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bullet Bean Bag Target Toss

 

bullet Blinded Number Line

 

bullet  Drop The Toothpick

 

bullet  Guess That Smell

 

bullet Shipwreck

 

bullet Shoebox Bowling

 

bullet Stork Stand Contest

 

bullet Team War Games

 

bullet The Creek

 

bullet Umbrella Bounce

 

bullet Wall Head Pivot

 

bullet What's a Minute?

 

bullet What's the Message?

 

bullet Who has it? 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 Bean Bag Target Toss                                                                                                                                                   

Required: Five Flingsocks, bean bags, or smooth stones
Players: Two to six for each target

Playing Area: Three concentric circles are drawn on the floor, start with a 10", then 20", and then 30".

Points allotment: 10 points -10" center
5 points - 20" boundary
2 points - 30" boundary
1 point - on the line
Each player takes a turn throwing bags toward the target about 10 to 15 feet away. To score, toss must be completely in boundary and not touching a line. After each player is given five throws and the score is determined from the final position of that person’s five tosses.
Variations: You can compete against each other by alternating throws.

 Blinded Number Line

Required: Blindfolds and numbered tags
Players: Small to large groups

Provide blindfolds for all the players. You can have players bring a blindfold or make them out of cheap thick material. Set up teams into groups of 5-7 players. Every player will get one blindfold and will be instructed that they will receive a small tag with a number. They are to read that number to themselves and not let any other player see it. They cannot talk or even react when they read the number because that could give it away. Once all players have read their number they will be instructed to put on their blindfolds. When the leader of the game signals, all players on each team will try to put their members into a numerical order line. When they have accomplished this and are correct they are the winners. But it’s not that easy because here is how you’ll number each set of tags for each team: negative 2, negative 1, zero, 1 and 2. This numbering system is for 5 players per team. Just add additional numbers for larger teams. If your working with lower grade school players try 2, 4, 5, 9, and 11, that system can cause enough confusion. The game will require all players to work as a team as they cannot talk. They can only communicate with their hands to communicate their numbers.

 Drop the Toothpick

Required: Tooth picks and 20-oz plastic pop bottle
Players: Small group

Set up a desired number of teams. Have a starting line and a plastic pop bottle for each team about 6 yards away. On go, one person from each team is to race to their plastic bottle with a box of tooth picks in hand and try to drop a tooth pick into the bottle while standing over it. Once this is achieved they are to race back without spilling toothpicks, back to line and the next person completes drop until the team is done.
If toothpicks are too hard, try giving the teams raisons. Closing one eye sometimes helps.

 Guess That Smell

Required: Cotton Balls, Empty Film Tubes with lids, and different liquid extracts
Players: Small to large groups

Place one cotton ball in each empty film tube and poke a hole through the lid of each tube so you can easily smell the scent inside. For each cotton ball choose one scent to be added to the cotton ball. You can place numbered tags on the bottom of the tubes that correspond with a master list. Here are some ideas of scents to add to cotton balls, lemon, peppermint, vanilla, garlic, orange, bacon, cherry and coffee. The person that correctly identifies the most scents is the winner.

 Shipwreck

Required: Two long ropes (20-30 ft) and large play area
Players: Small to large groups; no more than 40-50

Set up play area. If outside on the ground, lay ropes about 20 ft parallel. If indoors on hard surface, use taped area so they don’t slip on the ropes. On the outside of one of the ropes note this as starboard, between the two ropes (center) note this as port, on the outside of the second rope, this the poop deck. Have all players gather in the center between the two ropes. If you say "starboard", all of the player are to get across the rope to the starboard side of the ship; the last person to cross the line is out the game. Say "port" and they run to the center; the last person to cross the line is out. Say "poop deck", they are to race to the other side of the other rope; the last person across line is out. Say, "shipwreck and they are to run to the center and fall to the ground. Now continue calling in a random order, try to trick them a few times. While they’re at either the poop deck or starboard, say the place that there already at. They shouldn’t cross the line-if anyone does, they’re out of the game. You can get several players this way. Great game to play several times!

 Shoebox bowling

Required: Shoebox, 5 marbles for each player, scissors, marker, stone
Players: 2-5

Turn a shoebox upside down without the cover and cut seven triangular holes across the long side of the bottom edge. Make sure that the holes are big enough for a marble to go through. Randomly number the holes to indicate points scored for each hole such as 6,4,2,1,3,5, and 7. Place a stone on top of the box to keep from being knocked over. Standing three to five feet away take turns bowling marbles into the shoebox. Whatever hole your marble goes through you score that point. Great math exercise for kids!

 Stork Stand Contest

Required: Cans of food, volunteers
Players: Small to medium groups

The can of food is placed upright on the floor, and the contestants stand on them with one foot. They remain standing on the cans as long as possible. Other players may pester/heckle them, but may not touch them. Several can compete at once, and the one who remains on the can for the longest time wins. For safety purposes, use low cans (like tuna cans).

 Team War Games

Required: Basketball, jump rope, hula-hoop, and Fun Gripper Flyer
Players: Medium to large groups

To play have the teams divide up evenly by strength. To do this, pick two players of equal strength and have them take turns choosing the players to be on their team. You don’t necessarily have to have the picking players be the best athletes, give the underdog their moment to shine. The team members will compete against each other in various games -mostly one on one. On separate pieces of paper write down games that players will compete in. Here are 10 ideas for players to compete with, basketball shoot, long jump, run backwards, hop on one leg, jump rope, throw a Flyer through a hula-hoop, dribble a basketball, crab walk and wheel barrow (2 players per team). Do not tell the teams what they will be competing in. This will be a great game for them to strategize and consider if they’re making the proper decision. Pull out one of the slips of paper and notify the teams what they have to compete in. They as a team will have to decide which member will be the best to compete in that event. You can give them a time limit of 2-3 minutes to decide the player. Those members that are chosen will compete in that one event and will not be allowed to compete again. They still are part of the team in helping to decide who will compete in the next events. The winner of an event will give their team one point. The team with the most points is the winner. You can choose other challenging, creative or age appropriate games to fit the group your working with. This is a great game for physical educators and adding more creative games will make it fun for the next youth group event.

 The Creek

Required: Two long ropes or garden hoses
Players: Small to large groups

First form two parallel lines about two to three feet apart. If on black top use chalk and on the grass use old hoses or rope. The distance apart depends on the jumping ability of the players. The length of the lines should accommodate the players giving them room to comfortably jump. If you are working with very large groups you can form several sets of lines. Have all players line up on any one of the lines and have them face towards the middle (facing each other). The lines are considered “On the banks” of the creek and the middle is considered the “In the creek”. The leader will give one of two commands: “In the creek” or “On the bank”. The players will be required to jump into the creek or to the other bank depending on what they think was said. Any player that made a mistake is asked to sit out of the game. The players that were told to jump to the other bank will turn around and face the middle of the creek again and wait for the next command. You can repeat the command of “In the creek”, while players are in the creek and if any one moves they’re out of the game. You can vary the commands by saying with one foot or both feet. You can even give false commands like the lake or ocean but they should only move when you say “In the creek” or “On the banks”. This game a lot like Shipwreck but a simpler version.

 Umbrella Bounce

Required: Tennis balls and 1 - more umbrellas
Players: Small group

Set up umbrellas upside down about 10 - 15 ft away. Have players try to bounce tennis balls into the umbrellas, but they should bounce at least once. You can even see who can bounce two or more times into their umbrella.

 Wall Head Pivot

Required: Wall, volunteers
Players: Small groups

A line is indicated on the floor about two feet from a wall. The player leans forward, places his head against the wall, and folds his arms behind his back. Using the head as a pivot, he twists his body in a complete circle, without taking his head from the wall or unfolding his arms.

 What's a Minute?

Required: Stop watch or second hand on watch
Players: Small group

Have all players’ line up in a straight line. Players must calculate or guess when a minute is up. When they think a minute has passed, they should take one step back. Try not to give any clues or stand behind the line. The person closest to a minute is the winner. For ties, have a minute show off.

 What's the Message?

Required: Paper, marker and prepared messages
Players: Medium to large groups

Divide players into two main groups and use a big area to run in like a gym or open field. Each group should have approximately 8 people. The idea of the game is to try to read the message on the others team’s back without the other team trying to read yours. If there are 8 people on each team, then there should be a message with 8 words; one word will be stuck at the back of each person (in order) to deliver the message. While the message is stuck on the players, the team interlocks their hands. On Go, the team has to run as a group, with their hands interlocking, attempting to read the message on the other team at the same time, and preventing the other team of reading their message. This should go on for several minutes, running and trying to read. Then the team is to answer what they think the message was. The first team to figure out the message is the winner. For large groups stop after several minutes and start eliminating groups. Rotate as to which team answers because while they answer other teams pick up clues. Or you could secretly have them give answers to prevent others from picking up clues.

 Who has it?

Required: Small rubber ball
Players: Small groups

All players line up side by side and one person moves out four feet in front of players. This person is to keep his/her back to all other players and throw the ball backwards over his/her head towards players. If ball is caught, that person is the new thrower but if retrieved after a bounce then the person with the ball is to hide it behind their back. The thrower is to guess who has it! If thrower finds receiver, he/she gets to throw again, but if receiver wasn’t caught they are the new thrower.

 

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