Party Games Collection #1 ( 220
children's party games )
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121. WITH THE HELP OF THE TOES. (
Active.)
Two players compete in this game. To participate in this game the players must take their
shoes and socks off and sit down on the low chairs. On the floor in front of each player
there stand 2 plates. Near each plate there are 5 walnuts. The task of the players is to
put 5 walnuts onto the left plate with the help of the left toes and 5 walnuts onto the
right plate with the help of the right toes. The player who fulfils the task the first
wins the game.
122. WATER CARRIERS. ( Active.)
Draw 2 parallel lines at the distance of 10m from each other. Some players go down on all
fours before one of the lines. The leader puts a bowls of water on the back of each of the
player. The task of the players is to cross the opposite line and return back.
123. GET THROUGH THE HOOP. ( Active.)
Two teams (6-15 players in each team) form up in lines. The distance between the lines is
2-3 metres. The distance between the players in the line is about 0,5 m. The player's task
is to get through the hoop (to each team is given one hoop) and to pass it to the next
player. The team the players of which fulfil the task the first wins the game. This game
may be more comic if the hoops are replaced by the round elastic lace. These round elastic
laces must be loose enough to get through them.
124. PORTER. ( Active.)
The task of the player is to carry the chair from one part of the room to another without
using the hands; leaning against the floor with one foot and one hand; without touching
the floor with the feet; sitting on this chair; jumping on this chair.
125. BE CAREFUL, PINOCCIO! ( Active.)
There is a cap on the head of one of the players. He/she is Pinoccio. The leader tries to
catch the player with the cap on his/her head. It's not easy, because the players pass the
cap to one another while running. As the leader catches Pinoccio, they exchange their
roles.
126. SPARROWS - FIDGETS. ( Active.)
Draw a circle on the ground (or on the floor). The size of the circle depends on the
number of players. The more the number of players the more the size of the circle. All the
players are accomodated along the circle line. One of the players is "a cat".
He/she is in the center of the circle. All the rest players - "sparrows" - are
beyond the circle. They stand at the circle line. At the leader's signal "the
sparrows" begin to jump in and out the circle. "The cat" tries to catch the
sparrows" while they are within the circle. "The sparrow" which is caught
becomes "the cat", and "the cat" becomes "the sparrow". The
game repeats itself.
127. ROBBERS. ( Active.)
For this game choose flat surroundings with plenty of secret places. The players are
divided into "policemen" and "robbers". The main policeman is a
sheriff. The robbers hide before the game begins. The policemen tie their arms with the
white kerchiefs or think of the other distinctive marks. They start catching the robbers
by their sheriff's instruction. The policeman who notices the robber must say a password.
Only on saying the password the policeman may catch the robber. (About the password the
players agree before the game begins. The password is necessary to distinguish between the
robbers and the policemen in the dark.) If the policeman cannot catch the robber
single-handed he/she may call for help of the other policemen. The caught robber is led to
the sheriff. The sheriff thinks of "a punishment" for him/her. Usually "the
punishment" consists in several joke strikes of the wisp. The caught and "the
convicted" robber becomes the policeman. He/she receives a white band or other
distinctive mark of the policemen. The robbers may also catch the policemen and turn them
into the robbers. For this the robbers must sneak up to the policeman, strike him lightly
and pronounce the password before the policeman pronounces it. If the policeman says the
password before the robber catches him/her, the robber has to escape. The robbers pay much
attention to the sheriff. They may sneak up to him and catch him. So the sheriff must have
bodyguards.
The rules of the game:
1. The robbers and the policemen may make different tricks, but they mustn't confuse
"the enemies" by changing the distinctive marks.
2. If the robbers hear the policeman saying the password, they mustn't catch him/her. But
the policeman may say the password only when he/she really sees the robbers.
3. The game is over when one party is caught by the other or when the sheriff is caught.
4. The players mustn't fight painfully. It's the main rule.
128. FIGHT FOR THE BANNER. ( Active.)
A small hill or a heap of sand is "a fortress". The players are divided into 2
equal parties. One party occupies a fortress. The players of this party stand around the
hill with their backs to each other. The leader of this party stands on the top of the
hill with the banner in his hands. Not far from the fortress there drawn a line. It is
"a trench" of the enemy party. At the signal of their leader, the attacking
party begins the assault of the fortress. The assault consists in that the attacking party
tries to pull off the defenders of the fortress over the trench line. The player who is
pulled off the fortress and is over the trench line is considered to be a prisoner and
cannot take part in the game anymore. The defenders of the fortress try in their turn to
pull their enemies into their territory. The players of the attacking party who are pulled
into the territory of the fortress are the prisoners. The game is over when one of the
parties is so weakend that cannot continue fighting.
129. CRUCIANS AND PIKE. ( Active.)
At the opposite sides of the playground draw 2 lines (at the distance of 15-30 meters).
There are "homes" of "crucians". All the players are
"crucians". The leader is "a pike". "The crucians" stand in
one of their "homes". "The pike" is in the centre of the playground.
At the signal "the crucians" run to the opposite half of their "home".
"The pike" catches the running "crucians". 4-5 caught
"crucians" make a "net". They stand in a line in the centre of the
playground. "The crucians" run to their "home" at the opposite side of
the playground through "the net" (under the stretched arms of the players who
make "a net"). "The pike" stands behind "the net" and
catches "the crucians". "The crucians" who are caught join "the
net". When "the net" is large enough it makes "a basket" (a
circle). "The crucians" run through "the basket" and "the
pike", who stands behind "the basket" catches them. When there are not many
free "crucians", the caught "crucians" make "a fish-trap"
(they form up in 2 lines, as though making a corridor). "The pike" stands near
the end of the corridor (2 steps away from it) and catches "the crucians". The
game is over when all the crucians are caught. The rules of the game: All "the
crucians" must go through "the net", "the basket", "the
fish-trap" while running to the opposite side. The players who violate the rules are
out of the game.
130. HUNTER AND WATCHMAN. ( Active.)
The players choose "a hunter" and "a watchman". "The
watchman" stands in the middle of the playground in the circle with the diameter of 2
meters. All the rest players ("the animals") run within the playground.
"The hunter" runs after them, trying to catch them. The caught
"animals" are led to "the watchman" by "the hunter". The
caught animals may be saved. To save "the animal" it's enough to strike it by
the stretched arm. But the players who save "the animals" mustn't step within
the circle. If the player who wants to save the caught "animal" is caught by
"the hunter" or by "the watchman", he/she is considered to be caught
and he/she must go into the circle. The game is stopped by the leader at his/her signal at
any moment.
Party Games Collection #1 ( 220 children's
party games )
1 2 3 4 5 6 7 8 9 10 11 12
13 14 15
16 17
18 19 20 21 22
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