1. The game involves two teams trying to "kill" opponents by throwing a soft ball at them.
2. Players from one team try to hit opponents from the other team before the ball touches the ground. Hit players are eliminated.
3. Eliminated players join the outer side and try to eliminate opponents from their new position by catching passes from teammates. The game continues until one team eliminates all opponents.
2. Age: From 3 years
Number of participants: 5 to 10
MATERIAL: Scarf.
1-Delimiting a play space
2-One of the students is blindfolded with a handkerchief
to keep him from seeing
3 - The other children are around him/her.
4-The players sing:
Group: "blind man's buff, what have you lost?".
Blindman: "A needle and a thimble."
Group: "Give three spins and youâll find them" (The group
makes the blindman spin on his/her own axis three
times).
5-The blindman tries to catch his companions.
6-When he/she catches one of them, he/she must guess
who is it just by touching his/her face. If he/she indeed
does it, the handkerchief passes to the caught boy/girl,
who is the new blindman. If not, the player plays again as
the blindman..
7-The players cannot get out from the play space.
4. MARBLES
AGE: 7 YEARS FROM
Number of participants: 3 to 5
This is the quintessential children's game. They know no
seasons or boundaries
Perhaps much of the success of this game is due to the
simplicity of the required materials, since just small balls or
marbles are required, whether they are made of metal,
ceramic, glass, plastic or marble, to name a few .
There are many ways and different games, but the best
known is:
The hole
In groups of 3 or 4 students, each with a marble placed,
initially, to a certain distance (3-5 meters) from the hole. The
game goal is making the marbles enter in the hole by
throwing them with our thumb and forefinger. If after the
first throw, no player achieves the objective, following the
order, he/she will have a second attempt from the point
where where the marble fell before. When one player
throws his/her marble into the hole succesfully, he/she must
impact his/her marble with some of the other which are still
outside. If the player strikes it and then again throw the
marble into the hole, he/she "wins" the marble impacted.
6. AGES: From 8 years
Number of participants: There may be many participants as
bags available, depending on the width of the track. The
track must be soft ground or grass, preferably, since the
asphalt is not a good option because of inevitable falls.
(relay races are more recommended for primary school
children)
MATERIAL: bags
The goal is to win the race. This will need to cover the
scheduled distance jumping like kangaroos, always with
both feet inside the bag. * As for the rules of the game,
every runner who intentionally collides with another one to
make him/her fall will be disqualified. Now if the fall is
involuntary, the rider can get up again and keep on jumping.
1 - The start line and the finish line shall be marked
appropriately. It isusually required the help of a finish line
judge because many times it is not clear who has come to
the finish line first.
2-The race length is set at the convenience of the
participants or organizers
* This is a typical game in traditional festivals, which may
involve both small children and adults. So you just need a
willingness to exercise and, above all, sense of humor when
falling down.
.
8. AGE: FROM 6 YEARS ON
NUMBER OF PARTICIPANTS: From two on.
MATERIAL: A piece of chalk to paint the course on the floor and a
flat stone.
1 â The course is scratched on the floor with the piece of chalk. It
is usually formed by a series of squares topped by a semicircle.
2-The number of rows changes from one variety to another, we
find from 6 to 11 or more squares. The squares are numbered (or
named by themes likes animals, colours...).
3 - the player throws the stone on the first square, then jumps on
one foot from square to square, in order, without touching the
drawing, and finally pushed the stone out of the diagram, and
then he/she steps on it. So does with the other boxes until you
reach the last one..
4 - In some squares the word ârestâ is written down, and in the
last one, the words "heaven", "glory" or "paradise"are written
down. the players can stand on both feet on these squares.
5 - Other squares are divided into two parts by a diagonal or
vertical line.Thge players must jump on them with spread legs,
placing one foot on each side.
6 - The player lose when he/she stands with both feet on the
boxes where it is not allowed, when he/she steps on the lines of
the course, when the stone leaves the drawing, or when the puck
stops on a line, then passing his/her turn to the next player.
7 - The game can end with the first round or it can be repeated
once and again.
.
9.
10. AGE: From 6 years
Number of participants: 10 to 20 (recommended)
MATERIAL: A handkerchief, or a bandana or similar.
1-Place two opposing groups separated by a distance.
2-Each member is given a number.
3-Between the two groups, one player holds a handkerchief.
When he/she shouts a number, each groupâs player with
that number run to the holder, trying to be the first and take
the handkerchief.
4 â Whe one of them takes the handkerchief, he/she must
run back to his group before the other player catch him/her..
NOTE: If one of the players crosses the line marking the
middle of the playspace (on which the handkerchief is hold)
before tha handkerchief has been taken, the other playerâs
group wins the point.
11.
12. AGE: 5 YEARS FROM
NUMBER OF PARTICIPANTS: five players.
Objects used: Not any particular material needed, but just a
playing field, with four corners making a square.
GAME RULES:
1-A participant stays in the center of the four corners, while
the rest takes a corner each.
2- Instead of corners you can use trees, lampposts, or
simple stones to mark the playing field.
3-Whe the game starts, the the players at the corners run
and exchange them very quickly, so the player in the middle
can not reach any free corner in time.
4 - If he/she does indeed, the player who has not reach any
free corner passes to the middle of the field.
.
13.
14. Age: From 4 years
Number of participants: more than 10
1-We choose the "mouse" and "cat".
2-The rest of players hold hands and form a circle.
3 - The mouse, within the circle, runs out of the circle,
passing between two players.
4-After that, the cat comes inside the circle and says,
"where did the mouse go out throgh?".
5 - The players answer "through the door" and point out
where the mouse went out through.
6-The cat comes out the circle through that door chasing the
mouse and passing through all the doors through which
he/she passes.
The others sing the song:
"Mouse, the cat is about to catch you,
mouse, you're going to be caught,
If the cat doesnât catch you tonight,
tomorrow he will. "
If the cat catches the mouse, they exchange roles in the
game..
.
16. AGE: FROM 6 YEARS ON
Number of participants: MORE THAN 3
It is played with a rope. Two players grab it, one at each end,
and make it turn. The others are placed in line and one by
one, in turns, they jump the rope. If the does not jump
when he/she has to, or he/she tripps over the rope, the
game stops and this player leaves the line and goes to one
of the ends of the rope to grab it and make it turn.
Meanwhile a player is jumping,, the rest sings a song
whose beat must be followed by the holders of the rope in
its turning, and by the player, of course, in his/her jumping.
In this game there are many variations, along with different
songs.
SOME SONGS :
"Passing the boat"
"Passing the boat,
the boatman told me:
beautiful girls,
do not pay money.
I'm not pretty,
Not that I want it to be,
Up with the boat,
One, two and three. â
The Cocherito
The Cocherito Lere
He said last night, Lere,
that if I wanted Lere,
to get in his car, Lere.
And I said, Lere,
dazzling, Lere
I do not want car, Lere,
That makes me dizzy, Lere. "
By "Lere" string rotates in the air
and children's university squats.
17.
18. AGE: From 6 years
Number of participants: maximum of 5 children
Material: bottle caps and crayons.
1-Painting a circuit on the floor.
2 - Several students (2-5) travel along it hitting the caps with
their forefinger.
3 â Players must follow an order.
4 â Whe one player pushes his/her cap out from the circuit
boundaries, he/she must get back to the beginning of the
race.
19.
20. AGES: From 8 years
Number of participants: Depending on the size of the play
space surface, from ten players on, but always an even
number.
MATERIAL: soft ball
1 â Weâll start by marking the field.
2 - We will form two teams with the same number of
players in each.
3- Teams are placed in their respective sides of the field.
4 â The team who starts the game is decided randomly..
5- The player who starts the game will try to "kill" any of his
opponents by throwing the ball towards him/her, so the ball
hits him/her anywhere on his/her body before touching the
ground. The âtarget playerâ can move or run across the field
to avoid it.
6 - A player is not considered "dead" if the ball, after
touching him, is collected by him or by a teammate before it
hits the ground.
7 â When the ball is thrown, the player who throw it cannot
step on or cross the center line dividing the two fields.
8-If you "kill" a player, he/she must pass to the outer side.
9-This player may try to kill one of his/her contenders, from
the new position where he will receive the ball from his/her
"alive" teammates if their enemies canÂŽt intercept it..