Two base -- This game is similar to baseball except that only two bases are used. Four players are needed: pitcher, batter, chatcher and fielder. If more want to play, add a second and third fielder. .
The batter hits the ball and must run from home base to first base and back to home. The batter can be put out 3 ways: 1) by a caught fly ball, 2) another player touching home base while holding the ball before the batter completes his run and 3) making three strikes in a row without hitting a fair ball. When the batter is out he becomes the fielder, the old fielder becomes the pitcher, the old pitcher becomes the catcher and the catcher becomes the batter.
If more than six people want to play, have two batters. Then a runner could stop at first base while the other batter takes his turn at bat. A runner going to first base could be put out by tagging first base. A tag at home could only be made for a runner going to home base from second as the batter is running to first base.
Pig -- This game is played with 2 dice and two or more players. Player A rolls the dice and adds the number of dots facing up. That is his score. But if one of the dice has just one dot showing, then his score for that turn is zero. Otherwise he may choose to roll again and add that roll to his score. The player may roll as many times as he chooses and add each roll to his score so long as he doesn't roll a one. A player scores zero for all rolls of that turn if a one is rolled. Play continues from one player to the next until any player's score goes over a decided upon amount, usually 100. But play continues until that round is completed. For example, if the player who started the game is first to go over 100, then all other players get one more turn.
If you wish, add this to the game. Any time two of the same number is rolled, the score for that roll is doubled. For example if two fours come up, the score for that roll is normally 8. But after doubling, it becomes 16. If two ones are rolled, just add 25 to the score.
Boxes -- First draw dots in horizontal and vertical rows to make a grid pattern. Try about 12 rows and 12 columns. Two players take turns. On each turn a player connects two dots with either a horizontal or a vertical line. The object of the game is to form as many small squares as possible. If a player completes a box he puts the first letter of his name in the box and gets one extra turn. When all the dots have been used the winner is the player with the most boxes.
Bucketball -- Place two wastebaskets, large buckets or garbage cans about 60 feet apart. Mark sidelines about 40 feet apart. Use a basketball or similar ball. Play regular basketball rules. No score is made if the ball bounces out of the bucket or knocks it over.
Hand Baseball -- Hand baseball can be played in an area as small as 50' x 75'. Play baseball rules. Bases are about 35' apart. Pitching distance is about 15'. A basketball, volleyball or sport ball is used. The batter hits it with fist or open hand. Pitches are underhand. A base runner is put out by hitting him with the ball.
1-2-3 Ball -- One player tosses a ball straight up and hits it with a bat. The other players try to catch the ball. The batter then lays the bat on the ground broadside to the catcher. The person who caught the ball throws it trying to roll the ball into the bat. If successful that person becomes the new batter. The previous batter joins the group of catchers. A catcher becomes a batter if the ball is rolled into the bat once, two fly balls are caught or three ground balls are caught.
Capture the flag- This is a good game for a group of between 12 and 30 kids. It is physical and somewhat rough.
The game is played on a rectangular area perhaps the size of a football or soccer field. The rectangle is divided across the middle into 2 zones. There are two teams: the black team and the gold team. One zone is home for the black team and the other zone is home for the gold team.
Each player is safe when in their own zone. When a player leaves his own zone, he may be tagged out by any member of the other team. Tagging another player means holding on to the other player long enough to say, "one, two, three, caught." The tagged player then must go to a marked off area in enemy territory known as the jail. He can get out of jail if a teamate touches him.
At the start of the game each team has a flag conspicuously displayed somewhere within the team's territory. Each team tries to protect their own flag. The object of the game is to carry the other team's flag into your team's zone.
Holding onto another player, blocking their path and pushing are legal. All actions which are likely to result in injury or pain are considered illegal. This would include pushing that results in a fall, tripping or rough tackling.
A variation: each player has a handkerchief in a back pocket. About half the handkerchief is hanging out of the pocket. Tagging is accomplished by taking the handkerchief. Or a crepe paper arm band can be grabbed and torn off to make a tag.
Another variation: Instead of a single flag, a group of objects such as empty tin cans or soda bottles are used. A player can only carry one object at a time. If a player is carrying an object when he is tagged, he must return the object. The game is won when one team succeeds in bringing all of the other team's objects into their own territory.
Camping trip- The player who goes first makes up a rule but tells no one what the rule is. Instead a statement is made in the following form: I'm going on a camping trip and I'm taking pears but not potatoes. Everyone tries to think of why pears can be taken but potatoes cannot. If a player has a guess(such as only something that grows above ground can be taken) they reply with a statement to test their guess. The guessing person might say, "I'm going on a camping trip and I'm taking beans but not carrots." If the guess follows the rule the reply would be, "Yes you may take beans but not carrots." If the guess is wrong the reply would be, "No, you may not take beans but not carrots." A wrong guess means the rule maker must say another statement to demonstrate the rule. A correct statement gives the guesser the turn to make up a rule. (By the way the rule in the example is: a fruit can be taken but not a vegetable.)
Two squares - Two squares about 8 feet by 8 feet are marked out on the ground or pavement. The two squares touch side to side. One player stands in each square. To start the game a kick ball is tossed up and struck with the hands or fists after it bounces. The ball then must bounce once in the other player's square. The other player strikes the ball with one or both hands to return the ball back to his opponent's square. This process continues until there is a miss when (1) the ball fails to bounce first in the other player's square, (2) the ball bounces twice or (3) strikes a player before it bounces. A score is given to the player who is not responsible for the miss. If the ball strikes a player before bouncing in his square, the struck player is at fault.
Frisbee bowling- Put a small amount of water in each of six 2 liter plastic soda bottles. Two players are about 40 feet apart. Each player is standing behind 3 bottles. One player tosses the frisbee trying to knock over one of the bottles that is in front of the other player. Take turns until the winner has knocked over 3 bottles.
Volley tennis- This game is played on a tennis court with a volleyball and 2 to 6 players per team. Use the same rules as volleyball except the ball must bounce once before each time it is hit. You do not need to bounce the ball before a serve.
The ball can be hit 3 times in a row by one team but must bounce before each hit. A point can only be scored by the serving team. The ball must not hit the net or go out of bound.
Hangman -- Start by drawing a scaffold which looks like an upsidedown uppercase L. Then think of a word which your opponent will try to guess. Somewhere on the same sheet of paper draw a line of dashes; one dash for each letter in the word. Your opponent then guesses a letter. If that letter is in the word, write the letter on the correct dash. If the word doesn't have the guessed letter in it, draw a circle for the head of a person hanging from the scaffold. For each wrong guess draw one body part. If you finish the drawing before your opponent knows all the letters of the word, then you win. If he guesses all the letters, then he wins. He may try to guess the word anytime he wishes, but another body part is drawn for each wrong guess.
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