaca wind blows on [criteria]" (example, "The Kidaca wind blows on people wearing red", or "The Kidaca wind blows on people who ate breakfast")
  • any camper in the circle who fits the "criteria" must enter the circle and switch "spots"
  • at the same time, the camper who was in the middle to start tries to take a vacant "spot"
  • when all "spots" have been filled there will be 1 camper remaining in the middle without a spot
  • this camper now repeats the process of saying a "criteria" and the game continues
  • as the game progresses remove more pairs of shoes, meaning that more campers will be left in the middle

Comments     
 

Ladder Race

 

Age

     6 and up

Group Size

     10 or more

Equipment

     none

Playing Area

     the area needed depends on the size of the group
Description/Rules
  • players sit in two lines facing a partner in the opposite line
  • the campers put their legs straight out, both legs together, so that their feet are touching their partner's feet
  • each pair should be about 2 feet from the next pair, so that the legs in the middle of the two lines look like the rungs of a ladder
  • each pair is given a number
  • the counsellor now yells out a number
  • the pair corresponding to that number stand up and run down the ladder, stepping over each of the legs that they come to, when they get to the end they run around the outside of the ladder, then back up the middle and back to their original location.  the first camper to be sitting back in their spot earns a point for their line
  • do that

Comments      You will have to make sure the campers are coordinated enough to step over each others legs, if not you could have some very sore campers.  When setting up the campers make sure there is enough room between them so that the other campers may step in the gaps.  Also, each of the campers will have different sized legs, so align them such that all the feet are lined up in the middle.
 

Sardines

 

Age

     8 and up

Group Size

     5 or more

Equipment

     none

Playing Area

     a large area with places to hide, and pre-determined boundaries
Description/Rules
  • one camper is chosen to hide
  • all other campers close their eyes, while the one camper is hiding, until the counsellor informs them it is time to start seeking
  • the campers search for the hidden camper, and when they find them they join them in the hiding place, quietly
  • when all campers have found the hiding spot a new camper is chosen to start the game over

Comments    
 

Rock, Paper, Scissors...Baseball

 

Age

     7 and up

Group Size

     6 or more

Equipment

  • 4 towels, or something to make bases
  • 2 skipping ropes, or something to make distinct lines
  • a rubber chicken, or something easy to hold on to

Playing Area

     a large safe area
Description/Rules
  • set up a field like a baseball diamond, with about 5 m between each base
  • use the skipping ropes to make two lines, one on either side of home plate
  • the campers form lines, with their team, behind the skipping ropes
  • one team is handed the rubber chicken
  • the first two campers, one of whom is holding the rubber chicken, begin running around the bases, in opposite directions
  • when the two players meet they play rock, paper, scissors
  • the player who wins takes the rubber chicken and continues running in the same direction
  • the team with the player who lost at rock, paper, scissors sends out another player, running the bases
  • when this new player meets the player with the chicken the process is repeated
  • a team scores a point when they run across home plate with the chicken
  • players continue to take turns, staying in their original order

Comments    
 

Ship to Shore

 

Age

     5 and up

Group Size

     any number

Equipment

     none

Playing Area

     any safe area
Description/Rules
  • Before the game the campers must be taught the following actions (note - cater the number of actions to the level of the group).
    • Captain Jack - stand straight and salute, saying "yes sir"
    • Raise the Sails - reach high and pull on an imaginary rope, hand over hand
    • Swab the Deck - on hands and knees, pretend to wash the floor
    • Walk the Plank - Hands behind back, walk forward two steps and fall down *stress safety
    • Man Over Board - pretend to be drowning
    • Cannon Ball - jump in the air, scream, and duck to the ground
  • To add a dynamic aspect to the game add "port", "bow", "stern" and "starboard", defining each to be a location at the outskirts of your boundaries.
  • The leader yells out one of the actions and all of the campers are to begin the action as quickly as possible.
  • If the leader yells out a location, the campers are to run to that location.
  • Be sure to stop the game while everyone is still having fun.

Comments      If you wish to add incentive, you can make an elimination process, in which the last person to perform the action is out.  Remember not to leave campers out too long.
 
 
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