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ACTIVE


Across Canada

TYPE: Active AGE: 5 and up PARTICIPANTS: 15 or more
EQUIPMENT: Anything that can be used to make landmarks.
OBJECTIVE: To be the last Canadian remaining
DESCRIPTION: Provinces and Landmarks of Canada are designed in the gym. The leader calls a location and the last one there is eliminated. People who go to the wrong site are also eliminated.

Balloon Blowouts

[GAME DIAGRAM] TYPE: Active AGE: 10 and up PARTICIPANTS: 16 to 40
EQUIPMENT: Balloons of four different colors, 8 pylons, badminton rackets.
OBJECTIVE: Put all four of your balloons in each goal, one in each goal.
DESCRIPTION: Divide into four teams. The playing area is a large square. A goal for each team is made on each side of the square. At the center is a pile of balloons. The balloons of the color assigned to your team must go in each goal. Balloons are moved using the badminton rackets.

Balloon Surprise

TYPE: Semi-Active AGE: 7 and up PARTICIPANTS: 10 or more
EQUIPMENT: Music, Balloon, Tasks on paper within the balloons
OBJECTIVE: Not to have the balloon when the music stops.
DESCRIPTION: Like hot potato, a balloon is passed around a circle till the music stops. The person with the balloon must pop it and do the task written inside. Tasks can be anything from singing a song or doing something really embarassing depending on the age and the comfort of the group.

Boogie Band

TYPE: Active AGE: 3 to 5 PARTICIPANTS: 10 or more
EQUIPMENT: None
OBJECTIVE: Have fun playing a part in an air band.
DESCRIPTION: Divide into four or five groups. Each group is given an instrument to imitate. The group must pretend to play this instrument. When the conductor points at the group, they play their instrument.

Bunnies, Chicks and Daffodils

TYPE: Active AGE: 10 and up PARTICIPANTS: 10 or more
EQUIPMENT: None
OBJECTIVE: Tag players of the other team till none are left.
DESCRIPTION: Two teams are selected. Each team selects a symbol then lines-up facing the other team with about six meters in between. On the count of three, each team acts their symbol. The dominant symboled team runs and tags the opposite team before they touch their wall. Tagged players switch teams. Bunnies stomp on Chicks. Chicks peck Daffodils. Daffodils blind Bunnies with pollen.

Buzzerk

TYPE: Active AGE: 7 and up PARTICIPANTS: 20 or more
EQUIPMENT: Foam Ball
OBJECTIVE: Run around your group the most times.
DESCRIPTION: Divide into two teams. A foam ball is shot to one area of the gym. The first team must run to the ball and begin to pass it "over" and "under." While the second team bunched together and one person runs around the group. The group calls out the number each time the runner circles the group. Once the ball has reached the last person, that person yells buzzerk, shoots the ball and the teams switch tasks. The person who shot the ball runs around the team. After a few times the team with the most revolution during a single attempt wins.

Capture The Flag

[GAME DIAGRAM] TYPE: Active AGE: 8 and up PARTICIPANTS: 10 or more
EQUIPMENT: Cones and flags
OBJECTIVE: Capture the other teams flag.
DESCRIPTION: Divide into two teams. Each starts on opposite sides of the gym. An area is set-up where the flag goes, but where that team can't. Once across the center, you can be tagged except within the flag zone. Tagged people must stay frozen until touched by a teammate. A variation to this game is to use tennis ball (or bean bags)and matts. One matt near the back of each zone with the balls on top. The team that succeeds in bringing ALL balls to their matt wins.

Cat and Mouse

[GAME DIAGRAM] TYPE: Active AGE: 7 and up PARTICIPANTS: 30 or more
EQUIPMENT: None
OBJECTIVE: Cat must catch the mouse
DESCRIPTION: One cat, and one mouse are picked. the rest of the group form into rows and columns within arms length of the person beside them. Everyone faces the same direction with arms waist high forming rows. When the mouse calls "something that I can't remember" everyone takes a ninety degree turn to the left. When the mouse calls "the second word that slipped my mind" everyone turns back. Once the mouse is caught, knew people are selected. You can have more than one cat.

Cone Ball

TYPE: Active AGE: 8 and up PARTICIPANTS: 8 or more
EQUIPMENT: 3 Balls (Volleyball Size) and 2 Pilons
OBJECTIVE: Score points by knocking the opponents ball off the pilon.
DESCRIPTION: Divide the group into two teams. One person from each team is selected as the goalie. The basketball court is usually used as the boundry lines. The goalie crease is the basketball key. No one, but the goalie for that team, can enter the crease. One pilon is placed in the center of the key and a ball is placed on top. A point is scored any time the ball falls off the pilon (even if the goalie knocks it over). The ball is moved down the court using a three steps or three seconds rule. Each person can take up to three steps with the ball, and must pass the ball within three seconds or the opposing team gains possession of the ball at that spot.

Crab Soccer

TYPE: Active AGE: 10 and up PARTICIPANTS: 20 or more
EQUIPMENT: One ball
OBJECTIVE: To put the ball into the opposite goal.
DESCRIPTION: All the same rules as basic soccer except players must walk like a crab.

Do the Socky Wocky

TYPE: Active AGE: 3 to 5 PARTICIPANTS: 10 or more
EQUIPMENT: Socks
OBJECTIVE: Have fun and be active while singing.
DESCRIPTION: Standing in a circle with your socks rolled up in the center, sing the song "Do the hoky poky" switching to the "socky wocky" Follow the instructions and grab and wave your socks during the "socky wocky."

Dr. Jeckle and Mr. Hide

TYPE: Semi-Active AGE: 7 and up PARTICIPANTS: 15 or more
EQUIPMENT: Several Mats
OBJECTIVE: Be the last alive.
DESCRIPTION: Lights are turned off. One person is selected to be Mr. Hide who kills by squeezing someone's hand and one person as Dr. Jeckle who brings people back to life with a touch. Everyone wonders around the playing area. When you bump someone, you shake their hand.

Express Yourself

TYPE: Active, Drama AGE: 7 and up PARTICIPANTS: 10 or more
EQUIPMENT: Magazine Pictures, Music.
OBJECTIVE: Have fun creating new dances.
DESCRIPTION: Divide into groups of 3 or 4. The group is given a picture and must interpret the emotion and convey that feeling in a dance once the music starts. Everyone sits in a circle and watches.

Four Way Tug of War

TYPE: Active AGE: 5 and up PARTICIPANTS: 4 or more
EQUIPMENT: Four way rope or Two ropes tied together in the middle.
OBJECTIVE: Not to be the team that gets pulled across the center.
DESCRIPTION: Divide into four teams. Each team grabs a length of rope. On the command "GO" everyone starts to pull. The team that gets pulled across the center loses. The interesting aspect of this game occurs usually just after the start. Teams will work together to get another team across the center. Often a three against one situation develops.

Freeze

TYPE: Semi-Active AGE: 10 and up PARTICIPANTS: 20 or more
EQUIPMENT: None
OBJECTIVE: Have fun while acting
DESCRIPTION: Sitting in a circle formation, two people begin in the center. The supervisor gives them a topic and they begin to act it out. Once the acting had started anyone sitting in the circle can yell freeze. At this point the actors hold their current pose. The person yelling freeze taps one of the actors to take his place and begins a new scenario.

Grave Yard

TYPE: Semi-Active AGE: 5 and up PARTICIPANTS: 20 or more
EQUIPMENT: None
OBJECTIVE: To turn everyone into a care-taker
DESCRIPTION: Each player randomly finds a spot and lays down. One person is selected as the caretaker. The caretaker tries to make each person flinch or laugh. Once the person does this they become a caretaker as well. You try to be the last laying down.

Horse and Jockey

TYPE: Active AGE: 13 and up PARTICIPANTS: 10 or more
EQUIPMENT: None
OBJECTIVE: Not to be one of the last to be on your partner's back.
DESCRIPTION: With a partner, stand in a circle. One is the horse, the other is the jockey. On the command, "mount" the jockey gets on the horse. On the command "dismount" the jockey runs around the outside of the circle and gets back on his horse. The last people to do so are eliminated.

Jungle Hike

TYPE: Active AGE: 3 to 7 PARTICIPANTS: 5 or more
EQUIPMENT: Chairs, Ropes, Pylons, etc...
OBJECTIVE: Have fun acting like different animals
DESCRIPTION: Several areas are marked off using chairs, pylons, etc.. Once in the area you act like the animal assigned to the area.

King's Court

[GAME DIAGRAM] TYPE: Active AGE: 10 and up PARTICIPANTS: 20 or more
EQUIPMENT: One to four soft and spongy balls.
OBJECTIVE: To hit all the other team before your all hit.
DESCRIPTION: Divide into two teams. Each team in their own zone with one person in each respective capture zone. A person hit by the ball in their zone must go to the captured zone. A person in the capture zone can return if they hit someone in their normal zone. A player who's ball is caught by the opposite team must go to the capture zone. When in your zone, you can't leave.

Medicine Man

[GAME DIAGRAM] TYPE: Active AGE: 10 and up PARTICIPANTS: 20 or more
EQUIPMENT: One to four soft or spongy balls, Four mats
OBJECTIVE: Eliminate all players in the opposite team.
DESCRIPTION: Two teams. One person from each team is selected as the medicine man. When hit by the ball the medicine man can drag the person behind the safety line to bring them back to life. Two mats are set-up on each side for the medicine man to hide behind. Both teams must stay on their own side. Once the medicine man is hit, all other players hit are eliminated.

Musical Chairs

TYPE: Semi-Active AGE: 7 and up PARTICIPANTS: 15 or more
EQUIPMENT: Music, One less chair then the total number of participants
OBJECTIVE: To be the last remaining.
DESCRIPTION: Everyone walks around chairs that are lined-up while music is playing. When the music stops, everyone finds a seat. Those that are left standing are eliminated. The person who is not eliminated wins.

Parachute Game

TYPE: Active AGE: 5 and up PARTICIPANTS: 20 or more
EQUIPMENT: Parachute
OBJECTIVE: Enjoy the anticipation of being eaten by the shark.
DESCRIPTION: Everyone spreads out around the parachute. One person is selected as the shark. The shark goes under the parachute and uses his hand like a fin. When he taps a person on the foot, they die dramatically and become a shark as well.

Pip, Squeak, and Charlie

[GAME DIAGRAM] TYPE: Active AGE: 10 and up PARTICIPANTS: 15 or more
EQUIPMENT: Bean bags
OBJECTIVE: To be one of the people to grab a bean bag.
DESCRIPTION: Divide into groups of three. Standing one behind the other, make a three layered circle with all the other teams. (You are lined one behind the other facing the center.) Each member of the group is named Pip, Squeak or Charlie from the center of the circle out respectively. When a name is called, that person must go through the legs of the partners behind then, run around the outside of the circle, through an arch made by your two partners, to the center of the circle to grab a bean bag. Not getting a bean bag means your out.

Pop Goes The Task

TYPE: Active AGE: 7 and up PARTICIPANTS: 10 or more
EQUIPMENT: Balloons, Slips of Paper with a task.
OBJECTIVE: To be the First to complete the task.
DESCRIPTION: When told to start, each team of five runs to their balloon, pops it after completing an over/under passing formation with the balloon. The first team to complete their task wins. Tasks included singing "I'm a little Tea Pot."

Pumpkin Ball

[GAME DIAGRAM] TYPE: Active AGE: 8 and up PARTICIPANTS: 10 or more
EQUIPMENT: Beach Ball, Several Tennis Balls
OBJECTIVE: To push the beach ball past the opponents line.
DESCRIPTION: Divide into two teams. Define a court with each team on their own side facing each other. The beach ball is placed in the center. Nobody can step inside the court except to pick-up balls. Try to hit the beach ball with the tennis balls so that the beach ball roles past the opposite team's line.

Red Light, Green Light

TYPE: Active AGE: 3 and up PARTICIPANTS: 3 or more
EQUIPMENT: None
OBJECTIVE: To be the first to the caller
DESCRIPTION: Everyone is lined-up at one end of the playing field facing the caller while the caller is at the other end. When the caller calls green light everyone approaches the caller. When red light is called, everyone must stop and not move. Those that move are told to step back however many paces the caller sees fit. The caller also decides on the size of the pace. (Baby Steps, Giant Steps etc.) First person to the caller switches with the caller for the next game.

Rollie Pollie

TYPE: Semi-Active AGE: 2 to 4 PARTICIPANTS: 2 or more
EQUIPMENT: Balls
OBJECTIVE: Roll a ball to a partner.
DESCRIPTION: Young children, with their parents supporting and helping them, roll a ball back and forth to each other.

Snowball Toss

TYPE: Semi-Active AGE: 10 and up PARTICIPANTS: 20 or more
EQUIPMENT: Targets that clings well to snow.
OBJECTIVE: Completely cover the target with snow.
DESCRIPTION: Divide into teams of five. From a designated area, each team must throw snowballs to cover the target. At the end of the set time, the team with the most covered wins. The designated area is usually only big enough for one person to stand in. Therefore, only one person can shoot at a time. The same person is allowed to shoot all snowballs.

Soccer Baseball

TYPE: Active AGE: 7 and up PARTICIPANTS: 20 or more
EQUIPMENT: Mats, Volleyball or indoor soccer ball
OBJECTIVE: Score the most home runs.
DESCRIPTION: Four mats are set-up like the bases of a baseball diamond. A volleyball is rolled to the kicker at home plate. The same rules of baseball apply except you can tag a person by throwing the ball and you can have as many people on one base as you want. Usually a small target like both far backboards are picked as a homerun target.

Sock Wars

TYPE: Active AGE: 5 and up PARTICIPANTS: 15 or more
EQUIPMENT: Socks
OBJECTIVE: To be the last team left with socks on.
DESCRIPTION: Define an area the size of a volleyball court and make two teams. Everyone must where their socks below the heel so it just covers the balls of their feet. Players are out if they lose both socks or move out of the boundary. Everyone must walk like a crab. With a smaller group, everyone can be against each other. Simply define an approapriate area.

So You Read the Newspaper Eh?

TYPE: Semi-Active AGE: 10 and up PARTICIPANTS: 10 or more
EQUIPMENT: One newspaper per group, tables, chairs, jugs of water, wine glasses, cigars, smoking jackets.
OBJECTIVE: Be the first to answer the questions.
DESCRIPTION: Divide into groups of five or six. Each group is given an exact same newspaper and two minutes to memorize the front cover of each section. A question is given and the first person to put on a coat, pour water into the wine glass, hold the cigar and make the wine glass ring by rubbing the rim can answer. Team with the most right answers wins.

Steal The Turkey

TYPE: Active AGE: 6 and up PARTICIPANTS: 10 to 20
EQUIPMENT: Turkey or a reasonable substitution.
OBJECTIVE: Get the turkey back to your side of the gym.
DESCRIPTION: Divide into two teams. Each team starts on opposite sides of the gym. The turkey is placed in the center. Each team member is given a number. When their number is called they try to bring the turkey to their side. Only when a person is touching the turkey can that person be tagged by the other.

The Winds of Lake Superior Submitted by Paul Rainville


TYPE: Active, Icebreaker AGE: 4 and up PARTICIPANTS: 10 or more
EQUIPMENT: One less 'object' than the total number of participants
OBJECTIVE: The ultimate goal of this game is to get to know your everyone. The game objective is not to get caught inside the circle.
DESCRIPTION: The group forms a large circle with one person in the middle. Everyone except the person in the middle have 'objects' used to mark their spot on the outside of the circle. Bean bags are great to use for this game. The person in the middle starts the game by saying, "The winds of Lake Superior blow on all those who..." and finishes the statement with something many have in common. As an example: "The winds of Lake Superior blow on all those who have a sister." Everyone on the edge of the circle who have sisters must leave their spot on the outside and run to another open spot marked by an 'object'. The person left without a spot becomes the new person-in-the-middle. Encourage questions that let the group discover things about each other. Usually, the name of the lake is substituded for a local lake as well. The group leader should emphasise safety when running around with 'objects' on the floor.

Work That Body

TYPE: Active AGE: 50 and up PARTICIPANTS: 10 or more
EQUIPMENT: Music, Aerobic Routine
OBJECTIVE: To get the participants physically active.
DESCRIPTION: Just like running an aerobics class for seniors. Low impact, use actions they can relate to. (Grocery shopping, etc.)

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